RNG is a fickle god

The tower awaits!

Re: RNG is a fickle god

Postby SummerSnowman » Sat Mar 16, 2019 6:49 am

Got two YASDs in quick succession.

The first one, not listed, had me facing a heroic Chachapuma that I thought I could take out and get the other recruitments as well for maximum credits from recycle. I was wrong. It stunned me and clobbered me while the other demons woke up and blasted me. I lost two silver offerings and a gold offering from this. :cry:

This next death was pretty crushing. I should have won this, but I got too uncaring and went too quickly without taking stock of the situation. I underestimated Phoenix and Ruler, so shock and high damage killed me, causing me to lose a run with a Frost Ring Mulassa from Anzu's Sanctum. Whoops. :cry: This Oni was also mediocre, since it didn't get the top-tier debuffs like crippling or terrifying.

On a lighter note, getting that Mulassa in the first place was interesting. I started off with losing my Stormy Frost Ring Akateko before getting into melee range with Miodchaoin and Anzu. Then, it panicked my demons. Still, I tried the link, and started off with a frost glyph. Then, I transitioned into a shock glyph. I used two chakra gems after, and my demons luckily got extra hits in, allowing me to finish it off with a flame glyph. :)

I've observed that Miodchaoin seems to have a really low spawn rate. I think I managed to see Charlie more times than I've seen Miodchaoin. Does he actually have cryptid rates, or is it just RNG acting up again?

Code: Select all
Demon Party Dump File
Version 3/13/2019, Scoring Model: 3/10/2019
Dump file created at: 3/15/2019 10:37:12 PM


Summoner Renegade...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 35774,
is currently at Tower:18,
and is quite dead!



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

Name : Renegade
Level: 25
MaxHP: 148
MaxSP: 100

Strength: 10
Magic   : 75
Vitality: 66
Agility : 16
Cunning : 10

Resist: Body
Weak  : Dark

Soul Brand:
Ri-Du-Cl (Lv.21)
  Agility: -9
  Vitality: +16
  SP Costs: -22%

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
4) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
5) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (6))
6) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
7) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
8) 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.)

Relic Upgrades:
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)

Inventory:
3 Pain glyph
1 Meteor rune
10 Pure stone
1 Heal gem
2 Tempest rune
2 Heart glyph
13 Heal stone
2 Trouble chime
2 Magic map
1 Purple essence
4 Peace offering
2 Ghost chime
1 Zephyr card
2 Flame glyph
1 Curse rune
1 Pure gem
2 Chakra gem
5 Chakra stone
1 Night rune

Brands:
Du-Fre (Lv.4)
  SP above 50
  Vitality: +7
Ef-Du-Im-Rel (Lv.8)
  No base SP cost above 15
  Magic: -8
  Vitality: +15
  SP per Turn: +2.2
Mi-Im (Lv.10)
  Magic: -5
  Strength: +14
Ef-Mi-Fr-Lif (Lv.10)
  Base Strength is 47 or more
  Vitality: -2
  Strength: +12
  SP per Turn: +1.6
Co-Sh-Em (Lv.11)
  7 or less abilities
  Cunning: +8
  SP Costs: -2
Sh-Ri-Fr-Fre (Lv.12)
  SP above 50
  Vitality: -3
  SP Costs: -17%
  Cunning: +11
Sh-Ef-Cl-Dis (Lv.12)
  Base Magic is 52 or more
  Agility: -10
  SP per Turn: +2.5
  Cunning: +20
Po-Co-Na (Lv.13)
  Cunning: -11
  SP Costs: -3
  Magic: +14
Co-Cl-Dis (Lv.14)
  Base Magic is 23 or more
  Agility: -11
  SP Costs: -5
Po-Fa (Lv.21)
  SP per Turn: -2.0
  Magic: +21
Ri-Du-Cl (Lv.21)
  Agility: -9
  Vitality: +16
  SP Costs: -22%
Sh (Lv.24)
  Cunning: +16

