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  1. #7031
    Unregistered Guest
    Lv 100 raids are the latest top end farming. New weapons which are either single skill (L)/single skill (M), single skill (L)/dual skill (S), or single skill (M)/dual skill (M) plus new eidolons whose passives are cranking up the effects of weapon skills of their respective element.


  2. #7032

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    Quote Originally Posted by Slashley View Post
    Uuuh do you have any kind of mathematical proof that a mere 3% Assault is in any way better than Rush?
    I discussed this in a post about a week ago.
    https://harem-battle.club/kamihime-p...tml#post132598

    Rush scales pretty badly. IMO, the best weapons are Assault mid and Defender low. 5-10% more HP is worth the 1.4% sacrifice in damage.

    A recent QoL update to DMM changed Skill leveling. It is now an experience bar like normal leveling and no longer up to RNG or having to get to 100% to get to next level. Just have to get enough experience now, and you can jump many levels at once. SSR weapons got a little nerf when it comes to how much Skill experience they offer. Also they did away with the animations for each level, so leveling is now faster. That update is about 10-11 months away for us Nutaku players.
    If I haven't become sick of this game by then, that might be when I get serious about building up other grids.

    Since new players are told to reroll until they get something good (usually a 100% Eido and an SSR of same element) my general advice to new players has been to focus on getting that element maxed as quickly as they can. What I mean by maxed is that they at least fill their weapons grid with single element all skill level 20 including the SRs dropped from Disasters to fill space. Once that is done move on and do the same to another element. Along the way picking up event SSRs to save and use in grids as appropriate. Eventually I think it is best to have every element at your disposal.
    Seems like reasonable advice, though I'm not sure I'd use SRs for subsequent elements after the first 2.

    I'm thinking people who have managed to FLB SSR hime weapons or have recommended team setups. Since i have none of the SSR himes recommended on this forum, I mainly skip those parts of the forum.
    My concept of "good weapons" is event SSRs (free). Building a team of handpicked kamihime requires only $12/month. I don't consider that "whaling". It's less than a typical MMO subscription. A rerolled account with a +100% eidolon, event SSR weapons, and Miracle tickets is sufficient for an effective single-element build.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  3. #7033

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    Items Username ChangeUser Name Style ChangeProfile MusicThread Title Style Change
    Honestly, I feel like newer players have it a little easier to catch up compared to before.

    Sure they won't get grids full of FLB weapons anytime soon (unless they save extra materials from advents somehow), but there's a lot more dual effect weapons rolling in and covering 2 areas on one weapon (eventually 3 since some skills merge on some weapons) spreads power out more.

    Besides, would you rather have 160% assault or 160% assault and 100% defender from a full SSR grid at 3 breaks?

    If you want to be honest, SR still can work as place holders, but really for only your starting element. Once one element is built up (preferably light or dark giving weaknesses), you kinda don't need to go out of your way to make SLv20 SR for other grids... I'd rather try to save some of those SR drops and use resources for event grinds and event weapons for other grids
    Last edited by MagicSpice; 11-28-2018 at 11:13 PM.

  4. #7034

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    Quote Originally Posted by Shieun View Post
    Do we know what is the base proc rate for DA?

    Also rush (s) gives 1% extra DA proc chance on SL20. --
    Or does it?

    I've said it time and time again on these forums - I doubt it. DMM players got freaked out by the Awakened Brahma and haven't ever properly tested it, I'd say. The basis for this is that everywhere else, Double is budgeted much, much better than Triple. Like in UE, 100 Double buff is 25% and 100 Triple buff is 10%. Double gives you more damage output, and this holds true in most abilities as well.

    It is of course possible that this doesn't hold true in weapons, but I'd say that people are grossly underestimating it. There's also the thing that...
    Quote Originally Posted by Shieun View Post
    On that basis alone, i am already doubting its significance. 1 extra hit out of 100 hits on average, doesnt sound that enticing over 3% permanent atk boost.
    ... 3% Assault is NOWHERE near 3% more damage. At the very most it is 1.5% more damage (this is once your Grid hits 100% Assault), and chances are it'll be even less than that. As your Grid improves, this is reduced more and more and more.

    You know what's pretty important to do once you have a full FLB grid of 15%+ Assault weapons? Hitting more than once with those stats. You know which stats get better and better the closer it gets to 100%? Double and Triple. You know which stats are getting a 10%-15% boost with second anniversary update? Motherfucking Tiara set bonus.

    In other words, even IF the 1% more Double is true (which I personally doubt), it's still NOT AS BAD AS PEOPLE KEEP SAYING.

    Anyway, once I finally complete my more accurate damage calc(*), we'll be able to tell a lot better(**). At this moment, I'm pulling speculation out of my ass, you're pulling speculation out of your ass, he is pulling speculation out of his ass, everyone is just speculating all around(***).
    Quote Originally Posted by sanahtlig View Post
    --
    IMO, the best weapons are Assault mid and Defender low.--
    Sure, if you had the freedom of choice. Which you usually don't.
    Quote Originally Posted by Not Registered View Post
    You're being way too optimistic with these so called 'catch up' measures.--
    Oh yeah, I meant to comment to this post much earlier.

    While it's true that the catch up measures have been rather lacking, they're still extremely vital. One thing which hasn't been mentioned is... motherfucking dual-skill SRs. Those things can easily triumph over single-skill SSRs and will notably boost new players progression. I would've killed for that shit when I was starting my account.



    (*)Coming soon theaters near you in 2019
    (**)Warning, a spreadsheet is not a simulator and will not accurately predict true in-game conditions, consult your doctor before use
    (***)Not recommended by 4/5 dentists anywhere


  5. #7035
    Quote Originally Posted by Slashley View Post
    ...]
    If those DMM wikis are not reliable, then I suppose from the sounds of it, it seems that you may already have several SL20 Rush(S) weapon at your disposal. Perhaps run some test and let us know how you go with it?

    Also, I understand 3% atk up is not the same as 3% damage boost. That's why I used the term atk boost (stats) and not damage.

    Also, I believe the threshold for assault to have "diminishing return" is much higher than just 100% assault. Without complicating much, a vet F2P should at least have 90% elemental from main and support eidolons (45% each), another 45% if they have elemental advantage, then 30% if you have elemental weapon. That alone is already 165% elemental bracket multiplier.

    The "diminishing return" you observe is due to the big difference within your elemental bracket multiplier and assault bracket multiplier. If you keep your assault and elemental multiplier as close as you can, you shouldn't observe a diminishing return.

  6. #7036
    lalala Guest
    Quote Originally Posted by Not Registered View Post
    As a raid healing support you're suppose to skip through turns as fast as possible, stopping only to tank enemy burst and recover your own health.
    What's the best time to drop a heal and how does the turn system work between players? I wonder if there is an FAQ for people who want to contribute more effectively to raids.

  7. #7037

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    Quote Originally Posted by lalala View Post
    What's the best time to drop a heal and how does the turn system work between players? I wonder if there is an FAQ for people who want to contribute more effectively to raids.
    Discord.

    10 characters.

  8. #7038

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    Quote Originally Posted by Shieun View Post
    The "diminishing return" you observe is due to the big difference within your elemental bracket multiplier and assault bracket multiplier. If you keep your assault and elemental multiplier as close as you can, you shouldn't observe a diminishing return.
    As a % of overall damage, the boost from any given stat (including stats sharing the same class) is dependent only on how much of that stat you already have. At +200% character attack, each additional % of character attack will provide only 0.33% more damage--regardless of elemental attack or other stats.

    While skepticism regarding difficult-to-verify statements about combo attack rates is warranted, "Attributed rates are inconsistent with the rest of the system" is not a great justification. I'm sure you've noticed by now that design simplicity, intuitiveness, and consistency are not this game's strong point. Not to mention random things like Gatcha rates haven't even been the same in the Nutaku version (compared to the DMM version at the same point in its lifetime). For all we know, the DMM wiki lists the correct rate for the DMM version, but not our version. Amidst this near-constant haze of confusion we live in, I choose to trust the best resource we have until proven otherwise.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  9. #7039
    lalala Guest
    Quote Originally Posted by Cobblemaniac View Post
    Discord.

    10 characters.
    I can't find the relevant info. Discord gives me eye cancer.

  10. #7040
    Gludateton Guest
    Quote Originally Posted by sanahtlig View Post
    While skepticism regarding difficult-to-verify statements about combo attack rates is warranted, "Attributed rates are inconsistent with the rest of the system" is not a great justification.
    While I agree with this statement, in the case of Rush informations are really hard to check (I doubt there were person that checked it with for example four or five S Rush 20 slvl weapons equiped) and is actually quite inconsistent when you look at comments (there was person that reported results, that would suggest that Dark Rush 20 slvl gives about 4-5% DA increase). So unless somebody done extensive checks I would take DATA infos from JP wiki with grain of salt, especially with this whole "double attack is rolled first" (which is probably not true, or at least not in a way that people think it is).
    To be honest, the biggest reason that it's hard for me to believe in 1% S Rush is that S Barrage has exactly the same value. Another is that accessories boost are much higher for DATA than other stats, when comparing them with weapons (this one is pretty bad argument though).

    As for difference between versions: could some DMM player tell me if Solomon's first skill actually has cap of 500k in DMM ? (It clearly has 600k cap in Nutaku's version)

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