YAVP: Faithful heart, healing and fire.

The tower awaits!

Re: YAVP: Faithful heart, healing and fire.

Postby Remora » Thu Nov 03, 2016 1:13 am

Well, I'm starting to get fast at this. This one's got a little less to say, again. I think it is worthy of being posted.

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Demon Party Dump File
Version 9/19/2016, Scoring Model: 9/18/2016
Dump file created at: 11/2/2016 4:36:23 AM


Summoner Warm...
was chosen by the Faithful Heart,
selected Healing and Fire as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Warm
Level: 27
MaxHP: 163
MaxSP: 125

Strength: 9
Magic   : 67
Vitality: 88
Agility : 4
Cunning : 37

Resist: Body
Weak  : Fire

Abilities Known:
1) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
2) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
3) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
4) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
5) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
6) 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.))
7) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)

Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Far Summon I (Increases the range of Summon by 2.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
13 Pure stone
2 Pain glyph
1 Might gem
1 Heart glyph
12 Heal stone
3 Flame glyph
8 Heal gem
1 Curse rune
9 Chakra stone
2 Pure gem
3 Chakra gem
2 Calm card
2 Venom rune
2 Peace offering
3 Wind card
1 Meteor rune
1 Magic map

Current Credits: 24201



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

Name : Headless
Level: 19
MaxHP: 120
MaxSP: 100

Strength: 35
Magic   : 11
Vitality: 59
Agility : 20
Cunning : 20

Resist: Ice Body
Weak  : Electricity Light

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) 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.)
5) 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.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
7) ------------
8) ------------


Name : Mighty Shoggoth
Level: 27
MaxHP: 127
MaxSP: 100

Strength: 55
Magic   : 10
Vitality: 55
Agility : 30
Cunning : 35

Resist: Impact Ice Body
Weak  : Fire Mind

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 35% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged (excluding Ignite, Poison, and reactions).)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
8) Hurl Boulder (Type: Impact, 15 SP. 100 Power attack. Cooldown: Luck (5))


Name : Profane Impundulu
Level: 32
MaxHP: 129
MaxSP: 100

Strength: 23
Magic   : 69
Vitality: 23
Agility : 41
Cunning : 54

Resist: Electricity Dark
Weak  : Ice

Abilities Known:
1) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
2) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
3) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
4) Bane (Type: Dark, 25 SP. Only affects enemies weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (4))
5) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
6) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) ------------


Name : Redeemed Druj nasu
Level: 25
MaxHP: 112
MaxSP: 100

Strength: 11
Magic   : 37
Vitality: 51
Agility : 11
Cunning : 65

Immune: Body Light
Resist: Dark
Weak  : Fire

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
5) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
6) Guarding Cry (Type: Buff, 35 SP. Briefly improves defense by 25% for you and your allies. Cooldown: Presence (6))
7) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
8) Bane (Type: Dark, 25 SP. Only affects enemies weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (4))


Name : Frenzied Jinn
Level: 27
MaxHP: 125
MaxSP: 100

Strength: 45
Magic   : 42
Vitality: 37
Agility : 31
Cunning : 30

Immune: Fire
Resist: Dark
Weak  : Ice Light

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
6) Cursebreak Cut (Type: Slash, 20 SP. 70 Power attack. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down from you or a nearby ally.)
7) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
8) ------------


Name : Phoenix
Level: 28
MaxHP: 114
MaxSP: 100

Strength: 26
Magic   : 42
Vitality: 26
Agility : 54
Cunning : 42

Immune: Fire
Resist: Ice Light
Weak  : Dark

Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Heat Wave (Type: Slash, 15 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
3) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
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) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
6) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
7) ------------
8) ------------


Name : Will o' wisp
Level: 18
MaxHP: 78
MaxSP: 100

Strength: 22
Magic   : 22
Vitality: 22
Agility : 40
Cunning : 34

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

Abilities Known:
1) Ghost Pierce (Type: Pierce, 10 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
2) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
3) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
4) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged (excluding Ignite, Poison, and reactions).)
5) Accursed Veil (Type: Dark, Reactive. 35% chance to inflict Pariah adjacent characters that deal damage to you, causing the target's allies to take damage when the target does (excluding reactions).)
6) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
7) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
8) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)



--==== Recently Slain Allies ===--

Name : Satyr
Level: 12
MaxHP: 69
MaxSP: 100

Strength: 28
Magic   : 11
Vitality: 22
Agility : 27
Cunning : 22

Resist: Body
Weak  : Ice Mind

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
3) Distract (Type: Debuff, 15 SP. 70% chance to reduce accuracy by 20%.)
4) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Haietlik
Level: 13
MaxHP: 65
MaxSP: 100

