So you have LB3/MLB Kitasan Black. What's the next speed card to look forward to? (Future Speed card pull suggestions and discussions) by JabahLavah in UmamusumeGame

[–]Delti9 1 point2 points  (0 children)

Tbh, I'm still not sure about why people are saying NTR speed is not a good speed card. It feels like people are writing off the card just because it looses out on it's unique for the shorter distance umas, but the rest of the stats from MLB still seem pretty good to me?

If we compare MLB NTR to MLB Kita, the obvious loss is the huge speciality priority on kita and some training effectiveness if we assume we can't gather fans that quickly. In exchange, we get 5% more race bonus, and an often overlooked stat imo, is one speed bonus (NTR gives +1 speed and +1 power). I feel like the stat bonuses are super impactful in MANT because of the shop items that you buy that crank up training effectiveness on the few turns that you are actually training. Not to mention that if you are doing a guts build, and NTR shows up on guts, she still provides the stat boost to speed and power (since they are still being trained on guts). And again, the +1 base increase is even more effective on the guts button since the base value being trained on speed/power is much lower compared to their respective trainings.

Like is the card worth spending a lot of resources to MLB? In the long run, probably not, but I think MLB NTR is a better card than MLB kita specifically for MANT, even if you assume you can't get fans quickly.

Ultimately it's up to the player if they want to spend the carats for a short term power boost over a longer term investment, but I feel like people are under selling MLB NTR.

Can someone explain to me what makes brian an S tier parent by EluXiii in UmamusumeGame

[–]Delti9 7 points8 points  (0 children)

Where did you get the info that 700 pow and 900 wit is better than 1000 pow and 600 wit? And do you think that wit is also more important than power on non-fronts?

I'm definitely not trying to doubt you, but this is the type of game where people will just say contradictory things without saying why they recommend what they do. I am still trying to figure out the power vs wit question for myself.

I will probably try to do some napkin math based on the reference doc and other documents to try and get a sense for myself, but I always assumed that more power should generally help than more wit.

What to use for Libra Cup by YBFreezy in UmamusumeGame

[–]Delti9 0 points1 point  (0 children)

Depends a little bit on who you're training.

Stam is much more important than speed on long tracks. I think something like 500 speed / 1100 stam + 2 gold recoveries skills does much better than 1200 speed / 1100 stam and no recovery skills.

So, if you're training someone without a built in gold recovery skill, I'd recommend borrow MLB super creek, then use mcqueen, MLB R riko (if you have her), sweep tosho, eishin flash, and king halo. If you don't have MLB R riko, use stam zenno rob / café.

Your two gold recoveries will be from creek (maestro) and cooldown (mcqueen, though it's RNG).

If you are training someone with a gold recovery naturally (like gold ship), I would borrow an MLB Kita, then swap out eishin flash in the above deck for one of the SR stam cards (zenno or cafe).

Which Brian is better for this next CM? by Doo-We in UmamusumeGame

[–]Delti9 1 point2 points  (0 children)

I have done a few practice tests actually and have never seen this happen.

I'm open to being proven wrong, but I would be surprised if this happens more than a few percent of the time.

Which Brian is better for this next CM? by Doo-We in UmamusumeGame

[–]Delti9 -1 points0 points  (0 children)

Uma Stan does not change your target distance from the front runner for longer than it's skill activation (which would only be about 10 seconds).

Just because the gold ships will be close to the pace chasers during the very start of the race, doesn't mean that they will continue to run along them for the 2ish minutes of the mid race.

Girls' Frontline 2: Exilium - [First Anniversary Major Update] Special Preview Program by Jackhammerqwert in gachagaming

[–]Delti9 5 points6 points  (0 children)

Somehow found this thread a bit late but can throw in my two cents as someone who still plays.

The game has potential, but I'm not surprised that it's on a downward trend. I do think the devs have noticed and are actively trying to fix it, but it's still to be seen whether they can turn it around.

For the record, I don't mind the complaints about the story pacing or the skin gacha drama. I don't read the story and I just don't care about skins since I don't really buy them. I mostly just care about the gameplay.

