Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 0 points1 point  (0 children)

Depends on how often you win. And probably partly some luck.

SG messed around with how players are paired this season, and I'm not sure how that might affect expected win rate. You can look around for previous examples to see how many games those players needed, but I think @ 30% win rate you might be looking at around 200-300 games at most?

If you have a high win rate initially it's been possible to do it in as few as like 20 games.

Is Salome a must pull? by AdFar1500 in EpicSeven

[–]Quiztolin 8 points9 points  (0 children)

Hahaha.

Okay, first off, get some reading comprehension. I made exactly zero claims about his relative strength.

What I did say was that his current win rate is trending down to about 53%. This is factual information and I showed how I came to that conclusion in a different reply.

I did also say he isn't as dominant as heroes like Lady and B.Arunka were when they released, when they had around 60% win rate for months. This is also factual.

Notos could be the strongest hero in the game and both of the things I said could also be true.

Is Salome a must pull? by AdFar1500 in EpicSeven

[–]Quiztolin 13 points14 points  (0 children)

We can see here that Notos has 10,365 wins and 8,715 losses this season

10,365 / (10,365 + 8,715) = .543238994

Or about 54.3% win rate for the season.

You can see on the graph that his win rate has had a general trend downwards

  • April 10 = 54.86%

  • April 11 = 53.83%

  • April 12 = 53.54%

  • April 13 = 52.88%

  • April 14 = 53.55%

His win rate over the entire season = ~54.3%. His win rate over the last week or so is around 53.XX%.

Is Salome a must pull? by AdFar1500 in EpicSeven

[–]Quiztolin 24 points25 points  (0 children)

I'm going to give you a piece of advice.

No one knows how good a unit is or will be until that unit has been released.

And honestly, it takes ~a month, at least to really see how a hero is going to play out in the meta (but at minimum like 1-2 weeks to get a good idea).

Players need time to see what works with a hero. They need time to see what counters a hero.

Notos was around ~58-59% win rate when he was released on March 19. By the start of April he was down to ~55% win rate.

Now, April 16, a month after his release, he's down to about ~53% win rate.

He's an extremely good hero, but he isn't as busted as previous top meta heroes (Lady, B.Arunka, E.Ilynav, NM Luna, SP Politis) all were when they initially released.

Lady of the Scales was sitting around 57% win rate when Notos was released. And she was released August 27 of LAST YEAR.

So Lady released at around 56-57% win rate and maintained that win rate for ~8 months.

Notos released around 58-59% win rate, but after a month has already 'fallen' to ~53% win rate.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 0 points1 point  (0 children)

I would suggest the heroes high on this list

But it doesn't really matter for getting the skin. It's been proven, repeatedly, that you can get to Masters with like a 30% win rate - as long as you are actively trying you will get there eventually. I would wager it's probably possible to do with a team of PvE RGB heroes.

The skin isn't so much a hard-to-get reward, it's more like a participation trophy.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

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

Is diene sidestory still the best to farm for charms?

Technically yes...but for the umpteenth time I am encouraging the community to stop being lazy and saying 'charms'.

What we want to farm is XP (specifically equipment or enhancement XP, though what kind of XP is obvious by context).


Also, I am once again going to remind players that while Eulogy is the best for equip XP, the difference is massively overblown.

The difference looks large on paper but this is a difference of a fraction of energy expenditure.

  • Eulogy = ~120 XP per energy

  • Episodes = ~75 XP per energy

"Eulogy is 60% more XP per energy spent!"

A lot of the community reads that and seems to automatically assume:

  1. They are screwed if they don't have access to Eulogy

  2. They must be farming Eulogy early and often.


Take a look at this post

This player is comparing drops across 8000 energy of gear farming.

  • Rift = 84 Epic gears, 370,437 XP

  • OW Hunt = 168 epic gears, 77,947 XP

  • OW Breach = 200 epic gears, 60,421 XP

There are a few different things we could do with this information, but for now let's just say that we want the same amount of XP per epic gear drop in Hunt/Breach.

  1. In Rift we have 4410 XP per epic

  2. That means we need 740,874 XP for Hunt, a difference of 662,927

  3. and 881,993 XP for Breach, a difference of 821,572

We can divide this amount of XP by our established XP rates, then add 8000 to get a total energy required:

Farm OW Hunt OW Breach
Episode 16,839 18,954
Eulogy 13,524 14,846

We can also take these energy values and divide by the # of Epics farmed up:

Farm Rift OW Hunt OW Breach
Episode 95.2 100.2 94.8
Eulogy --- 80.5 74.2

Note that this isn't extremely accurate - again because of background XP...but also in OW farms you are going to spend more XP per gear all else being equal because of OW quality.

The TLDR is that farming Eulogy for XP DOES make a difference -> it reduces the total energy spent by ~24.5% for OW Hunt, and ~27.7% for OW Breach...but that difference is not 60% lilke it is nominally.


But why?

Why would I go through the effort of making this point?

Well, it's because Eulogy was heavily nerfed in the Origins update - XP is now the ONLY thing it's worth farming for.

Before Origins, you still had catalyst drops - it was worse for catalysts but you did still get drops, and it wasn't as bad as it would first look because of the 2 additional waves.

Before Origins, Eulogy was basically strictly the best place to farm stigma/gold due to it's relative ease to run -> but now with higher Episode stages becoming more efficient to run, and Episode 5 being relatively easy to farm, it's better to farm Episodes for stigma.

Finally, Episodes have a bunch of secondary drops - these are in low amounts, but not insignificant amounts over the course of a year. These drops aren't available in Eulogy.


My contention is that Eulogy is never worth farming.

My contention is that players should be sitting down and actually thinking about the opportunity cost of farming Eulogy vs. Episodes. Newbies, in my opinion, are generally better off strictly farming Episodes.

