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Tuesday - Parsifal

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Cyclonus
Naptyme
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Tuesday - Parsifal Empty Tuesday - Parsifal

Post by Naptyme Thu Jun 23, 2016 6:35 am

Assembly Bonus:
Rock Party Assembly Bonus 1: Restores 50 MP for all allies at the beginning of each turn
Activated upon entering if your party has at least 3 Rock characters

Rock Party Assembly Bonus 2: Increases Attack by 5% for all allies
Activated upon entering if your party has at least 5 Rock characters

Balance Character Party Assembly Bonus: Increases Defense by (?) for all allies
Activated upon entering if your party has at least 2 Balance characters

Area Attack Character Party Assembly Bonus: 5% bonus on Clearance score
Activated upon entering if your party has at least 2 Area characters

Zero Party Assembly Bonus: All allies get bonuses from Water Terrain tiles
Activated upon entering if your party includes the Hero Zero

Parsifal Base Skills:
Skill 1 (Solar Shot): Shoots a solar arrow, attacking enemies within its range at 112% Attack and decreasing their Defense by 1000 by 1 turns. Immobilized targets increase this skill's Final Power by 10%

Passive (Soul Gear Resurrection): The Soul Gear releases energy as it evolves, attacking all enemies within its range at 105% Attack and decreasing their Defense by 1000 for 1 turns

Parsifal lvl (1/2/3/4/5) Skills:
Skill 1 (Solar Shot): Shoots a solar arrow, attacking enemies within its range at (121.4/135/153.4/167.2/181)% Attack and decreasing their Defense by (300/1200/3000/3900/4800) for (2/3/4/4/4) turns. Immobilized targets increase this skill's Final Power by (12/25/39/42/49)%

Skill 2 (Sol Divider): Sunlight explodes, damaging enemies within its range with its rays at (125.6/140/159.2/173.6/188)% Attack. If this skill hits 2 or more enemies then it creates a 100% chance of casting Immobilize for (1/2/3/3/3) turns; if 3 or more, Decrease Healing Effects; and if 4 or more, Disarm.

Skill 3 (Solar Ray): Condensed sunlight explodes, damaging enemies within its range at (248.4/265.5/288.3/305.4/322.5)% Attack. If this skill hits 2 or more enemies, then it inflicts (5000/10000/19000/22000/25000) additional Defense-piercing damage; if 3 or more, (5000/10000/19000/22000/25000); and if 4 or more, (5000/10000/19000/22000/25000). (The additional damage stacks.)

Passive (Solar Burst): Parsifal's Attack increases by (7/15/29/32/35)% per attacking target. While on Water Terrain tiles, Parsifal cannot receive more than (69800/49500/29100/28800/28500) damage. When it dies, it attacks all enemies within its range at (158/176/200/218/236)% Attack, ignoring (1200/2500/3900/4200/4500) Defense.
Additional Passive effect lvl (3/4/5): Parsifal in its final form develops a resistance that creates a (39/42/45)% chance of ignoring Abnormal Status effects.

Naptyme
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Join date : 2016-06-15
Age : 41

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Post by Naptyme Thu Jun 23, 2016 6:36 am

Zero is practically a must for this one, if you do not have him I highly suggest using blue genes this month to get him. You only need for bonus so even at 1 star he would be a major damage boost. I will post a strategy that can easily get everyone 10mill each before he comes back around.

Naptyme
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Tuesday - Parsifal Empty Re: Tuesday - Parsifal

Post by Cyclonus Tue Jun 28, 2016 8:07 am

See Akino's strat 4 posts down


Last edited by Cyclonus on Tue Aug 02, 2016 10:48 am; edited 3 times in total

Cyclonus

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Tuesday - Parsifal Empty Re: Tuesday - Parsifal

Post by Akinokaze Tue Jun 28, 2016 9:43 am

Akinokaze
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Tuesday - Parsifal Empty Lilid method

Post by Maggots Tue Jun 28, 2016 4:16 pm

Howdy folks,

Here's the method I used with Lilid pulling the boss off of the water tiles for the extra damage.

Line-up in order:  Zero, Yekaterina, Kitty, Serendi, Lilid, (merc) Muz


Placement:  
Tuesday - Parsifal Parsif10

Zero next to rock tile (not on rock tile)

Yekaterina next to rock tile (not on rock tile)

Kitty centered in front of boss. Her 3rd skill takes out both bottom adds and hit's boss.

Serendi on either side of Lilid behind boss.  Her 3rd skill takes out both top adds.

Lilid centered behind boss all the way back (3 tiles back).  He pulls boss off of the water tiles.

Muzuka merc caddy corner to Lilid, next to the water tiles.


Mercs used (all were Muzuka), scores I got, and how long merc lasted (First attempt would have been better but i screwed up Lilid placement and he didn't pull correctly):

Bripa (3.9 mil, 41),  Naptyme (4.6 mil, 50),  DamianRow (4.3 mil, 43),  zlzl (3.9 mil, 42),  Zuzuria (4.1 mil, 50)      


For guild skill I spammed guild shelling until mercs started taking more damage than they could heal.  Then I switched to combat support.

