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#because it was only a 30% increase and it needed to be 60-100% for her to think everything was normal
whentherewerebicycles · 7 months
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it's good news thank god 😭😭😭
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thaisibir · 3 months
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Phantom Thieves react to getting anesthesia: headcanons from a real anesthetist
Ren: wakes up unusually chatty, thinks the recovery room nurse is Sae in the interrogation room, talks about all the stuff he has to do to increase his social stats
Ryuji: won't shut up about being a Phantom Thief and rats out his friends as Phantom Thieves (fortunately none of the OR staff believe him because they chalk it up to post-op delirium)
Ann: confesses her undying love to the recovery room nurse taking care of her (which destroys Morgana)
Yusuke: wakes up reciting a very long list of all the hospital food he wants to eat, ends up not eating for a while due to having the terrible luck of previously undiagnosed post-op nausea and vomiting (PONV sucks, and known history of it in a patient definitely affects the anesthetic plan. A lot of drugs in our disposal have anti-nausea properties: propofol, decadron, zofran being the most common. But a bunch of others can do the exact opposite and cause nausea: opioids, anesthetic gas, etomidate (which I call vomidate) etc. It's a careful balance of what meds to use and which to avoid, and it depends on the patient.)
Makoto: wakes up alternating between yakuza movie quotes and swearing every other word from surgery pain (a bad habit she got from Sae, who swears like a sailor out of work stress when she thinks Makoto can't hear)
Futaba: takes fore-fuckin'-ever to get to sleep, gets slugged with enough medication to knock out a 100 kg 6 foot tall man (redheads are known for needing higher than average anesthetic to go past the threshold of consciousness and awareness. This is actual book knowledge plus my own clinical experience. Futaba would be a real chore to anesthetize.)
Haru: wakes up throwing hands, swinging fists and feet into OR staff, keeps asking for her axe, has to be restrained to the bed until enough sedatives kick in to calm her down (little kids, teenage girls and big healthy guys tend to wake up violently as the anesthetic wears off. The solution and wonder drug for this: precedex.)
Morgana: makes a weepy proposal to Ann, launches into verbal treatises and theories on the psychology of the Metaverse (which just sounds like incoherent meowing and yowling to the vets)
And for the honorary PTs:
Sojiro: the amount of gunk and spit suctioned out of his mouth before removing the airway device is through the roof (suctioning the mouth and throat is super important during emergence of anesthesia, so that stuff doesn't make the vocal cords spaz out and slam shut, which is laryngospasm, an airway emergency. Smokers tend to produce excessive oral secretions, and if they smoke enough, it can even look gray and brown. Lovely huh?)
Sae: has a low heart rate in the 40s that kind of unnerves OR staff, but that's only because she's very athletic (very fit people can have pretty low baseline heart rate, because exercise remodels the heart to optimize blood output for less work/heart rate. Normal heart rate range is 60-100 bpm, but I've seen Ironman type athletes have 30-40 bpm.)
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lilyblackdrawside · 2 months
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Hellagur's new module looks interesting, but I don't think it holds up when compared to the first one he got. (I'm going to slightly change my mind on its efficacy over the course of the monologue below. I had made a glance judgement, but the math reveals that it's pretty decent. Look below for details.)
Module X +350 HP +90 ATK
Trait Addition: Gain 25% Sanctuary (Phys/Arts damage resist) when HP is below 50%
Talent 1 modification: Gain up to +130 ASPD Tenacity, capping at 50% Max HP (from +100 ASPD Tenacity, capping at 30% Max HP)
Talent 2 unmodified
Module Y +90 ATK +60 DEF
Trait Addition: When defeated, once per deployment does not retreat and instead recovers 30% HP.
Talent 1 unmodified
Talent 2 modification: Regenerate 80 (90 with Potential bonus) HP per second when not blocking an enemy, or when HP is below 30% (from Regenerate 60 (70 with Potential) HP per second when not blocking an enemy.)
The extra life naturally has its uses, especially since he gets set to 30% HP where he has +100 ASPD, but generally speaking if something can kill Hellagur once, it won't struggle to do that again in the next hit when he's that low. There aren't that many enemies that have a big fuck-off-tankbuster they use once every minute that you'd want to put a Module Y'd Hellagur on when you have Dollkeepers, operators who can naturally be invincible (Specter, Blaze, anyone with Salter, others) or operators with barriers (Mudrock, Nian, (Archetto), others (I think)) or even just a Dreadnought Guard with their own Module Y, where you can go for the much cheaper to build Matoimaru who incidentally has even more HP than Hellagur, especially when he's on module Y if what you're looking for is someone with big-ass HP and an extra life.
Module Y Max Level Hellagur has 4225 HP Module Y Max Level Matoimaru has 6048 HP, 6291 at Pot 4 and 6431 at Pot 5, which leaves her at 2419~2572 HP post revive. (This makes me feel like the Dreadnought Module Y would be more interesting if it made the operator deploy with max hp reduced to 40% and revive with the full 100%, but that's a tangent and I never go off track.)
So yeah. A bit of Matoimaru shilling.
The intent of the module is to make it safer for Hellagur to sit at 30% HP by giving him his talent regen when below so he can enjoy the full +100 ASPD and if someone punches him really hard he has the safety net of an extra life.
Module X gives him an even higher +130 at an earlier 50% HP while also providing 25% Sanctuary to make it safer to sit at lower HP and enjoy maximum ASPD.
Both modules have the same intent. X has the higher ceiling, but he dies if he gets killed, Y makes it so he doesn't but has less potential but also makes it easier for him to die in the first place.
Gaining regen from Talent 2 while blocking is kind of a moot point when he'll usually also be attacking while blocking.
Assuming he sits at 10% HP with Module Y while blocking an enemy who deals Arts damage and attacking said enemy Hellagur gains 80 HP/s from Talent 2 (a one third increase over not having the module) and 117 HP/s (rounded) from attacking at 0.6 interval due to +100 ASPD from talent 1, meaning it provided 59 HP/s, for a total of 197 HP/s, 80 of which are from Module Y.
Same situation, but this time with Module X: 0 HP/s from Talent 2, because he's blocking 135 HP/s from autoattacking at 0.52 interval, 77 of which are due to the boosted Talent 1. The total remains at 135 HP/s and the module boost only amounted to an extra 18 HP/s.
However, this is not accounting for the sanctuary effect, which is a fully positive EH increase so I can simply slap it onto his HP/s as a modifier, making it 180 HP/s (135/0.75) [He takes less damage, so he needs less healing. It doesn't matter how you sustain a certain amount of incoming dps, be it through healing more or taking less so I can apply a damage reduction as healing increase as long as I don't apply it as damage reduction in the same calculation. Example: Incoming DPS = 160. Module Y Hellagur sustains this with his 197 HP/s, Module X Hellagur reduces it to 120 by only taking 75%, making his healing 112.5% of incoming damage, same as if he had 180 HP/s vs 160 DPS.]
So ultimately we're looking at 197 HP/s with Hellagur Y <30% HP 180 HP/s with Hellagur X <50% HP
Hellagur Y has +60 Def and an extra life Hellagur X has +350 HP and 25% Sanctuary
I don't know if Sanctuary is calculated before or after Defense and with its flat calculations it's kind of a pain to take into account for this. It does mean that Hellagur Y has improved physical EH. His defense goes from 334 to 394, which is pretty respectable. I don't want to go deeper into his Def stat for this.
I do want to go a little deeper into the Sancutary effect of Hellagur X though. I used it as a healing increase in the calculation, but as a fully positive EH improvement, it will also "increase the healing" from all sources, not just his own. He may be immune to Medics, but any kind of regeneration still hits him and is more effective due to Sanctuary. It's also active while he's not able to attack, such as when tanking ranged enemies, where his unboosted Talent 2 will also be active and more potent than the Y-boosted one thanks to Sanctuary.
In doing the math, I am now seeing Module Y in a slightly better light, since the raw healing is quite good. Sanctuary effects don't stack, so if you're used to using Abjurers, Module Y might be for you. Salter provides 24% Shelter for operators <30% HP and a rather potent regeneration effect for those <50% HP, meaning she would be a very strong partner for him when using Module Y, though she might accidentally keep him closer to 50%, reducing his DPS.
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theowritesfiction · 1 year
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‘Sozin’s Comet, Part 3: Into The Inferno’
I'm finally reaching that dreaded point in my re-watch where I don't really want to continue because the episodes are so good but they're also so painful, and I'm afraid that they might be too painful for me to see all the good in them, but... I guess we'll see.
Everything that needed to be said about Azula's descent into complete breakdown has already been said by @juniperhillpatient in her review. I am not going to sob all over my keyboard retyping the same 100% accurate truth.
Okay, I'll say this about the Sokka, Suki and Toph attacking the airship fleet. Sokka operates far better when he isn't given the time to come up with a plan. Also jeez, but tiny metalbending knight Toph is awesome and frightening AF. Sokka's birthday party plan WAS a really good and inspired one, though.
The Siege of BSS continues to annoy me because of how unnecessary it is. If things worked out as Iroh's prophesized destinies would have you believe, then Ozai goes down, Zuko takes over as Fire Lord, and the FN garrison in Ba Sing Se would end up surrendering sooner or later. Forcing this battle is just killing people who didn't need to die.
Okay, Ozai did get to do a little bit of burning, but it's not like that was a lot, so... can't give him too much? 40 Jerk Points. Also, for taking off his clothes before fighting Aang, like... why? That's very inappropriate. I did not pay to see that. 40 Jerk Points because eww. Also, for mocking Aang while celebrating the Air Nation genocide, Ozai gets another 100 Jerk Points.
As much as I don't like the idea of Azula and Zuko fighting the Agni Kai, I think it's kind of ridiculous to suggest that it shouldn't have happened, because everything has been building up to this, and if you don't recognize that, well, I'm sorry to say that maybe this show's narrative might just be a little too complicated for you to comprehend. I do want to slap Zuko a bit for the 'I think she's slipping' comment, but I think that's mostly sloppy writing. Let's not place unreasonable expectations for Zuko to identify a mental health episode. He DID notice that she wasn't herself. And also, sorry... but on this day, Azula needed to be stopped, for many reasons, also for her own sake.
I have questions about Zuko taunting Azula about lightning, though. Azula has been holding off on lightning bending, probably because she knows it will be redirected. So, does Zuko want her to use it so that he can redirect and kill her? Zuko was already dominating the duel. We have seen several Agni Kai before, and none of them ended in death, but this would have certainly increased the risk of that happening. Because this is mostly a tragic encounter for them both, I didn't want to hand out Jerk Points, but I almost feel like I have to do that here. I'll give 100 Jerk Points to Zuko, but I'm willing to hear more charitable explanations for Zuko's actions here, and maybe I will adjust this score accordingly.
I've already posted my meta about the Agni Kai and cheating, and upon this re-watch I am totally amazed about how right I was with that meta. Azula won the Agni Kai, but was then overthrown in a coup. That's the only right way to read this for people who don't like to be wrong.
Book 3 Jerk Points:
Zuko - 940 Ozai - 880 Aang - 690 Yon Rha - 400 Iroh - 150  Sokka - 110 Roku - 100 Hide - 80 King Kuei - 60 Toph, Pakku - 50 Haru - 30
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300iqprower · 2 years
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Hypothetical Rank Ups No. 62-65: Summer Kiyohime
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[This is probably gonna be less in depth/more rapid fire explanations because I don't even like her this is just a way to cope -_- Making these was more fun than actually getting her that's for sure. The obligatory "not really needed but wouldnt be too much to give it" is the NP rank up; all three of her skills absolutely need rank ups if only for how unbelievably boring they are.]
Passionate Summer A -> Passionate Summer (Madness) A+
Decrease Critical Rate for all enemies (5^ turns). Increase your NP Gauge only when on a [Waterside] or [Sunlight] field. [Activates first] [10-40%] Change current field to [Waterside] (5 turns). Change current field to [Sunlight] (5 turns). Decrease Charm Resist of all enemies (5 turn) Decrease own Charm Resist against [Male] enemies by 60% (5 turns). [Demerit] [Reduce cooldown to 6/5/4, charm resist down scales from 20 to 60%]
The gimmick here is that you have a high battery on a low cooldown but it's entirely field reliant and only changes the field at the END of the skill activation. If the field isnt already Sunlight or Waterside then you wont get any battery out of it unless it's maxed out at level 10, and even then it requires you to use the skill a second time the moment it's available several turns later. The crit rate down is certainly decent but unquestionably a bonus compared to the potential uptime of 40% battery every 4 turns so there isn't much deliberation if you CAN pull off that slightly longer term strategy.
