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  1. #11401
    I believe it's mostly old R chars who have different weird shit as their scenes.


  2. #11402
    I've seen more than two, so there's more for you to find. I'm not really into that kind of stuff, so I skip over the scenes and just unlock the abilities and jewels, and don't have which Eidolons, Kamihime, or Souls they were committed to memory.

  3. Quote Originally Posted by PassionZex View Post
    Apologies for the rather strange question
    its most def not a strange question considering what game we all are playing here and regarding inflation the eidolon echidna has her scene but no hime/soul or eidolon have pregnancy scenes though i do would want to see one just to see if our char got 1 of them actually pregnant lol

  4. #11404

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    Quote Originally Posted by Slashley View Post
    In general, the Ori weapons are rather poor. The only way to rush good Grids is with money, patience is key in Kamihime.

    Though, it seems that Dark has some surprisingly good weapons up there. Pitch Dark Axe and Dragon Blade are both HP/Assault weapons. They will be lackluster in the long term, but for now, they should do you great for a good while.
    With ML diana, moros, nyarla, susanno, cern, bastet for a dark team, would I be better off getting Crest Flag or Saint Gauche for Joan?

    I figured if it's really hard hitting content, I can rotate between Joan and Cern's damage cuts for overdrives so I should pick up Saint Gauche for the attack buff?

  5. #11405
    Quote Originally Posted by sadassa View Post
    With ML diana, moros, nyarla, susanno, cern, bastet for a dark team, would I be better off getting Crest Flag or Saint Gauche for Joan?

    I figured if it's really hard hitting content, I can rotate between Joan and Cern's damage cuts for overdrives so I should pick up Saint Gauche for the attack buff?
    The popular opinion is to pick the more offensive Saint Gauche. I've always played Defensive/Turtle style in games, personally (stacked my AC so high in D&D5 that Tiamat whiffed when attacking me at the end of a Rise of Tiamat campaign, much to my DM's chagrin)... so I went with the Crest Flag (Light) at first. But the Saint Gauche (Fire) feels a lot faster (but riskier) when I use my Fire team. I don't know who "Cern" is, but if she's a defensive team member that can stagger with Joan, then your thinking of the Saint Gauche being more beneficial seems correct.

    .

    Now I have a question... are the Accessory Quest cooldowns/refills able to be stacked or stored? I just recently started doing them (this weekend), and my first day, I had six or seven available attempts. But now it seems I only get three attempts a day. I ask, because I was wondering if it was beneficial for me to skip a day of an element I don't need/want at the moment, so I can have more attempts when the element I need/want comes up?

  6. #11406
    Quote Originally Posted by sadassa View Post
    With ML diana, moros, nyarla, susanno, cern, bastet for a dark team, would I be better off getting Crest Flag or Saint Gauche for Joan?

    I figured if it's really hard hitting content, I can rotate between Joan and Cern's damage cuts for overdrives so I should pick up Saint Gauche for the attack buff?
    So I'll give you some similar advice that I gave a fellow union member. If you're playing dark, you should be using a constant damage cut team. It's easily available and could be your main playing style. I'll outline the concept below and you can tailor/modify with what you have and what you want to do.

    1. Soul - Either Andro OR Joan work for a constant damage cut dark team.
    Andro has a full team heal plus also has her cursed canting chains (~17% damage reduction). I like her with the Shingen spear (+30 BG after burst) but her Planet Star (elemental attack) is perfectly viable. Her other weapon isn't worth it at all. If you don't have a healer, Andro is a solid choice.
    Joan has a single 1 turn every 6 turn for 40% damage cut, shortform: (1/6T, 40% DC). I also think the defender weapon (crest flag for an additional 20% damage cut) is pointless. You'll want to take the elemental weapon (saint gauche) for the additional damage. You also have access to Saint's Breath which is (after you get it working) another 60% defense (~37% damage cut).

    2. Himes- You have three choices(!!) - Cernunnos (1/5T, 30% DC), Pluto (2/8T, 30% DC), and Nefertum (2/6T, 25% DC). I believe you only need 1 of these and you can go full assault Himes for the other three. All three are actually top tier Hime and can work on this team. With Cernunnos, I'd rather run Andro as Cernunnos has a stacking frame defense ability and so Joan's big EX skill can't be used. If you have Nefertum, you want to use Joan as Nefertum brings healing. Pluto brings additional damage and so is also a solid choice.

