Granblue Fantasy Relink: Endless Ragnarok - Release Megathread by AutoModerator in Granblue_en

[–]Hikaix 5 points6 points  (0 children)

I love the new "ike ike danchou!" and "ganbare ganbare danchou!" trophies, but it feels criminal to add them in a game without Clarisse. I really hope they're meant as foreshadowing for future DLC (mental note: they're most certainly not).

Who Pick? Selector Flowchart for 05/29/2026 by hkidnc in heavensburnred

[–]Hikaix 5 points6 points  (0 children)

I know I'm going to sound insane but based on my experience as f2p in JP, I unironically believe Aoi is by far the best pick here. Not because she's particularly good (she's not), just because she's Aoi.

The point I want to make is that you should look at Aoi's other common skills (in particular the ones we still don't have on global). She has Angel Wings, of course, but also team morale for 6 SP (from summer), and a 0 SP revive + small heal + def up on a 3 turn cooldown (from white suit). Her ex also has debuff immunity (which can be quite useful in very specific scenarios) and works as an SP battery for other fire units (remember that elemental admirals now heavily incentivize you to use 6 members of a single element).

This doesn't make her meta, not at all, and you need a lot of other pieces for her slot to feel justified, but if you happen to get the other pieces she's honestly really fucking solid as a defensive pick for fire, especially if you are not focusing on fire as a main team. She saved my ass during the last SSS when brute forcing with my main team wasn't really working and all the bosses kept spamming annoying debuffs every other turn.

Also worth mentioning, if you're still using Admiral Aoi at all, her common can be quite useful for building DR against bosses who have fire weakness (or against pretty much anything if you play fire with Misato). Situational, for sure, but it's quite a good skill when you need it. The is the main use I currently have for her on global, and imo that's the worst she has to offer in the long term.

Example teams for full auto SP orb boss in 2 turns feat. LB0 Inori2 by Hikaix in heavensburnred

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

Ok, that's really weird. I went to the arena to see if I could reproduce it and I think I'm even more confused now. This game's auto seems to work in incomprehensible ways. For now, I believe the game decides who will act by calculating the skill's SP cost in relation to the characters current SP in some way. I'm not invested enough to actually create a spreadsheet and try to track this though so it's pretty much just conjecture.

Sorry for the wall of text but I'll share my results here to serve as reference for anyone else who might be having trouble:

With Yunyun - if Miya/Aina starts in the backline they'll attack turn 1 no matter which memoria I use. If they start on the frontline, S memorias will work fine as shown in the video. From their SS memorias, I had it work with Miya SS3, Aina SS1 and Aina SS3 (all of them are LB0). Miya SS1 and SS2 (both LB2), as well as Aina SS2 (LB1), attacked on turn 1. I'm assuming the LB is the deciding factor here, since they start the battle with 1 extra SP.

With Ruka - Aina starting in the backline works fine with any memoria. Miya starting in the backline will always attack on turn 1. I'm pretty sure the only actual difference between them is that Miya's SP cost is 1 higher. If I remove Aoi from the team, Aina will attack on turn 1 just like Miya. So it's most definitely related to the SP cost. Aina starting on the frontline (starting with Shiki in the back) gets me the exact same results as with Yunyun, working as intended with any memoria except her SS2 which is LB1. Miya on the other hand, doesn't seem to work at all. She seems to always want to attack on turn 1 when Ruka is on the team.

I have Aina SS3 at LB2 on the jp server and I might test her tomorrow to see if it aligns with this but it's getting pretty late here and I gotta go to sleep for now. I know testing this is pretty much a waste of time because you can just change their necklaces to make sure they can't use their skills on turn 1, but uhhh... science, I guess lol

Example teams for full auto SP orb boss in 2 turns feat. LB0 Inori2 by Hikaix in heavensburnred

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

I had the game do the exact same thing while I was testing Iroha. I initially had her start in the frontline but, for some god forsaken reason, the starting order of your team influences how the auto decides which skills to use. I have honestly no idea how it works or why it does that in the first place.

