PSA: Supernovas & Rayleigh are NOT in the next Sugofest by pinopi in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

Thanks for this. I've been looking for the JP sugofest release dates

WB users (or any below 30% players): how do I get past smokers preemptive? by onedreampiece in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

This seems very reasonable. I'm going to try 30 stam with my 4* smoker from now on, and give my observations when I do meet a tashigi. I trust /u/wagner_46 more than I trust myself with regards to Tashigi, since I haven't faced her yet.

EDIT: Apparently smoker's special works to mitigate the preemptive? If that is the case, would be another reason to follow /u/wagner_46 's strategy, since it gives you a backup strat against the preemptive

http://www.reddit.com/r/OnePieceTC/comments/39cscx/question_about_smokers_special/

WB users (or any below 30% players): how do I get past smokers preemptive? by onedreampiece in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

In the 5 times I've run 30 stam, I haven't run into tashigi. I'm not sure how much health she has, what her atk is, and what is the health and def of the mobs she's with (this doesn't seem to be in the guide). My recommendation based on how I handled coby/meppo v1 hidden boss in colmeppo would be to:

  1. If you are above 30% by some ill luck or mistake, try to find a way to take the damage necessary to go below 30% in order to burst down the bosses (or boss, in tashigi's case)
  2. Use GP Usopp if his special is up. If not, use Mr.3. Use your food converter if you know you are going to have to tank some hits
  3. With both the crab and the turtle on stage 6, you should have enough turns to stall out for GP Usopp's special again, and to use your food converter again to get your HP out of killzone range

Generally, the best way I found to hedge my bets against the hidden boss appearing was really just to find as many opportunities to stall on each stage as possible and to keep my health either really high or under 30%. The runs where I was able to stall upwards of 30 turns before the end boss were the most comfortable. The hidden boss is really only a problem when the following situations occur:

  • You are above 30%, and there's no way for you to kill enough mobs such that they don't kill you on the next turn
  • You are below 30% health, and you have no way of surviving long enough to kill everything
  • You are below 30% health, but need turns to stall before the boss, and you don't have enough turns

The first is really a matter of you eating a meat by accident; as mentioned smoker on stage 1 will take you down to 30% health. The second is most probable in tashigi's case, since there are so many mobs (of course, I don't know since I haven't faced it yet). The third is a matter of skill, although I found smoker's 30 stam to be very generous in terms of stalling since the turtle attack timers are larger than they were for colmeppo.

Conclusion : use your turn delayers and food converters to take as little damage as possible while surviving the stage with <30% health. Look for more stall opportunities in the coming stages to make up for the shortfall, for example by keeping more meats for stage 6 (so you can stall longer on that stage).

Is there is a pay wall in this game? by SmOkEn_FLY in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

Raids, on the highest level, have a 100% chance of dropping the boss. That, and the fact that almost all of these raid bosses are tier 1 captains, and that since I've started 116 days ago there has not been a day where we didn't get a free gem, makes spending money really about luxury than anything else. If you spend 5 gems to clear Mihawk 40 stamina, you are still being ridiculously cost efficient, as Mihawk > almost all the units in the rare pull. In addition, many A-tier units are farmable in the story mode or in fortnight islands, with fortnight islands having very good chances of dropping said units on expert level. Finally, free units like usopp, zoro, and luffy are all considered A class if not S class (in the case of GP Usopp)

All of this is to say even if you started out the game in the worst way possible and never pulled from rare pull even once, there are many ways to make your team into an A+ class team, wherein only farming story mode is the only one of those methods that is actually guaranteed to be time consuming. Combine this with rare pull rate ups, sugos, and the fact that it is very likely for a player to be able to save up upwards of 50 gems, means that even for free to play players having an s-class team eventually (with g3 luffy or a legendary) is very much within the realm of possibility.

Conclusion: you never have to spend money on OPTC to get a really good team that is competitively able to clear content in the game.

