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>>2007472
Are you looking for a faction? Tired of your dead one? Here at /smtg/, the resident 4chan faction, we clear every single Democalypse with full rewards (bonus area), ranging between Top 0.5% and 1.2% of all factions depending on the element. All we asks is that you participate regardless of your damage, and that you let us know if you're going to be away for a while or couldn't log in for some reason.
Just reply to this post after you have applied so I can notify the faction leader immediately, ideally with your name or initial(s) so we know it's not some random.
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>>2010154
That tracks. I saw the damage reduction he gives to the whole team and thought that he would be really obnoxious with something like Balor or Flynn who can redirect damage to a demon with additional damage reduction. I wonder how high you can get the % reduction by now. Probably at least 160% or something stupid like that.
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>>2019975
ST 227
MA 127
VI 213
AG 188
LU 79
[Passive] Wretched Blow
[Passive] Ensnaring Malice
Adds Phys/Force Pierce.
Adds Null Mortal/Charm/Bind/Mute.
Spirit Chain Resistance (Intimidation -1, Corrosion/Indignation -2)
+75% to Max HP.
-60% to damage received.
[Battle Start Effect] Skill holder begins the battle with 5 counts of Fortify and enters Concentrate. All party members begin the battle in Super Zenith (1 turn)
Survives with 2000 HP upon the first four killing blows.
While the skill holder is alive, all party members: -1 to Spirit Chains (Intimidation/Salvation) received when in Super Zenith
[Order Crest: Illusion]
Inscribes 1 Order Crest: Illusion on self when a party member (including self) strikes a weak point.
When 2 Order Crests are inscribed, the following effect will occur: Inflicts Phys/Force damage (Magic, Power: 200) on all enemies. inflicts Mute/Curse on all enemies with a 60% chance and places self in a state of Concentrate.
Damage dealt with this skill is based on the skill holder's Phys ATK.
Afterwards, Order Crest: Illusion will fade.
[Phys/Force] Soul Raid
Inflicts Phys/Force damage (Magic, Power: 180) on a single enemy with a 60% chance to inflict Mute/Curse on hit targets.
Activates the following attack when the attack is successful: Inflicts damage of the same element (Magic, Power: 180) on all enemies. Additionally, inflicts even more damage of the same element (Magic, Power: 180) on all enemies with status ailments.
Grants the party an additional Press Turn Icon (Once per turn)
Damage dealt with this skill will have Bulwark pierce and is based on the skill holder's Phys ATK.
[ARAGAMI]
[A] Vajra Rend
[G] Strength Amp III
[PROTECTOR]
[A] Epitome of Wisdom (Magic)
[G] Null Mute/Resist Curse
[PSYCHIC]
[A] Force Accele
{G] Null Charm/Resist Poison
[A] Null Light
[G] Life Surge
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>>2019979
[P1 (Cost-100)] Spirit Chains Resistance (Suppression/Salvation -1)
+35% to own effect on Battle Speed.
Activates the following Chain Effect at the start of own turn: Grants Super Zenith to all party members (1 turn)
[P2 (Cost-100)] Reduces the MP cost of Soul Raid by 1 MP.
Activates the following Chain Effect at the start of own turn: Reduces the Phys/Force Attribute Affinity of all enemies by 3. (1 turn)
[Brands of Sin: Sloth 13,14,15] +40% to damage dealt.
[P3 (Cost-100)] +50% to Max HP.
While the skill holder is alive, all party members: +20% to damage dealt, -20% to damage received, and grants immunity to all status ailments while in Zenith.
[P4 (Cost-200)] Activates the following Chain Effect at the start of the enemy turn: Casts Luster Candy on all party members (1 turn) and grants them Super Zenith (1 turn)
Activates the following Chain Effect when clearing a wave: Restores 50% of Max HP and 5 MP of all party members.
[Brands of Sin: Sloth 13,14,15] +30% to Phys/Force damage when in Zenith.