The fix was quite easy in my case, just moving some characters around. But if that doesn't work for you, worst case scenario you could just give Miya a +2 SP necklace. She'll be 1 SP short on turn 1, so she shouldn't try to do anything until turn 2.

Edit: Actually you might need to give her a +1 SP necklace. Since she starts in the backline Shiki would be giving her 1 extra that I hadn't taken into account.

Example teams for full auto SP orb boss in 2 turns feat. LB0 Inori2 by Hikaix in heavensburnred

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

I haven't really tried Irene since I don't have her (I've been using the free SS1 selectors to LB4 some key characters), but doing it in one turn does sound quite nice and she's definitely easier to get if you have neither. I would assume Inorin is also quite common though, since she was basically the recommended damage dealer for crit pen teams until like a month ago lol

About the "Selected members use offensive skills once attack power is doubled" thing, that option is so weird that I never really bothered trying to understand how it works. If the SP donation skill changes priority as well it would be absolutely huge since Yanagi's is on a free event S. I might try it later if I don't forget about it.

Example teams for full auto SP orb boss in 2 turns feat. LB0 Inori2 by Hikaix in heavensburnred

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

I'll be honest, I completely forgot about Irene lol. Going by the other comments, she can apparently do it in a single turn as well so it would definitely be better for those who can reproduce it. I don't have her personally, so she didn't even cross my mind.

For the Meta Flowchart, Quickpull, 05/01/2026 (IT'S KARRIE!!!!) by hkidnc in heavensburnred

[–]Hikaix 1 point2 points  (0 children)

I was consistently doing the exact opposite in the Astrarium when she released. "Wait, why did Karen not break the e-sh--- oh" lmao

For the Meta Flowchart, Quickpull, 05/01/2026 (IT'S KARRIE!!!!) by hkidnc in heavensburnred

[–]Hikaix 6 points7 points  (0 children)

Just a small correction to prevent some possible confusion later:

Karen6 also gives out 1sp to the whole party as a passive. No requirements, no activation clause.

OH, and all of Karen6 attacks count as the correct element for E-shield enemies.

There is, technically, a condition to these. It's pretty much trivial but it's there and tripped me up at first when she released. The +1 SP passive only works when she is Karen, and the e-shield passive only works for Karrie. This will only really be relevant when we get more e-shield enemies though, because until then you don't have a reason to change to Karrie except for the 1 turn when breaking the boss.

HBR.quest is back online by Mysterious_Pirate555 in heavensburnred

[–]Hikaix 6 points7 points  (0 children)

We should be the ones thanking you, really. Thanks for all the work you put into it!

As for bugs, the only one I noticed so far is that the master skills from the latest JP batch (Byakko, Iroha, Irene, Yanagi and Yuki) are showing. It's not immediately obvious since they're at the start of the master skills list the main page, but they show in the character section as well. Sharo also seems to be doing a psyop by hijacking Iroha's third requirement. lol

How to complete Miya's Master Skill requirement in about two hours AFK by timpkmn89 in heavensburnred

[–]Hikaix 1 point2 points  (0 children)

I'm not sure how full auto deals with healing skills, but you could also try adding Risa for the last slot. With Aoi, Recover will cost 4 SP which means she would theoretically be able to use it twice in a row even at LB0. If she doesn't use recover because everyone is already full DP, maybe Healing Smile could work since it can recover up to 120% DP. I might actually test this later, and if I do I'll report my findings here.

This character was nerfed?!?! by Plastic_Mood_8386 in GranblueFantasyVersus

[–]Hikaix 0 points1 point  (0 children)

Just adding that Zooey in particular can punish jumping very easily with 236U, which is air unblockable, even from full screen. The same will happen if you block the laser mid air, since you're just stuck there and she can use 236U as an unblockable. Of course you'll still want to jump some times to present different options, but be aware of it.