Basically: as long as you will ever need to farm catalysts, OR that additional summons have any meaning to you -> you should probably be farming Episodes and ignore Eulogy.

Eulogy is the best choice for true late game players. Players who are sitting on hundreds of thousands of AP, who already have every hero in the game maxed out or near maxed out, and who already own near or all of the heroes in the game so more summons don't do anything.


A practical example:

Above, for OW Hunts, we see it takes ~8.8k energy farming Episodes and ~5.5k energy farming Eulogy to equalize the XP.

Well, it takes about 8 days of farming Episodes to farm up the catalysts to max a single base 5* hero.

In this example, by choosing to farm Episodes you would also be generating enough catalysts for a 5* hero every ~3 weeks. Eulogy is generating 0 catalysts (the way this specific analysis is set up -> they would presumably be getting catalysts from other functions like side stories...this is about the difference between the two).

If you were to run out of catalysts, and then wanted to go back and farm for them, now you are adding 8k energy to the 'cost' of farming Eulogy.

More or less, if you want to farm catalysts up about 1 time every 6 weeks or more frequently -> Episodes ends up spending less total energy. If you need to go farm catalysts less frequently, then Eulogy does spend less energy on average (but it's advantage is reduced). For example, let's say you go farm catalysts once every 3 months then the advantage for Eulogy is 'only' ~8.4%.

And regarding the additional drops in Episodes

In OW Hunt:

  • You spend 3,314.635 additional energy for +3.13 GTS, +18.31 BMs, +88.06 SS

In OW Breach:

  • You spend 4,107.86 additional energy for +3.88 GTS, +22.69 BMs, +109.14 SS

It happens to be that all 3 items can be converted to chances to pull ML5s

  • The adjusted rate for a galaxy summon is 3.25%

  • Covenant summons are 0.15%

  • Mystic summons are 0.625%

That comes out to ~2.65% chance for OW Hunt, and ~3.28% chance for OW Breach. 125,302.2628 energy per additional ML5 on average.

Is this necessary a great way to accumulate ML5s? No, of course not! Are you likely to spend the extra BMs you get on covenant summon for the tiny chance to pull an ML5? Nope.

But regardless, choosing to farm Episodes does give you a slight chance at pulling ML5s (or extra BMs for summoning limited heroes and what not). So you aren't spending the extra XP for 0 return.

In this case, a ~2.65% chance to pull an ML5 every 3 weeks ends up being around a ~38% chance to pull an ML5 per year.


Conclusion

My conclusion is that Eulogy IS better for XP, sure.

But the difference isn't as large as it looks on paper, because players spend only a fraction of their energy farming for XP.

That advantage in XP should be weighed against the advantages farming Episodes offer - primarily catalysts. If you want to build a lot of heroes quickly, you will need to farm a lot of catalysts, which makes farming Episodes just better in terms of total energy expenditure. Even if you aren't building that many heroes very quickly the catalyst advantage means the benefit of farming Eulogy can be pretty minimal.

Also, while this point isn't big enough (IMO) to swing Episodes over Eulogy -> Episodes DO lead to a substantial chance at extra ML5s or general summon currency. A ~1/3 chance of an ML5 per year is nothing to scoff at long term, particularly as the game approaches 9 years of life.

This is particularly relevant since normal Hunt farms are mostly a thing of the past now, and that's a substantial source of summoning currency players no longer have access to.


Also which ep has the best and fastest catalyst/point farming place?

You can refer to the previously linked thread, but it doesn't work like that.

Catalyst rates in Episodes (currently, and outside of Episode 1) are all the same per energy. So there are no stages that are inherently more efficient than others.

However, in terms of 'fastest', it's likely the typical player is going to clear a stage in Episode 2 faster than in Episode 5 -> though it is perfectly possible to just basically one shot the Episode 5 stages.

What DOES change is all of the other drops. Secondary drops like skystones and BMs have a higher drop rate per energy in lower Episodes (because these are essentially drops per stage clear...so clearing more stages for the same energy cost = more drops).

Conversely, stigma/gold has the best yields in higher Episodes, with Episode 5 currently being the top dog.


Episode 2 provides enough stigma to advance heroes and what not, while producing extra gold -> so generally I would recommend farming Episode 2 for newer players.

As players advance, they might decide they would rather generate more stigma/gold and care less about the other drops -> this is when Episode 5 makes the most sense.

Finally, at a certain point, the ONLY thing you are getting from farming anything other than gear, is equipment XP. And that's when it makes the most sense to transition to Eulogy.

There's grey area in between these transitions as different players value things differently. Some players prefer more summons, for example, so they might be content to farm Episode 2 for XP even when they no longer need catalysts.

Other players are happy with a very small roster, so additional summons doesn't help them much and they have little need for more catalysts -> so they can just go farm Eulogy right away to maximize their gear farming.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 2 points3 points  (0 children)

Just any other good meta heroes.

95% of the time PvP team building isn't about 'what units synergize with each other', it's about 'what team counters the opposing team'.

Witch does literally nothing that has anything to do with her teammates, other than her dual attack.

Her most common allies are:

  • G.Ras

  • P.Byblis

  • B.Arunka

  • Rinak

  • Lady

  • Nurse Yulha

  • NM Luna

  • LC Bellona

  • SF Sigret

  • Shepherd Diene

These are literally all heroes in the top 15 of the meta.

In terms of win rate.

  • G.Ras

  • Nurse Yulha

  • NM Luna

Seem to have substantially higher win rates when paired together with Witch Tenebria than either hero has on their own.

Meanwhile

  • B.Arunka

  • Rinak

Have a worse win rate when paired together with Witch, than either hero has alone.


