One more question. Is there a difference in mats when I do main story mission 1 episode 1 for instance which cost 6 ap vs a quest that costs 20 ap?
One more question. Is there a difference in mats when I do main story mission 1 episode 1 for instance which cost 6 ap vs a quest that costs 20 ap?
Droprate seems to be the very same across mobs, so look for the mission which has the best mob/AP ratio. Ideally, you'll farm 9 mobs per mission. You can look up the amount of mobs from here best, I believe. English Wiki doesn't seem to have details.
Also, you can disable already seen cutscenes. I highly recommend you do that to save time.
Kind of true, but the most important bits are already here.
That's the info I could get until now (copied from discord):
Eros AW:
Abi 1 - Damage/Damage cap up, cd reduced from 8 to 6 turns
Abi 2 - Ability damage up buff becomes Ability power up (damage and cap up), affliction block becomes affliction absorption (when debuff is blocked +20 BG up), cd reduced from 8 to 7 turns
Abi 3 - stronger DEF up, stronger barrier (2k), cd reduced to from 6 to 5 turns
On burst effect - reset cd of Abi 2
Assist - DEF up boosted
Is Raiko+Tyr a good start for new account? Should I invest time in this acc without 100% eido considering that both characters get ascention (Raiko later this year)?
While two good SSR Hime of a single element is an acceptable-ish start, notice that Thunder relies on some extremely specific SSR Hime which means that without Miracle Tickets, you're unlikely to make it work. In addition, having a 100% Eidolon is a free ticket towards useful useful Friends on your Friends List.
As such, I'd rather recommend to keep rerolling for a 100%.
Oi.
That's not what I said. I rated Atk/Def equally and both separated from (and below) DA/TA. Don't tldr; my post with opinions that weren't mine.
On topic of what I posted before, you all can forget about necklace set effect due to an eventual nerf (or normalizing so they would call it) on crit calculation, which made low crit rate procs utter garbage since then. Just stick to Tiara set for general purpose and Earrings/Brooches for niche purpose (i.e. Dummy event).
Devil accessories are an entirely new but not very important category so I'm gonna skip that for now.
It wasn't mean to be about you. I gave the guy information on where he can find the original post if he cares.
That said, I can't really consider the normalization of Crit a nerf. It simply makes Crit more reliable. Yes, you can't high-roll anymore, but the average damage from Crit itself hasn't been weakened. Of course - Crit a "trash" stat since the amount of damage you gain on average is pitiful when compared to things like Assault. When you no longer high-roll the fuck out of it's simply more apparent, and old damage records become harder to reach, making it seem like a nerf.
Normally that would be the case, but there are at least two things in this game's design that goes against that concept. First of all, Crit Rate and Crit Bonus aren't always even in ratio. For this case, it doesn't matter how high your bonus dmg is, if your Crit rate of the said roll is low, it becomes shit. OTOH, if you have very high or guaranteed Crit rate, as long as your bonus isn't too ugly, you gain significant profit no matter what. Second of all, this game's content is (and increasingly so) designed in a way that you need to exploit small openings of your target in order to do effective dmg while the other time you are either cockblocked or you are too busy to deal with mechanics. It's much preferred that you have a chance for a high roll of spike dmg when it matters. Going the opposite direction aka 'normalizing' in this kind of gameplay is simply a garbage move.