My first ghost on 20+ tower

The tower awaits!

Re: My first ghost on 20+ tower

Postby Ferret » Sun Jul 29, 2018 5:41 am

I found something neat to do with the Chill cantrip. :D

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Ferret
 
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Mon Jul 30, 2018 9:06 am

That's even better than 3*3 area, it's gonna have some neat implications. One of which is sublimate and it suuuuucks. 15 of your SP and one turn for 10% of enemy's current SP, why even bother. And you have to chill them first too. What if sublimate was -10 SP flat at least. Also I thought of a little change to frostbite, what if it would reduce SP by Power/10, flat. That way sudden chill with frostbite won't be so OP and powerful single target spells will be able to dry key targets out of SP more easily, instead of killing them before SP thing even matters.

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Ruler was cheating with his lightning bolt and kept hitting me through that corner. Didn't manage to capture the right moment with lightning animation, but you still can see it from his position and event log that he hits me when he really shouldn't.
oneeyedjoe
 
Posts: 192
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Wed Aug 01, 2018 12:42 am

I went ahead and bumped Sublimate to a 20% drain. Chilling isn't that hard, mind you, but it did seem a bit weak for one of the few SP drains that does no damage, even if it is a friendly fire proof AE.

Frostbite I'm happy with as is, for now. :D

Hmm... that Ruler thing is not technically a bug... but I can see why it felt like one. I'll see if I can fix that without busting my LoS/LoF code up in some other frownier way. :D
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Thu Sep 06, 2018 9:21 pm

I think I played with most of the new abilities enough to form an opinion on them.
Auras. Most of the defensive auras aren't that great, cleansing and relieving being the worst. Maybe stacking them on 2-3 demons is worth something, but 1 aura isn't going to do much. Mostly because most body effects are very easy to apply and keep reapplying, also demons who use them often don't have much else to do in terms of abilities. Also poison can stack and some packs can stick poison+ to your entire party in one turn and then just keep refreshing it. I'd rather use one turn to remove poison++ so enemies would have to build it up again than have its duration lowered a bit. Poison and infection last for quite a bit also, so maybe if aura would remove 1 tick of duration instead of 0.5 it would be more attractive. Relieving aura suffers from similar problems. Melting in its nature is very easy to apply and held stacks. Blind gets countered well though, unless your aura bearer gets blinded. And that's another thing - auras get disabled by things they are supposed to counter. With plain cure abilities at least you have a chance to use it properly when you are under some control effects like panic or paralysis. Not being so easily countered would be a good selling point for auras. (The only exception when aura isn't disabled while direct cure is is muted absolution).
Calming aura is decent-ish, even though it also gets shut down by all the effects it suppose to remove (not sure about charm though). In one run I had Maj Ehlose with iron mind and calming aura as the only calmer for a while, it was pretty good. Normalizing aura is specifically good for anomaly against Fotias and Paracelsus. Didn't feel the need for it in other places. Absolving and uncursing auras looked fine, didn't use them myself though. Uncursing aura must be especially good against brief debuffs.
Healing and vigorous auras are pretty good. 2-3 is enough to see the difference and unlike duration shortening auras these are useful at all times.
I think auras are more suited for wild demons rather than summoners. You probably won't give Infectious to each and every one of your demons, but fighting packs of 4-5 demons who can reliable infect you isn't that uncommon. It works other way around too - giving cleansing aura to everybody isn't really worth it, but when you meet pack with 3 Neroes in it it will be hard to keep them poisoned. And on practice auras actually showed themselves far more useful in fights with other summoners.

Offensive auras are far more interesting, not all of them though. Accursed, zealous, foul and dispelling are in a good place. 8% is good enough for effects that last 5 turns and have some impact on the fight. Dispelling aura counters cries and self buffs really well even without being stacked. Also pretty good against big packs with buffers, keeps them more busy. Fearsome aura... it exists, I guess, didn't use it myself, didn't see much difference in fights with Chachapumas so can't say much about it. Combustive aura need a bit of an increase in odds. 8% for a brief DoT is meh and fire already has abilities with sky high ignite chances. They may require you to use 1 turn, but they also give you control on whom you are going to ignite. Shocking aura has similar issue because Volt Call is a thing, but it can work with some shock chance stacking so I'll give it a pass. Chilling aura though... Ice already has plenty of ways to chill everything you can see. Yes, Sudden Chill might be expensive and you have to actually use it, but it's guaranteed chill on everything. Chill effects isn't even that good, it's main advantage is that you can stick it to anything that isn't ice immune without any problems.Chilling aura just doesn't fit in that theme. And 15%, come on.

