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  1. #1
    Quote Originally Posted by VeryVoodoo View Post
    If you feel like you're lacking HP to clear content comfortably, then yes you can. Until you have all SSRs in your grid, you shouldn't really be passing up SSRs anyway.

    By the way, why did you use so many + mats on those crappy SR bows, haha.
    I have to using Andromeda to clear GO and Rag at risk, so yeah, I better using that sword.
    About the +, it's transferable so I think I should just put it in random SR to get the bonus then move it to a SSR when I have one.

  2. #2
    Unregistered Guest
    I was gonna say pass on defender only trash by default, but since you don't have Kyuuki bow apparenly, you can equip the collab sword if you need the HP. My understanding is that wind won't get any more viable event weapons with defender until Garuda 2nd reprint next July.
    Although, where would you need more HP? My wind team has less base HP than yours and the collab sword won't make a difference for me.

  3. #3
    Quote Originally Posted by Unregistered View Post
    I was gonna say pass on defender only trash by default, but since you don't have Kyuuki bow apparenly, you can equip the collab sword if you need the HP. My understanding is that wind won't get any more viable event weapons with defender until Garuda 2nd reprint next July.
    Although, where would you need more HP? My wind team has less base HP than yours and the collab sword won't make a difference for me.
    I don't really understand the stigma against HP. Unless you already have full SSR wpn grids, you shouldn't simply pass up a weapon just because it's a defender.
    I have a full SSR-only wpn grid and already even have a mlb of that sword from the 1st time it ran, but I'll still be getting a 2nd mlb copy of that sword again. ¯\_(ツ)_/¯

    Having more SSRs allows you greater choice and flexibility when choosing/adjusting grids for certain content. You won't necessarily be using them as your main grid all the time, but having the choice to adjust as needed is always nice. For example, for wind GO (quetz) my fire team was able to comfortably AAB it after adjusting my grid a bit. If I had used only full assaults and not used any defenders, it would've failed to clear it on AAB.

    Increased HP isn't a bad thing. Sometimes it can help you clear content a bit easier as well like disaster rags that you might be having trouble with; because there might not always be people on to help you in those, especially if you start them in the off-hours or during other raid events, etc... And let's face it, it's a lot less effort/easier to just set things on AAB if you can, and HP can enable you do so for a lot of the content. Of course, if you're only going to 100% manual everything in this game, then sure, go ahead and forgo any HP/defenders and go full out assault so you can pummel everything dead quicker. But it's nice to be able to be lazy and AAB end-game content if you want to, and you won't be able to do that without figuring out the proper mix of both assault + hp. Jus' sayin'... ¯\_(ツ)_/¯
    Last edited by VeryVoodoo; 10-10-2018 at 06:01 PM.
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  4. #4
    Unregistered Guest
    AAB never factors into my thinking as far as advice/suggestions go. By the time you can AAB through a battle, you're well past the point of 100% win probability. I think that as far as discussion goes, it's only meaningful when it concerns changing that probability between 0 to 100. Once you're past guaranteed success and think about autoing for convenience, that's a luxury that you solve on your own time.

  5. #5
    Quote Originally Posted by Unregistered View Post
    Once you're past guaranteed success and think about autoing for convenience, that's a luxury that you solve on your own time.
    Except to get to that point in the first place, you're probably going to need fully developed grids to begin with. So when people are running the majority of their grid as SR disaster wpns, should they really be turning their noses up at a defender SSR as being "trash by default" or being offered that as advice then?

    Leaving aside the AAB'ing of end-game content then, I've personally seen some people unable to clear things like GOs or some of the raid challenges, even with a lot of assault% etc.. because they too have turned their noses up at defender stuff in general and built full assault grids, stacking things like SR disaster assaults instead. But it turns out having that bit of extra hp actually helps them clear what they otherwise kept failing, because hey suddenly the boss OD that was wiping them before now no longer kills them giving them all those extra turns, surprise, surprise!

