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#MP Gain Up Passive
magiamemoriareview · 7 months
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The Unfinished Diary
Obtainability: This is a personal memoria for Kazumi Subaru. It is obtainable through completing the third episode of her Magical Girl Story and through the Support Gacha.
Single Effect: Attack Up [15%] & MP Gain Up [7.5%]
MLB Effect: Attack Up [20%] & MP Gain Up [10%]
Effect Definitions:
Attack Up increases the equipped character’s base stats, meaning that its effects are calculated before buffs/debuffs are considered. The effect caps at 100%.
MP Gain Up will increase the MP gained from all sources, including Accele Discs, Charge Discs, damage taken by the equipped character, and when they activate an ability that gives them MP Restore or Regenerate MP.
TLDR: A decent personal memoria that helps with Kazumi Subaru’s kit. It’s not the best memoria you can equip on her but it will serve you well if you don’t have access to better memos or if you want to spread those better memoria out onto different units in the team.
Review: Before talking about the personal memoria, let’s talk about Kazumi Subaru. As a unit she is a solid attacker with a debuff/support edge. Her Spirit Enhancement active lets her debuff the enemy with both Attack Down and Defense Down and her magia/doppel further lets her debuff the enemy. She has a disc set of AACBB, meaning that she has the discs necessary to gain MP for magia but she can still contribute to blast combos if necessary, and she has a passive Spirit Enhancement node that grants her at least 9mp per turn. Couple that with passive Skill Quicken and you have a unit who can both support her team and debuff her enemies, making her a type of Attack-Support.
With that in mind, you’ll want her to be dealing out attacks while throwing out Magia. And for that, you’ll need decent MP Gain-- and this is where her personal memoria comes into play.
“The Unfinished Diary” is a personal memoria that gives decent MP Gain Up without sacrificing an offensive buff. Attack Up at 20% is pretty great and in-line with most four-star memoria. The MP Gain at 10% is a little low but still good, especially if you couple this memoria with another source of MP Gain Up. The real issue with this memoria would be its low passive stats-- while the 20% Attack Up is good, the 1150 ATK is pretty low. It’s in-line with other personals, don’t get me wrong, but there is a downside to using this memoria.
Notably, “The Unfinished Diary” is the personal memoria version of many limited memoria in the game. For example:
(Limited 4*) “The World my Big Sister Can See” MP Gain Up [12.5%] & Magia Damage Up [17.5%] & Flame Attribute Attack Up [15%]  
(Limited Gacha 4*) “Fairy Tale Entrusted with a Prayer” MP Gain Up [12.5%] & Attack Up [25%]
(Limited Gacha 4*) “Inside the Heart Even When Cold” MP Gain Up [12.5%] & Defense Up [45%]
(Limited Gacha 4*) “The Lively Roar of the Sea” MP Gain Up [12.5%] & Damage Cut [30%]
(Limited Gacha 4*) “Tonight We Shall Have a Banquet” MP Gain Up [12.5%] & Damage Increase [20%]
(Limited Gacha 4*) “Iroha of the Midsummer Beach” MP Gain Up [12.5%] & Attack Up [20%]
(Limited Welfare 3*) “Is It Such a Dramatic Taste” MP Gain Up [12.5%] & MP Up When Attacked By Weak Element [3 MP]
(3*) “It's Not Like I Was Waiting” MP Gain Up [12.5%]
(Limited Gacha 4*) “The Rena I Hate” MP Gain Up [10%] &  Attack Up [20%] & Accele MP Gain Up [17.5%]
(Limited Gacha 4*) “You Can Wear Any Outfit You Want” MP Gain Up [10%] & Accele MP Gain Up [17.5%] & Defense Up [30%]
(Limited Gacha 4*) “Beyond the Waves” MP Gain Up [10%] & Damage Cut [25%] & Defense Up [30%]
(4*) “Deep in Thought” MP Gain Up [10%] & Accele MP Gain Up [15%] & Damage Up [15%]
If you have any of the above memoria, particularly if they are max-awakened, you are much better off using them than this personal memoria.
However, the benefit of a memoria like “The Unfinished Diary” is that it can save one of those above memoria for a different unit. Equipping Kazumi Subaru her personal means you could use “Iroha of the Midsummer Beach” on a different character instead, so that you can spread out the MP Gain Up. 
So overall? A decent personal. It helps with Kazumi Subaru’s kit but it’s not the most necessary either.
If you plan on using this memoria, you will want it to be max-awakened.
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ritasalami · 6 days
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Amidst the current Yuu hype (which is only natural considering we´ve been teased for like 4 years now) I want to return to a new mechanic that was released not too long ago: Brand new personal memoria given to us in the Alinas Atelier event.
You´ve probably seen them around before: Ren can burn her HP down to 20% and gain enough MP for an instant Magia, Shizuku carries 50% chance to crit and Natsuki gets permanent MP regen and so on.
Now this opens up a lot of opportunites for older units to gain new power (that and the possibility to go beyond 100 SE). As I was thinking about which units could be next for this treatment I started thinking about possibly the most deserving squad there is: Mikazuki villa.
Aside from maybe Yachiyo who is a beginner friendly mirrors unit they serve very little to no purpose beyond very early play. (For example Tsurunos magia spam evade cheese is outdone by Oriko). So I think those girlies should get the next set of powerful memoria.
Before I get into my ideas of new tools for them girlies I want to talk about Iroha first. Iroha was promoted to a faction leader in arc 2 and all of the faction leaders have aura buffs which provide them and their teammates passive buffs for up to 5 turns. (e.g. Himena providing aqua attack up or Rabi providing damage up and damage cut etc.). Iroha as we all know does not carry an aura buff (the only non 4* unit to actually carry said buffs is Mayabu with damage cut to all).
So I think her new personal memoria should actually be an aura buff for the entire team that works similiar to the SE nodes from other leaders. I was thinking about something like Ailment res up + MP/HP Regen to all as nod to her protective and inspiring personality (plus having a unit provide passive mp to her team will give Iroha some usage for people with limited or no mp batteries). Now as far as the other girls I´m not sure if they should get selfish effects or be given aura buffs too in an attempt to breath some life into them.
Tsuruno could play into the luck idea. She could give her team something like attack/damage up or damage increase while also giving them chances (like chance to crit or to evade, maybe some anti-evade) for some fun rng. Otherwise I could see her pull up with attack up at full HP and a generous chance to evade similiar to Vampire Nagisa and Chisato.
As for Felicia I could see her gaining a generous amount of damage against witches up since she used to get super focused on witches and going on rampages. Other than that I have no clue what to give her so hit me up with any ideas.
Idk what to with Sana. Should we repeat the Sasara treatment and give her access to a turn of taunt and endor adept (MP when hit)? Honestly I´m just gonna skip this one tho it would be funny if she got some super agressive memoria in homage to her doppel.
Yachiyo is super basic but whether selfish or team wide - give her blast MP. Actually her granting blast mp to her teammates would be funny since all of Mikazuki villa have at least two blast discs. But that would be lowkey busted since it would also stack with pre-existing blast mp.
