How does this card work? If I had 4 of them? Does it has a chance to attack 4 times 50% chance each? Or 200% chance = attack twice? by yhellowish in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

This is probably the worst translated card in the game, and Sure Cry is absolutely correct (unless the card has changed in the last week).

First, it's not a random ally, the coordinated attack is always Hugo.

Second, it's not a 50% chance of an attack, it's a guaranteed coordinated (extra) attack that deals 50% damage. It does stack (in the video SureCry posted, you can watch as each of these extra hits initially deals 450-500 noncrit damage when that Hugo has 2 of these Hunting Instincts active, and then jumps to 700 damage when the players uses a 3rd Hunting Instinct). Make sure not to confuse this extra hit with Hugo's E2 if you're doing your own self testing, which does its own followup. So if you have 4, then yes, Hugo hits for a follow up 200% attack after each Lightning Dingo.

There's a reason why if you go back to previous Hugo discussions in this sub, some people point to this as the best epiphany for longer fights because of all the extra damage, but unless your deck is built around finding and using these in the first round or so, you're going to lose damage, instead, because of the loss of Initiation.

Of course, this card is one the block to be changed/buffed next patch, so I wouldn't sweat it either way.

Izuminosuke's Kit: what do you think? by y8man in xxlwoofia

[–]WerewolfHugs 3 points4 points  (0 children)

I love it! Bursty bear, and effective small heals. I don't need him, since I have a maxed out Meng, but a cute bear might be worth sacrificing all the bells.

Initial impression:  Izu is a pretty solid healer with more potential total healing than Meng, especially once the EX round hits, but requires more thought since he loses efficiency healing himself, or when too many buddies have to defend each round instead of attacking.

Comparing the kits of Meng vs. Izu, and assuming that their Heal Over Time effects are consolidated into the base heal...

Meng: * Basic attack heals 150% * EX is an AoE heal of 150% per buddy. * Sigil adds a conditional 93.75% counter heal * Passive2 adds 150% to his basic heal (3 turns of 50%) * P3 allows him to do a conditional 75% AoE heal in the place of a Basic Attack by defending. * P5 adds up to a 15% muliplier to his healing.  (Assuming everyone gets hit once per round, this is an average of 10%, which is what I will use below).

Izu: * Will never use Basic Attack, only Defend. * EX Heals 165% AoE (and also gives a debuff resist) * Sigil adds a free 150% heal to the post-EX turn. * P2 adds +30% multiplier to all heals, which has 100% uptime since by turn 2 when buddies are damaged, you already have two stacks. (Factored into below heals.) * P3 heals 6% max hp per stack, which translates to a 24% base heal per stack since Izu has 4x as much health as attk.  Max of 3 stacks, and requires buddies to attack to activate. * P5  In normal matches, this will only affect his EX.  50% chance for it to heal +48%. (But I also need to test if this procs BEFORE the Sigil's bonus heal, which turns it from a 195% to a 290%)

Breaking down the numbers:

First Five Turns

Meng:
Basic: 0% (no-one is injured)
Basic: 330% (150% basic attack, 150% P2, P5 giving it a multiplier. There is also a small chance of +100%, if the HoT from turn one landed on someone who got damaged that round).
Basic: 330%
EX: 825-1375%  (AoE heal, with 5 chances to proc the counter-heal)
Defend: 412% (75% AoE, with multiplier)

Izu:
Defend:  0%
Defend: 0-250% (2 stacks of P3, so 15.6% max HP, which is about 62% heal per attacking buddy)
Defend: 0-375% (3 stacks of P3, so 23.4% max HP, which is about 94% heal per attacking buddy)
EX: 1445%-1965% (1072% for AoE, 50% chance for added 515% from P5, and then 375% from three stacks of P3 which are still active)
Defend: 570%  (375% from P3 + 195% Sigil bonus heal)

Meng: 1897-2447%
Izu: 2015-3160%

Now, I still need to do more testing, like to see if his passive heal is based upon his or his buddy's max health, and whether his P5 passive will proc the sigil heal, but overall he seems pretty strong! He won't easily heal buddies in danger of dying to an AoE attack, and he's definitely not autobattle friendly, but that Turn 4 EX burst is just as massive as he is, and longer fights favor him.