The reason FOR these battlefield changes is Kiyo's madness refusing to acknowledge the end of Summer. No more summer means going back to being a silver unit, and that'll mean she won't be as eye-catching for master! Her overwhelming desire for a neverending Summer of Love creates a sort of viral mental corruption that also reduces the charm resistance of all enemies for several turns....even though she has no charm skills herself. And it lowers her own charm resist against potential Anchins. Oh, Kiyo, what are we gonna do with you....
Bath Transformation A -> Showtime Transformation A
Increase own Buster Card effectiveness (3 turns). Remove one debuff from self when attacking with Buster Cards (3 turns). Increase own Critical Star Gather Rate (3 turns). Apply Guts to self (1 time, 3 turns; stacks with other Guts). [Guts HP scales from 3000-6000]
Honestly this one is just pure balancing. There's almost no lore about summer Kiyo beyond "hehe summer wife" so I latched onto this one being "Now's my chance to get master's attention" and gave her a somewhat short but powerful Guts as her sole survival tool (because obviously she can't let Anchin see her fall short) and a 3 turns of crit gather that's really not an upgrade, rather a sidegrade. It helps in the sense of making Crits easier (especially with her 2 quick cards and high Buster/Extra hit counts) but it also means she'll be hogging all the attention and other allies wont really get to crit (as well as have to provide her Crit support to get the most out of it).
Pursuer of Love A -> White Hot Pursuit!
Decrease DEF for a single enemy (4^ turns). Increase ATK for a single enemy by 20%. [Demerit] Increase Quick Card effectiveness for a single enemy by 20% (4 turns). [Demerit] Apply Target Focus to a single enemy (2 turns) (1 turn at level 10). [Demerit]. Greatly Increase own Quick Card effectiveness (2 turns). Greatly Increase own Critical Star Drop Rate (2 turns). Apply Immobilization Immune to self (2 turns). Inflict Burn (2 turns) when attacking with Quick Cards (4 turns). [Quick up scales from 30-50%, Star Drop up scales from 50-100%, Burn scales from 500-1500.]
The candle that burns brightest brightest also burns out the fastest, and Kiyo has to be fast if she wants to catch her Anchin. The enemy no longer gets a universal 3 turn attack up, but they do get an even longer 4 turns of Quick specifically up (the better to run away with). The defense is 4 turns to match, and there's an additional issue of Kiyo tunnel visioning her Anchin, applying 2 turns of target focus to them (though at max level this becomes 1 turn which drastically reduces any issue it would put forth)
The real buff though is the rest of it; firstly there's an Immobilization Immunity buff, ensuring Kiyo can't be stopped from pursuing her Anchin (and ensuring the short term buffs she gets won't be wasted). More importantly though, Lancer Kiyo only has 2 quick cards and by god we're going to make them count. With a MASSIVE buff to them both, specifically at max a 50% to Quick and 100% to Star Drop, which in combination with her incredibly high Buster hit counts can generate a TON of stars in one turn (30+). This quick buff also encourages using said Quick Cards, which will now inflict a very short Burn for a much higher uptime (4/5 turns at best as opposed to only 2) and the increased NP gain on them will help with her having only one Arts. That NP gain is important as well given the new interaction we're giving her NP with those brief windows of Burn...
Dojo-ji Bell Form 108 - Karyu-nagi A -> EX
Deal significant damage to a single enemy.^ 150% Chance to inflict Skill Seal a single enemy (1 turn). Apply Special ATK [Enemies with Charm] to yourself (3 turns). [Activates first] Removes a single enemy's Evasion buffs. [Activates first] Apply [Burning] field effect to self (5 turns). <Overwatch> Deal supereffective damage to [enemies with Burn]. Apply Burn for a single enemy (5 turns).^ [Anti-Charm attack scales with level at 20/30/35/37.5/40%, Anti-Burn damage scales at 100/120/140/160/180%, Burn scaling increased to 2000/4000/6000/8000/10000]
Haha! Did you really think I gave her charm res down on a whim?! Just like how Lancer Kiyo specifically is based on the part where she killed Anchin, her NP specifically gets a bonus against any cheating Anchin's (or actually just lovebirds in general when you think about it...maybe she's jealous?) with 3 turns of extra attack against charmed enemies, which gets amped even further if you kept your opponent burned! Trapped in the bell, just like in the legend that metal bell superheats Kiyo's flames to immolate everything insider by conducting said heat, dealing massively more damage to burned enemies...though given her short burn duration and limited ability to apply it, she's mainly reliant on chaining NPs or or her allies to inflict said burn. Also while I may not care for her I don't wanna bully Yang out of her entire niche, so the scaling is actually lowering than her equivalent effect, being a base of 100% instead of 150% with barely higher OC scaling. Oh and because the bell is....a giant ass bell trap, no amount of evasion can save her enemies. Especially when she goes full Houdini with her blades
....so to restate.
Lancer Kiyo is now highly burst focused, but with significant drawbacks. She has a 40% max battery, but only through finicky field manipulation that requires heavy investment in her skill to reliably pull off without specific teammates. She has a massive burst on her third skill, but it also requires heavy investment to get the most out of its scaling and even then it has a shorter than average duration. Her second skill is a lot less investment heavy but means you're pretty much stuck with her being your dps as far as crits go, though between the multiple kinds of anti-unit damage types on her NP, that shouldn't be much of an issue for anyone who takes the time to set her up properly.
It's a bit much as per usual, but I can confidently say none of it takes her too far...if only because of how dreadfully boring a kit she has as is. That's pretty much it. Like I said, not even a fan of her. Don't ask why I did this.
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reasoningdaily · 1 year
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In nursing homes, impoverished live final days on pennies | AP News
PHILADELPHIA (AP) — New pants to replace Alex Morisey’s tattered khakis will have to wait. There’s no cash left for sugar-free cookies either. Even at the month’s start, the budget is so bare that Fixodent is a luxury. Now, halfway through it, things are so tight that even a Diet Pepsi is a stretch.
“How many years do I have left?” asks 82-year-old Morisey, who lives in a Philadelphia nursing home. “I want to live those as well as I can. But to some degree, you lose your dignity.”
Across the U.S., hundreds of thousands of nursing home residents are locked in a wretched bind: Driven into poverty, forced to hand over all income and left to live on a stipend as low as $30 a month.
Full Coverage: Photography
In a long-term care system that subjects some of society’s frailest to daily indignities, Medicaid’s personal needs allowance, as the stipend is called, is among the most ubiquitous, yet least known.
Nearly two-thirds of American nursing home residents have their care paid for by Medicaid and, in exchange, all Social Security, pension and other income they would receive is instead rerouted to go toward their bill. The personal needs allowance is meant to pay for anything not provided by the home, from a phone to clothes and shoes to a birthday present for a grandchild.
One problem: Congress hasn’t raised the allowance in decades.
“It’s really one of the most humiliating things for them,” says Sam Brooks, an attorney for The National Consumer Voice for Quality Long-Term Care, which advocates for nursing home residents and has urged an increase in the allowance. “It can really be a point of shame.”
Especially when an individual has no close relatives or no one able to financially help, the allowance can breed striking need. When Marla Carter visits her mother-in-law at a nursing home in Owensboro, Kentucky, the scene feels more 19th-century poorhouse than modern-day America. With just a $40 allowance, residents are dressed in ill-fitting hand-me-downs or hospital gowns that drape open. Some have no socks or shoes. Basic supplies run low. Many don’t even have a pen to write with.
“That’s what was so surprising to us,” Carter says, “the poverty.”
She was so horrified that she and her husband started a nonprofit, Faithful Friends Kentucky, to distribute items to area nursing home residents. Among the things most warmly received are Kleenex tissues, because facilities often stock scratchy generics and even those can be hard to come by.
“You bring a soda or a toothbrush and they’ll get so excited,” she says. “It’s so sad to me.”
Medicaid was created in 1965 as part of the Great Society programs of Lyndon B. Johnson. A 1972 amendment established the personal needs allowance, set at a minimum of $25 monthly. Unlike other benefits like Social Security, cost-of-living increases were not built into personal needs allowance rules.
Had it been linked to inflation, it would be about $180 today. But Congress has raised the minimum rate only once, to $30, in 1987. It has remained there ever since.
Some politicians have tried to fix the problem, including Rep. Jennifer Wexton, a Democrat from Virginia who in 2019 introduced a bill to raise the minimum allowance to $60 and cement annual increases tied to those for Social Security. It didn’t even get a hearing.
“I was shocked,” Wexton says. “It’s about dignity for these people.”
Medicaid is jointly administered between individual states and the federal government and, faced with federal inaction, states have taken it upon themselves to raise allowances. Even so, most remain low. A majority of states – 28 – have allowances of $50 or less, according to a state-by-state survey by the American Council on Aging. Just five states grant residents $100 or more each month, including Alaska, which stands alone in offering $200 monthly, the maximum under federal law. Four states – Alabama, Illinois, North Carolina and South Carolina – remain at the $30 minimum.
Despite such paltry allotments, some facilities have been cited for not telling residents they were entitled to an allowance at all, for failing to provide the money, or for spending the funds without their permission. And though federal regulations outline a host of items that are to be provided to nursing home residents, many find themselves unable to use the cheap items facilities offer, spending their allowance on replacements for institutional-grade soap that makes them dry and itchy, tissues that feel like something out of a bus terminal bathroom, razors that leave a face nicked and bleeding and denture adhesives that seem incapable of keeping false teeth in place.
Some homes skirt the rules, making residents pay for things like diapers or haircuts that are supposed to be included.
“As soon as I get it, it’s gone,” says Chris Hackney, a 74-year-old resident of a nursing home in Durham, North Carolina, who spends his $30 monthly allowance on body wash, toothpaste, deodorant and some items his facility used to provide but has cut back on, wipes and diapers. “Think of the prices of everything that tripled and quadrupled. And the money hasn’t gone up any.”
Hackney, a retired appliance technician who has used a wheelchair since a motorcycle accident nine years ago, has a daughter who pays his cell phone and a church that sends care packages. But even a modest boost to the allowance, Hackney says, would mean a ton.
“It would change so many lives in here,” he says.
Down the hall, 56-year-old Janine Cox gets an occasional bag of chips from the vending machine and scrimps to add to the collection plate at church. She says her neighbors are even worse off.
“It’s like a fight for them to survive another day,” she says. “The politicians, they need to come inside these nursing homes and look and see how some of us are living.”
It leaves many feeling trapped with no chance of normalcy.
Before a fall that landed her at a nursing home in Toluca, Illinois, 62-year-old Nancy Yundt felt like life was relatively comfortable. Her house was small and needed work, but it was home. Her SUV was 18 years old with 160,000 miles on the odometer, but she loved it. Her $2,373 monthly disability check left room for a housekeeper and take-out food and plenty of generosity.
She paid her son’s cellphone and insurance bills, bought Christmas presents for everyone and doted on her family’s little ones year-round.
But when her grandniece’s 2nd birthday came a few months after she arrived in the nursing home last year, she wanted to buy a doll but realized she couldn’t.
“The spoiling aunt can’t spoil,” she says. “It just makes me feel a little sad.”
Nursing home residents often must cede control of everything from how often they get a shower to what they eat. With no financial wiggle room, even more autonomy evaporates, putting out of reach the chance to take a taxi to see a friend, to get lost in a newly purchased book, or to escape the monotony of the cafeteria with some take-out food.
Even after two years of institutionalized life, it is a confounding truth for Morisey.
He ended up in a nursing home after a fall and, once here, learned his income would no longer be his. Pennsylvania’s allowance is $45, and after a monthly $20 haircut and $5 tip, a juggling act begins.
Can his razors last a bit longer to put off refills? Can he squeeze a bit more out of the Fixodent tube? Has he cut corners enough to get some aftershave or peanut butter crackers?
“It’s the little things,” he says. “You don’t think about these things until you no longer have them.”
When something pricier needs replacing, it’s even more of a quandary, like when shirts went missing in the laundry or the top broke on his thermos or his little Bluetooth speaker no longer held a charge.
His meager savings are nearly gone now. If not for help from his church, he wouldn’t even be able to afford a phone.
Living simply is at the heart of Morisey’s Quaker faith and he decided after college, Ivy League diploma in hand, that he wouldn’t use it to chase wealth. He took jobs in nonprofits, putting his skills to the aid of farmworkers, public housing tenants and the mentally ill, and as an aid worker in Central and South America. He has spent each of his 82 years squarely in the middle class.
Looking back, Morisey wouldn’t change how he lived his life. But it doesn’t seem too much, he says, to ask for a soda. ___
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freyayuki · 1 year
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Dissidia Final Fantasy: Opera Omnia Iroha And Lunafreya Banner
The Forcefully with Dignity (Intersecting Wills) event just started in the Dissidia Final Fantasy: Opera Omnia (DFFOO) mobile game. This event came with 1 banner.
