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  1. #1

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    I like Bell's description of the relative strengths of each element. But it's also true that you should work around the draws you get: that Light team with 2 SSRs is likely going to have more potential than a Water team built from scratch.

    When I have the time, I'll probably add a section describing what to look for in a balanced team: healing, debuffs (aim for at least -30% ATK and DEF down), and sufficient attack skills to reduce the Rage meter quickly. If you have these, any element will work. Building a balanced team is more difficult (i.e., requiring specific hard-to-obtain kamihime) with some elements than others, but it's still generally 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.

  2. #2
    Unregistered Guest
    Will there be a limit on half elixirs from now on for advent battles? Will they be refreshed?

  3. #3

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    Items User Name Style ChangeUsername Change
    Quote Originally Posted by Unregistered View Post
    Will there be a limit on half elixirs from now on for advent battles? Will they be refreshed?
    That cannot be answered with 100% certainty because the 20 max limit isn't suppose to happen til Garuda/Typhon rematch, which we got 12 events early. In the case of Garuda/Typhon rematch, it is 20 max with no resets and this becomes the norm for every following advent event in DMM.

    We cannot be sure that the advent events in within the 12 that were suppose to be before the rematch will adapt the updated exchange rates or still use the old 2 a day limit. We will have to wait til the next advent event to see what Nutaku does.
    Last edited by Aidoru; 08-08-2017 at 08:55 AM.

  4. #4

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    Advantages of a primary, dominant-element team
    By sanahtlig

    KamiPro has multiple mechanics that encourage focusing on a core team of same-element characters. Assault skill and related effects give large character attack bonuses to characters of the matching element, and these bonuses are multiplied by the elemental attack bonuses granted by the more valuable eidolons, which are typically mono- or dual-element. These bonuses are very important to damage output, and having fewer than 4 same-element characters in a team of 5 generally isn’t recommended except in special circumstances.

    While leveraging elemental-advantage can be effective in early- and mid-game, focusing resources on a single element is typically the quickest way to progress into Ultimate and Ragnarok content. That means prioritizing that element for weapon farming (including from Disasters), farming of 1-2 strong fully limit breaked primary eidolons, weapon leveling, and weapon skill leveling. Weapon skill leveling (mainly assault skill) is the main bottleneck, as skill fodder is fairly scarce and it takes several months to max the skill levels of an entire grid.

    Another advantage of focusing on a single element is that you’ll be enhancing your best team and using it for most content. A well-balanced team combines adequate healing, a variety of essential debuffs, and strong spike damage, and players typically won’t have the necessary variety of kamihime to build such a team for every element.

    Gacha
    By sanahtlig
    See the Gatcha Calculator in Sanahtlig’s Kamihime Project Toolbox for a rate analysis.

    Cashing priority
    Miracle ticket* >> SSR kamihime ticket >> Premium Gatcha

    For obtaining a specific SSR kamihime:
    Miracle ticket >> SSR kamihime ticket = 19x Premium Gatcha (5x appearance bonus) = 95x Premium Gatcha (no appearance bonus)

    * Not yet available
    Appearance bonus
    The Appearance bonus (Rate up) for newly-added characters increases the chance of pulling the newly-introduced kamihime, out of the pool of all kamihime for that rarity tier, by 5x. This will eventually be raised to 15x. The bonus for eidolons is 2.5x.

    Stat buffs and debuffs
    Stat buffs and debuffs (not to be confused with binary status effects like Blind) can be classified as follows. Buffs from different classes can stack, while buffs from the same class do not.
    Class A: usually affect a single stat (e.g., ATK down)
    Class B: usually affect multiple stats (e.g., ATK/DEF down)
    Class C: rare and usually limited to certain SSR kamihime
    Eidolon: includes temporary Eidolon and Burst effects
    Stacking: accompanies skills with short CDs and small effects, and can stack to the specified amount

