Ugh, had a really terrible death and lost a pretty frabjous team
This might be the only death so far where I think there wasn't anything I could have done to avoid it. I had just killed a summoner and was retreating from the afterparty, when a pack of Raiju showed up. My demons were already 50-90% dead and surrounded by summoner demons, so no matter who I unsummoned and summoned to protect me the Raiju just ripped through them, stunning them and then turning to me. Maybe if I had quickly trained Pink Whisper onto all my other demons, let Miaodchin, Turdak, and my Shoggoth die to the summoner leftovers while I kept running, then summoned my weaker (and still half dead, mind you) demons to Pink Whisper the Raiju, then kept fleeing as the summoner demons joined the fray leaving some of the newly upgraded Pink Whisper demons to die and cover my retreat
... yeah, I dunno about that. I do wonder if Dash could have saved me in this scenario where Swiftness was insufficient.
Also, maybe a blizzard rune for Chill and a Curse Rune for speed down(do they give speed down?) would have been enough to outrun the Raiju in the long term, but short term they would still have been in pounce range after those runes, which was why I tried using the Heart Rune.
I was also seriously considering using a Trouble Chime to spawn monsters in between me and the Raiju- that's how bad it was.
Really, if it had been any pack that wasn't a bunch of faster than normal pouncing shock-causing enemies I think I could have escaped. The problem was just that after killing the summoner, I had 8 half dead demons and was still facing 8 enemy half-dead demons, so I just didn't have the hit points available to beat the fresh pack of raiju.
Anyway, now that I've complained about hard things being hard, I'm going to immediately do a 180 and say MAKE THE GAME HARDER!
Or less histrionically, I think there might be too many modified demons now. Unlike my matrix-less last run, I found two silver matrices by floor 1 1/2, and by Anomaly:2 I looked like this, and my log of lost demons probably has like a dozen more modifed demons in it.
I think the increased number of modifiers, plus the 3 extra anomaly floors might be too much. Matrixes at least make you give something up, but I was just drowning in special demons this game- note that I had 2 silver and 3 gold matrixes just kinda sitting around when I died. Maybe this was just a fortunate game, but man.
Anyway, I had pretty good luck with an Ukobach firing squad and Bask in the early game. When the Fiery Ukobach died I turned my Kasha into a ranged attackers as well. Having lots of fire resistant demons definitely made the Anomaly easier, though I almost got incinerated by 3 Fotia focusing Fan Flames on me and ignoring my fire resistant demons. I made great use of Low Profile on that Solid Goblin- they'd dance in front of the enemy while me and two fire flingers all flung flames. I had warmth at one point but I couldn't realy tell what it was doing, so I switched to Bask instead. I think I only finally got rid of the Goblin when I was picking up Turdak...
Lets see- I managed to fail the Actaeon and Artemis links- Artemis Hexed Actaeon when she showed up and the hounds started ripping into him, but then when I tried to salvage the situation by switching to Artemis SHE started getting eaten by hounds while Actaeon dodged all my attacks, and they both ended up dying. My dudes were just feasting on doggy souls so I was never in all that much danger, but man, talk about awkward...
The Buff/Debuff build I randomly started with was quite nice- I tend to ignore Protect because Angels strike me as not super desirable demons, but it was pretty good, and got even better in the late game when I could stack Protect with Juggernaut and Oppressor on my demons. I picked up the Anomaly Shoggoth again, and it just got more and more horrific as it and Miaodchaoin traded tricks and I fed a Lilim to it to remove mind resistance and so on. It had Innocence from a Cursed Fetch(my thoughts on fetches- only cool when they're demolishing your demons, underwhelming when they're on your side) for a while, which after Protecting it, made it pretty much invincible when it was closing distance. I imagined it just shapeshifted to look like the floor...
Anyway, I was thinking about rare encounters like ghouls and shoggoths and I was thinking- how about the occasional Acheri in Tower 1 1/2, eh, eh?
