My characters and YASDs

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Re: My characters and YASDs

Postby Saler » Wed May 15, 2019 1:46 pm

The reason I'm sticking with build 7 is that switching now would mean that the enemy demons will get the somewhat nerfed brands. It's probably not too much, but it might matter, so I decided to switch only on my next character.
Tower 18: I encounter a Mananangal, and link with it. Decided to not replace Shikigami because it's almost 3 levels higher. I replace my Vigorous with Witch's Mien and replace Shiligami's Mending with Witch's Mien, Cull with Blight and Expose with Weaken Host. I also decided Transpose Soul for Expose Host, replacing Inquisition – I think Zagh's Humble + King's Mien combo will be good enough. Later, I took a bunch of MaxHP damage from Peludas. It started of going well, and then suddenly my draining wasn't quite string enough. :( I think the Nuppeppos they were in a group with caused turn delay. Had to use a Healing Stone. By the end of the floor, I almost recovered from it fully.
Tower 19: I recruited a Rakshasa for Codex completion. Also decided to replace Dipsas' Mightbreaker with Mindreader. Zagh gets send to preservation by a Shogoth/Impudulu group. My Virtue decided to throw Lux to kill a single Polong. :x That's wasteful under almost any conditions. I encounter a Peluda/Cherufe group. Seeing how most of my demons are weak to fire, I decide to use a Blizzard Rune. I still took a large amount of MaxHP damage. I decide to use a Pure Gem to heal some MaxHP damage.
Tower 20: Bigfoot's damage output is so high that I briefly though that I had an instant kill ability in my team somewhere. I don't think he's overpowered, considering his rarity and link difficulty. I encounter a Yukki-Onna group and link with one of them. Partially to make fighting easier, partially for Codex completion. It dies to a group of light demons with Powers, but it does manage to Charm a Power before dying. Ninkasi is send to preservation by the same group. :o
3 floors left. Probably not much I'll be able to do with my credits. I could fuse for more MaxHP or better stats, but I'm not sure if I'll be able to successfully link with anything at this point. I might use a pair of Pure Stones on Ninkasi to get her back into fighting shape. The fights are getting very hard I have some sort of lasting losses every floor now. Personally, I'm not sure if this will be a win – I still have Valindra and Tremane ahead, and both of them are very dangerous.
Code: Select all
Summoner Saler...
was chosen by the Orb of Power,
selected Dark as their starting element,
has earned a score of 34921,
is currently at Tower:21,
and is still alive!



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

Name : Saler
Level: 24
MaxHP: 130
MaxSP: 100

Strength: 10
Magic   : 62
Vitality: 47
Agility : 15
Cunning : 48

Resist: Dark
Weak  : Light

Soul Brand:
Po-Sh-We (Lv.2)
  Strength: -5
  Cunning: +6
  Magic: +6

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Expose Host (Type: Debuff, 25 SP. 85% chance to reduce defense by 20%.)
3) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
4) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
7) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
8) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)

Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
Transpose Soul (Unlocks the Transpose Soul transmutation, which lets you sacrifice a demon to choose and learn one of the bonus abilities from the modifier it would pass if used with Fuse Demons.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)

Inventory:
1 Calm card
2 Bolt glyph
3 Heal gem
18 Heal stone
2 Venom rune
1 Wind card
6 Chakra stone
2 Curse rune
1 Trouble chime
2 Heart glyph
5 Pure stone
1 Night rune
3 Flame glyph
1 Guardian gem
1 Magic map
3 Zephyr card
1 Pure gem
1 Pain glyph
1 Might gem
1 Tempest rune
1 Chakra gem

Brands:
Ri-Sh-We (Lv.13)
  Strength: -6
  Cunning: +12
  SP Costs: -17%
Mi-Fr-Tir (Lv.16)
  SP equal to or less than 50
  Vitality: -3
  Strength: +23
Ri-Cl-Da (Lv.18)
  Last Used: Movement
  Agility: -8
  SP Costs: -44%
Po (Lv.18)
  Magic: +13
Mi-Qu-Fl (Lv.18)
  Last Used: Impact
  Agility: +13
  Strength: +13
Du-Ex-Dis (Lv.19)
  Base Magic is 28 or more
  Max SP: -20
  Vitality: +21
Qu (Lv.20)
  Agility: +14
Qu-Du-Fre (Lv.21)
  SP above 50
  Vitality: +13
  Agility: +13
Du-Sh-Lif (Lv.21)
  Base Strength is 30 or more
  Cunning: +12
  Vitality: +12
Po-In (Lv.22)
  Max SP: +14
  Magic: +10
Ri-Na (Lv.24)
  Cunning: -16
  SP Costs: -40%
Du-Mi-Tir-Lif (Lv.24)
  Base Strength is 66 or more
  SP equal to or less than 50
  Strength: +23
  Vitality: +23