[P5 (Cost-200)] While the skill holder is alive, all enemies: +30% to damage received from attacks that target all enemies.
[Brands of Sin: Sloth 13,14,15] Spirit Chains Resistance (Suppression/Salvation -1)
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>>2019981
[P6] +25% to own effect on Battle Speed.
When receiving a Physical Attack, 50% to Counter with Force damage (Magic, Power: 150).
Damage dealt with this skill will have Bulwark pierce and is based on the skill holder's Phys ATK.
[Brands of Sin: Sloth 13,14,15] While in a state of Zenith: +50% to Phys/Force damage.
[P7] +20% to Force/Phys damage.
Activates the following Chain Effect when an enemy is downed: Inflicts Phys/Force damage (Magic, Power: 300) on all enemies.
Damage dealt with this skill will have Bulwark pierce and is based on the skill holder's Phys ATK.
[Additional Order Crest Conditions] At start of own turn, 2 Order Crest: Illusion are inscribed.
[P8] While the skill holder is alive, all party members: +50% to damage dealt while in Zenith.
Activates the following Chain Effect when an ally (besides self) dies: Inflict Phys/Force damage (Magic, Power: 300) on all enemies
Revive all dead allies with 50% HP. (Twice per turn)
Damage dealt with this skill will have Bulwark pierce and is based on the skill holder's Phys ATK.
[P9] +30% to Max HP.
+30% to Phys/Force damage.
[Brands of Sin: Sloth 13,14,15] Grants the party an additional Press Turn Icon when striking first at the start of battle.
While the one with this skill is alive, all enemies take +20% damage from attacks that target all enemies.
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So, the sum of all his panels:
>+200 Phys ATK / +1750 HP / +80% to max HP / +60% to own battle speed
+50% Phys/Force DMG dealt
>Decreases MP cost of Soul Harvest by 1
>Spirit Chain Resistance - Suppression/Salvation: 1
>50% chance to Counter when receiving a Physical attack: Bulwark-pierce Force DMG (150, Magic, °Phys ATK)
>+2x Order Crest: Invisibility at the start of own turn
Chain Effect when...
>Moving onto next wave: All allies recover 50% HP + 5 MP
>An enemy is downed: Bulwark-pierce Phys/Force DMG (300, Magic, °Phys ATK) on all enemies (Auto Attribute)
>An ally (excluding self) is downed: Bulwark-piercing Phys/Force DMG (300, Magic, °Phys ATK) on all enemies (Auto Attribute) + Revives a fallen ally with 50% HP (Max 2 times per turn)
Chain Effect at start of own turn:
>Places all allies in Super Zenith (1 turn)
>Decreases Phys & Force affinity of all enemies by 3 (1 turn)
Chain Effect at start of enemy turn:
>Luster Candy (1 turn) + places all allies in Super Zenith (1 turn)
While skill holder is alive:
>Allies: -20% DMG received, +20% DMG when striking weakness, +50% DMG and immunity to status ailments in a state of Zenith
>Enemies: +50% DMG received by all enemies from attacks that target all
Brands of Sin: Sloth 13, 14, 15 Additional Effect:
>+40% to DMG dealt
>+80% to Phys/Force DMG dealt while skill holder is in a state of Zenith
>Chain Effect at the start of battle when going first: Increases Press Turn Icons by 1
>Spirit Chain Resistance - Suppression/Salvation: 1 (unclear if just for him or "while skill holder still alive")
And yet with all that you don't see him in PvP. The 500 free summons triggered a death rattle feeling on me, and now with a P9 unit (that even if we argue it's not so bad because it's 1900 spirits instead of 4500) that's also just lazy (not even a) reskin of a 4* demon they could have just edited and added panels for like Prometheus... I'm wondering for the first time for real: Is this the beginning of the end?
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>>2021614
I'd like to see Malic Lucifer (angelic) since they obviously aren't going to do Blucifer until EOS.
I like how $EGA used to try and keep Metatron and Lucifer at least kind of powerful. I wish Almighty was actually useful for something seeing as how nothing is weak to it and everything has pierce anyway so NRD don't matter.
