SXRPG 6.4.1 (or higher) SPEEDRUN REPLAYS

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llllllllllllllll
Posts: 19
Joined: March 12th, 2025, 11:56 am

Re: SXRPG 6.4.1 (or higher) SPEEDRUN REPLAYS

Post by llllllllllllllll »

Mabuse wrote: May 3rd, 2025, 5:46 pm Investing around turn 20 into upgrading a new weapon is not a good idea that is right.

usually it is best to kill leader 6+7 and then invest in 2nd weapon (or not at all, but it is always good if you maybe have bought a 2nd weapon to be able to do that)

some enemies will become very resistant to arcane and/or fire and then having a 2nd FU weapon is good, especially because at game start 700 gold may be everything, but later it is +1 strike and +6 damage that wont change much if enemy has 80% resist against your weapon.

important is that it is best gold-wise best to buy that weapon you want as 2nd at game start because the default cost will increase while you upgrade strikes+damage.

this is to enourage plan-ahead game over spontaneos reaction
Thanks for the information. In the replay we also tried to rush getting the 20% income bonus (killing AI 7). In earlier tries with aiming for a 2nd weapon maybe to early we failed getting it. About to buy a weapon early, I know it's more expensive later on, but as you said gold is more important in the early. If the build isn't allowing it then I'd buy the weapon later, there is also the chance to find a nice one with maybe already having slow on it.

Since we both took only one main weapon with arcane we struggle against the Nagini and Sea Serpent a bit. (Not to mention the flying blue demon)
However, buying 1 dmg with bonus 25% Tod 10% upgrade and 25% items, felt like buying 2 dmg xD. And 1 strike with duration amplifier is also 2 - 3 more strikes.

I still think it's a bit expensive, but I might give a 2nd weapon another chance at the next time I play.
Mabuse
Posts: 2326
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.4.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

llllllllllllllll wrote: May 3rd, 2025, 6:39 pm
Thanks for the information. In the replay we also tried to rush getting the 20% income bonus (killing AI 7). In earlier tries with aiming for a 2nd weapon maybe to early we failed getting it. About to buy a weapon early, I know it's more expensive later on, but as you said gold is more important in the early. If the build isn't allowing it then I'd buy the weapon later, there is also the chance to find a nice one with maybe already having slow on it.
its also map dependent. its possible to get away on some maps with just one weapon, especially with help from spells and bombs.

as long it works with just one weapon its always ok.
usually i recommend to get a second one and upgraded later if needed, the question is if you have the nessessary gold available when s.hit hits the fan.
The best bet is your own, good Taste.
Mabuse
Posts: 2326
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.4.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

llllllllllllllll wrote: May 3rd, 2025, 10:37 am t73 win on Journeys I: Isle of Dread on gm (not a speedrun)

2 players (both chaotic):

Cleric - Dwarvish Sentinel
Warrior - Drake Warden

Cleric felt a lot stronger than a high hp, regen warrior.

while Cleric is indeed a very strong class and due to its free DIVINE HEALING ability maybe OP
(gives him effectively +1 ability slot, which will maybe nerfed in next version after thinking about it)

i focus analyzing the warriors setup and found out that

- TERRAIN DEFENSE got severly underestimated.
- Terrain Defense is in most cases gainst most Foes something that will work like a Resistance and very important for Warriors.
- too less strikes initially
- damage/strike ratio could be better (should be kept for BASE Values 4:1, for max effect)
- fireblade as main/1st may be better on IsleOfDread map


alternative loadout:

HERO:
--------
DRAKE SLAYER

CLASS
-------
- Warrior

ALIGNMENT:
--------------
- LAWFUL
(best ratio against chaotic enemies, which are plenty on the map, works best with lawful mercs)

TRAIT:
--------
- Cave Explorer
(will grant 60% def on Hills/Rubble/Obstacles which is very useful reducing damage against most enemies)


TerrainSHOP:
-----------------
- Shallow Water
- Swamp Water
- Flat
- Forest
- +3 Moves (Total 8 )
(will result in 40% on most Terrains, while having 60% Def on Hill and similar, look out for the good Defense Spots)

(alternatively get intelligence-trait and buy shallow, swamp, forest, cave and AGILITY Ability - will result in 50% on every terrain,
but no hill bonus and 50 more gold cost (and thus no early ring of defense))


Armor SHOP:
----------------
- nullify Arcane for now for 15 Gold
(leave cold at -20% for now but keep in mind nullify it later)
(later add +20% Arcane, +20% cold and cuirass then get dauntless to get everything to 50% on offense)
(later max out armor as it seems useful)


Item SHOP:
--------------
- RING OF DEFENSE
(will result ion 45% on most Terrains, while having 65% Def on Hill and similar, look out for the good Defense Spots)
(later get ankh of life, ... etc)


Weapon SHOP:
------------------
- sell Halberd Pierce
- either keep Halberd Blade or sell it and get MACE for it
(Halberd Blade is much stronger, but Mace will be better against armor)
- buy Fireblade
- buy Net


Weapon Specials:
---------------------
- RAGE for Fireblade
- SLOW for Fireblade
(later add critical hit at 20 damage or something, in mid-game get your 2nd weapon up, it might be already useful against leader 7)


