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Just unlocked the Reliquary and Prochecies and wow... this game just opened up even more!
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# ? Mar 21, 2021 08:02 |
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# ? Jun 2, 2024 05:45 |
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Well, this Purgatorian build seems to clear 5 instability on depth 200+ fairly easily, and I'm not even done experimenting with it (and the darksulker is still unfused). Though, anyone know if there is a way to get creatures to immediately provoke when they get resurrected?
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# ? Mar 21, 2021 09:23 |
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hold me closer, shiny amber
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# ? Mar 21, 2021 10:26 |
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Broken Cog posted:Well, this Purgatorian build seems to clear 5 instability on depth 200+ fairly easily, and I'm not even done experimenting with it (and the darksulker is still unfused). I can't think of any trait that does this. The best I can think of is either: - cast a spell on being resurrected with a spell that causes the creature to provoke. I don't know how targeting works, it might randomly target the main creature? - the phoenix trait that gives resurrected creatures a 50% chance to jump to the to of the timeline. You would probably chain through all of your creatures until they got the res cap if you're using hubbub.
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# ? Mar 21, 2021 10:36 |
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cytoc posted:I can't think of any trait that does this. The best I can think of is either: That could work, I am considering throwing in either the mite that gives every creature a chance to immediately resurrect upon dying based on number of already dead cretures, or the unicorn that resurrects on attack (since with Purgatorian, dead creatures attack every other turn). Leaning towards the unicorn, since I get the feeling the mite is just gonna stat cap me right away. Edit: and since I only need one of them to get to the front of the timeline because of hubhub, and the dead creatures attack 5+ times = 5 resurrects, I'd say the odds are pretty high. Time to test this out. Edit2: Goddamnit game, stop giving me 80%+ chance to dodge in hidden properties, I am rerolling those modifiers for a reason. Broken Cog fucked around with this message at 11:47 on Mar 21, 2021 |
# ? Mar 21, 2021 11:16 |
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Broken Cog posted:That could work, I am considering throwing in either the mite that gives every creature a chance to immediately resurrect upon dying based on number of already dead cretures, or the unicorn that resurrects on attack (since with Purgatorian, dead creatures attack every other turn). Yeah 80+% chance to dodge and auto scorned/silence are like, literally the only traits I reroll for. Not because they're dangerous, just because they're so incredibly annoying.
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# ? Mar 21, 2021 12:35 |
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How do you know hidden properties? Also, there's a nix that autoattacks 3x on ally death so I am about to go hogwild with the unicorn.
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# ? Mar 21, 2021 13:32 |
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30.5 Days posted:How do you know hidden properties? Also, there's a nix that autoattacks 3x on ally death so I am about to go hogwild with the unicorn. Hold F. You can do that in the middle of battle too.
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# ? Mar 21, 2021 13:45 |
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Does the Royal Phoenix trait even work? Doesn't feel like it ever triggers.Yami Fenrir posted:Yeah 80+% chance to dodge and auto scorned/silence are like, literally the only traits I reroll for. 30.5 Days posted:How do you know hidden properties? Also, there's a nix that autoattacks 3x on ally death so I am about to go hogwild with the unicorn.
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# ? Mar 21, 2021 13:51 |
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Also is it always better to use instability 5 vs. 0? I see it increases item drops, but does that mean that I should crank as high as I can go instability 0 for easy XP before worrying about how I'm going to grind for items, etc.? Also does it include currencies or just treasure drops?
