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  1. #21

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    Stinger effects (and others) if I'm reading that right have diminishing returns... sounds like another game I've played...

    As for my comment with the Dark UE, it honestly isn't bad, but still depends on what someone has. If I have a grid full of dual weapons and I got to choose between Assault/Defender (assault being large) and the other is pride/defender, I'd rather just take the assault/defender unless I know my HP is gonna get low and be hard to maintain...

    Pride (and eventually vigor) both get the small assault increase, but the bonus is based on HP and is honestly situational.

    It's more based on how much you can maintain HP if someone wants max output.

    Nothing against the weapons themselves, I just personally don't like something that's so RNG based

    But then again, if you can get it to work, more power to you. I know vigor will be one hell of a farming tool since most times you farm is against stuff that barely can damage you.

    This game is honestly very random as hell about everything and there's honestly so many options due to that
    Last edited by MagicSpice; 12-07-2018 at 06:50 PM.


  2. #22
    Unregistered Guest
    Vigorous doesn't touch assault.

  3. #23

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    Quote Originally Posted by Unregistered View Post
    Vigorous doesn't touch assault.
    If at max HP, skill lv 20 vigor has more increase than a skill lv 30 large assault

    It's why I said it's good in cases where you won't see your HP dip much (and in offense builds against bosses that ohko you anyway)

    But personally, I would use a large assault more since it's 21% no matter what when FLB
    Last edited by MagicSpice; 12-07-2018 at 06:58 PM.

  4. #24
    Unregistered Guest
    ...no, I mean that vigorous doesn't modify assault/character atk. It adds to its own multiplier.

  5. #25

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    Quote Originally Posted by Unregistered View Post
    ...no, I mean that vigorous doesn't modify assault/character atk. It adds to its own multiplier.
    You mean the bonus or both the bonus and the natural increase?

    Either way, that honestly makes it seem more valuable (and explains why future eidolons get vigor)

  6. #26

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    Quote Originally Posted by MagicSpice View Post
    You mean the bonus or both the bonus and the natural increase?

    Either way, that honestly makes it seem more valuable (and explains why future eidolons get vigor)
    Breh, I made a wall of text post addressing that all the way back before you even left this forum mang...

    Anyway it's assault x element x vigor now. That's what he means, not (assault + vigor) x element.

  7. #27

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    Quote Originally Posted by Cobblemaniac View Post
    Breh, I made a wall of text post addressing that all the way back before you even left this forum mang...

    Anyway it's assault x element x vigor now. That's what he means, not (assault + vigor) x element.
    i legit forgot about that...

  8. #28
    Quote Originally Posted by MagicSpice View Post
    Stinger effects (and others) if I'm reading that right have diminishing returns... sounds like another game I've played...
    That's how it works for many games after all. That's also why many games tend to work damage mitigation as defense in KP and not straight up reduction.

    Quote Originally Posted by MagicSpice View Post
    As for my comment with the Dark UE, it honestly isn't bad, but still depends on what someone has. If I have a grid full of dual weapons and I got to choose between Assault/Defender (assault being large) and the other is pride/defender, I'd rather just take the assault/defender unless I know my HP is gonna get low and be hard to maintain...
    That's a fair point, but I think don't think situation of "do I take FLB Assault/Defender or FLB Pride/Defender" will happen to that many of people soon (though I may be mistaken, because in late February/early March veteran players may have 8 FLB weapons from events alone).

  9. #29

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    Quote Originally Posted by Gludateton View Post
    That's how it is for reductions (damage cuts, atk/def debuffs).
    For increases the more you get the less relative increase is. --
    There's also Combo rate, which is positive.

    Now, mathematically, the closer you get to 100% Combo rate shouldn't more damage per turn than at lower %s, but here, reliability is really important. At 99% Combo rate, with Murphy's Law activating on your Soul it takes you 10 turns to reach Full Burst (minus whatever turns your team can generate burst). But the moment you hit 100% Combo, that's dropped down to 5 turns max.

    Now, obviously the chance of Murphy's Law happening gets reaaaaaaaaaally low long, long before 99% Combo rate. But it can happen, and you know what that Law says.

  10. #30
    Quote Originally Posted by Slashley View Post
    There's also Combo rate, which is positive.

    Now, mathematically, the closer you get to 100% Combo rate shouldn't more damage per turn than at lower %s, but here, reliability is really important. At 99% Combo rate, with Murphy's Law activating on your Soul it takes you 10 turns to reach Full Burst (minus whatever turns your team can generate burst). But the moment you hit 100% Combo, that's dropped down to 5 turns max.

    Now, obviously the chance of Murphy's Law happening gets reaaaaaaaaaally low long, long before 99% Combo rate. But it can happen, and you know what that Law says.
    Combo rate is kind of special snowflake here, because it not only boosts damage, but also burst gauge gain, hence it's not so easy to actually calculate it's impact on damage.
    The point about Murphy's Law also brings another aspect to whole talk, let's call it certainty. Effects with luck based aspect (crit / combo rate) may give you big boost if they roll right, and give you completely nothing if they roll wrong, as opposed to effects like assault. That's why using average for luck based things does not truly reflect what happens in-game unfortunately, but it's hard to judge stats otherwise.

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