too bad my Union is not really active... well i hope 30kk PP should be achieveable
still, 14k hp is good Attachment 6836
too bad my Union is not really active... well i hope 30kk PP should be achieveable
still, 14k hp is good Attachment 6836
Well, the thing about +healing is requiring a player to put healer(s) in your team. I always run at least 1 healer, so it works out great for me. But I prefer to not assume that everybody in a given union plays with a healer or two.
+double/+triple are stuff that everybody benefits from regardless of composition, with +double being more reliable while +triple is for the higher possible ceiling.
Personally, +HP/+Atk/+healing/+double does seem to strike a nice balance of buffing reliable survival and murder power.
Lots of words on +burst incoming cause I got the urge to type it up.
+burst is just mathematically terrible outside of burst hour strategies. It's not gonna turn a 150k burst into 250k unless your entire team is R, or something like that. The reason is that the modifier doesn't go where you'd think it goes. On the surface, it looks like should be an extra multiplier stuck at the end of the burst damage formula, right? The problem is that burst damage buffs don't actually go there.
Let's take a look at how burst damage is roughly calculated:
(individual kamihime) Burst damage = [{normal attack damage * (A + burst buffs) + B} / hit count] * hit count
The dividing and multiplying by hit count is just for stability, so the real meat of it is:
{normal attack damage * (A + burst buffs) + B}
A and B are based on rarity and whether the main weapon (for your spirit) or the kamihime is at 3*
For the spirit, R weapons have A = 2.0 or 2.5, depending on 3* or not. B = 1500 regardless.
SR weapons have A = 3.0 or 3.5, and B = 2000.
SSR weapons have A = 4.0 or 4.5, and B = 2500
For kamihime, R's unlisted in the table on the wiki.
SR have A = 3.0 or 3.5, and B = 2000.
SSR have A = 4.5, 5.0, or 5.5, and B = 2500 or 3000 (as in the future, some SSR can awaken and level up all over again)
The +burst union buff is +1.5% per level, so at the max level of 100 in +burst, it's adding 1.5 to A.
If you're using a 3* SR weapon, that changes your A from 3.5 to 5.0, which is a ~42% increase
If you're using a non-3* SSR weapon, your A's going from 4.0 to 5.5, which is a ~37.5% increase
If you're using a 3* SSR weapon, your A's going from 4.5 to 6.0, which is a ~33% increase
For a 3*/4* SR kamihime, her A goes from 3.5 to 5.0, for a ~42% increase
For a 3*/4* SSR kamihime, her A goes from 5.0 to 6.5, for a ~30% increase
Burst streak damage is basically the sum of burst damage * {1 / (7 - number_of_bursts)} * weakness/resistance * (1 + burst_streak_bonus). That last bonus usually comes from eidolons; union buff does NOT play into it.
Oh, and apparently once you cross 1 million damage for burst, dampening comes into play. Excess damage over that threshold gets reduced by a huge amount (apparently reduced to 1/10th of what it ought to be otherwise). In case anybody wonders why we're not seeing 2 million damage bursts.
Anyway, lv 100 +burst will typically actually raise your burst damage by somewhere between one third and two fifths, more than that if more of your team is composed of R's. Less than that if you're such a beast that dampening is a thing you run into (I, for one, am nowhere near that power level).
Usage-wise, during burst hour, you load into the battle and unload your full burst right away. You enjoy the perks of the +burst damage buff without having to consider its strategic drawback.
Outside of burst hour, you.... have to actually build up your burst gauge. And outside of actually bursting, the +burst is doing nothing for you. And Lust in particular likes to lower your burst gauge with either her raging overdive (expert) or normal overdrive (ultimate). So it's even trickier than normal to actually utilize the +burst buff.
That I'm not actually sure on. In the attenuation/dampening section on the wiki, burst streaks are listed as still in need of investigation.
What's also not investigated is how burst damage is calculated when the normal attack damage itself is dampened for passing the threshold (350k for normal attacks). Like whether it's the post-dampened value or the original calculated value that is used as the base for burst damage calculation.
It's something to keep an eye on in future, more debuff friendly events. See what the numbers look like when high powered Siegfrieds are involved :P
For union events this eidolon https://goo.gl/NrXsAK will be extremely useful.
+40% HP is sort of a drop in the bucket compared to the union buffs. The actual increase likely won't be 1.4x, but 1.2x or less, whereas damage is probably multiplied. That would take some testing to verify, which I'm too lazy to do since Union events don't really reward optimization.
Yes, I've noted that using 20% HP Eidolons is barely even an increase to my HP as it seems to increase my HP modifier from 200% to 220%. And my god I'd love to use double Elemental for this fight bloody everyone and their mother in my friendlist has moved to Dullahan, so I'm kinda stuck with Crom's Crotch and Cthugha.
So anyway, by ye gods I hope that we get that Eidolon on Nutaku. It has good stats, and most importantly, I want the Himes that accompany the event.
Yea, it's a shame that we can't be sure on whether we'd get the Koihime Musou collab or not. At least Nutaku apparently has the publishing license for the original PC game though, so there's some hope. The other collabs are even dicier.
Well, maybe not license, but some kind of distribution deal with MangaGamer.