Strength: 18
Magic   : 23
Vitality: 18
Agility : 28
Cunning : 28

Resist: Fire Electricity
Weak  : Ice

Abilities Known:
1) Shocking Stab (Type: Pierce, 5 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
4) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has an 8% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
5) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
6) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks delay the next turn of targets whose last action was a damaging ability.)
7) ------------
8) ------------


Name : Reprobus
Level: 18
MaxHP: 100
MaxSP: 100

Strength: 48
Magic   : 22
Vitality: 28
Agility : 25
Cunning : 17

Immune: Mind Light
Weak  : Electricity

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Piercing Thrust (Type: Pierce, 20 SP. 70 Power attack, enemies only.)
3) Fire Breath (Type: Fire, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss. Cooldown: Breath (4))
4) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
5) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
6) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged (excluding Ignite, Poison, and reactions).)
7) ------------
8) ------------


Name : Imbued Centaur
Level: 9
MaxHP: 67
MaxSP: 100

Strength: 27
Magic   : 7
Vitality: 21
Agility : 27
Cunning : 13

Resist: Ice
Weak  : Fire Mind

Abilities Known:
1) Needle Shot (Type: Pierce, 15 SP. 70 Power attack.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
4) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
5) Might (Type: Buff, 20 SP. Improves offense by 25%.)
6) ------------
7) ------------
8) ------------


Name : Aithir
Level: 17
MaxHP: 77
MaxSP: 100

Strength: 10
Magic   : 38
Vitality: 22
Agility : 27
Cunning : 38

Immune: Body Light Dark
Weak  : Fire Ice Electricity

Abilities Known:
1) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
2) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)
5) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
6) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
7) Bane (Type: Dark, 25 SP. Only affects enemies weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (4))
8) ------------


Name : Eloko
Level: 15
MaxHP: 74
MaxSP: 100

Strength: 31
Magic   : 17
Vitality: 30
Agility : 17
Cunning : 30

Resist: Electricity Body Mind
Weak  : Fire Ice

Abilities Known:
1) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
2) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
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So this time I around I decided to ascend with a will o' wisp. I love how fast it can go with juggernaut and swiftness and mobility; if only I could get accursed on it so that it could mulch enemy groups even quicker. It actually fared okay against light and dark groups later on; it was reliably healed by my PC to last for a little longer. I didn't use it much against electric demons like raiju and vishaps, though. I did lose it on the final floor while running into a group of power, rulers, and a zagh. I guess that time it was out of my LOS for one turn too long, as before that it could kill even rulers pretty quickly. It was actually rather effective against light groups, including the dark-resistant shisas.

Beyond that, I'd say this was one of my smoother runs, and otherwise not too noteworthy. I nabbed Reprobus and the Phoenix with gold offerings, and the profane impundulu with a silver offering in Anzu's sanctum. I actually lost it to Anzu there and I revived it quickly. Few enemies were troublesome during this game. It took me a while to realize the druj nasu had two presence cooldown abilities, but they didn't interfere with one another too much and the whisper did help some versus ikiryo. In future runs I do think I will give another demon a moveset like the wisp here. It was pretty fun to see it go.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Thu Nov 03, 2016 12:38 pm

Congrats again. :D You're really racking these up. :)

Will o' Wisps are probably among the most overall effective of the starter demons, particularly in terms of long-term potential/usefulness. Physical resistance of the sort they possess is quite rare, and Body immunity not much less so. Electricity is its downfall though: on top of taking high damage due to its weakness, being Shocked disrupts its Dodge game. They can also have trouble with MaxHP drainers, but those are relatively rarer than Electricity demons.
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Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

YAVP: Hand of the dead, slash and movement

Postby Remora » Tue Nov 08, 2016 9:19 pm

Another one:

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Demon Party Dump File
Version 9/19/2016, Scoring Model: 9/18/2016
Dump file created at: 11/3/2016 4:41:00 AM


Summoner Booster...
was chosen by the Hand of the Dead,
selected Slash and Movement as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Booster
Level: 27
MaxHP: 148
MaxSP: 100

Strength: 41
Magic   : 4
Vitality: 72
Agility : 39
Cunning : 39

Immune: Light
Resist: Body
Weak  : Dark

Abilities Known:
1) Ghost Pierce (Type: Pierce, 10 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
2) Terrifying (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Panic, causing the target's actions to sometimes be randomized.)
3) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged (excluding Ignite, Poison, and reactions).)
4) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
5) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
6) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)

Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Far Summon I (Increases the range of Summon by 2.)

