My first ghost on 20+ tower

The tower awaits!

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Sat Jun 02, 2018 11:44 am

First "win" on the actual matter update. For this build I collected all passives that give you some sort of defense bonus.
Aux guard needs a little something something to be on par with aux power, it felt underwhelming (maybe partially because I already had a bunch of defense?). Aux power gives you extra damage, less SP costs and lowered cooldowns, guard is just damage reduction and status effect resistance. Need a 3rd effect to make it even. Maybe increased SP recovery rate, natural HP regen or just faster maxHP recovery.
Had pretty amusing fight with madevra: when I found her I didn't have anything that could damage her reliably and the floor was mostly cleared already. I retreated, searched some corpses, got copro-seco for set alight and ukobach for greek fire, copied that to angel, came back and slowly and painfully melted her.
With Ruhin soul armor, healing factor and a bunch of defense I could take on most packs in solo. Aux upgrades helped too of course. My party mostly was consisted of healers and buffers, later I got some light smiters.
Image Got that Zagh with uncurse host and healing rain from Jayle, lost it 2 times and had to use mirror chimes to save it. I wish my first negotiation link with it was that easy, had to basically delete 2 good demons to make it work. Thankfully good creatures can join you even when you run out of everything. Here I got lucky and didn't lose any patience when I refused to get rid of oppressor.

Had similar to madevra experience with tremane - he was resistant to everything I had. Again, cleared the floor, got a shikome from heart ghost, wasted my last credits to give it some stuff and then tremane just killed it when it had 60hp left :evil: . Had to abandon him in the end. My ghost turned out relatively weak, but if you won't have infection/melting/max hp drains it will take forever to kill judging by my mirror fights. Hopefully my ghost will have that shikome at least.
Code: Select all
Demon Party Dump File
Version 5/13/2018, Scoring Model: 5/11/2018
Dump file created at: 6/2/2018 3:43:50 PM


Summoner Tanky...
was chosen by the Titan's Fist,
selected Slash and Healing as their starting elements,
has earned a score of 72957,
is currently at Tower:23,
and is quite dead!



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

Name : Tanky
Level: 33
MaxHP: 186
MaxSP: 100

Strength: 85
Magic   : 4
Vitality: 110
Agility : 11
Cunning : 5

Immune: Body Matter
Resist: Mind
Weak  : Electricity

Abilities Known:
1) Sure Slice (Type: Slash, 15 SP. 70 Power attack. Cannot miss.)
2) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
3) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (0))
4) Resolute (Type: Healing, Reactive. Reduces the remaining duration of each of your negative status effects by 20% of the current duration when damaged by attacks (excluding reactions). No effect on Stun or Shock.)
5) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
7) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark 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.)
Aux Guard I (Reduces incoming damage and increases status resistance by 17% per empty summon slot, up to 17%. No effect when Heroic.)
Aux Power I (Increases damage and healing dealt by 34% and reduces SP costs and cooldowns by 17% per empty summon slot, up to a 34% increase and 17% reduction respectively. No effect when Heroic.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
1 Blizzard rune
17 Pure stone
11 Heal stone
3 Chakra stone
6 Pure gem
2 Peace offering
2 Wind card
2 Meteor rune
4 Pain glyph
1 Magic map
3 Heal gem
2 Curse rune
2 Calm card
1 Might gem
1 Heart glyph
1 White essence
1 Bolt glyph
1 Flame glyph
1 Venom rune
2 Tempest rune

Current Credits: 1121



--==== Party Overview  ====--

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

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



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

Name : Lethal Eloko
Level: 27
MaxHP: 111
MaxSP: 100

Strength: 57
Magic   : 21
Vitality: 36
Agility : 28
Cunning : 43

Resist: Electricity Body Mind
Weak  : Fire Ice

Abilities Known:
1) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
2) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
3) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
4) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
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) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
7) Acidic Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to inflict Melting, causing damage over time.)
8) Poison Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)


Name : Radiant Civatateo
Level: 33
MaxHP: 118
MaxSP: 100

Strength: 17
Magic   : 87
Vitality: 45
Agility : 28
Cunning : 38

Resist: Fire Ice Body Light Dark
Weak  : 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) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
4) 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))
5) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Halo (Type: Light, 20 SP. Only affects enemies. 85 Power attack. Cannot miss. Cooldown: Light (2))
8) 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.)


Name : Umdhlebi
Level: 29
MaxHP: 129
MaxSP: 100

Strength: 23
Magic   : 23
Vitality: 67
Agility : 15
Cunning : 67

Immune: Mind
Resist: Electricity Matter
Weak  : Ice

Abilities Known:
1) Envenom Host (Type: Body, 20 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
2) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
5) Vile Dance (Type: Body, 20 SP. 85% chance to apply Infection to enemies, which prevents most HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
8) Wither Host (Type: Debuff, 40 SP. 85% chance to reduce offense and accuracy by 20%.)


Name : Imbued Scarab
Level: 24
MaxHP: 90
MaxSP: 100

Strength: 27
Magic   : 27
Vitality: 48
Agility : 55
Cunning : 13

Immune: Light Dark
Resist: Slash Pierce
Weak  : Impact

Abilities Known:
1) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
2) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
5) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))


Name : Sainted Ruler
Level: 31
MaxHP: 117
MaxSP: 100

Strength: 23
Magic   : 70
Vitality: 36
Agility : 23
Cunning : 53

Immune: Light
Resist: Electricity Mind
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Might (Type: Buff, 10 SP. Improves offense by 25%.)
3) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
4) 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.)
5) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
7) 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.)
8) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))


Name : Brewmaster Unicorn
Level: 28
MaxHP: 110
MaxSP: 100

Strength: 27
Magic   : 59
Vitality: 37
Agility : 27
Cunning : 40

Immune: Light
Resist: Body Mind
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
3) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
5) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) Uncurse Host (Type: Healing, 25 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)



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

 It isn't very effective.
 Your unicorn hits Tremane.
 It isn't very effective.
 Tremane looks calm!
 Your eloko feels less guilty.
 Tremane slashes your unicorn.
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 You are no longer stunned.
 Tremane slashes your unicorn.
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 Tremane slashes your unicorn.
 Your unicorn hits Tremane.
 It isn't very effective.
 Tremane slashes your unicorn.
 One of your allies is in danger!
 Using Dismiss...
 You unsummon your unicorn!
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your unicorn!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your ruler!
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 You begin resting.
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 You continue resting to restore your
 inactive allies.
 Rest complete, but you must defeat enemies
 to restore your allies' missing Maximum HP.
 Using Restore Demon...
 Nevermind then.
 Using Copy Ability...
 Nevermind then.
 Are you sure you want to abandon the current
 game? If so, re-enter your summoner's name.
 You quit...



