My characters and YASDs

The tower awaits!

Re: My characters and YASDs

Postby Saler » Sat Mar 23, 2019 12:42 pm

So, for free actions, do they end your turn and immediately give you another, updating brands, or continue your turn, keeping brands as they are?
I'm still having trouble getting used to brands – I have some trouble managing them, and, I think, I could've continued this run if I knew how to use them better.
Anomaly 1: The fights didn't give me trouble. Took quite a bit of damage from Poison. I gave Lifegiver Ogre Icy Hammer, Tormentor and Reshape, removing Heavy Slash. Also gave Vikhor Bloodlust. Fought an easy corpse encounter.
Anomaly 2: I gather enough credits to give myself Icy Hammer. Run into Ludoc afterwards. I didn't think to check his level, which was higher than mine. He also had better brands overall. It started of well, but then I started to run out of SP, and he outlasted me this way. :(
My whole problem right now is that I don't know how many credits I should devote to brands and how many to transmutations.
Code: Select all
Summoner Saler...
was chosen by the Eye of the Dragon,
selected Body as their starting element,
has earned a score of 2840,
is currently at Anomaly:2,
and is quite dead!



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

Name : Saler
Level: 7
MaxHP: 62
MaxSP: 100

Strength: 10
Magic   : 32
Vitality: 21
Agility : 19
Cunning : 10

Resist: Body
Weak  : Ice

Soul Brand:
Po-Lim-Em (Lv.3)
  7 or less abilities
  SP Costs: +30%
  Magic: +12

Abilities Known:
1) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 66% of the damage dealt.)
2) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
3) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
4) Restore (Type: Healing, 20 SP. 105 Power heal. Cooldown: Restore (5))
5) Stellar Ray (Type: Light, 30 SP. 55 Power attack, enemies only. 80 Power heal, allies only.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Icy Hammer (Type: Impact, 5 SP. 85 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
8) ------------

Relic Upgrades:
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)
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.)
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)

Inventory:
1 Wind card
2 Heal gem
4 Pure stone
4 Heal stone
1 Pain glyph
1 Bronze offering

Brands:
Mi-Da-Rel (Lv.1)
  No base SP cost above 15
  Last Used: Movement
  Strength: +10
Qu-Pl (Lv.1)
  No reactive or aura abilities
  Agility: +7
Qu-Du-Lim-Em (Lv.3)
  7 or less abilities
  SP Costs: +20%
  Vitality: +7
  Agility: +7
Po-Lim-Em (Lv.3)
  7 or less abilities
  SP Costs: +30%
  Magic: +12
Po-Tra (Lv.3)
  HP equal to MaxHP
  Magic: +12
Sh-Qu-Im (Lv.4)
  Magic: -3
  Agility: +6
  Cunning: +6
Mi-Qu (Lv.4)
  Agility: +4
  Strength: +4
In-Fr (Lv.5)
  Vitality: -4
  Max SP: +19
Du-Im (Lv.5)
  Magic: -4
  Vitality: +11
In-Mi-Tra (Lv.6)
  HP equal to MaxHP
  Strength: +9
  Max SP: +16
In-Ri-Tra-Rel (Lv.6)
  No base SP cost above 20
  HP equal to MaxHP
  SP Costs: -21%
  Max SP: +20
Ef-Sh (Lv.7)
  Cunning: +5
  SP per Turn: +0.8

Current Credits: 656

Codex Daemonium Completion
Shared Codex   : 18 / 154 (11% complete)



--==== Party Overview  ====--

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

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



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

Name : Artificial Abbey lubber
Level: 7
MaxHP: 45
MaxSP: 119

Strength: 15
Magic   : 16
Vitality: 14
Agility : 14
Cunning : 17

Resist: Body Mind Light Dark
Weak  : Ice

Soul Brand:
In-Fr (Lv.5)
  Vitality: -4
  Max SP: +19

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Emit Dark (Type: Dark, 5 SP. 55 Power attack. Cannot miss.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Restore (Type: Healing, 20 SP. 105 Power heal. Cooldown: Restore (5))
5) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
6) Dark Omen (Type: Dark, 15 SP. 85% chance to inflict Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
7) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
8) ------------