Inventory:
5 Magic map
5 Pure gem
5 Peace offering
1 Curse rune
1 Heal gem
3 Pain glyph
3 Pure stone
2 Calm card
1 Zephyr card
1 Tempest rune

Current Credits: 24411



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

Name : Kuchisake
Level: 27
MaxHP: 117
MaxSP: 100

Strength: 41
Magic   : 18
Vitality: 37
Agility : 41
Cunning : 48

Immune: Body
Weak  : Electricity Light

Abilities Known:
1) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
2) Throat Slash (Type: Slash, 15 SP. 70 Power attack. Has a 35% chance to inflict Mute, which prevents the use of non-physical abilities.)
3) Madness Glare (Type: Mind, 30 SP. 50% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (14))
4) Bravado (Type: Mind, Passive. Presence cooldown recovers 50% faster when your HP is at 50% or less of maximum.)
5) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
6) 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).)
7) ------------
8) ------------


Name : Hulking Ruler
Level: 29
MaxHP: 121
MaxSP: 100

Strength: 44
Magic   : 47
Vitality: 43
Agility : 30
Cunning : 31

Immune: Light
Resist: Electricity Mind
Weak  : Dark

Abilities Known:
1) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 30% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
2) Might (Type: Buff, 20 SP. Improves offense by 25%.)
3) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
4) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (4))
5) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
6) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
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) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)


Name : Tlaloc
Level: 29
MaxHP: 126
MaxSP: 100

Strength: 27
Magic   : 71
Vitality: 47
Agility : 27
Cunning : 23

Immune: Ice Electricity Dark
Weak  : Fire Light

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by restoring 3 SP.)
6) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets. 150 Power heal. Applies Mended.)


Name : Shojo
Level: 27
MaxHP: 111
MaxSP: 100

Strength: 45
Magic   : 41
Vitality: 44
Agility : 14
Cunning : 41

Resist: Ice Body
Weak  : Electricity

Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Envenom (Type: Body, 15 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) ------------
8) ------------


Name : Charun
Level: 26
MaxHP: 114
MaxSP: 100

Strength: 73
Magic   : 29
Vitality: 36
Agility : 28
Cunning : 14

Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
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Name : Vampire
Level: 27
MaxHP: 107
MaxSP: 100

Strength: 33
Magic   : 29
Vitality: 33
Agility : 45
Cunning : 45

Resist: Body Mind Dark
Weak  : Fire Light

Abilities Known:
1) Vampiric Bite (Type: Pierce, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
4) Hypnotic Glare (Type: Mind, 30 SP. 50% chance to inflict Sleep on enemies, preventing them from acting for several turns or until damaged. Cooldown: Presence (14))
5) Madness Glare (Type: Mind, 30 SP. 50% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (14))
6) ------------
7) ------------
8) ------------



--==== Recently Slain Allies ===--

Name : Lifebender Bonnachon
Level: 24
MaxHP: 113
MaxSP: 100

Strength: 37
Magic   : 44
Vitality: 54
Agility : 13
Cunning : 22

Resist: Fire Ice Body
Weak  : Mind

Abilities Known:
1) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Smash (Type: Impact, 10 SP. 85 Power attack.)
3) Putrid Breath (Type: Body, 35 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 50% chance to inflict Infection, hindering HP and SP recovery. Cannot miss. Cooldown: Breath (4))
4) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
5) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
6) ------------
7) ------------
8) ------------


Name : Shikigami
Level: 17
MaxHP: 75
MaxSP: 100

Strength: 10
Magic   : 38
Vitality: 16
Agility : 33
Cunning : 38

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) 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.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Sainted Shikigami
Level: 26
MaxHP: 98
MaxSP: 100

Strength: 11
Magic   : 59
Vitality: 17
Agility : 35
Cunning : 58

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) 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.)
5) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
6) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks delay the next turn of targets whose last action was a damaging ability.)
7) Ball Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
8) ------------


Name : Incubus
Level: 26
MaxHP: 110
MaxSP: 100

Strength: 25
Magic   : 28
Vitality: 36
Agility : 40
Cunning : 51

Resist: Mind Dark
Weak  : Ice Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
2) Love Tap (Type: Impact, 15 SP. 70 Power attack. 35% chance to cause Charm, turning the target against its allies.)
3) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
4) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Shikigami
Level: 17
MaxHP: 75
MaxSP: 100

Strength: 10
Magic   : 38
Vitality: 16
Agility : 33
Cunning : 38

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) 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.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Unicorn
Level: 26
MaxHP: 113
MaxSP: 100

Strength: 32
Magic   : 51
Vitality: 36
Agility : 32
Cunning : 29

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets. 150 Power heal. Applies Mended.)
6) ------------
7) ------------
8) ------------


This time I made my PC THE wisp. I relied on terrifying throughout the entirety of the game.

