Yet another YASD thread

The tower awaits!

Re: Yet another YASD thread

Postby Saler » Tue Jul 18, 2017 8:35 pm

This certainly looks like an itersting build. Your Str alows you to deal a ton of damage, and, because of your attack choice, you don't have to worry about accuracy. You will be hit by basically everything, and you are very fragile, espeacially to Physical and Fire. Most of your demons are nothing extraoridinary (other than that Ehlose), but they do look reliable.
Chachapumas probably won't need to Stun you to land a Clobber, probably, so watch out.
Good luck with Cherufe. :D
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: Yet another YASD thread

Postby 2tousent » Wed Jul 19, 2017 1:17 am

Hahahahaha
Nice job on killing my wraith, altho it isn't that great anyway, it was my first lvl 10+ character and i barely fused there!

Good luck on the rest of the tower!
2tousent
 
Posts: 34
Joined: Fri Jul 14, 2017 10:22 am

Re: Yet another YASD thread

Postby greattuna » Wed Jul 19, 2017 4:00 pm

Image

Yes, my ehlose had more HP than me despite being 7 levels behind. Also, I won.

Code: Select all
Demon Party Dump File
Version 7/15/2017, Scoring Model: 5/26/2017
Dump file created at: 7/19/2017 5:19:00 PM


Summoner ALL STR...
was chosen by the Titan's Fist,
selected Slash and Buff as their starting elements,
has earned a score of 76487,
is currently at Tower:23,
and is still alive!



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

Name : ALL STR
Level: 33
MaxHP: 106
MaxSP: 100

Strength: 186
Magic   : 4
Vitality: 14
Agility : 11
Cunning : 5

Immune: Body
Resist: Ice Electricity Mind Light Dark
Weak  : Fire

Abilities Known:
1) Sure Slice (Type: Slash, 15 SP. 70 Power attack. Cannot miss.)
2) Sure Shot (Type: Pierce, 25 SP. 70 Power attack. Cannot miss.)
3) Fervor (Type: Buff, 5 SP. Briefly improves offense by 25%. Free action. Cooldown: Cantrip (3))
4) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
7) Counterattack (Type: Slash, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 55 Power attack.)
8) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)

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.)
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...)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
8 Pain glyph
5 Peace offering
2 Meteor rune
1 Venom rune
5 Pure gem
2 Blizzard rune
1 Ghost chime
6 Chakra stone
2 Flame glyph
1 Magic map
1 Heart glyph
1 Frost glyph
1 Mirror chime
3 Pure stone

Current Credits: 8753



--==== Party Overview  ====--

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

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



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

Name : Guard Angel (Chthonic Ehlose)
Level: 26
MaxHP: 108
MaxSP: 100

Strength: 49
Magic   : 11
Vitality: 78
Agility : 18
Cunning : 24

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

Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
2) 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).)
3) Quelling Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (3))
4) Shocking Spear (Type: Pierce, 15 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Enemies only.)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) 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.)
7) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Lifebender Unicorn
Level: 30
MaxHP: 139
MaxSP: 100

Strength: 29
Magic   : 65
Vitality: 52
Agility : 29
Cunning : 25

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) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
6) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
7) Salvation (Type: Healing, 15 SP. Only affects allies not weak to Light. 60-130 Power heal, based on the target's Light resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Light (6))
8) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Foul Civatateo
Level: 33
MaxHP: 113
MaxSP: 100

Strength: 17
Magic   : 66
Vitality: 24
Agility : 28
Cunning : 80

Resist: Ice Body Light Dark
Weak  : Fire Electricity

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) 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))
3) Corrupt (Type: Body, 15 SP. 85% chance to inflict Infection, which prevents most HP and SP recovery.)
4) Sepsis Wave (Type: Body, 20 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times).)
5) Contagion (Type: Body, 15 SP. Must target an Infected character. 85% chance to Infect an enemy near the target, preventing most HP and SP recovery. Free action. Cooldown: Cantrip (3))
6) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Light, Dark, or Debuff status effect. (Poison stacking does not count as a new effect.))
7) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Stormborn Cherufe
Level: 31
MaxHP: 115
MaxSP: 100

Strength: 37
Magic   : 54
Vitality: 45
Agility : 32
Cunning : 37

Immune: Fire Electricity
Resist: Slash Impact
Weak  : Ice

Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Burning Star (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
4) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
6) Storm Breath (Type: Electricity, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Cooldown: Breath (4))
7) 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%).)
8) ------------


