Author Topic: Labyrinth of Touhou 2 -12F  (Read 219471 times)

Sungho

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Re: Labyrinth of Touhou 2 -12F
« Reply #570 on: May 09, 2014, 06:32:37 AM »
Although it is a bit weird, Baseline Value is the growth rate.
It was called Growth Value in older versions, from the descriptions of main equipments.
But it was all changed to Baseline Value since people could ask questions like "is it more beneficial if the character equips this before leveling up?" .
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Kirin no Sora

  • Wanderer of Gensokyo
  • I have returned from the nothingness once more...
Re: Labyrinth of Touhou 2 -12F
« Reply #571 on: May 09, 2014, 02:48:39 PM »
Actually it does, I just tested it twice. 

Does it cure it from the get go? Or do you have to level it up to get it to do so?

It seems to be a buffed up Meiling Healer and will heal up nicely on anyone that isn't named Komachi or Remilia though the delay is a little prohibiting.

Well, considering that the delay for the healing spell was a problem in the first game, it's no surprise that it's still a problem now.

Great incantation will be triggered on any spellcards including those that heal or has no numerical damage value.  From my experiments, only healing and damage spells are boosted.  Buffs, Mp restore (magician), and other effect doesn't seem to be affected.

So, the Boost effect is expended regardless of the spell used. That's a pity.

Considering that a fully leveled Miracle Fruit buffs 42% to all stats (48% with enhancer), it's not a bad idea especially if you play her as a strategist (or have Strategist Byakuren nearby).  Her survivability seems to be stronger than in the previous game and beats out Reimu slightly statwise though her leveling growth is somewhat slower than the red-white so a full defensive Sanae can be respectively durable.

Strategist, hm? Interesting thought, although Sanae being said class means that she has to stay out in the front line for the whole fight to maximize the potential of said skills...

Personally, as I have said before about her, I see Sanae as a "Jill of All Trades" sort of character(which actually makes sense, considering that her "cast herd" skill, "Grateful Believers of Moriya Shrine", teams her up with a tanky mage(Kanako) and a glass cannon(Suwako), so she's the only support character in that group), meaning that she can become whatever you want her to be, as long as you develop her properly. I had also stated that Sanae could be seen as a weaker version of Kanako, trading attack power for healing and buffing options. And honestly, I can see her using almost any subclass with little difficulty(Warrior(Attack based), Diva(not fast enough), and Gambler(just no) are the only ones that would be pointless for her to have), which is why I actually thought that Sorcerer would be useful to her. It helps in case you want to give her some attack strength and variety for her spells without sacrificing her defenses, healing, or buffing, making her more well rounded for whatever she needs to do.

Come to think of it, considering their skill sets, I would actually put Reimu in whatever slot isn't filled by the Moriya Trio when the three of them are out, seeing as she can give group based heals and defensive buffs, and her attack spells(presuming that you'll ever use them at this point, as I would of flat out wished that they hadn't taken her Evil Sealing Circle spell away) can be strengthened by Sanae's "Power of the Living God" skill.

Related question to the above: how powerful is the Paralysis proc on Reimu's Yin Yang Orb when fully leveled up? It would be nice to know, to be honest.

Speaking about Reimu, like I said, why did they remove her Evil Sealing Circle spell at all? Unless it was to make Cirno look like a more viable option, but that still doesn't explain the Paralysis proc on the Yin Yang Orb spell when leveled up.

I'm going to just say what I think should of been done with her attack spells and her skills:

Yin Yang Orb: Personally, I would flat out of given the spell a Shock proc, rather than Paralysis. The reason would be simple...

Evil Sealing Circle: ...because I would give back this spell to Reimu, complete with its Paralysis proc, which would be powered up via leveling up the spell.

Persuasion Needle(New spell that I thought up): Row based, Spirit element, Composite attack spell, ignore some of the enemies DEF and MND and leveling it up would allow it to ignore more and more of the enemy's defenses. Formula is not strong, but the defense piercing aspect would more than make up for that, maybe...

