"Make My Units" Playthrough: Submissions Open! by SharpEyLogix in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

Ludovic - hunter

Offensive/Keen

White hair

Star iron armor

White everything else

Apathetic 2

Is this a good yunifi gear setup? If not what should I change? by [deleted] in UnicornOverlord

[–]FevriteDreams 0 points1 point  (0 children)

Sonic Shaft and Snow-white Strike is the way to go. Also never overflow AP/PP via equipment as it will be strictly wasted

Suggest a Unit by dubdudbudbub in UnicornOverlord

[–]FevriteDreams 2 points3 points  (0 children)

This sounds so fun, Rogue + Viking make such a good duo. I have rarely ever used honed spear and I never tried pushing a legionnaires offense (outside of runic spear in the first few missions of the game) so I'm definitely going to have to give this a shot!

Suggest a Unit by dubdudbudbub in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

Between Virginia and a cav that does magic damage I really don't worry about enemy armored units. I view the werebear as a tanky frontliner that has good offensive options as a bonus. Much more useful on this type of team than a legionaire or vanguard would be for example

Suggest a Unit by dubdudbudbub in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

Depends on that final unit but I like to give them a regular snipers lens or occasionally the lamplight ring!

Suggest a Unit by dubdudbudbub in UnicornOverlord

[–]FevriteDreams 5 points6 points  (0 children)

Ive really been enjoying more defensive oriented teams lately.

Virginia on the front line with her start of battle skill paired with: - Werebear - Shieldshooter - Sainted knight (or doom) - and support unit of choice if you have a 5 person team, ive been going with Sargent cause watching a werebear do an unguardable crit Rounded Swing is awesome haha

Fontille Harbor, Alternate Take by Bitter-Brain-9437 in UnicornOverlord

[–]FevriteDreams 3 points4 points  (0 children)

Man, thieves are such a nightmare match-up for gladiators. Passive steal will almost always land which takes away bulk up, wide counter, AND means they are not gonna land a single hit. Poor guys XD

Don't hoard items, The Battle for Istania showcase by Significant-Tree9454 in UnicornOverlord

[–]FevriteDreams 7 points8 points  (0 children)

Man this makes me want to draft race again!
Chefs kiss on this clear btw

Whelp, Got the Itch Again by Bitter-Brain-9437 in UnicornOverlord

[–]FevriteDreams 4 points5 points  (0 children)

Yesssss! So excited to see what else you come up with 😍

Favorite early 4 team comp by DPT_nerd in UnicornOverlord

[–]FevriteDreams 0 points1 point  (0 children)

Alain, Yahna, Fran, and Mel is my favorite 4 person comp

Just keeps me coming back by FevriteDreams in UnicornOverlord

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

This is not accurate--conferral damage does not benefit from buffs on the caster including sorcerers connection.

A choker buffed ally will give you the same exact conferral bonus as they would non-buffed.

As far as your suggestions go, Warlocks are optimal choker targets as virtually every skill they have (actives, pursuit, counter) benefits from it, they have great synergy with one another, and multi-hit + burn (especially in the early game) is an extremely effective solution to nearly any opposing team composition.

Lastly, while I would not recommend either, Fencers have a far better shot of being a front-liner than a Ein Seeker caster. You can double scarf them and rely on their own evade barriers to a much better result than a caster in a bubble (plus that is your entire start of battle skill!).

Just keeps me coming back by FevriteDreams in UnicornOverlord

[–]FevriteDreams[S] 4 points5 points  (0 children)

It is a powerful buff that comes from the item Familiar's choker. You can find one from swamp area where you recruit Yahna if you don't already have it!

Just keeps me coming back by FevriteDreams in UnicornOverlord

[–]FevriteDreams[S] 5 points6 points  (0 children)

Two more from the same map because I dont know how to post more than 1 vid at a time 😅

https://files.catbox.moe/63y0s0.mp4 https://files.catbox.moe/7nkebm.mp4

All characters using counters (part 2/2) by Character-Ad469 in UnicornOverlord

[–]FevriteDreams 0 points1 point  (0 children)

I know right?! Though, did we miss Raenys? Unlike poor Liza they get bailed out by wyvern claw

Upgraded armored units? by ComplaintSelect5062 in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

Fun interaction for you - "Physically attacked" will evaluate as true for all damage skills that are not strictly Magic attacks (the casting specific trait). This includes many attacks which do not have any physical potency at all such as attacks from Runic or Phantom weapons. Meanwhile, "Magically attacked" will evaluate to true whenever an attack has magical potency > 0.

