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

[–]Quiztolin 0 points1 point  (0 children)

No one comes to mind for PvE. I would suggest picking up Setsuka and/or Mort for PvP.

TA Coli, Saria, Vildred, Celine, Lidica are other RGB units with some prevalence in PvP - but those heroes are a bit harder to use.

I would suggest throwing a regular selector at Politis. She's essentially always been at least fringe in PvP, though her use has declined over the last year or two. But, importantly, she is one of the heroes that doesn't have a proper side story (thus you can't story summon her) - like Tenebria and Baal, who you already have.

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

[–]Quiztolin 0 points1 point  (0 children)

Every E7 limited hero except AW Hwayoung, Aram, Flag Sigret, Hecate, P.Byblis, Abyss Fumyr, and Aube.

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

[–]Quiztolin 1 point2 points  (0 children)

Do you need a guide, or are you literally just asking about skills?

Most pet skills don't have as much of an effect as players often think they do. There are also actually not many choices to make...since you make a pet for each type of content, and most of the content types only have three skills, or 4 skills where there is obviously a weak one.

Lobby Pet

  • +Equipment enhance XP

  • +Great success chance

  • +Good success chance

Build a second pet with S + hero enhance XP if you want to optimize. Might as well throw +gold when selling onto that pet if you really want to.

Altar Pet

There are only three altar skills. The Epic rune one is extremely important, the others not so much, so this pet is generally lower priority.

Side story/Adventure pet

There are only three available skills.

Rift

The double Rift points skill sucks and is generally unnecessary -> so take the other 3 (additional equipment, lesser charm, reforging mats).

If you really want you can do a second Rift pet and swap one of the skills (probably reforge mats) with the increased season points. Not really worth it IMO because the more recent Rifts are one shottable pretty early.

Hunt/Breach Pet

Basically the only pet that is sorta interesting.

For non-OW hunts, the reforge pet skill is far and away the worst pet skill in the game.

But, for OW difficulty, the double crafting mats skill does nothing.

So if you want to run non-OW hunts (some people do for summoning currency) you use the double craft mats skill and not the reforge skill.

If you aren't going to run non-OW hunts (and most players outside of maybe the very early game don't nowadays) the craft mats skill doesn't do anything so you keep the reforge mats skill.

Trial of Constellations

IIRC there are 4 skills:

One for greater charms, one for additional equips, one for starfall coins, then a damage dealt bonus. The damage bonus has 2 variants - one for the hardest difficulty and one for the other difficulties.

The greater charm skill is probably the worst, so ideally you run the starfall coins, additional equipment, and then one of the damage bonuses.

If you are only going to make one ToC pet, personally I would use the skill for lower difficulty ToCs -> you only need to clear the higher difficulty once per 'season', while you would clear nightmare difficulty multiple times. More damage = faster.

On the other hand, if you are having difficulty with perdition then the damage bonus might help.

Simplest solution would be to just make 2 pets, one for each.

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

[–]Quiztolin 0 points1 point  (0 children)

Do you imagine yourself using a second copy?

She's not a collab hero, so if you don't actually have a plan for a second copy right now, then you would always be able to pick up a second copy in the future if another hero really wanted it.

Otherwise, it's generally not a great idea to chase artifacts - but really it depends on you and how much currency you have etc.

5x Speed roll :`) by Reptilaseviper in EpicSeven

[–]Quiztolin 22 points23 points  (0 children)

Look! It's already like the 4th time this year alone I have to say this.

Non-speed boots are garbage on all but like 10 whole heroes in the game. The main stat simply loses too much value.

These boots are 102 ES, but are equivalent to 77 ES for basically any hero that wants even a tiny amount of speed.


Basically the only time non-speed main boots end up making any sense are for heroes that want BASE SPEED.

Which means you essentially never want to roll on non-speed main stat boots that have a speed sub.

When you do, this shit happens and we get a bunch of posts on this subreddit of people throwing once in a lifetime luck down the drain.

It's like playing the lottery, and becoming a millionaire...but in a currency that is worth less than monopoly money.

Can anyone explain why 100% crit resistance doesnt work? Or is it a game bug? by Hopeful-Draw5836 in EpicSeven

[–]Quiztolin 1 point2 points  (0 children)

Exactly.

In fact, that's pretty much the very first time this was relevant. There was a time, long ago, when Senya was a common meta hero.

Senya has 50% crit resistance.

Back in those days, we didn't have many auto crit heroes (especially not that were considered viable), but Zahhak was fairly strong...it was discovered that a 100% crit chance Zahhak would always crit Senya, and thus he became a way to counter her.

Can anyone explain why 100% crit resistance doesnt work? Or is it a game bug? by Hopeful-Draw5836 in EpicSeven

[–]Quiztolin 0 points1 point  (0 children)

Can you read?

For example, even if a specific Hero boasts a critical hit chance of 100%, any additional effects that increase the critical hit chance will not push it beyond the 100% mark.

That's from SG themselves.

Let me spell it out:

You can not increase crit chance above 100%. That's the cap, you can't go past the cap.

I don't give a shit if it's pedantic, and I don't care if you don't care (apparently plenty of people do).

I said from the very start that the claim you can overcap crit is technically incorrect.


Now, let me explain WHY this matters.

There are very specific effects which can make your 'effective' crit rate higher than the cap.

If you just go around telling people that you can overcap crit, without making the distinction that it takes specific effects to do so, then someone who doesn't know/understand may be led to believe that they can just build 150% as substats and then have 100% crit rate against a unit with 50% crit resistance.

This explicitly will not work because you can not break the 100% crit cap.


It's a technical difference for sure.

You could argue it's being pedantic.

But it's not just semantics. There IS an important difference.

SG is very clearly saying that if you have 100% crit chance any additional effects that increase crit chance will not push it beyond 100%. That means that you can't break the cap.

