Difference between revisions of "Demon Alliance Invasion"

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(Superior: Pazuzu: After testing, it seems Beelzebub will never cast Gluttony, only Mudodyne. Removing him.)
(Ultimate: Tiamat A: flauros)
Line 332: Line 332:
 
** She does not break barriers though, so Ward Brands can handle this in place of a cleanser.
 
** She does not break barriers though, so Ward Brands can handle this in place of a cleanser.
 
** The poison procs after {{DemonIcon|Mahamayuri|size=32px}}'s auto-cure, so he is NOT effective for dealing with this.
 
** The poison procs after {{DemonIcon|Mahamayuri|size=32px}}'s auto-cure, so he is NOT effective for dealing with this.
 +
* Primordial Sea casts Luster Candy on your party, not on the boss. So even though you take a lot of damage from it, you get that round of buffs as consolation.
 
* Phase 1 must use magic attacks.
 
* Phase 1 must use magic attacks.
 
** {{LiberatorIcon|Shionyan|name=1}} is a good default, with her +12 Ma.
 
** {{LiberatorIcon|Shionyan|name=1}} is a good default, with her +12 Ma.
 
* Phase 2 must use physical attacks.
 
* Phase 2 must use physical attacks.
 
** {{LiberatorIcon|Carbon Black|name=1}} is effective, if you can consistently crit.
 
** {{LiberatorIcon|Carbon Black|name=1}} is effective, if you can consistently crit.
* Phase 2 spams an Almighty magic AoE. If this is too much damage pressure, Repel Almighty Magic from a demon like {{DemonIcon|Huang Long|size=32px}} may be helpful.
+
* Phase 2 spams an Almighty magic AoE. If this is too much damage pressure, {{EffectIcon|Repel Almighty Magic|name=1}} or some kind of Almighty/AoE damage reduction may be helpful. Alternatively, an auto-reviver such as {{DemonIcon|Maria|size=32px}} may help.
 +
 
  
 
Recommended demons:
 
Recommended demons:
Line 351: Line 353:
 
** panel 3 {{DemonIcon|Mara|size=32px}}: has infinite {{EffectIcon|Charge|name=1}} when using Hell Thrust. Panel 4 gives him Charge before his first use of Hell Thrust, as well. For MP management, it's highly recommended to have Hell Thrust's level maxed. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the second half of the event.
 
** panel 3 {{DemonIcon|Mara|size=32px}}: has infinite {{EffectIcon|Charge|name=1}} when using Hell Thrust. Panel 4 gives him Charge before his first use of Hell Thrust, as well. For MP management, it's highly recommended to have Hell Thrust's level maxed. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the second half of the event.
 
** {{DemonIcon|Futsunushi|size=32px}}: Helps get the ball rolling for Zaou-Gongen.
 
** {{DemonIcon|Futsunushi|size=32px}}: Helps get the ball rolling for Zaou-Gongen.
 +
** {{DemonIcon|Flauros|size=32px}}: Gives an [[File:Icon ATK Buff.png|32px|link=]] ATK buff and [[File:Icon EVAC Buff.png|32px|link=]] EVAC buff with every cast of [[Iron Fist]].
 
** {{DemonIcon|Tokisada|size=32px}}: Gives an [[File:Icon ATK Buff.png|32px|link=]] ATK buff and [[File:Icon EVAC Buff.png|32px|link=]] EVAC buff with every cast of [[Amakusa Uprising]]. If panel 2, also grants himself {{EffectIcon|Might|name=1}} with every cast.
 
** {{DemonIcon|Tokisada|size=32px}}: Gives an [[File:Icon ATK Buff.png|32px|link=]] ATK buff and [[File:Icon EVAC Buff.png|32px|link=]] EVAC buff with every cast of [[Amakusa Uprising]]. If panel 2, also grants himself {{EffectIcon|Might|name=1}} with every cast.
 
** {{DemonIcon|Chi You|size=32px}}: Takes -40% damage from AoEs (-80% if in {{EffectIcon|Charge|name=1}}), letting him survive the boss's attacks easily. He also deals big damage when his team's turn ends, entering {{EffectIcon|Charge|name=1}} for more damage on the next hit. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the second half of the event.
 