Anyway, Miadchaoin was easy to recruit with a bunch of fire-dudes, and then Turdak was easy to recruit with my mighty ogre, shoggoth, and still-very-effective flame dart flinging.
Also, very minor 'bug.' Sometimes, Zaji would display as being vulnerable to fire again, but he would actually still be resistant for like, half of my action. I can only assume this is some weirdness with my turns not taking a full turn due to walking around with swiftness or Chill or something? I tried to take a screenshot but Demon actually tracks my screenshot cursor so I couldn't take a picture AND hover over Zaji to show the alleged fire vulnerability (I should have just taken a picture of the full screen, derp)
That reminds me, Preta are one of the few demons that I preferred the old sprite. That floating basketball head and it's toothy maw looked hella savage...
- Code: Select all
Demon Party Dump File
Version 1/2/2016, Scoring Model: 1/1/2016
Dump file created at: 01/06/2016 00:15:57
Summoner Buffdoof...
was chosen by the Faithful Heart,
selected Debuff and Buff as their starting elements,
is currently at Tower:11,
and is quite dead!
--==== Main Character ===--
Name : Buffdoof
Level: 13
MaxHP: 86
MaxSP: 125
Strength: 4
Magic : 36
Vitality: 20
Agility : 15
Cunning : 40
Resist: Dark
Weak : Light
Abilities Known:
1) Hinder Host (Type: Debuff, 25 SP. 70% chance to reduce evasion by 20%.)
2) Bask (Type: Fire, 0 SP. 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))
3) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Rattling Cry (Type: Debuff, 25 SP. 70% chance to briefly reduce accuracy by 20% for enemies. Cooldown: Presence (6))
6) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Affection (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (more HP = higher Power).)
Inventory:
4 Sage's tome
1 Blizzard rune
2 Silver matrix
1 Student's tome
3 Heal gem
6 Pure stone
3 Gold matrix
1 Pure gem
1 Curse rune
3 Chakra stone
1 Gold offering
4 Heal stone
1 Trouble chime
1 Peace offering
1 Meteor rune
1 Bolt rune
--==== Current Party ===--
Name : Lifegiver Kasha
Level: 11
MaxHP: 70
MaxSP: 100
Strength: 11
Magic : 26
Vitality: 26
Agility : 22
Cunning : 20
Resist: Fire Light Dark
Weak : Ice
Abilities Known:
1) Fiery Claw (Type: Slash, 10 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
4) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
5) Bask (Type: Fire, 0 SP. 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))
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) Affection (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (more HP = higher Power).)
8) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
Name : Trapper (Psychic Shoggoth)
Level: 19
MaxHP: 97
MaxSP: 100
Strength: 28
Magic : 16
Vitality: 35
Agility : 21
Cunning : 45
Resist: Impact Ice Mind
Weak : Fire
Abilities Known:
1) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
3) Yellow Whisper (Type: Mind, 20 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (8))
4) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
5) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
6) 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 (excluding Ignite, Poison, and reactions).)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (8))
Name : Ehlose
Level: 14
MaxHP: 73
MaxSP: 100
Strength: 34
Magic : 9
Vitality: 42
Agility : 15
Cunning : 20
Immune: Body
Resist: Ice Electricity Light Dark
Weak : Fire
Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 25 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
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) 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.))
5) Ghost Bite (Type: Pierce, 15 SP. 70 Power attack.)
6) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (8))
7) ------------
Name : Miodchaoin
Level: 12
MaxHP: 84
MaxSP: 125
Strength: 36
Magic : 13
Vitality: 35
Agility : 13
Cunning : 13
Resist: Body
Weak : Fire Mind
Abilities Known:
1) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
2) 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 (excluding Ignite, Poison, and reactions).)
3) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
4) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
5) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (8))
6) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
Name : Turdak
Level: 14
MaxHP: 75
MaxSP: 100
Strength: 24
Magic : 14
Vitality: 24
Agility : 32
Cunning : 26
Immune: Body Dark
Resist: Pierce Ice
Weak : Impact Fire 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) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
3) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)
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) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (8))
8) 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 (excluding Ignite, Poison, and reactions).)
