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#Crit role stats
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…well
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septembermonologues · 9 months
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i can't believe i missed this 😭
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undead-knick-knack · 5 days
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With FCG gone, Fearne now has the lowest Intelligence of the party
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fortunesfavours · 2 years
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“That star marks spring, Essek. That star marks hope.”
dedicated to the wonderful @quinn-of-aebradore who reminded me of one of the best lines I’ve ever written <3
from this trans wizard fic
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kingjasnah · 2 years
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im sure this new dnd movie will be fine and i do not mean to be a hater. but i kinda dont get the point lmao i feel like if you take out the prospective/luck of a nat 20 youre just going to be watching a generic fantasy story? the appeal of dnd has to work on a more meta level like how is this character going to absolutely fleece the rules and restrictions of their character sheet to get out of this situation? is simply more compelling than seeing Big Sword Hit Things
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playerkingsley · 2 years
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whatever your opinions might be on cross-campaign references, it’s hilarious that the grand scope of direct c2 character bits we’ve gotten are a few accidental name drops, Caleb-voiced spell commentary (including the Mind Condom™), ‘Essek-ing’ as a verb, pokes at Jester’s sending habits, and roasting Fjord about his sailing knowledge
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moe-broey · 11 months
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I can't remember last time I showed him off but. Here's my silly little guy my beloved boy whose hobbies include causing problems on purpose and going "Oooh I'm gonna getcha. I'm gonna getcha!!" and then killing with extreme violence
Ascending his HP stat ALSO like. Is funny bc that's Xane's Thing (high HP), but also a lot of the time he lives when I really don't expect him to! He's really versatile actually, he plays support by being near enough to his allies to proc Def/Res Menace, healing from the backlines, and he can also throw some punches to either soften up a strong foe or just straight up kill them.
I'm not sure how many of Maria's skills I can put on him, given the four skill limit, but I do have a shit ton of manuals I hoard for occasions such as these 👁️👁️
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c-duceusclay · 1 year
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Y’all Chetney is so old, the wind is gonna go right through his bones-
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haorev · 2 years
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So is Dusk an elf with the feylost background or are they an an eladrin? Has anyone said? Do I just need to rewatch the episode? Also what are Dusk’s pronouns I don’t remember?
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thebotjock · 2 years
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I think I’m gonna let the borderlands fun wash over me and set crit role aside for a bit tbh
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the-name-is-loser · 2 years
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I suddenly realized why people hate artifacts
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sprintingowl · 18 days
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Marvel Multiverse TTRPG
The Marvel Multiverse TTRPG is genuinely well designed and I am confounded.
Previously, I'd read Marvel Universe TTRPG (which is a completely different system written in the 90s) and was caught off guard by how clever *it* was. In it, you assign power gems almost like a worker placement minigame to pass checks, prioritizing effect vs safety.
Marvel Multiverse TTRPG is a totally different system by a totally different team, and now I have to confront the reality that there are at least two very elegantly designed and unfortunately Disney-owned Marvel TTRPGs.
So, what makes Marvel Multiverse work? Well, it starts with a bad idea.
Marvel Multiverse runs on a d616. This sounds *awful* but it's the best bit of tech I've ever seen in a game with this high a budget.
First, that 616 is actually 3d6. You roll and add up, and mathematically this gives you more average outputs. Also the "1" crits on a 1, and its 1s count as 6s. So it's basically an extra strong d6 that hands you crits 1/6th of the time.
If you crit but miss the target number you botch instead, but Multiverse's advantage/disadvantage system gives you the option of rerolling individual d6s. So you can try to hit the TN, or you can crit fish.
Also, that "1" tells you your attack damage. It's used as part of a formula that also factors in your stats and optionally weapon. No need for a second damage roll. You get a really high density of information out of a single pass through the 3d6.
Now, Marvel Multiverse is still a very traditional style TTRPG. You can hop from DnD to this and barely notice the change in scenery---it's just the dice are cleaner, faster, and more predictable. You're still moving around in 5 foot squares, using your suite of character-specific powers, swinging at and sometimes missing a rat.
But those rat-misses happen a fair bit less, and your special abilities all come from one big mana bar called Focus, and you can intentionally spam your powers until it puts you in a stupor.
Basically, I'd recommend this system to three people:
-It's Marvel Give Me Marvel
-I Want To Play Modern AU Superhero DnD
-Fellow Sleek Core Mechanics Enthusiast, This Core Mechanic Is Sleek AF
If those people are you, you may want to give it a look.
