Re: My characters and YASDs
Posted: Thu Apr 11, 2019 8:58 pm
Back at Tower 5: I find an Ogre in a corpse encounter, and decide to recruit him. However, fusing him to Artificial wouldn't be good for his stats – he would lose 8 strength and wouldn't gain any MaxHP. After a bit of thinking, I decided to fuse an Artificial Aspis. It lost some strength and MaxHP, but extra cunning, agility and abilities should be good. It got Volt Call and Mind Scream. Maybe I should've just saved my credits – they aren't Pierce, so they don't synergies too well with it's brand, and they could waste SP. Not sure if I will delete either of them – this Aspis has actually been pretty good so far.
Tower 6: I gathered enough credits to give Ogre a brand that gives it +25 strength if it has no abilities with SP cost 5 or more. I noticed a minor bug – I applied the brand when it was in reserve and still had Heavy Slash, then deleted that ability. That fulfilled the brand's conditions, but the stats didn't update until I summoned it, and still displayed their changes after I dismissed it. Honestly, fixing it would probably be more trouble than it's worth. Just though it was intresting.
Tower 7: This floor had one, maybe two brands on it. As the result, almost all demons on it were brandless. I tried to update my brands to higher level ones, but I didn't find anything better for Headless than a level two brand that gave a good vitality boost at the cost of a, I hope, manageable SP cost increase for a frontliner (naturally, I find a strength and agility brand first thing next floor ), and Po-Sh brands seem very good on Hou Sho and me. The corpses had a bunch of credits. The is a brand I want to try out on Dipsas, but it's a “HP at MaxHP” one, so I want more evasion abilities first.
Tower 8: I find Maderva here. My shortage of ranged demons ends up hurting me here, and I'm forced to flee. I encounter the next demon group before getting the chance to summon my demons back and end up having a few near preservations. Then I encounter a Toufei group, it takes of a lot of my MaxHP and send Gandayah to preservation. Eventually, I had two unexplored corridors, one guarded by Maderva, the other – by Toufei. I didn't feel confident in my chances to take either of them out, so I went to the next floor.
Tower 9: I recruit an Aitvaras, using up Ogre, HP, Stones, more MaxHP and Ogre. Copied Malice and Reaper's Mien to myself. In a later fight, I link with a Satyr to copy Distract to Dipsas. I find an Akateko group. Aitavaras goes into preservation – using him to tank might've been somewhat viable if I reduced their HP first. After the fight started going real bad, I thought of using item, but didn't find any effective ones. I do win without any more major loses, but most of my frontliners took at least some MaxHP damage. That was the last group. Anzu Sanctum up next, unless I decide to skip it.
The mistakes I made in party development are definitely hurting me. The lack of range and reliable healing has already cause rather nasty loses. What would be really good is sources of Regenerate/Guilt. Spreading around Healing Aura is also an idea. Now that I have Reaper's Mine, Draw Wounds is a consideration too. Am still looking for a bit more abilities for Dipsas. I have a few brands that could be very interesting, but I might not get a chance to try them out.
Tower 6: I gathered enough credits to give Ogre a brand that gives it +25 strength if it has no abilities with SP cost 5 or more. I noticed a minor bug – I applied the brand when it was in reserve and still had Heavy Slash, then deleted that ability. That fulfilled the brand's conditions, but the stats didn't update until I summoned it, and still displayed their changes after I dismissed it. Honestly, fixing it would probably be more trouble than it's worth. Just though it was intresting.
Tower 7: This floor had one, maybe two brands on it. As the result, almost all demons on it were brandless. I tried to update my brands to higher level ones, but I didn't find anything better for Headless than a level two brand that gave a good vitality boost at the cost of a, I hope, manageable SP cost increase for a frontliner (naturally, I find a strength and agility brand first thing next floor ), and Po-Sh brands seem very good on Hou Sho and me. The corpses had a bunch of credits. The is a brand I want to try out on Dipsas, but it's a “HP at MaxHP” one, so I want more evasion abilities first.
Tower 8: I find Maderva here. My shortage of ranged demons ends up hurting me here, and I'm forced to flee. I encounter the next demon group before getting the chance to summon my demons back and end up having a few near preservations. Then I encounter a Toufei group, it takes of a lot of my MaxHP and send Gandayah to preservation. Eventually, I had two unexplored corridors, one guarded by Maderva, the other – by Toufei. I didn't feel confident in my chances to take either of them out, so I went to the next floor.
Tower 9: I recruit an Aitvaras, using up Ogre, HP, Stones, more MaxHP and Ogre. Copied Malice and Reaper's Mien to myself. In a later fight, I link with a Satyr to copy Distract to Dipsas. I find an Akateko group. Aitavaras goes into preservation – using him to tank might've been somewhat viable if I reduced their HP first. After the fight started going real bad, I thought of using item, but didn't find any effective ones. I do win without any more major loses, but most of my frontliners took at least some MaxHP damage. That was the last group. Anzu Sanctum up next, unless I decide to skip it.
