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#Status Ailment Resistance Up Passive
magiamemoriareview · 7 months
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Pax Romana's Glittering Maiden
Obtainability: Limited to completing missions for the Puella Historia Campaign. 
MLB Effect: Attack Up [15%] & Status Ailment Resistance Up [25%]
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%.
Status Ailment Resistance Up will decrease the chance of the equipped target to be afflicted by a Status Ailment. Even at 100%, it is still possible for a character to be hit by a Status Ailment. This effect will stack.
TLDR: On the lower side of generic, boring. Useful for new players, probably not for established ones.
Review: This is another welfare addition to the increasingly large amount of 15% Attack Up passives that can be found in the game:
(Limited 4*) “Pax Romana's Glittering Maiden” Attack Up [15%] & Status Ailment Resistance Up [25%]
(Limited 4*) “The Beginning of Despair Illuminated by Hope” Attack Up [15%] & Charge Disc Damage Up [20%]
(Limited 4*) “Uprising Doubles Division” Attack Up [15%] & Charged Attack Damage Up [10%] & Critical Hit [30%]
(Limited 4*) “The Pumpkin King Is Very Pleased” Attack Up [15%] & Damage Increase [15%] & Anti-Curse [100%]
(Limited 4*) “Stars to Express Gratitude” Attack Up [15%] & Damage Cut [20%] & Damage Increase [15%]
(Limited 4*) “The Chance Encounter of Roche Castle” Attack Up [15%] & Regenerate HP [4%]
(Limited 4*) “The Sun Does Not Shine on the Land so the Heart Is Shaded” Attack Up [15%] & Defense Up [22.5%]
(Limited 4*) “Flowers, Fallen, Never to Return” Attack Up [15%] & Damage Cut [10%]
(Limited 4*) “A Reasonable and Gentle Strategy” Attack Up [15%] & Charge Disc Damage Up [20%]
(Limited 4*) “Victory Goes Through Time” Attack Up [15%] & Damage Up Versus Witches [20%] & Regenerate HP [3%]
(Limited 4*) “Mourn For I Know the Pain” Attack Up [15%] & Regenerate HP [4%]
(4*) “Depart on Morning Glow” Attack Up [15%] & Defense Up [15%] & Status Ailment Resistance Up [30%]
That's quite the list, and we aren't even listing memoria that are better than this one-- we're not even listing the three-star memoria with this effect.
At this point in the game, even free-to-play players will have their fair share of excellent passive memoria to choose from. But if you're new and acquired this one, then it's a good starter that should serve you well for a bit. The memoria “Kyubey Knight Breaking Through” is easily gotten through support points and will be better to use though; but if you're looking to round out your roster or to equip some memoria on your support, you can hardly go wrong with "Pax Romana's Glittering Maiden".
The Status Ailment Resistance Up is an alright secondary effect. When the game really wants you to feel a status ailment, nothing short of Anti-SPECIFIC AILMENT NAME will actually help, but this memo can assist in lower tier fighting if you don't have much to work with at the very least.
Overall: not bad for a welfare but it's also nothing special.
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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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muffinrecord · 6 months
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As a ftp who never really got enough mitama coins in ranked for the special memoria (and always impatiently spending them on tickets while thinking itd be better next time whoops) do you have a recommendation which special memoria to grab from the shop?
The Yachiyo one is probably the biggest damage increase, but it requires blast of course. There are limited memoria in the game now that outperform it, but it's a solid choice and imo it might still be the best choice.
The Sana one is the best provoke memoria in the game. That depends on how often you use passive provoke memoria though.
The Felicia one was personally my favorite as it has a very high amount of passive atk and it's secondary effect (skill seal) can prove useful when it goes off. Loved that thing when I used it.
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Tsuruno's has 25% attack up which keeps it in line with other modern memos, and it also gives evade. Until the licorice collab, it was the best memoria that gave passive evade. I think it's less useful these days 'cause so many units in mirrors have passive anti-evade baked into their SE, but still
Iroha and Ui's are... eh. I'm sure that some folks might find them useful but personally I've never used either.
Rabi gives blast up and status ailment resistance. Pass.
Himena's is interesting in that it buffs the entire party with a small amount of attack up and defense up. Possibly useful if you want to equip it on a support to buff everyone? The only problem is that attack up is pretty easy these days to cap on. It also has a relatively high cooldown at 9 turns.
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The two memo over-limiters are very good and possibly better to use than any of the memoria from the shop, depending on what you have.
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magiamemoria · 4 years
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Dressing Up For Going Out
Obtainability: Limited to the “400 Days Celebration” Login Event.
Effect: HP Regen [3%] / Status Ailment Resistance Up [30%]
TLDR: This memoria has no passive attack stats and therefor isn’t going to be as helpful as other memoria in the game-- that said, it can still find use on tanks/defense characters where the healing, extra health, and status resistance is worth the passive attack trade off.
Thoughts: A quick note-- normally a passive memoria will have HP stats and Attack stats, however this memoria only has HP stats. It’s a very high amount at 4000, but this won’t give an attack bonus like other passive memoria would. This really limits the usefulness of “Dressing Up For Going Out,” but it can still have some uses.
For example, this memoria can be useful for tanks. Tumblr user @leafbladie says the following:
It can be decent on tanks who want to avoid being status'd and don't care about attack in the slightest.
Against an enemy where status ailments are an annoying risk, equipping this memoria on your tank (along with an aggro memoria such as “Ryushin-Ryu Assistant Instructor” or “Sunlight Shining Down”), you can keep your character alive and well while still protecting teammates. The HP Regen is low, but it can still function as a decent heal, especially if you want to forgo using a healer.
Outside of this very specific instance, this memoria is much less useful. Like mentioned before, it won’t provide any sort of attack benefit through its passive stats, and the two effects it offers can be outclassed by other available memoria. But still, this is a good memoria to have on hand for the rare occasions you’ll wish you had it.
As for Mirrors, this memoria won’t be any good, even on a tank-- tanks should still be able to do some kind of damage in mirrors, otherwise their disks are completely pointless and a burden. Additionally, HP Regen (or any sort of healing) tends to be too little to be of note, and the Status Ailments shouldn’t be as much an issue.
As for supports, your followers will probably be very unhappy with you if this is equipped.
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Because @hasbedidoneanythingbad inspired me to do so, I am going to have a go at my take for the Lady of the Lake as a Fanservant. While most servants are pretty accurate representations of their mythological or historical self (or whatever their source might be, who am I to discriminate?), I tend to take it more easy and consider the source a kind of inspiration, at best. That said.... eat up the mess I made!!!
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Fanservant #1:
Caster - Vivian
Vivian, the Lady of the Lake of Arthurian legends, was an important benefactor to King Arthur of Britain, granting him the legendary sword Excalibur after the Sword of Selection Caliburn was damaged in combat. She is also known under the names of Nimuë and Ninianne. Once the unfortunate lover and pupil of the great Merlin, she became the one to seal him away for all eternity, after they parted their ways in an event that is still shrouded in mystery. For her to become an independent entity that is inscribed as a spirit in the Throne of Heroes, the circumstances about her disappearance short after imprisoning Merlin on Avalon must be solved first.
Appearance:
Though obviously not a human herself, she appears as a humanoid entity, but seems to be at least partially made out of clear and self-illuminating water. Sometimes she‘s completely made out of water, sometimes she does have a normal body, this woman can‘t make up her mind. At least not when it‘s about appearances. No matter what her body consists of, Vivian is a rather shy and petite appearing woman with sky-blue hair that covers her whole back and even the ground behind her, as well as almost emotionless grey eyes. Her mature and pure body is concealed by a shroud of pale light and a waterlike veil, that she wears like a dress. Even though she appears kinda on the revealing side, she has in now way on Earth a revealing personality.
Personality:
As a fairy born on the Reverse Side of the World from the soul of the World itself, possessing divinity as a Divided Spirit, Vivian embodies pure and undisrupted kindness and appears as the mother figure of many heroes throughout history. Those include King Arthur, whom she was the selfproclaimed protector of after deeming him worthy to receive Excalibur, the divine sword she was tasked to protect. She did also raise Lancelot as her son after the death of his father and prepared him to be a knight on the Kings side. But even though she has a kind and forgiving nature, a troublesome past with a certain Flower Mage has left her cautious of her surroundings. She tends to keep to herself, even after being summoned, and doesn‘t engage in conversation much, but answers to those who seem troubled by consoling them thorougly and providing advise and wisdom. While doing her best to avert the lustful eyes directed at her body, sometimes her past self takes over her kind soul, punishing indecent behavior with motherly force. This turns into extreme overprotective and somewhat aggressive motherly love, especially for the Child Servants and everyone she claims as her family. Which wouldn‘t be too many. In short, she has a very calming presence, that radiates peace and serenity, as long as it is certain she does not need to punish anyone for their horny thoughts.
FGO Skillset:
Active Skills:
Skill 1 – Kindhearted Charisma A+
Just another Charisma skill, buffing all allies attack by 20% for three turns and applying an one-time evade status on everyone. This one does not expire until it‘s used up.
Skill 2 – Llyn Ogwen Sealing Technique A
A special and unique sealing method incapable to hold anyone hostage but the strongest of mages. Vivian developed this spell out of spite and fear to imprison Merlin on Avalon for all eternity, until one day she may forgive him and release him from the hell of eternal life. If only she hadn't disappeared before his salvation.
Used in combat this skill heals the party for up to 3000 HP and seals the enemies NP for one turn.
Skill 3 – Lake of Chalk and Legends EX
Once born in the warm embrace of the World itself, Vivian found herself burdened. Fate ruled her as the one carrying Excalibur to the godless side of the World in order to choose who would be worthy enough to change history, only for her to hide behind the illusion of a lake as white as chalk, waiting for the worthy hero to appear.
This skill grants the party a 50% damage resist status for three turns, as well as applying a three turn 20% defense buff on Servants that are hit by enemy attacks. These defense buffs can stack up indefinitely, theoretically.
Passive Skills:
Territory Creation B+
Item Construction EX
Divinity C
Fae Eyes EX
Noble Phantasm:
Protected from Gods and Demons alike by the True Pillar of Light - Brocéliande Rhongomyniad
„Stranded between the border of worlds, chosen by fate to be envied by heaven and hell alike. Light and dark reunited, for a moment in eternity. Listen to my voice, as it is the voice of the World, and thou shall bear witness to the birth of a new hero. Tonight, the moon will shine upon us from the sky above and the ocean hidden on the far end of the world.“
Born from within the Soul of the World and tasked to witness both Humanity and the mysterious Reverse Side of the World, Vivian draws her power directly from the authority over Rhongomyniad, the pillar of light that seperates both sides to keep the world stable. While being able to harness this authority to not only grant the destructive power of the nearly indestructible anchor of the planet in form of the Holy Lance, by using her Noble Phantasm she decides to use the immense powerhouse of an overpowered Deus Ex Machina weapon directly from the tower between worlds itself. By concentrating her magical circuits to open a gateway between worlds, she summons a fraction of Rhongomyniad's power as a blinding image of the pillar itself to cast a protective veil as some kind of blessing over herself and her allies. Makes you wonder if a Divine Construct is needed to break through a veil created by a Divine Construct...
Using the Noble Phantasm grants her allies debuff immunity and buff removal immunity for three turns, as well as immunity to all incoming damage from three enemy attacks except for enemies with the Threat to Humanity trait. It also removes all debuffs and status ailments, and with each removed debuff/ailment the corresponding ally receives 50% NP generation, 100% star generation, 1000 max HP and 1000 additional flat damage for three turns, as well as 20% NP gauge.
Sword of Promised Victory - Excalibur
„Awaken again and rain down light from far beyond eternity. My heart beats together with the world.“
Just like Arturia, Vivian is able to harness the power of the Sword of Promised Victory by channeling a fraction of the power imbued in the Pillar of Light into the sword and the beam it produces from its tip, cutting through everything in its way in the process. If she were to use this Noble Phantasm, it would be much stronger and more destructive as when it is used by Arturia. Luckily she is not in possession of the sword right now, so no firing her laser anytime soon.
But if she would, it would have the exact same effect and strength as Arturias Noble Phantasm in FGO, just to balance things out. In another context than FGO it would be even more devastating than we‘re used to.
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Tags:
@justchibistuff @hasbedidoneanythingbad @has-gilgamesh-doneanythingwrong @hasquetzdoneanythingwrong @hasishtardoneanythingwrong
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saltylords · 3 years
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I figured they were gonna do this when the latest magirepo comic came out. Well I ain’t goin’ for it, ya hear!
My translator app really didn’t want to translate her, but here’s what I managed to get!
Connect: Damage Up, Accel MP Up, and HP Recovery
Magia: Damage to all, Defense Down (All), Chance to Skill Seal (All/ 3 Turns), and Remove Granted Effects (All)
Her SE passives are:
Light Damage Cut (Self/ 15%/ 5 Turns at the start of battle)
Status Ailment Resistance Up (All/ 20%/ 5 Turns at the start of battle)
Anti Bind
Her active is:
Dark Attribute Resistance Down (All/ 15%/ 5 Turns)
(At least I’m pretty sure these are the percentages going off past figures!)
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We will also get a 1400 days since launch celebration that’ll have paid bags! I’m probably going for these!
It’ll have the 500 paid gem bag that has an Innocent Gem that will unlock a slot for any girl and a 300 paid bag that’ll have a 4* girl selection ticket! I’m going for Mikage since she’s only one slot from being done (and probably Isabeau)!
It’s a bit strange we’re not getting a swimsuit event, I would’ve thought we’d have one by now!
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Class 78 rpg classes:
Sayaka: Bard/Songstress (Yakuza 7 has an Idol class but it's not too different). Raises the team effectiveness through performing. Is proficient at exciting and invigorating the team morale and energy. Can weaken enemies via idol charm and predicting their behaviors.
Leon: Bow and Blade Ranger (or Projectile and Bat in this case). Can handle both close range and long range combat because of bat and throwing ability. Is a flexible and balanced team member for most situations. Favors long range combat and favors baseballs over other projectiles.
Chihiro: Techno Wizard (not an official actual rpg class but I'm using it). Can hack into all kinds of technology and databases. Programs computers or electronic devices to do various task and support. Is highly proficient at intel gathering.
Mondo: Cavalier. Has higher movement speed and access to charging through enemies while on bike. Is the best at taking out gangs of enemies. Comes to the rescue the fastest for his friends.
Taka: Warlord/General. Maintains strict order and formation to increase team effectiveness. Can handle frontlines combat due to sword training with Peko. Tends to work at forming groups.
Hifumi: Freelancer (This was by far the hardest and crappiest to find. His talent did not help except for the fact that as a fanfic writer, he's technically IS a freelancer, I think. And yes, if you played the Bravely series, you'd recognize this class and might be confused that Hifumi got an overpowered class. I just want to say he's Freelancer without the overpowered skills and passives. Sorry Hifumi, but basically you have the "helpful slave" class (which you kinda were for Celes so it fits)). Supports team members by assisting in their goals/speeding up their job masteries and creating costumes for them. Forages and brings items to friends. Can deal body slam damage based on weight (sorry bro).
Celestia: Gambler. Collects massive amounts of money from enemies by initiating gambles and winning. Has a built in Debt mechanic system where if she dries up all of her opponent's money, they will be afflicted with Fear and have lowered stats. Can gamble her own life and the opponent's to afflict Death on either. (Wow this was more overpowered than I thought it would be.)
Sakura: Monk/Martial Artist. Is resistant to and counters all physical attacks. Has really high stats in all categories, especially health, and can self-heal through meditation. Afflicts Fear with her presence in battle.
Mukuro: Skirmisher/Soldier. Handles both close and long range combat due to martial capabilities and various equipments. Is capable of utilizing any armaments or equipment, even those improvised and stolen, to great effect. Has expert sense of survival instincts and tactics, guerilla warfare, wit, hunting, and cooperative strikes.
Junko: Demon Lord/Final Boss (I don't even need to research this). Is guaranteed to destroy almost everyone at least once with her Despair status effect before dying. Has multiple forms/keeps coming back stronger than ever just to make life more of a pain in the ass than before. Influences multiple demon generals/lesser evil antagonists to her bidding and continue her work during her life and/or after her death.
Aoi: Half Warrior and half Pirate (Goddamnit Danganronpa! How come Aoi never swims and was only in one fight ever?!). Focuses on physical strength, athletic prowess, and straightforward combat rather than complex thinking. Is often the reliable muscle for moving heavy objects alongside Sakura and Mondo. Has unmatched mobility advantage near water, underwater, or on a ship.
Hagakure: Fortuneteller (I'm basing this a bit off Yakuaza 7). Afflicts Confuse, Fear, Paralyze, Enrage, Silence, and other various status ailments through over the top fortune telling. Can vaguely foresee long term events of the future and forecast. Is miraculously proficient at conning people for massive amounts of money at times.
Toko: Librarian (I had a much easier time to find this compared to Hifumi, but this was still quite a pain to justify cuz Toko's character is highly overshadowed by her lust for Togami and now Komaru and her connection to Syo. In other words, she's definitely Librarian by default but she almost never shows it and benefits no one in any way. She kinda does nothing. Sorry Toko, I don't hate you or anyone here but I'm kinda have to say some meaningless and irrelevant things for you). Follows Komaru around in battle and morally supports her sometimes. Has immense knowledge of books and literature. Swaps personalities with Syo for combat.
Syo: Beast (a non-animalistic version that also prefers weapons). Has high speed, damage, and is practically invincible to damage. Can be surprisingly covert and rational given she's never been caught. Is absolutely deadly at all ranges due to absurd cutting power of her scissors.
Byakuya: Merchant and Scholar (Sorry Toko, he took the abilities of your class that you should have but don't demonstrate). Summons troops for combat through connections and money. Generates the massive amounts of money, even more so than Celes, passively by doing stocks. Is highly analytical and figures out logical weaknesses to enemies through extensive research of books.
Kyoko: Inquisitive (so proud that I found this ultra rare rpg class). Excels at finding secrets, exposing hidden intents, and revealing covert and stealthy enemies due to super keen analysis and eye for details. Deduces enemy stats and weaknesses almost immediately. Guarantees allies to deal critical and extra damage to enemy weak spots.