--==== Recently Slain Allies ===--
Name : Violent Zombie
Level: 2
MaxHP: 51
MaxSP: 100
Strength: 23
Magic : 4
Vitality: 21
Agility : 8
Cunning : 4
Immune: Body Mind
Resist: Ice Dark
Weak : Fire Electricity Light
Abilities Known:
1) Infectious Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 50% chance to apply to Infection, which hinders HP and SP recovery.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
3) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
4) Sure Slice (Type: Slash, 15 SP. 70 Power attack. Cannot miss.)
5) Cleansing Cut (Type: Slash, 20 SP. 70 Power attack. Removes Infection, Poison, and Paralysis from you or a nearby ally.)
6) ------------
7) ------------
8) ------------
Name : Fiery Ukobach
Level: 5
MaxHP: 49
MaxSP: 125
Strength: 6
Magic : 31
Vitality: 6
Agility : 16
Cunning : 16
Resist: Fire
Weak : Ice Light
Abilities Known:
1) Searing Touch (Type: Fire, 5 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
3) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
6) Bask (Type: Fire, 0 SP. 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))
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)
Name : Profane Ogre
Level: 4
MaxHP: 51
MaxSP: 100
Strength: 18
Magic : 14
Vitality: 18
Agility : 7
Cunning : 13
Resist: Body Dark
Weak : Fire Electricity Mind
Abilities Known:
1) Heavy Slash (Type: Slash, 10 SP. 85 Power attack.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
3) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged (excluding Ignite, Poison, and reactions).)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) 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.)
6) Dark Omen (Type: Dark, 15 SP. 70% chance to inflict Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
7) ------------
8) ------------
Name : Lilim
Level: 6
MaxHP: 48
MaxSP: 100
Strength: 6
Magic : 19
Vitality: 13
Agility : 21
Cunning : 21
Resist: Mind Dark
Weak : Ice Light
Abilities Known:
1) Blue Whisper (Type: Mind, 20 SP. 65% chance to cause Sleep, preventing the target from acting for several turns or until damaged. Free action. Cooldown: Presence (8))
2) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt.)
3) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
4) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
5) ------------
6) ------------
Name : Violent Jiang shi
Level: 11
MaxHP: 74
MaxSP: 100
Strength: 36
Magic : 8
Vitality: 23
Agility : 25
Cunning : 13
Immune: Body
Resist: Ice Dark
Weak : Fire Electricity Light
Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) 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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
4) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
5) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
6) Crusader Slash (Type: Slash, 10 SP. 70 Power attack. Has a 50% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
7) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
8) 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.)
Name : Hob
Level: 13
MaxHP: 72
MaxSP: 100
Strength: 18
Magic : 30
Vitality: 26
Agility : 16
Cunning : 25
Resist: Ice
Weak : Fire
Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
4) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
5) Affection (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (more HP = higher Power).)
6) ------------
Name : Lifegiver Ukobach
Level: 11
MaxHP: 74
MaxSP: 125
Strength: 9
Magic : 37
Vitality: 20
Agility : 20
Cunning : 19
Resist: Fire
Weak : Ice Light
Abilities Known:
1) Searing Touch (Type: Fire, 5 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
3) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
6) Bask (Type: Fire, 0 SP. 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))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Affection (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (more HP = higher Power).)
Name : Kaa (Psychic Dipsas)
Level: 12
MaxHP: 65
MaxSP: 100
Strength: 16
Magic : 18
Vitality: 14
Agility : 28
Cunning : 34
Resist: Electricity Mind
Weak : Ice
Abilities Known:
1) Exhausting Bite (Type: Pierce, 15 SP. 70 Power attack. Reduces the target's SP by 10.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Dessication (Type: Body, Passive. Improves the effectiveness of your SP reduction effects by 50%.)
4) Hypnotic Gaze (Type: Mind, 25 SP. 65% chance to inflict Sleep, preventing the target from acting for several turns or until damaged. Cooldown: Presence (10))
5) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
6) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
7) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
8) 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.)