Demon Alliance Invasion

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Revision as of 14:16, 24 June 2023 by Boblers (talk | contribs) (Point Calculation: modifier changes (still need testing to confirm non-visible stuff though))
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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.

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 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 = 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 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.

"Ravaging Bull Soaked in Blood" event

[Official News Announcement]

Normal: Horkos Horkos.jpg

Encounter horkos.png


Battle 1

Phys Fire Ice Elec Force Light Dark
Horkos Rs - Wk - - Wk -

Soul-fracture-20.jpg Mortal-jihad+.jpg Super-auto-recovery-bind.jpg


Battle 2

Phys Fire Ice Elec Force Light Dark
Horkos Rs - Wk - - Wk -

Same as the first battle, but replaces Auto-Rakuka with Icon ATK Buff.png Auto-Taruka.

Notes

  • Boss has no pierce.
  • Just hit him with Ice Ice or Light Light and he should go down quickly.
  • Some form of Icon DEF Debuff.png DEF debuff to neutralize his Icon DEF Buff.png Auto-Rakuka may be helpful.

Superior: Anat Anat.jpg

Encounter anat.png


Battle 1

Phys Fire Ice Elec Force Light Dark
Anat - Wk - Rs Wk Nu Rs

Fierce-thunderstorm.png Fierce-thunder-reign.png Fierce-bolt-storm.png Elec-charge.jpg Elec-reduction+.png Super-auto-recovery-bind.jpg


Battle 2

Phys Fire Ice Elec Force Light Dark
Anat - Wk - Dr Wk Nu Rs

Fierce-thunderstorm.png Fierce-thunder-reign.png Fierce-bolt-storm.png Lightning-transmission.png Super-auto-recovery-bind.jpg

Notes

  • Punishes using Elec Elec damage in both phases:
    • Phase 1 reduces Elec damage by 80%.
    • Phase 2 blocks Elec with Elec Drain + Drain Pierce, unless Elec affinity is reduced. If you use Elec attacks, she then lowers your team's Elec affinity.
  • Has consistent weaknesses to Fire Fire and Force Force in both phases.
  • Phys Phys can have Hagen.jpg Hagen open up a weakness in either phase.
  • Liberators:

Recommended demons

Support:

  • Demeter.jpg Demeter: Helps team survival with Bulwarks, team offense with extra MP, and casts buffs during the boss's turn. Also a Silveruniticon.png bonus unit.
  • Demiurge.jpg Demiurge: Combine with allies that have Drain Elec, to get team-wide healing and MP recovery.
  • panel 2 Orcus.jpg Orcus: Casts an Icon ATK Buff.png ATK buff whenever the boss hits his or an ally's weaknesses. He comes with an Elec weakness by default. Also reduces AoE damage taken by the party, depending on how many weaknesses the party has.

Damage:

  • Elohim.jpg Elohim: Solar Flare deals Fire Fire damage, and grants an Icon ATK Buff.png ATK buff with every cast. Also a Silveruniticon.png bonus unit.
  • Mada.jpg Mada: Deals Fire Fire damage, Icon Charm.png Charm, and grants Bulwarks for the team to aid survival. Also a Silveruniticon.png bonus unit.
  • Mahakala.jpg Mahakala: Automatically attacks the boss with Fire Fire if your team goes first, and again at the start of your second turn, getting in some extra weakness rolls for Chalk Eater. If panel 3, each cast of Wrathful Flame also grants an Icon ATK Buff.png ATK buff and Icon DEF Buff.png DEF buff. To top it off, he gives himself Icon Concentrate.png Concentrate at the start of the first and second turn.
  • Mithras.jpg Mithras: Mark of Punishment can deal Fire Fire damage, he boosts the team's Fire damage, and he automatically casts a follow-up attack (that also heals him) when an ally uses Fire.
  • panel 4 Cybele.jpg Cybele: Grants an Icon ATK Buff.png ATK buff whenever she casts Trisagion.
  • Susano-o.jpg Susano-o: Kusanagi deals Force Force damage, and each cast grants an Icon ATK Buff.png ATK buff.
  • Sabaoth.jpg Sabaoth: Sanction deals Force Force damage, and can potentially grant an extra press turn if used in the second half of a press turn.
  • Mahamayuri.jpg Mahamayuri: Blossoming Cyclone deals Force Force damage, and heals the party. Be careful of his Elec Elec weakness, though!
  • Seth.jpg Seth: Ouas deals physical Force Force damage while healing the user.
  • Ame no Uzume.jpg Ame no Uzume grants Icon ATK Buff.png ATK buffs when a healing effect is cast, such as from Demiurge.jpg Demiurge, Mithras.jpg Mithras, Seth.jpg Seth, or Mahamayuri.jpg Mahamayuri.
  • Koga Saburo.jpg Koga Saburo: Soaring Blades deals physical Force Force damage. Must be panel 2, or else he will run out of charges (with 2 turns, he will need 4, but without p2 he only has 3 charges). Also a Silveruniticon.png bonus unit for the first half of the event.
  • Hagen.jpg Hagen: Open up a Phys Phys weakness.
  • panel 3 Zaou-Gongen.jpg Zaou-Gongen: Can grant infinite Icon Critical.png Might to the team, ensuring they always crit to spend half-turns. Also a Silveruniticon.png bonus unit. Be careful of his Elec Elec weakness, though!
  • Flauros.jpg Flauros: Iron Fist grants an Icon ATK Buff.png ATK buff and Icon EVAC Buff.png EVAC buff with every cast. Also a Silveruniticon.png bonus unit for the first half of the event.

