Ark (Record Keeper)

Ark is a boss in Final Fantasy Record Keeper, fought in the Ark Record of the Magicite Dungeons.

This version of Ark is based on the Final Fantasy IX summon.

AI script
Ark uses powerful dark-elemental ranged physical attacks, along with the magic attack Doomsday.

A party of magic users is required, as all damage Ark takes from physical attacks is reduced to 1/3.

After its fifth turn, Ark will enter Dark Rage: in this state, it deals 50% more damage, but takes an additional 66.7%. After Dark Rage is interrupted, Ark will re-enter when its HP is reduced by 30% since the last entry.

If the HP thresholds aren't reached fast enough, Ark will enter Phase 2 after its 10th turn, Phase 3 after the 20th, and will enrage after the 30th.

Turns
Phase 1 (100-70% HP):


 * Turn 1: Wait - 1.76s CT (no action)
 * Turn 2: Eternal Darkness - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, auto-hit MAG/MND -99% for 3 seconds)
 * Turn 3: Endark - 1.76s CT (NAT: Self 100% chance to raise dark attack power 10%)
 * Turn 4: Dark Cannon - 1.76s CT (NAT: Slots 1/3/5 -- 400% dark ranged physical)
 * Turn 5: Binding Darkness - 1.76s CT (NAT: AoE 468% dark ranged physical)
 * Turn 6: Doomsday - 1.76s CT (NAT: Self and all party members -- 678% dark magic)
 * Turn 7: Dark Cannon - 1.76s CT (NAT: Slots 2/3/4 -- 400% dark ranged physical)
 * Turn 8: Binding Darkness - 1.76s CT (NAT: AoE 468% dark ranged physical)
 * Turn 9: Dark Cannon - 1.76s CT (NAT: Slots 1/3/5 -- 400% dark ranged physical)
 * Turn 10: Endark - 1.76s CT (NAT: Self 100% chance to raise dark attack power 10%)

Phase 2 (80-41% HP):


 * Turn 1: Savage Eternal Darkness - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, ignores Mirror Image, auto-hit DEF/MAG/MND -99% for 3 seconds)
 * Turn 2: Endark - 1.76s CT (NAT: Self 100% chance to raise dark attack power 10%)
 * Turn 3: Savage Dark Cannon - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, 303% chance to lower dark resistance 10% for 20 seconds)
 * Turn 4: Pulsar Wave - 1.76s CT (NAT: Slots 2/4 -- 150% ranged physical, auto-hit Stop (blockable by Astra))
 * Turn 5: Doomsday - 1.76s CT (NAT: Self and all party members -- 678% dark magic)
 * Turn 6: Pulsar Wave - 1.76s CT (NAT: Slots 1/5 -- 150% dark ranged physical, auto-hit Stop (blockable by Astra))
 * Turn 7: Binding Darkness - 1.76s CT (NAT: AoE 468% dark ranged physical)
 * Turn 8: Dark Cannon - 1.76s CT (NAT: Slots 2/3/4 -- 400% dark ranged physical)
 * Turn 9: Binding Darkness - 1.76s CT (NAT: AoE 468% dark ranged physical)
 * Turn 10: Doomsday - 1.76s CT (NAT: Self and all party members -- 678% dark magic)
 * Turn 11: Savage Eternal Darkness - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, ignores Mirror Image, auto-hit DEF/MAG/MND -99% for 3 seconds)
 * Turn 12: Endark - 1.76s CT (NAT: Self 100% chance to raise dark attack power 10%)
 * Turn 13: Binding Darkness - 1.76s CT (NAT: AoE 468% dark ranged physical)
 * Turn 14: Savage Dark Cannon - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, 303% chance to lower dark resistance 10% for 20 seconds)
 * Turn 15: Doomsday - 1.76s CT (NAT: Self and all party members -- 678% dark magic)
 * Turn 16: Pulsar Wave - 1.76s CT (NAT: Slots 1/5 -- 150% ranged physical, auto-hit Stop (blockable by Astra))
 * Turn 17: Binding Darkness - 1.76s CT (NAT: AoE 468% dark ranged physical)
 * Turn 18: Pulsar Wave - 1.76s CT (NAT: Slots [2][4] 150% ranged physical, auto-hit Stop (blockable by Astra))
 * Turn 19: Binding Darkness - 1.76s CT (NAT: AoE 468% dark ranged physical)
 * Turn 20: Savage Dark Cannon - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, 303% chance to lower dark resistance 10% for 20 seconds)

Phase 3 (40-0% HP):


