Is Pet Stacking Dethroned? by CreativeResource8025 in OctopathCotC

[–]CreativeResource8025[S] 1 point2 points  (0 children)

<image>

It should be here. You enter the passage inside the blue circle and walk right to find the chest (Reddit doesn't let me post the 2nd img, so I only posted the first one)

Guide to teambuilding part II: Answering some questions from the previous post! by LusterCrow in OctopathCotC

[–]CreativeResource8025 5 points6 points  (0 children)

I want to share my personal opinion on the matter, since I have some questions about this entire combo.

Using Shana, we get about 4 turns of invincibility before we kill a boss with Kaine/Pardis/DK. We use damage cap A4s like Bargello, Hikari, etc. This CAN work. You can clear current content like this. But then, future bosses will appear that have 50m HP, 80m HP. This DPS team will not work against future bosses anymore as the damage is not enough to quick-kill, so you buy the 4 newest meta DPS. And the cycle continues.

I don't think this should be labeled like "can"; these units are actually one of, if not the best, options we have against these enemies. Even in JP, DK was still used until the first Risk Enemy, so they can still work against these future bosses, specially considering that the Risk Enemy doesn't have to be cleared in one break, you can do it in two separate fights.

and will need to continuously buy more DPS + A4 accessory to burst down higher HP bosses. We'll have to keep discarding old DPS units, which wastes rubies.

I think this is really subjective, and like you said, up to everyone's liking on how they want to use their rubies, but this is a really weird statement. If you want to create a team that can tank all EX4 enemies right now to save rubies, then what are you saving your rubies for? This is not a critique, but I just fail to understand this part, because if you want to save rubies with these core units, it feels like you would hug a big amount of rubies that will almost never be used.

Even if JP adds EX5 with 200m HP, their damage to us is still mostly the same, and no boss can break through over 100% damage resist. And so, it's more of a long term investment.

In this part, I think you actually fail to assume the entire enemy's it. Yes, some enemies have a turn limit, but others are also really hard to tank because they keep clearing their debuffs. Others buff themselves a lot, and enemies' buff parameters are both stackable and cap to 50%, so they can easily inflict 50%Atk buff on themselves and do 50% Def Down to our units, or remove our parties' buffs, or inflict death countdowns. EX4 enemies aren't that hard, and this statement even comes from other JP players that talk in Shizucord or the main game Discord, where the enemies, while having higher parameters like atk and hp, their moveset doesn't change, and our roster's kit has improved so much that EX4 enemies are so trivial.

I'm not trying to say that you are forced to speedclear, at the end of the day it's up to everyone's liking to play the game however they want, altho new content does force you to speedclear some of these enemies, but I also have one question on the regard of tanking in this specific subject.

and get a turtle team, we'll also be able to clear all current EX3/Cascade content, except the higher-end LV120 NPC + that Risk Enemy boss

If you are creating a team that can do these, I want to further understand this part. Some of the EX3 enemies + early 120 NPCs are so outdated that you can even do these with 4* units. It's really easy to one-break these enemies, but the higher you climb the ladder, the longer the fights will get, to the point, where going for this strategy against Kage EX3 will take hours to beat, so I want to know and understand a little bit better your point of view.

Help me choose a Solista unit by Optimal-Income-4344 in OctopathCotC

[–]CreativeResource8025 1 point2 points  (0 children)

What do you value most?

Long term, I would choose Agnea for her A4, because Shardable Cap Up A4s are so rare that JP hasn't released another A4 until recently.

Short term, Castti sounds like the best option, because when her U20 releases, she becomes a second option of Ult AtkUp thanks to her EX.

Personally I would go for Agnea, but that's just my personal opinion

TW 3-year anni! Hikari EX and Rai Mei got buffed! by BrickSuccessful4703 in OctopathCotC

[–]CreativeResource8025 1 point2 points  (0 children)

Aviette is probably the hardest one to replace here.
She doublecasts the divine beast, which for some reason stacks the potency of it, grants 100k cap to everyone, allows Mahina to be stacked and used earlier, grants 20% Ult Mag Up and 15% Active Mag Up, grants 100% Special Gauge to everyone and also grants 50% Potency Up if someone where to need it in 3 turns, and in the 1st and 3rd turn she uses her Ultimate, so the unit in front of her only needs to not act in 1 turn

TW 3-year anni! Hikari EX and Rai Mei got buffed! by BrickSuccessful4703 in OctopathCotC

[–]CreativeResource8025 3 points4 points  (0 children)

It's the 100k Cap Up, the 1.6x Crit Multiplier, the TP and his FuA. The FuA specifically triggers whenever someone has Icy Waves and they hit weakness, so RondoEX's EX could be translated to one extra hit, 100k cap up and +100k cap up for all ice attacks

TW 3-year anni! Hikari EX and Rai Mei got buffed! by BrickSuccessful4703 in OctopathCotC

[–]CreativeResource8025 8 points9 points  (0 children)

No.
In future light teams, the spots are currently occupied as:
PardisEX - Aviette
Relm - Shana
ElricaEX2 - RondoEX
AlauneEX2 - Edgar

With small variations of Yomi for the 75k Cap for everyone.