Iron stuff are good at what they do, I even used Iron core in one of my builds where I had Profane Ruhin soul armor. I think I got shocked like 5 times total in that run (which was a win btw). Iron mind is good against packs of Oni. Some are more useful than others of course, but depending on your build each one has its uses. They probably were meant to be combined with auras for maximum efficiency, but isn't that a bit too much of a commitment just to counter some status effects?


Panacea. It is great. I wish AI wouldn't use it to remove 1 debuff though. Haven't been screwed by that too much though so can't complain yet.

Light stuffs. Are also good, especially with miens. Can be incredibly powerful yet not too powerful. Their cost made sure of that.

Shortened duration of agony made Adria really dangerous. She does about 40 damage to "normal" targets with her smites, weak to dark will have a really bad time against her. Haven't seen Charliss but it's probably safe to say that he is even more of a jerk now too.

Here some party details of winning runs.

Code: Select all
Summoner LastSamurai...
was chosen by the Titan's Fist,
selected Slash and Defense as their starting elements,
has earned a score of 65358,
is currently at Tower:23,
and is still alive!



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

Name : LastSamurai
Level: 31
MaxHP: 129
MaxSP: 100

Strength: 91
Magic   : 4
Vitality: 45
Agility : 66
Cunning : 4

Immune: Body Matter
Resist: Mind Dark
Weak  : Electricity

Abilities Known:
1) Execute (Type: Slash, 15 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)
2) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
3) 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.)
4) Iron Core (Type: Defense, Passive. Reduces the duration of Fire, Ice, and Electricity status effects (except Shock) applied to you by 50%. Reduces your chance to be Shocked by 50% of the original chance.)
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) 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.)
7) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
8) Counterattack (Type: Slash, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 55 Power attack.)

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.)
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.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
9 Pure stone
4 Heal gem
1 Venom rune
9 Chakra stone
25 Heal stone
1 Might gem
1 Pain glyph
2 Pure gem
4 Frost glyph
2 Tempest rune
2 Flame glyph
2 Night rune
1 Magic map
2 Heart glyph
1 Guardian gem
1 Bronze offering

Current Credits: 12949



--==== Party Overview  ====--

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

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



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

Name : Baleful Zagh
Level: 27
MaxHP: 99
MaxSP: 100

Strength: 12
Magic   : 66
Vitality: 24
Agility : 30
Cunning : 53

Immune: Mind Light Dark
Weak  : Fire

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) Stellar Nova (Type: Light, 35 SP. Attenuated 40 Power attack, enemies only. Attenuated 60 Power heal, allies only.)
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
7) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
8) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))


Name : Baphomet
Level: 31
MaxHP: 120
MaxSP: 100

Strength: 16
Magic   : 75
Vitality: 32
Agility : 24
Cunning : 58

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

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


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

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

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
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.)


Name : Warded Ikiryo
Level: 29
MaxHP: 117
MaxSP: 100

Strength: 22
Magic   : 57
Vitality: 73
Agility : 31
Cunning : 12

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

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
5) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
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 (6))
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))


Name : Gelidus Leib-olmai
Level: 33
MaxHP: 124
MaxSP: 100

Strength: 61
Magic   : 57
Vitality: 49
Agility : 35
Cunning : 13

Immune: Ice
Resist: 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) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
7) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
8) Cryopulse (Type: Ice, 15 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)


Name : Baleful Unicorn
Level: 27
MaxHP: 108
MaxSP: 100

Strength: 27
Magic   : 60
Vitality: 30
Agility : 27
Cunning : 41

Immune: Light Dark
Weak  : Body

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
7) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))



Code: Select all
Summoner WinterWars...
was chosen by the Hand of the Dead,
selected Ice and Healing as their starting elements,
has earned a score of 66317,
is currently at Tower:23,
and is still alive!