Name : Brucha
Level: 33
MaxHP: 109
MaxSP: 100

Strength: 52
Magic   : 17
Vitality: 34
Agility : 87
Cunning : 25

Resist: Slash Impact Pierce
Weak  : Electricity

Abilities Known:
1) Bolt Shot (Type: Pierce, 25 SP. 100 Power attack.)
2) Bolt Spray (Type: Pierce, 30 SP. Attenuated 85 Power attack.)
3) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
4) Vitalize (Type: Healing, 5 SP. Briefly bestows Regeneration, restoring health over time. Free action. Cooldown: Cantrip (5))
5) 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).)
6) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (3))
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) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)


Name : Mulassa
Level: 32
MaxHP: 122
MaxSP: 100

Strength: 38
Magic   : 61
Vitality: 61
Agility : 25
Cunning : 25

Resist: Fire Body Mind
Weak  : Ice

Abilities Known:
1) Flame Blast (Type: Fire, 25 SP. 100 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) 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))
3) 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.))
4) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
5) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
6) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
7) ------------
8) ------------


Name : Death worm
Level: 33
MaxHP: 117
MaxSP: 100

Strength: 43
Magic   : 56
Vitality: 43
Agility : 30
Cunning : 43

Immune: Electricity Body
Resist: Fire Mind
Weak  : Ice

Abilities Known:
1) Chain Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
2) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
3) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
4) Exterminate (Type: Body, 15 SP. Only affects characters that are Infected, Poisoned, or Paralyzed. 130 Power attack, but misses if the damage would not be fatal.)
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
7) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
8) 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))



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

 Your death worm meditates.
 Your death worm looks refreshed.
 You swap places with Guard Angel.
 Using Sure Slice...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You slash the banshee.
 It isn't very effective.
 You feel refreshed.
 Guard Angel spears the banshee.
 It isn't very effective.
 Guard Angel shocks the banshee.
 It's super effective!
 Your unicorn gestures at Guard Angel.
 Guard Angel looks healthier.
 The banshee hits you.
 Your power returns to normal.
 Your death worm meditates.
 Your death worm looks refreshed.
 Using Sure Slice...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You slash the banshee.
 It isn't very effective.
 You feel refreshed.
 Guard Angel spears the banshee.
 It isn't very effective.
 Guard Angel shocks the banshee.
 It's super effective!
 Guard Angel kills the banshee!!
 Your unicorn meditates.
 Your unicorn looks refreshed.
 Your death worm meditates.
 Your death worm looks refreshed.
 Using Sure Slice...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 You swap places with your unicorn.
 Your unicorn gestures at you.
 You feel better.
 Really win the game and start a new cycle?
 (Y or N)
 You win!



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

Name : Curly Brace (Archangel)
Level: 27
MaxHP: 97
MaxSP: 100

Strength: 45
Magic   : 29
Vitality: 37
Agility : 45
Cunning : 29

Immune: Light
Resist: Fire Body
Weak  : Dark

Abilities Known:
1) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. Also grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
2) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
3) Exorcism (Type: Light, 25 SP. Only affects enemies weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (4))
4) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
5) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
6) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
7) ------------
8) ------------


Name : Big Bro Shog (Shoggoth)
Level: 27
MaxHP: 114
MaxSP: 100

Strength: 52
Magic   : 14
Vitality: 52
Agility : 30
Cunning : 37

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) 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) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (3))
6) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
7) 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).)
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Pele
Level: 27
MaxHP: 111
MaxSP: 100

Strength: 22
Magic   : 71
Vitality: 33
Agility : 33
Cunning : 26

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) 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) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))


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

Strength: 26
Magic   : 29
Vitality: 37
Agility : 41
Cunning : 52

Resist: Mind Dark
Weak  : Ice Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt.)
2) Love Tap (Type: Impact, 15 SP. 70 Power attack. 35% chance to cause Charm, turning the target against its allies.)
3) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
4) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Leib-olmai
Level: 29
MaxHP: 107
MaxSP: 100

Strength: 68
Magic   : 37
Vitality: 45
Agility : 30
Cunning : 15

Resist: Ice Body Mind
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) ------------
7) ------------
8) ------------


Name : Leib-olmai
Level: 32
MaxHP: 116
MaxSP: 100

Strength: 73
Magic   : 40
Vitality: 49
Agility : 32
Cunning : 16

Resist: Ice Body Mind
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) ------------
7) ------------
8) ------------


Name : Leib-olmai
Level: 33
MaxHP: 119
MaxSP: 100

Strength: 75
Magic   : 41
Vitality: 50
Agility : 33
Cunning : 16

Resist: Ice Body Mind
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) ------------
7) ------------
8) ------------




So... on T:11 I lost shoggoth to a pack of raijus, then eloko + druj nasu to a wraith relic named DreamSnuff. They both got shattered, which is kinda sad, but whatever.

