Author Topic: New Nyarlathotep's Dungeon Topic, Updated 10/1/14 with new rules  (Read 124185 times)

Dark Holy Elf

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #225 on: January 23, 2009, 04:44:42 AM »
I think Bartz/Ramza are just treated that way for convenience? Because based on in-game, there's no way in hell Red Mage gets Doublecast by the point in the game Floor 2 corresponds to (Karnak or so). More like floor 5? Other than that, RM does have his entire skillset by Floor 2, though.

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Nephrite

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #226 on: January 23, 2009, 04:52:21 AM »
I may make a modification to RM to state he gets Doublecast by 4 or 5. I'd say that any of the other Generics get all their skills that are relevant by the end of Floor 1. (Well, in most cases... Chemist only needs a few skills.)

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #227 on: January 23, 2009, 06:49:54 AM »
Do you think Raquel/Yulie's double Forceskill MP healing will work on Aika's SoA SP?

...what?

No.

1) SoA SP is much like WA4 FP mechanically.
2) SoA HAS MP.

---

Think generics should get their skills like they do in-game, honestly.  Just assuming the character is always in that class, so it's faster than what you'd get in-game due to class switching.

Dark Holy Elf

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #228 on: January 24, 2009, 01:40:43 AM »
I may make a modification to RM to state he gets Doublecast by 4 or 5. I'd say that any of the other Generics get all their skills that are relevant by the end of Floor 1. (Well, in most cases... Chemist only needs a few skills.)

RM's hardly the only one who wouldn't reasonably get a skill by floor 2, though. I'm not sure offhand how many are relevant, but things like Monk's HP+30% or Samurai's Slash certainly take more than a floor to master; you're not getting them in World 1 unless you stop to grind off Skull Eaters or Prototypes or something and we don't consider that. I think it's okay to fudge things a bit for Bartz/Ramza because it's simpler (I guess), but that excuse doesn't really fly with a generic.

Chemist is more about item availability than JP-earned skills, of course.

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hinode

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #229 on: January 27, 2009, 05:05:38 AM »
If Karnak is floor two, than Drain Kiss and company should be moved up there from floor three for Chemist. At that time, it's ~1000 damage, which should easily be OHKO range.

Also, Potion+Potion mixture is actually a unique ability that heals 90 HP base (180 with innate Medicine) as opposed to the 50 for just using a potion; the line about not having healing in the wiki topic is thus inaccurate. There are also similar mixes for Ether+Ether and HiPotion+HiPotion, but superior mixes obsolete them both.

Magic Fanatic

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #230 on: January 28, 2009, 09:42:33 PM »
I'd like to re-enter with my old team, if possible.

Tir McDohl (4.0)
Riou (3.0)
Lilka (2.0)
SH2 Lucia (1.0)
Mint (1.0)

Tally comes out to 11 points, if I did my math right.

Since I was the last one to try this team, it should be fine, right?
« Last Edit: January 29, 2009, 07:01:41 AM by Magic Fanatic »

Mad Fnorder

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #231 on: January 29, 2009, 12:26:16 AM »
A messed up idea: curious for some feedback.

PC Fou Lu 4.0
T.G. Cid 3.5
Robo 1.5
Nall 1
FF5 Mime  1

Totals 11.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #232 on: January 29, 2009, 01:19:15 AM »
Your only source of revival is Nall? That strikes me as scary, but for a team meant for blitzing, it just might work. Sure you'll lose a few people per battle, but they'll be back. Unfortunately, they'll be OHKObait for the rest of the floor.

Still, Fou-lu and Cid damage is getting Mimed. If it gets passed floor 2, it'll probably last until Floor 6 at least.

Mad Fnorder

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #233 on: January 29, 2009, 02:14:18 AM »
It seems like you either want dual revival or a durable reviver who isn't an easy pick-off. Both are a huge cost.  As a contrast, everyone but Mime has a measure of self Repair- Fou Lu's dragons are on separate life bars, Cid has Night Sword, and Robo has healing. The general idea being the weaker targets can't be ignored, because they have potential to be dangerous if ignored- conversely, the big targets are far from frail.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #234 on: January 29, 2009, 02:52:47 AM »
The main problems I see are PC Fou-lu being a little box of nightmares and the low-end members being... actually too easy to bludgeon down. This team would be more effective if it had more multitarget clock-cleaning powers off the cuff, since Orlandu doesn't get omgwtf damage and speed until floor 6, and Fou takes a turn to get going. FF5 Mime is cute, but Night Sword off Mime stats won't really be too impressive, and the whole thing lacks versatility.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
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[01:08] <Laggy> .....

Taishyr

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #235 on: January 29, 2009, 03:09:58 AM »
Eh, Fou physicals alone wreck the dungeon until floor 4 or 5 where he begins to need the dragons, is my gut?

Still, gut says floor 5 might grind you down, just due to lack of solid healing.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #236 on: January 29, 2009, 05:17:21 AM »
Interesting. Thanks for the feedback, everybody. I honestly think Robo is one of the most underpriced characters- Good durability, healing, MT damage of multiple elements, and once he gets Crisis Arm becomes a potential heavy damage dealer based on being able to be healed back up to 999 HP before his turn for L9 Uzi Punch. Some of that synergy is lost here, though.

