Yet another YASD thread

The tower awaits!

Re: Yet another YASD thread

Postby Ferret » Thu May 04, 2017 7:29 pm

Congrats on your win! :D Hooray!

Nope. :D Branches should definitely warn you about Enemy Lure wastage. I'll look into it. :) Thanks. :D

Artemis isn't the popular choice as far as I can tell, but for all that, she is one of the earliest range attackers you can find, and her effectiveness isn't tied to an elemental type (which are the most common resistances.)

A more esoteric way of dealing with SP problems is using melees with cheap attacks, SP recovery, and Refresh. They basically end up generating SP and funneling it to those in need. A bit more roundabout, but it can work in cases where you just can't find another way of getting SP gen on the SP drinking characters themselves. Only downside is you need Refresh, which is one of the more common abilities, but it's still a single ability the whole plan relies on.

You're not the first one to Magic Map your way to victory. :P Tower:21+ is a rough place, especially when you're still relatively new to the game. :D It sounds like you more or less had the sort of experience I'd expect people to have in the final part of the game there. :D The important thing is: you won. :D Doesn't really matter how. :) Congrats again. :D

Re: Cycle 2. Your starting ally couldn't help with the freybugs? :D
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Ferret
 
Posts: 1785
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Re: Yet another YASD thread

Postby greattuna » Thu May 04, 2017 9:40 pm

Thanks. I didn't actually expect to win, given that this was my first time beyond T:10. Everything was new to me, especially the heroes and summoners.

Ah, Refresh. The good ability which I don't really want to use because ability slots are a premium.
I wanted to have Ever Ready, but Ninkasi didn't spawn (yes, I looked it up (yes, I have spoiled compendium, I wanted to win that much)), so I had to make do with Vigorous and, as I said, it worked right until T:21. And then... well, I already told you, didn't I?

T:21 was indeed a rough place, but I feel like it was partly a price for sticking to melee. I had mind-resistant and even immune demons, that's for sure, but to actually deal damage I had to stand wide open, with my low Vitality, and take whatever the enemy throws at me. And with me as main damage dealer, one mind status is all it takes for a shutdown. Hm.

Re: cycle 2: my starter ally was a faerie, after such heal-heavy run I don't feel comfortable picking anything else. Now though I got an okay team. Not sure what I'm going to do, since I haven't explored the land of buffs\debuffs much beside tormentor, and I will definitely need a cheap ranged attack to use all of this sweet sweet magic stat.

EDIT: I'll have to admit that I like bonuses buffs give. Also,

Image

Double-turns FTW.

EDIT-2: well, uh... I died. Got a malignee group who forced me to retreat... into another group of enemies... then into third group of enemies... and then I got pounced to death by jiang shis.

Code: Select all
Demon Party Dump File
Version 3/31/2017, Scoring Model: 3/31/2017
Dump file created at: 5/5/2017 1:01:43 AM


Summoner wow i won...
was chosen by the Orb of Power,
selected Buff and Ice as their starting elements,
has earned a score of 56274 (presently on cycle 2),
is currently at Tower:3,
and is quite dead!



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

Name : Wow i won
Level: 3
MaxHP: 47
MaxSP: 100

Strength: 4
Magic   : 34
Vitality: 12
Agility : 9
Cunning : 6

Resist: Mind Light
Weak  : Slash Impact Pierce

Abilities Known:
1) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
2) Might (Type: Buff, 20 SP. Improves offense by 25%.)
3) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) Cleansing Cut (Type: Slash, 20 SP. 70 Power attack. Removes Infection, Poison, and Paralysis from you or a nearby ally.)
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.)

Inventory:
2 Peace offering
2 Pure stone
1 Might gem
2 Heal stone
1 Pure gem
1 Meteor rune

Current Credits: 854



--==== Party Overview  ====--

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

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



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

Name : Faerie
Level: 3
MaxHP: 33
MaxSP: 100

Strength: 5
Magic   : 17
Vitality: 6
Agility : 21
Cunning : 16

Resist: Mind
Weak  : Body

Abilities Known:
1) Lucky Charm (Type: Healing, 15 SP. Resets Luck cooldown. 25% chance of an extra, random benefit as well.)
2) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
3) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Zaltys
Level: 3
MaxHP: 31
MaxSP: 100

Strength: 6
Magic   : 19
Vitality: 6
Agility : 21
Cunning : 13

Resist: Fire Light
Weak  : Ice

Abilities Known:
1) Emit Light (Type: Light, 5 SP. 55 Power attack. Cannot miss.)
2) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 33% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Gandayah
Level: 2
MaxHP: 37
MaxSP: 125

Strength: 12
Magic   : 15
Vitality: 17
Agility : 8
Cunning : 8

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Red cap
Level: 2
MaxHP: 35
MaxSP: 100

Strength: 19
Magic   : 7
Vitality: 12
Agility : 9
Cunning : 13

Resist: Body
Weak  : Electricity Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) 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) ------------
7) ------------
8) ------------



