YAVP: Faithful heart, healing and fire.

The tower awaits!

Re: YAVP: Titan's fist streak

Postby Remora » Sat Feb 25, 2017 12:07 am

I simply have more free time than I did at the beginning of the year nowadays.

My little streak ended today:

Image

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 2/22/2017 5:38:43 PM


Summoner Cobble...
was chosen by the Titan's Fist,
selected Impact and Mind as their starting elements,
has earned a score of 58255,
is currently at Tower:20,
and is still alive!



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

Name : Cobble
Level: 29
MaxHP: 140
MaxSP: 100

Strength: 50
Magic   : 4
Vitality: 50
Agility : 84
Cunning : 7

Resist: Body Mind Dark
Weak  : Light

Abilities Known:
1) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Clobber (Type: Impact, 5 SP. 100 Power attack. 50% accuracy.)
3) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
4) 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.)
5) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
6) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)

Relic Upgrades:
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
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.)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
4 Zephyr card
4 Calm card
6 Chakra stone
1 Night rune
1 Silver offering
1 Blizzard rune

Current Credits: 8578

Codex Daemonium Completion
Personal Codex : 41 / 114 (35% complete)



--==== Party Overview  ====--

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

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



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

Name : Lifegiver Hob
Level: 26
MaxHP: 130
MaxSP: 125

Strength: 23
Magic   : 56
Vitality: 50
Agility : 20
Cunning : 31

Resist: Ice
Weak  : Fire

Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
4) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
5) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
6) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)


Name : Blessed Raicho
Level: 18
MaxHP: 73
MaxSP: 100

Strength: 11
Magic   : 19
Vitality: 11
Agility : 57
Cunning : 42

Resist: Electricity
Weak  : Slash Impact Pierce Body Mind

Abilities Known:
1) Might (Type: Buff, 20 SP. Improves offense by 25%.)
2) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
3) 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.)
4) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
5) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
6) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
7) 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.))
8) Haste (Type: Buff, 35 SP. Improves speed by 33%.)


Name : Mindbender Pixie
Level: 26
MaxHP: 104
MaxSP: 100

Strength: 11
Magic   : 50
Vitality: 17
Agility : 35
Cunning : 67

Immune: Mind
Weak  : Body

Abilities Known:
1) Muddle (Type: Mind, 30 SP. 50% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
3) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
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.))
5) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
6) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
7) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
8) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)


Name : Ben nefilin
Level: 27
MaxHP: 106
MaxSP: 100

Strength: 29
Magic   : 45
Vitality: 37
Agility : 14
Cunning : 60

Resist: Slash Body Dark
Weak  : Electricity Light

Abilities Known:
1) Mind Blast (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss.)
2) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
4) Rain of Fire (Type: Fire, 40 SP. 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
5) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
6) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
7) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
8) ------------


Name : Dancing Ninkasi
Level: 28
MaxHP: 103
MaxSP: 100

Strength: 18
Magic   : 30
Vitality: 30
Agility : 65
Cunning : 47

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Might (Type: Buff, 20 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) 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) Alluring Gaze (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (10))
6) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
7) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
8) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)


Name : Maj. Power
Level: 30
MaxHP: 117
MaxSP: 100

Strength: 79
Magic   : 12
Vitality: 52
Agility : 45
Cunning : 12

Immune: Light
Resist: Slash Impact Pierce Mind
Weak  : Dark

Abilities Known:
1) Eviscerate (Type: Pierce, 20 SP. 100 Power attack.)
2) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
4) 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.)
5) Absolving Cut (Type: Slash, 20 SP. 70 Power attack. Removes Guilt, Mute, Pariah, or Hex from you or a nearby ally.)
6) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
7) ------------
8) ------------


Name : Ikiryo
Level: 28
MaxHP: 109
MaxSP: 100

Strength: 26
Magic   : 69
Vitality: 54
Agility : 26
Cunning : 15

Immune: Ice Body
Resist: Slash Impact Pierce Fire
Weak  : Electricity Mind Light Dark

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
5) ------------
6) ------------
7) ------------
8) ------------



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

 cancel.
 You use the pure stone. Nothing happens.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your power looks more vigorous.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your power looks more vigorous.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your pixie looks more vigorous.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your pixie looks more vigorous.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your raicho looks more vigorous.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your raicho looks more vigorous.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 You swap places with your pixie.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your power looks more vigorous.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Jinn
Level: 22
MaxHP: 94
MaxSP: 100

Strength: 26
Magic   : 45
Vitality: 32
Agility : 25
Cunning : 32

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) ------------
6) ------------
7) ------------
8) ------------


