My characters and YASDs

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My characters and YASDs

Postby Saler » Sun Jan 08, 2017 3:25 pm

I just registered today and decided to post my most recent YASD.
I was on Tower 10 with Lifegiver Gandayah, Solid Actaeon (I made him solid because i ran out of demon space), Tuofei, Kitsune, Cursed Acheri (with 49 cunning) and Chindi (fusion material). I ran into a group of 2 Eloko and 2 Kitsunes. I recently defeated a similar group without too much trouble and thought that I could haldle it.
Then I got charmed, immediately Calmed by Gandayah, but then shocked, loosing 2 turns in a row. Gandayah had Soothe and Draw Wounds for healing, but I was already near death and it coundn,t draw enough (it still had HP left). Guess I should've gotten Healing Charm at some point.
I was already planing to take cover behind my demons if I got too wounded, but didn't get a chance to.
Intrestingly, I found out that a charmed demon may use Reshape, ending the charm immediatly.
Overall, I think it was a good run, but I definetly made some mistakes in it.
(I appologise for the wall of text, but is there a better way to show the party dump?)
Code: Select all
Summoner Saler...
was chosen by the Eye of the Dragon,
selected Ice and Mind as their starting elements,
is currently at Tower:10,
and is quite dead!
--==== Main Character ====--
Name : Saler
Level: 10
MaxHP: 80
MaxSP: 100
Strength: 32
Magic   : 20
Vitality: 28
Agility : 15
Cunning : 15
Resist: Ice
Weak  : Fire
Abilities Known:
1) Avalanche (Type: Impact, 30 SP. 70 Power attack split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
2) Ice Breath (Type: Ice, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss. Cooldown: Breath (4))
3) Terrifying Cry (Type: Mind, 30 SP. 50% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (12))
4) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
5) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
6) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Ghost Bite (Type: Pierce, 15 SP. 70 Power attack.)
Relic Upgrades:
Item Sense (Shows the positions of unattended items on the map. Once a level is fully explored, may also reveal additional previously hidden items.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Inventory:
5 Chakra stone
2 Tempest rune
3 Chakra gem
1 Wind card
2 Calm card
2 Trouble chime
2 Pure stone
1 Night rune
1 Curse rune
5 Heal stone
1 Mirror chime
Current Credits: 508

--==== Party Overview  ====--
Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        0          0          1          6*         0         
Impact       1*         0          0          6*         1         
Pierce       1*         0          1          6*         0         
Fire         0          0          1          2          4*         
Ice          2*         1          4*         2          0         
Electricity  1          0          2          3*         2         
Body         2          2          0          3*         2         
Mind         1*         0          1          4*         2         
Light        2          0          0          4*         3         
Dark         1          0          2          4*         1         
n : Number of party members counted.
* : Denotes the main character is included.

--==== Current Party ====--
Name : Lifegiver Gandayah
Level: 9
MaxHP: 71
MaxSP: 125
Strength: 15
Magic   : 28
Vitality: 31
Agility : 11
Cunning : 10
Resist: Electricity
Weak  : Fire
Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) 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))
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
8) ------------

Name : Solid Actaeon
Level: 10
MaxHP: 94
MaxSP: 100
Strength: 24
Magic   : 6
Vitality: 33
Agility : 29
Cunning : 8
Resist: Ice
Weak  : Fire Mind Light Dark
Abilities Known:
1) Quelling Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (4))
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
5) 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))
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
7) 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.)
8) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)

Name : Tuofei
Level: 13
MaxHP: 61
MaxSP: 100
Strength: 14
Magic   : 35
Vitality: 18
Agility : 35
Cunning : 13
Immune: Ice
Resist: Fire Electricity
Weak  : Body Mind
Abilities Known:
1) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
3) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
4) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
5) 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))
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
7) ------------
8) ------------