Fantasy Seal: Okay, to be clear, I would make it so that it had at least a +60 accuracy to it from the get go(given that this move is a homing attack in the canon games), and have said accuracy go up as you level up the spell(+30 accuracy per level sounds good to me), so that it would as least be able to not miss when it's used. Granted, I know that the formula means that its damage output will likely drop like a stone as she is being built defensively, but at least until then, she'll have an attack that allows her to hit dodgy foes.

Healing spell(kind of forgot the name): If it isn't a Composite Spell, then I would change it to be so. Otherwise, it's fine.

Great Hakurei Border: No Change, it needs no improvement, really.

Now for the Skills:

Final Prayer: Odd that it restores only HP, and maxing it out restores all HP to the front line. I doubt that it needs improvement, but if it wouldn't be too much to ask, could this skill be made to restore the MP of the front line as well? Since this skill requires that Reimu be defeated to activate, it doesn't sound like it would be too much, would it?

Hakurei Guardian: I may not be an expert of the game or anything, but a chance of restoring 1 MP after battle? Seriously? I would rewrite it as this:
Skill Cost: 7
Max Level: 2
At the end of each battle, each character on the frontline has a (SLv * 35)% chance of restoring (SLv * 10)% MP(minimum 1 MP). This skill works even if Reimu is in reserve.

Unless I'm mistaken, the cost for the skill has been raised, but given the nature of the skill as it is now, it shouldn't be too costly for the effect that it gives, and said skill will be useful for more than early game, given that the MP restore is based on percentage instead of a flat number.

That's all I got for now. I hope that I haven't done the whole "wanting to make someone OP" thing again...
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

Serela

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Re: Labyrinth of Touhou 2 -12F
« Reply #572 on: May 09, 2014, 03:25:01 PM »
Her heal is still useful in a defensive build, yeah. And in my experience, she doesn't even need to buff herself for it to be perfectly sufficient in healing HP; at least, when we're talking about non-HP-intensive characters; but, this might change in endgame due to scaling? In LoT1 scaling made heals more and more effective as the game progressed though, so- it's funny how in the end of LoT1 Meiling's Healer becomes a decent heal and Rumia makes a comeback as a capable character with the rarity of MT healing and an alright nuke, after originally... honestly being pretty terrible once other options are available.

You -can- buff herself, and it does boost her speed/healing power so it's not half bad if you aren't using Sakuya or something already (which I am but obviously a lot of people aren't) but the defense buffs are the most important and you're probably already covering those a lot with MT spells due to how important they are, but yeah, it's certainly there. Having her use the first buff on herself when switched in at the start to get her durability/speed going isn't a half bad idea when there isn't the likes of Reimu about.

About increasing the power of her attacks even in defensive builds with Sorceror... in a defense build Sanae won't even be able to tickle enemies (unless you have surprisingly good equipment on her for some reason), and she can't get much benefit from Sorcerer on her support powers since a lot of them only trigger on attacks; you can get better things elsewhere. Not even with Moses Miracle. An offense build is only worth considering if the boss is going to be notably weak against her elements and you have enough support elsewhere in your team already and could use the elemental coverage.

Reimu's Evil Sealing Circle was probably removed because MT paralysis is very powerful in random battles, and Reimu was already such a good character... and it helped make the likes of Cirno pretty terrible because there was so many better options. In this game Cirno is pretty alright, especially since they went and buffed her stats up in a rebalance. I used her until my team got too tight and I had to get really picky, and I did slightly regret seeing her go.

It's funny that you bring up making Reimu a good offense option because I'm probably going to have to build her in offense for randoms for the purple stratum. I barely even have SINGLE target moves that damage half of these enemies, and not a single MT one...

Hakurei Guardian is fine as it as because, quite honestly, a 66% chance of restoring 1 mp to the front row after every battle is pretty good, especially when you have one or two attack skills finishing a whole battle in many cases, and they probably only cost 3~5 mp. 20% of mp after every battle? Most characters would practically never run out of mp!
« Last Edit: May 09, 2014, 03:28:57 PM by Serela »
<mauvecow> see this is how evil works in reality, it just wears you down with bureaucracy until you don't care anymore

Re: Labyrinth of Touhou 2 -12F
« Reply #573 on: May 09, 2014, 03:44:30 PM »
@Kirin no Sora.  It was at level 1.  I tested it twice.