Soul armor:
First I used carbuncle soul armor for the two nice resists and speed, and eventually I swapped for bmola soul armor after being cornered by a pack of them. I ultimately settled for yali soul armor. Light groups were easy to deal with but I had to be more cautious around shikigami and ikiryo, especially given my party's lack of dark resistance and their potential for being immune to whatever random elements. Perhaps the most troublesome of these enemies encountered were a group of sulfuric shikigami and banshees.

This was a pretty fun game, albeit it didn't have many noteworthy encounters. IIRC I failed most of the links with uniques and nobody stayed around for long. This game does have my first successful link with a unicorn, though, which was fairly tough but the lifebender bonnachon was an effective frontliner throughout most of it. I think my closest near-death encounter would be right after recruiting the vampire, where its accompanying pelesit were able to bring my character down to 2 HP.

P.S. With all the turn acceleration and swiftness, sometimes you can't just use quick dismiss again. This came up several times and I even lost a shikigami at one point when I wasn't wary of it sooner. I think someone else has already complained about this so that may be fixed or adjusted in the future.

EDIT: Second cycle had the same sort of build going for it, and it ended in Ccoa's sanctum where a couple aeras and a kasha got in the way of linking with a carbuncle. Now that they can appear earlier, I find aeras a bit harder to deal with than fotia nowadays. Fotia are quick killers, but aeras are all-around harder to deal with, especially when encountered before Anomaly.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Remora » Sun Nov 13, 2016 11:07 pm

I haven't played much of Demon for the past week and a half, so I've been quiet recently. This morning I have pulled off a silly win:

Image

Code: Select all
Demon Party Dump File
Version 9/19/2016, Scoring Model: 9/18/2016
Dump file created at: 11/13/2016 1:04:47 PM


Summoner Gruj...
was chosen by the Faithful Heart,
selected Healing and Fire as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Gruj
Level: 27
MaxHP: 155
MaxSP: 125

Strength: 4
Magic   : 70
Vitality: 70
Agility : 4
Cunning : 42

Resist: Body
Weak  : Fire

Abilities Known:
1) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
2) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
3) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
6) 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.))
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)

Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Enemy Sense (Shows the positions of enemies on the map. Once a level is fully explored, may also reveal additional previously hidden enemies.)
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)

Inventory:
2 Bolt glyph
8 Heal gem
4 Flame glyph
6 Chakra stone
1 Magic map
12 Pure stone
1 Chakra gem
2 Pure gem
2 Curse rune
8 Heal stone
1 Calm card
1 Peace offering

Current Credits: 178



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

Name : Whirling Druj nasu
Level: 25
MaxHP: 106
MaxSP: 100

Strength: 18
Magic   : 28
Vitality: 34
Agility : 31
Cunning : 64

Immune: Body
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
5) Static Field (Type: Electricity, Reactive. Responds to damage dealt to you by non-adjacent characters with a 20 Power attack that has a 4% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
6) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
7) ------------
8) ------------


Name : Mindbender Druj nasu
Level: 25
MaxHP: 111
MaxSP: 100

Strength: 11
Magic   : 36
Vitality: 34
Agility : 11
Cunning : 83

Immune: Body Mind
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
5) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
6) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
7) Alluring Gaze (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (10))
8) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)


Name : Holy Druj nasu
Level: 23
MaxHP: 101
MaxSP: 100

Strength: 10
Magic   : 43
Vitality: 32
Agility : 10
Cunning : 70

Immune: Body
Resist: Light Dark
Weak  : Fire

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
5) Accursed Veil (Type: Dark, Reactive. 35% chance to inflict Pariah adjacent characters that deal damage to you, causing the target's allies to take damage when the target does (excluding reactions).)
6) 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))
7) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Volcanic Druj nasu
Level: 22
MaxHP: 97
MaxSP: 100

Strength: 9
Magic   : 48
Vitality: 28
Agility : 18
Cunning : 57

Immune: Fire Body
Resist: Dark
Weak  : Light

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
5) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
7) Fire Breath (Type: Fire, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss. Cooldown: Breath (4))
8) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))


Name : Lifebender Druj nasu
Level: 22
MaxHP: 113
MaxSP: 100

Strength: 10
Magic   : 41
Vitality: 47
Agility : 10
Cunning : 52

Immune: Body
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
5) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
6) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
7) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
8) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)



--==== Recently Slain Allies ===--

Name : Angel
Level: 9
MaxHP: 52
MaxSP: 100

Strength: 15
Magic   : 27
Vitality: 19
Agility : 19
Cunning : 15

Immune: Light
Resist: Fire Electricity
Weak  : Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
3) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Echeneis
Level: 15
MaxHP: 80
MaxSP: 100

Strength: 20
Magic   : 28
Vitality: 35
Agility : 25
Cunning : 17

Resist: Ice
Weak  : Electricity

Abilities Known:
1) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
3) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
4) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Scarab
Level: 19
MaxHP: 67
MaxSP: 100