Name : Kitsune
Level: 13
MaxHP: 65
MaxSP: 100
Strength: 9
Magic   : 28
Vitality: 18
Agility : 30
Cunning : 30
Resist: Mind
Weak  : Body
Abilities Known:
1) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Thunderous (Type: Electricity, Passive. Shocking a target also has a 70% chance to delay the next turn of nearby enemies.)
3) Distract (Type: Debuff, 15 SP. 70% chance to reduce accuracy by 20%.)
4) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
7) ------------
8) ------------

Name : Cursed Acheri
Level: 11
MaxHP: 62
MaxSP: 100
Strength: 6
Magic   : 17
Vitality: 13
Agility : 20
Cunning : 49
Immune: Body
Resist: Ice Dark
Weak  : Fire Electricity Light
Abilities Known:
1) Vile Dance (Type: Body, 20 SP. 70% chance to apply Infection to enemies, which hinders HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))
2) Retch (Type: Body, 10 SP. Must target a character with Infection, Poison, or Paralysis. 40 Power attack. Delays the target's next turn, and adds 2 turns of Breath cooldown. Cannot miss. Free action. Cooldown: Cantrip (3))
3) Weaken (Type: Debuff, 15 SP. 70% chance to reduce offense by 20%.)
4) Piercing Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (4))
5) Flustering Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce evasion by 20% for enemies. Cooldown: Presence (4))
6) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
7) Distract (Type: Debuff, 15 SP. 70% chance to reduce accuracy by 20%.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)

Name : Chindi
Level: 4
MaxHP: 37
MaxSP: 100
Strength: 5
Magic   : 19
Vitality: 14
Agility : 14
Cunning : 18
Immune: Body
Resist: Slash Pierce Ice Dark
Weak  : Impact Electricity Light
Abilities Known:
1) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
2) 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))
3) Blood Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's offense by 20%.)
4) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
5) ------------
6) ------------
7) ------------
8) ------------

--==== Recent Messages ====--
 Your acheri starts shivering!
 Your tuofei ignores the attack!
 Your gandayah starts shivering!
 You feel refreshed.
 Your acheri gestures at the eloko.
 The eloko looks weaker!
 Your gandayah chants while pointing at you.
 You are no longer charmed.
 Your tuofei is still charmed!
 Your tuofei reshapes itself.
 Your tuofei is no longer charmed.
 Your tuofei looks healthier.
 Your tuofei gestures widely.
 Your tuofei freezes the eloko.
 It's super effective!
 Your tuofei freezes the eloko.
 It's super effective!
 Your tuofei freezes the kitsune. (x2)
 The kitsune starts shivering! (x2)
 Your tuofei looks healthier.
 The eloko bites you. The eloko looks healthier.
 The eloko bites you. The eloko looks healthier.
 The kitsune throws a shock dart at you.
 The eloko dodges the kitsune's attack!
 The kitsune shocks you.
 The kitsune throws a shock dart at you.
 The eloko dodges the kitsune's attack!
 The kitsune shocks you.
 You are shocked!
 Your gandayah stumbles. Your acheri stumbles.
 Your tuofei gestures widely.
 Your tuofei freezes the eloko.
 It's super effective!
 Your tuofei freezes the eloko.
 It's super effective!
 Your tuofei freezes the kitsune. (x2)
 The kitsune will be shivering longer! (x2)
 Your gandayah gestures at you.
 Your gandayah drains itself. You feel better.
 Your gandayah gestures at itself.
 Your gandayah looks healthier.
 The eloko bites you. The eloko looks healthier.
 The eloko bites you. The eloko looks healthier.
 The kitsune throws a shock dart at you.
 The eloko dodges the kitsune's attack!
 The kitsune shocks you.
 The kitsune throws a shock dart at you.
 The eloko dodges the kitsune's attack!
 The kitsune shocks you.
 You die...