Name : Lifegiver Gandayah
Level: 7
MaxHP: 59
MaxSP: 125

Strength: 13
Magic   : 23
Vitality: 26
Agility : 9
Cunning : 9

Resist: Electricity
Weak  : Fire

Soul Brand:
Po-Tra (Lv.3)
  HP equal to MaxHP
  Magic: +12

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
6) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
7) Normalize (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock. Free action. Cooldown: Cantrip (2))
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Headless
Level: 7
MaxHP: 74
MaxSP: 100

Strength: 19
Magic   : 6
Vitality: 40
Agility : 18
Cunning : 11

Resist: Ice Body
Weak  : Electricity Light

Soul Brand:
Qu-Du-Lim-Em (Lv.3)
  7 or less abilities
  SP Costs: +20%
  Vitality: +7
  Agility: +7

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. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (6))
7) Yellow Whisper (Type: Mind, 25 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (6))
8) ------------


Name : Artemis
Level: 7
MaxHP: 50
MaxSP: 100

Strength: 19
Magic   : 8
Vitality: 11
Agility : 33
Cunning : 16

Resist: Body Light Dark
Weak  : Slash Impact Pierce

Soul Brand:
Qu-Pl (Lv.1)
  No reactive or aura abilities
  Agility: +7

Abilities Known:
1) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. Half normal accuracy.)
2) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
3) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
4) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
5) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) ------------
8) ------------


Name : Vikhor
Level: 7
MaxHP: 40
MaxSP: 100

Strength: 13
Magic   : 13
Vitality: 12
Agility : 26
Cunning : 16

Resist: Ice Electricity Mind Matter
Weak  : Pierce

Soul Brand:
Mi-Da-Rel (Lv.1)
  No base SP cost above 15
  Last Used: Movement
  Strength: +10

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) 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))
3) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Cleave (Type: Slash, 15 SP. 70 Power attack.)
6) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee, Beam, and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
7) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
8) ------------


Name : Lifegiver Ogre
Level: 6
MaxHP: 55
MaxSP: 100

Strength: 20
Magic   : 14
Vitality: 26
Agility : 8
Cunning : 7

Resist: Body Matter
Weak  : Electricity Mind

Soul Brand:
Co-Tra-Rel (Lv.3)
  No base SP cost above 20
  HP equal to MaxHP
  SP Costs: -4

Abilities Known:
1) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
2) 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 status effects and reactions).)
3) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
4) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
5) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
6) Icy Hammer (Type: Impact, 5 SP. 85 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)



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

 Ludoc summons the huo shu!
 Your gandayah chants while pointing at.
 You are no longer chilled.
 The carbuncle throws a frost dart at you.
 The huo shu dodges the carbuncle's attack!
 The carbuncle freezes you.
 It's super effective! You feel cold!
 You don't have enough SP to use Leech Touch.
 Using Dismiss...
 You unsummon your gandayah!
 Your abbey lubber gestures at you.
 Your abbey lubber drains himself.
 You feel better.
 Your abbey lubber gestures at Ludoc.
 Ludoc resists.
 Ludoc hurls an acidic orb.
 Ludoc scours your abbey lubber.
 Ludoc scours Headless. Ludoc scours you.
 Your abbey lubber begins to melt!
 You begin to melt!
 Your relic preserves your abbey lubber's life!
 The huo shu shocks you. The huo shu claws you.
 The huo shu sears you.
 Headless misses Ludoc.
 The carbuncle throws a frost dart at you.
 The huo shu dodges the carbuncle's attack!
 The carbuncle freezes you.
 It's super effective!
 Your relic struggles to keep you alive!
 You feel like you will be cold longer!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your ogre!
 Your relic struggles to keep you alive!
 Ludoc is no longer regenerating.
 Ludoc hits you.
 Your relic struggles to keep you alive!
 The huo shu claws you.
 Your relic struggles to keep you alive!
 The huo shu sears you.
 Your relic struggles to keep you alive!
 Headless claws Ludoc.
 Your ogre looks energized!
 The carbuncle throws a frost dart at you.
 The huo shu dodges the carbuncle's attack!
 The carbuncle freezes you.
 It's super effective!
 You die...