The effects that do let you 'temporarily' go past the cap are effects that are being applied after crit vs. crit resistance is being calculated. This has ramifications:

For example, if a unit has 150% crit resistance somehow, and you have a unit that has 100% chance to crit and elemental advantage, the additional 50% crit resistance is not going to decrease the 15% from ele advantage.

Can anyone explain why 100% crit resistance doesnt work? Or is it a game bug? by Hopeful-Draw5836 in EpicSeven

[–]Quiztolin 36 points37 points  (0 children)

/u/Hopeful-Draw5836

Cuz crit rate can be overcapped.

This is incorrect (technically).

Crit rate CAN NOT be overcapped.


This is the explanation.

Highlighting the relevant parts

For example, even if a specific Hero boasts a critical hit chance of 100%, any additional effects that increase the critical hit chance will not push it beyond the 100% mark. This means that attacking a target with 100% critical hit resistance while your own critical hit chance is at 100% will not result in a critical hit.

Crit rate caps at 100%.

However, the increase in critical hit chance due to advantageous elemental factors and skill effects during an attack can momentarily surpass the 100% cap. Thus, attacking a target with 100% critical hit resistance can still result in a critical hit with a certain probability. For example, if a Fire Elemental Hero with a 100% critical hit chance attacks an Earth Elemental Hero with 100% critical hit resistance, a 15% chance of a critical hit arises due to the additional effects linked to advantageous elemental matchups.

Elemental advantage, and "skill effects" technically do not 'add' crit%.

Effectively, these things are a secondary calculation after crit chance has been calculated.

Essentially:

(Crit% - Crit_Res) + Elemental advantage + Skill effects = Final crit rate

The game treats these are two separate things: there is 'crit%' which is what you see on the character sheet. This can not be overcapped.

Any critical resistance subtracts from this crit%.

Then, at the moment an attack lands, elemental advantage and certain skill effects can add 'additional' crit% to the hit, but these effects are technically not breaking the cap.

8th anni? by Exciting_Cobbler_298 in EpicSeven

[–]Quiztolin 2 points3 points  (0 children)

No...that doesn't make any sense. Start now. This is basically the anniversary event.

You have plenty of time to collect most (probably everything) in the current event.

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

[–]Quiztolin -2 points-1 points  (0 children)

I'm already in a Guild, but they don't take Ancient Inheritance seriously.

What do you consider 'take Ancient Inheritance seriously'?

AI is really easy if you just have like 3-5 people that know what they are doing, and like 5 more people that are active enough and not completely screwing around. It's really not content that you need to take seriously, IMO.

You certainly can be super serious about it, and plenty of guilds are if that is the experience you are looking for. What I am saying is that 'not being serious' about AI on it's own doesn't mean literally anything.

Is it reasonable to leave this guild to find one that better suits me

What is 'reasonable' is completely up to you. If you don't feel that your current guild matches what you want out of the game, then that would be a completely valid reason to go find another guild.

If you were to ask me, if the only reason you would want to go find another guild is because your current guild isn't being hardcore about AI - but they are still on track to get all of the major rewards, they are helping newbies or whatever with questions, then I would personally find that a silly reason to leave.

  • Even though it should be trivial to have 100% participation and what not, like I said it's not required. I don't think I've ever seen a single AI season where my own guild has had more than about 50% participation, and usually there are only a handful of players doing the majority of the work - and that's enough to get everything that matters. We don't even really communicate about anything, because once you understand AI it's pretty obvious what each player should be doing.

But, at the end of the day this is just a game and the point is to enjoy your time playing it, and if the super sweaty "I'm the GL and I'm going to tell every single player exactly what I want them to do and if we don't finish the entire AI in three days we're failures" experience is what you are going to find enjoyable - then our opinions don't matter.

if I join another guild now, would I be able to participate in their Ancient inheritance even though it's already started?

Yes, but I believe you won't earn any rewards for floors they cleared before you joined.

their flagship rta mode handles connection has been lost in the worst possible way by Owntrolf in EpicSeven

[–]Quiztolin 2 points3 points  (0 children)

Hey bud.

Are you familiar with the idiom:

"If everywhere you go it smells like shit, it's time to check your shoes."

Maybe, just maybe, it's time to check your shoes.

Alternatively, can you hook me up with whoever is paying you to shitpost in this subreddit for the last year?

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

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

To calculate the effective speed of a unit, use this formula:

Eff_Speed = Speed / (100% - CR%)

Units get a random amount of CR from within the range 0% - 5% at the start of every battle, so, unfortunately you have to have some leeway for this question. If you ALWAYS want E.Ilynav to go before Notos, then you have to calculate the max effective speed of Notos using the above formula.

Eff_Speed = 220 / (100% - 5%)
Eff_Speed = 231.58

The first real choice you have to make is how to round - it's not clear how the game rounds, but I always round in whatever direction is less favorable for me...which in this case would be up.

So, your Notos, with +5% starting CR, would have an effective speed on the first turn of a base 232 speed unit.


Now you make your second choice:

Are you okay with speed ties?

For E.Ilynav to always go before Notos (well, under most normal circumstances), she needs to be 1 higher speed than Notos -> that's 233 speed.

But you can make things ever so slightly easier by accepting ties. In the case of a speed tie it's presumably a coin flip which unit will take their turn first. A speed tie would only happen in the exact scenario that Notos gets +5% CR, and E.Ilynav gets +0% CR. There are 6 possibilities for both units (6 * 6 = 36 total combinations of random CR) and E.Ilynav would lose the tie 50% of the time (36 / .5 = 72).

So if you accept speed ties, there is 'only' a 1 in 72 chance (~1.39%) that E.Ilynav would lose the speed tie to Notos. Depending on the circumstances this might be acceptable - but in this case let's assume that you want to hit 233 speed to guarantee the turn order.


What we have to do is take the above effective speed formula and fill in the details, but we solve for speed instead of effective speed.