** {{DemonIcon|Chi You|size=32px}}: Takes -40% damage from AoEs (-80% if in {{EffectIcon|Charge|name=1}}), letting him survive the boss's attacks easily. He also deals big damage when his team's turn ends, entering {{EffectIcon|Charge|name=1}} for more damage on the next hit. Also a [[File:silveruniticon.png|32px|link=]] bonus unit for the second half of the event.

Revision as of 21:14, 16 April 2023

Due to the ongoing nature of this event, information posted on this page will be expanded and updated as learn more. In addition, due to this being a beta version we can expect significant changes to the functioning of the event. Feel free to discuss strategies and information on discord or reddit.

Getting Boss Spawns

Bosses may spawn from most mission types.

Bosses will NOT spawn from the following:

  • Story quests that play cutscenes after the fight. Seemingly, ones that play the cutscene before the fight will spawn the bosses normally.
  • Alter-World quests.

Once a boss appears, it will be available to fight for 8 hours, or until it is defeated - whichever happens first.

Boss tiers

There are three tiers of bosses that can spawn:

  • Normal Boss (tier 1)
  • Superior Boss (tier 2)
  • Ultimate Boss (tier 3)

When a boss spawns from completing quests, it will always be a Normal Boss.

When a boss spawns from defeating another boss, it will be a Superior or Ultimate Boss (never a Normal Boss).

Higher-tier bosses have much more HP per level, and will give much more event points.

Battle Basics

Example of the buff stacking in effect. Notice the +420% attack bonus due to several stacked Tarukaja effects.

These boss fights will allow you to field two parties, similarly to Leveling Quests or Aura Gate exploration parties. Important to note that the party configurations are saved independently from Dx2 selected, so you may form a party, decide that a different Dx2 would be a better match, and change them without needing to re-select your demons once again.

  • Both fights have a 2-turn limit
  • If your first team can't defeat the boss in time, the battle will progress to its second phase, with your second team.
  • If your first team dies to the boss, the battle will simply move to the next phase.
  • If the second team also can't beat the boss within the turn limit, the battle will end inconclusively, and you will request an S.O.S. from a group of random players.
    • This SOS will target 10 players who have played within the last 3 days, divided into: 4 friends, 4 faction users, and 2 random players. You can also send friend requests if the player in question isn't already a friend.
  • If the boss's HP reaches 0, the battle will end immediately, regardless of which team is currently fighting.

Buff Stacking

One player's buffs will carry over to other players' fights, stacking to high numbers, allowing the participants to deal increasing amounts of damage to high level bosses. This is necessary to even be able to survive high level boss attacks.

  • Buffs you cast during a run will be added to your total buffs immediately.
  • Buffs cast by other players will be applied to your total buffs only after the other player finishes their run.

There doesn't seem to be a cap to attack and defense buffs, however the Icon EVAC Buff.png Sukukaja buffs cap out at +100%, likely to avoid instances where the boss is completely unable to hit any player demon and maintain a certain level of difficulty.

Liberator effects (such as Chalk.png Chalk Eater) also count for this.

However, debuffs will NOT stack. Only buffs will stack!

BP and Attack Modes

With this new event comes a new form of Stamina, called BP. These are used exclusively on this kind of battle, and recovers independently from normal Stamina, Duel Stamina, or Aura Gate Steps. 1 BP recovers every 10 minutes.

BP has its own refill drinks as well, called Icon Rader Pepper.png Rader Pepper and Icon Time Limited Rader Pepper.png Time-Limited Rader Pepper.

When selecting a fight, three options are available, each with a different cost and different boost to the team's damage output:

Option Cost ATK boost
Attack 1 BP 1x
Strong Attack 2 BP 3x
Full Power 3 BP 5x

When responding to another player's SOS call, the first run against that boss will have all BP options discounted by 1 BP.

Point Calculation

After each run you are awarded points depending on your performance. There are two types of scores awarded:

  • If you did not kill the boss, and nobody killed the boss while you were running your attempt, you will just get points based on your current run.
  • Else if the boss did die, you will also get an additional set of points for your total performance in that boss fight.

