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โ | You all look a bit tired. Long journey? Perhaps you should just relax and stay still. A clean shot will make it hurt much less. | โ |
~ Lieutenant Farsight |
Lt. Farsight | |
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Level | 22 (Legend) |
Race | Human |
Zone | ZPCI Stronghold - Stage 3/Wave 1 (Miniboss stage) |
Allies | ZPCI, ZPCI Medic |
Lieutenant Farsight, shortened to Lt. Farsight in battle, is a member of the ZPCI. She appears within the ZPCI Stronghold, serving as the first mini-boss of Chapter 7: The Hornet's Nest.
Audio[]
Attributes[]
Attribute Notes:
- Values in bold can be encountered in a Legend run (no training), no bold means that these values are only available in training fights.
- Italic values cannot be encountered in training despite being coded in the game due to Sonny's level being +1 higher than the zone level when entering a new zone, on a legend run.
- Buffs cannot reduce Power/Defense/Speed below 1. This also applies to Vitality but it normally cannot be modified in battle.
- For Defense specifically, this means that the Damage taken Mod becomes ~200% while both breached and exposed. See this this page for more info.
- Visible Power/Defense/Speed is rounded to nearest integer. If the actual value ends exactly in ".5", then it will be rounded to nearest even integer. Visible (Max) HP is rounded up.
- Abilities can also have Hit./Crit. Bonuses, which are listed under the Abilities section.
- Only Physical Defense is shown because the other elemental defenses are not used at all on units. They can still get non-physical elemental defense from certain abilities.
Base | Mod | Lvl 22 | |||||||||||
Power | 0 | 1.5 | 1713.6 | ||||||||||
Defense | 0 | 1 | 1142.4 | ||||||||||
Speed | 0 | 0.75 | 856.8 | ||||||||||
Vitality | 0 | 6.5 | 7425.62 | ||||||||||
Max HP from Vitality (7*Vitality) | 51979.32 | ||||||||||||
Visible Max HP from Vitality | 51980 | ||||||||||||
Visible Power | 1714 | ||||||||||||
Visible Defense | 1142 | ||||||||||||
Visible Speed | 857 | ||||||||||||
Damage Taken Mod from Defense | 77.378% | ||||||||||||
... while Breached (-50% Defense) | 137.5% | ||||||||||||
... while Exposed (-75% Defense) | 168.75% | ||||||||||||
Hit. Bonus | 100% | ||||||||||||
Crit. Chance | 15% | ||||||||||||
Stun Resist | 0% | ||||||||||||
Focus Drain Resist | 50% | ||||||||||||
Physical Defense | 0% |
Abilities[]
Deal +110% damage if caster wasn't hit with an attack last turn. | Damage bonus doubled to +220% due to a glitch. | |||
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This aura only has the healing bonus effect, the description is used to inform the player about Snipe's reaction. See Snipe for the correct damage bonus. | |||||
Drains 100 Focus from target on hit. | AoE Ability | |||
A.I. Ability Order[]
A.I. Notes:
- The A.I. prefers to use the topmost item in the left list, which is ranked according to the abilities' total scaling and A.I. score bonuses. For attacks specifically, their cooldown also plays a part in the rankings (the longer the cooldown, the higher it goes).
- When an ability's Max HP Threshold condition is met and it's off cooldown, then that ability is added to the left list, in most cases to the top.
- If an ability cannot be used due to being on cooldown, incl. silences, then the A.I. moves down the list to the next ability. If no abilities are available, then the A.I. skips their turn.
- The A.I. will also not use healing abilities with 100% HP Threshold if all their teammates have full HP.
- The A.I. does have a chance of not following the list and instead picking a random ability. The chance depends on it's A.I. type and the difference in total scaling & A.I. Score Bonuses.
- It might also pick a different ability if the valid target(s) has:
- Increased elemental defense against an element one of their available abilities has.
- High Defense and the A.I. has access to an ability that deals piercing damage.
- The A.I. prefers targeting units with low HP% (both attacks & heals) and a high Damage Taken Mod (only attacks). Buffs that increases damage/healing taken also affect the targeting priority.
- Again, the A.I. has a chance of targeting a random unit instead. The chance depends on it's A.I. type, the difference in HP% & difference in Damage Taken Mod.
A.I. Type | This unit has the A.I. type "Normal". They tend to follow the list and targeting priority, but can sometimes switch it up with a random ability or target. | ||
Phases | Ability Preference List | HP Threshold Abilities | Passive Abilities |
Phase 1 | - Scatter Shot (4th turn & onward) - Snipe - Attack |
- Vantage Point |
Note: Lt. Farsight will almost never use Attack unless Snipe is silenced or Sonny's party has significantly increased Lightning defense. Furthermore, they will also prefer Snipe over Scatter Shot (if available) when they have not been hit with an attack last turn.
Tactics[]
Farsight can be treated as a stronger version of the ZPCI Sniper as they share most of their abilities. She is also accompanied with two ZPCI Medics. Iron Slam or other abilities that apply Suppress can be cast on them to reduce their healing. Warp Strike from the Lightning Strain can be used at the start to damage Farsight and then Sonny can use an ability that applies Suppress on one of them. Attacks that damage the entire enemy team can be used to damage Farsight while trying to kill the Medics. Wound can also be used to increase the likelihood of Sonny's allies attacking Farsight while the player focuses on the Medics.
Zakk and Kara both have attacks that attack multiple enemies which help to prevent Farsight's passive. If Sonny lacks a lot of heals, replacing one of them with Doctor Herregods can help with sustain.
Gallery[]
Trivia[]
- The player can gain the following tip when being defeated by, or retreating from, this unit:
- "Farsight deals extra damage if she was not attacked on the previous turn."
- Lieutenant Farsight's name is possibly a reference to the Warhammer 40,000 character Commander Farsight. Commander Farsight is a Tau, a race famous for utilizing powerful, long-range guns not dissimilar from Lieutenant Farsight's sniper.