YAVP: Crown healer/blocker man

The tower awaits!

YAVP: Crown healer/blocker man

Postby Troubler » Sat May 26, 2018 2:54 am

Made it. That was a hell of a lot of fun.

Code: Select all
Demon Party Dump File
Version 5/11/2018, Scoring Model: 5/11/2018
Dump file created at: 5/25/2018 8:20:27 PM


Summoner Troubler...
was chosen by the Crown of Glory,
selected Healing and Defense as their starting elements,
has earned a score of 55960,
is currently at Tower:23,
and is still alive!



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

Name : Troubler
Level: 29
MaxHP: 142
MaxSP: 100

Strength: 107
Magic   : 4
Vitality: 39
Agility : 39
Cunning : 6

Resist: Light
Weak  : Dark

Abilities Known:
1) Reviving Cut (Type: Slash, 15 SP. 70 Power attack. Briefly bestows Regeneration on you or a nearby ally, restoring health over time.)
2) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
3) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
4) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee, Beam, and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement or a movement ability.)
8) 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))

Relic Upgrades:
Quick Summon (Your first Summon each turn is a free action (can use Summon as a normal action afterwards.))
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)
Far Summon I (Increases the range of Summon by 2.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
3 Heart glyph
2 Bronze offering
1 Frost glyph
9 Heal gem
2 Bolt glyph
1 Wind card
12 Pure stone
4 Pure gem
1 Magic map
4 Calm card
12 Chakra stone
1 Tempest rune
3 Purple essence
27 Heal stone
4 Chakra gem
3 Flame glyph
3 Zephyr card
3 Pain glyph
1 Guardian gem
1 Peace offering
1 White essence
1 Mirror chime
1 Blizzard rune

Current Credits: 4475

Codex Daemonium Completion
Shared Codex   : 75 / 153 (49% complete)



--==== Party Overview  ====--

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

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



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

Name : Anzu
Level: 26
MaxHP: 114
MaxSP: 100

Strength: 33
Magic   : 45
Vitality: 45
Agility : 32
Cunning : 25

Resist: Fire Ice Electricity
Weak  : Light

Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
3) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
4) Acid Breath (Type: Matter, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Melting, causing damage over time. Cooldown: Breath (5))
5) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
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 : Ninkasi
Level: 29
MaxHP: 106
MaxSP: 100

Strength: 22
Magic   : 38
Vitality: 37
Agility : 49
Cunning : 49

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 (4))
3) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))
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) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)


Name : Tlaloc
Level: 31
MaxHP: 126
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 slightly.)
2) Storm Strike (Type: Electricity, 20 SP. 85 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
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) ------------


Name : Anansi
Level: 32
MaxHP: 109
MaxSP: 100

Strength: 16
Magic   : 42
Vitality: 33
Agility : 51
Cunning : 68

Immune: Mind
Resist: Fire Electricity
Weak  : Ice

Abilities Known:
1) Wrap Host (Type: Matter, 20 SP. 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
2) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
3) Relieving Rain (Type: Healing, 25 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
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) Madness Glare (Type: Mind, 25 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (6))
7) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
8) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))


Name : Vorpal Oni
Level: 26
MaxHP: 95
MaxSP: 100

Strength: 71
Magic   : 11
Vitality: 45
Agility : 30
Cunning : 23

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

Abilities Known:
1) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
2) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
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) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Razor Lashes (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
7) Sure Slice (Type: Slash, 15 SP. 70 Power attack. Cannot miss.)
8) Relieving Cut (Type: Slash, 20 SP. 70 Power attack. Removes Blind, Melting, Harden, Stone, and Held from you or a nearby ally.)



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

 cancel.
 Nevermind then.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon Ninkasi!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon Tlaloc!
 Ninkasi gestures at you. You feel better.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your oni!
 You swap places with Tlaloc.
 Tlaloc calls forth a healing rain.
 You feel better. Your oni looks healthier.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with Tlaloc.
 You swap places with your oni.
 You swap places with your oni.
 You swap places with Tlaloc.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 You swap places with your oni.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 You swap places with your oni.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 You swap places with your oni.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Impundulu
Level: 26
MaxHP: 94
MaxSP: 100

