Turdak's Sanctum, YASD and ramblings

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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Sat Nov 11, 2017 3:38 am

re:STR- Full STR becomes especially attractive with soul armor builds like this because VIT gives you less bang for your buck... though I'm admittedly firmly in the 'dead enemies can't deal you damage' camp, as evidenced by my frequent high magic builds. I've yet to run a veilVIT tank myself...

Re: absolution- I had it on another healer but I usually don't bother with Absolution at all, preferring more SP management for healers. Guilt and Pariah aren't too hard to just bruteforce your way through with better-built demons and better tactics, and silence and hex are rare and depending on positioning and what demon ate it, not necessarily crippling.

Charm/Panic on the other hand... You need that off you ASAP and you can't necessarily rely on your pure stones like you could with Absolutionable effects.
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Mon Nov 20, 2017 4:07 am

Played a shock build with high cunning and raicho speed, was pretty good and finding a lucky ball lightning made it REALLY good
Image

Lots of enemy packs got stunlocked to death by high speed ball lightning spam & bolt chain, it was pretty great. Before I went full lightning I had expose and lucky charm/lucky aid as backup for fighting lightning resistant foes. I did get to the point where I could shock even elec resist foes though.

While having shock get applied as a regular thing was amazing, it was pretty much just a nuke build, but based on cunning rather than pure magic, which was interesting. My mana was basically infinite so I went for refresh. I ended swapping out Tireless for Dragon Soul because I thought it might work for SP calculations for Full Power but I wasn't at all sure... in any case I stayed around 100SP all the time anyway so it was really hard to tell if dragon soul was working or not, so I thought I'd ask you.
Also would dragon soul protect you from stuff like Somnia wave? :?:

Anyway, some possible bugs

Image
Galvanize give SP through Infection
Image
You can use a Wind Card to teleport away from mordecai without losing the link

I died to 2 pelesit and polong because of my raicho soul armor. I'm so used to Polong being totally ignorable that it was really surprising when suddenly a bunch of pelesit bites got aided by polong major pains and I died. Raicho soul armor is really fun but mind weakness is such a pain in the ass... :roll:
Code: Select all
Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 11/19/2017 8:43:59 PM


Summoner Electrohell...
was chosen by the Faithful Heart,
selected Electricity and Debuff as their starting elements,
has earned a score of 34400,
is currently at Tower:18,
and is quite dead!



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

Name : Electrohell
Level: 23
MaxHP: 98
MaxSP: 100

Strength: 4
Magic   : 33
Vitality: 20
Agility : 9
Cunning : 104

Resist: Electricity
Weak  : Slash Impact Pierce Body Mind

Abilities Known:
1) Ball Lightning (Type: Electricity, 35 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.)
2) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
3) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
4) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
5) 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%).)
6) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has a 10% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
7) 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.))
8) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))

Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
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:
1 Frost glyph
12 Heal gem
1 Pain glyph
2 Calm card
8 Pure stone
12 Chakra stone
2 Zephyr card
1 Blizzard rune
1 Pure gem
2 Meteor rune
8 Heal stone
1 Silver offering
2 Venom rune
2 Mirror chime
3 Peace offering
1 Flame glyph
1 Ghost chime
1 Bolt glyph
1 Tempest rune

Current Credits: 5693

Codex Daemonium Completion
Personal Codex : 52 / 135 (38% complete)



--==== Party Overview  ====--

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

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



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

Name : Solid Nero
Level: 18
MaxHP: 107
MaxSP: 125

Strength: 18
Magic   : 32
Vitality: 52
Agility : 25
Cunning : 13

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) 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))
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Chthonic Turdak
Level: 22
MaxHP: 94
MaxSP: 100

Strength: 35
Magic   : 15
Vitality: 48
Agility : 34
Cunning : 28

Immune: Body Dark
Resist: Slash Impact Pierce Ice
Weak  : 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, 15 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) 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) 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) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Pele
Level: 23
MaxHP: 100
MaxSP: 125

Strength: 19
Magic   : 64
Vitality: 30
Agility : 29
Cunning : 23

Immune: Fire
Resist: Electricity
Weak  : Ice

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) Rain of Fire (Type: Fire, 35 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
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) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
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 : Baphomet
Level: 25
MaxHP: 103
MaxSP: 100