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

 You gesture at yourself.
 You speed up!
 The jiang shi swaps places with the
 malingee. The abbey lubber gestures at you.
 You feel vulnerable!
 You feel like you will be less evasive
 longer!
 Your speed returns to normal.
 Using Haste...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You gesture at yourself.
 You speed up!
 The abbey lubber hits you.
 It's super effective!
 Your speed returns to normal.
 Using Haste...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You gesture at yourself.
 You speed up!
 The jiang shi leaps at you.
 The jiang shi rends you.
 It's super effective!
 You are stunned!
 You are no longer stunned.
 The jiang shi bites you.
 It's super effective!
 You are in danger!
 The jiang shi leaps at you.
 The jiang shi rends you.
 It's super effective!
 You are stunned!
 You are no longer stunned.
 Using zephyr card...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You use the zephyr card.
 You summon your faerie!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your zaltys!
 The jiang shi bites you.
 It's super effective!
 You die...



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

Name : Raicho
Level: 2
MaxHP: 25
MaxSP: 100

Strength: 4
Magic   : 8
Vitality: 4
Agility : 25
Cunning : 19

Resist: Electricity
Weak  : Slash Impact Pierce Body Mind

Abilities Known:
1) Shocking Touch (Type: Electricity, 5 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Freybug
Level: 3
MaxHP: 36
MaxSP: 100

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

Resist: Ice
Weak  : Light

Abilities Known:
1) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) ------------
6) ------------
7) ------------
8) ------------




(I had no better ideas for a name ._.)
greattuna
 
Posts: 44
Joined: Wed Mar 01, 2017 5:30 pm

Re: Yet another YASD thread

Postby oneeyedjoe » Wed May 10, 2017 12:25 pm

I am a bit late on this subject but
Ferret wrote:
Nope. :D Branches should definitely warn you about Enemy Lure wastage. I'll look into it. :) Thanks. :D


branches don't warn you about wasting enemy lure, however when you return from the branch you regain 1 enemy lure usage if you forgot to use it in a branch.
oneeyedjoe
 
Posts: 205
Joined: Tue Feb 14, 2017 4:30 pm

Re: Yet another YASD thread

Postby greattuna » Sat May 20, 2017 5:11 pm

Latest experimental build. Orb of Power | Mind | Mind. Lazy random name (again).

Code: Select all
Demon Party Dump File
Version 5/18/2017, Scoring Model: 5/11/2017
Dump file created at: 5/20/2017 5:42:43 PM


Summoner sin tan chan...
was chosen by the Orb of Power,
selected Mind and Mind as their starting elements,
has earned a score of 7128,
is currently at Tower:6,
and is quite dead!



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

Name : Sin tan chan
Level: 11
MaxHP: 67
MaxSP: 125

Strength: 4
Magic   : 79
Vitality: 4
Agility : 4
Cunning : 14

Immune: Mind
Weak  : Slash Impact Pierce

Abilities Known:
1) Mind Spike (Type: Mind, 10 SP. 40 Power attack. Cannot miss.)
2) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
3) Energy Siphon (Type: Body, 0 SP. Drains the target's SP by 10%, restoring your own SP by 66% of the amount drained. Cannot miss.)
4) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
5) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
6) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)

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.)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)

Inventory:
4 Pure stone
2 Chakra stone
3 Calm card
1 Heal stone
1 Zephyr card
1 Pure gem
1 Heal gem
2 Pain glyph
1 Venom rune

Current Credits: 2228



--==== Party Overview  ====--

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

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



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

Name : Headless
Level: 10
MaxHP: 84
MaxSP: 100

Strength: 24
Magic   : 8
Vitality: 40
Agility : 14
Cunning : 14

Resist: Ice Body
Weak  : Electricity Light

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
5) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) ------------


Name : Lifegiver Nero
Level: 10
MaxHP: 74
MaxSP: 100

Strength: 13
Magic   : 33
Vitality: 33
Agility : 12
Cunning : 9

Resist: Fire Ice
Weak  : Body Light Dark

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) 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))
5) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) ------------
8) ------------


Name : Ruhin
Level: 10
MaxHP: 56
MaxSP: 100

Strength: 8
Magic   : 16
Vitality: 20
Agility : 26
Cunning : 30

Immune: Body
Resist: Mind
Weak  : Electricity

Abilities Known:
1) Focus (Type: Buff, 10 SP. Improves accuracy by 25%.)
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
5) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
6) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
7) Might (Type: Buff, 10 SP. Improves offense by 25%.)
8) ------------


Name : Blessed Nero
Level: 8
MaxHP: 64
MaxSP: 100

Strength: 14
Magic   : 26
Vitality: 26
Agility : 14
Cunning : 10

Resist: Fire Ice
Weak  : Body Light Dark

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
6) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
7) ------------
8) ------------


Name : Kasha
Level: 8
MaxHP: 47
MaxSP: 100

Strength: 12
Magic   : 16
Vitality: 16
Agility : 24
Cunning : 22

Resist: Fire Light Dark
Weak  : Ice

Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
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 : Blessed Aspis
Level: 7
MaxHP: 66
MaxSP: 100