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You’re enabling me 😘
I rambled about it in the tags of the Vespiquen post I reblogged earlier but I really wish Vespiquen was better. I know it’s foolish to want each Pokémon to have a unique niche and function and everything, but Vespiquen has such a cool design I think she deserves better. They apparently cared enough to give Vespiquen 3 unique signature moves that literally only Vespiquen can learn which thematically play off of her gimmick of being the queen bee with a swarm of Combes. In actuality her signature moves don’t really get to have their potential realized and frankly don’t do anything particularly interesting with her concept, but they still make Vespiquen one of the pokemon with the most unique signature moves. (Also they cared enough to create a unique item that is generated by Vespiquen when she Dynamaxes in Sword and Shield, not super relevant but worth pointing out that Vespiquen has some unique things going for her).
Anyway, her signature attack, Attack Order, is an extremely solid 90 power 100% accuracy physical bug move with high crit chance, it’s not particularly exciting as it’s just a slightly better version of X-Scissor but it is quite good and frankly if other bug pokemon could learn it there are quite a few who would enjoy it (it would still have to compete with Leech Life but it’d be an option). Vespiquen is a Pokémon with respectable stats, 70 base HP, 102 base Def and Sp. Def, base 80 Atk and Sp. Atk, and an underwhelming 40 speed. With tied Atk and Sp. Atk, Vespiquen could go for a physical or special attack moveset, and despite Vespiquen’s signature attack being physical, I’d argue her move pool has better special attack options, although her inability to use Quiver Dance despite seemingly like exactly the type of Pokémon that learns Quiver Dance is unfortunate as it would really boost the potential of a special Vespiquen set. On paper her stats are quite solid and should give a Pokémon respectable bulk and alright attack stats, but because Vespiquen is a Bug/Flying type with 2x weaknesses to Fire, Ice, Electric, Flying, and a miserable 4x weakness to Rock that causes her to get set to half health from stealth rocks alone, Vespiquen’s solid-on-paper bulk doesn’t really hold up in practice, and her slow speed and mediocre attack stats prevent her from playing a sweeper role. I’m saying all this to get across that Vespiquen is very likely to take hits that she can’t survive because of just how many weaknesses she has, this unfortunately makes her other two unique moves significantly less useable. Defend Order increases both defensive stats by one stage, it’s not bad by any means and would probably be very powerful on the right pokemon, but on Vespiquen it’s unlikely to make a difference when a 4x damage rock slide is coming your way. Vespiquen’s final unique move is Heal Order, which restores 50% of her hp, a really good move if it was on a Pokémon that could take multiple hits, but as I’ve tried to explain, Vespiquen realistically is not one of those Pokémon. What’s even worse about Heal Order is that, in Vespiquen’s debut generation Gen 4, there is a TM for Roost that Vespiquen can learn. So while a lot of flying types dislike losing their ground immunity when using roost, Vespiquen would gladly trade it for temporarily removing several weaknesses, meaning that Vespiquen’s signature healing move is, in most cases, worse for her than the other recovery move she can learn. If by some miracle you are able to get Vespiquen in against Pokémon that don’t have coverage for any of the common types she’s weak to, and you’re actually able to set up a turn or two of defense order followed by heal order healing, Vespiquen could probably be useful, but even then you probably wouldn’t want to use one of her remaining move slots on Attack Order since it’s not going to do much because with a mediocre attack stat on a slow Pokémon you probably had to invest in defensively just to get to survive up until this point. What’s most disappointing to me is Vespiquen’s abilities. I would think a Pokémon whose entire gimmick is about having combee swarming around her and doing her bidding with her literally being the beehive would maybe have something interesting as an ability, but unfortunately she only gets Pressure and Unnerve, both of which are useless in most battles.
