Abyss 12

Changelog

  • 23 Aug: Page created, Bosses revealed
  • 24 Aug: Updated up to final boss

Nightmare #12

Previous Nightmare Dungeons

Omega Drive

Omega Drive is a 6* Combat ability. It is a 4-hit physical attack, and its multiplier increases with user’s ATK.

To craft it you will need:

10 Power Crystals
6 Fire Crystals
6 Dark Crystals
1 Omega Drive Record


Highlights


VIII

20 STAMINA

Rewards: First Time / Completion / Mastery】

  • Soul of a Hero, Major Power Orb x2
  • 60000 Gil
  • Major Fire Orb x2, Major Dark Orb x2

Target Score

  1. Defeat Iron Giant without being KO’d.
  2. Exploit Iron Giant’s weakness to lightning attacks.
  3. Do not use Black Magic on Iron Giant.
Iron Giant

HP

256150

Elements
WEAK Lightning
ABSORB
RESIST Poison
NULL
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Mind RESIST

XI

30 STAMINA

Rewards: First Time / Completion / Mastery】

  • MC Lode, Major Power Orb x3
  • 75000 Gil
  • Major Dark Orb x3, Dark Crystal x1

Target Score

  1. Defeat Porphyrion without being KO’d.
  2. Do not use Black Magic on Porphyrion
  3. Reduce Porphyrion’s ATK.
Porphyrion

HP

288279

Elements
WEAK
ABSORB
RESIST Lightning
NULL
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Mind RESIST

XIII

40 STAMINA

Rewards: First Time / Completion / Mastery】

  • MC2 Lode, Power Crystal x1
  • 90000 Gil
  • Power Crystal x1, Dark Crystal x1

Target Score

  1. Do not use Black Magic on Atlas.
  2. Do not use Summon magic on Atlas.
  3. Reduce Atlas’s MAG.
Atlas

HP

321825

Elements

 

WEAK
ABSORB
RESIST Fire / Ice
NULL Wind / Lightning
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Mind RESIST

X

50 STAMINA

Rewards: First Time / Completion / Mastery】

  • Power Headband, Power Crystal x2
  • 75000 Gil
  • Power Crystal x2, Fire Crystal x2

Target Score

  1. Do not use Black Magic on BFA.
  2. Do not use Summon magic on BFA.
  3. Reduce BFA’s ATK.
BFA

HP

356750

Elements
WEAK
ABSORB
RESIST
NULL
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Mind RESIST

Final Dungeon

1 STAMINA

Rewards: First Time / Completion / Mastery】

  • Omega Drive Record, Fire Crystal x4
  • 1500 Gil
  • Power Crystal x4, Dark Crystal x4

Target Score

  1. Defeat Omega Weapon before he uses Nightmare Omega Drive.
  2. Do not use Black Magic.
  3. Do not use Summons.
Nightmare Ultima Weapon

812

Infographic

Credits to Keytsang:

TO = Top Orb; BO = Bottom Orb

Extra Notes:

  • Most of his attacks ignore RES buffs. This means that native RES will reduce damage taken. Make sure you equip your characters with high RES armor!
Notes (courtesy of TFMurphy)

The battle against Omega Weapon (Nightmare) has three Phases in total. Unlike most Nightmares, Omega Weapon’s HP is NOT shared between the phases. Killing Omega Weapon in any phase begins the next, until it is finally killed for good in Phase 3.

 

Phase 1

Omega Weapon (Nightmare)

Lv HP ATK DEF MAG RES MND SPD ACC EVA
180 65535 618 1782 521 27600 465 300 100 83

Resist: Fire, Ice, Lightning, Earth, Wind, Water, Holy, Dark, Bio

Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt

(Vuln: —) (Sp.Imm: Interrupt)

Break IMMUNE: ATK, DEF, MAG, RES, MND, SPD

100% chance of countering WHT/BLK-type damage and NIN-type abilities with Heartless Angel (NAT: AoE – Reduce HP to 1)

Phase 1 ends when Omega Weapon is killed. Omega Weapon will use Vengeance (NAT: AoE – 100% chance of curing Haste/Protect/Shell/Reflect/Regen/Triple/[Stat Buff Statuses]) as a final attack immediately before it dies.