Strength: 21
Magic   : 58
Vitality: 25
Agility : 40
Cunning : 36

Resist: Electricity Dark
Weak  : Ice

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
2) Storm Strike (Type: Electricity, 20 SP. 85 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
4) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Hunter Archangel
Level: 22
MaxHP: 90
MaxSP: 100

Strength: 36
Magic   : 20
Vitality: 26
Agility : 44
Cunning : 34

Immune: Light
Resist: Fire Body
Weak  : Dark

Abilities Known:
1) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. Also grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
2) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
3) Exorcism (Type: Light, 25 SP. Only affects enemies weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (4))
4) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
5) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
6) 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.)
7) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)


Name : Mindbender Ruler
Level: 25
MaxHP: 99
MaxSP: 125

Strength: 20
Magic   : 51
Vitality: 31
Agility : 19
Cunning : 54

Immune: Mind Light
Resist: Electricity
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
3) Might (Type: Buff, 10 SP. Improves offense by 25%.)
4) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Mind Spear (Type: Mind, 15 SP. 55 Power attack. Cannot miss.)
7) Madness Glare (Type: Mind, 25 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
8) ------------


Name : Maj. Raiju
Level: 24
MaxHP: 81
MaxSP: 125

Strength: 25
Magic   : 39
Vitality: 24
Agility : 55
Cunning : 27

Immune: Electricity
Resist: Fire Mind
Weak  : Ice

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) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
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) Relieving Cut (Type: Slash, 20 SP. 70 Power attack. Removes Blind, Melting, Harden, Stone, and Held from you or a nearby ally.)
7) Resolute (Type: Healing, Reactive. Reduces the remaining duration of each of your negative status effects by 20% of the current duration when damaged by attacks (excluding reactions). No effect on Stun or Shock.)
8) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)


Name : Ya-te-veo
Level: 30
MaxHP: 127
MaxSP: 100

Strength: 60
Magic   : 16
Vitality: 48
Agility : 32
Cunning : 44

Immune: Mind
Weak  : Ice Body

Abilities Known:
1) Snatch (Type: Matter, 30 SP. Can be used while Muted. Must target a character. Pull the target to you with a 85 Power attack. Inflicts Held, which reduces accuracy, evasion, and movement speed. Cooldown: Charge (8))
2) Razor Whip (Type: Slash, 10 SP. 70 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
3) Razor Lashes (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
4) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
5) Tangling Veil (Type: Matter, Reactive. 35% chance to inflict Held on adjacent characters that deal damage to you, which reduces accuracy, evasion, and movement speed (can stack three times.))
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) ------------
8) ------------


Name : Cherufe
Level: 30
MaxHP: 105
MaxSP: 100

Strength: 32
Magic   : 64
Vitality: 48
Agility : 24
Cunning : 32

Immune: Fire
Resist: Slash Impact Electricity
Weak  : Ice

Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Burning Star (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
4) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
6) ------------
7) ------------
8) ------------


Name : Eye killer
Level: 30
MaxHP: 106
MaxSP: 100

Strength: 32
Magic   : 44
Vitality: 28
Agility : 44
Cunning : 52

Immune: Electricity
Resist: Dark
Weak  : Ice Light

Abilities Known:
1) Shock Blast (Type: Electricity, 25 SP. 100 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
3) Flash Shock (Type: Electricity, 10 SP. 40 Power attack. Has a 20% chance to inflict Shock, causing the target to miss their next turn. Free action. Cooldown: Cantrip (3))
4) Muddle Host (Type: Mind, 35 SP. 50% chance to inflict Panic, causing the targets' actions to sometimes be randomized.)
5) Furious Rage (Type: None, Passive. Increases SP regeneration by 200% when your health is at 50% or less of maximum and your last action was a damaging ability.)
6) Razor Lashes (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
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) ------------



What I was thinking when I made this guy was kind of a blur. But basically: all the blocks, that reshape ability to knock off the negative effects during closing/retreats, along with lots of mobility to easily escape any trouble. This along with the crowns initial upgrades, summoning distance, and enemy finder, would give me as much control over things as I could get. That little reviving slash thing let me do damage to enemies while healing allies throughout the whole game. So along with swapping out demons when needed, I could passively keep them alive while using my high strength to do damage. I kept vitality and agility at a 0% penalty throughout the game, with ~1 pt every level, the rest went to strength.