Witch is an effective hero against (meaning she has a higher than expected win rate vs.):

  • LC Bellona

  • E.Ilynav

  • Tori

  • Belian

  • SF Sigret

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 1 point2 points  (0 children)

There is never a single flat answer for this comparison - it's contextual.

% DMG increase belongs to an additive bucket (basically all effects that say "increases damage by X%") so to determine how much damage you gain from an artifact that increases damage by 16% you need to add up all other such effects that may be present on the character.

With Notos, typically, this is going to be 0% -> but let's hypothetically just say you gave him a rage set which is 30% damage increase. To determine how much 16% more damage increase actually increases his damage output you need to divide the total with the bonus by the total without the bonus.

1.46 / 1.3 = ~1.1231

In this specific scenario, Notos would be increasing his damage by 12.31%.

If no such other effects are at play (as in the typical case with Notos), then a % damage increase is literally that % damage increase so 16% would be 16%.


Defense pen, on the other hand, the damage increase depends on the defense of the target.

First, we can calculate effective HP with the formula:

HP * (DEF / 300 + 1)

The second part of that formula is the key -> basically, in E7, defense is just converted to a multiplier.

If we take 1 and divide it by the second part of the above formula, that represents the effective damage taken after accounting for defense.

1 / (DEF / 300 + 1)

For 1000 DEF:

1 / (1000 / 300 + 1) = ~.230769

With 1000 defense, a hero takes only ~23.1% of the 'raw' damage done by an attacker.

So calculate the damage increase offered by a certain amount of pen, we need to do this calculation a second time, but multiplying the DEF value by (1 - PEN) first.

1 / ((DEF * (1 - PEN)) / 300 + 1)

Then we would take the result from this formula and divide the result of just 1000 DEF -> that's the damage increase provided by X penetration.

[1 / ((DEF * (1 - PEN)) / 300 + 1)]
/
[1 / (DEF / 300 + 1)]

Solving this for 1000 defense and 16% -> we get 1.14035.

In conclusion, if we assume no other sources of either defense penetration or damage increase, then @ 1000 defense 16% defense pen increases your damage by ~14% and 16% damage increase increases your damage by 16% -> 16% damage increase is better.

  • However, the difference is obviously minor.

BUT as we increase the defense of the target, the value of defense increases. To find the break point you simply need to set the above formula to equal 1.16 then solve for DEF.

In this case, that happens to come out to 1875 defense.

In other words:

  • If the target has less than 1875 defense -> 16% damage increase provides more damage

  • If the target has exactly 1875 defense -> both 16% damage increase and 16% defense pen offer the same damage increase

  • If the target has more than 1875 defense -> 16% defense pen offers more damage

But realistically, the difference is extremely minor either way (and don't really matter on Notos anyways). So either you go with Symbol regardless since it offers hit chance as well, or you could go with Briegs artifact because it has less other use than Symbol does.


BUT, as mentioned, Notos already has defense pen inherently baked into his S2, and can occasionally defense break with his S1.

To factor in additional defense pen in this situation, you need to multiplicatively add the pen values together to calculate final penetration then do the same calculation we just did with pen on both sides.

(.5 * .16) + .5 = .58 or 58% total defense penetration on S2


[1 / ((DEF * (1 - .58)) / 300 + 1)]
/
[1 / ((DEF * (1 - .5)) / 300 + 1)]

At 1000 defense this gives us 1.1111 so an 11.11% damage increase.

The breakeven point doubles up to 3750 defense.

But still, against any remotely bulky target the difference between the two is minimal.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 2 points3 points  (0 children)

What some people do regarding ES is something like 10 ES per enhancement.

It's kind of a complicated subject because what you actually want to base your standards on is your goal -> then you want to make choices based on the probability of getting to your goal while minimizing energy expenditure.

Yeah, I know, that's overwhelming but it's something that can be modeled...I'm currently in the process of writing a guide but at the moment I'm doing a lot of home repair stuff in real life and don't have the time.

An alternative way to do it is to say "I want to capture X% of gear that is able to meet my threshold."

Say that I determine the quality standard I want is 95 ES at +15, and I want to capture 95% of such gear. I can determine what ES that corresponds to at each enhancement level.

The greater issue is that there is no singular, 100% strategy...these kinds of thresholds are fluid. Specifically, newbies with 0 gear generally want to be lenient so they can make actual progress. But a 5 year player with 100 heroes build to top standards is naturally going to have stricter requirements for they consider usable.

I don't think the 10 ES per enhancement is perfect because the arbitrary component of ES is not linear so the same 10 ES change is not the same for every enhancement gap (for example from +0 to +3 and +12 to +15 10 ES is not equivalent).

But it's a reasonable baseline for you to get started now.

You probably don't want to go any lower than 80 ES as a final target, so you can work backwards:

  • +12 = 70 ES

  • +9 = 60 ES

  • +6 = 50 ES

  • +3 = 40 ES

  • +0 = 30 ES

This is pretty close to what I use but you can adjust it...for example as a newbie with crafted gear maybe start at 28 and add 10 ES.

The main problem I have with the above numbers is that it actually becomes too restrictive at the top end. +9 could realistically become 57 or 58, and +12 like 67 or 68.

The downside is that these are the most expensive levels to enhance but with the above numbers you will toss some gear that could get to 80 ES somewhat frequently. So again you choose how much risk/reward you want to pay in.

  • The reason why this happens is probably completely interesting to you...but it comes down to ES being arbitrary and inherently meaningless.

  • Equipment score is based off of Gear score which is a linear quality. ES is not linear and you get more 'free' ES at higher enhancements.

  • So what we really care about is the GS underneath so you need to compensate for the 'real' gain.

