Speed based team?

So, I played Siralim 1 quite a bit. I just started messing with Siralim 2 when I found out about New Game+. I started over for the movement speed buff and the no gene strength options. I am thinking of running a speed based team. I was thinking something like this:

Waspid Infiltrator: Your Waspids have 20% more Speed for each Waspid fighting on your side. This trait does not stack.
-Boots- Grim Aura: Your creatures’ attacks deal additional damage equal to 20% of their Speed. This trait does not stack.

Waspid Hiveleader: After this creature attacks, your other Waspids attack the same target for 20% normal damage. This trait does not affect other creatures with the same trait.
-Boots- Song of Alacrity: Your creatures’ attacks deal 40% of their damage using Speed instead of Attack.

Waspid Slicer: When your Waspids attack, they afflict the target with Poison and Bleed for 3 turns.
-Boots- Fan of Knives: After an ally attacks, this creature deals damage to the target equal to 20% of its Speed.

Nix Informer: At the start of battle, enemies are afflicted with Silence for 1 turn.
-Boots- War Forged: At the start of battle, your creatures grant each other all their artifacts’ permanent buffs for 3 turns. This trait does not work with the Shell or Invisible buffs.

Raven Batmaster: The potency of your creatures’ spells is now affected by Speed instead of Intelligence.
-Boots- Hell’s Protection: Your creatures take 1% less damage for every 1% of Health they’re missing. This trait does not stack.

Nether Creature
Apis Endurer: While this creature is below 50% Health, it does not take damage from attacks.
Righteous Concession: This creature is immune to debuffs, but takes 35% more damage.
Creation Dirge: After this creature is attacked, it decreases the enemy’s Attack, Defense, Intelligence, and Speed by 15%.
-Heavy Shield- Vigilance: This creature intercepts attacks on its allies, but when it does, it takes extra damage equal to 10% of its Maximum Health.

I would go Nature Mage giving my creatures +40% speed with this setup. The three damagers of the team would be getting another +60% speed from the Infiltrator. Song of Alacrity would replace 40% of their attack stat with speed. My creatures would be doing +58% damage based on their speed from Grim Aura and Acrobatics. They would have indirect damage through bleed, poison and fan of knives. The Apis would tank with the Hell’s Protection supporting it. All their artifacts except the tanks would have maxed out speed. The team should go first most of the time which effectively means two turns before the enemy can cast any spells because of the Nix.

Thoughts?

EDIT: Added in Nether Creature traits.

From my tests, the No Gene Strength only affects your creatures, not the enemy’s. Speed is a solid stat until you start fighting things in multiples of your levels. For instance, once you start fighting enemies 5x your level with your setup, they’ll probably go first (depending on their type).

It looks good though. Don’t forget about Swiftcasting and your Nether creature!

Oh, throw in Panic Attack, Fury Swipes, and any Speed buffs you can. Equilibrium would also be a boon.

No gene strength in-game and online says it works for your creatures and the enemies. Are you saying it is broken?..

And how did you test it if I may ask?

[quote=“The Dude, post:3, topic:3482”]No gene strength in-game and online says it works for your creatures and the enemies. Are you saying it is broken?..

And how did you test it if I may ask?[/quote]
I was wondering why the game was getting harder the higher I climbed Nether Realms in No GS mode. Enemies can’t be outpacing me that quickly. I also noticed that enemy HP started to get to crazy levels vs my creature HP that’s rather low in comparison. So, I decided to test. I used two saves and level 1 creatures. One save had No GS mode, the other didn’t. Went to nether realm 50. Enemies always had about 10k HPs (no GS expected to be much more) and they hit for roughly the same damage against my fresh lv 1’s. I was disappointed to say the least.

And sure, there will be some variation due to enemy traits and artifacts, but I think lv 50 gives GS 600, so there should have been bigger differences between the two saves. Enemy HP was 8k-12k.

Just checked - NR 50 is level 692 with 525 GS. My creatures that are level 600 have 3-4k HP. They should be similar to enemies if GS is factored out.