Forcefully with Dignity (Intersecting Wills) Banner
The Forcefully with Dignity (Intersecting Wills) banner features the following chars and their weapons:
Lunafreya Nox Fleuret from Final Fantasy XV - Burst or BT only
Iroha from Final Fantasy XI - 15cp, 35cp, Ex, LD, and Force or FR
Seven from Final Fantasy Type-0 - 15cp, 35cp, Ex, and LD
Raijin from Final Fantasy VIII - 15cp, 35cp, Ex, and LD
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Already have all of Raijin’s and Lunafreya’s weapons.
Have Seven’s 15cp, 35cp, and Ex fully MLB. Her Ex has been Realized to Ex+ 0/3. Missing her LD.
Have a copy of Iroha’s LD which hasn’t been limit broken at all. Have copies of her 15cp and 35cp, both of which have been limit broken once. 
Have like 3 copies of her Ex weapon but have decided not to fuse the copies together in case I need more dupes of her Sphere. Missing her FR.
Thoughts about Iroha from Final Fantasy XI
I like Iroha from Final Fantasy XI (#ad) well enough but she’s not a fave or anything. Perhaps it’d be more accurate to say that I don’t dislike her and wouldn’t mind getting her weapons and being able to use her.
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My Iroha has 0 Artifacts and 0 Boards. Heck, mine doesn’t even have her base armor.
IIRC, I tossed some tickets on her debut banner and yet I didn’t bother to build her even when I got copies of all of her currently available weapons at that time.  Back then, I guess I didn’t really feel like I needed her for anything.
Even now, I don’t think I really need her. She’s a support with decent enough buffs and auras but I already have plenty of supports and those supports provide better buffs and auras.
Iroha’s main claim to fame and what makes her different from other supports is that she allows everyone in the party to retain 20% of their brave in between each of their HP attacks.
Iroha also has a pretty good FR. It’s not meta or anything but it’s very generic which means that most, if not all, chars can easily fulfill the conditions needed to increase its HP damage bonus.
Kinen no Isshi, Iroha’s Force ability, has the following force time effects:
HP damage bonus +30% when individual HP at least 100% of max on party member’s own turn
HP damage bonus +20% when individual BRV at least 20% of max on party member’s own turn
With Iroha’s healing and BRV retain gimmick, any char should be able to easily increase the HP damage bonus of Iroha’s FR by 50% each turn.
At the moment, my FR of choice is Lunafreya’s, mostly because I just got her and fully built her up. Her FR is pretty good but it does require dealing elemental damage.
This isn’t really a problem since Lunafreya enchants the party and imperils enemies with the ice and water elements. With her FR, chars will be able to increase the HP damage bonus by up to 40% per turn. This can go up to 60% if a char can also grant a buff to an ally but most chars won’t be able to do that.
For now, Lunafreya’s FR works well enough, but in the future, I heard that we’ll get fights that lock out certain elements or that require a particular element. So it’s best to have other options.
But it’s not like we’re about to get those quests right now. I don’t need to pull for Iroha now. I can just wait until we get other Force weapons. Heck, I can even wait to pull for Iroha when she comes back again, this time with her Burst weapon.
I don’t know if I’ll pull for Iroha’s BT though. Like I said, she’s not really a fave or anything. Even if I get her Burst, I doubt I’d bother to Green it or upgrade it to BT+ 3/3 unless the resources needed to do that become more plentiful.
Was considering my options. Should I pull for Iroha’s FR now? Should I bother to build her?
Maybe the answers to those questions should be no and yet I was leaning towards saying yes anyway. I guess I just felt like pulling. 
Besides, since I never really got to build and play with Iroha before, I kinda wanted to give her a try now. Why not, right?
Iroha from Final Fantasy XI Sphere
Iroha has an A Sphere called Critical BRV Gain. Its effect is:
When dealing critical hit: • Increases BRV by 10% of MAX BRV once per turn *Does not stack with same sphere
This could be good for chars with the Encouragement’s Keystone High Armor (one of its effects is increasing the brave granted by its user by 30%) to maximize the brave gains from both the armor and the Sphere.
Not sure yet who I want to give this Sphere to but at least I have it in case I need it.
Forcefully with Dignity (Intersecting Wills) Banner Tickets Pulls Results
Since I’m only really missing Iroha’s FR and Seven’s LD from this banner, couldn’t justify using gems to pull here, especially since I’m not even all that attached to Iroha anyway.
So decided to use my tickets instead. Currently have 272 tickets on-hand. Hopefully, I’ll be able to get Iroha’s FR before I run out of tickets.
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Got the usual bronze and silver trash and a few gold dupes. Even got 10-draws that didn’t give me a single gold weapon.
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Here are the results of some of my more notable 10-draws on this banner:
4/10, came from a gold orb - Iroha’s 35cp, Raijin’s 35cp, Seven’s 15cp, and Iroha’s LD
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It was nice to see so many golds from a 10-draw. Too bad these were all dupes. Ah, well. At least I can make use of the dupes of Iroha’s 35cp and LD to further limit break the copies I already have.
1/10, came from a gold orb - dupe of Iroha’s Ex
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1/10, came from a gold orb - dupe of Iroha’s Ex
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After a couple more 10-pulls, got a gold orb which turned into my very first copy of Seven’s LD.
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It’s always nice to get a new weapon but Seven didn’t really get anything new on this banner. She doesn’t even have a Force weapon yet. She’s kinda outdated and powercrept by now so don’t think I’ll bother to build her and use her for any endgame content.
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This 10-draw also gave me dupes of Iroha’s 15cp and LD. Nice.
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Just when I was starting to think that I might not be able to get Iroha’s FR, a force orb showed up.
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Hell, yes! Was super pleased to finally see a force orb. I was starting to worry that I’d end up at 0 tickets with no Iroha FR to show for the loss.
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Really pleased to have been able to obtain a copy of Iroha’s FR without having to use my gems.
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Actually, much to my surprise, this 10-draw gave me not just 1 but 2 copies of Iroha’s FR. Nice. Also got a dupe of Raijin’s 15cp.
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Was down to 152 tickets when Iroha’s FR finally came home.
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Iroha from Final Fantasy XI
Leveled Iroha to 90. She’s already Crystal Level 90. And she already has her Bloom Stone.
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Had enough dupes to be able to fully MLB Iroha’s 15cp without having to use a single Power Stone.
Only got 1 copy of her 35cp from pulling on the Forcefully with Dignity (Intersecting Wills) banner so needed 1 more dupe or 4 Power Stones in order to fully MLB said weapon.
Instead of using my Power Stones, opted to use my Weapon Tokens to exchange for 1 dupe of Iroha’s 35cp.
It’s been a long time since I last used any of my Weapon Tokens so I’ve been able to accumulate over 1k of these by now. 
On the other hand, although I have hundreds of Power Stones, 20 of these are needed in order to create 1 High Power Stone. You need dupes or 12 High Power Stones (4 per limit break) in order to fully MLB a Force weapon.
Anyway, 1 35cp only costs 25 Weapon Tokens in the shop so exchanging for 1 copy of Iroha’s 35cp didn’t even dent my stash.
After fully max limit breaking Iroha’s 35cp, turned my attention to her LD. Was able to get 2 dupes of her LD so just needed 4 more Power Stones in order to fully MLB my first copy.
Got a few more dupes of Iroha’s Ex so decided to use 2 of those to limit break my first copy. Then I just used 4 more Power Stones to fully MLB said weapon. This way, I have a few more dupes of her Ex lying around in case I need more copies of her Sphere.
After fully limit breaking Iroha’s Ex, spent the resources needed to Realize it and upgrade it to Ex+ 3/3 or Purple.
Fused the 2 copies of Iroha’s FR that I got. Now I need 8 High Power Stones in order to fully MLB said FR.
Was kinda reluctant to make use of my Power Stones and High Power Stones but what else can I do if I want to use Iroha’s FR?
A Force weapon that hasn’t been fully MLB’d really sucks and isn’t worth using at all.
I was like, I bothered to pull for Iroha’s FR and was thankfully able to get it. It’ll be a complete and utter waste of tickets if I don’t even bother to use it. Even got 2 copies so I only need 8 High Power Stones to MLB said FR.
Currently have 7 High Power Stones on hand so just needed to transform or convert 20 Power Stones for 1 more High Power Stone before I was finally able to fully MLB Iroha’s FR.
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Also completed all of Iroha’s Summon Boards. Unlocked parts of her Character Enhancement Boards, particularly the tiles that would give me her LD Call and LD extension passive.
Iroha has the Force Enhancements feature but for now, have opted not to unlock this for her yet. I did buy her High Armor then spent the Book needed to Realize it to 0/3.
Started farming for Iroha’s Artifacts. It took a while but I was soon able to get her triple of her perfect Artifacts - ATK 108 with Guardian of Reisenjima Up★★ (While Sekkanoki active: Raises own MAX BRV, ATK by 5%).
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Also ended up giving Iroha 1 RF D Sphere. Haven’t decided what A Spheres to equip to her though. So have left the A slots blank for now. But no matter what I decide, it’s practically a guarantee that she’s getting RF and not real Spheres.
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Haven’t really had the chance to try out Iroha in battle yet but looking forward to doing so.
Conclusion
So, what about you? Did you pull on the Forcefully with Dignity (Intersecting Wills) banner? What do you think about Iroha, Lunafreya Nox Fleuret, and all the other chars featured on this banner? Feel free to share your thoughts and opinions by leaving a comment below or by reblogging or replying to this post.
Notes:
screenshots are from my Dissidia Final Fantasy: Opera Omnia game account
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loominggaia · 2 years
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Sorry for the flurry of questions lately - How many broods does a cecaelian woman have in her nursery career on average? how many hatchlings actually reach adulthood?
No need to apologize, I love answering questions because it helps me develop my world!
This is a good one, but hard to answer because the cecaelian lifespan is unpredictable. They can live to a maximum of 1500 years, but on average, most cecaelia are taken out by brain cancer around 1000-ish. This cancer is natural for their species and there's not much they can do about it.
Cecaelia reach sexual maturity at around 50 years of age. Females lay their first clutch of eggs around this time, but it's common for their first couple clutches to be underdeveloped and unviable. Since they only lay one clutch every 50 years, most females don't actually have children until age 150-200.
Let's say a scylla (female cecaelia) has her first brood at age 200. 3-5 eggs in a clutch is typical, and it's also typical for 1-2 offspring to die before their first year. Let's say this scylla lays 4 eggs and one is a dud, so she ends up with 3 children. One dies before their first birthday, but the remaining 2 survive into adulthood: a male and a female.
Around age 30, her son will leave the nursery to be raised by his father. This child is no longer her responsibility, but her daughter will remain in the nursery indefinitely. The scylla is responsible for her daughter until that daughter reaches adulthood at 50, when she is old enough to start having offspring of her own.
Right around that time, the scylla has laid another clutch of eggs and the cycle repeats. Maybe this time she has better luck and ends up with 4 or 5 children. Once again, whether they are male or female, they are no longer her responsibility after 50 years when she's ready to lay another clutch.
Female cecaelia remain fertile their entire lives, though their fertility does start to drop after 500 years or so. After this point, the chance of laying unviable eggs increases. Their clutches get smaller and their offspring have less chance of survival. The same thing happens to males: their spermatophores become less potent with age and therefore less likely to fertilize eggs.
Anyway, let's say our scylla is now 500 years old with 6 healthy broods behind her. Then she gets some bad news that really stresses her out. Stress can cause scylla to skip a fertility cycle, so she does not lay eggs again until age 600. She's a little past her prime now, so she lays a clutch of totally unviable eggs. That's 2 fertility cycles gone by with no children to show for it, but this isn't uncommon. The average scylla will miss several opportunities to bear offspring in their lives. Crap happens.
This scylla lives to be 1,100 years old. While she technically had 22 opportunities to bear offspring, let's say she missed a few which is common, leaving her with 15 broods total at the end of her life. That's a LOT of kids! Thankfully her babydaddies do most of the child-rearing once those kids leave the nest, otherwise there's no way she could keep up.
I would say anywhere between 12-25 broods is normal. Scylla with god-tier luck and genetics might crank out a maximum of 30 broods, but this is extremely rare.
Cecaelia usually bear a total of 30 to 100 children in their lifetimes. 60 is average.
You might wonder how this species hasn't overpopulated themselves like crazy. Well, that's because 90% of cecaelia are male. Having a daughter is a big deal to them! The sad fact is, most scyllo (males) will never get a chance to breed before they die...but they can still help their breeding relatives raise their many,many children! They need all the help they can get.
*
Questions/Comments?
