Difference between revisions of "Demon Alliance Invasion"

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  LAST ATTACK BONUS = 3 if boss is killed during run, 1 otherwise
 
  LAST ATTACK BONUS = 3 if boss is killed during run, 1 otherwise
 
  DISCOVERY BONUS = 4 if boss is discovered by you, 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
+
  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), where Y is the total percentage of the boss' health you did as damage times 3
+
  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:
 
Further explanations:
* '''Battle Points''' varies depending on the boss, in general the rarer the boss the higher the Battle Points you receive.
+
* '''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
 
* '''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
 
* '''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
Line 71: Line 71:
 
* Always fight your own bosses to make use of the discovery multiplier.
 
* 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.
 
* 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.
 
* 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 [[File:silveruniticon.png|32px|link=]][[File:golduniticon.png|32px|link=]]Bonus SP demons whenever possible.
 
* Use [[File:silveruniticon.png|32px|link=]][[File:golduniticon.png|32px|link=]]Bonus SP demons whenever possible.

Revision as of 03:51, 22 March 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.

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.
There doesnt 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

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.
  • 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.

"Chaos Dragon of the Abyss" event

[News Announcement]

Tiamat

Encounter tiamat.jpg

First and easiest battle you will encounter.


Battle 1

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

Super-auto-recovery-bind.jpg


Battle 2

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

Exactly the same as the first battle, even has the same skills.

Notes

  • Boss has no pierce.
  • Just hit her with Elec Elec (or at least make sure you don't hit her nulls) and she should go down quickly.

Ym

Encounter ym.jpg


Battle 1

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

Judgement of nahar beginning.jpg Physical resistance.jpg Pass punisher.jpg Super-auto-recovery-bind.jpg


Battle 2

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

Judgement of nahar end.jpg Magic resistance.jpg Pass punisher.jpg Super-auto-recovery-bind.jpg

Notes:

  • Boss has no pierce.
    • In phase 2, bringing a single NDR ice demon will cancel the boss's automatic Debilitate, which requires his automatic Ice AoE to land. After that, NDR will make him lose a turn when casting Mabufudyne, reducing his total AoE casts per turn from 4 to 3.
  • Phase 1 inflicts ailments, and reduces Physical damage.
    • A cleanser works, but since the boss does not have Barrier Break, Ward brands can be used instead. Demeter.jpg Demeter can also just prevent ailments entirely.
    • Bring demons with either Force Force magic or Remnants.
  • Phase 2 no longer applies ailments (aside from Pass Punisher), but reduces Magic damage. A Hell Gongen team to spam crits is effective.
  • To get around Pass Punisher, you should be hitting weakness (or using Remnants) repeatedly in phase 1, and hitting weakness or critting in phase 2.
    • Run Chalk.png Chalk Eater in phase 1, since you'll want to hit weakness a lot anyway.
    • Run CarbonBlack.png Carbon Black in phase 2, for more crit damage.

Recommended Demons:

  • Phase 1 (gist: 1 ailment cleanser/blocker or ward brands on everyone + 3 magic attackers with Force Force or Remnants to avoid needing to pass):
    • Demeter.jpg Demeter: Prevents ailments entirely when Bulwarks are up, and her skill to cast Bulwarks has Remnants. She can also squeeze in some more buffs during the boss's turn.
    • Mahamayuri.jpg Mahamayuri: Cleanses without using a press turn, and comes with Force magic as well as healing. Good synergy with Ame no Uzume.jpg Ame no Uzume to generate Icon ATK Buff.png ATK buffs.
    • Okuninushi.jpg Okuninushi: Cleanser with Remnants to compensate for no Force magic. He gives himself Icon Concentrate.png Concentrate after a cleanse for a bit more damage, and grants one Icon ATK Buff.png ATK buff at the start of his team's turn. Also a Silveruniticon.png bonus unit.
    • Daisoujou.jpg Daisoujou: Cleanser, though will take 1 whole press turn to cleanse. Also a Silveruniticon.png bonus unit. However, if only 2 teammates are ailmented instead of all 3, his AI won't cleanse them. He also will not cleanse if you give him an attack skill, so DO NOT give him an attack skill.
    • Sabaoth.jpg Sabaoth: Careful turn ordering can grant you an extra press turn, plus he has Force magic to hit weakness.
    • Susano-o.jpg Susano-o: Force magic that also grants an Icon ATK Buff.png ATK buff with every use.
    • Elohim.jpg Elohim: Solar Flare is magic with Remnants that also grants an Icon ATK Buff.png ATK buff and Icon DEF Debuff.png DEF Debuff with every use.
    • Vishnu.jpg Vishnu: Has Drain Ice to make the boss lose turns. He will need a Force skill transfer, though. Also a Silveruniticon.png bonus unit.
      • Could be combo'd with Demiurge.jpg Demiurge for a team heal and MP recovery, if the boss happens to hit Vishnu. Demiurge is also a Silveruniticon.png bonus unit, but only for part 1 of the event.
      • The heal can further combo into Ame no Uzume.jpg Ame no Uzume to generate Icon ATK Buff.png ATK buffs.
  • Phase 2 (gist: 1 defender + 3 physical attackers, physical force if possible. Crit spam to avoid needing to pass. NDR ice to prevent boss's debilitate.)
    • Ananta.jpg Ananta: panel 3 can decrease Ice damage taken by the team. Also has Null Ice. However, note that the boss will remove all buffs/debuffs from the field at the start of the boss turn, and this happens after Ananta's chain effects.
    • Demeter.jpg Demeter: Bulwarks help the team live through Ice AoEs, and she also casts buffs every time the boss casts an AoE.
    • Barong.jpg Barong: panel 4's bulwarks help the team to live through the Ice AoEs, though it's not as effective as Demeter.
    • Seth.jpg Seth: Ouas is a strong physical force attack with a high crit rate and self-heal. Since he's able to hit weakness, he doesn't actually need to crit to use only half a press turn. He's also a Silveruniticon.png bonus unit, but only for part 1 of the event.
    • Tokisada.jpg Tokisada: Grants an Icon ATK Buff.png ATK buff Icon EVAC Buff.png EVAC buff with every use of Amakusa Uprising, plus he can give himself infinite Icon Critical.png Rebellion if panel 2. Also a Silveruniticon.png bonus unit.
    • Kali.jpg Kali: Grants herself Icon Critical.png Rebellion with every cast of Violent Dance. Also a Silveruniticon.png bonus unit, but only for part 2 of the event. Be careful about her Ice weakness, though - have an NDR ice demon on the team to ensure the boss doesn't get turns off her.
    • Zaou-Gongen.jpg Zaou-Gongen: Infinite team-wide Icon Critical.png Rebellion to guarantee crits, if he's panel 3.
    • Futsunushi.jpg Futsunushi: Gets the ball rolling for Zaou-Gongen, since Auto-Rebellion doesn't work in phase 2. Also increases the team's crit damage when in Icon Critical.png Rebellion.
    • Gogmagog.jpg Gogmagog: Repel Ice to make the boss lose a turn, while still offering phys damage.

Rahab

Encounter rahab.jpg


Battle 1

Phys Fire Ice Elec Force Light Dark
Rahab Nu Rs Wk Rs Rs Wk Rs

Soul-fracture-20.jpg Frail-fortress-ice-light.jpg Fierce-attribute-reaction-ice-light.jpg Rule-control.jpg Super-auto-recovery-bind.jpg


Battle 2

Phys Fire Ice Elec Force Light Dark
Rahab Nu Wk Wk Rs Rs Rs Rs

Fusion-phenomenon.jpg Frail-fortress-fire-ice.jpg Attribute-reaction-fire-ice.jpg Rule-control.jpg Super-auto-recovery-bind.jpg

Notes:

  • Do NOT try to revive spam with this guy.
  • Phase 1 forces you to use Light Light or Ice Ice.
  • Phase 2 forces you to use Fire Fire or Ice Ice.
  • When you hit a weak point in phase 1, the boss casts Luster Candy on you and gives your team 2 MP. This should make MP costs irrelevant in this phase, so bring your heaviest-hitting ice/light attackers.
    • Chain effects in phase 1 count as separate weakness hits from skill casts. This can allow you to grind out more buffs and MP from the boss if you use chain-effect-heavy demons like Sukuna-Hikona.jpg Sukuna-Hikona or Mithras.jpg Mithras.
  • Hitting weakness in phase 2 at least once is important, to remove the boss's Icon Charge.png Charge before he can use it.
  • Phase 2's reaction AoE upon using a non-Fire/Ice attack can be exploited by Demeter.jpg Demeter to generate buffs.
    • However, you should NOT attempt this in phase 1, where the punishment for an off-ele attack is a 50% fractional AoE, which Demeter's Bulwarks are not enough to stop.
  • Chalk.png Chalk Eater performs well in both phases, since the main gimmick of this fight is hitting weakness as much as possible.
    • He should probably go in phase 1, to make use of any chain effect attacks. If you're not triggering chains, then put him on whichever team you expect to deal more damage - that way you benefit more from any extra press turns that are generated.
    • The other team can use a standard damage booster, such as Shionyan.png Shionyan for magic.

Recommended Demons:

  • Phase 1 (gist: Light Light/Ice Ice spam, bring chain effect attacks if possible)
    • Sukuna-Hikona.jpg Sukuna-Hikona: Chain effect attack upon an ally gaining Icon Critical.png Might, Icon Charge.png Charge, or Icon Concentrate.png Concentrate, and grants an Icon ATK Buff.png ATK buff and Icon EVAC Buff.png EVAC buff on top of that (once per effect, per turn). He gives Might to himself as well, assuring you get at least one proc of this effect per team turn.
    • Mithras.jpg Mithras: Chain effect attack upon any ally using a light attack, letting you farm buffs and deal more damage. Also a Silveruniticon.png bonus unit.
    • Tokisada.jpg Tokisada: Gives an Icon ATK Buff.png ATK buff and Icon EVAC Buff.png EVAC buff with every cast of Amakusa Uprising. Also a Silveruniticon.png bonus unit.
    • Vishnu.jpg Vishnu: Comes with Light and Ice spells, as well as Drain Ice to make the boss lose turns. Also a Silveruniticon.png bonus unit.
  • Phase 2 (gist: Fire Fire/Ice Ice spam)
    • Elohim.jpg Elohim: High damage and an Icon ATK Buff.png ATK buff (plus Icon DEF Debuff.png DEF Debuff) with every cast of Solar Flare.
    • Demeter.jpg Demeter: Intentionally baiting out the Ice AoE to generate more buffs.
    • Cybele.jpg Cybele: Good damage, and an aura that improves team Fire damage. If panel 4, she grants an Icon ATK Buff.png ATK buff at the start of her team's turn, and whenever she uses her innate Fire skills. Also a Silveruniticon.png bonus unit, but only for part 2 of the event.
  • Either phase:
    • Anahita.jpg Anahita: Grants an Icon ATK Buff.png ATK buff and Icon DEF Buff.png DEF buff with every cast of Hell Stream. Also a Silveruniticon.png bonus unit.
    • Frost Ace.jpg Frost Ace: Good damage, gives himself Icon Critical.png Might with every cast of Vengeful Frost Fist after the first, and has an aura to improve team Ice damage. Also a Silveruniticon.png bonus unit.
    • Vasuki.jpg Vasuki: Halahala is a random-targets attack, which does good damage against the lone boss, as well as repeatedly rolling Chalk Eater's effects. Also a Silveruniticon.png bonus unit, but only for part 2 of the event.
    • Seraph.jpg Seraph: Good damage, and an aura that improves team damage against weaknesses.

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