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Well, then let's open the curtain. EDIT: Oops, miscounted and thought it was one more post. Oh well.
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# ? Jun 13, 2024 19:58 |
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Thesis 2: Yesod—Discussion Only minor tweaks, if any, to the four decks we've already seen. Null_Mia, meanwhile, is running a Brawl deck. ![]() Theoretically, we can Brawl to throw out Overcharges without losing a turn, Overcharge to lose a turn but generate charge, and Rip Space to spend our charge and keep our hand full. Since I'm planning for turns to be taken off, I've also given them both Restfulness and Reaction Force to grant +1 Light and Strength after a skipped turn. Music : Angela01 Regret posted:
Yesod's Realization battle begins with the Forsaken Murderer's E.G.O, just like Malkuth's did with Scorched Girl. Unlike before, though, we don't have an easy way to build up Emotion Levels—with only 2 Speed Dice total, we can only efficiently clash with two Librarians. Her passives give us a rough outline of the fight. Fear is still there, giving her a -4 to all rolls when afflicted with a status ailment. Violence should never come up since losing someone in phase 1 is very difficult to do, and Metallic Ringing is a simple debuff on anyone she successfully hits. Lastly there's Ends, Begins, Ends, which means after two turns of being under Fear, a powerful page gets used. That page, also named Ends, Begins, Ends, purges all debuffs from Regret and grants immunity to being debuffed for that turn. It also hits on par with Overcharge, so we want to avoid getting hit by it. Chained Wrath is one of her normal attacks in this form, and it's another one that keeps our Emotion Level down—clashing against it gives us a single die clash's worth of coins, which is usually not enough to level up. Because of the path we've taken through Urban Nightmare Yesod's floor isn't quite at what I'd call peak UN power, but it's very close. When we go all out, it's possible to pour on a hideous amount of damage and it's difficult for enemies to get meaningful offensive presence on us because of it. To that end: This is the first hit we take this fight. I'll be keeping track of each of them as we go. ![]() While under Fear, Regret's pages are all weak enough that it's trivial to overcome them with any moderately powerful page. Regret's final page in this phase is Metallic Ringing, a three-die page that would have some serious power behind it if she wasn't under Fear. She's only got 4 Stagger Resist left, though, so… ![]() While Malkuth's Realization healed a bit of Stagger Resistance between rounds, Yesod's and beyond go a little bit further. While it's a little difficult to see underneath the interface, between rounds we healed 10 SR and 20 HP. This means that D.A.D. is now over the 67 HP required for their 25% threshold on To Overcome Crisis, which breaks the perfect Ink Over>To Overcome Crisis Light loop. ![]() I'd forgotten about this quirk of Yesod's Realization, but hopefully it shouldn't matter. Grinder Mk. 5-2 posted:
Grinder is a significant upgrade over All-Around Helper, with a new mechanic that gives her a Mass Attack upon hitting enough to get her Light to 4—or on turn 3, if we keep her from gaining Light. The other All-Around Helpers have gotten a bit of an upgrade as well, but don't have any new abilities—it's just an HP/SR boost. Charge Mk2 is a trio of 3-6 dice, each of which restores 1 Light on hit. Since Grinder's goal is to hit 4 Light, we use an Overcharge to stop this cold. Rest Mk2 is a trio of evade dice, and gives Grinder 1 Strength and Endurance on her next turn. It's not an offensive page and there's nothing we can do about it… so it's only worth clashing if we want to gain Emotion. Which we do. Finally there's Clean Mk2, which deals 3-5 bonus damage if it hits a lower Speed Die than Grinder's. Under normal circumstances she plays each of these three pages once per turn, meaning she'll have +1 to all die rolls on every turn after this one. Two of the All-Around Helpers, meanwhile, play their own version of Clean. At 9-9 it's a decent but not unmanageable threat. The third is using Rest, which we can ignore completely. Two—this one from a minimum roll on Ink Over's first die. ![]() Three. Unavoidable, I ran out of good single-die pages so I opted to block most of the hit instead. Always remember to have a Metallic Ringing Librarian target anything important with Blunt dice. Paralysis is really good. Rhythm will give Null_Mia a much-needed +1 Power to all their dice—all of the other Librarians have