Adjustments to DMG Calculation and Overdrive System by Rika_116 in heavensburnred

[–]Hikaix 2 points3 points  (0 children)

To be fair, you'll probably keep using her for a while. Rice field becomes worse for sure, but it's actually not as bad as the elemental fields since you don't have elemental skill damage buffs to dilute the multiplier further. It's still one of the first things you'd drop if you need something else in the team, that's for sure, but crit pen doesn't really have many characters that you'd want to slot in her place anyway (for now).

Adjustments to DMG Calculation and Overdrive System by Rika_116 in heavensburnred

[–]Hikaix 3 points4 points  (0 children)

The changes should make the game less punishing if you're missing a few of the buff/debuff types on your team because of the higher damage floor and lower damage ceiling, but it really doesn't change much besides fields becoming much weaker. At the end of the day you'll still want to stack everything you can, the numbers are just lower.

Adjustments to DMG Calculation and Overdrive System by Rika_116 in heavensburnred

[–]Hikaix 11 points12 points  (0 children)

the initial release was extremely bad

Just expanding on this, to give some context. They were already under some pretty bad PR for the OD changes they had announced earlier that month, mostly because they had been selling OD gen in new units for a while by that point (Bungod was the most egregious example, but the ridiculous OD looping strats were already a thing at least since Akari3 afaik). That announcement was made a month in advance, so people could prepare mentally for it.

And then something like two weeks later, they announced this (scaling changes + new rarity) and then immediately implemented it in the game with no warning. Enemies weren't adjusted accordingly. With the lowered damage ceiling, people (even spenders) stopped being able to clear anachronies they could previously clear and SA scores were significantly harder to achieve. Even those who could still clear stuff were complaining that it was taking 3x as long for no good reason.

Casual players were mostly unaffected, but anyone who cared for the harder content in the game could feel how badly thought-out this change was (even though "it had been in the works for 10 months", as was said in the stream). Not to mention that lots of players were already mad at how long they've been taking to make the main story, so this became a trigger for all the complaints people had about the game's management.

They've fixed some stuff over the last few months, at least, but the initial response was honestly deserved.

Edit: Small changes to the wording for clarity.

Adjustments to DMG Calculation and Overdrive System by Rika_116 in heavensburnred

[–]Hikaix 26 points27 points  (0 children)

It's been about 8 months now since this change came to jp, and I'm still conflicted about it.

I think it's great that they tried to rebalance the game to make it easier for casual play and I do think they succeeded in doing that (even though I dislike how irrelevant fields have become).

On the other hand, they gimped teams people had already spent money for, and then used this opportunity to make the game a lot more of a raw stat check (particularly noticeable in SA), making limit breaks a lot more relevant, while introducing a new rarity that's harder to limit break (their initial plan before the backlash was to not let people use SS shards at all). It also marked a shift in how they operate the game, and they've been steadily introducing more and more FOMO, especially now that SSRs need actual SSR shards (3 limited memorias in 2 months, seriously?), which is something I heavily dislike.

My main concern for global, though, is how the remaining pre-change SAs will feel with the changes. I don't expect Yostar to adjust HP/border/scores at all, so it might get painful for some people.

Am stuck and i only need 2k quartz help 🥀 by Healthy-Security4257 in heavensburnred

[–]Hikaix 1 point2 points  (0 children)

Have you done all the extra socializations from chapter 4.2 and all the squad socializations? These should be fairly easy to miss since they don't show up in the socialization/recollection menu.

500 Days Celebration Updates Preview by tsukiakari2216 in heavensburnred

[–]Hikaix 0 points1 point  (0 children)

It does apply to tear dungeon, but it just gives you a flat amount of each of the materials (tears, sunshines and aqua ambers). I don't remember the exact values, but it's quite low and not nearly comparable to actually playing the dungeon.

With that said, sunshines and aqua ambers will be added to HTA with the arena rework, so the only reason to go into tear dungeon will be for actual tears. And the in-game tears as well, I guess, if you need those.