Lore Masterpost
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fakeghostpirate · 4 years
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Generational Timeline
@cyber-phobia
So this isn’t directly related to the question “How did OfA survive as long as it did?” But I was working on it anyways, and the timeline of OfA is in there, and I’ve kind of been stalling on this, so I’m just going to submit this rough draft thing to you, and let everyone else worry about it
EDIT: This timeline is outdated! New version here.
~
Assumption 1: “Generation” as referred to in the phrase “X Generation Quirk” is in reference to “social” generations since the Dawn of Quirks, not how many generations quirks have been in an individual’s family
I’ll be using 25 year generations, because while I could use 30 year ones, the shorter generations make for a nice snug timeline, and I don’t want to do double the math to show both variations of the timeline at once
Inko is 4th generation (Chap. 1, pg 19) and 42 years old in canon (Character bio + birthday)
Izuku is 5th gen. and 16 in canon (bio + birthday)
Assumption 2: The kids in the Remedial chapters are supposed to be the start of the 6th gen (based on the fact that the Quirk Singularity first gets brought up by Mic and Meatball in 166, and basically everyone makes a point of bringing up how powerful their quirks are)
These kids are in primary school, and based off their appearance and the school’s name (translated “precocious brat”) I’d say they’re probably 6-7, 8 at the oldest. I will average this to 7, meaning that the current timeline is approximately 7 years past the start of the 6th generation, which gives us an almost exact timeframe (~132 years)
Now we can start working backwards.
Years ago / Years from the Dawn of Quirks
6 - less than 7 /132-126
5 - 7-32 / 125-101
4 - 33-57 / 100-76
3 - 58-82 / 75-51
2 - 83-107 / 50-26
1 - 108-132 / less than 25
Izuku was born 9 years before the end of Gen 5, or 16 years into it, meaning he’s a mid-5th gen child
Assumption 3: AfO was born during the first year of quirks
Daruma Ujiko is over 120 (Chap. 270, pg 3)
AfO would be in his 60s when he meets the doc in his 50s
I’d also like to point out just how convenient it is for AfO that Ujiko would just so happen to be rendered completely destitute and thus devote himself and his longevity quirk to AfO (chapter 270, 4) right around the time that he’s probably starting to worry about old age doing him in
AfO and OfA are both adults when OfA the quirk is created, so it was likely made approx 30 years after quirks, though I suspect for symbolic reasons it was ~32 years, so that OfA would be exactly 100 years old and that’s the reason it’s “reaching singularity” for Izuku
All Might Rising shows Nana died when AM was 18, then he leaves the country less than a year later
Before that Gran says All for One is OVER 100 years old, which means this is at maximum ~31 years ago, so All Might’s probably 48/49
Also, since he had OfA for ~30 of its 100 years, that means each of the previous holders would have had it for an average of 10 years
Assuming they all (except All Might and Izuku, of course) were adults when they got it, the approximate timeline for when they had it would be something like this:
First: ~100 years ago - ~90 years ago (had it in early-mid 2nd gen) (First generation quirk, obviously)
2nd: 90-80 (mid 2nd/early 3rd) (first generation quirk)
3rd: 80-70 (early-mid 3rd) (1st or 2nd gen quirk)
4th: 70-60 (mid-late 3rd) (2nd gen quirk)
Daigoro: 60-50 (early-mid 4th) (Black Whip, 2nd or 3rd gen quirk)
6th: 50 - 40 (mid 4th) (3rd gen quirk)
Nana: 40 - 30 (mid-late 4th) (Float, 3rd gen quirk)
AM: 30 - 1 year ago (early 5th-early/mid 6th) (4th gen, quirkless)
Izuku: 1 year ago to now (early/mid 6th) (5th gen, quirkless)
Off to another point
Kotaro was 32 some 15-20 years ago before he died (bio + math doesn’t work if he would have been 32 now) when Shigaraki was 5, and we know Tomura’s in his 20s now, which means Kotaro would be around the same age as, or slightly older than, All Might if he was alive
Which raises an interesting insight into his character. Since we know
A. Nana gave him up when he was younger,
B. He would have been around 18 when she died,
C. Nana probably had OfA around 10 years just like her predecessors,
We can get a timetable something like this: Nana gets OfA, AfO kills her husband shortly after, and she gives up Kotaro. Then she goes off to be a (public?) hero for A DECADE, eventually picking up Yagi because he’s around the same age Kotaro would be, before dying. From his perspective that would be around ten years of watching his mother be a hero and not coming back for him, and just as he’s reaching adulthood and maybe coming to terms with things, she dies in a way that almost certainly wasn’t publicized. (If the general public is mostly unaware of him save as an urban legend, there’s no way the government told people he killed her.) Which really puts his whole “Heroes hurt their families to save strangers” thing into perspective.
Now to a different thing,
The Meta Liberation Army had been in hiding “for generations” when ReDestro was a child, and since there’s no way he’s not in his 40’s bare minimum, (the man is balding for god’s sake, even in a high-stress environment there’s no way he’s the same age as Aizawa)(not to imply Aizawa is not in a high-stress environment) that means he’s 4th gen, and the only way things work out is if Destro was 1st gen and the Liberation War was during the 2nd gen. Which probably seems obvious without all the math, but that just helps confirm it’s not baseless.
~
Originally I was going to use this timeline as a backdrop to make a meta about the Quirk Singularity, but it kudzu’d, my focus is whack and you started making timeline posts and I wanted to throw my two cents in, so I’ll just summarize that:
A. The Quirk Singularity refers specifically to the increase in physical backlash from quirks over time, not just increasing power
B. Ujiko was correct that the earliest signs of it were visible in the fourth generation (Endeavor)
C. You can actually track the general trend of the singularity in the manga, based off characters’ ages (this was the part I still needed to get evidence for, but Aizawa’s dry-eye doesn’t seem anywhere near as severe as Shigaraki starting to disintegrate himself during Deika or Aoyama, and Recovery Girl and Gran Torino’s quirks both seem to not have any negative effect on them at all)
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Return of Mara Event
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False God 3.0 has arrived! This event coincides with Asura's release and continues the event story from Taishakuten's event. It is another False God and War of Heian-kyo type event, lasts for around 1-2 weeks. Unlike those 2 events, this one has 3 maps the entire server must work through. Also, each map will have very clear paths that we need to take in order to reach the special bosses. When the timer for the 3rd map ends, the final battle between Asura and Taishakuten will begin.
Event Page
At the of top the screen there will be an ever-present timer slowly counting down to when the map will change, and to the right of it are 3 other buttons. The first one, from left to right, has a sake bottle icon. This is where you can collect 30 event AP, or 90 event AP and 6 Peppers if you purchase the event s-jade pack, at noon and 6PM every day. The second button is for chat, and the third button is for viewing shared posts that will have compass links to specific tiles. As TW, JP and GL do not have the share post function, they will only have the first 2 buttons.
On the bottom left there are 5 buttons. The first button, from left to right, is for viewing Special Buffs. Next is the button that'll bring up the Quest tab. Then the middle button is for rereading the event story, next to that is the button for the Spiritual Body page and lastly is the button for the exchange shop.
On the right side of the screen, there will be a treasure box and an eye. After using up 500 AP you can claim rewards from the treasure box for any cleared tiles. The eye reveals the tile types for challengable tiles.
Battlefield of the Abyss
The overall goal is for the entire server to work together to clear the 3 event maps by defeat the special boss for each. There are 3-day timers for each map and all 3 consists of 3 major activities. Some map tiles will have unlockable buffs for set groups of shikigami, equippable buff effects, treasure boxes and Asura's Shards. The latter is needed to strengthen bonus stats and to challenge the special bosses.
Types of map tiles:
Donation: Use 15 event AP to help clear the tile. There’s no limit to how much event AP you can use on these tiles in a day. *Recommended for beginners who can't do dispatch*
Dispatch: Select up to 10 of your shikigami to be 'sent' on a ~24 dispatch quest to clear the tile. Cost 15 event AP per shikigami to do, ie sending a full team of 10 shikigami costs 150 event AP. N rarity and 2-3* shikigami cannot be used.
Bosses: Defeat the boss to clear the tile. You have 4 minutes to do as much damage as possible and your damage determines how much event currency you get. Cost 15 event AP to do, is solo only and can be done on auto.
Buffs: Clear the tile to unlock a buff for a set group of shikigami or an equippable bonus effect for your shikigami.
Treasure: Clear the tile to unlock some bonus rewards. Please ignore treasure tiles until after the special boss/es are been defeated.
Shards: Tiles with shards on them must be cleared in order to challenge the special boss or bosses of the map.
Blue Tiles: The path or paths that the leaders will follow.
Flames: Lots of players are challenging this tile.
If you're ever unsure of what to do, can either focus on clearing shard tiles, blue tiles or tiles that have flames.
Leaders
On the map is a chibi Asura who will follow a set path to the special bosses and will help clear all the tiles on said path. He can be fed Peppers to restore his AP and continue clearing tiles, feeding him also grants some event currency. Once the special boss has been defeated he'll just stay in the same spot and do nothing until the map changes.
On map 2 a chibi SP Shuten will join Asura and on map 3 a chibi SP Onikiri will also join him. They function the same as Asura, ie they'll follow their own paths and can be fed. Can change leaders at any time, but can only feed and see their set path/s for your currently selected one.
Their skills;
Asura: Deals 100% damage to a tile.
SP Shuten: Deal 60% damage to a tile and 20% splash damage to 2 adjacent tiles.
SP Onikiri: Deal 50% damage to a tile and the tile behind it.
Special Bosses
In order to challenge a special boss, the entire server must create a path to them and collect all of Asura's Shards on the map. Creating a path should be extremely easy because everyone just needs to follow Asura, or the other leaders on map 2-3, and attack the same tiles as him.
On maps 2-3, once 1 of the bosses has been defeated a timer will start. The server must defeat the remaining boss/es before this timer ends otherwise the HP for the defeated boss/es be recovered.
Once the boss/es have been defeated, some hourly event currency will begin to be generated. Map 1 is 10000 per hour, map 2 is 15000 per hour and map 3 is 20000 per hour. The event currency is sent out when the timer for the current map ends. The total amount received will be increased by how much Demonic Power you have obtained from the current map. For experienced players, the boss and dispatch tiles will give the most Demonic Power, so if you want a lot of event currency you should help clear those types of tiles. Donation tiles also give a lot of event currency, but please leave them for beginner players who struggle with bosses or don't have enough shiki to do dispatch.
Spiritual Body
Clear certain map tiles to collect Asura's Shards to gain bonus stats for your shikigami, every 5 shards will grant a bonus stat. Once all shards have been collected, the special boss/es for the map will become challengable.
In the menu for this, you can view what bonus stats have been unlocked and equip unlocked bonus effects. There are a total of 6 slots to equip effects in, however, slots are only unlocked after every 10 shards collected. There are a total of 18 bonus effects to unlock, some may require multiple slots in order to be equipped.
Final Battle
This starts on the 10th day of the event and lasts for 2-3 days. The entire server must work together to destroy the 6 barriers giving Taishakuten a 90% damage reduction then help Asura defeat him.
The 6 barriers are 6 bosses, each is solo only, there's no time limit, can be done on auto and costs 5 AP to challenge. All 6 can only be challenged a max of 500 times. Unlike the rest of the bosses in this event these don't have shared HP, these are standard event bosses with ~1mil HP. Each boss needs to be defeated a certain number of times for the barrier HP to be reduced. Bosses drop random 5-6* souls, EXP souls and EXP pamphlets.
When all 6 barriers have been destroyed, everyone will be able to challenge Taishakuten without that massive damage reduction. He doesn't have any phases, but he does have the same skills that he had in his event. Costs 6 AP to challenge him, solo only and can be done on auto.
While the battle with Taishakuten is ongoing there'll be some total accumulated damage rewards and a 6* soul exchange box. The soul box is just the one in Senhime's and Taishakuten's event, need 60 of an item that drops from the battle and you'll have a choice out of 3 random souls. Total accumulated damage needed to get all the rewards is 10bil, rewards are; 200000 gold, animated icon frame, loading screen illust, 100 gold orochi scales, 400 AP, 100 jade and a 4* white daruma.
There is also a leader board, but it is just for showing off the best teams to use.
Special Buffs
Once a buff for a group has been unlocked, said group will gain a 20% damage dealt and damage reduction buff. Here are notable shikigami from each group.
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Quests
There are 3 types of quests: story, achievement and wanted. Story quests are completed by the server and is just stuff need to do in order to progress the event. The achievement quests are a mix of server-wide and individual quests, the quests are "fight a boss tile x amount of times", "unlock x amount of buffs for the server", etc. The wanted quests are 3 random quests that refresh once every ~12 hours that you can do.
Exchange Shop
The exchange shop has 2 tabs. The first tab is for the normal shop items, the second tab is for the event packs.
