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  1. #1
    Quote Originally Posted by darkace51 View Post
    For the Typhon fight well all I can say is why does she not die, her hp was ridiculous to me for an advent fight. I didn't use Amaterasu because I didn't think any of her debuffs would stick nor did I use Joan because I thought Andromeda's 1600 hp heal was better than Joan's regen, nor do I understand how large the defense difference between Joan's defense skill vs. Andromeda's is. So if possible could someone explain their difference on surivivability to me?
    wait...u using Joan/Andromeda with Black propaganda? no B frame debuff? as i recall, Typhon fight basically need to stay alive and save up burst, after that put all debuffs up when she's in rage and burst her into stun...during her stun period is ur dps window since she's unable to dispel those debuffs for few rounds(i got dark amon to reduce rage bar and prolong the stun period)


    Quote Originally Posted by Slashley View Post
    While Beelz herself has low attack, her team buffs are insane. Unless you're packing a full on-element SSR team (and sometimes even then) or are lacking in -Def debuffs, Beelz can easily fit into any team. Even more so in a Dark teams where her attacks aren't that far off from your main cast.
    I just trying to point out Amaterasu is good...because of skill not the stats and using Beelz as example.....if a Hime with 3 awesome skills then u probably need to prioritize her unless there is a Hime with good skills + same element

    as for assault skill, if it's hard to see with the naked eye which mean it just a slight difference that does not matter

  2. #2
    if u had Amaterasu in the fight, u can put def up in every overdrive... Typhon has 3 turn to overdrive with Black Propaganda it's 4 turn, Amaterasu and Andromeda both Def up are 6 turns CD, regen and heals + the blind should be able to sustain very well....

  3. #3
    Quote Originally Posted by Aidoru View Post
    Note that damage reduction is not the same as defense up. Although I think they might work the same, not exactly sure how defense works. Not in terms of frames, they are literally different buff categories.

    Andromeda's defense buff is listed as 20% defense, however defense works, and Joan is -40% damage reduction. In addition to that Joan has a -20% atk down debuff, which you could have used on Typhon before it used its overdrive. Amaterasu's defense buff is 30% defense according to the jp wiki and because they are separate category you could have stacked Amaterasu's defensive buff with Joan's defensive and atk down to mitigate even more damage from its raging overdrive. Though I'm sure one of the biggest factors for a dark teams against Ragnarok Typhon was the lack of HP eidolons. The fight itself was rather simple, just a build up burst, eat 2 regular overdrives, full burst at rage, mitigate a raging overdrive, push into stun, and pretty much win since she's had a very long stun phase, enough to recovery all skills, build up burst and even heal off of regen skills.

    My weaker light team (SSR Raphael, SR Artemis, SR Belebog, SSR Amaterasu) has been able to clear all Advent Ragnaroks. No defender weapons and only 1 SSR weapon, rest SRs, so you can guess how low my HP is, the only bonus HP I can get is from relying on a friend with Hecatonchires. I did draw Metatron last week though so I'm not sure if she'll be making a big difference for future content.
    Quote Originally Posted by dreadpin View Post
    if u had Amaterasu in the fight, u can put def up in every overdrive... Typhon has 3 turn to overdrive with Black Propaganda it's 4 turn, Amaterasu and Andromeda both Def up are 6 turns CD, regen and heals + the blind should be able to sustain very well....
    You might be right. Was hesitant on using Amaterasu on Typhon since she hits for like 4k-5k when Andromeda's defense skill was up and Amaterasu without a weapon or eidolon hp bonus had only about 7k hp compared to 9k-10k for dark kamihime supported with the defender. Didn't think she would survive past two overdrives.

    Blind, black propaganda, or any other debuffs applied during the fight was unreliable for any turn besides the turn they were applied on, but using Amaterasu's B-frame debuff as a one turn damage mitigation might have been a better idea than focusing on the defense down portion of the debuff.

    On that note, I was under the assumption that it was frowned upon to use mixed color teams. But in this case it seems that a mix color team is pretty much required to complement Dark's current lack of sustain. So I would like to ask what's the general rule of thumb of using different color kamihime?

  4. #4

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    It's mostly just Amaterasu and Sol who are often praised and recommended to use regardless of element because of how great their skills are. Amaterasu basically removes the need to use Sniper Shot on your soul and other defensive support while Sol is just a great healer and debuffer with a dispel and a rare c-frame atk down. Note that this is regular Sol we are talking about. Summer Sol is alright but regular Sol is on another level of usefulness.

    Though I would personally not recommend using both at the same time in a team that is neither of their elements.

    Amaterasu does have a time limited dark version though, which is just as good if not better.
    Last edited by Aidoru; 08-22-2017 at 08:55 PM.

  5. #5
    the blind is quite something to me, u casted that in first turn which u avoided a 3 strikes that kill a Hime, even if the boss dispel it immediately u can consider that it deal 0 dmg that turn....otherwise it continue to miss her hits for few turns

    black propaganda only used when Typhon is in rage and at 3/3 overdrive which u unable to stun her in time

    mix color is bad but some times the skill just too good to be miss....i usually taking 3 dark + 1 random hime with necessary skills

    example
    Typhon - Nike for def up and heals to last longer to save up burst
    Dullahan - Belobog for remove death debuff from my 3 primary himes
    Garuda - not much threat to me, i use full dark

    if i had Hades i think i can use full dark for every Rag since she can cover 4 things blind, def up, prevent debuff and atk down
    Last edited by dreadpin; 08-22-2017 at 09:22 PM.

  6. #6

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    Quote Originally Posted by darkace51 View Post
    I was under the assumption that it was frowned upon to use mixed color teams. But in this case it seems that a mix color team is pretty much required to complement Dark's current lack of sustain. So I would like to ask what's the general rule of thumb of using different color kamihime?
    You should fill in the 5th slot with an off-element kamihime when doing so fills in critical gaps in your team's skills. You lose about 15% of your damage, but that's worth sacrificing to bring in healing, debuffs, and utility skills like cleanse and dispel.
    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

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    Few things:
    1. My toolbox has two calculators that factor in debuffs (simple and advanced). You should be using the simple one, at the very least. That will tell you that Amaterasu yields an overall DPS boost (or break even) due to the massive benefit of -20% DEF. Not only that, she increases survivability with her -20% ATK, regen, and DEF buff. The Advanced calculator factors in buff/debuff uptime, but requires more setup time.
    2. The Advanced calculator DOES factor in damage skills. It's set to the skills of my team by default, but you can substitute in your team's skills if you know (or can guess) the damage multipliers.
    3. The simple buff/debuff calculator features a basic survivability calculator that compares the effects of the various buffs/debuffs on incoming damage and how many hits your kamihime would be able to take before dying. It sounds like even Aidoru might benefit from taking a look at this.
    4. You're drawing erroneous general conclusions from your bad experiences with particular encounters. Yes, each Ragnarok is unique and you need to adapt to each fight's particular mechanics. But you shouldn't lose sight of the general mechanics that underlie all encounters. What didn't work for one Ragnarok may work for others. I can sit here and explain to you what went wrong for you in each fight, but that's not really important right now.


    Keep in mind that many of the people posting in this topic are veterans with extensive experience clearing Ragnaroks, some specializing in Dark teams. When you have multiple veterans independently arriving at the same conclusion, it's unlikely they're flat-out wrong. My tools are helpful for exploring game mechanics and optimizing your team (if you take all the relevant factors into account!), but they probably won't help you prove that veterans are fundamentally misunderstanding game mechanics. More likely, you're failing to account for an important factor or you're misinterpreting the output.
    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.

  8. #8

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    Using Amaterasu for the upcoming event's Ragnarok might be a bit questionable though, since it is water. I probably will still, at least for the first attempt.

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