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Even though her attacks will mess up your team, the fly queen is pretty much a glass cannon. She spams Desperate Struggle the entire time her health is low, so you just want to try and burn through this phases ASAP.
Try boosting your team's weapons through synthesis; Once I did that it only took 1-2 more tries to take her down.
Ended up killing the fly with only taking 1 hit.
Pincer formation.
I have 2 Sheer Star Pact in my brigade.
I used the third offensive spell, which target everything.
My Theatrical Stars are still Soul Clarity 1 and 4. But they both have 3 Marginal maze as support character with Donum skills. I got lucky on my first try and 5 out of the total 6 marginal maze's skill activated on the first turn. And I boosted both my Theatrical Star three time with reinforcement.
The fog spell wiped everything, including the Queen. I never saw what kind of damage she does.
BTW I have a ton of AGI on all my characters, Makes it easier to act before the enemies.
Four other things: Donum is your friend and pacts that have multiple slots to stuff as many Marginal Mazes in will provide overwhelming firepower (even Peco's Pact is still strong at this point), and so is bothering to kit your tanks out with resist armour. Traditionally high defense armour is crap for spell resists, even though it buffs your physical resists; they're already high enough on tanks, so give them to your squishier units instead, so they don't take increased damage (check their resists on their status screen or by using N & M to switch tiles on the character screen) and give resist-based armour to your tanks, so they have better all 'round protection. Lastly, you want to equip your Peer Fortresses with the highest rarity katars you can (the higher the rarity, the higher the guard chance, and when they dual-wield katars they intercept attacks much more often) and the highest CHM gear you can give them that won't compromise their defenses; unlike what the game keeps telling you, charm actually makes you a bigger target (this is why the Theatrical Star especially pulls aggro a lot if you build their charm high). Then, just have the tank coven fortify every turn. They'll pull the aggro, heal from their skills, take minimal damage reduced further due to skills, and let your other groups whale on her.
Basically, Verdant before it is meant to be a second skill/gear check, where you ensure you've understood the basics of the game and are implimenting them properly. If you don't, you're going to get dropped pretty quickly. If that means using the Transfer Soul mechanic to send everyone back to level 1 and go Standard Stance, so they don't have HP pools that are in the 300-500 range, then yeah, that's what you gotta do.
using 8 illusion sword on an illusion sword skyrocketed the stats, literaly doubling them.
using 8 worn hammer on an illusion swod gave me nothing.
using 8 Giant Axe on an illusion sword added about 2/3rd of what the illusion sword did.
using 8 illusion sword on a giant axe gave me next to nothing.
using 8 giant axe on a giant axe doubled its stats.
Using 8 Illusion sword on an illusion sword, BUT all of them had higher stats than the basic one (you get some small difference here and there without changing rarity. more easily seen with higher level equipment) gave me MORE than using basic illusion sword.
However, using 8 boosted illusion sword does not increase the end result more than 10-20 in primary stats. As weird as it may seem.
Adding a helm to a sword gives you next to nothing for def increase.
By stats I mean ATK, DNM, AVD, HIT and DEF.
All item used were common rarity.
don't believe me? Rosatempus' enemies literally explode with illusion sword and giant axe and battering ram(spear). A five minute run nets me about 6 to 8 of each when i'm not trying for drops.
Another good way of experimenting, Witch petition : Decent Armor gives you a Witch Robe with high elemental resist and high base def (with a nice DNM to boot)
with a total of 90 of them I found out that when you fuse alreadyd upgraded item to a same-rarity same-level equipment, it doesn't change much.
Rarity however does seem to increase the end result by a lot.
1+8 witch robe, common, =1100 average def.
1+8 witch robe, rare, =1300 average def.
1+8 witch robe, rare, highest randomized stats/bonus(700 to 900. basic are 600 -DEF) =1500+ average.
1+8 witch robe, rare, all upgraded beforehand, =1400 average.
Sadly, the petition seems to only allow for common and rare.
This test was done a total of 10 time with loading between each set of synth.
you might want to double check your gear before fighting bosses then to make sure they have resistances to the stuff that type of enemy would use, because i beat her with level 45-50 team and the only one that died was my squishy new level 23 ninja
Generally, if you want to produce a strong weapon, what you want to do is create 8 fodder gear by synthesizing each individual fodder with 8 other strong pieces of gear you won't need. Typically, you can do this with Rusted Lances or Bloodmist lances in Umbra.
Synthesis stat transfer is based on three things:
- Rarity of an Item
- Its base stats
- Whether the type matches it or not.
With that in mind, your primary fodder MUST be legendary(orange), to ensure that the gains are maximized.
Heck, if you want to make a weapon that is 4000+ ATK, you'l need over 500 drops, typically.
The idea is to create upgraded gear, then put the upgraded gear into the final product. You can typically do this any number of times so long as you have the items+mana to fuel it.
For example, and this is purely an example
Lucky Bloodmist Lance (Legendary) 200 ATK
+ Ominous Bloodmist Lance (Epic), 1200 ATK (Bonus Crit from prefix), pre-upgraded
+ Bloodmist Lance (Epic), 1100 ATK, pre-upgraded
+ Rusty Lance (Epic), 1100 ATK, pre-upgraded
+ Battering Ram (Unique), 600 ATK, pre-upgraded
+ Battering Ram (Epic), 1400 ATK, pre-upgraded
- Empty Slot
- Empty Slot
- Empty Slot
Despite having 3 empty slots, the fact that all the fodders are upgraded, and are of the same weapon type, the end product would be a Lucky Bloodmist Lance with roughly 2500~3200 power.
However... if you choose to synthesize like this:
Lucky Bloodmist Lance (Legendary)
+ Bloodmist Lance (Common) 170 ATK
+ Rusty Lance (Common) 189 ATK
+ Rusty Lance (Unique) 180 ATK
+ Battering Ram (Unique) 220 ATK
+ Man Stick (Epic) 192 ATK
+ Witch Blade (Unique) 200 ATK
+ Scissor Scythe (Common) 171 ATK
+ Chestnut Crossbow (Legendary) 180 ATK
Even with all 8 slots filled, due to the poor rarity of the majority of items, and the mismatch in types, the end result will be a Luck Bloodmist Lance with less than 1000 ATK.
This is the proper way to synthesize, rather than just taking 8 strong weapons you picked up and mashing it into the desired weapon. Remember, upgrade your fodder first, then put it in the target weapon