The new patch (8.1) is out! While I usually don’t do much nowadays even after patches, this time round my long-time ally card (PR Daji) is clearly dying to be Ameliorated, so I have to do eeeet 😀
So, Ame 4 PR Daji time!
Notes:
1) Each Amelioration battle takes 20 stamina.
2) Total Souls needed to achieve Ame 4 = 1250 souls
3) Most stages involve getting high number of combos or dissolving many runestones of your element in order to deal damage. Once you meet the criteria, though, the boss drops like a fly.
5) Most enemies (except Ame4) all bear the skull, meaning if your do not kill them before their first CD is up, YOU FAIL.
Amelioration 1
Souls required: 100
Stamina required: 20
No. of stages: 2
Ally: Max Fox De vil CD20
Stage 1: Dissolve 5 or more Dark runes to deal damage. Enemy CD: 8.
Stage 2: Dissolve 6 or more Dark runes to deal damage. Enemy CD: 8.
Overall, pretty straightforward stuff. Get the required number of combos that turn and the boss will die in 1 hit. I play more on the safe side for this, and saved the required runes on board before I dissolve, thus removing the luck factor involved in relying on skyfall. Take your time..
Amelioration 2
Souls required: 200
Stamina required: 20
No. of stages: 2
Ally: Max non-pr Daji CD22
Stage 1: 4 x revive “friends” Light pawns. To put it simply, perform a full attack and proceed. Enemy CD: 2/3.
Stage 2: 2 x creatures that require dissolving 9 or more Dark runes at once to kill. 9 or more needs some skill in storing runes so be careful. Enemy CD: 8.
Stage 2 requires storing of Dark runes and you need to be careful not to let skyfall ones take away your stored runes. 8 turns is still a long time though even if you make 1 or 2 mistakes.
Stage 1: 4 or more combos to deal damage. Enemy damage: 1542, CD: 2.
Stage 2: 8 or more combos to deal damage. Enemy damage: 1897, CD: 2.
So, stage 1 is pretty easy, and it’s best to take your time in stage 1. Not that it matters though, since with your PR Daji’s high Recovery, the damage dealt to you is easily healed even with just 1 set of Heart runes! Stage 2 calls for your Daji active, since 8 combos is really pretty hard from raw spinning. Be careful to count the number of sets you have on board before using the active though, as it is still very likely to not have 8 combos even when using the active!
Stage 1: This YangJian’s HP decreases by 10% each turn and you can’t damage him otherwise. Enemy damage: 1012, CD: 1.2 turns will drop you to about 20% HP, which is easily healed up. Hence, if you are short of Heart runes, heal every 2 turns and clear as much of the board as possible to make way for more Heart runes.
Stage 2: Rune-spinning time reduced to 2 sec. Enemy damage: 2025, CD: 3. Again, this calls for you to stall till your Daji active, and it also means you cannot clear this Ame if your Daji has HP lower than 2025. CD3 makes it easy to stall, despite the 2 sec spinning time, so plan out your route well before attempting! Once you get your active, he’s a piece of cake ^^
So, I recorded the battle in Ame 4. For your reference. As usual, please forgive lousy rune-spinning and stuff ._. I’m not a pro.
And that’s all for now! This is considered very easy stuff to clear and I hope all my many many many PR Daji allies spend some time Ameliorating her! Goodluck Havefun!
This will mainly be a translation post regarding the upcoming version 8.1 patch for Tower of Saviors. Another long article which looks scary to even start translating. Regardless, here we go…
Note:
– All information about new features or cards and abilities are extracted from the news articles online. My input will only be deductions or guesses built upon those information.
– As with all translations, info may be lost or changed to a certain extent. This is mainly due to the fact that for the majority of the info, only a 1-sentence description has been provided in the article without video evidence of how detailed mechanics work. Thus, certain deductions have to be made on vague descriptions.
– The main article or source will be linked at the bottom of the post.
– Sources which were written in English and do not need to be translated will only be linked.