Strength: 14
Magic   : 63
Vitality: 28
Agility : 21
Cunning : 49

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

Abilities Known:
1) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
2) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
3) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
4) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
5) Inspire (Type: Buff, 20 SP. Cannot target a Shocked, Stunned, or Sleeping character. Gives the target an extra turn immediately.)
6) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
7) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
8) ------------


Name : Mindbender Unicorn
Level: 24
MaxHP: 100
MaxSP: 125

Strength: 25
Magic   : 47
Vitality: 27
Agility : 24
Cunning : 47

Immune: Mind 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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Might (Type: Buff, 10 SP. Improves offense by 25%.)
8) Hypnotic Glare (Type: Mind, 25 SP. 70% chance to inflict Sleep on enemies, preventing them from acting for a few turns or until damaged. Cooldown: Presence (9))


Name : Phoenix
Level: 26
MaxHP: 100
MaxSP: 100

Strength: 25
Magic   : 40
Vitality: 25
Agility : 51
Cunning : 39

Immune: Fire
Resist: Ice Light
Weak  : Dark

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 Scythe (Type: Slash, 20 SP. 100 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
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) 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) 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))
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) 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.)
8) ------------



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

 Pele burns the pelesit.
 It's super effective!
 Pele burns the pelesit.
 It's super effective!
 The pelesit is set on fire!
 Your unicorn chants while pointing at you.
 You calm down.
 The pelesit gazes at you.
 You lose control!
 You fumble around uselessly!
 The polong psi-blasts you.
 It's super effective! You stagger.
 The polong looks refreshed.
 The polong psi-blasts you.
 It's super effective!
 You stagger badly!
 The polong looks refreshed.
 The pelesit bites you.
 It's super effective!
 The pelesit looks healthier.
 Phoenix is no longer shocked.
 The pelesit bites you.
 It's super effective!
 The pelesit looks healthier.
 Pele throws a flame arrow at the pelesit.
 Pele burns the pelesit.
 It's super effective!
 Pele looks refreshed.
 You are in danger!
 You are out of control!
 Your unicorn gestures at you. You feel better.
 The pelesit bites you.
 It's super effective!
 The pelesit looks healthier.
 Phoenix claws the pelesit.
 Phoenix sears the pelesit.
 It's super effective!
 The polong psi-blasts you.
 It's super effective!
 Your relic struggles to keep you alive!
 You stagger.
 The polong looks refreshed.
 The polong psi-blasts you.
 It's super effective!
 Your relic struggles to keep you alive!
 You stagger badly!
 The polong looks refreshed.
 The pelesit bites you.
 It's super effective!
 You die...



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

Name : Banshee
Level: 18
MaxHP: 64
MaxSP: 100

Strength: 11
Magic   : 51
Vitality: 22
Agility : 22
Cunning : 34

Immune: Body
Resist: Slash Impact Pierce Ice
Weak  : Electricity

Abilities Known:
1) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ruler
Level: 24
MaxHP: 91
MaxSP: 125

Strength: 24
Magic   : 52
Vitality: 37
Agility : 23
Cunning : 34

Immune: Light
Resist: Electricity Mind
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
3) Might (Type: Buff, 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) ------------
7) ------------
8) ------------


Name : Shoggoth
Level: 18
MaxHP: 86
MaxSP: 100

Strength: 40
Magic   : 11
Vitality: 39
Agility : 22
Cunning : 28

Resist: Impact Ice
Weak  : Fire Mind

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) 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).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ikiryo
Level: 24
MaxHP: 89
MaxSP: 100

Strength: 24
Magic   : 62
Vitality: 48
Agility : 23
Cunning : 13

Immune: Ice Body
Resist: Slash Impact Pierce Fire
Weak  : Electricity Mind Light Dark

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Warded Angel
Level: 9
MaxHP: 62
MaxSP: 100

Strength: 12
Magic   : 22
Vitality: 29
Agility : 20
Cunning : 12

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) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
6) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
7) ------------
8) ------------


Name : BrainOmensis (Mindbender Shoggoth)
Level: 26
MaxHP: 109
MaxSP: 100

Strength: 41
Magic   : 20
Vitality: 41
Agility : 23
Cunning : 55

Immune: Mind
Resist: Impact Ice
Weak  : Fire

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) 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).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) 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.))
6) Mind Spear (Type: Mind, 15 SP. 55 Power attack. Cannot miss.)
7) Dazzling Glare (Type: Mind, 15 SP. 50% chance to inflict Stun on enemies, causing them to miss their next turn. Cooldown: Presence (6))
8) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))

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Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Wed Nov 22, 2017 5:16 am

Sorry for the slightly longer delay getting back to you, switching to Thanksgiving mode here. :D

Huh. :D I don't know if I've seen a Shock build that went that high on Cunning before, to the point of having only roughly average Magic. :D

Re: Dragon Soul vs. Somnia Wave: Nope! Dragon Soul specifically says *Your* abilities. :D It has no effect on abilities used by anyone else: it's pretty much entirely for breath weapons, at least at the moment.