On T:12 I find enough credits to restore shoggoth, run away from bunch of drop bears and then things get... normal? Generic? Fairly uninteresting until T:17 or so, because there were few enemies to pose real threat, and no ghosts to bother with. I did get a few demons, mostly to patch up my critical weakness to fire. Got Pele as well, and archangel. Then got civatateo, and fused this

Image

(seriously, look at that cunning!)
with her, copying druj nasu's ability set to her beforehand.
Also, on T:15, finally got unicorn. That's a lot of floors without healing, but hey, as long as it works.

By the way...

Image

1 turn. No, I didn't even try the link, two enemies in 1 turn is a bit too much to ask.

In Phoenix's Sanctum, I met cherufe. They... um, they were a bit of a problem, and they did kill my civatateo once, but otherwise, nothing particularly bad.

On T:19, I meet. DontFightIt, someone's relic, kill it... then lure it again. Then kill it again. Not a lot people that far, eh.

On T:20, I fuse shojo, which I got... somewhere? to an unicorn, get lucky aid (which I delete) and salvation. Seeing as my team is loaded with light-resistant demons, plus it heals non-resistant guys too, plus it's cheap, plus it's AoE heal... I kept it. Also lose poor archangel to pack of bruchas, in revenge get myself my own brucha.
Yeah, Antoria gave me trouble. He is a hero, and he has a fire spell, and I'm weak to fire. ._. Thankfully, he wasn't trigger-happy about it, preferring instead to arrest host my demons, which didn't work as well since I had unicorn on standby. Also used chakra gem for a free turn so my allies could smack him some more.

In Yaga's Sanctum, I recruit an incubus for dominator.

Image

He decides to be a jerk about it and drain all my HP.

I think on T:21 I met slenderman too, with an escort of two ikiryos. Seeing how beating this particular trio would cost me way too much, I decided to jump portal.

In T:22 I meet my most dangerous enemy: a pack of mulassas and yuki-onnas. They're nasty! They got my death worm too, and made me use my calm card and (remaining) 3 zephyr card to summon a back-up team, and that's after I used bronze offering to recruit mulassa and make their team weaker. Also, on T:22 I meet a titan fist wraith, Shin. He's not particularly threatening, and he had LV35 virtue that I really wanted, but...

Image

It decided to go melee on me, which is sad, because brucha sprayed everything and everyone and I had no choice but to kill it.

Image

Also, hi Saler.

Image

Bye, Saler. Gave me a bit of trouble though, so good work. :P

On T:23 I used magic map, but since I just love to live dangerously, I cleared every single encounter, corpse and then lured enemy too. Met this guy:

Image

Had to use chakra gem (free turns to everyone!) to defeat him, he was pretty hard, but I won. Then I lured a group of enemies, killed them, got into portal and won.

Hm. That was a large post, and i didn't even write that much. So, as a compensation, I'll describe my team!

Me: build didn't change, I never saw unconquerable. I never met Reprobus nor Mordecai, but build worked well regardless, seeing as I won. Reshape especially, low magic hindered it, but it's still a nice heal + status recovery.

Code: Select all
You are still charmed!
You reshape yourself.
You are no longer charmed.


Ehlose: one of my favorite creatures, simply because he's so resistant to everything. He was there pretty much as a tank for when I needed something resistant. And he did well, even with two blocks instead of abilities. I'm not even sure whether ready block worked that much, since ehlose used shocking spear, and it's a beam, not melee nor direct ability.

Unicorn: ain't an eternal healing machine, but still nice nonetheless. Salvation gave me cheap AoE heal that I sometimes really, really needed, meditate was here to restore energy, and other abilities were to... well, heal.

Civatateo: no offense, all status warfare. Since I'm the one who deals damage here, having someone who'd disable enemies' healing and gave me sustenance of sorts is great help, and she does both, and can slow in a pinch, and then charm people who dare attack her.

Cherufe: I didn't touch him, he was here to plug a hole in fire weakness.

Brucha: more status warfare! Two cantrips was a mistake on my part, but otherwise he turned out to be a really useful demon on my side, with cone physical attack that can charm and guilt enemies, ranged attack that can charm and guilt enemies, and veil that can... you get the idea.

Mulassa: was untouched, life pulse aside.

Death worm: my own pocket artillery, which I kinda ruined by sticking life pulse. I forgot about meditate, and it doesn't work when there is a cantrip cooldown, so. Yeah, and then I sticked in ritualist, because I forgot about cantrip cooldown again.

Well... that's it.
greattuna
 
Posts: 44
Joined: Wed Mar 01, 2017 5:30 pm

Re: Yet another YASD thread

Postby Saler » Wed Jul 19, 2017 4:43 pm

Good job completing the game! :D I might also try out an all Str build later.
That was my Blight build. First me and my demons throw as many status effects as possible, then I cast Blight for a lot of damage on all enemies. When I used this character, I sometimes reached 100 power with Blight! But, from what I seen, AI tends to throw out Blight almost the first chance it gets.
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: Yet another YASD thread

Postby Ferret » Thu Jul 20, 2017 12:39 am

Oof, you got two reports in before I could find a window to respond. :D Congrats on the win!