Name : Jinn
Level: 22
MaxHP: 94
MaxSP: 100

Strength: 26
Magic   : 45
Vitality: 32
Agility : 25
Cunning : 32

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) ------------
6) ------------
7) ------------
8) ------------


Name : Baleful Akateko
Level: 13
MaxHP: 59
MaxSP: 100

Strength: 11
Magic   : 38
Vitality: 18
Agility : 26
Cunning : 22

Immune: Body Dark
Weak  : Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
2) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) 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))
6) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
7) ------------
8) ------------


Name : Druj nasu
Level: 22
MaxHP: 99
MaxSP: 100

Strength: 12
Magic   : 32
Vitality: 39
Agility : 12
Cunning : 65

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) ------------
6) ------------
7) ------------
8) ------------


Name : Headless
Level: 18
MaxHP: 122
MaxSP: 100

Strength: 34
Magic   : 11
Vitality: 57
Agility : 19
Cunning : 19

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) 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 by enemies (excluding Ignite, Poison, and reactions).)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))


Name : Charun
Level: 26
MaxHP: 111
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.))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Pele
Level: 26
MaxHP: 111
MaxSP: 100

Strength: 21
Magic   : 70
Vitality: 32
Agility : 32
Cunning : 25

Immune: Fire
Resist: Electricity
Weak  : Ice

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) Rain of Fire (Type: Fire, 40 SP. 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
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) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
8) ------------


For this run I relied on clobber for a lot of the damage. While it has reduced accuracy and grand slam would be more reliable with hitting enemies, high agility, intent, and mind reader do help it a bit.

I defeated all encounters in this run, except Adria. My party really lacked the potential for ice damage. I figure she's some sort of check for that and the dark and light resistances of your party. I even had to use a wind card to escape. On a similar note, I failed the Bigfoot link because I got cocky about trapping him between my party and did not get rid of the unicorns first. and he nearly destroyed my entire party, but none of my allies died.

Blessed raicho is pretty good. It died first to some ghouls and lilim and was later sacrificed for an eloko, which I gave it innocence from.

Vile zar soul armor is pretty nice. I would have gone for ruhin soul armor once more, but I squandered the opportunity. Upon encountering a vile zar in Turdak's sanctum, I had to take it.

Image

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 2/23/2017 6:34:59 PM


Summoner Quick Spear...
was chosen by the Titan's Fist,
selected Pierce and Healing as their starting elements,
has earned a score of 110697 (presently on cycle 2),
is currently at Tower:20,
and is still alive!



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

Name : Quick Spear
Level: 28
MaxHP: 164
MaxSP: 100

Strength: 45
Magic   : 4
Vitality: 68
Agility : 68
Cunning : 5

Resist: Fire Body
Weak  : Ice Light

Abilities Known:
1) Impale (Type: Pierce, 10 SP. 85 Power attack.)
2) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
3) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
4) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
5) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
6) 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 by enemies (excluding Ignite, Poison, and reactions).)
7) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
8) 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.)

Relic Upgrades:
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
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.)
Item Sense (Shows the positions of unattended items on the map. May also reveal additional items when searching corpses, or once a level is fully explored.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Copy Saver (Reduces the cost of Copy Ability by 25%.)

Inventory:
2 Night rune
7 Chakra stone
8 Pure stone
4 Zephyr card
2 Peace offering
1 Calm card
2 Pure gem

Current Credits: 1400

Codex Daemonium Completion
Personal Codex : 55 / 114 (48% complete)



--==== Party Overview  ====--

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

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



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

Name : Hob
Level: 25
MaxHP: 106
MaxSP: 100

Strength: 28
Magic   : 46
Vitality: 39
Agility : 24
Cunning : 38

Resist: Ice
Weak  : Fire

Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
4) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Maj. Ninkasi
Level: 27
MaxHP: 117
MaxSP: 100

Strength: 26
Magic   : 29
Vitality: 38
Agility : 55
Cunning : 37

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Might (Type: Buff, 20 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) 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) Alluring Gaze (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (10))
6) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
7) Calming Cut (Type: Slash, 20 SP. 70 Power attack. Removes Stun, Panic, Sleep, or Charm from you or a nearby ally.)
8) Guarding Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's defense by 25%.)


