My first ghost on 20+ tower

The tower awaits!

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Tue Apr 04, 2017 12:16 am

Well, I think I got to act for 1 turn in like 10? They also kept staggering me with haunt. :)
Baba Yaga is the main antagonist in a lot of Russian fairytales, known to kidnap little kids and eat them. My grandma use to scare me with her when I was a kid :mrgreen: .
I know that SP drain is a new thing, I guess I used wrong wording here. Of course I meant SP removal, that's what frostbite/exhausted bite do.
I just couldn't find next tier SP draining ability, I was stuck with this one since tower 3 or so. But even on paper SP drain doesn't sound that useful. See, you get the most benefit when you drain targets with full SP. And when they are at full SP? At the beginning of the fight. But guess what, you too have full SP, so draining part is irrelevant, except for some special cases (using haunt to teleport and recovering lost SP instantly with draining skill for example). Honestly, good ol' vigorous or tormentor are still better choices for recovering SP and sudden chill+winterkill+frostbite for exhausting enemies.
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Re: My first ghost on 20+ tower

Postby Ferret » Tue Apr 04, 2017 12:43 am

Oh, awesome, so you had heard a lot about her before. :) Well I'm glad I got her right then. :D

Re: SP stuff. Err, the wording may be my bad: SP drain and removal are both kinda new: there was a liiitttttle bit of removal before, but I only got serious about it in this build. :D Drain is completely new to this build. :)

SP removal as a primary tactic it will probably be hit or miss. But there are definitely times when I think it will be worth it to reduce/remove the ability of certain enemies to use their nastiest moves as quickly as possible. (Shutting down high-SP ability using nukers/controllers/healers comes to mind)

SP drain on the other hand, is mostly meant to provide another option for SP recovery that also has a quirk to it. This may not be as viable as I'd like yet though, we'll have to see. It may be that removal abilities should stay % and drains should be flat? Hmm... I'll have to think. :D

Either way, I appreciate the feedback. :D
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Fri Apr 07, 2017 5:19 pm

My god, this is getting embarrassing. Another tower 22 death. And again to yuki-onnies and mulassas. This time I had my healer with calm out, but they charmed him first :lol:. I guess now you need immune to mind healer for the late game, otherwise you'll get endlessly converted.
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 Demon Party Dump File
Version 3/31/2017, Scoring Model: 3/31/2017
Dump file created at: 4/7/2017 9:23:13 PM


Summoner Firestarter...
was chosen by the Faithful Heart,
selected Fire and Fire as their starting elements,
has earned a score of 57816,
is currently at Tower:22,
and is quite dead!



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

Name : Firestarter
Level: 29
MaxHP: 121
MaxSP: 100

Strength: 4
Magic   : 105
Vitality: 9
Agility : 4
Cunning : 73

Resist: Fire
Weak  : Dark

Abilities Known:
1) Set Alight (Type: Fire, 20 SP. 40 Power attack. Has a 100% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
2) 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.)
3) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
4) Ember Burst (Type: Fire, 15 SP. 70% chance to Ignite the targets, causing damage over a short duration.)
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) 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.))
7) Incinerate (Type: Fire, 25 SP. Must target an Ignited enemy. 130 Power attack, but misses if the damage would not be fatal.)
8) Inner Fire (Type: Fire, 0 SP. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))

Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
4 Peace offering
1 Magic map
2 Ghost chime
1 Pain glyph
6 Pure stone
2 Flame glyph
1 Night rune
4 Heart glyph
6 Heal gem
1 Frost glyph
2 Bolt glyph
1 Calm card
5 Chakra stone
1 Zephyr card
13 Heal stone
1 Tempest rune
1 Chakra gem
2 Curse rune
1 Pure gem

Current Credits: 19230

Codex Daemonium Completion
Shared Codex   : 111 / 135 (82% complete)



--==== Party Overview  ====--

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

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



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

Name : Sainted Mananangal
Level: 29
MaxHP: 100
MaxSP: 100

Strength: 12
Magic   : 64
Vitality: 15
Agility : 41
Cunning : 63

Immune: Light Dark
Resist: Mind
Weak  : Body

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) Emit Sol (Type: Light, 10 SP. 85 Power attack. Cannot miss. Cooldown: Light (2))
6) Light Arrow (Type: Light, 25 SP. 85 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
7) 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))
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Jotunn
Level: 37
MaxHP: 137
MaxSP: 100