@SerelaDivine Aya's Divine Grandson Advent + Kaguya's Buddha's Stone Bowl allows me to get through those field type.

Serela

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Re: Labyrinth of Touhou 2 -12F
« Reply #574 on: May 09, 2014, 03:59:38 PM »
If I had Kaguya I certainly wouldn't be having an issue with these guys. I might have forgotten about Kanako's wnd nuke working for it, though, which would be helpful, so thanks!

edit:Oh oops that's just Aya's fill-the-timebar skill, I thought it was a WND attack. Yeah I'll just have to build Reimu... and probably Sanae too (el oh el, but I really really need a MT spi attack so yeah) for offense builds for these randoms.

Oh wait, it's Light now, not spirit, right? Oh whatever.
« Last Edit: May 09, 2014, 04:01:38 PM by Serela »
<mauvecow> see this is how evil works in reality, it just wears you down with bureaucracy until you don't care anymore

Re: Labyrinth of Touhou 2 -12F
« Reply #575 on: May 09, 2014, 04:14:17 PM »
You can go back to get Kaguya at 10F later on.  Even then, there's Yuyuko's Ghastly Dream.  I had used Reimu myself for trash clearing on that floor if Kaguya isn't available, mainly needing to switch her directly out for Desire to Rest on MP issues.  However, Wind is an acceptable element in that area with also considering that Pangu Gems are the only enemy there being resistant to spirit is also weak to wind.

Ghaleon

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Re: Labyrinth of Touhou 2 -12F
« Reply #576 on: May 09, 2014, 04:18:37 PM »
Yeah, evil sealing circle was just one of 3 different spells reimu had to make her crucial to nearly every team. Having 3 spells all with near-irreplaceable utility on one character who wasnt squishy or slow to boot is pretty nuts, thats why i think it was removed.

Her 1mp thing, i think its important to recognize that i works even if reimu is in the back. I personally dont have it yet, nor so i plan to unless i run out of good stuff to spend skillpoints on, but it doesnt look like a complete toss away skill to me.

Re: Labyrinth of Touhou 2 -12F
« Reply #577 on: May 09, 2014, 04:51:36 PM »
I just had my ass handed to me by 20f floor mirror that has beating out even my tanks with relative easy, much less anything that isn't a tank.  So I came up with a crazy idea of making Nitori a carry due to her skill set from Maintenance, Cooldown, and Overheating.  So I invested money into her stats, gave her First Aid Kit, Cinderforge and 2 Title of Grand Master Breaker, and made her a transcendent.  The result was one freakishly scary Kappa that had 66% hp of Komachi with a Megasphere, take less damage than Tenshi, faster than Aya, and was throwing out Cold/Nature nuke spellcards every 1-2 turns or Super Scope 3D every 2-3 other turns. 



Granted this picture was taken a while after I beaten mirror and promptly 1-2 shotting mooks in boss clothing part of floor 20 a lot of time but you can see how much power she had. 

Edit: And I just realized that attack command counts towards Overheat.  And promptly killing Demonic Hell's Slurping Worm just by autoattacking.
« Last Edit: May 09, 2014, 05:28:25 PM by Dodging_Rain »

Kirin no Sora

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  • I have returned from the nothingness once more...
Re: Labyrinth of Touhou 2 -12F
« Reply #578 on: May 09, 2014, 07:02:50 PM »
I just had my ass handed to me by 20f floor mirror that has beating out even my tanks with relative easy, much less anything that isn't a tank.  So I came up with a crazy idea of making Nitori a carry due to her skill set from Maintenance, Cooldown, and Overheating.  So I invested money into her stats, gave her First Aid Kit, Cinderforge and 2 Title of Grand Master Breaker, and made her a transcendent.  The result was one freakishly scary Kappa that had 66% hp of Komachi with a Megasphere, take less damage than Tenshi, faster than Aya, and was throwing out Cold/Nature nuke spellcards every 1-2 turns or Super Scope 3D every 2-3 other turns. 