Each Turn:

  • Forced: Nightmare Quake (NAT: AoE – 198% Earth Magic Dmg, Ignores Res Buffs) [Used on Local Turn 1 and then every 4th turn after]
  • Forced: Nightmare Tsunami (NAT: AoE – 220% Water Magic Dmg, Ignores Res Buffs) [Used on Local Turn 2 and then every 4th turn after]
  • Forced: Nightmare Flare Star (NAT: AoE – 246% Fire Magic Dmg, Ignores Res Buffs) [Used on Local Turn 3 and then every 4th turn after]
  • Forced: Grand Delta (NAT: AoE – 390% NonElem Magic Dmg, Ignores Res, Uses MAG^0.6) (4048-4169 damage) [Used on Local Turn 4 and then every 4th turn after]

 

 

Phase 2

When Phase 2 begins, Omega Weapon will revive into its Phase 2 Form with an empty ATB, and two Mana Spheres will appear; one above Omega Weapon, and the other below.

 

Mana Spheres can be one of two different colors: Red and Green. At the start of Phase 2, the top Mana Sphere will be assigned a random color, and the bottom Mana Sphere will be the opposite color — that means there will be one Red Sphere and one Green Sphere, but their location will be randomized.

The Mana Spheres do nothing by themselves and take no action each turn (with no cast time). Immediately after their 4th turn (approximately 12.67 seconds after the sphere spawned), Omega Weapon will consume the sphere as an instant action, and use an ability depending on the color of the consumed sphere:

  • Red: Nightmare Omega Drive (NAT: AoE/LR – 650% Phys Dmg, Ignores Def) (9999 damage)
  • Green: Absorb (NAT: Factor 100 Heal) (4412 healing)

 

The Mana Spheres can only be safely attacked by the two party positions directly in front of them, which we’ll call Safe Positions. That is, the top Mana Sphere can be safely attacked by party members in the topmost 2 positions, while the bottom Mana Sphere can be safely attacked by party members in the bottommost 2 positions. If a Mana Sphere is damaged (but not killed) from a party member who is not in one of two Safe Positions, then it will instantly react by using a penalty ability that depends on the color of the Mana Sphere:

  • Red: Self-destruct (NAT: Kills self, converts HP to 100% Dmg – Infinite Max Damage, Targets attacker)
  • Green: Healing Counter (NAT: Heals HP equal to Dmg Taken – Infinite Max Healing, Targets Omega Weapon)

The Red Sphere’s Self-destruct will target the party member that attacked it, and the Green Sphere’s Healing Counter will heal Omega Weapon for however much damage the sphere took from the attack.

(Reminder: The party member in the 3rd position will never be in a Safe Position for either Mana Sphere.)

 

If a Mana Sphere is killed by a party member in one of the Safe Positions in front of it, then immediately before they die they will react by using a reward ability based on the color of the sphere. Furthermore, the strength of this ability depends both on how many party members damaged the Mana Sphere before it died, and how many damaging abilities it took to kill the Sphere:

Red Sphere: Focused Counter (NAT: x Raw Dmg – Infinite Max Damage, Targets Omega Weapon)

  • 1 Member, 1 Ability: 14999 Raw Dmg
  • 1 Member, 2 Abilities: 9999 Raw Dmg
  • 1 Member, 3+ Abilities: 4999 Raw Dmg
  • 2 Members, 2 Abilities: 19998 Raw Dmg
  • 2 Members, 3+ Abilities: 9999 Raw Dmg

Green Sphere: Disperse Healing Charges (NAT: AoE – Factor x Heal – Targets party)

  • 1 Member, 1 Ability: Factor 50 Heal (2417 healing)
  • 1 Member, 2 Abilities: Factor 35 Heal (1692 healing)
  • 1 Member, 3+ Abilities: Factor 20 Heal (967 healing)
  • 2+ Members, 2 Abilities: Factor 85 Heal (4108 healing)
  • 2+ Members, 3+ Abilities: Factor 35 Heal (1692 healing)

The strongest versions of the reward abilities occur when a Mana Sphere is destroyed by using one ability each from both party members in the Safe Positions.

 

Finally, once a Mana Sphere is destroyed (either by being consumed, self-destructing, or through the party’s attacks), a new Mana Sphere will instantly spawn in its place, but with the opposite color. Killing a Red Mana Sphere will cause a Green Mana Sphere to spawn, and vice versa. However, once the 10th Mana Sphere has died, no more Mana Spheres will spawn, and Omega Weapon will instantly react to the 10th Sphere’s death by using Nightmare Omega Drive (NAT: AoE/LR – 650% Phys Dmg, Ignores Def) (9999 damage). (Note: If an 11th Sphere remains after the death of the 10th Sphere, then this Sphere will still work as normal until it dies. Omega Weapon will not use Nightmare Omega Drive again unless the 11th Sphere is a Red sphere and Omega Weapon consumes it on the sphere’s 4th turn.)

Given the above, this gives you a hard limit of approximately 63.35 seconds before the 10th sphere is consumed (assuming all previous spheres live as long as possible). Killing a Mana Sphere long before it would be consumed will greatly reduce this time.