The most notable items are; 120 event AP (restocks daily), 2 loading screen illusts, an animated event frame (same as final battle frame from Taishakuten's event), new Suzuka skin, a black daruma, black daruma shards, EXP Pamphlets, skin tickets, SP skin tickets, mochi, 3 blue summon tickets, a total of 600 jade, lots of AP and gold.
There are 4 event packs that contain the usual stuff; guaranteed 6* souls, shiki shards, jade and AP, daruma shards and realm cards. Each can be bought a max of 500 times. The packs are like the ones in the KnY collab event. For non-CN players or people who didn't participate, each of the packs have a very low chance to give a special item such as; ~128 jade, ~66 AP, ~3 blue summon tickets, ~100 gold orochi scales, 5* white daruma, a black daruma. A little animation will play if you get a special item.
Cost to buy all 120 of the event AP is 480 jade. There is also an s-jade pack that gives you 60 additional daily event AP and 6 Pepper every day at noon and 6PM. So if you want to buy that pack, do so on the first day of the event.
Recommended Teams
Just to reiterate - if you're ever unsure of what to do, can either focus on clearing shard tiles, blue tiles or tiles that have flames.
And don't forget to adjust your soul sets and equip appropriate bonus effects for your shiki throughout the event.
Battlefield of the Abyss
The following teams are just some general ones.
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Alternative for Sen is Oitsuki and for Enmu it's Aoandon or Shoyou. If you choose to use Takiyasha in the Ryoumen team, can equip her with 3 sets of boss souls.
For additional teams when a boss has 0 minions, can refer to older event guides with recommendations for similar bosses.
Final Battle
For the barrier bosses, can use your standard event farming team or the same teams shown in the above section. Or you use a team like this one: https://www.bilibili.com/video/BV1964y1d7Aq/
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Taishakuten always uses his annoying skill that will control your shiki with the highest ATK on his 2nd turn and never again. The only way to prevent him from controlling your shiki is by equipping Seimei with his shield. It needs to be used on Seimei's 2nd turn which should happen by default on auto.
The house imp buff in the 1st team is specifically for Senhime's deep freeze. So if you don't have her skill 2 maxed you can either do something about that by feeding her some black daruma, try swapping out SP Kiyo for SR Kiyo equipped with snow spirit or try using a different buff.
The latter 2 teams were only used during the last ~10% of the fight. The Taishakuten buff can be swapped for the seductress buff.
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nerdythebard · 3 years
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#9: Sypha Belnades [Castlevania]
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Happy Castlevania Day, everyone!
We continue our little special with everybody's favourite Speaker, a self-proclaimed enemy of God, and all-around nerd – Sypha Belnades. Wielding magic, knowledge, and somehow keeping Trevor and Alucard in check, it's going to be fun to have her in your D&D game.
Next Time: ...I mean, y'all know who is left. The Cool Whip Man cometh!
So, what do we need to start shooting some spells (besides a lovely Spanish accent)?
Big Brain Time: Sypha is a Speaker, a collector of knowledge, and a walking library with expertise ranging from magic, history, and probably anything you can think of. And even more, because "we know all the words".
A Song of Ice & Fire: These two seems to be Sypha's weapons of choice. We've seen her do other feats of sorcery, but it's usually fire bolts or ice walls we see the most.
Limber! Loose! Rubber Goose!: Sypha doesn't wear any armour and is able to keep up with Trevor and Alucard, both obviously Dexterity-based fighters. If we can't give her some Hit Points, we'll make sure she can avoid danger.
---
Sypha is a Human (hooray, our first Human!) and her magic prowess gives us a good excuse to make her a Variant Human. We get a +1 to two abilities of our choice, let's pick Intelligence and Constitution. We also know Common and one other language, and we get to pick one skill proficiency, let's get Investigation. Variant Humans can also get one feat from the start; War Caster is a great idea for any spellcaster who finds themselves in the heat of battle. We have an advantage on Constitution saving throw to maintain our concentration, we can use somatic components of the spell with just one hand, and when we get to make an attack of opportunity, we can cast a spell instead of making a melee attack.
For Sypha's background, I don't think we can do anything but Sage. We're smart, we've been studying history and arcane arts our entire life, and therefore we get proficiency with Arcana and History. We get to learn two languages of our choice, and we get the Researcher feature; we have a rough idea where a piece of information we're looking for could be located, whether it's a library, archive, or somebody's residence.
ABILITY SCORES
It goes without saying that Intelligence goes first here, we need the smarts for the spells. Next up is Dexterity, we are good enough to keep up with both Trevor and Alucard, and not get easily surprised by night creatures. Constitution is next, every spellcaster needs those precious Hit Points.
Wisdom is next, we're much more the book-smart type, but we've certainly picked up some street-smarts while travelling with our whole clan. Follow that up with Charisma, it's a little lower than I would like it to be, but we occasionally get to make Trevor do what we want to. Finally, we'll be dumping Strength.
CLASS
I think nobody will be surprised if I say this is a pure build. We're going Wizard start-to-finish.
Wizards are the squishiest of squishy bois in D&D, as their Hit Dice is a d6. We start with [6 + our Constitution modifier] Hit Points and no proficiencies with any armour type. We are, however, proficient with daggers, darts, slings, quarterstaffs, and light crossbows. Our saving throws are, of course, Intelligence and Wisdom, and we get to pick two class skills; let's get Insight (to better spot shady activities in towns we visit) and Religion (God may hate us, but you know what they say - know thy enemy).
Level 1 - We start with Arcane Recovery, which is a useful trick to recover spell slots. Once per day, when we finish a short rest, we can refill our expended spell slots. The combined level of the spell slots must be equal to or less than half of our Wizard level... which means for a while we'll be only recovering 1st-level spells...
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Since we're a Wizard, we start off with Spellcasting. We know cantrips, ritual casting, and regular spells. Intelligence is our spellcasting ability, and we learn two new spells each time we level up. We start this arcane jamboree with three cantrips:
Fire Bolt lets us hurl a mote of fire at one target. Simple. Effective. On a successful hit, the enemy takes 1d10 fire damage (damage increases as we level up).
Ray of Frost is similar, the basic ice spell. On a successful hit, the target takes 1d8 cold damage (scales with level), and its speed is reduced by 10 feet until the start of our next turn.
Shocking Grasp sends a jolt of electricity through one target we touch. If a target wears armour made of metal, we make the attack roll with advantage. On a successful hit, the target takes 1d8 lightning damage (scales with level) and cannot take reactions until the start of its next turn.
Wizards start with two 1st-level spell slots and six 1st-level spells:
Burning Hands creates a 15-foot cone of fire. All creatures within range have to make a Dexterity saving throw, or take 3d6 fire damage (half damage on a successful save).
Detect Magic lasts for 10 minutes (concentration) and shows us all magical effects within 30 feet of us. We see the magic as colourful aura around objects or people, and we can distinguish which type of magic the effect belongs to (we cannot identify the spell itself).
Frost Fingers creates blasts of cold coming from our fingertips. Each creature within a 15-foot cone must make a Constitution saving throw, or take 2d8 cold damage (half damage on a successful save).
Ice Knife creates a shard of ice that we can throw at one target, dealing 1d10 cold damage on a successful hit. Hit or miss, the shard then explodes, forcing every creature within 5 feet of it to make a Dexterity saving throw, or take 2d6 cold damage.
Mage Armour makes our defence better. Touching a willing creature (or ourselves), we create a layer of magical protection that makes the AC [13 + Dexterity modifier] for 8 hours.
Shield is used as a reaction when we're being hit. The spell adds +5 to our AC until the start of our next turn.
Level 2 - It is here that we pick our subclass, our Arcane Tradition, and since Sypha is such a powerful necromancer, I think it's only natural to–
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Yeah, we're obviously picking School of Evocation, as it's the one focusing on the elements. Everything that burns, freezes, and shocks are here, and we need all of it.
We start this subclass with Evocation Savant, which halves our time and gold needed to copy evocation-type spells into our spellbook. I know Speakers don't believe in the written word, but Sypha always valued books, so she would probably have one in D&D.
Sculpt Spells lets us protect our allies from our own spells if they happen to be in their range. When we cast an evocation spell, we can select a number of creatures we can see equal to [1 + the spell's level], make them automatically succeed on a saving throw (if required), and take no damage at all.
For this level's spells:
Feather Fall protects us and our allies from taking fall damage. We choose up to five creatures within 60 feet of us and slow down their descent rate to 60 feet per round for 1 minute. If the creature lands before the spell end, it takes no damage.
Jump triples the jump distance of a creature we touch for 1 minute.
Level 3 - At this level, we get no new class features, but we do unlock 2nd-level spell slots:
Agnazzar's Scorcher creates a 30 feet long and 5 feet wide line of fire, emanating from us in the direction we choose. Each creature within the line must make a Dexterity saving throw or take 3d8 fire damage (half damage on a successful one).
Gust of Wind makes a strong line of wind (60 feet long, 10 feet wide) blast from us in the direction we choose. Creatures that start their turn in the line must make a Strength saving throw or be pushed 15 feet away from us. As a bonus action, on each of our turns, we can change the direction of the wind.
Level 4 - We get our first Ability Score Improvement. Rule of thumb for any Wizard player: maxing out your Intelligence should be your priority, therefore we're putting +2 to our Intelligence now.
We also get a new cantrip: Dancing Lights create up to four globules of light, floating in the air. We can move them around, and they last up to 1 minute (concentration). The lights can also combine into a Medium-sized glowing humanoid, for purposes of distraction.
We get two more spells:
Scorching Ray creates three bolts of fire, which we can hurl at up to three targets. We make an attack roll for each bolt. On a hit, the target takes 2d6 fire damage.
Snilloc's Snowball Swarm forms a flurry of snowball-like projectiles in a point of our choice within 90 feet from us. Each creature within a 5-foot-radius sphere from the point must make a Dexterity saving throw, or take 3d6 cold damage (half damage on a successful save).
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Level 5 - We don't get any new class features here, but we do unlock 3rd-level spells:
Dispel Magic ends any spell of 3rd-level or lower. If a spell is of 4th-level or higher, we must roll a check for our casting ability (DC = 10 + the spell's level). If we use a spell slot of 4th-level or higher, the spell ends automatically, provided the spell slot's level matches or is greater than the spell's.
Fireball is a no-brainer, we had to pick it. Select a point within 150 feet from us. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw, or take 8d6 fire damage (half damage on a successful save).
Level 6 - We get our first subclass upgrade, Potent Cantrip. If a creature makes a saving throw against our cantrips, they instead take half of the damage. Unfortunately, it's not helpful to us yet. Let's take some more spells:
Fly gives a willing creature flying speed of 60 feet for the duration (10 minutes, concentration). When the spell ends, the target starts falling. We can target more than one creature if we use spell slots of 4th-level or higher.
Lightning Bolt fires off a bolt of electricity in a 100 feet long and 5 feet wide line. Each creature in the line must make a Dexterity saving throw, or take 8d6 lightning damage (half as much on a successful save).
Level 7 - Time to unlock 4th-level spell slots:
Control Water lets us manipulate a body of water within 300 feet of us. The spell lasts for 10 minutes (concentration) and we get to select from four different effects (Flood, Part Water, Redirect Flow, and Whirlpool); we can use our action on our turn to change the effect or repeat it.
Wall of Fire creates, well... a wall of fire within 120 feet from us. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. It lasts for 1 minute (concentration). We can select which way the heat from the fire is facing. When the wall is forming, creatures in its way must make a Dexterity saving throw, or take 5d8 fire damage (half damage on a successful save).
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Level 8 - Time for another ASI. As per the rule of thumb, we need to cap our Intelligence ASAP. So, let's put +2 into it right now. As for our spells at this level:
Dimension Door creates a small spatial opening, which teleports us up to 500 feet in a direction of our choice we can visualize or describe. We can carry objects with us, as long as they don't go over our carrying capacity, and we can bring one willing creature with us.
Ice Storm creates a localized hailstorm in a 20-foot-radius, 40-foot-high cylinder at a point within 300 feet of us. Each creature in the cylinder must make a Dexterity saving throw, or take 2d8 bludgeoning damage and 4d6 cold damage (half damage on a successful save). Hailstones turn the area into difficult terrain until the end of our next turn.
Level 9 - Nothing new class-wise. We unlock 5th-level spells:
Cone of Cold creates a 60-foot cone of biting cold. Each creature within its range must make a Constitution saving throw, or take 8d8 cold damage (half damage on a successful save). Creatures killed by this spell become frozen statues.
Hold Monster forces a Wisdom saving throw on one non-humanoid creature within 90 feet of us, and inflicts paralysis on a failed save. It lasts for 1 minute (concentration), but the held creature can keep making saving throws at the end of each of its turn to shake off the effect.
