My characters and YASDs

The tower awaits!

Re: My characters and YASDs

Postby Saler » Fri Feb 01, 2019 7:33 am

Ok, I wasn't aware of that “no hard coding” rule. And I was suspecting that Fire builds help with HP, I just didn't mention it because it didn't feel relevant yet in this run. That was part of my Magic based tank idea.
Tower 6: This might've been a very situational occurrence, but with 4 Easg Saints focus firing me I got hit 12 times before taking my turn. There's a possibility that having a party with a lot of turn delay (like 1, maybe 2, having turn delay builds and the remaining attackers having turn delay passives. Or, alternatively, the whole team is turn delay, defense and damage over time) is rather game breaking. Then again, with how troublesome that is to set up, it might just act like a reward for all the effort it took. :) I found a Fiery Ogre with Pyre Rite. I linked with him, giving Pyre Rite to Ruhin and Oppressor to Headless. I encounter Ludoc and kill him after some annoyance. I link with his Carbuncle to copy Mindreader to Dipsas, replacing Cleanse. I encounter a Dark/Something Orb of Power Wraith named Aza. I didn't feel like dealing with several Vigor Syphon sources in a fight like this, so I just ran.
Tower 7: Some Stymphalideses give me trouble. I find and link with an Arachne, giving Dipsas Mending. I also give it Fiery Claw, deleting it's exhaustion abilities. I find Lucky Dodge and replace Shocking Touch with it.
Tower 8: Headless' AI acted up again. I got a save, but it was after he started acting normal again, so I'm not sure if it will help. Also, this time the enemies were outside of Headless' line of sight, although they were still in mine. After a few fights I find Miodchaoin. By the time I thought to see if recruiting him could help me, he already had 10 HP left. :roll: So I killed him. Seeing how his Ogres had Direct attacks and Fire resistance, it would probably be too much trouble anyway. Tried to link with a pair of Angels I found for their Protect, Succeeded on the second one.
Turdak's Sanctum: Headless looses most of his MaxHP to a group of Akatekos I foolishly summoned him against. :( Later, I find Turdak. I link with him, then almost fail the link to Ruhin using Pink Whisper, causing Turdak to Leap Attack his Acheris. I had to use 2 Meteor Glyphs. I'm guessing it would be hard to make AI take those kinds of situations into account. Might be nice to have a “don't Charm/Panic this” option in Commands. I replace Headless, giving Turdak Swiftness, Bloodthirst and Leadership, replacing Leap Attack because I don't won't him to rush ahead of the group. Also, Dipsas gets Daring Cut instead of Swiftness. The remaining group was a bunch of Akateko, who didn't give me too much trouble. There was an encounter corpse remaining, but checking it had a chance of cutting me off from the portal, so I didn't take it.
Tower 9: The fights were mostly uneventful. I found Anzu, but his Light weakness would be inconvenient, so I killed him. His Demas, on other hand, didn't cause any weakness problems. Stat wise, it looks like it could potentially become a Magic based tank. I replaced Aithir, giving Fotia Light Dart and Slow so that I can keep them. I also give Demas Bask and Fiery Veil, but doing so immediately proved to be a mistake, seeing how I didn't have enough credits to fuse a Holy Fotia afterwards. :roll: There was a pair of encounter corpses, but both of them were just demon groups.
This run is about to get difficult again. The next step in improving this team would probably be getting a new healer, although Fotia and Ruhin are also falling behind in levels. I will also have to develop Demas. And now I have more abilities to copy to myself. I used to disregard Fire Starter before, but after encountering a few demon group with Fire resistance, I'm considering picking it up to at least reliably Ignite them.
I noticed that ability description that mention last action being a damaging ability also include harmful non-damaging abilities. Seeing how link descriptions do differentiate between the two, it could be a little misleading.
Is Warmth considered to be natural regeneration for effects like Melt and Bright Blood? Because the description doesn't make it clear.
Code: Select all
Summoner Saler...
was chosen by the Vodun Mask,
selected Fire and Fire as their starting elements,
has earned a score of 10058,
is currently at Tower:9,
and is still alive!



--==== Main Character ====--

Name : Saler
Level: 13
MaxHP: 83
MaxSP: 100

Strength: 4
Magic   : 43
Vitality: 23
Agility : 9
Cunning : 41

Resist: Fire
Weak  : Light

Abilities Known:
1) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
2) Fan Flames (Type: Fire, 25 SP. Must target an Ignited character. 55 Power attack. Has a 35% chance to Ignite the target for an unusually long duration. Cannot miss.)
3) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Acid Wash (Type: Matter, 15 SP. 85% chance to inflict Melting, causing damage over time.)
7) Dash (Type: None, 20 SP. Move to the target position instantly. This is a fast action: it only takes half the time most actions do. Cooldown: Charge (8))
8) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))

Relic Upgrades:
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)
Far Summon I (Increases the range of Summon by 2.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
6 Pure gem
2 Calm card
2 Heart glyph
2 Bolt glyph
1 Pain glyph
2 Venom rune
2 Curse rune
2 Mirror chime
1 Magic map
1 Purple essence
1 Trouble chime
1 Frost glyph
7 Heal stone
2 Peace offering
1 Chakra gem
3 Heal gem
1 Bronze offering
1 Zephyr card

Current Credits: 1890

Codex Daemonium Completion
Shared Codex   : 135 / 153 (88% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        3          0          0          7*         0         
Impact       0          0          0          6*         1         
Pierce       0          0          1          6*         0         
Fire         3*         2          1*         2          2         
Ice          0          0          1          4*         2         
Electricity  0          0          3          3*         1         
Body         0          2          0          5*         0         
Mind         1          0          1          6*         0         
Matter       2*         2          2          3*         0         
Light        2          0          0          4          3*         
Dark         0          1          0          5*         1         

n : Number of party members counted.
* : Denotes the main character is included.



