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  1. #1

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    Any advice on AQ7? I cleared the first run on Thunder using an elixir, and then cleared without 2nd time through, but there's definitely STUFF happening that I don't really understand.

    Stage 1 - top hits very hard. Bottom alternates debuffing my team and def buffing the monsters. Middle ougi is a heal (I target her last)
    I haven't yet let stage 2 reach ougi (think that's the accepted term?) but - does it do anything scary?

    Stage 3 - Really not sure what is going on here.

    * When I don't use an ability, seems to trigger a target-all blast, dealing 2k -ish damage.
    * Something is causing the boss to not attack occasionally. Not sure what.
    * Something is causing the boss to add ougi-blobs, e.g. instead of firing ougi every 3rd, it goes to every 4th or 5th. Not sure what.
    * Enemy ougi is usually 5 (I think?) attacks around 8k (excluding damage reduction). Could be more, could be less. Although it also sometimes does a target all for around 4k, not sure what decides between them.

    If anybody is collecting a set of details for the different AQ7 stages, it'd be useful. Happy to contribute, check & confirm stuff, but at the moment I'm seeing a lot of stuff happen but not able to identify the causes.

  2. #2

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    I am basically done with my AQ6 guide, and then I should do a AQ7 guide.

    But, in short, AQ7 wave1 usually has ONE mob which is dangerous. In the case of Thunder, it's the top one.

    Wave2 generally has two types. Three of them are FUCK YOU YOU DIE LOL and three of them are a joke (to veterans). Thunder is one of the former, deploying a 20% HP per turn DoT (no upper cap) on turn1. For five turns. Yes, that WILL kill you if you don't deal with it. It's even worse in Thunder AQ since Wind has very, VERY little access to debuff prevention and Cleanse through Hime. Anyway, the Overdrive is also a "game over" style hit, as it will blast you with a 10k AoE. Against this type of enemy, gather burst from wave1 and full burst it.

    Wave3 is an interesting one. As always, it's the same with all elements. The important thing is, if you use all four colors of abilities, the boss will waste a turn BPing herself! This is AMAZING design as it allows weaker players to actually plan their teams and make this boss much, MUCH easier for you. This can be done twice, so her blops go from 2 to 4. Additionally, she gets angry if you use NO abilities on a turn, so if you're weak, try to also bring somebody with a very low CD skill or two.

    Until I get my AQ7 thread done (or until somebody else does it, but who am I kidding, only Kitty around here does stuff these days), you might want to look up shit from the DMM wiki.

  3. #3
    I can beat AQ6 now and start farming ancient....what is the best method to enchant acc? What burst gauge up means? (Increase burst gauge by % every turn?)

    Need acc option tier list as well haha

  4. #4

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    Quote Originally Posted by Yukarichan View Post
    I can beat AQ6 now and start farming ancient....what is the best method to enchant acc?
    I personally use the 1-2-3-4 method. You use 1 N, 2 R, 13 SR (totally the same as 3, right?) and 4 SSRs. All of the same element. That gets you halfway to level 50, so if you don't get a Super Success, you need to do it twice.

    Now that you're getting two SSRs per run, you might overflow with SSR fodder. In which case, you can swap 1 SSR for 2 SRs (ideally for the second Enchant to save money). So for example 1 N, 2 R, 1 SR, 10 SSR is halfway as well.
    Quote Originally Posted by Yukarichan View Post
    What burst gauge up means? (Increase burst gauge by % every turn?)
    Sadly, it is useless. You need 10% to gain 1 more burst per hit, so you'd gain 11 burst per hit then.

    Well, the way it works is that if you do a Double attack, then 5% is enough for 1 more burst (so 21 burst per double hit) and so on but... well, as you can see, the gain is just too small when the maximum burst you can reach is 100.
    Quote Originally Posted by Yukarichan View Post
    Need acc option tier list as well haha
    In my opinion:
    SSR Tiaras are #1 priority. Everyone needs 3 of these for the Tiara Set Bonus when you have all five slots opened. Two good enigmas is good enough.
    For non-Tiaras, don't bother with anything less than 3 good enigmas OR for debuffers, Affliction (the broken shield symbol). Only Ancient Tiaras can get Affliction chance, so having 4% from your non-Tiara slots is very valuable.

    As for good enigmas, if you ask me it is:
    Affliction (for Hime that can use it) > Def > Dbl/Trpl > Atk.
    The rest are bad. Technically you can use some of them (such as Heal+ on Healer or Ability+ on a multihitter Hime) but in general, they're bad and should be ignored.

  5. #5
    Quote Originally Posted by Yukarichan View Post
    Need acc option tier list as well haha
    Tiara sets is the obvious one, but I also find the following set effects to come in handy occasionally:

    earrings - excellent for tower 4T clear
    brooch - can be useful in situations like dummies where you want a hime for buffs only then try to kill her off - the aggro is actually very noticeable

    There're probably situations where other set effects can be useful, too, but those are the ones I use most commonly besides tiaras.

    Quote Originally Posted by Slashley View Post
    For non-Tiaras, don't bother with anything less than 3 good enigmas OR for debuffers, Affliction (the broken shield symbol).
    I make exceptions for ones with drop rate increase - I keep even R drop rate accessories, unless of course you already have max drop accessories for your farm team.

    As for good enigmas, if you ask me it is:
    Affliction (for Hime that can use it) > Def > Dbl/Trpl > Atk.
    Def vs Atk depends on play style and content - it's basically choosing between a permanent Arthur atk buff versus permanent Andro def buff - I generally prefer atk on accessories 'cos i often find that relying on def acc alone isn't enough and I still need to bring defensive himes, but once I have those defensive himes, the def acc isn't really needed anymore, so I end up going full offense for acc instead.

    The rest are bad. Technically you can use some of them (such as Heal+ on Healer or Ability+ on a multihitter Hime) but in general, they're bad and should be ignored.
    Niche case, but Atum and El without heal accessories kinda suck, although no one uses El anymore now that Azzy AW is out, so more of an academic point I guess.

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