Makoto: Bravebearer (Another Bravely series job class but again very less overpowered version.) Grants allies overwhelming amounts of bravery, courage, and Hope every turn. Deals critical damage frequently against all odds. Fits in about all situations due to being extremely supportive and beneficial to everyone.
Komaru: Gun Mage. Focuses on long range combat and relies on Toko/Syo for close range. Is the best against machine enemies. Can perform various tasks against machines, including afflicting Brainwash with Link bullets, dealing fire and electric damage with Burn and Paralyze bullets, and etc.
Admittedly a lot of these people were supposedly perfect for certain classes but are absolutely awful at demonstrating so these were pains in the ass. I also want to point out there's a Chef class in Yakuza 7 for Teruteru but it's not too different. Also I'd like to change Nekomaru's class to Knight/Guardian; it fits a bit better now that I've done more research. And I find this funny. When I think about it, Class 77 are more Final Fantasy and Fire Emblem while Class 78 are more Bravely Default and Yakuza 7.
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This is getting really in depth. I’m genuinely impressed with what you’ve dished out so far.
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Yeah. Though given my experience in combat prior to this, I imagine I’m a fairly simple character to design.
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Unlike me. Oooh, a unique status effect to ruin people’s dreams. I love it...!
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shoichee · 4 years
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GoMs + Kagami as Persona Users
Headcanons on the Generation of Miracles (and Kagami) if they were to become a persona user in the world of the Persona series (Kuroko and Momoi included)
@akichan-th​ THIS IS FOR YOU
Warning: KNB series spoilers !!
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Kuroko Tetsuya
since his presence is nonexistent in the real world, as a phantom thief, he’d probably desire to be a noticeable hero, you know? even in the 22.5 OVA, he told Kise that passing around wasn’t fun but he was going to do it for the sake of the team
his phantom thief outfit would be flashy in a sense of maybe eye-catching color schemes, or bold patterns
his attire could be baggy/oversized navy blue/black street clothing with TASTEFUL neon-colored accents and his mask would be a neon-colored huge sports shades/goggles situation (i was about to say some trendy sunglasses but sunglasses don’t stay on at all); he’s a skater boy ???? basically??
like, his PT attire could very well be a Persona 5 Dancing in Starlight DLC outfit 👀 it has those vibes
persona element is curse and let me explain why: he doesn’t have the gifted physique like the other GoMs and he’s cursed to rely on others for him to make a difference, and his motif has always been “shadow” ALSO he’s the PHANTOM sixth player YOU CAN’T CONVINCE ME OTHERWISE
he’s a front-line battler, but his skills are very support heavy: support skills that increase attack and defense for his teammates; i also wanna say he has spells that inflict dizziness ailments because in the anime, players are always losing their shit and whipping their heads around to find this tiny boy LMAO
he would definitely have a signature move that would direct all enemy attacks and status moves to himself for a set amount of turns to aid his teammates
his persona would have an extremely high Endurance and higher than average Luck stat but everything else is an all-time low
i’m going to say it, his shooting weapon is gonna be a paintball gun filled with neon paint just to fuck with the shadows and still make it HURT
code name would be “Umbra” (which means innermost part of a shadow) or “Ghost;” imagine some PT member shouting, “Oh no! Umbra’s knocked down!” and all the shadow sees is this brightass, neon kid on the floor
i would love his codename to be “Shadow” but there’s already the term shadow to describe the monsters in the metaverse
Kise Ryota
he views a “rebel” as your basic punk
since he’s a model, he knows japanese punk fashion very well
guess who’s gonna come into the metaverse being this hot ass punk boy? Kise motherfucking Ryota
black spike collar
lots of those tiny chains and harness/buckle action somewhere
ripped black leather pants that give Joker’s own leather pants a run for its money PLUS WITH SHINY BLACK BELT
lots of patchwork and stuff
THIS IS WHAT MORE OR LESS  I’M TALKING ABOUT IF YOU WANT VISUAL REFERENCES
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his mask would totally be a visor goggle to add further to the punk theme
part of me is biased that Kise is a blondie and “kise” is based off of “yellow” and Ryuji is blonde and so now i headcanon him as the electric element
okay, but since he’s an “all-rounder” he’ll probably be able to access mid-tier level attacks of all elements, including almighty to an extent
but if i was basing his element off of personality, he’d be ice for sure; he’s actually cold-hearted to people whom he doesn’t consider “worthy” and the anime only showed his friendly side because most of the time, he’s shown talking to his friends and people he respects
speaking of all-rounder, his stats would be all high all around, with his Magic stat peaking the highest
Midorima Shintarou
this boy is a bit tricky to figure out what his PT attire would be
he doesn’t have any time to think about “what he would be as a rebel” type of thing
however, if he were to desire to become something, i’d say he would want to be a supernatural being who can distribute good luck for himself every day
think of those JRPG wizard/mage/warlock outfit motifs (and they match up nicely with the idea of astrology and horoscopes); probably lots of brown/beige/hues of green scheme? or a black/various colors of purple for a FULL on witch vibe
it makes sense too because as someone who always shoots from afar and never dunks, mage classes always cast from afar and never attack up close to their opponent
and his frog puppets remind me of a witch’s animal familiars LMAO
there you have it
his mask would be a dark dark purple or a pure black domino mask that has little stars littered sparingly everywhere on said mask
his shooting weapon? my guy is stacked on staves ready to cast long-range spells
wind element for sure (because his basketball shots all catch air with lots of hang time | (• ◡•)|) with tons of gun skills
signature move would be a magic skill that never misses no matter what (his range is the entire metaverse)
his persona stats are also pretty well rounded but his highest stats would be Magic and Luck, with Endurance being a close runner up
Aomine Daiki
also hard to figure out a PT attire for this guy
according to KUROFES, his alternative career would be a police officer so i would think he despises criminals and the Phantom Thieves altogether ?
if anything, he’s more suited for the S.E.E.S. investigation team in Persona 3
Aomine doesn’t give a fuck, but he has a soft spot to protect others so like having a gun evoker definitely suits him more than a mask summon BRJWBDJW
i see him as a fire element, but his persona would have a lot more physical skills than anything else
bonus: since he used to be Kuroko’s “light,” he can have some mid-tier level bless skills
to make a reference his “formless” shots and forms, as well as his rapid changes of pace, his signature move would be a 5-hit physical skill that changes targets with every hit
statwise, his Agility stat is the highest out of everyone in the GoM, and his Strength and Endurance would be runner up stats; his Magic stat would be extremely dismal
Murasakibara Atsushi 
this guy thinks about nothing but food and how he hates Teppei-species people basketball, so honestly he’s not interested in the Phantom Thieves business
like what? Murasakibara dressed in a getup? it’s a big “press X to doubt”
so i envision him to be more suitable for Persona 4, where he has to confront the other self that loves basketball and truly does care about people, and he had to be honest and accept that side for him to attain a persona
would he ever go back to the said “persona world” to go fight some shadows? unless there’s a good reason why he should or you bribed him with snacks, he won’t budge an inch
just give this man a Persona 4 school uniform and he’s ready to fight
his persona would primarily have physical skills, with lots of “wall” support skills, element “break” skills, and lots of passive skills (lots of nulls/resists) available for it to learn
highest stat for him would be Strength, then Endurance, and surprisingly have Agility as the runner up
he’s a huge tank of a persona user
Akashi Seijuro
i’ve talked about his PT outfit in this headcanon here, including his mask and why
hear me out, since this man is good at everything in school, and since there are archery clubs in Japanese schools, i wouldn’t be surprised if he was a Robin Hood with the scopes; what am i tryna say? his shooting weapon would be bow & arrows
i feel like people would automatically think he’s a bless/curse element like Akechi since “he has two sides,” but i feel like it’s not exactly right? if anything, i headcanon him to be more of a psychokinesis element
why? i want to attribute that to his emperor’s eye and his perfect passings, both each specialties from their respective “sides” of Akashi, and that requires extreme precision, almost to the level of “telepathy”
there’s also everyone thinking he can see the future too i mean
in the end, Akashi’s dual sides merged into one again, so having a whole bless/curse element wouldn’t even make sense anymore
but i will say, this man deserves to have a persona with almighty skills back to back
this guy isn’t the captain for no reason
so his persona would utilize psychokinesis and almighty skills, with special buff skills that increase critical rates for his allies (to refer to the fact that his passings enhance other players); his persona would also enjoy a large selection of passive skills to choose from to either be ultimate support or ultimate offensive sweeper
to also reiterate from the mentioned headcanon i linked, his code name would either be “Crimson” or “Scarlet”
his persona is a literal glass cannon, referring to the fact that Akashi is actually a mentally fragile basketball player; extremely high Strength, Magic, and Agility (but not as high as Aomine though) stats, average Luck stat, but extremely low Endurance stat
Momoi Satsuki
Momoi, i think, would envision herself in the metaverse as someone who’s never underestimated because of her usual demeanor or physical looks
even me, i got fooled thinking she was just only a fanservice girl and not this incredibly intelligent girl who was critical to her teams’ successes
so i would think she would imagine herself to be in a huge respectable position of power, like a lieutenant or general, who can command others and strategize to victory
her outfit would be similar to the attire from the Assassin’s Faith set from Love Nikki with the black Army Floppy Hat from the Army Major set on top (also from Love Nikki) 
color scheming i can imagine a lot of black/white with gold trimmings/accents here and there
her mask is a Venetian eye mask i can literally see it; it’s so pretty with the gold plating !!