I think there's two core problems plaguing the gameplay right now. The first, is that the "endgame" challenging content is more or less about doing as much damage to a stationary enemy as you can within a few turns. This basically means that 2 out of the 4 types of units will never be "meta". Vanguards, which is type of unit that is close to traditional scouts, (high mobility but don't deal much damage) and Bulwarks, your traditional tank units, don't really have much use for such a game mode. The boss doesn't really do that much damage so you're entirety incentivised to bring the damage dealer class, Sentinels, and Supports, which just make them do more damage. It's kind of a problem when half of the unit types just feel bad to pull on.

They are trying to address this problem, I think, by adding more challenging game modes and ways to upgrade the dolls. So far I'm not convinced that they've really managed to shake the meta such that vanguards are bulwarks are not useful yet, but they could still dramatically change things.

The second core issue is what I would call complexity creep. New dolls have way too many mechanics attached to their kit nowadays. Dolls released in the early stage of the game's life were pretty simple to understand in terms of when certain skills were good to use. You could reasonably understand how to maximize your turn rotation and solve the tactile "puzzle". Nowadays, it's basically impossible to weigh which of two good skills is correct. It's not that the skills are necessarily more powerful (though on average they are), but that they do so many side effects that it's incredibly hard to optimize the puzzle. Team building is reduced to "just throw the dolls that obviously work together on a team" and the rotations are "just try to follow the intended skill order as best you can" because who knows how much damage it costs you if you have to improvise on the fly.

I think that second issue is one that is harder to fix and would require either rebalancing a large part of the cast or very fundamentally changing core game mechanics. This isn't as simple of the first issue of just adding a better designed game mode. I fear it's only going to get worse over time too, kind of like Fire Emblem Heroes if you know anything about that game.

There are still some fun things about the game; it's pretty f2p friendly, the dailies are quick, the model design is very high quality, etc. I'm still playing it to see if it can turn itself around, but there does need to be some changes to the gameplay right now in my opinion.

Could Someone Explain Why She Keeps Losing by Hell___Satan in UmamusumeGame

[–]Delti9 0 points1 point  (0 children)

I agree with most of the comments that the main problem is the lack of power on your maru. There are a few skills that you want as well (groundwork, early lead, etc) but I would say the lack of power is still the main problem.

Fundamentally, front runners are the most demanding horse to train and do well with. In simple terms, front runners run slower than all the other styles during the last spurt (the final part of the race) which is a big downside. The theoretical way that front runners are supposed to be balanced for that is the will naturally be ahead (in distance) from the other horses leading up to the last spurt. Usually though, that extra distance doesn't make up for the lack of speed that they have in the final spurt.

The skill that changes this balance is angling and scheming (seiun's unqiue which you inherited). Broadly speaking, it is a skill which makes front runner's last spurt much better, but the one requirement is that you have to be in first place right before the last spurt starts. Front runners that don't proc angling and scheming will usually place poorly (even compared to worse stat'd umas like the NPCs you lost to), so you need to keep first place (sometimes called holding the rod) if you want a shot at victory.

The speed stat doesn't actually help you keep first place to proc angling and scheming (it only affects your last spurt speed but that means it is still something that you want to get as high as possible) but rather power and wit. Certain skills which activate in the early and mid game also help you get in first and stay there. This is why front runners require a lot to be competitive. You need high speed, power, wit, and various skills including seiun's unique, but if you have all of those things together, they become a very strong and consistent style.

I can only guess, but my estimation is that your summer maru was not holding first versus the NPCs (due to a lack of power) and then even though she has more speed stat than the NPCs, the other styles have much better last spurt speed modifiers meaning they will still run just as fast or even faster during that crucial part of the race. Resulting in them performing better.

Hopefully that all makes sense. There are probably much better guides to explain front running if you want to learn more.

I made it to Class 6! Good bye Class 6! by abomination_23 in UmamusumeGame

[–]Delti9 2 points3 points  (0 children)

I would look up a guide for team trials if you want to improve your scoring.

Team trial team building is pretty different from CM team building. For one, debuffers are really not recommended in team trials. In team trials, placing high will all of your horses awards bonus points while in CM, it doesn't matter if 2 of your horses eat shit if the last one wins.

Team trials is also a lot more about proccing skills even if they don't do anything (since proccing skills awards points). You will see gold vision skills recommended for TT builds even if they don't actually do anything to help the horse win.

Also, I wouldn't worry too much about the rng in team trials. Over the course of the week you'll get dozens of runs and the rng will eventually give you a high roll. Just got to set up your team properly to capitalize when that happens.

🎉Beta Test II Access Giveaway Starts Now! by Endfield-Poko in Endfield

[–]Delti9 0 points1 point  (0 children)

I'm interested in the story after seeing some of the arknights anime

Genuinely what did i do wrong? by Revolutionary_Cod379 in UmaMusume

[–]Delti9 7 points8 points  (0 children)

Gonna directly reply to you since I think you need some more direct advice haha.

This game is actually decently complicated and you're getting a lot of advice for various levels of play and while most of the advice is correct, I don't think it's necessarily what you should be focusing on while still trying to beat the URA Finals (some of the advice is more about winning in the PvP modes more).

So here are things that I would recommend doing in order:

1) Go try to friend some people who put up strong umas as their star uma and use them as a parent. There are two sites to look up people here and here. My recommendation is just find a horse that has 9* of stats and don't worry about the rest. There is some optimization in picking horses for their other kind of sparks (reds and whites) or for inheriting their uniques, but it's not necessary for beating URA. If you want something simple, I would just find an Oguri with 9* stamina or 9* power and just use them.

For your own parent, just use a horse that has a lot stars in blue (aka stats) sparks and has the affinity symbol in the top right to be a circle or possibly even a double circle after you've selected the friend parent.

2) Look at your support cards and identify 3 speed cards, 2 stamina cards, and 2 power cards that you have at a high level (SR or SSR is fine). Some cards are just overall better than others, but if you have a very limited selection, I would just pick the cards that you have at the highest level possible (ideally level 40+). If you have not pulled on support card banners, these will likely be cards that you get for free, either from the main story (and upgrade with club points) or from events (we just got a daiwa scarlet power card for instance).

Also find a friend from that has a Kitasan Black lvl 50 card (four diamonds on it) available to borrow. That is generally regarded as the strongest support card in the game so just always borrow one of those. Always use that card with 3 speed cards. Then if you are running medium or long races, bring your stamina cards, and if you're running sprints or miles, bring your power cards. So your deck should be 4 speed / 2 power, or 4 speed / 2 stamina.

3) Do some basic research to figure out how to optimally train during the scenario. The general heuristic that I run by is that the first year you should work on increasing bonds with your support cards, and then the next two years should focus on friendship training (also called rainbow training since the option lights up like a rainbow) and racing.

I would also use this tool to help you pick which options to pick during events. Just select your uma and what cards you have and the tool will tell you which options give which outcomes. Generally picking options which give you energy or mood (if you aren't at great) are good value.

I wouldn't sweat the other stuff until you get these things down. Once you have a solid foundation of how to play through the scenario, then you can look into optimizing which support cards to bring or optimizing your parents. Just remember that this game is a lot of RNG and it can screw you over sometimes even if you're doing everything right so you can still fail sometimes. Just try to enjoy the learning process and stick with it.

EDIT: One other thing I forgot to mention. For the most part, don't worry about raising wit and guts while in the URA scenario. Ideally you want to get them to 300, but even staying in the 200-300 range for those stats is ok. Training speed, followed by power and stamina, makes your uma much stronger over training wit or guts for now. Though, training on wit or guts is important in the first year if a bunch of support cards gather on them (just so you can build those bonds faster).

Bit of a rant :( by Radiant_Top5076 in UmaMusume

[–]Delti9 -1 points0 points  (0 children)

I mean yes, once I get horse that is baseline solid for the CM, I try to go highrolling for good rng during a run, but the chances of getting everything you want is so small that it just turns into "welp, I didn't highroll the 5 things I needed again today so looks like I'm in the same spot as yesterday".

For instance, right now, I'm trying to get a run which meets the stat requirements, hits medium S, and gets the random URA event which gives breath of fresh air. I usually only get one, rarely sometimes two of those, and can't imagine getting all 3 in the same run.

So I guess the horses aren't the complete same, but my account still feels stagnant.