Level 10 - Halfway through the build, and we get another subclass upgrade. Empowered Evocation lets us add our Intelligence modifier to one damage roll of every evocation spell we cast. Since most of our repertoire is evocation-type spells, we now have a huge damage boost. For spells that create multiple projectiles (e.g. Scorching Ray), we add our Intelligence modifier only to one projectile.
We also get our final cantrip of this build: Frostbite makes numbing cold appear on one target's skin; they have to make a Constitution saving throw, or suffer 1d6 cold damage and have a disadvantage on the next weapon roll they make before the end of their next turn. Because of our Potent Cantrip feature, this spell always deals damage.
For this level's spells:
Counterspell... yes, I know it's 3rd-level, but we really do need it. Sypha is powerful enough to shut down Dracula's magic. It works similarly to Dispel Magic, but this time it's a reaction to somebody casting a spell, instead of a pre-established magical effect.
Immolation chooses one target within 90 feet of us and deals 8d6 fire damage, provided they fail their Dexterity saving throw (half damage on a successful save). On a failed save, the target is also set on fire for the spell's duration (1 minute, concentration). They shed bright light in a 30-foot radius and must keep making Dexterity saving throws at the end of each of their turns, or take 4d6 fire damage. On a successful save, the spell ends. The fire is magical and cannot be extinguished by non-magical means.
Level 11 - We unlock 6th-level spells here:
Chain Lightning creates an arc of electricity, which hits one target within 150 feet from us. It then splits into three bolts, which hit three closest creatures within 30 feet of the original target. All targets must make a Dexterity saving throw, or take 10d8 lightning damage (half damage on a successful save).
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Disintegrate works in a similar manner to Dispel Magic or Counterspell... except it's much more lethal. The spell targets a creature, an object, or a magical effect (such as a barrier made via the Wall of Force spell). A targeted creature must make a Dexterity saving throw, or take 10d6+40 force damage. If their Hit Points are reduced to 0, the target is disintegrated to dust and cannot be brought back, unless via the True Resurrection or Wish spells.
Level 12 - Time for another ASI! Since our Intelligence is already maxed out, let's get our two points into Constitution, for those Hit Points we desperately need.
We get two more 6th-level spells:
Otiluke's Freezing Sphere is basically the ice version of Fireball. It creates a small ice ball in a point within 300 feet from us, which then explodes in a 60-feet-radius sphere. Each creature within the area must make a Constitution saving throw, or take 10d6 cold damage (half damage on a successful save). We can also use the ice ball to freeze a body of water up to 6 feet deep and 30 feet square.
Wall of Ice does exactly what it says on the packaging. It creates ten 10x10 ice panels, which we can shape as we wish as long as the panels touch one another. Each panel as the AC of 12 and 30 Hit Points, and even if they're destroyed, they leave freezing air in their place. Creatures moving through the air must make a Constitution saving throw, or take 5d6 cold damage (half damage on a successful save).
Level 13 - Once again, we get no class features, but we do unlock 7th-level spells:
Delayed Blast Fireball is the hand grenade option we need. We can select a point within 150 feet from us and plant a Fireball spell to be activated after 1 minute or if our concentration is broken. The spell creates a fiery explosion within a 20-feet-radius sphere, with the base damage of 12d6 fire. If by the end of our turn, the spell is not detonated, the damage increases by 1d6 each turn.
Prismatic Spray creates eight colourful lights and sends them out in a 60-foot cone. Each creature within range must make a Dexterity saving throw. On a failed save, we roll a 1d8 and decide which colour hits the creature. We have a choice between 10d6 elemental damage, blindness, paralysis, or two effects at once.
Level 14 - Here we get our final subclass upgrade, Overchannel. Once per long rest, when we cast a spell of level 1 through 5, we can decide to deal the maximum amount of damage that spell allows. If we choose to use this feature again before finishing a long rest, we suffer 2d12 necrotic damage per every level of the spell. Each time we use it after the second, the necrotic damage increases by 1d12.
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We continue with 7th-level spells:
Teleport instantly teleports us and up to eight willing creatures (or one object) to any location we specify, depending on the degree of familiarity we have with it. The certain success is if there is a permanent Teleportation Circle in the location we want to appear, or if we have something associated with the location.
Whirlwind creates a violent wind storm in a point we can see within 300 feet of us. The whirlwind is a 10-foot-radius, 30-foot-high cylinder. Until the spell ends (1 minute, concentration), we can use our Action to move the whirlwind up to 30 feet in any direction. Creatures that begin their turn in a whirlwind must make a Dexterity saving throw, or take 10d6 bludgeoning damage (half damage on a successful save). In addition, a Large or smaller creature must make a Strength saving throw or be restrained inside the vortex.
Level 15 - Time for 8th-level spells:
Antipathy/Sympathy works as a repellent or... whatever the... opposite of a repellent... is. Attractor? It draws or pushes from us creatures of our specification for 10 days.
Control Weather changes weather patterns in 5 mile radius from us for up to 8 hours (concentration). We must be outdoors when performing the spell, and we can select precipitation, temperature, and the state of winds.
Level 16 - For this ASI this time, we'll put two points into Dexterity.
As for this level's spells:
Incendiary Cloud creates a 20-foot-radius sphere of smoke and embers in a point within 150 feet of us. When the cloud appears, creatures inside it must make a Dexterity saving throw, or take 10d8 fire damage (half damage on a successful save). The same saving throw must be made by a creature who enters the cloud, or who ends its turn there.
Power Word: Stun work on creatures with 150 Hit Points of fewer and stuns them instantly. All those months of travel with Trevor turned us into quite a sailor-mouth, even night creatures are shocked.
Level 17 - Since Wizards are the Apex of the Arcane, we unlock the most powerful spells in the game right here!
Foresight gives a creature we touch a limited ability to see into the future for 8 hours. For that duration, the target cannot be surprised, and has an advantage on all rolls (attack, skill checks, and saving throws). Additionally, other creatures have a disadvantage against the target on all rolls for the duration.
Imprisonment requires a lot of materials, but it creates a permanent magical confinement that holds a one creature that fails its Wisdom saving throw. The imprisoned creature is being kept in suspended animation, and no Divination-type spell can locate it.
Level 18 - Here we get the Spell Mastery feature. It lets us choose one 1st-level spell and one 2nd-level spell, and cast them at will, without the need to burn a spell slot. Shield and Scorching Ray would be my picks.
Meanwhile, in the 9th-level spell section:
Gate is a portal spell, which creates two linked portals; one in front of us (within 60 feet), other in a location on another plane of existence. It lasts for 1 minute (concentration). We could also name a creature we know is on another plane, and yank it through the portal to our current location (for example, a certain Vampire Lord from Hell).
Meteor Swarm makes it rain fire from above. Choosing a spot within 1 mile, lets us cover a 40-foot-radius sphere in Goodness Gracious Great Balls of Fire! Each creature within the sphere must make a Dexterity saving throw, or take 20d6 fire damage and 20d6 bludgeoning damage (half damage on a successful save).
Level 19 - For our final ASI, we increase our Constitution.
As for the spells:
Prismatic Wall creates an opaque wall 90 feet long, 30 feet high, and 1 inch thick. The wall sheds bright light for 100 feet and a dim light for additional 100. Creatures within 20 feet of the wall must make a Constitution saving throw, or be blinded for 1 minute. The wall is composed of seven layers, each with different properties that affect creatures attempting to pass through it (see: Prismatic Spray for comparison).
Invulnerability makes you immune to all damage for 10 minutes (concentration).
Level 20 - Our capstone is the Signature Spell feature. We choose two 3rd-level spells, and make it so we always have them prepared. We can cast them once per short or long rest without burning a spell slot. Fireball is an obvious choice, and let's add either Dispel Magic or Counterspell. Both provide good support.
For our final spells:
Blade of Disaster creates a planar rift shaped like a blade. When we summon it, we can make two melee attacks on creatures or objects within 5 feet of the blade. On a successful hit, the target takes 4d12 force damage. This spell scores a critical hit when rolling 18, 19, or 20. On a critical hit, the blade deals extra 8d12 force damage. Think of the weird glass-like blades from Doctor Strange
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Wish... Yes, we're getting Wish. Why wouldn't you get Wish? If used safely, it's the ultimate spell. It replicates the effect of any spell of 8th-level or lower, no need for material components or class affiliation. Alternatively, it can do... well, anything you desire, but keep in mind if it's used for something else than replicating a spell effect, there is a 33% you'll never cast it again.
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And that is it. Sypha Belnades, the Avatar Speaker Magician. Let's see what we've got:
First of all, we've got damage. Damage on top of damage on top of more damage. We're very battlefield-oriented spellcaster. Unfortunately, most of our spells are fire and cold, two very common resistances or immunities. We have a lot of concentration spells, so we need to pick what we want to do. With 131 Hit Points on average, we're also squishy. Luckily, with Shield as our at will spell, we do have a pretty good AC.
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And that is it! Join me next time, for the last member of the Castlevania OT3!
- Nerdy out!
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300iqprower · 2 years
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Hypothetical Rank Ups No. 21-23: St. Georgios
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ok fvck this site it deleted this when I was halfway through so I’m getting to the point with far less flowery an introduction: The reason why a servant considered very good tor Free to Play gets 3 rank ups? Georgios isnt actually that good compared to what people claim because he’s held together with tape and string in the form of one of the only Bond CE’s worth a single fuck, and an amazing first skill in form of an on demand 3 turn taunt. 2/3 of his kit is useless and his supposed intended niche of on demand dragon effectiveness is GARBAGE. What’s more his lack of any rankups despite being a launch day servant means an NP rank up is downright obligatory. As far as skills go one of his two skill rank ups will be a single effect while the other is simply making his initial niche actually usable rather than either of them buffing him to something new. NOW THEN:
Ascalon B -> Ascalon B+ Deal significant DEF-ignoring damage to a single enemy.^ Apply trait [Dragon] to a single enemy (3 turns). + Apply Skill Seal Immune to self (3 turns).  <Overcharge> Greatly increase your DEF (1 turn).^
In addition to the obligatory scaling increase his NP is piercing because he’s never the dps to begin with at the third lowest attack in the game so a pierce is downright necessary to make it any different from a pure support NP. It’s also literally stated in his Apocrypha materials Ascalon’s supposed to have it: “by reversing its protective power, it becomes a sword that pierces through any kind of armor.” The defense was originally boosted to three turns but I instead changed it to 1 turn with increased scaling to accommodate meta (20/25/30/35/40% -> 40/45/50/55/60%). Georgios already has a 3t defense boost in the form of his taunt and most defense support skills increase defense for 3 turns as well so this is high enough scaling and low enough damage from the NP itself to make it worth potentially saving as an emergency defense boost in the face of an incoming NP or something. I didn’t want it to be invincible either since not only does he have Guts for hard survival, but giving him Invincible would mandate making his defense boost 3 turns otherwise it’d be useless in 98% of all fights for self explanatory reasons, and that felt like too much and too many general defense buffs. Instead I went with an effect currently possessed only by Vergil Sparrow via her unique passive, Skill Seal Immune. This is also based on the Ascalon mats that state its “invincibility” has nothing to with its strength but instead refers to it always having the capacity to defend from harm. This translated to Georgios always having the ability to access his skills to defend himself or others if need be no matter what efforts are made to prevent that.
Martyr’s Soul B+ -> Diocletianic Martyr B++ Increase own Mental Debuff Resist (3 turns). Recovers own HP.^ + Decrease own Critical Star Gather Rate by 100% (3 turns).
Both gameplay and flavor wise this skill is the most straightforward, and represents Georgios’s imprisonment and enduring resistance from both torture and coercion under Emperor Diocletian, as well as that selflessness resulting in him famously giving away to the poor all the treasure he received from killing the dragon. Gameplay wise this is the simple effect I mentioned and a very self explanatory one as well: Star Gather Down. If you didn’t know about Star Gather before, you know about it after that Billy Rank Up, and so you can figure out why any rider being a pure support unit, especially one with no crit buffing and horrid attack, is an issue. So if actually-quite-decent-crit-damage 1 star offense support Bartholomew gets a gather down, let’s definitely give it to 2 star defensive support Georgios. And of course we should make the heal actually worth a damn, at minimum doubling the heal but preferably a max of 5000.