Full Power unfortunately... does not work with Dragon Soul even though it should! Good catch, and thank you!

Wind Card is actually *not* a bug. :) You can't move away, but you *are* allowed to warp away: Wind Card, like Short Jaunt, is not considered a movement ability. (Though Wind Card failed to mention this, so I fixed that just now.)

Tower:18 is still a good run, even if you did get eaten by evil crickets. :D Thanks for the report and the bug details!
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Wed Nov 22, 2017 9:42 pm

Yup, holiday mode for me as well

it was kinda sandwiched between images so I just wanted to restate that Galvanize gave SP through infection
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Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Wed Nov 22, 2017 10:36 pm

Whoops! I did add that to my notes, just forgot to comment on it in my reply. :D Thanks for making sure though, I do miss things sometimes :D
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Sat Feb 17, 2018 6:59 am

Image
Note to self- Do not ever have an asrai as a goalie on a soccer team...

Nupeppo are pretty hilarious, didn't manage to catch one but had a good laff in Anomaly finding a lone one.

The mandrake link is pretty intense

The golden birds are ok but blind doesn't last long so they mostly burn SP on flashing, could maybe use another 'attack' demon in their packs. Blind is interesting though...

I got double-turned by 3 akateko and a shikigami and slain when I was trying to catch a Whirling Kitsune I was retrieving from a Mirror Chime. woops

Turned from a debuff-ice melee crown hybrid to a bog standard Sudden Chiller. You get a couple of cold passives from corpses and bam! You become a cold nuker, it's just how it goes.

Had Solid Veil snake. Python with Tangler is much more interesting than choking veil and brain knocker python, for sure

um
Had this Freybug which was quite nice for a while
Image

Oh, the rude demons with set alight and acid wash have impressive damage over time. Had to use consumables against 'em a few times
Having too much fun to talk excessively about these runs honestly
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Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Sat Feb 17, 2018 4:41 pm

Oh no. :D The dreaded "I died with my party at full HP"!

Nuppeppo will probably be less funny when encountered in their normal groups. :D

As I mentioned to joe in the main Matter thread: no way I can give those guys away when I'm letting them have Meditate about 10 floors earlier than you used to get it. :D I figured there had to be a reason anciemt magicians were so interested in harvesting them, and it was a good fit for their original ability set, that's why I stuck it on there. :)

Starting to agree with joe that may status effect AI in general needs some tweaking... but that's outside the scope of Matter build fixes, so it will have to wait a bit.

I'm glad the corpse mechanic does indeed have an impact on builds. :) I figured it would be a neat way to seed some random abilities into the mix.

Would normally get -1 point for not naming him "Pugsicle", but it is not well known that pugs are second to ferrets on my list of favorite animals, so I'll let it go. :D

I hoped Corpo-Secos would be mean. :) I also hoped they'd allow players to get a similar strategy off the ground earlier, if they wish. :D

:P I admit I'd love more feedback, but if the excuse is you're having too much fun to write it, I guess I don't get to really complain. :D Glad you're enjoying the new stuff!
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Sat Mar 03, 2018 5:08 am

Good run ended by me being (as usual) pointlessly stingy with pure stones and dying to Gorgon/Bonnachon/Druj- Got turned to stone and my healer had to keep removing Infection instead of actually healing me so I died.

Image

Left one tasty ghost on tower 16 though, woo momma.

