Yet another YASD thread

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Re: Yet another YASD thread

Postby greattuna » Sat Jul 03, 2021 11:43 am

Ferret wrote:Hmm.. out of curiosity, what're your feelings about Draw Wounds?


It's a nice ability, but there's a strong competition among cantrips, and I'm not really comfortable drawing health from my summoner. Can't put myself in the relic if things get hairy after all. :) Still, it's what I'd go with if I didn't get a lucky Flash Heal.

Either way, things didn't go so well for my poor healer.

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Demon Party Dump File
Version 6/4/2021, Scoring Model: 5/31/2021
Dump file created at: 7/3/2021 11:35:04 AM


Summoner Deep Pockets...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 8334,
is currently at Turdak's Sanctum,
and is quite dead!



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

Name : Deep Pockets
Level: 12
MaxHP: 86
MaxSP: 125

Strength: 15
Magic   : 43
Vitality: 32
Agility : 10
Cunning : 10

Resist: Body
Weak  : Dark

Soul Brand:
Ri (Lv.9)
  SP Costs: -14%

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Wiggling Mass (Type: Matter, 25 SP. 40 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.) Cannot miss.)
3) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
4) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
5) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
6) Pink Whisper (Type: Mind, 10 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (4))
7) Sympathy Veil (Type: Mind, Reactive. Only activates when your HP is at 50% or less of the maximum. Responds to damage dealt to you by enemies with a 30 Power attack. Cannot miss.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)

Relic Upgrades:
Capacity Up IV (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Copy Saver (Reduces the cost of Copy Ability by 33%.)
Fast Dismiss (Changes Dismiss to a fast action: it only takes half the time most actions do.)
Fast Summon (Changes Summon to a fast action: it only takes half the time most actions do.)

Inventory:
14 Heal stone
1 Pure stone
2 Pure gem
3 Chakra stone
1 Ghost chime
1 Guardian gem
1 Zephyr card
1 Chakra gem
1 Mirror chime

Brands:
Mi (Lv.3)
  Strength: +6
Ri-Po (Lv.3)
  Magic: +4
  SP Costs: -9%
Ra-Fo (Lv.4)
  4+ Electricity abilities
  Speed: +13%
Ra-Vu-Dis (Lv.6)
  Base Magic is 15 or more
  Weak: Light
  Speed: +19%
Sa-Ri-Res-Rel (Lv.6)
  No base SP cost above 5
  SP equal to MaxSP
  SP Costs: -29%
  HP per Turn: +2.4% of MaxHP
Ra-Fr-Tir (Lv.6)
  SP equal to or less than 50
  Vitality: -15
  Speed: +22%
Po-Ef-Vu (Lv.8)
  Weak: Light
  SP per Turn: +1.2
  Magic: +8
Ri (Lv.9)
  SP Costs: -14%
Ri-In (Lv.9)
  Max SP: +9
  SP Costs: -10%
Ra-Tra (Lv.11)
  HP equal to MaxHP
  Speed: +22%
Ra-Tra-So (Lv.11)
  Is a Summoner
  HP equal to MaxHP
  Speed: +30%
Sa (Lv.11)
  HP per Turn: +1.2% of MaxHP

Current Credits: 4775



--==== Party Overview  ====--

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

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



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

Name : Lifegiver Gandayah
Level: 10
MaxHP: 70
MaxSP: 125

Strength: 15
Magic   : 28
Vitality: 31
Agility : 11
Cunning : 10

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
2) Tireless (Type: None, Passive. Increases MaxSP by 25.)
3) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
5) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
6) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
7) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
8) Calming Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Mind status effects (except Stun) by 0.5 turns.)


Name : Artemis
Level: 11
MaxHP: 63
MaxSP: 100

Strength: 24
Magic   : 10
Vitality: 14
Agility : 32
Cunning : 20

Resist: Body Light Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Arc Needle (Type: Pierce, 20 SP. 70 Power attack.)
2) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
3) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
4) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) 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.)
7) Calming Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Mind status effects (except Stun) by 0.5 turns.)
8) Icetouch (Type: Ice, Passive. Causes your Slash, Impact, and Pierce attacks to apply Chill briefly, reducing accuracy, evasion, and movement speed slightly.)


Name : Culler Kasha
Level: 10
MaxHP: 57
MaxSP: 100

Strength: 10
Magic   : 22
Vitality: 21
Agility : 23
Cunning : 26

Resist: Fire Light Dark Matter
Weak  : Ice

Soul Brand:
Du (Lv.6)
  Vitality: +7

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) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
3) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
4) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
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) Calming Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Mind status effects (except Stun) by 0.5 turns.)
7) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
8) 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.)


