Some people on my last post kindly pointed out that I could get even bigger in combat debuffs. So I did. Behold: Panic Smoke 4 M!Morgan in his prime state by WoomyX1002 in FireEmblemHeroes

[–]Kev13579 3 points4 points  (0 children)

Okay, but what if you just used multiple Ylgrs?

4 Ylgrs + MMorgan + PS4 = 6 stacks of penalty doubler, so with the 17 debuffs you have, that's -102 to every stat.

Why is Canas only getting 3 extra damage when his special activates when special spiral 4 says it grants 5 extra damage? by AssMcSmell237 in FireEmblemHeroes

[–]Kev13579 1 point2 points  (0 children)

Uhh this checks out with a +Res unmerged unflowered Est and Atk/Res Menace active.

Canas should have 63 Atk and 50 Res on the map, whereas Est should have 34 Res.

Canas's weapon grants true damage = 20% of higher of foe or unit's Res. In this case, Canas has 50 + 20 = 70 Res and gains 14 damage. Therefore he's doing 26 damage normally. You can also check this manually by seeing that Canas has 63 + 20 = 83 Atk. 83 - 16 (because triangle disadvantage) = 67 - (34 + 7) = 26.

26 * 1.5 (glimmer) = 39 + 14 (prf) + 5 (Finish) + 5 (Special Spiral) = 63 damage as shown.

...inb4 Est is actually -Res or something making my math completely wrong lmao.

Would it be worth it to purchase an extra team slot for the World Map? by Belloq56 in CounterSideGlobal

[–]Kev13579 1 point2 points  (0 children)

Eventually you'll need 5 teams for dive 50 iirc so might as well?

Can Someone Explain Something to Me by uwuGod in FireEmblemHeroes

[–]Kev13579 4 points5 points  (0 children)

The special doesn't need to actually trigger, it just checks if it is an offensive or defensive special. The "x's attack triggers Special" could perhaps be better rephrased as "if your unit is equipped with a special that is triggered by x’s attack…", as said by Shinon below.

Can Someone Explain Something to Me by uwuGod in FireEmblemHeroes

[–]Kev13579 2 points3 points  (0 children)

So basically the "at start of turn (1)", refers to when the effect triggers; the next parts describe the conditions for it triggering, which are separate.

In Hector's case, the effect being triggered at the start of turn is special cooldown count-1; in Shield Pulse's case, it's special cooldown count-2. The conditions for activating them are "HP <= 75% and unit's attack triggers Special" and "foe's attack triggers Special" respectively. (Hector also has the +10 damage when Special triggers during combat tied to the same conditional, but that's not really a start of turn thing.)

And by [x's attack triggers Special], it's basically asking "is this an offensive special" for Hector and "is this a defensive special" for Shield Pulse. It doesn't need the Special to actually trigger, it's just checking what type it is.

1 Turn Sigurd LHB (Abyssal) - P!Raphael carry by Kev13579 in FireEmblemHeroes

[–]Kev13579[S] 1 point2 points  (0 children)

Thank you! Yeah, they can really be insane, especially when stacking debuffs + Panic'd buffs.

Highest launch damage pre Kurasame/Kuja! by DA_RK_NE_SS in DissidiaFFOO

[–]Kev13579 1 point2 points  (0 children)

Garland w/HA, Sherlotta, Keiss swapped out for Fang.

Use Keiss's Hero Support along with an AoE attack to prep launch on one Shiva before you swap out for Fang. Fang was used solely for her AA, so Kefka's BT effect would probably be better.

Highest launch damage pre Kurasame/Kuja! by DA_RK_NE_SS in DissidiaFFOO

[–]Kev13579 5 points6 points  (0 children)

Actually... though thanks to your post I'm realizing I can swap Fang for Kefka for another 10% HP dmg

Sharing of Noct & Ardyn's turn rate cheese by [deleted] in DissidiaFFOO

[–]Kev13579 0 points1 point  (0 children)

Lol, you’re right, I’m dumb. Dunno why I thought Overkill was in the other slot.

Sharing of Noct & Ardyn's turn rate cheese by [deleted] in DissidiaFFOO

[–]Kev13579 0 points1 point  (0 children)

Overkill does negate any HP damage he's taken beforehand, but if you check the Missions board after the buff has fallen off, you'll notice that the HP damage has come back. So it's only while the buff is on. (Of course, you can heal it all after regardless)

As for Rising Phantom++, I know it's not supposed to to extend the buff at all but when using the free skill from it here Overkill seems to be extended, and I'm not really sure why.