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

Name : Angel
Level: 22
MaxHP: 84
MaxSP: 100

Strength: 26
Magic   : 45
Vitality: 32
Agility : 32
Cunning : 25

Immune: Light
Resist: Fire Electricity
Weak  : Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
3) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
5) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
6) Set Alight (Type: Fire, 20 SP. 40 Power attack. Has a 100% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)


Name : Blessed Ruhin
Level: 21
MaxHP: 90
MaxSP: 100

Strength: 12
Magic   : 25
Vitality: 31
Agility : 40
Cunning : 47

Immune: Body Matter
Resist: Mind
Weak  : Electricity

Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Might (Type: Buff, 10 SP. Improves offense by 25%.)
3) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
4) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
5) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
6) Acid Wash (Type: Matter, 15 SP. 85% chance to inflict Melting, causing damage over time.)
7) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
8) Vile Dance (Type: Body, 20 SP. 85% chance to apply Infection to enemies, which prevents most HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))


Name : Foul Chachapuma
Level: 27
MaxHP: 118
MaxSP: 100

Strength: 60
Magic   : 12
Vitality: 30
Agility : 24
Cunning : 59

Resist: Electricity
Weak  : Ice Mind

Abilities Known:
1) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
3) Clobber (Type: Impact, 5 SP. 100 Power attack. Half normal accuracy.)
4) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
5) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
6) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
7) Judge's Veil (Type: Light, Reactive. 35% chance to inflict Guilt on adjacent characters that deal damage to you, healing those who damage the targets (excluding reactions).)
8) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)


Name : Fatewarper Cherufe
Level: 27
MaxHP: 102
MaxSP: 100

Strength: 24
Magic   : 48
Vitality: 36
Agility : 18
Cunning : 59

Immune: Fire
Resist: Slash Impact Electricity
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) Vitiate (Type: Debuff, 30 SP. 85% chance to reduce defense and evasion by 20%.)
7) Wither Host (Type: Debuff, 40 SP. 85% chance to reduce offense and accuracy by 20%.)
8) ------------


Name : Lifebender Zagh
Level: 28
MaxHP: 122
MaxSP: 100

Strength: 12
Magic   : 68
Vitality: 43
Agility : 30
Cunning : 37

Immune: Mind Light
Weak  : Fire Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) 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).)
5) Uncurse Host (Type: Healing, 25 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
6) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
7) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
8) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)


Name : Reprobus
Level: 29
MaxHP: 133
MaxSP: 100

Strength: 67
Magic   : 31
Vitality: 39
Agility : 35
Cunning : 23

Immune: Mind Light
Weak  : Electricity

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Impaling Thrust (Type: Pierce, 25 SP. 85 Power attack, enemies only.)
3) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
4) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
5) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
6) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
7) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, Melting, and reactions).)
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Shikome
Level: 31
MaxHP: 106
MaxSP: 100

Strength: 20
Magic   : 70
Vitality: 33
Agility : 41
Cunning : 41

Immune: Dark
Resist: Ice Body
Weak  : Mind Light

Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) Possess (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (5))
3) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
7) 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.)
8) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)



I noticed that AI sometimes overuses Expel, even when enemy has almost no hp left demons prefer using expel over smite.
oneeyedjoe
 
Posts: 193
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Sun Jun 03, 2018 4:16 pm

Congrats on the ghost win. :D

I'm a little reluctant to buff Aux Guard, at least at the moment. The upgrade revamp will include the ability for upgrades to cost different amounts of points, which will give me a much easier tool for addressing differences between quality/value of upgrades. Then too, Aux Guard is specifically supposed to give the defensive benefits of Hero rank, so I'm reluctant to drift away from that too.

:D I've often wondered if people notice things like that, re: certain demons being willing to join you via negotiation if you simply run out of stuff they can ask for.

I'll look into why Expel gets weird preference. :)

Thanks for the report!
User avatar
Ferret
 
Posts: 1560
Joined: Tue Sep 16, 2014 3:18 pm

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Sun Jun 17, 2018 2:39 am

Tower 22 death
Code: Select all
Demon Party Dump File
Version 5/13/2018, Scoring Model: 5/11/2018
Dump file created at: 6/16/2018 9:31:31 PM


Summoner Stone Jaw...
was chosen by the Crown of Glory,
selected Mind and Mind as their starting elements,
has earned a score of 58353,
is currently at Tower:22,
and is quite dead!



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

Name : Stone Jaw
Level: 30
MaxHP: 161
MaxSP: 100

Strength: 63
Magic   : 4
Vitality: 59
Agility : 42
Cunning : 42

Resist: Dark
Weak  : Light

Abilities Known:
1) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
2) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
3) Ready Block (Type: Defense, Passive. If your last action was a Melee, Beam, or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
4) 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.))
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) 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).)
7) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
8) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)

Relic Upgrades:
Quick Summon (Your first Summon each turn is a free action (can use Summon as a normal action afterwards.))
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Far Summon I (Increases the range of Summon by 2.)
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.)

Inventory:
1 Blizzard rune
2 Venom rune
6 Pain glyph
1 Trouble chime
12 Chakra stone
2 Flame glyph
1 Silver offering
1 Guardian gem
14 Heal stone
2 Chakra gem
4 Peace offering
2 Calm card
2 Tempest rune
4 Heal gem
1 Pure stone
1 Pure gem
1 Meteor rune
1 Mirror chime

Current Credits: 4214



--==== Party Overview  ====--

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

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



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

Name : Brewmaster Unicorn
Level: 28
MaxHP: 110
MaxSP: 100

Strength: 27
Magic   : 59
Vitality: 37
Agility : 27
Cunning : 40

Immune: Light
Resist: Body Mind
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))


Name : Virtue
Level: 36
MaxHP: 109
MaxSP: 100

Strength: 18
Magic   : 112
Vitality: 18
Agility : 27
Cunning : 55

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

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
3) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
4) Lux (Type: Light, 25 SP. Only affects enemies. Has a 70% chance to apply Guilt, and a 50% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (1))
5) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
6) 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))
7) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
8) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)


Name : Hunter Oni
Level: 27
MaxHP: 109
MaxSP: 100

Strength: 57
Magic   : 12
Vitality: 39
Agility : 39
Cunning : 38

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Abilities Known:
1) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce defense by 20%.)
2) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
3) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
4) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
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) 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).)
7) Numbing Needle (Type: Pierce, 25 SP. 70 Power attack. Has a 50% chance to inflict Paralysis, causing the target to frequently miss their turns.)
8) Silver Hand (Type: Light, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Mute, which prevents the use of non-physical abilities.)