Strength: 21
Magic   : 8
Vitality: 30
Agility : 13
Cunning : 13

Resist: Body
Weak  : Ice Mind

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) Focus (Type: Buff, 10 SP. Improves accuracy by 25%.)
6) Might (Type: Buff, 10 SP. Improves offense by 25%.)
7) ------------
8) ------------



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

 It isn't very effective.
 Your kasha sears the kasha.
 It isn't very effective.
 The kasha gestures at your kasha.
 Your kasha resists.
 Your kasha is no longer chilled.
 The asrai freezes your kasha.
 It's super effective!
 Your kasha starts shivering!
 Your kasha looks more tired.
 Your kasha sears the asrai.
 It's super effective!
 Your kasha looks refreshed.
 The asrai misses your kasha.
 Your kasha's power returns to normal.
 Your ruhin gestures at your kasha.
 Your kasha looks more accurate!
 Your kasha leaps into action!
 Your kasha gestures at Ludoc.
 Ludoc resists.
 Your nero chants while pointing at you.
 You are no longer infected.
 Ludoc emits sparks.
 Ludoc strikes your nero.
 Your nero is shocked!
 Ludoc looks healthier. Ludoc strikes you.
 You are shocked!
 Ludoc looks healthier.
 You will regenerate longer!
 The echeneis bites you.
 It's super effective!
 Your relic struggles to keep you alive!
 You are infected!
 The kasha gestures at you.
 You will be guilty longer!
 The asrai throws a frost dart at you.
 The asrai freezes you.
 Your relic struggles to keep you alive!
 You feel cold!
 Your power returns to normal.
 Your kasha gestures at Ludoc.
 Ludoc looks guilty!
 Your ruhin gestures at your kasha.
 Your kasha looks more powerful!
 Your kasha looks energized!
 The asrai feels less guilty.
 The asrai is no longer regenerating.
 The echeneis hits you.
 It's super effective!
 You die...



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

Name : Echeneis
Level: 7
MaxHP: 53
MaxSP: 100

Strength: 13
Magic   : 19
Vitality: 24
Agility : 17
Cunning : 12

Resist: Ice
Weak  : Electricity

Abilities Known:
1) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
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 : Actaeon
Level: 7
MaxHP: 61
MaxSP: 100

Strength: 26
Magic   : 6
Vitality: 19
Agility : 26
Cunning : 8

Resist: Ice
Weak  : Fire Mind Light Dark

Abilities Known:
1) Quelling Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (3))
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
5) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
6) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) ------------


Name : Frigid Goblin
Level: 8
MaxHP: 56
MaxSP: 100

Strength: 13
Magic   : 20
Vitality: 17
Agility : 22
Cunning : 18

Resist: Fire Ice
Weak  : Mind

Abilities Known:
1) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
2) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
6) Flash Freeze (Type: Ice, 10 SP. 40 Power attack. Chills the target for an unusually long duration, reducing their accuracy, evasion, and movement speed by 12%. Free action. Cooldown: Cantrip (3))
7) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
8) ------------


Name : Holy Nero
Level: 8
MaxHP: 57
MaxSP: 100

Strength: 12
Magic   : 30
Vitality: 20
Agility : 11
Cunning : 17

Resist: Fire Ice Light
Weak  : Body Dark

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
6) 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))
7) ------------
8) ------------


Name : Asrai
Level: 8
MaxHP: 47
MaxSP: 100

Strength: 7
Magic   : 33
Vitality: 9
Agility : 23
Cunning : 18

Immune: Ice
Weak  : Fire

Abilities Known:
1) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) ------------
7) ------------
8) ------------




So where to start? I started with mind\mind because I wanted that sweet mind immunity. Coasted along the levels, killing anything that I could kill and trying to figure out what to put in my build. Obviously, it costed a lot, so I did the transposing trick only once - to get healing factor from Actaeon and see how well it works. It's kind of okay, I guess. I've copied flash freeze, only to realize later that it's melee ability, and that does not work well. Copied reshape... and it's actually very good. My personal pure stone + heal stone every battle, as free action even!
Also got energy syphon, and frankly, it sucks. At least for me, since I don't need SP when I start combat, but when I need
SP, enemy has already ran out of it, so I've got nothing to drain! So it was sitting as a deadweight, until I could find... meditate, I guess. Something to replace it.

Nothing exciting happened until Ccoa's Sanctum. There, I tried to take her for her vigorous ability, but she decided to blink away on last turn, just as I was about to kill her. Then I went to Anomaly. Well... Aerasi were there. They still had Emit Sparks. I still got shocked. I had to use heal stones liberally to heal myself and demons, and frankly, even glitches didn't give me that much problem as a group of 3 aerasi just frying me.

Either way, I persevered, killing anything on my way, then luring some more dudes to kill. And then... Anomaly:3. Madevra was not that hard, with careful tactical approach and maneuvers... who am I kidding, I remembered I have items, so I just spent some of them. Damage\status items were in that awkward state where they were too awesome to use in the start of combat, but they were "too little, too late" when I'm getting my ass kicked.

