CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
x

Others WIP Goblin Burrow Sengoku Battle + DLC 1 + DLC 2 [peperoncino][20241213 + 20241214 + 20241215]

leochan22

Newbie
Apr 10, 2023
44
44
From one of the latest articles published on their blog:


7.
00517646
October 19, 2024 16:42
Excuse me for commenting, but are there plans to create up to the fourth DLC for this goblin lair...?
nice

    • Peperonchino

      Peperonchino October 23, 2024 12:35

    • I might not make the fourth DLC... To be honest, I want to prioritize the full voice work, so the schedule is tight and it depends on the sales. Thank you.

Hope we can get the full-voice patch this year.
 

XenoDriven

Newbie
Oct 19, 2024
41
10
Has anyone figured out if its possible to still spawn yasuke, ranmaru, and shingen after triggering invasion type oda nobunaga (capturing saburo nobunaga - the unevolved version of her)?
Aside from the bugged outdated version, it is not possible to capture Yasuke and Ranmaru without unlocking Azuchi Castle. As for how to unlock Yasuke and Ranmaru in the outdated version (the very first version of sengoku gakidou), you only have to capture Takechiyo, Kichou(horse-riding girl), and Ichi. After capturing them, an event will happen at Turn 49 (default difficulty) which will allow them to invade your base. Although, this might not be applicable if you have captured Saburo already. If you still have your old version, then you can try sharing your new save file to your old version. This will allow you to be able to capture Ranmaru and Yasuke even when pushing for an invasion type Nobunaga. (If you do proceed to do this, I would advise you ONLY to capture DLC heroines like Chacha after doing this trick, as the outdated version doesn't have this character yet and might cause some errors)

Shingen on the other hand is totally possible to unlock. You only need to have Chiyome captured and stay alive until you capture Saburo Nobunaga. Then Takeda Shingen's map node will unlock.
 
  • Like
Reactions: litnel

litnel

Newbie
Oct 4, 2023
21
4
Aside from the bugged outdated version, it is not possible to capture Yasuke and Ranmaru without unlocking Azuchi Castle. As for how to unlock Yasuke and Ranmaru in the outdated version (the very first version of sengoku gakidou), you only have to capture Takechiyo, Kichou(horse-riding girl), and Ichi. After capturing them, an event will happen at Turn 49 (default difficulty) which will allow them to invade your base. Although, this might not be applicable if you have captured Saburo already. If you still have your old version, then you can try sharing your new save file to your old version. This will allow you to be able to capture Ranmaru and Yasuke even when pushing for an invasion type Nobunaga. (If you do proceed to do this, I would advise you ONLY to capture DLC heroines like Chacha after doing this trick, as the outdated version doesn't have this character yet and might cause some errors)

Shingen on the other hand is totally possible to unlock. You only need to have Chiyome captured and stay alive until you capture Saburo Nobunaga. Then Takeda Shingen's map node will unlock.
Thanks, I figured that going for invasion-nobunaga might lock you out of yasuke and ranmaru because of azuchi castle no longer appearing and it seems I was right.

The main thing I'm trying to figure out is which is the best path for a meat-harvesting run, in such case you want as many targets that drop saint level meat (+15 to all stats except troops), and it seems that going for map-nobunaga is the best since yasuke and ranmaru are both saint level meat.

I find invasion-nobunaga has better genetic stats and skills than map-nobunaga, but I'm not sure if its super useful yet.

I've literally given up on combination skills until I reach the final stat target I want for my gobs. Musashi's true sword dance is the best honestly.

Btw: this is purely anecdotal, but does anyone know if having a seedbed at lewd makes it easier for better stats/gob types to emerge?
 
Last edited:

XenoDriven

Newbie
Oct 19, 2024
41
10
Thanks, I figured that going for invasion-nobunaga might lock you out of yasuke and ranmaru because of azuchi castle no longer appearing and it seems I was right.

The main thing I'm trying to figure out is which is the best path for a meat-harvesting run, in such case you want as many targets that drop saint level meat (+15 to all stats except troops), and it seems that going for map-nobunaga is the best since yasuke and ranmaru are both saint level meat.

I find invasion-nobunaga has better genetic stats and skills than map-nobunaga, but I'm not sure if its super useful yet.