Ultimate: Moloch Moloch.jpg

Encounter moloch.png


Battle 1

Phys Fire Ice Elec Force Light Dark
Moloch - Rp Wk Rs - - -

Fierce-hellfire.png Fierce-maragibarion.png Sacrificial-binding.png Hellfires-pursuit.png Rule-control.jpg Super-auto-recovery-bind.jpg


Battle 2

Phys Fire Ice Elec Force Light Dark
Moloch - Rp Wk Rs - - -

Fierce-hellfire.png Fierce-maragibarion.png Sacrificial-binding.png Soul-fracture-20.jpg Rule-control.jpg Super-auto-recovery-bind.jpg

Notes:

  • Do NOT bring revives.
  • Your bulkiest unit should have a way to prevent Icon Bind.png Bind on themselves.
  • In Phase 1, be careful about bringing Fire Fire-weak demons.
    • If you have Demeter.jpg Demeter, then you can bring fire-weak demons intentionally, so she can Bulwark + buff from the boss's follow-up hit.
  • There are several opportunities to hit weakness here:
    • Ice Ice - Weakness is open by default.
    • Fire Fire - Bring at least one Fire-pierce attacker to hit past the boss's Repel Fire. Hitting the boss with Fire reduces his resistance by 2 stages, leading to Weakness after 2 triggers. Note you will need to do this at the start of every player turn.
    • Phys Phys, Elec Elec, and Dark Dark - These can use attribute affinity down to open up a weakness.

Recommended demons:

Support:

  • Demeter.jpg Demeter: Prevents ailments on the team, as long as Bulwarks are active before the enemy turn starts. Helps team survival with Bulwarks, team offense with extra MP, and casts buffs during the boss's turn. Also a Silveruniticon.png bonus unit.
  • Maria.jpg Maria: Plenty of bulk to bait the Icon Bind.png Bind cast (which she's immune to), she passively grants +1 MP recovery to the team, and she'll automatically revive anyone that Moloch manages to kill. All of this doesn't require any MP, so she can be given an attack skill to hit weaknesses for extra turns.
  • Demiurge.jpg Demiurge: Combine with allies that have Drain Fire (several Fire attackers have this), to get team-wide healing and MP recovery.
  • panel 2 Orcus.jpg Orcus: Casts an Icon ATK Buff.png ATK buff whenever the boss hits his or an ally's weaknesses. He comes with a Fire weakness by default. Also reduces AoE damage taken by the party, depending on how many weaknesses the party has.

Damage:

  • Rahab.jpg Rahab: Ice Ice damage, casts an Icon ATK Buff.png ATK buff + Icon Critical.png Might (for himself) any time your team or the boss hits a weak point. Also a Silveruniticon.png bonus unit for the first half of the event.
  • Anahita.jpg Anahita: Hell Stream deals Ice Ice damage, and grants an Icon ATK Buff.png ATK buff and Icon DEF Buff.png DEF buff with every cast. Synergizes well with Demeter.jpg Demeter's Bulwarks to grant +30% magic damage to the team.
  • Elohim.jpg Elohim: Solar Flare deals piercing Fire Fire damage with Remnants, and grants an Icon ATK Buff.png ATK buff with every cast. His high Agi and Remnants makes him perfect for setting up Fire weakness on the boss. Also a Silveruniticon.png bonus unit.
  • Mada.jpg Mada: Deals piercing Fire Fire damage, and grants Bulwarks for the team to aid survival. Also a Silveruniticon.png bonus unit.
  • Mahakala.jpg Mahakala: Automatically attacks the boss with Fire Fire if your team goes first, and again at the start of your second turn - doing half of the Fire weakness setup for you. If panel 3, each cast of Wrathful Flame also grants an Icon ATK Buff.png ATK buff and Icon DEF Buff.png DEF buff. To top it off, he gives himself Icon Concentrate.png Concentrate at the start of the first and second turn.
  • Mithras.jpg Mithras: Mark of Punishment can deal piercing Fire Fire damage, he boosts the team's Fire damage, and he automatically casts a follow-up attack (that also heals him) when an ally or the enemy uses Fire.
  • Quetzalcoatl A.jpg Quetzalcoatl A: Aztec Pulse deals piercing Fire Fire damage, and also has Remnants after the first use (if panel 2, this skill always has Remnants). Also a Silveruniticon.png bonus unit.
    • However, be careful to make sure he doesn't die, as he will revive himself - triggering Rule Control's effects.
  • Adramelech.jpg Adramelech: Sacrificial Inferno deals piercing Fire Fire damage, and grants an Icon ATK Buff.png ATK buff with every cast. Also a Silveruniticon.png bonus unit for the first half of the event.
  • Zeus.jpg Zeus: Open up an Elec Elec weakness.
    • Pairs well with Botis.jpg Botis, who is a Silveruniticon.png bonus unit for the first half of the event.
  • Tiamat A.jpg Tiamat A: Open up a Dark Dark weakness.
  • Hagen.jpg Hagen: Open up a Phys Phys weakness.
  • panel 3 Zaou-Gongen.jpg Zaou-Gongen: Can grant infinite Icon Critical.png Might to the team, ensuring they always crit to spend half-turns. Also a Silveruniticon.png bonus unit.
  • Flauros.jpg Flauros: Iron Fist grants an Icon ATK Buff.png ATK buff and Icon EVAC Buff.png EVAC buff with every cast. Also a Silveruniticon.png bonus unit for the first half of the event.
  • Tokisada.jpg Tokisada: Amakusa Uprising grants an Icon ATK Buff.png ATK buff and Icon EVAC Buff.png EVAC buff with every cast. If panel 2, also grants himself Icon Critical.png Might with every cast.

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