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

Name : Echeneis
Level: 3
MaxHP: 41
MaxSP: 100

Strength: 10
Magic   : 13
Vitality: 23
Agility : 18
Cunning : 8

Resist: Ice
Weak  : Electricity

Soul Brand:
Du-Qu-Lim (Lv.1)
  SP Costs: +30%
  Agility: +6
  Vitality: +6

Abilities Known:
1) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
2) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
3) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Freybug
Level: 4
MaxHP: 35
MaxSP: 100

Strength: 10
Magic   : 8
Vitality: 10
Agility : 16
Cunning : 21

Resist: Ice
Weak  : Light

Soul Brand:
Co-Tra-Rel (Lv.3)
  No base SP cost above 20
  HP equal to MaxHP
  SP Costs: -4

Abilities Known:
1) Hinder (Type: Debuff, 15 SP. 85% 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) ------------
6) ------------
7) ------------
8) ------------


Name : Zar
Level: 4
MaxHP: 38
MaxSP: 100

Strength: 10
Magic   : 13
Vitality: 17
Agility : 23
Cunning : 16

Resist: Mind Dark
Weak  : Light

Soul Brand:
Qu-Du-Lim-Em (Lv.3)
  7 or less abilities
  SP Costs: +20%
  Vitality: +7
  Agility: +7

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) 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))
4) Yellow Whisper (Type: Mind, 25 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (6))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Homunculus
Level: 5
MaxHP: 45
MaxSP: 100

Strength: 14
Magic   : 14
Vitality: 14
Agility : 14
Cunning : 14

Resist: Body Mind
Weak  : Light Dark

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Blessed Alma
Level: 2
MaxHP: 43
MaxSP: 100

Strength: 22
Magic   : 15
Vitality: 20
Agility : 4
Cunning : 4

Resist: Ice Body
Weak  : Fire Light

Soul Brand:
Mi-Po-Cl (Lv.6)
  Agility: -2
  Magic: +6
  Strength: +6

Abilities Known:
1) Polar Rush (Type: Impact, 5 SP. Must target a character. Charge to the target with an 85 Power Impact/Ice attack. Also Chills the target, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Charge (3))
2) Icy Hammer (Type: Impact, 5 SP. 85 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Flash Freeze (Type: Ice, 10 SP. 40 Power attack. Chills the target for an unusually long duration, reducing their accuracy, evasion, and movement speed slightly. Free action. Cooldown: Cantrip (3))
4) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
5) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
7) ------------
8) ------------


Name : Slime
Level: 1
MaxHP: 37
MaxSP: 100

Strength: 16
Magic   : 16
Vitality: 16
Agility : 2
Cunning : 10

Weak  : Pierce Ice Body Light Matter

Soul Brand:
Mi-Po-Cl (Lv.6)
  Agility: -2
  Magic: +6
  Strength: +6

Abilities Known:
1) Dissolving Touch (Type: Matter, 5 SP. 55 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Block Impact (Type: Defense, Passive. Provides a 33% chance to block Impact attacks.)
3) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
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) ------------
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: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby SummerSnowman » Mon Mar 25, 2019 3:35 am

In my runs, I barely use fusions and brands in the early game since they're either costly or weak so it's mostly a waste of credits. Instead, I liberally use Copy Ability and give good abilities like Darts or Wards to my demons. I also try to save those abilities for the late game, so I'll often wander around with 8-skilled demons even if it's a useless ability like Toxic Vapor on Artemis. That's probably why I got richer in the new build, since Copy Ability became free. :D Brands in the early game are really weak though, and they'll get better later on, so I never spend any credits on them. Usually, the demons come with decent brands so I don't even have the need for it.
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Re: My characters and YASDs

Postby Ferret » Wed Mar 27, 2019 3:51 pm

Free actions end your turn, so Brands will update in response.

Generally speaking, I try to save Branding for demons I expect to keep around awhile, or who will be key members of the team. Other than enemy summoners and heroes, most of your opponents don't have good Brands, so there is not high pressure to keep everyone Branded outside of those encounters. I try to wait for Brands that have drawbacks I can live with, rather than using purely positive ones, since purely positive ones tend to be pretty weak.