I've literally given up on combination skills until I reach the final stat target I want for my gobs. Musashi's true sword dance is the best honestly.
The Saint's meat, eh? What could be your purpose for gathering them? To corrupt heroines? Or to strengthen your goblins? Personally, I only see it as something to easily corrupt the heroines, or a way to strengthen your alpha unit. Other than that, it's barely useful.

If you're in need of Saint's meat, then doing the adventurer's tower then losing the defense battle (just empty your defense team) so you can start a new game+ is the fastest way to obtain them. (you get +1 Noble, Virgin, Saint meat every time you conquer the tower for the first time) With the correct setup, you can finish adventurer's tower in less than 3 minutes. (this is with macro/auto-clicker, so you are totally not gonna be bored with it)

However, if you want to obtain them solely from killing off heroines, then Azuchi Castle's Nobunaga will give you the highest amount of Saint's meat. All evolved heroines, heroines of faith (Garasha) will give Saint's meat as well. Virgin's meat is also valuable and easy to procure.

Combination skill, eh? So far, the only useful combined skill I can see is Monarch's Dignity. The MUSASHIS combined skill is too much of a hassle to make, and its damage multiplier is pretty low. It might work right now at low difficulty, but the moment an enemy with high def or high pack number comes out, that skill will probably only deal 1~3 damage per hit. (might be useful for applying status ailments) This was the biggest problem of Magic-based goblins back in I'll Borne, the all-target magic has too low of a damage multiplier causing only 1~3 damage to Florencia (a unit with ridiculously high amount of pack unit), which drove most players insane. Some even cheated and made their goblins OP, but still dealt 1~3 damage. (although if only they switched to single-target magic, they won't have any problem with Florencia)

IMO, The best skill in the game right now, is easily Mitsuhide's active skill. It's a skill that hits all enemies that are in range of your goblins, which means if the goblin in front has 2 range, then it's basically an all-target skill. Plus the damage multiplier is 0.8, pretty high for an all-target skill.

ALSO~! You might feel the developers are stupid for making heroines with PHYSICAL SKILLS (or Magic) have totally unrelated growth aptitudes, but it's actually intended. That is because the devs never want the game to be just a STAT-building game. The essence of this game is BEING a goblin. That means that you have to rely on your pack unit. The pack unit is there to provide brute force(stat) for your alpha unit. Your alpha unit is there to provide skills for the team. (both passive and active)

So you actually, don't really need too much stats for your alpha unit. As long as that alpha unit has the right passive and active skills, the pack unit will provide the missing stats for it. Also, I always see people using normal goblins as pack unit. And that shouldn't be the case. If you're using physical attack, then use goblin champions. (or if you're just starting then goblin riders has a default +50 ATK) If you're using magic, then shamans are the best. (or hobgoblins with meat shield, it has a default +50 Magic) Of course, you shouldn't let yourself be hit. If you got hit, always make sure you heal up your lost pack units and they will not be considered dead.

I once played Goblin Burrow I'll Borne at highest difficulty, and only used Generation 11 normal goblins as alpha unit. And I still beaten all boss except Nefarious. So yeah... although it is pretty obvious that you would want your alpha unit to have a high stat, but it's not really necessary. As long as your pack unit is strong.
 
Last edited:

litnel

Newbie
Oct 4, 2023
21
4
The Saint's meat, eh? What could be your purpose for gathering them? To corrupt heroines? Or to strengthen your goblins? Personally, I only see it as something to easily corrupt the heroines, or a way to strengthen your alpha unit. Other than that, it's barely useful.

If you're in need of Saint's meat, then doing the adventurer's tower then losing the defense battle (just empty your defense team) so you can start a new game+ is the fastest way to obtain them. (you get +1 Noble, Virgin, Saint meat every time you conquer the tower for the first time) With the correct setup, you can finish adventurer's tower in less than 3 minutes. (this is with macro/auto-clicker, so you are totally not gonna be bored with it)

However, if you want to obtain them solely from killing off heroines, then Azuchi Castle's Nobunaga will give you the highest amount of Saint's meat. All evolved heroines, heroines of faith (Garasha) will give Saint's meat as well. Virgin's meat is also valuable and easy to procure.