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

Name : WinterWars
Level: 31
MaxHP: 167
MaxSP: 100

Strength: 4
Magic   : 78
Vitality: 66
Agility : 53
Cunning : 4

Resist: Ice
Weak  : Light

Abilities Known:
1) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
2) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Frigid Squall (Type: Ice, 10 SP. Chills the targets, reducing their accuracy, evasion, and movement speed slightly. Free action. Cooldown: Cantrip (2))
4) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
5) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
6) Dispelling Aura (Type: Debuff, Reactive. Each standard turn, reduce the duration of enemies' Buff status effects by 1 turn.)
7) 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.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)

Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
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.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
2 Night rune
2 Calm card
5 Heal gem
1 Might gem
1 Frost glyph
10 Pure stone
9 Chakra stone
3 Zephyr card
4 Peace offering
2 White essence
1 Curse rune
2 Bolt glyph
1 Bronze offering
1 Mirror chime
1 Chakra gem
10 Heal stone
2 Heart glyph
4 Flame glyph
1 Guardian gem
1 Purple essence
1 Pain glyph
1 Pure gem
1 Orange essence
1 Blizzard rune
1 Meteor rune

Current Credits: 20194



--==== Party Overview  ====--

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

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



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

Name : Hulking Oni
Level: 27
MaxHP: 112
MaxSP: 100

Strength: 72
Magic   : 12
Vitality: 46
Agility : 31
Cunning : 24

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) 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.)
6) 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).)
7) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which prevents most HP and SP recovery.)
8) 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.))


Name : Brewmaster Unicorn
Level: 29
MaxHP: 113
MaxSP: 100

Strength: 28
Magic   : 60
Vitality: 38
Agility : 28
Cunning : 41

Immune: Light
Resist: Body Mind
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Storm Lord (Type: Electricity, Passive. Reduces the SP costs of abilities by 20 if you can see any Shocked characters.)
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 : Maj. Power
Level: 34
MaxHP: 116
MaxSP: 100

Strength: 107
Magic   : 14
Vitality: 50
Agility : 35
Cunning : 14

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

Abilities Known:
1) Lethal Thrust (Type: Pierce, 25 SP. 100 Power attack, enemies only.)
2) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Vehemence (Type: Buff, 15 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (3))
4) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
5) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) Hurl Boulder (Type: Impact, 15 SP. 100 Power attack. Cooldown: Luck (5))


Name : Maj. Ehlose
Level: 26
MaxHP: 103
MaxSP: 100

Strength: 50
Magic   : 11
Vitality: 59
Agility : 36
Cunning : 24

Immune: Body
Resist: Ice Electricity Mind 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) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
3) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
4) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
5) 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 (6))
6) Absolving Cut (Type: Slash, 20 SP. 70 Power attack. Removes Guilt, Mute, Pariah, and Hex from you or a nearby ally.)
7) Iron Mind (Type: Defense, Passive. Reduces the duration of Mind status effects (except Stun) applied to you by 50%. Reduces your chance to be Stunned by 50% of the original chance.)
8) Calming Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Mind status effects (except Stun) by 0.5 turns.)


Name : Warded Ikiryo
Level: 29
MaxHP: 117
MaxSP: 100

Strength: 22
Magic   : 57
Vitality: 73
Agility : 31
Cunning : 12

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

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
5) 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 Shock, Stun, or Harden.)
6) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
7) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Stormy Mummy
Level: 27
MaxHP: 114
MaxSP: 100

Strength: 18
Magic   : 51
Vitality: 54
Agility : 25
Cunning : 37

Resist: Ice Electricity Body Light Dark
Weak  : Fire

Abilities Known:
1) Fester Touch (Type: Dark, 25 SP. 70 Power attack, followed by a 105 Power attack dealt as MaxHP damage that cannot reduce MaxHP below the target's current HP.)
2) Accursed Aura (Type: Dark, Reactive. Each standard turn, has an 8% chance to apply Pariah to enemies, causing each of them to damage their allies when they take damage (excluding reactions).)
3) Zealous Aura (Type: Light, Reactive. Each standard turn, has an 8% chance to apply Guilt to enemies, healing those who damage them (excluding reactions).)
4) Static Field (Type: Electricity, Reactive. Responds to damage dealt to you by non-adjacent characters with a 20 Power attack that has a 5% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
5) Stormwalk (Type: Electricity, 0 SP. Must target a Shocked character. Warps you adjacent to the target, and restores 20 of your SP. Free action. Cooldown: Charge (1))
6) Conduct (Type: Electricity, 15 SP. 40 Power attack. 70% chance to inflict Shock, causing the target to miss their next turn. Cannot miss. Cooldown: Voltage (6))
7) Storm Veil (Type: Electricity, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 5% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
8) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)