Name : Foul Druj nasu
Level: 25
MaxHP: 109
MaxSP: 100

Strength: 11
Magic   : 28
Vitality: 34
Agility : 11
Cunning : 91

Immune: Body
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 85% chance to inflict Infection, which prevents most HP and SP recovery.)
2) Sepsis Wave (Type: Body, 20 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times).)
3) 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))
4) 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%.)
5) Distract Host (Type: Debuff, 25 SP. 85% chance to reduce accuracy by 20%.)
6) Vitiate (Type: Debuff, 30 SP. 85% chance to reduce defense and evasion by 20%.)
7) Vile Dance (Type: Body, 20 SP. 85% chance to apply Infection to enemies, which prevents most HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))
8) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))


Name : Lifebender Yuki-onna
Level: 30
MaxHP: 132
MaxSP: 100

Strength: 26
Magic   : 68
Vitality: 45
Agility : 26
Cunning : 35

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
6) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))


Name : Ya-te-veo
Level: 31
MaxHP: 130
MaxSP: 100

Strength: 62
Magic   : 16
Vitality: 49
Agility : 33
Cunning : 45

Immune: Mind
Weak  : Ice Body

Abilities Known:
1) Snatch (Type: Matter, 30 SP. Can be used while Muted. Must target a character. Pull the target to you with a 85 Power attack. Inflicts Held, which reduces accuracy, evasion, and movement speed. Cooldown: Charge (8))
2) Razor Whip (Type: Slash, 10 SP. 70 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
3) Razor Lashes (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
4) 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).)
5) 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.))
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) 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.)
8) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)



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

 You flail about wildly.
 You hit the basilisk.
 The basilisk looks worried!
 You feel refreshed.
 You miss the basilisk.
 You hit the basilisk.
 The basilisk looks worried!
 You feel refreshed. You hit the basilisk.
 The basilisk is poisoned!
 The basilisk is restrained!
 You feel refreshed. You hit the basilisk.
 The basilisk looks worried!
 The basilisk is stunned!
 You feel refreshed.
 The basilisk touches you.
 You will be terribly poisoned longer!
 The basilisk touches you.
 You will be terribly poisoned longer!
 Your unicorn gestures at you.
 You feel better.
 The basilisk is no longer stunned.
 The basilisk touches you.
 Your relic struggles to keep you alive!
 Your relic struggles to keep you alive!
 Your druj nasu gestures at the basilisk.
 The basilisk looks vulnerable!
 The basilisk looks less evasive!
 Your druj nasu looks refreshed.
 Your yuki-onna gestures at you.
 You feel better. The basilisk touches you.
 You will be terribly poisoned longer!
 The basilisk touches you.
 Your relic struggles to keep you alive!
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You use the pure stone.
 You are no longer terribly poisoned.
 You feel more vigorous.
 The charun slams you.
 Your relic struggles to keep you alive!
 Your unicorn gestures at you.
 You feel better. The basilisk touches you.
 You are poisoned!
 The basilisk touches you.
 Your relic struggles to keep you alive!
 You are badly poisoned!
 The basilisk touches you.
 You die...



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

Name : Tlaloc
Level: 25
MaxHP: 107
MaxSP: 100

Strength: 24
Magic   : 64
Vitality: 42
Agility : 24
Cunning : 21

Immune: Ice Electricity Dark
Weak  : Fire Light

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Storm Strike (Type: Electricity, 20 SP. 85 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
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) 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))


Name : Ninkasi
Level: 27
MaxHP: 100
MaxSP: 100

Strength: 21
Magic   : 36
Vitality: 36
Agility : 46
Cunning : 46

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Might (Type: Buff, 10 SP. Improves offense by 25%.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
5) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
6) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Bright Blood (Type: Healing, Passive. Increases natural HP regeneration and MaxHP recovery from earning experience by 200%.)


Name : Charun
Level: 30
MaxHP: 119
MaxSP: 100

Strength: 80
Magic   : 32
Vitality: 40
Agility : 32
Cunning : 16

Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) 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.)
6) ------------
7) ------------
8) ------------


Name : Leib-olmai
Level: 30
MaxHP: 105
MaxSP: 100

Strength: 70
Magic   : 38
Vitality: 46
Agility : 31
Cunning : 15

Resist: Ice Body Mind Matter
Weak  : Fire

Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) ------------
7) ------------
8) ------------


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

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

Immune: Mind Dark
Resist: Ice Light
Weak  : Fire

Abilities Known:
1) Vigor Steal (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Energy Siphon (Type: Body, 0 SP. Drains the target's SP by 10%, restoring your own SP by 66% of the amount drained. Cannot miss.)
3) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed slightly. Cannot miss.)
4) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
5) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 50% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
6) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
7) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
8) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))


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

Strength: 24
Magic   : 65
Vitality: 24
Agility : 24
Cunning : 53

Immune: Ice Body
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Putrid Breath (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Infection, preventing most HP and SP recovery. Cooldown: Breath (5))
7) Arresting Glare (Type: Body, 25 SP. 70% chance to cause Paralysis in enemies, causing them to frequently miss their turns. Cooldown: Presence (9))
8) ------------



Wanted to go for petrification build with crush but game handed wild frenzy to me in anomaly and accursed a couple of levels later. So I just stacked some annoying status effects and went ham with wild frenzy. Entire time I was lacking some sort of defense, teleporting into the middle of enemies and starting to flail wildly isn't the best strat sometimes, but that the only thing my build could do. :D Specifically Oozes and Basilisks gave me a really hard time everytime I've encountered them.
Weird summoner AI thing
Code: Select all
Stone Jaw unsummons the aitvaras!
 Stone Jaw summons the aitvaras!
 Stone Jaw unsummons the aitvaras!

Was fighting my mirror to restore one of my lost demons and ghost did this. Aitvaras was low on health and I think ghost didn't have anyone else to summon so it just wasted one turn on this.

The build following that will probably be me a tiny build involving making some new abilities and sprinkling them about because doing two heavy tech/non gameplay builds in a row will make me sad.