--==== Recently Slain Allies ====--
Name : Violent Preta
Level: 5
MaxHP: 52
MaxSP: 100
Strength: 20
Magic   : 8
Vitality: 11
Agility : 20
Cunning : 16
Resist: Body
Weak  : Fire Ice Light Dark
Abilities Known:
1) Ghost Bite (Type: Pierce, 15 SP. 70 Power attack.)
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which hinders HP and SP recovery.)
4) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
5) Warning Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's evasion by 25%.)
6) Crusader Slash (Type: Slash, 10 SP. 70 Power attack. Has a 50% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
7) ------------
8) ------------

Name : Psychic Freybug
Level: 5
MaxHP: 43
MaxSP: 100
Strength: 9
Magic   : 11
Vitality: 9
Agility : 15
Cunning : 31
Resist: Ice Mind
Weak  : Light
Abilities Known:
1) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Yellow Whisper (Type: Mind, 20 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (8))
6) 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.))
7) Hypnotic Gaze (Type: Mind, 25 SP. 65% chance to inflict Sleep, preventing the target from acting for several turns or until damaged. Cooldown: Presence (10))
8) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)

Name : Ogre
Level: 6
MaxHP: 55
MaxSP: 100
Strength: 26
Magic   : 9
Vitality: 25
Agility : 11
Cunning : 9
Resist: Body
Weak  : Electricity Mind
Abilities Known:
1) Heavy Slash (Type: Slash, 10 SP. 85 Power attack.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
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 by enemies (excluding Ignite, Poison, and reactions).)
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 : Red cap
Level: 3
MaxHP: 39
MaxSP: 100
Strength: 20
Magic   : 8
Vitality: 13
Agility : 10
Cunning : 14
Resist: Body
Weak  : Electricity Light
Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) ------------
6) ------------
7) ------------
8) ------------

Name : Psychic Kasha
Level: 8
MaxHP: 49
MaxSP: 100
Strength: 10
Magic   : 17
Vitality: 13
Agility : 19
Cunning : 31
Resist: Fire Mind Light Dark
Weak  : Ice
Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Hypnotic Gaze (Type: Mind, 25 SP. 65% chance to inflict Sleep, preventing the target from acting for several turns or until damaged. Cooldown: Presence (10))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
7) Minor Pain (Type: Mind, 15 SP. 40 Power attack. Has a 70% chance to delay the next turn of the target.)
8) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)

Name : Solid Malingee
Level: 9
MaxHP: 68
MaxSP: 100
Strength: 28
Magic   : 6
Vitality: 26
Agility : 23
Cunning : 12
Resist: Fire
Weak  : Ice
Abilities Known:
1) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
2) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
3) Block Impact (Type: Defense, Passive. Provides a 33% chance to block Impact attacks.)
4) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
5) 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))
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) Infectious Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
8) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
Last edited by Saler on Tue Mar 07, 2017 9:21 pm, edited 3 times in total.
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Re: My first YASD post.

Postby Ferret » Sun Jan 08, 2017 3:40 pm

Hello, and welcome to the forum Saler. :D

Re: wall of text, yeah, you can put it in a code block (one of the little formatting buttons above the text window), I went ahead and did this for your post already this time. :D

Oof, yeah. Draw Wounds is a good maintenance heal, and combined with another heal can be part of a "fix this NOW" package, but Soothe's restriction prevents it from being part of that plan. That said, Soothe+Draw Wounds is a pretty amazing maintenance package: when it's usable, Soothe is the cheapest healing available that doesn't have restrictions on spamming it.

Heh. I didn't know Charmed targets would Reshape themselves myself. :D I guess they probably consider themselves to be allies of themselves still, even if all their other allies are now enemies? :) I'm not sure if I even want to call this one a bug or not yet, I'm going to have to think on it. :)

Sounds like a pretty good run overall though: Tower:10 is a pretty good landing point when you consider >95% of games end on the first few floors. Good job, and thanks for the report!
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Re: My first YASD post.

