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明光效果给的亚砂,给了清理者一个雪球,场上还有3个伙伴是阿卡赛特、天音、克洛托
有截图,但不知道发哪儿(b的私信也是我发的,但当时手抖回车直接按下去了
The boss Asmodeus has Void Hearts, which must be healed to remove.
Asmodeus gives your team the status Berry, causing your team to deal healing instead of damage. When attacking, this can be seen on the character by their attack stat becoming negative.
The bomb status effect causes attacks that hit an enemy to deal plus 1 damage per stack.
When the boss Asmodeus is afflicted with Bomb, the additional bomb damage will bring the attack of Berry affected allies back to positive, making it deal normal damage again.
This makes Asmodeus largely invincible to builds using the bomb status, such as those using Colcher.
(though this is partly solved by Lucifer Cleansing the enemy team)
The same kind of effect also applies to Frost applied to allies with Berry, which applies -1 to attacks and causes the 'healing' of Berry allies to deal additional damage to void hearts.
Also, effects that give Temporary attack, such as using the character Asuna, will typically cause Asmodeus to lose no void hearts at all, no matter if the final attack is negative or not.
The Upgraded version of Asuna's soul card 'Sniping Readiness' has the effect 'Select and return an ally to hand'
Using Sniping Readiness will add Data Cremator to the player's hand.
This ruins the run, as the boss cannot be played from hand in order to kill it.
Edit: After restarting the game and loading the run, I was able to play the Data Cremator, on my side of the board. Currently attempting to kill it, 2 damage at a time.
Edit Edit: killing it on my side of the board was a victory!
The effect works perfectly, but the line 'When kill gain Moon 1' doesn't get added to the text of the targeted card.
When the boss enemy dies this way, further enemies do not proc, and don't die for the kill combo bonus.
NullReferenceException: Object reference not set to an instance of an object
soultide.SoultideMod+CanAffectPath.Prefix (System.Boolean& __result, StatusEffectApplyX __instance, Entity entity) (at <cee0806cb177490680d8801effa581e4>:0)
(wrapper dynamic-method) StatusEffectApplyX.DMD<StatusEffectApplyX::CanAffect>(StatusEffectApplyX,Entity)
StatusEffectApplyX.GetTargets (Hit hit, CardContainer[] wasInRows, CardContainer[] wasInSlots, Entity[] targets) (at <501619ff825341128b8eaca07c5419c0>:0)
StatusEffectApplyXWhenYAppliedTo.Run (StatusEffectApply apply) (at <501619ff825341128b8eaca07c5419c0>:0)
StatusEffectData.PostApplyStatusRoutine (StatusEffectApply apply) (at <501619ff825341128b8eaca07c5419c0>:0)
StatusEffectSystem+<PostApplyStatusEvent>d__16.MoveNext () (at <501619ff825341128b8eaca07c5419c0>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <684fd32169ff40798327c75e99cfb4f0>:0)
This also occurs when killed by a companion that applies a status effect on hit.
The boss dies correctly if hit by an attack that does not apply a status effect.