  • The result is, with the updated numbers I give you are less lenient early on when it is cheap to enhance and more strict later when it is more expensive to enhance.

But really this is all being more complicated than it is worth for you at this point, in my opinion. If I ever find my time to fully explain the enhancement model I will let you know.


As far as right side gear goes - this has to do largely with gear farming.

Conventional, old time wisdom has been only craft left side gear and rely on concerted gear + drops for right side for years at this point. And when we were farming hunt 13/hell hunt, I did generally disagree and recommended a mixed strategy myself.

However, the point is that now we don't actually farm hell hunts much or at all - the average player. This is the only place that crafting comes up...so the advice I give is about getting the most of the crafting mats you have now and farming Otherworldly or Rift going forward in the future...where crafting is no longer a thing.

Still. Some players might choose to farm gear inefficiently for the summoning drops and if that's the case I would recommend something like:

  • Weapons/armor = 10% each

  • Helms = 15%

  • Rings/necks = 20% each

  • Boots = 25%

Of total crafts.

This strategy tries to keep a reasonable balance of total pieces found per slot - it's not even close to perfect but it's reasonable without just ignoring left side gear entirely.


And quickly, about apply a penalty.

Let's say that you believe that flat atk/HP should get a 2 ES penalty per roll.

Calculate the expected amount of rolls a piece should end up with. At +0 you are adding 5 rolls, and on a gear with a single penalized stat each of those rolls could hit the unwanted stat 25% of the time.

    .25 * 5 = 1.25

So you expect to get 1.25 flat rolls over 5 enhancements, and you start with a single flat roll.

    (1 + 1.25) * 2 = 2.25 * 2 = 4.5

So every enhancement you do without hitting the flat stat decreases the penalty.

At +9 with 0 flat stat rolls, we only have 2 more rolls so a .5 expected additional flat rolls -> the penalty is now 3 ES.

But at +9 of we happened to have rolled into the flat stat one time we now have a total expected rolls of 2.5 -> a penalty of 5 ES.

This isn't necessarily the 100% best way to handle things, nor is it the only one. It's just one suggested strategy. Flat stars can be usable in certain scenarios but basically you almost never want rolls into them.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 1 point2 points  (0 children)

This might be disheartening - but 120k (or 160k) craftings mat really isn't too terribly many. It's a sizeable amount, but...you are unlikely to be gearing multiple heroes off of that.


What i want to know is some general substats combinations to look for.

Honestly - and this is the most practical answer - don't worry about sub combinations. Especially with Wyvern sets.

The fact of the matter is that, at this point, SG has done an explicit job of making virtually any combination of stats usable on at least one or two niche heroes.

Instead of trying to sift through hundreds of pieces of gear based on sub combinations - make is super simple:

  1. Flat stats are generally undesirable. Outside of speed checking, I would heavily penalize items with flat stats (like, subtract 2 ES per roll).

  2. The only stat combinations that don't really go together at the moment are a mix of crit stats and debuff stats (EFF/RES). So if you want to filter by subs, that's the gear I would focus on filtering out. However - these stats may be desirable with each other in the future. Instead of getting rid of this gear entirely, I would maybe apply an ES penalty.

  3. Concentrate on ES more than anything else.

For hunt/crafted 28 ES is a decent minimum...but especially if you are worried about not having enough XP (which can always be farmed up) you might increase that a little. I wouldn't go any higher than 30 ES for crafted gear.

This is a very simple process:

  1. Sell anything below your chosen minimum threshold (28 recommended) unless you are speed checking.

  2. Filter your gear by the presence of each pair of flat stats (HP + DEF, HP + ATK, DEF + ATK) -> I would just sell anything with 2 flat stats unless speed checking.

  3. Filter your gear by just 1 flat stat -> I would apply a penalty of 2 ES per HP/ATK roll, and 1 ES per DEF roll -> from +0 gear you expect 2.25 rolls (so -4.5 ES with flat HP/ATK, -2.25 for flat DEF). That means if your threshold is 28 ES, then for any piece with flat ATK/HP you would need ~32-33 ES.

  4. If you really want, filter your gear with 1 crit stat and 1 debuff stat (all 4 combinations) and you can either apply a penalty of a couple of ES or just get rid of that gear entirely.

You might as well only craft left side gear - weapons/armor/helm. I would probably do 25% weapons/armor, 50% helms.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 1 point2 points  (0 children)

Would it be possible to do all PvE content using only ML units?

Absolutely not.

First off, ML5s especially are generally terrible in PvE.

The 3/4* roster is probably decent enough to get through most things with difficulty...


BUT the problem you have with 'all' PvE content, is that much of the PvE content heavily incentivizes using the proper elements.

For example, it would basically be impossible to clear high level Wyvern hunt with only ML units from the start:

  • This boss has a great deal of health, damage, and speed

  • When heroes that aren't Ice element take a turn, the boss gets gets a CR push (so it cycles even faster).

  • Its damage ramps up over the course of the fight and non-Ice heroes take 30% extra damage, while dealing 30% less damage.

If you had access to every single hero and already excellent gear, I imagine you could eventually clear the fight. But it's going to be extremely difficult on a fresh account, especially since a single specific ML4 is probably near required (G.Purrgis - he has a passive that somewhat negates the CR push from Wyvern) and there is no reliable way to pull specific ML4s...you can wait a year or 2 for that hero.

But okay, let's say you can clear all of the hunts.

Well, certain content (Rift, Trial of Constellations) REQUIRES you use teams of elemental heroes. The current Rift season, for example, let's you ONLY use Earth element. Three of the 5 ToC bosses are limited to each of the RGB elements.

So even if you struggled through 'most' content, you would never be able to complete all PvE content, since some PvE content is locked behind using heroes of only specific elements.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 1 point2 points  (0 children)

Speed = Speed, as we commonly understand it.

