YASD: Extreme defence build

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YASD: Extreme defence build

Postby Sandman25 » Sat Jan 16, 2016 2:35 am

Decided to try extreme defense.
53% to block all physical, 33% to parry all physical (if my math is correct, it results in 69% chance to either block or parry) and then I strike back when parrying/blocking with a 35% stunning effect (69% X 35% = 24%) :)
Probably I should put some points into Cunning for the stun, I use 2 str, 2 vit, 1 agil so far.

Code: Select all
Demon Party Dump File
Version 1/2/2016, Scoring Model: 1/1/2016
Dump file created at: 1/15/2016 9:27:24 PM


Summoner SandmanXXV...
was chosen by the Titan's Fist,
selected Defense and Defense as their starting elements,
is currently at Tower:4,
and is still alive!



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

Name : SandmanXXV
Level: 4
MaxHP: 56
MaxSP: 100

Strength: 22
Magic   : 4
Vitality: 23
Agility : 15
Cunning : 6

Resist: Body
Weak  : Electricity

Abilities Known:
1) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
2) Heavy Guard (Type: Impact, Reactive. Responds to blocking and parrying attacks by adjacent enemies with a 40 Power attack that has a 35% chance to inflict Stun, causing the target to miss their next turn. Cannot miss.)
3) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
4) Block Impact (Type: Defense, Passive. Provides a 33% chance to block Impact attacks.)
5) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
6) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
7) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
8) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Panic,  causing the target's actions to sometimes be randomized.)

Inventory:
1 Wind card
2 Heal stone
1 Heal gem
1 Chakra gem
1 Mind matrix
1 Pure stone



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

Name : Malingee
Level: 4
MaxHP: 41
MaxSP: 100

Strength: 26
Magic   : 5
Vitality: 11
Agility : 17
Cunning : 11

Resist: Fire
Weak  : Ice

Abilities Known:
1) Fierce Stab (Type: Pierce, 5 SP. 70 Power attack.)
2) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
3) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
4) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
5) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
6) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Panic,  causing the target's actions to sometimes be randomized.)
7) Earth Break (Type: Impact, 20 SP. 55 Power attack. Cannot miss.)
8) ------------


Name : Vile Goblin
Level: 4
MaxHP: 45
MaxSP: 100

Strength: 10
Magic   : 15
Vitality: 10
Agility : 14
Cunning : 21

Resist: Fire Body
Weak  : Mind

Abilities Known:
1) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
2) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
6) Numbing Touch (Type: Body, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
7) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
8) ------------


Name : Red cap
Level: 4
MaxHP: 45
MaxSP: 100

Strength: 19
Magic   : 8
Vitality: 17
Agility : 11
Cunning : 15

Resist: Body
Weak  : Electricity Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
6) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Panic,  causing the target's actions to sometimes be randomized.)
7) ------------
8) ------------


Name : Vile Faerie
Level: 3
MaxHP: 40
MaxSP: 125

Strength: 5
Magic   : 20
Vitality: 5
Agility : 16
Cunning : 19

Resist: Body Mind
Weak  : Fire

Abilities Known:
1) Lucky Charm (Type: Healing, 5 SP. Reduces Luck cooldown by 1 turn. 25% chance of an extra, random benefit as well.)
2) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
3) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
4) Poison Breath (Type: Body, 35 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 50% chance to inflict Poison, causing damage over time (can stack three times). Cannot miss. Cooldown: Breath (8))
5) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Chindi
Level: 4
MaxHP: 41
MaxSP: 100

Strength: 5
Magic   : 19
Vitality: 14
Agility : 14
Cunning : 18

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

Abilities Known:
1) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
2) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
3) Blood Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's offense by 20%.)
4) Snuff Out (Type: Dark, 25 SP. Attempts to instantly kill the target (lower HP = higher chance, 0% chance until 30% of maximum HP, 100% chance at 20%). Cooldown: Dark (3))
5) Numbing Touch (Type: Body, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
6) Poison Breath (Type: Body, 35 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 50% chance to inflict Poison, causing damage over time (can stack three times). Cannot miss. Cooldown: Breath (8))
7) ------------


