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>> No.15434652 [View]
File: 773 KB, 800x600, Kai.png [View same] [iqdb] [saucenao] [google]
15434652

>>15434285
Ah, it's the godslayer that came before me and my character's mentor Torte Shortbread. I was probably still trying to defeat Siva the Destruction when Torte was sinking island nations with meteor, killing gods, and reanimating corpses. Probably learned about herbs from him and some other anons but I definitely learned about meteor and summon spirits, and how they affect levels and music tickets, from Torte here. My character Kai owes a nice part of his statistics to seeing the strategies Torte posted in the past followed to their logical conclusion. Glad to see you again master.

Much of the recent changes have been to game mechanics with the story slowly being added to. Aside from the convenience tweaks related to coffins, I don't think anything major has been added to necromancy since the last time you posted. Nothing has really changed with magic device which may be a good thing. Magic Device is still a very good skill and I'm making use of it a lot myself. A pretty significant change to spell casting has taken place. When you level up spells the potential drop is more now than what it was in the past. Spell damage multiplier is now capped at at 2x instead of 2.5. Finally, you can now level up groups of spells by visiting the trainer and choosing to attend a magic class. The classes cost 15 platinum for each session and gives spell experience. Might be useful for lower level spell casters but for very powerful spell casters I'm not sure about. It took me almost 200 platinum coins just to level up my summon spirit spell once. I get about 5 platinum a dungeon so it takes me almost 40 dungeons just to level up summon spirit once. Kinda find it faster just to sleep more by lowering my speed and speeding up time to raise my spell potential. Then I just spam spells like normal.

Life and Mana attributes have an effective cap of 1000 now even though you can go beyond it. In the past 2000 was the cap but when I reached a certain level with 2000 Mana my millions of MP got reduced to one. Had to get help from some anons here to send a bug report to Ano in hopes he would fix the problem. He did end up fixing it by adjusting how HP and MP is calculated and with these new formulas it was found 1000 for both life and mana was the new effective cap.

The amount of music tickets you can get through summoning spirits at party quests have been nerfed. However, if you still have a very high level summon spirit spell you can still farm hero cheese, magic fruit, and herbs from it. It just takes a bit longer now. Leveling through casting meteor on high level spirits still works but you'll need a higher level summon spirit spell than before as well. Also, I found that the soft cap for levels is 6,666. Summon spirit and meteor doesn't work past that point and it seems I'm not gaining much exp from anything anymore. Level cap is probably 10,000 from what I heard from an anon in a past thread.

Pets are still pretty much the same. If you don't know what you're doing pets can be a major drain on your character and relatively useless but if you do know what you're doing they can outpace a character in power growth. Some waifu fluff has been added such as the introduction of body size portraits of you pet when you go to talk to them.

I don't really have much to comment on with build variety. I'm using my pets currently to test out builds. Like instead of rerolling as a mutant I decided to dominate a shoggoth and gene engineer it 8 arms. I'll raise it and use it to see how a mutant character will play like with the benefit that pets can grow faster than player characters. A lot of people have been rolling the familiar tried and tested builds such as wizard or some sort of wizard hybrid. More exotic builds such as a martial artist or martial artist/wizard hybrid have seen some play but most of those players don't get very far for anyone to make guesses of how effective they can be late game. Either that's proof that they're ineffective or nobody has willingness to grind it out. I would at least think a martial artist/wizard hybrid would be viable. I'll probably make a pet in the future to test that a martial artist build out unless a player character beats me to it. I'd rather have a player with a martial arts character provide testimony for a martial arts build than a pet due to growth differences.

There's just a lot not known about how exotic builds work at high levels such as necromancy, martial arts and mutants. I'm still on the fence whether a mutant can actually do more damage than a caster. If you do come back, a magic device/pet user should be good to go. Pets and magic device are both pretty strong (at least I can vouch for rods) and due to a lot of things not being known about necromancy, maybe you can report your findings with us.

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