Got a better understanding now.
Thanks to all of you who indulged me, appreciate it![]()
Got a better understanding now.
Thanks to all of you who indulged me, appreciate it![]()
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:
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.
^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.
I certainly judge those who cant even spell SlashLEY right~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.
And this is why ascension, buffs like awakened sol's healing buff, and the Ancient Accessories with healing increases are valueable.
Plus, no one should be using a Kaiser as a main/friend. When it comes to main/friend effects, always damage increases... maybe HP if it ups damage along with it... depending on the player.
I still tend to see a lot of high rank players (like 90+) running eidolons like hecatonchires and crom cruach. The number of yule goats are starting to grow too, but not sure how many will stay.