Granted this picture was taken a while after I beaten mirror and promptly 1-2 shotting mooks in boss clothing part of floor 20 a lot of time but you can see how much power she had. 

Edit: And I just realized that attack command counts towards Overheat.  And promptly killing Demonic Hell's Slurping Worm just by autoattacking.

...and this explains why you guys said that giving Kaguya the "Maintenance" skill would make her OP.
I mean, ouch...

Her heal is still useful in a defensive build, yeah. And in my experience, she doesn't even need to buff herself for it to be perfectly sufficient in healing HP; at least, when we're talking about non-HP-intensive characters; but, this might change in endgame due to scaling? In LoT1 scaling made heals more and more effective as the game progressed though, so- it's funny how in the end of LoT1 Meiling's Healer becomes a decent heal and Rumia makes a comeback as a capable character with the rarity of MT healing and an alright nuke, after originally... honestly being pretty terrible once other options are available.

Hm... You do have a point there.

You -can- buff herself, and it does boost her speed/healing power so it's not half bad if you aren't using Sakuya or something already (which I am but obviously a lot of people aren't) but the defense buffs are the most important and you're probably already covering those a lot with MT spells due to how important they are, but yeah, it's certainly there. Having her use the first buff on herself when switched in at the start to get her durability/speed going isn't a half bad idea when there isn't the likes of Reimu about.

Reimu's buff is a strong one, yes. But, combining the two buffs would keep Sanae even safer.

Either that, or she could buff Reimu, and let her heal. But I wager that's what most people do when both mikos are on the field.

About increasing the power of her attacks even in defensive builds with Sorceror... in a defense build Sanae won't even be able to tickle enemies (unless you have surprisingly good equipment on her for some reason), and she can't get much benefit from Sorcerer on her support powers since a lot of them only trigger on attacks; you can get better things elsewhere. Not even with Moses Miracle. An offense build is only worth considering if the boss is going to be notably weak against her elements and you have enough support elsewhere in your team already and could use the elemental coverage.

*reads the subclass section again...*

...and the only time I can think of that happening is against a CLD weak enemy, which few characters have. But, given that Kanako is a better option due to "Beautiful Spring like Suiga", well...

Reimu's Evil Sealing Circle was probably removed because MT paralysis is very powerful in random battles, and Reimu was already such a good character... and it helped make the likes of Cirno pretty terrible because there was so many better options. In this game Cirno is pretty alright, especially since they went and buffed her stats up in a rebalance. I used her until my team got too tight and I had to get really picky, and I did slightly regret seeing her go.

...I should of thought as much. Although I suppose that the fact that Yin Yang Orb can do a Paralysis proc by leveling it up is a compromise, perhaps?

Related question: I know that I asked before, but what is the strength of said Paralysis proc on that move? It might be useful in terms of whether said move is useful for that purpose, at least...

It's funny that you bring up making Reimu a good offense option because I'm probably going to have to build her in offense for randoms for the purple stratum. I barely even have SINGLE target moves that damage half of these enemies, and not a single MT one...

Said stratum is that tough? Wow...

Hakurei Guardian is fine as it as because, quite honestly, a 66% chance of restoring 1 mp to the front row after every battle is pretty good, especially when you have one or two attack skills finishing a whole battle in many cases, and they probably only cost 3~5 mp. 20% of mp after every battle? Most characters would practically never run out of mp!

1. 70% of it triggering... Which probably doesn't help my case here.
2. If 20% is too much, well... Hm...

I still have trouble see 1 MP as helpful, to be honest, especially if it has a 1 out of 3 chance of not happening. But, if it works, well...

If I had Kaguya I certainly wouldn't be having an issue with these guys. I might have forgotten about Kanako's wnd nuke working for it, though, which would be helpful, so thanks!

edit:Oh oops that's just Aya's fill-the-timebar skill, I thought it was a WND attack. Yeah I'll just have to build Reimu... and probably Sanae too (el oh el, but I really really need a MT spi attack so yeah) for offense builds for these randoms.