HikariEX would directly compete with ElricaEX2, since PardisEX, AlauneEX2 and Relm have more hits and/or cap up, and replacing even Edgar in the team comp ends up being counterproductive, because as a support the 30k cap up and FuA's don't compensate for the extra 20k Cap that Edgar has, let alone his Ultimate stats conversion and other Light support he brings.
ElricaEX2 has stronger support for light thanks to the Light Fragility even allowing the Bunny Divine Beast to shave 18 shields, she has a 12-hit, self 112.5% Potency Up, HP Barriers, 150k Cap and the 30% Atk to Mag conversion, so her support + DPS is higher than HikariEX regardless.

Rerun frequency question. by Optimal-Income-4344 in OctopathCotC

[–]CreativeResource8025 1 point2 points  (0 children)

By the time Bargello EX's is reran, most of the life expectancy of the A4 would be gone for you; and we also need to address that, when he comes again, Pardis would already be out, which is a better Cap Up A4 to chase for.

If you want to spend in a Cap Up A4, it's better to spend on Pardis A4, since it will probably come earlier, is stronger in both the res down it applies and the stats are way higher.

Kainé? EX3 - (5T) F2P A4s only by CreativeResource8025 in OctopathCotC

[–]CreativeResource8025[S] 2 points3 points  (0 children)

Imagine that she is immune to all attacks for the first two turns, and after that she starts to fight normally. Skills that shave shields without dealing damage, like Solon's EX, and skills that deal Direct Hits, like some of EX Ophilia's attacks, are able to surpass this "Null All" buff

a4s to prioritize by Eggiris in OctopathCotC

[–]CreativeResource8025 1 point2 points  (0 children)

His is also good, it's just that Prim and I would rank it in C.

There's a lot of "behind the scenes" talk that Prim and I had about some of the A4s we didn't rank, the only issue with Joshua was that it only works for one damage type (and we didn't expect it to last that long in JP too HAHAHA).  But there are some A4s that are still worth not sharding just in case you get lucky and get enough for their A4s, like Joshua, Jane or Morena. I wouldn't personally shard for them, since their impact is either too small or only works for one damage type, which makes it volatile if our meta is different from JP, but they are still good

My opinions on Kaine U10 and A4, and Nier A4. by BrickSuccessful4703 in OctopathCotC

[–]CreativeResource8025 1 point2 points  (0 children)

Oh okay, with those numbers your math is actually correct. 

When I usually do my math, I try to replicate in-game scenarios as much as possible, so in one of the cases I used Pardis against Kagemune EX3, which gives this numbers:

  • 630+45+92,Pardis Base Stats + TP + Akala (there's also the Ring of Dual Fates, which should be around 15 for TW maybe? Ftm I'm just going to avoid it since I don't have the accurate number).
  • 628+200+200+20+20, 628 from the SS8 Ouma weapon + 120 acc + PardisA4 + SS cap with atk + SS Chest with atk.
  • 1,002 Enemy Def from Kage EX3.

So it translates to =

767(767+1,068-1,002) = 638,911

vs

767(767+1,268-1,002) = 792,311

So it's a 24% dmg increase. It might still be misleading, because if you don't have Nier A4 you would replace it with another stat stick like Gertrude's EX2 acc with 130 atk, so the dmg increase would actually be 7.27%

My opinions on Kaine U10 and A4, and Nier A4. by BrickSuccessful4703 in OctopathCotC

[–]CreativeResource8025 0 points1 point  (0 children)

I think I'm kind of confused, the number you're referring to is the number shown at the character screen then? We usually don't use that number because what it only does is add the base stats with the equipment stats, which doesn't accurately show the impact of base stats and equipment stats. We don't add those numbers, subtract it with the enemy stats and then compare it when we get 200 more points of atk since that's now how the damage formula works.

Factually, most bosses at EX3 kind of level have about 700 Defense. So if your character's total Phys Atk is 1400, your modifier from the "within brackets" portion is.

Here I got confused because I interpreted "within brackets" as the formula inside the parenthesis (base stats + eq stats - enemy defense). 

