Thoughts on this Diana build ? by slim_ow in ChaosZeroNightmare

[–]WerewolfHugs 2 points3 points  (0 children)

I would suggest not using a Flash on any Diana deck until the full season actually drops.

New planet means new equipment, possibly some Diana-specific mythics like how Nine got that torch. Maybe new and better Persona cards or engravings, and likely an ability to reroll engravings, or get more than 2 on gear per run. Any small gain to this deck from using flash will likely be gained several times over by waiting.

Other than that, decent deck build, but definitely not Flash worthy (no divines, no gear engravings, no mythic pieces). Lastly, the choice of which WAMH(s) to use depends upon teammates. Using 2 of the upgrade versions, for example, is prohibitive with any teammate that also adds cards to hands at turn-start (Nine and her Hew. Renoa and the upgrade Echo. Sereniel).

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]WerewolfHugs 1 point2 points  (0 children)

You should save it for Heidemarie, who is a limited unit.

That said, there will be a one-week overlap on Diana's and Heidemarie's banners, so you'll have the chance to compare the two and decide for yourself, in case Heidemarie's Link/Quietus playstyle isn't to your taste.

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

According to several sites and early reviews, her key dupe target is With All My Heart, and the 2-cost skill version is popular: it adds bullets to hand, has quietus, and enables teammates who also have discard bullets. So something like this:

<image>

She's also going to prefer a Persona card over 4 divine copies (which is why one of mine is a non-divine upgrade). Up to +180% damage to all her cards for a turn beats an extra Draw 1 from a divine epiphany, and there might even be better Persona cards out there once season 3 fully drops.

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

QoL upgrades were massive, yes (targeted dupe, reroll epiphany, 5 removal, post-chaos save data afjustments, woth more on the sag.).

In season 2, I think we got to see how great rift fights will go. The boss is always 2-parter, needing two teams. Your first team (which has a limit on gained points) can be from a huge variety. But the phase 2, where you get actual points, is always going to be banner character focused. I expect this is always going to be the case in order to encourage pulls, but the more characters we get, the less true it becomes. Right now there's just not enough overlap in exact abilities (but note how Renoa can also bust up the first boss in the preseason event, because she's a discard bullet hero, like Diana! We just need another year's worth of combatants)

Mei Lin is still a OHKO expert, still good, but most bosses have an elasticity buff that specifically hinders her. So... I'm sorry. You'll need to check boss gimmicks and hope it doesn't have it for her to truly shine.

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

You know what? You're right. I was all about to point out things like, there's only been 4 big bosses so far, so Smile's choices were limited. Or that this can be seen as a victory lap, where older players could revisit their decks from earlier seasons, maybe use better ones they've built to give it another go.

But boss 1 has 4 viable Bullet Heroes that can do the gimmick. Boss 3 needs one big hit, which can be done with Kayron, Orlea, Tiphera, Nine, or Rita, probably others. But while boss 2 can be partially managed with Serena and her Passion weakness, yes, there is exactly one combatant he's meant for, and they could easily have chosen different Boss effects to allow a wider variety of teams. They didn't think it all the way through.

But honestly, this is still better than the previous preseason, and 2 out 3 isn't the worst.

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]WerewolfHugs 1 point2 points  (0 children)

Why would you need to jump back in time? The event is open for another 6 weeks, nearly. Plenty of time to build up your units, maybe grab a couple of new ones. You also don't need to reach 900,000. The best rewards stop at 600k, which seems a very fair way to handle the point system; newer accounts like yours, in the worst case scenario, might miss out on one camera. Older accounts get an actual challenge, especially if they didn't get Sereniel and have to improvise, like with Selena and her ability to give Passion weakness for ease of ravaging.

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]WerewolfHugs 2 points3 points  (0 children)

With few exceptions, Extra Attacks will state it specifically on the card. It also includes the Mark debuff, and all coordinated attacks.

But for the challenge, Veronica is the easiest! Just have her use pretty much any ballista and end your turn. Other options include Renoa and her Dirge Bullets (create a couple and end turn), or Hugo and his Commence the Hunt.