Yes yes, good Soul Armor is expensive. :D I hope you aren't expecting a lot of sympathy given how ridiculous Maj. Ehlose Soul Armor is, especially on a high Strength character who will already be reducing damage in general a fair bit. :D Those resists also almost completely covers the vulnerability to status effects low Vit would normally bring. So yeah, 15888 is a steal :D

Rakshasa is a tricky link indeed. It may be worth noting that starting the link does *not* heal its damaged allies. This is definitely a case where what you do before starting the link is much more important than what you do after it's begun. :) Don't get me wrong, I'm not saying it's easy, but it's fairly late-ish current content, so it shouldn't be. :D

Re: Incubus: at least I haven't added the feature where demons sometimes lie about the HP amounts they will take. I really should though... it IS a very demon kind of thing to do. (I'd still never allow it to be fatal, of course. That would be a "throw my computer at FerretDev's window" moment and I really try to avoid those. :D )

Based on the sum of all recent reports, I think it was the recent damage change that finally made T:21-23 as nasty as it was intended to be. I was worried initially that it'd turned out too soft, but it seems to be shaping up much more nicely these days. :)

Looks like you had a visit from a couple of other forum goers. :D I know it wasn't universally popular, but this is one of the reasons I was excited to add ghosts. :D

I probably should prevent Charmed characters from doing things that break Charm... but on the other hand ,that implies an odd sort of contradictory self-awareness of being Charmed. i.e.: "I better not Reshape myself or I'll stop being friends with this Incubus"? Then too, Charm is so severe that I'm not sure how much it actually bothers me that sometimes you can slip out early on your own.

I'm actually not sure if Shocking Spear counts myself! I'll check though :D It probably does, but even so, you're right that it doesn't technically meet the listed requires for Ready Block. (Checked! It does indeed count! I'll have to find a way to fix the misinformation. Thanks!)

Congrats again on the win, and thanks for the reports. :D
User avatar
Ferret
 
Posts: 1785
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Re: Yet another YASD thread

Postby greattuna » Sat Aug 05, 2017 3:49 pm

Ferret wrote:Re: Incubus: at least I haven't added the feature where demons sometimes lie about the HP amounts they will take. I really should though... it IS a very demon kind of thing to do. (I'd still never allow it to be fatal, of course. That would be a "throw my computer at FerretDev's window" moment and I really try to avoid those. :D )


"Hey, gimme 44 HP."
"But I only have 8..."
"I don't care, gimme!"
"Ugh, fine."
>Your relic struggles to keep you alive!
"Good! Now give me 18 MaxHP."
" :evil: "

Ferret wrote:I probably should prevent Charmed characters from doing things that break Charm... but on the other hand ,that implies an odd sort of contradictory self-awareness of being Charmed. i.e.: "I better not Reshape myself or I'll stop being friends with this Incubus"? Then too, Charm is so severe that I'm not sure how much it actually bothers me that sometimes you can slip out early on your own.


Please, no, Charm is already brutal enough.

-----

Okay, so new month, new build. This one has been... let's say, unconventional?

Code: Select all
Demon Party Dump File
Version 7/15/2017, Scoring Model: 5/26/2017
Dump file created at: 8/5/2017 6:18:19 PM


Summoner Physical...
was chosen by the Faithful Heart,
selected Healing and Mind as their starting elements,
has earned a score of 4939,
is currently at Anomaly:2,
and is still alive!



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

Name : Physical
Level: 9
MaxHP: 63
MaxSP: 100

Strength: 19
Magic   : 25
Vitality: 12
Agility : 19
Cunning : 20

Resist: Body
Weak  : Fire

Abilities Known:
1) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
2) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
3) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
4) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
8) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))

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.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)

Inventory:
2 Heal gem
2 Heal stone
1 Guardian gem
2 Curse rune
2 Calm card
1 Ghost chime
3 Frost glyph
1 Trouble chime
1 Chakra stone
1 Peace offering
1 Pure stone
1 Venom rune

Current Credits: 1460



--==== Party Overview  ====--

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

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



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

Name : Headless
Level: 8
MaxHP: 74
MaxSP: 100

Strength: 22
Magic   : 7
Vitality: 37
Agility : 12
Cunning : 12

Resist: Ice Body
Weak  : Electricity Light

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) 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.)
5) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
6) 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))
7) ------------
8) ------------