The general formula for score calculation is the following:

BATTLE POINTS * DISCOVERY BONUS * LAST ATTACK BONUS * BUFF BONUS * DAMAGE BONUS
LAST ATTACK BONUS = 3 if boss is killed during run, 1 otherwise
DISCOVERY BONUS = 4 if boss is discovered by you, 1 otherwise
BUFF BONUS = 1 + X * (0.15), where X is the amount of times a buff effect was used while one of the corresponding buffs was already active (max X = 40)
DAMAGE BONUS = 0.5 + Y * (0.005), Y increases by 1 for every 0.33% of boss health you do in damage (max Y = 300)

Further explanations:

  • Battle Points varies depending on the boss, in general the rarer the boss the higher the Battle Points you receive. Increases with Bonus SP demons
  • Buff Bonus only looks if one of the stats is already buffed, meaning if you have both DEF, and ATK up and cast War Dance, the factor X will still just go up by 1. This means you want as many chain effects/separate skills that apply buffs as possible
  • Damage bonus scales linearly, meaning if you did the entire boss health as damage, damage bonus will be 2x on the other hand if your run deals less than 0.33% of the bosses health it will be 0.5x
  • Total Score when the boss is killed is calculated using the same formula, only using the total amount of damage you did across all runs of the boss for the Damage Bonus and the total amount of times you triggered the Buff Bonus

General Pointers

When looking at the formula, the following guidelines appear for maximizing your own points:

  • Always fight your own bosses to make use of the discovery multiplier.
  • Having a team that can apply buffs while also still dealing damage is optimal, to also make use of the buff multiplier as much as possible.
  • The buff bonus has a cap of being increased 40 times, meaning that at some point you will get no more score increases from buffs during your run. Since this is after at least 41 instances of applying buffs, this will rarely happen during a single run. The damage/defense multiplier will still increase though, so it's usually still effective to get as many ways to buff your team as possible
  • You want to deal most of the damage in the same run that you finish off the boss, to combine the final blow multiplier with the damage multiplier. Finishing off a boss with just a sliver of health will generally give very little points.
  • Use Silveruniticon.pngGolduniticon.pngBonus SP demons whenever possible.

Tips

  • Once you start fighting higher level bosses, the damage you can deal during your first battle will be very low compared to their scaling HP stat. It's best to do one or two battles using the standard 1 BP attack option to build your buff stock, then use the 3 BP option to attack for massive damage.
  • You may be able to kill the first or second boss quickly enough to not worry about their damage, but in time you will have to bring healer/tank units to keep your team alive.
  • Do not neglect Icon EVAC Buff.png Sukukaja buffs. They may not increase your damage but a lucky dodge may well save your team from death to let them fight another turn.

Useful Liberators

Utility

  • Chalk.png Chalk Eater is the man to use if you find yourself fighting a boss with an exploitable weakness. He will repeatedly provide you with buffs of all 3 types, MP recovery, and occasionally extra press turns. If no weaknesses are present, he can still give your demons +7 MAG.
  • Eileen.png Eileen will make Random Targets Random Targets attacks have higher minimum hits, and will occasionally not use up any press turns when Passing. This is especially helpful as the fight drags on, as your demons might eventually not have enough MP to attack, making you Pass their turns. Getting that Pass for free could let you squeeze in a couple more skill uses.

Offensive

  • Kangaroo.png Kangaroo Boxer boosts your physical attacks (+7 STR, +7 AGI), and casts Icon EVAC Buff.png Sukukaja and Icon EVAC Debuff.png Sukunda to help with accuracy.
  • CarbonBlack.png Vince boosts physical attacks as well (+12 STR), while also boosting critical hit damage and casting Icon EVAC Buff.png Sukukaja and Icon EVAC Debuff.png Sukunda when you land them. If you have demons that can cast Icon Critical.png Rebellion automatically through passives, Vince can also cast Icon DEF Debuff.png Rakunda.
  • Templar.png Templar Dragon will boost Icon Concentrate.png Concentrate and Icon Charge.png Charge effects, like those provided by Mahakala.jpg Mahakala or Panel 2 Cu Chulainn A.jpg Cu Chulainn A. She also gives +5 STR/MAG, and improves healing.
  • Shionyan.png Shionyan grants +12 MAG to the party, improving magic damage. Good choice if you can't meet the conditions of other Liberators.