Name : Well Fed Civatateo
Level: 30
MaxHP: 153
MaxSP: 100

Strength: 24
Magic   : 57
Vitality: 69
Agility : 18
Cunning : 32

Resist: Ice Body Light Dark
Weak  : Fire Electricity

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) 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))
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
5) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
6) 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))
7) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))


Name : Well Fed Kuchisake
Level: 28
MaxHP: 167
MaxSP: 100

Strength: 33
Magic   : 18
Vitality: 72
Agility : 28
Cunning : 39

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) 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))
6) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
7) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))


Name : Shojo
Level: 27
MaxHP: 110
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) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
8) ------------


Name : Polong
Level: 25
MaxHP: 91
MaxSP: 100

Strength: 14
Magic   : 49
Vitality: 21
Agility : 35
Cunning : 56

Immune: Body
Resist: Mind Dark
Weak  : Electricity Light

Abilities Known:
1) Major Pain (Type: Mind, 25 SP. 55 Power attack. Has two 70% chances to delay the next turn of the target.)
2) Wither (Type: Debuff, 30 SP. 70% chance to reduce offense and accuracy by 20%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Charged Akateko
Level: 22
MaxHP: 80
MaxSP: 100

Strength: 15
Magic   : 55
Vitality: 26
Agility : 42
Cunning : 22

Immune: Body
Resist: Electricity Dark
Weak  : Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
2) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
5) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
6) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
7) Throat Slash (Type: Slash, 15 SP. 70 Power attack. Has a 35% chance to inflict Mute, which prevents the use of non-physical abilities.)
8) 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))



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

 Antoria shocks your polong.
 It's super effective!
 You dodge Antoria's attack!
 Antoria misses Ninkasi.
 Your polong is shocked!
 Antoria is no longer poisoned.
 One of your allies is in danger!
 Using Dismiss...
 You unsummon your polong!
 Your civatateo is no longer chilled.
 Your civatateo withers Antoria.
 It's super effective!
 Your civatateo saps Antoria's vigor!
 Your civatateo kills Antoria!!
 You have defeated a hero, and may gain one of
 their abilities.
 Learn Tireless? (Y or N)
 You receive Tireless from Antoria!
 You have too many abilities and must delete 1.
 Really delete Tireless? (Y or N)
 You delete Tireless from yourself!
 Your civatateo looks more vigorous.
 Ninkasi gestures at your civatateo.
 Your civatateo looks healthier.
 Your polong is no longer shocked.
 Your civatateo is no longer on fire.
 Ninkasi gestures at you. You feel better.
 Using Dismiss...
 You unsummon Ninkasi!
 You swap places with your civatateo.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your kuchisake!
 Ninkasi's power returns to normal.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon Ninkasi!
 You begin resting.
 You continue resting to restore your inactive
 allies.
 Rest complete.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Psychic Angel
Level: 20
MaxHP: 82
MaxSP: 100

Strength: 19
Magic   : 42
Vitality: 24
Agility : 24
Cunning : 41

Immune: Light
Resist: Fire Electricity Mind
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 or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
5) Mind Spike (Type: Mind, 10 SP. 40 Power attack. Cannot miss.)
6) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
7) Somnia (Type: Mind, 30 SP. 50% chance to inflict Sleep, preventing the target from acting for several turns or until damaged.)
8) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)


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

Strength: 8
Magic   : 30
Vitality: 13
Agility : 26
Cunning : 58

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) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
6) Hinder Host (Type: Debuff, 25 SP. 70% chance to reduce evasion by 20%.)
7) ------------
8) ------------


Name : Chthonic Pixie
Level: 24
MaxHP: 109
MaxSP: 100

Strength: 18
Magic   : 38
Vitality: 43
Agility : 33
Cunning : 38

Resist: Slash Impact Mind
Weak  : Body

Abilities Known:
1) Muddle (Type: Mind, 30 SP. 50% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
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) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
5) Discharge (Type: Electricity, 15 SP. Targets a random enemy. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
6) Mind Spike (Type: Mind, 10 SP. 40 Power attack. Cannot miss.)
7) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
8) Focusbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce accuracy by 20%.)


Name : Mindbender Mananangal
Level: 21
MaxHP: 88
MaxSP: 100

Strength: 10
Magic   : 43
Vitality: 12
Agility : 32
Cunning : 58

Immune: Mind Dark
Weak  : Body Light

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
3) 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))
4) 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.)
5) Somnia (Type: Mind, 30 SP. 50% chance to inflict Sleep, preventing the target from acting for several turns or until damaged.)
6) Madness Glare (Type: Mind, 30 SP. 50% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (14))
7) ------------
8) ------------


Name : Charun
Level: 26
MaxHP: 111
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.))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ikiryo
Level: 26
MaxHP: 104
MaxSP: 100

Strength: 25
Magic   : 65
Vitality: 51
Agility : 25
Cunning : 14

Immune: Ice Body
Resist: Slash Impact Pierce Fire
Weak  : Electricity Mind Light Dark

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Mananangal
Level: 22
MaxHP: 85
MaxSP: 100

Strength: 12
Magic   : 45
Vitality: 16
Agility : 42
Cunning : 45

Immune: Dark
Resist: Mind
Weak  : Body Light

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
3) 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))
4) 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.)
5) ------------
6) ------------
7) ------------
8) ------------


Another dodgy riposte melee character, this time with healing factor. Once more Adria was the only undefeated character.

