Ohhhh gotcha. I forgot there was more than one of him! You're right it was the one in the catacombs.
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Show posts MenuQuoteNot mechanically; just some items have shifted around. The trick to save right before you talk to Sunshine and keep resetting until you get the desired item still works (or memory viewing if you're into that).
QuoteBosses are now more vulnerable to debuffs that reduce their Attack, Defense and Agility and for longer than just 1 or 2 rounds. They are still immune to Poison/Venom (because otherwise these would be brokenly overpowering), and depending on the boss in question it is also easier to apply Seal, Stun, Sleep or Delusion. Different bosses have different debuff weaknesses in other words. Keep in mind that the new stat Ailment increases your chances of applying a debuff. Ailment is mostly found on cursed equipment, but you can find it on other items as well.
Djinn are susceptible to Stun, Seal and Sleep. I can confirm this because this was my go-to way to defeat them on Hard mode where they wreak havoc with their multitarget psynergies. It's just a matter of RNG if you get it to work because the creature does a Luck vs. Ailment check. I cannot say for Poison and Venom because I have not used these at all outside of weapon unleashes.
QuoteIn my experience bosses would not use Break with only 1 or 2 buffs; instead if everyone in the party was buffed (ie. 4 buffs) then they use it. So you can "fool" the AI by buffing with Guard your 2 most vulnerable characters. This is different than vanilla where I think some enemies/bosses would use Break even if you weren't buffed at all.
QuoteThis is different from my experience. Dual element classes generally make your characters more durable; not significantly compared to mono-element but definitely easier to avoid one-shots when your djinn count is low. Of course the downside is that summoning is harder to pull off properly because you may spend more time in weaker classes, but the lack of Djinn Blast / Djinn Storm in The Broken Seal means that you do not face any serious trouble.
Regarding your attempt to use dual-classes without success, I notice that you mention Ivan and Mia as classes with 5 djinn, and Garet as a class with 9 djinn. I will assume that you mean Garet is Samurai and not Ronin (renamed Shogun in the mod). In other words you empowered Isaac and Garet who are already more durable by design, at the expense of survivability on your more fragile characters. I did the exact opposite and instead used the following: Ivan - Wise, Isaac - Black Knight, Garet - Star Knight, Mia - Thaumaturge. You will notice that everyone is more durable compared to their mono-element class except for Garet. This also gave me 2 healers that alternate healing depending on if one of them needs to do some other supportive action.
Also a great tip: Dull and Blunt are amazing against bosses. I have a screenshot at home where Deadbeard hits Ivan for just 2 points of damage. For reference check this post of mine from last year. I wonder why I never uploaded it.
QuoteThere is no "wrong" way to play, just less optimal. Of course there are always faster and/or easier ways, but the great thing about the mod is that it allows many strategies and classes to work assuming the party is properly arranged. For example you mention that battles drain you a lot of PP through Wish, which can be resolved by switching to classes with higher passive damage mitigation, or by alternating Granite/Flash as you mention, or by spamming Ember and Psynergy Crystals, or by equipping items with PP-regen, or by using defensive buffs on your characters or by applying debuffs on enemies!
-=EDIT=-
As always, I take so damn long to complete a reply that Caledor has already answered everything
QuoteThink of them as stat- and class-boosting djinn, not unlike a lot of the offensive ones. In fact, with the exception of Granite/Shade/Flash, Ember/Ether/Aroma, Ground/Petra, Salt/Tonic, Kite, Haze and Eddy, I have not unleashed any of the other djinn
QuoteI will mention from experience that Doom Dragon is defeatable on the mod, on Hard mode, at level40, with duo-element classes, without using a single Summon. Key points:
- All 8 characters need to be somewhat equally durable
- The 4 members in the back party should all be able to fulfil a supportive role
- Right after Djinn Blast, switch the character with a character in the back. Once the "main" character has recovered enough djinn, switch them back to the front
- After Djinn Storm, bring the back party to the front 1-by-1 and use Defend on the characters who do not have multitarget healing. Their output will not be worth the incoming damage.
- Your strategy should not be to maximize damage per round to make the battle last fewer turns, but instead to have enough survivability to be back at full HP at the end/start of every round. This means that even your main damage-dealing character should only deal damage if there is no helpful support action they can take.
- If your main healer is about to run out of PP, bring a back-party character in their spot until PP-regen does its thing. With over 40PP/round in end-game gear and Ether/Aroma/Ember, you have virtually infinite PP.
- Do not ignore items. Potions are very powerful 0-PP-cost ST heals. Vials are good alternatives.
I cannot tell about Dullahan as I have yet to defeat him, but it's not Djinn Storm that's the most dangerous move...
QuoteCorrect, due to the Golden rule of equipment, Orihalcon can only be obtained after teleport.
QuoteNope, the mechanics are unchanged.Darn. Well I guess Save States will make running in and out of Yallam 90 times to get Excalibur a little faster lol. I really wish there was a mod that made that process less tedious, since it's by far the most annoying thing in the entirety of TLA.
QuoteDebuffs are specifically stat debuffs. Status afflictions like stun and poison still won't work cause they'd make most battles trivial.
QuoteThis is true. In many cases i moved Break to an enemy ability slot with a lower chance to be picked at any given turn.I did not experience that, it was an IMMEDIATE punishment. I buff, they break, I buff, they break. It was as, if not more consistent than vanilla. At least in the Saturos & Menardi and Fusion Dragon fights. As I mentioned above the immediate predictability of Break was the main thing that helped me beat Fusion Dragon.
QuoteProbably just a hard time adapting to the increased difficulty? Dunno if you ever played Hard mode TLA before but this mod is slightly harder than that for reference. Other than that i really dunno why someone would fall back to base classes after the midgame, mainly because i abandon them around 4-5 djinn per characters in GS1, in TLA even earlier since you start getting Mercury Djinn before getting Piers. And even in GS1 there are some early game boss fights where certain class setups are basically ingrained in me by now... like Defender Isaac against Saturos for Cutting Edge (and switch back to Knight afterwards) or double Ruffian/Savage against Hydro Statue, spamming Planet Diver like madmen, while Ivan buffs resistance and Mia heals.
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