at least one such ability already, so putting it on them is kind of a no-brainer due to their many 3- and 4-die offensive pages. Again, my goal is to have an answer for everything coming at us this turn. Null_Mia's also got another Overcharge for Grinder's 3-die page. Four. I needed T to reload and didn't have anywhere else to throw Will. More of the same; our strategy doesn't change much from here. One of the Helpers is using its final page, though: Charge exists. +1 to all die rolls can be annoying, but that ultimately means Clean will be a 10-10 or their Rest will be a little stronger. It's not nearly as much of a problem as in the first fight, due to its smaller Block dice. Five. Same situation as last turn; Kaori needed to reload her hand and this was the best spot to put the Will. In exchange, we Stagger it. D.A.D. Staggers this Helper with Yujin's free Block die, saving us some additional effort. Six. I clashed Charge Mk2 with Ripple; one hit at the end was inevitable. Still worth it. When the screen shifts like this, it means Grinder is using its Mass Attack page, Disable Limiter. Due to Charge Mk2, each of these dice is a 7, but with two Paralysis on her two of them will be 4's. Without that this attack can be rather troublesome to block and inflicts a good amount of Bleed—however, if we can survive it it's an opportunity. Grinder is Staggered the turn after. I've been holding on to large 3-dice attacks in preparation for this Realization's Mass Attacks, and that patience has paid off here. We shouldn't get hit too hard by it. My plan is to stuff the Mass Attack, and use our team's big attacks to take out the All-Around Helpers. That'll maximize our Emotion gains, and leave Grinder defenseless next turn—this is important, as an all-in attack on her now might cause a phase change and leave Null_Mia and Kaori defenseless to whatever Singing Machine's E.G.O would do on turn 1. ![]() For her mass attack Grinder does her best, dashing between everyone and attacking them individually. This repeats for each die. Unfortunately for her, she's not able to land a single hit on the entire team and we're free to counterattack. Seven. I just overestimated T.Hinman's counter die here. ![]() Music: Angela02 Harmony posted:
Harmony has had several changes from the first Singing Machine fight, but they're subtle ones that don't make a lot of difference. Singing Machine hasn't actually changed; it something's in it then it plays, and the playing makes Stagger Resistances all turn to Fatal while giving everyone +5 Strength. The Addicted Employees, meanwhile, have 70 fewer HP than in the first battle. Unlike the first time, this time around the lowest HP Employee is shoved into the Machine if their attempt to dunk us in is unsuccessful. Harmony, Angela's main body, is a supporting role in this fight. Her 4 Protection keeps us from effectively damaging her as long as her Addicted Employees are alive, and she heals one of them for 10 every turn. After her allies use their special attacks, she also uses a special combat page. Trembling Motion is the same as before, with an added Evade die and higher numbers—winning these clashes will weaken the enemy. Shaking Blow, meanwhile, has stronger dice but now only inflicts Bind on a one-sided attack. Tiny Performance is one of Harmony's basic attacks, and is a single largeish die with a unique effect on hit: it deals 6 Stagger damage to one of her allies, but gives them 1 Strength and 1 Disarm until the next turn—effectively granting them +1 to offensive dice and -1 to defensive ones. Grind, meanwhile, uses two small Block dice which grant +1 power to the last die should they lose a clash. The last die isn't particularly dangerous, though, only dealing 1 Bleed should it hit. Eight. I took a pair of calculated hits here, and this is one of them. Nine. This is the other, Null_Mia really needed the Emotion coins here so I let them take a questionable clash. Since we don't really need to intercept things with T.Hinman now that her emotion has hit max, it's fine to pop Chained Wrath on her and enjoy that boost to power while she spreads debuffs over the enemy team with one-sided attacks. Hear this Beautiful Sound and I Pine for the Song!! are actually weaker than their first incarnation—Beautiful Sound is missing a die, and Song!! has weaker dice as well. This is because they're getting supported this time. On the turn the Employees use Hear this Beautiful Sound, both of Harmony's attacks are Let's Create a Song! This page is Ranged, and if the first die hits it'll give +2 Strength to each of her allies for that turn. D.A.D. is taking both of these clashes