Yauwe is now a much more challenging enemy. And nerfing Judgement was a good decision, too.
Lunaris: Is it intended that it only starts using Zanmato around 300.000HP? I thought the plan was to start the "enhanced" mode a lot earlier?
Lunaris' AI basically cycles between 6 steps, with the caveat that he can add in physical attacks (which delay the next move rather than skipping it), and Sinful Guard will be skipped if there's no point in using it.
In the original version, Zanmato would occur either as the 6th step (regardless of HP), or if his HP is below half (this
does interrupt the pattern, it's essentially an immediate jump to the 6th step).
The new version works differently - Zanmato has no "occur immediately" trigger. However, its use as the 6th step is skipped if he's above 2/3rds HP.
Either way, the above only applies for the *first* time he uses it - after that, it's used as the 6th step every cycle, no matter what.
Perhaps I should combine these - use it as the 6th step if below 2/3rds HP, and use it immediately (well, on the next turn) if he drops below half HP.
EDIT: No, upon a closer look, current code is that he should always use Zanmato on the first turn he gets after dropping below 2/3rds of his max HP. And I just tested it again to make sure it works correctly. I suspect you may have been dishing out damage so quickly, you got him down from 666,667 (or higher) to 300,000 without him getting a turn?
Xeon: Still an absolutely trivial fight. The attacks to the party barely do any damage, and Ivy's Ghost Breath deals 99.999 damage.
Hm. I might need to make more significant revisions to this battle then. But I also don't want it to be overly hard - I'm not too worried whether Corelock or Xeon is harder, but I do want Lunaris to be the hardest of the three.
Ghost Breath is a very weird attack in terms of how it works. In fact, one of it's most unusual quirks is that Spirit is applied to the damage
twice. Seems this isn't enough though for an enemy as powerful as Xeon. I do want it to retain this "amazing damage vs powerful enemies" effect, but being able to do a guaranteed 99999 against any sufficiently powerful enemy is too much. As such, I think the ideal modification here: Make Ghost Breath unable to exceed 9999, even with Ultra Damage equipped. (There is precedent for this to some extent - we have Full-Cure which can exceed 9999 even without Ultra Damage, and most (if not all) items can't exceed even with Ultra Damage. But Ghost Breath is a weird enough attack in general that I wouldn't feel awkward even if it was the only attack in the game with such a trait.)
I might take a more sigificant look at rebalancing the game as a whole once I've finished making all remaining content. Until then, I'm not going to worry too much about these issues - I'll fix bugs, but I think it's more important to get the remaining content finished first before worrying further about the odd case where a battle isn't balanced perfectly, so I can look at the entire picture.