    3. Kaisers. This can't be stressed enough, but you should buy the Kaisers of each element from the Eido shop and/or save the SR Dragoons of each element from Gacha rolls. You'll need potentially six team configurations for your standard raid. The idea here is to have 1 or 2 Dragoons/Kaisers for on element damage cut for when your other damage cut isn't available. Dragoons are 3/8T, 15% to 20% DC and the Kaisers are 2/8T, 30% DC. Obviously the Kaiser is superior, but the Dragoon also lasts longer and is easier to get. The Dragoon is only 20% at MLB so I'd use Eido orbs to get there. Two Dragoons get you nearly full constant 20% damage cut (i.e. for the dark team that is fighting thunder, I'd put 1 or 2 wind Kaiser/Dragoons into the sub Eid slots.) after 8 turns. This helps tremendously in your staying power.
    With Cernunnos and 1 On Element zero star Kaiser you'll have 30% damage cut 9/20 or nearly 50% of the time.

    Add in Cernunnos' 29% stacking defense damage cut and you're at 50% damage half the time and 70% damage the other time. Andro's base heals (in this situation) are 70% stronger than what you see on paper. This right here is the bulk of fully viable Dark Team. After this you can build your team with whatever Himes you have/need. You should be able to fight most Raid/Rag content with minimal help. (Right now I and a union mate farm TRags with our Wind teams using similar layouts and can finish the rag without additional help. Neither of us are wind mains, but the DC team works, especially when both bring Andro for group heals.)


    Dejnov.


    P.S. Bonus Points for Ascension in your grid. For a team like this after assault and vigor, you should only be looking for ascension. The more ascension you have the longer you can fight. It's absolutely essential to find and utilize all sources of ascension to boost Andro's (or other Himes) heals. You already have a 70% buff to her heals and so all ascension you can get is 70% better than advertised. The only problem is that there's only one great source; Nefertem's Staff (assault/ascension). If you get Nefertum, you'll get the staff and the ability to drop the on-element kaisers (if you have Anubis) and can run Shingen instead.


    P.P.S. I'd obviously suggest the Guardian Guns as your end game grid (Pride/Strength) for double assault. That will be all the offense you'll need. The chalices (Dender/Resilience) are another source of ascension, but you'll end up doing much less damage than you would with the guns. Go guns!!

  7. #11407
    After failing to pull water Pluto I got the objectively better results of Anubis and Cerberus

    I was water main and was just maxing leveling the other element himes without regard to team comps

    Fire SSR: Acala, Yamaraja, Mars, Uriel(A)
    Dark SSR: Pluto, Kali, Hades(A)

    pls advice

    and for weapon skills, which is better? inferno assault or burning assault+fire defender

  8. #11408

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    Quote Originally Posted by sadassa View Post
    With ML diana, moros, nyarla, susanno, cern, bastet for a dark team, would I be better off getting Crest Flag or Saint Gauche for Joan?
    Pretty much always get the offensive Soul weapons. The 30% elemental is just too big to miss out on, even if the weapon skills on most of them suck. Or, just use Hercules like everyone else.

    If you still need Joan+BP to clear content, then I wouldn't bother with a Soul weapon at all.
    Quote Originally Posted by Monkey Boy View Post
    Now I have a question... are the Accessory Quest cooldowns/refills able to be stacked or stored? I just recently started doing them (this weekend), and my first day, I had six or seven available attempts. But now it seems I only get three attempts a day. I ask, because I was wondering if it was beneficial for me to skip a day of an element I don't need/want at the moment, so I can have more attempts when the element I need/want comes up?
    We just had a double AQ event end. The game rotates these kinds of events about every second week:

    - Raids half-off (THE heavenly time to leech Rags and Guardians!)
    - AQs half-off and more entries (6 or 9 a day)
    - half-off story quests + increased exp from story quests (a good time for farming for T4 Souls if you're starting to near rank 100)
    - Was there one more? I think there was one more. But I forget.

