Author Topic: From the Abyss  (Read 1783 times)

TranceHime

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From the Abyss
« on: March 10, 2008, 02:27:58 PM »
FOR ALL INTENTS AND PURPOSES THIS IS AN ACTION RPG. YOU KNOW THE DRILL! REAL TIME FIGHTS FTW. I'd rather get concrete values, but this game's damage is too random and I'm too lazy to look into the details since it's just some random act RPG that you can beat in 5 hours... Furthermore, this game has only one character. You can do adhoc wireless (DS, roffles) with another player, however, canon purposes dictate you go solo.

HP - lose this and die
SP - lose this and you can't use hax
ATK - damage
DEF - defense against physical, affects mag. damage to some extent. Factored in HP bonus
INT - mag. damage
MEN - defense against mag. damage. Factored in SP bonus
AGI - agility doesn't really seem to do a whole lot aside from determining bow damage...
LUK - affects item drops, crit chance, etc.

status:
Poison - Deals a small amount of damage every few seconds (equated to a turn)
Curse - Deals a large amount of SP damage every few seconds (equated to a turn)
Paralysis - Target cannot move for several seconds (equated to between 2 and 5 turns)
Weak - Parameters are reduced SEVERELY, to the point where attacks deal around ~20 damage and the target takes well over ~400 damage.
Oblivious - Target cannot use skills and magic.

There are four elements:
Fire
Wind
Earth
Water

LET'S BEGIN. They are taken after defeated the final boss.
Stats are done as follows:
After levelling up, you can distribute 4 points to the states.
I personally did an ATK focused-build for maximum pwnage.

Skills? They are equipment-based, with spells being excluded from this rule.
There's only one character so I suppose all equipments are legal... But the equipments I'm using are still storebought, minus the Accessory, though I'll record with optimal storebought accessory too.

Base states w/o equipment:

Moogyko | LV 58
"Why do so many bad album covers involve homosexuals"
HP 2830
SP 2620
ATK  72
DEF  42
INT  39
MEN  32
AGI  43
LUK  48

Equipments:
Weapons:
AXE - Warbreaker (110 ATK, 33 INT)
SWORD - KATANA (74 ATK, 36 INT, 8 AGI, 20 LUK)
SPEAR - NAGINATA (92 ATK, 8 DEF, 47 INT, 15 AGI)
BOW - Burnstar Bow (78 ATK, 50 INT, 20 AGI)
STAFF - Keryukeion (45 ATK, 5 DEF, 90 INT)
Armor: Dragon Armor (90 DEF, 64 MEN, +Fire Resist)
Alternatively, Moogyko can use Paladin Armor for a 15 boost in ATK and a 16 boost in MEN sacrificing 8 DEF. Or she can use Fierce Lion Clothes for a 25 boost in ATK and a 24 boost in MEN sacrificing 46 DEF)
Accessory: Rubengram (+15 in everything, +All Resist, stacks with existing resists)
For storebought accessory, Moogyko should get Ring of Ruby, which is 20 ATK, 5 AGI and 20 LUK

From here on Damage is taken using Paladin Armor setup. They are tested on the purple worms in the final Abyss (Abyss 8, Stage 2 onwards).

Skills:
They are actually very limited, most of them being taken up by spells. Oh well. I will not include storebought skills, ONLY skills that you can get by Soul Capturing enemies.

Sword skill setup:
1. [X] Sonic Trace - Dash forward with a single slash, causing the enemy to be hit multiple times. If the user is attacked after the animation, the attack is interrupted. 30 SP
2. [Y] Tsubame Gaeshi - Quick slashing attack. Two hits. 16 SP
3. (B) Add Two Swords (passive) - Adds two hits to the basic physical.
-. Dominator - 360 degree spinning attack. Revolves twice. 18 SP

5-hit Physical - ~800 physical damage.
Physical (w/o Add) - ~450 physical damage.
Sonic Trace - ~1400 physical damage uninterrupted, ~200~800 physical damage interrupted
Tsubame Gaeshi - ~400 (200+200) physical damage
Dominator - ~600 physical damage if all hits connect on an enemy. Usually, it's a single hit of ~200