Postby Saler » Sun Jan 08, 2017 4:10 pm

Thanks for the wall of text solution :) .
I started playing this game back when Training Points (is that how they were called?) existed. Had no idea how you are suposed to get past Tower 3 back then...
This was my first Eye of the dragon run, so I probably spent my stat points too thin. Area of effect attacks were fun and negated most off the sleep problems. It seams you really want to have demons that resist your element if you go Eye of the dragon.
Charmed demons using Reshape makes sense in my opinion becouse a charmed demon has no idea that it's charmed.
I had to kill most uniques I came across because they had "kill in X turns' links and I coundn't hit the weakness they had.
Had multiple close moments before with Snuffouts being used on me, everyones MaxHP geting messed up and Winterkills nearly killing 2 of my demon and halfkilling me and the other demon (the Actaeon).
This was my first time recruiting Actaeon. I was avoiding him becouse I recall dying atleast 3 times trying to recruit him.
Malingee is probably one of my favorite demons so far. I usualy get a Slime, teach Malingee Block Impact and Reshape and then make it solid.
Probably going to do Orb of Power run next.
Edit: I later relised the Snuffout got the cooldown from the demon that had it using Haunt. The other two clsoe moments still count, I think.
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
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Re: My first YASD post.

Postby mbj » Sun Jan 08, 2017 7:39 pm

Training points were the bomb. So much flexibility and wackiness. And if I remember correctly you weren't allowed to pump and dump random demons for their skills instantly, you had to take them out to dinner and fall in love with them first. The addition of currency made the whole thing feel degenerate. Also 8 demon slots.

As for reshape, I didn't know (but I assumed) that it healed charm either. It sounds like a feature to me, considering its main use is status cleansing on 4-magic frontliners. Calm down with the nerf hammer ferret, there'll be bigger things to nerf in the future. Like taking away two more demon slots and turning then into traits or whatever :twisted:
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Re: My first YASD post.

Postby Ferret » Sun Jan 08, 2017 9:00 pm

:P I only said I was thinking about it! I haven't nerfed anything yet, my plate's already quite full for the next build thank you. :P

Traits won't require removing slots, by the way. :P Traits will be joining resistances on the MaxHP adjustment train... although the vast majority won't use that because many traits are a mix of + and - anyway. For examples (none of this is even remotely final, of course, given the feature isn't even in active development right now):

Flying: Increases evasion and movement speed by 15%. If you are afflicted with Shock, Stun, Paralyze, or Sleep, you receive Impact damage, become Stunned if not already, and lose these bonuses until you can move again. (Cute note: It is only possible to put a Flier to Sleep and have it stay if they are already grounded or immune to Impact :P )
Small: Increases evasion by 15% and you always Dodge allied projectiles unless aimed directly at you. Reduces physical damage dealt by 25%.
Large: Reduces evasion by 15%, but increases Max HP by 10%.
Firebearer: You always count as an Ignited character. If you are actually afflicted with Ignite, you count as two Ignited characters.
Malleable: Increases healing, health regeneration, and MaxHP recovery received by 20% (not applicable to healing from drain effects.), but you become weak to Body if not already. (Note: No additional penalty if already weak to Body.)
Gooey Center: You have 25% increased defense at maximum HP, degrading to 25% reduced defense as your HP approaches 0.
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Re: My first YASD post.

Postby Saler » Mon Jan 09, 2017 9:15 am

Well, I started an Orb of Power (Dark/Debuff) run, got to Tower 5 now.
So far the early game was much more full of pain and bad decisions.

I ran into a group of a Faerie, a Lifegiver Echeneis and a Vile Echeneis (with Envenom and Poison Veil) and tried to link with the Vile fish before doing anything to the healers. The link fail and most of my team gets beat up by poison while I fail to do much damage because of the healers. Naturally, I had a Silver Offering I forgot about.
Got most of my team set on fire by Combusts and Fire Breathes from a Fiery group of 3 Raichos and a Freybug.
Tried to link with Vikhor before exploring the level. Ran into another demon group and had to flee the level.
While fighting a Fist Wraith, I acidentally left a gap in my frontline and got hit with a Bullrush to Clobber combination. Reminder, this is an Orb of Power character.