Strength: 86
Magic   : 37
Vitality: 66
Agility : 28
Cunning : 18

Immune: Ice
Resist: Slash Body
Weak  : Fire

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Then, Chill enemies in front of you, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Charge (4))
2) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
4) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
5) 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.)
6) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))


Name : Mindbender Druj nasu
Level: 26
MaxHP: 108
MaxSP: 100

Strength: 11
Magic   : 38
Vitality: 35
Agility : 11
Cunning : 85

Immune: Body Mind
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 20 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times).)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) 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%.)
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) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
7) Alluring Gaze (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
8) Somnia (Type: Mind, 30 SP. 50% chance to inflict Sleep, preventing the target from acting for several turns or until damaged.)


Name : Ionic Ruler
Level: 29
MaxHP: 111
MaxSP: 125

Strength: 22
Magic   : 70
Vitality: 34
Agility : 30
Cunning : 39

Immune: Electricity Light
Resist: Mind
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
3) Might (Type: Buff, 20 SP. Improves offense by 25%.)
4) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 30% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) 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.)
7) Wide Shock (Type: Electricity, 15 SP. 40 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Free action. Cooldown: Cantrip (3))
8) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)


Name : Virtue
Level: 35
MaxHP: 108
MaxSP: 100

Strength: 18
Magic   : 108
Vitality: 18
Agility : 27
Cunning : 54

Immune: Light
Resist: Fire Electricity Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (2))
3) Lux (Type: Light, 25 SP. Only affects enemies. Has a 50% chance to apply Guilt, and a 35% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (2))
4) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
5) Emit Sol (Type: Light, 10 SP. 85 Power attack. Cannot miss. Cooldown: Light (2))
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
8) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Unicorn
Level: 28
MaxHP: 113
MaxSP: 100

Strength: 34
Magic   : 54
Vitality: 38
Agility : 34
Cunning : 30

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))


Name : Archon Yuki-onna
Level: 29
MaxHP: 112
MaxSP: 100

Strength: 25
Magic   : 57
Vitality: 25
Agility : 25
Cunning : 63

Immune: Ice Mind
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Consume Will (Type: Mind, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to inflict Sleep, preventing the targets from acting for several turns or until damaged. Cooldown: Breath (6))
7) Reprogram (Type: Mind, 30 SP. 40 Power attack. Has a 35% chance to inflict Charm, turning the target against its allies.)
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))



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

 The yuki-onna hits your ruler.
 The yuki-onna looks refreshed.
 Your ruler smites the mulassa.
 Your ruler kills the mulassa!!
 Your yuki-onna seems pleased.
 The mulassa launches a flame blast at your
 yuki-onna.
 The mulassa burns your yuki-onna.
 It's super effective!
 The mulassa is no longer chilled.
 You are still charmed!
 You simmer!
 You burn your mananangal.
 Your mananangal is set on fire!
 Your mananangal throws a shining arrow at
 the yuki-onna.
 Your mananangal smites the yuki-onna.
 Your unicorn is still charmed!
 Your unicorn gestures at the mulassa.
 The mulassa looks healthier.
 The yuki-onna hits you.
 The yuki-onna looks refreshed.
 Your yuki-onna is still charmed!
 Your yuki-onna hits you.
 Your yuki-onna looks refreshed.
 The yuki-onna hits you.
 The yuki-onna looks refreshed.
 The yuki-onna hits your ruler.
 The yuki-onna looks refreshed.
 Your ruler shocks the yuki-onna.
 The mulassa launches a flame blast at your
 yuki-onna.
 The mulassa burns your yuki-onna.
 It's super effective!
 Your unicorn is no longer chilled.
 You are still charmed!
 You simmer!
 You burn your ruler.
 Your ruler is set on fire!
 Your mananangal throws a shining arrow at
 the yuki-onna.
 Your mananangal smites the yuki-onna.
 Your unicorn is no longer charmed.
 Your unicorn chants while pointing at you.
 You are no longer charmed.
 The yuki-onna hits you.
 The yuki-onna looks refreshed.
 Your yuki-onna is still charmed!
 Your yuki-onna freezes you.
 You die...



