Difference between revisions of "Demon Alliance Invasion"
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** If you have {{DemonIcon|Demeter|size=32px}}, then you can bring them intentionally, so she can [[Bulwark]] + buff from the boss's follow-up hit. | ** If you have {{DemonIcon|Demeter|size=32px}}, then you can bring them intentionally, so she can [[Bulwark]] + buff from the boss's follow-up hit. | ||
** {{DemonIcon|Orcus|size=32px}} works similarly, but he will only apply [[File:Icon ATK Buff.png|32px|link=]] ATK buffs and will disable bonus turns gained from weakness, making him a worse, but still useful, alternative. | ** {{DemonIcon|Orcus|size=32px}} works similarly, but he will only apply [[File:Icon ATK Buff.png|32px|link=]] ATK buffs and will disable bonus turns gained from weakness, making him a worse, but still useful, alternative. | ||
+ | ** Other options for the weakness-tanking strategy: {{DemonIcon|Gogmagog|size=32px}} (also heals for Ame), {{DemonIcon|Barong|size=32px}} (also heals for Ame), {{DemonIcon|Ananta|size=32px}}. | ||
+ | ** {{DemonIcon|Zeus|size=32px}} is weak to Force, and so are most {{ElementIcon|Elec|name=1}} attackers - his attribute affinity down can open the door for them to attack, while their Force weaknesses synergize with the tank strategy. | ||
* Liberators: | * Liberators: | ||
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Support: | Support: | ||
* {{DemonIcon|Ame no Uzume|size=32px}}'s Force weakness makes her synergize with the Demeter tank strategy in phase 1. Consider pairing her with {{DemonIcon|Seth|size=32px}} or {{DemonIcon|Mahamayuri|size=32px}}, since they deal Force damage and heal, triggering Ame's [[File:Icon ATK Buff.png|32px|link=]] ATK buff. | * {{DemonIcon|Ame no Uzume|size=32px}}'s Force weakness makes her synergize with the Demeter tank strategy in phase 1. Consider pairing her with {{DemonIcon|Seth|size=32px}} or {{DemonIcon|Mahamayuri|size=32px}}, since they deal Force damage and heal, triggering Ame's [[File:Icon ATK Buff.png|32px|link=]] ATK buff. | ||
+ | ** {{DemonIcon|Gogmagog|size=32px}} also has a Force weakness, and [[Final Opposition]] heals himself, triggering Ame's buff. | ||
+ | ** {{DemonIcon|Barong|size=32px}} has a Force weakness, plus he heals + buffs with [[Barong Dance]]. | ||
* {{DemonIcon|Idun|size=32px}} offers bulk and MP regen to the team, like Demeter. The variety of ailments on Goddess's Prank can also help trigger Shionyan's MP recovery effects against Poisoned/Charmed/Muted enemies. | * {{DemonIcon|Idun|size=32px}} offers bulk and MP regen to the team, like Demeter. The variety of ailments on Goddess's Prank can also help trigger Shionyan's MP recovery effects against Poisoned/Charmed/Muted enemies. | ||
* Side note: probably avoid using {{DemonIcon|Narcissus|size=32px}}. His Force chain effect and team bulwarks seem promising, but the event's stacked buffs can get so high that he will kill his own party members (his gimmick is that he bulwarks the team, slaps teammates for tiny damage since he's charmed, then hits the enemy for big damage). | * Side note: probably avoid using {{DemonIcon|Narcissus|size=32px}}. His Force chain effect and team bulwarks seem promising, but the event's stacked buffs can get so high that he will kill his own party members (his gimmick is that he bulwarks the team, slaps teammates for tiny damage since he's charmed, then hits the enemy for big damage). |
Revision as of 20:28, 2 February 2024
Demon Alliance Invasion is an event type where players work together to stack buffs and fight extremely-bulky bosses.
Contents
Getting Boss Spawns
Bosses may spawn from most mission types.
- Brands of Sin, Strange Signal and Leveling quests are the most convenient, since they are commonly farmed for other stuff, letting you make the most of your stamina.
- Hell's Park can also spawn bosses, convenient if you've not completed it yet for the month.
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.
Up to 10 bosses discovered by the player can be stored in the battle menu at a time. Bosses discovered by other players are not subject to this limit.
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 can be any of the three tiers.
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
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.
If a boss that you found dies (whether you killed it or someone else did), that boss's level will go up by +1 the next time you encounter one. (Example: You discover a level 2 Anat and it dies. The next Anat that you discover will be level 3.) At higher levels, bosses will gain higher stats and especially HP. Their skills will stay the same, though.
- However, if a boss someone else found dies, that does NOT affect your own boss levels.
- Bosses that escape due to a time-out will not count as killed, and therefore will not increase level.
All players' boss levels will reset once the second half of the event starts.
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 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 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 Rader Pepper and 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 |
Additionally, the boost will multiply the amount of buffs received per cast.
- For example: Casting a DEF buff normally adds +20% to your buff totals. During a Full Power run (x5 multiplier), casting a DEF buff will add +100% to your buff total instead.