Name : Kasha
Level: 9
MaxHP: 49
MaxSP: 100

Strength: 13
Magic   : 17
Vitality: 17
Agility : 25
Cunning : 23

Resist: Fire Light Dark
Weak  : Ice

Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) 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.)
3) Weigh Sin (Type: Light, 15 SP. 85% 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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) 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.)
7) Emit Light (Type: Light, 5 SP. 55 Power attack. Cannot miss.)
8) ------------


Name : Fiery Goblin
Level: 6
MaxHP: 49
MaxSP: 100

Strength: 11
Magic   : 18
Vitality: 11
Agility : 20
Cunning : 20

Resist: Fire
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. This is a fast action: it only takes half the time most actions do. Cooldown: Charge (8))
5) 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))
6) 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.)
7) ------------
8) ------------


Name : Lifegiver Nero
Level: 7
MaxHP: 60
MaxSP: 100

Strength: 11
Magic   : 28
Vitality: 27
Agility : 11
Cunning : 8

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) Faith Healing (Type: Healing, 15 SP. Cannot target characters weak to Light. 60-130 Power heal, based on the target's Light resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Light (2))
6) Normalize Host (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock.)
7) ------------
8) ------------


Name : Raiju
Level: 16
MaxHP: 57
MaxSP: 100

Strength: 15
Magic   : 37
Vitality: 15
Agility : 37
Cunning : 26

Immune: Electricity
Resist: Fire
Weak  : Ice Mind

Abilities Known:
1) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
6) ------------
7) ------------
8) ------------



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

 You kill the blob!!
 You feel refreshed. (x2)
 You begin resting.
 You gesture at yourself. You feel better.
 You can be mended again.
 You gesture at yourself. You feel better.
 You can be mended again.
 You continue resting to restore your
 inactive allies.
 Rest complete.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your raiju!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your kasha!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your nero!
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find an item on the corpse!
 You pick up the small cache.
 Your relic absorbs 127 C.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find an item on the corpse!
 You pick up the venom rune.
 There is a wavering portal to oUr SaNcTuM1!1
 here. Press 'p', '<', or '>' to change
 levels.
 There is a warp to Anomaly:3 here. Press
 'p', '<', or '>' to change levels.
 There is a warp to Tower:5 here. Press 'p',
 '<', or '>' to change levels.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find nothing of interest.
 There is a wavering portal to oUr SaNcTuM1!1
 here. Press 'p', '<', or '>' to change
 levels.



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

Name : Will o' wisp
Level: 5
MaxHP: 37
MaxSP: 100

Strength: 12
Magic   : 12
Vitality: 12
Agility : 21
Cunning : 18

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

Abilities Known:
1) Ghost Pierce (Type: Pierce, 15 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
2) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
3) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Deadly Zombie
Level: 1
MaxHP: 46
MaxSP: 100

Strength: 20
Magic   : 3
Vitality: 18
Agility : 8
Cunning : 6

Resist: Ice Body
Weak  : Fire Electricity Mind Light

Abilities Known:
1) Infectious Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Infection, which prevents most HP and SP recovery.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
3) 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.)
4) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
5) Ghost Pierce (Type: Pierce, 15 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
6) ------------
7) ------------
8) ------------


Name : Easg saint
Level: 5
MaxHP: 40
MaxSP: 100

Strength: 7
Magic   : 23
Vitality: 9
Agility : 21
Cunning : 15

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
2) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Faerie
Level: 6
MaxHP: 42
MaxSP: 125

Strength: 6
Magic   : 20
Vitality: 8
Agility : 26
Cunning : 20

Resist: Mind
Weak  : Body

Abilities Known:
1) Lucky Charm (Type: Healing, 15 SP. Resets Luck cooldown. 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) 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.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) ------------
8) ------------


Name : Brutal Abbey lubber
Level: 7
MaxHP: 56
MaxSP: 100

Strength: 21
Magic   : 14
Vitality: 23
Agility : 11
Cunning : 16

Resist: Light Dark
Weak  : Ice

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Emit Dark (Type: Dark, 5 SP. 55 Power attack. Cannot miss.)
3) Restore (Type: Healing, 20 SP. 105 Power heal. Cooldown: Restore (5))
4) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
5) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
6) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
7) ------------
8) ------------


Name : Frigid Sankai
Level: 7
MaxHP: 53
MaxSP: 100

Strength: 9
Magic   : 24
Vitality: 13
Agility : 23
Cunning : 16

Resist: Ice
Weak  : Fire Light

Abilities Known:
1) Poison Touch (Type: Body, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Cold Embrace (Type: Ice, 20 SP. 40 Power attack. Chills the target for an unusually long duration, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
5) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
6) ------------
7) ------------
8) ------------




Yeah, it's a physical Faithful Heart. I wanted to take benefit from revelation to get those tasty physical passives, but, as you could guess, I didn't have enough credits to use it once. :v

Still, I lucked out big time with encountering demons who have: wild frenzy + accursed, spiny veil and even glacial shell (there's no way I could kill alma with my healing abilities, but I found frigid sankai. Sadly, he died in A:2). Even then, this build has several minor problems and two major problems:

1. Stat distribution is VERY lopsided towards magic, so I'm weaker than I could've been, and
2. Nero keeps running in the way of my wild frenzy.