her role would definitely be a navigator + analyzer/tactician from the backlines, so while she isn’t in the battle most of the times, if worse comes to shove, she’ll be in the frontlines as a last resort
in other words, she’s a Futaba, but she isn’t a sitting duck and can fight if needed
she has an incredible Luck stat, higher than average Agility stat, but average stats for the rest (Magic, Strength, and Endurance)
ailment, healing, support, and buff skills are all at her disposal, along with some gun skills (which can definitely be broken when paired with her high Luck stat)
“Duchess” (a woman having a noble rank) would be a really cute codename for her
Kagami Taiga
why do i literally see him as a shinobi (ninja)
i have no idea why i do, but i think it’s just his name:
“While Kagami's name is associated with the ‘tiger’, Himuro's name means ‘dragon’. In Chinese mythology, the Azure Dragon of the East and the White Tiger of the West are eternal rivals. This rivalry is further expressed in their surnames: ‘Hi (氷)’ means ‘ice’ while ‘Ka (火)’ translates as ‘fire’.” - KNB wiki
so i literally see both Himuro and Kagami as rival clans duking it out
jokes aside, Kagami is a very honorable player, but he did at one point exhibited a “darker side” to himself, playing selfishly and being arrogant in the beginning
shinobis were considered to be “dishonorable” and “beneath the honor” of the samurai in their eras, so i feel that this could be a great image for what Kagami thinks is a “rebel” 
being a ninja would make use of his jumping skills too
i imagine him in a fitted black halter neck top (so his abs are for us to see), with an iconic long red scarf wrapping his neck and hanging down to his waist at the back side
black forearm guards/wraps?
and then he has mahogany/dark red??/black???? loose cloth wrapped around his waist, like how you would tie a jacket over your waist ?? and then black nu-bakama pants and finally some dark boots for those pants to be tucked in
no one can convince me otherwise, but he’s gotta have a red full-face oni mask with black horns and some golden tiger stripes on the sides of the mask and around the eyes
HIS PERSONA ELEMENT IS BLESS BECAUSE HE IS KUROKO’S “LIGHT”
he would totally have some almighty skills and “Heat Riser,” a move that raises all of the user’s attack, defense, and accuracy/evasiveness (because the colors of the move’s animation remind me of Direct Drive Zone, something that was pretty much unlocked by Kagami for the team)
his persona is one of the OP/late game personas where all their stats are amazing across the board; even if his stats were high all around, his “lowest” would be his Luck stat
codename for him is “Tiger” no one cannot argue with me for this one NRNEIJFEO
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leafbladie · 4 years
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One final long gander through my Magia Record NA account.
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First up is my home screen. I mentioned earlier today, but I have it set to best girl Ashley Taylor rocking it to Sayuki Fumino's music.
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Here's my profile. I used the name "leaf" because of the character limit. I was able to make it to Rank 111, the same rank as my JP account which I played for nearly 1 year longer.
As you can tell, with over 60 million CC and 7777 Mirror Coins I played this game a lot.
Made it to the end of Mirrors for NA, and racked over 10000 wins by the final day. Unfortunately I couldn't make it to S3 this time. Got an unlucky loss on the final day. 😪
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Here's my support list. All limited girls, and I think among the best for their respective element in NA. Only change I'd make is Nanoha for Suzune, but I don't have Nanoha fully slotted.
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Took me quite a while to get all these Memoria leveled, and I think I picked some excellent choices for all of them.
Some of them are rather self evident, but for Holina I really like how her active that gives blast up and status ailment resistance down pairs excellently with her passive memoria that inflicts Blindness. I would also have equipped Ashley's Memoria to her if I had another copy.
Ultimate Madoka was also awesome, having Sword and Entwined Paths for the largest available boosts to atk in their respective categories, and a 5% health boost to keep Sword active. For My Friends further improves her health recovery each turn to 13% (16% with another Ultimate Madoka), and the Status Ailment resistance prevents the enemy from turning it off.
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Final team for mirrors. Not my best, but it allowed me to get through them quickly, so I liked it.
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I had a lot of AP Pots left over, even after @muffinrecord helped me grind through about 400 of them. I had them all because of the Beginner Booster Bags that I shelled out for. If I hadn't done that, I probably wouldn't have been able to fully slot and max awaken each girl though, so I'm happy for that.
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Logged in every day, because I loved this game so much.
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The final state of my girls and Memoria after all is said and done. I wish I could've 4 slotted everyone at some point, but this is what I'll have to settle for.
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mrchocostix · 4 years
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I'M FINALLY NOT LATE TO EX CHALLENGES OK LET'S DO THIS.
EX 1 is rather simple, double Mami and Madoka should work out fine if you defeat Natsuki first for Mami.
EX 2 is actually pretty tough. I'm not too sure if cheese strats work. I recommend using aqua girls like Rena and Melissa and get rid of the forest minions ASAP, then rain magias on the Uwasa.
EX 3 is relatively easy. If you're using double Mami, Sayaka should immediately fall to a C C B Puella Combo. After that, everyone is open to bind. I unfortunately don't know the skills as I defeated all of them with said cheese.
EX 4 is not too tough. A quick note, the Uwasa apparently negates bind and charm but not stun so girls like Alina is viable in this challenge. It's confusing but I'll get an easy win so I won't complain.
EX 5 HERE WE GO.
Karin: Bewitch chance on team and defense down on single target. Does effects every turn.
Mitama: Poison chance on team, magia seal chance on team and removes own team debuffs. Does effects every 2 turns.
Kanagi: Passive guard chance and passive follow up attack chance.
Ui: Passive 20 MP regen and status ailment resistance down on team (?). Does effect every 3 turns.
Swimsuit Kyoko: Blast up on team. Does effect every 2 turns.
For this challenge I personally used Nanaka and Ashley. Though I'm sure Yachiyo can work too. I strongly advice against Magia teams due to Mitama being a big hoe but I it's still possible.
OK SLEEP TIME GN.
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benchgenderstudies · 3 years
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Iliopsoas Strains, Side Stitches and Testicle Turmoil.
//As written to the NATA News. (National Athletic Training Association). 
Dear Editor
The exact cause of sidestitches during running has long eluded the profession. What has been agreed on are ways to subdue the discomfort. A letter to The Physician and Sports Medicine suggested  “bending forward pressing ones fist up into the ribcage and against the liver and run 10 to 15 steps like this.” (Duncan). Less severe methods by this contributor (in order) include 1)try belly breathing rather than shallow chest breathing, 2)exhale when the foot opposite the side stitch strikes the ground, and (3) run with your hands over your head while breathing deeply. The uncomfortable circumstance seems local to endurance runners, especially novices.
Chris Webb of Moonjoggers.com echoes nearly identical advice. With a jpeg of all the muscles of the abdomini and obliques family shown on his website, Webb goes on to join the viewpoint blaming the transverse abdominus for exercise-related transient abdominal pain (ETAP)(Webb). With that in mind, make concern of two different forms of advice to 1)raise ones arms over their head. 2)concentrate on exhaling when the opposite foot of the stitch contacts the ground.  The effect of each of these strategies brings passive attention to the gait. The runner is forced to concentrate on moving their footstrikes underneath them rather than behind or in such a way that their running gait is mechanically swayback.
It would be first wrong to only focus on the anterior face of the body (trunk flexors) to narrow down the culprits.  The posterior zone of core stabilization includes Psoas major and iliacus (iliopsoas), longissimus thoracis, serratus anterior, latissimus dorsi, erector spinae and many others. In fact, the American public's issues with low back pain mirror sports medicine's and orthopaedic disinterest in the low back musculature as individual components.  
Webb added that stopping a run to stretch trunk musculature (inclusive of the pectoralis major) could somehow relieve the ETAP pain. An athlete of enough experience to know what DOMS feels like would readily realize the pectoralis major and diaphragm could not be culprits to a side stitch. Either the stitch would replicate shooting pain down the arm or breathing would be entirely altered. Worry of a heart attack should certainly end a run. Webb and Duncan give us our clues what the underlying cause is: its deep, deep as the liver (seemingly). They suggest pressing on the point to relieve pain. We in sportsmedicine already use this method to defeat tennis elbow and patellar tendonitis: reducing the range of motion of the muscle/tendon to ease strain on the attachments with chopat straps The psoas major is a clear victim of conditioning neglect and the root of  ETAP. What is the cause: bad form favoring hip hyperextension which strains the muscle while the runner already has it in a stretched position (standing upright). The psoas group is tasked with both core stabilization and run form performance posture. The iliopsoas's relaxed position occurs while sitting. A stitch is condition of a muscle under tension not yet acclimated to the jarring of running and aiding inefficient run mechanics. Whether these elements are alone painful or result in a spasm existing as a 'standing wave” are yet to be decided.  
This discussion doesn't yet explain why the stitch only occurs on one side of the body. The immediate answer is ;no matter how perfect in attempt; all sports gaits are somehow assymetric. I do not choose that particular hill for my professional career to have a momentus death(or celebrity status). Instead, I favor a causal notion behind assymetry: ergonomic and physiological mechanisms of energy conservation. When two muscles occupy a redundant function, its my hypothesis the brain sends only one message and at certain times there is a dominant muscle of the pair and a subdominant. The subdominant follows the dominant.  Õunpuu and Winter's EMG study confirms higher activity in  dominant side plantar flexors. Their abstract directly states: “an assumption of symmetry is not valid for individual subjects” and bilaterial differences are hidden in pooled data. (Õunpuu). As early as 1989, the potential for muscles of a pair to act differently opened the door to evaluate ETAP correctly.
