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Maki Spreadsheets and I are not getting along and that is probably my own fault, but, if useful, (Pre-Sunday update, outdated)
These are my notes from
a run 3 runs with
Vanatora in this build (I had tinctures and decided to try it), running with two raw fodder dragons.
I tanked some turns intentionally and used some potions, to get a better idea what some of these, especially casters, do.
Worth noting - I am using Haste more than is efficient, so that I can get a more consistent idea of creature speed, and taking some hits I do not have to to see what abilities they use (I do try to Defend for that at least). Any wipes might have been avoidable had I gone for maximum efficiency, or I might have run out of breath and wiped anyway.
I decided on a target fodder level of 7 for assessment time. So far, I am 2/2 getting them to level 6 in one run, 0/2 for level 7.
No timestamps, I am usually multitasking when in the Coliseum, so that is not useful data. No bosses this run.
M = Melee
C = Caster
Unexplained shorthand names are the creatures that were already in Mire, hopefully recognizable in context.
nAtk - normal melee attack
winded - not enough breath left for Eliminate
Vanatora, New 123/62/18 (Meditate), round 1
Fungal Garden x2 (M)(Lightning)/ Armored Colony (M)(Arcane) x1
(FG dodged) (nAtk)
Lion's Mane Seeker x2 (C)(Plague) / Whisper (C)(Shadow) x1
(Whisper dodged) (Whisper cast Shadow Special, crit)
(ScyK x3) ( SicK x2 ScyK x1)
Whisper x3
(cast Shadow special, stuck)
Vilevenom Kelpie x2 (M)(Wind)/ Marsh Kelpie x1 (M)(Ice)
These things are VERY SLOW - I will try to take a turn count next time I hit them, but with Haste it went on for a while. I Sapped a lot for health in this fight. In this build x3 Rallied Saps drops them.
(PTor x1 / VTor x1)
Whisper x2 /LMSeeker x1
(LM Seeker cast Plague bolt)
Armored Colony x3 (M) (Arcane)
(nAtk)
Fungal Garden x2
(Psyx3)
Armored Colony x2 / Fungal Garden x1
(AC dodged)
(SicKx2VTor x1)
(SicK critx2)
wipe
Total:
Medium potion used 2
Large potion used 2
Second round, no potions, no waiting unless I encounter something I have not seen attacks from yet.
V=my trainer
Vanatora
Low health means 'can survive if not hit twice or crit'; very low health means 'any hit is game over'.
(BPsy x2 / Psy x1)
V=x2 Meditate
1 BPsy got its Special off (no stick)
(BPsy x1 / CPod x1 / SicK x1)
(x3 SalK)
Ink Ant x1 (C)(Water) / Acid Ant (C)(Nature)
(Sapped/tanked to give them a chance to cast)
Ink Ant cast Water bolt
Acid Ant cast Nature special (no stick)
Swamp Wolf x1 (M)(Neutral) / Silt Wolf (M)(Earth)
(MCer x2 /WUn x1)
(MwSh x1 / HrCr x1 / BwCr x1 / SalK x1)
(Shelli x2)
Fungal Garden x2 / Armored Colony x1
FG dodged x2
(edit swearing)
V=winded
V=Med/def
AC used Arcane slash
V=low health
(AC familiar drop)
(VTor x3)
V= very low health
(MwSh x1 / SmPod x1 / BwCr x1)
V=sap
V=low health
Swamp Wolf x2 / Silt Wolf x1
SiltW dodged
V=winded
wipe
(I exited this time, but it was 3 of them at full, fodder down, V on a sliver of health and breath, no chance.)
(still no bosses)
#3 - short, easy round.
wUni x3
bPsy x3
sicK x3
bPsy x3
Armored Colony x3
pTor x2 / cPod x1
(Fodder done, exit)
#4a
(instant Wartoad, nope out)
#4b
wUni x3
sicK x3
Marsh Kelpie x2
V=Hasted turn 1 (consistency again), Rallied turn 2, Elim turn 3
(4 unused attacks still on the board before the first Kelpie turn.)
Meditate
Haste
Rally
Defend
(Kelpie attacks)
Meditate
Haste
Rally
(3 unused attacks still on the board before the next Kelpie turn)
Conclusion - Unusual for melees to be breath build bait but here we are
mCer x2
MwS x1 / HrC x1 /BwC x1 / SalK x1
bPsy x1 / cPod x1 / scyK x1
scyK dodged
pTor x2 / vTor x1
cPod x3
LM Seeker x2 / Whisper x1
pTor x3
bPsy x2 /Psy x1
bPsy dodged
scyK x3
V=(no Haste)
sicK x2 / vTor x1
Ink Ant x2 / Acid Ant x1
HrC x2 / BwC x1
bPsy x2 / cPod x1 / scyK x1
mCer x2 / wUni x1
mCer dodged
(fodder done, exit)
From here on, I have to pay too much attention to things not FR, so I will probably only manage element notes. I hope this is helpful.
PS,
partly for laughs, my notes on my latest encounter, written in real time,
Fungal Garden x2 / Armored Colony x1
heeeere comes the dodging*
YUP - FG dodged once
DIE, JERKS
AC dropped a familiar (again)**
*These and the wolves seem to be the new dodgy breath-drainers in the crowd
**this is 2/2 of any new familiars I have so far
Bosses did start showing up, but
I still have not seen any of either catfish. (well now I have. Muckbottom Catfish - Plague, melee; Furry Fiddle - Light, melee,
I mistargeted and killed it before I found out its attack type)
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Maki Edit - I did end up tracking encounters through the end of my day's fodder supply, and tracking new drop totals (only totals, not per encounter, nor old items as I did not clear those out of Hoard first, so I am not sure how useful this is?). Currently, that will mean another postful of spam, so let me know if I should add it?