Combos:
5-hit Physical -> Tsubame Gaeshi = (~800+~400) = ~1200-~1400
5-hit Physical -> Sonic Trace = (~800+~1400) = ~2200-~2300 uninterrupted, ~1200-~1600 interrupted

Axe skill setup:
1. [X] Crush Hammer - Powerful single-hit smash attack. 8 SP
2. [Y] Heavy Tomahawk - Flings a spinning axe forward. Capable of multi-hit. 16 SP
3. (B) Add One Axe (passive) - Adds one hit to the basic physical.
-. Wheel Splasher - Spin around like a pinball holding the axe out. Bounces/ricochets off walls. You can hit the same enemy more than once depending on the wall bounces. 40 SP

3-hit Physical - ~750 physical damage
Physical (w/o Add) - ~450 physical damage
Crush Hammer - ~500 physical damage
Heavy Tomahawk - ~1300 physical damage if all hits connect. Ranges from 200~1000 depending on hit and damage variance.
Wheel Splasher - ~700 physical damage per hit. Average hits on an enemy are 1 in a big room and 2~4 in a cramped room.

Combos:
3-hit Physical -> Heavy Tomahawk = (~750+~1300) = ~2000-~2200
3-hit Physical -> Crush Hammer = (~750+~500) = ~1250-~1400

Spear skill setup:
1. [X] Poison Javelin - Throws a poisonous spear at the opponent. Can multi-hit depending on the enemy's size. 20 SP
2. [Y] Thousand Spear - A furious, fast-hitting 9-hit combo. 40 SP
3. (B) Add Two Spears (passive) - Adds two hits to the basic physical.
-. Gallop Lancer - Charges through enemies in a line. Can multi-hit depending on the enemy's size. 10 SP

5-hit Physical - ~900 physical damage
Physical (w/o Add) - ~580 physical damage
Poison Javelin - ~600 physical damage w/ multi-hit, ~200 damage single hit. Has a chance of Poison, probably around 45%
Thousand Spear - ~1000 physical damage uninterrupted, ranges from ~90-~990 when interrupted.
Gallop Lancer - ~800 physical damage w/ multi-hit, ranges from ~200-~400 single hit.

Combos:
5-hit Physical -> Thousand Spear = (~900+~1000) = ~1900-~2000

Bow skill setup:
1. [X] Invisible Shot - Shoots an invisible arrow. Hits twice if close to the enemy. 30 SP
2. [Y] Kiss of Bow - Shoots 9 arrows in rapid succession. 24 SP
3. (B) Fine Moment - Suspends an arrow in mid air, press the A button to launch. 4 SP per arrow
-. Typhoon - Shoots three arrows in a spread. 10 SP

Physical - ~150 physical damage
Invisible Shot - ~400 physical damage with two hits. Otherwise, ~150 damage.
Kiss of Bow - ~800 physical damage when all hits connect. Ranges from ~60-~700 when interrupted.
Fine Moment - ~150 physical damage per arrow. Can suspend more than one arrow to multi-hit the enemy, provided Moogyko has the SP.
Typhoon - ~400 physical damage if all three arrows hit one target. ~170 physical damage per arrow.

Spell skillsets, all damages taken with Staff equipped:

How do spells work? Higher-numbered spells in each list will take a longer amount of time to cast, around ~5-ish seconds where the lower numbered spells take around 2 seconds to cast. I'll peg ~3 seconds as a turn in such a case:
1. ~2 sec
2. ~3 sec
3. ~4 sec
4. ~6 sec


