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  1. #1

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    Quote Originally Posted by Unregistered View Post
    IF you truly believed any of what you just wrote, than it makes no difference whether you're a light main or not. For one, you'd still need to get all those new powercreep light kamis, and god forbid, probably Managarmir as well to pull that off. And more importantly, it changes nothing if you were maining Fire or w/e else because it has no effect?
    you didn't read did you? i clearly said "powerful enough"...

    say you get Trish.... well grats, you got a kami that will last you a long time. Even someone like belobog and possibly light caspiel can hold you for a moment... But say you pull a lower tier one like Light Perun... she's just tower fodder. see what I'm getting at?

    and there's two kinds of power creep this game has. Overall (as in not looking at element and looking at overall kit), and elemental (the best things of that element. my example was that a fire kami coming out to reshape the "overall" meta doesn't shift the "light meta". that fire kami will shift the "fire meta" though.

    and who said you NEED managarmr? yeah she helps a ton but a soul weapon with a high event eidolon is like what, 40% from the eidolon (maybe 45% or 50% if you get those ones) and 30% from the weapon? that's 70%. and even if you don't pull mana, if i got something like an MLB thunderbird (60% light and thunder elem attack) to go with my herc axe, that's 90% elemental attack. what you would need is a friend mana to pop up. assuming i got all that and no matching eidolons in my sub slots, still 60% +30% +80% for a total of 170%....


    again, become "powerful enough" then decide if you want to chase after more. and honestly, given my current light team, i'd only really need SSR atremis to hold off on light chasing for a long time since my front line can still consist of sol, tsuki, eventually AW mike, and a choice between other light SSR i got. while a free player doesn't likely have that luxury, i don't see a need to burn more money on light kami aside from 1 more miracle ticket. the rest is just preference...

    if you happen to get such power, then kudos.... but given how RNG heavy and grind heavy this game is, "meta" is unfeasible unless you throw tons of money at the game... likely 2-4 times as much as i have and that's saying something considering i'm looking at almost 175 kami... yet only 3 kaisers (which only one was a lucky roll from the gacha) and NO 100% eidolons...
    Last edited by MagicSpice; 12-03-2018 at 09:42 PM.

  2. #2
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    So wait... then why are you glad you're a light main, getting powercreeped by newer light kamis? If you're not planning to get them, you're the one that got affected the most, by your own words. You'd only be glad if you're planning to chase after them, having a grid already prepared for them. You keep talking like you're happy with where you are, but you also seem quite happy to be replacing all those kamis soon.

  3. #3

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    Quote Originally Posted by Unregistered View Post
    So wait... then why are you glad you're a light main, getting powercreeped by newer light kamis? If you're not planning to get them, you're the one that got affected the most, by your own words. You'd only be glad if you're planning to chase after them, having a grid already prepared for them. You keep talking like you're happy with where you are, but you also seem quite happy to be replacing all those kamis soon.
    I'm glad about because as someone that doesn't chase powercreep, I'll have tons of options...

    Get it out of your head that I'll end up replacing kami left and right... I keep saying that it's better to get kami that will last you a while...

    And to be honest, given that guild order and tower are here, having a lot of kami means having a lot of options. If you're gonna want to character hunt, that's honestly the best reason.

    The fact that I even have 8 light SSR right now means I can do 5 3-man teams or 3 5-man teams before cooldown is an issue on the tower... just from SSR alone

  4. #4

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    If you focus every Miracle ticket pick on one element you can chase whatever meta you want, though potentially at the expense of one's other elemental teams. Also, for reasons I pointed out in the Tower thread, planning one's picks around Tower is probably not going to provide a significant advantage, simply because Tower rewards themselves are trivial--replacing one SSR weapon with another SSR weapon every 6 months is probably not going to make much of a difference in your ability to clear future content. At least being able to clear Accessory Quest Rank 5 will allow you to improve your equipment for all elements, though the gains there are incremental too.
    Last edited by sanahtlig; 12-05-2018 at 12:53 PM.
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  5. #5

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    Quote Originally Posted by sanahtlig View Post
    If you focus every Miracle ticket pick on one element you can chase whatever meta you want, though potentially at the expense of one's other elemental teams. Also, for reasons I pointed out in the Tower thread, planning one's picks around Tower is probably not going to provide a significant advantage, simply because Tower rewards themselves are trivial--replacing one SSR weapon with another SSR weapon every 6 months is probably not going to make much of a difference in your ability to clear future content. At least being able to clear Accessory Quest Rank 5 will allow you to improve your equipment for all elements, though the gains there are incremental too.