    I can understand if you've got well developed grids already, and don't plan to min/max stuff for the future, sure you can pass up defenders... but for a guy whose grid seemed to consist mainly of SR disaster assaults, the default advice to him shouldn't be to deem a defender SSR as trash, as it's still actually likely to improve his grid and team in a lot of scenarios.
    ✦ Union Leader of Ixion (Kamihime Game ID#: 1318886 | Discord ID: VeryVoodoo#0081)
    ✦ Recruiting Active/Strong Players - Apply on Discord: https://discord.gg/kJdnGWq

  6. #6
    Unregistered Guest
    If it makes a difference in their particular situation, great. I even did say that if they need the HP, they can equip that weapon. Although when I asked 'where would you need the HP', that wasn't rhetorical. That was a request for more details on the situation; which fights/what kamihime are available/stats/etc. etc. My SSR-less wind team has less base HP, only has +HP through Kyuuki bow, probably has less assault, and probably has higher base atk. I picked up 3 ori from Yggdrasil GO (I didn't do the win in 15 turns or all 7 survive missions).

    Now for the part where I say 'defender only trash'? Ok, that's a habit of mine dating back to launch. I'm fairly sure that I'm literally the only one who uses that exact phrasing on this forum. If you've seen an unregistered say that since launch, that's me.
    Why did I start saying that? There are two halves to it. The first is that obviously I value raising assault more than raising just HP. The other half is thinking about resource allocation. Even back then I already knew that I'd never use a defender only weapon in a serious lategame grid, so it was a question of how much, if any, time/gems/weapons into skill leveling the things. This being before guerilla quests and before my grids hit the point where new SR weapons are superfluous, skill leveling for me was a lot more troublesome. So it was a matter of investing for short term vs long term gains. I concluded that working on defender only trash wasn't worth it for me at all. I also capped leveling my SR's to 12, for that matter.

  7. #7
    I don't know specific where I need more HP. I just feel like my HP is too low and more HP would be more safe. Maybe the dark rag since It can one hit me with rage burst + dot, but either way I can't solo it so it doesn't really matter.
    I got 5 ori from Yggdrasil but Wind is my only team that can do GO so I need to do off element and I can only do it with Andromeda now. I wonder if I can do Joan mission with more HP, stat and a little Ascension (for Ithaqua).
    I have save enough fod to max sl all 3 wind SSR from this 2 advent right away but I also have many other element SSR weapon unskilled.

  8. #8
    Quote Originally Posted by Nelerion View Post
    Hime obsolation and power creep is an interesting point that i didnt consider. Will that happen? I didnt check jp wiki and its hard to imagine himes like Amaterasu/Sol/Ryu-oh/Cthulhu get replaced. They got their place in core hime by bringing immense amount of utility. To replace them they would need to release even stronger himes like with 30-40% debuff or himes with 4 active ability, otherwise new himes doesnt replace them, just give an equal substitute.
    As for dmg himes, yeah its pretty realistic new dmg himes get even more dmg and new interesting mechanic, but i'm more interested in utility when i build teams (in all games). I will opt for versatile or endurance build if its possible, and only go burst only if the game force me to do.



    You missed my main concern. Im not concerned about easy or hard way to endgame. Im concerned about bottleneck when i reach endgame in the far future. I understand 100% eidolon is indispensable, coz its the only reliable way to boost elemental dmg. Does SSR hime also indispensable for a good team, which force me to reroll for both, coz otherwise there's no garantee i get SSR hime for endgame?
    As for the definition of "good team", im obviously not planning to compete for top ranks as free player. I would consider a team good at endgame if it can comfortably earn all individual (not competitive) rewards for event, and clear all solo content.
    I guess either way i'll reroll 200 more just to reach nice number (currently at 800). Thanks for reply.
    Quote Originally Posted by Laventale View Post
    Yesterday I was talking with some DMM veterans who were saying that himes like Sol (clear example) are being replaced because of this fast meta. Every element can burst in turn 2 or 3, also saying that Light can burst in turn 1.

    I don't quite like that "Meta" DMM is enforcing, but eh... that's how it is.
    With the introduction of tower & especially high rags, the game shifts toward a more damage-centered meta IF you wanna stay competitive. There are 3 types of setups for high rags(at least as far as I've noticed). These high rags are designed not to be solo'd unlike our current rag raids (lol). They have higher resistance against debuffs, side mobs that set back your damage or buffs the already strong boss, and some killer mechanics that you just simply can't survive alone. The mentioned 3 types would be:
    1. Pew pew dmg for competing MVP/VMVP rewards & contributing to the raid by dealing extreme damages. These setups will neglect debuffs & whatnots completely focusing on dealing damage as fast & as strong as they can.