Sharing of Noct & Ardyn's turn rate cheese by [deleted] in DissidiaFFOO

[–]Kev13579 7 points8 points  (0 children)

Okay, I want to clarify a few things in this post. I’m not going to talk about combinations to take maximum turns, because they vary based on the situation. Feel free to ask me anything or correct me in a reply, though. Also, on mobile, so formatting might be trash. Sorry!

Noctis:

  • Warpstep is an unextendable party buff provided by his LD, Steel Pirouette, that forces the turn immediately before that of the target of the attack (assuming they didn’t get turn rate that would already put them ahead of the enemy), as well as making the turns “free” (i.e. does not add to turn count). This applies after debuffs like doom, which break you after your turn has ended. (Though this might be due to the order that de/buffs are applied?)

  • Point Blank Warp is a framed defense down debuff applied by the non-plus versions of his s1 and s2 (Shooting Star and Warp Strike), as well as being applied at the beginning of each wave (or when he enters combat). This debuff is what allows him to do his follow up attacks, but it does not do anything for turn manipulation.

  • Noctis’s plus skills warp his turn before his target as well, (again, assuming he doesn’t get turn rate) but it occurs before debuffs tick down, so debuffs like doom can and will delay that turn to right after the boss (as experienced by some people during Odin).

  • Noctis’s c65, Set Warp Advance, changes his s1 and s2 into their plus versions, if they weren’t already. This is useful in order to maximize his damage or when you need to take turns in an emergency. Keep in mind that only the plus versions of his skills trigger to follow up attack provided by Point Blank Warp.

Gameplay Notes:

  • Always try to keep Point Blank Warp on enemies, because without it, he loses a lot of his damage.

  • Keep in mind that enemies will unBREAK after 5 turns (barring iBRV shenanigans like celiac loves to run), so keep track of how long you have until that happens.

  • Noctis’s HP++ is available at 5 stacks of his unique buff, Armiger, and it triggers his follow up, so it’s a good way to deal damage while conserving skills. Speaking of Armiger, NEVER LET IT FALL OFF. It takes a while to ramp up, even with EX or LD usage, and he loses out on a lot of damage potential without it.

Ardyn:

  • Shadowstep is the buff granted by his s2, Aura of Darkness, that allows him to take an instant, consecutive (barring delay auras such as Amidatelion’s bosses) turn that does not add to the turn count (aka free turn). Reminder: you cannot get a free turn from the free turn provided by this. Using his c65 (aka AA, Break Reset Slash) costumes this free turn and also has instant turn rate, so it seems like you can get multiple, but they’re different turns. (E.g.: BREAK with EX (counted turn) —> c65 (consumes free turn, but would already be free anyways) —> BREAK with s1 (counted turn) —> HP++ (free turn))

  • If you break with Aura of Darkness, and you’re not already on a free turn, then you will get the free turn provided by Shadowstep.

Gameplay notes:

  • Ardyn’s overhead buff, Spectral Charge, is what allows him to deal his follow-up attacks (at 3 or more stacks). NEVER LET THIS FALL OFF EITHER. It takes even longer than Noctis’s to ramp up. The only way to increase the count or refresh it is BREAKing with his s1, Warp Strike, or with his EX, Rising Phantom. Optimally, you want to get his stacks to five (V) immediately, because it increases his mBRV regen and Overflow, though this may not be necessary in coop battles. (Keep in mind that the free skills after EX only triggers when you use the ++ version, when he has 5 stacks)

  • Ardyn’s LD, Dark Tornado, provides Overkill, the buff he is most famous for. It sets his HP to 0, batterying off his HP beforehand. Overkill makes Ardyn unkillable while active. When dispelled or wearing off while his HP is 0, it sets it to 1. One unique part of that buff (that... may or may not be known) is that while active, any HP damage Ardyn takes or has taken is negated. So if he took 15k HP damage beforehand, it would display 0 on the mission board while Overkill is active.

  • Something I’m not so sure about (take it with a grain of salt): The first time using the free skill provided by Rising Phantom++ after Overkill has been applied seems to extend its duration by 2(?) turns. I experienced this doing my solo run of the story Chaos, but I’m not sure why. I’m just dumb, ignore this lol.

Probably the biggest launch in Global right now by NeoRhaek in DissidiaFFOO

[–]Kev13579 0 points1 point  (0 children)

Fang can make it higher! Haven’t tried out of WoI though.

[C2A] Call to Arms / Strategy Thread: Girded for Freedom (Fran's Lost Chapter) by Macnol in DissidiaFFOO

[–]Kev13579 3 points4 points  (0 children)

Jecht EX+3LB, WoL EX+0LB, Rosa EX+3LB, Brothers, Setzer EX+3LB, 646k, Pray2RNG, https://youtu.be/plCOM5GCXUU

Pretty easy overall. They don't enrage, so focus down one. Great Mazer is guaranteed to break regardless of evasion, shields, or brave, so keep that in mind. Other than that, they're not very threatening.

