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  1. Quote Originally Posted by MagicSpice View Post
    -fuse the axes together by break limit. a lv125 axe beats out 4 lv50 axes cause it's less slots used for pretty much the same effect.

    -it's rare, but that can be the case if the weapon's skill effect is crap. For instance, most would rather take a lv100 SSR off-element over a lv50 SSR with rush skill effect. But you should grind raids to have SR weapons with assault (and SR dual effect weapons like an upcoming event). a grid full of assault or pride is top priority as it's one of your best ways to increasing the damage you do

    -it can be at the start, but it depends on how long you plan on keeping them. once you get the SSR to replace them, then they become nothing but fodder for other weapons. It's not hard getting resources to level up weapons anyway, just tedious (especially if you make use of the gem gacha, which you should)
    So then the rough priority, disregarding rarity is:

    In-element, assault variant, higher attack > In-element, assault variant > Off-element, assault variant > In-element > Off-element

    Would the above be accurate? If so, then ultimately who has the higher attack only really matters if comparing same-element assault variant weapons, yes?


  2. #7602

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    Quote Originally Posted by toastedsnow View Post
    So then the rough priority, disregarding rarity is:

    In-element, assault variant, higher attack > In-element, assault variant > Off-element, assault variant > In-element > Off-element

    Would the above be accurate? If so, then ultimately who has the higher attack only really matters if comparing same-element assault variant weapons, yes?
    no, it's more like this:

    In-element, assault variant, higher attack > In-element, assault variant (SSR/SR) > Off-element SSR = In-element > Off-element

    off-element doesn't do anything at all in terms of skill effects. it only gives those effects to souls and kamihime matching it's element. most eidolons work this way for main/friend effects too (only a select few like diabolos, vlad, and meng huo work differently)

    plus, it's still better to take a defender (or other effects) that matches element, over an off element weapon.... unless the off element weapon is very strong like a max lv SSR

    if it has two effects though, take that in-element weapon over the off-element ones no matter what. some of the best weapons to look for is stuff like assault/pride with defender on a weapon, or assault/pride with exceed.

    it's that reason why i pretty much have a light grid with around 130% assault (10 SR weapons can do this), but it also gives almost 100% in defender too (practically doubling my HP). dual weapons are GOOD, and shouldn't be overlooked at all until you get stronger.
    Last edited by MagicSpice; 12-24-2018 at 07:42 PM.

  3. #7603
    Unregistered Guest
    Quote Originally Posted by toastedsnow View Post
    So then the rough priority, disregarding rarity is:

    In-element, assault variant, higher attack > In-element, assault variant > Off-element, assault variant > In-element > Off-element

    Would the above be accurate? If so, then ultimately who has the higher attack only really matters if comparing same-element assault variant weapons, yes?
    Yep it’s right, but for a brand new player use everything you got and ALWAYS go for max limits break

  4. #7604

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    Quote Originally Posted by Unregistered View Post
    Yep it’s right, but for a brand new player use everything you got and ALWAYS go for max limits break
    except in-element almost always beats off-element for reasons i explained above.

    assuming everything is max limit break and max skill level anyway, that light defender for a light team still beats a weapon of a different element, even if the defender is SR and the other weapon is SSR.

    i'd easily take a 70 HP weapon that also gives 13% more HP to the team (that takes in account all stats, not just the one weapon) over the weapon not giving anything at all for skills but has 110 HP. but if it was something like rush or ascension, then that can be debatable
    Last edited by MagicSpice; 12-24-2018 at 07:46 PM.

  5. Got a better understanding now.

    Thanks to all of you who indulged me, appreciate it

  6. #7606
    Ummm... Just say no to defenders.

    Only exception to that is if it is a 2nd skill that is paired with Atk.

    I would much rather have the higher raw stats of an off element SSR than a same element defender. Plus it's so easy to get Assault SRs now. Just join a few Catastrophe Rags and you'll fill the rest of your grid with SR Assault pretty quickly.

  7. #7607
    Quote Originally Posted by SlickFenix View Post
    Ummm... Just say no to defenders.

    Only exception to that is if it is a 2nd skill that is paired with Atk.

    I would much rather have the higher raw stats of an off element SSR than a same element defender. Plus it's so easy to get Assault SRs now. Just join a few Catastrophe Rags and you'll fill the rest of your grid with SR Assault pretty quickly.
    This, using defender as an example is kinda missleading since its very VERY situational, to the point that most of the time if not always you wanna keep those defenders out of your grid, but still the point stands, matching element weapons are almost always better than off element weapons due to skills, even more now that dual skills are very common and soon triple skills.
    Shade on KH, fire main.

    Wind Rag farming team:

  8. #7608

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    I have to defend Defender weapons there. Is true that when you have good grid weapons and high power, Defender lose utility(I still use them, but that is a personal playstyle thing). But that is NOT true when you begin. When you have not very good weapons and Eidolons, and so a low base HP and power attack, the extra HP of Defender weapons is a literal life-saver
    Last edited by Delete; 12-25-2018 at 02:13 AM.

  9. #7609

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    Quote Originally Posted by Delete View Post
    I have to defend Defender weapons there. Is true that when you have good grid weapons and high power, Defender lose utility(I still use them, but that is a personal playstyle thing). But that is NOT true when you begin. When you have not very good weapons and Eidolons, and so a low base HP and power attack, the extra HP of Defender weapons is a literal life-saver
    ^this

    Unless you're doing something like AQ5 where the boss WILL smite you unless you can block all damage or something, you need HP...

    Even then in AQ5, there's still the midboss that depending on the day, can nuke you damn hard or even nuke you often (in the case of the light one with that trigger). I'm sure some of you are either saving to full burst the boss, or you're like me where you can refill it cause you aren't one shotting 5 mil HP yet

    More HP means you can survive more often, and it's even more valuable in the weaker content where you're less likely to deal with "triggers". Hell, it's the one reason why I can sometimes solo wind catastrophe with my fire team, but can always solo it with light, cause you need both the damage output, but also need to be able to take getting slapped multiple times by that boss

    But come dual/tri effect weapons, be as picky as you want. I chose to have a grid with about 18 effects, which is nearly doubling HP while acting like I have 10 SR assault weapons (and also nearly acting like my barong is Managarmr without the sub slots).

    To each their own in the harder content, but the basics is to make the most of both your HP and damage output, cause we can't all go glass cannon (which is essentially what fire, thunder, and maybe wind is great at... depending on if you even have the hime for it)
    Last edited by MagicSpice; 12-25-2018 at 03:44 AM.

  10. #7610
    Unregistered Guest
    Quote Originally Posted by HugMeTender View Post
    We’re not here to judge, just for lewds ~_~

    Edit: Slashly MIGHT be here to judge.
    I certainly judge those who cant even spell SlashLEY right~
    Quote Originally Posted by Kitty View Post
    not even that... it doesn't even increase healing ability. don't even know why it says it tbh.. healers do the same with or without them as main eidos.
    Kaisers do increase healing. They don't increase healing CAP.

    All heals (and regens) in Kamihime are based on max HP. And the heal% is really high, usually. The problem is, there is also a cap on each heal. So you very, VERY quickly hit the healing cap of heals. Like, the moment you have full 0-star SSR Eidolons all heals except Belobog will do the full heal amount.

    To give a practical example, let's say that SR Nike's heal heals for 50% HP. But with the cap of 750, the moment your max HP reaches 1500 then Nike can't heal more than her cap. 1500 max HP is not hard to get, now is it.
    Does Nike heal for 50%? Not sure. The heal amounts aren't researched since the caps are hit too easily.

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