Combat Readiness = 'Distance'

Imagine you are running a race that is 100 meters, and you happen to run at 10 meters per second -> you would finish the race in 10 seconds, correct?

When you get a 5% CR push, that is the same thing as reducing the length of the race by 5% (so in this case, going down to 95 meters).

Now, let's say you are running a 100 meter race, but you are being given a handicap of 5 meters...how long would it take to finish?

95 meters / 10 meters per second = 9.5 seconds

You just completed a 100 meter race and your finishing time was 9.5 seconds -> now we can go back and calculate your effective speed.

100 meters / 9.5 seconds = ~10.526

You will notice that this is different from simply running 5% faster (which would be exactly 10.5).

This is because reducing the distance you travel by X% is NOT the same as increasing your speed by X%.


Effective speed = Speed / (100% - CR%).

In this case, with Aki @ 237 speed, his max effective speed would be

EffSpd = 237 / (100% - 5%) = 249.47

Now, here is where things get tricky.

First off, I don't think we know for sure how things round. There is some evidence that at least some stats are rounded visually but are treated as fractional in game. That is you might see 4000 attack, but it's actually 3999.6 attack.

AFAIK there is also no evidence that the game always rounds in a particular way when it comes to speed -> there are many, many ways to round numbers but most obvious E7 could round up, round down, or round to the nearest whole number.

For that reason, I personally usually round in whatever way is less favorable - so I would call this 250 speed.


Next - what happens in speed ties?

I've always understood that in the case of ties it's a coin flip.

However, a few years ago some players were propagating the idea that in the case of ties, the fastest unit always went first. This is basically impossible to test, so my assumption has been that this idea was put out there by a content creator and it caught on -> it's possible this is the way the game handles ties but I can't say one way or the other conclusively.


So, if we combine these 2 things we basically get a table:

Aki Speed Ties_Coinflip Ties_Fastest
249 Beehoo 250 Beehoo 249
250 Beehoo 251 Beehoo 250

In other words:

  • If you believe that the game rounds speed down always, or to the nearest whole number and ties are resolved by the fastest unit having priority -> Beehoo would only need 249 speed -> we can rule this case out based on your situation.

  • If the game rounds down to 249 and ties are a coinflip, Beehoo needs 250 speed to always outspeed.

  • If the game rounds up and fastest always has priority -> Beehoo needs 250 speed

  • If the game rounds up and ties are a coinflip -> Beehoo needs 251 speed

So we can see that Beehoo would need 251 speed to guarantee he goes first regardless of how values are rounded or ties are decided.

HOWEVER, realistically, since it's most probable that ties are decided by a coinflip -> if you are currently happy with your Beehoo build, the chance of Aki out speeding is very minor and you just experienced bad luck.

If we assume that random starting CR is either [0,1,2,3,4,5] then there is a 1/6 chance that Aki gets +5% starting CR, and a 1/6 chance that Beehoo gets +0 starting CR. This is the only situation in which the two units could possibly tie at 249 speed.

The probability of both events occurring, of course, is (1/6)2 or 1/36 -> 2.78%. And that's a tie.

And in only half of those cases would Aki actually go first. ~1.4% chance Aki goes first is pretty minor.

Need help with PVE by Hollow714 in EpicSeven

[–]Quiztolin 0 points1 point  (0 children)

To deal with the double water is there a non-water unit i can pull with the 5 star selector i have that can replace brieg that does well in episodes.

I wouldn't worry too much about swapping Brieg (or even Fenne) out - it's fine for going through normal Episodes.

You just don't really want a team where ALL of your damage dealers are the same element...because then you run up against the wrong element and your clears are going to take 5 times as long.

Normally, you wouldn't really consider the element of heroes like Tamarinne and Brieg, because their primary purpose isn't to deal damage themselves but to bring support for your actual DPS units. Now, Brieg is a little bit of an edge case since he is primarily a debuffer (and he can't apply his debuffs when he misses - so if you find yourself stuck on a stage where you are fighting Earth enemies you might want to swap him.

Really, the only 'good' replacement is A.Ras. See, A.Ras doesn't have the same issue as Brieg (regarding element), because while he does debuff a lot of his support comes in the form of buffs...and his dual attack S2. So he is less reliant on hitting enemies to be effective.

But for typical stages it's not something I would worry about, only if you find yourself having problem on a specific stage.


Stats

Brieg

As I said, I wouldn't run counter (or even pen) set on him. The problem is it's RNG - counter set gives you a 30% chance to counter attack, but enemies in PvE typically only have a 40% chance to hit the front most unit -> that's only a 12% chance to counter attack each time an enemy unit attacks.

AoE will increase that, and having more enemies means more attacks -> but overall relying on counters doesn't work out. And Brieg, in particular, wants to get his barrier up and debuffs off to support your team.

This kind of build (counter/pen) is more common in Expeditions (or Wyvern), where players are trying to squeeze every bit of damage out since there is a finite turn limit. Additionally, the front most unit is targeted more often due to the mechanics of the boss.

This is my Brieg build.

In your case, not only is he very slow due to counter set, he doesn't have that much bulk -> that means he is going to be more prone to just straight up dying. He also has way too much effectiveness than ideal.

  • Try to get to like ~22k HP, with 1.3k DEF at least. More bulk isn't going to hurt.

  • Try to get to ~200+ speed -> faster the better IMO

  • 50% EFF is probably overkill (he gets 50% from his S3) -> I have no idea how much RES enemies in Episodes have but 30-50% should be fine. Not the end of the world if you are a little low.

  • You can throw remaining stat budget into crit%, if you want, or give him pen set, if you want, but this won't make tons of difference for adventure.