Combination skill, eh? So far, the only useful combined skill I can see is Monarch's Dignity. The MUSASHIS combined skill is too much of a hassle to make, and its damage multiplier is pretty low. It might work right now at low difficulty, but the moment an enemy with high def or high pack number comes out, that skill will probably only deal 1~3 damage per hit. (might be useful for applying status ailments) This was the biggest problem of Magic-based goblins back in I'll Borne, the all-target magic has too low of a damage multiplier causing only 1~3 damage to Florencia (a unit with ridiculously high amount of pack unit), which drove most players insane. Some even cheated and made their goblins OP, but still dealt 1~3 damage. (although if only they switched to single-target magic, they won't have any problem with Florencia)

IMO, The best skill in the game right now, is easily Mitsuhide's active skill. It's a skill that hits all enemies that are in range of your goblins, which means if the goblin in front has 2 range, then it's basically an all-target skill. Plus the damage multiplier is 0.8, pretty high for an all-target skill.

ALSO~! You might feel the developers are stupid for making heroines with PHYSICAL SKILLS (or Magic) have totally unrelated growth aptitudes, but it's actually intended. That is because the devs never want the game to be just a STAT-building game. The essence of this game is BEING a goblin. That means that you have to rely on your pack unit. The pack unit is there to provide brute force(stat) for your alpha unit. Your alpha unit is there to provide skills for the team. (both passive and active)

So you actually, don't really need too much stats for your alpha unit. As long as that alpha unit has the right passive and active skills, the pack unit will provide the missing stats for it. Also, I always see people using normal goblins as pack unit. And that shouldn't be the case. If you're using physical attack, then use goblin champions. (or if you're just starting then goblin riders has a default +50 ATK) If you're using magic, then shamans are the best. (or hobgoblins with meat shield, it has a default +50 Magic) Of course, you shouldn't let yourself be hit. If you got hit, always make sure you heal up your lost pack units and they will not be considered dead.

I once played Goblin Burrow I'll Borne at highest difficulty, and only used Generation 11 normal goblins as alpha unit. And I still beaten all boss except Nefarious. So yeah... although it is pretty obvious that you would want your alpha unit to have a high stat, but it's not really necessary. As long as your pack unit is strong.
That's an interesting strategy, but in order to leverage pack unit strengths (I assume we just use riders and/or meat shield) you need numbers, then would you say that your strategy requires boosting leadership (pack numbers?)

I thought pack units gave 1 hp per unit? and the def buff is a flat amount, meaning that it doesn't matter how many pack units you have using a particular pack unit only gives a flat buff (like 50 def for riders, and 24 for paladins) regardless of number?

1729941531883.png
 

XenoDriven

Newbie
Oct 19, 2024
41
10
That's an interesting strategy, but in order to leverage pack unit strengths (I assume we just use riders and/or meat shield) you need numbers, then would you say that your strategy requires boosting leadership (pack numbers?)

I thought pack units gave 1 hp per unit? and the def buff is a flat amount, meaning that it doesn't matter how many pack units you have using a particular pack unit only gives a flat buff (like 50 def for riders, and 24 for paladins) regardless of number?
Ahhh... that's where all the misconception comes from, eh. The one shown in the image is the default/starting stats of each goblin. And unfortunately for us, since stats have a certain set of RNG, we can barely notice it in game.

How the pack unit system actually works is something like this.

ATK BONUS (to alpha unit) = AVERAGEATK * Multiplier

Multiplier for having 1 pack unit is 100%. So if you only have 1 pack unit but it has 100 Attack, then the alpha unit will inherit that 100 Attack. Unfortunately I do not know how much the multiplier increases after 1 pack unit, but from my experience, it's not too big. (unless your stats are in the thousands)

There is a problem with this though.... if you are running a hybrid army (building ATK/MGC, or ATK/DEF), then chances are, you will have Goblin Champions that have too low of strength, shamans with low magic, or paladins with low defense. And since the pack unit will have to calculate for the AVERAGE, those kind of goblins will certainly drag down your pack unit's stats. To prevent that, you can mark those goblins as favorite. This will prohibit those goblins to join your pack unit. (although you can still use them as alpha unit)

So the pack doesn't need to be big. You can work it out with only 1~10 pack units, as long as those goblins all have high numbers in 1 particular stat.