Whenever I think about Pokémon like Vespiquen that have lots of problems preventing them from reaching their full potential, I try and thinking what ways you could fix them. The immediate obvious answer would be to change her type, even something as uninteresting and common as bug/poison would be a significant improvement in terms of weaknesses (at the cost of STAB Acrobatics and Air Slash I guess). Another approach could be improving her move pool, I don’t think letting Vespiquen learn Quiver Dance would necessarily do much for her, but it certainly wouldn’t hurt. The methods I think would be the most interesting of making Vespiquen and her unique signature moves more usable would be to change/buff the moves significantly or give her a real ability. Given Vespiquen’s unique design I personally think she deserves a unique ability themed around her design gimmick gmaybe something like “in double/triple battles, moves targeting Vespiquen are redirected to her Bug-type allies”), but even just something thematically appropriate like Tsareena’s Queenly Majesty would be a massive improvement over “your opponent uses more PP per move” and “your opponent can’t eat berries”. As for the moves, maybe they could do the kind of combining two existing moves thing that they’ve been doing lately and add the Infestation effect to Attack Order, or change Defend Order to reduce damage dealt by super effective attacks to her team sort of like a light screen. Really I just want a Pokémon as cool as Vespiquen that has 3 entire unique moves to be a functional Pokémon that actually has some sort of reason to pick and use said unique moves
And don’t get me wrong, I’m well aware that Vespiquen’s signature moves are actually quite good compared to other Pokémon whose signature moves are lacking. It’s hard to complain about a really solid attack, a boost to both defenses, and a basic 50% heal when some Pokémon get slaps in the face like Octozooka, but knowing that doesn’t make Vespiquen’s moves actually any good
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cherrypikkins · 1 year
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Got my gold title screen :3 Here are the characters that helped me do it!!
This being my first Maddening Run (aside from two previously aborted Black Eagles runs), below the cut are are my thoughts and advice on how to beat it:
The requirements for a gold title screen are Maddening Mode with a new file. No NG+!. However, Casual is fine.
Equip everyone with Training Weapons immediately. This can prevent you from getting doubled by all but the speediest characters.
Training Weapons also last longer. Knowing this, spam Combat Arts to survive the first few battles.
Equip everyone with a bow early on. Curved Shot is your key to surviving the mock battle.
Equip everyone with a battalion as soon as you can. Gambits will save you in Conand Tower when you inevitably get hit by crowds.
Move and attack as a group during battles. Have majority of units nearby to help out when things get hairy. Note that tight formations will make use of links and supports, however you must be wary of enemy gambits.
Have all magic-users learn Heal. It's a Faith D spell you can pick up in no time at all. It gives easy exp and ensures that your mages can help your units survive the next turn.
Have danger zones visible at all times. Don't forget to check individual enemy danger zones.
Use the danger zone to plan your next move. The danger zone will show you where it is safe to retreat if your units are in danger. If you have a tank that can survive the danger zone, it can also be used to set up ambushes
Spend every weekend battling. You will need every bit of experience you can get. No seminars, no rest, no skip, explore only on the first week.
On a NG file, you will only have one activity point per weekend for battling. Work on getting your Professor Level up. Lots of fishing and lots of tournaments. I was able to get to Level A+ and 3 battle points per weekend by late game this way.
Use Tournaments to win money and free Silver Weapons+
Since you will be mainly using Training Weapons, buy Smithing Stones to upgrade them to Training Weapon+ and repair when needed.
Because you are spending less money on brand new weapons, you will actually have some extra money leftover - buy gifts to raise motivation and to recruit.
Unless you are doing Crimson Flower, prepare well for Hunting by Daybreak. Even on casual, you MUST have the majority of your original house members trained up.
Plant flowers for stat raising items and gifts. Everyone loves flowers!
Focus on a small group of units to train. By the end of the game, aim to have 12 units + 2-3 adjutants ready to take on the final map.
Overall, maddening on a new save file was super challenging but also a lot of fun for me that I can't wait to try it again with NG+. For NG only, it may seem impossible at times, but with luck and perseverance, you can do it! Hope that helps! Good luck!
The characters I used and their roles:
Barbarossa Claude: relied on him early on for Encloser to manage crowds, became a crit king late game.
Trickster Byleth/"Mousy": all-rounder who sadly doesn't excel in a whole lot late game, but was used for some key Foul Plays to help units flee to safety or reach their targets.
Sniper Petra: mid-to-long range crit, with the potential for Lethality, crit on Personal Ability and double crit on Hunter's Volley, which can trivialize certain monster fights.
Bow Knight Leonie: long-range crit, who can tank in an emergency if needed. Can break armor as an opener for other damage dealers.
Bishop Linhardt: dedicated healer who was a last minute recruit before the timeskip
Wyvern Lord Hilda: started out unremarkable early game but ended up becoming a nigh untouchable blink tank.