So most of the fights I'm in dilemma: I position myself to hit several demons with wild frenzy + pariah for massive damage, but either I have no healer on-site (and I'll be at risk of dying\losing demons), or this healer will be hit by my strikes. And he's not too tough.

My roster was rather unconventional, too: modified demons made me step out somewhat from the doctrine I was used to, and they're fairly good at what they do. Well, they were. Then they died. Sorry, abbey lubber and sankai. Goblin is still here, and still has pyre rite, but I'm not really using him nor pyre rite (no convenient way to ignite targets).

Code: Select all
 Using Dismiss...
 You unsummon your nero!
 The slime hits you. You pierce the slime.
 It's super effective!
 Your kasha gestures at the slime.
 The slime looks guilty!
 Your sankai freezes the alma.
 It isn't very effective.
 The alma will be shivering longer!
 The alma hammers you. The alma freezes you.
 You pierce the alma. (x2)
 The alma looks worried!
 The slime hits you. You pierce the slime.
 It's super effective!
 Your nero is no longer chilled.
 You are in danger!
 Using Wild Frenzy...
 Wild Frenzy can only be centered on
 yourself. Press Enter to execute, Escape to
 cancel.
 You flail about wildly. You hit the alma.
 You feel refreshed. You hit the alma.
 You kill the alma!!
 You feel refreshed. You feel better.
 The alma blocks your attack!
 You hit the slime.
 You kill the slime!!
 You feel refreshed. You feel better.
 You hit the alma. You feel refreshed.
 You feel better. You hit the alma.
 The slime blocks your attack!
 You hit the alma.
 You kill the alma!! (x2)
 You kill the slime!!
 You feel better. (x2)  You hit the slime.
 You kill the slime!!
 You feel better.
 You reach Level 8!
 You gain 5 bonus points!


6 guys in one ability! It's pretty awesome, if nearly impossible to set up.

...

Oh, there's a build that fixes healer problem. Neat, I should've checked the dev blog more often. :v That'll fix my nero problem, I hope.
greattuna
 
Posts: 44
Joined: Wed Mar 01, 2017 5:30 pm

Re: Yet another YASD thread

Postby Saler » Sat Aug 05, 2017 6:52 pm

I thought that negotiation never took HP after 1. Did Perservation change that?
That's more unconventional than my melee Orb of Power build. (To be honest, that one wasn't THAT weird.)
Honestly, that's a pretty good team. Other than a suboptimal healing situation (Faith Healing/Dark Gifr aren't that good, in my opinion. Unless you choose demons with them in ming.) and... well, the 5 demons situation, :roll: this party doesn't have major problems. A Fotia would solve your Pure Rite problem, although that will add yet another Light weakness to your party. If you choose Fotia, you'll probably want to cover up a Light weakness with a Holy fusion if possible. That will also allow you to gain more benefit out of Faith Healing. An Aspis or a Chupacabra would give you more Physical passives, but both of them would also add another Ice weakness and it might be hard to find space for them. Geting an Angel might also be a good idea - they're immune to Light and they have Protect. Their Mending won't be of as much help as it usually is, but it could alow you to free up a slot, and they would probably have more Magic than you by that point. Of course, by the point you'll find an Angel you'll already be out of Anomaly... :roll:
It looks like Wild Frenizy and Pariah go really well together. :D You'll probably defeat Paracelus without too much trouble with this combo. Maderva, on other hand, doesn't seem to be reasonably beatable with this build... I know that Toufei also go really well with Pariah (from personal experience. No, I didn't make such a combo within my party.), so it might be a good party candidate later on.
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: Yet another YASD thread

Postby greattuna » Sat Aug 05, 2017 6:54 pm

Saler wrote:I thought that negotiation never took HP after 1. Did Perservation change that?

