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  1. #1
    Unregistered Guest
    Quote Originally Posted by nonsensei View Post
    With oh-so-many UE reprints, you have a great chance at building such a grid. And they aren't the only options.
    Currently feasible f2p options for such a grid: (note that you can also account in hero weapons according to which hero you prefer)

    Fire: lance grid - Typhon lances, Vlad lance(s), Iwanaga-hime assault/exceed SR lance(s).

    Water: glavie grid - Rahab glavies, UE scy-- I mean glavies.

    Wind: not much currently. Hammer grid can be a candidate with Garuda hammers & Höðr raid hammer, but not enough. Another would be a sword grid, but outside the UE swords, you only got koihime collab (lol) sword.

    Thunder: same as wind. Gun isn't really an option since the phantom gun only gives you HP & the UE guns - while good - aren't too impressive themselves.

    Light: axe grid - UE axes, Yule Goat axe(s). Although, it's up to debate whether it's worth it or not since the phantom axe is exceed/elaborate......
    staff grid - heal support builds, banzai.. useless outside raids.

    Dark: axe grid - UE axes.. and UE axes (yes, you get a ton of them). Same question as in light's case.
    hammer grid - UE hammers & Delphyne raid hammer(s).

    So yeah, f2ps can build these grids, too & it's not like they can't happen to have a gacha weapon that could complete these.
    Things to pay attention when building these grids:
    - since it takes at least 6 spots in your grid, you will only have 4 slots left. If 2nd UE weapons aren't part of the phantom grid, they will definitely need slots, same goes for hero weapon & you'd also want to keep around the advent FLBs. It's recommended to build your phantom grids around at least one of these.
    - don't force in a phantom grid. If you build it around marginally useful weapons, you ruin the point of it & as mentioned above you won't have slots for the actually useful ones.
    - the skills of the phantom weapon: not every phantom weapon has good skills (like the axe or gun mentioned above). Some might be barely worth it, others are godly.

    All that said, this is something that we still have to wait for like half a year, but it's worth preparing for. Have fun grinding, guys~
    thanks for this. very useful. are u saying high rag will come after 6 months?

  2. #2
    Quote Originally Posted by Unregistered View Post
    thanks for this. very useful. are u saying high rag will come after 6 months?
    Hard to tell for sure, but most likely yeah. Hrags were introduced at 2nd anniversary of DMM KHP. This means uhh.. the very end of March, I think..?
    Our anniversary is around February, if I'm not mistaken, but the changes that came with the 1st anniversary only got implemented at the same time as DMM's. Our current rag introductions were.. oh, god.
    On the other hand, 12 party slots were introduced ahead of schedule. Long live consistency.

    Anyway, they will probably keep the dates of major changes, so end of March/beginning of April.
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  3. #3
    Unregistered Guest

    metrics

    In planning for future events I'm wondering how important elemental advantage is. For example: in the upcoming Pride reprint my dark team has an attack of 40K (to simplify it) and my Wind/Fire teams have 45K. Will that 5K extra attack trump elemental advantage normally? I realize that the light/dark dynamic is a bit weird compared to other weaknesses, but in general how much is elemental advantage worth?

  4. #4

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    elemental has 45% increase in damage and 25% in defence

  5. #5

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    Quote Originally Posted by AutoCrimson View Post
    elemental has 45% increase in damage and 25% in defence
    Ummm no. It's 45% Elemental damage, so basically an extra Eidolon worth. However, burst bonus double dips into this so an on-element Full Burst will hurt a lot more than off element.

    Also, 25% def isn't much, but you get 25% less damage with elemental advantage. I believe it's actually -25% Elemental damage, but since all enemies have 100% Elemental, that's effectively the same thing. I'd need further testing on that, I'd need to run against a bad element on purpose.