Oh wait, it's Light now, not spirit, right? Oh whatever.

Wait, is it called "Spirit" or "Light"? Because if it's the latter, then the wiki is in for a major rewrite...
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

Re: Labyrinth of Touhou 2 -12F
« Reply #579 on: May 09, 2014, 07:19:01 PM »
The enemies in that stratum has a pretty hefty boost to HP and those that aren't has some weird factor that makes them hard to kill (ghost of malice and void assassin namely).  I have Aya ,Kaguya, and Sakuya along with a Diva Rumia with TP items to deal with the annoyingness of that group. 

And no, it's not light, it's still spirit.

More on Nitori hijinks.  I just defeated
Spoiler:
Ame-no-Murakumo
using the same strategy as above with a variance putting youkai shattering axe instead of first aid kit and autoattack while initially deals 1 digit until you start factoring (strategist) Byakuren throwing buffs on her, (Enhancer) Reimu concentrate+heal to keep everyone alive, (Magician) Aya giving everyone extra turn and MP refills, and (Hexer) Hina coming in to debuff it so that it is soft enough for Nitori to deal massive damage.  Who knew attack could become so ridiculous?  I think I broke the game.
« Last Edit: May 09, 2014, 07:24:31 PM by Dodging_Rain »

ZXNova

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Re: Labyrinth of Touhou 2 -12F
« Reply #580 on: May 09, 2014, 10:02:50 PM »
More on Nitori hijinks.  I just defeated
Spoiler:
Ame-no-Murakumo
using the same strategy as above with a variance putting youkai shattering axe instead of first aid kit and autoattack while initially deals 1 digit until you start factoring (strategist) Byakuren throwing buffs on her, (Enhancer) Reimu concentrate+heal to keep everyone alive, (Magician) Aya giving everyone extra turn and MP refills, and (Hexer) Hina coming in to debuff it so that it is soft enough for Nitori to deal massive damage.  Who knew attack could become so ridiculous?  I think I broke the game.

Yeah, Nitori is great ain't she? I basically gave Nitori all those same items and invested not as much as you did though I am about as fast (mind you, Aya was still faster, about 380 speed yo) and oh god the resistances looked delicious.


Xarizzar

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Re: Labyrinth of Touhou 2 -12F
« Reply #581 on: May 09, 2014, 10:22:55 PM »

Enemies that have drops don't drop anything with drop rate bonus 100%. Only in Gensokyo everybody...

ZXNova

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Re: Labyrinth of Touhou 2 -12F
« Reply #582 on: May 09, 2014, 10:26:25 PM »
Hm... What's a good subclass for Eiki?

Xarizzar

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Re: Labyrinth of Touhou 2 -12F
« Reply #583 on: May 09, 2014, 10:27:54 PM »
If you're feeling lucky, go for Gambler.

Ghaleon

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Re: Labyrinth of Touhou 2 -12F
« Reply #584 on: May 09, 2014, 10:54:53 PM »
Id pick monk for her. Contrary to what the wiki says she is not particularly squishy (her def stats and hp are pretty close to reimu's), and while most people think otherwise, she actually benefits from damage buffs LESS than other nukes who do not ignore defense. I mean the more an attack pierces defense, the less be efit it gains from a buff.

For example if you ignore defense and raise attack by double, your damage will only double. If 30% of your attack is mitigated by defense and your attack doubles, instead of doing 70% damage you will do 170%. If you are awful at poercing defense on a nuke spell (killing doll a great example), and 70% of your attack is mitigated (its often more but whatever), your 30% damage becomes 130%, more than quadruple.

Similarly hsing this logic, ive always made eiki/kaggy mnd builds over attack/magic since itnworks in reverse... the less attack you have, te less your damage suffers due to a greater % being nommed by enemy defenses and while kaggy was still squishy vs physical, eiki's respectable def and hp combined with her now high mnd made her a pretty decent  tanky bruiser.

That said i would make mine a monk cuz it will help her with atb bar woes, make her faster (which is always nice on characters who are beefy enough to stay out for hits intentionally). Majesty too would benefit from speed. Last she'll get a couple new attscks that will not be so brutal on her timegauge which will help if you wanna delay her just a bit before a buff or something. Or if you wanna smack someone for not neccesarrily omgwtfbbq!1 damage.

