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  1. #31

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    Quote Originally Posted by BlazeRai View Post
    Why is burst a terrible stat to put grails on?
    Sorry if I have too many questions, since me and my members are currently trying to discuss where to put the grails on
    Burst is terrible because it's not an extra modifier. For example, SSRs have 500% Burst modifier already (or around that, I forget). So 150% from Burst Union buff gets them to 650% damage on Burst.

    My Union typically puts 100 on it on day1, for Burst Hour shenanigans. Just note that this is NOT ideal at all.


    I honestly don't know what you should be spending your Grails on in this one.
    +100 Damage is a given every time. 100% Character attack is really good, and bridges a lot of power-gap between newer and older players.
    +30 Affliction is probably by far the best after Damage. Putting 30 points here is what I'd recommend (you need about that much to guarantee your Soul's debuffs landing with elemental advantage).
    +100 Affliction is the best for those who have (Awakened) Thor - and a giant middle finger to everyone else. Don't do this if your Union isn't whale central. DO THIS if your Union IS whale central.

    After that... I honestly don't know this time around.
    +150% Heal is really good usually, but here risky due to random Zombify. Buffing this risks your AABing Sol just wiping the team in one go.
    +100% HP is really good usually, but here it'll make the DoTs hurt you more, giving you a +-0 benefit. Unless you can get the DoTs to hit cap, which we're not sure about yet. Ult Sloth Overdrives start hitting pretty hard at high levels though, so you might need HP for that.
    +Double is the best damage output one after Attack, as far as we know.
    +Resist doesn't make you even close to immune to debuffs, so is this worth putting points into? It does reduce the chances of Zombify happening, but does that actually help or not...?

    I'm currently thinking about running 100 Attack, 100 Resist, 30 Affliction, 50 HP, 50 Heal, 70 Double. But if anyone has bright ideas, I'd be all ears.
    Last edited by Slashley; 03-02-2018 at 08:57 AM.


  2. #32

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    you can't max them all ?

  3. #33

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    Quote Originally Posted by lolix View Post
    you can't max them all ?
    400 Grails per day is the max. And 100 Grails per buff type.

  4. #34

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    didn't know burst wasn't worth it, cause we do have a lot of stronger players using siegfried or arthur (or some form of easier burst access outside burst time)


    given that, it seems like my union will have to re-situate buffs

    probably 100 atk, 100 HP, 50 resist, 50 recover, 50 double and 50 triple...

  5. #35

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    Quote Originally Posted by Slashley View Post
    400 Grails per day is the max. And 100 Grails per buff type.
    soo...what ? do they reset each day , or what |?

  6. #36

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    Given current info, I'd rank Union buff priority as follows:
    ATK = Affliction RST > Double attack > Triple attack

    That's based on auto-battle; I don't see why you'd ever want to manual battle Union events. Affliction resist keeps you alive longer, and the others increase damage, all with the goal of maximizing damage dealt before the DoTs kill you.
    Last edited by sanahtlig; 03-02-2018 at 09:20 AM.
    Magicami Starter Guide: Rerolling for Success
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  7. #37

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    Quote Originally Posted by Slashley View Post
    +100% HP is really good usually, but here it'll make the DoTs hurt you more, giving you a +-0 benefit. Unless you can get the DoTs to hit cap, which we're not sure about yet. Ult Sloth Overdrives start hitting pretty hard at high levels though, so you might need HP for that.

    +Double is the best damage output one after Attack, as far as we know.
    We actually put 100 grails on HP today, and the max damage i receive from those dots doesnt go past 350 for me. Putting some grails on HP seems okay to do I guess?

    and wait, placing grails on double is better than placing them on triple?

  8. #38

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    Quote Originally Posted by BlazeRai View Post
    wait, placing grails on double is better than placing them on triple?
    Based on past experience, the double attack buff increases attack rate more than the triple attack buff, point for point. It also evens out the attack rate curve to generate more stable Bursts in auto mode, rather than each character Bursting alone.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  9. #39

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    Quote Originally Posted by MagicSpice View Post
    probably 100 atk, 100 HP, 50 resist, 50 recover, 50 double and 50 triple...
    Don't put any points into triple until double is maxed.
    Quote Originally Posted by lolix View Post
    soo...what ? do they reset each day , or what |?
    Yes, at daily reset.
    Quote Originally Posted by BlazeRai View Post
    We actually put 100 grails on HP today, and the max damage i receive from those dots doesnt go past 350 for me.--
    If true, just 11k HP is enough to hit cap then. I'm close to that even without Union buffs, heh.

    Will test in ~30 minutes.

  10. #40

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    Quote Originally Posted by Slashley View Post
    just 11k HP is enough to hit cap then. I'm close to that even without Union buffs, heh.

    Will test in ~30 minutes.
    there's an HP cap on those debuffs? if so, just getting +20% HP from a friend eidolon would send some of my wind team to the cap then since they'll be at 11k-12k normally

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