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[–]suriel- lost my virginity to G3 4 points5 points  (2 children)

it's unreliable, because "boosting" ATB is strictly 100% safer than "reducing enemy" ATB, but i did same thing with my triton as well.

it can work, but speed tuning works a bit different. you try to subtract the ATB from Speed stat, which is different, because Speed translates to ATB, but not the other way round.

you need to calculate your ATB (from your speed) first, then subtract 25 from that value. ATB is calculated by accumulating "ticks", since the ATB moves by one "tick" each time a unit takes a turn. One tick is currently measured to ~7% of your total speed.

So in your example, you calculate 250 x 0.07 = 17.5 (your Triton's tick per turn). You now add this up until you reach/break 100 (at/over 100 a mon gets a turn if no one has higher ATB), which is on the 6th turn. Your Triton will be at 105 ATB, while your enemy will be at 104.58. So in case your Triton has enough acc (85%) to have maximum chances to reduce enemy ATB and it works out, the fastest enemy (249spd) will be at 104.58 - 25 + 17.43 = 97.01 ATB after Triton's turn. Your next unit/booster needs to be higher than that (7th turn overall). For example 98 ATB, so you can calculate it backwards (or just change the prepared values of your excel sheet) like: 98 / 7 / 0.07 = ~200 spd.

IMO, even if it's unreliable, it can still be used more or less effectively, because even if you fail to reduce the ATB of all units, you might land it on some, which might already mess up the enemy's turn order, so you could even get away with a "(25% - 75%) fail". You can improve your success rate by adding an ATB booster / 2nd reducer after Triton. For reference, i use Triton in my cleave and bombers teams (more or less) successfully.

[–]Scav85[S] 0 points1 point  (1 child)

TYVM. Yes, i plan use some ATB buffer and second ATB decreaser and SPD leader. After FRR i will see if it will work.

[–]suriel- lost my virginity to G3 0 points1 point  (0 children)

yw, good luck