Current Credits: 18824



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2          0          0          9*         0         
Impact       2          0          0          8*         1         
Pierce       1          0          1          8*         0         
Fire         4*         1          2          3*         3         
Ice          3*         1          1          5*         2         
Electricity  3          2          1          5*         1         
Body         1          1          5*         2          1         
Mind         2          0          1          7*         1         
Matter       0          0          2          7*         0         
Light        0          1          0          4*         4         
Dark         1*         2          2          3          2*         

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



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

Name : Miodchaoin
Level: 22
MaxHP: 117
MaxSP: 100

Strength: 70
Magic   : 18
Vitality: 57
Agility : 18
Cunning : 8

Resist: Body Matter
Weak  : Mind

Soul Brand:
Du-Mi-Na (Lv.11)
  Cunning: -10
  Strength: +13
  Vitality: +13

Abilities Known:
1) Smash (Type: Impact, 10 SP. 85 Power attack.)
2) Mighty Roar (Type: Impact, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 50% chance to inflict Stun, causing the targets to miss their next turn. Cooldown: Breath (6))
3) 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))
4) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)


Name : Ala
Level: 22
MaxHP: 99
MaxSP: 100

Strength: 12
Magic   : 39
Vitality: 55
Agility : 12
Cunning : 47

Immune: Electricity
Resist: Body Dark
Weak  : Fire Light

Soul Brand:
Du-Na (Lv.12)
  Cunning: -3
  Vitality: +13

Abilities Known:
1) Consume Life (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Heals the user for 50% of the damage dealt. Cooldown: Breath (5))
2) 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.))
3) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
4) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
5) Emit Sparks (Type: Electricity, 15 SP. Targets up to 3 random enemies. 70 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.)
6) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
7) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
8) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))


Name : Fearsome Mulassa
Level: 35
MaxHP: 139
MaxSP: 100

Strength: 27
Magic   : 104
Vitality: 49
Agility : 24
Cunning : 23

Resist: Fire Body Mind
Weak  : Ice

Soul Brand:
Ri-Po (Lv.13)
  Magic: +7
  SP Costs: -11%

Abilities Known:
1) Flame Blast (Type: Fire, 25 SP. 100 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
3) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead, if this would be to your benefit.)
4) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
5) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
6) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
7) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
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))


Name : Turdak
Level: 24
MaxHP: 89
MaxSP: 100

Strength: 25
Magic   : 19
Vitality: 30
Agility : 43
Cunning : 51

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

Soul Brand:
Sh-Co-We (Lv.15)
  Strength: -12
  SP Costs: -3
  Cunning: +15

Abilities Known:
1) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
2) Slash Dance (Type: Slash, 10 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) 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.)
5) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
6) 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))
7) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
8) Icequake (Type: Impact, 30 SP. 100 Power attack split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)


Name : Hunter Oni
Level: 24
MaxHP: 101
MaxSP: 100

Strength: 51
Magic   : 10
Vitality: 35
Agility : 35
Cunning : 45

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Soul Brand:
Sh (Lv.14)
  Cunning: +11

Abilities Known:
1) 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).)
2) 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.)
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) 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).)
5) Poison Needle (Type: Pierce, 20 SP. 70 Power attack. Has a 70% chance to inflict Poison, causing damage over time (can stack three times).)
6) Vehemence (Type: Buff, 15 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (3))
7) Petrifying (Type: Matter, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to apply Harden, which quickly turns the target(s) to Stone.)
8) Massacre (Type: Slash, 25 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)


Name : Pele
Level: 24
MaxHP: 101
MaxSP: 100

Strength: 19
Magic   : 64
Vitality: 30
Agility : 29
Cunning : 36

Immune: Fire
Resist: Electricity
Weak  : Ice

Soul Brand:
Sh (Lv.18)
  Cunning: +13

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Combustive Aura (Type: Fire, Reactive. Each standard turn, has an 8% chance to Ignite enemies, causing damage over a short duration.)
8) Pyrokinesis (Type: Fire, 10 SP. Must target an Ignited character. Only affects enemies. 40 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration. Free action. Cooldown: Cantrip (3))


Name : Unicorn
Level: 25
MaxHP: 99
MaxSP: 125

Strength: 31
Magic   : 48
Vitality: 34
Agility : 30
Cunning : 41

Immune: Light
Weak  : Body Dark

Soul Brand:
Sh (Lv.20)
  Cunning: +14

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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
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))