Brand New Areas to Explore
So for the first time ever, we are getting a new “map” at the “homepage”!! Swipe down from the normal page to access the new map. The castle on the top left hand side can be used to access the Guild interface, and will progressively enlarge (develop) as you level up your guild! The top right floating thingy is used to access PVP and multiplayer. Multiplayer spirits count will also be displayed above the PVP structure. The statue below is reserved for future events so stay tuned! More buildings and structures will come in the near future, along with many new features in ToS 🙂
New Series of Dragons
It’s been some time since we last saw a new dragon face. Now, a new series of dragons will arrive once again, but sticking to the current trend of racial harmony in ToS, they will enjoy bonuses with Gods and Fiends (ermm.. i forgot the new name for them).
Active: For 1 turn, Dragon attack 1.5x. Convert 5% of actual damage done by Dragons into HP recovered, max of 50% of max HP healed. Active and leader ability damage not counted. Leader: If there are only Dragons in the team, for every combo 125% increased damage. (Do I see a Dragon Daji ._.)
Pretty good active really, since the drawback is minimal. Not often will you desperately need to heal the turn after a burst, unless in Transmigration where you have to use a same active more than once. Else, just leave this skill near the end of a battle, or whenever you have full HP and can take a hit or the mob next turn doesn’t have CD1…. the list goes on and as you can see, it’s pretty manageable 🙂
Red Dragon leader ability from video: When only Dragons and Fiends are in the team, team attack 300%. If additional effects are in place, there is a 25% chance Fire damage will increase by 50% (effect can be stacked).
Journey to the West Amelioration ❤
No new Power Release for this patch, but Amelioration for one of the strongest series in the game is still great 🙂 JttW cards will generally enjoy a boost in Atk and HP.
So now Ao Guang (and his mega double convert siblings) turns all Blue runes under him into enchanted. Additionally, the next CD will be reduced to 6? Not entirely sure what it meant, but I’m guessing it would be too OP to let his CD be PERMANENTLY reduced to 6.
Additionally, I think the article suggests Wukong’s leader ability gets upgraded too, to 80% damage reduction…
Daji, on the other hand gives boost to Atk and Rec as long as you dissolve 3 or more runes under her.
Interface and Quality of Life Upgrades ❤
Further changes have been implemented for guild missions. New missions and stages have been introduced, allowing players to gather materials in addition to obtaining the black keys when completing them!
The Official Video
Very good damage IF all the actives are used! The flaw I see would be that 20% damage reduction is not really useful in this team, especially if you have 2 of these actives D:
This will mainly be a translation post regarding the upcoming version 8.0 patch for Tower of Saviors. My bad for being so late this time round, but really I just got back from Korea 😀 The amount of new info from this patch is pretty huge, and complicated as well. As a result, take the information from this post with a grain of salt, since it could be totally wrong once we see what happens tmr (patch is scheduled 19th Jan 2015, tmr!). Regardless, here’s the translated article…
Note:
– All information about new features or cards and abilities are extracted from the news articles online. My input will only be deductions or guesses built upon those information.
– As with all translations, info may be lost or changed to a certain extent. This is mainly due to the fact that for the majority of the info, only a 1-sentence description has been provided in the article without video evidence of how detailed mechanics work. Thus, certain deductions have to be made on vague descriptions.
– The main article or source will be linked at the bottom of the post.
– Sources which were written in English and do not need to be translated will only be linked.
Destiny with Xuan-Yuan :3
The main new series for this patch, and another major collaboration since the Disney series! After the patch, summoners can engage in new battles with the XuanYuan characters and also pull cards from the XuanYuan exclusive card machine (similar to the Disney one, only lets out cards of that series, so 100% platinum pulls!).
The article hints a XuanYuan-related special stage (might be an SM stage) on 26th Jan 2015.
These 3 characters sort of work together. Firstly, their leader abilities are similar. Secondly, if 2 of the 3 are leader and ally, all 3 of them gets 130% Atk, Rec and HP.