    2. Healer support with Andromeda as hero & a setup + grid oriented towards surviving & doing more heals to be able to keep contributing to the raid by keeping those of the 1st type alive. Ideally, they'd also want to bring debuffs if it's possible, but their main focus should be staying alive to keep healing the raid participants.

    3. Defensive support with Joan as hero. Tbh, I don't think there's any other requirement for this type other than having Joan HP weapon for 60% dmg cut. They might still end up taking MVP/VMVP by outlasting the ones completely focused on dmg dealing or just focus on debuffs to contribute the raids by trying to weaken the boss/mobs. But the point of this type is, the high rags can deal out some insane damages & even if you have healer supports, they won't be able to heal dead units. Dmg cuts help with that.

    Oh, and
    4. Newbs. Err.. try to bring as many debuffs as you can and just.. refrain from attacking completely since you won't be able to contribute to the raid with your damage, but might end up activating some unwanted mechanics. Just deal damage with some ability to get rewards & stay put.


    At the end of the day, solo contents (except maybe high floors of tower) can be done with whatever playstyle you prefer or are good, at even as an f2p. In raids, you can still make yourself useful even if damage dealing isn't your stronghold. All you need to do for that is to keep building your grids.
    To quote a wise man's words: "Git grud."

    P.S.: those turn counts seem a bit of an exaggeration, Laven. But certainly, the dmm bursting meta gets even faster due to powercreep on himes & Shingen BG EX.
    Last edited by nonsensei; 10-11-2018 at 01:38 AM.
    Guide for using JP wiki
    1/2 - https://youtu.be/hPK8vpqmkCg
    2/2 - https://youtu.be/GhvZJXjngO8 Y U NO WATCH 2ND PART!?

  9. #9
    Quote Originally Posted by nonsensei View Post
    With the introduction of tower & especially high rags, the game shifts toward a more damage-centered meta IF you wanna stay competitive. There are 3 types of setups for high rags(at least as far as I've noticed). These high rags are designed not to be solo'd unlike our current rag raids (lol). They have higher resistance against debuffs, side mobs that set back your damage or buffs the already strong boss, and some killer mechanics that you just simply can't survive alone. The mentioned 3 types would be:
    1. Pew pew dmg for competing MVP/VMVP rewards & contributing to the raid by dealing extreme damages. These setups will neglect debuffs & whatnots completely focusing on dealing damage as fast & as strong as they can.

    2. Healer support with Andromeda as hero & a setup + grid oriented towards surviving & doing more heals to be able to keep contributing to the raid by keeping those of the 1st type alive. Ideally, they'd also want to bring debuffs if it's possible, but their main focus should be staying alive to keep healing the raid participants.

    3. Defensive support with Joan as hero. Tbh, I don't think there's any other requirement for this type other than having Joan HP weapon for 60% dmg cut. They might still end up taking MVP/VMVP by outlasting the ones completely focused on dmg dealing or just focus on debuffs to contribute the raids by trying to weaken the boss/mobs. But the point of this type is, the high rags can deal out some insane damages & even if you have healer supports, they won't be able to heal dead units. Dmg cuts help with that.

    Oh, and
    4. Newbs. Err.. try to bring as many debuffs as you can and just.. refrain from attacking completely since you won't be able to contribute to the raid with your damage, but might end up activating some unwanted mechanics. Just deal damage with some ability to get rewards & stay put.


    At the end of the day, solo contents (except maybe high floors of tower) can be done with whatever playstyle you prefer or are good, at even as an f2p. In raids, you can still make yourself useful even if damage dealing isn't your stronghold. All you need to do for that is to keep building your grids.
    To quote a wise man's words: "Git grud."

    P.S.: those turn counts seem a bit of an exaggeration, Laven. But certainly, the dmm bursting meta gets even faster due to powercreep on himes & Shingen BG EX.
    Do you have any video of the high rags? I searched but only found ultimate.

  10. #10
    Quote Originally Posted by nut View Post
    Do you have any video of the high rags? I searched but only found ultimate.
    Bear actually made a video of the supposedly biggest pain in the ass high rag: the light one.
    Guide for using JP wiki
    1/2 - https://youtu.be/hPK8vpqmkCg
    2/2 - https://youtu.be/GhvZJXjngO8 Y U NO WATCH 2ND PART!?

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