The exception of course is if I find a very powerful Brand that needs a very specific build of demon to use due to its restrictions. In those cases, I will try (with mixed success) to make a demon to use the Brand. This is very expensive (since you're basically using a bunch of Copy Ability to get something ready for Apply Brand), but when it works, it can be amazing. :D

Summer: You didn't actually mean Copy Ability is *free* right? :D Just cheaper? :P
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Re: My characters and YASDs

Postby SummerSnowman » Wed Mar 27, 2019 4:04 pm

Oh right, I meant Copy Saver, since it seems like costs became 25% cheaper. :? :)
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Posts: 45
Joined: Tue Feb 19, 2019 6:42 am

Re: My characters and YASDs

Postby Ferret » Wed Mar 27, 2019 4:06 pm

:D Don't scare me like that!
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Re: My characters and YASDs

Postby Saler » Mon Apr 01, 2019 8:41 pm

The problem is, last time I didn't spend any credits on brand early on, I got slaughtered. I was mainly copying abilities. Might've been just bad luck. Also, I like trying to get a Lifegiver early on for abilities. Very few of them are bad.
Got a bit distracted again, as you might guess. :roll:
Orb of Power with Spite start this time.
Interestingly, the first time I gathered 6 demons, five of them were Freybugs. I balanced it out by the end of first floor.
I had Tower 1 ½ spawn. I gave myself magic and cunning raising brand. Also gave Homunculus strength+ SP cost- brand and Tormentor, planing to have him do SP support. Zaltys and I got Shocking Aura.
In Tower 1 ½ I have Zaltys go on preservation. I replace it with Headless, giving Hou Sho Lucky Aid and Shocking Aura. And then it gets preserved too. :x
I found Vikhor's Sanctum at Tower 3, but didn't want to mess with it. Honestly, it might actually be worse than Anomaly.
At Tower 4 I got to lavel 5 and took S.E.P.I.
I'm starting to get my build out toghether. :) I got Judge's Mien now, and had Shocking Aura for a while. My Gandayah is a pretty good healer, but, sadly, didn't get Healing Charm. Hou Sho is general support. It has Pyre Rite, which can be very good. I've got Headless, which is always good this early. Also have Homunculus, Freybug and Sankai, for abilities and modifiers mostly.
Code: Select all
Summoner Saler...
was chosen by the Orb of Power,
selected Dark as their starting element,
has earned a score of 1721,
is currently at Anomaly:1,
and is still alive!



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

Name : Saler
Level: 5
MaxHP: 53
MaxSP: 100

Strength: 5
Magic   : 24
Vitality: 18
Agility : 10
Cunning : 20

Resist: Dark
Weak  : Light

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
3) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------

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

Inventory:
3 Heal gem
1 Chakra stone
9 Heal stone
1 Pure gem
1 Blizzard rune
1 Calm card
1 Bolt glyph
5 Pure stone
1 Pain glyph
1 Venom rune
1 Wind card

Brands:
Du-Lim-Lif (Lv.2)
  Base Strength is 16 or more
  SP Costs: +40%
  Vitality: +13
Po-Sh-We (Lv.2)
  Strength: -5
  Cunning: +6
  Magic: +6
Sh-Fr (Lv.2)
  Vitality: -5
  Cunning: +9
Qu-Ri-Im-Pl (Lv.2)
  No reactive or aura abilities
  Magic: -3
  SP Costs: -17%
  Agility: +8
Po-Dis (Lv.3)
  Base Magic is 18 or more
  Magic: +7
Ri-Ex (Lv.4)
  Max SP: -35
  SP Costs: -18%
Co (Lv.4)
  SP Costs: -2
In (Lv.5)
  Max SP: +12
Mi (Lv.5)
  Strength: +7

Current Credits: 1680

Codex Daemonium Completion
Shared Codex   : 10 / 154 (6% complete)



--==== Party Overview  ====--

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

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



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

Name : Homunculus
Level: 5
MaxHP: 45
MaxSP: 100

Strength: 19
Magic   : 14
Vitality: 14
Agility : 14
Cunning : 13

Resist: Body Mind
Weak  : Light Dark

Soul Brand:
Co-Mi-Na-Rel (Lv.1)
  No base SP cost above 20
  Cunning: -1
  Strength: +5
  SP Costs: -2

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) ------------
7) ------------
8) ------------


Name : Freybug
Level: 5
MaxHP: 38
MaxSP: 100

Strength: 16
Magic   : 8
Vitality: 11
Agility : 17
Cunning : 22

Resist: Ice
Weak  : Light

Soul Brand:
Co-Mi-Na-Rel (Lv.1)
  No base SP cost above 20
  Cunning: -1
  Strength: +5
  SP Costs: -2