I knew it was gonna be a good run when I found this Brutal Barometz.
Image
I started up my unspeakable Major Raicho Speed Leadership Wild Frenzy hyperspeed engine and eventually put it together, this time supporting a bunch of already speedy demons. It was some pretty scary stuff, and the usual Crippler that shows up from Hunter Fusions is pretty bonkers. First time I've used a Cynocephalus this long.
Image

I had a bronze offering for a Nupeppo and used it. Didn't know what to do with it really, so turned it into a healer before eating my Nero and Fairy for credits and eventually used a Mandrake to make it Mind Immune because having your healer disabled is bad. As a level 22 to start, it would occasionally punch things for non negligible damage too. Nice to have a healer who is also a tank.
Image

Also in Anomaly I found an Ooze. Even with Raicho speed it kept getting away- first it squeaked through a Pain Glyph to get behind some Blobs and escaped, second time it was just too fast, final time I popped a Might rune and had it in a hallway to catch it. Thank goodness for Peace offerings. I didn't think it's all that good for melee, so I turned it into a magic nuker/buffer that I kept fueled with Refresh. It had a lot of SP management though, so if High Speed Meditate works the way I think it did, that's probably why it didn't ALWAYS need refreshing.
Image

My third summoned demon was the Cynocephalus for a long time, but I eventually put together this scarab, which provided guilt and pariah and esoteric healing modes. Fights ended in a blink of an eye.
Image

Of course, as a rabid Recycle user, I had loadsofmoney and went to great lengths to make silly fusions. Python and Miadchaoin ended up as recycle fodder as they leveled to irresistable levels, and I fought the same Shin ghost 4 times, and while I wanted to do something neat with Stormy or Gluttonous, I ended up just eating his demons. Thanks Shin! Flash actually was pretty annoying, as it prevented me from using Refresh.
Image
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Later in the tower I caught another Nupeppo from someone's ghost and turned it into a Fearsome Nupeppo with Anzu. It was just used as a backup healer/nuker and was pretty helpless if I didn't Refresh it constantly.
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Keeping my high speed in mind, I tried to make an alternate nuker with an Ooze and a Gorgon, but the results were only OK. The setup of turn to stone or melt+materia siphon was fairly pointless compared to the Wild Frenzy Into Hyperspeed Nukes.
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Finally, I found a Jotun from someone's ghost called 'Oldschool' and took it to replace my Cynocephalus. Never used it much but it was obviously quite good, being a Jotun.
Image

So yeah, anyone pilfering my ghost will probably have a really good time.

Also I swear I saw Wild Frenzy do FOUR hit combos a couple of times.
Also I saw some questionable healing priorities (The Haietlik in the pic had Dark Gift but decided to use Focus instead... I deleted Focus immediately after).
Image

Code: Select all
Demon Party Dump File
Version 2/15/2018, Scoring Model: 2/14/2018
Dump file created at: 3/2/2018 9:25:03 PM


Summoner Neurospook...
was chosen by the Hand of the Dead,
selected Slash and Movement as their starting elements,
has earned a score of 30374,
is currently at Tower:16,
and is quite dead!



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

Name : Neurospook
Level: 22
MaxHP: 95
MaxSP: 100

Strength: 68
Magic   : 4
Vitality: 25
Agility : 48
Cunning : 25

Resist: Electricity Mind
Weak  : Slash Impact Pierce Body Matter

Abilities Known:
1) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
2) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
3) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
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) 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).)
6) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
7) 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.)
8) Terrifying (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Panic, causing the target's actions to sometimes be randomized.)

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).)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
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:
6 Heal gem
1 Calm card
20 Heal stone
8 Pure stone
1 Flame glyph
2 Magic map
2 Zephyr card
2 Ghost chime
2 Heart glyph
2 Pain glyph
1 Peace offering
1 Might gem
3 Chakra stone
3 Guardian gem
1 Venom rune
2 Bolt glyph
1 Pure gem
1 Blizzard rune

Current Credits: 38689

Codex Daemonium Completion
Personal Codex : 58 / 153 (37% complete)



--==== Party Overview  ====--

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

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



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

Name : Bronze Brain (Mindbender Nuppeppo)
Level: 28
MaxHP: 127
MaxSP: 125

Strength: 21
Magic   : 31
Vitality: 68
Agility : 12
Cunning : 58

Immune: Mind
Resist: Impact Ice Body
Weak  : Fire Matter

Abilities Known:
1) 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))
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)


Name : Dancing Ooze
Level: 26
MaxHP: 66
MaxSP: 125

Strength: 11
Magic   : 47
Vitality: 11
Agility : 65
Cunning : 46

Resist: Impact Pierce Body
Weak  : Fire Ice Matter

Abilities Known:
1) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
2) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
3) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
4) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
8) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))


Name : Fearsome Nuppeppo
Level: 23
MaxHP: 113
MaxSP: 100

Strength: 15
Magic   : 56
Vitality: 54
Agility : 13
Cunning : 27

Resist: Impact Ice Body
Weak  : Fire Matter

Abilities Known:
1) Fetid Burst (Type: Body, 15 SP. Two 60% chances to delay the next turn of the targets.)
2) 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))
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) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
7) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
8) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)