Defensive

  • Balloon.png Meat Balloon fits more defensive parties (+12 VIT), and will cast Icon DEF Buff.png Rakukaja when hit by magic or Icon ATK Debuff.png Tarunda when hit by a critical attack. Counter effects will have a higher chance to activate, and will deal more damage.
  • Megakin.png Megakin supports NDR tanking by having a chance to cast Icon DEF Buff.png Rakukaja when Nulling, Icon ATK Buff.png Tarukaja when Repelling, or Icon EVAC Buff.png Sukukaja when Draining a boss's attack. Repels will deal more damage, while Drains will heal more. He also provides +5 VIT/AGI/LUK to slightly improve bulk and accuracy/evasion.

Useful Demons

These demons should work well against almost any boss, whereas other demons might be punished by the current boss's gimmick (for example, heavily reduced damage from certain elements)

  • Erlkonig.jpg Erlkonig will consistently heal your party every turn, and cast Icon ATK Debuff.png Tarunda at the start of the enemy's turn (plus Icon DEF Buff.png Rakukaja if panel 3) to lessen the boss's onslaught.
  • Barong.jpg Barong can cast Luster Candy in addition to healing, increasing your offensive power. If he's panel 4, he can also generate Bulwarks.
  • Demeter.jpg Demeter can keep your party's Bulwarks topped off consistently, trivializing damage taken, as well as casting Luster Candy whenever any other party member receives an attack. My Harvest! additionally grants MP to party members, helping them to keep casting skills.
  • Demiurge.jpg Demiurge, if paired with "Drain <element> " party members corresponding to the boss, can both automatically heal and generate MP for the party - on top of making the boss lose turns, of course.
  • Kalki.jpg Kalki casts Luster Candy and a team heal when using Ratnamaru, which itself uses only half a press turn due to Remnants. This skill can also revive a fallen ally, and give them a Bulwark. To top it all off, Kalki also grants +1 MP recovery to the team, and Repel Pierce + Drain Pierce.
  • Orcus.jpg Orcus reduces damage taken from AoE attacks for the party. If panel 2, he will also cast Icon ATK Buff.png Tarukaja when a party member's weakness is exploited. This can let you stack attack buffs quickly.
  • Ananta.jpg Ananta will cast Luster Candy automatically every player and enemy turn (effectively twice per turn), making him a good budget option for stacking buffs. If panel 4, he will also cast Debilitate at the start of the boss's turn, or whenever you use a skill or chain effect that heals.
  • Elohim.jpg Elohim follows up every Solar Flare with an automatic Offensive Cry to stack up the Icon ATK Buff.png ATK buffs, in addition to his massive damage.
  • Uriel.jpg Uriel, Gabriel.jpg Gabriel, & Raphael.jpg Raphael will cast each of the three buffs as part of their beginning-of-turn chain when 3 or more Divine/Herald demons are in the party.
  • Ame no Uzume.jpg Ame no Uzume will cast Icon ATK Buff.png Tarukaja after any skill heals the party - this includes not just heal skills, but also life-steal effects such as Ouas, and chain effects such as Blossoming Cyclone or Supreme Creator (but it does NOT count Icon Lydia.png Lydia or Dx2 skills). If panel 2, she also casts Icon DEF Buff.png Rakukaja.

"Otherworldly Primordial Mother" event

[News Announcement]

Normal: Anzu

Encounter anzu.jpg


Battle 1

Phys Fire Ice Elec Force Light Dark
Anzu - - - Nu Wk - -

Super-auto-recovery-bind.jpg


Battle 2

Phys Fire Ice Elec Force Light Dark
Anzu - - - Nu Wk - -

Same as the first battle, but now also has Bolt Storm.

Notes

  • Boss has no pierce.
  • Just hit him with Force Force (or at least make sure you don't hit his null Elec) and he should go down quickly.