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 = 1.5 if boss is killed during run, 1 otherwise DISCOVERY BONUS = 1.2 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 = (max value of 6 if you dealt 100% of the boss's health in damage. exact scaling needs testing)
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
- 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:
- 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 Bonus SP demons whenever possible. However, you're unlikely to have a full set of 8 that are actually functional. Aim for a balance between bonus demons, and demons that are good by their own merits.
Icon | Bonus |
---|---|
Battle Certificate: 50% Greatly increased encounter rate with rare bosses when defeating bosses | |
Battle Certificate: 12.5% Small increased encounter rate with rare bosses when defeating bosses |
Tips
BP management:
- 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.
- Normal-tier bosses have very low drops, so they're only worth fighting to spawn a Superior or Ultimate boss, if your SOS list has none at the moment. Be careful not to spend too much BP on Normal bosses.
- As boss levels increase, farming the event becomes more difficult. The discovery bonus multiplier also isn't very high. Therefore, you should prioritize fighting SOS bosses over your own bosses, especially Ultimate (tier 3) bosses for points.
- For SOS Ultimate bosses, do a couple 1 BP runs to set up buffs, then a bunch of 3 BP runs to grind out as much points as possible (getting a kill is great for the multiplier, but it's difficult as you're competing with other players to get it). Use Rader Peppers if you have any, as spending 3 BP on Ultimate boss runs in this way is the most-efficient use of BP.
Team/in-battle:
- 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 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.
- Remember that each team only gets to fight for 2 turns. Whether your team has the speed to go first or second, affects how much survivability you need to have:
- If you go first, then you need to tank 1 turn of the boss's attacks - if the boss kills someone on its second turn, it won't matter, as you'll automatically switch to the next team or finish the run anyway.
- If you go second, then you need to tank 2 turns of the boss's attacks.
Useful Liberators
Utility
- 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 will make 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 Boxer boosts your physical attacks (+7 STR, +7 AGI), and casts Sukukaja and Sukunda to help with accuracy.
- Vince boosts physical attacks as well (+12 STR), while also boosting critical hit damage and casting Sukukaja and Sukunda when you land them. If you have demons that can cast Rebellion automatically through passives, Vince can also cast Rakunda.
- Templar Dragon will boost Concentrate and Charge effects, like those provided by Mahakala or Panel 2 Cu Chulainn A. She also gives +5 STR/MAG, and improves healing.
- Shionyan grants +12 MAG to the party, improving magic damage. Good choice if you can't meet the conditions of other Liberators. If paired with Idun, you can try for extra MP regen, since Poison/Charm/Mute each have a 7% chance to give 1 MP to the party.
Defensive
- Meat Balloon fits more defensive parties (+12 VIT), and will cast Rakukaja when hit by magic or Tarunda when hit by a critical attack. Counter effects will have a higher chance to activate, and will deal more damage.
- Megakin supports NDR tanking by having a chance to cast Rakukaja when Nulling, Tarukaja when Repelling, or 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 will consistently heal your party every turn, and cast Tarunda at the start of the enemy's turn (plus Rakukaja if panel 3) to lessen the boss's onslaught.
- Barong can cast Luster Candy in addition to healing, increasing your offensive power. If he's panel 4, he can also generate Bulwarks.
- 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 2 MP to party members, helping them to keep casting skills.
- Idun increases team bulk with Fortify and ATK debuffs on the boss, automatically revives one demon per turn if they die (including herself), and also increases team MP regen by 2 to allow firing off expensive skills. Her skill Goddess's Prank also deals a variety of ailments at once - even though the boss will recover from these when their turn starts, during your turn you can exploit this with Shionyan for chances at MP recovery.
- 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 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 reduces damage taken from AoE attacks for the party. If panel 2, he will also cast Tarukaja when a party member's weakness is exploited. This can let you stack attack buffs quickly.
- 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 (but it does NOT count Lydia, Dx2 skills, or Devil Connector).
- Elohim follows up every Solar Flare with an automatic Offensive Cry to stack up the ATK buffs, in addition to his massive damage.
- Uriel, Gabriel, & 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 will cast 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 Lydia, Dx2 skills, or Devil Connector). If panel 2, she also casts Rakukaja.
"Hell's Hunter Takes Aim" event
Normal: Ose
Battle 1
Ose | - | - | - | - | Wk | - | Rs |
- Hades Blast
- Mazionga
- Force Defect (changes Force affinity to Weak)
Battle 2
Ose | - | - | - | - | Wk | - | Rs |
- Hades Blast
- Mazionga
- Force Defect (changes Force affinity to Weak)
Notes
- Trivial fight, just bring your SP units to squeeze as many points from it as possible.
Superior: Dantalian
Battle 1
Dantalian | - | Rs | Rs | Rs | Wk | Rs | Rs |
Battle 1
Dantalian | - | Rs | Rs | Rs | Wk | Rs | Rs |
Notes
- Another simple fight, the main concern is 80% damage reduction + a 1000 HP Bulwark if you use certain elements, depending on the phase:
- Phase 1 penalizes Phys, Fire or Ice damage.
- Phase 2 penalizes Elec, Light or Dark damage.
