A mostly unrelated question – do Pariah and Blind have anti-synergy with each other? Based on their descriptions, Blind makes Pariah almost useless.
On the topic of animations – is it possible to give multi-delay effects different animations based on how many delay attempts hit? It's not necessary, but it would be nice to have.
Anomaly 1: I encounter Zaji before anyone else. Most of my demons end up badly injured, but none of them lost MaxHP. I take Vigorous after beating her. Zar gets preserved while fighting Gremlins. It walked into melee range while in critical HP and the Gremlin got two turns before I could get one.
After that fight, I link with a Blob to give Malingee Poison Veil and Homunculus Flesh Rot. Homunculus gets preserved in a fight with Blobs. I also notice around this point that Restore is basically a direct downgrade to Preserve Life – the later has lower SP cost and actual range, with the only downside – being unable to heal yourself if you have more than 50% HP, being very minor. I copy Horrible Glare to myself. During the corpse cleanup Zar gets Preserved again. I end up deciding to throw a Pure Stone at it. I decide to give Estas Horrible Glare and Tormentor.
Anomaly 2: I encounter a few Gremlins I want to get Sprint from, but I mess up every time. And after that, my Malingee gets preserved in an Asrai/Gi fight.
I fuse a Vile Estas, having it get Consume Life. I also manage to give Zar Liquefying Touch. I find Python, but AI doesn't follow the focus fire command quite like I expected, so I retreat to get a better aproach and maybe collect more credits along the way. When I fight him again, Estas gets preserved because I was a bit too risky.
I do, however, manage to kill both Nero and Gi and retreat again. On the next attack I kill Ruhin. After retreating to rest once more, I link with and recruit Python. I replace Malingee, giving Bloodthirst to Python and Dark Omen to Zar. I end up loosing some abilities I like, but it was probably the best replacement I could've done. Also, I took a MaxHP hit somewhere, but I'm not sure when. I had a portal to oUr SaNcTuM1!1, but I didn't feel like dealing with that, so I skipped it.
Anomaly 3: After a few fights, I encounter Maderva. I try to beat her, but end up having to flee after using a few items. I find Paracelsus soon after. I notice that most of his demons don't have any additional abilities that the ones from modifiers. Is that normal now? Zar gets preserved agin, this time because it doesn't retreat into the corridor fast enough. Other than that, the battle didn't cause any significant loses - I just used a Pure Stone. His 3 Chaoses and a Fotia with Flash gave me a lot of trouble, but combination of turn delay and healing made it so that only a few of my demons got into serious trouble, and I eventually overpowered him.
While I was cleaning up his Sleeping demons, my Abbey Lubber made an interesting choice of using Horrible Glare while hitting a single Sleeping demon. Homunculus gets preserved because I wasn't paying attention to DoT effects. In a corpse encounter, I find a Solid Fetch with Last Defense. I manage to recruit him, filling his Codex slot and giving Python Last Defense, but Estans took a lot of MaxHP damage. I decide to leave the floor without checking all the corpses because my team's MaxHP situation was getting pretty bad. For the same reason, I check only two corpse on Tower 5, deciding that they were safe because they were only a few spaces away from portals.
That certainly was a struggle. I'm not sure if Anomaly got harder or easier. I definitely made a lot of mistakes, but the fights felt nastier than usual. Then again, it wasn't unusual to lose a demon or two in Anomaly, so I guess it got just a bit easier.
It seems like a Horrible Glare/Menacing Shout based delay build is good at getting an early advantage in fight, allowing you to make a few extra attacks before the enemy can do much in retaliation. I'm guessing the main challenge would be holding the advantage after gaining it. Fast Summon/Dismiss, Nightingale, Healing Aura, Regeneration, Off Down and DEF Up can probably help with that.
- Code: Select all
Summoner Saler...
was chosen by the Titan's Fist,
selected Mind as their starting element,
has earned a score of 4259,
is currently at Tower:6,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 9
MaxHP: 65
MaxSP: 100
Strength: 10
Magic : 26
Vitality: 18
Agility : 10
Cunning : 26
Resist: Mind
Weak : Body
Abilities Known:
1) Minor Pain (Type: Mind, 15 SP. 40 Power attack. Has a 70% chance to delay the next turn of the target. Cannot miss.)
2) Normalizing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Fire, Ice, and Electricity status effects (except Shock) by 0.5 turns.)
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) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Horrible Glare (Type: Mind, 15 SP. Only affects enemies. Four 40% chances to delay the next turn of the targets. Cooldown: Presence (6))
8) 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))
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.)
Copy Saver (Reduces the cost of Copy Ability by 25%.)
