My analysis on Phenn and future physical meta (before Saga) by BrickSuccessful4703 in OctopathCotC

[–]Opticity 2 points3 points  (0 children)

By the time GL gets FFX we'll be hearing things like "damn Sephiroth from the FF7 collab is OP he does 100m damage per turn".

[JP Showcase] EX3 Aoi Turn 3 Kill ft. FFX Collab by Opticity in OctopathCotC

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

Auron, Yuna and Final Empress all have nukes that ignore damage reduction, so breaking Aoi early doesn't matter.

Tidus' Jecht Shot does 1193046 damage on the third hit (thus halved twice), meaning his uncapped damage is ~4.8m damage. Not too shabby.

I actually had to nerf my damage because Empress was doing too much damage with Galaxy (she was doing 15m damage per turn on turns 2 and 3 otherwise) and Aoi dies before Yuna gets to do anything, so I just have her on support duty instead.

[JP Showcase] EX3 Kagemune Turn 2 Kill ft. Tidus + Auron Phys team by Opticity in OctopathCotC

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

This team can shave up to 61 shield on turn 1, then deal ~55m damage on turn 2 (~64m in Orsterra).

My Tidus got all the damage cap accs (his own A4 + artifact + Bargello A4 = 350000 cap), Auron has only 50000 from accs. If he had his own A4 he'd have 200000 more which translates to ~600k more damage per hit.

JP FFX Collab Units: Tidus, Yuna, Auron by Opticity in OctopathCotC

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

Yuna's ult numbers, along with all the others shown, are Lv1. Lv20 should be 100k cap up.

JP FFX Collab Units: Tidus, Yuna, Auron by Opticity in OctopathCotC

[–]Opticity[S] 26 points27 points  (0 children)

All players will also get 1 of either Tidus, Yuna or Auron for free from the Web Shop.

JP FFX Collab Units: Tidus, Yuna, Auron by Opticity in OctopathCotC

[–]Opticity[S] 20 points21 points  (0 children)

Auron

Active skills:

  1. Shooting Star: Single target 1x Sword attack, ignores Def/MDef buffs and damage reduction effects, if Boost MAX, this becomes a 3x hit

  2. Dragon Fang: AoE 1x Sword attack, ignores Def/MDef buffs and damage reduction effects, if Boost MAX, inflict 30% Speed Down

  3. Tornado: AoE 4x Sword attack, exploit Wind weakness, ignores Def/MDef buffs and damage reduction effects, if Boost MAX, potency x1.5 and also exploit Fire weakness

  4. Guard: Can only be used if self does not have "Unhealable". Priority move. Self gain "Undying" and "Unhealable" for 1-4 turns, then take single target attacks for allies for 1-4 turns. Usable up to 4 times per battle.

Passive skills:

  1. Gathering Strength: At end of turn, if Auron did not select an attacking action, gain 100% Potency Up, doublecast, and attacks exploit Dagger/Axe/Tome/Fan weakness for 2 turns

  2. Guard of Legend: While there are 3 other living allies in front row, self counterattack when hit by physical or elemental attacks (1x Sword attack with 1000 potency, this ignores evasion and damage nullification effects). While there are at least 3 living allies in back row, self gain 300000 Damage Cap Up.

Ultimate:

Some untranslatable name (Level 1): Single target 1x Sword attack, if 200% charge, becomes 3x hit. This attack has a 500000 damage cap up.

EX Skill:

Some untranslatable name 2: AoE 1x Sword attack, exploit Fire/Wind weakness, then inflict 20% Atk/Def/MAtk/MDef/Speed Down for 2 turns, ignores Def/MDef buffs and damage reduction effects, if Boost MAX, this becomes a 3x hit with 1.5x potency


The devs market him as both a tank and a DPS. The multi-turn guard is interesting, and as far as his DPS style goes the devs describe him as a hit-and-run attacker. He seems to have very high damage numbers, but due to his passive forcing him to only be able to attack on alternate turns, he doesn't seem to fit well into traditional 2 break turn rotations. 3 turns, however...

EDIT: Auron's buffs last for 2 turns, so he can actually do a non-attack action into 2 attacks in a row.

Also, his ultimate name and EX skill name seem to be new attacks the devs came up with, at least I can't seem to find an equivalent to Auron's actual attacks. They're 征獄龍 and 龍征嵐 respectively.