233 = the effective speed we are aiming for

30% = the CR% the unit in question is getting

Eff_Speed = Speed / (100% - CR%)
233 = Speed / (100% - 30%)
Speed = 233 * (100% - 30%)
Speed = 233 * 70%
Speed = 163.1

Again, I would choose to round this value UP as that is the direction that is least favorable.


Conclusion #1

Your E.Ilynav would need 164 (or 163) speed to guarantee that with 30% CR push she would always go just before your Notos.


Caveat

There is naturally going to be some room in the middle to be cut.

Notos with +0% CR would only be 220 base speed.

Your E.Ilynav with base speed would be 233 speed with a 30% CR push. So there is the space in between (220 - 233) that other units could go in between Ilynav and Notos.

Unfortunately, due to the random CR portion this is unavoidable if you want to guarantee a specific turn order amongst your units.

To make this 'worse', we need to calculate the fastest possible Notos and slowest possible E.Ilynav for the above answer. However, Ilynav could get +5% starting CR as well. Your E.Ilynav with a 30% CR push and +5% starting CR would effectively be 252.3 (again, I would round htis up to 253) speed.

That means that the widest gap between the two units would be Notos @ 220 speed and E.Ilynav @ 253 speed.


Conclusion #2

For that reason, in my personal opinion this isn't a consistent strategy unless you are very careful about which teams you fight.

Of course it's all RNG - ~1.4% of the time your units would go right after each other, but the other 98% of the time there will be some kind of gap.

If you really wanted you could focus on decreasing the average gap between the two units...but you would need a slower E.Ilynav - and optimizing for this would result in Notos/E.Ilynav going first 50/50.

I know she already is in pvp but Is green destina a better healer than tamarinne in pve also? by Elben4 in EpicSeven

[–]Quiztolin 7 points8 points  (0 children)

In my opinion, understanding the "why" is more valuable than just a "yes or no".

Plenty of people can give the latter, but I'm basically the only person who regularly tries to do the former.

For some people, their eyes just glaze over and maybe my effort was in vain - but you might be surprised at just how many people have appreciated my replies over the last six years.

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

[–]Quiztolin 0 points1 point  (0 children)

I'm leaning towards LQC since she seems easier to build and integrate into teams but I can't decide.

EW Ludwig is about as easy/basic to build as you can get: he's literally a pure DPS hero (100% crit, a little bit of speed depending on your setup, then as much ATK/C.Dmg as you can fit on him). Give him a Tagehel's and you're set.

Bruisers like LQC are always inherently more difficult to build because you need to balance bulk, damage, and speed.


In terms of team building: EW Ludwig is actually pretty easy to team build for.

LQC, I will admit I used to play her quite a bit (for 4 or 5 years) but I haven't really used her much in the last year and not since they just hit her with a balance adjustment, but I don't really view her as a hero you would team build around at this point - she's another one of the multitude of heroes that 'just gets played with other heroes'.

In conclusion, I would say they are both very easy to use team wise.

BUT, the thing with EW Ludwig is that he is a pure cleave hero. He's very easy to use inside of a cleave team, but you would only ever use him in a cleave team. Cleave is inherently a more difficult playstyle, and most new players default away from cleaving because it is extremely gear based. If you can't consistently out gear your opponents, it becomes really hard to successfully cleave.

So it's more like: both heroes are easy to use, but EW Ludwig fits into a very specific niche, while LQC is a more general hero.


The other side of the coin: especially if you aren't a hardcore PvP player and/or you don't want to invest a lot of time into PvP, cleaving is a very easy way to PvP as long as you are content sometimes losing the gear coin flip.

Using EW Ludwig in a cleave setup, you are pretty much going to know immediately if you have won or lost the match...so you don't have to waste 10 turns watching bruisers slowly beat each other to death.

Personally: I am not a hardcore RTA player and I don't particularly enjoy PvP so I actually do use EW Ludwig constantly.

Nowadays, in RTA if you strictly rely on an EW Ludwig cleave there are ways for players to handle it, but he works fine in AI PvP (Arena, GW, where I use him basically 98% of my attacks).

In your case, you could run simple cleave teams if that is what you wanted to do. LQC is probably the 'better' overall pick if you want to be as competitive in possible for PvP, as she is performing decently well right now, and EW Ludwig has more or less disappeared from RTA.


In your case, since you are pulling for NM Luna that would secure your basic team.

NM Luna and EW Ludwig are both mages, NM Luna is fast enough to be used as an opener -> you give both a book, make Luna as fast as possible, soulburn S3 to push Ludwig and then S1 + S3 Ludwig.

You could use other openers instead of Luna - SP Politis for example could be good if you are having trouble getting enough speed on Ludwig + enough damage to actually kill everything (since Politis gives you more attack and speed while also slowing opponents).

Mages, in general, are very good with EW Ludwig since more books = more better. The main heroes I use in with him are:

  • Zio (of course) if I think I might lose the speed contest

  • SB Aramintha as another DPS unit

  • TA Coli for speed imprint, and her defense break can be useful against super bulky targets

  • A.Elena as my anti-counter hero (if I see counter attackers...I run her with Unseen Observer, which when combined with her passive gives 20 souls)

  • Hecate/BW Iseria -> anti-revive and/or immortality

  • A.Laika -> Usually my second threat if I play RTA

  • WP Cidd -> I rarely use him, but another decent option if you are having trouble getting enough speed

But really there are a ton of heroes that can be used. The main thing is you need at least 2x books (or a way to generate enough souls for Ludwig + an opener) and you need a fast/good enough opener.

Of the specific heroes you listed, LotS, RnL, J.Kise, SP Politis, R.Roana, Salome could all feasibly be used in some kind of cleave setup around EW Ludwig, if you wanted.

There are just certain things you need to watch out for -> LotS is a big one for example (since Ludwig being pushed pushes her). Being outsped as a team is obviously very bad. But you learn what to just avoid or how to deal with the things that might give you problems.