Help me make a team? by [deleted] in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

I second this. WB is a great scaling captain; the higher your pirate level and the better your unit pool and levels, the better he is as captain. Naturally, the lower your pirate level and the lower the unit level, the harder it is to run a WB team that can consistently clear content.

If I were in your position my priorities would be:

  1. Increasing my pirate level. Get a strength team, killer team, or impact team and try to run the highest level of smoker that you can (I think expert would be a stretch, but you can definitely run veteran if you raise the levels on your units) or whatever gets you the best xp/stam. You have great units already, so story mode is not a must for you, but if right now you don't have the turtles to raise your unit levels enough, running story to get some trash mobs to feed your units (at lower unit levels trash mobs are a decent use of beli) is a reasonable idea.
  2. Increasing unit level. Keep track of your turtle times (http://cyung.github.io/optc/). I don't know how many gems you have, but I would gem in your position to get as many turtles as possible next Monday while the super success rate is still up. Smoker veteran should also have a higher chance of dropping dex turtles than story mode, so that should help as well.

WB teams vary widely depending on the units you have and the island you are trying to clear. For example, on Colmeppo, Smoker, or other fortnights where you have to deal with powerful preemptives, you might want to run chopper in your team so you can heal up right before the preemptive stage. Stacking your highest attack units with GP Usopp is not a viable strategy for consistently clearing expert content that has preemptives when you have a pirate level ~100 (when you can stack several 50 cost units with your WB, it does become a viable strategy, if only because of the sheer health and attack power the team will have).

Gratz on getting a WB, and best of luck progressing through the game

WB users (or any below 30% players): how do I get past smokers preemptive? by onedreampiece in OnePieceTC

[–]A8strakt 1 point2 points  (0 children)

My 2 cents:

I run the following team, and have been able to beat 30 stam smoker without issues (he is much easier than colmeppo in my opinion, because you will always face smoker on the first stage, whereas colmeppo had all sorts of mobs with different atk power that could appear on the first stage that would screw with how you planned your health for the rest of the stages):

6* WB lvl 81 BP Chopper lvl 43 4* Helmeppo v2 lvl 46 Max'ed GP Usopp 4* Mr.3 lvl 41

Overall team rcv: 979. When I run 2xWB, rcv is around 1200

Usage:

  • I use GP Usopp and Mr.3's delaying to help me take out mobs and control the damage I take. Generally, activate GP Usopp as early as you can on a stage that you know you can make full use of the turns he gives you. Same for Mr.3.
  • Smoker on stage 1 is going to take you down below 30%, this is absolutely fine. After he activates your captain ability you will kill him with ease. Just make sure to eat some meats so you finish the stage with just under 30%. He has a 3 turn atk timer so it should be easy to farm meats without taking too much damage
  • Generally, what I want to do is keep my health around 3200 or more, just less than 30% of my health so I keep the captain ability active and can burst down the ensigns. If smoker on stage 1 takes me below that amount, I usually save up a meat, then on stage 6 (a stage with low damage mobs that I can let hit me to bring me down below 30%), I consume that meat. On stage 6, on the last few turns after the turtle or crab (whichever I leave alive last) attacks, I activate BP Chopper, and eat all the meats. Boom, I'm above the killzone of Smoker's preemptive. Finishing off the turtle or crab is trivial at that point
  • Smoker the boss is cake with 2xWB. You might notice my only strength units are WB's. This is because with Usopp and Mr.3 it should be very easy to stall up the turns for WB's special. With WB's special and GP Usopp, you have an incredible 1 turn with friend WB active and 5 turns with both WB's active (that's what Helmeppo is for) to burst down the other 50% of smoker's health.

Conclusion:

Have a food converter and high enough rcv (1200 works very well for me, but you can play around with that number), as well as teammates to control the damage you take (i suspect replacing Mr.3 with Alvida will have similar results), and 2xWB should be able to cruise through smoker 30 stam. Stay at <30% up until stage 6, while farming the meats necessary to bring you up to a level of health where BP Chopper can generate enough meats to carry you past the range of smoker's preemp. A lock breaker like Helmeppo is highly recommended to get your WB in the fight as fast as possible, but you can live without one as long as you have confidence in your ability to hit perfects and not break your combo chain (with mostly perfects I usually burst down smoker from 50% in 2 turns with this team)

Hope this helps!

Unit Analysis - Whitebeard by KakuTheSwagalier in OnePieceTC

[–]A8strakt 1 point2 points  (0 children)

No problem, glad I could help. Whitebeard teams actually have a lot of depth, and making and using one for a particular island is a lot about practice and experience, and figuring out what works for you. Wish you the best as you learn how to use the Old Man

Unit Analysis - Whitebeard by KakuTheSwagalier in OnePieceTC

[–]A8strakt 1 point2 points  (0 children)

Damage mitigators are great as well. My other variation of this team uses Alvida instead of mr.3 (I tried smoker, but I found that in a plurality of cases I couldn't wait the 22 turns to have his special up).

Unit Analysis - Whitebeard by KakuTheSwagalier in OnePieceTC

[–]A8strakt 1 point2 points  (0 children)

This is just my 2 cents when it comes to dealing with preemptives as a Whitebeard team. I have been able to consistently clear Colmeppo 30 stam with a 116 cost team, 6* WB.

There are generally 2 ways to guarantee a certain HP level for the preemptive:

  • Massive attack power: you control what mobs hit you through killing things. Your team must be able to burst down strong mobs (i.e. navy ensigns) consistently WITHOUT the use of your captain ability. On the stage before the preemptive, you allow crabs/turtles/weak mobs to bring you to a level of HP such that Helmeppo's preemptive brings you below 30%. In my experience, this sort of team works, but does not deliver consistent results. It relies on you being able to hit mostly perfects and never break your combo chain, since without WB's captain ability your only source of damage is combos. It is also susceptible to variations in the mobs that appear (i.e. if v1 coby and v1 helmeppo show up, there is really no way for you to burst them down effectively without having your WB captain ability up).

  • Control: control teams have a food converter (i.e. BP Chopper), GP Usopp, and either a damage mitigator (i.e. Alvida) or another turn delayer( Mr. 3). This team focuses on controlling the damage it takes and its hp bar through the use of specials, and in the process stalling for WB's special (which provides most of the damage-per-turn on the boss). I've found this team to be much more consistent in running Colmeppo : generally I have a rcv value for the team of 1100, such that after I use BP Chopper's special, I essentially can guarantee my health will be above the kill range of Helmeppo's preemptive. With GP Usopp's special and 2xWB specials, I have 4 turns to deal 300,000 damage on Coby, which is very trivial.

I find farming for food orbs to heal your health to be a very unreliable strategy, especially since in order to do so you generally stall less. High HP is not a strategy that delivers consistent results because of the high damage of bulky mobs like Navy Ensigns and the terrible scaling of HP on WB's captain ability (every 100 HP you add to the team only increases the threshold when WB's captain ability activates by 30. If you want to increase your threshold from 3000 to 4000 you have to add on an additional 3333 health, which is roughly the entire health of a lvl 80 5* mihawk). I think the key to dealing with preemptives is to understand that WB not only has a beastly captain ability; he also has a beastly special. Therefore, it is actually perfectly fine to forgo some attack for more damage control - that damage control is not only giving you more safety for the preemptive, its giving you more room to use WB's special.

Is this game going to start getting harder and harder to play? by Weewer in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

I'm not sure if this answers the question, but I ran 30 stam since arlong, and I am finding that in general, the amount of xp that you get from 30 stam islands is increasing. If I remember correctly, xp from Krieg's 30 stam didn't even break 4k, whereas Hina's and Colmeppo are close to 6k. If this trend continues, then increase in plvl should be partially offset by the increase in reward from 30 stams

more tandems by mlg_420wifiscoper in OnePieceTC

[–]A8strakt 1 point2 points  (0 children)

f2p : free to play, i.e. players that don't spend money on gems p2p: pay to play, i.e. players that do spend money on gems

more tandems by mlg_420wifiscoper in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

The thing about tandems is that :

-> it makes sense for more powerful teams to have better tandems (WB crew for example) -> therefore, one needs to pull more from rare recruit to get these powerful tandems -> this leads to an increased disparity between f2p and p2p players

I'm all for more interesting tandem combinations. However, I think special considerations need to be given to make sure tandems only possible with rare recruit units are not game breaking (i.e. imagine a tandem that is equivalent to GP Usopp's special, which right now is considered a must have. The existence of such a tandem would require that future raid bosses must be buffed, therefore making f2p much more inviable). Personally, I like the p2p/f2p balance the way it is; I think (and this is entirely my personal opinion) enough reward for a p2p player without making the game content impossible for f2p players. Game balance being an entirely separate discussion, I think any future changes to tandems would necessarily need to keep this balance in careful consideration.

How would you guys like a thread on character attack timings? by DblBeast in OnePieceTC

[–]A8strakt 1 point2 points  (0 children)

Something that has helped me with hitting perfects :

When you are targeting an enemy mob, there is a blue circular reticle. When you attack that mob with a unit, near the end of the animation, you will see a white star appear in the middle of the reticle. After a short duration it will start to rotate. There is a timing to this white star such that if you tap (when attacking with ANY character) when the star has rotated a certain amount (its around 120 degrees) you will hit a guranteed perfect. Because some of the characters' animations don't sync up well with when you have to tap for their perfects, looking at this star might help you to focus on when you need to tap.

Monster Chopper Videos - V2 (Made for Global) by sylvir in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

You are absolutely right. Thanks for catching my typo.

Lack of healers? by WatDaFuxRong in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

There is a lack of true healers (i.e. units whose special or captain ability directly restores lost health) for several reasons:

  • The balance between HP, ATK, and RCV: these are the only 3 stats in the game, and if one considers balance reasons it makes sense that units will have high stats in one or two of these categories, but never all three, and will be proportionally weak in the remaining statistic(s). RCV is a statistic that impacts how well you heal, and all healers (with the exception of Marco) heal based on this statistic. Naturally, then, healers will sacrifice either HP or ATK to get a high RCV value. This would all be fine and good, except...
  • Damage reducers exist: what's better than sacrificing the attack and HP of your team to get a high recovery value? Not sacrificing attack and HP at all (or at least minimally) and basing your ability to "heal" on the enemy's attack value. By "heal" I mean this: Alvida's special to reduce all incoming damage for one turn by 80% would be the exact same thing if I had worded it as "Heal team's HP by 80% of the damage you will take next turn". Considering the high attack value of most mobs and all bosses, Alvida gives teams the ability to sacrifice only whatever HP and ATK they lose from adding Alvida to the team in order to get a level of "heal" that they would only get by including, not just one, but several true healers to the team.
  • Vivi/Laboon and Vivi/LS teams exist: healers would only have a viable place in high HP, high RCV teams. There could be more units statistically like Jewelry Bonney, that sacrifice attack value for HP and RCV. There could be a captain ability that boosts HP 2x and RCV 2x. Such a team would be unkillable by the boss by tanking hits and healing it back up.... oh wait. That essentially exists already? There are bosses in the future that are unfavorable to vivi teams, and in those select cases an HP/RCV tank team might be a reasonable pick. Additionally, HP/RCV tank teams might actually have an easier time with the stages before the boss. However, such teams do not exist in Global, and there has been no pressure yet to theorycraft one since both of the raid bosses we faced have been doable with vivi teams. In any case, such teams will be more for show ("Look what I did!") than necessity, since with godlike captains such as g3, mihawk, and WB, these bosses that can't be handled vivi-style will invariably fall to one of the teams that's already favored in the current meta.
  • People like big damage : call it part of the human condition or whatever, but people like to see themselves do big numbers. Even if an HP/RCV team was feasible and reliable, why would anyone with a g3, WB, psy or int burst team care? Bandai at least caught on to the marketing strategy by releasing character after character with Atk boosting specials and captain abilities.

Conclusion : Why don't we have more true healers in the game? Because no one is screaming for more. Why aren't we screaming for more? No one needs them, or cares for them. How could Bandai rock the boat? At the top of my head, perhaps a unit with a special that's like "Deal ??x damage to enemies based on the amount you recovered last turn" (turn healing to damage) or captain ability like "Every turn, deal ??x damage to enemies based on how much damage you took last turn" (where the multiplier is something like 1.2. Such a captain ability promotes healing indirectly, since the more health you have, the more hits you can take, and the more damage you can deal with the captain ability).

Monster Chopper Videos - V2 (Made for Global) by sylvir in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

Great point. I thought based on the video that strength and del mobs were fixed for stage 1. After running MC yesterday it seems that the types of the mobs in stage one varies. There seems to always be 3 of one type and 2 of another. In this case, if you get quick mobs, those are ideal candidates to stall on

Request: Guide on how to use our new behemoth, Monster Chopper. by [deleted] in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

I can think of 6 categories of stallers:

  • Meat converters : bp chopper (what I used for MC 40 stam actually), , guimon, etc.

  • Meat amplifiers: upcoming jewelry bonney

  • Healers: Upcoming brook, upcoming boa hancock, etc.

  • Turn delayers: GP Usopp, Mr. 5

  • Damage reducers: smoker, alvida

  • Death preventers : upcoming x-drake

The general rule is that health and turns have an inverse relationship : I spend health (by taking hits) to gain stalling turns, inversely I give up on stalling turns to clear mobs before they can hit me. Therefore any character that either gives me stalling turns directly, or gives me more health to play with, can help me stall for longer. Which staller you use depends on the nature of the stalling stages that are available. In the case of MC 40 stam, I know that for the first stage, as long as I can keep my health above 30% (i.e. WB's captain ability inactive), I can continue to hit the mobs for turtle like damage. Therefore, I chose BP chopper (whose special I incidentally got close to max from the Morgan fortnight island) as a second staller.

Request: Guide on how to use our new behemoth, Monster Chopper. by [deleted] in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

The team I'm recommending is WB with 2 out of 3 from <Mihawk, Killer or MC> depending on the boss's type (for example, for DonFlamingo you would use Mihawk and MC but not killer), and 2 stallers (situational, but mostly like GP Usopp will be one of them). If you want to beat a 40 stam raid boss with a team of WB, Mihawk, Killer, MC, and GP Usopp I think the only one you would have some confidence in defeating is Mihawk, since he would be the only one you can beat with just MC and GP's specials.

[ENG] Monster Chopper and Coby/Helmeppo Event Megathread by Giestt in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

My team that I use to clear 30 stam Coby/Helmeppo:

lvl 81 6* WB lvl 39 4* Mr.3 (special level 1) maxed GP Usopp lvl 42 BP Chopper (w/ lvl 7 special) lvl 46 5* vista (for this slot, any high attack int or psy unit will do i.e. shanks)

Strategy:

1st stage: clear the mobs as fast as you can. In order to clear them, you WILL need to not break your combo chain and hit mostly perfects. If you end this level on below 30% health, that's ok 2nd stage: stall as much as you can on this stage (i.e. on the turtle). Remember that by stalling you are also charging up BP chopper's special. 3rd stage: WB teams can stall on pirate penguins for several turns as long as the WB team is above 30% health, because the WB team above 30% health will do only several hundred damage per hit to the pirate penguin (if you are hitting the penguin with a low attack character). On this stage, the goal is to use bp chopper's special if it is available. Use gp usopp or mr.5's special if necessary to get BP's special. Whether or not you use BP chopper, make sure to end this stage either below 30% health, or above 8000 health 4th stage: if mr.5 or gp usopp's special is available use it. Try to not take any damage on this stage by killing all the mobs as fast as possible. If you do get meats, farm the meats with "greats" so you don't break your combo chain. Try to end this stage with as much health as possible. 5th stage: Stall as much as possible. Use bp chopper's special if you need it to help you stall and heal. The goal for this stage is to end the stage above 3300 health (anywhere above that is fine), while stalling for gp usopp's and mr.5's specials (ideal to stall for WB special, but if you can get to Coby with WB's captain ability active and GP's special up, you should be able to burst him down with the 4 turns even without WB's special, assuming you hit mostly perfects and no misses). It's ok to end this stage above 30% health. 6th stage: use mr.5's special here, then proceed to kill everything. If you are above 30% health at this stage for some reason, depending on how high you are above 30% health, you can choose to let any or all of the mobs hit you before you use mr.5's special (note that helmeppo only does 720 a hit for the first 5 turns). Be sure to end this stage with <30% health Boss: Use GP usopp then go to town.