A lot of fun with combat. The battle with Madrava as pretty epic, as I slowly whittled down her SP. Lost a highly customized ogre to her, but decided it was getting old anyway so it wasn't a big loss. Another memorable fight on the last level with that Templar guy, who just wouldn't die. But luckily no one died to him. Lost a few good monsters really close to the end of that level(The Cherufe thing and the Eye killer) but most of my favorites were still intact by the end. Major Raiju and Hunter Archangel didn't make it, but they probably would have become a liability near the end if I kept reviving them. Anansi and Ninkasi took care of healing while also being able to confuse enemies so my front line could get a breather. Anansi was hilarious, his ridiculous cunning along with charisma charmed half the tower after I got him. Oni, Ansu, Raiju, and I did most of the actual fighting. Ansu was kind of crappy, but he didn't die all that time, so he had that going for him. And the Tlaloc guy I used for ranged elemental attacks, though he too was a good healer. I was hoping to grab that "God of Africa" guy, but I accidentally killed him without knowing.

I hardly touched the items. I was being frugal, expecting the worst. Though nothing really came up that required them in this run, but for a few heal stones and such. Money got pretty tight, which worried me on multiple occasions. But luckily I didn't have much to spend it on anyway. I'm not sure but it seems like after a point the credit drops become much sparser.

I had MaxHP drainers all figured out by now, and avoided the worst of them. But the biggest threats this time were those charming plant things. Being charmed is pretty scary, and I killed that Oni twice from it probably. I eventually just decided to evade those until I got the Cherufe to burn them, or were they not weak to fire? I forget, but I figured them out eventually. I also hardly thought about resistances either. Most of my guys had the major ones, and they were no big problem for me.

I'm thinking about trying something similar with those Guard Aux upgrades next time and messing around with a smaller party. But maybe a break first, I've been at this all week.

EDIT:

Now that I think of it, I do remember a few things regarding elements and resistances.
Generally I should have feared the ice monsters more. Maybe half of my fatalities came from them.
I charged into some Yetis, thinking that they were just some stupid throw-away enemy.
And then they one-shot Major Raiju with a boulder. I ran after that and luckily didn't see them again.
And those mountain giants were ridiculous, they killed both the Eye killer and the Cherufe in one turn.
No surprise, I see they were both weak to ice, and I was being a bit reckless at that point.
But they caused a lot of trouble up until then too. The few times I encountered them were pretty close calls.
Even those snow dwarfs smashed my HP up through my defenses pretty well. How, I don't know.
Nothing that couldn't be fixed with a bit more concientious management though.

Also I think I started pulling my Oni from fights that were heavy on electricity.
I noticed he was having a bad time and had the weakness on him.
My party had enough electricity resistant fighters to handle it without him.
Shock itself wasn't too big of a deal because I just swapped them out until it cooled down.

So upon recollection, resistances were problem, and if the dungeon went on much longer they might have finished me off.
Luckily it's Cycle 1 and only reaches up to level 23, so I made it out just in time. It looks like the later ones go farther.
But now I'm a bit more experienced as well.

Also I remember getting a level 20 slime-thing unusually early in the game. All I had to do was chase it.
I thought I was so lucky, but it was pretty squishy and eventually died in a pool of its own self.
The price to revive it was too much of course, and I was not terribly impressed regardless, so I forgot about it.
It also came with this crappy 1-star ice modifier, and I'd rather not babysit a touchy elemental too much.
It would have been a pretty crazy level by the end if I had bothered to keep it though.
(Considering my issues above, that modifier might not have been so crappy after all)
Troubler
 
Posts: 13
Joined: Tue May 15, 2018 11:55 pm

Re: YAVP: Crown healer/blocker man

Postby Ferret » Sat May 26, 2018 5:43 pm

Congrats on the win :D I'm glad you had fun!