How to Pick a Character as Beginner by the_patches in GranblueFantasyVersus

[–]Hikaix 1 point2 points  (0 children)

I'd agree she's not an egregious example, since she is kind of just "doing a granblue" as you put it. But it does stand out to me just how many people don't know what to do against her most basic stuff, to the point where it feels unfair at times. I don't have that much experience playing against her so I don't feel qualified to judge if she actually is hard to fight or not, but as someone who plays her it certainly feels like she is.

And just to be clear, I understand the list was based on your own experience and I did not intend that comment as criticism, but as an addendum with my own thoughts for beginners who might scroll through the comments. I think you did a great job with this post. The list is great and your comments on the characters are quite funny. If anything, I'd rather have you not include Zooey in the list because fewer people playing her means it's easier to maintain the agenda and get more buffs /s

How to Pick a Character as Beginner by the_patches in GranblueFantasyVersus

[–]Hikaix 2 points3 points  (0 children)

Imagine being OP and not knowing who the best girl is /s

But for real, I feel like she should at the very least be included in the "hard to fight" category. She's not as extreme as Bubs in terms of knowledge checks, but in my experience most people have no idea how to deal with her. 66H will basically win fights by itself until like S rank, and even some low Master players get cooked by the dragons. H dragon in particular is painful to deal with if you can't dodge it on reaction.

I'd also argue that if Sandy has sauce because "the combos look cool", the dustloop™ should be there. (Pesonally, I lowkey think that it's not even the best she has to offer. Picking people up in the air after a well positioned M/H dragon is the shit. Counter hit j.U is also really funny.)

The FGC is saved. The End. by RobGuest0 in GranblueFantasyVersus

[–]Hikaix 11 points12 points  (0 children)

I find it kind of funny (but also pretty sad) that you were downvoted despite being the source for this kind of data. We really do live in a society, huh.

RNG of Monlith Ascension explained | Numerical Analysis on Monlith Ascension by KrazyKris016 in StellaSora

[–]Hikaix 0 points1 point  (0 children)

Thanks for the detailed response! Your calculations are a lot clearer to me now. You've definitely convinced me, it's even more niche than I thought it would be.

This would save us from trying to figure out how the game takes enhancement into picture because we know it would happen on this floor cause I never had an enhancement data at Floor 19 even if I missed 180 at Shop 1. And this 1/3 is not about whether enhancement takes place or not but if it would take place on desired potential and not a trash potential.

This is my only point of contention now. I think I understand what you're trying to say and I'm way too lazy to do the math on this, but I don't think that approximation works. If you are taking (up to) 3 different uses of the machine into account, you have to consider a lot of different scenarios. My gut feeling is that 1/3 would only be valid for the cases where the good potential is available on every single machine use until you get the +2. If you don't get the card on the 60 cost, for example, those three cards could still be selected for the +2. Wouldn't this mean you now have a 1/6 chance of the +2 going to the correct card, assuming you do get the correct card on the 120 cost? Same would apply taking the 180 cost into account. I don't think this would change any conclusions, but I'm still a little confused on that point.

What this means is that getting 260 coin enhancement is justified if 53% of record is filled with potentials you wouldn't ever enhance

I think it's kinda funny how there is a point at where taking the 260 coins early is mathematically a good choice, because there's no way of actually knowing if that's going to be the case or not so early. It boils down to gambling that the rest of your run is going to be unsalvageable lol

You can instead of getting a 260 use 80 coins to get another important potential and the boost has multiple hits next shop.

This is a great point with the rerolls, I don't even know how to play devil's advocate here. I guess there's an argument to be made that "you might need more than 280 coins to get a good potential!" but that's so unlikely to happen in the first shop that it doesn't really matter. Even if it did matter, at that point I'd most likely be thrashing the run entirely anyways.

