at first I didn't really understand how to use the antiquarian, then I got those little marbles and it all started coming together...never lose your marbles
The torch bonus is for those who accompany the survivor of the dungeon. If it was 3, there'd only be one torch. Still though, one surviving it is plenty good.
The idea of an eldritch god trapped within a crystal being beaten by chucking powder in its eye by four women completely hidden by vape fumes makes me smile
I feel enlightened. Also I wouldn't recommend doing the farmstead with this team right away cause in this run alone took me 3-4 hours just to get to the Sleeper.
Also those exploding crystals would be wrecking the entire party if not for the fact that they take enough time before they fully grow that he can get dodge buffs up.
Tbh Sleeper really isn't all that hard, it's honestly more a matter of getting your guys to that point without getting them afflicted from fuck, then stacking blights and spamming heals when fighting it.
Kid: "Dad, can we go to see the Estate to see a Cosmic Ruin?" Miller: "We have a Cosmic Ruin at home." Cosmic Ruin at home: *(Gets bodied by four nerds)*
Bro I went to the farmstead a while back thinking it was just a "get in get out" deal, but it turned out I had to kill The Miller. I figured "oh well, I guess I should just try it while I'm here," and I got my fucking ass kicked. This just embarrassed me so hard, I haven't been flexed on like this in a long time.
You could technically beat this with just 1 with the right trinkets and quirks locked in. 30 base dodge, 65 with the skull, 80 with the cameo cloak, 85 with luminous, 90 with on guard, 96 with Corvids grace. On guards wears off but the speed bonus allows you to buff dodge immediately and reliably with Get Down. Total dodge, 96 first turn, goes to 121, back down to 115 after on guard wears off. Most attacks can’t hit you at that point. Fungal artillery seems to have the highest accuracy at 117.5% with escape cloud and 112.5% for mark prey. Boss wise, unfortunately, seem to have 122.5%, meaning you have a much harder time dragging shit out. 7 percent chance to get hit, at best, doesnt sound too bad but when dragging a battle out, I don’t think they could do it. Unless they become vigorous in which case you can go for fucking eternity.
Enemies and players have a minimum hit chance and dodge chance, which is 5%. If a character has 0% dodge and an attacker has 100% or higher accuracy, the "dodge" will be called a "miss". Sadly, 5% to hit on such a hard hitting, tanky boss trying to outlast it is a bit too heavy for rng imo, but I'll leave the madmen to show otherwise.
The double Flashpowder proc at 6:30 absolutely cinched this one I think, otherwise Sleeper Stirs absolutely could have just Blight cleaved all of them together. Very clutch
I'd say so. The only person who gets the full benefit from moves like Get Down and Festering Vapors is the antiquarian herself, so there is definitely team synergy at work here. There are some glaring weaknesses however, the main one being how it takes time to set up, usually they're fairly vulnerable during the first 2 turns until they get enough dodge to consistently avoid getting hit. Another problem is how because the fights tend to last for so long they're guaranteed to get hit eventually because the enemy always has a 5% chance to hit no matter how high your dodge is. There's also the problem of stress management and how low antiquarian's trap disarm chance is, but there are workarounds for those problems at least. If anything I managed to beat the entire game from start to finish using only antiquarians, while only getting real trouble from bosses like the Flesh & the Brigand Pounder and the DD missions. So I'd say that's a pretty good track record for this team.
@@thickveinysausage3062 It's interesting how you found the Flesh to be most problematic, considering how usually it's the easiest boss for me. I guess the lack of AoEs must have a much bigger effect than I thought
2 antiquarians in the rear, an occultist and a highwayman in the front. All at resolve 4 with level 4 skills and gear. Ive achieved just as much as this (between 65-90 on all characters). 4 antiquarians can do better... but they lack any sort of damage to make use of the dodge (the minimum chance to get hit is 5%, regardless of how high your dodge is). Its still extremely impressive. The main trick would be to get the debuff going to allows for blighting. In fact, a bounty hunter throwing caltrops at the target would make things even easier (caltrops has increased received damage debuff, which does silly things when DoTs are applied... like DoT claiming it does a total of 12 damage per tick and instead doing 24).