I'm think of making this into a topic for all of my characters.
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
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Re: My first YASD post.

Postby Ferret » Mon Jan 09, 2017 4:12 pm

Ooof. Sounds like a rough first few floors, but at least you see the causes of the problems you've run into. :D Once you're more in the swing of things and succeed at those recruitments, they'll give you the power to push to higher floors. :D

Feel free to use the thread for your character posts. :D
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Re: My first YASD post.

Postby Saler » Mon Jan 09, 2017 4:39 pm

My team is actually comming together now, with most party roles filled. I'm still missing a primary debuffer/status inflicter. I even have a secondary healer with Pyre Rite, I think it's called.
I'm at Tower 7 now. I have a free slot and a Satyr, who, I belive, I could get a Cursed demon from. Or maybe I find something to fuse on him (not as likely with it's not so impressive Cunning).
I still have a minor problem of my demons not doing what I expect them to do, but in those cases they're still using debuffs, so it's not that much of a waste.
I also still don't have Cleanse or Calm, witch are, judging by my last run, nice to have.
More on the funny and kinda embarasing side of probmlems, I found myself acidentally blocking the way foward for my frontliners a few times. Good thing you can swap places in this game :) .

Edit: I made further progress and judging by the difficulty of the fights my character might die soon. Since this will officially make this my topic for other characters I would like to know: how do I change the topic title? Edit my first post?
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 160
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs.

Postby Saler » Thu Jan 12, 2017 8:30 pm

Aaand he's dead. My Orb of Power (Dark/Debuff) Summoner is dead. Might have been karma for Snuffing Out a level 1 weak to darkness 3 HP Wraith.
On Tower 8 my party was badly beaten up by a group of Alas. It got worse from there.
On Tower 9 I had a nasty fight with Chachapumas. I also tried to recruit Turdak and ran out of time while he was in red HP. Oh, and the Satyr I planed to use for fusion died, so did the Tuofei I replaced him with. Recruited an Aitvaras later.
On Tower 10 - more Chachapumas, getting my rest interupted twice, second time by Raiju. Lilim dead, Silver Offering used.
On Tower 11... no that much memorable hapend, actualy. I probably almost got killed by Chachapumas again. Oh, and I had to leave early becouse there were strong ice using demons (don't remember the name) and I had 4 demos weak to ice.
On Tower 12 - Oni killed 2 of my demons and I coundn't beat the next encounter becouse of that. The next encounter? Chachapumas.
I think this run ended becouse I couldn't make my team strong enough. I guess skiping Anomally is as risky as entering it? And I should probably be more willing to go against my fussion plans.
Multiple strange looking thing happend. It looked like a Ghoul Pounced me through a wall and an Aspis was Asleep and Ignide at once. And failed Snuff Outs still get benefit of Guilty/Tormentor. Not sure if any of this is intended, but it looked a bit strange to me.
This run was definetly fun. 83 Snuff Outs killed, 27 failed. Yes, I kept count to the best of my abilities. Might try Hand of the dead run next, although starting with demon sacrificeing upgrades scares me.
Code: Select all
Summoner Saler...
was chosen by the Orb of Power,
selected Dark and Debuff as their starting elements,
has earned a score of 8150,
is currently at Tower:12,
and is quite dead!

--==== Main Character ====--
Name : Saler
Level: 11
MaxHP: 73
MaxSP: 100
Strength: 4
Magic   : 46
Vitality: 14
Agility : 9
Cunning : 37
Resist: Mind Dark
Weak  : Slash Impact Pierce
Abilities Known:
1) 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.)
2) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
3) Distract (Type: Debuff, 15 SP. 70% chance to reduce accuracy by 20%.)
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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
7) Mind Spike (Type: Mind, 10 SP. 40 Power attack. Cannot miss.)
8) 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.)
Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
Transpose Soul (Unlocks the Transpose Soul transmutation, which lets you sacrifice a demon to choose and learn one of the bonus abilities from the modifier it would pass if used with Fuse Demons.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Inventory:
1 Pain glyph
1 Heal stone
4 Pure gem
1 Tempest rune
1 Might gem
1 Flame glyph
2 Chakra stone
1 Pure stone
Current Credits: 2151
Codex Daemonium Completion
Shared Codex   : 15 / 114 (13% complete)