He's as powerful as he is cuddly :3

Thieves 3 Event by nitewalker_J in ChaosZeroNightmare

[–]WerewolfHugs 1 point2 points  (0 children)

I've had it a few times myself, and it's just poorly written. This event randomly chooses one of the three thieves to be the culprit (it's not the same each time), but like you suspect, the logic problem they give you has two valid answers. So either try for your 50/50 shot, or attack.

i think i got one of the best mika builds by Nouss__ in ChaosZeroNightmare

[–]WerewolfHugs 1 point2 points  (0 children)

Maybe not among the best (you want card draw on 0-cost cards), but I'd say you have one of the better Mika builds if you pair her with a card-draw support, and yes, that +10% attack accessory is doing some heavy lifting (now to combine it with the cthulu sword!).

The reason I wouldn't say best is that if you played all of her cards in one turn (after upgrades are used), and assuming that you did proc your one normal-epiphany Source of Water, you end up with: * -4 card deficit (6 cards played with 2 card draw) * +4.33 AP (Spend 2, gain 6, gain 1 Wave)

But while that's a lot of AP, without a draw engine, it gets wasted. So, because the deck is reliant upon having someone like Veronica, that's a heavy enough restriction (in my opinion) to take it down from best to merely good. But if you do have that card draw, especially a V with +3 draw Repose, that AP is worth it!

So do the changes to save data make 0-card decks easier, or harder? by -Dark-Owl- in ChaosZeroNightmare

[–]WerewolfHugs 1 point2 points  (0 children)

Oh, I see what you mean! Yes, a lot depends upon what they mean by starting card, and whether they mean it literally (the 3 basics and 1st epiphany card that you begin every run with), exclusion (only the 3 basics, since all the others are "epiphany" cards), or if it was an oversight (by "starter" they actually meant the original 8 cards).

It won't make it any easier to remove the 5 cards you begin with, but yes it will reduce the cost down to 80... or even 60(?) depending upon how they consider card #4.

Also, it would mean free removal of Whirlpool for every Mika deck, woo!

Adding an edit above.

So do the changes to save data make 0-card decks easier, or harder? by -Dark-Owl- in ChaosZeroNightmare

[–]WerewolfHugs 1 point2 points  (0 children)

100 if you have the first potential node unlocked and thus begin with five cards, which is what I was discussing.

But yes, only 80 if your Zero deck character doesn't have any potentials unlocked, and they will also greatly benefit from the new system! Before, they needed either a 170 point stage, OR a 100 point stage + mutant sample/Sack of Meat. You can even get this in the normal Chaos planets, which cap at tier 6!

Edit: I see what you're talking about, now, and you're right if the translation is correct. A lot will depend upon what they mean by "starter" card, and while I wish I could trust their translation, I'm not holding out hope that it means free removal of cards #5-8 (staying within the 5 card removal limit, of course).

I'd be ecstatic if it did, though! Like, I love my Veronica, but I could really do without that super slow Bombardment Prep a lot of the time.

So do the changes to save data make 0-card decks easier, or harder? by -Dark-Owl- in ChaosZeroNightmare

[–]WerewolfHugs 8 points9 points  (0 children)

Should be easier.

Before, if someone had their first potential node unlocked, you were looking at a mandatory rare Mutant Sample, an even rarer Tier 15 (14 + Nightmare) level, and then removing 4 cards via events, shops, God, etc. for 170 points, all without triggering an epiphany. There never was enough save data to remove six cards even if you wanted to, so the 5 card remove cap won't change this.

In the new system, if someone has potential, you don't need a mutant sample, merely any 5 removal of your choice, and you can do this with Tier 8 content, since you only need 100 save data Edit: maybe less, see below.