Current Credits: 8951

Codex Daemonium Completion
Shared Codex   : 145 / 154 (94% complete)



--==== Party Overview  ====--

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

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



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

Name : Brutal Dipsas
Level: 22
MaxHP: 90
MaxSP: 100

Strength: 40
Magic   : 17
Vitality: 26
Agility : 47
Cunning : 25

Resist: Electricity
Weak  : Ice Matter

Soul Brand:
Mi-Qu-Fl (Lv.18)
  Last Used: Impact
  Agility: +13
  Strength: +13

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
3) Distract (Type: Debuff, 15 SP. 85% chance to reduce accuracy by 20%.)
4) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
5) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
6) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
7) 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.)
8) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))


Name : Shikigami
Level: 25
MaxHP: 87
MaxSP: 100

Strength: 7
Magic   : 48
Vitality: 20
Agility : 41
Cunning : 60

Immune: Body
Resist: Impact Ice Dark
Weak  : Slash Fire Light Matter

Soul Brand:
Ri-Sh-We (Lv.13)
  Strength: -6
  Cunning: +12
  SP Costs: -17%

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
5) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
6) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
7) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
8) Weaken Host (Type: Debuff, 25 SP. 85% chance to reduce offense by 20%.)


Name : Vile Zagh
Level: 23
MaxHP: 90
MaxSP: 100

Strength: 10
Magic   : 70
Vitality: 20
Agility : 26
Cunning : 47

Immune: Mind Light
Resist: Body
Weak  : Fire Dark

Soul Brand:
Po (Lv.18)
  Magic: +13

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
5) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
6) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
7) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
8) Consume Life (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Heals the user for 50% of the damage dealt. Cooldown: Breath (5))


Name : Ninkasi
Level: 26
MaxHP: 109
MaxSP: 65

Strength: 20
Magic   : 34
Vitality: 52
Agility : 44
Cunning : 44

Resist: Ice Body Mind
Weak  : Fire

Soul Brand:
Du-Ex (Lv.16)
  Max SP: -35
  Vitality: +19

Abilities Known:
1) Might (Type: Buff, 10 SP. Improves offense by 25%.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))
5) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
8) Rabblerouser (Type: Buff, Passive. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)


Name : Bigfoot
Level: 36
MaxHP: 135
MaxSP: 100

Strength: 96
Magic   : 9
Vitality: 54
Agility : 33
Cunning : 33

Resist: Ice Matter
Weak  : Fire

Soul Brand:
Mi-Qu-Fl (Lv.18)
  Last Used: Impact
  Agility: +13
  Strength: +13

Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
3) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
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 (6))
5) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Might (Type: Buff, 10 SP. Improves offense by 25%.)
7) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
8) Rabblerouser (Type: Buff, Passive. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)


Name : Virtue
Level: 34
MaxHP: 106
MaxSP: 100

Strength: 17
Magic   : 104
Vitality: 17
Agility : 25
Cunning : 52

Immune: Light
Resist: Fire Electricity Dark
Weak  : Slash Impact Pierce

Soul Brand:
Ri-Cl-Da (Lv.18)
  Last Used: Movement
  Agility: -8
  SP Costs: -44%

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
3) Lux (Type: Light, 40 SP. Only affects enemies. Has a 70% chance to apply Guilt, and a 50% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (1))
4) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
5) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
6) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 160
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby Ferret » Sat May 18, 2019 2:45 am

The Brand nerf doesn't apply to most Brands, mostly just those with strong penalties, but it would make a difference in those cases, so I understand. :)

Turn delay is sneaky. :D I think Nuppeppo is one of my favorite of the more recently added demons simply because he has a good, if basic strategy for putting it to use: use turn delays to limit incoming damage while using free actions to heal what slips through. :D Try to hit them directly, and they get even better at both. :) Their surprisingly on-point Weaknesses (Fire and Matter both have ways to block Regen, and Matter can also Blind, which prevents Fetid Burst and Draw Wounds from doing much) for their level are in part due to how effective this strategy is.

Miracles being used to finish off single targets is a fair bug, going to be a toughie to fix though: so much of the AI is built around "kill a thing this turn if you can". I'll note it for later, but not putting it on the Brand build fix list.

Yeah, I'm not too worried about Bigfoot. :D I'm sure you've heard me say it before, but cases like him I think of as Demon's superpowered unrandarts. At least in Demon they naturally expire due to the slow leveling once you're 10 past what they started at... not that this is an issue in Bigfoot's case just yet. :D

Things seem to be going tough, but I hope you're able to pull out another win. :) Good luck, and thanks for the report!
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