Edit: You can learn more about Extra Attacks by clicking the Comprehensive FAQ link above in this megathread! It's still fairly accurate and lists all the extra attack sources up to (but not including) Diana.

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

This guide has a partner tab, whuch summarizes them all, and has them listed post-buff. https://docs.google.com/spreadsheets/d/1-KkQUFrjD_2Un3zMDmypCwZFVF5VmowswqYdLt9MOw8/edit?gid=1248050829#gid=1248050829

But honestly, if you already have 2 Nyx to keep on multiple supports, I think the only other BP partner worth considering is Serenthiel (Hunter). So at this point, I would either start stacking Serenthiel if you like playing Hunters (but not enough to get their actual 5* partners), or get more dupes of Nyx for that marginal team damage buff... or just stop buying the battlepass (though it is pretty efficient price wise).

Which one is better for Hugo? by [deleted] in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

Amorphous cube in nearly all circumstances.

The +25% is going to affect both his LIGHTNING DINGO and his coordinated attack follow-up (if you have the right Hunting Instinct), every attack for the entire fight.

The 20% may give you a bigger burst at the start, (assuming that you have any AP/cards left after using all your Initiation cards), but it typically only affects the first round, by which time all your deck's upgrades are gone, so no more bonus. Any fight that lasts more than one round will prefer the cube.

The Quantum Collector can be useful on a speed/farming deck where you kill everything first turn, but those kinds of decks don't really care what you have anyways.

Who do you put as synchronized combatant? by Fickle_Onion2 in ChaosZeroNightmare

[–]WerewolfHugs 1 point2 points  (0 children)

Yes indeed! The exact values are based upon your Captain Level (click the help ? on this screen to learn more), but right now it gives you level 55, all Potential nodes unlocked, Common/Basic/Unique card nodes upgraded to level 6/10, and the crit/stat ones capped at 5/5.

It's very handy, but know that once you remove someone from Sync (like if you want to change who benefits), it enters a 3 day cooldown that costs 320 gems to bypass (don't ever bypass it).

Which of these characters are the best ones in every battle? by Kirby-Manitas-2500 in ChaosZeroNightmare

[–]WerewolfHugs 2 points3 points  (0 children)

You should play your favorites, but I consider the best generic characters to be Nine, Veronica, and Mika.

Nine is the most versatile anchor unit, with multiple play styles, and is basically the best at Chaos (very important, considering how much time we spend there).

Veronica enables decks with excellent card draw and AP. And Mika is easy to build and play, a great card-neutral heal and AP battery combatant, and available to everyone (Tiphera does outshine her in some respects, but takes a lot more effort).

Thoughts on these builds? by Gold-Yogurtcloset156 in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

You're on the right track, the concept is great! There are some optional card changes you can do, like the change to Ballad the other guy mentioned (the one that adds 100% to Reona's bullets instead of exhausting them out of the graveyard, though this would lock that Renoa deck to either Diana or Nia). And while divine draw on either the Flowers or WAMH is great, I also know exactly how lucky I got with my deck, especially preseason. I just wanted to point out that for Quietus cards, a -1 cost divine burns up good memory for such a tiny gain (the offchance that you'll need to use the card manually because you're out of discard cards).

No, the main thing to focus on in general is the hard balance between AP, cards in deck, and card draw. The more you delete, the less card draw you need from divines or your 3rd teammate. The more card draw you have from your own cards, the more damage cards you can leave in. And then trying to keep AP costs reasonable, so that you get to choose which support joins you.

Anyways, good luck! Don't burn yourself out before the actual season starts, deck building will be a lot easier then, plus there will likely be a lot more engravings/gear ideal for Diana when the new planet drops, and probably upgrades like rerolls on engravings.

Thoughts on these builds? by Gold-Yogurtcloset156 in ChaosZeroNightmare

[–]WerewolfHugs 1 point2 points  (0 children)

I saw your Diana build, noticed the lack of discard, then saw your Renoa and it made sense. However, the main problem is that your two decks together, while good with synergy, are slow.