Great Knight Sylvain: defense tank. needed a lot of extra care and hand-holding mid game but eventually grew strong enough to be able to tank Nemesis of all things and lure him off the boss tile
Dark Knight Lorenz: used as an adjutant early-to-mid game, later brought on to the main group post time-skip to help fill the roster. Decent for tanking magical hits and cleaning up enemy survivors
War Master Felix: fragile frontliner early game, reliable boss-deleter mid-to-late game. since archers and mages can easily disrupt your plans in maddening, I relied on him to get rid of them quickly.
Dancer Marianne: was early game dedicated healer before that role got passed over to Linhardt. Aside from refreshing turns, she can do plenty of damage on her own. Her special Dance is useful for adding some extra punch and precision to Constance's Bolting.
Gremory Constance: had the absolute WORST luck with stats during each level up. However, she made it up with her frequent Crest procs - which means even more Bolting to go around.
Gremory Lysithea: as per usual a reliable Death Knight and boss killer. Aside from melting down mounted and armored knights, she can be relied on for extra heals.
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ehdubyah · 5 months
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Announcement from CritRoleStats
CritRoleStats has announced on their website that they will be stopping all updates after the end of the year.
"After 8 years of pouring our hearts into our work and being one of the premier sources of third-party Critical Role information from live play-by-plays to collected data sets to digestible lore to encounter strategies to any other random fancies that crossed us, this will be the final quarter of CritRoleStats. As of January 2024, our team will say goodbye to the site and all the responsibilities we’ve taken on. We’re all completionists at heart, but despite our stubbornness, there was always a point where we had to recognize when we were ready to move on.
2023 isn’t over yet, though, and we’re still going to be hard at work throughout the rest of the year. Here’s what we’re doing, and what our future plans entail.
The Rest of 2023
We will continue our regular duties following Campaign 3 until January 1. These include:
Episode Livecasts, both live on Thursdays and edited article form on Fridays
Media References and Puns the following Tuesday
All Running Stats (times, charts, calendar, crits, galleries, …the list is far too long, but you get it)
What we have stopped doing:
Any updates for articles more than a year old (e.g., Media References)
Monster Analyses (concluded as C3E050)
Homebrew Updates, Quick Answers, One-Shot Masterposts, other various stats
We’ll continue to accept emails, but our Ask Box is now closed. We will do our best to update any charts, character sheets, and various stats to our satisfaction and accepted accuracy as of December 31, 2023.
2024 and Onward
On January 1, 2024, CritRoleStats.com will officially be frozen as a publicly-available archive, time-capsuled and as accurate as we can hope for for all information acquired prior to that date. We will no longer publish articles, update our archives, upload new character sheets, or provide episode livecasts. We will maintain our hold of our social media accounts as long as is reasonable on each site, but we will no longer use them for business as usual.
Thanks to your support, we expect to be able to continue to host the domain and all our data indefinitely, for as long as the Critical Role community still finds relevance in the CritRoleStats archives. We will periodically check the site and continue to apply any updates needed to keep it online, but the content available will remain unchanged. We’ll keep our Patreon and KoFi open, as any additional support for our years of service is of course appreciated. As for the continuation of any projects, while CritRoleStats as you all know it will close with the absence of our members, the TTRPG and CR communities are welcome to try to continue from the foundations we’ve established.
We welcome and are incredibly grateful for all of your support, both intrinsic and monetary, over our past eight years. We appreciate your patience and continued support in this final chapter!"
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baeshijima · 23 days
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Hello! Would it be okay to ask you for advice on how to build some characters in Honkai star rail?
hi nonnie and ofc !! this will go very bare-bones into character building so, uh, buckle up 🧍‍♀️
the main principle is to prioritise one or two characters at a time. if you go for more than one, then preferably ones that either share the same trace material or their relics are in the same domain to make farming a lot easier and less tedious !!
the next question is: which character(s) will be the one built, and what are their stat focuses? for example, are they a dps who requires atk%, or one that needs a different main stat like hp%? are they a sustain (healer & shielders)? are they a general or a niche (specific for certain characters/situations) support?
once you know these, then you can narrow down what you need.
light cone
this will be a very short section in comparison to relics, as the main thing you really need to make sure of is that the light cone path matches the character path (i.e. a hunt light cone for a hunt character will allow you to make the most use out of it compared to, say, a destruction character, as they won't be able to use the passive ability and only gain the flat atk, hp, and def stats).
the next thing is to make sure the passive ability works with your character. for five stars, their signature light cones are of course the best and easiest tell, but if you don't have them then you will have see the effects. for example, support characters will want light cones that either help boost the team (i.e. dance! dance! dance! gives action forward to all allies when the wearer uses their ultimate), sustains will want something that boosts their defensive/healing capabilities, damage dealers will want something that increases their overall output (can either but dmg%, atk% or a crit/crit dmg% boost), etc.
of course, some may have specific needs (like ruan mei who would want memories of the past as her light cone for both the extra break effect & energy, especially at high(er) superimpositions), but it will always be found in the same path and are easily identifiable. there will also be more coming out in the future, so better options are still yet to come!
relics
the relic pieces have set main stats;
cavern relics:
head piece is always flat hp
hand piece is always flat atk
body piece can be: atk%, hp%, def%, effect hit rate, break effect, outgoing healing bonus, crit rate, crit dmg
feet piece can be: atk%, hp%, def%, speed
planar ornaments:
planar sphere can be: atk%, hp%, def%, type dmg bonus
link rope can be: atk%, hp%, def%, break effect, energy regeneration rate
cavern relics are what can be farmed in overworld domains. they have four pieces which can give you the full set effect, or you can have two pieces for the two piece effect and mix it with another two piece set effect (i.e. this is usually put on supports/sustains, but can also be used on damage dealers if needed).
planar ornaments are farmed from within simulated universe after each elite boss + from the final boss. these ones only have a two piece effect, and cannot be mix-and-matched.
generally, each archetype/class/role will follow the same or similar principle;
the main/sub dps/damage dealer role will want:
body piece: crit rate or crit dmg
feet piece: atk%/hp%/def%/speed
planar sphere: type dmg bonus
link rope: atk%/hp%/def%
certain main stats will depend on what they scale off of. some dps (like dan heng il) will want atk% if they can afford to be slower or have a support that can bump them up, other dps (like jingliu) will want speed to be faster to get more out of their kit, and some will scale off other stats such as hp% (blade) or def% (afaik we dont have a def% scaling dps, but we will probably get one soon).
the best cavern relics will be ones where the set effect benefits them. this can include ones with type dmg bonus as a two piece to mix-and-match with another that has the stat they scale off of, a full four piece that helps their overall output, or one a bit more specific which tailors to how their kit works, such as increased follow-up damage (jing yuan, topaz, blade (inert salsotto ornament only), dr. ratio, and possibly clara with the inert salsotto ornament), increased dot (damage over time) damage (kafka, black swan, sampo, and guinaifen) and increased damage against debuffed enemies (acheron and dr. ratio).
the ideal planar ornaments would be ones that focus on increasing damage output, and it usually again depends on the character's kit for what they need, much like the cavern relics, and with factors such as whether they primarily use their skill and/or basic attacks (rutilant arena would be best in this case), if they use follow-up attacks or have a high ultimate damage (inert salsotto), or if you want an overall damage output from high speed (firmament frontline: glamoth, though so far only characters like seele can really make use of it due to her high base speed + her bonus from her kit, but you can also have supports which buff the speed to meet the threshold) to name a few.
the sustain role will want:
body piece: hp%/def%/outgoing healing bonus
feet piece: hp%/def%/speed
planar sphere: hp%/def%
link rope: energy regeneration rate
the role has two sub-categories; the healer (abundance) and the tanks (preservation).
healers would want (sub)stats that prioritise hp% with an outgoing healing bonus body piece + speed + hp% orb + either a hp% or energery regeneration rate rope. (luocha however is an exception, as he scales off atk, so replace the hp% stats with atk% where you can.)
the best cavern relic sets would either be passerby of wandering cloud for the outgoing healing bonus (the extra skill point is nice, but usually the two piece + either another with a speed or hp% two piece is better) two piece longevous disciple for the bonus hp%, messenger traversing hackerspace is good for the increased speed two piece and party action advance four piece if the ultimate can be used on an ally, but the full set is better for supports rather than healers.
planar ornaments that either boost the character's scaling stat or buff the party are ideal (broken keel and penacony, land of dreams can be good ones, primarily broken keel if you can reach the effect resistance threshold).
tanks/shielders would want (sub)stats that prioritise def% and follow the same general set-up as healers, substituting the hp% for def%, and for the body piece to also have def%. (fu xuan is another exception, as she scales off hp for her sustain as she mitigates damage to herself.)