  6. #6

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    well since its element we are talking about, so its logical that it has elemental increase
    also i believe light/dark has 48%

  7. #7
    Unregistered Guest
    Quote Originally Posted by Slashley View Post
    Ummm no. It's 45% Elemental damage, so basically an extra Eidolon worth. However, burst bonus double dips into this so an on-element Full Burst will hurt a lot more than off element.

    Also, 25% def isn't much, but you get 25% less damage with elemental advantage. I believe it's actually -25% Elemental damage, but since all enemies have 100% Elemental, that's effectively the same thing. I'd need further testing on that, I'd need to run against a bad element on purpose.
    When it comes to enemies dealing damage against you the player, elemental advantage/disadvantage is actually its own separate multiplier. The current formula for damage that players receive (not deal) is something like enemy_attack * (1 + atk_buff - atk_debuff) * weak_point_correction * (1 - damage_cut_total) / {10 * (defense_bonus_total) * (1 + def_buff - def_debuff + assist)}

    I assume that the only source of defenses bonuses that aren't buffs or assists would be the passive bonuses for the soul?
    And 'weak_point_correction' refers to elemental advantage/disadvantage.

    As for the unregistered's question regarding pride event:
    Assuming your grids are relatively evenly developed, ~12.5% more base atk shouldn't be enough to compensate for the lack of advantage. 238% (2x Jack o' Lantern + advantage) / 190% (2x Icarus/Adramelech) ~= 1.25, or ~25% more damage when looking at just elemental. Alternatively, 228% (2x Amphisbaena + advantage) / 190% ~= 1.2, or ~20% more damage.

    Again, assuming the grids are relatively close, I'd just go with your dark team + 1x or 2x Amphisbaena. The real noticable difference here is how much less damage you'd take over time compared to your non-dark teams here.

  8. #8
    Elemental advantage: +45% to elemental bracket for you, -25% to elemental bracket for enemy (which as Slashley said, is basically 25% less dmg received, most of the time BUT it's not damage damage cut).

    Light/dark natural advantage: +3% to elemental bracket, regardless of opposing element. If they're up against each other, player side will receive every perks of elemental advantage + still the +3% bonus to elemental bracket (it only adds to your damage, no effect on damage received).

    Elemental advantage on burst: burst streak gets a x1.45 multiplier. Individual bursts are calculated like: normal damage x (natural burst multiplier+burst buff). Normal damage includes elemental advantage already, natural burst multiplier is decided by rarity, burst buff includes exceed weapons, and active/passive buffs in battle.
    This means that only the burst streak (kinda indirectly) receives elemental advantage bonus twice.

    While not omnipotent, elemental advantage has quite some nice perks. A bit difference in stats alone won't make your best element worth bringing over advantage team. Shit setup of advantage vs well-covered team of best element might, tho.

    P.S.: we shouldn't forget about better debuffing chances for advantage & better resistance to debuffs from enemy.
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  9. #9
    Unregistered Guest
    Oh, yes, for the readers who aren't familiar with this stuff, 'damage_cut_total' is a sum of things like:
    Damage cut skills (like the main skill of the Joan of Arc line of souls) (can stack with each other)
    Reflects
    Elemental resistance buffs cast by kamihime (no stacking; these will overwrite each other)
    Elemental resistance buffs cast by summoning an eidolon (I... think these overwrite each other?)
    Elemental resistance offered by eidolon passive (yes stacking)

  10. #10

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    Quote Originally Posted by Unregistered View Post
    When it comes to enemies dealing damage against you the player, elemental advantage/disadvantage is actually its own separate multiplier. The current formula for damage that players receive (not deal) is something like enemy_attack * (1 + atk_buff - atk_debuff) * weak_point_correction * (1 - damage_cut_total) / {10 * (defense_bonus_total) * (1 + def_buff - def_debuff + assist)}
    Isn't that basically the same formula as players doing damage... just that Elemental attack is called "weak point correction" here, for some reason. Because there isn't really any way to buff or debuff Elemental attack for enemies.

    Since stuff like Wind Atk Down is basically counted as Atk Down, as illogical as that is.

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