Err... Just to clear it up, that was a joking take on what-would-happen if demons could take fatal amounts of HP. :?
greattuna
 
Posts: 44
Joined: Wed Mar 01, 2017 5:30 pm

Re: Yet another YASD thread

Postby Saler » Sat Aug 05, 2017 7:06 pm

Ok, that makes more sence. Honestly, I'm not sure if I went to 1 HP that many times.
Incubuses would probably take more HP more often than other demons if/when that get implemented. Because they are jerks. I recently had an Incubus request an amount of HP that would bring my HP to 1 3 or 4 times. While I was in range of 2 Mananangals and a Shikigami. That, honestly, might've been able to kill me even through my Dark resistance.
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: Yet another YASD thread

Postby greattuna » Tue Aug 08, 2017 9:32 pm

Geez, this summer heat hinders my thinking ability... But I'm still alive, therefore, it's time for another quick report!

Code: Select all
Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 8/8/2017 11:11:55 PM


Summoner Physical...
was chosen by the Faithful Heart,
selected Healing and Mind as their starting elements,
has earned a score of 16505,
is currently at Tower:11,
and is still alive!



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

Name : Physical
Level: 17
MaxHP: 90
MaxSP: 100

Strength: 26
Magic   : 25
Vitality: 16
Agility : 26
Cunning : 37

Resist: Body
Weak  : Fire

Abilities Known:
1) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
2) 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).)
3) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
4) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
8) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))

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.)
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...)

Inventory:
2 Heal gem
7 Heal stone
1 Guardian gem
1 Curse rune
4 Calm card
2 Frost glyph
2 Peace offering
1 Venom rune
4 Chakra stone
3 Zephyr card
4 Pure stone
1 Bronze offering
1 Gold offering
3 Flame glyph
1 Might gem
1 Bolt glyph
1 Pure gem

Current Credits: 3715



--==== Party Overview  ====--

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

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



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

Name : Lifegiver Nero
Level: 14
MaxHP: 88
MaxSP: 100

Strength: 16
Magic   : 39
Vitality: 39
Agility : 15
Cunning : 11

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) 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) Faith Healing (Type: Healing, 15 SP. Cannot target characters weak to Light. 60-130 Power heal, based on the target's Light resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Light (2))
5) Normalize Host (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock.)
6) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
7) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Aithir
Level: 15
MaxHP: 63
MaxSP: 100

Strength: 10
Magic   : 35
Vitality: 20
Agility : 25
Cunning : 35

Immune: Body Light Dark
Weak  : Fire Ice Electricity

Abilities Known:
1) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
2) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)
5) Emit Light (Type: Light, 5 SP. 55 Power attack. Cannot miss.)
6) Exorcism (Type: Light, 25 SP. Only affects enemies weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (4))
7) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
8) Emit Lumin (Type: Light, 10 SP. 70 Power attack. Cannot miss. Cooldown: Light (1))


Name : Lilim
Level: 14
MaxHP: 65
MaxSP: 100

Strength: 12
Magic   : 29
Vitality: 19
Agility : 29
Cunning : 31

Resist: Mind Dark
Weak  : Ice Light

Abilities Known:
1) 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))
2) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt.)
3) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
4) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Raiju
Level: 20
MaxHP: 65
MaxSP: 100

Strength: 18
Magic   : 42
Vitality: 18
Agility : 42
Cunning : 30

Immune: Electricity
Resist: Fire
Weak  : Ice Mind

Abilities Known:
1) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
6) ------------
7) ------------
8) ------------


Name : Fiery Raiju
Level: 17
MaxHP: 66
MaxSP: 100

Strength: 13
Magic   : 46
Vitality: 13
Agility : 36
Cunning : 27

Immune: Electricity
Resist: Fire
Weak  : Ice Mind

Abilities Known:
1) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
4) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
5) 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.))
6) 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.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))


Name : Hulking Ehlose
Level: 13
MaxHP: 68
MaxSP: 100

Strength: 39
Magic   : 7
Vitality: 36
Agility : 17
Cunning : 16

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

Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))
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) Skull Mixer (Type: Impact, 35 SP. 70 Power attack. Has a 35% chance to inflict Panic, causing the targets' actions to sometimes be randomized.)
5) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
8) 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.)



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

 The gandayah gestures at the angel.
 The angel begins to regenerate!
 Using Activate Link...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 Using Wild Frenzy...
 Wild Frenzy can only be centered on
 yourself. Press Enter to execute, Escape to
 cancel.
 You flail about wildly.
 You hit the akateko. You feel refreshed.
 The akateko wakes up.
 You hit the akateko.
 You kill the akateko!!
 You feel refreshed. You hit the raiju.
 You kill the raiju!!
 You feel refreshed.
 You reach Level 17!
 You gain 5 bonus points!
 Your raiju stares at the oni.
 You feel better. You feel refreshed.
 Your ehlose shouts a warning cry.
 Your ehlose will be more evasive longer!
 You feel like you will be more evasive
 longer!
 Your raiju will be more evasive longer!
 Your nero will be more evasive longer!
 The shoggoth is less isolated.
 The angel smites your raiju.
 The gandayah chants while pointing at the
 angel. The gandayah looks more tired.
 The angel looks refreshed.
 The gandayah gestures at the angel.
 The angel looks healthier.
 Your raiju gestures at the gandayah.
 The gandayah resists.
 Your nero gestures at your raiju.
 Your raiju looks healthier.
 Using Wild Frenzy...
 Wild Frenzy can only be centered on
 yourself. Press Enter to execute, Escape to
 cancel.
 Nevermind then.
 Using Activate Link...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.