--==== Party Overview  ====--
Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1          0          0          3          1*         
Impact       0          0          0          3          1*         
Pierce       0          0          0          3          1*         
Fire         0          0          1          3*         0         
Ice          0          0          1          2*         1         
Electricity  0          0          0          3*         1         
Body         0          0          1          2*         1         
Mind         1*         0          2*         2          0         
Light        2          0          0          2*         2         
Dark         2*         0          2*         2          0         
n : Number of party members counted.
* : Denotes the main character is included.

--==== Current Party ====--
Name : Lifegiver Faerie
Level: 10
MaxHP: 65
MaxSP: 100
Strength: 6
Magic   : 30
Vitality: 18
Agility : 26
Cunning : 20
Resist: Mind
Weak  : Body
Abilities Known:
1) Lucky Charm (Type: Healing, 10 SP. Resets Luck cooldown. 25% chance of an extra, random benefit as well.)
2) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
3) 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))
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) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
6) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
8) ------------

Name : Headless
Level: 10
MaxHP: 86
MaxSP: 100
Strength: 24
Magic   : 8
Vitality: 40
Agility : 14
Cunning : 14
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 : Aitvaras
Level: 14
MaxHP: 71
MaxSP: 100
Strength: 14
Magic   : 44
Vitality: 24
Agility : 19
Cunning : 19
Resist: Fire Dark
Weak  : Ice Light
Abilities Known:
1) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
2) 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.)
3) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
4) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
5) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) ------------
8) ------------

--==== Recent Messages ====--
 movement keys. Press Enter to execute, Escape to
 cancel.
 Really summon a critically injured ally during
 combat? (Y or N)
 You summon Headless!
 Your faerie gestures at Headless.
 Headless looks healthier.
 The chachapuma hits your aitvaras.
 Your aitvaras smites the chachapuma.
 Your aitvaras looks healthier.
 Your aitvaras looks refreshed.
 Your aitvaras looks healthier.
 The freybug gestures at your aitvaras.
 Your aitvaras looks less evasive!
 Using Vigor Siphon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You wither the chachapuma.
 You sap the chachapuma's vigor!
 You feel more vigorous. You feel refreshed.
 Your faerie gestures at Headless.
 Headless looks healthier.
 Headless swaps places with your aitvaras.
 The chachapuma hits you.
 It's super effective!
 You are stunned!
 The chachapuma swaps places with the chachapuma.
 The chachapuma clobbers you.
 It's super effective!
 The chachapuma dies!!
 Your faerie reaches Level 10!
 Your aitvaras siphons the soul of the chachapuma.
 Your aitvaras looks healthier.
 Your aitvaras looks refreshed.
 Your aitvaras gestures at the haietlik.
 The freybug gestures at Headless.
 Headless resists.
 Your faerie gestures at you. You feel better.
 Headless slashes the chachapuma.
 Your faerie looks more powerful!
 Your faerie looks energized!
 Headless looks healthier.
 Your aitvaras looks energized!
 Your aitvaras gestures at the haietlik.
 The chachapuma clobbers you.
 It's super effective!
 The chachapuma clobbers you.
 It's super effective!
 You die...