You almost went for an "old school" Shin Megami Tensei build: in some of the older Shin Megami Tensei games, the main character didn't learn magic themselves. They could use weapons and armor and items instead, but it generally led to them largely being basic attack-using tanks who sometimes used items. :) With most of your abilities in defense/mobility, your character kinda feels like that to me. :D

Did you use any SP-draining to help with Madevra? It can take awhile to get a hero's SP low enough to truly slow them down, but once you do it can be difficult for them to come back up for air. :D Not sure how often I've heard of anyone trying it recently, so good on you. :D

Anansi tends to do a good job of living up to his reputation as a trickster god. :D Giving him Charm abilities is just evil: he's powerful enough without it already. :)

Anzu as he comes is a bit lackluster... but his Modifier can do ridiculous things, especially to demons already good at Magic. Anzu himself can also become better with a modifier that emphasizes either Str or Magic and abilities to match the choice, or with some changes to his ability set to take better advantage of his hybrid-ish stats. Being resistant to all three elemental types does tend to help him do a good job of staying alive, but the weakness to Light (and more to the point, Mute) is unfortunate for someone who could be a heavy Magic nuker.

Charming plant things? Elokos? :D They're more humanoid than plant, though they do wear some leaves and grass. :D But yeah, they're one of the first nasty Charm-based encounters. It tends to be a surprise to most players when they find out that Charm works on the main character and does exactly the same thing to you it does to anything else. :D I'm not sure off the top of my head of another roguelike that plays it that way on Charm effects (usually the player is immune, or the effect is drastically different if used on a player.)

Congrats again on the win, and thanks for the report :D
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Ferret
 
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Re: YAVP: Crown healer/blocker man

Postby Ferret » Sat May 26, 2018 5:50 pm

Edit responses:

Demon doesn't have many throw-away enemies. :D Yeti are definitely not one of them. :) There was a time when they were one of the most feared foes in the game, and they still demand respect. :D

Unsummoning in response to Shock only seems like a good idea if you have Quick Dismiss and Quick Summon. :D If you don't have those upgrades, it's much harder to find a good answer to it.

Every cycle goes to 23 floors: a cycle is just acknowledgement that you are on consecutive successful games that allows you to combine your scores from each until you finally die. :) There will be more than 23 floors soon(tm), but yeah, cycles don't inherently change anything on their own (though there is enough randomness in the game's content where hopefully plenty will be different on your next run regardless.)

Unfortunate that your slimy pal had its awesome modifier overwritten by local (low level) one. :D He would have at least made good fusion material otherwise. :(
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Re: YAVP: Crown healer/blocker man

Postby Troubler » Sun May 27, 2018 2:17 am

Yeah, the first was the only SMT I've played. I still remember the terrible first-person dungeons. Kind of spoiled an otherwise fun game.
I never understand how people can stand going through those, but I made it to the end somehow. I guess my character did play a bit like that.
Other than the actives. Though you could think of the regen as a quality of the sword he's holding. The reshape not so much.
Maybe I'll try a non-magic character for real in another run. Seems doable with decent healers.

No SP drains on Madrava. Just wearing her down slowly and managing the party very carefully, quickly swapping out demons when needed(usually for guilt).
It was probably the longest fight in that game. But I thought that when her SP ran out she would start to soften up a bit.
I was right, and eventually beat her through attrition. Funny thing about her is sometimes she dies very quickly, and sometimes she's impossible.

I was contemplating putting Anzu on a healer, since magic is the only stat they really need to worry about.
The lifegiver-tree wastes points on vitality. But it never came up. I think since the healers had their own unique modifiers.
So he just remained a frontline fighter. Surprising that he held up so well with everything going to magic, The abilities probably helped.

Interesting about the cycles. I could have sworn I've seen victory reports with people decending down to level 28.
Or maybe that was just my eyes playing tricks on me. Level 28 looks like a common player-level to end the game on.
So the cycles just give a bonus to consecutive wins then? That's a relief. I was worried the game would get harder for each one.
I also thought I would have to fight a ghost of the last guy. I should probably pay more attention when reading.
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Re: YAVP: Crown healer/blocker man

Postby Ferret » Sun May 27, 2018 2:33 pm

I considered Reshape to be equivalent to having some nice healing items. :D

Players might have been experience level 28, but yeah, there's no floor 28 in the Tower yet. :D

Yeah, Cycles are purely a score thing. I've honestly been tempted to get rid of them, I think a lot of wins may be getting left off the scoreboard because people don't realize you only score when you suicide/die. i.e.: If you win but immediately stop playing, your game is still active, on Floor 1 in Cycle 2, so no score is recorded yet.

The fighting ghosts of the last guy thing is an unofficial thing some of the old hands do: they suicide on Tower:23 rather than win since they have nothing to prove, and then go fight each other's ghosts up there. :D
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