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  1. #81

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    Quote Originally Posted by Chrestomancy View Post
    First, wish that the status ailment resist was perfect - the fact I can *occasionally* get a debuff to land just means I'm tempted to try-hard repeat 100's of times until I can get a 50% debuff run.

    Second - is it highest single attack this time? It's definitely 12 rounds, but the numbers look about 10% of my total damage, so I'm guessing it is just single highest attack that counts. I could be wrong though.
    This Skill Checker-kun will lower Def to -45% on round 10. So, use Hoder (or Cerberus) for -50%. No need to RNGfest it up. And yes, this version is single-round damage.


    So, disclaimer: I have NOT gone and dug up DMM strats from a year ago, so take everything with more than a bit of salt. But here's what I theorize to be the best things to do:
    Step 1: Bring Shingen with Multi-Shot Death.
    Step 2: Turn 10: Mii + PF (do NOT use first ability yet, or that's like 200k damage lost right there)
    Step 3: Turn 11: Kaiser
    Step 4: Turn 12 - go time: turn on Burst, use all buffs, Hoder(/Cerberus), unload all abilities, Full Burst

    If you forfeit Mii you can do this one turn earlier, which gives Skill Checker-kun one turn less time. If turn 11 would be a Overdrive turn, this might be a good idea (or just Give Up and try again, heh). Here's a video of my Thunder team going for this tactic:
    Sadly, 20m score isn't going to be shit for anyone who has Kirin/Nidhoggr/Thunder Aphro. As such, I don't really care to minmax this run - I forgot to use Kirin to hopefully keep Mammon spamming Snatch and ideally Thor should be at very low HP. Oh, and only using 100% friend Kirin, because really, screw minmaxing when you have no hope of getting anywhere anyway.

    The funny thing is, that's still probably going to be a better score than what my Fire will be able to do with Belial. Simply because there's only one Exceed weapon in Fire so far. Will probably have to put in that SR Lance with Assault/Exceed...


    So anyway, since this is really just a contest of "how high can you burst, bruh?" there's two things that matter: How much Exceed you have and units that can cheat high numbers on burst (and third would be units that can cheat way higher damage numbers for the entire team, probably specifically Isis). Units like Sieg, Ea and Oceanus can see play here, but be careful - this Skill Checker-kun will only stay Stunned for a very short period of time, so don't delay once Stun happens.

    If we had as much access to Exceed as we wanted, I'd like to make a list of all the "x punishers" in the game here, but... since Exceed will cap most people anyway, is there any reason to bother?


  2. #82

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    Cool, thanks Slashey. So the plan is to just survive (but to get extra Pride damage, only barely) to deliver one huge burst. And yeah, time to get Hoder onto the team. Not sure I even finished levelling her up.

    I'm thunder-main, but I doubt Thunder will be my highest damage here. I've got 100% Eido on Dark, a Phantom glaive on Water, a Phantom bow on Fire, Michael on Light, Aether on Wind. Burst damage is the thing my Thunder team sucks at. At least Thunder'll have no trouble being in the fight at round 12, my Fire team will need a sacrificial character to die on round 11 each time.

  3. #83

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    Quote Originally Posted by Chrestomancy View Post
    -- my Fire team will need a sacrificial character to die on round 11 each time.
    That won't happen if you manipulate the enemy bubbles with Stun. I just did my Fire run (18m, less than my Thunder despite Belial as expected) and the final Overdrive didn't happen until the fight was over.

    Don't be afraid to use buffs and damage abilities early on to push into a faster Stun - remember, you won't need them until turn 12.

  4. #84

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    Quote Originally Posted by romoss View Post
    No dmm players here?
    Guild Games Megathread-dumdum.jpg

    GLHF bois
    DMM JP ID:3850303 (Suicade)
    Nutaku ID:5992020 (Archangel) (only Hraes & Diabolos UN. QQ)
    GBF ID:28010696 (Suicad)

  5. #85

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    Quote Originally Posted by ArchAngel View Post
    Guild Games Megathread-dumdum.jpg

    GLHF bois
    Thanks, can you show also the single tab?

  6. #86

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    Quote Originally Posted by Slashley View Post
    That won't happen if you manipulate the enemy bubbles with Stun. I just did my Fire run (18m, less than my Thunder despite Belial as expected) and the final Overdrive didn't happen until the fight was over.

    Don't be afraid to use buffs and damage abilities early on to push into a faster Stun - remember, you won't need them until turn 12.
    Yeah, you say that, but with the ability freeze, some abilities aren't back by turn 12 if I use them turn 1. I also need some way to soak the turn 9 hit, it's over 10k without some def up. No problem for Thunder, but I need to include defence capability in Fire. One turn damage for me in Fire is 7.4m (I've got some team optimisations to add, but probably not as much as another 2m worth). Thunder run is on 11m, but that has a lot more slack to bring in - I'm not on a maxed soul weapon, have another weapon waiting on books to FLB, and didn't get Kaiser on the burst on that run. I expect to beat 11m on Light and Dark without too much trouble.

    So far, I'm P187. I'll improve a ton but expect to rank worse by the end, particularly when all the light-mains have run this weekend.

  7. #87

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    Quote Originally Posted by Chrestomancy View Post
    Yeah, you say that, but with the ability freeze, some abilities aren't back by turn 12 if I use them turn 1.
    That ability freeze can only happen once, and only lasts 2t though. Or was it 3t including the casted turn... eh, either way. There's very, very few abilities that would not be ready by turn 12.
    Quote Originally Posted by Chrestomancy View Post
    So far, I'm P187.
    For Total, notice that quite a lot of people snuck in runs after maintenance, before the day ticked over. So they have scores for 4 elements compared to your 2, probably. We're not going to have any idea on the rankings until after Sunday, when everyone will have had a chance at every element.

  8. #88
    Quote Originally Posted by Chrestomancy View Post
    So far, I'm P187. I'll improve a ton but expect to rank worse by the end, particularly when all the light-mains have run this weekend.
    Actually, light's spike dmg isn't that good. They were good for the last dummy 'cos they can burst often and so over 15T, lots of smaller bursts add up to more dmg than bigger but fewer bursts of other elements. This time round, the fast bursting isn't helpful at all.

    Quote Originally Posted by Slashley View Post
    We're not going to have any idea on the rankings until after Sunday, when everyone will have had a chance at every element.
    Yeah, I'm an example of that. I haven't even opened the dummy event yet. Still farming guardians, and gonna try to finish the new raid event first then hopefully do all 6 elements on Sunday

  9. #89
    Quote Originally Posted by dreamlitz View Post
    Actually, light's spike dmg isn't that good. They were good for the last dummy 'cos they can burst often and so over 15T, lots of smaller bursts add up to more dmg than bigger but fewer bursts of other elements. This time round, the fast bursting isn't helpful at all.
    Light has Take, Frey and Metatron. Tons of single turn spike damage within those three Himes.


    Dejnov.

  10. #90
    Quote Originally Posted by Dejnov View Post
    Light has Take, Frey and Metatron. Tons of single turn spike damage within those three Himes.
    Other elements have strong nukers/self buffers and stun/rage punishers, too, so I don't see light having any advantages here.

    When it comes to team-wide buffs though, light only has Mike AW if I'm not mistaken, and that is very important for that one big burst. It doesn't help that Mike doesn't deal that much dmg herself, unlike say Shiva AW or Svarog AW.

    Metatron AW is the only unusual light advantage 'cos of the 4 mil burst cap, but it's hard to make good use of that unless you have a really strong grid.

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