Strength: 23
Magic   : 23
Vitality: 41
Agility : 47
Cunning : 11

Immune: Light Dark
Resist: Slash Pierce
Weak  : Impact

Abilities Known:
1) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
2) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Profane Haietlik
Level: 18
MaxHP: 83
MaxSP: 100

Strength: 18
Magic   : 36
Vitality: 18
Agility : 27
Cunning : 41

Resist: Fire Electricity Dark
Weak  : Ice

Abilities Known:
1) Shocking Stab (Type: Pierce, 5 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
4) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has an 8% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
5) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
6) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
7) Dark Veil (Type: Dark, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
8) Void Touch (Type: Dark, 15 SP. 55 Power attack, dealt as MaxHP damage.)


Name : Shojo
Level: 25
MaxHP: 104
MaxSP: 100

Strength: 42
Magic   : 39
Vitality: 42
Agility : 14
Cunning : 38

Resist: Ice Body
Weak  : Electricity

Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Envenom (Type: Body, 15 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) ------------
6) ------------
7) ------------
8) ------------


It's not quite a conduct win, but I did it nonetheless. I think I'd have sacrificed the shojo on the seventeenth floor, and I didn't even try to recruit anything afterwards, not even Slenderman! I also ran into Bigfoot but I doubted any of my party members nor my PC would have lasted long enough to lure him into a place where he'd be easy to trap. Mind blank can only be so useful for slowing down something so fast before it's out of sight.

I'm pretty sure I lost the scarab to jinn and the haietlik to angels or something. The others were ultimately deleted or sacrificed for fusions. In hindsight I'm not sure if fusion saver was the best choice for a final relic upgrade; he already had enough credits for the final fusion, namely the lifebender fly. I didn't lose the whirling and mindbender ones at all; amusingly enough, their order in the party view ultimately reflected the order they were recruited in.

In hindsight I probably could have done better with their abilities, especially the whirling one. I didn't bother with doing anything with it at all beyond what it got out of its fusion; it mainly infected and poisoned enemies slightly faster than average. I do find the base abilities of druj nasu good, though, which is generally why I don't bother with getting rid of them. I also wish that I could have gotten oppressor on some of them, which would make them more viable versus the light enemies later on. For a while I mainly relied on the haietlik for anti-fire, and Pele briefly too. Aside from enemy packs that would take advantage of this parties' clearly shared weaknesses, they did OK; their damage output may not be impressive, but having infection spread and poison stacked quickly could mulch entire groups of enemies half as fast as they'd be affected. I did manage to kill most enemies on the final several floors, excluding Phoenix's sanctum where I got chased out by the bird and the nineteenth floor with Jayle's party. Even cherufe and rakshasas weren't too bad to deal with, and abatwa were easy to deal with for once.

It looks like lifegiver and lifebender may be good on a druj nasu, for it already favors magic somewhat and has decent cunning. Being immune to infect and paralysis helps, and it'd still have high enough cunning for it to be worthy of having status effect veils on it to harm anything that gets too close. It also looks like the druj nasu has too low of strength and agility for it to be worthy of being melee-oriented ever, albeit as I have seen before, the chthonic modifier gives it potential to be a status effect giving frontliner. My lifebender druj nasu was good for helping the bunch staying in battle longer, but I lost it to Jayle and didn't get to revive it until I collected barely enough credits to do so on the final floor. By that point only Antoria would be alive. The "gruj" here is that in my previous run I died to Breska and Bigfoot, both of whom are very difficult to escape together. I almost died to Jayle but I did manage to escape with a wind card. Her party blocked off the remaining half of the floor I didn't explore, so I simply decided to go to the final floor.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Mon Nov 14, 2016 5:29 pm

Bees!

Image

Er... wait... flies! I mean flies! :P

Druj Nasu is definitely an odd choice to build a party around: though their primary tactic is one that can benefit from layering, when it fails, it fails hard. It seems like you probably had just enough other attacks available to overcome those cases though.

I agree with your overall assessment of Drujs (Nasus? I've can never remember what I decided I thought the plural was): not really cut out to be melee damage dealers, but healing works as a good secondary feature, and they can do well at using melee to inflict status conditions.

At any rate, congrats on the new win, and thanks for the report. :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: YAVP: Faithful heart, healing and fire.

Postby wizzzargh » Tue Nov 15, 2016 12:28 am

Cool Druj party, I tried to do something like that myself with Huo Shuos but alas.

I always wanted to see how a heavy Infection strategy would shape up, a little disappointing to hear it's only 'okay' even with 5 poison spammers. Maybe if you had some stuff like Vile Dance, Choke, Blood Rot/Flesh Rot, etc...
wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: YAVP: Faithful heart, healing and fire.