And just to let you know, my Zero, Lilid, and Kitty are all 4 star with total crap for gear.

Final score 21.6 million.


*7/5/2016 Week 2 Results*

Bripa (4.2 mil, 39),  Naptyme (2.2 mil, 11. Heal debuff killed me while guild skill was down),  DamianRow (4.7 mil, 39),  zlzl (5.2 mil, 50),  Zuzuria (4.1 mil, 50)

Final Score 20.3 million

Maggots

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Post by Etix Tue Jul 05, 2016 12:58 pm

Tuesday - Parsifal Parsif11

Make sure to put Lilid as the first char on the Hero setup, that way he'll always pull the boss on the second turn.

ALWAYS USE 5 TURNS ON TUESDAY, as this is our best chance to get into the top 5.

Alright so just a slight tweaking of the EPIC Maggots' Lilid method  Cool

The mercs you wanna use as of 6. july with gold tiger is Naptyme, DamianRow and Zlzl
The rest of the muz mercs you wanna use is: Bripa's and Zuzu's(special mention in the pic and a bit down for Zuzu)

Well just but muz on one of the spots I marked as muz(CHECK IF THE MERC HAS OVER 4 MOVEMENT Special mention for Zuzu's muzaka in the picture). In that case put him all the way to the right, outside the passive dmg as well!!
Though if you put another hero on the left muz spot, just make sure that the hero there doesn't have over 4 movement(as he can potentially take the grass spot next to the boss).
And muz on the left spot allows him to hit from the first turn.

This should pretty much result in the highest dmg as your muz(+other chars for bripa's and zuzu's mercs), should always have terrain advantage while hitting the boss.
Etix
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Post by Akinokaze Tue Jul 05, 2016 6:17 pm

ALL GUILD MEMBERS SHOULD BE USING THIS STRATEGY, we can all get 20mill every week with this and 5 runs.

LOOK BELOW IF YOU DON'T HAVE ZERO, then get zero ASAP

Tuesday - Parsifal Tuesda10

1) Lilid - Start on the tile, AI is dumb so when starting on the tile they will move off it, this will make him pull the boss to the land tile as the very first move.
YOU MUST HAVE LILID'S 3RD SKILL FOR THIS TO WORK.

2) Zero - Water access plus he's balance, placing him by the tile will make him move onto it as his first turn.

3) Ian - Balance, same reason for location as Zero.

4) Kitty - AoE, she'll take out these two enemies.

5) Alfred - AoE, he'll take out these two enemies.

6) Muz merc - Nap, Bripa, Damien, ZlZl

Make sure that your 5 heroes have taken off any armour and broaches, you want their defence as low as possible so they die and leave the merc to solo.

Save your lord bar at the start until either all but the merc is dead, or till the boss disarms you [if you didn't die fast enough.] After that I CS on auto for the rest of the fight [though you could use shelling until stage 4 or 5 depending on defence.]


With this method there should be no risk of anyone taking the open land tile, so you should have water advantage the whole fight.

Also with these heroes you will have every bonus active.


Last edited by Akinokaze on Tue Aug 02, 2016 10:25 am; edited 5 times in total
Akinokaze
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Tuesday - Parsifal Empty Re: Tuesday - Parsifal

Post by Zuzu Tue Jul 05, 2016 7:01 pm

Akino's strat works well. Lild runs right off the tile and pulls boss to the grassy tile.

I think I need clarification on why Muz needs to be so far away in Etix's post. I read somewhere that passive doesn't count towards damage that goes into the calculation for points ... so is that why you don't want Muz right next to the boss until the second turn?

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Post by Etix Tue Jul 05, 2016 7:24 pm

Zuzu wrote:Akino's strat works well. Lild runs right off the tile and pulls boss to the grassy tile.

I think I need clarification on why Muz needs to be so far away in Etix's post. I read somewhere that passive doesn't count towards damage that goes into the calculation for points ... so is that why you don't want Muz right next to the boss until the second turn?

Unless your mus is far away he might run onto the grass tile right next to the boss(since you have the ghost step armor on your muz).
Etix
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Post by Zuzu Wed Jul 06, 2016 6:46 pm

But, if you do like Akino says and make lilid go first in lineup ... it's not a problem Very Happy

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Post by Akinokaze Tue Jul 19, 2016 12:58 pm

NO ZERO STRAT

Tuesday - Parsifal Fwt_ra14

1) Kitty - AoE, she'll take out her enemy.

2) Alfred - AoE, he'll take out his enemy.

3) Lilid - He will pull the boss to the land tile in front of him.
YOU MUST HAVE LILID'S 3RD SKILL FOR THIS TO WORK.

4) Ian - Balance, should attack boss.

5) Kai- Balance.

6) Muz merc - Nap, Bripa, Damien, ZlZl

Make sure that your 5 heroes have taken off any armour and broaches, you want their defence as low as possible so they die and leave the merc to solo.

Save your lord bar at the start until either all but the merc is dead, or till the boss disarms you [if you didn't die fast enough.] After that I CS on auto for the rest of the fight [though you could use shelling until stage 4 or 5 depending on defence.]


With these heroes you will have every bonus active except water walking.

This may need adjusting.
Akinokaze
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