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  1. #1
    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?

  2. #2
    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.

  3. #3
    @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)

  4. #4

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    Quote Originally Posted by QXZ View Post
    @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?
    Modified as follows: "With Sol, Light Tsukuyomi, and Eros, Mordred + Ambush allows Light to reach -45% DEF and -50% ATK."

    Skill leveling SR Defender weapons is not generally worthwhile. Until you complete a full grid of SSR weapons and SR Assault weapons, better to fill the empty slots with LV85+ off-element SSRs. The shop weapons aren't useful because they have lower stats than the Disaster SRs, and also you can only get 3 copies until the shop resets (unknown when this happens).
    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.

  5. #5
    @sanahtlig,

    so is this correct order of priority for wpn levels?

    Main element SSR assault > main element SSR defender > main element SR assault > off-element SSR assault > main element SR defender

  6. #6

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    Quote Originally Posted by QXZ View Post
    so is this correct order of priority for wpn levels?

    Main element SSR assault > main element SSR defender > main element SR assault > off-element SSR assault > main element SR defender
    There's a lot more variety than that. I'd put it like this:
    SSR > SR assault > everything else which is not worth skill leveling. There's not much point assigning priorities to the various SSR skills until you have 11+ same-element SSRs to choose from, which you don't and won't have for a very long time. As for XP leveling, you should level your grid equally to raise your stats as fast as possible.
    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.

  7. #7
    Quote Originally Posted by QXZ View Post
    @sanahtlig,

    so is this correct order of priority for wpn levels?

    Main element SSR assault > main element SSR defender > main element SR assault > off-element SSR assault > main element SR defender
    Off-element SSR assault doesnt exist, just pointing that out, something off-element = no skill, and SSR defenders are getting even worse now that dual skill weapons are here.
    Shade on KH, fire main.

    Wind Rag farming team:

  8. #8

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    Here's a question.
    ... which you might actually already have a calculator for, but I'm lazy!
    Not that we've learned of Vine, how important is Cthulhu for Water teams?

    My Mordred-Belphegor-Triton-Ryu-Oh-Sol team is doing very well. But, what irks me the most is Sol's damage output. Against neutral, the other team members whack for ~25k and Sol for ~7k. Swapping Sol for SSR Nike should increase minimum damage output per turn from 107k to 125k.

    Of course, there are a whole load of ups and downs.
    + Using Cthulhu gives access to Overdrive Extension. Not something I've played around with, but I'm sure it's ridiculously powerful, particularly against tough match-ups *cough*Thunder wave2*cough*
    + Cthulhu, if replacing Belphegor, would get me a third -Atk A debuff, allowing me to -50% the entire wave1. Not sure if I want to replace Belphegor though, since replacing Triton would mean that I'd be able to 1-turn neutral element wave3 Rage phases (due to Cthulhu having higher Burst modifier).
    + Frees up Vine for more stats from an Eidolon stats.
    + Sol isn't as vulnerable against Thunder.
    + Sol gives instant access to -50% Atk, even in wave1.
    -+ Back-up A Def debuff from SSR Nike would be very good, but Cthulhu effectively does the same damn thing. Actually a bit better since it stacks with Ryu-Oh when necessary.
    - A 16% damage increase just from having a fifth Water character is no freaking joke.

    I have plenty of time before the second Miracle Ticket, but regardless of what happens I don't see dropping Cthulhu entirely. It's just a matter of which order do I get Cthulhu-Water Raphael-SSR Nike.

  9. #9
    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.

  10. #10

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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.

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