So yeah that was my unstructed ramble rant about the potential of the new personal memoria for our beloved Mikazuki Squad.
Also please give Hazuki and Ryo permanent MP regen too thankz bye
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muffinrecord · 4 months
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Shitty Review of Uwasa Mikoto
I keep rewriting the big review post (the problem is that talking about Uwasa Mikoto means talking about Regular Mikoto and it's a headache) so let's do a little one with my thoughts that is less intimidating:
TLDR: Nice but not a must-have. If you don't have a good generalized attacker for things like Hundred Evils, you may want to invest.
I'd put this under a cut but you know what, I won't! I wrote all this, y'all are gonna have to read it or scroll by it cause fuck you
Uwasa Mikoto is a better version of Regular Mikoto.
Uwasa Mikoto is a Support/MP Support/Tank Support, just like Regular Mikoto, but now Uwasa Mikoto can actually deal out damage.
She gives the whole team Strengthened Counter which can hilariously kill enemies when they attack you. It's better (in some ways) than regular Mikoto, whose attack did fuck all when she would counter back.
Uwasa Mikoto can gain MP much more easily than Regular Mikoto through her SE which gives MP Gain Up and MP Up When Damaged, something that Regular Mikoto really ought to have had.
She also comes with a passive 40% MP Gauge on Start, and you can combine that with her shitty personal that gives 15% MP Gauge on Start (and Accele MP Gain Up). This makes it easy for her to hit Magia/Doppel on turn two just by taking a few hits from the enemy, something she can handle easily with her good stats.
VARIABLE makes her very interesting. She'll have it on herself for three turns and then can get it back for more turns on Doppel. Couple that with the Doppel's MP Restore and her penchant for gaining MP when getting hit, and you have a very tanky support who can whip out some damage fairly consistently.
She's more selfish a unit in some ways than Regular Mikoto. For example, she no longer gives the team 5 MP Regen for three turns and she no longer will give the following on Doppel: Reflect Debuffs/MP Up When Damaged/Strengthened Counter to the team either. Instead she gives herself Damage Increase, Reflect Debuffs, Variable, and MP Restore.
She DOES give MP Restore on Connect, which is always nice.
I was testing out Uwasa Mikoto and comparing her to Regular Mikoto for a while today. Both of my units only have two slots, which is kind of a problem for someone you want to tank, but I found that Uwasa Mikoto was still decent without her last two slots. I started off with a really silly but fun team comp for mirrors:
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This actually proved pretty enlightening in some areas. For example, you obviously don't want to field two Mikotos, but also all these supports start to run into and interfere with each other-- not enough to keep me from winning, but enough that these girls who want to take hits just weren't getting them. But first off, some things I noticed, especially regarding both Mikotos:
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First off, like mentioned above, all these girls but especially both Mikotos want to take hits and will end up stealing hits from each other. This is especially bad when Uwasa Mikoto has mp gain up when damaged and Regular Mikoto has Guardian, which kinda interferes with that.
Secondly, for Darkness Mitama at least, the whole Reflect Debuffs thing doesn't work when the enemy team is Skill Sealed, so it felt sort of like a waste.
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After that, there was an unexpected issue that really should have been expected by me. Both Mikotos come with barrier-- Mikoto with a higher barrier for herself, and Uwasa Mikoto a smaller barrier for the whole team. Barrier will always choose the highest source, so it feels sort of like a waste to use both at the same time, especially since regular Mikoto will have Guardian and should take most of the hits.
This made me realize a small issue that Uwasa Mikoto will have on more established accounts (that prioritize good units)
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All three of these gals can give the team barrier. Infinite Iroha will give 5k + 3% Regen HP on her SE Active, MadoIro will give it on Magia/Doppel (for 5k and 8k respectively), and Uwasa Mikoto will give it on her SE Active (5k + Str. Counter for 3 turns) and on her Magia/Doppel (8k and 10k respectively).
This isn't a bad thing and you can sort of play around it? But it does present a problem-- Barrier won't stack, so using all their doppels on the same turn feels like a bad idea, especially on punishing fights. But sometimes you really want to use all the doppels on the same turn, and you'll feel punished for that.
This isn't the worst thing in the world by any means, it just shows that Uwasa Mikoto has a lot of overlap with other units.
Additionally, as much as she can be compared to Regular Mikoto, I think you can also compare her to a lot of the recent fast mp magia units released. She'll gain mp quickly and can be firing off Magia/Doppels pretty easily, especially when she tanks like you want her to. That said, she does have a flaw-- she can't heal herself. The barrier is supposed to help with that (and her good stats), but eventually you'll want to use a healer... and some of the best healer choices come with-- you know-- barrier.
Then again, I suppose she'd pair well with units like Scene zero Madoka or... Kako if you're lacking in good heals.
Really, if I had to compare her to someone... Yeah Regular Mikoto comes up, but so does Uwasa Sana? Both are self sufficient Balance types with a lot of defense and potential attack power. Like don't get me wrong, this is NOT the best comparison, but both feel like "brawler" types-- they can stand on their own and take a lot of enemies down with them.
I also felt like her Strengthened Counter was far more useful here. I outright saw her kill a tank after getting hit twice, which was hilarious and also made sense-- According to the Fandom Wiki, Strengthened Counter "has a base power of 120%", which makes her counter-attack pretty weighty. Is this a good thing? The benefit of Regular Mikoto is that she's not dealing a lot of damage, which is strictly good for stuff like the old version of Ranked Mirrors, meaning that you can prolong fights. However, Uwasa Mikoto should be more helpful for regular PVE at least.
I actually think that she might be a decent choice for things like Hundred Evils, if you don't have a good attacker already. The variable gives her a good way to deal lots of damage right away, she can easily earn MP, and her ability to reflect Debuffs should prove hilarious.
She's not as much a team player imo than regular Mikoto, and I kind of wish that her kit was either more selfish, or more supportive. For example, it's great that she gives the whole team Strengthened Counter now, but since you actually want to use her discs, it feels less useful.
Oh I should have done this earlier, but this is how Uwasa Mikoto stacks up when compared to other units, and this is considering a team with full SE and AE:
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Higher than Kimochi Rabi (which shocked me), but under Konoha. Fairly middle ground-- but again, factor in her Variable and you can see how she starts to become a real decent fighter.
Basically, I think she's a decent brawler-type character who is a much more damaging version of her original version. She still functions well as a Tank and really wants to take hits, but her support is more limited than her OG version. Strengthened Counter can outright kill people which is HILARIOUS to watch.
The only other thing I'll say is that if you're getting her to use her, you want ideally 3-4 slots. My two-slot version is fine, but she's getting heavy carries from the rest of the team. Tanks in general suffer from needing as many slots as possible to equip both passives and actives, giving them as many beefy stats as they can.
Lastly, you want to equip her with Damage Cut, especially in mirrors, so she doesn't prevent enemies from attacking her.
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So I know Muffin Record has already done a useful breakdown of which memoria to choose in the current limited gacha but I figured I'd do a more in depth guide so that people can make choices specific to what their account needs and also because I just thought it would be fun. I will be going over each memoria in the order it's listed.
