Author Topic: New Nyarlathotep's Dungeon Topic, Updated 10/1/14 with new rules  (Read 124165 times)

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #375 on: July 28, 2009, 10:40:06 AM »
Regretfully I feel like I must let Meru go, much sadness. It's great that my team morphs into having three healers on F2 and four healers later on when Peppita gets Healing Dance too but only having one healer (Lenneth) on F1 is too much of a liability I think. Thus w/th that extra .5 I had left over I think I should replace Meru with Lucia (SH2) Yeah Lucia doesn't exactly have pure healing but her regen should be enough to tide me over F1 I think, plus she has magic to help with Rampage Drive which I really *need*

Team Buffs Blitz- Lenneth, Sharanda (w/th attack magic/items, Maria (w/th Speed), Peppita, Lucia, Nall

Edit: Oh wait RD nulls dark, screw that. Back to the drawing board =/

I take it nobody sees Sharanda taking out Rampage Drive herself even with her thirty two items max? >_> (I take it that's why Neph raised her cost anyway because of how much items she can carry!?)

Peeps suggest an awesme CT bait for 1.0 or 0.5, perferrably one that starts with both healing and an attack spell, hopefully someone who isn't dead slow? =-)
« Last Edit: July 28, 2009, 01:35:29 PM by Clear Tranquil »
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Random Consonant

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #376 on: July 28, 2009, 07:10:37 PM »
Quote
I take it nobody sees Sharanda taking out Rampage Drive herself even with her thirty two items max? >_> (I take it that's why Neph raised her cost anyway because of how much items she can carry!?)

Uhhh... that's a good question.  Assault Dive isn't a great 2HKO without Tarukaja and Sharanda isn't quite as frail in the beginning as she is at the end, I wanna say?  I guess it depends on how much you respect LoD damage items, though I doubt she could pull it off.

That said, I'd like to make a minor adjustment to my team as well, since this has made me think about my own team as well.

Terra, Toadstool (Life), Claude, Sharanda, FFT Priest

Largely because the Priest is the only one with revival until Terra learns Life and Toadstool learns Come Back, and it doesn't always work.  Toadstool's healing is pretty good anyways, and it's not like I'm using her for anything else on the early floors, so... yeah.  I'll probably shunt it onto the Priest once my team gets more solid revival.  This way I at least have a better chance of getting past Rampage Drive.

Quote
Peeps suggest an awesme CT bait for 1.0 or 0.5, perferrably one that starts with both healing and an attack spell, hopefully someone who isn't dead slow? =-)

Mallow?  Dunno about the CT bait part, but he's got both attack and healing magic, and he's not horribly slow.  Probably your best bet.
« Last Edit: July 28, 2009, 07:55:53 PM by Random Consonant »

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #377 on: July 29, 2009, 10:47:28 AM »
Thanks Random =-) *did some research* Mallow looks ... interesting. Early healing and looks like he develops into a solid magic offence overall w/th elemental options. It's also a small cute thing so it fits CT Bait enough >_>

Couldn't find anything on MT healing though, does he get any?

Edit: Probably still my best bet anyway, Tears and Mint are out because awesme supports but no starting magic offence ... Mia doesn't have healing .. Raja is .. Raja ... Adray would be a solid choice (starts of w/th Healing and a few elemental symbologies) but that speed hurts, Zhuzhen mmm *thinks* Yukari maybe? Dunno how slow she is or not but irrc she starts w/th both healing and a wind spell. Could be wrong though. Edit: RD + Mazio! Oh right. I don't want Yukari vs RD anyway!

I have great respect for LoD attack items seeing as Shana does more damage than Dart/Lavitz w/th additions w/th them early on <_<  Also Sharanda actually has the highest HP out of the three female characters which is just odd I know but yeah. Edit: Heh you probably already know that anyway since Sharanda is one of your picks >_>

« Last Edit: July 29, 2009, 11:35:10 AM by Clear Tranquil »
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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #378 on: July 29, 2009, 04:09:20 PM »
I think you're worrying too much about the Rampage Drive fight! Lenneth has that Force Field skill, doesn't she? I'd say that helps a lot there.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #379 on: July 30, 2009, 01:08:49 AM »
Rampage Drive is basically similar to Ramsus in earlier iterations of the dungeon.  "Do you have magic damage".  That's practically what it's about.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #380 on: July 30, 2009, 06:30:28 PM »
Lenneth has that Force Field skill, doesn't she? I'd say that helps a lot there.

!!!

Lenneth starts w/th the Might + Guard spells too, oh yeah >_>

Thanks guys~

I should really like to keep Meru so I might as well just toss my team in and see what happens. Sharanda w/th items + Meru w/th Freezing Ring might be enough magic damage =-)
« Last Edit: July 30, 2009, 07:12:26 PM by Clear Tranquil »
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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #381 on: July 30, 2009, 07:15:16 PM »
-Guard Reinforce (15 AP, Level initial): Boosts one character's RDM and RST
                                         by 50%
-Heal (35 AP, Level initial): Heals 80% HP of one ally
-Invoke Feather (40 AP, initial): Revives one ally
-Might Reinforce (18 AP, Level initial): Boosts one character's ATK by 50%
-Normalize (12 AP, Level initial): Heals one ally of the following status
                                   effects: Poison, Confuse, Silence, Freeze,
                                   Paralysis, Stone and Faint


-Sap Power (15 AP, Level 53): Reduces ATK of enemies within an area
-Spell Reinforce (18 AP, Level 56): Boosts one character's MAG by 50%
-Dampen Magic (15 AP, Level 58): Causes Silence on one enemy
-Sap Guard (15 AP, Level 62): Reduces RDM and RST of enemies within an area
-Reflect Sorcery (22 AP, Level 64): Reflect attack spells

Spell Reinforce would be super if you got it earlier than, uh, Floor 7, but oh well.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #382 on: July 30, 2009, 07:17:10 PM »
Might Reinforce is still great for physicallers! Not that it matters for Rampage Drive. Guard Reinforce also isn't very useful, VP2 defense, but.
[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
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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #383 on: July 30, 2009, 10:57:18 PM »
Yeah.  That's the main problem with Lenneth.  Half of her unlearned spells and attacks come in around Floor 7.  The other half...8 or 9.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #384 on: July 30, 2009, 11:10:47 PM »
The ones she gets out of the gate are the money ones for dungeon purposes anyway, besides Spell Reinforce (and Guard Reinforce, which just isn't very good. Cure Condition actually is useful in the dungeon). Sap Guard/Power and Dampen Magic hype aw yeah.
« Last Edit: July 30, 2009, 11:15:34 PM 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> .....

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #385 on: July 30, 2009, 11:43:24 PM »
Her Heroism skill has some application in some Dungeon fights, too.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #386 on: July 31, 2009, 12:29:07 AM »
Eh.  Reflect Sorcery may also have niche use, unless there's a massive hole in its utility--but that's got to be Floor 9 (End of Seraphic Gate, and I've only just NOW learned it)
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #387 on: July 31, 2009, 12:32:36 AM »
Eh.  Reflect Sorcery may also have niche use, unless there's a massive hole in its utility

Reflects only one spell and is ST. You can figure the hole from there. Its use just gets inflated in a duel, and even so, only because of VP2's system quirks. If it required a turn to cast, it'd be worthless even in the DL.
[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> .....

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #388 on: July 31, 2009, 12:51:29 AM »
Hopefully Lenneth has better things to do than support by F9 anyway!

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Steelix, Shuckle and Knight can still be taken down easily enough w/th enough physical fire power right? I think Sharanda/Meru want to conserve their magic till the RD fight >_>

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #389 on: July 31, 2009, 01:01:48 AM »
Steelix, Shuckle and Knight just get owned by infinite healing. Drop Knight, then Shuckle and Steelix just -fail forever and ever-. Your physical reliance is still worrisome, though, and Mallow wouldn't be a good choice to fix -that-, since his offense is lacking.
[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> .....

