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  1. #1

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    I am the only person who cares about blogposting in this thread anymore, it seems. Oh well.

    Anyway, since I lately finally perfected (*) my Thunder Grid and have 140% (**) total power, plus using Dartagnan is finally possible thanks to Gluttony Gun, I thought it'd be a good time to test how Thunder is meant to be played. ... well okay, it's not meant to be played like this just yet, but this will be THE thing in Mammon era, so might as well get used to it now, right?

    Honestly? Lack of Mordred impacted the run far less than I expected. The gear and Sol carried hard, so who needs Blind/Charm/DoTs/Black Propaganda. This was my third run, first one was with Kirin and second with 55% Thunderbird. So a basic 40% Thunderbird test was required. On a sidenote, the Kirin run was funny, as I think poor boss would've died straight from Rage if I had remembered to buff up before Burst.

    (*) Mastema Staff is "only" slvl16, and fuck wasting any more resources on that 1890 atk piece of garbage. That might change once Mastema gets her second reprint. I want to know what the secondary skill will be on the damn Staff.
    (**) If you count Pride SSR as 6% base, which isn't technically true. Actual Assault value is 104% + Pride effect.
    Last edited by Slashley; 01-17-2018 at 10:51 AM.

  2. #2

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    Quote Originally Posted by Slashley View Post
    Honestly? Lack of Mordred impacted the run far less than I expected. The gear and Sol carried hard, so who needs Blind/Charm/DoTs/Black Propaganda.
    You're relying heavily on elemental advantage here. Try running a Thunder team without Mordred on Monday against Thunder and we'll see how that goes. I suspect you'll eventually get a repeat of your Sunday run where debuffs miss at a crucial moment.
    Last edited by sanahtlig; 01-17-2018 at 11:46 AM.
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  3. #3
    running them with andromeda as soul and Sol to boot. basicly just facetanking everything except last phase where i burst through the enrage with my dark grid. Tried it with joan and regen, but the overall healoutput was to low.

  4. #4

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    Quote Originally Posted by sanahtlig View Post
    You're relying heavily on elemental advantage here. --
    Yup.

    But well, Thunder doesn't really self-manage all that well just yet. Still months away from that.

  5. #5

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    According to multiple users, debuffs only have 2/3 duration in Accessory Quests (120s). That's why debuffs drop off unexpectedly, which is the cause of most of my wipes. Mob buffs however get the full 180s duration.
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  6. #6

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    Quote Originally Posted by sanahtlig View Post
    According to multiple users, debuffs only have 2/3 duration in Accessory Quests (120s). That's why debuffs drop off unexpectedly, which is the cause of most of my wipes. Mob buffs however get the full 180s duration.
    Hmm. In my latest video, Raiko applies her debuff at 4:24 but it's still there at 6:35 attack, though it drops off at the 6:39 attack.

    Interesting. I always thought it was just a perception issue. I guess they're forcing rushed play. I wonder if the same thing happens in Guild Orders?

  7. #7

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    It's not clear that the shortened debuff duration was a design choice, and supposedly it was eventually removed in the DMM version. The "implementation" is odd, because the debuff applies with a listed 180s duration, but resets to 120s after the next attack (if I remember correctly). Could be that the devs were toying with a reduced duration during testing, but neither removed the change nor properly implemented it.
    Last edited by sanahtlig; 01-18-2018 at 08:54 AM.
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  8. #8

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    Sigh. Fuck Sundays.

    As usual, doing runs with my Water team.
    Three runs, three wipes.

    Run 1:
    Water trash, resists all around. Sol dies.
    Thunder wave2. I've had lots of wave1 and wave3 Thunder before, but not this guy. Is he even fucking POSSIBLE to beat with Water? This little fucker hits everyone for 4k every 3 turns with -50% Atk. I think I could've handled him with -70% Atk, but in two weeks, that's not a thing anymore. Anyway, killed him with like two characters left, just wanted to see what wave3 would be.
    Thunder wave3. Yeah, fuck you too.

    Run 2:
    Thunder trash. Resists everywhere. Belphegor dies.
    Water wave2. Resists everywhere. Still, this one isn't all that threatening as long as RNG doesn't make the Overdrive hit a single person, so no problems.
    Thunder wave3. Would've been fine, got my perfect transition into Rage phase aaaaaand... resist A Def, resist B Def, resist Black Propaganda. Well, I guess that's it then, without Belphegor's OP -30% Rage bar there's 0% chance of clearing the Rage phase now. I tried, was about 30% away from completing it. That's exactly what Belphegor reduces.

    Run3:
    Thunder trash.
    Thunder wave2.


    You know, I can't help but to feel that the ONLY way to do Sunday quests is with Light/Dark teams. But building a Light team is completely impossible for me, and for some reason my Dark team can't even handle Friday quests properly. With Nyarl/LuBu/Osiris/Sol I have -30% Def -50% Atk, double heals, and my Soul can bring combo-. But yet, there's just absolutely no damage output. Sure, I'm at 84% Assault only so plenty to improve on, but it shouldn't be THAT bad. I don't understand it.

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