--==== Current Party ====--

Name : Lifegiver Gandayah
Level: 11
MaxHP: 76
MaxSP: 125

Strength: 17
Magic   : 31
Vitality: 35
Agility : 11
Cunning : 11

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
5) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
8) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)


Name : Culler Dipsas
Level: 15
MaxHP: 65
MaxSP: 100

Strength: 18
Magic   : 24
Vitality: 16
Agility : 37
Cunning : 30

Resist: Electricity Matter
Weak  : Ice

Abilities Known:
1) Acid Wash (Type: Matter, 15 SP. 85% chance to inflict Melting, causing damage over time.)
2) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
3) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
4) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
5) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
8) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)


Name : Ruhin
Level: 12
MaxHP: 57
MaxSP: 100

Strength: 8
Magic   : 17
Vitality: 22
Agility : 29
Cunning : 34

Immune: Body Matter
Resist: Mind
Weak  : Electricity

Abilities Known:
1) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
4) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
5) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
6) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
7) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
8) Protect (Type: Buff, 10 SP. Improves defense by 25%.)


Name : Fotia
Level: 11
MaxHP: 50
MaxSP: 100

Strength: 8
Magic   : 34
Vitality: 8
Agility : 21
Cunning : 34

Immune: Fire Matter
Weak  : Light Dark

Abilities Known:
1) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Fan Flames (Type: Fire, 25 SP. Must target an Ignited character. 55 Power attack. Has a 35% chance to Ignite the target for an unusually long duration. Cannot miss.)
4) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
6) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
7) ------------
8) ------------


Name : Turdak
Level: 15
MaxHP: 65
MaxSP: 100

Strength: 28
Magic   : 15
Vitality: 22
Agility : 33
Cunning : 27

Immune: Body Dark
Resist: Pierce Ice
Weak  : Impact Fire Light

Abilities Known:
1) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
2) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)
5) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
6) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)


Name : Demas
Level: 17
MaxHP: 74
MaxSP: 100

Strength: 16
Magic   : 38
Vitality: 33
Agility : 21
Cunning : 27

Immune: Fire
Resist: Electricity Matter
Weak  : Ice

Abilities Known:
1) Flame Orb (Type: Fire, 20 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Pyrokinesis (Type: Fire, 10 SP. Must target an Ignited character. Only affects enemies. 40 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
4) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)
5) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (2))
6) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
7) ------------
8) ------------
Saler
 
Posts: 123
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby Ferret » Sat Feb 02, 2019 1:23 am

The no hard coding thing isn't a rule so much as a Very strong guideline. :) I have been forced to do it in some cases, but it has to be in the service of addressing a very major issue or bug. If the threshold were lower... well, with 700+ abilities, you can imagine what the code would start to look like. :D

Turn delay has diminishing returns, but if you're getting constantly hammered with it, you can definitely end up getting stuck for a very long time. Even in the situation you describe though, I'd compare to Stun: If one of them had Stunned you instead, you'd have been 8 times instead of 12, but your evasion and many passives and reactives would have been nullified during that time. Stun vs. Turn Delay balance is basically: Stun eats one turn and makes you extra vulnerable, Turn Delay can eat two, but you keep your defenses, passives, etc.

That all aside: A turn delay party can indeed be powerful, especially combined with Ignite, Poison, Melt, and Regen. These effects become much more powerful if your enemies are losing lots of turns. :)

I got the Headless save files you sent: thank you. :D I'll check them out, but it may be a bit: I want to go ahead and focus on getting the test build for Brands ready at the moment. I'll be able to pivot back to bug-fixing while that's being tested.

Oof... yeah, the situation you describe with Turdak would be pretty difficult for the AI to catch. It was barely possible to get the AI to handle analyzing the *immediate* effect of ability usage in a timely and efficient manner. Getting them to be able to look ahead like that, taking into account Link conditions... whew. Your idea of a Command for it is interesting though... I'll put it on the "think about it" list. :D I usually resist micro-managey commands, but that one and some others like it might come in handy. For example, maybe a "Keep it Simple" command that tells your demons to stick to damage and healing only, don't waste time buffing/debuffing/controlling. Useful if you believe you need the damage to meet a deadline, or that the rest would be a waste versus easy targets, or some such. I dunno, but I'll think it over. :)

I admit, the evil ferret side of me is happy when I read someone skips a corpse check, especially an experienced player. :) If people checked them 100% of the time, that'd mean they were just free loot and experience. :D

Which harmful non-damaging ability is counting as a damaging ability, btw, if you remember?

Finally, re: Warmth. Melt prevents ALL HP Regeneration, not just natural, so yes, it blocks Warmth's HP recovery.

Bright Blood does not count Warmth: Natural means "what you have on your own, with no abilities or Brands factored in".

Thanks for the report, feedback, and save zips. :D I appreciate all of it. :D Good luck on the next leg of your run :D
User avatar
Ferret
 
Posts: 1568
Joined: Tue Sep 16, 2014 3:18 pm

Previous

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 5 guests