What if you wanted to defeat Judgement breakless but she said: "Resolve can't be damaged unless a T3 move has been used regardless of distortion."
I don't think you can defeat her breakless.
Either way great attempt though. I can see why people like using Rampage undeads. 100 ee free cost deployment with 100% effectiveness sure is wild. Still wondering if other forsaken are even worth using over undeads. Also you made me realise the true use of all punishers , I never considered how useful some of the other punishers could be . Need to think about more than damage numbers I guess. Should have tried using a +Angst punisher for my negotiation on Judgement.
Btw I am assuming you used drain on day 19 for max effectiveness?
Don't know about why the despair cost is that way but breaking t4 dignity means you should be locked in despair unless your chosen are eligible for Rampage/Temptation. That might be why you couldn't set distortion. Unless I am mistaken setting despair on Judgement again should place all on despair.
Also is inferno pepper upgrade not supposed to decrease energy cost? Shouldn't all forsaken cost 50 ee ? Or does it not stack with Broken psychometer making it useless if used together?
Honestly one of the reason I was attempting breakless to see if it would even work. That was not my initial game plan but when I got Demon's Food Cake a few loops before the fight I saw the opportunity to try. Assuming I managed it to reach the EE threshold but breakless blocked the win, I figured I could reload a few days before and just break anything on Judgement to complete the loop.
Rampage Undead with Inferno Pepper + upgrade worked really well for me this campaign:
- Rampage refund and Inferno Pepper are separate refund instances, so deploying for 10EE will have the rampage trait refund 9 while Inferno Pepper refunds 10 (with 10 items) giving a net gain of +9 before the Chosen even generate EE from breaks and downtime. Super useful against Devil/Devil/Angel or Devil/Angel/Angel.
- Fruit of Knowledge (Inferno Pepper upgrade) works the same as a 50% cost reduction, which means Rampage forsaken "see" your available EE as twice you actual EE. Somewhat amusing end of loop when you deploy for over 1000 effective EE, but really good early loop when you deploy for "4EE" (with 32% effectiveness) rather than 2EE (with 2% effectiveness)
As to if anything other than Undead is worth using... I'm not sure if that counts but I like Tempting the Angel partner of the (usually undead) Forsaken I use for Combat ? Perma-full Motivation and +10% damage is nice. Other than that, I've not yet tried to Tempt Devil for the stacking +5% damage (keeping them on Obedience training so they always remain over 40 Obedience) but it might be nice. What prevents me from really using any of them for battle is that the opportunity cost feels too high: with just Angel Achievement at level 2, every Angel or Devil Despair is +48 Evacuation requirement, or +48% extermination, and as Loops get higher, having those longer days really seem more profitable then the increase in combat power.
Honestly though, part of me is wondering if higher tier species are not made less attractive because the Trauma damage up on parasitize punisher is so strong, making low EE Forsaken very strong when that's where the EE cost reduce of Undead is the strongest. The utility of cost refund on UD rampage or infinite deploy on UD tempt then tips the scale even further.
Back to the save: I tried setting Depair off and on on Judgement, but Union would still not show to be on the Despair path. It's not that big a deal since in my experience you can Despair a Chosen in the final battle even if they are not on the plan, but that was behavior I thought was weird so I pointed it out just in case.
I was using Drain on Day 18 and 19, since the Drain "return" value is set on deploy (so deploy for 700EE on day 18, Drain to get 1400EE; deploy for 1450EE on day 19, Drain to get 2900EE) Sadly, FoK does not "double" the EE return of Drain: it is based on your actual Deploy value (but Broken Psychometer limits the expenditure to 100EE anyways.) I've not tested if FoK would reduce the return of Drain on a non-rampage "fixed cost" Forsaken, but if it does there might be a bit of anti-synergy there.
Broken Psychometer caps the final deploy value of Forsaken while FoK reduces the cost, which means a 300 base cost forsaken gets reduced to 150 (then capped to 100, so deploy for 100 cost in the end). While a 150 base cost would get reduced to 75EE cost and not interact with Broken Psychometer at all. Combining them is not useful for super high cost Forsaken, but in I've found that the fuctionnality of doubling the EE "available" for my Rampagers and reducing the cost of my other low cost Forsaken (making IP refund an even bigger portion of their cost, when not making them effectively free) was still worth the 50 Influence.