So, I gotta ask if something is an intended feature, or an oversight (wouldn't be a bug, but...)
I'm hunting chocobos. When I face off against Valorons (sp?) near Rocket Town, the bad guys themselves scare the choco away when they case Wall +All. Combined with the low encounter rate of chcobos in that area, and the number that end up not being "great", this is a bit maddening. I know I can get Greats from Mideel, but I've always had better success with breeding/racing chocobos when they're from different regions (So a great male choco from Mideel and a great female from Rocket Town seem to produce a better racer than 2 greats from Mideel. I don't know if it's actually coded like that, but just something I noticed once).
In any case, is there a way to either a) not have chocobos spooked by status change or b) remove the +all component from the Valorons' self-buffs? Or is this intended and trying to figure out how to kill both valorons, without hitting the chocobo, before their first turn, an intended challenge?
I wasn't aware that happened, I'll set it to single target casts.
(Can't seem to edit posts...)
Update: I leveled up to one more set of stat boosts and the combination of increased ability scores, full limit break bars, and higher levels allowed me to continue being the classes that I wanted to be, forcing Jormungandr onto his second stage before he could Tail Slap me into oblivion!
- Barret: Dark Knight (front row; only gravity and destruct equipped)
- Yuffie: Bodyguard (back row (no tranq); can't use spells but can equip elemental materia for elemental affiliation on weapon or armor, had cover materia but was not used)
- Cloud: Samurai (front row; only sense and counter materia -- used limit breaks to beat the distance gap)
Thanks again Sega Chief! Still looking forward to 2.0.
From what you've got equipped, I can't really see you beating that fight easily. You've rendered Cloud and Barret mostly useless, unless Barret has a gun equipped in which case he can get some attack stacks and deal a bit of damage. Yuffie can at least function with elemental. NT's arrange mode isn't really built for self-imposed challenge runs like this, as boss fights tend to have your full kit in mind when they're being specced; at the very least, swap in a character who has access to Barrier magic and/or healing magic to alleviate the strain a bit. Cloud is an absolute lost cause, so he'll need to just Defend and use items when needed. If he dies, only revive him when the boss starts to prepare Waterpolo. Yuffie can inflict Slow with Greased Lightning which should be done as early as possible.
If you have anyone with Morph, and assuming attack-items are fair game, try to Morph some Zemzeletts for Swift Bolts; this should deal good damage, as it has 1600 damage at base (before Magic Defence is applied, but should still be very high). War Gong for Berserk (to be used on Yuffie) can be acquired from Levrikons from Morph as well for a 1.5x damage boost but that means relinquishing control of that character which is probably not advisable. Could be used late on to push to the end or something.
Custom Sweepers Morph into Shrapnel; use for that could be hitting boss + Waterpolo at same time, should deal enough damage to kill the Waterpolo in one shot. Prowler can be morphed for Speed Drink, but it'll be tricky to morph it in time without using status ailments like Paralysis/Stop to keep him from fleeing the battle (Cross Slash/Seal Evil can do it, or Added Effect + Time in a weapon). If you can get Speed Drinks for Haste and Slow Jormungandr, then set ATB to Wait on the slowest speed, you'll have a tidy speed advantage.
Vampire Fangs can be morphed from Kalm Fangs, but unsure what their usefulness would be. They were buffed from the original game and may be a way of dealing damage while healing to take some strain off in a pinch. Base damage is 512 before defence is applied, so probably looking at 400-450 or so.