Abilities Known:
1) Hinder (Type: Debuff, 15 SP. 85% 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) ------------
6) ------------
7) ------------
8) ------------


Name : Lifegiver Gandayah
Level: 5
MaxHP: 51
MaxSP: 125

Strength: 16
Magic   : 21
Vitality: 23
Agility : 8
Cunning : 6

Resist: Electricity
Weak  : Fire

Soul Brand:
Co-Mi-Na-Rel (Lv.1)
  No base SP cost above 20
  Cunning: -1
  Strength: +5
  SP Costs: -2

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
6) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Normalize (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock. Free action. Cooldown: Cantrip (2))


Name : Huo shu
Level: 5
MaxHP: 39
MaxSP: 100

Strength: 12
Magic   : 22
Vitality: 12
Agility : 11
Cunning : 20

Resist: Fire
Weak  : Ice

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

Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
4) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
5) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 50% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
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) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
8) ------------


Name : Headless
Level: 5
MaxHP: 58
MaxSP: 100

Strength: 17
Magic   : 2
Vitality: 29
Agility : 18
Cunning : 9

Resist: Ice Body
Weak  : Electricity Light

Soul Brand:
Qu-Ri-Im-Pl (Lv.2)
  No reactive or aura abilities
  Magic: -3
  SP Costs: -17%
  Agility: +8

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. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (6))
7) ------------
8) ------------


Name : Sankai
Level: 5
MaxHP: 40
MaxSP: 100

Strength: 5
Magic   : 20
Vitality: 9
Agility : 20
Cunning : 23

Weak  : Fire Light Matter

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

Abilities Known:
1) Poison Touch (Type: Body, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) ------------
5) ------------
6) ------------
7) ------------
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: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby Ferret » Tue Apr 02, 2019 1:56 am

I'll go with it was bad luck for now: the AI would have to get *very* lucky to end up with excellent Brands that it can actually use: more often than not, it just does the best it can with what it gets. The player usually will have an advantage if they're using Brands wisely, but only a very slight disadvantage if they have none at all.

What do you mean you "balanced it out"? :D Five Freybugs was perfectly fine! (At least it would be according to my roommate.)

Vihkor's Sanctum is definitely one of the deadlier early floors: Modified Raichos and a whirling sawblade with (mostly) good physical defenses can be trouble for many low level groups, especially if the Raichos happen to get a good modifier / ability roll. Not sure I could agree it's worse than Anomaly, which is home to plenty of evils itself, but it's possible. :D

Seems like you're off to a good start as you enter Anomaly. :) Thanks for the report!
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: My characters and YASDs

Postby SummerSnowman » Tue Apr 02, 2019 5:48 am

My early-games have recently been pretty reliable, but I have been using strength instead of magic...and I do indeed die much more with magic builds. Of course, I've also been using the same starts every time: Crown of Glory with Heal Wounds. Perhaps Soothe could help a lot in keeping your party alive while you let your other demons do the damage? You could also copy Swiftness to yourself just to enable easy retreats, allowing you to kill some demons in a pack, run, and finish them off later on. Also, Glacial Shell is really good against many Anomaly demons, so taking advantage of the Alma there is something I usually do. All these are safety buffers to let you gauge the risk of a fight and let you flee easier if needed. Good luck on your run :)
SummerSnowman
 