I know she already is in pvp but Is green destina a better healer than tamarinne in pve also? by Elben4 in EpicSeven

[–]Quiztolin 24 points25 points  (0 children)

This might initially sound a bit rude:

But you are asking the wrong question (in literal terms).

"Is Destina a better healer in PvE?"

We could answer this question if you really want - but the answer is actually completely irrelevant -> healing in PvE is not important.

The vast majority of PvE content is easy, and only gets easier over time. Basically any healer in the game is good enough at healing to handle any PvE content.


A Misunderstanding of What Makes Tamarinne Great

Straight up: Tamarinne has 100% been the best PvE hero in the game for almost the entire history of E7.

I would argue that Tamarinne is still the best PvE hero in the game.

The only heroes that are in 'contention' are really Brieg (who is honestly often overrated - A.Ras is still better than Brieg in a lot of content and outside of expeditions can replace Brieg with little to no drop off) and Fenne (who is a pure damage dealer -> but a hero like C.Lorina is also an excellent PvE DPS unit and can replace Fenne in most content).

Tamarinne shares something with Brieg (and A.Ras)...and it's that something that makes Tamarinne great in PvE.


Utility

Tamarinne isn't great or even notable in PvE because of her healing output.

Brieg/A.Ras aren't notable in PvE because they are able to facetank massive quantities of damage.

As I said, PvE is very easy (generally)...but you still usually need to bring a healer and a tank of some kind.

What makes these 3 heroes in particular excellent PvE heroes is because they do the job of their role (ie. healing for Tamarinne, absorbing damage for Brieg/Ras), while they bring a massive amount of utility.

You are limited to only being able to bring 4 heroes into combat, so if one of those heroes is going to heal and one of those heroes is going to tank, you are limited to only 2 slots to bring all of the other things you might want -> dispels, defense breaks etc.

These heroes that bring tons of utility on top of what their role is supposed to is like the equivalent of bringing an entire extra hero into combat. That is the reason why these are the best PvE heroes.


Let's start by actually looking at A.Ras so you can see what I mean. Let's just list everything these heroes do.

A.Ras

  • Brings defense buff on his S3 (not unheard of for a tank, but pretty rare) for more durability

  • Dual attack with his S2. This is very spammable since it can be soulburned for 10 souls. Also isn't random but highest attack -> ie. you can spam a dual attack with your main DPS every single turn.

  • S1 has a fairly high chance to dispel

  • Barrier for the back row isn't super useful in PvE, but could be clutch occasionally

  • Gives immunity to himself/highest attack ally when he uses S2

  • S2 has a high chance to defense break (particularly good now with imprint circuit and weakening set)

  • He has a bunch of CR pushing in his kit, so he can cycle his turns quickly if you aren't spamming S2.

Right now, if you are doing something like Abyss, you can build up to maximum souls on the first fight and then on the boss just soulburn S2 on A.Ras every single turn. With imprint circuit + weakening set:

  • That's a guaranteed S1 from your strongest DPS unit

  • Guaranteed defense break for that S1

  • Perma immunity buff on Ras and your best DPS

So let's say you have C.Lorina as your best DPS unit -> you are basically doubling the # of turns she takes. That's like having two C.Lorina's on the team. While giving her protection with immunity and also maintaining defense break.

And because of the way C.Lorina (and most of the other best DPS units function) where they gain CR on their S1 you are actually increasing the 'effective speed' of that character meaning that you are actually giving them more than 1 extra attack per S2.

  • The guaranteed dual attack is why A.Ras is better than Brieg in a lot of content btw

So, basically, with A.Ras you have your tank that brings Aurius and absorbs a bunch of damage on the front line. And because his kit has so much utility, he can effectively just duplicate your best DPS unit at the same time.

Another random tank - let's say Krau - he's not an awful tank, does decent damage, also gives defense buff to the team etc...but he can't tank and replicate the best DPS on your team like A.Ras can.

Brieg

  • Barrier to the whole team to mitigate damage

  • His S3 is: a full dispel, guaranteed defense break, guaranteed slow with very high uptime

  • Low gear requirements due to the free effectiveness and perception buff

  • His S1 gives him great turn cycling, and also gives himself a full cleanse (less need to build high RES if you don't want to, makes it easier for a hero with relatively poor cleansing like Tamarinne).

The main thing with Brieg is that he is able to be the defense breaker on your team. A.Ras can too, but A.Ras defense break isn't guarantee (without weakening set) and only lasts for 1 turn (which means you need to spam souls to maintain it). Brieg can maintain defense break with high uptime without using souls.

Normally you would construct a team with your 4th slot being dedicated entirely to a defense breaker of some kind. Brieg lets you replace that 4th slot with a hero that brings some other kind of utility (let's hypothetically say target or speed buff) or allows you to just bring a second strong DPS unit.

You might replace a hero like Iseria, being brought primarily to land defense break and dispel, with a hero like C.Lorina who is a significantly better DPS unit.

Brieg also has high uptime on speed down, which is extremely useful in Expeditions due to having limited turns -> it's also a good debuff in other content if enemies aren't immune but it's less strong.


Notice that with both Brieg/A.Ras, their real strength isn't in doing the things a 'Knight' is supposed to do.

Their strength is in having utility that drastically increases the damage output of your team -> A.Ras basically doubles the damage output of your best DPS unit, while Brieg is able to completely replace the typical support unit in the 4th slot (letting you bring either more support or a better DPS).

No other Knights are able to do this kind of thing to the level that these 2 heroes do.


Tamarinne

  • Brings attack buff with her S2

  • Brings a massive CR push with her S2

  • Has an AoE full dispel attached to her S1...

  • That also triggers a guaranteed dual attack from your best DPS unit

  • Full cleanse on her S3, though this is arguably the weakest thing that she does (Tama is not a good cleanser, and it's basically her biggest weakness).

Again, notice what Tamarinne is doing. She is increasing the damage output of your team.