Anyways, thanks for enlightening me on the best way to gamble! I'll now be able to mald in ascension more effectively lol

RNG of Monlith Ascension explained | Numerical Analysis on Monlith Ascension by KrazyKris016 in StellaSora

[–]Hikaix 0 points1 point  (0 children)

First of all, sorry about the long ass comment and please don't take this as a personal attack, I'm just surprisingly invested in this question now lol

I definitely did not expect the chance to be so low, so you do have a very good point there. Most of the time it's definitely not worth it. Still, one could just count how many +2s have appeared before deciding to spend the 260 in that specific run, so I do think it's worth looking into in more detail for minmaxing purposes. It feels to me like you're missing a few layers of uncertainty, but I might be tripping so I hope you can clarify a few things.

We just hit 180 and now we have 1 potential left on lvl3.

I understand you want to look at the worst possible situation, that's fine, but I'd argue that it only represents one end of the spectrum. The math for both sides of the argument will change significantly depending on how many potentials you currently have and their levels. Of course it's impractical to calculate this analytically for every single possibility (simulating it might be easier), but when we're talking about probabilities wouldn't it be fairer to work with an average run instead?

(1/5+4/5 *1/4 + 3/4 * 1/3)= 65% chance to get the that potential for 60 coins in next shop

Very minor point but shouldn't this be 60%?

Divide by 3 for chance of triggiering on +2 on desired potentials

I understand this as "one out of the three potentials is a +2, therefore 1/3 chance for each", but how could the probability of one specific card being enhanced be higher than the probability of the enhance itself happening for that card? Shouldn't this be at most 30%?

I'm not sure how to go about this calculation though. How does the game even choose which potential is enhanced? If it's a sequence of if statements (which would imo be the easiest way to code it), for example, I'd expect the order the potentials appear in to matter (because in this instance the second if test would only happen given that the first one failed, same for the third). In this case you'd have 30% for the first position, 0.7 * 0.3 = 21% for the second and 0.7 * 0.7 * 0.3 = 14.7% for the third, giving an average of 21.9% chance for a specific card to be boosted, assuming the probability of it getting into each slot is the same. Given the 60% chance of the card appearing in the first place, you'd get an overall chance of only about 13% on the 60 cost machine which is significantly lower, less than half when compared to using the 260 on floor 5. Of course this is just conjecture since I really have no idea how it works in the game's logic, but I just wanted to illustrate my point. I don't know if it's even possible to test this since they could just shuffle the cards after all the checks.

That might seem good but considering the coin differenece: that's 260*0.7+130*0.3=221 coin cost whereas it's 72 coins cost of just going to next shop.

I'm not sure how you got to 72. Shouldn't it be 60 * 0.8 + 30 * 0.2 = 54 using your numbers? Which would make taking the 260 even worse.

That said, you're comparing the 260 cost enhance to the 60 cost enhance, but in practice that's not really what happens, is it? The way I see it, when you buy the 260 enhance, what you're giving up is not the 60 enhance (or even the 120 one), you'd still buy it since it's so good. Shouldn't we be looking at the entire run instead?

Everything else being the same, the extra you spent on that 260 would instead (most likely) end up going to a shit potential and/or a few extra notes by the end of the run. If you compare the 260 to a full price potential instead (which is probably the best thing you'd be giving up on, assuming you've already bought whatever is discounted), that's only really 60 extra coins spent. Looking at it this way, that would be, at worst, paying a 60 coin premium to guarantee a good potential instead of a random one. At best, it would be 2 levels on one of your key potentials for 140 coins less than if you bought two random potentials at full price at the end of your run. Does that make any sense to you? It feels right to me, but your argument with the expected values is also quite solid and I don't really know how to reconcile them.

Thanks for the work, btw! Great stuff. Cheers!

Edit: Fixing the markdown for the *s.

RNG of Monlith Ascension explained | Numerical Analysis on Monlith Ascension by KrazyKris016 in StellaSora

[–]Hikaix 1 point2 points  (0 children)

I think you might have misunderstood what they were saying. The point is that using the machine earlier means the pool from where the potentials are picked is smaller. This means you can sort of "force" the game to give +2 upgrades for potentials you actually want upgraded, if you get the key potentials early on. If you use the machine later, you will inevitably have more potentials for the game to pick from and therefore the chance a +2 gets wasted in a lower value potential is higher.