In this run I got the well fed kuchisake from the dark wave wraith, which was encountered twice. Both encounters were very tough but were ultimately bested. I gave well fed to a civatateo to take advantage of its draining abilities.

I brought the charged akateko back from the dead for the sole purpose of defeating Antoria. It did fairly well and it was up to my own character and the civatateo to finish the job.

This run I went with vile ukobach soul armor. I did not have too much trouble with light nor ice attackers during this run. On the penultimate floor my party did have lots of trouble with the incubi backed up by shikigami and banshees, which were encountered like four or five times there. I was lucky enough to only lose the chthonic pixie, an odd choice for a fusion, but it was done because I decided to use Python's modifier for something. I also had some trouble with rulers because of my fairly electricty-weak party, especially when Phoenix was encountered with an ionic-modified mob. Cherufe were also a menace to most of my party.

The third cycle was impact + mind Titan's Fist once more, but this time the run was going to be more focused on stunning blow. It ended in Arcadia, where my party was overwhelmed by a corpse encounter. I figure that I should have at least cleared more of Arcadia first for more experience and resources. I failed the Actaeon link before that; given the lack of healing stones and pure stones on my character, I probably should have gone for Artemis as soon as Actaeon was going to die.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

New build thoughts

Postby Remora » Sat Apr 01, 2017 4:02 am

Unfortunately again, my previous Demon build got screwed over by a random restart. It was a crown of glory game fairly late into the tower. It was a second cycle game, the first being another crown run with the healing start.

At this point I have ascended with most demons in the game. With this new build, it'd simply be harder to ascend with some of the earlier ones I have yet to (in the aborted run I had a baleful chaos ally, but I guess that will have to be done some other time).

Anyway, I have been enjoying this new build so far. I did what I said before and went with sankai for the starting ally, and this is a healing crown of glory character. I am currently on the third floor of Anomaly. Alma give me the most trouble of the new demons thanks to their durability, even if they have a really low level. I do like how they and flying heads change some things early on; Vikhor's sanctum felt a little easier than usual in this run because there were no aeras but alma weren't a pushover, especially given my party's lack of fire and light damage. The flying heads are also an interesting new addition, and their glares can be a bit annoying, giving them a little extra time to creep up to your party and all their glares stacking up easily. Sankai are nasty little buggers too, and they can easily cause lots of damage without poison being undone soon enough.

Friar Rush so far seems to be a strange ally, but slap silly and yellow whisper make him pretty useful in some situations. It helps that he is fairly easy to nab, too. I am curious as to what his sanctum would look like currently.

So far, the game seems similar in difficulty: in some ways it feels easier, but there are still some encounters that can give you some trouble if your party hasn't been balanced well enough, like with alma in this run. I did have a fairly ice weak party. I'll likely post more thoughts later, as I still have yet to see most of the new stuff (I have yet to even see estas).
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Sat Apr 01, 2017 4:17 am

grump. I need to figure out if there's anything I can do to help w/ the random restart losses. I think I have a vague idea, but I'm going to have to plan it out better. Unfortunately, my weak point engineering-wise so far is armoring against unexpected oddities: Demon within it owns house handles things very well, but if something goes wrong from outside like unexpectedly restrictive permissions on file I/O or unexpected system restarts, it seems to easily end up in a bad place. Well, nothing for it, weak point it may be, but I need to get better at: you're not the only one who has reported similar losses. :(

Friar Rush's Sanctum is rather evil-tempered, being home to a mix of demons and angels who don't seem to realize what company they're keeping. :) Even some surprisingly powerful angels seem to be ending up tricked by the good Friar...

Thanks for the early feedback on the new build. :) Sorry again about the game loss: I will try to work out the solution I've half-thought of so I can get it implemented and put a lid on this for you and the others losing save data to system restarts.
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: YAVP: Faithful heart, healing and fire.

Postby Remora » Mon Apr 03, 2017 3:22 am

I did manage to win my first run, and almost won my second.

My first run was the healing crown of glory start with leadership for the third ability. A pretty safe set, especially if you get nightingale for your third ability.