Postby Remora » Tue Nov 15, 2016 4:01 am

Perhaps I could try to get those abilities on them in the future. They were particularly effective versus any groups with healers; even packs consisting of shojos and yetis aren't too hard to infect and poison, even with their body resistance, and other healers are typically very vulnerable to body status effects. Banshees are an exception, but they're not hard to deal with, even without electric damage. They can reliably infect and poison anything without immunity to body status effects because of their incredible cunning. Currently I don't think there's anything in the late game with notably great vitality; I'm pretty sure power are the only demons with the "warded" modifier and even their vitality isn't impressively high.

Maybe I was selling it short but I can see that there may be room for improvement. After all, even having a party consisting of one midgame demon with two weaknesses and plenty of flexibility with magic still has its major weaknesses. At least you wouldn't have to worry about body attacks much at all and dark attacks, to a lesser extent. Even though they don't have good strength, I didn't worry much about melee brutes. Status effect veils help a lot, especially the dazzling and alluring ones. Parry also did do its part on the whirling fly; it came in handy when linking with Pele.

Basically, I figure that they're good with roughly any magic modifiers, especially those that prioritize cunning like mindbender. They may also benefit from any modifiers that increase their vitality. The ability to infect and poison enemies quickly is nice.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

YAVP: Vodun Mask, fire and body

Postby Remora » Wed Nov 30, 2016 5:27 am

It's been about a couple weeks, hasn't it? I simply haven't won in a while, until yesterday.

Image

Code: Select all
Demon Party Dump File
Version 10/13/2016, Scoring Model: 9/18/2016
Dump file created at: 11/29/2016 7:23:40 PM


Summoner Oven mitt...
was chosen by the Vodun Mask,
selected Fire and Body as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Oven mitt
Level: 30
MaxHP: 173
MaxSP: 100

Strength: 4
Magic   : 73
Vitality: 73
Agility : 4
Cunning : 46

Resist: Fire
Weak  : Light

Abilities Known:
1) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
2) Fan Flames (Type: Fire, 25 SP. Must target an Ignited character. 55 Power attack. Has a 33% chance to Ignite the target for an unusually long duration. Cannot miss.)
3) Life Siphon (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
4) Minor Pain (Type: Mind, 15 SP. 40 Power attack. Has a 70% chance to delay the next turn of the target.)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) 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.))
7) Ember Heart (Type: Fire, Passive. If you used a Fire ability last turn, reduces the SP cost of Fire abilities by 5, to a minimum of 0.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)

Relic Upgrades:
Enemy Sense (Shows the positions of enemies on the map. Once a level is fully explored, may also reveal additional previously hidden enemies.)
Far Summon I (Increases the range of Summon by 2.)
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.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
2 Zephyr card
1 Purple essence
2 Tempest rune
2 Heart glyph
8 Peace offering
2 Magic map
3 Chakra gem
6 Heal gem
17 Heal stone
10 Pure stone
3 Chakra stone
2 Pain glyph
2 Bolt glyph
1 Green essence
1 Venom rune
3 Calm card
1 Trouble chime
1 Blizzard rune

Current Credits: 19837



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1          0          1          7*         0         
Impact       2          0          1          7*         0         
Pierce       0          0          0          8*         0         
Fire         2*         1          1*         2          4         
Ice          2          2          2          3*         1         
Electricity  1          1          2          3*         2         
Body         1*         2          2          4*         0         
Mind         2*         2          0          6*         0         
Light        1          1          0          2          5*         
Dark         2          1          1          5*         1         

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



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

Name : Sulfuric Zagh
Level: 26
MaxHP: 98
MaxSP: 100

Strength: 17
Magic   : 68
Vitality: 23
Agility : 30
Cunning : 42

Immune: Fire Mind Light
Weak  : Dark

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) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
6) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
7) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
8) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)


Name : Python
Level: 23
MaxHP: 127
MaxSP: 100

Strength: 57
Magic   : 13
Vitality: 57
Agility : 9
Cunning : 29

Resist: Slash Impact Electricity Body
Weak  : Fire Ice

Abilities Known:
1) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
2) Earth Break (Type: Impact, 30 SP. 55 Power attack. Cannot miss.)
3) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
4) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
5) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
6) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)


Name : Headless
Level: 20
MaxHP: 129
MaxSP: 100

Strength: 36
Magic   : 12
Vitality: 60
Agility : 21
Cunning : 21

Resist: Ice Body
Weak  : Electricity Light

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) 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.)
5) 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.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) ------------