Name : Redeemed Incubus
Level: 31
MaxHP: 127
MaxSP: 100

Strength: 23
Magic   : 36
Vitality: 53
Agility : 36
Cunning : 57

Immune: Light
Resist: Mind Dark
Weak  : Ice

Abilities Known:
1) Love Tap (Type: Impact, 15 SP. 70 Power attack. 35% chance to cause Charm, turning the target against its allies.)
2) Dominator (Type: Mind, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
3) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
4) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets your Breath and Charge cooldowns. Free action. Cooldown: Endure (4))
5) Unconquerable (Type: Defense, Reactive. Responds to damage dealt to you by enemies by reducing your Endure cooldown by 1 turn.)
6) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
7) 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.)
8) Consume Vigor (Type: Dark, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power), split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP. Cooldown: Breath (6))
oneeyedjoe
 
Posts: 192
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Fri Sep 07, 2018 7:08 pm

Not much to debate on the defensive auras: they were designed assuming you'd stack them. :D That's the trade-off, more or less: stack them on multiple demons and you get protection from that element's status type, without having to pay SP or spend turns like you would with direct removal, but at the cost of using up more total ability slots. As you noticed though, some are good enough to use even in one copy.

I'll look into reducing the circumstances which disable auras; they probably are getting disabled by too many things at the moment.

Offensive auras (auras in general really) are definitely new ground in terms of balance, so I'll probably take another pass on their apply %s soon-ish as I figure out more about how powerful they actually are in practice. I was trying to be cautious, especially with Ignite (since it's a damage-dealing aura) for the first swing, so any adjustments will probably be in the + direction.

Iron + Aura stacking is expensive, but on the other hand, if you end up with only one weakness, it's one of the status effect elements, and you can spend two ability slots to basically become almost immune to those status effects (with the bonus of providing some protection to your allies too), that's not so bad. This'd be particularly true with Mind, which tends to do low damage, so the one thing about a weakness an "Iron Aura" setup doesn't protect you from (extra damage) doesn't matter much anyway.

The AI will use Panacea to remove 1 debuff if it is feeling flush with SP, thinks it is about to die and should stop worrying about SP costs, or the debuff is dire or causing a dire situation, but yeah, it shouldn't be doing it often.

re: LastSamurai build: Work (and, if I'm being honest, Dragon Quest 11 :P ) have me a bit tied down, but I haven't forgotten about the Execute issue, I'll look into that sooooon. :D

Thanks for the feedback and reports. :D
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Ferret
 
Posts: 1552
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Sat Sep 08, 2018 2:57 pm

About that issue, if you try to hit healthy allies with execute you will miss every time, but still gain SP for bloodlust, maybe that'll help locate the problem faster.
Can some of the Iron passives unintentionally get their user focus-fired more often? AI would see the low duration on status effects and would try to refresh it every turn.
oneeyedjoe
 
Posts: 192
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Sat Sep 08, 2018 3:42 pm

Yeah, I've got a pretty good idea what's wrong with Execute and friends now, and that example is in line with it. (Basically, I told Execute and similar abilities to "use the best of two"... the problems being I didn't remember that instant death AI evaluation is intentionally slightly inaccurate, especially when level differences are present, and I also forgot what that'd mean if you tried to use it on ally.)

I wouldn't call it unintentional, but yes, Iron passives may cause the AI to try to continually re-apply some effects, if it REALLY wants the target to have that effect.
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Ferret
 
Posts: 1552
Joined: Tue Sep 16, 2014 3:18 pm

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Wed Sep 26, 2018 3:25 pm

I started an orb run a couple of weeks back and just finished it, it was full shock build with storm lord and some expensive things. For a while I was running with haste, stellar nova and snuff out, later I replaced them with gaudium, lunar nova and pink sign. Gaudium is pretty amazing for tier 2 spell, despite its exp based CD you can use it once per encounter without any problems. Again, I wish there were more floors to the tower, I'd like to try miracle based build with channeler and wellspring but you get this stuff so late in the game. Hmm, let's say I have lux, gaudium and wellspring, if I use gaudium first I will get wellspring CD, then I will use lux and gain miracle CD, the question is: can I use any miracle ability once wellspring CD is cleared but miracle CD isn't? Will there be miracles for other elements? Damage and all status effects won't work with all elements though so there is an opportunity to get creative. Mind could mess with targets' cooldowns or make them forget some abilities completely for a short time, matter could mess with resistances, etc.