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

Name : Volcanic Civatateo
Level: 28
MaxHP: 93
MaxSP: 125

Strength: 14
Magic   : 82
Vitality: 19
Agility : 33
Cunning : 42

Immune: Fire
Resist: Ice Body Light Dark
Weak  : Electricity

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
4) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
5) Rain of Fire (Type: Fire, 35 SP. Attenuated 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
6) Flame Orb (Type: Fire, 20 SP. Attenuated 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))


Name : Redeemed Gandayah
Level: 18
MaxHP: 98
MaxSP: 125

Strength: 23
Magic   : 34
Vitality: 45
Agility : 16
Cunning : 22

Immune: Light
Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Tireless (Type: None, Passive. Increases MaxSP by 25.)
3) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) ------------


Name : Redeemed Gandayah
Level: 18
MaxHP: 98
MaxSP: 125

Strength: 23
Magic   : 34
Vitality: 45
Agility : 16
Cunning : 22

Immune: Light
Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Tireless (Type: None, Passive. Increases MaxSP by 25.)
3) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) ------------


Name : Lifegiver Shojo
Level: 26
MaxHP: 125
MaxSP: 100

Strength: 29
Magic   : 53
Vitality: 53
Agility : 11
Cunning : 34

Resist: Ice Body
Weak  : Electricity

Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Envenom Host (Type: Body, 20 SP. 50% chance to inflict Poison, causing damage over time (can stack three times).)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))
7) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
8) Static Field (Type: Electricity, Reactive. Responds to damage dealt to you by non-adjacent characters with a 20 Power attack that has a 4% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)


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

Strength: 73
Magic   : 21
Vitality: 36
Agility : 25
Cunning : 25

Resist: Fire Dark
Weak  : Ice Light

Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Lethal Claw (Type: Slash, 20 SP. 100 Power attack.)
3) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
4) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Leib-olmai
Level: 29
MaxHP: 108
MaxSP: 100

Strength: 68
Magic   : 37
Vitality: 45
Agility : 30
Cunning : 15

Resist: 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 (12))
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) ------------
7) ------------
8) ------------


Name : Tuofei
Level: 23
MaxHP: 86
MaxSP: 100

Strength: 20
Magic   : 50
Vitality: 26
Agility : 50
Cunning : 19

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%. Cannot miss.)
2) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
3) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed by 12%. Cannot miss.)
4) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)
5) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
6) 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))
7) Desiccation (Type: None, Passive. Improves the effectiveness of your SP reduction effects by 50%.)
8) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
 


Found Jotunn relatively early in Ninkasi's sanctum and managed to recruit him (thanks bronze offering!). He was just destroying fools left and right, especially the ones weak to ice. He also pretty much soloed hero fight with that light/dark sorceress. Also found Virtue in Phoenix's sanctum. The negotiation link with them is waay too easy so grabbing him wasn't a problem. New "miracle" abilities sure are strong, I wish AI didn't use them so lightly tho. Virtue wasn't hesitating to use healing miracle to just restore ~50hp total and remove 1 debuff or using holy miracle on mostly light immune/resistant pack of enemies.

I really like the idea behind abilities with cold/heat/voltage cooldowns. Glacier armor is very strong, especially in conjunction with arctic veil and cantrip abilities. I think mixed melee/magic attack like ice hammer should reduce cooldown by 1 too. Inner fire is somewhat underwhelming. It's basically bask ability with longer cooldown that doesn't interfere with cantrip cooldown. Didn't get to experiment with conduct ability, but I feel like 65% shock is a pretty important part of any galvanize/chain shock build.
oneeyedjoe
 
Posts: 205
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby wizzzargh » Sat Apr 08, 2017 10:54 am

Well, if it makes you feel any better, I just fought your Firestarter ghost on tower:23 and it totally kicked my ass despite me trying to drown in in Miracles and every item I had saved up all game. My Might and Haste were pretty much ruined by your Mananagal and with all the healers (especially the meditating unicorn and the infinite Pyre Rites) the Jotunn was like a brick wall that nothing I had could touch. After a turn where one demon was Incinerated and another was shattered by Ice break I had to chicken out and head to the portal.
wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Sat Apr 08, 2017 4:52 pm

Creating challenging ghosts is definitely one of my main goals in this game so I'm glad that my ghost caused some troubles for experienced player. :D
oneeyedjoe
 
Posts: 205
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Sat Apr 08, 2017 10:35 pm

And to think some folks almost had me convinced the new content was easy. :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: My first ghost on 20+ tower

Postby Gaswafers » Sun Apr 09, 2017 10:37 pm

Maybe the key to being able to defeat every relic wraith is picking the often ignored capacity upgrades. That difficulty came from not having a high enough diversity of demons to exploit the wraith's weakness after all.
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Mon Apr 17, 2017 3:37 pm

Finally made it! Pardon the character's name, couldn't think of anything better for that build :roll: . First victory as titan's fist too. Well, I'll probably just ctrl+Q it up, not really interested in doing cycles.