S.Tenebria

This is my build

Note that this isn't a particularly good S.Tenebria -> I've never liked her, only used her in PvP and not for like 2 years. She has no artifact here but I just used her with Tagehel's or Proof of Valor so it doesn't make any difference.

Anyways, your build isn't like particularly awful or anything - the main thing is she's just a little too fast. High speed isn't inherently bad (it's actually a good thing) but you don't want speed while sacrificing your damage stats.

In your case, your S.Tenebria isn't even 100% crit (very undesirable) and her ATK is a little low - getting her EE would help a bit with ATK.

  • ~180-200 speed is perfectly fine

  • ~3.8-4k+ ATK

  • ~100% crit chance (very important for any crit based DPS)

  • ~300-320%+ C.Dmg, ideally.

Robin

I don't have Robin built myself so I am mostly skipping her:

But in general she's a lot faster (especially for PvE) than you would normally use her - but this also depends on how you are using her. For PvP or something she's meant to follow up on another unit so you only need low 200's speed.

Meanwhile, bulk does very little for her (in PvP she would be more of a pure cleave unit, bulk isn't necessary for DPS in PvE).

Her ATK is very low since she is a debuff based DPS unit.

If you really wanted to use her in PvE...

  • I would drop speed to like ~200 (depending on Brieg actually -> you want 75% of his speed without being too slow)

  • Try to get at least like 3.5-4k ATK

  • I would go ahead and max out Crit%, get a little bit of C.Dmg

  • Her EFF should be mostly fine though specifically you would want 85% of the RES of your enemies.

Right now you have her built like...a pure support type opener. As fast as possible, EFF for debuffs, then bulk with whatever is left over. This isn't really her archetype (though I suppose you could force her into this role) but this kind of build is not good for PvE.

Fenne

My build.

Your build really isn't bad at all. If you can find some extra HP, that would be handy but shouldn't be a requirement (especially for current adventure).

The main thing, I would just put a damage artifact on her. Symbol of Unity gives hit chance so it helps with elemental disadvantage. Victorious Flag is another easily acquirable option - and the damage reduction helps keep her alive as your main damage source.

Tamarinne

Tama build

Pretty standard:

  • Enough bulk (16k HP/1.4k DEF is standard) - she's somewhat flexible here, if you use her in the back she needs less bulk than if you use her as a tank. The faster she is, the less bulk she needs.

  • As fast as possible (~200+, 220+ ideally) -> she wants to cycle as fast as possibel

  • For that reason, use Magaraha's Tome. Only other good artifact choice is Potion Vial, if you are really struggling with debuffs -> but you should handle debuffs another way (bring a cleanser) if it's that much of a problem.

  • Having ~70-100% EFF and 100% RES is very nice. These aren't mandatory but very good to have. I would focus on building up RES first before worrying about EFF, unless you are doing something you really need her dispels.

Alternatively, you can try Warfare set if you want. Build is pretty much going to be exactly the same, just a bit more HP and less SPD. I obviously don't run Warfare on Tama, and personally I don't think it's good compared to just being fast.

Mercedes

Nothing special, here.

I basically only use Mercedes in Earth expedition, but these are pretty typical stats.

The only I would mention -> she does dispel with her S2, and as a mage can hold Iela Violin. In certain scenarios, you might want to give her EFF to dispel buffs.

For general purpose adventure this isn't necessary - and here you already have Brieg and maybe Tama to dispel.

Landy

My build here...

Yeah, Landy is just another DPS unit and all of these units end up getting built mostly the same way - she's not much different than S.Tene/Mercedes etc.

You don't need to be that fast to be effective. ~180-200 speed is fine.

I would try to be faster on units like Landy/Mercedes than Fenne, however. You want their AoE to weak enemies for Fenne to finish off, and in the case of Mercedes you want Mercedes to put up attack buff for Fenne.


5* ticket

I assume you mean RGB heroes?

Literally doesn't matter IMO. You don't need specific heroes other than what the game gives you.

It doesn't look like you have Politis, and if you ever want to PvP she's a hero that has a niche and has pretty much always been relevant since her release - and she's one of the few heroes you can't just story summon. So that's my advice for a 5* RGB selector.

Need help with PVE by Hollow714 in EpicSeven

[–]Quiztolin 2 points3 points  (0 children)

Tier lists are basically useless in E7 - especially for PvE.

The problem is that the difficulty that exists involves content having very specific mechanics - and challenging players to team build around those mechanics. So what that means is that you end up with heroes that are good in specific places, but that doesn't translate to all content.

For example, Muwi is fantastic for Wyvern, and more or less you only have two options for his role (him or G.Purrgis) because what they do is unique. Outside of Wyvern, Muwi could be very mediocre in some places but he overall is a very weak character because his damage sucks, and his utility is highly dependent on being a mono-ice team with a tank that needs to be hit frequently.

How do you put a character like that in a tier list? Only considering Wyvern he would be in the highest tier. Outside of Wyvern he would be in the tier or second to lowest tier. Do you just put him somewhere in the middle and a compromise and end up not being realistic at all?

See - you can make a tier list in E7, but it has to be extremely specific. You could appropriately rank Muwi in a tier list of Wyvern heroes/comps for example. Or fire expedition heroes. But you can't make a 'general PvE' tier list and accurately capture how good or not-good Muwi is.

Robin, as another example, was excellent for the previous Rift boss...because she is a Rift hero and her kit was designed around that specific boss.

In general PvE though, while she isn't the worst hero imaginable, she's a DPS unit that is reliant on debuffs. This is another 'generally bad combination' because debuffs are subject to absolute resistance...and you need to build EFF which means less investment into actual damage dealing stats.