the best cavern relics would either be knight of purity palace for the def% increase two piece and shield absorption increase four piece (the full set is mainly for characters who provide shields), guard of wuthering snow is mainly good for the damage reduction two piece, but even then you would mainly use this for fu xuan with two piece longevous. there aren't any options, but there will probably be more in the future.
and the ideal planar ornaments would be either belobog of the architects for the increase def% and effect hit rate, broken keel if you want to buff your party + have some effect resistance, and possibly penacony, land of dreams if you want to have multiple/mono-typing (i.e. mono quantum with fu xuan as the quantum sustain).
the support role will want:
body piece: hp%/def%/effect hit rate/break effect/crit damage
feet piece: hp%/def%/speed
planar sphere: hp%/def%/type damage bonus
link rope: energy regeneration rate
general supports will usually have a defensive stats such as hp% or def% for survivability + speed boots + a sustain sphere. their main job is to buff a character/the party, so the priority is to keep them alive without having them be one-shot by the enemy.
the best cavern relics will be messenger traversing hackerspace four piece if they can use their ult on an ally/all allies (which is more often than not a yes since their purpose is to buff). there isn't really much else other than this set, as you want to boost your team and you will get a lot of survivability stats from your rolls, so you don't need anything that offers more.
the best planar ornament sets will be either fleet of the ageless for the bonus hp% + teamwide atk% boost after getting 120 speed, broken keel (arguably the best set), and penacony, land of dreams (again, good for mono teams).
niche supports will follow a similar set-up to general supports, with the exception of the body piece. this could either be break effect (such as ruan mei, whose kit relies on it despite being a general support) or crit damage (such as sparkle or bronya who need a high crit dmg to boost others). their role is to work with a specific kit archetype or boost a certain mechanic. topaz can technically fall in this category (especially with her light cone), but she would want more dps-centred sets as listed previously.
the relic sets are basically the same as those of general supports. the only difference are characters like ruan mei, who will want the thief of shooting meteor cavern relic for the increased break effect (messenger traversing hackerspace can still be used but isn't recommended unless you roll a lot of break effect stats to reach 160%, which can be lessened if you use the light cone memories of the past or the planar ornament set talia: kingdom of banditry for the extra break effect at 145 speed.
the planar ornaments will also be the same, unless future sets come out and are more in-demand.
debuffers (nihility) can be a bit more on the offensive side with the stats, but will mainly depend on the effect hit rate body piece + extra sub-stats of that where possible (could be from light cone as well). their main job is to apply debuffs to the enemy, so having a high effect hit rate is ideal in case some bosses have a high resistance.
the best cavern relic sets can vary, and you will typically use ones that increase their damage. for example, welt would want either the full set of wastelander of banditry desert, pela would usually want the full piece of musketeer of wild wheat or maybe even hunter of glacial forest if you want her to smack more, and silver wolf would want the full set of genius of brilliant stars. a recent set that came out is pioneer diver of dead waters, which can be good on them as the four piece (silver wolf especially), or you can use the two piece with their type bonus two piece.
the best planar ornaments will usually be pan-cosmic commercial enterprise, which increases their effect hit rate as well as increases their atk% based on 25% fo their effect hit rate. however, if needed, they can also make use of penacony, land of dreams and/or broken keel, but pan-cosmic is typically a better all-rounder for them. the debuffers will usually be the ones to have a type damage bonus sphere if you want them to do more damage.
another thing to take into consideration is speed. while there is a lot of back and forth about whether speed is necessary and when, i think it really just depends on whether you
a) actively participate in/complete end-game content and need the speed in order to be fast enough to have your characters take their turn at least twice in a cycle (i.e. forgotten hall/memory of chaos, pure fiction, swarm disaster, gold & gears, etc.)
or b) have a character who needs to meet a certain speed threshold in order to make use of a set's passive ability. there are currently five planar ornament sets that have this requirement:
space sealing station - Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.
fleet of the ageless - Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
talia: kingdom of banditry - Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break Effect increases by an extra 20%.
sprightly vonwacq - Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.
firmament frontline: glamoth - Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
this is just a general comment: of course there are other sets that people may use on their builds, but we will also get more sets in the future updates, so it really just ultimately depends on which sets you have the best rolls on, and you can always farm more later if you feel you need to!
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