I had this party at victory:
Sankai
Hob
Sainted Jinn
Tlaloc
Vampire
Ogun
Leib-olmai
Shikome

I was lucky enough to get two gold offerings in this game and I simply used them to get Tlaloc and Ogun. The sankai was the starting partner and everyone else was linked with.

I didn't have too much trouble on the new floors. Shikome have given me the most trouble so far because I have only met them with dark-weak characters; they are pretty swift, but they aren't too hard to link with, either. I like leib-olmai the most of the high tower demons so far, for they are pretty good supporters and fighters. I even sacrificed a long-staying fetch to make one dark-resistant in the second cycle.

My second cycle was the new fire faithful heart start with protect for the third ability and zaltys for the starting ally. Set alight is pretty good: I even used it to defeat Charliss! This run ended when I failed to link with Baba Yaga. She wanted pyre rite to go, but I refused to go along with that, instantly infuriating her and leaving my character vulnerable to her shikome friend. I was actually very close to completing the link, too. I simply didn't expect that to happen.

I did try out the new eye of the dragon start, but I didn't get too far.

My current run is an orb of power character that will have a bit of an oddball ability set: the body primary abilities, ember burst for a third ability to start with, and volt call.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Thu Apr 06, 2017 3:34 pm

Apologies for the delayed/shorter replies during semi-vacation mode. :D Still reading these, just less time for replies. :)

Yeah, the new floors, with the exception of Shikome, don't seem to be causing too many problems for people so far. I might be okay with that, they are the introduction to Tier 3.. and I know some nastier stuff is coming in 24-26. :) We'll see how things go when more people get there.

I figured people would enjoy the new Heart/Fire primary option. :D

Baba Yaga's got a pretty nasty fail condition for sure. I admit I initially worried negotiation was too "easy" to use with uniques, but was willing to do it anyway because negotiating with uniques would probably be fun simply because they'll tend to be famous or unusual figures.

Good luck w/ the new Orb run. :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: YAVP: Faithful heart, healing and fire.

Postby Remora » Wed Jul 12, 2017 9:05 pm

I haven't posted as much in a while simply because I have played less of Demon over the past couple months. Yesterday I wrapped up another crown of glory run by victory on a save that was probably two months old by then. It was on the 3/31/17 version. Today I have gotten the most recent build and I can feel that the game is more fast-paced than before.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Fri Jul 14, 2017 1:15 am

:D Well, I'm glad the fast-pacedness is noticeable. Do you like it, no, or still deciding? :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

YAVP: return of the streak

Postby Remora » Sun Jul 23, 2017 2:30 am

I've found it kind of jarring at first, but it's been growing on to me as I've played a lot over the past couple days. I've been playing the 6-26-17 version. Early encounters such as groups with ilomba and carbuncles seem more deadly before, and the last few floors also tend to be rather hard. On the other hand, some enemies like onis are a little easier to deal with, and some other things like aitvaras are just as troublesome as before. Psychic raichos accompanying Vikhor with pink whisper have trashed at least two of my parties.
P. S. Even though I can, I don't play with online features much yet.

I did manage to get a victory within a few runs. I first won with a buff-centered heart, and subsequently a debuff heart. They were my first faithful heart victories in quite a while; before then I was really close to winning with the fire heart start a couple times. It technically wasn't a streak, though; the first debuff heart run was incredibly brief, ending on the first floor. Now I have a streak going on, beginning with another buff heart run and another debuff heart run:

Image
Like the original buff heart run, I only pumped vitality for this character. With such high HP and defense, this character was in little danger for a lot of the run.
Abilities: Grace, Protect, Restore, Ever Ready, Malleable, Rabblerouser, Blessweaver, Oppressor
While this run went more smoothly than the original run, the last few floors were rough, hence the reduced party at the very end. These four demons made for effective allies. Valindra spawned on the last floor and was left undefeated because of her dark immune banshee soul armor. My party was simply too weak to dark attacks, which is reflected here by all of the drained HP.

Image
The second debuff heart. This character favored agility the most.
Abilities: Hinder Host, Distract Host, Expose, Mind Twist, Fade, Meditate, Vigorous, Malleable
This run was also mostly smooth until the end. I didn't even dare venture much of the final floor, for the end goal was conveniently near where my party spawned. I had very few credits at the end of the run thanks to having to revive a lot and recruiting demons via negotiation.