Battle Continuation A -> Passio Sancti Georgii Apply Guts to self (1 time, 5 turns). + Gain Class Affinity advantage against [Dragon] enemies (5 turns). Apply Delayed Buff: Apply Burn to all enemies (10 turns) when defeated (5 turns). [Reduce skill’s cooldown by 2]
The Latin name for the story of St. Georgios meaning “Passion of Saint George” which was adapted from Greek in the sixth century. Unlike that version he is executed by Emperor Dacian of the Persian Empire, and in response God answered his prayers in death by sending a whirlwind of flame that killed/carries off Dacian the moment Georgios is executed (Fun fact: this is in the Muslim retelling as well where Georgios is also believed a prophet). That’s the pure flavor DOT for ya, and why it activates on death not on Guts. The real change here (aside from the Guts HP being raised because like a lot of early forms of healing the HP recovery is pointlessly low) is Georgios being remotely worth his supposed Anti-Dragon support niche by granting him automatic class advantage against anything with the dragon trait. As stated before even with class advantage Georgios is never doing much damage but with his NP having the ability to turn enemies into dragons, he can on the fly have 3 turns of defense advantage against his foes and if they’re inherently dragons then he’ll have up to 5 out of every 6 turns being at advantage.  This also has a basis in flavor, as Georgios used his spear against the dragon only for it to immediately break against its scales, but when he refused to backdown and drew his sword, Ascalon was blessed by God for his courage and severed the dragon’s head with one swing (in some versions though, it was simply his own cunning as he waited for a chance to pierce the dragon’s heart through its soft underbelly). In turn the name of the skill now refers to both the start and end to the legend of Georgios with his blessing against dragons and fire upon death.
So as I said, this is 3 skills on what is still a usable unit, yes, but this will make Georgios properly fill his niche’s regardless of CE. The star gather down and general healing increases to something actually worth it will mean that he’s not just a 3 turn stall on legs, able to survive long periods without Eresh levels of defensive support (since they keep banning you from using the version of Mash worth a damn) and his gather down meaning it might actually be worth keeping him on the field rather than using him for just that first skill and Bond CE and intentionally getting rid of him after. Dragon wise he’ll now actually be worth fielding against them or even better able to turn things like Lancers, Extra Class servants (especially alter egos), and Berserkers into Dragons without worry of Class Advantage while making units like Sieg and Sigurd absolute boss killers regardless of THEIR class advantage as well. This is why even if it wasn't too OP to hand out, I wouldn’t be making his dragon advantage aoe support, as the dedicated dragonslayers have such high modifers it already overcomes the lack of damage from class advantage and their issue being moreso literally everything else. But that’s for another day. In the meantime, Georgios would go from the Free to Play/Budget tank staple he is to a unit defined by more than his CE selection.
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This was originally way further back in the queue but White Day happened and it was fantastic.
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nemrut · 3 years
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Epic Seven / Re: Zero Collab Units
So, a lot of units were revealed. Three five-star collab units and five three star regular units, and it is amusing to me that the three-star units are creating more buzz.
Since I am not a big Re: Zero fan, I am also more drawn to the three-star heroes, although, I have to say, the collab units seem solid so far.
Personally, I am mostly drawn to Emilia as of now, at least on paper, simply for her more offense oriented Soul Weaver kit. From what I remember, her kit doesn't really seem to work thematically for her all that much, or to her in show capabilities, but it works for the game.
So, Emilia. Her S1 gives healing based on her own max health to the ally with the lowest health. That's solid. Nothing too special but solid. Makes counter viable on her, similar to Destina only without the potential cleanse from the EE. With the right artifact, she can either heal one target with the same effect twice or heal two different units at once.
Her S2 is her best skill. It dispells two debuffs from an ally, gives increased attack for two turns and increases their CR by 40%. It also increases her own CR by 25%. With mola, the CR on the target can increase to 50% and it is on a two turn CD. SB also heals the target unit for ten souls. That's one packed skill. Can be used for cleavers or units like Straze or LQC or any other offensive unit with no atk buff who is a bit slower than her.
Her S3 cleanses two debuffs from her whole team, heals them and gives a two turn barrier. Nothing amazing but respectable.
So, all in all, she doesn't bring any new skills or abilities on the table. I will probably give her Ray's equipment and call it a day. She is a typical cleanser soul weaver where one should focus on speed, ER, HP and Def in that order. She is still very solid and I would personally benefit because I have no cleanser who provides and atk buff and cr push at the same time. I think she is also better than ML Kawarick even though they have similar kits, lol. But anyone who already has one built could probably pass on her but dunno, she has better animation and her ER imprint does make things easier.
Her artifact is interesting, in that it gives a flat ER of 15% on top of healing an ally once a turn for what I assume is 15% with no copies at plus 15. It serves her well, but of course, soul weaver artifacts are good across the board and all of them can work there.
While her S1 might allow for a counter set, I do think speed/ER set is the way to go. You want her fast enough to use her S2 or S3, depending on the situation and she has to go before the rest of your team. She doesn't even care that much whether she goes before the enemy or not. If she goes after, she cleanses their debuffs, if now, she just uses the S2 and starts an attack with your cleaver or damage dealer. She is definitely going to be useful.
Rem is more interesting in that she is getting new abilities, but that also makes her a bit harder to predict.
Her S1 can defense break the enemy. 35% odds without mola and 50% with mola. If she is in demon mode, she attacks twice.
Her S2 is her weird new stuff. When anybody dies, she cleanes all debuffs on herself and activates Demon Mode for two turns. This can only happen once every 5 turns so, basically, in pvp/rta that means it can only happen once in a fight. Demon Mode means that she is immune to debuffs, it cannot be stripped and the debuffs she applies ignore ER.
When an ally is attacked, she has a 15% chance to counterattack with iron strike. In turn, iron strike attacks all enemies, decreases their buff durations and makes them unhealable for 1 turn. It also says that iron strike takes priority over counterattacks with basic skills, so that means she counterattacks with Iron Strike instead of her S1. Molas increase her counterattack chance to 20%
Her S3 gives herself an attack buff and aoe attacks all enemies and decreases their hit chance for two turns and increases her own CR by 50%.
Her artifact increases crit chance by 15% and whenever somebody dies, it gives the user a CR push between 12 and 24%. Not sure how much CR push that is for +15 without any copies.
Artifact is meh, tbh. I guess it can be useful, but dunno if I would give her that.
Team imprint is health and on her self it is plus crit chance which would make it easier to go for dps build but have fun getting several copies of her with three collab heroes and artifacts plus summer Iseria and her artifact around the corner.
So, what about Rem? Her kit is interesting at least. She needs for someone to die before she starts going crazy which is somewhat fitting. That means she probably doesn't want to go first if one wants to take advantage of the ignores ER thing. In fact, one can build her with no effectiveness at all, which makes things at least a bit easier. That said, she seems to be a lot more gear hungry than Emilia was in order to use her effectively.
For her S2 condition to activate she needs to be teamed up with an ally who is rather fast and can snipe at least one enemy unit before she takes a turn, in which case one can get away with a bit less bulk. Still, I do think one wants to build Rem as tanky as possible, as she should remain on the field for as long as possible and hit the enemy team with Iron Strike and attack twice with her S1.
So, I am unsure how she would interact with a counter set. Does the sentence "Iron Strike takes priority over a counterattack with a basic skill" refer to all counterattacks she makes or only those which are facilitated by her S2? If only her S2, I would probably go for a bulk and damage with medium speed. So, speed or atk sets. If it refers to all counter-attacks, maybe go with counter. I think one can give her Champion's trophy and hope for stuns on top of everything, although her skill makes it clear that the ignores ER effect does not apply to artifacts, so enemies might resist there, especially if there is no effectiveness on her otherwise.
All in all, I can see two options with her builds: Either go for dmg or go for debuffs. Either way, she wants to stay on the field for as long as possible to counterattack as much as possible. She should be fun, but I don't know how good she will work.
Think will have to sit on her kit for a while longer. I could also see the cockroach approach with her, where you accept that the one person dying is on your own team and hope Rem can turn things around afterwards. If the one dying is on their team, you are kinda wasting the self cleanse but then again, planning for someone on your team to die is not a great strategy, even if you have a reviver on your team. That said, maybe she works really, really well with Arby, who should count for the team death thing. I don't know, it seems fun at least.
Last and maybe least is Ram. She is a mage, gives her team health with imprint or effectiveness to herself.
Her S1 attacks one enemy and has a 60% chance (75% with mola) to decrease attack for 1 turn. If she is buffed, it reaches 100%. Soul Burn allows her to attack all enemies for ten souls.
S2 is a passive and increases her own Atk by 30% and reduces the effect of CR debuffs on her by 80% (100% with mola).
S3 attacks the enemy and inflicts def break on them for two turns and gives herself Greater Attack Buff (also called GAB in case you heard a youtuber say it and didn't know what they meant)
Her artifact increases her ATK by 15% and decreases dmg suffered by elite or boss monsters by 15% at +15.
So, I'll be honest, she seems a bit underwhelming. Her S1 is aptly titled How Boring. because it is a very boring skill. Decrease Attack is not useless, by any means, but it is also not that great. A possible aoe on her S1 with ten souls can be useful against enemies hiding in stealth, but there are better options. Her passive is interesting at least, since it means she can't really be pushed back, and she has a lot of atk. That said, her S3 is okay, but also not great.
With her artifact, she seems more of a pve unit, but she also should be useful in pvp. Like, with 30% atk from her s2, 15% atk from her artifact and GAB on herself, alongside a decent attack set, or a speed set with good atk, that should translate into a lot of dmg with her basic attack, especially if it can be a potential aoe with only ten souls. She can also be paired up with Lilias who benefits from her high attack to cleave, especially if she goes after her and there is someone def broken there.
Could build her with no crit chance and crit dmg in order to get her speed and atk as high as possible, or a bit less of both and go for a more traditional damage dealer for pvp.
As for pve, I don't know, maybe expedition? She could def break for Banshee, but so can a milllion other units. I don't know if she is useful after that, but can't imagine her replacing Baiken there. Also find it hard to believe that someone wouldn't have Leo or Bellona or kluri or any other def breaker for that, so can't see how she is good for wyvern. If she had been ice or fire, I would say good for either one of those two hunts, but banshee might be the one hunt her skill-set is ill-equipped for. Might be overlooking something, though.
So yeah, those were the collab units and artifacts. Seems solid enough, I like Emilia and Rem seems interesting enough. A bit meh on Ram.
Still, the three stars seems more exiting, oddly enough.
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Mata Hari Analysis: Because I LOVE HER
By god if there’s any of my analyses that get numbers please let it be this one, I’m very passionate about my appeals that Mata Hari is actually a very usable Servant, especially comparatively to other 1-stars.
Mata Hari Assassin Max HP: 6,565 Max ATK: 5,377 (Effective ATK: 4,839) Attribute: Man Star Absorption: 98 Star Generation: 24.6% NP Charge ATK: 2.1% NP Charge DEF: 4% Death Rate: 55% Traits: Female, Humanoid, Servant, Weak to Enuma Elish
QQQAB Quick = 2 hits, Arts = 1 hit, Buster = 1 hit, Extra = 3 hits Quick: 4.2%, Arts: 2.1%, Extra: 6.3%
Espionage A++: Increases own critical star generation rate for 3 turns. (10 -> 30%) Cooldown: 7 -> 5 turns
Pheromone B: Chance to Charm all Male enemies for 1 turn. (30 -> 60%) Reduces all enemies' defense for 3 turns. (10 -> 20%) Cooldown: 8 -> 6 turns
Double Cross B: Seals one enemy's skills for 1 turn. Reduces their defense for 3 turns. (10 -> 20%) Cooldown: 8 -> 6 turns
Mata Hari Arts Chance to Charm All enemies (40 -> 60%, NP Level) Reduces their attack for 1 turn. (20 -> 40%, OC) Reduces their defense for 1 turn. (20 -> 40%, OC)
Primary Role: DPS Support, Debuffer Secondary Role: Disabler
Mata Hari is one of my favorite Servants in the entire game, and not just because she's beautiful and I love her, but because she's a pretty competent Servant when used correctly. The key word there is correctly, and a lot of new players will end up overlooking Mata Hari because she doesn't play as simply as other Assassins do. She's not going to be as effortless to use as your Sasaki Kojirou and your Cursed Arm Hassans, but to a certain extent, it is understandable because DW has given her very little love. But that's okay, that's what we're here for.
Starting with her fundamentals, the first thing that will probably standout is her stats, which are pretty atrocious. Her HP is OK for a 1-star Servant, but she's not going to function as a tank any time soon, and her ATK is so low, especially with the Assassin ATK modifier, that she will struggle to deal any damage. Fortunately, Mata Hari is not really suited to tanking or attacking, and so largely her stats are mostly irrelevant. Her NP generation is actually quite standout, however, because of her very high base NP gain per hit. Her AQQ chain will generate on average about 44% of her NP gauge, which is quite standout, especially for a launch Servant. Even her QQQ chain has rather decent NP gain at 25%, especially since there are no Arts cards involved. However, when it comes to star generation, Mata Hari has a ton of problems. Her Quicks only have 2 hits which drastically limits her star generation potential. Her QQQ chain will generate 15 stars on average, and 25 with the Quick bonus, and with her 1st skill, she'll generate...18 stars on average. Without any star bombs like Sasaki Kojirou or Cursed Arm Hassan, she has no way to patch up her star generation. Even with maximum star generation though, she only has a potential maximum of 27 crit stars (6 + 6 + 6 + 9), or 37 with the Quick bonus. Low hit counts really suck kids.