Name : Tlaloc
Level: 26
MaxHP: 127
MaxSP: 100

Strength: 24
Magic   : 64
Vitality: 71
Agility : 24
Cunning : 21

Immune: Ice Electricity Dark
Weak  : Fire Light

Soul Brand:
Du-Lim-Dis (Lv.22)
  Base Magic is 46 or more
  SP Costs: +20%
  Vitality: +29

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. Can be used while Muted. 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) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)



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

 The zagh smites your mulassa.
 The zagh looks healthier.
 Your mulassa bites Phoenix.
 Phoenix sears your mulassa.
 It isn't very effective. You feel less guilty.
 The ruler hurls a lightning bolt.
 The ruler misses your mulassa.
 The ruler shocks you.
 Your relic struggles to keep you alive!
 You are shocked!
 Your relic struggles to keep you alive!
 Your oni's accuracy returns to normal.
 The angel smites you.
 Your relic struggles to keep you alive!
 The angel's evasion returns to normal.
 Miodchaoin lets loose a mighty roar.
 Miodchaoin hits the ruler.
 Miodchaoin looks healthier.
 Miodchaoin hits the angel.
 Miodchaoin kills the angel!!
 Miodchaoin looks healthier.
 Miodchaoin hits the zagh.
 Miodchaoin looks healthier.
 Miodchaoin chows down on the angel.
 Miodchaoin looks healthier.
 Your oni hits Phoenix.
 Phoenix is gloriously reborn!!
 Your oni looks refreshed. Phoenix slices you.
 Your relic struggles to keep you alive!
 Phoenix slices your mulassa.
 Phoenix slices your oni. Phoenix sears you.
 Your relic struggles to keep you alive!
 Phoenix sears your mulassa.
 It isn't very effective.
 Phoenix sears your oni.
 It isn't very effective.
 You feel guilty!
 Your mulassa will be guilty longer!
 Your oni looks guilty!
 The zagh smites you.
 Your relic struggles to keep you alive!
 The zagh looks healthier.
 Your mulassa misses Phoenix.
 The ruler's evasion returns to normal.
 The ruler hurls a lightning bolt.
 The ruler shocks your oni.
 It's super effective!
 The ruler shocks your mulassa.
 The ruler shocks you.
 You die...



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

Name : Ionic Asrai
Level: 17
MaxHP: 70
MaxSP: 100

Strength: 8
Magic   : 53
Vitality: 10
Agility : 33
Cunning : 26

Immune: Ice Electricity
Weak  : Fire Matter

Abilities Known:
1) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
2) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) 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.)
4) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)
5) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
6) Wide Shock (Type: Electricity, 15 SP. 40 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Free action. Cooldown: Cantrip (3))
7) ------------
8) ------------


Name : Lifegiver Hob
Level: 18
MaxHP: 96
MaxSP: 125

Strength: 17
Magic   : 62
Vitality: 37
Agility : 8
Cunning : 24

Resist: Ice
Weak  : Fire Matter

Soul Brand:
Po-Cl (Lv.17)
  Agility: -7
  Magic: +20

Abilities Known:
1) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
2) 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.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Faith Healing (Type: Healing, 15 SP. Cannot target characters weak to Light. 60-130 Power heal, based on the target's Light resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Light (2))
8) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)


Name : Akateko
Level: 13
MaxHP: 60
MaxSP: 100

Strength: 13
Magic   : 31
Vitality: 38
Agility : 22
Cunning : 13

Immune: Body
Resist: Dark
Weak  : Light

Soul Brand:
Ri-Du-Cl (Lv.21)
  Agility: -9
  Vitality: +16
  SP Costs: -22%

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
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) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Brutal Cynocephalus
Level: 19
MaxHP: 97
MaxSP: 100

Strength: 46
Magic   : 19
Vitality: 35
Agility : 28
Cunning : 19

Resist: Fire
Weak  : Electricity

Soul Brand:
Du-Co (Lv.11)
  SP Costs: -1
  Vitality: +7

Abilities Known:
1) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
2) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
3) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
4) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
5) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
6) 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))
7) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
8) ------------