Image
A fairly unique crown of glory character. It had various magic melee abilities that were effective in many different battles. Its stats were "balanced" between all attributes barring strength. This character had profane red cap soul armor. It started with the electricity abilities.
Abilities: Freezing Touch, Exhausting Touch, Electrocute, Weakening Cry, Stormfront, Ever Ready, Poison Veil, Resolute
Glacial shell and chain bolt did stay around for a while, only to be replaced by resolute and ever ready, respectively.
This run went mostly smoothly, thanks to being able to nab a mulassa at Anzu's sanctum, and the very first one I ever saw there. I gave it profane from an atua, and it recieved vigor siphon and malice. Before the fusion I also gave it autoantipathy. It proved to be a powerful enough ally to make several of the following floors not too rough, even though it certainly wasn't invulnerable; it still took a lot of damage from an ice mob in Anzu's sanctum alone. Even then, my party remained the same for a large chunk of the game. However, the last few floors were still fairly challenging, but were cleared.
The ruler is called "Buru Sr" because I gave it the abilities of a buruburu that sticked around up to that point of the game where rulers first appear. I gotta say that I find it amusing to do links that have spawning enemies with an overleveled ally, like with an overleveled asrai or buruburu spawned from a summoner corpse or Pele or Ninkasi found from a defeated enemy summoner (most likely Jayle, because she doesn't delete them).

Image
This character was rather similar to the last character, having the exact same initial abilities but no soul armor. The stats were leveled similarly, but magic and cunning were favored over vitality and agility, and cunning a tiny bit over magic; they were still "balanced" with one other attribute otherwise.
Abilities: Exorcism, Scorching Touch, Exhausting Touch, Menacing Shout, Choking Veil, Dessication, Ever Ready, Malleable
I gotta admit that there were quite a few times where I forgot about using exorcism, which could have helped a lot. This character spent large chunks of the run with drained max HP, and it wasn't because of any vigor siphoning attacks. I've been a bit frustrated with the healer AI; healers seem more interested in being right next to the player character than healing them a lot of the time. which can put the PC into a world of hurt and endanger the healer itself. I even had a nero navigate around a few barbegazis just to be right next to my character at one point (edit: it stayed around for a while and I later repurposed a ruler to be the party healer). At least buffers stay away from the fight.
Aside from that nonsense, this run was also mostly smooth. I got really lucky and found two gold offerings: one was found right when I encountered Bigfoot and the other was used to "one-shot" the Baba Yaga. I also recall my ruler, my scarab and my shikome of my final party dying at least once. I also think the impundulu was underused, as there weren't that many situations where it was out. EDIT: the last few floors were probably done the smoothest this run in spite of the late deaths. I did have some trouble with my first cherufe encounter in this run because my party was not built for slaying them at the time.

EDIT: Now I recall my shoggoth dying once, particularly to a group of ghouls and lilim. They always seem to do surprising amounts of damage, and in hindsight I figure that I underestimated them yet again. It's named "Fotlin" because it was fed a fotia and a gremlin; I do that out of habit because of wizzargh.

I've yet to begin the fifth cycle.

I gotta say that I have been hooked onto this game recently and have gotten the hang of these recent updates fairly quickly. The difficulty does change some here and there from update to update. As per usual, I'm looking forward to what the future holds.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Sun Jul 23, 2017 5:39 pm

High Vit can be pretty good. :) I mean, it does limit your ability selection somewhat (in particular, you have to avoid abilities that need Agility + Str, Mag, or Cunning since between the poor accuracy and poor damage they usually won't be worth it), but if you're happy to be a buffer, healer, smiter, or "hit me" veil build, it's a solid option. It tends to make you relatively safe... but on the other hand, if it didn't, I doubt anyone would ever invest much in Vit. :D

I'm surprised you went Agility on a high debuff character, but also happy. :D Agility has been the stat least likely to be pumped high for a long time... I *think* attenuation made it much more viable, but I hadn't seen many people try it yet, much less win with it.

That is a bit of a unique Crown run: looks like it drifted into melee mage. :D A Mulassa with autoantipathy is probably pretty nightmarish, to say nothing of the other goodies you loaded it up with. I appreciate hearing stories about the rare spawns people find and how they change the game: for all that it was very easy to put them in, they seem to be one of Demon's better features. :D

Hmm.. I will look into the healer business again. I've had two reports of healers seeming to be overly anxious about sticking to the player, but haven't seen it myself yet which has made it difficult to fix so far. I'll do a walk through the relevant code sometimes this build and keep an eye out for anything weird when testing other things in the game.

Thanks for the report, and congrats on the bucket of wins. :D I'm pretty happy Demon's enjoyable/replayable enough that people go through it so many times right in a row. No denying the difficulty is still hopping around a bit, especially in "Tier 3" (Tower:21+), since it is only recently that "challenge level" of content was added: I knew there'd be some tweaking to do, but I think it's much closer to what I want from it at the moment.

