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  1. #1

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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.

  2. #2
    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.

  3. #3

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    Quote Originally Posted by Unregistered View Post
    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.

  4. #4
    Quote Originally Posted by MagicSpice View Post
    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.
    That's actually normal, let's assume that you have decent weapon grid (130% assault +30% ele), elemental advantage and using friend's 100% eidolon.
    Multiplier for 45% ele eido: 2.3 (130% grid) * 3.2 (100% eido + 45% eido + 45% advantage + 30% weapon) = 7.36x
    Multiplier for 40% char ATK / 20% HP: 2.7 (130% grid + 40% eido) * 2.75 (100% eido + 45% advantage + 30% weapon) = 7.425x

    So in this case not only you get higher damage, but additional HP (I assumed event eidos here, but general idea applies to gacha's too).

  5. #5

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    Quote Originally Posted by Gludateton View Post
    That's actually normal, let's assume that you have decent weapon grid (130% assault +30% ele), elemental advantage and using friend's 100% eidolon.
    Multiplier for 45% ele eido: 2.3 (130% grid) * 3.2 (100% eido + 45% eido + 45% advantage + 30% weapon) = 7.36x
    Multiplier for 40% char ATK / 20% HP: 2.7 (130% grid + 40% eido) * 2.75 (100% eido + 45% advantage + 30% weapon) = 7.425x

    So in this case not only you get higher damage, but additional HP (I assumed event eidos here, but general idea applies to gacha's too).
    So against dark, I pretty much need to use Yule over Barong when doing dark AQ5 or high level dark content (like dark GOs or Dark catastrophe). Noted.

    Not exactly 130% (will hit 131% assault when I level the new light axe to lv125, as it's already max skill lv), but I need to keep this in mind. The current light grid I got is herc axe with 128% assault and 97% defender. The axe will add 3% assault but drop 3% defender (cause it's gonna replace the nickolas sword)
    Last edited by MagicSpice; 12-25-2018 at 04:31 AM.

  6. #6

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    Sigh... here we go again.

    NEVER. EVER. EVER. Sacrifice assault for defender. The only exception is if you're a newbie and can't survive some content, and if you're at that state raw stats probably does the job for you better anyway. Taking a smaller assault or getting a defender dual works however.

    If you need defender, get it from some hime weapon released starting Snow Raphy's era as a dual.

    This applies even more so with SR disaster weapons. Your main source of weapons comes from events, and the filler SR weapons should not be defender since you won't be getting much of those and your SSRs can often cover enough defender. 11k HP is enough to handle most content currently, and even lower is still actually manageable if you know what you're doing.

    I don't get how this is not reinforced into every vet's mind already, but not letting the mobs and boss pull off their bullshit in the first place is always better than facetanking it.

    Quote Originally Posted by MagicSpice
    Healing accessories and ascension
    Misconception no. 1: You assume that ascension doesn't increase the heal amount as well. Realistically it is impossible to reach a point where your HP goes so high the cap isn't ever hit.

    Misconception no. 2: Healing accessories fucking suck, period. You aren't gonna get more mileage out of 2% per buff. Convince me otherwise.

    Fact check please.
    Last edited by Cobblemaniac; 12-25-2018 at 04:37 AM.

  7. #7

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    Quote Originally Posted by Cobblemaniac View Post
    Sigh... here we go again.

    NEVER. EVER. EVER. Sacrifice assault for defender. The only exception is if you're a newbie and can't survive some content, and if you're at that state raw stats probably does the job for you better anyway. Taking a smaller assault or getting a defender dual works however.

    If you need defender, get it from some hime weapon released starting Snow Raphy's era as a dual.

    This applies even more so with SR disaster weapons. Your main source of weapons comes from events, and the filler SR weapons should not be defender since you won't be getting much of those and your SSRs can often cover enough defender. 11k HP is enough to handle most content currently.



    Misconception no. 1: You assume that ascension doesn't increase the heal amount as well. Realistically it is impossible to reach a point where your HP goes so high the cap isn't ever hit.

    Misconception no. 2: Healing accessories fucking suck, period. You aren't gonna get more mileage out of 2%. Convince me otherwise.