Name : Frenzied Angel
Level: 9
MaxHP: 53
MaxSP: 100

Strength: 22
Magic   : 21
Vitality: 18
Agility : 34
Cunning : 11

Immune: Light
Resist: Fire Electricity
Weak  : Dark

Soul Brand:
Qu (Lv.23)
  Agility: +16

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) Massacre (Type: Slash, 25 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)
6) Petrifying (Type: Matter, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to apply Harden, which quickly turns the target(s) to Stone.)
7) ------------
8) ------------


Name : Ben nefilin
Level: 20
MaxHP: 80
MaxSP: 100

Strength: 23
Magic   : 35
Vitality: 29
Agility : 27
Cunning : 47

Resist: Slash Body Dark
Weak  : Electricity Light

Soul Brand:
Qu (Lv.23)
  Agility: +16

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) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Body Lock (Type: Body, 30 SP. 70% chance to cause Paralysis, causing the target to frequently miss their turns.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Icekin Jinn
Level: 22
MaxHP: 89
MaxSP: 100

Strength: 29
Magic   : 40
Vitality: 33
Agility : 45
Cunning : 24

Immune: Fire Ice
Resist: Dark Matter
Weak  : Light

Soul Brand:
Qu (Lv.23)
  Agility: +16

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fireball (Type: Fire, 25 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Disable Mind (Type: Mind, 30 SP. 40 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged. Cannot miss.)
4) Combustive Aura (Type: Fire, Reactive. Each standard turn, has an 8% chance to Ignite enemies, causing damage over a short duration.)
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) 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))
7) Icequake (Type: Impact, 30 SP. 100 Power attack split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
8) ------------


Name : Tuofei
Level: 23
MaxHP: 84
MaxSP: 100

Strength: 19
Magic   : 49
Vitality: 25
Agility : 48
Cunning : 19

Immune: Ice
Resist: Fire Electricity
Weak  : Body Mind

Abilities Known:
1) 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.)
2) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
3) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
4) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
5) ------------
6) ------------
7) ------------
8) ------------


SummerSnowman
 
Posts: 22
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby Ferret » Mon Mar 18, 2019 4:24 pm

Chakra Gems can be very handy for finishing tough combat-oriented links. :) An extra turn for the entire party out of thin air (to say nothing of the 50 SP refill) is good stuff. :D

I think the RNG's just being a jerk re: Miodchaoin. I took a peek and his spawn chance is correct and unchanged from what it's been for awhile now. It is notable that he is one of the non-cryptid unique demons without a Sanctum though, which does reduce his overall chance to appear versus uniques who do have that method of spawning available.

Thanks for the reports. :D
User avatar
Ferret
 
Posts: 1614
Joined: Tue Sep 16, 2014 3:18 pm

Re: RNG is a fickle god

Postby SummerSnowman » Wed Mar 20, 2019 4:14 am

Made a powerhouse of a ghost party, awaiting on the final floor :D

Image

Fought myself twice with mirror chimes. First time, I had trouble with charm and came VERY close to dying, at 2 maxHP. But I managed to come back with a pure gem, and heals were passed around from my Shojo and Unicorn. 8-) The fight was still hard though, and I spent all my pure stones and gems to counter charms. My healers both died, along with my Nuppeppo and Shikome. So, I switched in to my Jotunn, Peluda, Civatateo, and hoped for the best. It worked. I survived, and decided to fight the next wraith using a might gem and a guardian gem. I updated my party, notably giving myself defensive abilities and giving my Civatateo Ball Lightning. I completely destroyed the opposition, especially since it didn't have the Shikome out, replacing it with the worst demon, the Ehlose, instead. I use a silver offering to replace Ogun with another Wise Shikome.

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On Floor 18, I fight my last ghost, Renegade. They went down quickly due to massive AoE from Peluda and DoT damage from Nuppeppo, while I petrified the Mulassa. However, I was too hasty and killed both the Fearsome Mulassa and the Hunter Oni, denying me two very powerful demons from my group. I finish off the rest and leave. :(

Image

Now this is a pretty rare occurrence. It's hard to get an instant negotiation even with two points missing, but I manage it with four points missing. Nice!