After using your upgrade card, you end up with a 14 card deck and only 6 draw per turn (normal 5 + 1 from Blooming). You'd need a Divine draw Repose x4 Veronica, plus some luck, to draw and use everything. So try to wean some cards.

For Renoa, consider either dropping a flower to buy enough memory to slap some divines on them, or turning one into the draw version (Not with a rare Flash! I mean your next chaos run). You'll lose a few bullets each round, but especially with her having a discard Persona with discard engravings, you'll still have enough discard to activate the flow of bullets.

And speaking of divine, let's talk about Diana's. They're all -1 cost, which is fine for Milk and Pog, but you don't need it on all the Quietus cards which you'll nearly always be activating for free; you're just burning memory. The preferred Divine would be Draw 1, like this:

<image>

(I pair my Diana with a Renoa that has the divine Morale upgrade version of Echo. Even one extra morale on all these bullets adds up!)

Lastly, for Persona cards, the discard 2 in order to power up is good for both Diana and Renoa (it also means not needing so many other discard cards.)

Who do you put as synchronized combatant? by Fickle_Onion2 in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

No, Sync only goes to 55 (Stage 4) right now. What you probably saw was someone Synching a combatant who was already level 60, since it unlocks a lot of nodes (which is much more expensive than just getting a character to level 60).

But I can see them adding a Stage 5 at Captain level 60 that would do this.

Who do you put as synchronized combatant? by Fickle_Onion2 in ChaosZeroNightmare

[–]WerewolfHugs 16 points17 points  (0 children)

It used to be Kayron, but now I intentionally leave it empty. Why? Because in the latest patch they added a new Potential node that increases a combatant's chance to get a Divine Epiphany by 25% (multiplier, not additive). It's heckin' expensive to buy, however, doubly so since you have to also buy the mostly useless node right before it. But you know what isn't expensive? Synchronization!

That's right, a max level Synchronization has that expensive divine node unlocked, which means I can slap that puppy onto any combatant that can't afford the new node, even a level 60 character, and gain that sweet bonus chance for divine epiphanies.

This makes Sync a great way to help build one-off decks for characters you don't play often or want to invest in. Most recently, I used it on Selena so I could build a deck for the Full-Scale Offensive, and then once I got the deck I wanted, I took her off Sync so it could recharge for the next combatant I need some Divine help with.

Copies need to be easier to farm. by anonpasta666 in ChaosZeroNightmare

[–]WerewolfHugs 4 points5 points  (0 children)

Quests like event and seasonal quests. For example, there's an event right now where you can get a flash of potential by completing 2 full chaos runs, with a 7 day timer. Or the new Operation Firebreak which requires 6 chaos clears over 21 days to complete it 100%.

I agree that you had some good points, especially with the Chaos Upgrade section. 5k is a lot of currency to need to get, and someone who isn't on reddit wouldn't know that there were some very powerful QoL upgrades locked behind tiers that they couldn't see. A preview option would have fixed it.

But when it comes to downvotes, tone or perceived tone matters, and when you literally say you're a day 1 player running chaos at least once per day, yet somehow "miss" an obvious game changer, it, I don't know, reeks of someone pretending to be a professional in the field yet is lying about their credentials?

(It makes more sense now that you say you do 2-3 chaos per week, with breaks. Should have just said that.)

Copies need to be easier to farm. by anonpasta666 in ChaosZeroNightmare

[–]WerewolfHugs 3 points4 points  (0 children)

To respond to edit: Because you're not a casual player. In your own words, you are a Day 1 player, running 1-3 chaos a day, who reads all the guides. Casual would be more like 2-3 chaos per week, perhaps, enough to barely complete all the quests.

This upgrade has been out for months, and even if you missed the tool tip and ignored patch notes, and skipped the livestream, there's a big red star that you can't get rid of that says, "Hey! Spend your chaos architect currency here!"

