Re: [アイリスフィールド] 正しい性奴隷の使い方-暗黒大陸開拓記-
Kudos to the one user here still playing the game actively.
Feedback:
1. Micromanagement of the slaves for light and workers is completely pointless and time-consuming. Why? Biggest bottleneck is workers at the beginning which is easily resolved by raiding the dungeons. Once there's enough of a workforce light becomes the new bottleneck since buildings are generally power-hungry rather than labour intensive. Check the income bars and simply ensuring a positive non-zero income at the minimum per time interval is more than sufficient. Dungeon raids are ludicrously profitable for the number of workers committed in the early stages of the game and can be repeated. Worst-case scenario: get the avatar to start making babies.
2. Worker teams might be limited, but the number of workers one can invest into a job is limited only by manpower. Early on sending 99 workers to do every task is stupidly pointless when the fastest construction jobs still require a minimum of 10 seconds. Royal workers once triggered (keep the girls at it and bring them into combat to level them up faster) count as 100 normal workers for the purposes of construction speed. Early on going for maximum construction speed is feasible but towards the end of the game I'm quite happy with a 5 minute wait time per job since there's always something to do.
3. There are tons of character builds online (Taiwanese site has a build for every one of the classes). All of the classes can be built up into something decent if players stick to their strengths. Fast multi-hitting characters might seem great at first glance but they're screwed against bosses once the equipment breaks. I've beaten the final boss using the swordmaster build since the counter-attack skill is independent of the weapon speed and recharges extremely quickly. Either way, some of the girls have abilities which instantly recharge player abilities, including the slow normal-attack for great weapon users.
4. For caster builds, putting points into the passives for max mana is enough in the late game since that indirectly increases mana tension recharge. Early on, use and abuse Eterna as well as the archaeologist/spy for her increased mana tension recharge special. End-game mage builds have ridiculously high damage output per attack at the cost of lower DPS because of the slower recharge rate of spells. Players with mana and tension to burn can invest in the mage-specific dodge skill to gain near-invulnerability thanks to high dodge rates.
I'm still waiting for the December content patch adding the sex scenes. I've given up trying to unlock all of the true endings since each playthrough is exhaustingly long.
Glad to hear. Also, IIRC, the true endings are triggered by the last MAX relationship event (with the respective character) you viewed at the manor before fighting the final boss, but I haven't double-checked this yet, so don't quote me on that.
Defense:
1. At the beginning it offers a sizable advantage and gives you excess light that can be used to dash around to locate the dungeons, or to buy extra skill points. This also gives you a headstart on gaining XP for both the Light and Slave production passive lord skills. It's not rather time-consuming either when you have like 4~5 slaves and can flip all of them from one set of duties to another in less than 30 seconds.
Later on, yes, this can be more trouble than it's worth, especially if you're waiting around at 5x speed for dungeons to be cleared or for the diplomacy cooldown to refresh itself.
2. Doing this trick lets you build more buildings simultaneously, so you can get more resource and item-generation buildings done in the early game. Again, not very useful at the end game when you can just pour enough workers to make everything complete within 10 minutes, but this is immensely useful at the beginning when you can barely afford 10 workers for construction since most of them are being sent to dungeons instead.
3. Hmm, interesting to note. Just found out that skills like Counteredge and Parrying and Blocking aren't dependent on weapon speed, since they don't technically require you to equip weapons for them. They use the main attack's weapon instead, but are unaffected by its weapon speed. Still, Counteredge has a charge time of 450 s (- Agility), which is still quite long, even if you can preload charge stacks before the battle.
That said, most counterattacks (whether they directly equip weapons and are dependent on weapon speed, or not) don't consume durability, which is a plus factor in long, protracted battles. Magi Revenge is a notable exception though.
For fast attack builds, there are skills and slave abilities which allow you to repair your weapons, ignore durability loss, or reload guns. Guns in general aren't really limited by durability anyway, since they can reload (it does take quite some time, but Lily Autoloader makes it instantaneous, and she has enough mana to keep it going for some time if you trigger enough intercharacter L2 relationship events for her). Seyla's Weapon Save can also be used instead, since it basically prevents durability loss for 10 s, making it exceptionally deadly when combined with BF Burst (gun attacks become nearly instantaneous). Tack on Wolf's Master Aim (all attacks have 100 AIM for 60s) on top of that and you can stunlock anything.
Dagger builds can also benefit from setting up multiple weapon/ability sets with backup weapons, which you switch to when your weapons break. Does eat up inventory space though, but this is usually only required when fighting bosses.
4.IIRC, there is a minimum hit chance, so you'll still get hit even if you max out Evade to ridiculous levels. Magi Bling also eats up too much mana on for pure magic builds, but hybrid builds (or weapon builds, for that matter) can benefit a lot especially when combined with Nanna's Tension Gain.