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Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 11/6/2017 8:15:37 PM
Summoner Sniper...
was chosen by the Crown of Glory,
selected Buff and Light as their starting elements,
has earned a score of 56898,
is currently at Tower:22,
and is quite dead!
--==== Main Character ====--
Name : Sniper
Level: 29
MaxHP: 125
MaxSP: 100
Strength: 45
Magic : 69
Vitality: 16
Agility : 69
Cunning : 6
Resist: Light
Weak : Dark
Abilities Known:
1) Storm Needle (Type: Pierce, 15 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Hail Shot (Type: Ice, 20 SP. 70 Power attack split between Ice and Impact; both the Ice and Impact damage are based on Magic. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
6) Hand of Light (Type: Light, Passive. Your Slash, Impact, and Pierce attacks that damage targets weak to Light also deal a 85 Power Light attack if the additional damage would be fatal to the target.)
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Aurastrike (Type: None, Passive. If your last action was a Fire, Electricity, or Ice ability, adds damage and a chance of a special effect of that type to Slash, Impact, and Pierce attacks.)
Relic Upgrades:
Quick Summon (Your first Summon each turn is a free action (can use Summon as a normal action afterwards.))
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
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.)
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Far Summon I (Increases the range of Summon by 2.)
Inventory:
4 Zephyr card
2 Magic map
1 Peace offering
2 Calm card
8 Heal gem
8 Chakra stone
1 Ghost chime
3 Venom rune
8 Pure stone
1 Flame glyph
2 Tempest rune
17 Heal stone
1 Night rune
2 Chakra gem
3 Pure gem
1 Trouble chime
1 Red essence
2 Bolt glyph
1 Frost glyph
2 Pain glyph
1 Mirror chime
1 Green essence
Current Credits: 5346
Codex Daemonium Completion
Shared Codex : 42 / 135 (31% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 1 0 2 4* 0
Impact 1 0 2 4* 0
Pierce 1* 0 2 4* 0
Fire 1 1 1 3* 1
Ice 1* 0 2 3* 1
Electricity 0 0 1 3* 2
Body 0 1 2 2* 1
Mind 1 0 1 5* 0
Light 0 1 1* 3 1
Dark 0 0 1 3 2*
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Pele
Level: 28
MaxHP: 115
MaxSP: 100
Strength: 23
Magic : 73
Vitality: 34
Agility : 34
Cunning : 26
Immune: Fire
Resist: Electricity
Weak : Ice
Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Rain of Fire (Type: Fire, 35 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) 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.)
8) ------------
Name : Oni
Level: 26
MaxHP: 104
MaxSP: 100
Strength: 62
Magic : 14
Vitality: 47
Agility : 29
Cunning : 28
Resist: Fire Body Dark
Weak : Electricity Light
Abilities Known:
1) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce defense by 20%.)
2) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
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) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
5) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
6) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
7) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
8) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
Name : Unicorn
Level: 27
MaxHP: 108
MaxSP: 100
Strength: 33
Magic : 52
Vitality: 37
Agility : 33
Cunning : 30
Immune: Light
Weak : Body Dark
Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
Name : Immortal Leib-olmai
Level: 31
MaxHP: 120
MaxSP: 100
Strength: 58
Magic : 32
Vitality: 68
Agility : 35
Cunning : 12
Resist: Slash Impact Pierce Ice Body Mind
Weak : Fire
Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
7) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
8) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
Name : Banshee
Level: 26
MaxHP: 83
MaxSP: 100
Strength: 14
Magic : 66
Vitality: 29
Agility : 28
Cunning : 43
Immune: Body
Resist: Slash Impact Pierce Ice
Weak : Electricity
Abilities Known:
1) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
6) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
7) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
8) Mind Twist (Type: Mind, 20 SP. 40 Power attack. Has a 50% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cannot miss.)
--==== Recent Messages ====--
The yuki-onna hits your aitvaras.
The yuki-onna looks refreshed.
The yuki-onna freezes you.
Your relic struggles to keep you alive!
You feel like you will be cold longer!
The yuki-onna looks refreshed.
Your banshee fumbles around uselessly!
The mulassa bites your aitvaras.
