![]() To avoid this, the player can summon an aeon with high defense and use Shield to potentially reduce the damage to around 50,000. When used by Dark Yojimbo, Zanmato will inflict 99,999 damage to the party as well as remove Auto-Life. ![]() When used by the regular Yojimbo, it will inflict 9,999 damage to the entire party, which can be avoided by sacrificing an aeon or by having Auto-Life on the party, or simply having 10,000 or more HP. Zanmato is also used as an enemy ability by both Yojimbo and Dark Yojimbo when their Overdrive meters are full. If the player has the time to spare however, ensuring that Yojimbo is properly treated and paid right will guarantee that he will use Zanmato in due time him sending Daigoro is a sign of poor standing, while seeing him use Wakizashi means that one is on the right path. For example with the scenario directly above, paying 4 times each with 16,384 gil increases the overall probability from ~0.155 to ~0.490, whereas paying once with 65,536 gil will only increase the probability to a measly ~0.205. Instead of paying 2x the money once, it is far more efficient to simply pay twice, assuming the player can survive that long in battle, or is happy to reload their save that number of times. If the player only wants to use Zanmato on a few enemies, such as the superbosses, it is not worth paying Yojimbo too much money due to the exponent in the formula above. G i l = 2 ∗ 2 ( B M / F ) įor example, a new untreated Yojimbo with Fayth answer 3 on PAL/HD vs a level 4-6 enemy, has a ~0.155 probability of using Zanmato with 16384 gil. It is much lower in the NTSC version, with the lowest being 0 and the highest being 56. The lowest base motivation is 0 if he is paid 1–3 gil and the highest is 112 if he is paid at least 536,870,912 gil. The base motivation ( BM) according to how much he has been paid.There are several factors that decide the attack Yojimbo will execute: Yojimbo will use Zanmato when he nods upon receiving his payment. If used on Yunalesca or Braska's Final Aeon, they will move onto their next form, unless they are already at their final form, in which case Zanmato will kill them. The player may need to encounter Critical Bug in battle before this can occur.Zanmato is Yojimbo's strongest attack, which will instantly KO any enemy or boss. Yojimbo can be added to the Fiend Arena by capturing a Critical Bug in Bevelle with an M pod and raising it by 5 levels, then releasing it. Failing to counterattack may require a Haste substitution.ĭepending on whether everyone has Poisonproof, and how long Yojimbo holds off on using Zanmato, it is possible to have everyone as Dark Knights and use Darkness each turn for over 1,000 damage, without pausing to heal, until Yojimbo falls. Combining this with the Bloodlust ability can make short work of Yojimbo, but one must mind the Poison in return. As Yojimbo's attacks are physical, the player can deal double the damage output with every attack from a basic hit or by a counterattack. The battle is also made easy by using special dresspheres, the best option being the Fiers attack with Paine's Full Throttle.Īnother good choice is the Berserker with automatic counter abilities. If fought in Chapter Five and after defeating the Black Elemental, one can also equip the accessory Cat Nip to one of the girls and get her to HP Critical health and use the Gunner's Trigger Happy this no longer works in the International and HD Remaster versions as Cat Nip gives Auto-Berserk. Should one of the characters get KO'd, the party can use a Phoenix Down to revive them. When Yojimbo uses Zanmato, Alchemist can either use a Mega-Potion from the inventory, or mix a Potion and a Hi-Potion. The two attacking characters should use their strongest attacks while the Alchemist heals. It is best to equip each character with an accessory that protects against Poison (such as Star Pendants and Glass Buckles) and to have two strong dresspheres, such as the Dark Knight or Samurai, and one Alchemist. This gesture was demonstrated before every attack in Final Fantasy X. This attack is signaled by a subtle visual cue: Yojimbo holds the right hand up in front of him, with his palm facing left. If the player fails to heal on time, Yojimbo will follow up with Daigoro to finish the player off. Yojimbo's ultimate attack is Zanmato, which will take everyone in the party down to 1 HP and 1 MP. He can inflict status effects, such as Poison, with his Daigoro and Kozuka attacks. Yojimbo can drain 1/4th of MP with his Kozuka attack. ![]() ![]() Daigoro, his dog, usually follows up with a non-elemental attack, but cannot be targeted by the player it is considered one of Yojimbo's weapons. Yojimbo's main attack is Wakizashi, a sword slash for non-elemental damage.
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