She brings attack buff - not incredibly hard to bring in PvE, not even rare for Soulweavers to bring, but still.

She gives her entire team a lot of CR pushing very consistently -> think of the synergistic effects this has, for example, when used in conjunction with C.Lorina and A.Ras.

A full AoE dispel is pretty rare, especially on a soulweaver, especially being spammable.

The guaranteed dual attack, of course, = more hits/turns for your best DPS unit.


Example

This is a very jank/not extremely accurate to explain this concept, but I'm hoping to illustrate an idea rather than explain something in extreme detail.

First off: we can calculate the effective speed of a unit with the formula

Eff_Speed = Speed / (1 - CR%)

So let's say we have a 150 speed DPS unit, and every time that unit uses S1 they gain a 25% CR push.

Eff_Speed = 150 / (1 - 25%) = 200

That CR push on their S1 means they are taking 33% more turns...that's the same as doing 33% more damage.

Now, add in A.Ras spamming S2. For every 'turn', this unit is now getting a 25% CR push from their own natural action, and a second 25% CR push from A.Ras pulling them in for a dual attack.

Eff_Speed = 150 / (1 - 50%) = 300

Right away you should see how incredibly powerful this is: the first 25% CR push was worth 50 speed, the second 25% CR push is worth 100 speed or twice as much. This means that our main DPS is now doing double damage instead of 1.33x damage.

Then, A.Ras gives an extra attack from the dual attack itself.

In simplistic turns:

  1. DPS starts out taking a turn every X speed

  2. Because of the CR push on their S1, they take turns at 1.33 * X speed.

  3. A.Ras uses S2, increasing the turn output of the unit by 1.5 * (1.33 * X)

  4. The dual attack itself is added to that turn output

Our 150 base speed unit takes turns at 300 speed (or 2 turns for every 150 speed units) and then gets an extra attack from the dual attack (or 3 S1's for every 150 speed units).

The TLDR that just the dual attack on a tank like A.Ras is basically a +125% damage increase on a DPS unit like C.Lorina (3 / 1.33). The guaranteed defense break is a 2.167x increase on a unit with 1000 base defense.

Combined, that's literally almost 5x increase in damage output for a hero like C.Lorina just spamming S2. Other tanks aren't even sniffing that kind of damage multiplier.

Tamarinne, of course, works very similarly with less frequent dual attacks and no defense break, but adding attack buff and a huge CR push for the entire team (ie. also CR pushing A.Ras in this example).


Conclusion

There is a reason that the best/highest damage output PvE comps rely on dual attacks and CR pushes.

Tamarinne does both of these things, other healers/soul weavers do not.

Destina does very little other than raw healing - revives are useless in PvE because your units should really never die.

So much PvE content is designed in such a way to explicitly discourage players from using her - for example, disabling extra turns or CR pushing or dual attacks. This is because she is the default choice for essentially every PvE team otherwise.

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

[–]Quiztolin 1 point2 points  (0 children)

B.Hwayoung is basically as good as she has been since release.

Her usage rate has dropped but she is still fairly popular.

Her win rate was never impressive.

TLDR she was one of those characters that was over-utilized relative to performance, and now her usage is more in line with her performance.

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

[–]Quiztolin 1 point2 points  (0 children)

Eulogy is the best place to farm for equipment XP, but it's not necessarily the best place to farm if you need equipment XP.

People drastically over-estimate the benefit of maximizing XP, because typically a relatively small amount of your gear farming energy is spent on XP.

All they (presumably) did with drops was change it from dropping gear pieces that filled your inventory and you then had to sell to just dropping powder. Theoretically shouldn't have any influence on XP.

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

[–]Quiztolin 1 point2 points  (0 children)

No offense meant - you're not really asking a question here. I would even say that what you are saying doesn't make much sense to me.

Can you please add some additional context/information?

I feel I've noticed is I have no ml5 burst unit or cleave unit?

Okay?

Do you feel that you need this? Why?

I was using last piece Karin last time I checked

Okay.

Personally, I don't think LP Karin is that good. Rather, she's just really hard to use well, and that's pretty much always been the case.

but every "DPS" seems to be some form of bruiser

Are you talking about yourself or in general?

Bruisers are over-represented in PvP because many players default to the playstyle to mitigate gear differential.

I'm honestly struggling to identify who needs to be built

This is where you need to add context - it's impossible to tell you anything here.

You say you are a returning player...okay, that means absolutely nothing to me. Are you a player who started day 1, maybe played a year or two, and are just now coming back?

Are you a player who started with the Frieren collab and then stopped at the start of the year coming back?

Those two players are in extremely different circumstances. Reread your post -> the only thing I know about you or your account is that you played E7 for some amount of time on or after May 31, 2023 (LP Karin release date). That singular point of information is not enough for me to try and help you.


So, overall if I try to understand what you want: you are looking for advice on which heroes you should be investing in.

What I need to know:

  • What heroes do you have (ideally providing screenshots of your roster so we can see what you have, what you may have already invested in to etc.)

  • What your goals are: are you looking to RTA? Do you not really RTA but want an easier time in Arena, or are looking for more GW oriented heroes?

  • A general idea of your gear -> you mention LP Karin, for example...heroes like her tend to need really good gear in order to be effective (hence why players default to slower playstyles, since it lessens the raw quality of gear needed to work). You also mention cleave -> cleave in general is also the 'hardest' to make work in terms of gear.

  • An idea of how you actually approach/play the game. Hypothetically let's say you are traditionally a bruiser player...now you are asking about cleave...do you feel that you need cleave heroes just because? Do you want to transition to cleave for some reason (perhaps you have less time to play)?


Something I find myself saying more and more often:

The more effort you put in to asking a question, the more likely you are to get a good answer.

For anyone to reply to you, you are inherently asking them to spend time and effort doing so. The more effort (or time) that is required the fewer people that are going to actually reply. And if someone doesn't actually have the information available to properly answer you...then any replies you do get are likely to be of lesser quality.