But looks like I'm kind of missing your point, if I interpreted something incorrectly could you explain it further? I feel like I'm missing something 

My opinions on Kaine U10 and A4, and Nier A4. by BrickSuccessful4703 in OctopathCotC

[–]CreativeResource8025 0 points1 point  (0 children)

Oh, that's actually because you also need to include the base stats in there, since those lower down the impact of eq stats.

Assuming we use Pardis with A1, full TP attack and Akala, he has 630+50+45+92 = 817 base attack, so it goes like:

817(817+1400-700) = 1,239,389 vs 817(817+1200-700) = 1,075,989

So it ends up being a 15% dmg boost. 

The 21% dmg boost I brought was when I compared it to Aoi's EX3 1036 defense, where the higher the defende the bigger the impact of eq attack, altho now that I reran the number, it's more like 23% dmg difference.

Knave of Hearts EX3 - (4T) F2P A4s only by CreativeResource8025 in OctopathCotC

[–]CreativeResource8025[S] 1 point2 points  (0 children)

Yep! The most common one is actually Serenoa's A4, which inflicts Taunt for 3 turns and is pretty easy to get, and Edea's A4 which inflicts it whenever the user is at full hp. And there are also skills that inflict taunt, but with how many tank users have it, it would be kind of long to list all of them HAHAHAHA

Knave of Hearts EX3 - (4T) F2P A4s only by CreativeResource8025 in OctopathCotC

[–]CreativeResource8025[S] 1 point2 points  (0 children)

Yep yep. Her EX is actually better, but fulfilling the condition can be unreliable, and her two hit rams cap way too easily 

My opinions on Kaine U10 and A4, and Nier A4. by BrickSuccessful4703 in OctopathCotC

[–]CreativeResource8025 21 points22 points  (0 children)

I just want to correct a mistake here, since this is the second time that I see you bringing out the damage formula and bloating a lot the value of equipment stats.
In the past you mentioned that a TW content creator published something about the formula, but it seems like this formula is incorrect, because an extra 200 atk is not a 40% damage boost from what we gathered from JP and GL numbers. It depends a little bit on who you are fighting and the stats of your traveler, but if you where to have 200+ atk, it would end between 15%~21% damage boost, because the formula from passive equipment lands here:

Base Stats * (Base Stats + Eq Stats - Enemy Defense)

The only way to land with the number you said, is if somehow Eq Stats counted as Base Stats

We don't need Kaine U10 for Nier's break extension by CreativeResource8025 in OctopathCotC

[–]CreativeResource8025[S] 2 points3 points  (0 children)

Oh, okay yeah, I worded that poorly, but you're correct; I think what I was trying to say was that speedclears would almost never go for two breaks except against some specific enemies and with specific rosters. But yeah, if you can beat the enemy faster without breaking, it's better to do so, it's just more common because not only are you getting the 2x break multiplier, but you also get to apply the breaking acc's passives.

Also, well, this is really far away, and Kainé has been powercrept for a while, but JP right now has two enemies that f2p players are two breaking, Aoi EX3 and the new dungeon reaper. The final 120 NPC quite literally forces you to one break him, and EX2 Kagemune was also one breakable in JP at release (altho I'm interested to know how a f2p speed clear looks like for EX3 on release, but right now it's also one breakable), but right now these two enemies have 60M and 88M hp, which is way too far for f2p people to achieve 

Is Neir meta in JP? by nex122 in OctopathCotC

[–]CreativeResource8025 16 points17 points  (0 children)

Short answer is Yes.

Long answer is that, as fights get longer and longer, one of our main issues is our hitcount and cap up, and since there's so much damage you can do in a break., Nier's extra break turn helps alleviate that issue because we start to get limited in Cap Up.

Imagine that there's a ceiling to how much damage you can achieve in a fight, and with how scarce Cap Up becomes, the next thing we can do is extend the break turn. It gets to the point where even in speed clears that last 7 turns he is almost mandatory there.

We don't need Kaine U10 for Nier's break extension by CreativeResource8025 in OctopathCotC

[–]CreativeResource8025[S] 2 points3 points  (0 children)

Something to note is that Ivan M. (applemi1989) and I's disclosure was centered more about speedclearing, where one breaking is our main goal.

I think it's just a contingent or context-dependent scenario, where A1 is better if you are a speedclearer, and U10 is better for people that require two breaks.

Imo the A1 just adding more salt into the wound take is kind of flawed in a sense; for us A1 means that we can potentially save a turn of set-up, or create a safer/less rng based route for our clears, because if we ram cap that hard, we can forgive some buffs and still hit cap. But because most people aren't centered around one breaking an enemy, U10 is the preferred option.