Nova abilities are pretty good, especially when you can spam them infinitely thanks to galvanize/storm lord and 105% to shock with fully powered volt call. Blasts however look way weaker. For almost the same cost you only hit 3x3 area and only the middle point gets the full power, Novas are way better option for most, if not all, situations. That's only in theory though: in all my runs I haven't seen a single demon with light orbs yet (they are orbs, right? I just assumed that judging by their icon lol).

Code: Select all
Summoner MourningStar...
was chosen by the Orb of Power,
selected Buff and Electricity as their starting elements,
has earned a score of 70807,
is currently at Tower:23,
and is still alive!

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

Name : MourningStar
Level: 32
MaxHP: 157
MaxSP: 125

Strength: 4
Magic   : 87
Vitality: 43
Agility : 6
Cunning : 70

Resist: Mind Light
Weak  : Slash Impact Pierce

Abilities Known:
1) Gaudium (Type: Buff, 25 SP. Only affects allies. Increases offense, defense, accuracy, and evasion by 25% and speed by 33%. Cooldown: Miracle (1))
2) Volt Call (Type: Electricity, 20 SP. 40 Power attack. Has a 35% chance to inflict Shock, causing the target to miss their next turn. Cannot miss.)
3) Lunar Nova (Type: Light, 40 SP. Attenuated 55 Power attack, enemies only. Attenuated 80 Power heal, allies only.)
4) Pink Sign (Type: Mind, 35 SP. 40 Power attack, enemies only. 20% chance to inflict Charm, turning the targets against their allies. Cannot miss.)
5) Storm Lord (Type: Electricity, Passive. Reduces the SP costs of abilities by 20 if you can see any Shocked characters.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))
8) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)

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.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
3 Pure gem
15 Pure stone
2 Bolt glyph
2 Calm card
22 Heal stone
1 Gold offering
2 Night rune
4 Peace offering
3 Meteor rune
2 Flame glyph
1 Magic map
1 Pain glyph
8 Chakra stone
2 Might gem
1 Curse rune
1 Venom rune
6 Heal gem
3 Heart glyph
1 Orange essence
3 Zephyr card
2 Chakra gem
1 Tempest rune

Current Credits: 24552


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

Name : Vile Blob
Level: 22
MaxHP: 110
MaxSP: 100

Strength: 15
Magic   : 47
Vitality: 36
Agility : 20
Cunning : 42

Resist: Impact Electricity Body
Weak  : Fire Ice Light Matter

Abilities Known:
1) Liquefying Touch (Type: Matter, 10 SP. 70 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Absorbing Touch (Type: Matter, 5 SP. 55 Power attack, +45 Power if the target is Melting. Heals the user for 66% of the damage dealt.)
3) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
4) 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) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 66% of the damage dealt.)
6) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)
7) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
8) Numbing Breath (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 50% chance to cause Paralysis, causing the targets to frequently miss their turns. Cooldown: Breath (6))


Name : Ehlose
Level: 26
MaxHP: 99
MaxSP: 100

Strength: 51
Magic   : 14
Vitality: 62
Agility : 23
Cunning : 30

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

Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
2) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
3) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
4) 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))
5) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 50% chance to inflict Paralysis, causing the target to frequently miss their turns.)
6) 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%.)
7) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
8) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))


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

Strength: 42
Magic   : 21
Vitality: 36
Agility : 36
Cunning : 50

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) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
5) Stormwalk (Type: Electricity, 0 SP. Must target a Shocked character. Warps you adjacent to the target, and restores 20 of your SP. Free action. Cooldown: Charge (1))
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) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
8) Vehemence (Type: Buff, 15 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (3))


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

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

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Might (Type: Buff, 10 SP. Improves offense by 25%.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) 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 (4))
5) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))
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) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Lifebender Unicorn
Level: 30
MaxHP: 139
MaxSP: 125

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

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)