Your aitvaras gestures at you.
Your aitvaras drains itself.
You feel better.
Your aitvaras is out of control!
Your aitvaras smites the yuki-onna.
The mulassa launches a flame blast at you.
The mulassa burns you.
Your relic struggles to keep you alive!
You are set on fire!
Your leib-olmai rends the yuki-onna.
Your leib-olmai kills the yuki-onna!!
Your banshee reaches Level 26!
Your relic struggles to keep you alive!
Using Activate Link...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
Failing this link attempt will have serious
consequences! Are you ready to proceed? (Y
or N)
You attempt to link with the yuki-onna...
Using pure stone...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You are out of control!
You use the pure stone.
Your banshee calms down.
The yuki-onna freezes your aitvaras.
It's super effective!
The yuki-onna kills your aitvaras!!
The yuki-onna looks refreshed.
Your yuki-onna blinks towards the yuki-onna.
The yuki-onna staggers.
Your yuki-onna hits the mulassa.
Your banshee swaps places with your
leib-olmai.
The mulassa bites your yuki-onna.
Your defense returns to normal.
The mulassa launches a flame blast at you.
The mulassa burns you.
You die...
--==== Recently Slain Allies ====--
Name : Baleful Zagh
Level: 21
MaxHP: 83
MaxSP: 100
Strength: 10
Magic : 55
Vitality: 20
Agility : 25
Cunning : 45
Immune: Mind Light Dark
Weak : Fire
Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss.)
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (1))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
5) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
6) Fester Touch (Type: Dark, 25 SP. 70 Power attack, followed by a 105 Power attack dealt as MaxHP damage that cannot reduce MaxHP below the target's current HP.)
7) Priesthood (Type: None, Passive. Reduces Light and Dark cooldowns by 1 (minimum 0.) Cooldowns reduced to 0 by Priesthood are removed from the ability and no longer restrict its usage.)
8) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
Name : Hulking Archangel
Level: 22
MaxHP: 95
MaxSP: 100
Strength: 50
Magic : 20
Vitality: 32
Agility : 38
Cunning : 20
Immune: Light
Resist: Fire Body
Weak : Dark
Abilities Known:
1) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. Also grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
2) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
3) Exorcism (Type: Light, 25 SP. Only affects enemies weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (4))
4) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
5) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
6) Smash (Type: Impact, 10 SP. 85 Power attack.)
7) ------------
8) ------------
Name : Virtue
Level: 32
MaxHP: 100
MaxSP: 100
Strength: 16
Magic : 102
Vitality: 16
Agility : 25
Cunning : 51
Immune: Light
Resist: Fire Electricity Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
3) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
4) Lux (Type: Light, 25 SP. Only affects enemies. Has a 70% chance to apply Guilt, and a 50% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (1))
5) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
6) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
7) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
Name : Immortal Polong
Level: 25
MaxHP: 94
MaxSP: 100
Strength: 11
Magic : 40
Vitality: 42
Agility : 37
Cunning : 45
Immune: Body
Resist: Slash Impact Pierce Mind Dark
Weak : Electricity Light
Abilities Known:
1) Major Pain (Type: Mind, 25 SP. 55 Power attack. Has two 70% chances to delay the next turn of the target. Cannot miss.)
2) Wither (Type: Debuff, 30 SP. 85% chance to reduce offense and accuracy by 20%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) 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) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) ------------
8) ------------
Name : Destined Eye killer
Level: 29
MaxHP: 114
MaxSP: 100
Strength: 31
Magic : 43
Vitality: 27
Agility : 43
Cunning : 51
Immune: Electricity
Resist: Dark
Weak : Ice Light
Abilities Known:
1) Shock Blast (Type: Electricity, 25 SP. 100 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
3) Flash Shock (Type: Electricity, 10 SP. 40 Power attack. Has a 20% chance to inflict Shock, causing the target to miss their next turn. Free action. Cooldown: Cantrip (3))
4) Muddle Host (Type: Mind, 35 SP. 50% chance to inflict Panic, causing the targets' actions to sometimes be randomized.)
5) Furious Rage (Type: None, Passive. Increases SP regeneration by 200% when your health is at 50% or less of maximum and your last action was a damaging ability.)
6) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
7) Empower (Type: Buff, 25 SP. Improves offense and defense by 25%.)
8) ------------
Name : Holy Aitvaras
Level: 24
MaxHP: 96
MaxSP: 100
Strength: 16
Magic : 67
Vitality: 27
Agility : 22
Cunning : 38
Resist: Fire Light Dark
Weak : Ice
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 10% of their maximum HP.)
4) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
5) Emit Lumin (Type: Light, 10 SP. 70 Power attack. Cannot miss. Cooldown: Light (1))
6) Mind Twist (Type: Mind, 20 SP. 40 Power attack. Has a 50% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cannot miss.)
7) 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))
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
Another crown electricity/pierce+hand of light build, but this time with ranged attacks only.
Started with buffing slashes just because I never actually used them before and no wonder why - they kinda suck. Duration is too short, sometimes attacks just refresh already applied buffs instead of applying them to other demon .
Took Transpose soul as first upgrade because I needed that storm needle. And OF COURSE on the very next level, Ccoa's Sanctum, I met pack of stormsworn enemies with storm needles. Basically I wasted 1 relic upgrade and a bunch of credits right away, not a very good start. Also I copied Vigorous from Ccoa onto me right after recruiting it aaand found Zaji on the next floor, again wasted credits. Decided to take Aurastrike from Zaji just because why not and ended up keeping it for the entire game.
And now the question rain begins . How much damage does aurastrike add? Does it matter how strong my initial physical attack is? And what are the chances to apply ignite/shock? Judging by duration of chill from aurastrike (1 turn pfft) I assume it has the same power/application percentages as veils. Also additional damage doesn't proc guilt, tormentor, etc, BUT you still get hit by veils 1 extra time (same with hail shot/icy grasp thingies). I wonder if it reduces ice/fire/electricity cooldowns by 1. And finally, antisynergy with quick summon/dismiss is kind of annoying. And quick question about mind reader: is it flat 13% evasion/accuracy or is it "rich gets richer" situation where it's only good if you have high agility and it raises it by certain percentage but if you have crap agility your bonus will be pitiful as well?
So to get some usage from Aurastrike I decided to copy Hail Shot from Ccoa. And actually my damage output was pretty nice with that setup. Hand of light made anomaly a bit easier. Then usual steamroll for a few levels after anomaly and I find Mordecai. Was 1 turn short of recruiting Reprobus because I started link with him too early and Mordecai was lost somewhere offscreen for 3 turns, even 6 glyphs couldn't deal enough damage in time and I failed. And then I just punched Mordecai in the face and banished him with my hand of light.
Few levels after I made use of Transpose soul for the second (and the last) time - got icebreaker from Barbegazi. Was very quickly disappointed because apparently you can't do super wombo combo with aurastrike-hand of light-icebreaker. There are plenty of enemies with light+ice weakness in the late game actually and way too often they were surviving when they really shouldn't have survived. Doesn't look like extra damage from aurastrike can trigger icebreaker (it looks like it can trigger hand of light tho) and HoL+Icebreaker won't proc if target would die from both but wouldn't from one or another.
Lack of recycle made thing a bit more intense and interesting, but I still used most of my credits on restore demon. This is why my party is so unmodified. I think I revived that Aitvaras twice with credits and once with mirror chime It isn't stellar, but I like that souleater+reaper's mien+draw wounds gimmick. Recruited Virtue in Phoenix's Sanctum with bronze offering and for once decided to keep miracle abilities. The healing one clutched me out of sticky situations plenty of times, really want to see how they will be playing out once tower will have more floors, because usually you get Virtue a bit overleveled and because of that it gets XP slower which affects miracle cooldowns (I think?).
Anyway, lost that Virtue to the pack of Yoki-Onnas and Mulassas. Everybody got charmed in that battle but thankfully all my demons knew healing abilities so they just kept healing themselves instead of killing each other. But next pack of same structure got me I still insist that a bunch of 27-31 lvls who can charm and use 100 power attack is a bit too much for tower 21-22. But Ferret probably has all this calculated already and according to his numbers everything is perfectly fine.