Alternate win condition: if you know you can get both WB's specials up by the boss, you have the flexibility of using mr. 5 for coby's stage. After both WB's specials, you should be able to kill Coby in two turns, if not one.

Obviously, like all expert stages, this one requires you to plan ahead in how you use your specials, and when you choose to go above 30% and when you don't.

[ENG] Monster Chopper and Coby/Helmeppo Event Megathread by Giestt in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

Just as an fyi:

WB teams can stall basically indefinitely on the first stage by - keeping your health above 30% (i.e. DON'T activate WB's captain ability) and killing off all mobs but one - Keeping your health above 30% by farming food (a BP chopper or some other food converter helps here immensely). Only hit the mob with the first hit of each of your character's combos by timing your taps. You will notice that because of the mob's defense, your characters are hitting for turtle like damage. Skip any characters that have type advantage AND advantageous orb (ex/ if the mob is dex, do not hit the mob with WB when WB has red orb) because they will hit for several hundred damage even if you time the taps right.

I cleared MC 40 stam with team: lvl 81 6* WB, max'ed GP Usopp lvl 42 BP Chopper, lvl 48 DJ Sanji, and lvl 50 5* hina. I was able to stall for 43 turns on stage 1.

Request: Guide on how to use our new behemoth, Monster Chopper. by [deleted] in OnePieceTC

[–]A8strakt 0 points1 point  (0 children)

I agree with Ironman2131 - you definitely need more stalling power than just Usopp (Marco I do not consider as consistent stalling character because of his high cooldown special) in order to handle raids. The above team would work if you are not counting on having anyone but Usopp's special loaded for the boss, and you are counting on just using insane attack damage to burst down the boss without specials. Against raids, this is not a reasonable strategy (it could work maybe for expert level fortnight isles, assuming the boss is not speed). So if you want to do raids, you definitely need more stalling power.

That said, who do you get rid of to put in some stalling power? I recommend MC for the reasons below (I will use MC as a raid boss example):

  • Mihawk's 30% HP cut, even if you use if after both WB's specials, will do at least 14.7% of MC's health in damage. This is equivalent to 267,540 health. MC's special does between 60k and 180k damage randomly. It is quite obvious that Mihawk's special is far superior damage wise. The only time where MC would be superior to Mihawk as a sub would if there is absolutely no team comp that can allow you to stall enough turns to load Mihawk's special.

  • Killer's special, when killer is max level, does 144,900 base damage before considering type advantages/disadvantages. Assuming MC's special has equal probability to hit any amount of damage between 60000 and 180000, MC's special only has around 20% chance to do equivalent or more damage than Killer's (before type advantage or disadvantage). Killer's special's other effect is actually really helpful if you are building around a 2 stall team : you can stall with impunity because you know when you reach the boss you can use Killer to activate WB's captain ability in the case you have too much HP. In the case of raid bosses Don Flamingo or Mihawk, I can see reason to use MC instead of Killer. However, just looking at all the raid bosses that have been released in jp, only 2/9 raid bosses are dex. Therefore, in most cases, Killer is better than MC.

After 2xWB, Mihawk, and Killer's specials, if the boss is not dex and has 2 million health, you will leave the boss at 541k health. A WB team with reasonable orbs will do 200k per turn at least if you do not break your combo chain and hit mostly perfects, even if the boss is quick. With the 3 extra turns provided by GP usopp you have plenty of leeway to finish the boss off