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  1. #1
    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.
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  2. #2

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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.
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  3. #3
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    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.

  4. #4
    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

  5. #5

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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.
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  6. #6

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    Soul selection
    I recommend Mordred as first 3rd-tier soul. The goal of new players should be to clear Advent Ultimates ASAP. Mordred has the best toolset for challenging difficult content with an underpowered team. In addition, her overdrive gauge extension EX skill is required for many Advent Ragnaroks.

    Subsequent picks will depend on the needs of the primary team, which tends to track with element.
    Healing (main): Cassiopeia or Andromeda
    Type A DEF down (EX): Gawain
    Type A ATK down (EX) / damage mitigation (main): Jeanne d’Arc
    Type B ATK/DEF down (EX): D'Artagnan

    Players should also pick up these souls for EX skills that are useful in certain encounters.
    Mordred: overdrive gauge extension, combo attack down (from Asmund)
    Cassiopeia: dispel enemy buff, cleanse debuffs (from Vivian)
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  7. #7
    Quote Originally Posted by sanahtlig View Post
    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%.
    Please elaborate how this works.

  8. #8

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    Quote Originally Posted by CrimsonRunner View Post
    Please elaborate how this works.
    I created a thread a while ago that discussed this. You can also use my Temporary Effects Damage Calculator to run the numbers yourself using the damage formula posted on the JP wiki. In short, the odd scaling occurs because defense is in the divisor of the damage calculation, and thus a 50% reduction in defense results in double damage.
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  9. #9

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    Quote Originally Posted by CrimsonRunner View Post
    Please elaborate how this works.
    It is something you'll come across in many games. The short version would be, when it comes to % reduction, it stacks upon itself.

    Let's say that there's a boss that deals 1000 damage with a normal hit. Mathematically we'd use N (or X) for it, but fuck it. This is for demonstration, so we're using a number.

    The boss already has -0% Atk from previous debuffs, doing 1000 damage to you. You use a -10% Atk debuff. The boss now does 900 damage (100 less). You're taking 10% less damage from using a -10% debuff.
    The boss already has -50% Atk from previous debuffs, doing 500 damage to you. You use a -10% Atk debuff. The boss now does 400 damage (100 less). You're taking 20% less damage from using a -10% debuff.
    The boss already has -70% Atk from previous debuffs, doing 300 damage to you. You use a -10% Atk debuff. The boss now does 200 damage (100 less). You're taking ~33% less damage from using a -10% debuff.
    The boss already has -90% Atk from previous debuffs, doing 100 damage to you. You use a -10% Atk debuff. The boss now does 0 damage (100 less). You're taking 100% less damage from using a -10% debuff.

    As you can see, the more % reduction you've stacked, the better and better it keeps getting. Once you go past 50%, it's especially better.

    This is also useful for other games. Like, MMO tanking stats. If you have a game where, at the start of the game, you can only reach a total of 30% parry+dodge in the best gears, everyone will probably laugh at the avoidance stats. But as the game gets more gear, once that 30% starts going past 50%, suddenly avoidance gear starts to be completely broken. And if you reach 90%+, you're going to be trying to squeeze out even a single avoidance stat more, since as you close towards 100%, it just gets absolutely broken. Most games don't allow for this, which is why "diminishing returns" exist.

  10. #10

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    Quote Originally Posted by Slashley View Post
    IThe boss already has -50% Atk from previous debuffs, doing 500 damage to you. You use a -10% Atk debuff. The boss now does 400 damage (100 less). You're taking 20% less damage from using a -10% debuff.
    It's useful to conceptualize this as effective HP or # of hits that can be absorbed. Then the results exactly mirror the impact of DEF down on damage dealt. 100 less damage doesn't sound like much, but starting from 500 damage per hit, it increases your durability from 2 hits to 2.5 hits (25% increase). Add in the impact of healing and your durability could increase even further.
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