    Fact check please.
    for the newer players that do get a grid full of SR, 130% assault and no defender might help a bit... til event rag content nukes them faster than they can shell out damage. for those fights, if your HP is less than 8k, you're in a bad spot unless you have multiple healers or tanking skills. and less than 8k is rather likely until they go through say... 5 events minimum (assuming they don't pull SSR eidolons, but did reroll for a 100% one)? And there's no chance in hell they'll survive GO like this, maybe catastrophe with some decent helpers (or leeching raids) which should be reasonable for them at the point of 110% assault or more (depending on raw atk). I do agree that you go for dual weapons when possible. but depending on the event and the player, that might not be possible for a long while. not saying to load up on a lot, but get at least 1 or two defenders until dual weapons are in your reach for pride/defender or assault/defender.

    also, i did mention ascension increases the heal cap. did not say it ups heal amount cause that wasn't my point. and as someone mentioned, heal amount can easily hit the cap. speaking of the cap...

    i'm sorry, 2%? this says 3% at the start and the dmm wiki says this can hit 5%:

    Kamihime General Discussion + Q&A-sol-acc.png

    and then the're gonna be drops from AQ7 that will do 6%, then increase to 8%... again, according to the wiki for dmm's version. so yeah, that's 25% from healing accessories we can get when true rag hits, but 15% we can get now which is.... basically an additional ascension. only suck part is they don't work on everyone's regen (meaning useless for amaterasu or belobog), but do work on direct heals (meaning they work on nike or sol)
    Last edited by MagicSpice; 12-25-2018 at 04:52 AM.

  8. #8
    Unregistered Guest
    Quote Originally Posted by MagicSpice View Post
    --
    i'm sorry, 2%? this says 3% at the start and the dmm wiki says this can hit 5%:

    and then the're gonna be drops from AQ7 that will do 6%, then increase to 8%... --
    And nobody fucking cares since most other stats are far better. Atk+, Def+, Dbl+ and Trpl+ for example.

  9. #9

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    Quote Originally Posted by MagicSpice View Post
    snip on assault
    That would be what we call filler grids.

    And typically, you wouldn't hit the point of 130% assault without at least getting some degree of defender from duals, the time frame it takes get there is usually a couple of events worth. And some hime weapons you might have collected during the process. Having to actually run pure defender on your grid is a heavily last resort option.

    ascension
    Values are one thing I haven't checked, as are the actual effects of the ascension accessory itself, that was my bad.

    I suppose this is speaking from a tier whore standpoint, but accessories wise DATA, afflict and atk are still pretty much the king effects.

    Quote Originally Posted by Gludateton
    snip
    Oh right. Misphrased on my part that.

    Heal accessory does add to the ascension frame with the same cap of 200%, so technically what you just mentioned can be applied using weapon skills as well.

    Do I take back that ascension is a trash acc stat? Well... partially. I'd still love DATA etc over it. But drop it on Sol or something and they'd still make it work somewhat at least.

  10. #10
    Quote Originally Posted by Cobblemaniac View Post
    Misconception no. 1: You assume that ascension doesn't increase the heal amount as well. Realistically it is impossible to reach a point where your HP goes so high the cap isn't ever hit.

    Misconception no. 2: Healing accessories fucking suck, period. You aren't gonna get more mileage out of 2% per buff. Convince me otherwise.

    Fact check please.
    Oh, you got point 1 backwards, if you have too low HP you may not hit heal cap.

    For point 2: my favourite example (and only one I know) - Atum.
    Her heal is 20% max HP, cap of 2k. She needs a target with 10k HP to hit cap. With 2x UE staff 30 slvl she has 30% max HP heal, 3480 cap, 11.6k target's max HP required to hit cap.
    Now, I assume that heal acc work similar to Ascension, so with 2x 5% heal (this better kind) and 2x UE staff we get: 40% max HP heal, 3680 cap, 9.2k target's max HP required to hit cap.

    In worst case it's 11.6k HP, so not that hard to hit, but let's get her buffed version, which according to JP wiki get her cap raised to 3k, but no change to base heal (still 20% max HP).
    With no heal bonuses: 15k max HP required to hit heal cap (3k)
    With 2x UE staff: 17.4k max HP required (5220 cap).
    With 2x UE staff and 2x 5% accessories: 13.8k max HP required (5520 cap).

    It doesn't look terrible in any case, but 17.4k max HP may not be easy to hit (at least not for everyone), so I would say that Atum do likes some nice healing accessories. I would bring Lugh here, but from what I've heard her assist doubles received heal and not only rises cap, so there's no point bringing her here.
    Last edited by Gludateton; 12-25-2018 at 07:57 AM. Reason: Wrong values for UE staff (34% vs 37%)

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