Name : Scarab
Level: 21
MaxHP: 72
MaxSP: 100

Strength: 25
Magic   : 24
Vitality: 44
Agility : 50
Cunning : 12

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) Protect (Type: Buff, 10 SP. Improves defense 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) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Reaper Omen (Type: Dark, 35 SP. 70% chance to inflict Pariah on enemy targets, causing the targets' allies to take damage when any of the targets do (excluding reactions).)
8) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))


Name : Destroyer Ooze
Level: 22
MaxHP: 62
MaxSP: 100

Strength: 10
Magic   : 55
Vitality: 10
Agility : 39
Cunning : 46

Immune: Matter
Resist: Impact Pierce Body
Weak  : Fire Ice

Abilities Known:
1) Liquefying Touch (Type: Matter, 10 SP. 70 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Acidic Veil (Type: Matter, Reactive. 35% chance to Melt adjacent characters that deal damage to you, causing damage over time.)
3) Corrosive Vapor (Type: Debuff, Passive. Attempts to inflict Melting also have a 70% chance to briefly reduce defense by 20%.)
4) Petra Gaze (Type: Matter, 20 SP. 70% chance to inflict Harden, which quickly turns the target to Stone. Cooldown: Presence (6))
5) 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))
6) Materia Drain (Type: Matter, 20 SP. 55 Power attack, +45 Power if the target is Melting. Heals the user for 50% of the damage dealt. Cannot miss.)
7) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting also have a 70% chance to briefly inflict Poison, causing damage over time (can stack three times).)
8) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)


Name : Oldschool (Jotunn)
Level: 22
MaxHP: 87
MaxSP: 100

Strength: 59
Magic   : 25
Vitality: 45
Agility : 19
Cunning : 12

Immune: Ice
Resist: Slash Body Matter
Weak  : Fire

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Then, Chill enemies in front of you, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Charge (4))
2) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
4) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
5) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
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) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)



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

 The bonnachon looks guilty!
 Your ooze meditates. Your ooze looks refreshed.
 The bonnachon smashes you.
 It's super effective!
 Your relic struggles to keep you alive!
 The druj nasu gestures at you.
 You are infected!
 The druj nasu gestures ominously.
 You are badly poisoned!
 Your relic struggles to keep you alive!
 Bronze Brain chants while pointing at you.
 You are no longer infected.
 You are no longer badly poisoned.
 Your ooze projects a mental scream.
 Your ooze psi-blasts the gorgon.
 Your ooze psi-blasts the bonnachon.
 It's super effective!
 Your scarab shouts a word of power.
 The gorgon looks worried!
 The bonnachon looks worried!
 The gorgon bites you.
 It's super effective!
 Your relic struggles to keep you alive!
 The bonnachon smashes you.
 It's super effective!
 Your relic struggles to keep you alive!
 The druj nasu gestures at you.
 You are infected!
 Your ooze meditates. Your ooze looks refreshed.
 Your scarab meditates.
 Your scarab looks refreshed.
 Bronze Brain chants while pointing at you.
 You are no longer infected.
 The druj nasu gestures at you.
 You are infected!
 The gorgon bites you.
 It's super effective!
 Your relic struggles to keep you alive!
 You are poisoned!
 Your ooze projects a mental scream.
 Your ooze psi-blasts the gorgon.
 Your ooze psi-blasts the bonnachon.
 It's super effective!
 Your relic struggles to keep you alive!
 Your scarab meditates.
 Your scarab looks refreshed.
 The bonnachon exhales a burst of acid.
 The bonnachon burns you.
 It's super effective!
 You die...