Re: Labyrinth of Touhou 2 -12F
« Reply #585 on: May 09, 2014, 11:02:59 PM »
@Xarizzar95.  I think the increase isn't directly added to the drop rate increased by that percentage.  For example, if I had a 4.5% chance of dropping a mithril hammer and drop rate bonus of 100%, the chances increase to 9%.  Also, I don't have the tranlation on the reward page, did I miss an update?

@ZXNova Why Experimental MIRV?  She's going to miss like crazy.

ZXNova

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Re: Labyrinth of Touhou 2 -12F
« Reply #586 on: May 09, 2014, 11:13:59 PM »
@Xarizzar95.  I think the increase isn't directly added to the drop rate increased by that percentage.  For example, if I had a 4.5% chance of dropping a mithril hammer and drop rate bonus of 100%, the chances increase to 9%.  Also, I don't have the tranlation on the reward page, did I miss an update?

@ZXNova Why Experimental MIRV?  She's going to miss like crazy.

She has tome of accuracy maxed out, so I think she should fine.

EDIT
Herp, I was looking at the wrong person. It was Iku who had maxed accuracy. (Blind)
I still have a tome of accuracy though, so I could give it to her. Usually I give her a God Emblem, but I decided to give her an Experimental MIRV this time just to experiment. *shot
« Last Edit: May 09, 2014, 11:20:02 PM by ZXNova »

Ghaleon

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Re: Labyrinth of Touhou 2 -12F
« Reply #587 on: May 09, 2014, 11:25:39 PM »
I dont have that result screen either... Me want.

Also can someone give me an "aha!" Moment for toxologist please? Seems like a pretty lame subclass since all the ailments it gives are weak. Plus none of them even apply multiple ailments like some characters can do effing naturally.


ZXNova

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Re: Labyrinth of Touhou 2 -12F
« Reply #588 on: May 09, 2014, 11:35:03 PM »
I dont have that result screen either... Me want.

Also can someone give me an "aha!" Moment for toxologist please? Seems like a pretty lame subclass since all the ailments it gives are weak. Plus none of them even apply multiple ailments like some characters can do effing naturally.

Toxicologist is good on Wriggle. Buffs her chances of landing poison, strengthens it, and also gives her more statuses to apply. It's really nice on her.

EDIT

Ok, I don't like Experimental MIRV on Nitori anymore, she just missed exteeeeeend arrrrrrm 4x in a row.
« Last Edit: May 09, 2014, 11:39:00 PM by ZXNova »

Xarizzar

  • RPG fan
Re: Labyrinth of Touhou 2 -12F
« Reply #589 on: May 10, 2014, 01:28:02 AM »
@Xarizzar95.  I think the increase isn't directly added to the drop rate increased by that percentage.
And I totally forgot about that. Never miiiind :p

As for Yuuka, I use a sorcerer Yuuka. Has served me well. It's also a matter of preference and feels ;) Monk, Sorcerer and (if you're feeling lucky, ) Gambler should be really good for her. If you want the best results, you should test it out yourself to see what suits your team and strategy best. If you're still unsure, you can post your team ;)

Ghaleon

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Re: Labyrinth of Touhou 2 -12F
« Reply #590 on: May 10, 2014, 03:51:09 AM »
oh yeah, when do I unlock ng+? After I beat the main story boss? or after I complete all the post game content? And speaking of post game content, does any of it require as insane a grind as winner in laby1? How about serpent of chaos? Even THAT was too much imo.

Xarizzar

  • RPG fan
Re: Labyrinth of Touhou 2 -12F
« Reply #591 on: May 10, 2014, 03:56:25 AM »
You can unlock NG+ after you beat the Final Boss V1 for the first time. The post game content requires a lot of grinding, but in no way that can be compared with the grinding done in the 30th floor of LoT1, IMO...