Hopefully you'll enjoy the new Matter element once it comes online in the next build... though I confess it will be some time yet. I want Matter to feel like it's always been there from the beginning, so it's getting a full set of abilities, modifiers, related demons etc. A big undertaking, especially while I'm in the middle of ramping up on my new job, but I think it'll be worth the wait. :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: YAVP: Faithful heart, healing and fire.

Postby Remora » Tue Aug 08, 2017 3:50 am

The streak ended with a melee-oriented orb of power. It was relying on ice abilities like glacial shell. I had soul armor for its first upgrade but it amounted to nothing; my character was burnt to a crisp by fotia.

The 7-26 build has done a good job with the healer AI. Things have been running smoothly for me in the game now.

I'm in the mood for rambling, so here's a document that shows all of my ascended characters and allies, with more detail on the latter:

Code: Select all
Ascended:

Player characters:
Crown of Glory: 26
Faithful Heart: 9
Hand of the Dead: 4
Orb of Power: 17
Titan's Fist: 8
Vodun Mask: 3

Demon allies:

Abatwa: 2
1 reclusive,
Abbey lubber: 1

Acheri: 1
1 holy,
Actaeon: 2
1 hulking, 1 warded
Aeras: 1
1 mindbender,
Aithir: 2
1 stormy,
Aitvaras: 2
1 lifegiver,
Akateko: 1
1 charged,
Ala: 1
1 blessed,
Alma: 3
1 fiery, 1 well fed, 1 whirling
Angel: 2
1 corrupt,
Anzu: 1

Archangel: 2
1 frenzied, 1 warded
Artemis: 1

Aspis: 2
1 deadly, 1 well fed
Asrai: 4
1 subtle, 1 well fed
Baba Yaga: 1

Baphomet: 1

Barbegazi: 5
1 stormy, 1 whirling
Basilisk: 2

Ben nefilin: 3
1 ionic, 1 redeemed,
Bigfoot: 5
1 well fed
Blob: 1
1 well fed,
Bmola: 2
1 holy,
Bonnachon: 2
1 well fed,
Buruburu: 1

Carbuncle: 2
1 mindbender, 1 profane,
Ccoa: 1

Centaur: 4 (3 ascensions)
1 chthonic, 1 deadly,  1 hunter, 1 maj.,
Charlie: 3

Charun: 8
1 imbued, 1 lifebender, 1 sacred, 1 warded
Cherufe: 5
1 archon, 1 corrupt, 1 firekin, 1 subtle,
Civatateo: 8
1 corrupt, 1 hulking, 1 radiant, 1 sulfuric, 1 well fed
Cynocephalus: 1

Death worm: 1
1 fel,
Demas: 18
1 brewmaster, 1 corrupt, 1 dancing, 8 lifegiver, 1 radiant, 1 solid, 1 well fed
Drop bear: 3
2 well fed
Druj nasu: 37 (25 ascensions)
2 baleful, 1 brewmaster, 2 chthonic, 1 dancing, 1 foul, 1 holy, 3 lifebender, 6 lifegiver, 1 mighty, 1 mindbender, 1 mysterious, 1 polar, 1 redeemed, 5 sainted, 1 solid, 1 subtle, 1 volcanic, 1 warded, 2 well fed, 1 whirling
Dryad: 2
1 corrupt,
Echeneis: 1
1 solid,
Ehlose: 1

Eloko: 1

Estas: 2
1 chtonic, 1 well fed
Eye killer: 3

Fetch: 1
1 holy,
Flying head: 3
1 deadly, 1 mighty, 1 well fed,
Fotia: 1
1 profane,
Freybug: 1
1 brutal,
Friar Rush: 1

Gandayah: 1

Ghoul: 6
1 blessed, 4 maj.,
Gi: 4
1 blessed, 1 cursed, 1 foul, 1 solid
Goblin: 2

Gremlin: 1
1 deadly,
Haietlik: 2
2 holy,
Headless: 6

Hob: 26
1 holy, 5 lifegiver, 1 polar, 1 solid
Huo shu: 2
1 maj., 1 solid
Ikiryo: 2

Ilomba: 7 (6 ascensions)
1 deadly, 1 fiery, 1 gluttonous, 1 lifegiver, 1 profane, 1 whirling
Impundulu: 16
1 brewmaster, 1 corrupt, 1 fearsome, 1 foul, 1 hulking, 1 lifebender, 1 profane, 1 radiant, 1 volcanic
Incubus: 5
1 baleful, 1 sulfuric
Jiang shi: 1
1 brutal,
Jinn: 9 (8 ascensions)
1 baleful, 1 frenzied, 1 ionic, 1 lifebender, 2 sainted, 1 sulfuric
Jotunn: 3
1 vorpal, 1 well fed,
Kamapua'a: 1