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

Name : Miodchaoin
Level: 18
MaxHP: 96
MaxSP: 100

Strength: 51
Magic   : 17
Vitality: 40
Agility : 16
Cunning : 16

Resist: Body Matter
Weak  : Mind

Abilities Known:
1) Smash (Type: Impact, 10 SP. 85 Power attack.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% 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 by enemies (excluding status effects and reactions).)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
6) Mighty Roar (Type: Impact, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 50% chance to inflict Stun, causing the targets to miss their next turn. Cooldown: Breath (6))
7) ------------
8) ------------


Name : Gorgon
Level: 21
MaxHP: 95
MaxSP: 100

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

Weak  : Light Dark

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) Petra Gaze (Type: Matter, 20 SP. 70% chance to inflict Harden, which quickly turns the target to Stone. Cooldown: Presence (6))
3) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
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) 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))
6) ------------
7) ------------
8) ------------


Name : Unicorn
Level: 21
MaxHP: 91
MaxSP: 100

Strength: 28
Magic   : 44
Vitality: 31
Agility : 28
Cunning : 24

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) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
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) ------------
7) ------------
8) ------------


Name : Unicorn
Level: 21
MaxHP: 91
MaxSP: 100

Strength: 28
Magic   : 44
Vitality: 31
Agility : 28
Cunning : 24

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) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
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) ------------
7) ------------
8) ------------


Name : Hunter Cynocephalus
Level: 20
MaxHP: 93
MaxSP: 100

Strength: 37
Magic   : 20
Vitality: 24
Agility : 36
Cunning : 33

Resist: Fire
Weak  : Electricity

Abilities Known:
1) Piercing Thrust (Type: Pierce, 20 SP. 70 Power attack, enemies only.)
2) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
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) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
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) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. Half normal accuracy.)
7) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
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 : Unicorn
Level: 21
MaxHP: 91
MaxSP: 100

Strength: 28
Magic   : 44
Vitality: 31
Agility : 28
Cunning : 24

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) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
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) 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) ------------


wizzzargh
 
Posts: 351
Joined: Tue Oct 27, 2015 5:31 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Sun Mar 04, 2018 2:21 am

Humble little Infection. It was one of the first status effects I implemented, so it will always have a warm spot in my heart. :D

I admit I never fully expected Wild Frenzy to as popular as it has been, even knowing it would allow multi-hit passive proccing fun. :D But I'm not unhappy about it.

Nuppeppos are one I wasn't sure how they were going to turn out. Low/no aggressive ability demons are always a bit of a risk (see also: Arachne) and usually a bit of trouble to get right, but I'm hoping Nuppeppo have turned out to be happy additions. :D

That is one very weird Ooze. :D And yes, a high Speed character can use Meditate more often if they wish: The cooldown for it is literally 0: the only time it matters is if something else has stuck a Cantrip cooldown on you; that will prevent you from using it.

Reaper Omen is probably the single most important ability you can hope for for any build that has lots of AE or multi-hit attacks. I don't doubt for a moment that you were able to get some good work done with it... though I'm surprised it was reliable enough with 12 Cunning. :D

4 hit Wild Frenzy huh... hmm. That ability never seems to want to work quite right. I'll add it to the investigation list. Thanks! :D

Re: the mis-healing Haietlik: EEEEKK. EEEEK EVEN. That's supposed to be a pretty ridiculously ironclad rule of the AI: always, always heal a summoner in trouble. Are you *sure* Dark Gift wasn't on cooldown or something? :( I'll investigate regardless though, this is pretty scary... though I'm at a loss to explain what'd have changed on that. Hmm..

I'll look into it at any rate. :) Congrats on a pretty good run, and thanks for the report. :D
User avatar
Ferret
 
Posts: 1679
Joined: Tue Sep 16, 2014 3:18 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Sun Mar 04, 2018 3:26 am

I don't know what coulda set Dark Gift on cooldown- The only other non haietlik ability was lucky aid.

Well, when you're level 8 a level 22 could have no abilities at all and still be pretty good. I can't say I'm excited because of all those turn-delay abilities, but as raw potential to be a big early game boost, Nupeppo are pretty cool.

In any case I did another quick run. Sleep tight Aniki.
Image
Ran into a double encounter of Jotun and basilisk and linked with a Charun since I didn't think summoning replacements for my poisoned party would go well, then when looking to put on Eternal Glory I pressed y instead of t. Very stupid death- I had hoped to die to a tower 23 ghost!

Image
Was a fairly haphazard build with lots of weird corpse abilities I cycled through while staying with the trusty Might+Sure Shot support strategy. Couldn't save Medusa, but my party was well-equipped to kill Perseus and Vorpal Cleave was quite good. Inquisition was to give my Jotunn a little extra healing, and Filth Wave was situationally useful for ensuring enemies who started dying kept dying- good against enemy players

Not too much to say about final party composition- basically I just let a the Jotun I bronze Offering'd in Ninkasi's kill everything. Are they the strongest non-unique demon currently?

