Haha, that's tough! That's the exact kind of balance I'm really fond of. Stuff that seems really good on paper and is too but has a bit of a hidden detriment. Tried to do similar thing with the clam boss against mass pearls but I guess he isn't scary enough as I haven't seem that much talk about it.
genuinely though, this gets fucking absurd , to where statistically, you'd need over 100000 cargo to even have a 1% chance to beat demons with 7 numbers in any single turn (oh, and I'll take this opportunity to say that demons hit with stun are angry when they should be happy)
and if you wanna beat a demon with a more reasonable 1000 cargo, and that you have a way to generate more cargo each time to ensure you keep the 1000 cargo, you'd have to on average spend around 7000 TURNS
let me put that in perspective, if a turn takes around 5 seconds, that would make this take 7 HOURS, you hear me? 7 WHOLE, FUCKING, HOURS, SAT THERE.
and don't forget about the next 700 turns after for getting past 6 numbers! oh, what would ever do without 700 more turns of this game
"you could just shoot all your cargo until you have only 6 pieces left" I hear you say, yeah, I could, still 2000 turns/ 3 hours though.
tbf, this is probably much better on the newer patch that autoplays demon fights (I'm still on a save from yesterday cuz of this fight and my inattentiveness) and I'm sorry to rant, but this is too big of a number.~
The latest patch still doesn't fully auto play the demon fights. It instead never auto rerolls for you but does pick targets for incoming damage.
Yup, I guess it does get pretty ridiculous. And made even worse by your large amount of damage dice boosts. But I don't really know what the best options would be for these. Obviously they need to keep getting harder as I think they're the main reason the runs actually end. What fun would it be to play forever without it getting any harder?