As for the pack giving 1 HP, that's technically correct. Unfortunately, if you're inside a pack, your HP as a pack is your numbers. It doesn't matter if all the goblins in your pack unit has 1 million defense and 1 million HP, if it got hit and took 1 damage (minimum damage taken in this game is 1~3), then 1 goblin will die. So it's always important for your pack unit to not take damage, or have some healing to revive your pack unit. If you started the fight with 10 pack unit, even if you took a lot of damage in the middle of the fight, as long as you manage to heal back those 10 pack unit before finishing the fight, the game will treat the goblins in the pack as alive.

The reason why Goblin Champions are best for physical attack is because their growth for that stat is higher than the other goblins. Same for Shaman with regards to magic. And same for paladin through their high defense. Below generation 30, it might not be noticeable, but at generation 100 and above (with decent feeding of food), that difference will turn to 300~1000. So it goes without saying how much stat you will lose in using normal goblins.

As for the leadership stat... I actually am not too sure about it. One time, I played I'll Borne and had a Goblin Champion with 1000 ATK, and Goblin Lord with 890 ATK. They both have the same number of pack unit, but for some reason the Goblin Lord dealt the same damage as my Goblin Champion. It made me feel that the Leadership stat might have some effect with how much stat bonus a pack unit can give... but I never was able to verify it. At that moment, I also didn't know the stats the pack unit gave are dependent to the stats of the goblin inside the pack unit. (always thought they just multiplied the alpha unit's stats)

Then Goblin's Burrow The Fable came, and I just used the Hobgoblin strat to bulldoze my way through the game, and I kinda forgot about it.
 
Last edited:
  • Like
Reactions: litnel

litnel

Newbie
Oct 4, 2023
21
4
Ahhh... that's where all the misconception comes from, eh. The one shown in the image is the default/starting stats of each goblin. And unfortunately for us, since stats have a certain set of RNG, we can barely notice it in game.

How the pack unit system actually works is something like this.

ATK BONUS (to alpha unit) = AVERAGEATK * Multiplier

Multiplier for having 1 pack unit is 100%. So if you only have 1 pack unit but it has 100 Attack, then the alpha unit will inherit that 100 Attack. Unfortunately I do not know how much the multiplier increases after 1 pack unit, but from my experience, it's not too big. (unless your stats are in the thousands)

There is a problem with this though.... if you are running a hybrid army (building ATK/MGC, or ATK/DEF), then chances are, you will have Goblin Champions that have too low of strength, shamans with low magic, or paladins with low defense. And since the pack unit will have to calculate for the AVERAGE, those kind of goblins will certainly drag down your pack unit's stats. To prevent that, you can mark those goblins as favorite. This will prohibit those goblins to join your pack unit. (although you can still use them as alpha unit)

So the pack doesn't need to be big. You can work it out with only 1~10 pack units, as long as those goblins all have high numbers in 1 particular stat.

As for the pack giving 1 HP, that's technically correct. Unfortunately, if you're inside a pack, your HP as a pack is your numbers. It doesn't matter if all the goblins in your pack unit has 1 million defense and 1 million HP, if it got hit and took 1 damage (minimum damage taken in this game is 1~3), then 1 goblin will die. So it's always important for your pack unit to not take damage, or have some healing to revive your pack unit. If you started the fight with 10 pack unit, even if you took a lot of damage in the middle of the fight, as long as you manage to heal back those 10 pack unit before finishing the fight, the game will treat the goblins in the pack as alive.

The reason why Goblin Champions are best for physical attack is because their growth for that stat is higher than the other goblins. Same for Shaman with regards to magic. And same for paladin through their high defense. Below generation 30, it might not be noticeable, but at generation 100 and above (with decent feeding of food), that difference will turn to 300~1000. So it goes without saying how much stat you will lose in using normal goblins.

As for the leadership stat... I actually am not too sure about it. One time, I played I'll Borne and had a Goblin Champion with 1000 ATK, and Goblin Lord with 890 ATK. They both have the same number of pack unit, but for some reason the Goblin Lord dealt the same damage as my Goblin Champion. It made me feel that the Leadership stat might have some effect with how much stat bonus a pack unit can give... but I never was able to verify it. At that moment, I also didn't know the stats the pack unit gave are dependent to the stats of the goblin inside the pack unit. (always thought they just multiplied the alpha unit's stats)

Then Goblin's Burrow The Fable came, and I just used the Hobgoblin strat to bulldoze my way through the game, and I kinda forgot about it.
I think I get it now, and it tracks with my experience in the game as well

I concentrate on the ATK stat anyhow and only have 2 seperate lines for DEF and MGC specifically for them so my pack gobs tend to be very high stats in the primary as well.