Name : Zar
Level: 3
MaxHP: 38
MaxSP: 100

Strength: 10
Magic   : 13
Vitality: 10
Agility : 16
Cunning : 16

Resist: Mind Dark
Weak  : Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) 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))
4) 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))
5) Numbing Touch (Type: Body, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
6) ------------
7) ------------


Name : Slime
Level: 2
MaxHP: 49
MaxSP: 100

Strength: 19
Magic   : 7
Vitality: 18
Agility : 4
Cunning : 12

Weak  : Pierce Fire Ice Electricity Body Light

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Block Impact (Type: Defense, Passive. Provides a 33% chance to block Impact attacks.)
3) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
4) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
5) ------------
6) ------------
7) ------------


Name : Kasha
Level: 3
MaxHP: 37
MaxSP: 100

Strength: 9
Magic   : 12
Vitality: 11
Agility : 17
Cunning : 16

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) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) ------------
6) ------------



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

Name : Freybug
Level: 1
MaxHP: 32
MaxSP: 100

Strength: 9
Magic   : 6
Vitality: 9
Agility : 13
Cunning : 18

Resist: Ice
Weak  : Fire

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


Name : Gandayah
Level: 3
MaxHP: 41
MaxSP: 125

Strength: 10
Magic   : 16
Vitality: 21
Agility : 9
Cunning : 9

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
5) ------------
6) ------------
7) ------------


Last edited by Sandman25 on Sat Jan 16, 2016 6:02 pm, edited 1 time in total.
Sandman25
 
Posts: 496
Joined: Sat Sep 19, 2015 3:35 pm

Re: CiP: Extreme defence build

Postby Ferret » Sat Jan 16, 2016 5:08 am

Yeah, Cunning could help a bit with the Stun for sure... if you're going tank, maybe ditch 1 Str/level for it? A tank can live with average damage. :) Slap Silly also screams "please build cunning": It's a great find this early in the game, and well worth investment to get better at for any melee.

Only danger here will be will be non-physical attacks: 3/4ths of your abilities won't help you against enemies that don't use them. Keepoing something like Slap Silly handy for neutralizing those will be important. :D Hopefully you can find a distance closer or a self-heal to replace Heavy Blow at some point, but you're definitely off to a solid start. :D

Regarding your party..

* Numbing Touch may actually be worth learning even with crap for Magic. Spammable 15 SP Paralyze is nothing to sneeze at, you already operate at melee range, and if you don't care about damage, all you need is Agil+Cunning.

* That is one *vile* Vile Faerie. :D P-Breath + a Rot ability is one heck of an opening statement. Trouble is, she probably prefers to heal. :(

* Chindi on the other hand probably does better about it. :)

* Okay okay, I can see you already understand how amazing Numbing Touch is. :D
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Re: CiP: Extreme defence build

Postby Sandman25 » Sat Jan 16, 2016 5:53 am

I am not pretending that this is optimal build ;) so yeah, elemental attacks will hurt... I wish there were more findings like that, the game feels really different from normal ones. I even tried Earthquake (on my character also!) for the first time. I still use Faerie as healer mostly since I am a melee character without a way to heal. Jiang Shi refuse to die in 4 turns, I have tried thrice already... Thanks for the advices!

Edit. Also I found that I cannot spam expensive abilities for too long so I replaced a better ability with cheap attack. Base attack is too weak IMHO.
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Posts: 496
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Re: CiP: Extreme defence build

Postby Ferret » Sat Jan 16, 2016 6:51 am

Ah, I see. :) Yeah, you don't want to melee with just your basic attack if you can help it. If SP has been a problem, Heavy Blow's definitely a fair answer to it, at least until some of the better-for-melee SP recovery abilities like Bloodlust show up to help address it from the other end. :)
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Re: CiP: Extreme defence build

Postby Sandman25 » Sat Jan 16, 2016 12:53 pm

Almost died to first 2 Asrai, this is too far from optimal build ;) Going to replace block abilities with something else if I have time.
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Posts: 496
Joined: Sat Sep 19, 2015 3:35 pm

Re: CiP: Extreme defence build

Postby Sandman25 » Sat Jan 16, 2016 2:05 pm

Still 2 useless abilities (Shock Stab and Auraward) but at least I can heal with Leech Bite.