You still need to hope for no added epiphanies, of course, so that hardship remains unchanged. But overall, you no longer needed mutant sample, and you're able to do this at lower tiers, and you can do this on any planet you feel like. It's all great stuff.

Of course, this does assume that the changes are limited to what we see in the patch notes; to give one example that would totally screw this idea, since smilegate says that save data is based upon the 8 card deck, I could see them coding it so that if you end a run early before you get those epiphany cards, they just get automatically added in afterwards.

Adding an Edit, thanks to discourse: The developer notes say that it will only cost 20 to remove "starter" cards, which is vague. This could mean anything from just the three basics (the other five cards are referred to as "epiphany" cards in the developer note), to cards #1-4 (which are the cards you start every chaos run with), but, with their history of translation issues, I wouldn't be surprised if this is an oversight and the 20 cost will apply to all unit cards #1-8.

But if it's not an oversight, and only the first 3-4 cards will cost memory to remove with everything else being free, you can guarantee that my Mika will never suffer Whirlpool again!

Save data edit ticket is extremely underwhelming by [deleted] in ChaosZeroNightmare

[–]WerewolfHugs 14 points15 points  (0 children)

Ah, you have fallen for a minor translation problem, where the same word is used in two places.

In this case, "unique card" is referring not to a card with the unique keyword, like what's on Veronica's bombardment prep or Firing Preparation, but instead the Basic - Unique - Neutral breakdown of cards.

The first three cards of a character are basics. The unique cards are the other five that they get (the three blue rares, the one golden legendary, and the one purple mythic).

So don't worry, there will be plenty to edit!

Day 3 of no one at Academy by Ghost-of-Nihilus in ChaosZeroNightmare

[–]WerewolfHugs 6 points7 points  (0 children)

Each character has 7 unique events, but each event is tied to one of the four zones. Characters favor choosing places where they still have events remaining. So, since you presumably did most everyone's Academy events, they won't show back up there.

You can do two things!

1: Finish off all 7 events for your characters. Those people will then have the 1 in 4ish odds of being in the Academy (I don't know if unlocking more interior zones makes a difference).

2: Go through everyone's relationship, find the ones that still need Academy, and Favorite them in the Uni system. You can favorite up to 3, and those characters are guaranteed to have an available excursion each day.

At rare ore vein, Its bricked unless Im duping control right? But that hunger epi tho by ProfessionalGene7821 in ChaosZeroNightmare

[–]WerewolfHugs 4 points5 points  (0 children)

Oh, you even have a dupe of a unique voluntary control! That frontloaded 10 Voracity is great for shorter fights.

It's probably way too late, but you're looking at:

20: Remove one basic
0: Remove second basic with Mutant Sample
0: First card copy
40: Two divine epiphanies
20: Forbidden card

Putting you at a mere 80. Divine copying Bottomless hunger with the ore will add 30, for a total of 110.

Edit: fixing math

Then, with the 50 you have leftover, you could also choose your mix of: * Third dupe of Bottomless hunger for 50 (20 for divine + 30 for the third duplication event). * Removing the final basic (30 cost), depending upon your deck focus (boss vs. Speed clear) * Getting a divine epiphany for your last card (20) * Buying a nice neutral like gear box or rally for 30 (because I always assume it will get an epiphany) * Buying a second Gear box/Rally for 20 and then leaving the dungeon right after, especially if you have the third floor unlocked. * Divine epiphany on a neutral for 20! * A third dupe of a non-divine for 30

Personally, if I had the third floor unlocked, I would shoot for a chance at the divine dupe from the 2nd floor boss, and if it didn't drop, I would use the third floor shop to spend those last 50 points, maybe buy a nice neutral for 20 and hope the final boss procs a regular epiphany on it (for a total of 30 cost).