Oh hey, after my titan's fist run I had some abilities ideas. Passives like dreamstalker, but for other status effects would be useful for some variety. Something like extra damage and accuracy against panicking enemies with less than 50% hp, for infection passive that reduces target's SP if it is infected could work, stuff like that. Light counterpart for oppressor - bonus damage against targets who have their hp higher than yours, "righteous fury" if you will. Sacrificial dagger - weak pierce melee attack that gives you 10SP on hit for every active magical ability you have. Ability similar to meditation that would give you some other benefits would be nice, maybe +20% to block or something like that, because sometimes staying back and not getting involved is the best course of action so having a few abilities that compliment that mindset would be nice. And what about element related buffs - buffs that would work only if target is immune/resistant/normal, e.g. giving blessings to holy creatures.
oneeyedjoe
 
Posts: 193
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Sun Jun 17, 2018 3:38 pm

Tower:22! Sooo close. :D

Wild Frenzy *is* pretty hard to say no to. :D Though I agree popping into groups of extra-nasty meleers and spinning to win might be a bit unsafe. :D

I've noted the summoner bug and will look into it. Likely related to Quick Summon/Dismiss being free actions and raising the evaluation of summon/dismiss actions artifically, and/or possibly the changes I made to encourage pacifists to be summoned... though that would be a weird aitvaras if it was pacifist.

More status-effect related passives is definitely an area ripe for exploration. :D We do have some element related heals: I hadn't thought about extending it to buffs. Not sure buffs are currently strong enough where players would bother with them... but I could see it being a thing once I (someday) do a pass on Buffs/Debuffs. Hmm.. maybe I could do that during the ability romp, but that one might be better saved until after Demon Preservation is a thing. I like the concept on Sacrifical Dagger too: there's a lot of fun implications baked into it (i.e.: you are a caster, in melee, willing to spend a turn doing almost nothing) :D

Oh, while we're here, an update on the save file corruption stuff.

So, the good news first: I did find a few techniques I can adopt to try and reduce the odds of save file corruption on a power loss. Yay.

The bad news: I have serious doubts about the success of them due to the combination of Demon needing to save often plus hard disk caching. In essence, just because I write code that says "write this to disk please" doesn't mean it actually happens right away, and that's where we can get in to trouble: if you lose power while an update is cached, the file ends up empty when you power back on. The problem is made worse by the fact Demon likes to update save files pretty often. As you'd likely guess, Unity doesn't exactly let me control something like hard disk caching directly (and I'm not sure I'd want to mess with it even if it did; frankly we are well outside my usual areas of competence here already.)

We'll try the stuff I was able to figure out first. If that doesn't work, I can look into adding a option for disabling / reducing auto-saving. Good news: that would reduce the odds of the files being lost, since the cache would have a lot more time between updates to actually write to the disk. Bad news: you could still end up rewinding a lot of progress if you lost power and hadn't saved recently... and it would also make cheating a hell of a lot easier. Granted, I have no illusions that I can prevent cheating entirely, but I have at least been trying to make it take a little effort. :)

At any rate, thanks for the report, T:22 is a solid run. :D
User avatar
Ferret
 
Posts: 1560
Joined: Tue Sep 16, 2014 3:18 pm

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Sun Jul 08, 2018 9:45 pm

Haven't tried the new version yet: my laptop doesn't shut down randomly anymore now that I finally replaced old HDD and since save files aren't compatible I wanted to finish my old run first. As someone with zero coding background I don't think I can propose a good solution for this problem, but what if there were 2 save files for each slot: first one would save at the start of every floor and second one would just like current save system does now. So in case the second one gets corrupted you can bring out the back up, but then again - game would need a way of telling if savefile is corrupted or not. Probably too many unnecessary steps, let's just hope that your method works :). And about cheating - can't you just hide savefiles into gamefiles so savescumming wouldn't be that easy of an option (once game is out of alpha version, of course)?

I think I finally managed to make aurastrike work not just like a gimmick but like an actual viable strat. I've done this kind of build in the matter test build before but it died in the ogun's sanctum due to me thinking I can last one more turn without healing. This time I died on T23 to a ghost, but I did clear entire floor first so that sort of counts like a ghost win kind of maybe (no).
Code: Select all
Demon Party Dump File
Version 5/13/2018, Scoring Model: 5/11/2018
Dump file created at: 7/8/2018 4:54:15 PM


Summoner Hotrods...
was chosen by the Vodun Mask,
selected Fire and Pierce as their starting elements,
has earned a score of 69498,
is currently at Tower:23,
and is quite dead!



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

Name : Hotrods
Level: 32
MaxHP: 152
MaxSP: 100

Strength: 74
Magic   : 42
Vitality: 42
Agility : 10
Cunning : 42

Resist: Fire
Weak  : Light

Abilities Known:
1) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
2) Chilling Blast (Type: Ice, 15 SP. Attenuated 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
3) Arrow Spray (Type: Pierce, 25 SP. Attenuated 70 Power attack.)
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) Aurastrike (Type: None, Passive. If your last action was a Fire, Electricity, or Ice ability, adds damage and a chance of a special effect of that type to Slash, Impact, and Pierce attacks.)
6) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
7) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
8) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)

Relic Upgrades:
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)
Far Summon I (Increases the range of Summon by 2.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Quick Summon (Your first Summon each turn is a free action (can use Summon as a normal action afterwards.))
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
2 Pure stone
14 Heal stone
8 Heal gem
3 Curse rune
2 Meteor rune
2 Mirror chime
2 Pure gem
3 Magic map
3 Chakra stone
1 Night rune
2 Gold offering
3 Flame glyph
1 Pain glyph
1 Chakra gem
1 Wind card
1 Silver offering
1 Ghost chime
2 Bolt glyph
1 Peace offering
1 Orange essence
1 Heart glyph
1 Guardian gem
1 Tempest rune
1 Venom rune

Current Credits: 16569



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2          0          2          5*         0         
Impact       3          0          1          6*         0         
Pierce       3*         0          0          7*         0         
Fire         2*         0          1*         5          1         
Ice          1*         0          0          5*         2         
Electricity  1          1          2          3*         1         
Body         2          1          1          3*         2         
Mind         2          2          1          4*         0         
Matter       3          0          1          5*         1         
Light        0          1          0          2          4*         
Dark         1          0          3          3*         1         