Name : Frenzied Shisa
Level: 25
MaxHP: 111
MaxSP: 100

Strength: 60
Magic   : 31
Vitality: 38
Agility : 30
Cunning : 16

Resist: Light Dark
Weak  : Fire

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) Holy Word (Type: Light, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Cooldown: Breath (4))
3) Focusing Cry (Type: Buff, 15 SP. Briefly improves accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Cursebreak Cut (Type: Slash, 20 SP. 70 Power attack. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down from you or a nearby ally.)
5) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
6) Preserving Cut (Type: Slash, 15 SP. 70 Power attack. If the attack hits, grants a 105 Power heal to you or a nearby ally whose HP is 50% or less of their maximum.)
7) Refreshing Cut (Type: Slash, 10 SP. 70 Power attack. If the attack hits, restores 10 SP to you or a nearby ally.)
8) ------------


Missing Pele and Ionic Jinn with lightning ball and some +shock passives; I lost them to a ghost chime. That stormwalking hunter Eloko was fun, I wanted to give him eat alive instead of leech bite since he'd be close to shocked enemies most of the time, but shoggoths refused to show up.

Second run was all vitality heart. For the first part of the game I had all buffs except haste and some passive healing/defense. Later I replaced all buffs with gaudium, panacea and meditate. And before tower 20 I got mysterious unicorn from a ghost, rolled revelation on it once and got inspire. :D Really good pick, exactly what I wanted for that build. Oh and I had nuppepo since anomaly; got soothe host and heal wounds with revelation from it. Another high level demon who ended up carrying me was charun from turdak's sanctum. For the last few floors all my strategy turned into "cast gaudium, inspire charun, remove debuffs if necessary, keep inspiring him". I also had 2 unicorn with me, I kept the mysterious one with inspire and fused nuppeppo onto the second one. Charun with all available buffs and double inspire was unstoppable until the end, although on the last floor enemies started catching up in levels and stats so he wasn't as powerful as before. I got wild dance in the end just because I could I guess, it also fit into my cheerleader theme. :) Noticed a little bug with SP coloring: the number turns red when you cannot use an ability because it's still on a cooldown, even if you have enough SP to use everything. Maybe ritualist passive has to do something with it too.
Would be nice if abilities that remove debuffs warned you if you are about to use it to remove nothing. Don't know about any specific ones, but panacea doesn't warn you. And because I was running with unicorns, occasionally I used panacea on a target who just got panacea'ed already (skipped too many animations and didn't notice how debuffs got removed). So yeah, a little warning when you are about to remove 0 negative effects would be nice.
Why mass speed up cry isn't a thing? We got slow host, dolor, gaudium to mess with everyone's speed, but no brief mass speed up?
And a random question: what kind of build will have hostile titan's fist summoner and where in the tower will he/she appear?

Code: Select all
Summoner Cheer Leader...
was chosen by the Faithful Heart,
selected Buff and Buff as their starting elements,
has earned a score of 146965 (presently on cycle 2),
is currently at Tower:23,
and is still alive!



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

Name : Cheer Leader
Level: 33
MaxHP: 260
MaxSP: 100

Strength: 4
Magic   : 18
Vitality: 182
Agility : 4
Cunning : 7

Resist: Light
Weak  : Dark

Abilities Known:
1) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
2) Gaudium (Type: Buff, 25 SP. Only affects allies. Increases offense, defense, accuracy, and evasion by 25% and speed by 33%. Cooldown: Miracle (1))
3) Inspire (Type: Buff, 20 SP. Cannot target a character disabled by a status effect. Gives the target an extra turn immediately.)
4) Wild Dance (Type: Body, 25 SP. Only affects enemies. Reduces targets' SP by 25%. This is considered a movement ability. Cooldown: Breath (6))
5) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
6) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
7) Bright Blood (Type: Healing, Passive. Increases natural HP regeneration and MaxHP recovery from earning experience by 200%.)
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))

Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
3 Pain glyph
11 Pure stone
3 Chakra stone
13 Heal gem
1 Flame glyph
1 Curse rune
1 Green essence
26 Heal stone
1 Bolt glyph
3 Calm card
2 Peace offering
1 White essence
1 Gold offering

Current Credits: 6504


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

Name : Charun
Level: 36
MaxHP: 137
MaxSP: 100

Strength: 93
Magic   : 37
Vitality: 46
Agility : 36
Cunning : 18

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) Dark Veil (Type: Dark, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
7) 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))
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Anzu
Level: 28
MaxHP: 120
MaxSP: 100