 

Omega Weapon (Nightmare)

Lv HP ATK DEF MAG RES MND SPD ACC EVA
180 223666 618 1782 550 27600 465 400 100 83

Resist: Fire, Ice, Lightning, Earth, Wind, Water, Holy, Dark, Bio

Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt

(Vuln: —) (Sp.Imm: Interrupt)

Break IMMUNE: ATK, DEF, MAG, RES, MND, SPD

100% chance of countering WHT/BLK-type damage and NIN-type abilities with Heartless Angel (NAT: AoE – Reduce HP to 1)

Phase 2 ends when Omega Weapon is killed. Omega Weapon will use Vengeance (NAT: AoE – 100% chance of curing Haste/Protect/Shell/Reflect/Regen/Triple/[Stat Buff Statuses]) as a final attack immediately before it dies.

Each Turn:

  • 20% Nightmare Atomic Rays (NAT: AoE – 220% Fire Magic Dmg, Ignores Res Buffs)
  • 20% Nightmare Absolute Zero (NAT: AoE – 246% Ice Magic Dmg, Ignores Res Buffs)
  • 20% Nightmare Wave Cannon (NAT: AoE – 246% NonElem Magic Dmg, Ignores Res Buffs)
  • 20% Launcher (NAT: AoE – 123% chance of 30% CurHP Dmg, resisted via Death) [Unlocks on 4th ATB]
  • 20% Nightmare Delta Attack (NAT: 342% NonElem Magic Dmg, Ignores Res Buffs) [Unlocks on 5th ATB]

 

Mana Sphere

Lv HP ATK DEF MAG RES MND SPD ACC EVA
180 16769 579 1370 630 31700 533 200 100 72

Resist: Fire, Ice, Lightning, Earth, Wind, Water, Holy, Dark, Bio

Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt

(Vuln: —) (Sp.Imm: Interrupt)

Break IMMUNE: ATK, DEF, MAG, RES, MND, SPD

Mana Spheres will do nothing each turn (with no cast time). On a Mana Sphere’s 4th turn, it will be consumed by Omega Weapon who will use either Nightmare Omega Drive (if the sphere was Red) or Absorb (if the sphere was Green) as an instant action.

If a Mana Sphere is damaged but not killed by a party member who is not in one of the two Safe Positions directly in front of the sphere, then the sphere will instantly react with a penalty ability. Red Spheres will use Self-destruct on their attacker (dying in the process), while Green Spheres will use Healing Counter on Omega Weapon.

If a Mana Sphere is killed by a party member standing in one of the two Safe Positions, then the sphere will react with a reward ability before it dies. Red Spheres will use Focused Counter on Omega Weapon, while Green Spheres will use Disperse Healing Charges on the party. The strength of these reward abilities depend on how many party members damaged the sphere and how many damaging abilities it took to kill the sphere.

When a Mana Sphere is consumed or destroyed, a new Mana Sphere of the opposite color will spawn. When the 10th Mana Sphere is destroyed, no further Mana Spheres will appear, and Omega Weapon will use Nightmare Omega Drive as an instant action.

 

 

Phase 3

When Phase 3 begins, any remaining Mana Spheres will vanish. Omega Weapon will revive one last time into its Phase 3 Form, starting with an empty ATB.

Omega Weapon (Nightmare)

Lv HP ATK DEF MAG RES MND SPD ACC EVA
180 149111 618 1782 579 27600 465 500 100 83

Resist: Fire, Ice, Lightning, Earth, Wind, Water, Holy, Dark, Bio

Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt

(Vuln: —) (Sp.Imm: Interrupt)

Break IMMUNE: ATK, DEF, MAG, RES, MND, SPD

100% chance of countering WHT/BLK-type damage and NIN-type abilities with Heartless Angel (NAT: AoE – Reduce HP to 1)

Each Turn:

  • Forced: Nightmare Holy (NAT: 410% Holy Magic Dmg, Ignores Res Buffs) [Used on Local Turn 1 and then every 4th turn after]
  • Forced: Nightmare Flare (NAT: 490% NonElem Magic Dmg, Ignores Res Buffs) [Used on Local Turn 2 and then every 4th turn after]
  • Forced: Nightmare Meteor (NAT: AoE – 490% NonElem Magic Dmg, Ignores Res Buffs) [Used on Local Turn 3 and then every 4th turn after]
  • Forced: Nightmare Forsaken (NAT: AoE – 650% NonElem Magic Dmg, Ignores Res, Uses MAG^0.6) (7581-7808 damage) [Used on Local Turn 4 and then every 4th turn after]
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