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



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

Name : Corrupt Ben nefilin
Level: 29
MaxHP: 112
MaxSP: 100

Strength: 25
Magic   : 57
Vitality: 31
Agility : 12
Cunning : 70

Immune: Body
Resist: Slash Dark
Weak  : Electricity Light

Abilities Known:
1) Mind Blast (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss.)
2) Body Lock (Type: Body, 30 SP. 70% chance to cause Paralysis, causing the target to frequently miss their turns.)
3) Venin Touch (Type: Body, 15 SP. 85 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
4) 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%.)
5) Incinerate (Type: Fire, 25 SP. Must target an Ignited enemy. 130 Power attack, but misses if the damage would not be fatal.)
6) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
7) 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%.)
8) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))


Name : Ionic Charun
Level: 32
MaxHP: 124
MaxSP: 100

Strength: 68
Magic   : 51
Vitality: 34
Agility : 35
Cunning : 22

Immune: Electricity
Resist: Dark
Weak  : Light

Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Arcing Touch (Type: Electricity, 20 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
6) Flash Shock (Type: Electricity, 10 SP. 40 Power attack. Has a 20% chance to inflict Shock, causing the target to miss their next turn. Free action. Cooldown: Cantrip (3))
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) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Brewmaster Unicorn
Level: 27
MaxHP: 107
MaxSP: 100

Strength: 27
Magic   : 57
Vitality: 36
Agility : 27
Cunning : 38

Immune: Light
Resist: Body Mind
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Inspire (Type: Buff, 20 SP. Cannot target a Shocked, Stunned, or Sleeping character. Gives the target an extra turn immediately.)


Name : Lifebender Umdhlebi
Level: 29
MaxHP: 147
MaxSP: 100

Strength: 18
Magic   : 38
Vitality: 73
Agility : 12
Cunning : 54

Immune: Mind
Resist: Electricity Matter
Weak  : Ice

Abilities Known:
1) Envenom Host (Type: Body, 20 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
2) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)
3) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
7) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, Melting, and reactions).)
8) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))


Name : Chthonic Ya-te-veo
Level: 33
MaxHP: 157
MaxSP: 100

Strength: 61
Magic   : 14
Vitality: 75
Agility : 27
Cunning : 38

Immune: Mind
Resist: Slash Impact
Weak  : Ice Body

Abilities Known:
1) Snatch (Type: Matter, 30 SP. Can be used while Muted. Must target a character. Pull the target to you with a 85 Power attack. Inflicts Held, which reduces accuracy, evasion, and movement speed. Cooldown: Charge (8))
2) Razor Whip (Type: Slash, 10 SP. 70 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
3) Razor Lashes (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
4) 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).)
5) 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.))
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) Brain Shaker (Type: Impact, 35 SP. 70 Power attack. Has a 20% chance to inflict Stun, causing the targets to miss their next turn.)
8) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)


Name : Dancing Pelesit
Level: 29
MaxHP: 83
MaxSP: 100

Strength: 32
Magic   : 12
Vitality: 25
Agility : 79
Cunning : 47

Resist: Electricity Dark
Weak  : Fire Body Light Matter

Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Madness Gaze (Type: Mind, 20 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cooldown: Presence (6))
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
5) 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.)
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) 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) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))



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

 Tanky pierces your ya-te-veo.
 Tanky will regenerate longer!
 Tanky slashes your nuppeppo.
 Your nuppeppo begins to regenerate!
 The ruler smites you.
 It's super effective!
 The eloko spears you.
 The eloko looks refreshed.
 You pierce the eloko.
 It's super effective!
 You kill the eloko!!
 You are no longer stunned.
 You are still charmed!
 You stare at your nuppeppo.
 Your nuppeppo is set on fire!
 You are still charmed!
 You freeze your nuppeppo.
 It isn't very effective.
 You freeze your umdhlebi.
 It's super effective!
 Your nuppeppo starts shivering!
 Your umdhlebi starts shivering!
 You stumble.
 Your nuppeppo gestures at you.
 Your nuppeppo drains itself.
 You feel better.
 Your nuppeppo misses Tanky.
 Your ben nefilin can speak again.
 Your ya-te-veo lashes the ruler.
 The ruler is restrained!
 Your ya-te-veo looks refreshed.
 Tanky slashes your nuppeppo.
 Tanky kills your nuppeppo!!
 The ruler smites you.
 It's super effective!
 You fall silent!
 You stagger.
 Your umdhlebi misses the ruler.
 You are still charmed!
 You hit your umdhlebi.
 You freeze your umdhlebi.
 It's super effective!
 Your umdhlebi will be shivering longer!
 You feel refreshed. Tanky hits you.
 Your relic struggles to keep you alive!
 You pierce Tanky.
 It isn't very effective.
 You feel refreshed. The ruler banishes you.
 It's super effective!
 You die...



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

Name : Lifegiver Nero
Level: 20
MaxHP: 112
MaxSP: 100

Strength: 19
Magic   : 49
Vitality: 49
Agility : 19
Cunning : 14

Resist: Fire Ice
Weak  : Body Light Dark Matter

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) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
7) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
8) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)


Name : Chthonic Ghoul
Level: 23
MaxHP: 114
MaxSP: 100

Strength: 41
Magic   : 10
Vitality: 53
Agility : 32
Cunning : 29

Resist: Slash Impact Body
Weak  : Fire Mind Light

Abilities Known:
1) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 50% chance to inflict Paralysis, causing the target to frequently miss their turns.)
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) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
4) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
5) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
6) 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%.)
7) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
8) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed slightly. Cannot miss.)


Name : Turdak
Level: 25
MaxHP: 92
MaxSP: 100

Strength: 39
Magic   : 21
Vitality: 31
Agility : 46
Cunning : 38

Immune: Body Dark
Resist: Pierce Ice
Weak  : Impact Fire Light

Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
3) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)
4) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
5) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
6) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
7) 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) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)


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

Strength: 24
Magic   : 62
Vitality: 24
Agility : 31
Cunning : 49

Immune: Ice Matter
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)
7) Acid Blast (Type: Matter, 25 SP. 85 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
8) ------------


Name : Immortal Yuki-onna
Level: 28
MaxHP: 115
MaxSP: 100

Strength: 24
Magic   : 46
Vitality: 52
Agility : 34
Cunning : 34

Immune: Ice
Resist: Slash Impact Pierce
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Resolute (Type: Healing, Reactive. Reduces the remaining duration of each of your negative status effects by 20% of the current duration when damaged by attacks (excluding reactions). No effect on Stun or Shock.)
7) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
8) ------------


Name : Brucha
Level: 30
MaxHP: 102
MaxSP: 100

Strength: 48
Magic   : 16
Vitality: 32
Agility : 80
Cunning : 24

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) ------------
6) ------------
7) ------------
8) ------------


Name : Redeemed Nuppeppo
Level: 30
MaxHP: 147
MaxSP: 100

Strength: 22
Magic   : 32
Vitality: 92
Agility : 12
Cunning : 42

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

Abilities Known:
1) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
2) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
3) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
4) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
5) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, Melting, and reactions).)
6) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
7) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
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.)