Anyway. Anomaly:3. Para- wait, no, not yet. First, a group of fetches who drained my Headless from 80 MaxHP to 32. So I couldn't use him in the proceeding fights. Speaking of them...
Paracelsus. 3 (or 4?) dudes with affection, plus 2 dudes with draw wounds, and so many healing from his side, that he could just swap his demons around because, by the time I bring this bunch to red, the other bunch, which was damaged before, has already recovered to full-HP and full-SP. And against them: me, kasha, lifegiver nero and ruhin (+blessed nero, who wasn't very good, asrai, who got into red in 2 turns, aaaaand headless). I've lasted a loooooooooong time, and spent most of my stones, before throwing my hands in defeat and scrambling to retreat.

Then I met another group of aerasi. I hate them. They quite literally shocked me every other turn, killed asrai, then killed kasha, then almost got me, I barely regrouped with 30-something MaxHP and had to use some of the items that remained just to survive. Bitter and angry, I left anomaly, recruited aspis for might and to fill the slot, revived kasha, then... faced Ludoc. And, while normally he's a bit of a pushover, this time... he was a pushover as well, and I almost got him, but then I, in my desire to kill him, overlooked the vile echnesis infecting me. I tried to fall back, only to GET SHOCKED. Then they easily finished me off. Ugh.

Overall... I don't even know. Maybe all the time that I spent as Elec-centered character now comes back with vengeance. Or maybe I'm doing something wrong. :|
greattuna
 
Posts: 44
Joined: Wed Mar 01, 2017 5:30 pm

Re: Yet another YASD thread

Postby Ferret » Sun May 21, 2017 1:41 pm

Hmm.. yeah, I'm starting to think % effect just doesn't work for the SP drain/removal abilities after all. I'll probably poke at it a bit after the experimental build business is concluded.

Demon's consumables for the most part kinda work like that: if you realize you're going to be in trouble early enough, they're great at putting a stop to it before it starts. They won't usually bail you out (or it will take many more of them) if you wait until you're actually in trouble though.

As for the rest, it sounds like you had a pretty shocking experience overall on this run. :o

...

...

I'm sorry :P

At any rate, thanks for the report. :D Any run that clears Anomaly is at least a decent run, so don't feel too bad :D
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Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: Yet another YASD thread

Postby greattuna » Thu May 25, 2017 7:06 pm

See Raiju down here? Yep, I don't know how did he appear in anomaly either, but I seized the opportunity anyway. Carpe diem, as they say.

Code: Select all
Demon Party Dump File
Version 5/18/2017, Scoring Model: 5/11/2017
Dump file created at: 5/25/2017 9:37:09 PM


Summoner namesarebori...
was chosen by the Hand of the Dead,
selected Dark and Healing as their starting elements,
has earned a score of 8885,
is currently at Tower:5,
and is still alive!



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

Name : Namesarebori
Level: 12
MaxHP: 96
MaxSP: 100

Strength: 4
Magic   : 33
Vitality: 42
Agility : 32
Cunning : 4

Resist: Dark
Weak  : Light

Abilities Known:
1) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
3) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
4) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 70% chance to apply Infection, which prevents most HP and SP recovery.)
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) 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))

Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)

Inventory:
2 Tempest rune
3 Flame glyph
3 Calm card
1 Magic map
1 Ghost chime
1 Venom rune
2 Pure stone
1 Might gem
1 Bolt glyph
1 Pure gem
1 Zephyr card
1 Chakra stone
2 Heal stone
1 Blizzard rune

Current Credits: 16337



--==== Party Overview  ====--

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

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



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

Name : Violent Ghoul
Level: 14
MaxHP: 82
MaxSP: 100

Strength: 40
Magic   : 7
Vitality: 24
Agility : 28
Cunning : 21

Resist: Body
Weak  : Fire Mind Light

Abilities Known:
1) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 50% chance to inflict Paralysis, causing the target to frequently miss their turns.)
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) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
4) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
5) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
6) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
7) ------------
8) ------------


Name : Angel
Level: 13
MaxHP: 61
MaxSP: 125

Strength: 18
Magic   : 33
Vitality: 23
Agility : 23
Cunning : 18

Immune: Light
Resist: Fire Electricity
Weak  : Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
3) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) ------------
8) ------------


Name : Alma
Level: 10
MaxHP: 71
MaxSP: 100

Strength: 28
Magic   : 16
Vitality: 36
Agility : 12
Cunning : 8

Resist: Ice Body
Weak  : Fire Light

Abilities Known:
1) Polar Rush (Type: Impact, 5 SP. Must target a character. Charge to the target with an 85 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 Hammer (Type: Impact, 5 SP. 85 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
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 by 12%. 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) ------------
6) ------------
7) ------------
8) ------------


Name : Centaur
Level: 11
MaxHP: 64
MaxSP: 100

Strength: 30
Magic   : 8
Vitality: 23
Agility : 30
Cunning : 14

Resist: Ice
Weak  : Fire Mind

Abilities Known:
1) Needle Shot (Type: Pierce, 15 SP. 70 Power attack.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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 Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
5) Heavy Slash (Type: Slash, 10 SP. 85 Power attack.)
6) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
7) ------------
8) ------------