Code: Select all
 Demon Party Dump File
Version 3/31/2017, Scoring Model: 3/31/2017
Dump file created at: 4/17/2017 7:44:04 PM


Summoner Dodgy fucker...
was chosen by the Titan's Fist,
selected Pierce and Defense as their starting elements,
has earned a score of 69312,
is currently at Tower:23,
and is still alive!



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

Name : Dodgy fucker
Level: 32
MaxHP: 127
MaxSP: 100

Strength: 85
Magic   : 19
Vitality: 22
Agility : 100
Cunning : 9

Resist: Fire Light Dark
Weak  : Ice

Abilities Known:
1) Ghost Pierce (Type: Pierce, 15 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
2) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
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) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
5) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
6) 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.)
7) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
8) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)

Relic Upgrades:
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
1 Tempest rune
10 Pure stone
13 Chakra stone
3 Calm card
2 Peace offering
4 Pain glyph
3 Zephyr card
2 Heal stone
1 Bolt glyph
2 Flame glyph
1 Chakra gem
1 Meteor rune

Current Credits: 4998

Codex Daemonium Completion
Shared Codex   : 117 / 135 (86% complete)



--==== Party Overview  ====--

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

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



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

Name : Baleful Zagh
Level: 26
MaxHP: 98
MaxSP: 100

Strength: 11
Magic   : 65
Vitality: 23
Agility : 29
Cunning : 52

Immune: Mind Light Dark
Weak  : Fire

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
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 (2))
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) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
6) 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.)
7) Fester Touch (Type: Dark, 25 SP. 70 Power attack, followed by a 140 Power attack dealt as MaxHP damage that cannot reduce MaxHP below the target's current HP.)
8) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)


Name : Savior Unicorn
Level: 30
MaxHP: 141
MaxSP: 100

Strength: 29
Magic   : 65
Vitality: 52
Agility : 29
Cunning : 25

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)


Name : Eradicator Pelesit
Level: 31
MaxHP: 86
MaxSP: 100

Strength: 56
Magic   : 13
Vitality: 26
Agility : 62
Cunning : 48

Resist: Slash Impact Pierce Electricity Dark
Weak  : Fire Body Light

Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
3) Terrifying (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Panic, causing the target's actions to sometimes be randomized.)
4) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
5) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (12))
6) Bolt Spray (Type: Impact, 30 SP. Attenuated 85 Power attack.)
7) 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.)
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 : Volcanic Civatateo
Level: 29
MaxHP: 93
MaxSP: 100

Strength: 14
Magic   : 85
Vitality: 19
Agility : 34
Cunning : 43

Immune: Fire
Resist: Ice Body Light Dark
Weak  : Electricity

Abilities Known:
1) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
2) 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))
3) Rain of Fire (Type: Fire, 35 SP. Attenuated 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
4) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
8) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)


Name : Mindbender Raiju
Level: 28
MaxHP: 88
MaxSP: 125

Strength: 18
Magic   : 52
Vitality: 18
Agility : 43
Cunning : 59

Immune: Electricity Mind
Resist: Fire
Weak  : Ice

Abilities Known:
1) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
2) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has an 8% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
3) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
4) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))
7) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
8) Shock Blast (Type: Electricity, 25 SP. 100 Power attack. Has a 14% chance to inflict Shock, causing the target to miss their next turn.)


Name : Jotunn
Level: 34
MaxHP: 127
MaxSP: 100

Strength: 80
Magic   : 35
Vitality: 62
Agility : 26
Cunning : 17

Immune: Ice
Resist: Slash Body
Weak  : Fire

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Then, Chill enemies in front of you, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Charge (4))
2) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
4) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
5) 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.)
6) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))


Name : Sainted Mananangal
Level: 28
MaxHP: 98
MaxSP: 100

Strength: 12
Magic   : 62
Vitality: 15
Agility : 40
Cunning : 61

Immune: Light Dark
Resist: Mind
Weak  : Body

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) Emit Lumin (Type: Light, 10 SP. 70 Power attack. Cannot miss. Cooldown: Light (1))
6) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
7) 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))
8) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)