Side stitches are not the only difficulty an injured or strained iliopsoas/psoas can deal out. For males, a strained iliopsoas can leave one doubled over and cursing at all family members and every barking neighborhood dog. Pain is far surpassed by worry; surgical intervention worries. Do I have a varocele, testicular torsion, a hernia; what is a matter? The onset of a psoas major strain is often a long time coming. The tightness in an upper side quadrant of the abdomen is often written off as resistance exercise DOMS or a nuisance.  Graduate school coursework circa 1998 had conflicting views whether stretching actually reduced potential for injury when before exercise. Sprinters and weightlifters should always expect to stretch regardless of research debating maximum muscle tendon and force. The endurance runners face a dicier gamble. I prefer to believe their best routine is stretching after a preliminary portion of their run has warmed them up to deliver preformance goals in their daily workout; when they are ready to drop the hammer on more challenging hills or paces.  Othewise they should always stretch after the run or keep their goals section limited to stretch directly after and follow with a cool down run element.
For musicians/percussionists the strain will casually take place by whichever side the toms are arranged for fills while playing the drum kit. From high tom to floor tom; the daily enthusiasm to rockout first and stretch later sets a stage for serious pain radiating from the trunk down through the scrotum.  Even actively trying to stretch the trunk muscles can leave an athlete or percussionist vulnerable to series of events that trigger the strain.
The trigger of a moderate iliopsoas strain (as experienced by the author) came to fruition while trying to stretch the muscle. Lying in a supine position on a press bench (at the gym) and allowing the legs to hang off each side edge while not touching the ground, the iliopsoas was put under extreme tension. That instant of posture was a rest period between doing raised-straight-leg crunches.  Giving no warning to the body for a not-gradual mode of extreme tension, the psoas muscle group became insulted. The effect was not pronounced until three hours after. The effect also included an hour of elliptical cardio including a crossramp of the whole leg focus before returning home.
The sharp large-area pain of an iliopsoas strain can cause male athletes to be very concerned of testicular conditions. The pull on the inguinal ligament, internal and external oblique insertions along the pelvis floor raise due worry of conditions that require surgery. The threat of surgery amidst a condition having very little literature can compound individual sensitivity to pain. The pained area will comprise just below the pectoralis major down to the epididymis of the testicle on the same side, some central discomfort in the central low abdomen exists as well. The acute injury can be handled with rest, ice on both the epididymis, crotch, iliopsoas bursa and pained side of the abdomen. Most pain will subside in three days.  Latent effects or warning symptoms include hypersensitivity to the edges of seats when the rear of the testicle brushes against them, slight oddity in latent fluid sensation at the end of the penis following ejaculation and some urinations is also telltale.  These are not sensations of burning or pain nor should urination or ejaculation be painful, Otherwise you may be dealing with another situation entirely. There is a change in the chemical composition of the fluid denoting some form of stress or small scale inflammatory response.
If the athlete returns to resistance exercise before the injury is healed, they risk a slightly less painful experience providing their gym routine was unchanged and they guarded against painful postures and excessive weight. Squats were unaffected; both for quadriceps and gluteal focus. Running is also not painful nor did it result in ETAP. The author is an experienced runner so his posture may not have the quirks that would raise a disabling condition to novices with an iliopsoas strain.  In this experience a few tests of the leg and abdomen were evaluated. Step sign was negative. Step sign was followed by a hip flexor test which was also negative but resulted in an internal 'snapping syndrome' sensation near the ASIS. The snapping sensation was not painful as it moved from external to internal, nor did it radiate pain to the offended/engaged testicle of the condition. General soreness following workouts did require further icing in all regions.  
A test for this strain is as follows: lying supine in a resting position of yoga's bridge; begin with a wide stance with feet planted on the ground and knees at a comfortable maximum distance apart. Rotate each foot inward to about 30-40 degrees. At this point the clinician should ask the athlete to begin spreading their knees as far as possible. The motion will cause mild discomfort on the iliopsoas-pelvic pathway and can send stress down to the rear of the testicle.The athlete may notice significant details about the attachment location of the pelvic fascia to the testicle and its unlike the vas deferens.
A return to rest position will clarify if impact to the strain has been achieved by discomfort in the upper psoas major region.   In no way should the discussion of an iliopsoas strain deter visiting a general physician or a urologist for concerns of genital injury.  Having done extensive research it appears the misdiagnosis of this ailment has resulted in excessive and unneeded antibiotic medication, invasive testicular modifications, the false diagnosis of repeat bouts of epididymitis, routine torsion protocols, testicular removal and many wild guesses.  Even well trained professionals utilizing the Arnheim & Prentice “Principles of Athletic Training”(8th Ed) undergraduate text or even the American Academy of Orthopaedic Surgeons “Athletic Training and Sportsmedicine” (2nd Ed) text would not be able to differentiate a posterior stabilizer induced discomfort from a testicular complication from the mid 1990s research absence in the area. Urologists and orthopaedic doctors should also take heed.
(Now I'm going to get back to my sore tummy and my sore man-ball).
Michael Bench graduated East Stroudsburg University's Movement Studies Program with honors and concentration in Athletic Training SportsMedicine in 1998. He was NATABOC certified in 1999 while completing a Masters Degree in Exercise Physiology and Graduate Certificate in Gender Studies; (#GoDucks) specializing in body dysmorphia.  His further experiences in body modification scenes and independent work in competitive endurance (amateur) athletics, gate control theory, percussion coordination and body composition have enabled the perspective on this elusive malady. He has published two books, “This Device of Reason” and “Native Supremacy”; and many unpublished papers ranging from economics to anorexia nervosa. His current edition of research “External Motivators of Anorexia Nervosa and Anorexic Self Abuse” is available free on request.
Duncan LA (2001) Unraveling Side Stitches, The Physician and Sportsmedicine, 29:4, 66, DOI: 10.3810/psm.2001.04.733
Mole JL, Bird ML, Fell JW. (2013)The effect of transversus abdominis activation on exercise-related transient abdominal pain. J Sci Med Sport. 2013 Jul 10. pii: S1440-2440(13)00144-8. doi: 10.1016/j.jsams.2013.05.018. [Epub ahead of print]
Õunpuu S, Winter DA(1989)Bilateral electromyographical analysis of the lower limbs during walking in normal adults,Electroencephalography and Clinical Neurophysiology,Vol 72 (5), 429-438,ISSN 0013-4694,
https://doi.org/10.1016/0013-4694(89)90048-5.
Webb, C. (2013. Nov 21) Rocking on the Roads: Stitches. https://www.moonjoggers.com/rocking-roads-stiches/
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magiamemoriareview · 1 year
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If You Want to Go to Sleep...
Obtainability: This is a limited memoria that can be purchased during the “2000 Days Since Release” Campaign.
MLB Effect: Defense Up [30%] & Status Ailment Resistance Up [30%]
Effect Definitions:
Defense Up increases the target’s base defense stats. Defense Up is generally worse than Damage Cut.
Status Ailment Resistance Up will decrease the chance of the equipped target to be afflicted by a Status Ailment. Even at 100%, it is still possible for a character to be hit by a Status Ailment. This effect will stack.
TLDR: “If You Want to Go to Sleep” is a defensive memoria in a game that doesn’t really reward defensive gameplay-- however it might be helpful in Magia Stall teams and perhaps in Ranked Mirrors if you’re really struggling for defensive memoria. For most players though, this belongs either in the Memoria Vault Jail or as straight up Enhancement Fodder.
Review: “If You Want to Go to Sleep” is a decent free memoria. Most players won’t find this one to be that helpful, but it has some uses for new players and some free-to-play players. It’s a defensive memoria that combines the protective Defense Up effect with the preventative Status Ailment Resistance Up.
Now, Magia Record is not a game that prioritizes defense-- you’re almost always better going on the offensive and using buffs like Attack Up or Damage Increase because you can either waste ten turns protecting your team or finish a battle in one turn with a decisive and powerful blow. 
However there are circumstances where this isn’t possible. For example, if you’re a new player and/or free-to-play player, you may be considering Magia Stall teams for battles such as the Hundred Evils, where defensive memoria help “stall” your fights as you build up Magia/Doppels to kill the enemy with. (You can read more about the Magia Stall team strategy here). Effects like MP Gain Up and Accele MP Gain Up are important for this strategy to help build up MP, but so can Defense Up/Damage Cut. If you go this route, just make sure you’re not only equipping your characters with defensives-- they need offensives/mp too so that they can eventually kill their targets.
One last thing to note-- Status Ailment Resistance Up can be better on a tank sometimes than a regular damage dealer. This is because tanks can easily be destroyed by Ailments such as Curse or Burn. These status ailments are percentage-based, not HP-based, so they can chew through high HP like nothing else. Additionally tanks will struggle to actually defend their teams if they’re tied up in Binds, Charms, or Stuns. If you go the Magia Stall route, carefully consider who gets what memoria.