Taishyr

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #237 on: January 29, 2009, 12:01:11 PM »
The main issue is that he starts pretty slow (well, earlygame I guess he's scaled against Crono/Lucca/Marle, which makes him merely below average?) and the healing isn't too respected. I like him in concept but the general respect seems to be low here?

superaielman

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #238 on: January 29, 2009, 03:34:09 PM »
His speed is beyond awful until endgame. That sinks Rand, and it likely sinks him too.
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Jo'ou Ranbu

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #239 on: January 30, 2009, 12:09:34 AM »
Interesting. Thanks for the feedback, everybody. I honestly think Robo is one of the most underpriced characters- Good durability, healing, MT damage of multiple elements, and once he gets Crisis Arm becomes a potential heavy damage dealer based on being able to be healed back up to 999 HP before his turn for L9 Uzi Punch. Some of that synergy is lost here, though.

Robo's issues stem mostly from the fact that the dungeon isn't nearly as friendly to his high-profile exploits as CT is. And his issues are really damning in the setting while he lacks the pure raw punch to make up for them. While he's a physical tank, the magical durability is all sorts of epic. He gets fried by magic really damned fast. And he sports effin' 6 CT speed until endgame. The healing... it's sorta crap, honestly. Sure, cheap and MT, but 30~% healing off someone that slow just... yeah. You're pretty much right about the offense in the endgame, but until that, he has... crappy healing and middling - if above average - ST damage off Kongoltastic speed, and the plentiful mage-heavy fields in the dungeon roast him into a crisp.
« Last Edit: January 30, 2009, 02:41:35 AM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

superaielman

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #240 on: January 30, 2009, 02:14:07 AM »
That said, LIFELINE HYPE!?
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<Meeple> knownig Square-enix, they'll just give us a 2nd Kain
<Ciato> he would be so kawaii as a chibi...

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #241 on: January 30, 2009, 02:26:59 AM »
* Jo'ou Ranbu punts super.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Clear Tranquil

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #242 on: January 31, 2009, 02:21:12 AM »
Throwing ideas around in light of possible upcoming changes -

Tidus/Yuna/Peppita/Adray/Maria to

Rikku (4.0), Maria (2.0), Peppita (1.5), Meru (0.5),  ????

Relm?
Raquel?
...


Edit: Been chatting with super and he brought up Zerase as an option. I think it sounds good!
« Last Edit: January 31, 2009, 02:41:11 AM by Clear Tranquil »
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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #243 on: January 31, 2009, 07:44:31 AM »
If he adds Meru, I'm considering a Rose-Shana-Meru-Garnet-Cloud team with the Full Limit meter Sealstone. Group-transform Dragoon effect hype.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #244 on: January 31, 2009, 02:35:39 PM »
That'd be great Djinn! Full limit bar sounds good for Rikku on my team too :) Depending on if sealstones do cost posts or not I'm thinking of other fun effects like Firefly + Vantage effect for counter Pep or maybe Life to give Healing Dance MT revival to experiment with. Could be fun :D

GL :)

So I think I'm going with Rikku (4.0), Zerase (3.0), Maria (2.0), Peppita (1.5) and Meru .5 then.
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superaielman

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #245 on: January 31, 2009, 02:38:56 PM »
I can't comment on the SO3ers, but Zerase complements the team well. Definitely a blitzing team, which is cool.
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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #246 on: January 31, 2009, 03:56:08 PM »
Thanks super. Yeah it's pretty much a knock them all down before things heat up team, should nuke past the first few floors at least (bwahaha Rikku, Zerase starting strong)

Zerase (blitz, speed), Rikku (speeed, mix tricks, albhed potions), Maria (blitz, back up supports), Peppita (mix of support/status/damage/counters) and Meru (speed, healing/status cure, MT magic damage later on) Speed is good mmmm. I think I have three above average there? Hmm nice.
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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #247 on: January 31, 2009, 04:05:15 PM »
Not sure we're allowed to have more than one Sealstone.

Also, the issue with the limit one is later floors may benefit from having the access to multiple limits. This being said, yeah, it looks pretty solid. Gut says at least Zerase/Rikku/Meru are fast and have tricks? How many revivers are there?

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #248 on: January 31, 2009, 04:09:25 PM »
Tai is correct, only one stone is allowed per team.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #249 on: January 31, 2009, 04:28:20 PM »
Ah thanks for clarifying that then. Yeah. Firefly might be better than Vantage effect for making Peppita the target for physicals then. I know Tai has at least *some* respect for her counters  :P

Revivers - Er just Rikku (mix reliant though I think) and that's about it. Or Rikku and Peppita w/th MT Healing Dance if I choose the Life seal stone instead. It would reduce HD's healing by 50% but Rikku also has healing hmm. Oh yeah and Meru has healing too >.> Dunno if Neph will allow Zerase to pick up a Water/Revive Rune later.
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