I played around with Eat alive+Dreamstalker shenanigans on a shoggoth for a while but that was eclipsed by these two demons
Image
Image
Who got Ball Lightning from an unpictured Ionic Eloko and obliterated packs that couldn't handle electricity. I did sometimes use the Shock they caused and my high speed to inflict double Eat Alives on enemies. Eventually they fell behind in levels and then due to being speedy devils kept dying to focus fire so I stopped reviving them, though they each died at least twice before I gave up on them.

Saw Anansi but accidentally let the Jotun kill him. His encounter turned into a double with some extra trees and abatwe that was pretty dangerous with the yanking and poison needles.

Managed to recruit Ogun, turned him intoa Forged Leib Olmai for no real reason. Having >100% speed makes defeat links much, much easier. (My soul armor was a psychic gremlin, and I really felt the body vulnerability this run with paralysis and poison)

Catoblepas were a little disappointing because all their SP went into Slow. Maybe a few Gandayah in their packs could help.

Code: Select all
Demon Party Dump File
Version 2/15/2018, Scoring Model: 2/14/2018
Dump file created at: 3/3/2018 7:41:22 PM


Summoner Aniki   BC...
was chosen by the Titan's Fist,
selected Pierce and Debuff as their starting elements,
has earned a score of 73313,
is currently at Tower:23,
and is quite dead!



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

Name : Aniki   BC
Level: 33
MaxHP: 113
MaxSP: 125

Strength: 164
Magic   : 4
Vitality: 15
Agility : 30
Cunning : 7

Resist: Electricity Mind
Weak  : Body

Abilities Known:
1) Sure Shot (Type: Pierce, 25 SP. 70 Power attack. Cannot miss.)
2) Vorpal Cleave (Type: Slash, 25 SP. 100 Power attack.)
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Might (Type: Buff, 10 SP. Improves 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) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
7) Filth Wave (Type: Body, 20 SP. Only affects characters whose HP is 50% or less of their maximum. Causes Infection, which prevents most HP and SP recovery.)
8) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)

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

Inventory:
5 Pure gem
5 Might gem
1 Heart glyph
20 Heal stone
3 Zephyr card
2 Magic map
1 Meteor rune
14 Pure stone
3 Chakra gem
1 Peace offering
2 Venom rune
1 Pain glyph
1 Guardian gem
2 Blizzard rune
1 Gold offering
8 Chakra stone
3 Frost glyph
2 Calm card
1 Tempest rune
5 Heal gem
1 Trouble chime
1 Silver offering
2 Flame glyph
1 Bolt glyph
1 Mirror chime

Current Credits: 40004

Codex Daemonium Completion
Personal Codex : 72 / 153 (47% complete)



--==== Party Overview  ====--

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

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



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

Name : Psychic Shoggoth
Level: 30
MaxHP: 126
MaxSP: 100

Strength: 45
Magic   : 22
Vitality: 45
Agility : 26
Cunning : 62

Resist: Impact Ice Mind
Weak  : Fire Matter

Abilities Known:
1) 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).)
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) Blue Whisper (Type: Mind, 25 SP. 85% chance to cause Sleep, preventing the target from acting for a few turns or until damaged. Free action. Cooldown: Presence (4))
4) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
5) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
6) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (4))
7) 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.))
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Bronze Giant (Warded Jotunn)
Level: 39
MaxHP: 162
MaxSP: 100

Strength: 72
Magic   : 32
Vitality: 91
Agility : 35
Cunning : 15

Immune: Ice
Resist: Slash Body Matter
Weak  : Fire

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Then, Chill enemies in front of you, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Charge (4))
2) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
4) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
5) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
6) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
7) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
8) 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.)


Name : Rime Witch Unicorn
Level: 30
MaxHP: 107
MaxSP: 100

Strength: 29
Magic   : 65
Vitality: 32
Agility : 29
Cunning : 45

Immune: Light
Resist: Ice Mind Dark
Weak  : Body

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
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) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) Absolving Rain (Type: Healing, 25 SP. Removes Guilt, Mute, Pariah, and Hex.)