    There's not really much wrong planning around tower if it fits along with content you'll be running in the long term. Tower picks are usually quite meta in terms of running the same girl for other content as well, if that is what worries you. After all, a tower only hime would be a truly terrible pick.

  6. #6

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    honestly, the way i see progression is to beef up one element as much as possible, then spread out to others...


    you still have your strongest element if things get rough, but if you can build more teams up, that's more elemental advantage at your disposal, cause some attack hit pretty damn hard and you don't want to take one-shot damage if the "advantage" team could survive it at the same amount of HP...

    but like i said before, clearing content is top priority, getting stronger from there is up to you. given how this game works anyway, if you can do it, there's likely a way to do it better, even if it involves digging up more break limits or even copies of stuff you have.

  7. #7

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    Quote Originally Posted by Cobblemaniac View Post
    There's not really much wrong planning around tower if it fits along with content you'll be running in the long term. Tower picks are usually quite meta in terms of running the same girl for other content as well, if that is what worries you. After all, a tower only hime would be a truly terrible pick.
    To expand on this:
    1. What is the (solo?) content that players in the DMM version are striving to clear?
    2. How does optimizing to clear this content improve a player's strength long-term?
    3. What are the main focuses in the meta? Spike damage to get through a particular phase? Sustained damage to end a long fight more quickly (e.g., before a deathblow type of ability)? Certain defensive abilities? Are these focuses general-purpose, or would they be expected to become obsolete or marginalized in future content?
    4. How valuable are healing, cleanse, and dispel and other general utility skills (from kamihime)?
    5. How frequent is high debuff resistance?
    6. How often will a typical player have to worry about hitting damage caps?
    7. Presumably elemental advantage is a current focus. How does this affect one's ability to clear content and one's efficiency at earning rewards?


    No one person needs to answer all of these, by the way. But a discussion around some of these topics might be useful.
    Last edited by sanahtlig; 12-06-2018 at 06:41 AM.
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  8. #8
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    Quote Originally Posted by sanahtlig View Post
    To expand on this:
    1. What is the (solo?) content that players in the DMM version are striving to clear?
    2. How does optimizing to clear this content improve a player's strength long-term?
    3. What are the main focuses in the meta? Spike damage to get through a particular phase? Sustained damage to end a long fight more quickly (e.g., before a deathblow type of ability)? Certain defensive abilities? Are these focuses general-purpose, or would they be expected to become obsolete or marginalized in future content?
    4. How valuable are healing, cleanse, and dispel and other general utility skills (from kamihime)?
    5. How frequent is high debuff resistance?
    6. How often will a typical player have to worry about hitting damage caps?
    7. Presumably elemental advantage is a current focus. How does this affect one's ability to clear content and one's efficiency at earning rewards?


    No one person needs to answer all of these, by the way. But a discussion around some of these topics might be useful.
    1. GO, AQ
    2. GO> FLB, AQ stats
    3. which meta? each ele hav its unique meta
    4. depend on content, depend on ur role(cata rag)
    5. frequent, just treat debuff as bonus
    6. no need to worry
    7. depend on content, depend on whose, depend on grid development

  9. #9

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    Quote Originally Posted by sanahtlig View Post
    1. What is the (solo?) content that players in the DMM version are striving to clear?
    Solo content is actually pretty straightforward. Outside of your standard UEs, advents and raids, you add only AQ5 + 6 to the equation, and you add tower to the equation. For all content, hrags + guardian raids are the extra things to look out for. In short, everything, unless they play this game casually to begin with.