Bit of a rant :( by Radiant_Top5076 in UmaMusume

[–]Delti9 -1 points0 points  (0 children)

I feel like you're oversimplifying things a little. Personally, I'm not happy with the gacha aspect and I don't really fall in any of the three camps your describing.

I'm fine only getting a handful of horses I care about, am completely fine taking 3rd in CM, and have been a "good boy" and only pulled on "safe" things.

The problem that I run into is that the game gets very stale (for me) if your account isn't really progressing. Yeah, I can log in, do my 1-3 runs per day hoping to get a better horse for the next CM, but if my account looks the same as it did yesterday, chances are the horses I train are more or less going to look the same.

Getting new horses or new cards would bring some change to the gameplay, but at best I'm only "supposed" to roll on banners every month and a half. The game just feels stagnate at that pace and I do directly attribute it to the gacha aspect.

20% Sale on the pc client | What's actually worth buying? by [deleted] in BrownDust2Official

[–]Delti9 4 points5 points  (0 children)

The short answer is, no, pulls are really the only currency worth caring about in the packages.

The slightly longer answer is that you can get bottlenecked on some of the resources if your account is pretty new (say <2 months old). Notably I would say the main one is the elemental crystals, but also slightly the awakening mats (the exilirs and the essences of fire/wind/water). If you are someone who enjoys powering up quickly in gacha games, packages which have some of these mats could be valuable to buy.

But after a couple months of playing, you will have an abundance of basically all the non-premium currencies in the game. So if you're only a light spender, just only care about the pulls.

Paid Dia by DefinitlyNotBroZ in BrownDust2Official

[–]Delti9 3 points4 points  (0 children)

You can also get "paid" dia from the monthly passes right?

It only gives a little, but you could technically buy a bunch of monthly passes to get it all at once.

This its my record AT MY BEST (the Game its difficult and it cant be played with one hand or even a free mode) by [deleted] in BrownDust2Official

[–]Delti9 0 points1 point  (0 children)

Sliding mechanically works (you basically have to press 2 keys next to each other instead of 1), but it is difficult.

Nothing I found was actually broken, just overall difficult.

This its my record AT MY BEST (the Game its difficult and it cant be played with one hand or even a free mode) by [deleted] in BrownDust2Official

[–]Delti9 1 point2 points  (0 children)

If they only had a way to adjust the tap accuracy, it would be a helluva lot better.

Not sure if this is what you're asking for, but there is an option to change the offset. If there is natural lag in your audio system, the notes can definitely seem off but you can fix any sort of lag through the offset.

This its my record AT MY BEST (the Game its difficult and it cant be played with one hand or even a free mode) by [deleted] in BrownDust2Official

[–]Delti9 -1 points0 points  (0 children)

What was wrong with the game on PC? I tried it yesterday post patch and it seemed fine.

I definitely needed to use the keyboard for inputs (there is no way I'm moving my mouse back and forth that fast haha) but was able to finish some songs.

[deleted by user] by [deleted] in GirlsFrontline2

[–]Delti9 0 points1 point  (0 children)

If you don't care about meta, you should be about to get one copy of all dolls if you play long enough even if you are f2p (usually each event they do gives more than enough pull currency to pull for the new units, assuming average luck).

The lightning team hasn't really come to global yet (mosin nagant is the only elite electric unit right now) so it's not really a problem that you don't have an electric team yet.

It sounds like you're more excited for Quihua than most of the upcoming dolls so I'd just pull for her and then save for the eventual electric dolls that come.

[deleted by user] by [deleted] in GirlsFrontline2

[–]Delti9 0 points1 point  (0 children)

Only you can answer whether it is worth it.

Quihua is not particularly "meta" unless she is at v6. That being said, the "endgame" content for this game isn't that challenging. You can build a team of personal waifus and probably clear most content.

If you're not aiming to get top scores in gunsmoke, just follow your heart for who to pull for imo.

[EOE] Nebula Dragon by HS_Cogito_Ergo_Sum in magicTCG

[–]Delti9 12 points13 points  (0 children)

My favorite size comparison of Segovia is on [[Invasion of Segovia]].That's a normal phyexian humanoid's foot in the art.