    List of skills by stat affected and class on JP wiki

    Debuff cap
    A debuff cap of -50% attack and defense is currently implemented in the DMM version, but not the Nutaku version (as of 8/8/17) [Source]. Expect the cap to be implemented by Feb 2018.
    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
    who should i prioritise for final limit breaks? my best team is wind. so im thinking about pushing that one. and whats a good general rule for final limit breaks?
    here are my choices, + an offscreen artemis. in case i have any generally great KH, like brynhildr.
    Attached Thumbnails Attached Thumbnails Sanahtlig's Kamihime Project Game Guide-capture.png  

  6. #6

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    Prioritize kamihime of your main element that have the most to gain from the final limit break. The final limit break will buff the kamihime's second skill (check the effect of the buff on the JP wiki). Focus next on your secondary element, which will likely be the element which counters your primary team's elemental weakness.
    Last edited by sanahtlig; 08-11-2017 at 06:58 AM.
    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
    Unregistered Guest
    Priotize kamihimes break limit choices by your main party first, which ever one gains a debuff that gets an increases in %effect, not CD turn reduction. Fine if it gains both. Then kamihimes that will increase your heal per turn rate, then increased buff effects, buff CD reduction, offensive attack skills and lastly debuff with CD reduction, which is the most useless enhancement since debuffs are time base, making an extra turn with no additional effect basically no different than its regular versions.

    Dispel and debuff recovery depend on current event.

  8. #8
    Quote Originally Posted by sanahtlig View Post
    Prioritize kamihime of your main element that have the most to gain from the final limit break. The final limit break will buff the kamihime's second skill. Focus next on your secondary element, which will likely be the element which counters your primary team's elemental weakness.
    well it looks like gaia is the ssr to get it, Chu, is a damage dealer puritan, plus gaia has awakening according to the site, i thought that was a separate gacha pull.
    wish thunder was my main, that raiko buff

  9. #9

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    Building a well-balanced team

    A team’s core is its kamihime.
    Weapons, eidolons, and upgrade materials can be farmed from events, but kamihime selection is mostly determined by the luck of the draw in Gatcha. Until the introduction of 100% elemental attack bonus eidolons, kamihime selection will determine a team’s potential. Soul selection will fill in the necessary gaps in capabilities.

    A balanced team should include healing, ATK/DEF debuffs, and spike damage.
    A balanced team with two sources of healing (~400 healing/turn), -32% ATK/DEF, and sufficient spike damage/mode reduction to deplete the Rage meter without Burst (ex: damage skills totaling 10x damage) will be sufficiently versatile to deal with a wide range of challenges.

    ATK and DEF debuffs scale exponentially.
    Each additional percentage point provides more benefit than the last. Increasing DEF down debuff from -40% to -50% increases damage by 20%, nearly double the benefit of 0% to -10%. Players should strive for -40 to -50% ATK and DEF down when possible.

    Debuff priority
    DEF > ATK > Overdrive extension > Overdrive reduction > Debuff resistance down > Combo attack down > Blind > Triple attack down > Double attack down > Paralyze > Charm > Stun extension > DoT
    This priority scale is meant only as a general guide, and does not cover all situations. The relative usefulness of overdrive gauge extension / reduction, Blind, and attack frequency down will depend on the threat posed by a boss’s normal attacks vs. its overdrives. Also, some skills in the same category have stronger effects and/or accuracy than others.

    Certain skills are situationally useful, and even mandatory for certain encounters
    Many encounters will require overdrive gauge extension to make punishing overdrives less frequent. Certain bosses have powerful buffs that must be dispelled. Others use debilitating debuffs that must be cleaned. Use Soul EX abilities to cover these needs as required.
    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.

  10. #10
    This was mentioned in the 2nd post, and don't think it was clarified.
    Q: I heard there is a SP quest that gave you tons of SR and R weap/eido fodder, when is that?
    I think this is referring to the Sunday SP Quests Dance of Spirits and Beasts and Banquet of the Angels. They both pop up for 1 hour blocks together three times through the day. I'm not certain on the time, but I think the last time I caught it at 9PM Central. Dance of the Spirits and Beasts drops weapon upgrades and Banquet of the Angels drops Eidolon upgrades.

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