Posts: 45
Joined: Tue Feb 19, 2019 6:42 am

Re: My characters and YASDs

Postby Saler » Fri Apr 05, 2019 3:17 pm

The problem with Vikhor's Sanctum is that it appears earlier and it's unique is much harder to escape from. I guess you could try to link with him just to force him to flee, but I'm not sure if it's safe.
Personally, I don't think Soothe is good. It can only target allies with more than half of their MaxHP, which seems like a big downside. Swiftness is one of those abilities that I know is good, but I never end up using it because I end up liking other abilities more. Never really tried out Glacial Shell.
Anomaly 1: I decided to start by gathering credits for further modifications. Copied Rabblerouser to Hou Sho. It got preserved later against Asrais. That group was the last one.
Python's Sanctum: Sankai get preserved because Asrai in melee with it got killed, opening line of fire for another one. :x I use a pair of Pure Stones to get Hou Sho into fighting shape. In the next fight, I manage to recruit an Aspis, sacrifising Freybug. I already copied Tormentor to Homunculus, and I can make do without it's modifier. I encounter Python afterwards. Was fairly sure that I couldn't complete his link, so I just killed him. I also recruit a Dipsas, fusing a foul Hou Sho to free up space. Not the best fusion I could've done, but I had to make do with what I had. :roll: I clear up the flor and check a few corpses. Also check a few corpses at Anomaly 1, getting a good chunk of credits. I pass around a few abilities: Aspis gains Flesh Rot (Hou Sho got it from Vile) and Tormentor, Hou Sho gains Poisonous. Headless got Protector.
Anomaly 2: I find Zaji. Hou Sho gets preserved because I took a risk, thinking that it will recover enough HP before the next hit. I decided to copy Tormentor and Flash Heal to myself to try and prevent similar situations in the future. Aspis also gets preserved in the last fight of the floor. :x I decide to use a Pure Gem to recover all 3 of my demons that had MaxHP damage. I checked a few corpses, getting a few credits as well as High Voltage and Yellow Whisper. I'm also starting to update my demon's brands. For now, I gave Aspis a brand that boosts cunning if it's last ability was Pierce.
Anomaly 3: Had a few annoying fights with Aithers. Found a glyph hiding under credits. Is that supposed to happen? Later, I encounter Paracelsus. The fight starts of well, with him getting Shocked 3 or 4 times in a row. By the time I had to swap out two demons, he swapped out one and had another preserved. And then I noticed that my Judge's Mien weren't delaying Aeras after it used Emit Sparks. Is that ability not considered to be damaging because of a bug? It definitely seems like it should be considered damaging. Anyway, that advantage I got near the beginning was enough to overwhelm him. :) Didn't decide to take any of his demons. I then check most corpses. Found an Orb of Power Wraith named Aciel. It's party looked nasty, so I decided to run away. Also fought a big demon group. I was interested in recruiting a Gremlin from it, but I got badly injured and decided to play it safe and kill it.
My party is shaping up well. Gandayah is a good healer (having Soothe instead of Healing Charm is a drawback, in my opinion), Hou Sho buffs, heals and inflicts status effects, Headless is a strong frontliner with buffs, Aspis inflicts a lot of Poison and DEF Down, Dipsas is an evasive fronliner with OFF Down and Homunculus gives a good modifier in fusions. So, I still would like one newer demon. Preferably, it has no Light/Ice weaknesses and can become SP support.
Code: Select all
Summoner Saler...
was chosen by the Orb of Power,
selected Dark as their starting element,
has earned a score of 4641,
is currently at Tower:5,
and is still alive!



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

Name : Saler
Level: 9
MaxHP: 71
MaxSP: 100

Strength: 5
Magic   : 32
Vitality: 25
Agility : 10
Cunning : 25

Resist: Dark
Weak  : Light

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
3) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
4) Yellow Whisper (Type: Mind, 25 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (6))
5) Vigorous (Type: None, Passive. Increases base SP regeneration by 50%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
8) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)

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

Inventory:
4 Heal gem
4 Chakra stone
1 Pure gem
1 Blizzard rune
1 Calm card
1 Bolt glyph
2 Pure stone
1 Pain glyph
8 Heal stone
1 Venom rune
1 Wind card
1 Frost glyph
1 Chakra gem
1 Curse rune

Brands:
Du-Lim-Lif (Lv.2)
  Base Strength is 16 or more
  SP Costs: +40%
  Vitality: +13
Po-Sh-We (Lv.2)
  Strength: -5
  Cunning: +6
  Magic: +6
Mi (Lv.5)
  Strength: +7
Du (Lv.5)
  Vitality: +7
Ri-Sur (Lv.5)
  Base Vitality is 35 or more
  SP Costs: -18%
Po-Res (Lv.5)
  SP equal to MaxSP
  Magic: +14
Ef (Lv.6)
  SP per Turn: +1.1
In-Qu-Na (Lv.6)
  Cunning: -4
  Agility: +7
  Max SP: +13
Po-In (Lv.7)
  Max SP: +9
  Magic: +5
Mi-Cl-Rel (Lv.7)
  No base SP cost above 5
  Agility: -4
  Strength: +25
Sh-Fl (Lv.7)
  Last Used: Pierce
  Cunning: +12
Sh-Qu-Tra (Lv.9)
  HP equal to MaxHP
  Agility: +12
  Cunning: +12