Superior: Pazuzu

Encounter pazuzu.jpg


Battle 1

Phys Fire Ice Elec Force Light Dark
Pazuzu - Rp - Rp - Rp Wk

Blazing-gust.jpg Fierce-purgatory.jpg Repel-pierce-charge.jpg Attribute-affinity-fire-elec-light.jpg Super-auto-recovery-bind.jpg


Battle 2

Phys Fire Ice Elec Force Light Dark
Pazuzu Rp - Rp - Rp - Wk

Blazing-gust.jpg Fierce-judgement-light.jpg Fierce-repel-pierce-charge.jpg Attribute-affinity-phys-ice-force.jpg Super-auto-recovery-bind.jpg

Notes

  • The boss's repel resistances are unpiercable due to Repel Pierce.
  • The boss is weak to Dark Dark in both phases, so bring Dark attackers.
    • In phase 1, crits from Phys Phys attackers can help with spending only half-press turns.
    • In either phase, crits from elemental physical attackers can work too.
  • Chalk.png Chalk Eater can easily farm buffs due to the consistent weakness.

Recommended demons

  • Demeter.jpg Demeter: Provides survival and Luster Candy buffs during the boss's turn.
  • Zeus.jpg Zeus: opens up an Elec Elec weakness, expanding team options.
  • Izanami.jpg Izanami: Team-wide Elec/Dark damage aura. If Red Red, she also comes with Hell Gaze. Panel 4 can also ease the team's MP management with -1 MP cost. Innate Drain Dark can chain into Demiurge.jpg Demiurge for additional HP + MP recovery. Also a Silveruniticon.png bonus unit.
  • Lucifuge.jpg Lucifuge: Light Devourer deals good damage as well as a self-heal, chaining into Ame no Uzume.jpg Ame no Uzume for Icon ATK Buff.png ATK buffs. Innate Drain Dark can also chain into Demiurge.jpg Demiurge for additional HP + MP recovery. Lucifuge also grants a team-wide damage aura for Tyrants, which are Silveruniticon.png bonus units in the second half of the event.

Ultimate: Tiamat A

Encounter tiamat a.jpg


Battle 1

Phys Fire Ice Elec Force Light Dark
Tiamat A - Rs Rs Rs - Rs -

Primordial-sea.jpg Fierce-mortal-jihad.jpg Fierce-auto-mahapoismaon.jpg Fierce-physical-resistance.jpg Rule-control-bulwark.jpg Super-auto-recovery-bind.jpg


Battle 2

Phys Fire Ice Elec Force Light Dark
Tiamat A - Rs Rs Rs - Rs -

Primordial-sea.jpg Twilight-melody.jpg Fierce-auto-mahapoismaon.jpg Magic-resistance+.jpg Rule-control-bulwark.jpg Super-auto-recovery-bind.jpg

Notes

  • Do NOT use Bulwarks.
    • Certain demons only cast Bulwarks when they are paneled, such as Barong.jpg Barong. If they don't have their Bulwark-granting panel unlocked, they should be safe to use.
  • Boss has no weaknesses.
  • Boss auto-casts poison at the start of your turn, and her attacks deal double damage if you are poisoned.
    • She does not break barriers though, so Ward Brands can handle this in place of a cleanser.
    • The poison procs after Mahamayuri.jpg Mahamayuri's auto-cure, so he is NOT effective for dealing with this.
  • Primordial Sea casts Luster Candy on your party, not on the boss. So even though you take a lot of damage from it, you get that round of buffs as consolation.
  • Phase 1 must use magic attacks.
    • Shionyan.png Shionyan is a good default, with her +12 Ma.
  • Phase 2 must use physical attacks.
  • Phase 2 spams an Almighty magic AoE. If this is too much damage pressure, Icon Repel Almighty Magic.png Repel Almighty Magic or some kind of Almighty/AoE damage reduction may be helpful. Alternatively, an auto-reviver such as Maria.jpg Maria may help.