    So, you can expect one of the other ones after a week or two.
    Quote Originally Posted by Dejnov View Post
    So I'll give you some similar advice that I gave a fellow union member. If you're playing dark, you should be using a constant damage cut team. It's easily available and could be your main playing style. I'll outline the concept below and you can tailor/modify with what you have and what you want to do.--
    You know that I wrote a turtling guide and it conflicts with a lot of things that you said...

    First off, turtling absolutely shouldn't be your goal. It can, at best, be consired a stepping stone until you are strong enough for "kill it before it kills you". Second, Def+ is a very worthless buff. Don't ever consider that, especially if you have access to to damage cuts of any kind. The only one which will ever amount of anything is Joan's MEX, but even that one needs like 30 turns to ramp up to decent levels. Don't. Bother.

    And why even turtle with Dark, when you can reach 25k+ HP with just a F2P Grid... ... oh wait, because newer players don't have access to a full Envy Grid. THANKS A LOT DEVS.


    I am personally not a big fan of Ascension. The problem is it takes away from useful stats, for minor gains in a stat that will only be used by 1-2 characters in your party. Not great. CAN it work? Yes, but chances are high that you'll rather want something else if you can make that choice.

    Also not a fan of Vigor, due to just how unreliable it is. Is it an amazing stat at full HP? Yes! Is it a good stat if you have lost ANY HP? Fuck no. So it's a great stat for content that is a joke to you and certain meme content like "how high can I burst during Burst Hour?" but for anything that can hurt you... just stay away.
    Quote Originally Posted by GabKarol View Post
    Fire SSR: Acala, Yamaraja, Mars, Uriel(A)
    Dark SSR: Pluto, Kali, Hades(A)

    pls advice
    You use what you have. You have at most four SSRs. What is there to advice? Go grab your daddy's credit card and spent 10k+ dollars on the game for a chance at better teams?
    Quote Originally Posted by GabKarol View Post
    and for weapon skills, which is better? inferno assault or burning assault+fire defender
    Double skills are way better, when both stats are good stats. Assault, Pride and Defender are the best ones in general.

    About weapon skills, I've made a post explaining them here.

  9. #11409
    Quote Originally Posted by Slashley View Post
    You know that I wrote a turtling guide and it conflicts with a lot of things that you said...

    First off, turtling absolutely shouldn't be your goal. It can, at best, be considered a stepping stone until you are strong enough for "kill it before it kills you". Second, Def+ is a very worthless buff. Don't ever consider that, especially if you have access to damage cuts of any kind. The only one which will ever amount of anything is Joan's MEX, but even that one needs like 30 turns to ramp up to decent levels. Don't. Bother.

    And why even turtle with Dark, when you can reach 25k+ HP with just a F2P Grid... ... oh wait, because newer players don't have access to a full Envy Grid. THANKS A LOT DEVS.

    I am personally not a big fan of Ascension. The problem is it takes away from useful stats, for minor gains in a stat that will only be used by 1-2 characters in your party. Not great. CAN it work? Yes, but chances are high that you'll rather want something else if you can make that choice.

    Also not a fan of Vigor, due to just how unreliable it is. Is it an amazing stat at full HP? Yes! Is it a good stat if you have lost ANY HP? Fuck no. Double skills are way better, when both stats are good stats. Assault, Pride and Defender are the best ones in general.
    I know you wrote a guide on turtling. The only problem with it is that it's full of your preconceived biases and is basically wrong on a ton of shit. You don't actually get how to do turtling correctly and you don't actually understand the true value and power of turtling. Turtling is how you clear end game content on a bare-bones possibly f2p grid (you do need a DC Hime to make it work though). You have a very linear approach to thinking and you just can't see the additional secondary effects that Damage Cut gives you, which is why your guide goes against the trifecta of secondary abilities - exceed, vigor, and ascension that are needed to make a damage cut team a meta race team. I agree all weapons should have assault on them for an end game grid. I absolutely can't find any real value in limiting yourself to Defender (and/or Pride) over Vigor and Ascension. Especially defender, it's a has-been skill and you should be happy when you have it, but you shouldn't rate it higher or better than Vigor and Ascension. Also, your comments on Defense being a useless skill is just flat out wrong. It's very valuable (and even more valuable in a damage cut build) to stack some as it's an additional (usually included or free) frame of damage cut. And yes you should turtle with dark because if you're a new player you don't have access to a hammer grid at this time anymore. The best option, if you have any of those himes I mentioned earlier in the dark advice section, is to build a damage cut build and clear content so that you can become stronger.