But it seems that using riders / meat shield hobs provide the highest stat boosts?
 

XenoDriven

Newbie
Oct 19, 2024
41
10
I think I get it now, and it tracks with my experience in the game as well

I concentrate on the ATK stat anyhow and only have 2 seperate lines for DEF and MGC specifically for them so my pack gobs tend to be very high stats in the primary as well.

But it seems that using riders / meat shield hobs provide the highest stat boosts?
In the first playthrough, riders and meat shield are totally usable. Riders even have a buff with Kichou which totally makes them viable in the first few playthroughs. However, Goblin Champion, Shaman, and Paladins have too high of a growth rate in each of their respective stats that eventually they will overshadow the riders. (see image below for the difference in stats for a goblin champion and normal goblin belonging to the same generation, champion has 856 ATK, while normal goblin has 478 ATK)

One more downside with the riders is how hard it is to control them in a hybrid setup like yours. Since not all your riders will have high attack, magic, or defense which will suit each of your alpha units. If you are fine with that, then riders will definitely be an option. (y)
 

litnel

Newbie
Oct 4, 2023
21
4
In the first playthrough, riders and meat shield are totally usable. Riders even have a buff with Kichou which totally makes them viable in the first few playthroughs. However, Goblin Champion, Shaman, and Paladins have too high of a growth rate in each of their respective stats that eventually they will overshadow the riders. (see image below for the difference in stats for a goblin champion and normal goblin belonging to the same generation, champion has 856 ATK, while normal goblin has 478 ATK)

One more downside with the riders is how hard it is to control them in a hybrid setup like yours. Since not all your riders will have high attack, magic, or defense which will suit each of your alpha units. If you are fine with that, then riders will definitely be an option. (y)
Ah I see, thanks.

Btw the dignity of the monarch skill, I thought it only hits the front row? that means if the front row is destroyed, wouldn't it be useless since it can't hit the backrow of the enemy?
 
  • Like
Reactions: XenoDriven

XenoDriven

Newbie
Oct 19, 2024
41
10
Ah I see, thanks.

Btw the dignity of the monarch skill, I thought it only hits the front row? that means if the front row is destroyed, wouldn't it be useless since it can't hit the backrow of the enemy?
I haven't used it yet, but there are some cases before (in I'll borne) where the skill has the same description, and in that case when the front row was destroyed, the game considered the back row of the enemy as the front row. I'll try to obtain the skill now, and test it.
 

litnel

Newbie
Oct 4, 2023
21
4
I haven't used it yet, but there are some cases before (in I'll borne) where the skill has the same description, and in that case when the front row was destroyed, the game considered the back row of the enemy as the front row. I'll try to obtain the skill now, and test it.
The easiest to test would be takeda shingen's 'gale' (hits the 2 front row)... but then again the two skills might have different effects.

I just tried it with Tadakatsu's "Tonbogiri" (hits 2 vanguard for 0.9 physical dmg). Once the front row is gone, it does nothing.
Unless dignity of the monarch is wrongly written, then it's the same and would make it a much weaker skill.
 
Last edited:

XenoDriven

Newbie
Oct 19, 2024
41
10
The easiest to test would be takeda shingen's 'gale' (hits the 2 front row)... but then again the two skills might have different effects.

I just tried it with Tadakatsu's "Tonbogiri" (hits 2 vanguard for 0.9 physical dmg). Once the front row is gone, it does nothing.
Unless dignity of the monarch is wrongly written, then it's the same and would make it a much weaker skill.
I just tried it, and it does have its flaws... I was wondering why it's such a strong skill (1.5 damage multiplier), but it actually costs 2 SP to use. (won't be a problem if you have Takeda Shingen's passive, but will be a problem inside adventurer's tower)

I also just confirmed how it ONLY hits the front row. So it is the same with Tonbogiri. :ROFLMAO:

So its use is really situational. But it's powerful enough to warrant that limitation.