Re: Labyrinth of Touhou 2 -12F
« Reply #592 on: May 10, 2014, 05:55:21 AM »
Toxicologist is good on Wriggle. Buffs her chances of landing poison, strengthens it, and also gives her more statuses to apply. It's really nice on her.


Toxo doesn't increase the chance of landing an ailment, just makes it stronger.  Decreasing ailment resist is a Reisen personal skill. 

ZXNova

  • Life is an explosion!
Re: Labyrinth of Touhou 2 -12F
« Reply #593 on: May 10, 2014, 06:06:34 AM »
Toxo doesn't increase the chance of landing an ailment, just makes it stronger.  Decreasing ailment resist is a Reisen personal skill.

Oh sorry, my point still stands though.

And the status strengthening is no joke. I gave Wriggle toxicologist, and she has maxed out poison and it lasts for a very long time. I mean very long.
« Last Edit: May 10, 2014, 06:08:33 AM by ZXNova »

Kirin no Sora

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  • I have returned from the nothingness once more...
Re: Labyrinth of Touhou 2 -12F
« Reply #594 on: May 10, 2014, 08:24:38 AM »
And speaking of ailments, I have two question on that subject:

1. I know that I have said this before, and I'm fairly certain that this won't ever happen in this game, but would it be strange of me to want Blind and Confusion as status ailments in this game? I'll post the stuff that I wrote about these two again...

Also, as a aside from the "things that I wish that they could add to the game, but I seriously doubt that it'll ever happen" department, would I be considered a bad person to want to wish for more types of status ailments? I mention the following as my thoughts on the matter:
Blind: Reduces accuracy and evasion severely, thus making it harder to hit others and easier to be hit.
Confusion: When performing any action other than a Form Change, a 50% chance of misfire may occur, causing damage to the user instead. Damage is calculated based on the stats linked to the spell used. If spell has no such thing, it defaults to the stats used for the Attack command. On enemies, it causes them to take damage with each action that they take.

Yeah, I know that it sounds jerkish, but I feel that a lot of characters can benefit from having these ailments available as options for their spells and whatnot...

My reasoning for these two ailments still stands, as I feel that said ailments would fit some characters better than the ones that they inflict now(the biggest offender of this, as far as I can tell, is Mystia, since Blind and Confusion would work much better for her thematically than Silence(both in inflicting said ailments and in curing them)). What do you guys think?

2. I remember that sometime ago, I had suggested a buff that would work as a defensive counterpart to the "Boost" effect, reducing damage by a certain amount against one hit. Now, I'm suggesting an ailment version of said defensive buff. My reasoning is simple, most ailment have a number next to them, indicating how long it will last. To explain how this will work, here's the spell, placed on a subclass:

Ailment Guard
Buff spell
Skill cost: 5
Max Level: 5
MP cost: 8
Post use gauge: 50%
Effect: This spell creates a buff called "Ailment Guard X" where X will be (SLv * 10000). When a status ailment would normally be inflicted on the person with this status effect, the strength of said effect, indicated by its number, will be subtracted from the number on the "Ailment Guard" status instead. If said number is not enough to deplete the "Ailment Guard" to zero, then it is negated. If the "Ailment Guard" is depleted and there is still something left over, then that is inflicted as normal. If multiple ailments are inflicted at the same time, It deals with them in the following order:
Poison, Paralysis, Shock(amount of time that would of been removed from the timebar would be depleted from the "Ailment Guard" instead), Silence, Heavy, Terror(if I was to put in the ailments that I wished that were in there, I would put Blind before Shock, and Confusion after Shock in this formula, but I digress...)
This buff will not stop debuffs(you can counter that in so many ways that it's not even funny), nor will it prevent instant death(no number to diminish, it either lands or doesn't, so "Ailment Guard" can't stop it).

So, is this idea good? Or is it too OP? Please, I would like to know the answer...
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Re: Labyrinth of Touhou 2 -12F
« Reply #595 on: May 10, 2014, 10:20:22 AM »
Meiling uses Healer.
Meiling is confused!
Meiling hurts herself in confusion!

Reimu uses Exorcising Border.
Reimu is confused!
Reimu hurts herself in confusion!