There are several memoria in the game that can do what “If You Want to Go to Sleep” does but better-- these range from easily acquired event rewards to limited memoria. A middle ground would be:
(4*) “Hand-Waving Happiness” Status Ailment Resistance Up [35%] & Defense Up [45%]
(4*) “The Power to Protect Who You Love” Defense Up [30%] & Damage Cut [15%] & Defense Up When At Critical Health [40%]
(4*) “Everyday Overflowing with Pride” Defense Up [37.5%] & Attack Up [25%]
“Hand-Waving Happiness” is an unlimited gacha memoria, so it will require multiple copies to max awaken and then investment to level it up. However, it’s the superior version of  “If You Want to Go to Sleep”, outclassing it in both effect percentages and also in its passive stats. “The Power to Protect Who You Love” is still a good defensive choice if you have it max-awakened. It adds extra protectiveness through the addition of Damage Cut and extra Defense Up if the tank should enter Critical Health. “Everyday Overflowing with Pride” is an excellent choice for a solid offensive and defensive memoria all in one. 
As for welfare comparisons, you have the Jun/Mitsune memoria:
(Limited Welfare 4*) “The Great Escape” Defense Up [37.5%] & Anti-Charm [100%] & Anti-Poison [100%]
This is an event welfare memoria that players received upon defeating the Girls in the Hood event. It has advantages and disadvantages over “If You Want to Go to Sleep”. Notably it has higher Defense Up and it swaps out Status Ailment Resistance Up for the more direct Anti-Charm and Anti-Poison. Note that you can still get hit with a Status Ailment, even if you have 100% Status Ailment Resistance Up, so “The Great Escape” is superior to use if you know for certain that you will only be facing Poison or Charm in the upcoming fight.
As for limited memoria, your option is:
(Limited Gacha 4*) “Watching Over a Small First Dream of the Year” Defense Up [37.5%] & Damage Increase [15%] & Attack Up [20%]
“Watching Over a Small First Dream of the Year” is quite frankly insane in how good it is as a memoria. It offers a high amount of Defense Up and a high amount of offensive capability between both its Damage Increase and Attack Up. It absolutely outclasses “If You Want to Go to Sleep” but that should be expected when comparing a limited memoria to a free welfare one.
These following limited memoria combine Defense Up with MP Gain Up of some kind:
(Limited Gacha 4*) “You Can Wear Any Outfit You Want” Defense Up [30%] & MP Gain Up [10%] & Accele MP Gain Up [17.5%]
(Limited Gacha 4*) “Beyond the Waves” Defense Up [30%] & MP Gain Up [10%] & Damage Cut [25%]
(Limited Gacha 4*) “Inside the Heart Even When Cold” Defense Up [45%] & MP Gain Up [12.5%]
This is arguably much better than Status Ailment Resistance Up, as even tanks will want MP gain to help better support their team through Doppels or Magia. Additionally, this can make it better for Ranked Mirrors, where Magia/Doppels are king. 
Hopefully these comparisons help explain the capabilities of “If You Want to Go to Sleep.” It’s a decent for a free memoria but it can be outclassed by other unlimited memoria (and definitely by limited ones). However, for players who don’t have many memoria on hand or for players who are using Magia Stall strategies, this can be a helpful freebie that can assist in any Hundred Evils Challenges.
Lastly, there is one other possible use for this memoria-- Mirrors. One can use this memoria to help manipulate the AI into attacking who you want through the use of high Defense Up. There are many better memoria to use, as listed above, that will allow you to keep a character safe without sacrificing offensive buffs, but this can do in a pinch if your account is lacking.
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doppel-drop-distance · 7 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide: EX Skill
Well, my intention was to get this done before the end of anni, but clearly, good ol' Life decided that wasn't gonna happen. Sorry, everyone! I'm still pretty busy, but in the meantime, here's a small post about EX Skills.
Ultimate and Exceed-type characters have an additional ability to express their power: EX Skills. EX Skills are akin to a passive ability that is active all of the time, even when the unit providing it falls in battle. 
EX Skills cannot be leveled. They can only be improved by acquiring more slots for the character. An EX skill has two different stages: its base state, at one memoria slot, and its maxed state, at four memoria slots. 
To give an example, let’s look at the first Ultimate unit added to the game: Ultimate Madoka. 
Ultimate Madoka’s EX Skill: Prayer for Salvation
1-slot effect: Regenerate HP [I] (2%) / Status Ailment Resistance Up [I] (20%) (Allies)
4-slot effect: Regenerate HP [II] (3%) / Status Ailment Resistance Up [III] (30%) (Allies)
Ultimate Madoka is a unit whose kit does a lot for supporting her allies, boosting their disc damage and reducing the damage they take. Her EX skill provides the same support: it regenerates ally HP and protects them from status ailments for the duration of the fight. 
Now, let’s look at the first Exceed type added to the game: Little Kyubey. 
Little Kyubey’s EX Skill: Serenity Adept
1-slot effect: Damage Up [I] (5%) / Regenerate MP [I] (3 MP) / Status Ailment Resistance Up [I] (20%) (Self)
4-slot effect: Damage Up [II] (10%) / Regenerate MP [II] (4.5 MP) / Status Ailment Resistance Up [II] (25%) (Self)
The main difference between Ultimate and Exceed types is that while Ultimate types support their allies, Exceed types buff themselves. You can see this with Little Kyubey, who buffs its own damage output with flat buffs and MP regeneration. 
An EX skill typically has two or three effects. 
You can decide the effects of your character’s EX skill the same way that you would for their Connect and Magia. 
Keep in mind that since it is a passive effect with no activation requirement or turn limit, an EX skill usually has a small effect. Many EX skills are defensive, and those that don't have much smaller percentages than the buff you would get from a Connect or Magia. 
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muffinrecord · 3 years
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One Hundred Evils and You: Stall Teams (for the F2P Player)
Introduction:
Here is a guide on how to defeat the Hundred Evils/Hundred Calamities with easy-to-acquire units and easy-to-aquire memoria! 
Please note that this is not the only approach to the Hundred Evils, and it might not even be the best approach for you personally. However, it is the most generic approach that is made with Free-to-Play Players in mind. Stall teams are easier and more accessible to make than most Charge or Magia teams. Blast teams can work in the Hundred Evils (I’ve done them before) but it’s tricky and they’re not always applicable, depending greatly on who you fight. In the end a Stall team might be your best option!
This is an extremely long guide. I wanted to be thorough, but I might have overdone it. Still, I hope this is helpful! Some of these hints might be a little obvious, but I wanted to make sure that even new players could get some practical advice.
What is the Hundred Evils? 
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The Hundred Evils is located on the far right tab where you have three different battles to fight that only cost a reasonable 1AP each. Inside, you’ll battle against several different waves of Magical Girls (and only Magical Girls-- no Witches, Uwasa, Kimochi, or other kinds of minions will be found inside).
What is a Stall Team?
A Stall team is a team that 
Uses Magia to protect its team + deal out damage
Uses memoria to protect its team and debuff enemy
Uses specific characters for buffing, debuffing, healing, ect
This is not a team that will kill fast, but is one that can take some serious hits and stick around.
Preparing Your Team
Like many strategies, most of the difficulty is in the planning. But before we talk about the characters themselves, let’s take a quick moment to talk about the preparation needed to make them excel at their work. Unfortunately this will require investment in both their Spirit Enhancement and in their Magia (you’ll want several of them to have Doppels).
More importantly, you’ll also want these characters to have multiple slots-- the worse your memoria are, the more slots you’ll want. Essentially, you really need each character to have four of them.
For more established players, it’s very possible that you’ll have several of these girls kitted out already with their required slots, but for very new players, it might take a few events to finally get them fully slotted. Luckily you can do this easily with Magia Chips and Destiny Bottles, unlike with natural four-stars, but this still might take time to build up.
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As for Spirit Enhancement, it depends-- some characters you’ll really want that Active (for example, Kako’s party-wide HP Regen heal) and some characters... eh. It’s not as important.
But it’s still a good idea to grab as much as you can. Some characters, like Kako again, have SE that gives them more MP at the start of the battle or HP Regen. This is inconsequential for high-end content, but vital for a FTP Magia Stall strategy team. You want everything that will make a character live longer, heal themselves on their own, get them to Magia faster, ect. You don’t need to get them to 60/60 SE, but it’d be good to aim for them to have all their Passives and Active.
Who to Use:
Let me introduce you to a F2P’s saviors:
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Let’s go through them and analyze why these girls in particular are so good for Stall teams. 
Oriko Mikuni: Oriko is the team leader of this bunch. Why is that? She’s your go-to Magia damage dealer. She’s a Magia type, she deals a decent amount of damage for an uncapped girl, her Magia is an AOE, and her typing (Light) means that she should be able to deal decent damage against anything you throw at her. Her Spirit Enhancement is full of increased Magia Damage Up, and she also has the passive 15% chance to inflict Skill Seal on her enemies-- it’s not enough to be reliable, but I find that it’s still really useful when it pops off unexpectedly. The focus on Evade can be useful in some circumstances-- she’s fragile, and it’s an easy way to protect her. Lastly, her connect gives Accele MP Gain Up, which lets her help your team gain more MP.
Kako Natsume: The GOAT for F2P, Kako Natsume is pretty mighty. Her Accele Draw personal memoria is great for getting things set up, she offers good heals through her connect, her Magia/Doppel, and even through her Active SE, and her SE is also pretty decent with giving her lots of stuff that helps her survive. Her damage isn’t the best as a Healer, but her single-target Magia/Doppel can kill troublesome Aqua-types when needed. Her Magia/Doppel/Connect also gives “Remove Status Ailments” which can be extremely helpful. Lastly, her Doppel will provide “Remove Buffs” towards the target which can help with increasing damage potential.
Emiri Kisaki: Don’t let Emiri fool you into thinking she’s all giggles-- she's fearsome! She’s excellent as a Debuffer and will protect your team through inflicting Dazzle onto the enemies. Not only does Dazzle make them more liable to miss, but it also means the enemy takes increased damage from their weak element, so she can also help increase damage done. Additionally, her Magia/Doppel gives all enemies Damage Down for three turns, making her Magia even more protective. Lastly, she has Skill Quicken as part of her Spirit Enhancement, meaning it’s an excellent idea to equip memoria on her that you want to use more often than the cooldown let’s you.
Manaka Kurumi: Manaka is fucking incredible. Like Kako she’s a heal-type, but don’t be tricked into thinking that’s all she can do. She has one of the highest Attack Up connects in the game and her Magia/Doppel offers an excellent amount of Attack Up to all allies for three turns. This gives her the role of being the buffer-- if you’re facing a tough enemy, use Manaka’s Magia/Doppel first and then use the other Magia after. She has two Accele MP Gain Up passive nodes and an active that gives her more Accele MP Gain Up, so don’t be afraid to use her Magia/Doppel often.
Other Good F2P-Friendly Units
Now, you’ll probably notice that I only included four up there, but that you can use five in total for your team. If you need to use a Magia Stall Team, then I recommend using all five spaces so that you have more room for potential Magia/Doppels. The fifth slot can be swapped for anyone in particular, but if you’re looking for a F2P-friendly character then I’d recommend one of these girls.
Umika Misaki: Personally this would be my most recommended option. Umika is another healer, which makes your team even more protective than before, and she can fill a very protective role. First, her connect won’t just heal someone but it’ll also give them Damage Cut and almost 100% Defense Up-- making her excellent at protecting someone. Her Magia/Doppel act similarly to Kako’s, restoring health to all allies and also removing Status Ailments. Her SE is similarly useful-- like Emiri, she has passive 15% Skill Quicken, so she’s a good choice to equip active memoria you want to use often on. Like Oriko, she has a chance to Skill Seal on attack-- not enough to be reliable, but enough that it should still be good. Her SE active is MP Damage for 30MP-- situational, but it can be extremely helpful if you’re not able to kill an enemy before they can Magia you. Her DEF and HP make her solid, not as much as a proper tank, but as someone who can stand in for one. 
Hotaru Yura: A bit of a bold choice, but Hotaru can be good. She’s another healer, but she has some excellent supportive capabilities. First, you don’t need to worry about her dying, unless she can’t Regen HP-- her SE Active gives her 100% HP Restore (with the cost of Attack down on self, but no one is using Hotaru for damage). She has passive HP Regen, Defense Up, and Status Ailment Resistance so she can take a bit of punishment. Her connect is a generic heal, and her Magia has a generic HP Regen, but what makes her really shine is the MP Regen from her Magia-- this means you can use her to keep your party having topped off MP gauges. 
Haruka Kanade: If you have Haruka, she can be a good choice as a tank. Despite being a Support, she has a ton of tanking capabilities, and she can protect your team through a variety of methods. She has passive Provoke chance, meaning she can draw aggro away, Skill Quicken (you want to probably use her active slots for taunt memoria and for defense up/damage cut memoria though), and HP Regen. Her active lets her taunt the enemies while also inflicting a 52% chance of Charm onto them-- it’s a long cooldown, but can serve as a panic button when things are going wrong. Her connect gives Charm as well, meaning you can protect the party from hits. Her Magia/Doppel is also a good defensive panic button of sorts-- the target will deal less damage, Haruka gains Provoke and Damage Cut (and hp regen), and she can protect your team for that turn.
Sana Futaba: Sana has decent DEF and HP stats, so she will do well as a tank. She has a passive Provoke and a passive Endure-- meaning that she can draw hits and also stay alive past one potentially fatal one. Her SE gives her Accele MP Gain Up and MP Gain Up nodes, so it shouldn’t be too difficult to get her to Magia/Doppel. Her Anti-Debuff SE active is situationally useful. Her connect gives 100% Damage Cut, making it a good way to protect the user, and her Magia gives Damage Cut/Defense Up to all allies, again making her a good way to defend her team. Her Doppel has a chance of being very defensive or of inflicting Status Ailments (Burn, Darkness, Bind). This does make her more tricky to use if she gets to 150 MP as opposed to 100-- you can’t guarantee if she’ll protect your team or inflict ailments on the enemy.
Good Four-Star Units to Use
There are too many good units to list here-- believe me, I tried to actually do that and after the first twenty characters I realized I’d have to tackle this in a different way. However, here are some extremely notable characters, who you should bring even if they only have one slot:
Madoka & Iroha
Madoka Kaname
Mikage Yakumo
Outside of that, if you have someone with a few slots and you’re wondering if they’re good to bring, ask yourself these questions:
Do they have good disks? Characters with two or more Accele disks are better than ones with only one. 
Do they help with MP generation in any sort of form? It’s not a must-have, but it’s a plus.
What do they provide to the party-- do they have a protective role, a defensive one, an offensive one? For example, you can swap out Emiri for a slotted Mifuyu since they share similar roles, or a Sayuki for a Manaka.
Last Notes on Choosing Characters
Here are a few last things to consider when choosing some characters.
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First off, you don’t always fight every element. You might not know who you’re fighting, but you can know what element they’ll be-- you can then use your characters accordingly. For example, it might not be worth it to bring an Aqua-element if you could use another Forest type here. Just make sure that you don’t miss important team roles!
You can always try to use memoria to fill in missing character gaps. For example, some fights might have you face teams that build up MP to use on deadly Magia. You could try to get your one-slot Touka to work... or you could just use Magia Damage Down or MP Gain Down memoria instead.
Tanks can be really helpful here but also sometimes not. A tank really needs 3+ slots to work properly so that they can have enough defensive passives plus an active that grabs aggro. However, you don’t need to choose a proper tank-- any character with a passive Provoke or Guardian can work if they have the right memoria for it. Just make sure you keep them alive. 
Three healers on a team might seem excessive, but personally I find it to help cover bases. This way you don’t run into a situation where your healer needs help but no one can help them, and you also are able to use Magia more strategically-- Manaka can heal, sure, but you don’t need to waste her Magia on someone when you don’t need the Attack Buff right then as long as Kako has her Magia up still. This is also really helpful if you don’t have any tanks on your team.
When it comes to filling in the fifth member of the F2P team (Oriko, Manaka, Kako, Emiri), I prefer aqua types so that you can fill in all elemental slots. Again though, make sure you check what elements you’re fighting first!
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The formation you use can be important too. This one for example gives increased Status Ailment Resistance and HP Regen. Additionally, make sure you place your characters with consideration. Characters closer to the front will be targeted more than characters towards the behind. If you have a tank with Provoke memoria, then make sure whoever is horizontal and vertical with them can also take some hits when the enemy uses a blast attack.
Equipping Your Team: What Memoria to Choose?
Okay, so you’ve chosen your characters. What about memoria? Do you need top of the line stuff here? 
Nah. You can do this with event rewards easily!
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Going through a list of everything that could potentially be helpful would be extremely long, so the above provides some examples. Let’s go over some notes:
For passive memoria, I prefer to do one Accele MP Gain Up/MP Gain Up memoria paired with one Attack Up/Damage Up/Damage Increase memoria. That way your units can get to Magia easily and still deal decent damage when they get there. If your characters are fragile, then using memoria with Defense Up/Damage Cut are good ideas too. Memoria with passive HP Regen aren’t a bad idea-- you probably have a lot of good healers on your team, but a character who can passively heal themselves means you can use those Magia for more offensive purposes.
As for Actives, your choices are expanded. I mentioned above that memoria can fill in missing gaps that you couldn’t fit characters in for. Actives are part of that. Accele Draw memoria are always a must, and memoria that help increase your MP Gain is always a plus. The biggest key though will be Attack Down / Damage Down memoria. Memoria like Mito Rain are the best thing possible for a F2P-- it has a low cooldown, effects everyone, gives a ton of its percentage, ect. You’re actually better off keeping five separate copies of Mito Rain instead of max awakening it to one, because then you can give each character one copy-- this means you can use a Mito Rain on every turn. This will protect your units and keep them safe in addition to all the healing you can do, and it also will help you deal increased damage thanks to its Defense Down.
One memoria that can inflict MP Gain Down is generally a good idea. 
Characters with passive Skill Quicken should be given memoria that you want to use more often-- Mito Rain is a good idea on them of course, but so are other debuffers. 
Tailor your memoria to your needs. If you find that all your characters are constantly at 150 MP but you’re never in a good place to use it, try decreasing the amount of MP Regen memoria you’ve got going on and replace them with more damaging effects.
DON’T OVERLOOK THREE STAR MEMORIA. They can be extremely helpful and even better than some four-star ones! For example, Leila Rain is an overlooked hero and definitely worth considering! Three-star memoria are easier to max awaken too, so in some cases, a max awakened three-star memoria is going to be better than a single copy of a four-star one!
If you’re a newer player, then chances are you’ll struggle with having good memoria along with having good units. Memoria can be just as much an investment as characters can be-- so make sure you’re getting 3* Over Limiters from your events and spend them wisely. 
Don’t forget you can negate Evade through Status Ailments-- memoria can be extremely helpful with that.
Actually Fighting
So now you’re fighting. Cool! What now?
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First you want to build up your MP for everyone. If you have an Accele combo without needing to use an Accele draw memoria, take it!
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For your first wave, try to build up MP slowly across everyone. Use your Accele Draw(s) here and prioritize Accele combos-- even if it means using an Accele disc for someone who already has max MP. For example, if I got an acele disc option from Umika, Manka, and Oriko, I’d still use Umika’s to get all of that MP.
Remember that the order the Accele disc goes in determines how much MP they get! The first character gets the least amount of MP with the last one getting the most. Using the previous example, I’d use Umika’s disc, Oriko’s disc, and then Manaka’s disc. Don’t forget that the characters get a flat +20 MP boost too.
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Choose your target enemy wisely. For example, you can generally count on Touka featuring some sort of anti-MP gain/MP Gain on self, and Nemu to inflict a status ailment onto your team. Here, the Rena hits harder than her Rena-chan self. You can’t always predict who is going to use what, but general familiarity with the characters helps.
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Some enemies are better for generating MP against than others. You can’t always predict who you’ll get and what they’ll do, but if you come across easy enemies, take advantage of the situation to farm some MP. 
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There are lots of tricks to getting more MP out of situations. For example, all characters will gain more MP after they hit 100MP than before they do-- so using an Accele disc before a Magia is an easy way of regaining your losses.
Using an Accele disc before any others will increase the MP gained by each subsequent disc, even for Blast. If your disc selection is bad, try to make the most of it with squeezing out what you can.
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Additionally, if you’re confident a Magia will kill a target, use the Magia last. You can put two potential accele discs in front of it to get even more MP out of the thing. 
This line of thinking can go with charging up connects. You don’t actually need to use the disc (if the enemy dies) to get the + for it, so if you’re confident a Magia will kill a target, pick discs that will give you a connect on your next turn.
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This is a little overkill, but personally I like to go into the last wave with as many Doppels and Memoria up as possible. Don’t stay on any character too long-- you can only use three doppel a turn after all, and using one of your five to finish someone off isn’t a bad idea-- but also don’t be afraid to sit for a bit either. Just make sure you’re under the 40 turn time limit. It’s possible that whatever you face in the final wave will need more than three doppels to die.
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It’s time. It’s the final, toughest wave. You’re here! You’ve got all the Doppels ready and a bunch of memoria ready too. So what order do you do this in?
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In general a safe bet is to go Manaka > Emiri > Oriko. This is so that Manaka will buff the entire team, making each Doppel hit harder, Emiri can inflict Bewitch (possibly making Oriko hit harder if she counters the element, though it doesn’t work in this scenario) and use your main damage dealer (Oriko) last.
If your characters have some lingering status ailments, or if the enemy has an annoying buff, Kako’s doppel might be a good idea to go first instead. It’s not a bad idea to save your defensive doppels/healing doppels for a potential second round though.
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And that’s it! You did it! Congratulations!
Other Advice that I Don’t Have Screenshots For
You’ve got at least two healers who can heal through connects, magia/doppel, and one through her SE Active. Don’t blow a Doppel when a connect will do just as well.
If you don’t have enough debuff memoria to “blanket” the enemy every turn, then use Emiri’s connect to try and blanket them with Bewitch instead. 
Connects in general are a tricky thing to use. You want to save them for times when their effects are needed, but sometimes you also want to give someone an Accele disk to get their MP up. Don’t get too greedy, but conversely don’t hoard them.
If you mess up and want to redo a wave, forcefully exit the game. When you bring it back up, you’ll have an option to go right back to the beginning of that wave (the answer “yes” is the right button). 
Try not to overcap on effects. For example, don’t use two active Attack Up effects Oriko, have Manaka use her Doppel, then have Manaka connect to Oriko. Attack Up has a cap of 100%, and anything over that is completely wasted. Space stuff out over turns, or use a variety of different memoria to provide different buffs.
Conclusion
I hope this helps! I think I covered everything...? You might notice that some of these screenshots come from different events because I was lazy because this took a little while to write.
There are lots of strategies you can use for this challenge. But this one is for new players/F2P players who don’t have a lot of good units/memoria yet. Eventually you’ll outgrow this team and have better characters to use. There are all sorts of cool strategies one can employ with the right characters; lots of people will try to finish the Hundred Evil fights with as few turns as possible using Charge strategies for example. 
But, if you need a tried-and-true method of defeating the Hundred Evils with easy-to-aquire characters, then the above method is for you. Good luck out there, you can do it!
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magiamemoria · 4 years
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Our Own Sea and Sky
Obtainability: Limited to the “Beachside Bonds” event.
Effect: Negate Blind [100%] / Status Ailment Resistance Up [30%]
TLDR: This memoria is worth keeping due to its Negate Blind effect. It’s not going to be very useful outside of that and can be kept in the memoria vault until needed.
Thoughts: Even considering JP, there are strangely no unlimited memoria with the effect Negate Blind, making this one worthy to keep just because it’s not replaceable.
The Blind effect will give an afflicted unit a 35% chance to miss her attack while also taking 80% more damage from her weak element. Wanting to make sure you attacks land is reason enough to equip a memoria to ward off Blind, let alone keeping your units safe from possibly taking more damage-- particularly for the elements Light and Dark, who are best for attacking each other.
If you played during the event “Sayuki Steps Up,” then you have likely have the memoria: “Where I Can See Everyone” which gives Negate Blind, Negate Skill Seal Chance [65%], and Attack Up [10%]. “Where I can See Everyone” is superior to “Our Own Sea and Sky” due to its better stats and extra effects, but it is still worth keeping “Our Own Sea and Sky” on the off chance you need an extra memoria that can negate Blind. Additionally, you may be better off having several copies of this specific memoria instead of one MLB one.
A very similar memoria to this one would be “Relaxing in the Park,” which is also a limited 3* memoria with Negate Blind-- but in this case, it trades Status Ailment Resistance Up with Accele MP Up.
Overall, this memoria is worth keeping a copy or two of, possibly in your memoria vault until you need to ward off Blind.
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sieglindegrimm · 3 years
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Beatrice gameplay
Another Bea post? Another Bea post! thanks to the help and template @muffinrecord provided I can finally give you some more info on her! she’s honestly one of my more thought out babies and this either helps or doesn’t depending on your view lol
Element: Fire Type: Defense Growth: Defense Disks: AACCB (B’s horizontal/←→) Stars: 4*
HP Stats (With SE): 32.8k ATK Stats (With SE):  9.9k DEF Stats (With SE): 14.6k
Wish: "Tell me, what the hell is love supposed to feel like?" Weapon: Croquet mallet
Personal memoria: “Honey, whatcha waiting for?” -A lollipop with a love note (in Italian) tied to its stem, it looks to be shattered into chunky pieces.- -I always thought like I always just needed to wait for someone to spark that feeling… But… When all’s said and done, once I decided to spark it myself, it felt so… Unnatural… Disgusting...- ability type : Anti-charm Anti-counter : 100% for both
Connect (at 5*): “Care to peel?” Damage Cut 70% Status Ailment Resistance Up 60% Connect lines: “Help me through the next hoop?” “Either way I’m gonna hit first!”
Magia (at 5*): "Way to show maturity” [all] -A bunch of hoops and a peg spawn around the enemies as she begins to start her solo game of croquet using an energy ball. She hits all of the enemies as they are in front of hoops before getting to the peg.- Ailment resistance up 30% all allies Ailment resistance down 30% Damage up on enemies with ailments 35%
Doppel (at 5*): "Cordelia" [all]-It looks to be choking Beatrice as it sends out the strings of fate to cut the enemies like barbed wire.- Ailment resistance up 50% all allies Ailment resistance down 50% Damage up on enemies with ailments 50%
SE Active: Taunt 100% and resist ailments up 30% (2 turns) Passive: MP Gain Up When Over 100 MP [II / 20%] Passive: Chance to Provoke [II / 15%] Passive: Damage Cut [II / 10%] Passive: MP Gain Up [III / 10%] Passive: Anti-charm 25% Passive: Status Ailment Resistance Up [II / 25%] Passive: Doppel Damage Up [IV / 20%] Passive: MP Gain Up [III / 10%] Passive: Accele MP Gain Up [III / 15%] Passive: MP Up When Damaged [IV / 4MP] Passive: Magia Damage Up [II / 7.5%] Passive: Defense Up When At Critical Health [III / 40%] Passive: Chance to Chase [VI / 20%]
Notes: An absolute doll to you when on your team but a bastard hell spawn when on others. You want MP? You got MP! Status ailments are a freaking joke to her, her in-universe title of b_tch/bastard applies to her as an enemy as well. The chaser at the end is probably because she’s just like that. You and others might not cry from the damage she causes but you will when she just. won't. die.
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