Name : Blessed Ruhin
Level: 13
MaxHP: 64
MaxSP: 100

Strength: 8
Magic   : 17
Vitality: 22
Agility : 29
Cunning : 34

Immune: Body Matter
Resist: Mind
Weak  : Electricity

Soul Brand:
Ri (Lv.6)
  SP Costs: -13%

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) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) Rousing Cry (Type: Buff, 5 SP. Accelerates the next turn of all nearby allies. Cooldown: Presence (4))
7) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
8) Calming Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Mind status effects (except Stun) by 0.5 turns.)


Name : Lilim
Level: 10
MaxHP: 52
MaxSP: 100

Strength: 9
Magic   : 23
Vitality: 15
Agility : 23
Cunning : 34

Resist: Mind Dark
Weak  : Ice Light

Soul Brand:
Sh (Lv.9)
  Cunning: +9

Abilities Known:
1) Blue Whisper (Type: Mind, 10 SP. 85% chance to cause Sleep, preventing the target from acting for a few turns or until damaged. Free action. Cooldown: Presence (4))
2) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 66% of the damage dealt.)
3) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Calming Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Mind status effects (except Stun) by 0.5 turns.)
6) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
7) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
8) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)


Name : Icesworn Stymphalides
Level: 9
MaxHP: 51
MaxSP: 100

Strength: 26
Magic   : 15
Vitality: 17
Agility : 23
Cunning : 18

Resist: Ice Body Matter
Weak  : Impact Fire Electricity Mind

Soul Brand:
Mi (Lv.10)
  Strength: +9

Abilities Known:
1) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
2) 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))
3) Ice Breath (Type: Ice, 10 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Chills the targets, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Breath (3))
4) Arcane Strikes (Type: None, Passive. The lesser of 75% of your Magic and 100% of your Strength is added to Strength to determine physical damage.)
5) Calming Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Mind status effects (except Stun) by 0.5 turns.)
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) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
8) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)


Name : Lifegiver Mandrake
Level: 10
MaxHP: 71
MaxSP: 100

Strength: 6
Magic   : 29
Vitality: 31
Agility : 9
Cunning : 30

Resist: Mind
Weak  : Ice Matter

Soul Brand:
Sh (Lv.11)
  Cunning: +10

Abilities Known:
1) Wiggling Mass (Type: Matter, 25 SP. 40 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.) Cannot miss.)
2) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
3) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
4) Sympathy Veil (Type: Mind, Reactive. Only activates when your HP is at 50% or less of the maximum. Responds to damage dealt to you by enemies with a 30 Power attack. Cannot miss.)
5) Normalize (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock. Free action. Cooldown: Cantrip (2))
6) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
7) ------------
8) ------------



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

 Your kasha sears the mummy for 6.
 It's super effective!
 Your kasha kills the mummy!!
 The druj nasu seems pleased.
 Your kasha is healed for 6.
 Your kasha is refreshed for 5 SP. (x2)
 Your kasha is healed for 6.
 Your lilim looks energized!
 The tuofei claws your lilim for 6.
 The nokken wakes up.
 The familiar psi-blasts your kasha for 5.
 The nokken conjures a wiggling mass.
 The nokken entangles your lilim for 9.
 The nokken entangles your kasha for 4.
 It isn't very effective.
 Your lilim is restrained!
 Your lilim can be mended again.
 You don't have enough SP to use Heal Wounds.
 Using Dismiss...
 You unsummon your lilim!
 The akateko hits Artemis for 9.
 It's super effective!
 Artemis stabs the akateko for 7.
 The akateko starts shivering!
 Artemis is refreshed for 5 SP. (x2)
 Artemis is healed for 7.
 You feel energized!
 Using Dismiss...
 Nevermind then.
 Using Summon...
 Nevermind then.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your stymphalides!
 Your lilim is less isolated.
 The stymphalides feels less guilty.
 Your kasha gestures at the nokken.
 The nokken looks guilty!
 The tuofei claws your kasha for 6.
 You and one of your allies are in danger!
 Using Mending...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You gesture at Artemis.
 Artemis is healed for 22.
 The akateko drains your kasha for 8.
 The akateko is healed for 6.
 The familiar gazes at your kasha.
 The familiar psi-blasts your kasha for 7.
 The nokken entangles your kasha for 4.
 It isn't very effective.
 Your kasha is restrained!
 Artemis shoots a needle at the akateko.
 Artemis shoots the akateko for 8.
 The akateko will be shivering longer!
 Artemis is refreshed for 5 SP. (x2)
 Artemis is healed for 7.
 Your stymphalides leaps into action!
 Your stymphalides misses the nokken.
 Your kasha gestures at the familiar.
 The familiar looks guilty!
 The akateko gestures at itself.
 The akateko is healed for 17.
 Your stymphalides slashes the nokken for 8.
 Artemis looks more powerful!
 Your stymphalides is refreshed for 5 SP.
 Your stymphalides is healed for 4.
 The tuofei gestures widely.
 The tuofei freezes Artemis for 6.
 The tuofei freezes your kasha for 7.
 It's super effective!
 The tuofei freezes your stymphalides for 3.
 It isn't very effective.
 The tuofei freezes you for 6.
 Artemis starts shivering!
 Your kasha starts shivering!
 Your stymphalides starts shivering!
 You feel cold!
 Your relic struggles to keep you alive!
 You psi-blast the tuofei for 6.
 It's super effective!
 You and one of your allies are in danger!
 Using Dismiss...
 You unsummon your kasha!
 The angel wakes up.
 The familiar psi-blasts you for 4.
 Your relic struggles to keep you alive!
 You psi-blast the familiar for 3.
 It isn't very effective.
 The nokken entangles you for 8.
 Your relic struggles to keep you alive!
 You are restrained!
 The nokken is healed for 8.
 You psi-blast the nokken for 2.
 It isn't very effective.
 The angel smites you for 8.
 You die...