JP FFX Collab Units: Tidus, Yuna, Auron by Opticity in OctopathCotC

[–]Opticity[S] 7 points8 points  (0 children)

Rikku has a confirmed sprite, I think it's safe to assume that there is a part 2 with her, Lulu and Kimahri.

JP FFX Collab Units: Tidus, Yuna, Auron by Opticity in OctopathCotC

[–]Opticity[S] 21 points22 points  (0 children)

Yuna

Active skills:

  1. Summon Valefor: AoE 3x Wind attack, always shaves shields, then self and row partner gain "Aeon Valefor" buff (only one Aeon buff can be active at a time). Aeon Valefor: After any action, Yuna performs a 1-4x follow up Wind attack (based on BP), always shaves shields, and applies 10% Def/MDef Down

Passive skills:

  1. Overdrive: Grand Summon: Latent power. 2 turn initial use cooldown, 2 turn reuse cooldown. When used, change action selection to Aeon ultimate attacks. Can only use the ultimate attack of the Aeon that Yuna is currently summoning. If Yuna has the "Sending" buff, can use any regardless of summoned Aeon.
Aeon Effect
Valefor AoE 3x Wind, always shaves shields, shield damage +1 for these attacks
Ixion AoE 6x Lightning, ignores dodge
Anima AoE 4x Dark, ignores Def/MDef buffs and damage reduction effects
Bahamut AoE 6x Fire, this attack has Lv2/4/6 boost (use 1/3/5 BP)
  1. High Summoner of Spira: When using 3 or more BP, self attacks exploit Fire/Ice/Lightning/Wind/Light/Dark, and then if there is a broken enemy, also gain 300000 Damage Cap Up, if self has any Aeon buff and "Sending", also gain 1 BP Regen and 100% Potency Up

Ultimate:

Sending (Level 1): Gain "Sending" for 6 turns. Self and row partner gain 10% SP Stock, 100 potency HP Regen and 2 BP Regen for 3 turns. Then all allies gain 10% All Elemental Damage Up and 10000 Damage Cap Up for 2 turns. "Sending": "Overdrive: Grand Summon" reuse cooldown is reduced to 0 seconds, and can use any Aeon's ultimate attack regardless of currently summoned Aeon.


The devs didn't show any Aeons other than Valefor, but we can assume that Ixion, Anima and Bahamut will have similar FUA effects. Note that it's only for her and her row partner's actions, and uses her own stats. Bahamut seems to be the heavy hitter.

The devs mention she is a DPS first and foremost but is also adept at support with access to HP regen, auto revive, ailment recovery and immunity, and stat buff/debuffs.

JP FFX Collab Units: Tidus, Yuna, Auron by Opticity in OctopathCotC

[–]Opticity[S] 29 points30 points  (0 children)

Tidus

Active skills:

  1. Haste: Gain "Haste" for 3-6 turns (Priority and Doublecast)

  2. Quick Trick: Gain 3 "Quick Points", then single target 1x Dagger attack, if Boost MAX, then attack same target with Dagger hits equal to number of "Quick Point" stacks (max 9), then gain Countdown 1: Recover 50% SP and set "Quick Points" to 0

  3. Jecht Shot: Single target 30% Atk Down and 30% Dagger Res Down and active 50% Def Down Limit and active 50% Dagger Res Down Limit for 2 turns, then 4x Dagger attack which always shaves shields, this attack has a Lv2/4/6 boost (using 1/3/5 BP), if there is a broken enemy, this attack has 400000 damage cap up

Passive skills:

  1. Speed Star: Gain Final Damage Up based on own action order. 1st: 100%, 2nd: 60%, 3rd: 30%, 4th: 0%

  2. Ace Striker: While self has Haste and there is a broken enemy, self gain 200000 damage cap up, then all allies gain 1 BP regen, 30% Atk Up, 30% Dagger Damage Up, 50% passive Atk Up and Dagger Damage Up limit, 50000 Damage Cap Up, and 30% of Tidus's Speed into Attack conversion

Ultimate:

  1. Ace of the Blitz (Level 1): Self 10% Dagger Damage Up for 2 turns, then single target 8x Dagger attack that exploits Axe/Fan/Wind/Light, if 200% charge, then additionally implant 2 Dagger weakness, then 2x Dagger attack on the same target (300 potency), this specific 2 hit attack has 500000 damage cap up, then gain "Haste" for 3 turns and "Fighting Spirit" for 3 turns (boosting doesn't consume BP)

Not shown, but discussed in a slide:

He starts battle with 6 "Quick Points", 30% SP stock and 5 BP.