They should make an Almighty Democ area and/or some PvE content like Brands of Sin that has 99% reduction to non-almighty attacks.
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Daphne finally making it out of the Files Jail:
https://d2-megaten-l.sega.com/en/news/detail/103632.html
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>>2034508
Good question, but the rules have changed. With the last one IIRC there were no readily available models AFAIK, so they made them from scratch (whether SEGA themselves or someone else for them), so it could be anything. I just hope it's something cool.
>I am holding out hope for it being a yugioh collab with the egyptian god cards being the demons
That'd be neat. I wouldn't mind getting Exodia'd in PVP.
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the updates
>Dante
Utilizes physical pierce and increased accuracy to unleash massive critical and charge damage combos on wide stages such as Gluttony Sin 13!
>Nero
With electric pierce × affinity reduction, deals high electric attribute damage in stages like Sloth Sin 13!
>V
With MP recovery + Tarukaja + increased almighty damage, consecutively activates useful magic skill attacks in stages like Deceit Sin 13!
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"Dante" arrives, boasting top-tier dual compatibility and the new effect "Augment Nullification"!
Augment Nullification is the pinnacle offensive effect in the current meta, dispelling enemy augments and preventing further augmentation!
Eradicate enemies with up to 800 damage (200×4 times) based on their Endure status!
With single-target taunt × ultra-responsive augment recovery × high damage reduction, he excels in both offense and defense, boasting performance that surpasses others!
Rapid Shot MP: -
Gains physical pierce. Start Effect: "All allies gain Critical status and Augment for 5 counts."
Spirit Chain Resistance: "Seal 1, Intimidate, Enrage 2." Max HP, accuracy, and damage dealt increase by 60%.
Upon death, endures 4 times with 1000 HP. Damage taken is reduced by 60%.
Critical rate increases by 100%. When in Good Status and an enemy uses a single-target skill,
becomes the priority target. When taking single-target attacks, Ultra Response: "Grants self Augment for 2 counts."
At the start of own turn, Linked Effect: "The enemy with the highest max HP is afflicted with Augment Nullification for 1 turn."
When an enemy endures, Linked Effect: "Deals physical strike-type damage twice, power 200 (total 400), to the enemy with the lowest current HP."
Normal Attack Change: "Deals physical strike-type damage 7 times, power 50 (total 350), to a single enemy, and grants self Critical and Charge status. This skill ignores counter effects."
*For details on Augment Nullification, see "How to Play."
Million Stab MP: 6 Target: All
Deals physical strike-type damage 4 times, power 70 (total 280), to all enemies.
On successful hit, Linked Effect: "Deals physical strike-type damage, power 400, to the enemy with the lowest current HP, and grants self Charge status."
This skill ignores counter effects.
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PANEL1
Grants immunity to Bind, Seal, and Instant Death. Reduces MP consumption for Million Stab by 1.
When Million Stab is activated, linked effect: Increases Press Turn icon by 1. (Once per turn)
>P2
Increases hit rate by 50%. Increases damage dealt by critical hits by 20%.
At the start of your turn, linked effect: The enemy with the highest max HP is inflicted with Buff Block for 1 turn
>P3
Increases Vitality and Luck by 20. When it is your turn to act, movement effect: Puts self into Critical
Increases damage done with Physical attacks by 30%, and increases max HP by 50%.
When receiving a single-target attack, super reaction: Recovers 35% of own HP
Survival effect: All enemies receive 40% more damage
>P4
Increases Strength and Luck by 20. When in Good Status, increases damage dealt by 70% and reduces damage received by 20%.
When an enemy diet: Deals 300 Physical damage to the enemy with the lowest current HP, and puts self in Charge
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New Archetype Ryoga: Trigger Heart
Strength, Vitality, and Luck increase by 15. Grants null fire. Increases damage dealt with physical attributes by 25%.