Code: Select all
Demon Party Dump File
Version 1/2/2016, Scoring Model: 1/1/2016
Dump file created at: 1/16/2016 9:04:16 AM


Summoner SandmanXXV...
was chosen by the Titan's Fist,
selected Defense and Defense as their starting elements,
is currently at Anomaly:1,
and is still alive!



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

Name : SandmanXXV
Level: 6
MaxHP: 66
MaxSP: 100

Strength: 22
Magic   : 4
Vitality: 27
Agility : 17
Cunning : 10

Resist: Body
Weak  : Electricity

Abilities Known:
1) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
2) Heavy Guard (Type: Impact, Reactive. Responds to blocking and parrying attacks by adjacent enemies with a 40 Power attack that has a 35% chance to inflict Stun, causing the target to miss their next turn. Cannot miss.)
3) 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))
4) Shocking Stab (Type: Pierce, 10 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
5) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
6) Auraward (Type: Defense, Passive. If your last action was a Fire, Electricity, or Ice ability, you gain Resist against all three of these types.)
7) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
8) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Panic,  causing the target's actions to sometimes be randomized.)

Inventory:
1 Wind card
1 Chakra gem
1 Mind matrix
2 Pure stone
4 Chakra stone
1 Heal stone



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

Name : Vile Goblin
Level: 6
MaxHP: 52
MaxSP: 100

Strength: 11
Magic   : 17
Vitality: 11
Agility : 16
Cunning : 25

Resist: Fire Body
Weak  : Mind

Abilities Known:
1) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
2) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
6) Numbing Touch (Type: Body, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
7) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
8) Snuff Out (Type: Dark, 25 SP. Attempts to instantly kill the target (lower HP = higher chance, 0% chance until 30% of maximum HP, 100% chance at 20%). Cooldown: Dark (3))


Name : Vile Faerie
Level: 6
MaxHP: 51
MaxSP: 125

Strength: 6
Magic   : 24
Vitality: 6
Agility : 20
Cunning : 24

Resist: Body Mind
Weak  : Fire

Abilities Known:
1) Lucky Charm (Type: Healing, 5 SP. Reduces Luck cooldown by 1 turn. 25% chance of an extra, random benefit as well.)
2) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
3) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
4) Poison Breath (Type: Body, 35 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 50% chance to inflict Poison, causing damage over time (can stack three times). Cannot miss. Cooldown: Breath (8))
5) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Chindi
Level: 6
MaxHP: 48
MaxSP: 100

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

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

Abilities Known:
1) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
2) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
3) Blood Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's offense by 20%.)
4) Snuff Out (Type: Dark, 25 SP. Attempts to instantly kill the target (lower HP = higher chance, 0% chance until 30% of maximum HP, 100% chance at 20%). Cooldown: Dark (3))
5) Numbing Touch (Type: Body, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
6) Poison Breath (Type: Body, 35 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 50% chance to inflict Poison, causing damage over time (can stack three times). Cannot miss. Cooldown: Breath (8))
7) 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))
8) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)


Name : Zar
Level: 5
MaxHP: 44
MaxSP: 100

Strength: 12
Magic   : 15
Vitality: 12
Agility : 18
Cunning : 18

Resist: Mind Dark
Weak  : Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) 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))
4) 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))
5) Numbing Touch (Type: Body, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
7) ------------
8) ------------


Name : Kasha
Level: 5
MaxHP: 44
MaxSP: 100

Strength: 10
Magic   : 14
Vitality: 13
Agility : 20
Cunning : 18

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) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
6) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Panic,  causing the target's actions to sometimes be randomized.)
7) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
8) ------------


Name : Haietlik
Level: 7
MaxHP: 50
MaxSP: 100

Strength: 13
Magic   : 17
Vitality: 13
Agility : 21
Cunning : 21

Resist: Fire Electricity
Weak  : Ice

Abilities Known:
1) Shocking Stab (Type: Pierce, 10 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
4) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has an 8% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
5) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
6) Numbing Touch (Type: Body, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
7) ------------