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

 You feel refreshed.
 Your civatateo calls forth a healing rain.
 Your civatateo looks healthier.
 Your unicorn looks healthier.
 Your jotunn looks healthier.
 You begin resting.
 Your unicorn gestures at you.
 You feel better.
 You are no longer chilled.
 Your unicorn is no longer chilled.
 Your civatateo is no longer chilled.
 Your evasion returns to normal.
 Your civatateo's defense returns to normal.
 Your civatateo's evasion returns to normal.
 Your pelesit's evasion returns to normal.
 Your defense returns to normal.
 Your pelesit's defense returns to normal.
 You continue resting to restore your
 inactive allies.
 Rest complete.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You use the pure stone.
 Your unicorn looks more vigorous.
 This level has been fully explored. Press
 'o' to revisit points of interest and
 portals, or Shift + 'p' to travel to a
 specific destination.
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Save and exit? (Y or N)
 


This run went very smoothly. The only time I was in real danger was on tower 12 where I got sandwiched between Mordecai and one of my ghosts (who died to Mordecai). I had to sacrifice a lot to make it to the portal, the only demon that survived was Solid Gi, thanks to last defense and leech bite. On the next floor I found some credits near the entrance and resurrected my Gluttonous Nero (it feels like the main purpose of Friar Rush is being fusion fodder for Neros and Dryads, 2 resistances given by his modifier cover up 66% of their weaknesses). Then I recruited Vishap thanks to the bronze offering and got my run on the feet again. That's pretty much the only interesting thing that happened, the rest was of the run was routine.

Kasha makes for a very good soul armor. I used it in anomaly 1 just so I could get close to Fotias and Aithirs without being gun down by their darts and ended up keeping that soul armor for the entire run.

On tower 23 I used 5 ghost chimes, fought my FIrestarter 3 times and 2 other ghosts (who were also mine). First Firestarter fight was very long and tedious, I had to use a lot of resources to get it done. The key element in that fight was eradicator pelesit who kept applying panic and charm on firestarter and eventually I focused him down. Next fights were way easier because I recruited Jotunn for myself and linked with Yoku-Onni just for 1 extra ally. I kept focusing down wraiths and linking with demons that fight along with you. Still, used about 10 heal stones, a couple of pure gems and some essences.

This was my second attempt at dodgy-speedy-melee build and I have to say it's very strong, even with only 100% base speed. Even considering that my speed was technically 130% thanks to mobility, I feel like I was acting way too often. Like, I would use slash dance, it would go on cooldown for 2 turns, after that I'd use ghost pierce 3 times and slash dance would still be on cooldown for 1 turn after that.
I wish there was a way to tell in what order demons and other characters will act, it's such a crucial part of strategy. In HoMM 5 there was special "initiative bar" at the bottom of the screen on which you could see the order in which units would take their turns. Is it possible to implement something like this in Demon?
https://i.ytimg.com/vi/I5cf3LsqU2k/maxresdefault.jpg
oneeyedjoe
 
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Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Tue Apr 18, 2017 3:00 pm

Congrats on the win. :D

No problem on the name: as a game that allows input from the internet, things'd have gone south a long time ago if I didn't have a way to fix problem names quickly. :P

That Slash Dance / Ghost Pierce example does sound pretty fast...hm.. maybe a bit faster than it should have been. I'll see if I can repro that and look at it.

Initiative bar would be possible... but I admit I don't like the idea that it is necessary. I can see why you'd want it, don't get me wrong. :) Would also need to find room in the UI for it...I'll have to think about this for a bit.
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Re: My first ghost on 20+ tower

Postby Bormoth » Tue Apr 18, 2017 3:19 pm

You could make name list of demons to the side with their data maybe switchable maybe in one place (HP, SP, Turn energy). Lighting them red if your action would make them act could be useful, to reduce calculations, but not really necessary as it seems pretty simple. Also tab like structure instead of arrows would be nice too, as bonus you may have tab or some place to display status effects in column, and even make mouse over hints later. Just looking at blinking status effect gives pretty bad picture what is happening, sorta has to look for several cycles to see what status effects are on creature. (Def down, Off, down, EVA down, ACC down, shocked, guilty, pariah) you get picture, sometimes it is too easy to miss critical status effect in all this mess. And it is ok for blinking status effects on icons, it is just bad to get same picture on creature status screen where I usually want in some cases at least to see what is happening do I need to bring creature x to debuff a group or they still have, or bring creature Y to buff party.
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