--==== Recently Slain Allies ====--
Name : Satyr
Level: 8
MaxHP: 55
MaxSP: 100
Strength: 23
Magic   : 9
Vitality: 18
Agility : 22
Cunning : 18
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 : Tuofei
Level: 11
MaxHP: 56
MaxSP: 100
Strength: 12
Magic   : 32
Vitality: 17
Agility : 32
Cunning : 12
Immune: Ice
Resist: Fire Electricity
Weak  : Body Mind
Abilities Known:
1) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
3) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
4) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
5) 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))
6) 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.)
7) ------------
8) ------------

Name : Lilim
Level: 10
MaxHP: 57
MaxSP: 100
Strength: 10
Magic   : 24
Vitality: 16
Agility : 24
Cunning : 26
Resist: Mind Dark
Weak  : Ice Light
Abilities Known:
1) Blue Whisper (Type: Mind, 20 SP. 65% chance to cause Sleep, preventing the target from acting for several turns or until damaged. Free action. Cooldown: Presence (8))
2) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt.)
3) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
4) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
5) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
6) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
7) ------------
8) ------------

Name : Raiju
Level: 16
MaxHP: 59
MaxSP: 100
Strength: 15
Magic   : 37
Vitality: 15
Agility : 37
Cunning : 26
Immune: Electricity
Resist: Fire
Weak  : Ice Mind
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) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 20 SP. 55 Power attack. Has an 8% chance to inflict Shock, causing the targets to miss their next turn. Cannot miss.)
5) ------------
6) ------------
7) ------------
8) ------------

Name : Solid Malingee
Level: 9
MaxHP: 68
MaxSP: 100
Strength: 28
Magic   : 6
Vitality: 26
Agility : 23
Cunning : 12
Resist: Fire
Weak  : Ice
Abilities Known:
1) Fierce Stab (Type: Pierce, 5 SP. 70 Power attack.)
2) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
3) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
4) Block Impact (Type: Defense, Passive. Provides a 33% chance to block Impact attacks.)
5) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
6) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
7) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
8) 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))

Name : Fiery Kasha
Level: 11
MaxHP: 59
MaxSP: 100
Strength: 11
Magic   : 27
Vitality: 15
Agility : 27
Cunning : 25
Resist: Fire Light Dark
Weak  : Ice
Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) 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))
6) 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.)
7) Incinerate (Type: Fire, 25 SP. Must target an Ignited enemy. 130 Power attack, but misses if the damage would not be fatal.)
8) ------------
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 160
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs.

Postby Ferret » Thu Jan 12, 2017 8:53 pm

Whoops, I missed your edit to your reply! I'm not sure I have it setup where most people can edit topic titles, but lemme know what you want it to be and I'll be happy to change it. :D You *might* be able to do it by editing your original post and changing the subject there? Not sure though.

Tower:12's not a bad run. :) Congrats on reaching that point. :)

Skipping Anomaly: did you skip it entirely, or were you chased out at some point? Skipping it entirely can definitely be risky: you dodge 3 floors of nasty encounters, but you're a little behind for the next 5-6 floors of normal encounters. Being forced out of it mid-way or so is much less severe usually. Either can be overcome, but it takes awhile to catch up, and of course, it will get harder if you're forced to leave other floors early.

The best counter for falling behind is to try and recruit some locals, since many of them will usually be the right level for the area even if you and your current party aren't. Even if they aren't usually demons you'd prefer for your party or strategy, being the right level may make up for it in the short-term. The Capacity Up upgrades can also help in this situation, by giving you more demons to throw at problem encounters before you run out of reinforcements.

Pounce through a wall: I'll see if I can repro this. I will confess it may be possible to pounce around a corner in such a way that the Pounce visual clips through the corner, but in such cases there was a clear line of fire according to the usual line of fire calculations, and this is just a visual artifact.

Sleep + Ignite: This isn't a bug. :D Magical sleep is pretty deep: Ignite, Poison, and Pariah damage don't wake up targets, a fact which can certainly be used to your benefit in the right sort of build. :D

Failed Snuff Outs triggering Guilty/Tormentor: Hmm.. I'll look into this. :) Thanks for the report!

Pretty good success rate there on Snuff Out. :D It may be worth mentioning, if you didn't already know, that since it is resolved as an attack, having Offense Up on yourself and/or Defense Down on the target can be considerably useful in helping it stick. :D

Thanks for the write up. :D I'm glad you're enjoying the game. :) Starting to sound like you'll be talking about your first win soon. :D
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