Current Credits: 3241

Codex Daemonium Completion
Shared Codex   : 142 / 154 (92% complete)



--==== Party Overview  ====--

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

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



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

Name : Homunculus
Level: 8
MaxHP: 54
MaxSP: 100

Strength: 22
Magic   : 17
Vitality: 17
Agility : 17
Cunning : 16

Resist: Body Mind
Weak  : Light Dark

Soul Brand:
Co-Mi-Na-Rel (Lv.1)
  No base SP cost above 20
  Cunning: -1
  Strength: +5
  SP Costs: -2

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) ------------
7) ------------
8) ------------


Name : Lifegiver Gandayah
Level: 8
MaxHP: 62
MaxSP: 125

Strength: 19
Magic   : 25
Vitality: 28
Agility : 9
Cunning : 8

Resist: Electricity
Weak  : Fire

Soul Brand:
Co-Mi-Na-Rel (Lv.1)
  No base SP cost above 20
  Cunning: -1
  Strength: +5
  SP Costs: -2

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
6) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Normalize (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock. Free action. Cooldown: Cantrip (2))


Name : Vile Huo shu
Level: 8
MaxHP: 49
MaxSP: 100

Strength: 11
Magic   : 30
Vitality: 12
Agility : 11
Cunning : 28

Resist: Fire Body
Weak  : Ice

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

Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
4) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
5) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) Rabblerouser (Type: Buff, Passive. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
7) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
8) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)


Name : Headless
Level: 9
MaxHP: 76
MaxSP: 100

Strength: 22
Magic   : 4
Vitality: 37
Agility : 20
Cunning : 12

Resist: Ice Body
Weak  : Electricity Light

Soul Brand:
Qu-Ri-Im-Pl (Lv.2)
  No reactive or aura abilities
  Magic: -3
  SP Costs: -17%
  Agility: +8

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. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (6))
7) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
8) ------------


Name : Aspis
Level: 9
MaxHP: 61
MaxSP: 100

Strength: 22
Magic   : 9
Vitality: 31
Agility : 14
Cunning : 14

Resist: Body
Weak  : Ice Mind

Soul Brand:
Sh-Fl (Lv.7)
  Last Used: Pierce
  Cunning: +12

Abilities Known:
1) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
2) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (3))
3) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
4) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
5) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) ------------
8) ------------


Name : Brutal Dipsas
Level: 12
MaxHP: 61
MaxSP: 113

Strength: 27
Magic   : 11
Vitality: 18
Agility : 39
Cunning : 13

Resist: Electricity
Weak  : Ice Matter

Soul Brand:
In-Qu-Na (Lv.6)
  Cunning: -4
  Agility: +7
  Max SP: +13

Abilities Known:
1) Exhausting Bite (Type: Pierce, 15 SP. 70 Power attack. Reduces the target's SP by 15% (affected by Body resistance).)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Desiccation (Type: None, Passive. Improves the effectiveness of your SP reduction effects by 50%.)
5) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
6) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
7) ------------
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: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby Ferret » Mon Apr 08, 2019 1:55 am

Yeah, Vikhor is definitely tough to escape from. Other enemies may have cooldown-limited movement abilities, but he has a passively high movement speed, which is much harder to deal with.

Soothe can be very effective on high Magic characters who are healing high Strength/Vitality targets who won't drop to 1/2 in a single turn. In such a setup, it's basically discounted healing that can be sustained longer than using other methods. It will however, trip over itself constantly if you don't have Magic (i.e.: can't keep up with the damage) and/or the target isn't durable enough (too much incoming damage or too easy to push them to 50% in a single turn.) Notably, it also works considerably better in tandem with passive healing sources such as Regen and Guilt, and the like, which can help keep targets above the line.

Multiple items on one cell is fine: there's no pressing reason to not pick up items.

I've noted the Judge's Mien + Emit Sparks bug, I'll take a look soon, I think I know what might be going wrong. :)

Good luck on the post-Anomaly phase of your run, and thanks for the report. :D
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Ferret
 
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