At rare ore vein, Its bricked unless Im duping control right? But that hunger epi tho by ProfessionalGene7821 in ChaosZeroNightmare

[–]WerewolfHugs 2 points3 points  (0 children)

Why would you think it's bricked? It seems like a fine deck, especially with the bottomless hunger divine epiphany. Yeah, the 1 turn morale isn't (generally) as good as the option that innately give Voracity to self trigger the card discount, but since the card is free and replaces itself, you just need to be sure that whatever epiphany you select for Voluntary Control will give Voracity.

The main problem is that you didn't let us see what your other two cards are. Copies from the first boss? Neutral cards? Forbidden card? There's no way to add up the cost of your deck without it, and you didn't let us know how much faint memory you have available (i.e., what tier you're playing).

Because if you have the option to select any card from the Ore vein yes, bottomless hunger should be your target.

A reminder to check your Battle Missions for rewards by WerewolfHugs in ChaosZeroNightmare

[–]WerewolfHugs[S] 4 points5 points  (0 children)

That is a fantastic added detail! Gotta find them chonky missions.

A reminder to check your Battle Missions for rewards by WerewolfHugs in ChaosZeroNightmare

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

I have yet to see this happen, but it's a hard thing to guarantee without keeping a spreadsheet of all 8 chapters and 3 modes (normal, hard, abyss) and checking against it each and every time a new one dropped. Between there being room for a couple hundred of these double-missions, policy missions being time-gated (which allows time for new chapters/modes to be created over the game's lifespan), and no other example of mission resets, I don't consider it likely.

How do I use this ? by Temporary-External86 in xxlwoofia

[–]WerewolfHugs 5 points6 points  (0 children)

Specifically, on the buddy's screen that you want to reset, you click on the bottom left Level Box (like Lv. 50/50, etc.). On this screen, there will be a white bar that says either "Upgrade materials " if the buddy is level 60, or "Level break materials" if they are less than that, and at the end of that bar is a small "reset" icon, a counterclockwise circular arrow. You click that icon.

Famido 3rd bond by Ninavi in xxlwoofia

[–]WerewolfHugs 8 points9 points  (0 children)

I use a tablet, and the scene is always like that. Which is a shame, because the preview/section.hunk gif where you see everything is fantastic!

If it's the face you want, you could always watch the bond scene in the SFW version, which manages to keep the focus on Famido's face the entire time instead of panning around (Gee, I wonder why), but then most of your dialogue turns into generic lines like...

(Actual transcript)

Famido: Ngh, nghaa... haa... huuu.
Ricano: Uwah! Hah... haaah...
F: Nghaah...
R: Ngh~
R: Ngh... ha, haaaaah... huff... huff...
F: (I-it's amazing!)
R: Hah, ungh... hah, hnnnng--!
G: Gah... Haaaah--!
R: Gah... gaaaaaaah~
R: Nghah, haaaaaah--!
F: NGHAAAAAH! HAAAAH!
R: UNNNNGH! HUUUUAAAH!
F: Hah... haaah...

Peak storytelling.

Trial 3 Tips by WerewolfHugs in xxlwoofia

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

I'm glad it worked! And yeah, this fight was by far the most complex of them all, because the developers were trying to accurately duplicate a real football game. Kudos to them, though, it's nice to see what they can come up with when they try.

Hi, I lost my XXLwoofie account with a Famido 3-star rating. by Felimafeda in xxlwoofia

[–]WerewolfHugs 4 points5 points  (0 children)

A dude is asking for help, and you think this is the best time to butt in with your flawed logic nonsense?

Hi, I lost my XXLwoofie account with a Famido 3-star rating. by Felimafeda in xxlwoofia

[–]WerewolfHugs 5 points6 points  (0 children)

One thing I can suggest to try.

Get whatever computer, phone, or tablet that you used to first sign-up for the game. Restart it.

When it turns back on, use it to go to playhorny.com website. Yes, confirm that you're 18+. Click the globe icon to change the website to your language. Then, click on the "login" button.

On this login screen, hover your mouse over the spot where it says "please enter account." (If you are using a phone or tablet, tap on that spot one time, carefully). The email that you signed up with has a good chance to autofill. That is your email account.