because they need the Emotion, but thanks to T.Hinman handing Harmony 3 Paralysis neither clash can fail. Harmony of Despair is Harmony's ultimate attack, and it's a doozy. Every single hit of it inflicts 1 Bleed and gives the same Stagger damage/Offense up/Defense down effect that her Tiny Performance provides. On top of this, the first two dice both hit up to 3 times in a row if they connect—if she gets the +5 Strength/all Stagger resists Fatal from the Singing Machine this can instantly shred through one of our Librarians even if they're at full health. …But, Overcharge is really strong so it won't be able to touch us. Knowing how to work around its drawbacks takes some experience, but being able to just shut down any powerful page the enemy throws at us is a valuable tool. T needs to refresh her hand so we use Will and a light restoration page, and everyone else is just aiming for max rolls to get the last few Emotion Coins we need. Solemn Lament posted:
On the upside, the Butterflies are exactly the same as the first time we fought Funeral of the Dead Butterflies. Nothing has changed, aside half of them starting with 1 Light this time. Solemn Lament, meanwhile, is a very intricate opponent that differs from Funeral in a few ways. She has a new ability in Anguish, which punishes us if we've been taking too many hits throughout the fight by giving her a blanket +1 or +2 Power. Her pages have also changed: while The Quiet remains the same as in Funeral's first fight, the rest are different. Into Comfort, for instance, has an extra offensive die on it and doesn't Seal Solemn Lament's dice on a clash loss. Moreover, it can seal two dice at once. Lament, meanwhile, has received a downgrade. Since it's no longer a Mass Attack, we can now redirect its targeting normally—this effectively means that it can't kill anything anymore. Not that it needs to, because of Solemn Lament's new attack. Every three turns, Solemn Lament will use Eternal Rest, and it is a doozy of a Mass Attack page. While the dice themselves aren't very high, there are ten of them. Our team will be able to evade three shots (Null_Mia could technically dodge four with Brawl, but nobody brings Brawl to Realization battles so let's not count that right now), which means 7 guaranteed hits to our entire side. Each of these will deal its own damage, plus 3 bonus Stagger damage for one die and 3 bonus HP damage for the other. It adds up very quickly, and while we could tank one of them it'd leave us on the backfoot for the next phase. Thankfully, we don't have to deal with it. Her opening salvo is a pair of Guiding Hands, both of which are now only a single larger die than a salvo of 3, but also still have the effect of sealing off her dice on a Clash loss. Minimum roll of 5, +2 from Swordplay of the Homeland, +2 from Singular Strike, +1 from Dark Cloud Blade = 10. This result was guaranteed. Minimum roll of 1, +6 pages in hand, +1 from Eye of Enervation/Destruction. +1 from Dark Cloud Blade, +1 Strength = 10. This result was not guaranteed because Solemn Lament gets +2 Power against D.A.D. right now, but we have a 90% chance of success so it works anyways. ![]() The Butterflies are one of the few remaining reliable sources of Emotion coins at this point, we want everyone to be close to Emotion Level 5 before the next phase. This turn is something of a balancing act. With Null_Mia and D.A.D. both needing to get up to Emotion Level 5, I give Null_Mia a guaranteed kill against a helpless butterfly, line both up with Clashes to get some more Emotion, and have Kaori take the last one as she's in the best position to play an additional page right now. It's important not to overcommit in long battles like this one. Next time, on Library of Ruina: "This magical bullet can truly hit anyone, just like you say." TeeQueue fucked around with this message at 13:56 on Jun 27, 2022 |
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![]() ![]() ![]() meanwhile: ![]() bandana, because I'm not putting Mr. Black in a hair net EDIT: colored, because it kinda looked like he was cooking books. NullBlack fucked around with this message at 19:27 on Jul 3, 2022 |
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NullBlack posted:
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Corrosion is again our phase control ability for this fight, and again it lies, you just need <5 hp to trigger transformation. Forsaken Murderer's phase works like earlier encounter. It inflicts nasty debuffs on hit, has a passive you should never trigger which gives bonus Strenght on kill. On first turn or after using his EGO, it uses only Chained Wrath. Otherwise it will also use Metallic Ringing (it has 3/2 CW/MR in hand). When Regret starts scene with a negative stat effect, all dice will get -4 power. After it starts 2 Scenes with this effect, on the next scene it will purge all negative stat effects, and becomes immune for them for the Scene. it will then use its EGO: Ends, Begins Ends, which has some nasty rolls. whoever ends being its target is likely to get a lot of damage and probably will wind up being Staggered and ready to be plummeted by next turn full power Regret again. Best strategy here is to kill or stagger Regret before triggering EGO attack. Grinder is even more direct, with almost no tricks. Kill it quickly, or you will have to deal with 6-6+2Bleed x3 mass individual attack. Which is not even that bad, unless you rely on Singular Strike or do not have strong 3-dice cards. Best strategy here is to kill or stagger Grinder before triggering EGO attack. Harmony fight is again straightfowrard one. Only Addicted Employees can put people in the Machine, and their mere presence gives 4 Protection to Angela, so killing them is a priority. Preferably stagger them all before craving round, then kill them. Best strategy here is to kill or stagger Harmony before triggering EGO attack. Hey, difference in two kinds of Butterflies do matter for Solemn Lament phase. Nothing too different, except that Yujin should not be target of its cards, due to its abilities, and Eternal Rest. Best strategy here is to kill or stagger Lament before triggering EGO attack. TeeQueue posted:This means that D.A.D. is now over the 67 HP required for their 25% threshold on To Overcome Crisis, which breaks the perfect Ink Over>To Overcome Crisis Light loop. TeeQueue posted:Rhythm will give Null_Mia a much-needed +1 Power to all their dice—all of the other Librarians have at least one such ability already, so putting it on them is kind of a no-brainer due to their many 3- and 4-die offensive pages. TeeQueue posted:Each of these will deal its own damage, plus 3 bonus Stagger damage.
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MiiNiPaa posted:A slight correction: this attack deals both Stagger and Normal bonus damage alternatively: shots from white gun deal Stagger damage, from black - Normal. ...Truly, I am a ruina player. Updating that now.
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Eternal Rest is still a hellbeast of a page that will eviscerate a new player if they let it come out, which requires some timing if you're doing things the normal way. My first run through the game, I had more losses to this thing than any other Realization.
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Mega character design props in this fight. I love Angela’s guitat/sawblade weapon in Singing Machine, and she does look damned snazzy in a suit. (Were Null_Mia’s component clerks in the Tenebrais fan club?)
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And so the answer is given, the last Abnormality of the floor is Der Fre…Der Freis…Der Fried Rice…screw it Der Shooty, aka the Magic Bullet. The important thing to take from this I think is that OH MY GOD ANGELA HAS A GUN!!! *BLAM-BLAM-BLAM-BLAM-BLAM-BLAM-BLAM*
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MarmaladeSkies posted:Mega character design props in this fight. I love Angela’s guitat/sawblade weapon in Singing Machine, and she does look damned snazzy in a suit. I cannot speak for Mu14, but I'd say Nu11 was not. Had Null been an Agent instead of a Clerk, I'd have made a joke that Tenebrais' portrait was a commission (in the manner of many great religious works); and while I don't typically do commissions, you just don't say no to that many zeroes. Sorry, that was rude. Clerks. You don't say no to that many clerks. NullBlack fucked around with this message at 15:49 on Jun 27, 2022 |
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This fight still gives me horrible flashbacks to its release in EA. When the fight first shipped, Angela was not guaranteed to use her attack that seals her own dice on block at all. So instead she would almost always get to turn 3 and wipe you with her even stronger Mass Attack (IIRC the dice were higher and it used to roll each dice SIX times), wipe your team, and if you somehow survived that, you were dealing with phase 5 with like 2-3 nuggets if you had managed to debuff her to lessen the blow a bit. ![]() They fixed her patterns for release thank god.
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They honestly made this whole thing too easy with the regen between phases. Can't believe Project Moon would snub us HARDCORE GAMERS like this smh.