Name : Stormy Barbegazi
Level: 27
MaxHP: 120
MaxSP: 100

Strength: 24
Magic   : 69
Vitality: 42
Agility : 25
Cunning : 25

Immune: Ice
Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cryopulse (Type: Ice, 20 SP. 55 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
2) Frost Armor (Type: Ice, Passive. When your last action was an Ice ability, you have 25% improved defense.)
3) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
6) Frost Ring (Type: Ice, 25 SP. 55 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
7) Storm Veil (Type: Electricity, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 4% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))


Name : Lifegiver Druj nasu
Level: 26
MaxHP: 129
MaxSP: 100

Strength: 11
Magic   : 47
Vitality: 53
Agility : 11
Cunning : 58

Immune: Body
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) 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.)
5) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)


Name : Tlaloc
Level: 29
MaxHP: 125
MaxSP: 100

Strength: 27
Magic   : 71
Vitality: 47
Agility : 27
Cunning : 23

Immune: Ice Electricity Dark
Weak  : Fire Light

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by restoring 3 SP.)
6) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))


Name : Charlie
Level: 29
MaxHP: 102
MaxSP: 100

Strength: 27
Magic   : 51
Vitality: 27
Agility : 39
Cunning : 51

Immune: Body Mind
Resist: Ice
Weak  : Electricity Light

Abilities Known:
1) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
2) Mind Twist (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cannot miss.)
3) Hysteria (Type: Mind, 20 SP. Must target a Panicked character. 50% chance to inflict Panic on an enemy near the target. Free action. Cooldown: Cantrip (5))
4) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
5) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
6) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
7) ------------
8) ------------



--==== Recent Messages ====--

 Your zagh looks weaker!
 Your zagh looks less accurate!
 The polong is no longer chilled.
 Your zagh smites the polong.
 It's super effective!
 Your zagh kills the polong!!
 Using Minor Pain...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Your current target is invalid!
 Nevermind then.
 You begin resting.
 Your druj nasu gestures at Tlaloc.
 Tlaloc will regenerate longer!
 You are no longer regenerating.
 Your zagh is no longer regenerating.
 Tlaloc is no longer regenerating.
 Tlaloc can be mended again.
 Your barbegazi's power returns to normal.
 Your barbegazi's accuracy returns to normal.
 You stop resting (input received.)
 Using Examine...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Nevermind then.
 You begin resting.
 Your zagh's power returns to normal.
 Your zagh's accuracy returns to normal.
 You continue resting to restore your inactive
 allies.
 Rest complete.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 You swap places with your zagh.
 Using Dismiss...
 You unsummon Tlaloc!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your barbegazi!
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



--==== Recently Slain Allies ====--

Name : Shoggoth
Level: 18
MaxHP: 90
MaxSP: 100

Strength: 40
Magic   : 11
Vitality: 39
Agility : 22
Cunning : 28

Resist: Impact Ice
Weak  : Fire Mind

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 35% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Shikigami
Level: 17
MaxHP: 70
MaxSP: 100

Strength: 10
Magic   : 38
Vitality: 16
Agility : 33
Cunning : 38

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) 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.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Warded Shikigami
Level: 22
MaxHP: 105
MaxSP: 100

Strength: 10
Magic   : 36
Vitality: 39
Agility : 39
Cunning : 36

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) 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.)
5) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
6) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
7) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
8) ------------


Name : Shikigami
Level: 17
MaxHP: 70
MaxSP: 100

Strength: 10
Magic   : 38
Vitality: 16
Agility : 33
Cunning : 38

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) 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.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Cherufe
Level: 26
MaxHP: 96
MaxSP: 100

Strength: 29
Magic   : 58
Vitality: 43
Agility : 14
Cunning : 36

Immune: Fire
Resist: Slash Impact Electricity
Weak  : Ice

Abilities Known:
1) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
2) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
3) Bask (Type: Fire, 0 SP. 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) Ember Heart (Type: Fire, Passive. If you used a Fire ability last turn, reduces the SP cost of Fire abilities by 5, to a minimum of 0.)
5) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
6) Ball Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
7) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
8) Storm Veil (Type: Electricity, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 4% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)


I downloaded the 10-13 version recently because the previous version I was playing got fugged over by my computer restarting. I'm not sure why, because I think it had been fine when that happened once or twice before. Oh well.

In playing this version I have noticed how vitality has been fixed. A few runs ago I had a solid zombie that had incredible HP gains.

Recently I have been starting to consider the potential of tormentor. It currently seems to be one of the more underappreciated SP regen abilities nowadays, but it definitely has its place. This run didn't even take advantage of 10 SP attacks. Surely in the future I'll figure out something; the most obvious being using freezing touch (and later wintry touch) with tormentor and frost heart to endlessly freeze enemies to death. I'm pretty sure that is why tormentor shows up in the frigid modifier; because chill can apply to anything without ice immunity, it can easily benefit from tormentor. I just wonder how it can go with ritualist. I have yet to figure out how ritualist may stack with other passives that reduce SP cost of abilities. I expect ritualist to not be nullified by something like lifegiver or the elemental hearts.