Recommended demons:

  • Phase 1 (gist: magic, handle ailments.)
    • Elohim.jpg Elohim: His Solar Flare has Remnants and grants an Icon ATK Buff.png ATK buff (plus Icon DEF Debuff.png DEF Debuff) with every cast.
    • Kalki.jpg Kalki: His Ratnamaru has Remnants, and casts Luster Candy with every use. He also increases everyone's MP recovery by 1 MP, and grants Drain Pierce + Repel Pierce. Also a Silveruniticon.png bonus unit.
      • However, be careful to make sure nobody dies - if someone does, then Ratnamaru will revive them and give them a Bulwark, which will trigger the boss's revenge.
    • Ananta.jpg Ananta: Free Luster Candy on every player turn and every boss turn.
    • Susano-o.jpg Susano-o: His Kusanagi grants an Icon ATK Buff.png ATK buff with every use.
    • Indrajit.jpg Indrajit: His Lightning Shower grants an Icon ATK Buff.png ATK buff and a Icon DEF Buff.png DEF buff with every use.
  • Phase 2 (gist: physical crits, handle ailments. Consider repel almighty magic.)
    • panel 3 Zaou-Gongen.jpg Zaou-Gongen: can grant infinite Icon Critical.png Might to the team to ensure they always crit. Panel 4 is ideal for the discount on God's Hand.
    • panel 3 Mara.jpg Mara: has infinite Icon Charge.png Charge when using Hell Thrust. Panel 4 gives him Charge before his first use of Hell Thrust, as well. For MP management, it's highly recommended to have Hell Thrust's level maxed. Also a Silveruniticon.png bonus unit for the second half of the event.
    • Futsunushi.jpg Futsunushi: Helps get the ball rolling for Zaou-Gongen.
    • Flauros.jpg Flauros: Gives an Icon ATK Buff.png ATK buff and Icon EVAC Buff.png EVAC buff with every cast of Iron Fist.
    • Tokisada.jpg Tokisada: Gives an Icon ATK Buff.png ATK buff and Icon EVAC Buff.png EVAC buff with every cast of Amakusa Uprising. If panel 2, also grants himself Icon Critical.png Might with every cast.
    • Chi You.jpg Chi You: Takes -40% damage from AoEs (-80% if in Icon Charge.png Charge), letting him survive the boss's attacks easily. He also deals big damage when his team's turn ends, entering Icon Charge.png Charge for more damage on the next hit. Also a Silveruniticon.png bonus unit for the second half of the event.
      • However, a downside is that he can't crit without support. Consider pairing him with Zaou-Gongen and/or Futsunushi.
    • Odin A.jpg Odin A: Grants all your allies +40% Phys/Elec damage when under Icon Zenith.png Zenith.
    • Asura Lord.jpg Asura Lord: Team-wide critical rate and critical damage aura.
    • Orcus.jpg Orcus: Reduce damage taken from the boss's AoEs, 5% for each weakness on the team (at least 10% due to Orcus' own weaknesses). Also a Silveruniticon.png bonus unit for the first half of the event.
    • Huang Long.jpg Huang Long: Icon Repel Almighty Magic.png Repel Almighty Magic blocks the boss's AoE, forcing her to lose turns. At panel 3, he also reduces Almighty Almighty damage taken by the team by 15%.
  • Either phase:
    • Zeus.jpg Zeus: Opens up an Elec Elec weakness, which pairs well with Chalk.png Chalk Eater. If you have other Elec-physical demons, such as Odin A.jpg Odin A, run Zeus in phase 2. If you don't, then run him in phase 1 with some Elec magic attackers.
    • Tiamat A.jpg Tiamat A: Similar idea to Zeus, but she opens up a Dark Dark weakness.
    • Izanami.jpg Izanami's is a great partner for Zeus or Tiamat A, as she offers an Elec/Dark damage aura to the team. If panel 4, she also offers -1 MP cost to the team's Elec/Dark spells.
    • Maria.jpg Maria: Immune to ailments, can cleanse ailments + heal the team, and provides +1 MP recovery to the team. If the boss manages to kill anyone other than Maria herself, Maria will automatically revive them at the end of the boss's turn.

Archive

For older events, see Demon Alliance Invasion/History
Quest Areas
Permanent Content StoryDx2 QuestsAlter-WorldAura Gate (1, 2, SP)
Farming Quests Strange SignalBrands of SinWanted
Recurring Events EclipseHell's ParkAdventKiwamiTokyo AbyssTake Back TokyoDemon Alliance Invasion
Competitive DemocalypseD2 DuelBattle Tower