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #390 on: July 31, 2009, 01:23:07 AM »
Eh.  Reflect Sorcery may also have niche use, unless there's a massive hole in its utility

Reflects only one spell and is ST. You can figure the hole from there. Its use just gets inflated in a duel, and even so, only because of VP2's system quirks. If it required a turn to cast, it'd be worthless even in the DL.

Actually, when I used it, it looked like it was MT.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #391 on: July 31, 2009, 01:29:53 AM »
Right. Then, its disadvantage is just only lasting one spell and, well, not being entirely comprehensive, since it doesn't cover Great Magic (so, can be argued against covering higher end magic from other targets).
« Last Edit: July 31, 2009, 01:33:16 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> .....

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #392 on: July 31, 2009, 02:11:25 AM »
*nods* Yeah plus I was thinking Meru would end up better later in the dungeon that Mallow anyway. How about Mia then? She doesn't have healing but she looks good apart from that and it looks like Lenneth covers F1 well enough for healing in any case.
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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #393 on: July 31, 2009, 02:18:54 AM »
Mia still hates physical hits, and she still wishes she had actual speed. I generally allow people alternate equipment such as Mia's speed-boosting staff and accessories in the Dungeon, not sure how others see this... so you'd trade for a physically weak, and sort of slow mage.

Her defense boosting spell stacks and is awesome, though, when she gets it.
« Last Edit: July 31, 2009, 02:23:08 AM by Bardiche »

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #394 on: July 31, 2009, 02:25:28 AM »
Mia still hates physical hits, and she still wishes she had actual speed. I generally allow people alternate equipment such as Mia's speed-boosting staff and accessories in the Dungeon, not sure how others see this... so you'd trade for a physically weak, and sort of slow mage.

Her defense boosting spell stacks and is awesome, though, when she gets it.

I'd allow Mia the Wind Cane in the dungeon, but only in accordance with when she actually gets it in game. So a slow mage no doubt for a good bit, but the buffs are pretty excellent, and her MP will very, VERY rarely run out. Pretty sure she takes hits better than Meru, though.
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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #395 on: July 31, 2009, 03:13:14 AM »
I just did the maths, turns out Mia's defense is hovering around the 88%, and her HP 89%, so her lasting power isn't that bad. I clearly underestimated her! Magic Defense is 107%, so I guess for a Mage she's pretty bad at taking magic when comparing her to some of the other mages.

I was going to suggest Lemina as an alternative since she has dispel, all the same buffs as Mia and higher damage spells, but I wasn't sure whether Hiro made her damage relatively speaking the same, so I did some comparisons. Lemina has a wider skillset and more options, but unfortunately she's more frail than Mia and slower. She has somewhat better magic defense, but eh.

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #396 on: July 31, 2009, 11:43:46 AM »
Thanks again peeps.

Lenneth (3.5), Maria (2.0), Sharanda (2.0) Peppita (1.5), Mia (1.0), Nall (1.0)

Sealstone - Status Symbol Law

Let's see how badly this explodes/how long it takes to do so.

Anyone know how much MP Mia starts with exactly?
« Last Edit: August 01, 2009, 11:24:31 AM by Clear Tranquil »
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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #397 on: August 01, 2009, 12:11:38 PM »
Far more than you'd be bothered with. Mia has overkill, overkill MP throughout the game.
[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> .....

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #398 on: August 03, 2009, 02:47:57 AM »
Well, team's up.

Bartz (4)
Emily (3)
Peppita (1.5)
Nei (1)
DoS WW (1.5)

Multitarget Sealstone
« Last Edit: August 03, 2009, 03:36:55 AM by Unoriginal »

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Re: Nyarlathotep's Dungeon: Preparation, Rules, and Picking a Team
« Reply #399 on: August 03, 2009, 12:16:45 PM »
*doesn't remember FFV too well* Must be nasty physicals in there somewhere since all I'm seeing is Song of Madness + Power Dance = $$$$$$

*nods @ Snow* Gd gd, I'm ready and set to go then, thanks peeps~
« Last Edit: August 03, 2009, 12:19:12 PM by Clear Tranquil »
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