- Force damage is safe on either phase.
- The Bulwark is actually a non-issue, as 1,000 HP is practically nothing for the boss in this mode. As long as your main damage dealers aren't getting 805 reduced, you should be able to punch through the Bulwarks no problem.
- Dantalian is weak to Force the whole time, as opposed to Barbatos, who needs setup. This means you can earn extra turns with cheap non-piercing Zan transfers on supports, if needed.
Recommended demons:
In addition to the units detailed in the Useful Demons section of this guide:
Support:
Damage:
Ultimate: Barbatos
Battle 1
Barbatos | - | - | - | Rs | Nu | Rs | Rs |
Battle 2
Barbatos | - | - | - | Rs | Nu | Rs | Rs |
Notes:
- Avoid using Intimidating Stance-like effects, as that'll trigger Rule Control, which will most likely KO your party.
- Fallen Angel's Corrosion reduces the boss's Force resistance by 2 levels, up to twice. He starts at Null, so attack with piercing Force damage twice to get him down to Weak. This can then get you more damage, more turns, and Chalk Eater synergy for buffs + more turns.
- Alternatively, someone with Attribute affinity down can work as a more-direct solution that doesn't need as much setup.
- Devil Connector skills unfortunately do not count for triggering Corrosion.
- In Phase 1, be careful about bringing Force weak demons, as this will trigger a follow up attack by the boss.
- If you have Demeter, then you can bring them intentionally, so she can Bulwark + buff from the boss's follow-up hit.
- Orcus works similarly, but he will only apply ATK buffs and will disable bonus turns gained from weakness, making him a worse, but still useful, alternative.
- Other options for the weakness-tanking strategy: Gogmagog (also heals for Ame), Barong (also heals for Ame), Ananta.
- Zeus is weak to Force, and so are most Elec attackers - his attribute affinity down can open the door for them to attack, while their Force weaknesses synergize with the tank strategy.
- Liberators:
- Chalk Eater - Grants buffs or more press turns when hitting weaknesses.
- Shionyan - Grants +12 Mag for magic teams. If paired with Idun, can offer extra MP occasionally.
- Carbon Black - Crit damage and +12 Str for physical teams.
- Templar Dragon - Boost damage of demons that use Charge or Concentrate.
- Meat Balloon - 10% chance to cast a DEF buff when hit by magic. Helpful if running a tanky buff engine that eats lots of hits, such as Demeter/Orcus + Ame no Uzume + Barong + Ananta.
Recommended demons:
In addition to the units detailed in the Useful Demons section of this guide:
Support:
- Ame no Uzume's Force weakness makes her synergize with the Demeter tank strategy in phase 1. Consider pairing her with Seth or Mahamayuri, since they deal Force damage and heal, triggering Ame's ATK buff.
- Gogmagog also has a Force weakness, and Final Opposition heals himself, triggering Ame's buff.
- Barong has a Force weakness, plus he heals + buffs with Barong Dance.
- Idun offers bulk and MP regen to the team, like Demeter. The variety of ailments on Goddess's Prank can also help trigger Shionyan's MP recovery effects against Poisoned/Charmed/Muted enemies.
- Side note: probably avoid using Narcissus. His Force chain effect and team bulwarks seem promising, but the event's stacked buffs can get so high that he will kill his own party members (his gimmick is that he bulwarks the team, slaps teammates for tiny damage since he's charmed, then hits the enemy for big damage).
Damage:
- Morrighan: Damage and Luster Candy buff from Ruthless Death Gale.
- Susano-o: Damage and ATK buff from Kusanagi. Note that he uses PATK but his skill outputs magic damage, so this may make synergies awkward.
- Lugh: Force (and Light) affinity down, grants weakness damage aura to the party.
- Rahab: ATK buff when an ally or the enemy hits a weakness. This can synergize with the Demeter tank strat in phase 1, especially since Rahab himself is also weak to Force. Even though the enemy's not weak to Ice, Rahab gives himself Might alongside this effect, so he can therefore crit reliably for extra turns.
- Pendragon: Deals a Force (or Ice) follow-up every time an ally hits a weakness.
- Sabaoth: Potentially grants an extra press turn, if he uses Sanction while in the second half of a press turn.
- Seth: Damage and self-heal from Ouas to trigger Ame no Uzume's buffs.
- Mahamayuri: Damage and party heal from Blossoming Cyclone to trigger Ame no Uzume's buffs.
- Nyarlathotep: Sets up Gloom (but only in phase 1!) and makes the enemy take more magic damage while Gloomed.
- Any Affinity lowering demon will help greatly, since they can enable Chalk Eater teams.
Archive
- For older events, see Demon Alliance Invasion/History
Quest Areas | |
---|---|
Permanent Content | Story • Dx2 Quests • Alter-World • Aura Gate (1, 2, SP) |
Farming Quests | Strange Signal • Brands of Sin • Wanted |
Recurring Events | Eclipse • Hell's Park • Advent • Kiwami • Tokyo Abyss • Take Back Tokyo • Demon Alliance Invasion |
Competitive | Democalypse • D2 Duel • Battle Tower |