In the end, I had to flee from that glitch. After battling them for some more time, I almost killed chaos, only to see it get healed back to full. That's when I knew it was time to go.

On my way out I met Paracelsus, and being me, I had to fight him. And it got me thinking, watching my kasha guilt others and sustain herself from that. Having just one kind of healing, as much as I leaned into it, just wasn't enough, so I needed more sustain and I needed different kinds of it.

Had to retreat from Paracelsus too, I started strong, but then ran out of SP.

On T:6 I could catch my breath and try to rebuild. After getting a lilim and giving her auras and guilt application, I rummaged through bodies, finding - of all things - pink whisper! Charm is invaluable so early on, even if I have to get in melee for it.

Around that point I also found a gandayah, to try to fish for Vital Spells and\or Lifeweaver through fusions.

T:7: Feeling a lot more confident in my build, I got a nice stormsworn ilomba, but there was no place for it in my party.
There was, however, a place for a icesworn Stymphalides. Strong and fast bird, fun to play with, but not tough at all. Now that I think about it, for a tanky build I really didn't pick any tanky demons at all.

On T:8 I saw a mandrake. With 3 abilities I could use I immediately went on to recruit it, fusing gandayah with it and not getting anywhere with that. Still, now I had a reaction to blast people with, an ability to restore my SP, and an area of effect attack with a debuff attached! Things were looking up.

Then I went to Turdak's Sanctum. And hoo boy. Hoo boy. That was a big mistake on my part.
I met some hands (akatekos), who simply outdamaged my healing. I pushed on, undeterred, meeting Turdak himself. He wasn't too difficult, but his bodyguards were. In a long, drawn-out fight, acheris siphoned most of my maxHP, and I had to resort to pure stone to survive.

Some time later, I found druj nasu. Feeling some dread, I decided to link with one; it'd make the ensuing fight easier, and I could use infection to the great benefit. So, I beat down other three demons. I just had to kill two more.
There were no enemies left on this floor. Oops. Fortunately for me, I had items I can use!

After the link expired, I used a peace offering to make it less surly, linked up again, and then used ghost chime. Surely I could punch the enemy summoner and get druj nasu at the same time!

It was Queefer, and he had a lot of demons. Initially I had an upper hand, severely wounding a few of his demons and forcing him on backfoot. Then I killed him. It wasn't a good thing.
There were seven demons, all decked up. 5 of them were sleeping, but it was cold comfort, for akateko was still crazy strong. It healed all damage we could dish out, and kasha deciding to hang back and guilt the sleepers didn't quite help. Even ordering an all-out attack didn't seem to change her mind. Then again, maybe I was just panicking at that stage :D

Either way, the others started waking up, and uh... didn't go pretty for me.

I officially hate being weak to dark now. Maybe I'll pick up a different element next time, something like Fire. I think Pyre Rite, should I find it, would mesh well with general healing and guilt\bloodthirst.
greattuna
 
Posts: 44
Joined: Wed Mar 01, 2017 5:30 pm

Re: Yet another YASD thread

Postby Ferret » Sat Jul 03, 2021 10:23 pm

Yeah, it definitely will put you at a bit of risk if you used heavily. :)

Guilt's a pretty solid heal source. 10% HP return per standard turn is pretty huge, and it only gets better with multi-hit attacks (whether it is multi-hit on a single Guilty target or hitting multiple Guilty targets at once) and/or free action attacks. Even by itself it can buy another turn or two for the attacker, and it works great alongside other healing sources.

Pink Whisper is a lucky find indeed. :) Good control effects can pair nicely with healing too, since it limits the damage you take.

It's a little late for this time, but many "kill X enemy" links will let you take the demon to another dungeon floor. Granted, if you're short on time, you may not be able to make it to another floor + find another encounter, which sounds like it may have been what happened here.

Running away from an unexpected/unwanted enemy relic explosion can often save your life... though it would be difficult with a fast demon like Akateko already awake and nipping at your heels. :(

Still, not a bad run. :) Any run that makes it past Anomaly is doing pretty good. :D Thanks for the report, and good luck on your next play!
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Ferret
 
Posts: 1749
Joined: Tue Sep 16, 2014 3:18 pm

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