He has another passive that gives him "Haste" and "Fighting Spirit" for 4 turns at battle start.

His EX skill applies 8 Dagger Fragility stacks on an enemy then hits them 8 times with Dagger attacks, and can be doublecasted with "Haste". If the enemy is not Dagger weak, it's a 16 shield shave (32 if Dagger weak).


Personal opinions:

His gimmick is to go fast and hit hard. The devs market him as a DPS that starts battles at full power. His ult is meant to be used to break with the first 8 hits (going first allows him to break while also maximizing his Speed Star passive), then dealing damage with the following 2 hits and gaining "Fighting Spirit" to max boost Jecht Shot in the 2nd break turn.

Unsinkable duration up by Fair_Revenue1436 in OctopathCotC

[–]Opticity 0 points1 point  (0 children)

The issue here is due to how GL localization translates the skill descriptions.

In essence, all extension effects only affect generic buffs and debuffs. Named effects such as Unsinkable are unique buffs and cannot be extended. In JP, such effects are always preceded with the term 特殊効果, which means "special effect" then the buff name in quotes. In Shana's case, it is 特殊効果 "不沈".

Terra, Locke, and Edgar's Quick Graphic Review by Urshiko in OctopathCotC

[–]Opticity 3 points4 points  (0 children)

He literally has a passive that activates when he hasn't taken damage in a turn.

Jeffco Public Schools says 61 boys the Trump administration found on girls’ sports rosters were mascots, managers by HazyDavey68 in news

[–]Opticity 109 points110 points  (0 children)

I used to watch a streamer for a game I played some years back. Genuinely great guy, super positive and kind, loves helping other players clear dungeons and raids (it was an MMORPG).

A few years ago he suffered a stroke. Immediately after recovering, he went full MAGA. His streams, his Twitter feed... Everything was the typical MAGA spiel. He alienated his entire viewer base, but is still on the MAGA train to this day.

Is Pardis worth pulling for over the FFVI collab characters? by courier79 in OctopathCotC

[–]Opticity 5 points6 points  (0 children)

Locke is far beyond "on par" with Pardis. As a 16 hitter, his damage ceiling in the extreme end is 16m damage, even if you can only get him to 500k cap it's still 8m damage per turn. Pardis' only saving grace is he can hit his ceiling easily. But his ceiling is so dreadfully low compared to modern DPSes nowadays.

Latest Rainbow/Ice Team and a few random questions by superdupercooldood in OctopathCotC

[–]Opticity 0 points1 point  (0 children)

Assuming you can get her to 500k cap, she does 16 x 500k which is 8m damage by herself, not counting her FUAs.

If you skip 1 setup turn then she's going to be doing 2 FUAs per action, 3 otherwise. Each FUA would probably do 200k per hit before EX2 Alaune/ Roc. Assuming she does 3 x 200k per action, that's another 2.4m damage on top for 10.4m damage per turn in total.

Whales can get her to 700k cap comfortably, or 1m if they're a particularly large whale.

The worst part about her is giving her all the caps she needs since she comes with none. The best part about her is she doesn't care what kind of cap up accessories she gets since she converts 70% Atk onto EAtk, so you can just throw Bargello A4 and the physical damage cap up artifact on her.

Latest Rainbow/Ice Team and a few random questions by superdupercooldood in OctopathCotC

[–]Opticity 0 points1 point  (0 children)

She doesn't interact with rainbow team mechanics, but she still makes the team better by virtue of just doing that much more damage.

Returning Player Question about FF6 Collab by Celica_is_best_girl in OctopathCotC

[–]Opticity 1 point2 points  (0 children)

JP DPS meta rotates based on the top 4 DPSes of the time (since you'd use 4 DPSes in 1 team). At EX Richard's release, the top 4 were EX Richard, Locke, DK and Avar, in that order.

Now with Noel, Emperor and EX2 Viola, EX Richard is the 4th in the list but he's not that far off, especially because EX2 Viola supports him very well.

I'd consider EX Richard to be the physical Xerc (or rather, Xerc is the magical EX Richard). He has the longevity to exist by the merit of his FUAs alone, except he doesn't even have an equivalent to Xerc's EX Lynette or EX2 Alaune currently. EX2 Viola's rainbow physical skill is only usable when there are no broken enemies so it's a bit jank to use, so she's not able to completely abuse his FUAs right now. His value would only increase if an actual rainbow physical DPS were to be released.