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PlasticAutomaton posted:This fight still gives me horrible flashbacks to its release in EA. When the fight first shipped, Angela was not guaranteed to use her attack that seals her own dice on block at all. So instead she would almost always get to turn 3 and wipe you with her even stronger Mass Attack (IIRC the dice were higher and it used to roll each dice SIX times), wipe your team, and if you somehow survived that, you were dealing with phase 5 with like 2-3 nuggets if you had managed to debuff her to lessen the blow a bit. Release Yesod Realization killed me once. “I think I overprepared this time.” I say, while running brawl-overcharge in a serious engagement. Seriously though i may stop using the haulers for fights so often; the healing symbols get in the way of my screenshots way too often and I really don’t seem to need them.
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NullBlack posted:Very Nice! Even if I may be biased, some of your best work yet. I guess we'd both be biased in that case?
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So instead of MHAG, it's now AHAG. ...I imagine Angela's first victims will be the people who used that abbreviation. I am now running for my life. TeeQueue posted:
I'm unsure whether to feel smart or mortified that I'm old enough to immediately identify this reference.
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NullBlack posted:Superb art How quick you are on the draw with the fanart is actually terrifying to me sometimes, especially with how amazing this piece is. (also, i appreciate null_mia's hairtie here. happy pride!) EDIT: Also, it remains the funniest thing when TQ hypes up the difficulty of a fight and then reveals some basic strategy or simple exploit to get past it without any problems, like with Solemn Lament here. The leadup to Finn's reception still makes me crack up. (I'm aware that it's because these fights were a lot harder on release, but in the specific context of this LP it's hilarious to me personally.) TheDoomkitten fucked around with this message at 18:49 on Jun 27, 2022 |
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SL the Pyro posted:
the commercials were still airing a few years ago, it's not that ancient. but it's one hell of an earworm.
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Chaosbrain posted:And so the answer is given, the last Abnormality of the floor is Der Fre…Der Freis…Der Fried Rice…screw it Der Shooty, aka the Magic Bullet. Der Freischütz, aka the Freeshoter or the Marksman.
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Robindaybird posted:the commercials were still airing a few years ago, it's not that ancient. Why buy a
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Considering Angela's current mental state I'm legit more worried that she'll turn the gun on herself than I am about her shooting the Librarians.
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Took me until the end of my first playthrough to really appreciate Rose full-out war builds like the one Null_Mia has here. But I'm also in the BoD fan club, so shocking no one I'd like minimal odds for great pleasure. And love Angela's outfits as always.
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TeeQueue posted:Thesis 2: Yesod—Discussion Now this. This is something I'd love to experiment with when I can.
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I'm a bit leery of Rip Space in that deck largely because it kind of forces an early Overcharge, otherwise it's a dead card that's clogging up the Brawl RNG. Other than that that's a pretty typical Brawl deck once Overcharge gets introduced I feel, there's not exactly a lot of design space wiggle room past that.
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PlasticAutomaton posted:This fight still gives me horrible flashbacks to its release in EA. When the fight first shipped, Angela was not guaranteed to use her attack that seals her own dice on block at all. So instead she would almost always get to turn 3 and wipe you with her even stronger Mass Attack (IIRC the dice were higher and it used to roll each dice SIX times), wipe your team, and if you somehow survived that, you were dealing with phase 5 with like 2-3 nuggets if you had managed to debuff her to lessen the blow a bit. The reason the mass attack hit so hard in Early Access was because of an oversight; her passive that boosts the power of her dice applied to all of the targets of the mass attack. In addition, this was before they added the healing between phase changes. 12 1-3 dice isn't something impossible to recover from, but if your librarians were all around 60-70% hp (which was likely without packing haulers on everyone), then suddenly that 30-54 team-wide damage becomes 90-114. And the damage would get worse as you kept taking hits, because your team would go under 50% and start giving her even more power! Compounding this is that the Shi Association pages all worked like yujin and started at 25% with an inflated health pool, which means that bringing some of the best main pages in the game at that point was an actual liability if you weren't lucky enough to find the 2 attacks that stagger her (which, like the quote said, weren't guaranteed) and also managed to win the clashes against them, which is also not garuanteed because ![]() As someone who managed to beat this fight pre-nerf through dogged determination and dumb luck, boy am I glad they fixed this, because it was not fun to have 20 minutes of work erased by a bugged mechanic. Thankfully, Eternal Rest now completely ignores that part of her passive.