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# ? Mar 21, 2021 14:07 |
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Broken Cog posted:Does the Royal Phoenix trait even work? Doesn't feel like it ever triggers. I mean yes, so can mine. I just want to hold E, though
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# ? Mar 21, 2021 14:14 |
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30.5 Days posted:Also is it always better to use instability 5 vs. 0? I see it increases item drops, but does that mean that I should crank as high as I can go instability 0 for easy XP before worrying about how I'm going to grind for items, etc.? Also does it include currencies or just treasure drops? This really depends on your build tbh, instability can be BRUTAL. if it hits your build's weaknesses even a single point can cripple. Don't be afraid to tone it down just enough to remove a few points (if you rely on reviving, no way can you handle a "no revive" instability) or reroll completely if you want to keep it on and have the power
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# ? Mar 21, 2021 14:20 |
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Dackel posted:This really depends on your build tbh, instability can be BRUTAL. if it hits your build's weaknesses even a single point can cripple. Don't be afraid to tone it down just enough to remove a few points (if you rely on reviving, no way can you handle a "no revive" instability) or reroll completely if you want to keep it on and have the power I understand how instability works, I'm asking what are the benefits of lowering instability to run a higher depth vs. staying at a particular depth to keep a higher instability. Is it better to do one versus the other depending on what my current goals are? Which goals benefit from one or the other?
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# ? Mar 21, 2021 14:24 |
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30.5 Days posted:I understand how instability works, I'm asking what are the benefits of lowering instability to run a higher depth vs. staying at a particular depth to keep a higher instability. Is it better to do one versus the other depending on what my current goals are? Which goals benefit from one or the other? Also, I think Piety is affected by instability as well, so if you delve with high, you're probably getting more than if not. Other than that it seems like a wash. Oh yeah, and if you like doing the Grail stuff, you get a lot more progression with high instability on deeper levels. I only care about that when it shows up on prophecies though.
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# ? Mar 21, 2021 14:35 |
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I understand it's better to do deeper levels at higher instability. I'm asking about the difference between shallower at higher instability and deeper at lower instability.
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# ? Mar 21, 2021 14:39 |
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Nether gems get better with depth, and you'll get more of them with high instability. I haven't noticed a noticeable difference in crafting materials, but it feels like I get 2xgod currencies occasionally now as well. Other than that? I don't know.
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# ? Mar 21, 2021 14:41 |
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30.5 Days posted:I understand it's better to do deeper levels at higher instability. I'm asking about the difference between shallower at higher instability and deeper at lower instability. I would always do deepest possible depth and lower instability if you need to, or lower it is your hit a boss you can't handle at that instability. As mentioned, you get better netherstones when deeper. You also get piety for completing yotu max depth quests and you'll also get more race masters as well as getting closer to unlocking gate of the gods if you're not already able to do it.
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# ? Mar 21, 2021 17:32 |
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Reminder to check the Nether shop occasionally, some build-defining items can show up there. Wish I saw this before I gave up on my invisibility build: Edit: Man, look at this thing: Probably never even gonna use it lol Broken Cog fucked around with this message at 21:02 on Mar 21, 2021 |
# ? Mar 21, 2021 20:59 |
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i messed up and fused my unicorn vivifier with my cursed leper i have the perk that makes my animatus fuse with the #2 position creature, and was fusing him with my unicorn vivifier so every time my animatus attacked soemthing else would get ressed, so other stuff getting killed could keep feeding him stats when they die over and over. I'd hoped he would fused with the combined leper unicorn, but he just inherits the leper's corpse explosion trait, which is decent but not as good. I've been using corpse explosion a lot by having my cave cockatrice casting affliction over and over so when anything dies the leper casts like 5 corpse explosions which can chain into killing the entire other team.
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# ? Mar 21, 2021 21:03 |
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juggalo baby coffin posted:i messed up and fused my unicorn vivifier with my cursed leper There is definitely some sort of rule about which Trait gets absorbed, and I'm PRETTY sure it's only the trait of the creature whose body type you see? I did something very similar and was trying to use Vacuum to duplicate the Pyromaniac trait onto another unit, but it would only steal their other ability every time. I've kind of abandoned even casting spells at all for damage because the enemy stats are getting so high, but I've gotten Pyromaniac to be so juiced up that it wipes basically every fight on the first turn. The only way I've really been able to squeeze any additional damage out of my build is using the monster who makes the enemy take 7% more damage for every status ailment they have and then multicasting Affliction RazzleDazzleHour fucked around with this message at 21:11 on Mar 21, 2021 |
# ? Mar 21, 2021 21:09 |
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Can you get artifact trait items for any trait in the game, or is it a smaller list? I'm only like 35 floors in so there are many mechanics I haven't seen, trying to plan for the future.