    So let's see if I can try and help you understand (yet again) why you fail to see the value in certain skills. This is mostly your mindset and not a problem with the skills.

    First things first, I currently have a Wind Damage Cut team that can near solo TRag (near end game content). I am not a Wind main (thunder baka instead). With just a second union member also using a wind damage cut team, we're able to open up a TRag nearly guarantee it being cleared. We mostly pub it to all, since that just brings the clear time to less than 20 minutes. Most players can only dream of reliably clearing Trags with just one other person. Our union has members that can solo and/or AAB Aratron, Ophiel, and Phaleg due to damage cut. Also, with the addition of Vigor to the frame set, we can actually use our Damage Cut / Drop Rate teams and still race with the best out there. Vigor and Ascension are what makes a Damage Cut build competitive with an Assault/Pride/Defender meta team. You absolutely need it to be equivalent. If you do get decent amounts of Vigor (and some Ascension) you can guarantee to have the high hitpoints to consistently have Vigor applied which gives you the ability to successfully race against an Assault/Pride grid.

    Let's get back to the main issue or focal point of the discussion, which is damage cut. Damage cut (and its equivalents-elemental resist and reflect) is a true multiplicative skill in the game. It can take damage to zero and also give you 100% debuff immunity. All three stack with each other and their respective frames (for damage cut it's A frame and stacking frame, and for elemental resist it's A frame and summon frame) and psuedo stack with defense also (ignore for now, we'll get back to this at a later point). That is potentially 5 different abilities that can stack with each other and that can be utilized to achieve 100% damage cut for any single round or it can be staggered to give you constant damage cut for the duration of the fight (depending on how you need to clear content). Up to here we can all agree.

    What it also does is that it massively helps both vigor, ascension, and defense abilities due to its multiplicative nature. Consider a team with 30% constant damage cut versus a team with zero damage cut. The team with the 30% damage cut takes 30% less damage which is equivalent to 42% more hit points (1 / 0.7). You can think of this as a hime with 10k hitpoints before damage cut now has 14.2k equivalent hit points. Another way the damage cut helps is that all healing is 42% stronger also (due to every hitpoint being 1.42 hitpoints prior to damage cut). If you have an ability to heal 2k hitpoints on a normal team, you can consider that to be 2.84k of healing for that damage cut team. Damage cut's reciprocal multiplicatively adds to any healing you bring to the team. It also adds that same amount to ascension weapons. If you have a base ascension weapon that gives you 24% more healing. On the damage cut team you actually have 1.24X1.42 = 1.76 or 76% more healing from a single weapon in your grid. Please note: This is 3x what the ascension weapon states in its base stats. This is where you go wrong slashley!! Decent ascension grids can get to about 100% additional ascension. A meta damage cut team can get to around 50% constant damage cut (with how I mentioned earlier). This gives you 400% equivalent healing. A single 2k heal is actually 8k for the damage cut team. With just this, you can now possibly AAB clear most content (even some Guardians) solo. The only downside is that it might take you 40 plus minutes to clear the content. You have two ways to solve this issue. The first option is to pub the raid to all. (Who cares who comes in; if they do any damage, they'll help with your clear time and you were gonna auto clear it anyway.) That helps with clear time. The other option is to start adding vigor to the grid. With the damage cut team, you can potentially overheal end game content, but the perception is that you'll have sacrificed damage capability for survivability. With the inclusion of vigor, that's simply not true anymore. A good damage cut team will have vigor up for the whole fight (you might lose it on a hime or two due to a high single target hit), but the majority of the team will have that additional damage to the end of the fight. This absolutely can make you a high damage meta race team. Without ascension, your vigor is usually gone after the first couple of rounds. With ascension, it can be there for the whole fight. That's a frame you get to utilize that other traditional builds don't get. Since there are strong diminishing returns to assault/pride, it absolutely makes sense to instead build vigor/ascension into the grid. At around 150% base assault each point of vigor is 2.5X more valuable than a point of assault. An additional 50% vigor is equivalent to 250% assault. The assault/pride team will be nearly dead before they get that much more assault. The vigor team might lose this additional damage, but if you're playing your damage cut correctly and have decent ascension/healing that should never happen.