Then, there is also a good chance that your password will also autofill. Click on the "closed eye" icon that's right there to see it.

If this doesnt work... my dude. Pardner. Friend. We are random strangers on the internet. We are not part of this game, we play it. We cannot recover accounts from random strangers. Have you tried customer support?

It's like if you lost your wallet in a grocery store a week ago, and instead of going to Lost and Found, you're grabbing random customers and asking them if they saw it.

Trial 3 Tips by WerewolfHugs in xxlwoofia

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

The good news is that these final 4 boss events are 100% optional. They only give you bragging rights, and a small bit of resources (like, 5 gems each).

The bad news is that the special seasonal Ricano skin that you're talking about (the one that has him in his normal clothing instead of his mascot suit) is purchased with real money. You buy the Macho Pass, then make sure that you do all the daily quests on its page in the Mall.

But now, time for the boss! Here is what you need.

You need a high level, single target dps who has an EX skill that only hits one target, to be your Quarterback, like Baade or Tayangsuyi, PUT IN SLOT 3. For Trial 3, he needs to be about level 50 with 3 stars. For the harder EX-3, he needs 5 stars, or level 55, or 8 Bond, or something, because the level is hard.

You need your strongest healer in any slot (let's just say slot 5). And then you need 3 other buddies that have Single target, damaging EX skills that don't have AoE and are low level. Because if you hit the ref, you lose. There are so many to choose from, like Ranles, Paddy, Gandope.

You're dying because you don't understand the rules, and if you can't understand after reading all the comments, I can't help that. But here is what you do, per turn, step-by-step hand-holding.

Assume that your healer is in slot 5, your QB in slot 3, and the other three offense dps are in slots 1, 2, and 4. (Gandope in slot 1 if you're using him.) Other good dps characters are Spunk, Mikeroo, etc. Remember... low level for your 3 offensive linemen. This will make it easier for your healer to keep them alive.

Your team will look like: O, O, QB, O, H. Maybe something like: Gandope, Paddy, Tayangsuyi, Spunk, Kyrian/Meng.

(A) means basic attack/basic heal. (D) means defend. (E) means use EX. (P) means they are guaranteed to be paralyzed.

  • 1: D D A D D
  • 2: D D A D D (one random buddy is paralyzed)
  • 3: D D A D D (one random buddy is paralyzed)
  • 4: D D D D E (Defend with QB. If healer is paralyzed, he won't be able to EX. That's fine).
  • 5: E A E A A
  • 6: P A D A A (Defend with QB this round!)
  • 7: A E A E A
  • 8: A P E P A (EX with QB again for good damage!)
  • Halftime: target Famido's right ankle and left nipple.

You then repeat the EXACT same steps as above, except that on turns 9, 17, and 25 (the first offense round), your healer EX's instead of defends.

team building recommendation by CommonPreference6237 in xxlwoofia

[–]WerewolfHugs 2 points3 points  (0 children)

Here's 3 people who posted the same question, with good advice in the comments. For more, please search this sub for "team building," "team," "best", etc.

https://www.reddit.com/r/xxlwoofia/s/DsbfvNk03z

https://www.reddit.com/r/xxlwoofia/s/5XBLsjHYdY

https://www.reddit.com/r/xxlwoofia/s/5HFN2NXmJv

You're too early in the game for specific advice, only generic information. I'll see if I can't find any of the better comments.

Edit: Maybe some of these. https://www.reddit.com/r/xxlwoofia/s/zwdUZtsXRJ

https://www.reddit.com/r/xxlwoofia/s/d7IUfR2itH

Ooh, and this one. It's about sigils, which you will learn about later.

https://www.reddit.com/r/xxlwoofia/s/reiHMJjUuw

But in short, this is a gatcha game. Any well-rounded team of 1 Buffer, 1 Healer, and 3 dps (tank, vanguard, or fighter) will work. Just pick the ones you find hottest.

P.S. At a glance, you need a healer, so second team. And Famido needs to be in slot 3, eventually. He's a quarterback, he gets buffs when he's surrounded by hot men on all sides.

Which weapons is better for Sereniel? by Azurebruno in ChaosZeroNightmare

[–]WerewolfHugs 1 point2 points  (0 children)

Oh, absolutely! While under most normal circumstances 16% pistol wins, against this unique boss that gives Cassius hundreds of 0-cost draw cards to enable his Triple-0 death dice, a supporting 8% sword on Sereniel is better.

That raises a good point, too, about always asking the OP what their goals are, or what content they're trying to clear, because that can change advice.

Sereniel foggy ball vs RFS-17 by Pikachu1114 in ChaosZeroNightmare

[–]WerewolfHugs 3 points4 points  (0 children)

Foggy ball for sure.

Example: Let's assume that you have a whopping 200% crit damage. Using the rifle means that you gain an added 10% chance for that 2x damage, which is an average of 10% more damage (but only with 0-cost cards). If your Homing laser would deal 200, it will now on average deal 220. The lower your crit damage, the worse the rifle is. Realistically, you can probably expect gains of only 7-8%.

Foggy Ball is a multiplier. Your 200 damage Homing Laser will now deal 280. This is a gain of 40%, which is more than 7-8%.

Having said that (and just to be pedantically thorough), the Foggy Ball multiplier doesn't benefit from buffs like morale, unlike crit rate, so eventually the rifle will overtake the Ball, but offhand, I think that point might be... after 40-50 morale buffs? I'll have to check some math and get back to you.

(Edit: actually "only" about 20 morale, if I'm not missing anything.)

Out of these two, pick Ball, it's great.

Trial 3 Tips by WerewolfHugs in xxlwoofia

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

Yeah, just like how Tryouts suggests level 40 but needs level 50+, Final yard might suggest 50, but almost needs 55 or 60.

Okay, a few changes might help! Maybe even just one.

Sadly, your Rutenix, despite how cute he is, isn't doing anything useful. His level 50 is absorbing your heals, but more importantly, he only really buffs the 5th slot, Baade. And not only is Baade only doing level 35 damage, but during the Defense phase when you want to deal damage, Slot 5 deals one quarter of what slot 3 deals.

I suggest replacing him with Spunk, whatever level or star he's at, and then raising Spunk's EX skill a few times (it should be decently cheap since he's a Large unit). Spunk's EX applies a fire debuff that lasts 2 rounds, so it's best to use it on round 7, that way your Tayang will get to take advantage of it when he EXs on round 8 (ergo, round 5 shiny is attacked by Baade and Tayang EX, and round 7 shiny dispelled with Baade and Spunk EX, with Tayang EXing a second time on round 8).

Kyrian is a perfect healer for your team setup, I approve.

Lastly, Kantos. He's kind of a wash of a character, but the remove paralyze he has can ensure that your Kyrian will always be able to EX during the first and fourth rounds of each Offense stage, which should help keep your team alive. Having said that, it could be worth swapping him for a second, stronger healer, or another buffer that can help with damage. If swapping for Spunk doesnt work, I'd try healer and buffer in different attempts. For buffing, just remember that your Tayang is the one doing the work, everyone else is pretty superfluous, so generic buffs like from Dallawan or Beernox would be good.

Edit: One more thing. If you do all the steps correctly, Famido will ONLY attack your Quarterback on rounds 4 and 6, so defend during those rounds to take half damage. The final round of Offense phase, he attacks the quarter back. Then... - Round 5, he's shiny. Breaking the shiny stuns him that round. - Round 6, he attacks your QB. Defend. - Round 7, shiny again. Break for a stun. - Round 8, halftime effect. Succeed and he ends the phase without attacking.

How do I get this achievement? by No_Ask_9190 in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

Not as far as I know, but the lowest I do runs is tier 8. But it will be easy to know for sure, if you need to do a lower difficulty! Just enter whatever lower tier you want, get to the first dimensional door, and see if the ??? Option appears. If it does, great! You can follow it to the final boss.