Strength: 34
Magic   : 48
Vitality: 48
Agility : 34
Cunning : 26

Resist: Fire Ice Electricity
Weak  : 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) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
3) Acid Breath (Type: Matter, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Melting, causing damage over time. Cooldown: Breath (5))
4) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
5) Inhale (Type: Healing, 0 SP. Can be used while Muted. Restores 5 SP and reduces your Breath and Charge cooldowns by 2 turns.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Storm Breath (Type: Electricity, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Cooldown: Breath (4))
8) Arcing Touch (Type: Electricity, 20 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)


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, 20 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 your Breath and Charge cooldowns. Free action. Cooldown: Endure (4))
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, Reactive. Responds to damage dealt to you by enemies by reducing your Endure cooldown by 1 turn.)
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 : Ninkasi
Level: 31
MaxHP: 111
MaxSP: 100

Strength: 24
Magic   : 40
Vitality: 39
Agility : 51
Cunning : 51

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 (4))
5) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))
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) Calming Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Mind status effects (except Stun) by 0.5 turns.)


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

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

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Soothe Host (Type: Healing, 25 SP. Only affects characters whose HP is more than 50% of their maximum. 105 Power heal.)


Name : Mysterious Unicorn
Level: 29
MaxHP: 110
MaxSP: 100

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

Immune: Light
Resist: Fire Dark
Weak  : Body

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Madness Glare (Type: Mind, 25 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
3) 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.)
4) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
5) 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) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Inspire (Type: Buff, 20 SP. Cannot target a character disabled by a status effect. Gives the target an extra turn immediately.)


Name : Fel Couril
Level: 33
MaxHP: 110
MaxSP: 100

Strength: 14
Magic   : 56
Vitality: 14
Agility : 55
Cunning : 76

Immune: Mind Dark
Resist: Body
Weak  : Light Matter

Abilities Known:
1) Energy Steal (Type: Body, 10 SP. Drains the target's SP by 20%, restoring your own SP by 66% of the amount drained. Cannot miss.)
2) Wild Dance (Type: Body, 25 SP. Only affects enemies. Reduces targets' SP by 25%. This is considered a movement ability. Cooldown: Breath (6))
3) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
4) Somnia Wave (Type: Mind, 30 SP. Only affects characters with 25 or less SP. Inflicts Sleep, preventing the targets from acting for a few turns or until damaged.)
5) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
6) Witch's Star (Type: Dark, 45 SP. 50% chance to inflict Hex on enemy targets, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
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) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
oneeyedjoe
 
Posts: 192
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Re: My first ghost on 20+ tower

Postby Ferret » Thu Sep 27, 2018 1:38 am

Congrats on the wins. :D

There will be more floors, someday. I'm always torn between new features and new content... eventually content has to win though, if only because I'll have all the features done. :D

Yeah, Gaudium being usable once per encounter is intended. It's not so good for fighting off debuffs or very long fights, but it can get you a good burst of buffs immediately and that it does very well.

To answer your first question: Wellspring absorbs a cooldown you are able to gain if it can, but it doesn't change existing cooldowns or cooldown types required by abilities. Therefore, if Wellspring isn't on cooldown, but Miracle is, you won't be able to use any Miracle cooldown abilities, even though Wellspring is available.

Undecided on Miracles for other elements: long cooldowns is kind of a "priest" thing in Demon, and that usually means Light/Dark/Heal/Buff/Debuff. Not completely opposed to Miracles outside those elements, mind you, just explaining why I haven't done it already. :D

Burst vs.Nova: You're right that there might be an issue here, I'll take a look before the next build release, which should be soon incidentally. (It was originally going to be today, possibly, but got a bit more mired than I thought on the Execute-related bugs.)

I'll look into the issue with the SP coloration too: that's a new feature, so not surprised there might be some edge case issues. :D

I'll also look into debuff removal warning on no targets. No promise that'll make the next build, but it's on the list. (We're very close to a build release, and that one might be a bit awkward of a fix, so I don't wanna hold a build for it if it gets thorny.)

Speed up cry will eventually arrive. :D

I don't know the answer the titan's fist enemy summoner question yet. :D I'd need to be further along with the upgrade revamp build to know that sort of thing: I usually do the details of encounter design fairly late, relatively speak, in a build cycle.

Congrats again on the wins, and thanks for the report. :D
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Ferret
 
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