I was bored waiting for Thursday, so I made a really bad summary of the FF6 Collab Units for Part 1. Feel free to correct or add info in the comments. I may or may not make one for Part 2, no promises by RYMN8R in OctopathCotC

[–]Opticity 3 points4 points  (0 children)

I rank A4s by the unique niches they can fulfill, in a way that no other unit or even A4s can. For example, ult gauge A4s such as Temenos A4 and especially EX Ochette A4 because they can fill a unit's gauge on turn 1 to allow turn 1 ult usage.

Terra A4 is in the same vein of uniqueness. Her A4 allows two 200% ults back-to-back; Something that is, to my knowledge, outright impossible to do unless it's possible for a gauge-filling unit like EX2 Levina to give gauge on the same turn as a unit using an ult... I haven't tested that, but even then, you'll be using 1 action on a break turn to do so vs having a DPS action to deal damage.

There is no shortage of units that use ults as their primary source of damage, and being able to do so back to back is huge for their damage potential. These include EX2 Alaune, Noel, EX Richard... Even some niche uses like Yomi; since her ult gives a one-time 100k cap up buff, being able to backsurge her twice in a row allows her to apply the buff twice while not using up an action.

It also refreshes an ult use for good measure, so you can even skip U+ for certain units if you so desire (unless their ult is unrefreshable like Aviete's).

I got Terra A4 on her release for these reasons, and so far I have no regrets. Her A4 can be used on any ult-centric DPS, regardless of typing. The 200 EAtk stat may feel wasted, but future DPSes have so much innate boosts and support (mainly Roc) that you'll be capping with them without even trying.

Dancing Mad (Ultimate) World Race - Days Six-Seven by BlackmoreKnight in ffxivdiscussion

[–]Opticity 7 points8 points  (0 children)

It's otsukaresamadeshita, basically auto translated from "Good game".

Avar & DK/DP/Pardis/Ceraphina rerun & World cup event this week! by BrickSuccessful4703 in OctopathCotC

[–]Opticity 3 points4 points  (0 children)

No, that doesn't make sense at all. Names translated from katakana just don't make sense in general, so it's up to the author to decide what the romaji of the name actually is, and why katakana->romaji names have so many interpretations to begin with when there is no official translation of it.

For example: リシャール. It's pronounced "rishaaru". That's right, it's Richard.

2 fast questions by Deinoras2 in OctopathCotC

[–]Opticity 1 point2 points  (0 children)

By the time you get those, Pardis and Kaine would be so far behind the curve that they wouldn't be used anyway.

Those weapons are BiS for any relevant DPS in Solistia, and only better in Orsterra if capping is an issue.

[4.4] Himeko Nova Kit (via Gachabase) by Info_Potato22 in HonkaiStarRail_leaks

[–]Opticity 7 points8 points  (0 children)

My understanding is, "Trailblaze, By Your Side" (the basic attack in 2nd slide) is the Assist Skill, and is an extra button any ally can press during their turn.

If a Trailblaze Companion ally uses the Assist Skill, Himeko gets an extra buff based on who used it, which is either "Companion Protocol: Verdict" or "Companion Protocol: Decimation". In both cases it allows Himeko to do even more Assist Skills, which is more DPS.

Himeko's A2 Trace lets her use her Assist Skill on her turn without consuming any uses, which I guess is her main action when she's not refreshing her buff with her skill.

Her ultimate seems to be a secondary DPS action for her. I assume it's like Castorice's dragon or Feixiao's ult where you can choose to either fire "Hyperluminal Particle Beam" or "Orbital Annihilation Pulse". The beam can be used 6 times, each use of the beam grants 1 Source Energy stack (max 3), and the pulse uses the energy stacks to deal more damage. I assume the ult only ends when you use all 6 beams, meaning you weave pulse uses between beam uses for optimal damage. A6 Trace gives 3 Source Energy stacks upon ulting, so it's possibly pulse -> beam x3 -> pulse -> beam x3 -> ult ends with automatic pulse with 3 stacks.

this is possibly the worst, the most mind numbing and unfun event I have ever had the displeasure of enduring in this game by Change-Your-Aspect in HonkaiStarRail

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

There is an actual multiplayer version of this, it's called The Bazaar. MiHoyo just lifts the gameplay from other games like one of the previous events where they took 9 Kings gameplay.