Part 33: Day 16 - Gameplay
Day 16: GameplayMusic: neutral 3
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New department, new research options. Let's take a look.
Regenerator Mk2: Boosts HP healing at every healing tic. The base amount of healing is doubled from 6 to 12. Netzach's Clerk bonus is unaffected by this research-it boosts healing by the same amount regardless.
Mental Corruption Neutralizing Gas: As Regenerator Mk2, but for SP instead of HP.
Regenerator Distinguisher Modification: The main room's regenerator now continues working even when an enemy is inside the room, albeit at half speed.
All of them are useful, so it's basically a choice between 'number go up' and a slight tactical advantage we'll hopefully only rarely need. The gas is a bit lower priority since Red damage is still everywhere this early, but all three are solid improvements.
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I just like to go for tactical advantages, no matter how small.
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Also our Clerks are better! ...yay?
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With our Agents having grown past what Scarecrow can do, some reshuffles are necessary. Mizu kicks it over to Safety, and Tenebrais/Credentia head to Training for some advanced leveling. Sephiroth, SeyserKoze, and Boksi all come back off the bench, with Boksi being placed on Scarecrow duty.
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So our new Abnormality is some sort of freaky beehive thing.
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Our first two works give us a name-Queen Bee-and tell us that it's an unescaping entity with a QC of 1. That means if we annoy it, it'll do Something.
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A couple of works later, Mizu gets a neutral result and the QC drops to 0. Uh-oh.
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The Queen emits some sort of gas
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And fires it out across the department.
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When the Queen fires off her pollen, a number of Agents/Clerks from her department are infected by it, no matter where they're at. This pollen deals 8 Red damage every 2 seconds for the next 20 seconds, and also completely blocks healing by our regenerator.
Mr.Black is still just fine since he has 100 fortitude, but Mr.Blond there is chopped down to a tiny sliver of health before the effect turns off.
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These two have lower Fortitude, so it comes down to math. Mr.Blond has 67 HP and HE armor with a Red resist of 0.8. Each hit will deal him 6.4 damage, at 10 hits that's 64 damage-he lives, by a sliver. Twee has 69 HP (nice), her TETH armor takes 1.2x damage from Queen Bee's pollen, and she has a Red resist of 0.7. This works out to 6.72 damage, at 10 hits that's 67.2 damage. She also lives-also barely. If an Agent cannot tank 80 Red damage, they have absolutely no business being in Queen Bee's department.
Meanwhile
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Our new guest, The Fruit of Understanding, is our first Violet Ordeal. Violet Dawn is not very threatening as a combatant, dealing only a small amount of damage very slowly. However, the battle against Violet Dawn is a race to the finish-if left alive it will blow itself up and set off every Abnormality in the same department as it. Since it's a DPS race, the best option is to bunch up everyone in a department and throw them at that department's Dawn.
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At the end of the day, Violet Dawn just isn't a threat to our facility anymore. It's at its worst if we we're completely unprepared for it on day 6 or 7, or if we just let it sit there while we think about how to approach it. At worst, the self-destruct will kill a new player once before they get the hang of it.
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Not long after, something bad happens. Can you see it? I didn't, because I was focused on assigning Zeta21 some work orders. The pollen hit two Clerks in Safety this time.
Luckily, people dying to this make a pretty distinctive noise, and I was on edge for it the entire day.
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This is when I noticed and looked over.
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These bees can spiral out of control quickly-anything they kill becomes another bee. However, they're HE-level threats that deal Red damage, and our facility is tuned to wipe out Green Noons. So long as we don't let them eat through more than 1-2 Clerks, we're in no danger.
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Mizu and the bee hit each other for 5 damage a shot, but Mizu fires 2-3 times per one hit from the bee. Mizu has 102 HP, the drone has 120. This does not end well for the bee.
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The other bee dies so quickly that I didn't even catch the fight on camera.
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Obligatory gratuitous chainsaw shot.
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And Mizu solos the one in Safety, of course.
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With everything under control, all that's left to do is to collect the rest of the Queen Bee's gear.
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Meanwhile
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---
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So at Meltdown level 7 I screwed up by sending Twee to a melting mirror. Remember how she was spec'd to just barely survive a Queen Bee tantrum?
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That's not happening anymore. We're walking a tightrope and I just set the net on fire.
I swear I'm good at this game.
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Anyways, the work continues until we've only got one suit left to get, and only need ~42 more energy to finish it. That's most likely going to be 3 works, so I think we should be-
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Hold on.
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-While the bird finishes giving Talow a mild concussion, Mizu finishes off the last works with Queen Bee without incident. We've survived!
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We still don't have any Agents who are 100 in everything yet. Mizu's very close, as are Mr.Black and Zeta21 at 2 stats maxed out each. That's going to change quickly over the coming days.
Music: never frozen bottom flows
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T-02-71: Tell the kid today's treat is going to be grape-flavored candy. It's his favorite.
O-03-93: Let us meet again as stars.
O-05-76: Someone's persistent gaze can be felt from the keyhole inside the machine.
...I get that you're trying, but I'm not sure I forgive you yet, game.
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Let me explain! The first Abnormality, -71, is a WAW Abnormality which is incredibly easy to keep in containment and who actually works relatively well as a Justice trainer. If it ever escapes it's a giant pain in the butt to deal with and its gear is only average for a WAW, but it's a solid pick. Then there's -76, which either is the second-best HE-level Justice trainer in the game if we know the trick, or an absolute nightmare if we don't. There is no in-between. Since I know the trick, this would be another very powerful Justice trainer. Unfortunately, they're both outclassed by -93. It's our first ALEPH, and it will either murder the entire facility or serve as a wonderful finisher for our stronger Agents. It requires high Prudence and Temperance to work at all-the two stats our facility is best at cranking out. It has a consistent 40% Repression work rate regardless of level, making it ideal for powering up an Agent's Justice after they have maxed the first two stats. It also has our first ALEPH-tier gear.
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It's time to grab an ALEPH.
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Next time, on Lobotomy Corporation: Netzach asks us for a solid.
New Guidelines
Queen Bee
New Gear
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Requirements: Fortitude 3
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Requirements: Level 3
New Story
Queen Bee (Part 1)
Queen Bee (Part 2)