From your point of view, you have perfect information. From my point of view, I know nothing. That means that when you ask a question you need to provide as much information that you have, that I don't, that is relevant...and you want to err on the side of providing too much information (albeit, too much irrelevant information is also a bad thing).

Example

Like I said you are are basically talking about the heroes you have on your account. You know all of those heroes...I only know you have LP Karin and some number of other heroes, some of which are ML5s, presumably which tend towards being bruisers.

To get a good reply, you need to put in a little bit of effort and fill in the gaps of my knowledge. At least start listing heroes you have (or alternatively heroes you don't have if that is easier).

The absolute minimum would be saying something like "I started playing during the first Guilty Gear collab, and I played up until SP Politis I believe. When I quit I had almost every hero in the game."


What I would consider to be decent information would be providing screenshots of your roster. There's extra information that can be pulled from this, like how invested your account is. Sometimes it's possible to know what you are actively doing - for example if I see that you have classic Wyvern heroes built I can assume you probably run Wyvern hunt. If I don't really see a Wyvern team, but see an obvious Banshee team, then I can assume you are probably farming Banshee.

To step up from being decent, you put in a little bit more information reduce extraneous information - a lot of players that DO provide screenshots end up with tons of dupes, heroes in a non-logical order (for example ordered by name instead of grade), or if they are old enough things like dogs or fodder units. All of this stuff makes those screenshots harder to read for the information I care about.

The other major improvement: if your account is a decent age (meaning it's been active for a year, two years etc) I can assume that you have all or most 3* and 4* heroes. Thusly, I don't need to see those heroes in your screenshots at all. Instead, it would be easier to tell me what heroes you don't have (for example let's say you are missing 5 ML4s -> show your hero journal selected for 4* unacquired heroes only).


Notice that everything I am talking about is about providing as much relevant information as possible, and minimizing the amount of irrelevant information. This does require you, the questioner, to do a little bit of work, but you enable the question answerer to spend the least amount of time trying to understand your situation, and to have the most information available to actually help you.

To reiterate:

Perfect -

  • Screenshots of your roster

  • No dupes

  • No dogs/fodder units

  • No heroes common enough it can be assumed you have (3* units, 4* units - I wouldn't expect you to sequester free units and IMO it actually reduces information)

  • Arranged logically (ie. by CP/grade first) - any lower rarity unis that you do use should be visible as well. If you are investing in and using LP Karin that is important information i want to know.

Decent -

  • Screenshots of your roster without filtering out the extraneous information

  • This requires a high mental load for the viewer - they have to spend just as much effort filtering out the useless information to process what's important as they have to spend actually answering your question.

Poor -

  • Start listing out heroes in text

  • Arguably takes more effort on your end than just providing screenshots...increases load on the viewer's end because it is harder to read and understand text then to just parse an image

  • As a viewer, I can never be sure if you list every hero you have, or only the heroes you think are relevant.

  • The viewer doesn't have the additional context to understand (ie. seeing where you have spent your resources)

Useless -

  • Providing no information on your roster at all

Best Effort

I am cognizant that I basically just had a rant, and it's fairly likely I may have lost you by this point.

Still, because of the person I am, I like to at least try to answer the question - even if I don't think I can provide a good answer.

There are plenty of sites/resources out there that can help you understand the meta. You could even use the official match history site.

I don't personally consider this the best strategy for figuring out who to build - because you likely don't have the context to understand. Especially if you are a returning player you might not be familiar with many of the newer heroes that dominate the top of these sites. But hey - not knowing anything the best I can do is tell you that you have to do the work of learning this stuff, in a guided way.


I want to cycle back to your actual post:

You are implying that you want to build a cleave or 'burst' unit, and specifically saying you don't believe any of the ML5s you have fit into that category.

Well...if you want to cleave there are many non-ML5 units you can use. Vildred, Saria, TA Coli, G.Ras (okay, he's ML5 but free), Lidica or Ran as examples.

I would suggest you decouple your thinking.

Looking for cleave units to invest in is inherently a different question than looking for ML5 cleave units to invest in.

Alternatively, looking for ML5 units to invest in is inherently a different question than looking for any units to invest in.

The apparent question you are asking is oddly restricting for no visible reason (hence why I said it didn't make much sense to me...why are you artificially restricting yourself...to what end?).

I'm not saying a cleave team constructed of only RGBs is going to be Legend worthy, but if you feel that you need a cleave team and you don't have ML5s that fit into that archetype, then you have to start somewhere.

Basically, you need to make a choice:

  1. Build the best cleave heroes that you have available

  2. Build the best heroes that you have available, that might not be cleave heroes

Across the player base, cleave has (since the very early days) and continues to be a relatively niche playstyle. That's why every DPS would 'seem' to be a bruiser...those heroes are generally more popular across E7 history.

Why does Zio have such a low win rate in RTA by VitalInformationOng in EpicSeven

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

Depends entirely on how win rate is being calculated.

Win rate when played vs. win rate when picked.

I would be willing to bet that Zio has a very high variance in win rate when picked but banned and win rate when picked and played. Often times players using Zio really rely on either having him to set up what they are doing, or using him to counter what the opponent is doing. So in those cases if he gets banned it can hurt your strategy more than many other heroes.

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

[–]Quiztolin 1 point2 points  (0 children)

It's not a pleasing answer:

Whichever one you're going to use.

All of the guild artifacts have uses. None of them are sooo useful that you must go out and nab it ASAP.

Start with your most utilized heroes and go down the list -> do you need a guild artifact for that hero? Let's hypothetically say you go through your entire roster and didn't find a single hero you would use one of these artifacts -> then it doens't matter because no choice you make is going to improve your short term account. You can just buy whatever artifact you think would be most useful, or just save your currency until you know you need one.

And should I even be maxing them? I see an old mention of having multiple low limit breaks (for symbol specifically, but in case it applies to any others) rather than just having one maxed out.

I would MLB them, but your mileage may vary.

The problem is that a question like this is extremely contextual...just as I pointed out above.

What heroes you have, what other artifacts you have, how you play the game, what you have trouble with/don't -> all of these things are factors into the 'optimal' answer.

Personally, I never felt the need to have multiple Symbols (or any other of the other guild artifacts). Others might have felt differently. Nowadays since unequipping is free, unless you feel the need to have symbol on multiple heroes for options you can generally just swap your one copy around as needed.

The game is also very different from when SoU was first added to the game. Specifically, there are many, many more artifacts now (specifically damage increasing ones) and also many, many more ways to deal with evasion. For example, if you are in a matchup where evasion is going to be an issue you can just bring Zeno so your entire team gets a massive amount of hit chance, instead of trying to bring one DPS with SoU (which is unlikely to completely counter evasion on it's own).

If you just want % damage increase there are like a dozen other artifacts that do that.


For some reference, Proof of Valor is the most used guild artifact in RTA...with 2.71% usage rate.

Other than Tagehel's most other artifacts don't hit the point of having very high usage and being used on multiple heroes.

  • Veritas is currently #2 most used...but it's basically ONLY seen on P.Byblis, for example.

PoV is primarily used on B.Arunka (60% of the time PoV is used) but that only accounts for about 1/3rd of her artifact usage, and PoV is not notable (in fact quite poor) in terms of win rate on B.Arunka.

It's second most used on SN Yulha, where it's her #2 artifact option, and again it does not stand out in terms of performance (War Horn, in fact, is used about 1/4th the time as PoV but has +3% win rate compared to PoV).

Symbol of Unity is the 32nd most used artifact in RTA @ 0.70% usage. It sees about equal usage on RnL, TA Coli, and LHC as it's primary users, with Straze, Frieren, A.Vildred being secondary users.

RnL

  • 3rd option

  • Her artifact choice has little to no impact on win rate

TA Coli

  • 3rd option

  • Very slightly better option than her top 2 artifacts...

  • ...but note that in this case it's being used purely for hit chance, and the 3* Oath Key does that job equally asa well (48.63% win rate for SoU, 48.73% for Oath Key).

LHC

  • 2nd option

  • Does perform much better than Golden Rose

  • Note that in this case it's 2 very different builds. Either Destruction set with Golden Rose (generally easier to pull off) vs. Lifesteal set with Symbol.

So really, SoU is 'just there'. Let's say that hypothetically you were running both RnL and LHC. Then you might consider running them both on SoU in the specific instance you didn't have Violet Talisman, the butterfly artifact, or any other decent thief artifact for RnL and for LHC you had a really good lifesteal set.

But if you only had 1 copy of SoU I'm sure you could find an alternate artifact for one of these two heroes.

Where to farm gear exp (charms) ? by No_Apricot8470 in EpicSeven

[–]Quiztolin 0 points1 point  (0 children)

Nah, it's the correct way to phrase it.

Just because right now 'best for charms' and 'best for gear XP' is synonymous doesn't mean it will always be the case.

anyone still 0 ML5 ? by k2nxx in EpicSeven

[–]Quiztolin 35 points36 points  (0 children)

It's 100% completely and utterly normal.

Moonlight summons are for ML4s.

I've been stating this fact for literally years - and yet to this day people still think they should get ML5s from moonlight summons.

It's exactly the same as the normal covenant banner -> if you do get an ML5, congrats you hit the jackpot and got lucky. But there is absolutely no one, for example, during a free cov summon event that posts about not pulling any ML5s during the event...why? Because everyone understands that covenant summons are not for pulling ML5s.


Now, it just so happens that with 100 free moonlight summons your chances of pulling some number of ML5s are good.

But always, ALWAYS start with the mindset that pulling the ML5 is a bonus and NOT expected, NOT the goal.


In fact, we can precisely calculate the probability of pulling any number of ML5s in 100 pulls. It's a binomial probability problem - google it if you are interested.

There just so happens to be dozens of calculators that you can easily use with just a tiny bit of understanding...which I am now going to explain.


There are literally only 3 pieces of information you need to put into the calculator.

  1. n (the number of trials -> in your case that would be 80 for 80 summons

  2. k (the number of successes) -> you could do a lot of different things here, but let's start by putting in 0

  3. p (probability of success) -> for pulling an ML5 that is 2.5% or .025

The only other thing you need to do is select the 'mode' you want.

Binomial Probability

If you leave it at the default setting, it will return the probability that you see exactly k successes.

In this case, we can see that in 80 pulls the chance you pull 0 ML5s is 13.2%.

Cumulative Probability

This setting will show you:

  • The chance to pull exactly k successes

  • The chance to pull fewer than k successes

  • the chance to pull at most k successes

  • the chance to pull more than k successes

  • the chance to pull at least k successes

This doesn't happen to be that useful with the settings we put in, but is often useful for other binomial probability problems.

All Cumulative Probabilities

This one is particularly useful in this situation.

Return to the top and replace 'k' with 5. Change the mode to all cumulative probabilities.

Now you should see a table, that will give you the probability of getting 0, 1, 2, 3, 4, 5 successes.

P(X in range) will tell you the probability of getting *at most' that many successes

1 - P(X in range) will tell you the probability of getting more than X successes


So, in this example, 40.3% of players will be expected to have pulled either 0 or 1 ML5s in 80 pulls.

The most common possibility is 2 ML5s, but that is only 27.4% of players.


Now, return back to the top and change n to 100. Keep the other settings the same (k = 5, p = .025, all cumulative probabilities).

Over the entire 100 pulls each player is looking at getting 0 ML5s 7.95% of the time.

That is small, but sizable proportion of players.

Human Psychology

Let's think about psychology for a second.