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The first of my late game demons. I found this guy again in Anomaly:1 and secured the link with Flame Dart, Meteor Runes, and Flame Glyphs. This is now my favorite demon to acquire as an OOD demon, since it has super high cunning and vitality. Of course, the kaw kaw is probably better, but it's also much rarer. Nokken and Ooze are both extremely squishy. I haven't seen any Shoggoths yet.

For this Nuppeppo, I decide to go with a vapors build again, finding Dizzying Vapor from a Destroyer-fused enemy. Ember Burst contributed lots of damage as well, while Disable Mind shut down many packs to make fights easier. However, this seemed to reduce the AoE that my demons used. My Civatateo would use Shock Arrow against Shojo instead of using Snowstorm/Rain of Fire on Catoblepas and Shojo.
Draw Wounds and Healing Factor let it keep its health up and heal any damaged allies while still staying alive. It was a great combination for this demon.

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My second late game demon. I gave it the trinity of elemental AoE spells in addition to SP Cost reduction and Meditate. Tireless helped it keep its reduction as well, while Ritualist stacks with reduction at a 100% rate. That means Snowstorm would be reduced by the SP cost reduction first, then 5 was subtracted. It was a great damage dealer.

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My third late game offensive demon was pretty much a copy of my Peluda damage-wise, but with Alluring Veil and Inquisition for some decent debuffs. It had an extremely high cunning from my brand, so I probably should have given it Alluring Gaze as well. That's a decision for another time, though. ;)

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My fourth late game demon, that I secured with a bronze offering. I really wanted an Obsession debuffer, but I found a Shikome before a Couril so I had to choose this. 64 Cunning is noticeably worse than 83, but it was fine for inflicting charm to a lot of enemies and to myself. :) I used healing aura to help it top off its HP so that it could get the brand's 57% SP cost reduction. I kept Lich Touch and Mobility for restoring HP as well. I got the second one through the second mirror chime, with a silver offering. Mind Immunity was great, and Wise allowed it to pump out charms at a great rate.

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The last of my late game demons, which I also secured with a bronze offering. This time, I went with Major in order to give it agility and mind resistance. I debated giving it Forged instead for more damage, but I felt like it needed more accuracy. I could have been wrong though, since I did get a Power later on, so Vehemence was an option, in addition to the Chill evasion debuff. It performed admirably against all enemies, with good damage and tankiness. Perhaps, Winter Lord could be better than Icebreaker since its magic wasn't as high as its strength.

The art in this game looks really good. I especially like having an entire stable full of Unique-fused demons. :D
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Code: Select all
Demon Party Dump File
Version 3/13/2019, Scoring Model: 3/10/2019
Dump file created at: 3/19/2019 8:37:00 PM


Summoner Offer...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 66160,
is currently at Tower:23,
and is quite dead!



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

Name : Offer
Level: 32
MaxHP: 173
MaxSP: 100

Strength: 15
Magic   : 96
Vitality: 72
Agility : 30
Cunning : 10

Resist: Body
Weak  : Dark

Soul Brand:
Du-Ri-Im (Lv.20)
  Magic: -4
  SP Costs: -17%
  Vitality: +12

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Might (Type: Buff, 10 SP. Improves offense by 25%.)
4) Chilling Blast (Type: Ice, 15 SP. Attenuated 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
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) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
7) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
8) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)

Relic Upgrades:
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)

Inventory:
1 Heart glyph
5 Zephyr card
18 Heal stone
1 Wind card
5 Peace offering
7 Chakra stone
1 Chakra gem
4 Night rune
2 Frost glyph
3 Magic map
1 Pain glyph
1 Heal gem
1 Curse rune

Brands:
Ri-Po-We-Fre (Lv.6)
  SP above 50
  Strength: -2
  Magic: +7
  SP Costs: -14%
Mi-Ri-Pl (Lv.7)
  No reactive or aura abilities
  SP Costs: -13%
  Strength: +8
In-Co-Im (Lv.13)
  Magic: -11
  SP Costs: -3
  Max SP: +21
Po-Mi-Na (Lv.14)
  Cunning: -6
  Strength: +12
  Magic: +12
Po-Fr-Pl (Lv.15)
  No reactive or aura abilities
  Vitality: -3
  Magic: +23
Ri-Na-Fre (Lv.17)
  SP above 50
  Cunning: -7
  SP Costs: -36%
Ri-We-Tra (Lv.17)
  HP equal to MaxHP
  Strength: -7
  SP Costs: -57%
Du-Ri-Im (Lv.20)
  Magic: -4
  SP Costs: -17%
  Vitality: +12
Mi-Ri-Fr-Rel (Lv.22)
  No base SP cost above 15
  Vitality: -4
  SP Costs: -27%
  Strength: +19
Ri-Sh-Res (Lv.26)
  SP equal to MaxSP
  Cunning: +23
  SP Costs: -31%
Sh-Fr (Lv.26)
  Vitality: -10
  Cunning: +27
Mi-Po-Fa-Tra (Lv.27)
  HP equal to MaxHP
  SP per Turn: -2.0
  Magic: +36
  Strength: +36

Current Credits: 3996



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1          0          2          7*         1         
Impact       2          0          3          7*         0         
Pierce       0          0          1          9*         0         
Fire         4*         1          2          4*         3         
Ice          3*         1          7          2*         0         
Electricity  2          0          2          6*         2         
Body         2          1          8*         1          0         
Mind         5          3          2          5*         0         
Matter       1          0          2          7*         1         
Light        1          1          2          5*         2         
Dark         2          2          3          3          2*         

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



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

Name : Mindbender Nuppeppo
Level: 33
MaxHP: 137
MaxSP: 100

Strength: 23
Magic   : 34
Vitality: 65
Agility : 13
Cunning : 92

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

Soul Brand:
Sh-Fr (Lv.26)
  Vitality: -10
  Cunning: +27

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) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
4) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
5) Disable Mind (Type: Mind, 30 SP. 40 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged. Cannot miss.)
6) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
7) Dizzying Vapor (Type: Mind, Passive. Attempts to inflict Melting on non-immune targets also have a 35% chance to briefly inflict Panic, causing the target's actions to sometimes be randomized.)
8) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)


Name : Chthonic Ehlose
Level: 26
MaxHP: 110
MaxSP: 121

Strength: 47
Magic   : 1
Vitality: 76
Agility : 18
Cunning : 23

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

Soul Brand:
In-Co-Im (Lv.13)
  Magic: -11
  SP Costs: -3
  Max SP: +21

Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))
3) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
4) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
5) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
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) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
8) 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.)


Name : Brewmaster Unicorn
Level: 30
MaxHP: 116
MaxSP: 125

Strength: 28
Magic   : 60
Vitality: 38
Agility : 28
Cunning : 34

Immune: Light
Resist: Body Mind
Weak  : Dark

Soul Brand:
Ri-Na-Fre (Lv.17)
  SP above 50
  Cunning: -7
  SP Costs: -36%

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) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Soothe Host (Type: Healing, 25 SP. Only affects characters whose HP is more than 50% of their maximum. 105 Power heal.)
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) Tireless (Type: None, Passive. Increases MaxSP by 25.)


Name : Turbulent Peluda
Level: 31
MaxHP: 100
MaxSP: 125

Strength: 49
Magic   : 72
Vitality: 22
Agility : 27
Cunning : 23

Resist: Impact Pierce Fire Ice Electricity Matter
Weak  : Slash

Soul Brand:
Ri-Na-Fre (Lv.17)
  SP above 50
  Cunning: -7
  SP Costs: -36%

Abilities Known:
1) Tireless (Type: None, Passive. Increases MaxSP by 25.)
2) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
3) 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))
4) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
5) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
6) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
7) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
8) Ball Lightning (Type: Electricity, 35 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.)


Name : Mysterious Shojo
Level: 32
MaxHP: 120
MaxSP: 100

Strength: 31
Magic   : 67
Vitality: 39
Agility : 13
Cunning : 60

Resist: Fire Ice Body Dark
Weak  : Electricity

Soul Brand:
Ri-Po-We-Fre (Lv.6)
  SP above 50
  Strength: -2
  Magic: +7
  SP Costs: -14%

Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Envenom Host (Type: Body, 20 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
4) 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).)
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) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))


Name : Volcanic Civatateo
Level: 33
MaxHP: 100
MaxSP: 125

Strength: 15
Magic   : 91
Vitality: 11
Agility : 37
Cunning : 73

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

Soul Brand:
Sh-Fr (Lv.26)
  Vitality: -10
  Cunning: +27

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) 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))
4) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
5) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
8) Ball Lightning (Type: Electricity, 35 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.)


Name : Maj. Jotunn
Level: 33
MaxHP: 126
MaxSP: 100

Strength: 84
Magic   : 39
Vitality: 58
Agility : 40
Cunning : 7

Immune: Ice
Resist: Slash Body Mind Matter
Weak  : Fire

Soul Brand:
Po-Mi-Na (Lv.14)
  Cunning: -6
  Strength: +12
  Magic: +12

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) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
4) 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.)
5) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Magma Force (Type: Slash, 25 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
7) Melting Slice (Type: Slash, 15 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Wise Shikome
Level: 33
MaxHP: 101
MaxSP: 100

Strength: 10
Magic   : 58
Vitality: 27
Agility : 44
Cunning : 64

Immune: Mind Dark
Resist: Ice Body
Weak  : Light

Soul Brand:
Ri-We-Tra (Lv.17)
  HP equal to MaxHP
  Strength: -7
  SP Costs: -57%

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) 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))
3) 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.))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
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) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Wise Shikome
Level: 33
MaxHP: 101
MaxSP: 100

Strength: 10
Magic   : 58
Vitality: 27
Agility : 44
Cunning : 64

Immune: Mind Dark
Resist: Ice Body
Weak  : Light

Soul Brand:
Ri-We-Tra (Lv.17)
  HP equal to MaxHP
  Strength: -7
  SP Costs: -57%

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) 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))
3) 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.))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
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) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)



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

 movement keys. Press Enter to execute, Escape to
 cancel.
 Are you sure you want to aim Venom Rune at
 yourself? (Y or N)
 You use the venom rune.
 You resist.
 Using meteor rune...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Are you sure you want to aim Meteor Rune at
 yourself? (Y or N)
 You use the meteor rune. You burn yourself.
 You are set on fire!
 Using tempest rune...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Are you sure you want to aim Tempest Rune at
 yourself? (Y or N)
 You use the tempest rune. You shock yourself.
 You begin resting.
 You gesture at yourself. You feel better.
 You are no longer on fire.
 You gesture at yourself. You feel better.
 You gesture at yourself. You feel better.
 Rest complete, but you must defeat enemies to
 restore your allies' missing Maximum HP.
 Are you sure you want to abandon the current
 game? If so, re-enter your summoner's name.
 Alright then.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your shikome!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Your current target is invalid!
 You summon your shikome!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your jotunn!
 Are you sure you want to abandon the current
 game? If so, re-enter your summoner's name.
 You quit...



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

Name : Headless
Level: 20
MaxHP: 125
MaxSP: 100

Strength: 35
Magic   : 11
Vitality: 63
Agility : 20
Cunning : 20

Resist: Ice Body
Weak  : Electricity Light

Soul Brand:
Ef-Du-Sur (Lv.2)
  Base Vitality is 22 or more
  Vitality: +4
  SP per Turn: +1.0

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) 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.)
3) Rabblerouser (Type: Buff, Passive. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
4) 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))
5) 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.)
6) 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.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)


Name : Couril
Level: 32
MaxHP: 103
MaxSP: 124

Strength: 16
Magic   : 41
Vitality: 16
Agility : 66
Cunning : 66

Immune: Mind
Resist: Body
Weak  : Light Dark Matter

Soul Brand:
In (Lv.30)
  Max SP: +24

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) 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.)
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Name : Impundulu
Level: 31
MaxHP: 107
MaxSP: 100

Strength: 24
Magic   : 64
Vitality: 28
Agility : 44
Cunning : 40

Resist: Electricity Dark
Weak  : Ice

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
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) 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%).)
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))
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Name : Jotunn
Level: 32
MaxHP: 114
MaxSP: 100

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

Immune: Ice
Resist: Slash Body Matter
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) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
4) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
5) 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.)
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Name : Abatwa
Level: 30
MaxHP: 118
MaxSP: 100

Strength: 27
Magic   : 27
Vitality: 39
Agility : 55
Cunning : 47

Resist: Electricity Mind
Weak  : Fire Ice Body Matter

Abilities Known:
1) Poison Needle (Type: Pierce, 20 SP. 70 Power attack. Has a 70% chance to inflict Poison, causing damage over time (can stack three times).)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) 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).)
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Name : Wise Shikome
Level: 33
MaxHP: 101
MaxSP: 100

Strength: 17
Magic   : 58
Vitality: 27
Agility : 44
Cunning : 64

Immune: Mind Dark
Resist: Ice Body
Weak  : Light

Soul Brand:
Ri-We-Tra (Lv.17)
  HP equal to MaxHP
  Strength: -7
  SP Costs: -57%

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) 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))
3) 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.))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
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) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Volcanic Civatateo
Level: 32
MaxHP: 98
MaxSP: 125

Strength: 15
Magic   : 88
Vitality: 11
Agility : 36
Cunning : 72

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

Soul Brand:
Sh-Fr (Lv.26)
  Vitality: -10
  Cunning: +27

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) 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))
4) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
5) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
6) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Ogun
Level: 34
MaxHP: 127
MaxSP: 100

Strength: 92
Magic   : 70
Vitality: 56
Agility : 26
Cunning : 43

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

Soul Brand:
Mi-Po-Fa-Tra (Lv.27)
  HP equal to MaxHP
  SP per Turn: -2.0
  Magic: +36
  Strength: +36

Abilities Known:
1) 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))
2) Melting Slice (Type: Slash, 15 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Magma Force (Type: Slash, 25 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
4) Flash Burn (Type: Fire, 10 SP. 40 Power attack. Has a 70% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
5) 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.)
6) Heavy Guard (Type: Impact, Reactive. Responds to attacks by adjacent enemies that you block or parry with a 40 Power attack that has a 35% chance to inflict Stun, causing the target to miss their next turn. Cannot miss.)
7) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Mindbender Nuppeppo
Level: 33
MaxHP: 137
MaxSP: 100

Strength: 23
Magic   : 34
Vitality: 65
Agility : 13
Cunning : 92

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

Soul Brand:
Sh-Fr (Lv.26)
  Vitality: -10
  Cunning: +27

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) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
4) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
5) Disable Mind (Type: Mind, 30 SP. 40 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged. Cannot miss.)
6) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
7) Dizzying Vapor (Type: Mind, Passive. Attempts to inflict Melting on non-immune targets also have a 35% chance to briefly inflict Panic, causing the target's actions to sometimes be randomized.)
8) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)




Honestly, this run ended too quickly before I got the chance to extensively test out my party in action. More floors would definitely be very nice to have, even if they're just copies of Tower 21-23. Could you please consider adding extra floors, like one with mostly fused demons on floor 25, or something like that? It would be really appreciated. Of course, if it's a lot of work, prioritizing fixing Brand Build bugs is alright. Thanks :D

Alternatively, you could also drop a few extra mirror chimes or ghost chimes on the last few floors. :)
SummerSnowman
 
Posts: 22
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby Saler » Wed Mar 20, 2019 3:34 pm

That definitely is a nasty party to fight against. with that amount of AoE, You would need either AoE healing or regenerationlike effects. I guess, seeing how most AoE skiills that don't have conditions on them are basic elemental, you could potentially fuse a few demons that resist most of them. Also, it looks like that you could potentially emdure those attacks until the demons run out of Sp.
That "instant negotiation" hapens on some demons when they run out of requests they could make. I think those demons ussually get angry at you having certain skills/demons, so if you do not have many thing that offend them, that should be easy to achive.
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 142
Joined: Sun Jan 08, 2017 3:05 pm

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