Name : Mandrake Eat (Sulfuric Pelesit)
Level: 32
MaxHP: 93
MaxSP: 100

Strength: 34
Magic   : 37
Vitality: 27
Agility : 63
Cunning : 49

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

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) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) 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.)
4) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
5) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
6) Crush (Type: Impact, 10 SP. 100 Power attack, +100 Power against targets turned to Stone. Half normal accuracy.)
7) 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.))
8) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)


Name : Forged Leib-olmai
Level: 32
MaxHP: 106
MaxSP: 100

Strength: 74
Magic   : 47
Vitality: 50
Agility : 26
Cunning : 13

Resist: Slash Impact Pierce Ice Body Mind Matter
Weak  : Fire

Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Magma Force (Type: Slash, 25 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
7) 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.))
8) Ready Block (Type: Defense, Passive. If your last action was a Melee or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)


Name : Archon Yuki-onna
Level: 28
MaxHP: 107
MaxSP: 100

Strength: 24
Magic   : 56
Vitality: 24
Agility : 24
Cunning : 62

Immune: Ice Mind
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Alluring Glare (Type: Mind, 25 SP. 50% chance to inflict Charm on enemies, turning them against their allies. Cooldown: Presence (9))
6) Mind Blast (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss.)
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) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))



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

 movement keys. Press Enter to execute, Escape to
 cancel.
 You miss the basilisk.
 The basilisk touches you.
 It's super effective!
 You are terribly poisoned!
 Your charun misses the jotunn.
 The jotunn charges you. The jotunn hits you.
 The jotunn freezes you.
 You feel like you will be cold longer!
 Your shoggoth is no longer chilled.
 The abatwa shoots a needle at you.
 The basilisk dodges the abatwa's attack!
 The abatwa hits you.
 The abatwa shoots a needle at your charun.
 The abatwa hits your charun.
 Your charun is poisoned!
 The jotunn smashes you. The jotunn freezes you.
 You feel like you will be cold longer!
 The jotunn shatters you.
 Your relic struggles to keep you alive!
 The jotunn shatters you.
 Your relic struggles to keep you alive!
 You are in danger!
 You hit the jotunn. You feel refreshed.
 The abatwa shoots a needle at you.
 The basilisk dodges the abatwa's attack!
 The abatwa hits you.
 Your relic struggles to keep you alive!
 You will be terribly poisoned longer!
 Your relic struggles to keep you alive!
 The basilisk touches you.
 It's super effective!
 Your relic struggles to keep you alive!
 You will be terribly poisoned longer!
 Your charun slams the jotunn.
 Your charun kills the jotunn!!
 Your charun seems pleased.
 The jotunn hammers you.
 Your relic struggles to keep you alive!
 The jotunn hammers your charun.
 The jotunn freezes you.
 Your relic struggles to keep you alive!
 The jotunn freezes your charun.
 You feel like you will be cold longer!
 Your charun will be shivering longer!
 The jotunn shatters you.
 Your relic struggles to keep you alive!
 The jotunn shatters you.
 You die...



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

Name : Rakshasa
Level: 27
MaxHP: 105
MaxSP: 100

Strength: 75
Magic   : 22
Vitality: 37
Agility : 26
Cunning : 25

Resist: Fire Dark
Weak  : Ice Light

Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Lethal Claw (Type: Slash, 15 SP. 100 Power attack.)
3) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
4) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ikiryo
Level: 26
MaxHP: 89
MaxSP: 100

Strength: 25
Magic   : 65
Vitality: 51
Agility : 25
Cunning : 14

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

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
5) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
6) ------------
7) ------------
8) ------------


Name : Baba Yaga
Level: 32
MaxHP: 114
MaxSP: 100

Strength: 16
Magic   : 69
Vitality: 36
Agility : 20
Cunning : 69

Immune: Mind Dark
Resist: Ice Light
Weak  : Fire

Abilities Known:
1) Vigor Steal (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) 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.)
3) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
4) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
5) 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))
6) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
7) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
8) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))


Name : Destined Yuki-onna
Level: 28
MaxHP: 116
MaxSP: 100

Strength: 30
Magic   : 58
Vitality: 30
Agility : 30
Cunning : 42

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
7) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
8) ------------


Name : Ninkasi
Level: 30
MaxHP: 109
MaxSP: 100

Strength: 23
Magic   : 39
Vitality: 38
Agility : 50
Cunning : 50

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Might (Type: Buff, 10 SP. Improves offense by 25%.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
5) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
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) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Ikiryo
Level: 24
MaxHP: 83
MaxSP: 100

Strength: 24
Magic   : 62
Vitality: 48
Agility : 23
Cunning : 13

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

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
5) ------------
6) ------------
7) ------------
8) ------------


wizzzargh
 
Posts: 351
Joined: Tue Oct 27, 2015 5:31 pm

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