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Speed based team?  (Read 2821 times)

Offline Psylisa

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Re: Speed based team?
Reply #6 October 02, 2017, 05:42:38 PM
Well balls. If it is broken I have to start over again to turn it back on..  :(
I've reported it in the bug forums, but haven't received any confirmation. Wish some others like Umaro would test as well. But my observations say it only affects your creatures. It might also be that GS isn't ignored in Nether Realms. That's the only place I tested.

For me, I disliked the GS system, so I was happy to see the mode. But it seemed to make things harder, even though I barely used GS as it was. At least with GS on, I had the option of exponential growth.

Offline The Dude

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Re: Speed based team?
Reply #5 October 02, 2017, 05:11:27 PM
Well balls. If it is broken I have to start over again to turn it back on..  :(

Offline Psylisa

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Re: Speed based team?
Reply #4 October 02, 2017, 04:10:01 PM
No gene strength in-game and online says it works for your creatures and the enemies. Are you saying it is broken?..

And how did you test it if I may ask?
I was wondering why the game was getting harder the higher I climbed Nether Realms in No GS mode. Enemies can't be outpacing me that quickly. I also noticed that enemy HP started to  get to crazy levels vs my creature HP that's rather low in comparison. So, I decided to test. I used two saves and level 1 creatures. One save had No GS mode, the other didn't.  Went to nether realm 50. Enemies always had about 10k HPs (no GS expected to be much more) and they hit for roughly the same damage against my fresh lv 1's. I was disappointed to say the least.

And sure, there will be some variation due to enemy traits and artifacts, but I think lv 50 gives GS 600, so there should have been bigger differences between the two saves. Enemy HP was 8k-12k.

Just checked - NR 50 is level 692 with 525 GS. My creatures that are level 600 have 3-4k HP. They should be similar to enemies if GS is factored out.
« Last Edit: October 02, 2017, 04:14:59 PM by Psylisa »

Offline The Dude

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Re: Speed based team?
Reply #3 October 02, 2017, 03:30:11 PM
No gene strength in-game and online says it works for your creatures and the enemies. Are you saying it is broken?..

And how did you test it if I may ask?
« Last Edit: October 02, 2017, 03:32:39 PM by The Dude »

Offline Psylisa

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Re: Speed based team?
Reply #2 October 02, 2017, 11:42:09 AM
From my tests, the No Gene Strength only affects your creatures, not the enemy's. Speed is a solid stat until you start fighting things in multiples of your levels. For instance, once you start fighting enemies 5x your level with your setup, they'll probably go first (depending on their type).

It looks good though. Don't forget about Swiftcasting and your Nether creature!

Oh, throw in Panic Attack, Fury Swipes, and any Speed buffs you can. Equilibrium would also be a boon.
« Last Edit: October 02, 2017, 11:44:33 AM by Psylisa »

Offline The Dude

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Speed based team?
Reply #1 October 01, 2017, 02:47:14 PM
So, I played Siralim 1 quite a bit. I just started messing with Siralim 2 when I found out about New Game+. I started over for the movement speed buff and the no gene strength options. I am thinking of running a speed based team. I was thinking something like this:

Waspid Infiltrator: Your Waspids have 20% more Speed for each Waspid fighting on your side. This trait does not stack.
-Boots- Grim Aura: Your creatures' attacks deal additional damage equal to 20% of their Speed. This trait does not stack.

Waspid Hiveleader: After this creature attacks, your other Waspids attack the same target for 20% normal damage. This trait does not affect other creatures with the same trait.
-Boots- Song of Alacrity: Your creatures' attacks deal 40% of their damage using Speed instead of Attack.

Waspid Slicer: When your Waspids attack, they afflict the target with Poison and Bleed for 3 turns.
-Boots- Fan of Knives: After an ally attacks, this creature deals damage to the target equal to 20% of its Speed.

Nix Informer: At the start of battle, enemies are afflicted with Silence for 1 turn.
-Boots- War Forged: At the start of battle, your creatures grant each other all their artifacts' permanent buffs for 3 turns. This trait does not work with the Shell or Invisible buffs.

Raven Batmaster: The potency of your creatures' spells is now affected by Speed instead of Intelligence.
-Boots- Hell's Protection: Your creatures take 1% less damage for every 1% of Health they're missing. This trait does not stack.

*Nether Creature*
Apis Endurer: While this creature is below 50% Health, it does not take damage from attacks.
Righteous Concession: This creature is immune to debuffs, but takes 35% more damage.
Creation Dirge: After this creature is attacked, it decreases the enemy's Attack, Defense, Intelligence, and Speed by 15%.
-Heavy Shield- Vigilance: This creature intercepts attacks on its allies, but when it does, it takes extra damage equal to 10% of its Maximum Health.

I would go Nature Mage giving my creatures +40% speed with this setup. The three damagers of the team would be getting another +60% speed from the Infiltrator. Song of Alacrity would replace 40% of their attack stat with speed. My creatures would be doing +58% damage based on their speed from Grim Aura and Acrobatics. They would have indirect damage through bleed, poison and fan of knives. The Apis would tank with the Hell's Protection supporting it. All their artifacts except the tanks would have maxed out speed. The team should go first most of the time which effectively means two turns before the enemy can cast any spells because of the Nix.

Thoughts?

EDIT: Added in Nether Creature traits.
« Last Edit: October 02, 2017, 07:11:21 PM by The Dude »