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Keldulas posted:I'm a bit leery of Rip Space in that deck largely because it kind of forces an early Overcharge, otherwise it's a dead card that's clogging up the Brawl RNG. Rip Space is our drawtech, and it gives us a five light “absolutely murder any single enemy” option. It’s worth the downsides imo.
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TeeQueue posted:Rip Space is our drawtech, and it gives us a five light “absolutely murder any single enemy” option. And if you really screw up, you get a snazzy hat! ... ![]()
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Mecha_Face posted:And if you really screw up, you get a snazzy hat! ![]()
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One thing I don't think anyone's mentioned: Look at all of Angela's sprites. Notice how she has a purple gemstone around her neck in all four forms?![]() Look at Yesod. He has the same own around his neck. The same goes for the last Realization, Angela had a brown gem around her neck, and... ![]()
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I know this is a gleeful distortion (or Distortion) of what the picture shows, but I just imagine her saying to Angela— ![]()
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TeeQueue posted:Rip Space is our drawtech, and it gives us a five light “absolutely murder any single enemy” option. Rip Space + Overcharge (or its big brother, Overcharge Rip Space Overcharge) blows up anything it touches. A lot of quibbling is done in the community over whether the immobilization is worth it, and my personal take is that while someone rests a turn (and recovers light, unlike being staggered), whatever you attacked has been stuffed, and whoever you used it against is usually dead. As the abnos, realizations and the two bosses we've seen so far rely on winning pivotal clashes or outdamaging a timer, having a card to Just Win is quite nice. Anyway, I think TQ's deck is pretty cool; even if he's sandbagging. ![]()
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The last thing you see before 10000 years train. ![]()
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Just wondering, but should the Floor Realization them have a siren whenever it shows up or only for the first time it shows up?
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Lunatic 0verlord posted:Just wondering, but should the Floor Realization them have a siren whenever it shows up or only for the first time it shows up? I feel there should be a siren playing throughout.
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Lunatic 0verlord posted:Just wondering, but should the Floor Realization them have a siren whenever it shows up or only for the first time it shows up? I generally only siren a song the first time it appears.
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This LP post brought you to by JG Wentworth, 877-CASHNOW.* It's my money, and I want it now! *This post is not actually sponsored by or condoned by JG Wentworth. gently caress that jingle, especially the opera version one.
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![]() untranslated hex is too close to an unsolved puzzle for my OCD to be happy with it, I think
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MetaMeme posted:Rip Space + Overcharge (or its big brother, Overcharge Rip Space Overcharge) blows up anything it touches. A lot of quibbling is done in the community over whether the immobilization is worth it, and my personal take is that while someone rests a turn (and recovers light, unlike being staggered), whatever you attacked has been stuffed, and whoever you used it against is usually dead. As the abnos, realizations and the two bosses we've seen so far rely on winning pivotal clashes or outdamaging a timer, having a card to Just Win is quite nice. Believe it or not, 10000 years trungeon!
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MetaMeme posted:Anyway, I think TQ's deck is pretty cool; even if he's sandbagging. Finally, a deal I can get behind! ...when you say "your", that means everyone who isn't me, right?
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Now that I've officially beaten the game ahead of the thread, it's nice to be able to relax and watch things unfold.
ShyGuy1231 fucked around with this message at 07:54 on Jun 29, 2022 |
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# ? Jun 13, 2024 19:58 |
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So TeeQueue is definitely showing off how Bamboo-Hatted Kim can short circuit a lot of enemy cards with his single strike supremacy. However, if you don't have him or simply want someone else to also be able to sort of deal with the cards, the cards that lead with a block die are extremely valuable. The puppet's light restore card will generally come out ahead in that trade, and it's a light restore card. Other cards along that same design principle are a decent counter to the single strike cards in the absence of Kim. I generally favoured the block-leading restore cards for that very reason.
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