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# ? Mar 21, 2021 21:15 |
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CubeTheory posted:Can you get artifact trait items for any trait in the game, or is it a smaller list? I'm only like 35 floors in so there are many mechanics I haven't seen, trying to plan for the future. If you can't I think it says in the Bestiary, the only one I know of off the top of my head is the Treasure Golem. You also cannot get the traits of most of the bosses either (though you can get slightly weaker/different but same thematically from the Nether shop after beating them).
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# ? Mar 21, 2021 21:21 |
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cytoc posted:I would always do deepest possible depth and lower instability if you need to, or lower it is your hit a boss you can't handle at that instability. I think the one exception is card farming, as apparently the card's drop rates aren't affected by instability and increasing instability makes the monsters that show up in a realm much more varied, thus finding specific ones to get them to the candle level becomes unlikely and making the fights take much longer.
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# ? Mar 21, 2021 21:42 |
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Any tips on the floor 27 boss? my team can’t cut through the barriers fast enough which is bad because most of my heavy damage comes from the animatus’s corpse explosion
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# ? Mar 21, 2021 22:24 |
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DrManiac posted:Any tips on the floor 27 boss? my team can’t cut through the barriers fast enough which is bad because most of my heavy damage comes from the animatus’s corpse explosion If you have the spell Reality Warp it's an instant win.
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# ? Mar 22, 2021 00:03 |
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CubeTheory posted:Can you get artifact trait items for any trait in the game, or is it a smaller list? I'm only like 35 floors in so there are many mechanics I haven't seen, trying to plan for the future. the vast, vast majority of them When you unlock the candle and missions, trait materials become much more relevant, since you have a (long, very grindy) path to on-demand materials for monsters in your bestiary.
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# ? Mar 22, 2021 00:52 |
DrManiac posted:Any tips on the floor 27 boss? my team can’t cut through the barriers fast enough which is bad because most of my heavy damage comes from the animatus’s corpse explosion I had the same problem and I basically built a completely different team and levelled them back up, Blood Mage with very high damage output monsters, and two spellcasters with the spell that turns all buffs into debuffs.
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# ? Mar 22, 2021 01:03 |
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I'm having problems with Spoonor. Poison keeps killing my dudes before my debuffs can get to work.
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# ? Mar 22, 2021 16:01 |
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StrixNebulosa posted:I'm having problems with Spoonor. Poison keeps killing my dudes before my debuffs can get to work. There is some creature around there that reduces nondirect damage by 80%, did the trick for me.
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# ? Mar 22, 2021 17:07 |
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Suicide squad update: Found this guy: who turns out is pretty good when 5/6 of your team mostly exists to pass on a % of their stats! Can regularly get to 500k+ Atk, Int and Def during battles now. And I still haven't found anything to fuse my Darksulker with. Also, there's a pretty neat skin if you check the mailbox today.
