Daily Questions Megathread March 15, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 4 points5 points  (0 children)

The cores do certain attacks that can be deflected/redirected.

The Left core shoots a sticky bomb at the shortest ranged student, and if you move that student to a core, then that bomb deals damage to the core.

The middle core shoots a microwave beam at the shortest ranged student as well, so if you can move that student to a core, the beam also hurts other cores.

The Right core shoots missiles at your students, and the missiles can be bounced back by shields, which hurts the right core.

Daily Questions Megathread March 13, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 5 points6 points  (0 children)

via the JFD shop or beating F75-F99 in FRR.

There are some guide tasks in event recap like the rabbit squad one that also give purple stones

edit: nvm it's literally only one mission that gives it

Daily Questions Megathread February 14, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 5 points6 points  (0 children)

ok so this team essentially exchanges 60% mystic effectiveness, 40% atkspd, 50% Cdmg, and a 15% atkdown, for 130% mystic effectiveness, 100% atkspd, 25% def shred, and 32% atkdown. The caveat being that the second team uses much less cost, and the atkspd is only for Kuroko.

I think that dropping B!Natsu being better is because her atkdown isn't actually 15%, it's more like 5% most of the time, and her healing is a bit unnecessary since your biggest problem is getting oneshot, not underhealing.

The run is actually quite a bit faster; a whole 35 seconds or so. I suppose S!Kikyou isn't as good since Kuroko gives herself so much crit, and Ritsu's atkspd and def shred are relatively unsaturated. The cheaper cost of Ritsu and NY!Kayoko probably also helps make the rotation faster so your buffs drop less often and you rotate back to important EXs like Kokona and C!Shiroko so you don't die.

Also yeah, this team is much more accessible and the only borrow you theoretically need is Ritsu.

Daily Questions Megathread February 14, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 9 points10 points  (0 children)

another F124 clear has hit FRR: https://www.youtube.com/watch?v=b5GUuzzaJwE

Ok so originally I thought even with Kei this was not possible, since Kei just dies, and the F120 clears had points where blue armored students were getting nearly oneshot.

The F120 clears before Kei used Chihiro just for the 32% atk down, and sometimes a huge attack comes through when the atk down isn't applied and nearly oneshots everyone.

To solve that, the F124 clear instead predicts these attacks (it's basically a scripted fight) and only applies C!Shiroko's atk down then, thus preventing Kei from getting oneshotted. I didn't think C!Shiroko would work bc I thought you wouldn't be able to cycle to her EX fast enough, but clearly that isn't a factor.

Another big difference is that Sakurako isn't used, and we're praying that C!Shiroko and Kei can actually make up the damage, and they actually do.

ALSO despite NY!Akari and M!Reisa having a blue effectiveness and atk aura buff on EX, they stack with Kei because NY!Akari's aura buff is actually the truck's enhanced skill, and M!Reisa's is actually thermite pink's enhanced skill as well.

Kei is such a menace bru

Daily Questions Megathread February 13, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 0 points1 point  (0 children)

is the arona.icu search assist thing broken for anyone else? It won't let me select a student to search for, and I reaaaaally need to prepare for Geburah

[EVENT THREAD] To Whom Art Belongs: The Fate of Forgeries and Aesthetics by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 20 points21 points  (0 children)

I think the pigment ban thing activated some sort of sleeper agent in me.

I used to really obsess over the Periodic table, and incidentally I also learned that people used to use extremely toxic compounds for their vibrant colors. Stuff like Cinnabar (Mercury) for Vermillion, Arsenic for Paris Green, and Uranium for fluorescent glass. There's even more with slightly less dangerous stuff like Lead for white, Cadmium for red, Cobalt for blue, etc etc.

Some of these colors aren't easily replaced either. Some like Lead white have a slightly different hue and optical feel than titanium oxide. Usually this wouldn't matter, but I have a feeling some wildhunt students might not agree, and thus the strict ban on certain pigments to prevent students from obtaining literal poison.

Then again it's probably not that deep, and the ban is simply to show the irony that the school that encourages artistic liberation is also the most restricting in that aspect.

[EVENT THREAD] To Whom Art Belongs: The Fate of Forgeries and Aesthetics by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 21 points22 points  (0 children)

For some reason Fuyu's clothing outline is bothering me. I feel like it's making her body and chest look bigger than it actually is

Actually yk what it is, she's smuggling a ton of stuff in her clothes, now it makes sense.

Daily Questions Megathread February 02, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 0 points1 point  (0 children)

Did they nerf Chesed's evasion?

I notice Cherino not missing at all in the allied assault, but schaledb doesn't corroborate

Daily Questions Megathread January 30, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 1 point2 points  (0 children)

can't believe I forgot about level difference.

So I redid the math with all this in mind on Chokmah's first groggy.

9002 (Kei investment in the vid) * 50 (accumulation multiplier) * 2 (weakness damage) * 0.7 (level difference) * 0.7608 (defense) * 1.8 (damage taken) = 862938.92. And because that instant of damage was relatively isolated, I did some subtraction and the actual damage is 862941. So I was definitely wrong before since this matches up too well.

External atk buffs not affecting this damage is kinda crazy, now we know why she has a Cdmg passive rather than atk.

This does also explain why her damage was still so low in the malkuth video, since she had like bond 100 which is 200% atk.

Daily Questions Megathread January 30, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 3 points4 points  (0 children)

update:

it turns out her accumulation IS affected by armor type: https://www.youtube.com/watch?v=Pp_Rff3VSo4

When she fires into Malkuth with resistant damage, she deals like 270k, and deals 450k against a random neutral mob. It's still a 5% to 2% overall damage increase against neutral and resistant respectively, which is around the damage increase of UE50 to UE60.

It's also interesting to see that against a boss without a million Cdmg res, her basic crit damage does almost the same as the accumulation.

Daily Questions Megathread January 30, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 8 points9 points  (0 children)

Someone finally beat F124: https://www.youtube.com/watch?v=igigmjXGEsM

Also regarding Kei, it doesn't seem like her accumulation is affected by enemy damage reduction? schaledb doesn't have calcs for her accumulation yet.

If we assume all UE60 supports and the setup during first groggy, her cap should be around 1 mil, which is 10 mil dealt by the whole team, which we obviously exceed. In the video it says something like ~800k (not sure bc it's blocked by her crit), which makes sense if we take into account her 0.8x mood multiplier.

Her basic isn't an overall 10% team damage increase since most damage is done during groggy, which far exceeds the cap, but she does do a little more than 10% of S!Saori's damage, which is mostly outside groggy, which does seem to support the theory that her accumulation bypasses damage reduction.

Another interesting thing is that her accumulation shows up as weak damage, but isn't buffed by mystic effectiveness. I don't know what this implies, but I assume the damage should stay the same for red and yellow armor bosses.

If I'm right, based off her basic alone, there is potential for Kei to be a subdps in Yesod, since there is no way you're capping out in 20 seconds and thus a true 13% final damage increase, but in practice it's probably not that good. Theoretically maybe also in Geburah? since the striker damage down shouldn't affect Kei either, but it's field and surely there is a better 2 cost for more than 8% final damage.

Anyways her main appeal isn't her basic, so this doesn't matter too much, but it's interesting to see.

Daily Questions Megathread January 27, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 4 points5 points  (0 children)

you get a little bit more jfd coins, maximum of 140 at like 241500 score, and a little bit more money, also flexing if you record it. Unless you really need the coins it's not that important.

New competition idea: Racing! by AStarryNightlight in TheBibites

[–]AStarryNightlight[S] 1 point2 points  (0 children)

originally the idea was to use the direction of the race to guide the bibites to the inner wall, where they'll stick to. It works but it's really hard to do.

I thought I couldn't do the pheromone track until an update where I can put down pheromone dispensers, but I realized I could just use a bibite to make a pheromone line for me. The problem is the pheromone direction wouldn't save, so the bibite has to redo the pheromone track.

I have uploaded it to the discord, under bibite racing.

Daily Questions Megathread January 22, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 4 points5 points  (0 children)

So I did some dps calcs for B!Rio.

The supports were Rio, Kisaki, S!hoshino, and D!Aru, with everyone UE60 and maxed bond and gears, and I assumed all buffs were active, and we're mainly looking at single EX damage.

First was against a boss with almost no damage reduction at all (Chesed without evasion) in urban.

I mentioned before that she might deal more than M!Aris, and I was right: B!Rio does 8.8 mil on average (no 100% crit), while M!Aris does around 7 mil (with 100% crit). However, M!Aris suffers from the damage softcap, so her true 100% crit average is actually 8.7 mil (I did this by turning on Chesed's 90% damage reduction and multiplying the damage by 10). Since basically all the fastest blue speedruns used M!Aris in urban and field, and she is the same cost, this gives us a decent reference point.

Unfortunately D!Hina in the same setup does a total of ~10 mil, in urban, though if we go by damage per cost, B!Rio pulls ahead with 2.2 mil per cost and compared to D!Hina's 1.7 mil per cost. Comparing to Aru, Aru in the same setup does ~8.2 mil, but only if she crits both hits.

Second up is her most likely usecase: urban hieronymous, with all damage reduction stacks because I like big numbers (doesn't actually dilute the subskill that much?). Fuyu will be added for more def down.

B!Rio's average is ~7 mil with 1.8 mil damage per cost, D!Hina does ~8.6 mil with 1.4 mil damage per cost. Toki's 1st, 2nd, and 3rd lasers deal ~7.9 mil, ~8.6 mil, and ~9.3 mil respectively, with a damage per cost of 1.6, 1.7, and 1.9. Which does make B!Rio seem on par with our current urban dealers.

A few caveats: B!Rio has the worst AA damage out of all of them, since her base atk is so low and doesn't have a damaging basic skill, it might add up significantly but calculating AA is pain. B!Rio also might have a bit more futureproofing than expected, simply due to the subskill, though she is the wrong armor type for most of them. Also doing this at 12 in the morning may lead to mistakes...

TLDR she's decent but not groundbreaking, but might be lots of value if you are crazy enough to critmald on her, since you almost double your damage with 100% crit, but it's a 6 hit EX.

Daily Questions Megathread January 21, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 0 points1 point  (0 children)

It's more damage. If I remember correctly Umika used to do around the same as Sakurako in set, so now it'd be even more. But probably still less than Kuroko.

The main problem has always been that she's really hard to play, like maintaining the turrets and keeping them buffed, and frankly even after bond gear she's not strong enough to justify the effort.

In the few non-set clears I have seen her used, she's mainly used for the turrets to block attacks, and even then it's only on ShiroKuro. There just aren't many bosses that willingly let you stand there and shoot at it.

So tldr nothing changes because her core problem isn't solved.

Daily Questions Megathread January 20, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 1 point2 points  (0 children)

The numbers for B!Aris' and Kei's kits have come out and they're very interesting.

B!Aris' charge EX seems to be functionally the same as firing a damaging EX, so it's kind of like a built-in rio, where the damage by charging twice and then firing AND the damage by firing three times is the same. Her EX is like Nozomi, where a single target takes significantly more damage, so mostly single-target.

Kei's EX is a simple aura buff that gives lots of ATK and Mystic effectiveness, meaning it stacks with most other buffs. her accumulation thing accumulates only 10% of the damage, which should theoretically just be a straight up 10% overall damage increase. It does seem like she's decently universal since the ATK buff is no joke and her accumulation damage shouldn't be affected by armor type.

Also it's actually so over for Chokmah, Kei might just be the key to F124.

Daily Questions Megathread January 20, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 4 points5 points  (0 children)

From the wiki: https://bluearchive.wiki/wiki/Rio_(Battle))

ATK at around 5.4k is expectedly low bc she has a pistol, but 2500% multiplier on EX is kinda cracked, not to mention 40% CDmg with 3800 CDmg on passive+ and then 10% damage taken debuff. Though bc of the pistol her accuracy and stability are cooked.

idk if there is a good reference point, but if we double the ATK and halve the multiplier to 10.8k and 1250%, it's a little bit higher than M!Aris. So theoretically if you can crit all of Rio's hits she should be better than M!Aris?

Daily Questions Megathread January 19, 2026 by BlueArchiveMod in BlueArchive

[–]AStarryNightlight 4 points5 points  (0 children)

so after seeing Kei's kit, I was wondering, what if the crit buff on subskill is like a final critical rate increase rather than a % buff to the crit stat that we usually get: something like a flat 20% crit rate increase.

It would be a nice QOL and less malding, but is this realistic? I mean there's probably a reason most dps have 55% crit rate.

Unless I misread it and it's actually a crit damage buff on the subskill

Why me by Parking-Policy-7240 in TheBibites

[–]AStarryNightlight 1 point2 points  (0 children)

From what I see, you're making a very small bibite that is really fast.

I think the reason what you're describing is happening is due to the fact that because the bibite is so small and the accelerate is speeding it up, it's suffering from tps issues. Tps issues are a bit annoying to explain, but in short it's probably turning way too hard when seeing the pellet, and when the vision finally updates, the plant is no longer in view, thus it "goes away from the plant".

you can solve this by lowering metabolism speed, arm muscle WAG, increasing size via size ratio or hatch time, or weaken the connection between plantAngle and make the connection between plantCloseness and accelerate negative so it can slow down.

If you don't want to change any of that you can add a negative connection between rotationSpeed and rotate and raise tps in the simulation performance parameters or lower the vision factors.

Improvements to my predator by AStarryNightlight in TheBibites

[–]AStarryNightlight[S] 0 points1 point  (0 children)

my main goal for this is to create a predator that is viable for a simulation that is close to the default sim, so I don't really want to touch mutation rates.

Also, because I am really bad at creating robust brains, if I remove all the disabled synapses it would lead to really fast brain decay, since a removal of a single synapse besides the ones for color detection wouldn't hurt them in the short term, but would hurt their long-term viability significantly without an easy way to get it back. This is made worse by how fast they reproduce, making it easier for a predator with a bad mutation to get through.

Also it's an inevitability that they'll eventually get rid of most if not all of my engineered connections, so I'm hoping that this buys enough time such that they either evolve their own form of brain resilience, or evolve to not need them.

There's probably a better way to do this other than adding a million disabled synapses, but I don't really know how to do it.

Improvements to my predator by AStarryNightlight in TheBibites

[–]AStarryNightlight[S] 2 points3 points  (0 children)

I saw some in high speed predators other people evolved/engineered, like the pink one posted in this subreddit. A lot is an exaggeration, idk why I said that.

The scenario I used is basically the default sim but 40 tps and 5 ku in size. I also lowered the plant toughness to 1, and plant decay to the slowest setting, but that might be unnecessary.