The mistakes I made in party development are definitely hurting me. The lack of range and reliable healing has already cause rather nasty loses. What would be really good is sources of Regenerate/Guilt. Spreading around Healing Aura is also an idea. Now that I have Reaper's Mine, Draw Wounds is a consideration too. Am still looking for a bit more abilities for Dipsas. I have a few brands that could be very interesting, but I might not get a chance to try them out.
- Code: Select all
Summoner Saler...
was chosen by the Orb of Power,
selected Dark as their starting element,
has earned a score of 7508,
is currently at Tower:9,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 12
MaxHP: 82
MaxSP: 100
Strength: 5
Magic : 38
Vitality: 29
Agility : 10
Cunning : 30
Resist: Dark
Weak : Light
Soul Brand:
Po-Sh-We (Lv.2)
Strength: -5
Cunning: +6
Magic: +6
Abilities Known:
1) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
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) 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.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Inventory:
1 Pure gem
1 Blizzard rune
1 Calm card
1 Bolt glyph
4 Pure stone
1 Pain glyph
4 Heal gem
9 Heal stone
1 Venom rune
1 Wind card
1 Frost glyph
1 Chakra gem
4 Chakra stone
1 Curse rune
1 Trouble chime
1 Tempest rune
1 Red essence
1 Heart glyph
1 Night rune
Brands:
Po-Sh-We (Lv.2)
Strength: -5
Cunning: +6
Magic: +6
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
Co-We (Lv.9)
Strength: -2
SP Costs: -3
Sh-Co-Im-Pl (Lv.10)
No reactive or aura abilities
Magic: -9
SP Costs: -4
Cunning: +18
Mi-Qu (Lv.11)
Agility: +7
Strength: +7
Po-Na (Lv.11)
Cunning: -10
Magic: +19
Sh-Lim (Lv.11)
SP Costs: +20%
Cunning: +15
Po-Res-Ou (Lv.11)
Base Cunning is 50 or more
SP equal to MaxSP
Magic: +30
Ri-Tra-Rel (Lv.11)
No base SP cost above 20
HP equal to MaxHP
SP Costs: -36%
Mi-Fl (Lv.11)
Last Used: Healing
Strength: +15
Current Credits: 2554
Codex Daemonium Completion
Shared Codex : 142 / 154 (92% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 2 0 0 7* 0
Impact 1 0 0 7* 0
Pierce 2 0 0 7* 0
Fire 0 0 2 4* 1
Ice 0 0 1 2* 4
Electricity 1 0 2 4* 1
Body 0 0 3 4* 0
Mind 2* 0 1 6* 0
Matter 0 0 0 6* 1
Light 0 0 0 4 3*
Dark 2* 0 2* 5 0
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Lifegiver Gandayah
Level: 10
MaxHP: 70
MaxSP: 125
Strength: 15
Magic : 37
Vitality: 31
Agility : 11
Cunning : 10
Resist: Electricity
Weak : Fire
Soul Brand:
Po (Lv.10)
Magic: +9
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: 10
MaxHP: 56
MaxSP: 100
Strength: 13
Magic : 32
Vitality: 14
Agility : 12
Cunning : 31
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: 10
MaxHP: 91
MaxSP: 100
Strength: 23
Magic : 7
Vitality: 52
Agility : 13
Cunning : 13
Resist: Ice Body
Weak : Electricity Light
Soul Brand:
Du-Lim-Lif (Lv.2)
Base Strength is 16 or more
SP Costs: +40%
Vitality: +13
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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
Name : Artificial Aspis
Level: 12
MaxHP: 69
MaxSP: 100
Strength: 23
Magic : 17
Vitality: 27
Agility : 19
Cunning : 19
Resist: Body Mind
Weak : Ice
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) Volt Call (Type: Electricity, 20 SP. 40 Power attack. Has a 35% chance to inflict Shock, causing the target to miss their next turn. Cannot miss.)
8) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
Name : Brutal Dipsas
Level: 14
MaxHP: 67
MaxSP: 113
Strength: 30
Magic : 13
Vitality: 19
Agility : 42
Cunning : 14
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) Distract (Type: Debuff, 15 SP. 85% chance to reduce accuracy by 20%.)
8) ------------
Name : Aitvaras
Level: 13
MaxHP: 63
MaxSP: 100
Strength: 7
Magic : 41
Vitality: 22
Agility : 17
Cunning : 17
Resist: Fire Dark
Weak : Ice Light
Soul Brand:
Ef-We (Lv.11)
Strength: -6
SP per Turn: +2.0
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 attacking them with a drain that heals you for 10% of their maximum HP.)
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