The best way to make aurastrike do work is cantrips and aoe melee abilities. Cannot miss and attenuated abilities are extra useful since you won't need agility for them which is pretty important because you will need strength and magic for sure, a little bit of vitality for staying in melee range and not dying in one turn and cunning, depending on what element you want to use (still not entirely necessary either). But the only cantrip ability that doesn't need accuracy checks or a certain setup (winterkill, bask) is Combust, yay. And arrow spays are perfect candidates for the physical part of the build. You can even take spellbinder and set your arrows on fire every turn, but I don't like taking secondary abilities that would support only one other ability. Took me a while to finish the build, I was rolling with a wacky build until T17. I had combust, fan flames and numbing dart from the starting kit, greek fire to support that kit, chilling blast, glacial shell and crippler for some variety of elements and aurastrike itself. On early floors I found pyre rite and incinerate which was very lucky, but they didn't fit in my idea of a build so I gave them to my allies. That was another reason to keep greek fire. At first I wanted to keep this build fire/pierce with some status effects on hit, but chilling blast was working quite well. It's a very strong ability for any frontliner mage, might be a bit too strong even if you build specifically for it with ice passives... Anyway, got my build finished by the end of T17 - finally got some Peludas to take arrow spam from. Those vile greek birds with tier 1 spray never showed up sadly, otherwise build would've been ready way earlier. So I replaced numbing needle and fan flames with arrow spray and bloodlust and bam, close range aoe spam for days with occasional ignitions. Later I replaced glacial shell with spiny veil. I had good enough maxHP to withstand melee enemies anyway, but in situations where I had to spam chilling blast I had no viable SP recovery and arrow spray isn't that cheap either, so in prolonged encounters I was always low on SP. Spiny veil+bloodlust solved that problem and on top of that spiny veil works with aurastrike as well basically giving me 2 veils after a turn where I used chilling blast. Combined with crippler it also acted in a defensive way against physical melee enemies.
Final ghost fight was very long and tedious, it was my titan's fist ghost from few runs back and it didn't want to die at all. I killed off 4 or 5 of his demons but then got charmed and my calmer got muted on the next turn. Aux guard I and last defense kept that damn ghost alive through a couple of incinerations, I think it lost only about 40maxHP from those.

Somewhere along the way I found wild frenzy yet again and wondered how does it work with aurastrike. Do you get extra elemental damage on every hit or only on the first hit? Same question for every other double attack.
AI needs to stop using crowd control abilities on charmed enemies, like seriously, I was running with ben neffilin and ninkasi for a while and almost every time poor charmed demons were getting their bodies locked and their minds blasted, just a waste of a charm.
oneeyedjoe
 
Posts: 193
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Sun Jul 08, 2018 10:37 pm

Bleh. :D Figures the fellow I was fixing it for wasn't having the problem anymore. :D I ate my veggies for nooooottthhhinnnggggg!

I could take stronger measures for stability and security such as what you propose... the biggest barriers here are 1) My fairly lacking knowledge of advanced file I/O, 2) My limited dev time at present. This was a bit of a painful build in some ways.. I don't think anyone was super excited about save slots, and that's pretty much all this added unless you were having random power loss. :P Spending more dev time on research and development at present might risk boring the community to tears. :)

The Flash cantrips were pretty much made for Aurastrike (and also for helping cooldown the elemental cooldowns that speed up if you use spells of their element), but Combust works too, though it does have a longer cooldown.

Chilling Blast was responsible for one of the very first "builds" that ever existed. I think I've mentioned it for, but it was basically spamming Chilling Blast + a lot of defense passives + Flesheater and Souleater. This predated even the first public releases. CB is powerful, but on the other hand, wouldn't it have to be to convince people to go melee while dumping points in Magic? :D

Unfortunately, Wild Frenzy, Maul, etc. only trigger Aurastrike once each. They do specify they split the damage between multiple attacks, and Aurastrike specifies it's only the next attack, so this is consistent. :D (I can understand if it's also dissapointing, but on the other hand, Aura Strike would basically double the damage of these abilities if it worked the other way.)

Hmm.. odd that I haven't thought of it before now, but yeah, Charmed targets probably should be a low priority for most other debuffs, perhaps. :) I've added it to the list. :D

Thanks for the report, and congrats on the very near ghost win. :D
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Ferret
 
Posts: 1560
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Mon Jul 09, 2018 4:06 am

Fail safe system for save files is still pretty important for a game with permadeath so it wasn't all for nothing. Extra save slots isn't very exciting of a feature but it's fairly useful still.
Speaking of cantrips, electricity doesn't have any special ones and ice has only winterkill. What about ability that can target 3*3 area, does no damage but causes chill for extra long time, could be good for winterlord/icebreaker setups. Can't think of anything interesting for electricity, combust version for shock would be OP, meltdown/winterkill version would be too weak, pyrokinesis maybe? Target shocked demon and do damage to surrounding ones? :| I used to ignore cantrips for a long time, mostly because ritualist was too powerful, but after playing with some of them I realized how bursty your damage output can be.
oneeyedjoe
 
Posts: 193
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Tue Jul 10, 2018 12:57 pm

The Chill cantrip idea is one of those ideas that makes me wonder how I got to 650+ abilities without thinking of it. :D Thanks!

Electricity's always been the hard one. Chill, and less so but still somewhat, Ignite, are both able to stick around and be built up on multiple enemies. Much harder to do that with Shock, which means Electricity has to be treated differently than Fire/Ice when designing abilities. Many things that'd work for both Ignite and Chill don't work at all with Shock. Probably a bit of a design hole, that, but barring a major refactor of Electricity, one I'm probably stuck with. :P

A Shock version of Combust wouldn't be impossible, but it wouldn't be able to be 100% probably. :P That and/or it'd have to have some other significant restrictions / penalties vs. Combust.