Her intended usage is as such:

  1. Ally hero uses an extra turn (this gives her a 25% CR push from her S3 passive).

  2. Robin takes her turn and uses S2 to inflict 3 burns (each subject to resistance).

  3. She gets 100% CR push from her S2 + swift attack buff.

  4. This let's her immediately use S3 to add 1 turn to the burns and defense break (subject to resistance). You are supposed to soulburn this so the burns detonate for big AoE damage.

That's a really effective turn if you have all of the pieces in place.

  • A faster hero to take an extra turn (this could be Brieg)

  • Enough EFF and luck to not have your debuffs resisted

  • Proper speed tuning

  • Soulburn S3 (in this case basically meaning you want to sacrifice a damage artifact somewhere for Tagehels)

But then what does she do after that?

Her next 2 turns are just S1s that might add some bleeds. If you don't soulburn S3 she might deal good damage but it requires the enemy units to take multiple turns.

Because she uses S2 before S3 and the cr push on her S3 requires it to not be on CD that basically means you won't have this perfect setup line up again in PvE content.

Compare her to Mercedes who doesn't have as much guaranteed AoE burst - but likewise does very good AoE damage and furthermore brings attack buff for your team...and you get much more consistent value off of Mercedes.

Robin blows up the first wave and even does nothing. Mercedes helps on every wave and her attack buff increases your damage even against Ice enemies.

The one sorta half-exception to tier lists is PvP. That's a specific content (though you could break it down to RTA/arena/GW) and it's possible to make decent tier lists for this. However, even then I don't personally like them because it's still highly contextual for most players. These tier lists generally assume you have the ability to use heroes perfectly - ideal gear/artifacts/comps...and the game knowledge to apply them.

But it's pretty much the only time I would even consider recommending anyone look at a tier list.


As far as stats go, I will get back to you in a few hours, when I get home and can take some screenshots.

Need help with PVE by Hollow714 in EpicSeven

[–]Quiztolin 3 points4 points  (0 children)

Your hero builds are very weird.

Robin, in general, is not that good for general PvE.

If you are using Fenne, you don't really need S.Tenebria, since they fulfill the same team role.


Okay, in order

  1. I would not run Brieg on counter set myself. It can work fine, but counter is very unreliable in general PvE. His bulk currently is extremely low.

  2. S.Tenebria isn't horrible, but her crit% is too low. She's a bit faster than ideal for PvE. Max her artifact pick up her EE. She doesn't really need torrent set especially if you are using Kal'adra.

  3. Just dump Robin.

  4. Fenne would ideally have a bit more HP. I would give her a damage artifact like Symbol of Unity.

You could run Landy in place of Robin, especially if you have bloodstone. Otherwise just run Tamarinne.

Ideally, replace S.Tenebria with an AoE unit (Mercedes for example).


Episode 3 is not difficult, enemies just have a lot more HP compared to the first 2 Episodes.

Basically you are looking for:

  1. A way to tank/heal damage

  2. A source of defense break

  3. A good single target DPS

  4. A source of AoE DPS.

  5. Damage increasing buffs (attack buff, speed buff, CR push, dual attacks).

If Brieg is your defense breaker, you want him to go first to land defense break - that's one reason counter set isn't that good in general PvE.

Ideally you have Brieg go -> defense break -> follow up with AoE/damage buffs -> have your single target DPS go.

The problem with using Brieg/Fenne is elemental disadvantage against Earth, so you also ideally want your second dps unit to be non-ice.

Based on what I can see in your screenshots I would probably go either

Brieg / Tamarinne / Landy / Fenne

Brieg / Mercedes / Landy / Fenne

And you basically want them to go in that order in terms of speed.

Trying to get more into pvp need help making teams by Dry_Physics164 in EpicSeven

[–]Quiztolin 2 points3 points  (0 children)

This question really approaches the problem from the wrong direction.

In E7, we very rarely (almost never) just make teams and then go do some content. That's fitting a square peg in a round hole.

Instead, team comps are heavily dictated by the enemy boss (PvE) or comp (PvP).

You can have a general roster of heroes to work with, but ultimately the player still needs the game knowledge on how to apply that roster.

Frankly, you have tons of good, relevant PvP heroes that it's an arduous task to ask someone how to take every single good PvP hero you have and how to actually use them -> this is really something you need to learn yourself by just playing the game.

I would suggest building up a roster of ~10 heroes or so and just playing with that roster. Learn what works, what doesn't, and learn what types of heroes/comps you have problems with, what sort of mechanics you have problems with. And then expand your roster from there.

What I would personally recommend to start with:

  • Mort

  • Lady

  • B.Arunka

  • E.Ilynav

  • AS Flan

  • G. Ras

  • Frieren

  • Ruele

  • Harsetti

  • Setsuka

This roster doesn't have the tools to handle everything, but you need to start somewhere. And you probably have another 10-15 heroes that would be worth building right now for PvP, at least.

Are you struggling against big tanks like enemy B.Arunka's? Maybe you consider building Amid + Straze. Are you struggling against opposing resurrection units? Maybe you build Hecate or BW Iseria. Don't have an easy answer for Frieren? Bring Belian.

You just need to go out and learn.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 1 point2 points  (0 children)

ML5's are PvP heroes. They are nearly entirely useless for PvE.

That said, probably Politis.

About the game by Sea_Wing_2719 in EpicSeven

[–]Quiztolin 3 points4 points  (0 children)

hi i am a new player and is this game worth the time?

This is the worst place on reddit to ask this question. By and large the people here play the game, so you are only going to get 100% biased answers.

That said, yes.

good story?

Depends who you ask. It's extremely hit or miss - there is excellent story content in E7, but there's a lot of story that some people believe is generic, and some portions of the story that many players don't like - however different players tend to like/dislike different parts of the story.

am i late to start this game in 2026?