Moving onto her skills, we first have Espionage, which is a borderline garbage skill. Star Generation buffs are nice, but 30% hardly moves the needle. All it does is give an extra 30% chance for a crit star. This is why the actually good star generation bonuses are much more often 50% or 100%. For Mata Hari's best chain this results in just a measly 3 extra crit stars, so this skill is only worth leveling if having a Servant at 1/10/10 gives you anxiety. Pheromones however is actually a pretty decent skill, having a moderate chance to Charm any Male enemies as well as reducing the defense of all enemies by 20%. The Charm chance is more of an added bonus, but the Defense down is what you're looking for the most here. This can be combined with Double Cross, which inflicts Skill Seal for 1 turn and reduces their defense by an additional 20%, and the gameplay strategy of Mata Hari might start to become clear. She's a Defense debuff stacker, and really more of a support Servant over anything else.
Mata Hari's NP is largely an optional bonus. It presents another moderate chance to charm, but this time its not gender locked, and she'll inflict an Attack and Defense down debuff to all enemies. This can be as strong as 40% with maximum OC, but it is extremely rare to get to that point or make it worthwhile, since the debuffs only last for 1 turn. Mata Hari doesn't need to use her NP to make an impact, but incorporating it into your strategies can be pretty helpful.
Mata Hari's role is to boost the damage of the team, and do largely little else. Due to this, her low stats don't really impact her, and in some cases, can be even beneficial. Since she's not going to do any DPS or real damage and she's not really meant to stick around for a long time, low HP and ATK will end up being okay. Of course, this also means that Mata Hari is a fairly inflexible Servant since she only does one thing really well.
Grails: Grails for a 1 star can be really important to cementing them amongnst competition. For Mata Hari however, this is largely just for love. It'll put her Max HP to 10,120 if you grail her all the way to Level 100, and her Max ATK to 8,355, or 7,520 effective ATK. Essentially, it allows her to stick along longer and have passable ATK.
Support Options: Supporting Mata Hari is...a choice, to be certain, but I salute you brave person for wishing to make a Mata Hari team actually work. You might want to grail Mata Hari just to make her a bit safer to use though. Since her NP generation is already pretty good, and her Defense debuffs will help sustain her damage enough, all she would really need is extra stars and added consistency to her Charms. Caster Gilgamesh can provide both of those, along with additional defense down and a source of DPS. Phantom of the Opera can also be used here, providing a massive, long lasting Debuff resistance down, Crit star regen for more crit consistency, and his own Charm with buff removal.
In reality, just use Mata Hari to boost the damage of your DPS.
Command Code: Since Mata Hari is mostly meant to be used asd a support, you can use some of the more supportive Command Codes like Bridge of White Rose or Jeweled Birds Coat of Arms. Command Codes that can generate critical stars ca be used to help out her star gen, and Command Codes that increase star absorption can be used to give her some extra help with NP. Command Codes that remove buffs from the opponent can also be useful, especially since they can be difficult to field on DPS with the large number of good DPS Command Codes.
Craft Essences: The biggest one out of the gate is GUDAGUDA Poster Girl, which will give Mata Hari 3 turns of taunt. This allows her to use her skills, tank a couple of hits and then make room for another Servant to continue the job. If you don't want her to just be a sacrifical pawn, you can use CEs such as Kaleidoscope or Demonic Bodhisvatta to abuse her NP. Even her Bond CE is pretty okay, since it'll boost the NP generation of allies as well. Fragments of 2030 can be used to provide an extra 8-10 crit stars, helping to even out her crit star generation for the team.
Competition: While Mata Hari is definitely not a DPS support on the likes of Waver, Merlin, Tamamo, or Skadi, the Servant she most faces competition with is Shuten Douji. Not only is Shuten of the same class, but her kit is extremely similar, just largely better. Howver, Mata Hari has a couple of things going for her. She fits much better into the support role than Shuten does, since Shuten not only has much better stats but also a hard defensive option, which means that playing Shuten as dedicated support means you're missing out. Shuten has the highest ATK of any Assassin currently in the game, and that shouldn't be neglected. But the biggest benefit of Mata Hari is cost, since she only costs 3 in comparison to Shuten's 16. Support Servants are overwhelmingly benefited by being in lower rarities if they aren't meant to also be defensive some way, and Mata Hari fits that bill extremely. Her low Cost means you can run more expensive Servants around her comapred to Shuten.
Pros: -While having a somewhat flawed kit, it is surprisingly synergistic and will allow her to pull her weight -NP generation is quite good, meaning that her NP is never too hard to access if desired -Low HP makes her a fantastic Poster Girl option -Low cost on a support Servant is amazing
Cons: -Very inflexible. She's only really useful as a support Servant without extensive help -Low stats mean she will struggle doing anything else, even if it makes her very good in her support role -Crit star generation is really bad for a triple Q deck -Charm chances are pretty bad, maxing out at only 60% -DW didn't give her an animation update for either Salem or Ooku or Ooku re-run so she still has magic orbs
I'm biased a bit towards low-rarity support Servants since they are the least hampered by their stats. Using Kojirou as DPS, Bartholomew to farm, or Spartacus to tank will always run into problems with their low stats: low ATK reduces their ceiling on their damage and low HP means they simply cannot take many hits. But for a Servant who can be considered "fire and forget" neither stat matters and its much more about kit and cost, which Mata Hari delivers.
This all being said, Mata Hari getting a buff would really not be a bad thing in the long run. Espionage is a terrible skill, Pheromones is not only outclassed by Shuten's 1st skill, it's also outclassed by Europa's version which also outclasses Shuten. Her NP could also use an upgrade, at the very minimum to extend the duration of her debuffs although it could also boost her Charm chance, similar to D'Eon.
You will love Mata Hari though, this is non-negotiable.
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vertex-official · 3 years
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VerTex Reviews 2021| Scam Or Does It Really Works?
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magiamemoriareview · 3 years
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Consult the Closet
Single Effect: Blast Damage Up [40%] (Self / 1 Turn) & Defense Down [40%] (All / 1 Turn)
MLB Effect: Blast Damage Up [45%] (Self / 1 Turn) & Defense Down [45%] (All / 1 Turn)
TLDR: “Consult the Closet” is an extremely good active memoria and will be useful in a variety of content: from regular farming, to EX-Challenges, to Hundred Evils, to Mirrors, to whatever you want really. It has some unexpected versatility in its two effects where you can only use the Defense Down or utilize both effects to its full potential. This absolutely qualifies as Whale Tier, PVE Friendly, and Support Friendly. It’s also an excellent Stat Stick. This memoria is exclusive to the gacha for the event “Where is Ashley Taylor’s Japanese Horror?” This is event memoria and should be kept in case of a rerun.
Review: "Consult the Closet” is a pretty good memoria that will do well in PVE, particularly for farming teams, EX-Challenges, and possibly for longer fights such as the Hundred Calamities. It has two good effects, though one of them has some potential drawback. Let’s talk about that.
Blast Damage Up is a straightforward buff that means blast disks will deal more damage. Blast Damage Up has a capped ceiling at 100% that is extremely easy to hit. That last part is what makes this memoria have issues. When you look at this memoria, you might think that it will do extremely well on Blast Disk farming teams. You’re not wrong, but there are possible issues presented here. This biggest one is the aforementioned cap: Blast Damage Up is one of the easiest effects to overcap on in the game.
A connect that gives Blast Damage Up will have a minimum of 70% to 85% at its highest. Note then that using a Blast Damage Up connect with "Consult the Closet” means you are blowing way past that Blast cap and only 15% of a potential total 130% is used. Getting that extra 15% isn’t bad by any means, but there are also other effects in the game where you could get much more out of the memoria you’re using, such as Attack Up, Damage Up, Damage Increase, Critical Hit, ect. Additionally, if you choose to use this memoria, then you’ll want to watch what passive memoria you’re using in addition. For example, Yozuru’s personal memoria gives her 60% Blast Damage Up, which means 5% of this buff would not be used. Not the worst thing in the world, but it’s still something to be mindful of.
Of course, you can still use this on your Blast girls and it should still be excellent for farming. For example, if you have your AUTO set up so that you use skills at the start of each fight rather than only at the boss, then it’s likely you’ll use "Consult the Closet” before any connects can go out. The short cooldown here means it’s also likely that you can use this memoria more than once in a fight.
For other comparable active Blast Damage Up memoria, consider the following:
“Unwavering Belief” Blast Damage Up [60%] (Self / 1 Turn)
“Latent Strength of the Tokime” Blast Damage Up [40%] & Accele MP Gain Up [22.5%] (Self / 1 Turn)
“The Great Father“ Blast Damage Up [30%] (Self / 3 turns)
However, "Consult the Closet” isn’t just Blast Damage Up-- it also has an excellent secondary effect in Defense Down. Defense Down will decrease the target’s base defense. This effect will allow you to increase your team’s damage without directly buffing a single character, meaning that since it affects the enemy, any character can take advantage of it and not just the one equipped with the memoria.
The Defense Down here is equivalent to the popular “The Way Home After Rain (Mito),” with the only difference being that "Consult the Closet” has a slightly longer cooldown of 6 versus “Mito Rain’s” cooldown of 5. “Mito Rain” is very powerful due to its Defense Down & Attack Down combo, and "Consult the Closet” serves as a more offensive version of it. As mentioned above, Defense Down is a great effect because it means you don’t need the equipped character to make use of it-- any character on the team can take advantage of it. 
For other comparable Defense Down memoria, consider the following:
“The Way Home After Rain (Mito)” Defense Down [45%] & Attack Down [50%] (All / 1 Turn)
“PPPH! Perfect Callout!” Defense Down [40%] (All / 1 Turn)
“Waking Up from the School Bell” Defense Down [35%] (All / 1 turn) & Status Ailment Resistance Up [45%] (Self / 1 turn)
“Popular from the Start“ Defense Down [30%] (One / 1 turn) & Magia Damage Up [20%] (Self / 1 turn)
“Three Geniuses“ Defense Down [25%] (One / 1 Turn) & Chance to Poison [100%] (One / 1 Turn)
(Limited) “Fire Drake Roars“ Defense Down [45%] & Chance to Burn [100%] (One / 1 Turn) (Limited) “Magical Halloween Theater“ Defense Down [45%] & Chance to Curse [100%] (One / 1 Turn)
Now, "Consult the Closet” does have that Blast Damage Up, but you don’t strictly need to use both effects-- you can activate the memoria just to take advantage of the Defense Down if you want. 45% Defense Down on all targets is good enough to justify doing so.
Because of that, you might actually see some play for this in difficult content such as the Hundred Calamities. Multiple strategies can be used for the Hundred Calamities, but an easier one for Free-to-Play players is the Magia Stall team, where you use unlimited uncapped characters like Oriko, Kako, Manaka, and Emiri to maneuver through the fights. The Blast Damage won’t help them much here, but that Defense Down still will, and at a small cooldown of 6 or 7, you should be able to use it often.
Outside of that, "Consult the Closet” is also extremely good for difficult content such as EX-Challenges. As you are more likely to use a blast team in an EX-Challenge (generally speaking), you would be able to take full advantage of this memoria’s Defense Down and Blast Damage Up effects.
“Consult the Closet” has even further uses, if you can believe it. It’s passive DEF stats, when fully awakened, make it an excellent Stat Stick. Stat Sticks are a term used for Active memoria that beef up a character’s defense through the passive stats, not through it’s buffs. These kind of memoria are very helpful in Mirrors, where some actives serve little more than, well, “stat sticks.” A Stat Stick can be useful in some PVE as well, although not quite as good as it is for Mirrors. If a character has low DEF/HP but you don’t want to use up a passive memoria slot to increase their defense through outright effects, then a memoria like this can give the character a little more padding while keeping their passive slots free for extra damage.
Unfortunately, “Consult the Closet” has a slightly too long cooldown where you won’t be able to use it right away in comparison to other memoria (such as Mito Rain). But that doesn’t stop “Consult the Closet” from being incredible all around.
So yes: “Consult the Closet” is an amazing memoria out of a gacha with an amazing limited unit and an amazing limited passive memoria. It absolutely qualifies as Whale Tier.
If you’ve thrown tickets at the Ashley Gacha and got “Consult the Closet” then you have an unexpectedly versatile memoria that can serve you in many ways, from Mirrors, to difficult quests, and to regular farming. This will be very useful on Supports with two or more Blast disks and is extremely PVE friendly.
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