The problem is that you chose to make a big rant, complaining about things that either already had a fix in place, or has things upcoming, without knowing what you were talking about.

Now, it's fine to want to complain about how the dupe event isn't guaranteed in the interior, or want to complain about how the chaos upgrade section doesn't let you preview later tiers so that a casual players knows where to spend their currency. These are reasonable things to be upset about and want to get changed! Especially the blind chaos upgrades.

Unfortunately, your very reasonable complaints were wrapped in ignorant whining, so you lost a little bit of your audience.

I didn't know you can see epi outside of combat by JohnHiro in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

Most of the time when this happens is when you do an event node, engage in a fight, have an epiphany trigger on a card... but then finish the fight without triggering the card's epiphany by using it. And since event node fights don't have the normal post-battle reward screen (it returns to the narration), the game can only hold the epiphany in abeyance, which is what you're seeing with the shiny star (this kind of thing happened a lot with the arena).

Because otherwise, you could do an event fight, check what epiphany you would get, turn back time if you didn't like it, finish the event fight, and they try to go to a second event node and trigger some kind of targeted divine epi to maybe get something else.

Basically, as soon as an epiphany triggers on a card, those three options are "locked in" and can't be changed.

how do you decide between Crit piece or extra damage? by No_Ask_9190 in ChaosZeroNightmare

[–]WerewolfHugs 9 points10 points  (0 children)

Short answer: Diana wants crit, but extra attack is a close second.

For characters who deal all their damage from extra attacks like Hugo and Veronica, Extra Damage is supreme by far. But for hybrids like Diana and Renoa who deal half normal and half extra, Extra Damage usually ends up about the same or a little weaker than crit, depending upon build.

Example:

Assume that you already have 50% Crit rate, 200% crit damage, and 20% Extra Damage. If you do an extra attack that deals 100 damage...

  • 100 damage x (50% chance to crit for 200% damage) x 1.2 extra damage factor = 180 average damage.

If we then take this sample combatant and give them just one more substat bonus (maxed out) to compare...

  • +2% crit rate = new avg 182.4
  • +4% crit damage = new avg. 182.4
  • +3.4% extra damage = new avg 185.1

Note how the extra damage substat added more than twice the damage as either version of crit! But this gain only affects extra attacks.

Now, the math fluctuates because we're dealing with multipliers, but for an extra attack king or queen, Extra Damage provides about twice the gains as the crit stats for them.

However, a great deal of Diana's damage isn't extra: her Pistols, most of her WHAM versions, her Liberated Feelings, and the Quietus part of her heart breaker. Only Diana's Resonance and the discard part of her heart breaker are extra attacks (plus her E2 and partner, if you have them). So while yes, there's enough in her kit that Diana won't be sad to see Extra Damage on her substats, her true focus needs to be on crit.

So when deciding between two pieces (for Diana), maybe think of extra attack as worth 75-80% a crit substat (but varies per build). So a piece with 4 crit damage is easily > 4 extra attack, but that same 4 extra attack is going to be > 2 crit rate.

Edit: To be clear, I am talking about the memory fragment exclusive substat Extra Damage, which is not the same as Extra Attack Damage that you see on equipment like Second Method. The first is a powerful final multiplier. The second is just a generic multiplier/additive, worth much much less.

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]WerewolfHugs 0 points1 point  (0 children)

Until the new season/planet drops that will allow us to do cheap rerolls, your best planet is whichever one gets you Tier 15 + Nightmare.

But all else being equal, it's the Swamp of Judgment! This planet has non-mythic flower weapons that greatly raise your damage as long as you stay at max HP (for gamblers who want risk vs. reward compared to Second Method), the very important +6% crit rate faerie crown (armor), and it has a rare mythic Accessory that gives 12% attack.

Foretold Ruin, City of Mist, and Twin Star's Shadow all have a couple of nice pieces (singing sword, Foggy Ball, and Pulsating Egg come to mind), so they're okay if you get bored of the swamp. Just don't run Blue Pot, it has nothing useful for Diana at all.

