Dark Colosseum: Difference between revisions

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* '''Casino Coins''' : Another World BC Cards can be traded for [[Casino#Golden Arc Casino|Casino Coins]] in a ratio of 1:1000 (BC Cards : Casino Coins)
* '''Casino Coins''' : Another World BC Cards can be traded for [[Casino#Golden Arc Casino|Casino Coins]] in a ratio of 1:1000 (BC Cards : Casino Coins)
* '''Demonic Compendium Memory (DCM)''' : Another World BC Cards can be traded for any [[Demonic Compendium Memory|DCM]] so long as the player has the [[Demon Crystals|Demon Crystal]] for the same demon. The cost in Another World BC Cards is equivalent to the base level of the demon
* '''Demonic Compendium Memory (DCM)''' : Another World BC Cards can be traded for any [[Demonic Compendium Memory|DCM]] so long as the player has the [[Demon Crystals|Demon Crystal]] for the same demon. The cost in Another World BC Cards is correlated to the base level of the demon

Revision as of 12:03, 20 November 2023

Overview

Entry Requirements

  • None

Accessing the Dungeon

  • Accessible through the Suspicious Demon Researcher at the North Terminal of Dark Babel (X23, Y18)
  • Entrance with a party is possible

The Dungeon

The Dark Colosseum takes place in an arena-style zone and consists of 5 rounds. The dungeon has a timer of 15 minutes which starts when any player in the run touches the brown box in the centre of the arena. If the timer reaches 0 before all 5 rounds have been cleared, the run will result in failure and rewards will be paid based on the last completed round (e.g. if the timer reaches 0 during Round 5 then Round 4 rewards will be paid). The rounds are continuous with little to no break in between. Brown treasure boxes appear after the completion of each round. Green clear reward boxes appear either when the timer reaches 0 or when Round 5 is successfully cleared.

Difficulty

The Dark Colosseum has two levels of difficulty: Normal (通常) and Transcendence (超越). Normal difficulty is approximately equal to the difficulty of Ultimate Battle. Transcendence difficulty is one of the hardest, if not the hardest dungeon in the game.

Rounds

All negative status effects applied throughout Dark Colosseum are cumulative and persist until the player exits the zone

  • Round 1 : Damage suffered by Player and Summoned Demon +50%
  • Round 2 : Either the Player or Summoned Demon are incapable of dealing damage
  • Round 3 :
    • Wave 3 : Enemies suffer greatly reduced damage from Almighty and Suicide skills
  • Round 4 : Opposite effect to Round 2
  • Round 5 :
    • Wave 1 : Incantation and cooldown time for Player and Summoned Demon extended by 200%
    • Wave 2 : All physical or all magic damage dealt by Player and Summoned Demon -200%
    • Wave 3 : All spells or special skills disabled for Player and Summoned Demon

Strategy

Round 1

Each wave of the Dark Colosseum consists of a large number of enemies spread over an equally large arena. It is therefore recommended to use skills with high areas of effect (AoE), such as Erosion Hex, Corrosion Hex, or Cup of Babylon. These moves can clear out large volumes of enemies quickly and reduce the time spent on the earlier rounds. Cup of Babylon is ideal for the first round as it isn't nullified by any of the enemies. However, both other skills can be made to work with additional elemental support (fire, ice etc.).

Round 2

This round consists of only a single wave where damage dealt by either the player or the summoned demon is disabled. If the disabled damager is not your main source of damage, the round remains much the same as Round 1. However, if your primary source of damage is disabled, there are a few countermeasures:

  • Attempt the dungeon in a team : By running the dungeon paired with someone of the opposite class to you (pairing with a Demon User as a PC and vice versa) your different skillsets will allow both instances to be covered. This strategy will also allow for the dungeon to be cleared quicker with the load spread between two people. However, this might also mean that the rewards need to be shared.
  • Prepare gear from the opposite class : If you're attempting to clear the dungeon solo, you will need to bring gear for both your own class as well as the opposite class (the classes being referred to being Demon User and PC). This gear should include your main gearset and at least a weapon and top from the opposite class (weapon, top and head if you're using the Machinery set). You will then equip the gear of the opposite class if your main source of damage is disabled. As a Demon User, it would also be recommended that you prepare a demon for Digitalization with the skills that you need for the round (primarily Cup of Babylon) as well as boosters for those skills. If you are unable to deal sufficient damage with support based moves, the Spread Attacks and Dreadful Spins are adequate alternatives.

Round 3

This round consists of 3 waves. The first two waves function identically to Round 1 and can be approached in the same way: use Cup of Babylon or the two Hexes to clear out the enemies quickly.

During the 3rd wave (and from this point on) the enemy demons suffer greatly reduced damage from Almighty and Suicide based attacks. This renders Cup of Babylon useless. Instead, focus on using either Erosion Hex or Corrosion hex as all of the enemies are susceptible to both Mystic and Nerve affinities.

Round 4

Like Round 2, this round also consists of only a single wave where damage dealt by either the player or the summoned demon is disabled. The type of damage disabled here will always be the opposite of Round 2. The approach to this round should be the same as was laid out in Round 2. However, any uses of Cup of Babylon should be replaced by either Erosion Hex or Corrosion Hex.