Below are the actives of the RGB XuanYuan characters as from the released video. Blue XuanYuan active: Convert 3 runes (Light and Dark runes get converted first) into Water runes. For every other Human card in the team, convert additional 2 runes into Water runes. Red XuanYuan active: For 1 turn, she will not launch an attack (the video shows the other members still launching attacks). The next turn, RGB attack 200%. Green XuanYuan active: For 1 turn, Heart runes dissolved elicit RGB runes effect.
As for Dark XuanYuan cards, the article reveals 2 of them, a guy and a girl ._. (I refuse to make up a name for them) Well in the screenshots below, the guy is the leader and the girl is the 2nd member.
From the stats, the girl is probably a Fiend, while the guy should be a Human. This team focuses on being a Human/Fiend mixed team. The article states that the guy can bring a multiplier for Fiends and Humans up to 3.5x when injured… which is rather vague. One of their skills reads: 40% less damage received for 1 turn. If Fiends and Humans are in the team, this effect lasts for 2 turns. So… depending on how the leader ability reads, this might be a good skill to lower self HP for more damage 🙂
So, the main focus here is that Light Humans might get a multiplier of 400%? But it’s quite vague whether this % includes the use of the Light guy’s active or other multipliers.. The Light girl lowers damage received by 60% D: Really now… I have given up on making excuses for damage reduction skills 😡
Sealed Gods Amelioration 🙂
I must say the Amelioration pace is picking up, since this series is really not that old.
The other 3 which are converters receive the imba converting Ame that everyone loves 😀 So like Baphomet, they now convert the whole column below them as well!!
Yea.. but I still question the usefulness of maxing SGB’s skill level. It’s simply a horrendous task, and he’s not a major upgrade from Baphomet. If you are Greek, you would probably be bringing a Pollux (much easier to max slvl) which already produces a ton of enchanted runes, and Greeks normally would not have any difficulty making enchanted runes in the first place. If you are Norse, you will have Odin-Loki. The only places he can shine in the current patch will be in random multiplier-based Dark teams, and cannot be used in recent immensely strong racial mono teams (Fiend/Human themed Dark teams). His main problem lies in that he’s a God, and the current meta ostracises Gods, meaning Gods have reached an all-time low amongst the races. We shall hope for the rise of Gods again (the last time I remember Gods being relatively strong was when Zodiacs were first released ._.), hopefully with the 7th Sealed God.
New Mechanism: Dragon Pulse and the Gems (or so I shall call them)!
First of all, here’s the video featuring this new system… Frankly it’s pretty confusing.
So players have to collect them gems, equip them on team members before entering battle, fulfil some requirements as stated on the gems to fill that circular gauge. There are 3 types of mini-games released in patch 8.0. The one that is shown is the “chain” one.
Chain game rule:
1) Drag across runes in the new game board and by dragging across 3 or more of the same color you dissolve them.
2) By dissolving 5 of the same color, you also dissolve all other opposing element’s runes.
3) By dissolving enchanted runes, all other runes of that color also get dissolved.
By obtaining higher scores in the mini-game, you will get bonus multiplier from the gem bonuses. So as shown in the video, 15629 score made the damage of the card jump by 2.5x from just this system alone 😀
Apparently gems are either racial or element specific.
By fulfilling the conditions of the gems, you charge up the gauge. The gauge charges faster if more gems are of the same kind. When the gauge is charged full, summoners can save it till they want to use it. After dissolving runes, immediately mash that gauge as it shines to enter mini-game. You have 15 seconds to do what you want in this mini-game board, to gain more points and to preferably stock up on runes for your next turn!
Mini-game type will be determined before-hand by the kind of gems you equip on your members. More powerful and uncommon gems can be obtained via future rewards and stuff.
Interface and Quality of Life Upgrades ❤
– Cards with 2 skills will now be prompted the skill that has leveled up when feeding similar-skill-cards for skill leveling.
– In multiplayer mode, players can now access and check their past season’s records.