QUOTE(LogJammin @ Jan 4 2023, 20:56)

Cleared Floor 99. 1H Cold, Cold day, no gum/vase: 8688 turns. I'll do floor 100 with gum/vase later for the hell of it.
Floor 100 with gum/vase: 3168. Tried to minimize non-imperil debuffs, and used MagNet in early rounds (<6 mobs) to speed it up a bit. I think sub 3000 turns is possible with a full radiant/mystic build. Probably sub 8000 for non-gum/vase too.
QUOTE(OnceForAll @ Jan 10 2023, 18:07)

He has posted a instruction post describing his setup and his play style before:
https://forums.e-hentai.org/index.php?showtopic=257844That's mathl33t, not me. I did follow his guide though, but with more MagNet.
Some random thoughts:
The only real dangers with this squishy build comes from not paying enough attention to your item cooldowns or having your max health end in 1 or 6 (insta death spark bug). Maximize your physical defense and damage through forging. Magical defense doesn't matter nearly as much, since you'll end up using silence a lot and the few magical hits that you do take won't kill you.
Debuffs other than weaken are essential to surviving when you are low-ish level and/or barely forged. You can cast Silence, Slow, Blind on every monster if you have to. A typical round when I was around level 350 was this: weaken all -> silence top 3 -> slow middle 3 -> blind bottom 3 -> imperil all -> silence middle 3 -> slow bottom 3 -> blind top 3 -> spell rotation, or some variation of that, possibly with magnet and sleep mixed in there somewhere, and another round of silence/slow/blind if I needed to.
MagNet is incredibly powerful in tower, even when it can only hit 2 targets (<level 400). Normally, you only use MagNet at the final rounds of the last 3 arenas or in RoB, but in tower, everything is a tank and you have zero counter resist as a 1h mage. Monsters affected by magnet can't resist your spells, so as long as you have 200% magic accuracy, you will always hit them. Under level 400, I used magnet until most of the monsters in a round were affected, and it saved me somewhere between 500-1000 turns. After level 400, it hits 3 targets and cools down faster. The speedup is seriously almost as good as imperil, but unfortunately the cooldown is long. To work around the cooldown, lead a round with magnet, then do your other debuffs, then magnet again. Hover until magnet cools down, then use it again if you feel it will help (you have to practice to find the best time to use it).
If your defense is lacking a lot, lead the round with sleep, then apply your debuffs normally. You can even continue until all the monsters are asleep if you need some extra time for spirit pot/elixir to cool down. Monsters will usually stay asleep after 1 or 2 hits, sometimes even 5 or more hits, so it's not as useless as you might think.
Level and forging have a massive impact on how well 1H mage does in tower. You gain around 1% damage for each level (if everything is soulbound), and your defensive stats scale better too. Avoidance is by far the most important to defense, and you get a fair bit from level. Mana consumption is a lot more manageable at higher levels too.
Overall, it's a very expensive but very fast playstyle. It requires a lot of forging and around 50k in consumables per floor.