    2. How does optimizing to clear this content improve a player's strength long-term?
    I wouldn't think of it as optimising to clear a specific content. Rather, I frame it as optimising a team in general, and that means accounting for the worst thing that can happen. You have probably seen it in some fire setups, people are choosing to go yolo no debuffs simply because wirag gives the finger to debuffs. That's building around wirag yes, but at the same time since wirag is the hardest content to exist, being able to beat it (solo) usually means you steamroll other wind content no issue. Similarly, optimising to clear tower 15F presents a similar case where once you get to the point of being able to clear it, it's pretty safe to say you can clear most of other content with ease, because tower so far is the hardest solo content you can find.

    And do note I specified 15F, because tower is quite frankly not just about the difficulty, but also about your micromanaging of girls to properly clear lower floors sandbagged for maximum gain, which is probably what nonsensei likes the most about tower. Basically, I take the hardest part of tower to prove my point.

    3. What are the main focuses in the meta? Spike damage to get through a particular phase? Sustained damage to end a long fight more quickly (e.g., before a deathblow type of ability)? Certain defensive abilities? Are these focuses general-purpose, or would they be expected to become obsolete or marginalized in future content?
    The meta actually doesn't change that much in terms of playstyle. Except you know, all that shit I've been giving on debuffs (which I'll further address in point 5). There isn't a specific answer if you were to take this from the perspective of fighting the boss since they have so many designs (a point I'll get to in point 7), so you rely determining your playstyle by element, since anyway that's exactly relying on what you have. A full breakdown of element playstyle is something I can't do myself considering I didn't invest much time playing in the DMM version yet however, so the only sources you have at the moment is the DMM wiki, as well as a few helpful DMM players that may be lurking around.

    4. How valuable are healing, cleanse, and dispel and other general utility skills (from kamihime)?
    In content where its effective, these will still be very, very applicable. Heal will still be used in long-lasting content that doesn't throw things at you designed to not be survived. Dispels still work in content where buffs are periodic, and really game changing. Cleanses still work where debuff spam is heavy, or potent. When these fail however, you can pretty much look at dps as the only other option.

    5. How frequent is high debuff resistance?
    To answer the question first, AQ6, tower, dummy event, and the future hrag raids (and guardians), basically future mainstay content. And a few oddballs like Icarus GO. How much? Not completely immune, but basically if you were to bring a loadout of 50% atk and def break... you'll probably land like, 10% atk and def break each on average. Can you actually hit the debuff cap? Certainly, why not, it's RNG and RNG sometimes favours you. Is it practical? I like to say that if there's a 20% chance of it succeeding, it's 70% too low. That's not accounting for the content that doesn't resist, but instead punishes you for using debuff skills (e.g. Barong, both her raid and GO form).

    So that is quite a sizeable portion of mainstay future content. When I say debuff is going to be off meta, this is what I mean. Debuff in current mainstay content? Sure, why not, no harm. Debuff in future content? You're gonna be selling your soul to the devil for only that to be reliable. This needs emphasis: I am not saying fuck debuffs as in don't use them. I am saying you need debuffs + something else that is really good.

    6. How often will a typical player have to worry about hitting damage caps?
    That... depends on how you define an average player. An average average player (meaning including the casuals) pretty much won't, and will struggle with low cap damage skills like Susanoo and SSArty, because let's face it, it's directly proportional to the time you invested in the grid. An average player that calls himself good however... well actually I haven't done the maths, so I won't comment.

    7. Presumably elemental advantage is a current focus. How does this affect one's ability to clear content and one's efficiency at earning rewards?
    Elemental advantage is a boon for reasons we have discussed before: doing more damage and doing less damage. An easy example to fall on is wirag... I'm sure you realise the pain of trying to clear that thing off element. Extend that pain to hrags, which you certainly won't be doing alone, and where farming is way less painful if you get MVP (drop rates of hrags are actually atrocious otherwise). A player running an advantage element team has a higher chance of getting the MVP over the player who doesn't for 2 reasons:

    a. Snip
    b. In cases of some elements raids, the advantage elements against these raids also have team designs that counter the raid style hard.
    Last edited by Cobblemaniac; 12-06-2018 at 09:20 AM.

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