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  1. #36

    Join Date
    Jul 2017
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    10th Skill Checker-kun is here.

    You have 12 turns. Elemental advantage only. Debuffs apply, ALL of them. Rages and Stuns quickly. This time, Skill Checker-kun does VERY little damage back to you, so you can mostly fight him in peace. Might combo attack one character for a lot in the final turns if you didn't bring any Atk-.

    The real quirk this time around is normal attack damage. I don't... fully understand how it works. I think you deal double normal attack damage, and cap is double of normal (700k?). But I think if you go above cap, your damage is only reduced by 50% instead of the usual 90%? I... really don't understand the numbers here. It's WEIRD. All I know is, you can get some INSANE normal attacks if you just pump the fuck up on modifiers, such as Assault, Vigor, Berserk and Byakko. And Technica, if you somehow have some of that in your Grid.

    EDIT: Oh yeah, I guess I should mention is that weaker players might find Full Bursts better than normal attacks. Remember, the maximum damage you can do with Full Bursts is around 3.5m per character, which is still quite a lot. But the strong players will probably ignore Bursts entirely unless they are needed for certain Hime Burst effects. I mean, my Perkele did 6m by herself during one turn...

    Parac is obviously the only correct choice here (unless you simply cannot reach -50% Def, in which case I guess you need to rely on Paras). Make sure you run her BERSERK, as it's a ridiculous damage boost this time around. There are also very extremely powerful normal attack Hime, like Thanatos in Dark - so there are absolutely some core Hime in each element (HA HA WIND ATUM GO GET MORE BERSERK FROM PARAC), but overall there should be quite a lot of leeway in teams this time around.
    Last edited by Slashley; 06-13-2021 at 10:00 AM.

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