Yeah, the Ritualist nerf from a ways back was pretty much required because of that: a single ability's restriction was drowning an entire class of abilities. :P
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Ferret
 
Posts: 1560
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Tue Jul 17, 2018 5:46 pm

Going for and taking advantage of aux power III actually worked very well.

Code: Select all
Demon Party Dump File
Version 7/3/2018, Scoring Model: 5/11/2018
Dump file created at: 7/17/2018 2:27:50 PM


Summoner Glass Cannon...
was chosen by the Orb of Power,
selected Buff and Ice as their starting elements,
has earned a score of 69283,
is currently at Tower:23,
and is quite dead!



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

Name : Glass Cannon
Level: 32
MaxHP: 159
MaxSP: 100

Strength: 4
Magic   : 97
Vitality: 45
Agility : 58
Cunning : 6

Resist: Mind Light
Weak  : Slash Impact Pierce

Abilities Known:
1) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
2) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (2))
4) Chain Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
6) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, Melting, and reactions).)

Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
Transpose Soul (Unlocks the Transpose Soul transmutation, which lets you sacrifice a demon to choose and learn one of the bonus abilities from the modifier it would pass if used with Fuse Demons.)
Aux Power III (Increases damage and healing dealt by 34% and reduces SP costs and cooldowns by 17% per empty summon slot, up to a 100% increase and 50% reduction respectively. No effect when Heroic.)

Inventory:
2 Peace offering
3 Heart glyph
2 Curse rune
2 Pain glyph
5 Flame glyph
2 Silver offering
4 Venom rune
3 Calm card
9 Chakra stone
22 Heal stone
1 Chakra gem
1 Guardian gem
1 Green essence
8 Pure stone
1 Bronze offering
2 Meteor rune
1 Orange essence
1 Pure gem
1 Bolt glyph
3 Heal gem
1 Wind card
1 Might gem
1 Magic map
1 Tempest rune
1 Zephyr card
1 Mirror chime

Current Credits: 17381



--==== Party Overview  ====--

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

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



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

Name : 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) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
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) 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.))
6) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce defense by 20%.)
7) Ready Block (Type: Defense, Passive. If your last action was a Melee, Beam, or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
8) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)


Name : Reprobus
Level: 29
MaxHP: 133
MaxSP: 100

Strength: 67
Magic   : 31
Vitality: 39
Agility : 35
Cunning : 23

Immune: Mind Light
Weak  : Electricity

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Impaling Thrust (Type: Pierce, 25 SP. 85 Power attack, enemies only.)
3) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
4) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
5) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
6) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
7) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, Melting, and reactions).)
8) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)


Name : Corrupt Unicorn
Level: 29
MaxHP: 114
MaxSP: 100

Strength: 28
Magic   : 64
Vitality: 31
Agility : 28
Cunning : 44

Immune: Body Light
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Arresting Glare (Type: Body, 25 SP. 70% chance to cause Paralysis in enemies, causing them to frequently miss their turns. Cooldown: Presence (9))
8) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)


Name : Sainted Raiju
Level: 27
MaxHP: 85
MaxSP: 100

Strength: 18
Magic   : 60
Vitality: 18
Agility : 42
Cunning : 47

Immune: Electricity Light
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) Light Arrow (Type: Light, 25 SP. 85 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
6) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
7) Halo (Type: Light, 20 SP. Only affects enemies. 85 Power attack. Cannot miss. Cooldown: Light (2))
8) ------------


Name : Warded Ya-te-veo
Level: 35
MaxHP: 177
MaxSP: 100

Strength: 54
Magic   : 14
Vitality: 77
Agility : 40
Cunning : 40

Immune: Mind
Weak  : Ice Body

Abilities Known:
1) Snatch (Type: Matter, 30 SP. Can be used while Muted. Must target a character. Pull the target to you with a 85 Power attack. Inflicts Held, which reduces accuracy, evasion, and movement speed. Cooldown: Charge (8))
2) Razor Whip (Type: Slash, 10 SP. 70 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
3) Razor Lashes (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
4) 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).)
5) 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.))
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) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee, Beam, and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
8) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)


Name : Leib-olmai
Level: 33
MaxHP: 114
MaxSP: 100

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

Resist: Ice Body Mind Matter
Weak  : Fire

Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
5) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
6) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
7) Empower (Type: Buff, 25 SP. Improves offense and defense by 25%.)
8) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, Melting, and reactions).)



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

 Enter to execute, Escape to cancel.
 You reshape yourself.
 You are no longer chilled.
 You feel better.
 Using Lich Touch...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You wither the ruler.
 It's super effective!
 You sap the ruler's vigor!
 You feel more vigorous.
 The eye killer conjures a ring of frost.
 The eye killer misses you.
 The ruler gazes at you.
 You are charmed!
 You are no longer in agony.
 You are still charmed!
 You conjure a ring of frost.
 You freeze yourself.
 You feel cold!
 The eye killer conjures a ring of frost.
 The eye killer freezes you.
 You feel like you will be cold longer!
 You are still charmed!
 You conjure a ring of frost.
 You freeze yourself.
 You feel like you will be cold longer!
 The ruler hurls a lightning bolt.
 The ruler misses you.
 You are still charmed!
 You conjure a ring of frost.
 You freeze yourself.
 You feel like you will be cold longer!
 You shatter yourself.
 Your relic struggles to keep you alive!
 The ruler smites you.
 It isn't very effective.
 Your relic struggles to keep you alive!
 You fall silent!
 The eye killer pecks you.
 It's super effective!
 Your relic struggles to keep you alive!
 You are still charmed!
 The ruler hurls a lightning bolt.
 The ruler shocks you.
 Your relic struggles to keep you alive!
 The eye killer pecks you.
 It's super effective!
 You die...



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

Name : Barbegazi
Level: 25
MaxHP: 107
MaxSP: 100

Strength: 31
Magic   : 49
Vitality: 46
Agility : 28
Cunning : 21

Immune: Ice
Weak  : Fire

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Also Chills the target, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Charge (3))
2) Cryopulse (Type: Ice, 15 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
3) Icy Gust (Type: Ice, 15 SP. 40 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly. Free action. Cooldown: Cantrip (3))
4) Frost Armor (Type: Ice, Passive. When your last action was an Ice ability, you have 25% improved defense.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) ------------
7) ------------
8) ------------


Name : Corrupt Banshee
Level: 27
MaxHP: 86
MaxSP: 100

Strength: 12
Magic   : 72
Vitality: 24
Agility : 24
Cunning : 53

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

Abilities Known:
1) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
4) Arresting Glare (Type: Body, 25 SP. 70% chance to cause Paralysis in enemies, causing them to frequently miss their turns. Cooldown: Presence (9))
5) Lung Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you also have a 85% chance to delay the target's next turn.)
6) ------------
7) ------------
8) ------------


Name : Lifegiver Nero
Level: 20
MaxHP: 112
MaxSP: 100

Strength: 19
Magic   : 49
Vitality: 49
Agility : 19
Cunning : 14

Resist: Fire Ice
Weak  : Body Light Dark Matter

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) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
8) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)


Name : Destined Civatateo
Level: 28
MaxHP: 103
MaxSP: 100

Strength: 19
Magic   : 73
Vitality: 26
Agility : 30
Cunning : 42

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) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
4) 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))
5) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
6) Empower (Type: Buff, 25 SP. Improves offense and defense by 25%.)
7) ------------
8) ------------


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

Strength: 24
Magic   : 65
Vitality: 24
Agility : 24
Cunning : 53

Immune: Ice Body
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Arresting Glare (Type: Body, 25 SP. 70% chance to cause Paralysis in enemies, causing them to frequently miss their turns. Cooldown: Presence (9))
7) Corrupt Host (Type: Body, 20 SP. 70% chance to inflict Infection, which prevents most HP and SP recovery.)
8) ------------


Name : Shikome
Level: 31
MaxHP: 106
MaxSP: 100

Strength: 20
Magic   : 70
Vitality: 33
Agility : 41
Cunning : 41

Immune: Dark
Resist: Ice Body
Weak  : Mind Light

Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) Horrible Glare (Type: Mind, 15 SP. Only affects enemies. Four 40% chances to delay the next turn of the targets. Cooldown: Presence (6))
3) Possess (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (5))
4) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
5) ------------
6) ------------
7) ------------
8) ------------




And I must say it wasn't all that difficult. With first grade I was replacing my other damage dealer and usually had a tank and a healer out. While enemies were too busy with them I had enough time to dispatch them. Second grade was a bit tricky because without a healer tank would die really fast but without a tank healer wasn't able to outheal all the damage taken and damage dealer would've been really unreliable. I almost died to Lioth because of that - I tried to take him on with only 1 demon out but we got drowned in body/matter/debuff status effects and I got locked into purestoning cycle for a few turns. Good thing that healing bonuses from aux power also help with maxHP recovery via purestones. After that fight I decided to not take advantage of aux power II just yet because I needed someone to tank/heal and cure various status effects at the same time. Thankfully that problem got solved when I got reshape+unconquerable and didn't have to worry about status effects and healing all that much anymore. As my only sidekick I used ninkasi/rebrobus/chthonic ehlose depending on the situation. My damage output was enough to kill entire enemy packs in 2-4 turns, I just needed healthy enough meatbag to stall them.
But the real fun started once I got aux power III. I was able to kill most things in 2 hits before they even got a chance to approach me, reshape was healing me for over 80hp on use and cooldown was only 3 turns, which meant that after taking 3 hits I could purify (that sounds kind of wrong doesn't it) and heal myself for 260power. My only weakness was charm, thankfully I was mind resistant. Mute also would've been unpleasant, but I had enough purestones for that. I did get turned into stone once by 5-6 Gorgons pack, but instead of finishing me off they were trying to heal up, probably wasted 3 turns on that and by the time they approached me I wasn't a statue anymore.

Image
Me winning vigor drain contest.

Image
My only weakness finally got me and I ended up shattering myself. Hm, now that summoners will refuse to use reshape/calm to remove charm from themselves maybe they also should not try to suicide.

Aux power III is a lot of fun but without self sustain and multiple types of damage it's very easy to get screwed. Haste is pretty much a must have too. I wonder how viable melee build would be with that setup. Haunt,mighty roar,second wind and mindbender banshee soul armor is a one way to make it work.
There is a bug with heroic CD reduction and cold CD.
Image
Even the tooltip says that it's only 2 turns, but it's actually 4 every time when glacial shell gets proced.
Rabblerouser doesn't accelerate turn if you use buff on yourself. Not sure if it's because it can't give you enough energy for the extra turn right away but shouldn't it at least play the acceleration animation and mention it in the log, because it doesn't. Speaking of animations, endure cooldown could use one when it gets lowered via unconquerable.
Acid rain, orbs and aqua regia have only 50% to inflict melting, not sure if that's justified since acid attacks do less damage than their elemental counterparts already, so why not 70% like single target acid projectiles have?
oneeyedjoe
 
Posts: 193
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Thu Jul 19, 2018 3:33 pm

Congrats on getting so far with an Aux Power III build. :D

I imagine some balance passes may have to be done on the Aux abilities once I do the actual upgrade build. I didn't worry about it too much since their inclusion in the Matter build was mostly a preview (after all, you can't even get to Aux Power III until late game, and you have no way of combining Aux Power + Guard beyond II / I or I / II), but I'll probably do some analysis/tweaking once they're available earlier via starting Relic upgrades.

Charm allowing suicide is intentional: love driving people to such acts is hardly unheard of. More interestingly, it's only possible if you have AE abilities (you're outside the minimum range of your own single target stuff), and if there's any class of abilities I have limited sympathy for it, it's those. :D I agree it will probably be one of the biggest threats "solo" summoners face... but I'll probably be adding some new abilities that give new options for countering it beyond "requiring" Mind immunity.

I think I know what the bug with cold CD might be; I'll fix it up in the next build. :D

I'll look into Rabblerouser on self too: I also think I know what that issue is. Also agree about Unconquerable needing an anim.

Acid AEs having a lower Melt% is intentional: Melt is a "full" status effect (unlike Ignite, Shock, or Chill), so it has reduced odds when applied as an AE, if all other factors are equal. It's probably more accurate to think of the Acid spells as "status spells that also do damage" than "damage spells that apply a status", in terms of how they were balanced/designed. Consider Envenom Host (70% poison chance, 3x3 AE, full range, 20 SP) vs. Acid Orb (50% melt chance w/ 55 Power hit, 3x3 AE, short range, 20 SP) and it probably makes more sense.

Thanks for the report, particularly on an oddball build. :) This will be useful data for the upgrade build later. :D
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Ferret
 
Posts: 1560
Joined: Tue Sep 16, 2014 3:18 pm

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