 * Turn 1: Savage Eternal Darkness - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, ignores Mirror Image, auto-hit DEF/MAG/MND -99% for 3 seconds)
 * Turn 2: Endark - 1.76s CT (NAT: Self 100% chance to raise dark attack power 10%)
 * Turn 3: Savage Doomsday - 1.76s CT (NAT: Self and all party members -- 99999% piercing dark magic, capped at 99999)
 * Turn 4: Endark - 1.76s CT (NAT: Self 100% chance to raise dark attack power 10%)
 * Turn 5: Pulsar Wave - 1.76s CT (NAT: Slots 2/4 -- 150% ranged physical, auto-hit Stop (blockable by Astra))
 * Turn 6: Dark Cannon - 1.76s CT (NAT: Slots 2/3/4 -- 400% dark ranged physical)
 * Turn 7: Pulsar Wave - 1.76s CT (NAT: Slots 1/5 -- 150% ranged physical, auto-hit Stop (blockable by Astra))
 * Turn 8: Dark Cannon - 1.76s CT (NAT: Slots 1/3/5 -- 400% dark ranged physical)
 * Turn 9: Binding Darkness - 1.76s CT (NAT: AoE 468% dark ranged physical)
 * Turn 10: Savage Doomsday - 1.76s CT (NAT: Self and all party members -- 99999% piercing dark magic, capped at 99999)
 * Turn 11: Savage Eternal Darkness - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, ignores Mirror Image, auto-hit DEF/MAG/MND -99% for 3 seconds)
 * Turn 12: Endark - 1.76s CT (NAT: Self 100% chance to raise dark attack power 10%)
 * Turn 13: Dark Cannon - 1.76s CT (NAT: Slots 2/3/4 -- 400% dark ranged physical)
 * Turn 14: Pulsar Wave - 1.76s CT (NAT: Slots 1/5 -- 150% ranged physical, auto-hit Stop (blockable by Astra))
 * Turn 15: Binding Darkness - 1.76s CT (NAT: AoE 468% dark ranged physical)
 * Turn 16: Dark Cannon - 1.76s CT (NAT: Slots 1/3/5 -- 400% dark ranged physical)
 * Turn 17: Pulsar Wave - 1.76s CT (NAT: Slots 2/4 -- 150% ranged physical, auto-hit Stop (blockable by Astra))
 * Turn 18: Savage Doomsday - 1.76s CT (NAT: Self and all party members -- 99999% piercing dark magic, capped at 99999)
 * Turn 19: Endark - 1.76s CT (NAT: Self 100% chance to raise dark attack power 10%)
 * Turn 20: Savage Dark Cannon - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, 303% chance to lower dark resistance 10% for 20 seconds)
 * Turn 21: Savage Eternal Darkness - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, ignores Mirror Image, auto-hit DEF/MAG/MND -99% for 3 seconds)
 * Turn 22: Endark - 1.76s CT (NAT: Self 100% chance to raise dark attack power 10%)
 * Turn 23: Dark Cannon - 1.76s CT (NAT: Slots 2/3/4 -- 400% dark ranged physical)
 * Turn 24: Pulsar Wave - 1.76s CT (NAT: Slots 1/5 -- 150% ranged physical, auto-hit Stop (blockable by Astra))
 * Turn 25: Binding Darkness - 1.76s CT (NAT: AoE 468% dark ranged physical)
 * Turn 26: Dark Cannon - 1.76s CT (NAT: Slots 1/3/5 -- 400% dark ranged physical)
 * Turn 27: Pulsar Wave - 1.76s CT (NAT: Slots 2/4 -- 150% ranged physical, auto-hit Stop (blockable by Astra))
 * Turn 28: Savage Doomsday - 1.76s CT (NAT: Self and all party members -- 99999% piercing dark magic, capped at 99999)
 * Turn 29: Endark - 1.76s CT (NAT: Self 100% chance to raise dark attack power 10%)
 * Turn 30: Savage Dark Cannon - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, 303% chance to lower dark resistance 10% for 20 seconds)

Enraged:
 * Turn 1 + 3n: Savage Eternal Darkness - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, ignores Mirror Image, auto-hit DEF/MAG/MND -99% for 3 seconds)
 * Turn 2 + 3n: Savage Dark Cannon - 1.76s CT (NAT: AoE 430% piercing dark ranged physical, 303% chance to lower dark resistance 10% for 20 seconds)
 * Turn 3 + 3n: Savage Doomsday - 1.76s CT (NAT: Self and all party members -- 99999% piercing dark magic, capped at 99999)

Strategy
Unlike Deathgaze, most of Ark's attacks do not ignore DEF, so Protectga is needed. Shellga is optional, as Doomsday is Ark's only magic attack.

Ark's most dangerous attack is Savage Eternal Darkness, which ignores Mirror Image and reduces the party's MAG, MND and DEF to 1% for three in-game seconds. However, it can be dodged by the Shield status, which makes Y'shtola's Goddess's Mercy viable.

Pulsar Wave will apply Stop to the party, which will last 17 in-game seconds with Ark's high MND stat. However, unlike Eternal Darkness, Pulsar Wave is regular physical damage, which can be dodged with a Mirror Image source such as Arc's Word of Kindness or Penelo's Dance of Rapture.

Savage Doomsday is a guaranteed party kill, but it does not ignore Magic Barrier.