Round 5

In the first wave of Round 5 (and from this point forth) all cooldown and incantation times are increased by 200%. There are two primary ways of approaching this wave:

  • Continuing to use Erosion Hex or Corrosion Hex : Continuing to use these moves is ideal. They cover a large area and are able to clear out large groups of enemies effectively. It should be noted that both Garuda and Mara from this wave null Nerve, and that Mara also reflects Mystic. If you use Erosion Hex (Nerve affinity) you should also carry a secondary skill (e.g. Blizzard Spread) that is able to damage Garuda and Mara. If you use Corrosion Hex (Mystic affinity) you should also have a source of null Mystic (e.g. Epitaph Parts [Den of Evil Spells]) to prevent you from killing yourself by hitting Mara. Nulling Mystic comes with the secondary benefit of nulling the Drunk status from The Great Drunk, which would usually disable your hex skills for a short period.
  • Substituting Hexes with Spreads and Spins : If you are unable to deal sufficient damage with hexes or your incantation/cooldown time is too high, Spread Attacks and Spins are a 2nd viable way to deal with this wave. A combination of Blizzard Spread (Ice affinity) and either of Phantasmal Blades or Slash (Slash affinity) is enough to clear the whole wave. Basic attack skills like the Spread Attacks and Slash have a secondary benefit of having 0 incantation and cooldown time, meaning they are unaffected by the debuff in this round. Chi You from this wave reflects Ice so use a Slash affinity skill to kill him. You may also want to have a source of null Ice (e.g. Orb of Promise (Pure Ice)) to prevent you from killing yourself by hitting Chi You.

In the second wave of Round 5 (and from this point forth) all physical or magical damage received by enemy demons is reduced by 200%. There is also a ~50% chance of damage from Player and Summoned Demon Hex skills being reduced to 1 for the entire round. If you were using Corrosion Hex in the previous wave and Hex damage is not reduced to 1, continue using Corrosion Hex to clear wave 2. Otherwise, Damage should be achieved using Spreads and Spins like in the previous wave. Isis from this wave reflects Ice so use a Slash affinity skill to kill her.

Using a Treble Jelly in this round will allow you to negate the 200% reduction in damage.

If you possess a Grimoire of Calligraphy, casting Chapter of Protection at the beginning of the wave is a great way to shield yourself and your allies from damage as well as eliminate the chance of killing yourself by attacking Isis with an Ice skill.

In the third wave of Round 5 all spells or all special skills will be disabled. In addition, all damage from Player and Summoned Demon Hex skills is now reduced to 1. Basic attack skills like Blizzard Spread, Slash and Basic Attack Custom (temporarily gained by equipping Secret Technique Book of Assault) are exempt from being disabled and so they will be your main form of damage in this round. However, strategies differ slightly depending on if Chaos or Law enemies spawn:

  • Chaos Enemies : Only Lilith from this wave nulls Ice so clear out as many of the enemies as you can with Blizzard spread and kill Lilith when you see her with a Slash skill. Once all or nearly all of the enemies have spawned in, players with a Burning Dagger can use Full Power to clear out large amounts of enemies at once. Consecutive uses of Full Power can be increased by using Beast Eye or Insight of the Beast.
  • Law Enemies : Michael from this round nulls all magic and both Black Rider and Pale Rider null Ice. Using Basic Attack Custom with a Slash affinity weapon is ideal for these enemies as the AoE of the skill will help clear out other enemies at the same time. Both Slash and Bloody Attack are acceptable alternatives. All the other enemies in this wave can be killed with Blizzard Spread. Full Power is an even more useful tool here as the Slash affinity of the Burning Dagger will allow for the skill to clear large hoards of Michaels, Black Riders and Pale Riders.

Ensure you have healing items like Mana or the rental High-Grade Ointment and, as a Demon User, the rental Bead Chain. Using Isis for Digitalization makes this wave more comfortable but is not necessary.

Rewards

  • Treasure Chest (Brown Box)
Reward Count
Magical Golden Apple 600~2400
Ethereal Powder 15~60
Runestone Box - M ?
Runestone Box - L ?
Box of Contracts ?
Box of Contracts - 2 ?
Treble Jelly 1
Ace Card 1
Material Piercing 1
  • Clear Reward : Normal (Green Box)
Reward Quantity per Round Chance
1 2 3 4 5
Another World BC Card 2 6 6 18 10 100.0%
Jewel Box (Bound) 1 3 3 9 5 100.0%
Box of Wedges 2 6 6 18 10 100.0%
Angel's Sheet Music 0 0 0 0 1 5.0%
Demon's Sheet Music 0 0 0 0 1 5.0%
Runestone Box - L 0 0 0 0 10 10.0%
Magical Golden Apple ? ? ? ? ? ?
  • Clear Reward : Transcendence (Green Box)
Reward Quantity per Round Chance
1 2 3 4 5
Another World BC Card 4 6 12 24 30 100.0%
Jewel Box (Bound) 2 3 6 12 15 100.0%
Box of Wedges 4 6 12 24 30 100.0%
Angel's Sheet Music 0 0 0 0 1 5.0%
Demon's Sheet Music 0 0 0 0 1 5.0%
Runestone Box - L 0 0 0 0 30 10.0%
Reunion Extractor α 0 0 0 0 1 5.0%
Magical Golden Apple 2400 4800 7200 9600 12000 ?

Another World BC Cards

Another World BC Cards accrued from Dark Colosseum can be traded to the same Suspicious Demon Researcher who starts the run. These cards can be traded for:

  • Casino Coins : Another World BC Cards can be traded for Casino Coins in a ratio of 1:1000 (BC Cards : Casino Coins)
  • Demonic Compendium Memory (DCM) : Another World BC Cards can be traded for any DCM so long as the player has the Demon Crystal for the same demon. The cost in Another World BC Cards is correlated to the base level of the demon