Name : Ilomba
Level: 4
MaxHP: 39
MaxSP: 100

Strength: 11
Magic   : 11
Vitality: 14
Agility : 20
Cunning : 14

Weak  : 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) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
3) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
4) Dazzling Gaze (Type: Mind, 10 SP. 65% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (6))
5) ------------
6) ------------
7) ------------


Name : Nero
Level: 5
MaxHP: 50
MaxSP: 100

Strength: 9
Magic   : 23
Vitality: 22
Agility : 12
Cunning : 9

Resist: Fire Ice
Weak  : Body Light Dark

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-150 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) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) ------------
6) ------------



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

Name : Freybug
Level: 1
MaxHP: 32
MaxSP: 100

Strength: 9
Magic   : 6
Vitality: 9
Agility : 13
Cunning : 18

Resist: Ice
Weak  : Fire

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


Name : Gandayah
Level: 3
MaxHP: 41
MaxSP: 125

Strength: 10
Magic   : 16
Vitality: 21
Agility : 9
Cunning : 9

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
5) ------------
6) ------------
7) ------------


Name : Red cap
Level: 5
MaxHP: 48
MaxSP: 100

Strength: 20
Magic   : 9
Vitality: 18
Agility : 12
Cunning : 16

Resist: Body
Weak  : Electricity Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
6) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Panic,  causing the target's actions to sometimes be randomized.)
7) ------------
8) ------------


Name : Haietlik
Level: 6
MaxHP: 47
MaxSP: 100

Strength: 13
Magic   : 16
Vitality: 13
Agility : 19
Cunning : 19

Resist: Fire Electricity
Weak  : Ice

Abilities Known:
1) Shocking Stab (Type: Pierce, 10 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
4) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has an 8% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
5) ------------
6) ------------


Sandman25
 
Posts: 496
Joined: Sat Sep 19, 2015 3:35 pm

Re: CiP: Extreme defence build

Postby Sandman25 » Sat Jan 16, 2016 6:02 pm

Died in next fight. Summoning Faerie while at 8 HP and ignited was a bad idea.
There are so many cool demons in the game, it makes me unhappy.

FR: a special mode where many monster types cannot be recruited. You can call it "hard" one but it will feel easier by players like me. Less decisions lead to less difficulty ;)
Sandman25
 
Posts: 496
Joined: Sat Sep 19, 2015 3:35 pm

Re: YASD: Extreme defence build

Postby Ferret » Sat Jan 16, 2016 6:45 pm

I have actually considered at various times putting some sort of limit on recruitment... but I admit it was more from the "you can do it a limited number of times" direction, not the "certain monsters can't be recruited" angle.

An interesting idea though... maybe just blanket apply Distrust to a large % of demons when a floor is generated (exempting uniques)? Could possibly mitigate it with increased Peace Offering drops so that you could from time to time force the issue.

Huh... I like this idea more than I would have imagined. :) It would be one heck of a big change though... and it would definitely have some implications I probably haven't seen yet. :P

Something else I had considered was having demons only be recruitable by certain relics. For example, the Hand of the Dead might be unable to recruit angelic-type demons.
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Ferret
 
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Re: YASD: Extreme defence build

Postby Sandman25 » Sat Jan 16, 2016 7:03 pm

I believe it should be not just a percent of demons when a floor is generated, it should be done during start of the game and some demon types must be labeled as non-hirable. I mean it should be impossible to hire some demon types on any floor, I can imagine games without faerie quite unique. Probably it could be a good idea to show it in the game somehow so player can use silver matrix on gandayah to get some lifegiver abilities because he already knows that faerie are prohibited for hiring.
Sandman25
 
Posts: 496
Joined: Sat Sep 19, 2015 3:35 pm

Re: YASD: Extreme defence build

Postby Sandman25 » Sat Jan 16, 2016 7:06 pm

"Having demons only be recruitable by certain relics" would limit replayability IMHO. Hand of the dead character who is unable to hire Jiang Shi, Preta and Chindi can be fun too ;)

Edit. Though I like your idea too, currently there is no much difference between certain builds as you can change starting abilities easily.
Sandman25
 
Posts: 496
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