Guide for using JP wiki
1/2 - https://youtu.be/hPK8vpqmkCg
2/2 - https://youtu.be/GhvZJXjngO8 Y U NO WATCH 2ND PART!?
Time for a new Skill Checker-kun, it seems. As usual now, he is nigh-immune to off-element attempts.
This time the gimmick is that Balance and Tricky types deal 1.5x extra damage (the extra damage ignores damage caps supposedly, so 525k normal attacks and 3m bursts). However, please keep in mind that reaching Def cap doubles damage for everyone, which is far more important than one more Tricky/Balance Hime.
Skill Checker-kun himself is very simple this time around, all he does is this:
Turn 1: Atk+ (can't be Dispelled) and ~500 AoE
Turn 4: Atk+ (can't be Dispelled) and ~2000 AoE (higher priority than Overdrive)(will punch for about 1k at this point)
Turn 7: Atk+ (can't be Dispelled) and ~4000 AoE (higher priority than Overdrive)(will punch for about 3k at this point)
Overdrive: Combo+(stacks) and attack normally
So, nothing devastating this time. Just don't expect to be at full health at the end of the fight, but for the most part, Vigor should serve you extremely well here.
Here is a list of noteworthy Tricky and Balance characters, courtesy of DMM wiki. Bolded have def debuffs, italics are limited:
This one seems to be even stronger than ever in the "did you catch them all?" category, but oh well. Good luck to you all.
So, the eight Skill Checker-kun event has ended. For future reference, here are the winners:
Good work, everyone.
Teams were quite tight this round, as expected. There was exactly one cookie-cutter build for Wind, for example. If you missed any of the ideal hime for a team, you were quite likely just fucked on that element. Additionally, for this Skill Checker and all the Skill Checkers to come, whoever has the most MLB North Star Eidolons is just going to win. Many of the people on the top didn't use any, but we are eventually going to see a shift towards a direction where those who spam North Stars will just have unreachable scores.
Personally I put in a ton of effort into making my Thunder team work, but just couldn't. I crazy optimized a build which went up to 144m, then got reminded by Calder that Devil set exists. Duh. Well, I just couldn't optimize it properly with Devils, so I got a meager 2m boost swapping from Tiaras to Devils. At that point I basically just lost interest. Not that I would be MUCH higher up on the list if I had tried Devil Accessories on other elements, like I tried putting it on Wind and found out that I didn't have enough base HP to support that, ha ha.
Since this Skill Checker-kun was VERY gimmicky, I don't know if there is any point to this but... I compiled a per-element leaderboard.
Please note that outside of the bolded, this list is NOT accurate. For example for Wind teams, it's plenty possible that somebody got 157m making him #14 instead of nonsensei. But because he is outside of both top20s, I can't see him and therefore can't list his score.
Water:
Thunder:
Fire:
Wind:
Dark:
Light:
Ninth Skill Checker-kun has begun.
You have 11 turns. Elemental advantage only. Debuffs apply, except for things that prevent Skill Checker-kun from taking turns (Charm, Para, you know). Rages and Stuns quickly. Every turn you get hit by a Trigger:
That's a total of 88600 damage. There are two catches though: damage is extremely likely to hit the front row only, and back row takes way less damage (50-75% reduction, unsure). In other words, you have two tactics available to you: killing front rowers on purpose, or using Guard from back row to mitigate damage significantly.
The DMM wiki seems to also be talking about Intercept, but I couldn't make that happen. If Intercept does work, I assume that Arianrod (2/5 uptime), Shamash (3/6 uptime), Berith (3/5 uptime) and Erebus (3/6+ uptime) would be handy.
And finally, to be noted is that this Skill Checker-kun has high Def. This means three things:
1. You will be doing 62.5% damage compared to normal. Since you were doing 150% damage to last Skill Checker-kun, the numbers may feel very low this time (between half and one-third).
2. Ability damage which is basically always capped against normal def might feel more useful now. However, Full Bursts are still where the damage is at.
3. Extreme whales will pull higher numbers compared to you this time around. Since if you barely hit cap and they hit for 10% more damage, it means that they actually have twice your power. Now that the pure power required to hit cap is way higher, their numbers will be far bigger than yours.
Ultimately, whoever has the most MLB Northern Stars will win though. Good luck, have fun~
So, the ninth Skill Checker-kun event has ended. For future reference, here are the winners:
Total:
Highest:
Good work, everyone.
Well, ultimately ended up being a fairly interesting event. Sadly, the rankings broke after the first three days... so the only teams that we know of are the ones where the run was done at the very start. Maybe. I make no guarantee that teams here are correct, it is fully possible that people went back and improved their scores during the second week with a different team this time around.
Dark did extremely well this time around. I would assume that's because of damage caps were less of an issue? Dark has lots of Hime which self-buff to extreme levels - this usually just means that they hit damage caps and don't hit as hard as they should, but high def in this event made it far less of a problem. Or it could've been due to Berith/Erebus Intercept. I dunno, if anyone does know, feel free to post. I'd LOVE to know meta teams in general, something that sadly we don't get to see this time around. Thanks Nutaku!
I compiled a per-element leaderboard for 9th Skill Checker-kun. This one was rather un-gimmicky, so I figured why not. Again, these are not guaranteed numbers below bolded.
Water:
Thunder:
Fire:
Wind:
Dark:
Light: