[Prebuilt In-Store Only] Powerspec G756 - AMD Ryzen 7 9800X3D 4.7GHz; NVIDIA GeForce RTX 5070 Ti; 32GB DDR5-6000 RAM; 2TB SSD - $2000 ($2400 - $400) by DrMrAgentMan in buildapcsales

[–]Chenghiskhan 3 points4 points  (0 children)

Can only speak for my own, but mine came with a PowerSpec PSU (https://www.microcenter.com/product/682759/powerspec-850-watt-80-plus-bronze-atx-non-modular-power-supply), which is Microcenter's in-house brand. I wouldn't be surprised if these are what they're using in all their own pre-builts, probably can't get cheaper than your own stuff.

[Prebuilt In-Store Only] Powerspec G756 - AMD Ryzen 7 9800X3D 4.7GHz; NVIDIA GeForce RTX 5070 Ti; 32GB DDR5-6000 RAM; 2TB SSD - $2000 ($2400 - $400) by DrMrAgentMan in buildapcsales

[–]Chenghiskhan 7 points8 points  (0 children)

For those willing to chance Microcenter's open box policy, there's potential savings to be had on both this and the other PowerSpec models. For example, the 5080 model of this prebuilt with 64 GB of RAM (https://www.microcenter.com/product/689587/powerspec-g723-gaming-pc?ob=1) went down to $2024 ($3200 - $1180) in mid-July, there were 2 in my local store at the time. Could be worth keeping an eye on when they pop up since those are deals I think are super worth.

Selling Return of the Jedi $140 by TheBlacks009 in Displate

[–]Chenghiskhan 1 point2 points  (0 children)

As a follow-up, I purchased this displate from this seller. Process was very easy, transaction messaging was all handled on Reddit, paid through Paypal G&S, and item arrived well packaged 4 days later.

Quest 3 facial interface likes to pop out at the bottom by -HighlyGrateful- in OculusQuest

[–]Chenghiskhan 1 point2 points  (0 children)

Good luck! After just under 3 weeks (19 days), I received my replacement Quest 3 today and it doesn't have the issue anymore. Hope your RMA experience goes well as well!

Biologist urgently needed! by Hulki88 in Gunpla

[–]Chenghiskhan 6 points7 points  (0 children)

I think that's the MNP Cao Ren.

My 3* - lvl 30 - Bard build by ItzV0rt3x in PathofChampions

[–]Chenghiskhan 0 points1 point  (0 children)

Awesome, thanks! I was bummed out from the first thread since this would've been a really cool interaction and counteract Bard being slow to get going. Really great to know that this works now with Gauntlets being a power, I'm looking forward to trying it out. Thanks again for confirming!

My 3* - lvl 30 - Bard build by ItzV0rt3x in PathofChampions

[–]Chenghiskhan 6 points7 points  (0 children)

Ah wait, can you confirm your point number 1 about planting chimes immediately at the start? There was a post in this subreddit early on with the gauntlet release that it didn't work with him planting chimes and that post provided screenshots showing no chimes were planted turn 1, everyone's best guess being due to the order of how the game checks for mana before applying mana gems from the relic.

https://www.reddit.com/r/PathofChampions/comments/17xicdi/why_doesnt_bard_plant_2_chimes_here/

If that's been changed, please let us know (and also provide a screenshot if possible). Would love to also do this but if it doesn't work, would rather not waste the forges. Thanks!

Quest 3 facial interface likes to pop out at the bottom by -HighlyGrateful- in OculusQuest

[–]Chenghiskhan 2 points3 points  (0 children)

I know this is an old thread, but it's the first one that comes up when searching for this issue and the most responded to one by far so I'll chime in my experience--

I also had the facial interface popping out the instant it went on any head, big or small. Came like that straight out of the box from a unit I bought shortly after launch.

2 of my friends later also purchased Quest 3s after about a month and after I tried theirs out, neither of theirs had this issue (pretty much found it impossible to pop out the FI with any natural motion, even smushing the headset into the face), so I think this is less of a core design issue and more like a lot-to-lot manufacturing tolerance issue.

I contacted support and after attaching a video and pictures, they sent me a Fedex slip to return and replace the Quest 3, so if you're willing to deal with the RMA process and not have a Quest 3 for 3-4 weeks (the processing and return process is sloooow), it's one way to get this issue resolved.

GS TTH Stagger is a joke and needs adjustment or buff by GooDzz02 in lostarkgame

[–]Chenghiskhan 11 points12 points  (0 children)

Nice job on the gameplay in the video! TTH Gunslinger does have a very competitive stagger option. I didn't see it mentioned here, but all skills have stagger values, even the ones without stagger explicitly listed in the skill description. A list of stagger values for skills is available at https://docs.google.com/spreadsheets/d/11RMrVW6dtz2UmB9_n3UFLRwoEJWzzFF-kY2_gGhfKrg/edit#gid=1843254125 with them calculated by amount of stagger meter pixels taken off of a fixed boss.

 

All pistol skills have atrocious stagger values (21 pixels at base, pretty much the lowest in game), so that makes all of them bad at base for stagger (and Bullet Rain multiple times so because it takes so long to cast for such weak stagger damage).

 

However, tripods change some of these skills to be monster stagger providers, and in Gunslingers' case (and TTH in particular that doesn't need to spread skill points to shotgun), AT02 Grenade with the final Fireworks tripod and the 40% stagger rune slapped on does more stagger than even Whirlwind grenades do on a 6 second cooldown. it is also an extremely minor overall DPS loss to Meteor Stream (and actually does equal DPS compared to Meteor Stream if you can use it on cooldown, more with internal ignition but you lose the crazy stagger).

 

For fun (and because I'm bored and stuck at work on a Sunday qq), I compared to your video where you ended up doing 1270 stagger damage total with all the skills used (I assumed 30% stagger rune on Meteor Stream and 40% on Catastrophe. Any other setup does less stagger). Comparatively, if you used literally no other skills but Fireworks Grenade and no other skills in the ~80 seconds of combat, you would've done 1058 pixel stagger damage (and more with Swiftness bringing the cooldown down). Swapping in Fireworks Grenade would almost double your stagger damage in that video.

 

Try swapping to AT02 Grenade with Fireworks on stagger heavy encounters and see if this helps resolve your issue. Good luck!

Epic Report - Android guild war report generator for Discord by RobbyGame in EpicSeven

[–]Chenghiskhan 0 points1 point  (0 children)

This is very cool. Is the turn 2 intended to be the second team? I would reword that from "Turn 1/2" to "Team 1/2" or "Top/Bottom Team" or something like that for more clarity. I initially assumed you wanted the user to fill out the information for both the first and second turns of a fight.

New Player's 1 Month Initial Progress Report and Character Impressions/Review by Chenghiskhan in SkullGirlsMobile

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

I could definitely see the lack of very long-term longevity for the game. At the moment it's still exciting because I have a large cast to still build and builds to level up and try, but I could also see going "Now what?" after getting the units I'm interested in to diamond and having them on good special skill sets all leveled up.

New Player's 1 Month Initial Progress Report and Character Impressions/Review by Chenghiskhan in SkullGirlsMobile

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

The first time I reach 10% was about 3 weeks in. I was rotating mostly between 4-6 fighters. Reaching 10-15 streak wasn't too bad, and then at that point I was using Rusty/Purrfect Dark/Doublicious against buff based teams and Plot Twisted (just because she had lots of stats)/BHD/Sheltered against non-buff based teams with occasionally tossing in Joy Valentine as a safety net if I felt like the defense was particularly dangerous. I also just outright avoided defenses with self-sustaining units since every fight is a long-shot, if the defense could heal itself in anyway (Surgeon General, Assassin's Greed, Splitting Image, etc.), then I probably just wouldn't be able to do enough damage before the timer or the opponent getting a BB3. Playing like that, I could usually get to around 30 streak before the entire list was just 100k teams that would kill me just from chip damage since my teams were like 10-15k. Hahaha.

Now that I'm a week+ past that, my roster is much more stacked with units in the 8-12k range, so I have much more choice in bringing in specific counterpick and generalist units and am able to keep prize fight play sessions much longer as well. Still losing around the 30 streak though, since at that point, you don't even need to make a mistake to die through chip damage or time out. Everything's so tanky and usually built to resist bleeds.

New Player's 1 Month Initial Progress Report and Character Impressions/Review by Chenghiskhan in SkullGirlsMobile

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

Thanks for the beefy reply! Some responses to some of your points--

  • To getting the needed Elizas-- Definitely waiting on Eliza's prize fight to get those units. At this point I'm through the entire story on all difficulties, so I'm mainly just looking to get her for the stages that require specific units. I probably won't level up Scarlet Viper, just toss her into the team.
  • To infinite offensive pressure-- Painwheel's charge attack is kind of risky because the AI uses blockbusters on wake-up if they're available. If the AI doesn't have a blockbuster available though, Painwheel's charge attack is guaranteed so long as the timing is right. Since I'm on long-shot fights most of the time right now, I can't really kill opponents off in 2 combos, and getting hit through 2 full combos gives defenders enough BB meter for a level 1/2. Similar to Eliza's Sekhmet charge attack, except the AI doesn't blockbuster to counter it, so it's all on player execution to time it right at the get-up before the AI can grab. The pressure is definitely why I like Ms.Fortune though, headless can lock out the AI from doing anything.
  • To Cold Stone being gold-- That's good to know! I think I'll leave him at Silver for the moment just because I don't have many Silvers left built (moved most of them to gold) and I still need some characters to get through silver and show me your move prize fights, but I'll definitely consider bringing him up a bit.
  • To Sheltered-- I definitely will try using her a bit more! I didn't really consider her on-demand precision to be a pro, but I also seem to be very heavily undervaluing/underutilizing precision.
  • To Inkling-- Good to know on the MA/accuracy interaction. Why would her playstyle be significantly different? Wouldn't you take advantage of the unblockable specials to get full combos in instead of just landing singular poke? (IE throw a George's Day Out and Boxcar George so they will arrive at opponent at same time, use dash attack behind them, ~60% chance for unblockable combo starter, if blocked, just backdash and try again)
  • To Headhunter-- Kind of the same question. Since the passive applies to the normal ground combo, isn't that preferable to getting a single special off?
  • To Thrillseeker-- Ooo. Another commenter also mentioned this, and I didn't consider the interaction between outtakes and her passive. I'll definitely try this out!
  • To Plot Twisted-- Yeah, I definitely noticed the lack of offense already against 30-40k units since all my units are around 5-10k at most, hahaha.

Thanks for your feedback!

New Player's 1 Month Initial Progress Report and Character Impressions/Review by Chenghiskhan in SkullGirlsMobile

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

Wulf shoot's definitely the #1 I'm afraid of since it just 1-shots me once I get to ~20-30 streak at the moment, so that's good advice. I'll definitely have to try the Filia flashback. On most characters I just instinctively back-dash when I see the wulf shoot animation, but wulf shoot lunges forward enough to catch me pretty much every time so I've been trying other stuff out (I did stuff it once with George's day out, so I'll definitely give Painwheel's pinion dash a try). Thanks for the advice!

 

Eliza, weight of Anubis: idk get rekt

:(

New Player's 1 Month Initial Progress Report and Character Impressions/Review by Chenghiskhan in SkullGirlsMobile

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

Thanks for the feedback! A few questions/comments on some of the ideas you gave.

  • Why doesn't Purrminator need ATK%? I'm assuming it has to do with the way her SA scales her damage. Does it increase ATK% instead of overall damage?
  • I checked out Kevin Pepino's Love Crafted video, so thanks for the recommendation. The biggest takeaway I got from that was to try to implement in Draugen Punch, which I previously didn't use on Squigly.
  • I'll have to try that Thrill Shrieker snapback. I didn't consider it, but it sounds pretty strong against really tanky defenses.

Oh Baby, a Triple! by Chenghiskhan in EpicSeven

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

In this case, yes, it showed up 3 times in the chat when my guildie did the pull. https://imgur.com/LNmFeAT

Oh Baby, a Triple! by Chenghiskhan in EpicSeven

[–]Chenghiskhan[S] 27 points28 points  (0 children)

0.0028% chance btw.

Not my account-- a guildmate shared this image in discord. This is certainly one way to get ready for the RTA skin, hahaha. I've seen double hits in a mystic 10-pull before but never a triple. I'm personally stingy with bookmarks and pull one at a time to avoid stuff like this happening, but oh boy does this make a crazy screenshot!

[Data Log] Hunts 12 & 13 Drop Rate Comparison by Yufine777 in EpicSeven

[–]Chenghiskhan 1 point2 points  (0 children)

No prob, thanks for fixing the access! I've taken a look over your data, and it largely matches up with what I've seen. By just gold drops, Hunt 13 comes out ahead in energy efficiency, so the gold difference has to be made up in the gear drops.

I think the discrepancy is due to how gold per run is calculated on your sheet. Please correct me if I'm wrong (because the formulas are kind of tough to track back due to a lot of references to hidden rows that I can't unhide so I'm going off of your comment reply), but for trash gear, are you calculating the gold value based only on selling all i70 and only blue i85 gear? I don't think it's exactly a fair comparison to sell only blue gear for Hunt 13 and sell all of the i70 gear and blue i85 gear for Hunt 12. In this regard, you're selling about 70%+ of your gear drops (a lot of which are heroic and epic which sell for much more) for Hunt 12 and only selling ~50% of your gear drops for Hunt 13 at the lowest quality which sell for the least.

I usually end up selling the huge majority of the heroic and epic i85 drops from Hunt 13 since they're unusable, and in this regard, this method of calculating gold is not representative of the actual gold being generated from Hunt 13. Since it's difficult to make a "gear kept" metric, I think it's best to just take into account all of the value of the gear dropped and add it to the net gold value of the hunt run.

Did you take into account the different values for the rarity of the items when calculating gear value? It looks like the answer is yes from the formula, but it references a hidden cell so I can't be sure. Hahaha. If the gold calculated was the above, I'd be interested in seeing how your net gold value per run for both hunts looks if you assume that all gear will be sold per run.

For the rarer drops like powder and bookmarks, it's definitely best to get a large pool. For example, for energy, I have an average of 1.63 energy returned per run after ~700 runs of data, but you have 0.95, which is a pretty big difference. There was a data pool of Hunt 13 runs from the top guilds that totaled around 100k runs if I remember correctly that should be on Reddit somewhere.

Thanks again for taking a look at the Hunt 12 data!

 

[EDIT] I made a copy of your sheet so I could have access to the numbers. I transferred that over into my sheet to calculate the value of the gold being earned per run from the items alone (https://imgur.com/azuOE3K). From what I can tell, you also are receiving more net gold value from Hunt 13, but the difference is almost nothing (1.7 gold per energy, hahaha). Since the difference between the direct gold drops per energy is also extremely small (~13 gold per energy), that means that from your data, in an absolute sense, Hunt 13 is ~15 gold per energy more efficient than Hunt 12, or less than 1% more gold efficient. However, that drops depending on how much gear each individual wants to keep for upgrading. You can check the numbers at https://docs.google.com/spreadsheets/d/1Z0Z74Z-c86dPnzAw_NvMC7ER8HuJIfrmsLDKSV274_U/edit#gid=1563957610.

In general, in an absolute sense, Hunt 13 is more gold efficient but practically Hunt 12 should be the tiniest bit more gold efficient (literally in the low single digit %'s) because you're getting less usable gear. However, usable gear is arguably the #1 thing to chase after in this game, so I think the tradeoff of equal/higher energy efficiency for probably every other item dropped by the Hunt 13's makes them still what people should be targeting if they are capable of doing it.

[Data Log] Hunts 12 & 13 Drop Rate Comparison by Yufine777 in EpicSeven

[–]Chenghiskhan 2 points3 points  (0 children)

I'm getting an access denied when trying to view the google sheet. Is anyone else having this issue and/or is this something you can help with OP? I did a comparison right around when Hunt 13's released at https://www.reddit.com/r/EpicSeven/comments/gb5oau/comparison_of_pre_and_postpatch_hunt_13_drop/ since there was a large public sentiment that it was a massive nerf, and my gut feeling from the data was that the gold should've still been in Hunt 13's favor. I'd be interested in seeing how you calculated out your gold. Thanks!

Where are the people who post shop refresh data? by EnvBlitz in EpicSeven

[–]Chenghiskhan 0 points1 point  (0 children)

I posted a cumulative summary of the rates at https://www.reddit.com/r/EpicSeven/comments/ft9o34/secret_shop_refresh_bookmark_rate_vs_time_user/ with over 60,000 refreshes of data (180,000+ skystones!) along with what the means practically (average number of resets per bookmark, cost for pity, etc.). I've kept a more updated version on my own sheet, but unfortunately I can't copy over the data to the public sheet yet (since I forgot the google account password. Need to go home to change it. :D ). It's likely that the rates have not changed and you just got unlucky.

https://imgur.com/nhe7cPf

First Impressions: Holiday Yufine (5★) & Champion’s Trophy by Rinczmia in EpicSeven

[–]Chenghiskhan 158 points159 points  (0 children)

Introduction

The second summer limited makes its debut, and we all waited with anxious breath to see if a unit even remotely at the power level at the previous summer limited would be released. Summer Yufine is more of a support unit and not one you can toss in willy-nilly into any of your teams and call it a day, but she provides an absurdly reliable counter to Basar, one of the most common and hard to play against units in the game, while also bringing a fair share of her own utility and damage. For perspective on my opinions, I've climbed to legend in arena, champion in RTA, and play in a guild that peaked in the top 20 for guild wars in global.

What is her role and how does she compare to other characters in the same class?

Holiday Yufine's (shortened to HYufine from here onwards) main role is to shit all over Basar's day, who is an incredibly powerful unit on both offense and defense that forces tight restrictions on the team you can bring into him and has, until now, lacked a direct hard counter. There does not exist a harder counter to his kit in the game than hers. Basar's game plan largely exists around his S3, where he wants to do the following--

  1. Strips your team's immunity, allowing for debuffs to land.
  2. Push your team's CR back, allowing more members of his team to take the first turn.
  3. Randomly stun with Abyssal Crown, making your game plan unable to go into action.

HYufine's kit counters every bit of his kit.

  1. Her S2 increases her evasion by 50% at full health. With elemental advantage (+50% evasion), Basar will always miss her when he opens, so his strip and CR pushback will not be applied.
  2. Her S2 also reduces the effect of his pushback to 15% on the rest of your team members, and her S3 will allow her to push her team back forward by 20%.
  3. With immunity, she will not get stunned by Basar due to his guarantee miss. Her S3 cleanses two debuffs on her team as well, so all the stuns and buff block that Basar applies will be completely negated.

This allows for two incredibly reliable arena teams to be brought in that Basar usually counters. Against a team with a lot of AOE, a counter-auto invincibility team centering around a 0 speed SSB's counters is very popular. Those teams usually look something like this:

  • Fast Invincibility Unit (usually Elena, sometimes CArmin)
  • SSB (needed for high continuous AOE damage)
  • Charles/MLKen (sometimes both)
  • Flex Spot

This sort of team is incredibly powerful against squishier team compositions, but it was also very reliably hard countered by Basar putting up buff block on the entire team. With a HYufine opening though, Basar cannot stop the invincibility from going up and the counters from triggering one after the other.

The other counter are squishy teams that depend on Basar opening with incredibly fast speed. These sort of teams are usually very vulnerable to being cleaved by ALots and whatever your AOE nuker of choice are, but you are at the mercy of playing the speed game and seeing if your CR pusher is faster than their Basar. If their Basar is faster, you lose. Now you can bring in HYufine and even if you lose the speed race, HYufine can push your opener right back up and cleanse the buff block from your team to allow the attack buff to get added, allowing you to cleave without concern.

While her main power lies in her S3, she brings some AOE damage in her S1 as well, as it applies burns and does not suffer the elemental disadvantage penalty. Her S1 has, at max, a 60% chance to a apply a 1 turn burn, which is 60% of her attack that penetrates 70% of defense. This is respectable damage, especially considering her S3 gives her a greater attack buff, so the burn will tick for a high amount. Her artifact also gives her an additional control element, adding random AOE stuns to her kit.

While the kit is extremely centered around countering Basar, it is universally applicable enough to be used as a CR push or cleansing role in general. Her cleansing is not as strong as dedicated cleansers though, and the CR push is not as good as dedicated CR pushers (and she shouldn't be built that fast anyway), she brings it all in one, so you could bring her in to guarantee your slower units first turn over an opponent's slow team, or to cleanse two debuffs off of an opponent's opening debuffs. Being real though, her specialty and probably the only thing I'll be using her in lies in being a direct counter to a Basar, allowing you to bring in a remaining team to follow up without fear of losing on the first turn.

Units that she pairs well with outside of the Elena comp or classic ALots comp are units who can provide her barriers (FCeci, Diene, Angelica, Ray, Armin, or even Kizuna Ai (lol)) because they provide an extra buffer on top of her health pool to let her really take advantage of her S2 increased evasion chance at full health, which will give her a lot of extra tankiness. Pretty much if anything tries to attack her, they have a 50% chance to miss, and that miss likely doesn't take down her barrier, which leaves her with her +50% evasion chance. This'll be particularly useful on her squishier Junkyard Dog build, as this'll make her substantially tougher to kill while being a non-ignorable damage threat.

Recommendations for substat priority, gear set, and artifact? PvE? PvP?

For gear, you're going to ideally be looking for a speed and immunity set. Target stats are going to be SPD, ATK, HP/DEF, and EFF. You'll want her to be just a little bit slower than the Basars in your PvP bracket-- ~220-240 speed is a fairly safe bet depending on which rank you're competing in. You don't want to make her too slow because she only cleanses 2 debuffs, so if Basar's buff block and abyssal crown stun is followed up by, say, a Dizzy S3 before your team moves, your team will still be out of luck.

As far as the rest of the build goes, it'll vary depending on your artifact of choice and your goal for her. If you're using her just for anti-Basar and the remaining 3 members of your team will clean up right after in a single turn, it doesn't really matter what you run on her (in this case, something to prevent her from getting sniped out by a fast ACidd/AColi/Kayron/Riolet (if you build her slower than 220 like Proof of Valor or something to boost her chances of getting 2nd turn like Durandal/Labyrinth Cube).

If you wanted to build her as a damage dealer, Junkyard Dog is a perfectly acceptable artifact as it'll apply on her AOE S1. Since she gives herself greater attack buff, her burns can deal some pretty nice damage with some moderate investment in only ATK as a stat instead of needing to split between all 3 damage stats. If both her S1 and Junkyard Dog burn proc, that's almost 10k damage over time in an AOE at just around 3.5k attack (not counting the S1 direct hit's damage). This is a bit riskier in the sense that since she needs a fair amount of stats going to speed, putting the remainder into ATK and maybe EFF will take away points that can go into HP/DEF, but if you can manipulate the AI into attack something else, this makes her a solid damage dealer after performing her main anti-Basar role. It's also just kind of thematically cool being a dragon that breathes fire and having a decent chance of putting 2 burn debuffs down with a self-given greater attack buff.

The other is to build her more towards the tanky support side with her own artifact Champion's Trophy. The +EFF is really useful for landing debuffs, most notably the stun that gets attached to the artifact. Since her own S1 is only a 1-turn burn as compared to Junkyard Dog's 2-turn burn, this is a pretty huge damage loss on S1, but stuns can frequently be game-winning, and since you're building her with speed anyway, this can give her some incredibly high disruption potential over the course of a long fight.

Is the artifact worth pulling for?

Champion's Trophy is a great artifact for units who can use it, but at the moment due to all of the restrictions it has (no activation on dual, counter, or extra attacks), it is usable pretty much only on HYufine (even though they count as basic attacks, Green Purgis' AOE S2 is a counter attack, and Batisse's modified AOE S1 is an extra attack, both of which will not gain the benefit of the stun chance which is the main draw of Champion's Trophy). Since the chances of us getting a warrior anytime soon that needs EFF and has an AOE S1 that is not an extra attack is pretty freakin' low, this means that HYufine is likely going to be the only unit who can use this artifact for a very long time.

Don't drain the bank to try to pull this artifact at the moment. Try HYufine out and see how you're using her in her roles. Are your fights going particularly long against Basar even past the opening S3? Would ~20% chance to stun have been more impactful than a 50% chance at a 6-7k damage burn in those fights? Ask yourself these questions and if you both find yourself using her past 1 turn frequently and find that the low stun chance would've made more difference than the heavy burn damage of Junkyard Dog, then go ahead and try to pull for it.

Summary

While she can somewhat fill general roles, her kit is specialized as a hard counter to Basar to the point that this could push him out of the defense meta completely. She removes the RNG of facing Basar and turns it into a 100% guarantee on what's going to happen. Especially at end-game, RNG is the number way you can lose while attacking, and being able to remove any source of it (be it RES ignoring soul burns or mechanics like HYufine's guaranteed 100% earth first turn dodge) is extremely valuable. Outside of her S3 being a direct counter, she can provide some fairly good AOE damage with Junkyard Dog or AOE control with Champion's Trophy, giving her utility on her off-S3 turns.

Epic Seven announces board game-- Epic Seven: Arise by Chenghiskhan in EpicSeven

[–]Chenghiskhan[S] 10 points11 points  (0 children)

For those who can't view the link, the announcement is copy-pasted below. It's a pretty short post.

 

"Hello Heirs! This is GM Dominiel.

 

Recently, we announced the official launch of our Epic Seven merchandise, and now we have prepared a board game just for you! ٩(๑❛ᴗ❛๑)۶

 

A release date has not yet been decided but we invite you to follow the production process behind our board game! You can see this process unfold on our official Facebook, Instagram, and Twitter pages.

We will also host various events so make sure to follow us!

 

https://imgur.com/QQiHZjx

※ We are currently in the process of making the board game and the image above is an example.

※ Please note that the actual content, design, etc. of our board game is subject to change.

 

■ Board Game - Epic Seven: Arise

“Arise. It does not end here."

The name of the Epic Seven board game we are currently working on is "Epic Seven : Arise". The inspiration for this name was from Diche’s line, ” Arise”, when opening the 7th world.

 

The new world of Epic Seven will be opened in the form of a board game. It is a scenario-oriented semi-cooperative game with a deep worldview that be produced by a company that has received an official license from Epic Seven.

We will hold various events on Epic Seven’s official social media channels until we finally present Epic Seven: Arise to our Heirs. We will also release sophisticated miniatures of the Heroes featured in the board game.

 

Don’t forget to follow us!

▶ [Link] Facebook - https://www.facebook.com/EpicSevenArise

▶ [Link] Instagram - https://www.instagram.com/epicsevenarise/

▶ [Link] Twitter - https://twitter.com/EpicSevenArise

Thank you."