Kitsune: 2
1 psychic, 1 stormy
Kuchisake: 14 (9 ascensions)
1 charged, 1 hulking, 1 lethal, 2 major, 1 mighty, 1 rime witch, 1 violent, 1 warded, 4 well fed
Leib-olmai: 9
1 profane, 2 savior, 1 vorpal
Lilim: 2
1 well fed,
Malingee: 1

Miodchaoin: 3
1 chthonic,
Mulassa: 2
1 profane,
Mummy: 1
1 maj.,
Nero: 5
2 lifegiver,
Ninkasi: 9
1 dancing, 1 foul, 1 maj., 1 rime witch, 1 well fed
Ogun: 1

Oni: 3
1 imbued, 1 solid
Pele: 9
2 brewmaster, 1 sainted, 1 well fed,
Pelesit: 2

Phoenix: 1

Pixie: 2
1 lifebender, 1 mindbender
Polong: 6

Power: 6
1 fearsome, 1 maj., 1 reclusive,
Preta: 1
1 deadly,
Python: 1

Raicho: 1
1 blessed,
Raiju: 1

Rakshasa: 1
1 charged,
Red cap: 2
1 solid,
Reprobus: 2

Ruler: 8
1 hulking,
Ruhin: 2
2 blessed,
Sankai: 1

Scarab: 10
1 brewmaster, 1 imbued, 1 maj., 2 solid, 1 warded
Shikigami: 4
1 lifegiver, 1 mindbender, 1 radiant,
Shikome: 3
1 brewmaster, 1 radiant,
Shisa: 4
1 fulgur, 1 major,  1 well fed
Shoggoth: 17
1 blessed, 1 brutal, 1 dancing, 1 mighty, 1 solid, 1 warded, 3 well fed
Shojo: 12
2 foul, 1 lifebender, 1 volcanic
Slenderman: 3
1 blessed,
Tlaloc: 9
1 holy,
Tuofei: 2
1 radiant,
Turdak: 1

Ukobach: 1
1 frigid,
Unicorn: 2
1 corrupt,
Vampire: 2

Vikhor: 1

Virtue: 1
1 well fed,
Vishap: 4
1 corrupt, 1 mindbender, 1 subtle,
Will o' wisp: 1

Yeti: 1
1 warded,
Yali: 3
1 major, 1 polar, 1 well fed
Yuki-onna: 7
1 mighty, 1 turbulent, 1 well fed
Zagh: 7
2 baleful, 1 ionic, 1 lifegiver, 1 sulfuric
Zombie: 1


AFAIK there are no oversights. I gotta admit that I find a few things strange, like that I haven't ascended with any modified polong or rather few of some late tower demons I recruit fairly often (bonnachon and ben nefillin the most notable; I figure that I simply let them die and move on without them a lot of the time). As you can see, I have managed to ascend with most demons in the game. I don't think there are any uniques I haven't ascended with by now. A few notable demons that haven't been ascended with yet include the slime (I almost made it once in one run that took advantage of an oversight at the time, which I may post another day), zaltys (I think the first time I picked it as an ally I died on one of the final few floors), and chaos (I almost ascended with one in a run that was going smoothly, but the game became unplayable as a result of my computer restarting without warning. I think it was modified to be stormy).

My favored allies usually stay the same, but some come and go. I used to ascend with druj nasu a lot, but recently not so much. I actually have in my latest victory, in which I found it still effective at its job on the final few floors. I think it has been a while since I have ascended with Headless too; he remains durable and all, but is still vulnerable to being overshadowed later on. I think he actually dies more often in recent runs for me than I sacrifice him to grant his modifier onto another demon. Aside from them, I've been ascending with hobs a little less often recently, as I've been favoring some other demons for healers every now and then. Shoggoths, while still good to me, also seem a little weaker, probably because of how infection works now, so I've been seeing them die more often, even in the earlier tower.

Of the newer demons, leib-olmai are more favored allies because they appear late and have some nice abilities. Their link is also a convenience, as they can deal lots of damage in their groups and those super-pixies can be very annoying. On the contrary, I am not even sure if I have recruited any bruchas with an offering yet. They're pretty strong, alright. I usually find them one of the tougher later enemies to deal with, even if they're among the most-vulnerable-to-status-effects enemies in the entire game due to having only physical resistances. I recall one time where they spawned with the immortal modifier and had low profile, a typically overlooked ability. Ouch!
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 15 guests