Enhancements:
--------------------
+ 1 Strike
(later get more damage+strikes + some moves (10 total is ok))
(and much later also drop in some HP ;))


Abilities:
-------------
- Fearless
- Divine Reward Or Bounty Hunter
- Bounty Hunter or Light Foot
(id prefer divine reward + Light foot)

(2 ablities left, for Megaregen and Dauntless. Get ankh of Life first to boost Regen a bit then build up Armor+Dauntless then add megaregen, later with ability scroll get alchemy)



for the overall gameplay, its totally fine for warrior as 2nd player to mob up the things the cleric left out, teleport in to destroy bosses, position on high defense terrain to tank and lure aggressive guardian bosses etc.

so while cleric will be more active, the warrior (although very good on its own) will be able to kill basically everything.
The best bet is your own, good Taste.
Mabuse
Posts: 2326
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.4.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Pro Tip:

Dont use drake clasher, use the drake with leadership (= free fearless, = 100gold for free, = divine reward, bounty hunter AND light foot) and get fireblade+mace+net as weapons

unless you really want to make use of the strong halberd blade attack of the clasher
The best bet is your own, good Taste.
llllllllllllllll
Posts: 19
Joined: March 12th, 2025, 11:56 am

Re: SXRPG 6.4.1 (or higher) SPEEDRUN REPLAYS

Post by llllllllllllllll »

rip matto got des-toyed

Clearly he/we could have done things better. Whereas I'm planing matto goes by vibes/instinct.

About alignment: We like the skirmisher ability a lot, and therefore mainly go with chaotic. I think neutral is also fine if you have a high dmg.

But for warrior I agree that lawful is pretty good. You want to reduce the retaliation dmg, while you attack on your favorite time of day, so that you don't die in your 3 times duration.

About DIVINE HEALING: At least for 2p it's not op, I barely used it tbh. But I noticed I can use it when I'm at > max hp, and thought about buffing myself really high. However, since it's more expensive than normal healing (for a good reason) and I'm low on Mana by normal use anyway, I couldn't afford doing it. Still when you failed to kill and/or need to hold the ground it's nice to get full hp or even more with DIVINE HEALING.

The biggest different to regen is that you can heal yourself high before it's the opponent turn, whereas regen will apply at the start of your turn and is therefore to late for some instance. (Also the amount is a lot lower, but I guess free)
Mabuse
Posts: 2326
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.4.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

llllllllllllllll wrote: May 4th, 2025, 3:16 pm rip matto got des-toyed

Clearly he/we could have done things better. Whereas I'm planing matto goes by vibes/instinct.
no problem. i just analyze before we start to add buffs to certain classes if they seem to underperform in comparison to in this case cleric sentinel which has high defense in hills/rubble and even higher def on mountain and even 1 more ability point than any other class. Ofc its a huge difference if you fight with Terrain def 45% or 70%. its like taking 45% less damage.

for buff i think about reducing armor cost for non-magic classes to e.g. 20 gold, which make it easier to get armor+dauntless up
(and even may add some spice to INITIAL LOADOUT, as cheap Armor+Dauntless may be better than getting slow for 350 gold in some cases)

llllllllllllllll wrote: May 4th, 2025, 3:16 pm About alignment: We like the skirmisher ability a lot, and therefore mainly go with chaotic. I think neutral is also fine if you have a high dmg.

But for warrior I agree that lawful is pretty good. You want to reduce the retaliation dmg, while you attack on your favorite time of day, so that you don't die in your 3 times duration.
again np from my side, i may add BANDITS to chaotic/neutral alignment which will be something like Necromancy for chaotic mages
so some kind of cheap, chaotic, disposeable mercs.

its just an example. in the playthrough warrior lacked simply a good option for terrain defense, the damage/strike ration wasn to optimal (which can make to 8% or higher difference, so here also some percentages got lost)
llllllllllllllll wrote: May 4th, 2025, 3:16 pm About DIVINE HEALING: At least for 2p it's not op, I barely used it tbh. But I noticed I can use it when I'm at > max hp, and thought about buffing myself really high. However, since it's more expensive than normal healing (for a good reason) and I'm low on Mana by normal use anyway, I couldn't afford doing it. Still when you failed to kill and/or need to hold the ground it's nice to get full hp or even more with DIVINE HEALING.
well i dont think it OP in general (but it can be sooo good), but the fact the cleric class get it for free (initially cleric was only class that had it), make it effectively so that i gets an abiliy point for free.

so either cleric gets -1 ability point and divine health by default, oder simply has to pay for divine health.
The best bet is your own, good Taste.
Mabuse
Posts: 2326
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.4.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

i think for non-magic classes going with reduced armor cost (-33% reduction), will be a good buff,
e.g. for 13 armor slots you would only pay now 260 - 20 each (formerly 390 - 30 each) which is 130 gold less in total.
its not much, but that slight help may be granted, and can help getting that armor up, its doubtful that it will help getting two weapons running, but it may help reduce cost to get the weapon running, and htus more gold can be spand on strikes and damage which is the only guarantee for non-mages not to get stuck on weak enemies.

(as a result CUIRASS will grant +5 for blade, impact, pierce, fire and cold to keep up with the reduced armor cost)
The best bet is your own, good Taste.
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