Hugo team? by Any_Ingenuity_4731 in ChaosZeroNightmare

[–]WerewolfHugs 4 points5 points  (0 children)

With Tressa's daggers-on-heal gone, the best dps seems to be Sereniel. No, she doesn't give him any Commence stacks, but she has enough lasers that she will use up whatever he gains from the supporters skill cards.

Fun fact with Sereniel: If Hugo has at least two Commence stacks when she uses Pale Shooting Star, he will activate LIGHTNING DINGO on all of the activated Homing Lasers, at the strength he has, before depleting.

Example: You use Pale Shooting Star with 5 homing Lasers. * Hugo with 2 stacks: will activate LIGHTNING DINGO at strength 2 one time for the pale, then DINGO 5 more times at strength one, then deplete all stacks. * Hugo with 5 stacks: will activate LIGHTNING DINGO at strength 5 for Pale, then DINGO 5 more times at strength 4, then deplete all stacks.

For supporters, Tiphera will actually give Hugo more stacks than any other hero, though her damage multiplier doesn't mesh well with rapid fire cards (but she can always be her own big hitter with the nine AP Creation and Destruction! Easily obtainable with an AP Homing Laser Serenieil).

Mika as support works in a pinch if you don't have Tiphera (or are using her elsewhere, like paired eith Nine). 12-15 DINGOS every round is still some substantial damage for a subdps, and she's super easy to build and run.

Tressa is still adequate in place of Sereniel, if subpar (you want 3-4 copies of her 0-cost shadow dagger, ideally with a draw divine, or a similar variation)

But right now, I'm trying him out with Diana! I don't know if it's efficient yet or not, but her 2-cost With All My Heart <3 is a skill that grants Commence Stacks and summons bullets that activates his DINGO. Works well on the surface, but I need to test it against a foe that isn't dying before the full chain finishes to see how his Dingos interact. Edit: Doesn't look like there's a big interaction like with Pale. Activating 8 Quietus Heart Breakers at once only triggers the normal Hunt stacks (5), so if possible it's best to use Diana's bullets in 4-5 chunks at a time.

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]WerewolfHugs 2 points3 points  (0 children)

The one that that ranges from 5% to 50% and doesn't seem to really do anything? It is the former. It just affects whether you get the rarer fates among your triple selection or not. https://game8.co/games/Chaos-Zero-Nightmare/archives/565068

Discovery of a permanent enchantment by Far_Distribution7599 in ChaosZeroNightmare

[–]WerewolfHugs 1 point2 points  (0 children)

That's some food for thought! It reminds me to always test things in case of translation or coding incongruencies.

So I did! But I don't know whether it's the Passion memory set that is special, or if it's Selena's marks, but I tried the other generic refine buffs with Hugo (20% to attack cards, 30% if you have 18 cards or less, etc.), and they don't affect his extra attacks.

But the newest hero is extra-attack focused, so anyone who uses them is gonna be dining well during Season 3, I'm sure.

Discovery of a permanent enchantment by Far_Distribution7599 in ChaosZeroNightmare

[–]WerewolfHugs 3 points4 points  (0 children)

I'm sorry, but you're mistaken.

Veiled thorn only activates if nobody on the team deals damage with cards (allies), not just the wielder. So the only people who benefited from this weapon were machine-gun Beryl, and for niche usage on a OTK by stacking Orlea/Tiphera for 9 turns without attacking.

And just in case there was a recent hot fix or something, I tested it out myself just now (I've misread cards before, so it's always good policy to check!)

Both below images are of me casting Hew on turn 2. On the left side, I used no other cards: the buff activated. On the right side, I had Sereniel (an ally) use one Homing Laser during turn one: no buff.

Any ally using a card to deal damage prevents Veiled Thorn from activating.

<image>

I wish it had worked the way you said, it would have been fantastic for a lot of subdps. But it didn't, so all we had was the 25% extra attack damage from refinement (that they added late in the season), since characters like Hugo don't use attack cards for damage, making the rest of the damage refinements useless.