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  1. #131

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    Awakened Satan and Amon together should be more effective than Awakened Susanoo. It depends on what's available with the 2nd Miracle ticket though. I'd get Thanatos or Pluto over Satan.
    Last edited by sanahtlig; 02-18-2018 at 12:02 PM.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.


  2. #132

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    Added a section on Awakening.

    Awakening
    Awakening was introduced 10/16/17 in the English version. About once per month, a previously released SSR kamihime becomes eligible for strengthening. By expending Draconic eyes on an eligible LV80 kamihime, the character’s upgraded form is unlocked. The character’s level and stats are reset to LV1 in the process, so the character is temporarily weaker until the levels are regained. As the character gains levels, existing abilities morph into upgraded versions, which is typically the most significant effect of Awakening.

    The English version has roughly followed the DMM Awakening schedule of 1 Awakening per month, and also with the same release order.

    Notable Awakenings (2/18/18; core SSRs): Gaia, Thor, Svarog, Titania, Ares, Sol, Hades, Satan, Uriel. Other SSRs are typically not worth Awakening unless you have an excess of shards or limited access to strong kamihime.

    Awakening requires 3 Draconic Eyes (= 30 Draconic Eye shards), which are typically the limiting material. Additional Limit Break materials are required to reach max level once again. Limit Break material requirements can be viewed in the DMM version wiki. Note that these reflect reduced costs that were implemented in the DMM version; costs in the English version are currently considerably higher (as of 2/18/18). The reduced costs are expected to be implemented soon.

    Draconic Eye shard sources
    Weekly quest: 1/week
    Advent events: 2 each (not always implemented in the shop)
    Raid events: 2 each
    Union events: 2 each
    Duplicate Gatcha SSR kamihime: 10 shards per occurrence

    A total of ~10 shards are available per month, so an active player capable of farming all content efficiently should be able to Awaken 1 kamihime per 3 months. Most players will have more Draconic Eyes than eligible SSRs to Awaken, or at least eligible SSRs that would be useful for them to Awaken.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  3. #133

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    Added a sub-section explaining the usefulness of Vine to the existing section Building a well-balanced team.

    Eidolons can supplement debuff deficiencies (to a point).
    ATK down (-10%): Yatagarasu (9T), Jormugand (10T)
    DEF down (-10%): Vine (SR, 8T)
    Blind: Apocalypse (10T)
    Affliction resistance down: Sphinx (9T)

    The story SR eidolon Vine in particular is very important, as most teams otherwise lack the capability to exceed -40% DEF without specific rare SSR kamihime. Teams at the -40% DEF threshold can gain as much as 16% damage (-4% from low stats relative to event SSRs) by running Vine. Vine can be purchased in the event shop by players who’ve reached the Dark-element world in the story quests. Farming the necessary single copy takes only about 250AP once players have reached this chapter.

    Note that relying on eidolons has a tradeoff: the summon ability typically won’t be available for 8-10 turns, and only one can be used per turn. This can be a significant drawback in brief encounters, such as Advent Ragnaroks, where the fight is usually decided before summon abilities are ready.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  4. #134
    I have a question, why is it that on sanahtlig's guide it says we should prioritize leveling the skill of assault weapons over others?

    I have a defensive debuff/healing-based water team. Wouldn't +HP water weapons be better than assault in my case?

  5. #135
    Quote Originally Posted by Asdef91 View Post
    I have a question, why is it that on sanahtlig's guide it says we should prioritize leveling the skill of assault weapons over others?

    I have a defensive debuff/healing-based water team. Wouldn't +HP water weapons be better than assault in my case?
    Stalling is not a good tactic. It gives more opportunities for debuffs to miss or the boss to combo attack; offense is the best defense. In many cases lacking the offense required to stun the boss quickly makes it impossible to win. Adding HP doesn't do anything to the cap on healing abilities, either.

    Just to note, I'm not saying that defensive teams are bad, I'm saying defensive teams don't focus on Defender.

  6. #136
    Quote Originally Posted by Asdef91 View Post
    I have a question, why is it that on sanahtlig's guide it says we should prioritize leveling the skill of assault weapons over others?

    I have a defensive debuff/healing-based water team. Wouldn't +HP water weapons be better than assault in my case?
    ever since they capped atk down to 50%, defensive builds took a massive hit. you can no longer just facetank overdrives.

  7. #137

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    Quote Originally Posted by Asdef91 View Post
    --
    I have a defensive debuff/healing-based water team. Wouldn't +HP water weapons be better than assault in my case?
    ... how deep in the healing water hole are you? Because if you're running like three healers (SSR Nike, Aphrodite, Andromeda while still taking care of the required debuffs with Ryu-Oh or something), then maybe. Having a large HP pool would allow you to not lose people from unlucky triple hits (though Water can bring Triton to prevent those).

    But in general, you don't want to do that. As said by Kureru above, having long fights makes things more likely to go wrong. Also note that every point in Defender is a point less in Assault. Having a 80% Assault grid compared to a 120% Assault grid can easily mean a difference between a 7 minute T4 Accessory run and a 20 minute run. And you need three.

  8. #138
    @sanahtlig,

    in your guide under light, you said: "With Sol and Light Tsukuyomi, Modred + Ambush allows light to reach -45 DEF and -40 ATK"

    Are you sure that is correct?

    Sol (-20 ATK C) + Mordred (-10 ATK B) = -30 ATK (of course, if you have Eros, its another -20 ATK A for a total of -50 ATK)

    Ambush (-20 DEF A) + Mordred (-10 DEF B) + L Tsukuyomi (-15 L Resist) = -45 DEF (so you are correct here)

  9. #139
    Quote Originally Posted by Slashley View Post
    ... how deep in the healing water hole are you? Because if you're running like three healers (SSR Nike, Aphrodite, Andromeda while still taking care of the required debuffs with Ryu-Oh or something), then maybe. Having a large HP pool would allow you to not lose people from unlucky triple hits (though Water can bring Triton to prevent those).
    Sol+Cthulhu deep. I'm pretty much free so I'm not sure I'll ever be able to get any of the girls you mentioned.

    By the way, are the tradeable SR assaults that you can get from trading materials flat out worse than the Disaster assaults? I've done a ton of raids but only got a couple of Defender weapons, no Assault. Meanwhile skill-fodder R weapons are just piling up, filling inventory space.

  10. #140

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    Quote Originally Posted by Asdef91 View Post
    By the way, are the tradeable SR assaults that you can get from trading materials flat out worse than the Disaster assaults? I've done a ton of raids but only got a couple of Defender weapons, no Assault. Meanwhile skill-fodder R weapons are just piling up, filling inventory space.
    If I know my stuff correctly, the skills themselves don't have any distinct differences, but disaster weapons have higher stats than the tradeables in shop. Defender SRs you get from disaster can be used for pretty convenient skill fodder, since you can beef up the success rate pretty easily with a Slvl2 SR, which takes only one R to boost.

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