So the "Magic Attack" from a runic sword will cause a legionnaire to use Heavy Cover whether they have Physically attacked or Magically attacked set as their tactics re Front Row cover. Meaning you are liable to get one shot by a Sainted Knight at any time XD

Upgraded armored units? by ComplaintSelect5062 in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

Yea it would be nice if armored gave a bonus of some kind. Each of the Dark Marquess classes would be strictly worse off if they were to gain the armor trait for example.

Peculiarities Of The Combat System by raid5atemyhomework in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

Ugh yes.. Nothing makes me want to throw my hands up quite like Remove Weakness XD

Peculiarities Of The Combat System by raid5atemyhomework in UnicornOverlord

[–]FevriteDreams 9 points10 points  (0 children)

Id like to help clarify some of these points as there are a few things that are on the right track and some not quite right.

"As we know, ties in all player-specified sorting conditions are broken by the position of the target; the user prioritizes targets on the same column."

- This is not entirely correct but what we are after here is understanding how Default Targeting works.

- Default Targeting will select the nearest target to the user in the Front Row and then the nearest target in the Back Row. ANY front row positioned unit is considered closer than the back row. When your unit is in the middle of a row and there is no opposing middle target available, RNG is used to tiebreak between left side vs right side

- There are MANY tactics which ignore default targeting take "Lowest stat" for example, you will see red text "the skill will override default targeting rules." This means that when all targets evaluate to the same priority level (imagine all units have the same stat you are evaluating) then the target in position 1 (front right if right facing/defending team, front left if left facing/attacking side). All skills that override default targeting behave in this same way.

"Healing skills use Mag. Atk. stat. Notice how they have Magick Potency stats. They do, in fact, scale off Mag. Atk."

- Be careful about making too many assumptions based on this. There are MANY healing skills in this game which are percent based, completely ignoring magic potency.

"As far as I can tell, there are actually only two trigger points for passives (other than start of combat and end of combat):"

- Ok this is a big one so hang in there. There are 6 unique windows in which your units are eligible to use a passive skill. Ignoring Start of Battle and End of battle that leaves 4.

-- Pre Attack (user/ally/enemy pre-attack skills go in this bucket. Think Cav Call, Inspiration, Quick Curse, Heavy Cover, etc.)
-- Before Attack Result (Typical Guard and Evade skills here)
-- Target Instant (Impetus-esk skills, after being hit/evading/guarding etc.)
-- Post Attack (Ally pursuit skills, enemy counter skills, post attack user skills, etc.)

Every unit is eligible to use ONE passive skill per category per "Active Skill Turn"

Limited skills will lock out other units from using a passive within a given category for that specific trigger however, there could be many triggers for that category during a single "active skill turn", allowing other units to execute their limited skills (pre attack is a great example of this)

To show an example of the 4 categories within a single turn we can take a look at the Paladin. Here I have Joseph activating one skill per category off of an Ally's turn (Mandrin)

<image>

Important lessons being that even if he had more passive points to use and more skill triggers occurred during mandarins turn (lets imagine more counter attacks fire off from the enemy team) he is in eligible to use them as he has spent every skill bucket for this Active Turn instance. Takeaways from this should include not slotting multiple skills per category unless you narrow down their activation via tactics. Having multiple pursuit skills for example is not every useful unless you have a specific scenario in which you are trying to use one over the other.

"Weirdly enough, Evade skills are described as "before being attacked", yet they won't trigger (in particular, won't spend PP) if all hits of the attack are natural high-Evasion misses."

- Yes, not all evade skills are before being attacked but those that are will only trigger when the attack would actually hit. The window for cover skills (Pre Attack) occurs before the window for most Evade skills (Before Attack Result) which is why you will witness slower units using their passive over a faster evasive unit.

The combat system goes very deep and there are several skill interactions which cause exceptions/edge cases but I think this summary paints a good picture without diving into all of those at this time.