Well balls. If it is broken I have to start over again to turn it back on… :frowning:

I’ve reported it in the bug forums, but haven’t received any confirmation. Wish some others like Umaro would test as well. But my observations say it only affects your creatures. It might also be that GS isn’t ignored in Nether Realms. That’s the only place I tested.

For me, I disliked the GS system, so I was happy to see the mode. But it seemed to make things harder, even though I barely used GS as it was. At least with GS on, I had the option of exponential growth.

It works for me.

The mode works, but are you seeing massive differences in enemy strength with it off vs on? I’m certainly not.

I’m sure I wouldn’t have been able to beat Misery otherwise.

I’m going to test with Humility. That will show the lowest stats. I’ll use charms like I did last time to equalize the creatures.

Confirmed large stats with No Gene Strength enabled. The mode ignored only YOUR Gene Strength.

https://forums.thylacinestudios.com/t/3475

My fastest creature outspeeds enemies with 232 GS and 100+ levels more than it. I’m playing on classic mode so I’m underleveled and I think I would have noticed if enemy GS was active. They can’t even break my artifact Barrier buff most of the time.

Are you in Nether Realms or regular?

That was a nether realm.

Can you test with Humility with No GS mode vs GS mode?
My findings are that the enemy stats are the same range, which leads me to believe that No GS Mode only disables your GS.

Wyvern Sonicscreechers should not have 5k+ stats at lv 600 - unless they also have Gene Strength.

A nether 27 Raving Storm on its own (killed everything else to avoid traits interfering) had 766 stats after Humility on my no-GS save. My only save with GS activated doesn’t have Humility so I can’t really test it.

A Raving Storm at Nether 27 is lv 334 / 232 GS. There’s not really a large enough gap. I tested with several Raving Storms at that level and found a range between 2000-3000! I also tested with GS on, and it was similar. I’ll attach screenshots. It’s tough getting screenshots on PS4.

But again, the issue arises as you climb higher. The disparity grows greater at higher levels.

@Umaro - Updated the bug report thread with the screenshots.

https://forums.thylacinestudios.com/t/3475
I’m not seeing the ~700 stats you are. In fact, the lowest stat I saw was 1900, and that was in both the No GS Mode and the Standard Mode. The stat ranges were far too similar in both my initial tests, and this one using the Raving Storm. I stand by my conclusion that the No GS Mode only disables your own GS.

Hey, just a question - how should I go about enchanting the artifact of the apis? Just defense?

I think that Grim aura is weaker than Darkness Fate: Your creatures have 7% more Speed for each non-temporary Nature Spell Gem each of your creatures have equipped. This trait does not stack

Also is the silence optional, since I don’t think that it’s optimal when you’re going first, just my opinion. Cheers!

[quote=“Noroth, post:19, topic:3482”]Hey, just a question - how should I go about enchanting the artifact of the apis? Just defense?

I think that Grim aura is weaker than Darkness Fate: Your creatures have 7% more Speed for each non-temporary Nature Spell Gem each of your creatures have equipped. This trait does not stack

Also is the silence optional, since I don’t think that it’s optimal when you’re going first, just my opinion. Cheers![/quote]
Darkness Fate works like Solace (HP for each Life Gem) - it totals your equipped gems, it’s not per creature. So if you have all Nature creatures with Nature Gems, you can get something like 400% speed increase pretty easily.

The only issue is that speed increases that happen at the start of combat aren’t applied to turn order. The turn order get decided prior to combat bonuses to speed. But that may not be a big deal to your setup, I don’t know.

As for the Apis, you might consider a Nature creature, then using the Apis trait in an artifact solely to increase the speed of your team via more Nature gems. Just a thought. Aspects work wonders here, as they have a massive 30% independent dodge chance. On a Nether, you can combine two Aspect traits and almost never get hit. And when you dodge, you heal! Check out Springtime Aspect. Don’t forget you can enchant Dodge on your artifact, too!

Adding in Cast on Dodge and Cast When Hit type spells would be a boon as well. There’s some great buff gems in Nature, and Fury Swipes is always good. The only issue is that if your Nether isn’t a Waspid base, your others won’t trigger traits when it attacks/gets hit/casts. If you make it an Avatar, it will lose that type as well. Another item to consider.