Name : Raiju
Level: 17
MaxHP: 59
MaxSP: 100

Strength: 16
Magic   : 38
Vitality: 16
Agility : 38
Cunning : 27

Immune: Electricity
Resist: Fire
Weak  : Ice Mind

Abilities Known:
1) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Nero
Level: 11
MaxHP: 67
MaxSP: 125

Strength: 17
Magic   : 30
Vitality: 30
Agility : 16
Cunning : 12

Resist: Fire Ice
Weak  : Body Light Dark

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) ------------



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

 Escape to cancel.
 You wither Madevra.
 You sap Madevra's vigor!
 You feel more vigorous.
 You feel less guilty.
 Madevra slashes you.
 You feel guilty!
 Using Wraith Touch...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You wither Madevra.
 You kill Madevra!!
 You have defeated a hero, and may gain one
 of their abilities.
 Are you sure you don't wish to gain an
 ability? (Y or N)
 You sap Madevra's vigor!
 You feel more vigorous.
 Your nero reaches Level 11!
 You begin resting.
 You are no longer regenerating.
 You feel less guilty.
 You continue resting to restore your
 inactive allies.
 Rest complete.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your ghoul!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your nero!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your raiju!
 There is a warp to Tower:5 here. Press 'p',
 '<', or '>' to change levels.
 You will not be able to return to this
 branch once you leave. Are you sure you wish
 to leave? (Y or N)
 Alright then.
 You will not be able to return to this
 branch once you leave. Are you sure you wish
 to leave? (Y or N)



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

Name : Slime
Level: 6
MaxHP: 59
MaxSP: 100

Strength: 25
Magic   : 9
Vitality: 24
Agility : 6
Cunning : 16

Weak  : Pierce Ice Body Light

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
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 (5))
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) ------------


Name : Lifegiver Gandayah
Level: 5
MaxHP: 55
MaxSP: 125

Strength: 12
Magic   : 22
Vitality: 25
Agility : 8
Cunning : 8

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
5) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
6) 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))
7) ------------
8) ------------


Name : Friar Rush
Level: 8
MaxHP: 55
MaxSP: 100

Strength: 14
Magic   : 18
Vitality: 26
Agility : 10
Cunning : 22

Resist: Light Dark
Weak  : Ice

Abilities Known:
1) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 50% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Emit Void (Type: Dark, 10 SP. 70 Power attack. Cannot miss. Cooldown: Dark (1))
3) 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))
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) Quiet Prayer (Type: None, 0 SP. Reduces Light and Dark cooldowns by 1 turn. 25% chance of an extra, random benefit as well.)
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
7) ------------
8) ------------


Name : Raicho
Level: 9
MaxHP: 41
MaxSP: 100

Strength: 7
Magic   : 13
Vitality: 7
Agility : 39
Cunning : 29

Resist: Electricity
Weak  : Slash Impact Pierce Body Mind

Abilities Known:
1) Shocking Touch (Type: Electricity, 5 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Huo shu
Level: 9
MaxHP: 54
MaxSP: 100

Strength: 23
Magic   : 21
Vitality: 17
Agility : 15
Cunning : 19

Resist: Fire
Weak  : Ice

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) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Lifegiver Gandayah
Level: 7
MaxHP: 62
MaxSP: 125

Strength: 14
Magic   : 25
Vitality: 28
Agility : 9
Cunning : 9

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) 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))
4) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
5) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
6) 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))
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)




Hooly carp this is a great run, at least so far. Not only I have 16k credits, but also not one, not two, but three captured out-of-depth demons (ghoul on T:1.5, angel on rush sanctum, raiju on anomaly). I've also retained my memory enough to trigger enemy lure on every. Floor. Possible. :D So I have a slight edge in experience.

I admit I like the wraith touch, it's a very good ability, especially in light of HP-to-maxHP damage. I also like healing factor, but it requires investment into vitality to be good. I'll be honest, I'm going to put at least one point of VIT at every level on every character from now. Sure damage is nice, but not dying is even nicer.

Anyway, I grabbed a bunch of skills from corpses, Vigorous from Zaji, swiftness was copied from centaur so I could keep up with raiju. I also adjusted the skills of my nero a bit so he could actually heal, and then I went to town.

...though before all that I almost got fried by my own wraith. Emit Sparks + Censure hurts, and were it not for healing factor, I'd die there miserably. But, with healing factor, I... was running away from shockingtwo (the wraith) while it was dealing exactly as much damage as regen recovers. It was both funny and sad, but eventually, I managed to get it.

Anomaly... actually wasn't that hard. There was no our sanctum in sight (or I missed it), but there was python sanctum. My guys killed python before I could deal with his entourage, so I, obviously, haven't tried to recruit him. AND, most importantly, no big aerasi groups! So it was a breath of fresh air compared to my regular anomaly experience. Paracelsus... got drained to death, his demons were also drained to death. Fat lot of good your healing did, you bastard. :lol:

Pardon me. Then I lured Madevra... and drained her to death too!

Now, I probably should get a ranged attack of sorts, and keep my eyes wide open, because dying on such a good game would be both hilarious and embarassing. :?
greattuna
 
Posts: 44
Joined: Wed Mar 01, 2017 5:30 pm

Re: Yet another YASD thread

Postby Ferret » Fri May 26, 2017 7:55 pm

Raijus can appear in the Anomaly sometimes. :D It isn't called that because everything's normal in there. :D

Vitality's a pretty handy stat. :) It pairs nicely with Wraith Touch for that matter, since your maximum bonus MaxHP is based off a percentage of your normal MaxHP. :D

Anomaly picks randomly between "Our Sanctum" and Python's Sanctum with even odds. It used to be weighted in favor of "Our Sanctum" back when that was new so people'd see it more often.

Sounds like you've been have a happy, drain-filled run so far. :D Good luck with the post-Anomaly Tower. :D
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Ferret
 
Posts: 1785
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Re: Yet another YASD thread

Postby greattuna » Fri May 26, 2017 9:54 pm

To my awareness, I used enemy lure on every floor possible. Though I had to bail out from the last group after I saw all 3 my demons charmed. It wasn't a big deal though, since I was standing on a victory portal.

Code: Select all
Demon Party Dump File
Version 5/18/2017, Scoring Model: 5/11/2017
Dump file created at: 5/26/2017 11:25:05 PM


Summoner namesarebori...
was chosen by the Hand of the Dead,
selected Dark and Healing as their starting elements,
has earned a score of 71100,
is currently at Tower:23,
and is still alive!



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

Name : Namesarebori
Level: 32
MaxHP: 185
MaxSP: 100

Strength: 4
Magic   : 77
Vitality: 81
Agility : 74
Cunning : 4

Resist: Dark
Weak  : Light

Abilities Known:
1) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
3) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
4) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))

Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
1 Flame glyph
4 Calm card
1 Magic map
2 Ghost chime
1 Venom rune
9 Pure stone
3 Bolt glyph
3 Pure gem
9 Heal stone
5 Chakra stone
1 Zephyr card
2 Trouble chime
2 Peace offering
1 Bronze offering
1 Might gem
1 Curse rune
1 Frost glyph
1 Tempest rune
1 Silver offering
1 Heart glyph

Current Credits: 13801



--==== Party Overview  ====--

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

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



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

Name : Charlie
Level: 30
MaxHP: 102
MaxSP: 125

Strength: 28
Magic   : 52
Vitality: 28
Agility : 40
Cunning : 52

Immune: Body Mind
Resist: Ice
Weak  : Electricity Light

Abilities Known:
1) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
2) 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.)
3) Hysteria (Type: Mind, 20 SP. Must target a Panicked character. 70% chance to inflict Panic on an enemy near the target. Free action. Cooldown: Cantrip (5))
4) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
5) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Madness Gaze (Type: Mind, 20 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cooldown: Presence (6))


Name : Ehlose
Level: 25
MaxHP: 98
MaxSP: 100

Strength: 49
Magic   : 14
Vitality: 60
Agility : 22
Cunning : 30

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

Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))
3) 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).)
4) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) Witch's Arc (Type: Slash, 25 SP. 70 Power attack. Has a 35% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)


Name : Frenzied Power
Level: 34
MaxHP: 133
MaxSP: 100

Strength: 100
Magic   : 14
Vitality: 55
Agility : 37
Cunning : 14

Immune: Light
Resist: Slash Impact Pierce
Weak  : Dark

Abilities Known:
1) Eviscerate (Type: Pierce, 20 SP. 100 Power attack.)
2) 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))
3) Templar's Arc (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) 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.)
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
6) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
7) Witch's Arc (Type: Slash, 25 SP. 70 Power attack. Has a 35% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
8) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))


Name : Tlaloc
Level: 31
MaxHP: 128
MaxSP: 100

Strength: 29
Magic   : 75
Vitality: 49
Agility : 28
Cunning : 24

Immune: Ice Electricity Dark
Weak  : Fire Light

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) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
3) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
4) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
6) 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))
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)


Name : Unicorn
Level: 29
MaxHP: 116
MaxSP: 100

Strength: 35
Magic   : 55
Vitality: 39
Agility : 35
Cunning : 31

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) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)


Name : Immortal Jinn
Level: 26
MaxHP: 112
MaxSP: 100

Strength: 23
Magic   : 41
Vitality: 56
Agility : 31
Cunning : 29

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

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) Fireball (Type: Fire, 25 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Disable Mind (Type: Mind, 30 SP. 40 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for several turns or until damaged. Cannot miss.)
4) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
5) 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))
6) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
7) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
8) ------------


Name : Incubus
Level: 28
MaxHP: 110
MaxSP: 100

Strength: 26
Magic   : 30
Vitality: 38
Agility : 42
Cunning : 54

Resist: Mind Dark
Weak  : Ice Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt.)
2) Love Tap (Type: Impact, 15 SP. 70 Power attack. 35% chance to cause Charm, turning the target against its allies.)
3) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
4) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
5) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) ------------



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

 Your power looks refreshed.
 The leib-olmai swaps places with the
 leib-olmai.
 The leib-olmai radiates healing energy.
 The leib-olmai looks healthier.
 The couril looks healthier.
 The couril gestures at your unicorn.
 Your unicorn is charmed!
 The couril gestures at your power.
 Your power is charmed!
 The leib-olmai rends your power.
 It isn't very effective.
 The leib-olmai rends your power.
 It isn't very effective.
 Your power looks refreshed. (x2)
 Your unicorn is still charmed!
 Your unicorn gestures at the leib-olmai.
 The leib-olmai looks healthier.
 Your ehlose chants while pointing at your
 unicorn.
 Your unicorn is no longer charmed.
 Using Smite...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You smite the couril.
 It's super effective!
 Your power is still charmed!
 The couril gestures at your unicorn.
 Your unicorn is charmed!
 The couril gestures at your ehlose.
 Your ehlose is charmed!
 Your power is still charmed!
 The leib-olmai exhales an arctic blast.
 The leib-olmai ignores the attack!
 The leib-olmai freezes your power.
 The leib-olmai freezes your unicorn.
 Your power starts shivering!
 Your unicorn starts shivering!
 Your power looks refreshed.
 Your unicorn is still charmed!
 Your unicorn calls forth a healing rain.
 The leib-olmai looks healthier.
 The couril looks healthier.
 Your ehlose is still charmed!
 Your ehlose gestures at the couril.
 The couril looks protected!
 Really win the game and start a new cycle?
 (Y or N)
 You win!



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

Name : Scarab
Level: 19
MaxHP: 68
MaxSP: 100

Strength: 23
Magic   : 23
Vitality: 41
Agility : 47
Cunning : 11

Immune: Light Dark
Resist: Slash Pierce
Weak  : Impact

Abilities Known:
1) Gift of Life (Type: Healing, 10 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Then, transfers up to 15 SP to the target. Free action. Cooldown: Cantrip (1))
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
5) Guarding Cry (Type: Buff, 15 SP. Briefly improves defense by 25% for you and your allies. Cooldown: Presence (3))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
8) ------------


Name : Nero
Level: 17
MaxHP: 86
MaxSP: 125

Strength: 22
Magic   : 38
Vitality: 38
Agility : 21
Cunning : 16

Resist: Fire Ice
Weak  : Body Light Dark

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)


Name : Archangel
Level: 21
MaxHP: 82
MaxSP: 100

Strength: 37
Magic   : 25
Vitality: 31
Agility : 37
Cunning : 25

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) 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).)
3) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
4) Witch's Arc (Type: Slash, 25 SP. 70 Power attack. Has a 35% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
7) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
8) ------------


Name : Bmola
Level: 22
MaxHP: 94
MaxSP: 100

Strength: 26
Magic   : 45
Vitality: 32
Agility : 32
Cunning : 25

Immune: Ice
Weak  : Electricity

Abilities Known:
1) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Chilling Blast (Type: Ice, 15 SP. Attenuated 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
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 : Scarab
Level: 23
MaxHP: 78
MaxSP: 100

Strength: 26
Magic   : 26
Vitality: 47
Agility : 53
Cunning : 13

Immune: Light Dark
Resist: Slash Pierce
Weak  : Impact

Abilities Known:
1) Gift of Life (Type: Healing, 10 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Then, transfers up to 15 SP to the target. Free action. Cooldown: Cantrip (1))
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
6) ------------
7) ------------
8) ------------


Name : Ninkasi
Level: 27
MaxHP: 102
MaxSP: 100

Strength: 21
Magic   : 36
Vitality: 36
Agility : 46
Cunning : 46

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
2) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
3) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
4) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)


Name : Raiju
Level: 27
MaxHP: 82
MaxSP: 125

Strength: 22
Magic   : 52
Vitality: 22
Agility : 52
Cunning : 37

Immune: Electricity
Resist: Fire
Weak  : Ice Mind

Abilities Known:
1) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Protect (Type: Buff, 10 SP. Improves defense 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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Conduct (Type: Electricity, 15 SP. 40 Power attack. 70% chance to inflict Shock, causing the target to miss their next turn. Cannot miss. Cooldown: Voltage (6))




Yes. I won. This time without using the lone magic map I had.

I got revelation and funneled most of my credits for... practically nothing. Raiju enjoyed the cool stuff I bestowed upon him, and I saw him get stormcaller, which would've been nice if I was running one of my emit sparks builds, but...

Well, wraith touch + electrocute + smite was a good enough combo to keep dealing damage in most situations, so I didn't touch the build much after bringing two more damaging abilities. Swiftness helped me disengage from angry mobs a few times, and healing factor ensured that I'd stay alive while I ran away :lol: . But I didn't run away much. There was this one summoner though, I don't remember the name, but he used vodun mask with recycle, so I applied my standard tactic of "wail on him until he eats all his demons", which didn't work well, because while I was wearing down the summoner, his demons were wearing down my demons... so I lost Charlie and another demon.

Had to spend 8 grand to revive Charlie. In fact, most of my credits in this run were spent on restoring demons. Kinda made revelation pointless, to be honest.

-----

Found Ninkasi, recruited Ninkasi, loved Ever Ready on first sight. Since none of my abilities used more than 15 SP, swapping Vigorous for Ever Ready meant I'll never ever run out of juice, unless I get infected (I'm looking at you, druj nasu).

Then I think I used silver offering on out-of-depth Frenzied Power. I don't regret doing this, Power became my powerhouse from the moment I got him, and though I had to play with abilities a bit, the final version was working incredibly: strong, mobile, self-sustaining tank who also could apply hex and guilt! What's more to ask?

Then I negotiated with Tlaloc, thankfully, managed to convince him to join without any sacrifices. I wanted him very much because of his abilities, because both vengeful and ritualist could be used on my other demons. I didn't use him much personally because he has a tendency to waste all the SP on snowstorming enemies. Great for an attacker, but Tlaloc was one of my designated healers.

Some time later I recruited unicorn. Really nice demon: calm + absolution + cleanse + lifeweaver + heal wounds, all great abilities. He's already a good healer, but when you add Ever Ready and Ritualist, heal wounds has only 15 SP cost, which means: he becomes an eternal healing machine, dishing out 105 power heals without any restraints. Then I threw healing rain for added AoE healing.

Honorable mention goes to ehlose, who despite being so much behind on levels, still managed to remain useful for the whole game. I suspect resistances have to do something with it.

-----

As for the run itself, it was running... well, not very smoothly, but I got to the end anyway. On T:14 I met a relic whose sole purpose was seemingly to annoy me to death: emit sparks, shock arrow, high voltage, full power, stormfront, galvanize, bolt chain and tireless, all that makes for... 85% shock chance, unless I calculated it wrongly somewhere. Still, I somehow defeated him.

In T:19 I tried to recruit Slenderman of all things, but when he chopped off ~90 MaxHP from me (in one strike!), I realized that maybe it's not such a good idea. Then he killed Ninkasi. He was weak to electricity, yes, but he just could just recover from damage by stealing it. From me.

In Ogun's Sanctum I tasted 3 servings of tenebris. Nearly died myself, my Power nearly died as well, and my unicorn did die, so it was rather painful experience overall, but, through the power of heal gems, I managed to stay alive long enough for Ogun and his entourage (3 Fel Cherufes) to exhaust themselves.

Met and easily defeated Antoria on T:21. It's kind of sad, because poor guy couldn't really do anything. He did put my power out of fight by vigor drain, though.

T:22. I guess there was only one relic wraith on this floor because it spawned on me twice. Though, the first time Tanky (the wraith's name) was immune to ice, but weak to fire\elec, but second time he was immune to elec, but weak to fire\ice. Both times, his healing factor made finishing him off much longer.

T:23 was the only one where I ignored corpses, simply because I didn't want to die so close to victory. Lured enemies anyway though, but, after seeing all three of my deomns charmed, I used the portal.

Whew. It was a fun run. I'm going to try playing cycle two with eye of dragon | impact | pierce (synergy!) | faerie. Theoretically I should be able to stun targets and then heal using eat alive (since it's basically clobber, but with healing), but who knows. Last few attempts on this build ended before Anomaly.

P. S. Seeing my summoner with 200+ MaxHP indeed makes me a bit happy, even if I got here by draining it from others. It's twice as much as most my demons have, or even more.
greattuna
 
Posts: 44
Joined: Wed Mar 01, 2017 5:30 pm

Re: Yet another YASD thread

Postby Ferret » Sat May 27, 2017 2:29 am

Congrats on the experimental version victory. :D

Ever Ready's pretty nice in general, so long as you're willing to stick to the cheap end of the ability list.

I'm glad it sounds like you had a particularly high amount of fun customizing demons. :D I always assume people do, but folks don't talk about it as much these days (though this may be because most people who post here are pretty old hands by now!)

re: Slenderman, Heroes or Heroism'd uniques can carve up your MaxHP *really* fast once you're in Relic Preservation mode: I've been having a discussion/bug hunt w/ wizarrrgh on that very topic. :D

Congrats again on the victory, and good luck on your next cycle. :D I like "Iron Dragon" builds (what I call Impact/Pierce Eye of the Dragon) myself. :D
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Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: Yet another YASD thread

Postby Ferret » Tue May 30, 2017 4:36 pm

Since I'm in veggies mode now, I looked into Enemy Lure a bit more. :D

Enemy Lure has a cooldown, like any other cooldown ability. If it recovers, it stays recovered until used.

Enemy Lure's cooldown only recovers when you enter a dungeon floor you've never been to before. So, for example, it will never recover when leaving a branch, since you're always returning to a dungeon floor you've been to before.

You will get a warning if both:
1) Enemy Lure is available for use.
2) The floor you were attempting to travel to is a new one that would recover the cooldown.

So far as I can tell, this always happens correctly at the moment: I haven't been able to reproduce any bugs with it. If you think you've hit a bug with it in the future, please let me know what floor you were on, and which one you were going to. :D Thanks!
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Ferret
 
Posts: 1785
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