    That covers the basic damage cut (vigor/ascension) team build. Let's take about defense. I agree defense is a much less valuable skill set, but, yet again, with the inclusion of damage cut into the team it gets a significant boost in ability and helps your survivability. Cernunnos gives 40% defense and Joan gives 60% defense (4% stacking frame with a needed 10 or 15 turns to build this up). This is the equivalent of ~28% (1/1.4) and ~37.5% (1/1.6) additional damage cut. It's a little worse in that it's in a different frame than damage cut, but it still helps. For that original damage cut team (30% constant), with the addition of Cernunnos' defense ability you move from 30% constant damage cut to ~50% constant damage cut (0.7 x 0.72). That takes a single heal from 42% additional healing to 200% additional healing capability. That stacking defense frame ability is absolutetly worth it.

    In fact, with just Cernunnos, Andromeda (w/ planet star) and a single On Element zero limit break Kaiser (30% Damage cut for 2/8T), you're looking at 30% damage cut 9/20 turns and you have a constant defense buff of 80% for 3/6T and 40% all other turns which is equivalent to 36.75% constant damage cut. This is equivalent to only take 54.7% constant damage or basically 47% damage cut. Congrats you're heals are now twice as strong and/or you have twice as many hitpoints. You still have a full weapon grid to do whatever you want with (I suggest dark guardian guns) and you can also pick the three baddest strongest himes you can find in dark. If you find either Nefertem or Pluto, you can drop the requirement for an On Element zero limit break Kaiser (and possibly move to Shingen too). But the fact is Cernunnos, Andro, and a single Kaiser (from the Eido shop) is a fully equivalent defense and everything else can be pushed to straight offense.


    Dejnov.

  10. #11410
    Quote Originally Posted by GabKarol View Post
    After failing to pull water Pluto I got the objectively better results of Anubis and Cerberus

    I was water main and was just maxing leveling the other element himes without regard to team comps

    Fire SSR: Acala, Yamaraja, Mars, Uriel(A)
    Dark SSR: Pluto, Kali, Hades(A)

    pls advice

    and for weapon skills, which is better? inferno assault or burning assault+fire defender

    Well you have two choices. You can whine, bitch, moan, and complain like Slashley suggests above OR you can build a strong damage cut meta team like I suggest earlier. With Anubis, you can consider any SR equivalent to an SSR (in a 60% element eido grid), so I'd start looking for really decent SRs to complement your two SSRs (Pluto and Hades). This, with Andro will be the bulwark of your team.

    If you have a decent SR that can heal, you can instead use Joan (for additional damage cut) instead.

    Pluto has one of the best damage cuts (2/8T, 30%) in the game. She also has the ability to up her teams damage and also her own individual burst damage. I haven't run Hades in awhile, but she's not bad either (has some synergy with Pluto also). Between these two you should be able to hunt light very very well. Kali is meh. Pluto, Hades, and Andro will keep her alive, but she's dicey.

    I'd like to know what SRs you have in Dark. I can help build a better team with that knowledge.

    I'd definitely work to building either Kaisers or Dragoons for all elements (30% or 20% additional damage cut for 2T or 3T respectively) for each raid you need the additional help on.

    I'd also go guardian gun grid. Your team can definitely take advantage of those pride/strength weapons. Double assault, while not as nice as ascension and/or vigor for this team, is definitely useful. You're biggest hit will be finding assault/exceed weapons. Only Berith's gun and Samael's hammer have assault/exceed. If you're going to MTix someone for dark, either Nefertem or Berith. Both are top Himes and their weapons are much needed in this grid (Berith's more than Nefertem's).


    Dejnov.


    P.S. I can't really help with Fire as I don't know that well. But you have Cerebus, Uriel and Mars. That can be the start of a decent Fire team also.
    Last edited by Dejnov; 05-12-2020 at 06:09 AM.

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