Inventory:
3 Pure stone
2 Bolt glyph
8 Chakra stone
1 Curse rune
1 Blizzard rune
8 Heal stone
2 Heal gem
1 Frost glyph
1 Trouble chime
1 Might gem
Current Credits: 657
Codex Daemonium Completion
Shared Codex : 142 / 154 (92% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 2 0 1 5* 1
Impact 1 0 1 5* 1
Pierce 1 0 0 6* 1
Fire 1 0 1 5* 1
Ice 0 0 1 4* 2
Electricity 0 0 1 5* 1
Body 2 0 4 2 1*
Mind 6* 0 3* 4 0
Matter 1 0 0 6* 1
Light 0 0 2 3* 2
Dark 2 0 3 3* 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Vile Homunculus
Level: 8
MaxHP: 58
MaxSP: 100
Strength: 14
Magic : 22
Vitality: 14
Agility : 13
Cunning : 22
Resist: Body Mind
Weak : Light Dark
Abilities Known:
1) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Numbing Breath (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 50% chance to cause Paralysis, causing the targets to frequently miss their turns. Cooldown: Breath (6))
4) Exhausting Touch (Type: Body, 15 SP. 70 Power attack. Reduces the target's SP by 15%.)
5) Fetid Burst (Type: Body, 15 SP. Two 60% chances to delay the next turn of the targets.)
6) Horrible Glare (Type: Mind, 15 SP. Only affects enemies. Four 40% chances to delay the next turn of the targets. Cooldown: Presence (6))
7) 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%.)
8) 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%.)
Name : Lifegiver Abbey lubber
Level: 8
MaxHP: 60
MaxSP: 100
Strength: 11
Magic : 22
Vitality: 28
Agility : 8
Cunning : 16
Resist: Light Dark
Weak : Ice
Abilities Known:
1) Emit Dark (Type: Dark, 5 SP. 55 Power attack. Cannot miss.)
2) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
3) Restore (Type: Healing, 20 SP. 105 Power heal. Cooldown: Restore (5))
4) Preserve Life (Type: Healing, 15 SP. Must target a character whose HP is 50% or less of their maximum. 105 Power heal.)
5) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Horrible Glare (Type: Mind, 15 SP. Only affects enemies. Four 40% chances to delay the next turn of the targets. Cooldown: Presence (6))
8) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
Name : Lifegiver Zar
Level: 8
MaxHP: 54
MaxSP: 100
Strength: 11
Magic : 23
Vitality: 19
Agility : 16
Cunning : 16
Resist: Mind Dark
Weak : Light
Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) 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))
4) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Horrible Glare (Type: Mind, 15 SP. Only affects enemies. Four 40% chances to delay the next turn of the targets. Cooldown: Presence (6))
7) Liquefying Touch (Type: Matter, 10 SP. 70 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
8) Dark Omen (Type: Dark, 15 SP. 85% chance to inflict Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
Name : Artemis
Level: 9
MaxHP: 55
MaxSP: 100
Strength: 22
Magic : 9
Vitality: 12
Agility : 29
Cunning : 18
Resist: Body Light Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Sure Shot (Type: Pierce, 25 SP. 70 Power attack. Cannot miss.)
2) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. Half normal accuracy.)
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
4) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
5) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
6) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)
7) Menacing Shout (Type: Mind, 15 SP. Three 60% chances to delay the next turn of enemy targets. Cooldown: Presence (4))
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
Name : Vile Estas
Level: 8
MaxHP: 45
MaxSP: 100
Strength: 11
Magic : 25
Vitality: 8
Agility : 19
Cunning : 22
Resist: Fire Ice Body
Weak : Electricity
Abilities Known:
1) Ember Dive (Type: Slash, 25 SP. Must target a character. Leap to the target with an 85 Power attack split between Slash and Fire. Ignites the target, causing damage over a short duration. Cooldown: Charge (4))
2) 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.)
3) Flash Burn (Type: Fire, 10 SP. 40 Power attack. Has a 70% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
4) Preserve Life (Type: Healing, 15 SP. Must target a character whose HP is 50% or less of their maximum. 105 Power heal.)
5) Horrible Glare (Type: Mind, 15 SP. Only affects enemies. Four 40% chances to delay the next turn of the targets. Cooldown: Presence (6))
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Consume Life (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Heals the user for 50% of the damage dealt. Cooldown: Breath (5))
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.)
Name : Python
Level: 10
MaxHP: 72
MaxSP: 100
Strength: 25
Magic : 7
Vitality: 33
Agility : 11
Cunning : 19
Resist: Slash Impact Electricity Body
Weak : Fire Ice Matter
Abilities Known:
1) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
2) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
3) Tangler (Type: Matter, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
4) Tangling Veil (Type: Matter, Reactive. 35% chance to inflict Held on adjacent characters that deal damage to you, which reduces accuracy, evasion, and movement speed (can stack three times.))
5) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
6) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)