Quote Originally Posted by trew View Post
-- but I got a SSR wind eidolon and I'm thinking if I should change to the wind one :/ --
Event Eidolons are better than SSR Eidolons, unless you have enough of that SSR Eidolon to reach 2+ Stars. A 0-Star Sleipnir won't do you much good. Maybe for farming due to Drop Rate Up, but even then you're probably better off with MLB Vlad. But, looking at your Hime, I guess you are rather new. I guess that means you don't have much of a Grid in terms of skill levels and don't have many Eidolon Orbs to change things.

If you didn't have Uriel already I'd tell you to go reroll into a 100% Eidolon, but I guess Svarog would do decently for you. Her Atk+ buff will help you a ton since your Assault levels are still low.
Quote Originally Posted by Gludateton View Post
It's like saying that Brynhildr performs better than Amaterasu, because she has 1200 heal once per 6T, instead of 1200 regen every 7T. We're comparing apples and oranges here. Saraswati being mainly burst gauge control with other uses (defensive buff being one) and Triton being basically defensive debuffer.
Sure, but again, in this game you're able change your team to match what you need. Is Amaterasu going to perform better than Brynhildr in content where debuffs matter? Yes (which is most content). Is Brynhildr going to perform better than Amaterasu in content where debuffs don't work and there's a constant trickle of AoE damage? Yes. It needs to be rather specific content particularly since Bryn Bursts for way less than Amaterasu, but yes, it certainly is very possible.

So, if you worry about being unlucky with Triples - something we've all had happen to us - then Saraswati isn't exactly much of a savior. I mean yeah, I get that you mean to consider that as a "nice bonus" or somesuch, but I don't see it that way. To begin with, is -50% enough to save anyone who already got Triple punched, even with the heal? Even if the relatively long cooldowns are even available...

That's another thing I don't like with Saraswati, the relatively long cooldowns pressure you into getting them on CD ASAP. But if you do that, then they won't be ready when you need them. And if you just wait until you need them, you might end up not using them at all! And if you do need them - the heal is tied to the most powerful effect! That person already took a heavy amount of damage, they probably don't even NEED the Burst anymore!!
Quote Originally Posted by Gludateton View Post
Numbers say what you want them to, as proven by BG per turn earlier. But there are some numbers later on.
Maths don't lie.

Of course, humans are the ones that interpret those numbers. So you do have a point. Bring forth another interpretation for those maths, then~
Quote Originally Posted by Gludateton View Post
Yes and yes. Herc still requires SS to hit the debuff cap, so no PF.
Fair enough. I was taking PF for granted since that's something I run absolutely run in every element except Thunder (where running it is difficult due to lack of debuffs).

Spoilering this since it got lenghty.

Alright then, using bold to show the bottleneck, worst case scenario your team without PF and with Saraswati:
6/7/6/5/6... actually, since turn 6 brings you Saraswati's +Burst back up, let's rather use:
6/6/6/5/6
Worst case scenario your team without PF and without Saraswati, moving Atalanta to second slot:
6/8/8/7/6

Yeah, alright. That's two turns faster, in the very worst case scenario. Which is 25% faster.

How about average numbers, then? With Herc running 19.91 Burst/t for example for the first five turns and Saraswati combo targets running 18.4 Burst/t for three turns. Brackets that don't include a turn means that that is the amount of Burst they gained in that amount of turns, and {} used to indicate how close some Hime was to reach a milestone in some specified amount of turns.

Average result, without PF, with Saraswati:
5 (129.55)/4 (91.6)/3 (80.2)/5/6 {57 Burst in five turns on average}
Oomph. The last guy only needs to combo once to make it in five turns, or take quite literally any damage. Let's move the +Burst to the last slot to see if that helps:
5 (129.55)/4 (91.6)/6 {78 Burst in five turns}/5/4
Shit. Didn't help. Again, would be fixed with basically any amount of damage taken.
Average result, without PF, without Saraswati, Atalanta second slot:
5 (129.55 Burst)/7 (97)/8 {68.4 Burst in 7 turns}/7/6
Oomph again. This time the third slot is on the very cusp of hitting seven turns.

Again, yeah alright, that's the same result. Saraswati is still two turns faster, with both teams being quite likely to hit one turn faster most of the time from taken damage. So that's 25%-29% faster.

What about with PF, then? This requires Herc to reach 150 burst.

Average result, with PF, with Saraswati:
7 (182.35){140.95 in six turns, so not even close}/4 (91.6)/4 (91.6)/5/6
Oh dear. This is where we see the problem - Herc is bottlenecking the team, rendering Saraswati pointless. Let's see if we can fix that by using turn 6 Saraswati +Burst on Herc, maybe Herc doesn't need to wait for his Relic ability to come off CD?
6 (165.95)/4 (91.6)/6 {78 Burst in five turns}/5/6
Saved!
Average result, with PF, without Saraswati:
7 (182.35)/7 (97)/8 {68.4 Burst in 7 turns}/7/6

Again, two turns faster. Although the non-Saraswati team is fairly likely to do it one turn faster since third slot just needs to take any damage once. 13-25% faster.

And finally, worst case scenario, with PF.

Worst case scenario with PF and with Saraswati:
7 {130 in six turns thanks to Saraswati}/6/6/5/6
Worst case scenario with PF and without Saraswati, moving Atalanta to second slot:
8 {145 in seven turns}/8/8/7/6

Again, yes, Saraswati team is faster. By 13%.

There was a lot of stuff there, so I could've fucked up a lot of shit
I don't have the time to double-check it all. If anyone has any complaints, do point them out.

tl;dr;
Yes, Saraswati makes a team faster. By... two turns without PF. And about one turn with PF. Since I still see that as basically her only asset, I still don't think highly of her.

But, it does go to show why you were so adamant about it. Two turns is A LOT, after all. But since I took PF for granted, which diminishes Saraswati's speedboost for the team.


Secondly, this certainly got me to think about Vohu. While I still don't see Vohu as particularly useful outside of Fire content, Saraswati can compliment what Vohu doesn't bring to the team - overall quickness. I don't have the time to do the maths right now, but with Vohu AND Saraswati, Water can probably run quite fast. Something I don't see otherwise happening until Cthulhu/Shiva Awakenings wayyyy down the line.