In short , confusion is very crippling as not only will a misfire cause a crucial spell card to not fire, causing you to lose a character and perhaps the battle but if a healer gets confused, it is very difficult for them to remove it on themselves. 


Ghaleon

  • Long twintail-o-holic
Re: Labyrinth of Touhou 2 -12F
« Reply #596 on: May 10, 2014, 10:33:52 AM »
Doubt anybody still cares but name of boss on xx floor spoilers within.

I have never liked confuse in any rpg ever. Blind would be ok I guess but in reality I'm sure every boss would be near, if not completely immune, except for maybe a gimmick boss or two that nearly require it. I doubt it will happen though, not just for fun reasons (it will not be for most of us), but the status menus will have to be reworked for it.

Defense boost, yes. I just fought tenshi on 12f, and her 1/3 hp threshold nukes could 1shot everyone in my party who wasn't momiji, kogasa, and remi. There wasn't a 4th who could survive it. Even kogasa died anyway cuz it nuked her for half her health which I didn't have at the time (I was expecting the boss to focus first but she didn't. blah).

Anyway, speaking of 12f. I did the first mirror boss and I was like hot damn, this is the most annoying stupid boss in the game since Tenshi#2! Virtually everyone in my group hit it for 0 except rumia's dark side of the moon, patchy, master spark, and 3d cannon. Rumia would barely dent the boss, and after the boss ate all my mp, the others take ages to get enough mp back to use their respective nukes.. blah.

then I do the next boss, which was even WORSE... more hp, also took 0s from most of my party (well actually many COULD hurt it...for like 1k), moved faster, could basically 1shot half my party at whim with its aoe physical attack, could effectively 1shot my tanks by dropping their hp to 1 then using a nuke (you'd think a move that drops your hp to 1 would have a decent delay so you have a chance to switch them out or heal them or something. but no.. the boss only goes to 7000 atb and is faster than aya... yaaaaa)... oh and its "cut your hp by half" move CAN kill you if you have 1hp.. blah. I'm like, ok now THIS is the worst boss since Tenshi#2!

Then I get to Tenshi... I nearly cried...and found she was easy this time. word. yeah she could 1shot some of my dudes at her 33% and 66%.. and her violent motherland could 1shot my squishies, but other than that she wasn't very mean at all, and while nobody could barely touch her but rumia, one single dark side of the moon would smack her for like 10% of her max health! With her def buff at 50%, and her hp reduced to 1 at whatever low %, and the fact rumia isn't too slow (dark side has low delay), I could pretty much spam it on her with impunity after the first couple. If I didn't have rumia (or other defense ignore nukers...she's my only one though), It would have been another story I guess.

Still though, I rekon she's a dirt-easy boss in general if you aren't anal about meeting the challenge level requirement thing like I am. Speaking of which, they are actually getting to be kinda high now to the point where I can actually be below it with characters like patchy/remi/ran once I bump into them.

Re: Labyrinth of Touhou 2 -12F
« Reply #597 on: May 10, 2014, 11:08:10 AM »
Odd, I didn't had too much problems with either of the 12f but might be because I had a buffed Yuugi punching down the mirror with Supernatural Phenomenon.  Magatama didn't seem to make so much of an impression on me either.  Then I solo'ed Tenshi with Hina...

This was all while on hard mode restriction.

Ghaleon

  • Long twintail-o-holic
Re: Labyrinth of Touhou 2 -12F
« Reply #598 on: May 10, 2014, 11:31:53 AM »
Hard mode doesnt do anything but make sure your level isnt over the bonus level thing right? Kinda self imposing that anyway.

Validon98

  • Deathguard Night Sparrow
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  • Harbingers, yo.
Re: Labyrinth of Touhou 2 -12F
« Reply #599 on: May 10, 2014, 11:47:50 AM »
Hard mode makes it so that you cannot fight bosses without anyone over the challenge level (you'd have to reduce levels, of course), and it also makes it so that you cannot raise the level of any stat at Patchy's library more than 1.2 times the level of the character whose stat is being raised.
Derping at Touhou since June 2012, derping at RPing Touhou since Feburary 2013.

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