I have recently realized that currently, barring Antoria, there are no enemies in the game that resist fire and mind attacks. This run didn't quite have a fire/mind start, but I did get minor pain early on. I did get pretty far in another game recently with the mind/fire vodun mask start, which ended at the claws of a yali. My party was not balanced well enough to deal with light packs then and my PC's abilities, while useful, don't deal much damage quickly. I recall having the two base mind vodun mask abilities, ember burst, and some fire passives like warmth. Maybe there was something else out of those categories, too.

In hindsight, I really squandered transpose soul, only managing to get ember heart with it. I should have gotten ember burst early on; for all of the game up to killing Antoria (the second to last encounter), I relied on combust instead, which benefits from less investment into cunning. However, it still makes fan flames and minor pain more likely to do something other than hurt an enemy.

The final party is more or less made up of pretty much all but one of the noteworthy demons I had in the game. Early on I got a fiery kasha with flame dart and pyre rite; the latter ability proved useful for quite a while. I copied it to a nero which would eventually get replaced by the druj nasu. The kasha died somewhere around the eighth floor. Also, I had to revive all members of my final party but the zagh. I sacrificed Headless and Python to Tlaloc, both of whom would be the least expensive to revive. It wouldn't be long before I'd lose Headless again, somewhere in Phoenix's sanctum. Later I lost the stormy barbegazi when it was up again vishaps and jinn that were modified to shoot poisonous needles. My druj nasu, Tlaloc, and Charlie I lost to a group of rulers and power on the final floor, one of the latter which had crippler. My party was better at dealing with light packs this time around, in spite of light being the most common weakness. However, crippler is exceptionally nasty with such strong enemies around.

I think the only enemy I did not kill was Madevra. Even the likes of Paracelsus and Breska and their parties were killed without having to pull back, and with Jayle I did have to flee the relic explosion. In fact, with Breska and Jayle I conveniently had glyphs that they were weak to, which made for very brief encounters. I am not even sure if Breska used consume. I was pretty lucky, as I tend to avoid both simply because of the failure to cover their random weaknesses.

In future runs I think I'll experiment with HP and vitality more, as well as tormentor.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby wizzzargh » Wed Nov 30, 2016 8:23 pm

Tormentor is a skill I love in the early game, but tends to fall by the wayside in the later game for Ritualist or Vigorous because Ritualist gives you discount on non-offense spells(and misses!) and vigorous gives you SP when you're doing summoner things like walking or dismissing. And having all 3 tends to be overkill because really, fights just don't last that long.

I also find in the late game you don't want to cast Wintry Touch 'endlessly' all the while suffering the slings and arrows of your opponents moveset when you could instead cast Snowstorm/Frost Ring/Sudden Chill a couple times and pretty much skip to the mop up stage.
wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Thu Dec 01, 2016 4:05 pm

Congrats on another win. :D This might be one of the last ones before the next build is out. :D

Huh. Do you still have the old version as it was on your computer somewhere? Would love to see what happened to that save file. :D In theory Demon shouldn't be able to become broken like that by a computer restart, but I suppose a completely unexpected restart at exactly the moment it was saving could mess up almost anything. :P

Yeah, Vitality should be a better deal than it used to be. :) The fix helps it considerably, especially with heavy investment.

I'm surprised to hear Tormentor referred to as underappreciated though. :D I've always viewed it as fairly popular! Even builds that don't use Ice can usually stick a stat debuff on an ally and fairly reliably get it to trigger that way. :D

Ritualist should stack "properly" with other SP reductions. (i.e.: If the base cost was high enough for Ritualist, it gets the Ritualist bonus) If this is not the case, it's a bug. :D

Fire and Mind are definitely a good combo. In general, Mind combos well with any elemental magic: Elemental magics tend to have relatively common resistance/immunity encounters, but Mind resistance/immunity is relatively rare, allowing it to take over in most cases when your chosen element isn't going to work.

Pyre Rite is one of my favorite recently added abilities. :D I feel like I've done a relatively good job giving Fire in particular a unique identity out of the three elements. Ice and Electricity have unique elements too, but I'm not sure they're quite there yet in terms of usefulness/popularity of their stand out features.

Impromptu Abatwa fan club. :D I'm surprised that only cost one demon, though without Low Profile, they lose the laser-like focusing ability of actual Abatwa packs. The Ruler/Powers with Crippler though... eeek. Hex + 100 Power physical attacks is kinda horrifying. I'm not surprised they managed to make a few demon kabobs. :P

Sounds like you had a pretty good run. :) Congrats again, and thanks for the report. :)
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Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

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