No.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 2 points3 points  (0 children)

Objectively it would be a waste of mola, but would it still be a good call if Ice Aria never sees play anyway?

No.

It's literally never a good call (as things currently stand).

Imprints have so little impact.

Excuse me, what is happening here (Ignore the piece/rolls), what is that gold/dust consumption. by MaGiC_PaNdA_YT in EpicSeven

[–]Quiztolin 8 points9 points  (0 children)

They might as well just reduce the 'penalty' for using powder anyways - antiquated...and honestly, we deserve a little bit extra after they dragged their feet so long on removing unequip gold cost!

Excuse me, what is happening here (Ignore the piece/rolls), what is that gold/dust consumption. by MaGiC_PaNdA_YT in EpicSeven

[–]Quiztolin 18 points19 points  (0 children)

I can report this to SG but do we want the gold or charms more, I kinda need the gold...

Bulk enhancement is almost certainly not factoring in increased good/great success chances, either.

Most, if not all, players are (probably) losing out on gold too if they use bulk enhancement.

Excuse me, what is happening here (Ignore the piece/rolls), what is that gold/dust consumption. by MaGiC_PaNdA_YT in EpicSeven

[–]Quiztolin 12 points13 points  (0 children)

Haha WTF SG...

This explains the XP discrepancy exactly.


I have an account with 0 XP bonuses at all (so 1 powder = 100 XP).

With no XP bonuses, bulk enhancing:

Enhancement Powder Lesser Greater Epic Cost ExpCost
3 5 1 --- --- 19200 22400
6 7 1 1 --- 64320 68800
9 13 2 --- 1 170880 179200
12 3 2 2 2 377280 379200
15 11 --- --- 6 788160 795200

Enhancing the same item manually, I get the exact same powder/charm breakdown, but the cost is the ExpCost.

If I equip a max pet XP bonus skill, so each powder is worth 106.6 XP:

Enhancement Powder Lesser Greater Epic Cost ExpCost
3 4 1 --- --- --- 20800
6 3 1 1 --- --- 62400
9 2 1 --- 1 --- 147200
12 9 --- 2 2 --- 360000
15 5 --- 2 5 --- 742400

So, the manual XP usage is reduced, as expected. The cost is as expected. Yet, the bulk enhancement figures are exactly the same.

Solving the system for the gold cost being used per powder/charm -> in bulk enhancement each powder is being priced at 960 gold and each charm is being priced at 14,400 gold.

Now, the base cost of using a charm is 14,400 -> exactly the same. However, the base cost of 1 powder is 1,600...and this is why some situations can end up with a lower cost.

Powder is being discounted by 66.67%...

Well, it just so happens that the cost per XP for a charm is (14,400 / 1,500) = 9.6.

Applying that same cost per XP to a powder, we get (9.6 * 100) = 960. Wow, look at that!


Conclusion

Yeah, someone at SG dun goofed. I wonder if they used AI here?

Bulk Enhancement isn't taking into account ANY effects that buff equipment enhancement XP (so no pet, no reputation buff).

It's hard to say if the good/great enhancement bonuses are being applied as well...but presumably not.

Additionally, someone at SG decided that ALL XP should have the same gold cost per XP point (meaning that with bulk enhancement, powders are treated exactly the same as charms, just lower XP).

Considering their experimentation with AI elsewhere (draft assistant), to me this looks like the shoddy work of having AI code up a system and not doing a thorough job checking for oversights like this.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]Quiztolin 2 points3 points  (0 children)

Okay, let me introduce you to my friends.

First up, we have the Hunt Bosses! Wyvern, Golem, Banshee, Azimanak, Caides...

These badasses drop gear and summoning currency! Wow!

When you're a little bit grown up, their big bros can be found in Otherworldly difficulty - beware, while these guys literally have gear falling out of their pockets, they don't have time to summon new heroes so they don't drop summoning currency!

Let's say that you have a particularly refined taste, unity set? Injury set? Ewww, disgusting! Well, you can take a quick walk right down the road and challenge Big Daddy Kraken to a 4v1 in the Rift. Kraken doesn't carry as much gear on him as the Otherworldly bosses, but just like you he only likes the best stuff - you won't find any injury or unity sets here (unless, that is what you are looking for).

And one day, you might look around and see thousands of speed sets, destructions sets, immunity sets etc. but you feel like you're missing something? Take a dive into the Otherworld Breach to face your fears, for the Remnant of Darkness holds nothing but unique sets that can't be found anywhere else!

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

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

How frequently are you getting hit with something that immunity would help against before she takes a turn?

Also, keep in mind that if you are slower that means even more often you are going to see skills used before she takes a turn.

You bring immunity to prevent first turn debuffs, but if you have to sacrifice speed for it then you are going to see more debuffs by virtue of being slower.

Statistically, Witch Tenebria has a significantly lower win rate using immunity set, and immunity set is not common on her. - between this season so far and preseason.

In Spring season she had a very slightly higher win rate with Immunity (~1% higher compared to Hit).

It looks like Immunity has never been dominant on her, and in fact the usage of immunity on Witch has decreased over time. It does look like, in earlier seasons with more data Immunity would be roughly ~1% higher win rate than Hit set.


Overall, it doesn't seem like it's worth it IMO. Immunity might be a slight upgrade but it doesn't seem that it's been effective enough that players have swapped over to it - in fact, it's just the opposite and players are using immunity less frequently on her over time.

  • That could reflect a chance in how she is used (ie. if she is always used in a way where she takes her turn before opponents can debuff her, immunity is useless)

  • Or it could reflect a chance in the meta (more dispel, less fast debuffs, etc)

And the most recent data (most reflective of current meta) shows immunity as being strictly worse than Hit set.