Critical rate increases by 25%. When it becomes your turn, Linked Effect: Recover 2 MP on self and increases all allies' attack power by 20% for 1 turn. (Up to 2 times per turn)
At the start of your turn, if you are dead, Linked Effect: Removes resurrection ban from all allies and revives self with 20% HP (once per battle)
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The young Devil Hunter Nero instantly annihilates demons with ultra-fast, high-frequency pursuit attacks!
Despite being an ultra-fast attacker, he also has a wealth of tricky moves, making him adept at both strengthening the whole team and weakening enemies!
By pulling the trigger himself and with each good status, he dominates the battlefield advantageously with enhancement buffs and debilitate 2
What’s especially noteworthy is his sheer number of actions! He launches pursuit attacks in response to enemy endurance, ally press increase, ally death, or status ailments!
Voltage MP: -
Gains Electric Pierce. Spirit Chain Resistance: Seal 1, Intimidate, Rage 2.
Battle speed increased by 50%.
When killed endures with 1,000 HP up to four times. While in a state of Concentrate, damage increased by 50%.
Deals 50% more damage to enemies in a debilitated state. At the start of his own turn, linked effect: Enter a state of concentrate
When an ally gains a good status, linked effect: For 1 turn, gives all allies Tarukaja+ Sukukaja+, and inflicts Debilitate 2 count on all enemies.
When an enemy endures, linked effect: Deals Electric-type magic damage with power 200 to the enemy with the lowest current HP
Survival Effect: All allies take 30% less damage, all enemies take 30% more damage, and damage taken from Electric attacks increases by 20%
Overture MP: 6 Target: All
Deals Electric-type magic damage with power 300 to all enemies, with remnant, and lowers their Electric affinity by 3 ranks for 1 turn.
On a successful attack, linked effect: Deals Electric-type magic damage with power 50 (total 200) to all enemies 4 times, and on a successful attack, inflicts Rakunda+ state on all enemies for 1 turn.
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>P1
EV rate increases by 25%. Gains Null Bind, Null Mute, and Null Mortal. MP cost for Overture decreases by 1.
At the start of own turn, Chain Effect: Increases the number of Press Turn icons by 1. (Once per turn)
>P2
Damage dealt with Elec attribute increases by 40%. When an ally increases the number of Press Turn icons, or when an ally other than self dies, Chain Effect: Inflicts Deteriorate 3 counts on all enemies and deals Elec attribute magic damage with power 200.
>P3
MAG and VIT increase by 20. Start Effect: For 2 turns, all allies gain Null Mortal
Battle speed increases by 30%. When Overture activates, Chain Effect: Self enters Concentrate state.
Survival Effect: When all allies are in Good Status, damage dealt increases by 40%
>P4
MAG and LUK increase by 20. Battle speed increased by 35%. When an ally defeats an enemy, Chain Effect: inflicts Deteriorate 3 counts on all enemies, and with a base probability of 80%, inflicts Poison and Bind. Deals Elec attribute magic damage three times to all enemies afflicted with status ailments, with power 150 each time (total 450)
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New Archetype Surpass: Ready for a Fight
Magic Body Luck increases by 15. Gains immunity to Electricity.
Impact on battle speed increases by 35%. Damage dealt with Electric attribute increases by 25%.
When exploiting an enemy's weakness, damage increases by 20%.
When it's your turn to act, Linked Effect: "Recovers 2 MP and decreases all enemies' defense by 20% for 1 turn. (Up to 2 times per turn)"
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The mysterious man "V" appears, boasting ultra firepower and ultra counterattack abilities as the core of a low-speed, short-turn formation!
Overwhelming defensive performance with high damage reduction, endurance, and team-wide debuff removal!
Upon death, he counterattacks by inflicting debuff 5 and 300 damage to all enemies, weakening the attacking side!
When an ally dies or when hit by magic & fractional damage, he removes enemy buffs and deals 400 damage, overwhelming even low-speed opponents with his counterattacks!
Shadow Ultra Strike MP -
Target: Single
Start Effect: All allies gain Buff 5 counts.