Serial Connect
The amount of Damage Increase it gives is very high but the boost to Doppel damage is low when compared to Voice of the Shell or Wavering Loyalty. Overall a good pick for Doppel spammers.
The World my Big Sister Can See
One of the best picks you can make. It's specifically made for flame girls but magia spammers of any kind can appreciate the Magia Up and MP Gain up. You really can't go wrong with this one.
The Route to Chase the Dream
Very solid memoria that's specifically made for aqua blasters but can can be used by blasters of any element. A solid choice if you're in need of a good blast passive.
Wavering Loyalty
One of the best magia actives in the game, it's made with dark types in mind but the Magia and Doppel Up buffs are high enough that any doppel spammer can use it. A great choice.
Could Not Throw It Away
This is essentially an even better version of this unlimited memoria. One of the best mirrors memoria but if you already have that other one I'd probably go for something else.
Brief Piece of Mind
This is one of the ones I'd recommend the least, it's not bad by any means but it's a bit niche, being made primarily for flame blasters in a charge/blast comp. It's very good for the Aquamarine kimochi but is not better than other blast actives in most other scenarios.
Guided by the Voice of the Shell
Identical to Wavering Loyalty but instead of boosting dark types it boosts aqua types.
Watching Over a Small First Dream of the Year
The most general-purpose memoria in the entire selection, you can slap it on magia or blast units. If you want a memoria that you can use on any kind of offensive unit it's a good choice but if you want something more specialized I'd go for something else.
Towards the True Conclusion
This memoria buffs both magia damage and MP gain at the same time so if you need a memoria that does either of those things this is a good choice. However if you have rolled MadoIro or plan to do so in the future be aware that there's an active on that gacha that is a strict upgrade to this one.
Magical Girls Are Sorcerers
A very handy memoria to have for Ranked Mirrors because it negates the ever present Skill Seal ailment (even when not MLBd) while giving a very nice damage increase. Outside of Ranked it's still good but you might be better off using something with more general effects.
Fairy Tale Entrusted with a Prayer
Another one of the best picks, offers a nice attack buff and buffs MP Gain. Not much else to say, it's just good.
Never Ending Fairy Tale
It offers a nice magia damage buff but I wouldn't recommend it over the aforementioned magia actives. 100% burn is nice but not better than an additional buff or debuff imo.
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doppel-drop-distance · 7 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide: Spirit Enhancement
Now we get into the stuff that really questions my ability to know what I'm talking about! Please correct me if I'm wrong. Please.
Spirit Enhancement is a form of upgrading your units introduced in the Japanese server. By using upgrade materials, a unit can gain further buffs beyond what is provided in their kit, such as increased stats, passives, and actives. 
There are two types of Spirit Enhancement buffs: passives and actives. They work exactly as they do with Memoria: passives are always in play, while actives must be triggered manually. A character’s Spirit Enhancement tree will have a handful of passives and one unique active. 
A character’s Spirit Enhancement tree will have around 12 passive nodes. 4 of these nodes will usually (but not always) be reserved for two Doppel Adept nodes (Doppel Damage Up and Magia Damage Up) and two MP Boost nodes (MP Gain Up When Over 100 MP). That gives you eight passive nodes to add whatever additional buffs that you think support your character’s playstyle. 
I’ll use a recent release, Amaryllis, as an example. 
Amaryllis is a Support type character with four Accele discs. Her Connect, Magia, and Doppel are all focused on inflicting and dealing damage via status ailments. 
Her Spirit Enhancement passives play off of this kit. Many of her nodes support her MP gain with effects like this:
Fast Mana Up: MP Gauge Increased On Battle Start (40% full)
Endor Adept [VIII]: MP Up When Damaged [VIII] (8 MP)
Mana Spring Aura [VIII]: Regenerate MP [VIII] (Self / 13.5 MP / 5 turns from battle start)
By generating Magia quickly, Amaryllis can apply more ailments and deal more damage. She also has some nodes that support her ailment infliction:
Addict Killer [III]: Damage Up Versus Enemies Inflicted With Status Ailments [III] (25%)
Poison Edge [III]: Chance to Poison on Attack [III] (20% / 3 turns)
Addict Killer helps Amaryllis deal more damage with the ailments she inflicts. Likewise, Poison gives her access to a multi-turn ailment, doing more damage over time and giving her more turns to take advantage of the benefits she receives. 
Spirit Enhancement provides the means for your character to have a more specific playstyle, outside of what they can do with their discs, Connect, and Magia. For example, a tank may not have the best MP generation. Their Connect and Magia won’t really be able to help that out. But their Spirit Enhancement may give them effects like MP Up When Damaged and Mp Up When Attacked By Weak Element. This creates a playstyle that encourages tanking hits to retaliate with the Magia. Or, maybe your unit deals the most damage with their Magia when their HP is low. Their Spirit Enhancement could have an effect like Crisis Bloom, which increases Attack and Defense at low HP. These are just ideas, of course. With Spirit Enhancement passives, you have access to nearly the entire skill list. Whatever playstyle you have in mind, there’s usually an effect or two that can define it. 
As with the Connect, there are usually consistent effect percentages for SE passives. Here are the patterns I could find:
Attack Up: 10%
Attack Up At Max Health: 20%
Attack Up At Critical Health: 10-15%
Defense Up: 22.5%
Defense Up At Max Health: 40%
Defense Up At Critical Health: 30%
Damage Up: 10%
Magia Damage Up: 5%
Doppel Damage Up: 5%
Status Ailment Resistance Up: 25%
Accele MP Gain Up: 12.5%
Blast Damage Up: 16.5%
Charged Attack Damage Up: 25%
Charge Disc Damage Up: 10%
MP Gain Up: 7.5-10%
- Attribute Attack Up: 7.5%
Status Ailment On Attack Chance: 15%
Damage Increase: 10%
Damage Up Versus Witches: 15%
Defense Pierce Chance: 15%
Damage Cut: 10%
Accele Damage Cut: 10%
Blast Damage Cut: 15%
- Attribute Damage Cut: 15%
Magia Damage Cut: 20%
Critical Hit Chance: 15%
Evade Chance: 15%
Counter Chance: 20%
Follow Up Attack Chance: 20%
Damage Up Versus Enemies With Status Ailments: 20%
Provoke Chance: 15%
Regenerate HP: 4%
Regenerate MP: 9 MP
Skill Quicken Chance: 15%
Guard Chance: 15%
MP Up When Damaged: 4 MP
MP Up When Attacked By Weak Element: 11 MP
MP Gauge Increased on Battle Start: 15% full
Ignore Damage Cut: 45%
Blast MP Gain Up: 3 MP
If you’re thinking “hey, some of those percentages are kind of small”...Well, yes, they are. But like the EX skill described in the last post, Spirit Enhancement passives give small bonuses, with some exceptions. There are definitely some larger bonuses in there, but as they aren’t the majority, they don’t end up in the list. As always, I would recommend checking the wiki for percentages that fit your character. 
An effect percentage may also look small because a character has more than one of that node. For example, the Doppel Adept node I mentioned earlier. This list describes an average of 5% for Magia Damage Up. But since most characters have at least two nodes with Magia Damage Up, the average is closer to 10%. This is also something you should keep in mind while planning your unit’s SE. Not every passive node has to be unique!
One more thing to consider is that there are occasionally “aura” effects. In Spirit Enhancement, an “aura” is an effect that lasts a certain amount of turns after the start of the battle, usually to an increased effect. Think of it kind of like an EX skill, but with a turn limit. Shizuka Tokime has an example of this with her SE node, Bloom Aura:
Bloom Aura [V]: Attack Up [V] (25%) & Defense Up [VI] (45%) (Allies / 5 turns from battle start)
Do you have a headache yet? Good! Let’s keep going. Don’t worry, there’s only a little bit left. 
Every character gets one Spirit Enhancement active. It’s the equivalent of a third active memoria slot. The effects you have to choose from are the exact same as the passives, with the addition of turn duration, targeting, and different percentages. As always, you can decide the active based on your character’s playstyle. 
Since we already talked about Amaryllis’ SE, let's look at her active.
Quell Bloom [I]: Defense Down [I] (5%) & Defense Down Further [I] (5%) & Attack Down [III] (20%) (All Enemies / 3 turns)
Amaryllis is a character who supports the team by crippling the enemy. This is mainly through ailments, but there’s a bit of debuffs in there as well. Her Magia and Doppel also inflict Defense Down. An debuff active gives Amaryllis more options to restrict the enemy and support her team. 
There are no consistent percentages for actives. As with Magia, the differing targets and turn duration make things too variable. You can use other characters’ SE actives as reference, but memoria are also a good source to sample from. Many SE actives have effects that are similar to memoria. 
…Oh right, you also get stats from Spirit Enhancement, don’t you. This is another thing that’s a bit too variable for me to jump into the Math Witch’s Labyrinth again. I usually determine Spirit Enhancement stats at the same time that I determine base stats. Just like with Growth Type, you can pick one or two characters with the same Type and Growth Type and average out the amount of stats they gain from Spirit Enhancement. From there you can determine how many stats your character might get. 
There’s no real need to split the stats up into individual nodes unless you really want to torture yourself. I just total it all into a single number like I do with base stats. But it’s up to you how you want to approach it!
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khttrpg · 1 year
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V0.2 Release Schedule
Hey all! Apologies for the long period on hiatus. Amongst other things I am now back on The Good Meds (fingers crossed no allergic reaction this time) and have gotten through the worst of several sudden tragedies in a row. So we're finally back on track to talk really seriously about KHTTRPG V0.2! (Sorry for the long wait!!)
Right now, the plan is to have the entirety of 0.2 released by May 31st, 2023 - about a month and a half from today. Whether I will release these in modular bits and pieces up to that point or if I will wait and release it all in May is currently tossed out to the voting populace, but regardless, this will be the final release date for all involved text!
I've compiled a list of all the updates under the cut so you can see what exactly took me so long! I've also included a few of the things I'm hoping to start working on after V0.2 comes out, life permitting. Examples of some of these will be posted in the next couple days to give a sense of what's coming, but feel free to ask any questions you may have! and keep in mind this isn't everything, just the big things! (:
Core Rules Changes
Major change to how Reducing a CR works, inspired primarily by Caltrop Core.
Addition of Memory mechanics.
Trading out and removal of certain redundant Talents for more useful ones.
Simplification of the Light/Darkness rules.
Less complex and more balanced levelling.
Addition of many, and better integration overall of, Abilities as a core part of the gameplay.
The return of EXP, but in a much simpler, easier to account for format.
Combat Changes
A pretty large, sweeping combat change – trading out of the “Attack Stat” for specific attack abilities that follow a code of Union Cross-inspired Power, Speed, and Magic Attacks; a generally more Ability-oriented combat system.
Complete rehaul of building enemies and how to run combat itself.
General attempts to find a middle ground between “my stats determine I lose this fight no matter what” and “this combat takes 7 full hours and 8 dice.”
A guide for how an MM can “map out” a battlefield to keep track of relative locations without losing the flow.
A specific list of damage types, and minor changes to the list of conditions.
More organized and elaborate options for combat rewards.
Classes
Adding passive abilities to the Keyblade class such as “able to open locks with a visible keyhole.”
Major changes to every class to account for the shift to a more Ability-oriented combat system.
A full recreation of the Witch class based on new Memory mechanics.
Magic
Adding an option to recharge MP through actions on your turn in addition to its passive gain over time.
Changes learning and upgraded spells to AP instead of stat-reliant.
Other
General language changes, typo corrections, addition of flavor text or examples to clarify unclear rules, etc.
Things that Won’t be in V0.2, but are on the docket for the future!
Weapon classes (as of right now, I have over 10 of these on the list to work on! These will likely be first priority after V0.2.)
Expanded shops/items
Gummi Ship rules, Synthesizing rules
NPC Ally rules
Further job classes (currently on list: Engineer, Berserker, Summoner, some sort of class based on Light/Darkness scores and neutrality)
Design updates...making it look pretty......making a functional pretty character sheet...........Art TM (maybe)
A new official name for the system, for "wait a second. this is kind of rude to the KH ttrpgs other people have made" purposes! (The URL will stay. I'm not giving up this prestige.)
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Universal Collision: Meet the Adventurer Support Assists!
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Name: Capsaicin Cookie
Class: 5★
Summoner/Duo: No
🎂Birthday🎂: No
Weapon Type: Fists (EX Weapon: Fist of Surtr)
Current character status: Released
Info (From Cookie Run wiki)
I'll show you the true meaning of SPICE!!! What is this voice, rumbling more intensely than an erupting volcano?! It's none other than Capsaicin Cookie! This Cookie is a product of a fiery mix of capsaicin, the essence of spice, and burning hot magma. Perhaps that's why Capsaicin Cookies's personality, behavior, and strength are all super explosive. It's no surprise that he gained a reputation as the strongest Cookie as soon as he enrolled in Scovillia, a school for only the spiciest of Cookies. Despite his wild exterior, this Cookie has won the hearts of every Cookie around him with the burning sincerity buried deep in his magma heart. The name Spice Overlord and his now-melted shackles were once a reminder of his pained past, but fear not! Capsaicin Cookie will never lose himself as long as he's able to face his own spice!
VC
I'm not afraid! Let's BURN IT UP!!! - Fire attacks of all allies +200% (2 Turns) + Deploy Raging Fire Zone + Activate Lunatic (Risktaker) (Once) + initiate Awaken Zone (Once)
Skills/Abilities
Capsaicin Magma - Fire type Blunt attack on all enemies (2XL) + Fire type resistance of all enemies -100% (3 Turns) + Fire attacks of all allies +70% (2 Turns) + Initiate Awaken Zone when in a Zone
- When Awaken Zone is active, activate Lunatic (once)
- When in Lunatic, double buff and turn duration (stacks with Awaken Zone)
- When in Awaken Zone, double buff and turn duration (stacks with Lunatic)
Spicy Inferno - Fire type Blunt attack on all enemies (3XL) + Fire type resistance of all enemies -25% (3 Turns)
- When in Raging Fire Zone, Debuff effect and duration doubled
- When in Awaken Zone, Debuff effect and duration TRIPLED, Quadrupled if in Awakened Raging Fire Zone
Explosive Eruption - Fire type combined Blunt/Magic attack on a single enemy (5XL) + Splash damage on adjacent enemies (XL) (1 space) + Fire type attacks of all allies +50% (3 Turns)
(Passive) Spice Overlord - Enter Spice Overlord mode when inside Awakened Raging Fire Zone, or activating VC for the first time in battle (3 Turns)
Spice Overlord: Physical and Fire Attacks of user +250% and Wind type resistance +100%
(Passive) Reactive Magma - In the event where Capsaicin Cookie is defeated for the first time, instead of being defeated, restore HP/MP of user to 100% and cleanse all debuffs from user and cannot be defeated for 3 turns. Activate Lunatic and Spice Overlord upon being reaching HP to 0 (Once)
Awaken Zone Effect
Volcanic Spice - Physical and Fire attacks of all allies +100% + frontline and subline allies become immune to wind during awaken zone
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Okay this post is a small post of ideas, I personally want to see changes for Code Ultimate since it's my favorite Eve path ever since I started Elsword way back when.
The first one is optional, but I have mentioned over on the discord that Eve should just launch the Black Hole from Generate Black Hole, someone brought up the idea of it exploding and leaving a spatial distortion I forgot what effect it would have for "clearing utility" due to...............most endgame mobs seem unaffected by suction effects??
Critical Strike or what it should be renamed to in NA is Psycho Kinesis. I would rather we remove the bleed and the retract skill option, and it should just be CU's other bossing skill, the Pink Orbs are indicator of "extra" or "true" damage and their rotation could be random. I haven't really given it full thoughts.
Edit: There is an idea for Critical Strike, replace bleed debuff for defense break.
The BIGGEST clear change I would do is make Explosion Impact different. is Eve can use this skill at any time even in the air, to use the whip and launch an Electron Wave, the first one, then a 2nd one for later. BUT the Enhanced effect gives her a special Pink Electron wave which not only travels longer, and it has a large reach, it can do splash damage, this is a bit much for a new player or someone playing CU's path, but this would be a reasonable skill for Eve to rely on. but since it has to be used once before using the third, this means you can save onto it or use it whenever you need but reminder after the 2nd/3rd Electron Wave, it will be in cooldown.
Edit: instead of a Super-Armor, just make invincible for when she uses the skill to launch the Electron Wave
This next change will be controversial.
Converting Queen's Throne as its OWN passive at level 30, this means it will be replaced for a new skill in its place, but what it gains, is once you Awaken you will activate Queen's Throne like Proto-QQ. Since you'll retain Queen's Throne's effect, I was considering Eve gaining the ability on her X commands for her to have a chance to launch some Pink Electron Balls which are just a stronger form of Electron Balls. ( I know Antithese has her own but this is for CU.) And before someone says "This is unfair", look at Yama Raja and her 7 passives and then come back to me again, or we could "give" everyone else an extra passive and skills.
Due to the changes, I will change Queen of Vengeance to a set duration of how long you remain in Awakening. On paper this seems way too strong for an Eve to use, but this is strictly a limit that we the players can't influence more on Eve is, for an amount of time you remain in Awakening you gain an amount of All Skill Damage Increase plus MP Cost reduction, the max you can even get is 10% increased Skill Damage and 15% MP Cost reduction on skills the value will never change above that. But in PvP it will most likely be reduced to 5% each.
Edit: the other option is just keep the idea of awakening for an amount of time for the ASD increase. but keep MP Cost reduction as a given passive number.
Since Queen's Throne is changed I have no idea what skill for Eve to replace that with.
Edit: I have considered giving Eve a Nasod Blade as a replacement, but that's more work than already needed.
Reinforced Nasod Weapons is a hefty change which is, only activated during Awakening. the added Nasod Spear weapons are Explosion Impact (New) and Iron Scraps plus mod. But we're renaming Nasod Spear weapons as Ancient Nasod Weapons.
My other changes are Iron Scraps [mod] needs to linger and have a far larger range to even be considered a "homing clearing skill" not that many people use it as such but it has no reach.
Extreme Cutter (Mod as well) AND Assault Spear Judgement needs more damage, and a faster speed to be considered useful for damage potential and possible clearing potential.
After all of this and a really tired brain, I said my part of what changes could be done. Code: Ultimate is the Nasod Ruler of her own kingdom. The Metal Overlord that she cannot even reach because her baby sisters have some kits at their disposal that she doesn't have or doesn't do enough in.
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magireco-collection · 2 years
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Swimsuit Kuroe vs Swimdoka 😎
I have both, so here is a comparison for you 🌸
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Swimsuit Kuroe
Dark Blast Gorilla
SE Active: Blast Draw (self)
SE Passive: %10 MP gain at start, MP gain at first turn, Blast MP gain, anti stun and anti evade.
Her magia hits 4 targets and her doppel hits 5 targets. She gets Blast MP gain.
Her connect seems to be damage up, but my Japanese isn't good enough to understand which type.
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Swimdoka
Water Chargius
SE active: Charge Draw
SE passive: +4 Charge, chance to use Charm on attack, skill quicken, anti Charm, Damage cut (flame), HP regen and damage cut for 5 turns.
Her magia and doppel hit all area. Her connect heals while giving conserve Charge and damage cut.
Which one should you use?
Swimsuit Kuroe is really good for quick event farming due to her high amount of MP gain. She can use her magia or doppel at turn 2. Thanks to her I got most of the event store (first half). Use her with an accele gorilla to fill her MP bar faster.
Meanwhile Swimdoka is really good for charge meta. I don't use charge much, and I was kind of annoyed when the waves took longer to finish, but I think she can deal a lot of damage in events like Kimochi Raid. She seems like a combination of Madokami Senpai and Sae.
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Last but not least, you can add me on JP server if you want to use them as supports. My player name is Esin and I'm currently on rank 114. Good luck! 🌸
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elrios-trash · 2 years
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Testing Twins Picaro!
Aighty. I've just finished doing Master Class on my Twins Picaro. I'm going to share my thoughts and a lil bit review of this path.
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Levelling to 99
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Levelling with her is fun and faster because skills can go clear horizontal. When I am on level 1-99 I do it all solo without anyone interrupt my queue on dungeon, even my transcendence quest--is that an irony or what lol. Btw my ERP mainly for attack (ASD, Polarize, Damage to Boss) and 80/100 (160%) Item Drop Rate (so I can get extra drop when MC).
Things getting a bit complicated when you meet her passives that includes badges and black/dark aura thingy. This black/dark aura can be obtained from spamming certain skills that have tags--I forget which. While you're still a 2nd Job Punky Poppet, the number on badges can be piled up to 1000. Crazy right?
But after you done transcendence quest and straight to level 99, those points for badges can be decreased (read: the points get consumed) when you spawn Cour de Monde [Level 95] or Long Stockings [Level 80] or any skills that launched rockets :'D
Also she is mana chug even though on her [Unique Badge] passive it gave self MP recovery as Code: Antithese and Diangelion did. The difference is, how much MP recovery she gain per seconds. Since it won't shows up like CA/DiaN MP self recovery.
3rd job and Master Class
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Your pots from Prof. Pho quest will be used up lol. Really chugs. Also her skills need positioning for bossing which I find is hard too. Her minus while I am doing Sea of Ruin is she can't entirely clear small mobs (the box/cubes mobs) there with big skills. I can say like Mad Paradox's weakness, but she's pro at mid boss and bossing.
I admit she's kinda hard to control on mini bosses like Master Road lol. Gaia always annoy me with his long jumps and that time I alr press my skill to another way D:<
Summaries
Pros : + Have so much clearing skills (mostly horizontal, big, and long-ranged). Fast skill casting too. + Many cooldown decreased/ignore defense option on skill traits, have Super Armor and can be invisible to approach enemies, + DPS besides Eternity Winner and Nisha Labyrinth. + Good at big boss and mid boss. Literally you can solo any dungeon with her. + Movement is faster (because of her passive) than other Laby, can dash in mid air 5x
Cons : - Mana chug (if you pick ignore defense/heavy skill traits) - Bad at small mobs and small boss/humanoid, sometimes the skill only hit a half bar - Need positioning at bossing, especially if the boss aren't stay still - Some people complain about how big are her skills after use "Long Stocking", that make them lag - If you find her voice/skill voice is too loud and noisy, then yes it is a cons XD
Alright, maybe that's all from me! ^^)/ If you find this review helps, don't forget to like or reblog this!
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magiamemoriareview · 1 year
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Will Cooling Off Help Us Relax?
Obtainability: This is a personal memoria for Iroha & Yachiyo (Final ver.). It is obtainable through completing the third episode of her Magical Girl Story and through the Support Gacha.
Single Effect: MP Gain Up [7.5%] & MP Up When Attacked By Weak Element [2 MP]
MLB Effect: MP Gain Up [10%] & MP Up When Attacked By Weak Element [2 MP]
Effect Definitions:
MP Gain Up will increase the MP gained from all sources, including Accele Discs, Charge Discs, damage taken by the equipped character, and when they activate an ability that gives them MP Restore or Regenerate MP.
MP Up When Attacked by Weak Element will increase the amount of MP a character gains at the end of their turn when they’re taking damage from their weak element.
TLDR: “Will Cooling Off Help Us Relax” is Enhancement Fodder.
Review: This memoria is terrible. It is a much worse version of the following memoria:
(Limited Welfare 3*) “Is It Such a Dramatic Taste” MP Gain Up [12.5%] & MP Up When Attacked By Weak Element [3 MP]
If you were playing during the “Another Daze” event or its rerun, you should use that memoria instead. However, even if you didn’t, you can surely do better than “Will Cooling Off Help Us Relax”. Honestly. 
Here is an assortment of MP Gain Up passive memoria:
(Limited Gacha 4*) “Fairy Tale Entrusted with a Prayer” MP Gain Up [12.5%] & Attack Up [25%]
(Limited Gacha 4*) “Inside the Heart Even When Cold” MP Gain Up [12.5%] & Defense Up [45%]
(Limited Gacha 4*) “The Lively Roar of the Sea” MP Gain Up [12.5%] & Damage Cut [30%]
(Limited Gacha 4*) “Tonight We Shall Have a Banquet” MP Gain Up [12.5%] & Damage Increase [20%]
(Limited Gacha 4*) “Iroha of the Midsummer Beach” MP Gain Up [12.5%] & Attack Up [20%]
(Limited Welfare 3*) “Is It Such a Dramatic Taste” MP Gain Up [12.5%] & MP Up When Attacked By Weak Element [3 MP]
(3*) “It's Not Like I Was Waiting” MP Gain Up [12.5%]
(Limited Gacha 4*) “The Rena I Hate” MP Gain Up [10%] &  Attack Up [20%] & Accele MP Gain Up [17.5%]
(Limited Gacha 4*) “You Can Wear Any Outfit You Want” MP Gain Up [10%] & Accele MP Gain Up [17.5%] & Defense Up [30%]
(Limited Gacha 4*) “Beyond the Waves” MP Gain Up [10%] & Damage Cut [25%] & Defense Up [30%]
(4*) “Deep in Thought” MP Gain Up [10%] & Accele MP Gain Up [15%] & Damage Up [15%]
(Limited Gacha 3*) “Dive into Summer (Touka/Nemu)” MP Gain Up [10%] & Defense Up [22.5%]
(3*) “First Time Make Up” MP Gain Up [10%] & Damage Cut [15%]
The only reason to use this memoria is if the rest of your team is already kitted out with the above. 
You can safely use this one as Enhancement Fodder.
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comradepingu · 2 years
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Opal Kimochi Day 1!!
Well this is the first Kimochi raid event that I actually participated in somewhat seriously while knowing anything about this game's mechanics, and I'm lucky enough that it's a Light type Kimochi, right after I got Kuroe during Anni!
To prepare I unlocked the doppels for my Mifuyu and Komachi (Kuroe already had hers unlocked and her SE is pretty kitted out) and got their early SE passive abilities for MP gain and doppel/magia damage.
After a bit of trial and error at the Kimochi though I had to downsize my team to just Mifuyu and Kuroe, in order to prevent the accele disc pool from being diluted too much (I am f2p and I don't think I have any accele draw, I WOULD IF I WASNT SPOOKED WHILE ROLLING FOR MIKAGE F4 FUCK YOU IM STILL MAD). So anyway my very budget team ended up looking like this:
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Memoria:
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My strategy is simple, just pray to Madokami for good accele disc draws and spam magia/doppel. While I only selected Mifuyu initially because she was the only other dark accele gorrila I had, her Magia/Doppel remove buffs effect came in handy for removing the Kimochi's Defence Up where necessary, clearing the way for Kuroe to wreak havoc on the Kimochi using her Doppel.
The strategy is simple but dumb bitch as I am I still screwed up so many times. Despite that I am still proud of my progress. During the previous Kimochi event, Alina Eve, I couldn't even break over 1 million damage on the Kimochi per round, and now my best run has 11 mil damage, nothing compared to the better players with 5 girl teams but good enough for me. While a lot of my progress can be attributed to Kuroe, I think I know quite a bit more about game mechanics now than I used to.
Overall a very fun event! I can't wait to beat up the Kimochi again tomorrow!
Final results for the day:
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aislingiora · 2 years
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Outlaw (Part 3), a fan Arc for Chuubo’s Marvelous Wish-Granting Engine
Here's the next bit on the Heroic Bindings Arc, Outlaw (Parts 1, 2) that I started yesterday.
Solemn Vow
Arc 2+ Type: Chthonic Action Cost:
0 MP—1/book, bind yourself to a promise
2 MP—do so another time in the same book
4 MP—do so another time in the same chapter
Invoke Solemn Vow when you clearly communicate a promise to do something, or to prevent something from happening, and you gain a level 2 Bond to that effect until you fulfill the promise or reach the end of the book, whichever comes first. You can't just make a promise to yourself—someone has to witness the promise, though they do not need to be your ally or the subject of the promise.
As this is a level 2 Bond:
you can add +2 to your Intention level when faced with Obstacles on affected Intentions;
you can add +2 to your Strike for affected miracles;
if trying to keep your word gets you in trouble, the HG can award you 1-2 Will or MP; and
if you realize you've broken your word, you suffer a Serious or Deadly Wound and lose the Bond. The severity of the Wound is your choice, but in principle it should be a Serious Wound if you failed by mistake and a Deadly Wound if you deliberately broke your word.
Arsenal
Arc 2+ Type: Chthonic Action, Special (Power Up)[, Imperial Miracle] Cost:
0 MP—1/book, add another option to your arsenal
4 MP—do so another time in the same book
Starting at Arc 2, you gain the ability to acquire additional armaments, or additional modes for your armament. There must be a theme to these options, which restricts you to a finite number of total variations; pick something like,
each is based on a Region you've spent time in;
each is based on a Main Character you've befriended;
each is based on a major opponent you've defeated;
each is based on something from a predetermined, finite set, like the zodiac signs or the seven deadly sins; or
some other, similar restriction you and the HG agree on.
Your original armament is a "basic" or "neutral" version; it might fit into the theme you chose, above, or be a sort of default form of the armament that isn't tied to something like a character or Region. For each additional armament you acquire beyond that basic one, choose two of the following enhancements:
it can bypass a specific kind of mundane defense; e.g. it's armor piercing, or it can cut ghosts;
it can parry or defend against a specific type of attack, energy, or magical skill that normally couldn't be blocked by this type of weapon;
it's attuned to, and enhances its attacks with, a specific element or force;
it gives you a constant, passive benefit when held/readied, such as resistance to heat or the ability to breathe underwater;
it's superior to your basic armament, e.g. it's longer, heavier, sharper, etc.;
it's a totally different type of weapon or skill than the basic armament;
it has some useful feature the basic version lacks, such as a hook, spike, or chain; or
something else you and the HG agree on.
If you've done some difficult task to justify it, such as defeating an opponent or completing some sort of quest, you might acquire the upgrade immediately. Otherwise, acquiring an additional armament functions as a wish,
"I wish I would encounter some challenge that would let me acquire this upgrade."
If the HG isn't sure what sort of challenge would be appropriate, and nobody has any better ideas, a 15-XP quest will generally suffice.
Agility
Arc 2+ Type: Miraculous Action Cost:
+2 MP at Arc 2
+1 MP at Arc 3-4
+0 MP at Arc 5
When you form an Intention, you may invoke Agility to imbue it with heightened speed and grace, and a limited sort of enhanced strength. This has the following effects:
you may ignore level 1-2 skill penalties for being too slow or too clumsy, or for not striking something with enough force;
you can move faster, more gracefully, and more skillfully than any miracle that loses a conflict with this one, allowing you to, e.g., dodge and parry miraculous attacks; and
if your Intention is opposed directly by a miracle that would prevent you from succeeding because you're too slow, too clumsy, or not striking something hard enough, and this miracle wins a conflict with it, your Intention may overcome the miracle's effects
While using Agility, you can run at least twice as fast as normal, jump several times your height, and strike things with enough force to crack stone or dent metal. If you could already do any of these things, the power always at least doubles your speed, jump distance, and striking force.
Arc 4. Starting at Arc 4, Agility's enhancements are heightened further; speed, jump distances, and striking force are roughly doubled compared to before, you can run along vertical surfaces, maneuver in mid-air, hover briefly in place, brace yourself against nothing for a moment in mid-air (and even "double jump"), partially control your falls, and simply fly short distances. Normally you can only defy gravity for a few seconds at a time, and need to land on solid ground for a moment to refresh the effect, but the HG may allow unlimited flight in places with extremely heavy winds, zero gravity, or no ground to land on.
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muffinrecord · 4 days
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HELL YEAH! Was able to beat the Albertine Witch on despair!
I used guadbe's strategy from the big discord server, which utilized both Yuu and Olga to great effect:
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However, I used Fairytale Yachiyo instead of Hotaru:
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My thinking was that Fairytale Yachiyo would contribute more damage while also having the mp restore on doppel to the whole team, but I did wonder if Hotaru would have been a better choice while fighting-- mostly because the witch periodically wipes your mp towards the end which messes with snowchiyo's contribution, while Hotaru's mp regen wouldn't be. Additionally at one slot, my snowchiyo isn't that impressive and I feel like even Mayu did more damage than she did. But then again, she *did* end up working anyways so it's all good.
Important to note here that my Yuu and my Scene 0 Sayaka both don't have full SE-- I'm not even talking about making them 100/100, they're both missing passives (because I've run out of yellow mats).
I was mostly really impressed by this strategy in that my Scene 0 Sayaka only has one slot but still managed to effectively carry the team to victory. It's key that she is able to doppel every 3 turns.
The main source of damage came from Olga, Mayu, and Snowchiyo, but I want to say that it was a very slow process.
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It took me fifty-one turns to plink away at the witch's health. I haven't had a Despair fight last this long (yet) so I was kind of shocked by it.
But yeah! I was really impressed by this strategy. I figured that Albertine would be a witch that I'd never defeat because my scene 0 Sayaka only has one slot and she's super necessary for this fight-- but the combo of Yuu and Olga really helped make it work. As mentioned in the above post, Yuu will clear buffs/granted effects on the boss while giving the whole team MP, while Olga will give the entire team anti-debuff. Personally I also liked that Olga would heal the whole team. Done correctly, only Sayaka should be taking damage but it helped with the first 4 turns of the fight (where gaining mp was a bit of a struggle) and it also helped Sayaka stay alive at the end when she was taking impressive smacks to her health.
This strategy does require you to have some limited units, but they don't need as many slots as one would think for it to work.
My only problem now is that I need to redo the fight for youtube... A fifty-one turn fight might be pretty boring. Well, the most important thing will be to still credit guadbe for their excellent strategy.
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crystalelemental · 2 years
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Unit Viability Speculation - Sygna Suit Ethan
Buddy, what happened to your hair?
And now the Striker.  Lugia here is about damage and is going to punch you.  Aeroblast is the big damage, but I’m going to be honest...buffed crit rate means lower BP and he has a gimmick that makes this irrelevant.  X Sp Atk is...choices.  Whirlpool is...choices.  And his trainer move gives crit next and +3 special moves up next, and a 50% chance to lower sync cooldown by 1.  The stacks are really, really good, we’ve seen Samurai Guzma go nuts with that.  But otherwise, a 1MP move that offers no permanent buffs?  That seems dire, right?
MP Regain 9.  When the user’s move is successful, regains 1 MP.  Remember Summer Gloria?  How her strategy was a sort of load, fire, reload, etc type deal?  Yeah, Ethan decided he could do that, but better.  Use trainer move, guarantee your next crit and +120% damage, fire Aeroblast, trainer move, Aeroblast, until they stop breathing.  Oh, but we’re not done.  “That seems kinda slow, maybe it’s not that good.”  You would think that, if you didn’t see Extend Range.  He got Anni N’s passive.  So he hits all foes with Aeroblast, and suffers no penalty for it, with a guaranteed crit and +120% damage.  Oh, and here’s one for you.  His last passive is Brainpower.  Full 100% bonus sync damage at max special attack.  Seriously, can we please adjust Anni Lillie to be Brainpower instead of Brain Sync 3?  It’s getting more and more insulting as time goes on.
Naturally he has Johto Pride, so at least more sensible than Lyra thanks to sync matching the base attack.  So how’s the grid?  Grand Entry 2.  So he is three turns of setup, fire a guaranteed crit sync nuke, fire AoE Aeroblast, then begin the back and forth until you win.  He gets good Rain tools, Interference Sync 5 which is nice with Whirlpool if you want it, and Sync Thinker 9, which is another stack of special moves next after sync.  So now that first Aeroblast is 160% bonus damage.  Trainer Move has Fleet Feet, which is nice, but it also has BOGO 4, a 50% chance for that Aeroblast to just cost nothing.  Which is really, really funny.  And Brawn Gain 2, which is a 30% chance of another special moves up next effect.  Goddamn with this kid.
I don’t feel like I need to explain it, but yes, this is really goddamn good.  AoE Flying damage with no penalty, acting at more than double damage every time you fire it, means he actually does exceed standard damage per turn.  Having Spirit alongside it is insane, especially as a Striker, because Johto is short on strikers but abundant in its supports.  Not that he needs them.  He’s ideal three-turn setup.  Park BP Morty on him for defensive buffs, Pretty sure you’ll be fine.  SS Ethan wants for very little, and is incredibly effective at his role.  The only thing you could possibly argue is that Flying is a fairly common typing among the premium options out there, but I’d hazard a guess that, beyond Anni Skyla’s sync nuke and disruptive abilities for Gauntlet, he’s the best Flying-type we’ve got.  He’s an almost immediate wipe of a CS stage, and I’d be willing to bet does stupid well in Gauntlet too.  With his stacking ability, it wouldn’t surprise me if he had the potential to just outright bypass phases of a fight when needed.  He’s absolutely worth getting, but he’s also the least exciting to me.  I tend to value supportive abilities over raw damage, so the appeal of a Rain-based Ingo and the first Grassy Terrain setter is just higher than Lugia’s bonkers damage.
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gertlushgaming · 11 months
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Warhammer 40000: Rogue Trader Preview (Steam Beta)
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 For this Warhammer 40000: Rogue Trader Preview, we play a game that is Set in the Koronus Expanse, a little-charted and perilous region of space, this backwater sector is rife with opportunities for explorers and adventurers alike. As a Rogue Trader, you will traverse incredible distances in your giant voidship as you chart this cluster of planets.
Warhammer 40000: Rogue Trader Preview Pros:
- Decent graphics. - 33.41GB download size. - Graphics settings - display, display mode, resolution, lock mouse inside the window, camera shake effect, graphics preset, v-sync, frame rate, fsr mode, volumetric lighting and shadow quality, SSR, bloom, depth of field, footprints, anti-aliasing, hbao, film grain, and crowd quality. - Accessibility options - Colourblind sliders, and font size slider. - Safe zone setting. - Display settings - gamma correction, brightness, and contrast sliders. - Input settings - can rebind controls, enable the camera to follow characters, screen edge scrolling, enable scrolling beyond the game window, the speed of rotation of the camera with the mouse/keyboard, keyboard scrolling speed. - Gameplay settings - Auto-save and set how many quick and auto-save slots to use, tooltip delay, tutorials, autopause and what it can do, auto end turn, and increase enemy and player animation speeds slider. - CRPG gameplay. - Two difficulties - normal and core. - Three pre-generated characters to choose from or you can create a character. - Extensive character creator - appearance (portrait/appearance/hair/tattoo/implants/voice), homeworld which affects stats (Death world/Void born/Hive world/Forge World sub skin implants/Forge world analytics implants/forge world locomotion implants/imperial world feudal/imperial world military traditions), Origin (Astral Militarum commander/commissar/Vagabond/ministorum priest/navy officer/noble/sanctioned psyker biomancer/sanctioned psyker diviner), triumph, Darkest hour, doctrines (fighter/leader/adept/marksman/assassin/vanguard/hunter), stats, and ship name. - Beautiful art and portraits. - Powerful soundtrack, - Hover over text that helps explain menu options. - Choice-driven interactions affect relationships and the story. - A 3D world with full camera control. - Interactive elements from doors to switches to loot chests. - You are moving around the world by clicking the left mouse button. - Fantastic world to explore. - Animated tutorial pop-ups. - Turn-based combat. - In combat you have mp and ap, mp is movement points and ap is action points as to what you can and cannot use. - The journal houses all the quests, rumors, and orders. - Passive skill check system so in the background your characters skill/knowledge/abilities can affect what you can do in situations. - Play how you want from the combat to conversation choices. - Excellent animations and dismemberment. - The cover is a must in the game. You can get partial and full cover from the environment or use a shield. - Damage numbers pop on the screen. - The menu/inventory system can be done by double-clicking an item or the traditional drag and drop. - When moving you see a silhouette of yourself before committing to the action. - Get temporary buffs from party members like positive effects which can raise your abilities for a short time. - Actual skill checks show in dialogue. - Party members can be moved around independently. - A really good story that grabs you straight away. - Zero rounds - this is where you cannot shoot but you can move so you can get in a good position. - Gained exp shows up on the screen. - Gamers of the genre will find the controls and basic flow very familiar. - Hit chance and damage done show above a character before you perform the action. - Companions (party members) earn exp and levels at the same rate as you even if they are not in the active party. - Level-ups can be done manually or automatically. - Inspect killed enemies to loot them. - Handy comparison tables pop when hovering over items and gear. - When there is a load of enemy bodies close together you loot them all at once. - Voidmap unlocks new locations as you progress but you can go back and forth as you like. - When you level up you pick a skill from the current doctrines skill tree and a state to upgrade. - Psykers can analyze enemies so you can learn about weaknesses etc. - Handy grid system for movement and ability casting. - Everyone will have a different experience. Warhammer 40000: Rogue Trader Preview Cons: - It's a beta but has no Steam achievements. - Doesn't support controllers. - Not all the character creator fields are available like Triumph and Darkest Hour and ships. - The performance is all over the place no matter what graphic settings get tweaked. - Voice work is good but not used a whole lot. - Your character uses his voice way too much with repetitive one-liners. - A lack of a mini-map makes traveling around not as fun as it could be. - The loading times are up and down but it loves hanging on 100 percent. - The general moving around is not as smooth as it could be and a lot of it is to do with how the camera follows you. - Parts of the walls don't break down or go see-through when you are panning around or moving. - A few times I found myself stumped on very basic tasks because everything is laid out in a way that says you already know what to do... When you actually do not. - Parts of the skill trees were locked out. - Lower graphic settings make a lot of things fuzzy. Related Post: We Love Katamari REROLL+ Royal Reverie Review (PlayStation 5) Warhammer 40000: Rogue Trader: Official website. Developer: Owlcat Games Publisher: Owlcat Games Store Links - Steam Read the full article
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