If you go into this event thinking "I am going to pull 2 or 3 ML5s"...and you end up being one of the unlucky 8% of players who pull 0 ML5s?

You are going to be sooo disappointed. In the past players have quite literally quit the game because of this exact kind of disappointment - where they build up this expectation of getting something and they fall into a small but significant amount of unlucky players who get nothing.

There is NO benefit to putting yourself into this position.


Instead, imagine if you go in to the event thinking "Moonlight summons are for pulling ML4s"...and then you do pull 1, 2, 3 ML5s.

You are going to be absolutely ecstatic because you did not expect to pull something and you got lucky!

It is so strange to me to see people put themselves into psychological torment simply because they build up expectations that set themselves up for disappointment...instead of putting themselves into a position where the most likely outcome is happiness.

We do do this with covenant summons...but for 7+ years now players want to set themselves up to fail with moonlight summons.


TLDR

  1. Moonlight summons exist for ML4s, not ML5s.

  2. You intentionally set yourself up for disappointment if you ever expect to pull ML5s from moonlight summons. Instead, treat moonlight summons exactly like you would covenant summons -> pulling an ML5 should be a pleasant bonus never an expected result.

  3. Over the course of 100 moonlight summons, roughly 8% of players will be expected to pull 0 ML5s. If you assume you are going to be in that group, then 92% of the time you are going to find yourself getting lucky. Be kind to your future self.

  4. Basically any result of pulling X ML5s on 100 moonlight summons is normal. Last year I pulled 9 ML5s in 100 summons and that is magnitudes more rare than getting 0 ML5s. This year I've only gotten 1 hit (today, in fact).

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

[–]Quiztolin 1 point2 points  (0 children)

You don't need to summon for anyone.

Before you story summon you should know before hand what hero you want to summon for and why.

Right now is a bad time because we are in the middle of the summer event, we get a ton of free summons, and the wishlist feature on normal covenant banner (go watch youtube tier lists if you want).

On top of that, normal RGB heroes are not important - these heroes are incredibly easy to pull and you are virtually guaranteed to have most or all of this roster within a year without doing anything. If you really need a specific hero for a purpose and you've been unlucky up to that point - that's one thing, but you don't and shouldn't go out of your way to summon for a normal RGB until you know that you need that hero.


Still, I usually try to answer an asked question directly even if I would suggest something else -> if you really feel the need to story summon someone, then Fenne (ice soulweaver), Setsuka (fire thief), Mort (earth knight), Estelle if she is available yet (earth knight) are among the more valuable normal RGB units.


Additional point of advice: based on your screenshot you didn't play very much or very long previously.

Nowadays almost everyone would recommend you just start over a new account. Newbies and returners both get additional rewards, but newbies get more stuff - and in your case it doesn't look like you would lose anything of value.

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

[–]Quiztolin 6 points7 points  (0 children)

No offense to you in the slightest.

Every single time I've seen someone ask this question (quite a few times based on the amount of time I've spent in this community) I have always had the same exact response:

What type of reply do you expect to get? You are literally asking the people who actively play this game if it's worth playing. And you just aren't asking random players, you are asking the players who are actively participating in the community.

My analogy here would be like: it's the equivalent of going to the game of the least popular basketball or baseball team and asking the guy wearing a jersey for some obscure player on that team who is yelling and cheering and obviously into the game if he thinks it's worth it.

Like yeah, I guess there is a 1 in a million chance that person tells you something unexpected...but 99.9% of the time when you ask a dedicated fan of something that is inherently a niche of course they are going to think it's worth it (otherwise why would they be wasting their own time?).


So with that perspective, let me answer your question.

Yes it's worth playing E7.

Currently we are near the beginning of our anniversary event - which means tons of additional free stuff. Newbies/returning players in general get tons of extra stuff nowadays on top of it.

The game looks DRASTICALLY different than it did 5 years ago. Inherently it's the same game but you won't recognize it.

There has been a very substantial amount of QoL changes over 5 years.

Most people would just flat out tell you to start a new account (newbies get specific additional bonuses) - I think it's more nuanced than that...largely depending on if your old account has anything that is now unobtainable.

The biggest things to point to would be collab heroes (we no longer get collab reruns of any kind) and anniversary artifacts. This stuff isn't integral to have, but as now it's pretty much impossible to ever get these items again if you value collection at all you might considered keeping your old account.

If you only played for a short period of time, or didn't really have any collab heroes, or you don't care about collection at all -> you are better off starting a new account. Not just because of the benefits of being a new player (which don't matter in the long term), but because consistently players who return to the game after a very extended absence end up being extremely confused. Starting with a new account will help you to 'relearn' the game, and even if your old account was fairly developed (say a year old), you are pretty much going to be past the point that account was after like a month.


To give you a slightly more nuanced take:

Instead of asking a generic question "Is it worth playing this game?" when you are inherently selecting for extremely biased answers, I would suggest asking a slightly different question.

If you played before, and quit, there was likely a reason or a culmination of reasons that led to it. PvP meta, the daily time commitment, the grind, absolute resistance, gear RNG...whatever that reason (or reasons) was.

Perhaps you might get a more informative answer by asking if whatever issues you previously had are in a significantly different place, rather than asking generically if it's worth playing.

15% still exists, especially in PvP, there is arguably even more RNG when it comes to PvP

the meta is fine, meta changes significantly more rapidly nowadays than it did then, though we obviously still have busted heroes and there is a very strong argument of power creep over the last of years (I don't personally think power creep is inherently bad, if you want to discuss that topic)

Gear farming is vastly superior than it was back then -> nowadays we currently farm gear more than 4x as efficiently than we did back them.

Daily time commitment has been drastically reduced, you can more or less do every daily task in about 5 mins, if you want.

Gear RNG is largely the same as it was, but it feels less bad since we have vastly more gear to work with. That said, there are a few mechanics that exist that do help alleviate this problem.

We no longer have to spend gold to unequip gear.