However, its too powerful for my goblins. It hit Kenshin for 12k with my goblins. It's way too much of an overkill for my army, so I'll stick with Mitsuhide's skill.
 

litnel

Newbie
Oct 4, 2023
21
4
I just tried it, and it does have its flaws... I was wondering why it's such a strong skill (1.5 damage multiplier), but it actually costs 2 SP to use. (won't be a problem if you have Takeda Shingen's passive, but will be a problem inside adventurer's tower)

I also just confirmed how it ONLY hits the front row. So it is the same with Tonbogiri. :ROFLMAO:

So its use is really situational. But it's powerful enough to warrant that limitation.

However, its too powerful for my goblins. It hit Kenshin for 12k with my goblins. It's way too much of an overkill for my army, so I'll stick with Mitsuhide's skill.
I think they may have adjusted the way DEF works for enemies, I tried doing 5 star difficulty with my lower level gobs (250ATK) and there wasn't anything they couldn't damage properly, they even took on hideyoshi and if my paladin had better DEF, I think I could have won, but just need to survive.
 

XenoDriven

Newbie
Oct 19, 2024
41
10
I think they may have adjusted the way DEF works for enemies, I tried doing 5 star difficulty with my lower level gobs (250ATK) and there wasn't anything they couldn't damage properly, they even took on hideyoshi and if my paladin had better DEF, I think I could have won, but just need to survive.
Hmm... I'm not sure. It might just be because higher level enemies in this game doesn't have resistance to each form of attacks. In previous games, the high elves halves the damage they take from magic, and the dark elves halves the damage they take from physical attacks. (or was it the other way around?).

Also, the fact that most elves in previous versions have ridiculous amounts of pack units also made them way tougher than enemies in this game. For now, I don't see any enemy resistant to physical attacks. (at least all of them die from one skill when assassinate is activated)

However, DEF still works the same way in this game. Because I tried doing assassinate with Monarch's dignity to Kenshin, and it only managed to hit her with 11~12k. It's just that the developers kinda forgot to include resistances.
 

yitohi1119

Newbie
Jan 15, 2024
20
17
I missed an option to set the text background transparency (it covers 30% of the image..), so if you want to somewhat remove it, you can replace the image in data\image\メッセージウィンドウ.png
Edit2: added a 20% transparent solid black color (so reading the text is not too bad) with a little gradient at the top.
 
Last edited:

XenoDriven

Newbie
Oct 19, 2024
41
10
Sadly, for some reason, I can't see any of the attached files...

But if it's the second version (invasion-type) of Oda Nobunaga, then to unlock her, you need to capture Saburo Nobunaga and breed with her 3 times. A day after breeding with her 3 times, an event will trigger where she'll escape the cave, and will start invading your base at Day 84 (default difficulty).
 
  • Like
Reactions: SSSteve

XenoDriven

Newbie
Oct 19, 2024
41
10
I think they may have adjusted the way DEF works for enemies, I tried doing 5 star difficulty with my lower level gobs (250ATK) and there wasn't anything they couldn't damage properly, they even took on hideyoshi and if my paladin had better DEF, I think I could have won, but just need to survive.
I got curious about this and have been doing this whenever I had free time. I tried playing 5-star Difficulty with an alpha unit with 270 Attack. I jumped immediately to Hideyoshi's map node and I discovered that it was harder than I thought. First of all, the defense of her vanguards (mainly because of their pack numbers) is pretty high that Mitsuhide's skill (0.8 damage multiplier) only deal single-digit numbers against them.

So I had to create a new hobgoblin with a combined skill, Annihilation Sword, and tested it again on Hideyoshi. The soldiers with 1750 pack unit were easily killed by Annihilation Sword (with assassinate), but the one with higher pack unit needed 2 hits to die. Nevertheless, I beat Hideyoshi by doing that, and relying on goblin rider's physical immunity, and Garasha's Blessing passive skill. I also have to retreat once I lost all my SP. After re-engaging with Hideyoshi (already killed all the mobs), it was easy to kill her. Because of Garasha's blessing, I didn't even have to rely on physical immunity of goblin rider.

I tried buffing up my tank to endure the enemy's attacks, and I was unsuccessful in making my paladin endure even a single one of their attack. The only way for my paladin to endure their attack was to increase its defense to at least 350 and dealing a huge chunk of damage to the mob's pack unit. If you have passive skills with goblins other than hobgoblins, then you can have it equip Hanbei's passive skill and save/load until the passive skill hits the mob with 2,450 pack unit.

