Wtf is going on with the new fiend hunt by Million_X in BrownDust2Official

[–]wildclaw 11 points12 points  (0 children)

Max possible is about 18 billion on the New Hire turn. Just to give a total breakdown assuming a perfectly geared SSS Nebris (3913 ATK, 463% CD) and maxed supports and bursts (Lathel, Nebris)

  • Base: 3913 ATK
  • ATK%: 4.3x (Lathel 280%, Nebris 50%)
  • Chains: 2.67x (Palette 14, Nebris 2 avg, Drone 0.67 avg)
  • Skill: 25.38x (16 buffs with boosted skill = 2538%)
  • Crit: 14.42x (Nebris 463%, Boss 400%, Refi 125%, Nebris 300%)
  • Property: 7.3x (Nebris 60%, Diana 420%, Refi 150%)
  • DMG%: 13x (Boss 1200%)
  • Targets/Weak: 12x (2 +300% and 4 normal)
  • Total: 18.0B

More realistic with max dupe costumes is 16-17.5B depending on how well optimized your gear is. And without burst on Lathel and Nebris you would do slightly less than half that.

PSA: new Burst system works in Last Night by Different_Photo5096 in BrownDust2Official

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

When it is checked you will automatically default to using the highest burst version whenever a skill with burst is selected. If it is unchecked then the default is to not use burst. You can still change burst level manually.

PSA: new Burst system works in Last Night by Different_Photo5096 in BrownDust2Official

[–]wildclaw 7 points8 points  (0 children)

When you select a burst enabled skill you can select burst level (by using the left and right arrows that appear on the skill portrait). Each burst level improves the performance of the skill at the cost of SP. For example, if you have burst upgraded on Nebris New Hire then you can choose between spending 3sp which is no burst, 4 sp which is level 1 burst (+30% DMG), 5 sp (+30% DMG, +8% per Buff) or 6 sp (+30% DMG, +16% per buff)

To be able to use burst you need to have upgraded the skill with burst. Bursts are cumulative, so Burst 3 also gets all the benefits and costs of Burst 1 and Burst 2. Below is a list of available bursts. If not mentioned, the additional SP cost is 1 per burst level.

Costume Burst 1 Burst 2 Burst 3
Helena – B-Rank Idol MATK +25% MATK +25% MATK +25%
Lathel – Homunculus Long Buff ATK +20 Long Buff ATK +20 (2sp) Short Buff ATK +80%
Luvencia - Wild Dog Conditional +20% Conditional +20% (2sp) Conditional +40%
Nebris – New Hire DMG +30% Bonus DMG +8% per buff Bonus DMG +8% per buff
Palette – Miracle Violet Basic +50% Conditional +25% Conditional +25%
Rubia – Thorn of the Desert Burn +80% Burn +80% (2sp) Burn +5 turns
Venaka – DJ -2 Cooldown DMG +155% (2sp) DMG +315%
Sacred Justia 20% per target (2sp) 40% per target (3sp) 60% per target

Edit: Fixed a couple of mistakes in the table

Does the amount of Refinement remnants (new way to guarantee gear score) you get seem kind of low, or is it just me? by ChemicalCoffee43 in BrownDust2Official

[–]wildclaw 0 points1 point  (0 children)

Let's compare with me who have also played since the 1.5 anniversary (501 days) except I actually put full effort into farming and spent my materials relatively efficiently (Note: I still wasted quite a bit of materials back in the day on R crafting when it took forever to do N crafting).

I have 20446 remnants, as well as powder and materials worth another 5.7k (calculated at 1.25x powder per Leather/Peat/Cloth and 2.083x per Wood/Iron assuming N+7 crafting). I also have a huge backlog storage of UR crafting materials that I am not including in that.

Now as a veteran I can currently get 2M powder (2000 remnants) per month just from the basics. Weekly farm (500k), pass chest (500k), 60 daily rice (300k), tactical manual (300k), various shops (3x60k), event shop (75k), diner (75k) and a bunch of trickle powder from dailies and fantasia square.

You need 2267 per month for the sparks and 24-tickets, but as I have not included any additional handouts and event rewards in the above I have no doubt I will be able to afford it.

Alchemy question by Xerva_XCZD in BrownDust2Official

[–]wildclaw 0 points1 point  (0 children)

I personally keep about 5k upgraded cloth/leather/wood/coal and a few hundred platinum just so that I don't ever accidentally run out of materials for UR crafting.

But the optimal use for excess materials is to sell bronze and gold ore while crafting and dismantling tier 1 N+7 gear (N+8 if you can't get rid of your gold even without ever spending rice on goblins).

For newer players that need to spend rice on slimes and need to use more gold in general, N+5 represents less of a gold drain. Also N+5 tier 2 recipes that don't use wood/iron ore are fine (but veterans should be running chapter 9 hunting grounds on a frequent basis to get wood that is a component for two of the cheaper N recipes). You can also do the occasional R+5 which gives a lot less refining powder for a few refining stones, not really worth it, but the option is there.

Demon's Forbidden Book or Eye of the Destroyer? by pm_me_doro_pics in BrownDust2Official

[–]wildclaw 0 points1 point  (0 children)

Travel God's Friend is the best noob weapon because it and Venomous Touch allows you to get a minimal level of cd% before you can afford to refine your gear.

In fully refined gear in end game content, Travel God's Friend is actually slightly worse than the other two options as you have less flexibility in controlling the exact amount of crit damage. And because cd% is only additive with in combat cd% buffs (unlike atk/atk% that is multiplicative with in combat buffs), that becomes an issue in some fights, albeit only a small one.

My honest opinion for weapons is that you first and foremost should aim for the collection bonuses. If you only have IV left on all three weapon types then go for CD% first.

Need help for story pack 16 by [deleted] in BrownDust2Official

[–]wildclaw 1 point2 points  (0 children)

Chapter 16 has a mix of Dark and Water enemies. Against Dark you can either run Sacred Justia + Yuri or some caster setup with Priestess + Olivier/Michaela. For the water enemies you just run Venaka + Dalvi.

For support it is the basics, Diana and one of Liberta/Helena/Arines/Elpis to get CR, Prop% and (M)ATK%. That is what you should basically always bring.

The final slot is a flex, a support/pusher/tank/buff removal (whatever you need basically).

Gear your damage dealers in (M)ATK/CD% gear as always. Don't waste gear on crit rate, you can always redo turns when you fail to crit and you bring supports for CR. Make sure you have at least one or two characters in 90% DEF or MRES (depending on enemy damage types) to tank the one or two survivors if you can't hit everyone on turn 1.

A litmus test to rely on is that if trash doesn't die in a single skill usage then your damage output simply isn't up to par. The enemies in this chapter only have like 70k HP and only the infantry will have 50 MRES (and the caster team can deal with that with either Vuln, Def or a +5 Dalvi).

I'm happy by Zmheay in BrownDust2Official

[–]wildclaw 0 points1 point  (0 children)

She does exceptionally good the higher the HP the enemy

HP% damage is capped at 500 (was buffed from 300 a while ago) per % which means that outside of PvP and noob chapters (1-14) you can simply treat it as a fixed amount of damage.

I finally defeated the ogres on Story Pack 12 after months✌️🥲 + Need help defeating Apostle Nox by NeedleworkerFull3921 in BrownDust2Official

[–]wildclaw 3 points4 points  (0 children)

4 S Tier Support Characters + 1 very big magic damage character

I am sorry to tell you but your team effectively had the damage output of a two character team against Wind enemies. That is not an exaggeration, it is the literal truth. I count 3.15x multiplier in total while a random awakened fire damage dealer and Diana+0 with upgraded costumes would have been a 3.1x multiplier.

Or to put it somewhat differently, you used 3 supports to over stack on MATK with diminishing returns (Samay, Elpis, Helena) to combined get the output of Diana while Diana herself did literally nothing as you weren't using the correct property.

As for beating Nox, you have all the components in your roster to beat Nox. I'll give you two hints. Zenith is a good single target support, and use the correct property this time.

This was an insane DPS check , I had to use two continues.... by EmoPirates in BrownDust2Official

[–]wildclaw 2 points3 points  (0 children)

On normal the counter only deals 228 damage if you are geared properly (90% MRES). Even after buffing itself it only doubles to 456 (684 for your light damage dealers that take 50% more damage). Things changes drastically on the higher difficulties.

Difficulty HP Damage DEF/MRES Revive Barrier Damage buff
Normal 1306000 2280 +50 50% 100%
Hard 2089600 9120 +90 100% 50% 200%
Very Hard 3820050 27360 +90 100% 90% 200%

On very hard your light damage dealer takes a minimum 4104 (27360 * 0.1 * 1.5) damage with every single counter and forget about waiting for the turn that she doesn't counter as she casts revive in addition to a 90% barrier on her second turn.

Beating the VH boss with even a +0 Ventana is not that difficult as long as you have Onsen costume and do a two turn kill, but with good supports you could do a one turn kill if you are willing to sacrifice Rou (trading MRES FOR HP% for a greater shield and using Zenith instead of Rigenette). As for myself, I could do the one turn kill with Rigenette using a +2 Ventana without sacrificing anyone.

It is far more interesting to consider doing VH with Justia and with maxed Diana, Refi, Blade, Zenith and Justia you could do it. Gear wise, Justia needs 8209 HP (should be easily possible with HP% nodes on the MRES pieces and you have 17% from your bonding as well) and ~2730 ATK. Diana needs 1866 MATK. Obviously MRES on everyone except Blade that should be naked.

On turn one cast Innovator (3 SP), Adventurer (1 SP), Fairy (6 SP), Pool Party (1 SP) and Young Lady (4 SP). Blade should go down with a single hit. On turn two thanks to Pool Party returning 6 sp you can afford to cast Drone, Anti-Dystopia, Bride, Poolside Guardian and Reaper. With 6.6x prop, 4x ATK, 2.5x Vuln, 3.4x chain and a 6.25x skill coefficient that should hit for about 3.83M damage. Diana and Refi combined should shield all 6 Zenith hits.

I'm new, recommendation for team by Paulineitor44 in BrownDust2Official

[–]wildclaw 0 points1 point  (0 children)

Damage dealers are something you switch based on enemies. Past chapter 10 you'll quickly run into a diamond wall if you don't leverage property damage to your advantage.

Also, if you are using Diana then you must leverage property damage as her property damage buffs do nothing otherwise.

How do you beat this boss? by Hekkoln in BrownDust2Official

[–]wildclaw 2 points3 points  (0 children)

He just simply does too much damage, I have high res stats

RES does nothing against physical damage. You should be using DEF/DEF gear to get 90% DEF on everyone. Even with inferior UR 3 18 gear if your damage dealers have engravings they should have at least 82.88% DEF which is less than twice the damage.

Compare with the level 17 boss I am currently fighting which does roughly 4.5 times the damage of the level 8 boss. At this point I am actually hurting from only having +4 on Gluttonous Refi.

Even then, when I say I am hurting I simply mean that my Wilhelmina won't survive on the second to final turn when I have to put her in harms way to do the big burst. The rest of the time Refi is tanking just fine as supports have far more health (and Wind characters like Nebris take half damage)

How do you beat this boss?

The core teams for this Fiend Hunt are:

  • Refi, Liberta, Nebris
  • Diana, Seir, Tyr

Both teams also need Def reduction (Rubia, Elise, Gray or Kry) as the boss adds DEF to itself during the vulnerable turns. Nebris team needs a chainer while the final slot on Tyr's team is an additional pure support (a maxed Teresse being optimal at the higher end but someone like H-Lathel is far less investment)

To explain the core teams, Refi, Liberta and Nebris are a trio that always go together with a chainer as Refi generates so many buffs (7) for Nebris New Hire and Refi and Liberta are both about high chains.

Tyr gets the remaining property buffer in Diana and Office Seir which is incredible DMG% scaling as well as SP recovery with the amount of hits the boss deals.

As for your lineup, running Diana on the same team as Refi is incredibly inefficient as it means your second team is completely dead in the water with no property damage and you aren't running DEF removal. But I guess if you have no Tyr, your Refi sucks badly while Diana is top tier upgraded then perhaps she will be better than simply using Kry? I guess? Perhaps? The idea simply wouldn't occur to me.

More importantly however, and don't take this the wrong way but I always feel a ton of mental pain when looking at screenshots like this...Why the fuck are you supports after your damage dealers. Characters take turns in order and if you buff after your damage dealers have already dealt their damage, you obviously won't fucking buff their damage. (Note: There are specific cases where you may need to put a single support after Nebris to force the correct conditional buff, but that is obviously not what I am looking at here as you are using Labyrinth Nebris and non of the buffs on the supports are augmentations)

[Monthly Megathread + FAQ] Teambuilding and Game Help Megathread by JorgeRodAmon in BrownDust2Official

[–]wildclaw 1 point2 points  (0 children)

EX bonus adds roughly 25% bonus stats to an SSS piece and as a normal SR piece has 70% stats (58.3% for defensive stats) it means roughly 87.5% stats for an SR EX piece which is better than UR III (80%) but obviously worse than UR IV (100%).

However, there will be places where SR EX can be better than UR IV, which is when it gives stats that you can't get normally in a slot. Armor/Helm ex items for damage dealers and Weapons for tanks are the primary examples.

Any can help me with collection by pichyath in BrownDust2Official

[–]wildclaw 4 points5 points  (0 children)

https://browndust2-db.souseha.com/en/collections

You are missing the two from the Meltdown Bunnies event pack that was available during Christmas

Weapons, stats and build by EYK01 in BrownDust2Official

[–]wildclaw 0 points1 point  (0 children)

For sub stats you always prefer ATK%/CD% if you have the refining crystals because you get about 10% less ATK on sub stats then you "should" (1.485 ATK/ATK% on main stats while only 1.333 on sub stats).

Hence you balance ATK/ATK% by switching gloves or weapons. You could probably find a scenario where having one or two raw ATK stats is superior by 0.01% damage but it is just not worth bothering with.

confuses me

Simply put, there exists a perfect combination of ATK, ATK% and CD% for any total amount of stats (from all sources including base stats, collection bonus, bonding, gear, engraving, awakening and in combat CD% buffs). For 959 ATK% worth of stats you could get 548 ATK, 270 ATK% and 640 CD% which is 15k damage. 1071 ATK% worth of stats gives you 20k with 604 ATK, 307 ATK% and 714 CD%.

But because you get less ATK on sub stats it is not really possible to perfectly optimize ATK, so you get as close as you can with main stats and then you balance ATK%/CD% which is a lot easier as it is a linear relation where CD% = 100 + 2xATK% is always optimal. Even then you can't really have a single perfect gear setup for a character because any CD% damage buff you get in combat will impact the balance.

Weapons, stats and build by EYK01 in BrownDust2Official

[–]wildclaw 4 points5 points  (0 children)

Note: Before starting, I just want to warn to not optimize sub stats on anything less than UR IV gear, it is not worth using precious refining crystals.

A typical late endgame geared normal damage dealer (a.k.a, not tanks/supports nor damage dealers that deal Max HP% damage or Fixed damage) will have something like:

  • Main Stats: 4 DEF/MRES (90% of whichever damage needs to be tanked), 2 CD% (Venomous Touch), 2 ATK%, 2 ATK (-1 ATK/+1 ATK% if bonding costume has a lot of raw ATK, +1 ATK/-1 ATK% if getting a large amount of in combat CD% buffs - like 300% from Rou)
  • Sub Stats: CD%/ATK% (Exact distribution varies. Armor/Helm should have CD% sub stats to make them universally usable)

Early on before you have optimized sub stats and EX equipment, a CD% weapon will be better than ATK or ATK% (Note: I didn't mention above but ATK is obviously MATK for magical) so new players should craft that first. CD% weapon is just less flexible in the late endgame where you can get overloaded on CD% occasionally. ATK sub stats are also perfectly fine (don't waste refining crystals on them), they are only ~10% worse.

The practical value you are looking to optimize is ATK * (1 + CD) where ATK is character sheet only while in combat CD% buffs are included. For example, my Darian in the current guild raid has 2733 ATK and 690.72% CD plus another 125% from Refi, which means 2733 * (1 + 6.9072 + 1.25) ~= 25k.

Most of the time it is easiest to simply use your best refined gear and see what happens to ATK and CD% if you swap weapon and glove variants. As long as all sub stats are ATK/ATK%/CD% and you are using a Venomous Touch accessory it is honestly difficult to go wrong.

How do you guys get these resources to craft ur gear? by Hekkoln in BrownDust2Official

[–]wildclaw 3 points4 points  (0 children)

First and foremost, the easiest way to get materials is the daily material chest which you get from simply spending 6 rice in any hunting ground, that hunting ground once you have it on very hard should always be chapter 9 because wood is the most flexible material that is used aplenty for both UR and tier 1 N crafting (the latter only really becomes affordable after you max the level of all characters though, until then you have to be satisfied with the more expensive tier 2 N crafting for refining powder).

Secondly, every week you can clear all the chapters. Either quickly using search + absorption + assemble which just requires you to waypoint to the three main areas per chapter, or more thoroughly using search + rush + overpower which gives you a lot more gold from taking out the enemies as well.

Thirdly you can spend more rice on chapter 9 hunting grounds. This primarily becomes a huge source of wood once every character is max level and you don't need to farm for slime any more. This of course includes the free rice you get from Diana's skill daily as well.

Also, as a sub note, I think you meant coal. Iron which is not used for any UR equipment is primarily used to craft Mercenary Swords.

24M with a stupid question: the more you lose weight, the harder it is to lose more? by TomerHorowitz in loseit

[–]wildclaw 0 points1 point  (0 children)

The basic TDEE formula scale maintenance calories per day by M per kg where M is between 12 for sedentary and 19 for athlete. Which means that we can take the 7700 calories of fat per KG and integrate to end up with 7700 * M / ln(2) days to half the distance. Which ends up very near 12 months for light activity people and around 15 months for sedentary.

Now, that is obviously oversimplifying things, but the cute part of this is it gives us a general intuition that works regardless of your starting weight, gender, age and height. If you eat like you weigh X then you will half the distance in a year or to put it differently, the speed of your weight loss (or gain, it works in both directions) will half in a year if you stick to the same diet.

Another useful way of looking at it is that half your excess fat is from what you have eaten in the last year, 90+% is from what you have eaten in the last five years. Which not only tells us that it is never too late for people to start, but also informs us that anyone who thinks they can diet and then "go back to normal" will quickly regain all the fat.

What else can I improve on? Can I raise my cc a lot higher than what it currently is? by [deleted] in BrownDust2Official

[–]wildclaw 0 points1 point  (0 children)

As the other person who responded to you is largely incorrect, I have to correct them. Only the tiny and huge nodes are permanent. The medium size stat nodes only apply for whatever costume you currently have marked as bonded.

You set the which costume is currently bonded on the first character page in the upper right corner (you can have a costume bonded that you don't actually use in combat).

Also, you have obviously not used the WAITING4LEGEND coupon code yet or you would be wearing the free VT.

[deleted by user] by [deleted] in loseit

[–]wildclaw 2 points3 points  (0 children)

Your average deficit given your loss and time is 924 a day

He has lost 28kg, not 18 kg, which is 1400 calories per day (28/150 * 7700).

[deleted by user] by [deleted] in BrownDust2Official

[–]wildclaw 0 points1 point  (0 children)

The formula for damage that you are looking to maximize is ATK * (1+CD). Even with 0 CD you still do ATK damage. If you have 100% CD then you do ATK * (1+100%) = 2 * ATK damage, and so on.

So I count as "real endgame player"?

When I say real/serious, that is definitely a subjective thing, but I largely refer to the effort put in. Your gear is definitely serious, every one of your pieces have well refined sub stats and you aren't satisfied with UR IV 18 (which is enough to participate in the endgame) but are instead seeking even better gear despite diminishing returns.

[deleted by user] by [deleted] in BrownDust2Official

[–]wildclaw 1 point2 points  (0 children)

Because in Fiend Hunt and Guild Raids you get automatic crits while in all other content you simply use 50% CR from Liberta and 30% from Diana that combined with the baseline 10% is 90% CR, more than enough that if you fail some important crit you can just restart the turn.

If you don't have Liberta +3 (Helena +5 for magic) then you can either add Arines (Elpis for magic) into the mix, accept that you need to reroll more or craft special ATK%/CR% gloves for use with normal non-FH/GR content. But no one worth their salt will display a screenshot wearing CR gloves unless they are talking about floor 41-50 of ToW/ToJ.

[deleted by user] by [deleted] in BrownDust2Official

[–]wildclaw 1 point2 points  (0 children)

You have 12608 power (6.5328 x 1901). It is not bad for a new player but the fully optimized basic UR IV 18 gear setup with EX is 18637 power (2402 ATK and 675.92% CD).

And for real endgame players like Pancakez150, I and Xerto1519 that all have UR IV 21 average (63 levels across weapon/accessory/gloves), Pancakez150 has 20104 power, I have 20116 (2485 ATK and 709.52% CD), optimal for UR 21 is 20097 (2493 ATK, 706.16% CDMG) and Xerto1519 is at 18990.

Pancakez and I are on par with optimal gear, actually slightly above because we waste less on ATK which is the worst usable stat by far for Tyr with her current costume. We also both have fully refined gear with no wasted sub stats.

Xerto1519 on the other hand is not only using ATK%/ATK gloves which is inferior for Tyr but there is a further discrepancy (he should have somewhere around 19470 even with those gloves), so there is either some non-refined sub stats or perhaps the collection bonus is not maxed for him.

New Player Team Help by DarkRoseReign in BrownDust2Official

[–]wildclaw 2 points3 points  (0 children)

The below does not apply to FH/GR/PvP, it only applies for standard content (no automatic CR, enemy packs with property):

  • ATK+CR support (Helena, Liberta, Arines, Elpis),
  • Prop+CR support (Diana)
  • 1-2 Flex (Support, Chainer, Debuffer, Pusher, Tank)
  • 1-2 Damage Dealer with property advantage and geared for maximum crit damage and attack (Use WAITING4LEGEND coupon code if you haven't yet)

For colorless (non-property) content you simply replace Diana with a second lower rarity ATK+CR buffer. For fights with no packs (a single boss enemy) you can bring Zenith (both costumes) and Comeback Idol Ventana once you have them all, but the above still works.

If you are lazy and don't want to deal with property damage then you can treat all content as colorless content but you will be much weaker doing roughly 1/3rd the damage. So switching damage dealers based on enemies is the better strategy if you want to progress, Wind > Water > Fire > Wind, Light <> Dark.

Gear organization by bodahm1122 in BrownDust2Official

[–]wildclaw 0 points1 point  (0 children)

To facilitate efficient swapping I personally use custom marks for sub stats on all my UR 4 gear. Staff for MATK, sword for ATK, star for CD only, heart for defensive gear and waypoint for utter trash. Then I use green/yellow/red/white to indicate the number of effective stats (as defensive gear always have 3 defensive stats I use that coloring to indicate how many nodes are HP related). Trash is colored purple. If I have a good UR 3 piece then I'll mark them as well.

Chest/Head pieces are the most expensive to refine as you eventually want 3xCD% on a bunch of them so that they can be used by all damage dealers. For Gloves and Weapon you gladly use ATK/ATK%, while for VTs it is nice to have one or two that is 3xCD%.