Staff Physical - ~100 physical damage

1. Soul Capture - Can capture an enemy's soul either granting you a new skill/magic or healing you based on the enemy's current HP. SP cost is relative to level. At level 58, the cost is 202 SP. At level 1, the cost is 10 SP.
Buffs
1. Quick Spell - Reduces casting time. 101 SP
2. Quick Motion - Increases attack and weapon skill speed. 101 SP
3. Slip Forward - Dashes forward. SP cost is based on level. 26 SP at level 58
4. Backstep - Dashes backwards. SP cost is based on level. 26 SP at level 58
Flame elemental
1. Flame Bullet - Shoots a weak bullet of flame. 8 SP
2. Burning Pillar - Creates three pillars of flame protecting the caster. 16 SP
3. Salamander Soul - Envelops the caster in flame, granting them Flame elemental attack. 40 SP
4. Fire Fog - Creates a flaming fog that hits the enemy, lasting for 6 seconds. 1 SP to cast, keeps draining 1 SP for as long as the fog exists.
Wind elemental
1. Wind Stare - Creates a small tornado to attack enemies. 12 SP
2. Weasel Scythe - Launches many (~10+?) sickle-like gusts of wind to attack an enemy. Focuses on the nearest enemy until either the spell times out or the enemy dies, in which the spell now focuses on the next closest target. Fires straight ahead if there are no enemies nearby. 20 SP
3. Disaster Crawl - Creates a hurricane that severely damages nearby enemies. 40 SP
4. Wind Bomb - Launches a wind bomb in front of the caster that shocks the enemy. 15 SP
Earth elemental
1. Rock Wall - Creates four pillars adjacent to the caster, damaging anyone who gets into melee range. 14 SP
2. Pile Wave - Creates stalagmites that arise in front of the caster in a line. 20 SP
3. Earth Pileup - Causes rocks to fall from the ceiling. 40 SP
Water elemental
1. Freezing Lance - Causes a single freezing lance to attack a foe. 10 SP
2. Venom Marsh - Creates a poisonous gas, poisoning anyone getting in the gas. 16 SP
3. Grossly Bubble - Releases bubbles erratically in front of the caster to hit foes. 40 SP
4. Diamond Dust - Releases an icy wind to assail foes. 20 SP
Healing
1. Rest - Heals a small amt. of HP. SP cost relative to level. 72 SP at level 58
2. Rest More - Heals a moderate amt. of HP. SP cost relative to level. 108 SP at level 58

Flame Bullet - ~60 flame damage
Burning Pillar - ~70 flame damage per hit
Fire Fog - ~60 flame damage per hit
Wind Stare - ~90 wind damage per hit
Weasel Scythe - ~150x14 wind damage.
Disaster Crawl - ~170x15 wind damage.
Wind Bomb - ~200x2 wind damage.
Rock Wall - ~50 earth damage per hit. Due to the Earth element of the worm, it might be better to plug ~+20 more.
Pile Wave - ~60 earth damage per hit. Due to the Earth element of the worm, it might be better to plug ~+15 more.
Earth Pileup - ~20 earth damage per rock. Due to the Earth element of the worm, it might be better to plug ~+5 more.
Freezing Lance - ~240 water damage. Due to the Water weakness of the worm, it might be better to take away ~-40.
Grossly Bubble - ~85 water damage per bubble. Due to the Water weakness of the worm, it might be better to take away ~-20.
Diamond Dust - ~120 water damage per hit out of three. Due to the Water weakness of the worm, it might be better to take away ~-30.
Rest - ~450 HP healing.
Rest More - ~870 HP healing.

Comments: I... I really don't know. Moogyko has a lot of tricks up her sleeve considering she has access to all types of weapons and all elements. The spell damage sucks due to her ATK-based build, which in the end isn't even that impressive in itself. Sonic Trace isn't as spammable as Heavy Tomahawk is, but all things considered, Heavy Tomahawk is the gamebreaker skill. It's cheap, and it takes advantage of the axe weapon's insane ATK bonus. It's much more economic as well considering Sonic Trace costs 14 SP more than Tomahawk for doing practically the same thing except worse. Basically, with this build, the only spells Moogyko should EVER be using are Rest/Rest More, Soul Capture and Quick Motion, perhaps Disaster Crawl/Weasel Scythe depending on the circumstances. Remember, Disaster Crawl requires two turns to cast, and is more expensive than Weasel Scythe despite being marginally stronger. Moogyko's only status also happens to be Poison, which appears to be pretty useless in this game by any stretch. Just be glad Warbreaker increases INT, so Moogyko's spells don't totally fail!
19:35:58 (trancehime) there's a specific spot in the game that's for item duping
19:36:14 (Sanae) o.o
19:39:11 (Sanae) I'd love to dupe a second trancehime.