With the mobs having lost a lot of its pack unit, its attack became significantly weaker and it allowed the paladin to successfully reduce the damage it takes to 1~3. Only real problem after that is how to reduce the mob's pack unit to 0 before turn 3, as one of the passive skill my paladin has only last 2 turns. If not done immediately, the enemy will be able to penetrate the paladin's defense and Hideyoshi will be able to kill it. But if done properly, it will leave only Hideyoshi to be the sole unit to be able to deal substantial damage to the paladin. Since she is the last one to act in this fight, as long as my paladin still has a pack unit, Hideyoshi will never be able to kill it in 1-shot. And with my hobgoblins' healing passive, the paladin will always be able to heal the pack units it lost.

All in all, a pretty interesting challenge.
 

litnel

Newbie
Oct 4, 2023
21
4
I got curious about this and have been doing this whenever I had free time. I tried playing 5-star Difficulty with an alpha unit with 270 Attack. I jumped immediately to Hideyoshi's map node and I discovered that it was harder than I thought. First of all, the defense of her vanguards (mainly because of their pack numbers) is pretty high that Mitsuhide's skill (0.8 damage multiplier) only deal single-digit numbers against them.

So I had to create a new hobgoblin with a combined skill, Annihilation Sword, and tested it again on Hideyoshi. The soldiers with 1750 pack unit were easily killed by Annihilation Sword (with assassinate), but the one with higher pack unit needed 2 hits to die. Nevertheless, I beat Hideyoshi by doing that, and relying on goblin rider's physical immunity, and Garasha's Blessing passive skill. I also have to retreat once I lost all my SP. After re-engaging with Hideyoshi (already killed all the mobs), it was easy to kill her. Because of Garasha's blessing, I didn't even have to rely on physical immunity of goblin rider.

I tried buffing up my tank to endure the enemy's attacks, and I was unsuccessful in making my paladin endure even a single one of their attack. The only way for my paladin to endure their attack was to increase its defense to at least 350 and dealing a huge chunk of damage to the mob's pack unit. If you have passive skills with goblins other than hobgoblins, then you can have it equip Hanbei's passive skill and save/load until the passive skill hits the mob with 2,450 pack unit.

With the mobs having lost a lot of its pack unit, its attack became significantly weaker and it allowed the paladin to successfully reduce the damage it takes to 1~3. Only real problem after that is how to reduce the mob's pack unit to 0 before turn 3, as one of the passive skill my paladin has only last 2 turns. If not done immediately, the enemy will be able to penetrate the paladin's defense and Hideyoshi will be able to kill it. But if done properly, it will leave only Hideyoshi to be the sole unit to be able to deal substantial damage to the paladin. Since she is the last one to act in this fight, as long as my paladin still has a pack unit, Hideyoshi will never be able to kill it in 1-shot. And with my hobgoblins' healing passive, the paladin will always be able to heal the pack units it lost.

All in all, a pretty interesting challenge.
This made me think that they perhaps adjusted the formula for how pack units work. Where previously it was primarily averaging each stat and adding it to the alpha's to get total unit stat, I think now it significantly accounts for NUMBER of pack units. Even if you have low level/low stat pack gobs in your den, the weightage of numbers vs averaging stats has become more pronounced.

I observed this in fights. When I have an alpha with 150 pack units (same one throughout), my paladin takes only 1-3 dmg. But when I sent the same paladin into a fight with the same pack units, but only have like 20-30 of them, they take waaaay more damage and deal way less.

BTW My primary save now has >1K ATK gobs and there isn't anything they can't kill, easily. For reference, you can clear 5 stars easily with use of some strategically place skills once you reach about 600ATK (as in no need to constantly cheese save scum for random effects). In defence fights with evolved girls you still need to use stuff like DEF up traps and the like because of their skills.

Which heroine would you use to level a null active skill? To level a general purpose genetic line that you can insert skills later at higher levels?

I find these two having the best inheritance stats, because HP is one of the more useless skills
Can't insert image: Kicho (1HP, 1ATK, 2DEF, 1MGC) and Magoichi (1ATK, 3DEF, 1 MGC)
 
Last edited: