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  1. #131
    Unregistered Guest
    I haven't seen a single affliction rate up acc drop. Lots of affliction resist.

    Has there been any testing on the double attack rate modifier? If its +2% to base double attack rate that sounds like it could be quite useful, but if its x1.02 then that's pretty garbage (i'm betting the latter unfortunately...)

    Also I assume the +% attack is calculated the same as weapon skill attack%, and not multiplicative, anyone know for certain?


  2. #132

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    I can only see affliction rate up being useful if you're someone who only plays only 1 or 2 element teams or for a hime that has an affliction that misses a lot like Thor or someone using dizzy. For someone who plays all elements, you'll almost always have elemental advantage and having that increases your affliction rate (from what I've read), so missing afflictions is not a common ordeal to worry about for those that always have elemental advantage, even less so if you're using Mordred. So as someone who does, I can't see affliction rate up accessories being much help as I rarely have to worry about missing important debuff nor do I never rely on any low rate afflictions.

  3. #133

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    Missing even one debuff is simply unacceptable. And the hit-rate even with elemental advantage is still far, far from 100%. Might be 100% when you combine elemental advantage with Mordred's debuff+, but that itself can miss.

    As such, if a Hime has even a single debuff, you really, really, REALLY should use Affliction+ as the Accessory.

  4. #134
    Unregistered Guest
    The +double effect on accessories is probably additive to the base 8% (10% for awakened SSRs). Other listed +double/+triple effects on the wiki seem to work additively (the numbers they give make no sense if they were multiplicative). That said, it shouldn't be too hard to test, right? If you can stick 3 +double effects on one kamihime, you're comparing to see if the double attack rate is 14% or like 8.48%.

  5. #135

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    Quote Originally Posted by Unregistered View Post
    -- That said, it shouldn't be too hard to test, right? --
    And, pray tell, how would you measure the double attack rate?

    The thing is, proper sample size is a bitch. Can it be done? Yes. But it unlikely anyone can be arsed to actually do that.

  6. #136
    Unregistered Guest
    Well, we don't necessarily have to do that when DMM players already do. No need to re-invent the wheel and all.
    Basically, we just have to assume that japanese wiki contributors are consistent in how they write this stuff. IE, the assumption here is that the "+2%" in the accessory page operates the same as the "+X%" in the buff/debuff page.

  7. #137

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    Quote Originally Posted by Aidoru View Post
    For someone who plays all elements, you'll almost always have elemental advantage and having that increases your affliction rate (from what I've read), so missing afflictions is not a common ordeal to worry about for those that always have elemental advantage, even less so if you're using Mordred.
    If you're running Mordred (or an equally effective affliction resist down effect) with elemental advantage, then yes, affliction rate up shouldn't be necessary. But for everyone else, affliction rate up is clearly the best effect available from accessories. It's not even close. Having your DEF down miss is soul crushing and can turn easy clears into a struggle.

    I have elemental advantage on my Wind team (+70% character attack) and clears take much longer than with my Water team (~+120%). It takes my Wind team about as much time to clear Rank 3 (Thunder) as it does my Water team to clear Rank 4 (all other elements). The difference between those 2 teams is literally Cthulhu's DEF debuff.
    Last edited by sanahtlig; 01-31-2018 at 05:02 PM.
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  8. #138
    Quote Originally Posted by Slashley View Post
    Complaining always helps.

    Although the store-bought SSR had garbage on it, today's Water run provided me with not one, not two, but THREE atk+ Rs. Fuck yeah. About fucking time. Was going to enhance all of those to 30, buuut... then I found a SR with Affliction+ and double+. Doesn't get much better than that, so focused on that instead.

    Ryu-Oh finally hit 6% Affliction and has a bonus of 2% double attacks. Nice.Even if it restocked daily, you can't really buy things from there very often with the 2500 point/week cap. It's mostly a "oh crap I'm missing one SR fodder for element X" store.
    Right. So I was in the "oh crap I'm missing two fodder for element x" moment.

  9. #139
    Tried out Shingen in wind today and was impressed. I used Hercules' Raging Assault for burst rate up, along with the usual team of Amaterasu, Brynhildr, Motu, Dark Amon. My prime concern was being able to get past the first stage without injuries and stun the boss before she overdrived, both of which I did with Hercules Full Break in other attempts.

    Shingen being able to burst early in the first stage completely made up for the loss of Full Break damage, and full burst stunned the boss without issue. She also cut off several turns in the second & third stages. Runs today with Apocalypse were faster than previous runs with Belial; I'm sold.

  10. #140

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    I'll likely be running Shingen once the ATK debuff cap hits. I can run the Water SR Kikurihime, who buffs team Burst gauge by +15, which will allow me to make maximum use of 'Provisional Forest' (wtf?) without sacrificing Sniper Shot.

    However, I'm very wary of giving up Mordred's affliction resist down. That's really key for landing debuffs without elemental advantage, especially Sniper Shot on the opening trash before Sphinx is ready. Also, without Black Propaganda the window for landing a Full Burst during Rage phase without eating a Rage Overdrive will be very tight. With only -50% ATK down and no Black Propaganda, mistiming the Full Burst on the Rank 4 final boss will likely result in a wipe.
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