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

Name : Brutal Abbey lubber
Level: 7
MaxHP: 56
MaxSP: 100

Strength: 21
Magic   : 14
Vitality: 23
Agility : 11
Cunning : 16

Resist: Light Dark
Weak  : Ice

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Emit Dark (Type: Dark, 5 SP. 55 Power attack. Cannot miss.)
3) Restore (Type: Healing, 20 SP. 105 Power heal. Cooldown: Restore (5))
4) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
5) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
6) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
7) ------------
8) ------------


Name : Frigid Sankai
Level: 7
MaxHP: 53
MaxSP: 100

Strength: 9
Magic   : 24
Vitality: 13
Agility : 23
Cunning : 16

Resist: Ice
Weak  : Fire Light

Abilities Known:
1) Poison Touch (Type: Body, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Cold Embrace (Type: Ice, 20 SP. 40 Power attack. Chills the target for an unusually long duration, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
5) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
6) ------------
7) ------------
8) ------------


Name : Headless
Level: 11
MaxHP: 86
MaxSP: 100

Strength: 26
Magic   : 8
Vitality: 43
Agility : 14
Cunning : 14

Resist: Ice Body
Weak  : Electricity Light

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) 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.)
5) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
6) 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))
7) ------------
8) ------------


Name : Fiery Goblin
Level: 10
MaxHP: 60
MaxSP: 100

Strength: 14
Magic   : 23
Vitality: 14
Agility : 25
Cunning : 24

Resist: Fire
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. This is a fast action: it only takes half the time most actions do. Cooldown: Charge (8))
5) 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))
6) 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.)
7) ------------
8) ------------


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

Strength: 18
Magic   : 9
Vitality: 10
Agility : 19
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, but cannot kill the user. Free action. Cooldown: Cantrip (1))
3) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
4) Dazzling Gaze (Type: Mind, 10 SP. 70% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (4))
5) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
6) Ghost Pierce (Type: Pierce, 15 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
7) ------------
8) ------------


Name : Kasha
Level: 14
MaxHP: 62
MaxSP: 100

Strength: 17
Magic   : 22
Vitality: 21
Agility : 31
Cunning : 29

Resist: Fire Light Dark
Weak  : Ice

Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) 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.)
3) Weigh Sin (Type: Light, 15 SP. 85% 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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) 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.)
7) Holy Word (Type: Light, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Cooldown: Breath (4))
8) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)




I was flailing wildly. Enemies died. End of the report.

...

Of course it didn't work like that. There was lots of flailing wildly, though, I'll give you that. I found raiju in anomaly, then another, fairy... fiery one, in anzu's sanctum. Took a silver offering since I didn't want to risk killing him in bout of flailing. Flailing is dangerous for everyone involved.

In anomaly, I killed Paracelsus, then killed Madevra. She had her set; I had raiju, kasha, nero, and a few items. Got crusader from her, replaced mending with it.

After that I had a few fairly uneventful floors, though I managed to lose my raiju and my another raiju. Two different raijus, I lost each one once. Had to spend 10k to recover them. Also got lucky enough to get leveled lilim from a 'wimpy' corpse encounter.

...on T:10, my inattention royally bit me in the backside, though, when I met a group of elokos. I know they have pink whisper, I also know I don't have calm. So, after short fight I retreat, run into another group, and just after resting run into that group. This time though, I managed to make them waste their whispers on lilim (she got charmed on 3rd attempt, so... it wasn't entirely a waste?), then positioned myself... flailing ensued.

Then I, instead of copying, accidentally lured in Tousent. Sorry, Tousent.

On T:11, I did something, killed demons, got hulking ehlose with !!skull mixer!!, then decided to use ghost chime. I hoped to encounter my older wraith with Hunter Lilim, since she had few passives that'd be useful to me. Instead...

Image

Image

Just imagine: you have this great team with so many out-of-depth demons, and then you die on Tower:11. I both feel bad for this guy and envy him.
...sadly, since I didn't have good spots, and their demons' ability set was... less then stellar (shoggoth without speedbreaker. Come on, you had free spots, why did you remove it?), I decided with sadness on my heart, to post a report here and kill them tomorrow.
greattuna
 
Posts: 44
Joined: Wed Mar 01, 2017 5:30 pm

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