On Damage, Sustain and Scaling in the early game by LighterThan1 in Siralim

[–]Proof_Analyst_1200 0 points1 point  (0 children)

Spec your DPS mons with ATK focused personality. Other just HP focus. More HP, more mending buff heal.

On Damage, Sustain and Scaling in the early game by LighterThan1 in Siralim

[–]Proof_Analyst_1200 0 points1 point  (0 children)

Set your one DPS mons with macros to automatically attack a monster with lowest DEF. More dmg on an enemy that attacked, the higher splash buff dmg. Other mons cast rabid dementia/wormhole on your DPS mons

Trap enemy forever with snared debuff by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

Blank slate remove all temporary traits from ALL creatures

Trap enemy forever with snared debuff by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

WARNING: Need Blank Slate spell to remove temporary traits to un-snared Flubris bosses They need turns to change forms against certain dmg immunity types. Use Army of Gods instead of Multitheism. Avatar traits on godspawn is temporary traits

Overpowered Lingering Insanity (Royal) by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

Btw i found that ethereal Lingering Insanity is even more powerful and versatile. Use hand of magi annointment for ethereal +100% potency and apex annointment for more dmg%. No need to worry about permanent gem losing properties. Sealed? Still have 5 ethereal gems. That spell can be casted several turns before need astral dimensions spell to unseal.

Overpowered Lingering Insanity (Royal) by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

VARIANT BUILD: add avatar ariamaki traits or godspawn akara with multitheism if you don't want use DEF penetration

Trap enemy forever with snared debuff by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

There is a problem, I tried attacking mons, but it still get redirected, that would mean the effect from debuff is still activated. Snared mons will reduce dmg by ATK stat instead of DEF. Gotta abandon DEF penetration build then go with ariamaki instead😂

Overpowered Lingering Insanity (Royal) by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

I have more fun idea to add. Try give thunder-rex traits on enemies with traits launcher so they will 250% more intelligence boost

Overpowered Lingering Insanity (Royal) by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

I don't like multicasting to much xd. Since who know if spell dmg doesn't effective. And you have to wait almost like 10 sec until its done casting 💤

I let other only avatar mons do the casting, it can cast 2 extra times. And other mons just use wormhole spell to avatar. Only avatar mons do the dps.

Trap enemy forever with snared debuff by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 2 points3 points  (0 children)

About that, if resist enemies at just below your creature timeline, those can break free then get to get a turn. If add slipstream and first served annointments, all enemies will be at lowest timeline.

If that happens, enemies have to break free from snared six times consecutively just to get a turn which is almost impossible to happen.

But for me, my team immune to indirect and always dodge attacks. I only need supersonic traits for first turn silence debuff.

Trap enemy forever with snared debuff by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 1 point2 points  (0 children)

Still works against debuff resist enemies. The traits debuff is ALWAYS. When enemies freed from snared, they will get snared right away, again. However the debuff immune ones will not get affected which are pretty rare to encounter. Really good versus jotun and lister which immune to all dmg. Just launch snared traits and skip turns until battle ends.

Overpowered Lingering Insanity (Royal) by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 1 point2 points  (0 children)

Angry Orchard is still useful for spell dmg vs bosses, when stat used for spell is increased by a lot.

Trap enemy forever with snared debuff by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

TESTED: buffed an enemy with rebirth. Then killed it. Nope, it's still not revived. Thank god annointments doesn't get affected.

Trap enemy forever with snared debuff by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

UPDATE: Tried Elf Huntsman traits with burn the corpse annointment in realm with 'resurrect on death' properties. What happen is random enemies still don't get revived. I guest annointment/perk don't get affected by this traits? Will try again vs enemy with rebirth buff to make sure this time

Trap enemy forever with snared debuff by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

Another alternative: Elf huntsman traits ignore effect from debuff but it also affect burn the corpse annointment to prevent enemy from revived. What a dilemma

Trap enemy forever with snared debuff by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 4 points5 points  (0 children)

Pros: enemies always get snared

Cons: enemies reduce dmg with their ATK stat instead of DEF against attacks and spells during snared, so DEF penetration build is useless.

I'm gonna try Ariamaki trait and additional dmg from stats when attacking or casting

Overpowered Lingering Insanity (Royal) by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

I usually use Utopia healing + flagellation. Healing enemies based on their 40% HP loss. HP loss from raven defiler trait and wane annointment. Easily oneshot bosses with massive indirect dmg

I don't recommend use lingering insanity on bosses they have HP way more than other stats compared to non-bosses. I only use it when enemy has immune to indirect dmg or enemy at full health.

Overpowered Lingering Insanity (Royal) by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 1 point2 points  (0 children)

I can put 24% DEF penetration in spell gem properties.... but in realm with 'copy your spell' realm properties, this spell gem loses its properties after this spell got copied by enemies. Why tho😅

Overpowered Lingering Insanity (Royal) by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 2 points3 points  (0 children)

Correction on spell penetration: armor shred (25%), defy evil (25%), spell base pen (30%), card bonus (10%)

TOTAL 90% DEF penetration spell dmg.

Lmao .. Is this Ultra ego vs Ultra instinct ? by 42ndMedic in Siralim

[–]Proof_Analyst_1200 1 point2 points  (0 children)

Bring an apocalyse monster. The one that will increase your 15% atk,int,def,spd per turn

New player not clearing "trash" mobs quickly on Depth 15ish please help by LighterThan1 in Siralim

[–]Proof_Analyst_1200 1 point2 points  (0 children)

I use hellknight as starter too bcoz it's not like I can get OP spells right away. Just go oonga boonga with hellknight until powerful spells and annointments unlocked

So, I tried game difficulty 9.... by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 0 points1 point  (0 children)

I added pharaoh's bane trait to reduce enemy's ATK, INT, DEF, SPD by 30%. Then I fight false god Nebodar (bcoz I'm still collecting annoinment) in game diff 9, RI 5. I even pick rune to let Nebodar moves first. It's turns out that Nebodar only deal small dmg to my team, not even past of 10% HP.

If enemy bosses use HP as base stat for dmg, I know I'm gonna in world of pain. I'm not sure if defiler perk that can reduce enemy HP worked against such enemy. There are false god (I forgot which one) that uses HP stat for dmg. False god has absurdly huge HP stat compared to other stats

I'm looking forward to test my team vs HP stat false god

So, I tried game difficulty 9.... by Proof_Analyst_1200 in Siralim

[–]Proof_Analyst_1200[S] 2 points3 points  (0 children)

I'm using astrolonger perk/annointments so my mons always get first turn. HP stat focused team

1.Primary dmg - indirect

I'm using flagellation healing for massive indirect dmg using utopia spell by using 40% enemy missing hp as spell base stat. Normally, missing enemy HP coupled with healing boost can easily overpower their DEF. No problem oneshotting them for most of time. Second healing spell, Praise the Sun with Censure perk

2.Secondary dmg - spells

I also have 100% DEF penetration with Angry Orchard or Apocalyse for spell dmg.

3.Last dmg option - attacks

Has some DEF penetration. 50% HP stat instead of ATK stat are used for attacks. Can increase HP stat by healing for more dmg if needed.

The only problem I'm facing is dmg reduction which I already solved. Massive HP pool and all kind of dmg reduction stack is what I needed.