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# ? Mar 22, 2021 22:40 |
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So I'm still chugging along with my sunk cost monk build even though the game makes it really easy to respec (at least, once you've unlocked a class). But I did have an interesting idea for a tank: Defer Pain (take 90% of damage at the beginning of next turn) Pegasus (absorb all fatal damage from allies) On artifact, Laughing Wisp (immune to debuffs, 50% reduced damage, most importantly sends you to the bottom of the timeline when you take damage) Combined with some healing and a res option when something goes wrong it seems like it'd make your team unkillable. EDIT: Ah, indirect damage doesn't trigger pegasus. 30.5 Days fucked around with this message at 00:42 on Mar 23, 2021 |
# ? Mar 23, 2021 00:40 |
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When buildcrafting I found it was easier to write down what races had what sorts of bonuses, sort my bestiary by race and go shopping like that. If it helps people, here it is:pre:Abomination - Vulnerable and Weak debuffs Alemental - Fun with debuffs Amaranthine - Defense stat Amphisbaena - Splitting key events into two smaller events in order to trigger more effects Apis - Hard to understand, I guess support stuff around protecting ourself & others from attack damage Apocalypse - Permanent bonuses based on number of turns since start of battle Arachnalisk - Combination Snared & Poisoned Aspect - Dodging Asura - Crits Automaton - Negative effects on enemies at the start of turn Banshee - Get a specific free spell at start of battle, bonus effects when casting it Bard - Various buffs that apply to all your creatures. In particular, "half of attack damage uses X stat" Bat - Effects after an ally attacks Brownie - Effects after this creature attacks Carbuncle - More casting since start of battle = more power Carnage - Effects after this creature kills a creature Carver - Improving attacks, usually for "this creature" Centaur - Improving attacks, usually generating new attacks for "this creature" on various events Cerberus - This creature can't cast spells manually, but cast a random spell on some event, or receive some other benefit for having gems. Clutcher - Effects after an enemy dodges Cockatrice - Manipulating class and race Concoction - Disarmed debuff and other fiddling with enemy artifacts Construct - Arsenal Spells Cruncher - Gem sealing Crusader - Making things unkillable with buffs and extra healing Demigod - Hard to understand- mainly fiddling with health and defense but not always Devil - Bonuses based on enemy class Diabolic Horde - Tribal bonuses Djinn - Bonuses for spellcasting & intelligence. Mainly provides bonuses based on spell gems & charges Doomguard - Tankiness, mainly to adjacent creatures or all creatures Dragon - Reduces enemy stats in response to events Dryad - Fun with buffs Dumplings - Tribal bonuses Efreet - Burning Eft - Tribal bonuses Ent - Mending buff and tankiness effects in response to events Fiend - Berserk Forsaken - Start battle with big bonus, get worse every turn Gargantuan - Triggered effects, usually at start of your turns, usually as a result of recent enemy activity Gargoyle - Chaos spells Gemling - Spell gem properties Ghoul - Speed stat Giant - Health stat and tankiness Golem - Random bonuses, most are "this creature". Gorgon - Stone Griffon - Tribal bonuses Grimoire - Spellcasting Harpy - Blind Hound - Dire wolves Hunter - Tribal bonuses Imler & Imling - Tribal bonuses Imp - Nature spells Inquisitor - Minions Koloss - Health Leech - Leeching Lich - Death spells Maniac - Effect on killed, killing your own creatures, etc. Manticore - Attack stat, effects on your creatures attack Masochist - Debuffs on enemies and also themselves Mimic - It's a mimic Minotaur - Effects triggered by taking damage, being attacked, having less % health Mite - Debuffs Mogwai - It's a mogwai Mummy - Cursed & attacks Nix - Completely random stuff Occultist - Intelligence and spellcasting Ophan - Life spells Ossein - After your creatures are resurrected Paragon - Major effects that affect both allies and enemies Phase Warrior - Major effects for all your creatures Phoenix - On death and on resurrection effects Pilwiz - Bleeding Pit worm - Offensive start of turn effects Pit wraith - Damage increasing and health reducing effects Plague Doctor - Debuff manipulation Priest - At the start of this creature's turn, buff everyone Purrghast - I'ts purrghast Raven - Intelligence Reaper - Attack something with less than 35% health, kill it and receive some effect Rift Dancer - All effects that activate when some event occurs happen more Salamander - On some event, your creatures cast one of their spells at random Sanctus - Completely random stuff Satyr - Limit actions enemies can take per turn Shambler - Blighted Seraph - Receive some bonus if creature has performed some action at least once this battle Shade - Invisible Shapeshifter - When allies do bad things to each other, good things happen. When you do good things to enemies, bad things happen instead. Sin - Completely random stuff Siren - Apply debuffs or stat reductions to enemies Skeleton - Empower attacks Slime - After this creature gains benefit, your other creatures gain benefit. This creature has debuff, damage from debuff hurts enemies. Smith - Manipulating artifacts, bonuses from artifacts Smog - Poisoned Snaptrap - Send enemy to bottom of timeline on some event Soulflayer - After a member of your most common race do thing, other members do as well Sparktail - Deal damage after taking damage Spectre - After event, reduce enemy stats Sphinx - Build-your-own tribal build with class instead of race Spirit - After your creatures are healed, they receive effect Stag - Make spell gem properties stronger Storm - While this creature is above 90% health, receive effect Tremor - Prevent enemies from acting Unguided - Class manipulation Unicorn - After this creature attacks, receive effect Valkyrie - Mostly generating effects in response to enemy aggression Voidlord - Repelling Vortex - Prevent spell damage Vulpes - Receive benefit for non-ethereal spell gems, mostly randomly casting some at start of battle Waspid - Tribal bonuses Watcher - This creature deals more damage based on some condition Wight - Bonuses based on deaths and resurrections Wisp - Major bonus, but after this creature takes damage it is sent to the bottom of the timeline. Wolpertinger - Casting, mostly scourge spells Wyvern - Do bad effect on enemy in response to magic-related event Yeti - Frozen
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# ? Mar 23, 2021 03:18 |
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That will be useful! Thanks! I can edit it into the OP when I get back to my computer
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# ? Mar 23, 2021 06:32 |
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does the grovetender's +1 to casting perk affect the herbling's spells it automatically casts at the start of the turn?
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# ? Mar 23, 2021 12:43 |
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Stand Alone Complex has some downsides I guess you could say. Vitja likes to provoke, and has a trait that prevents her from taking damage while her gems live. Since Stand Alone Complex means I don't even get a prompt for his turn, my game is now soft locked as these morons keep wet noodle fighting back and forth and doing zero damage to each other.
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# ? Mar 23, 2021 17:51 |
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I'm playing necromancer and it generally feels really effective, zombies beat the hell out of everything while writhelings debuff all the enemies, but I've only seen a couple of creatures that actually play into summoning minions so my team is sort of a slapdash of things with big attack.. Are they just not well supported early game?
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# ? Mar 23, 2021 19:22 |
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Carcer posted:I'm playing necromancer and it generally feels really effective, zombies beat the hell out of everything while writhelings debuff all the enemies, but I've only seen a couple of creatures that actually play into summoning minions so my team is sort of a slapdash of things with big attack.. Are they just not well supported early game? There are a bunch of traits surrounding minions but I couldn't say when their creatures are first seen. Overall minions are a totally new mechanic with Ultimate so it's not surprising that they're not as supported as other builds. Dire wolves seem really cool with all the hound traits. I used them for a while to give some bite (ha) to my weaker attackers.
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# ? Mar 23, 2021 19:26 |
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Carcer posted:I'm playing necromancer and it generally feels really effective, zombies beat the hell out of everything while writhelings debuff all the enemies, but I've only seen a couple of creatures that actually play into summoning minions so my team is sort of a slapdash of things with big attack.. Are they just not well supported early game? There's some good options for dire wolves right off the bat with the Hounds in the first area, but they don't introduce general minion stuff until Eternity's End, I believe.
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# ? Mar 23, 2021 19:27 |
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I didn't see any hounds in the first area, do I have to do anything special for them to appear? I've just beaten the level 27 boss, for reference.
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# ? Mar 23, 2021 19:36 |
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# ? Jun 2, 2024 05:45 |
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Carcer posted:I didn't see any hounds in the first area, do I have to do anything special for them to appear? I've just beaten the level 27 boss, for reference. If you press right while selecting a realm, you can see what kind of creatures spawn there, just look for hound. Might also not want to take any instability, as it makes monsters from other areas show up.
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# ? Mar 23, 2021 19:48 |