Spirit Chain Resistance: Seal 1, Corrosion & Rage 2
Max HP increases by 75%.
Damage dealt increases by 60%, and damage taken decreases by 60%.
on death, endures 4 times with 1000 HP.
on death, Linked Effect: Inflicts debuff 5 counts to all enemies and deals 300 power almighty magic damage. (Once per turn)
Whenever an ally reaches 2 or more debuff counts, Linked Effect: Removes all debuffs from all fractional damage equal to 100% of max HP gained from Remnants to a single enemy (up to 2000 damage).
[Life Mark・Servitude]
When an ally other than self dies, 2 marks are engraved; when taking magic or fractional damage, 1 mark is engraved.
When 2 marks are engraved, removes all buffs from all enemies, deals almighty magic damage 4 times at 100 power each (total 400),
and puts self in a state of Concentrate Afterwards, Life Mark・Servitude is released.
Griffon・Thunder MP: -
Target: Random
When an ally, including self, deals damage with an attack (normal attack), Linked Effect: "Deals 300 power almighty magic damage to the enemy with the lowest current HP."
Inflicts debuff 3 counts to all enemies
Deals almighty magic damage 4 times at 180 power each to random enemies.
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>P1
EV rate increases by 25%. Gains immunity to mortal. Maximum HP increases by 20%. When dealing damage (normal attack), Linked Effect: Increase the number of Press Turn icons for allies by 1. (Once per turn)
>P2
Damage dealt to enemies in a weakened state increases by 40%. Upon death, Linked Effect: Grants all allies Buff 5 counts, restores HP by 50%, and applies Rakukaja status for 1 turn. (Once per turn)
Survival Effect: All allies receive 30% less damage, and all enemies receive 30% more damage.
>P3
Becomes immune to all status ailments. Magic and Vitality increase by 20. Damage dealt increases by 30%, and damage received decreases by 30%. When an ally deals damage (normal attack), two Command Sigils are engraved.
>P4
Magic and Luck increase by 20. Start Effect: All allies gain Lydia status.
When in Good Status and an ally other than self dies, Linked Effect: Inflict 3 counts of Weak on all enemies. Decrease the number of Press Turn icons for enemies by 1. (Once per turn)
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New Archetype Ryoga: Book
Magic Vitaliy Luck increased by 15. Gains Null Anti-Magic.
Damage dealt by all and random attack skills increases by 20%.
Reduces the critical rate of attacks received by self by 75%.
At the start of own turn, Linked Effect: Inflict Decline (2 counts) on all enemies.
At the start of enemy turn, Linked Effect: For 1 turn, increase all allies’ defense by 20%.
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>>2036152
Sorry I misspoke.
Like 2-3 days ago I sold all my old DMC units to make room in my storage. I use 'just' because I had been holding onto them since the first collab so multiple years now so I consider 'in the last week' just.
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Haven't touched this game in awhile because it was starting to give me super cancer. But I heard they're releasing a demon with 9 panels, is that fucking real?
I guess I'll ask has any of the solo content been good since, I think I played last at the Madoka collab? Only interested in solo content because I'm sure my team (Elohim, Pascal, Idunn(?)) is probably useless for PvP now.
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>>2039116
Fortify probably exists as a way to 'update' old defensive demons to be able to at least have a chance of surviving T1 teams. Damage numbers keep going up so rather than manually readjust VIT stats of 50+ demons the devs decided to just make it so that owning one demon effectively doubles the HP of your other three.
Decay is less of a problem because it is used more sparingly and outside of the handful of busted demons (Dagda and Nanashi mostly but a few others are pretty bad too) it's not nearly as bad or as ubiquitous as Fortify.
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>>2040321
Well the next one to get surpass would either be Bayo or Berserk since its supposed to be for older collabs isn't it? Shame that based on the DMC collab we probably wouldn't get new units was really hoping for Serpico or Grunbeld in a Berserk rerun and Strider or Balder for a Bayo rerun
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