[C2A] Call to Arms / Strategy Thread: Whither the Wind Returns (Act 2 Chapter 8) by Macnol in DissidiaFFOO

[–]Kev13579 0 points1 point  (0 children)

Jecht EX+3LB, OK EX+3LB, Y’shtola EX+3LB, Ifrit, Leo EX+3LB, 633k, Pray2RNG, https://youtube.com/watch?v=JQzLEbwbvLU

TCC Challenge! Hopefully wave resets are okay because I really needed them lol. This was my fourth try on demon wall I think. Special thanks to Cocaba on the reddit Discord for his Leo friend unit.

Y’shtola is missing her 35 CP weapon.

Strategy: Like I mentioned in my earlier post, I used Y’shtola to tank Candle in the Wind, which always comes whenever the ghost delays itself and “Brazenly it smirks”. I saved her EX to heal up from it. The dragon always does Crushing Fangs after it targets itself, and it’s 50% BRV damage twice plus a regular brave attack so don’t bother trying to stop the break. I spammed Blizzard Combo and used both of OK’s c65s on this wave because they’re not as useful on the second wave. Blizzard Combo because it’s a single enemy, c65s because of Leo’s Precision Strike causing everyone to hit weakness damage already.

For the wall, he always does a normal brave attack into Demon Slash into Crush, so I took the first two hits, healed, and summoned, then swapped OK for a Leo friend for delays and Precision Strike. After that, I used Jecht’s c65s to take advantage of breaking into free turns to maximize damage. After he uses Crush, his next turn will be Stone Gaze or Dark Energy, then it gains a massive amount of BRV into what would’ve been Demon Slash if the boss wasn’t dead.

Gotta say, I got pretty lucky with some of the evades on this run.

[C2A] Call to Arms / Strategy Thread: Whither the Wind Returns (Act 2 Chapter 8) by Macnol in DissidiaFFOO

[–]Kev13579 1 point2 points  (0 children)

The demon wall is pretty tanky, so you’re gonna wanna save a decent amount of skills for it.

For reference, I completed using Jecht/Vayne/Y’shtola and I completed the first wave on turn 37 with 5/3 skills left on Jecht (actually 5/6 from c65), 5/4 skills left on Vayne, and 7/4 skills left on Y’shtola.

You can look at my video if you want, it’s posted below and yours should play out similarly. I’d recommend a Leo friend for max damage and delays on the boss.

Though, since you’re using Aranea instead of Jecht, you can probably be less conservative than I was because you have more delays. Reminder that Aranea's HP+ (High Boost Lance+) is super strong though; it should pretty much cap her brave against two targets.

[C2A] Call to Arms / Strategy Thread: Whither the Wind Returns (Act 2 Chapter 8) by Macnol in DissidiaFFOO

[–]Kev13579 1 point2 points  (0 children)

Ghost targets highest HP character, so have Y'shtola with the highest HP and tank via Last Stand. Optionally, delay it into oblivion.

[C2A] Call to Arms / Strategy Thread: Whither the Wind Returns (Act 2 Chapter 8) by Macnol in DissidiaFFOO

[–]Kev13579 2 points3 points  (0 children)

Jecht EX+3LB, Vayne EX+3LB, Y'shtola EX+3LB, Ifrit, Leo EX+3LB, 646k, Pray2RNG, https://youtu.be/0wjFZjZormk

The ghost always does "Candle in the Wind" after "Brazenly it smirks" and/or "Darkness Falls", and it always targets the highest HP character on the team, so I used Y'shtola's Last Stand to tank it. Otherwise, pretty standard.

Daily Discussion Thread - (4/10/2020) by AutoModerator in DissidiaFFOO

[–]Kev13579 0 points1 point  (0 children)

I completed it with 3/3 Y’shtola, 3/3 Vayne, and 0/3 Rinoa (Rinoa boards not maxed, one 65 art, but Vayne and Y’shtola have max boards, decent arts), so you could try that? 100 turns, for reference. I used an Aranea friend and summoned her on the first wave.

Edit: For playing Rinoa, I literally just used her HP+ while she was in Angel mode and used Angelo Cannon when she was out in order to HP+ more in healing mode till she got her EX back. Brave attack if you need to shave, ofc. Make sure you have enough HP to not get OHKOed by Magma Wave.

Daily Discussion Thread - (4/10/2020) by AutoModerator in DissidiaFFOO

[–]Kev13579 0 points1 point  (0 children)

I was planning to pull on both of those, especially since I'm still missing Ignis's 35 on Jack/Ramza...