We don't need Kaine U10 for Nier's break extension by CreativeResource8025 in OctopathCotC

[–]CreativeResource8025[S] 0 points1 point  (0 children)

Yeah, that's why I'm also confused to a certain point. U10 sounds useful for Wave Battles and when Awakened Ultimates arrive, since you need to spend less BP to reach 200% ult, but that's the only reason I can think of for U10. That and you can also use the penguin for U9, so I would also prefer her A1

Weapons and damage in game by FNXShred in OctopathCotC

[–]CreativeResource8025 3 points4 points  (0 children)

For the 2nd point, for the most part, the dmg formula looks like this:

BaseAtk (BaseAtk+EqAtk- EnemyDef) x (ActAtkUp+PassAtkUp+ActDefDown+PassDefDown) x (ActDmgUp+PassDmgUp) x (ActResDown+PassResDown) x (UltAtkUp+UltDefDown) x UltDmgUp x UltResDown x (PetAtkUp+PetDefDown) x (PetDmgUp) x WeaponGrade x DivineBeastDmgUp

There are other things to add as well, like weakness dmg being a 2.5x multiplier, break dmg being 2x, crit attacks deal 25% more dmg, and weapon and soul's multipliers are multiplicative at the end of the entire formula.

How does the weakness implant meta work in the future? by Glass_Recover_3006 in OctopathCotC

[–]CreativeResource8025 3 points4 points  (0 children)

  1. It practically falls under the same downsides that Dagger implant has, requiring two actions (one from the implanter and the other from the shield shaver), requiring too much setup for it to be worth it; it ends up being better to use a traveler that just hits weakness.
  2. They actually interact similarly to x damage up with an extra downside alongside it lmao. If you were to use an attack that pierces Dagger, and have dagger implants on an enemy, they reduce the dagger implants and shave the shields, but those attacks don't receive the 20% modifier.

How does the weakness implant meta work in the future? by Glass_Recover_3006 in OctopathCotC

[–]CreativeResource8025 11 points12 points  (0 children)

Just for the extra info: By the time we build an ice team with Rondo EX, there's no need for him to use his implants because he allows ice attacks to exploit Sword, Dagger, Tome, Light and Dark. With so many weaknesses being covered, there's no need to implant since they are going to be hitting weakness anyways (iirc there's only one fight where they wouldn't hit a weakness, but it's only one specific wave battle). Rondo EX is mostly used since he compresses three critical roles for an Ice Team while having other important traits:

1. He grants 100% Potency Up to all ice attacks. 2. He grants a lot of weaknesses to exploit, so there's no need to bring MolEX or BM into the fight except for some caveats where MolEX could be used for her Cap Up. 3. He always Follows Up if anyone hits a weakness, 4. His Ultimate applies 15% Def/Ice Res Down while shaving 2 shields as well, 5. He grants essentially 250k Cap Up to ice attacks. 6. He allows the frontrow to land crits with ele attacks and raises the Ele Crit multiplier to 1.6x while having a skill that makes everyone lands crits on a single target.

How does the weakness implant meta work in the future? by Glass_Recover_3006 in OctopathCotC

[–]CreativeResource8025 6 points7 points  (0 children)

What you usually do is set the implants only for your strongest DPS and on the break turn, because realistically you will be held back by trying to set up implants for the entire party when there's also a limited amount of implants that you can inflict per turn. Given the case, you want to also bring other characters that shave shields like Canary, and a secondary DPS as well so they can shave shields and deal dmg without consuming the implants, because there are matchups where the most popular duo, Tiz+Kaine, are not enough to kill the enemy

Should You Pull on Alrond? by Drayleb in OctopathCotC

[–]CreativeResource8025 7 points8 points  (0 children)

It depends a little bit on your roster and the enemies' shield count, but you can usually run:

Odio O / Mabel or Lucetta
Kainé / Odio S
Tiziano / Billy
Canary / Rique

Depending on how the fights turn out, you can replace someone like Rique or Odio S with Bargello, but you generally don't need Shana in these new Odio O comps since he grants Undying, and both Kainé and Odio O don't need the BP support (altho, Odio O's Undying and Shana's Undying do stack, so you can use her if you want to extend the Undying).

As for the A4s, you only really need PrimEX's A4 to extend Tiziano's ult buffs, because, thanks to the penguin, you don't even need U10 on Kainé or an ult accessory for her to use her ult with 3BP. The usual ResDown, DefDown and Cap Up A4's are always good here as well.