lmao at that point im going like 12 windslicers and 2 vortexes. Yeah I scrolled down a while through the chat and i saw some others talking about that. Defnietely with try that after this. Bro, cyclone+windwall+tornado will be so broken with that many slicers
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wow, that would be good for the first loops but after that I would get SHUT DOWN. Also more wind slicers means less spell vortexs but both are really important so they would contradict each other and im too lazy to find out what is the optimal amount of both (Id think it would be 3-3 or 4 vortexes and 2 slicers)
alright jay. Im getting magical 3, 3000 aura, my parra has 400 int and 100 mana, 5 level 3 spell vortexes and an arcane wand dealing 5.5% int per point of mana, lets say the target has 20 stacks of overload, lucky 3 activates and nothing else affects the damage. How much are we looking at? good god I cant even begin to calculate this
oh no, I have a very stupid Idea : take parra, get magic 3 synergy and shine thief , give him a ring of power, an arcane wand, and 4 spell vortexes . Finally get a few tiziks with that ability which increases ability damage by 5% per attack and get a cheap shop for several thousand aura. How much damage does that even do?????
alright than what Sotha92 said: add more enemies or even better, give the enemies more randomly choosen abilities the farther you get (like the kind a monster gets from evolving). I would love that varying factor and it would make the game much harder the farther you got. Maybe also let enemies fuse and temper their items like 1 temper every loop or smt?
The strat with Parra is to get windwall (2% chance not to take damage for every stack of zephyr) and tornado (cyclone does +20% int for each stack of zephyr, each stack increases by 5%int, cyclone only removes half your zephyr stacks). Then get lots of windslicers (after attacking, gain a stack of zephyr) and 1 giants shortsword to double your zephyrs GAINED ONLY per attack if there are 2 enemies in the row you attack. It may be tough to get this far but a bit of luck and soon your para will deign to take damage and will deal thousands of damage back to all enemies. (the 5% increase from tornado really ads up)
wait, so if two adjacent enemies are unstable and they are guaranteed to hit each other from (saboteur synergy level 2 or 3) , will enemy 1 take damage and deal some damage to enemy 2 who will then deal it back to enemy 1 who will deal this amount of damage to enemy 2 over and over again until each is just taking 1 or 2 damage forever?
hey Jay, Why cant my skimander deal more than 10k damage in one hit, its been dealing the same amount fo damage for 5 or 6 loops I think. Just now I had poison 1600 with a venomcurse ring and I still dealt just 10000 damage per hit. (Oh btw is venom curse ring good with skimanders adaptable ability? which triggers first?)
that would be great. The main reason I love your game is the complexity and variety but its inevitable that there is some grey area. What you said means that soul renderer is literally one of the worst rares then. It lets you deal a few more damage and only a few enemies can heal making that next to useless as well. Therefore fortune eater is probably better in most situations XD.
turns out that everyone (including me) who has done a solo run is wrong. Whoever you like for the job i doubt that tizik is anywhere up there. But despite me sucking at this game and not reloading to change anything once, My boi tizik armed with a chargestone ripper and a dancing leafspear x ripper WIPED the FLOOR with every single thing that dared stand in his way. Turns out storm chaser ( a move i had never seriously considered) is BROKEN. Tizik was getting 10k shields eveybattle and 300 speed+ 2 rippers made short work of ANYTHING
finally hit a million in one battle. yay



