Man, it sucks to be a Thunder main right now.
Man, it sucks to be a Thunder main right now.
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Kamihime ID: 2700172
So it seems demons are not dropping fairies, only weapons. Rejoice, those who haven't maxed the level of their weapons yet.
And as expected, this girl is a pain in the ass. Your only hopes are probably dizzy & paralysis. You will never catch up to the debuffs with cleanse and as such heal will backfire, too eventually.
Last edited by nonsensei; 03-02-2018 at 04:00 AM.
Is it recommended to place grails on the status ailment RST buff?
Hmm, with no BP, you can always have Joan and Raiko's damage cut up against Ult Sloth in AAB (if you manually skim through the first five turns). That is, if only the stupid skill bug wasn't a thing...We put 100 to test it on day1, looks like 60-80% status resist. One person getting a DoT per wave is quite common. Sadly, Zombify doesn't have lower rate, so using heals is still really risky.
I don't think it's worth the Grails... it would be if it gave you immunity against Zombify, but alas.Uuuuh what. Never, ever recommend Burst. It is a terrible, terrible stat to use Grails on.
Also, do note that DoTs scale with HP. So you're effectively only becoming more resilient against the Overdrive.
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True, for example SSR Beelz burn is capped at 1000 damage per turn, 10% of max HP. So if you get over 10k - and you can even outside Union events - then you'll benefit a bit extra from HP.
(and as a sidenote, Regen also scales with your HP - I remember getting Belebog early on and couldn't cap her Regen, huehuehue)
But each of Sloth's DoTs does a mere 3% max HP to you. Even my Zeal hurts me more. I don't know if it's feasible to hit the damage cap on those... anyone put 100 HP in yet?
So 1 grail into +burst is equal to +1.5% +burst. 100 grails = +150% +burst
The issue here is, what does +burst actually mean. +150% +burst does not mean 'increase your burst's damage by 150%'. It means 'add 1.50 to the burst multiplier'
A 3* SR kamihime has a burst multiplier of 3.5. Adding 1.5 to that would be a ~42% increase to damage, not the 150% increase you'd assume if you don't know how burst damage is calculated.
A 3* SSR kamihime has a multiplier of 5.0 (and for an awakened SSR, it'd be 5.5). Going from 5.0 to 6.5 would be a 30% increase, while going from 5.5 to 7 would be a ~27% increase.
Moreover, our version is still old enough that the cap on +burst buffs is 300%. Shingen's provisional forest maxes out at +200%. So for those using Shingen, there ought to only be 100% left before you hit the cap. Any amount of +burst past ~67 grails will be useless for Shingen builds.
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.