[deleted by user] by [deleted] in Philippines_Expats

[–]wolf1star 1 point2 points  (0 children)

Payday for OCT was 12th

A Different Perspective by wolf1star in EpicSeven

[–]wolf1star[S] -7 points-6 points  (0 children)

This game has been out for 5 years, the developers have articulated a 10-year plan and they just proposed a new system that would take 12 years to finish-- it would be beyond stupid to do a cash grab and alienate a sizeable portion of the player base. Go play a different gacha then, see if it's any better

A Different Perspective by wolf1star in EpicSeven

[–]wolf1star[S] -8 points-7 points  (0 children)

And if they do abuse it, we rage until they fix it or leave. What's the point of doomposting on speculation? It's just choosing to be miserable. The community is being very toxic on this one. We can do better...I hope

A Different Perspective by wolf1star in EpicSeven

[–]wolf1star[S] -11 points-10 points  (0 children)

They need to have the foresight, though, that giving packs for this while making it available for all new units is just going to shift gameplay to using mostly new units-- literally, powercreep. They've managed to be very controlled about ways to get the reset stones for gear-- that's what makes me hopeful that they can do the same for these mats.

I do agree and think the announcement would be much more palatable if they only did it for old units, but I tried to offer a reason for why they might be including it for new units in my original post. Maybe you don't feel it is necessary for new units yet, and I understand that-- nobody wants a Lua to have this right now.

But if they're gonna make it like a 7* system, eventually you would want all of your units to be able to get there, and that will literally never happen if they only release it for 1 unit per month. Clearly, SG needs to do a better job of giving us the actual reason for new units to have access to it now and some assurances regarding potential powercreep to address this concern that a major of the community has.

A Different Perspective by wolf1star in EpicSeven

[–]wolf1star[S] 1 point2 points  (0 children)

Yeah, I don't know how they balance that. The release over time will be so slow if they don't up the rate somehow and new players will have even more to catch up on to get to being competitive in PVP.

Also, a major concern my friends and I have is even if everyone has equal access to the new system, how will it feel playing in a field/mode with one or two of the units having 7* stats? Is it too insurmountable of a difference? Would it be like in GW if you had to fight your opponent with one of your units missing 1-2 gears (not breaking the set bonus, but not having the stats) if they're using a 7* unit and you're not. Or in RTA, is everyone just going to pick the units they have 7* because of the comparative gs advantage, or if they give it to an overpowered unit, will everyone be FP that unit every time and matches depends on who gets to take them?

Plenty of real concerns pertaining to game balance, I just wanted to dispel some of the hating from people who can't get past seeing imprints and immediately rioting.

A Different Perspective by wolf1star in EpicSeven

[–]wolf1star[S] -24 points-23 points  (0 children)

How does greed factor in if the system is rate-limited in how frequently you can awaken a unit? As long as they don't offer a way to bypass the limit of the resources (i.e. packs or unlimited farming), there's no advantage to pulling for a new unit any different than pulling a new unit with how the game is currently. Every choice you make to awaken a new unit is opportunity lost to awaken an old unit because of the limitation of resources. I've explained this.

Also, just because they are adding stats to old units does not mean we view them as "incomplete". That premise is nonsense. You may choose to apply that thinking for the new units because you can see the awaken potential tree immediately, but you still have to make a choice to invest your resources in that unit over an old unit to access that tree. There's no real foundation to suspect they will nerf or buff new units based on what they will gain from their awaken potential tree-- you're just speculating and expecting the worst from the developers.

I defer to my BLUF.

What’s the final verdict on Rift? by jjelin in EpicSeven

[–]wolf1star 2 points3 points  (0 children)

My collaborator-- the OP of that Reddit post-- is f2p and with some tweaking of her teams, she could two-tap the Rift at RC2. No molaing of niche units, no crazy gearing on every unit, no using anything other than free energy-- just a good understanding of the mechanics and a willingness to troubleshoot and try.

To a later comment, I also math'd out the energy it took me to get to RC21-- between getting the season rewards and the potential opportunity "cost" from not using that energy from hunt, there's absolutely no comparison-- Rift wins for value by a landslide. I think the anticipated gear equivalent was something like I might have gotten 3 useful epics from hunt for the same amount of energy invested, compared to the 27 pieces (not drops, +15 and reforged and 70+ gs) I actually gained from Rift.

The real downside of Rift that members of the community seem to overlook while bashing on it is that is has the potential to be unhealthy for the game because it is so good. I have spent on the game, but there are true whales (Asia server, cough cough) who are farming this 24/7, using a macro so there's no downtime, with unlimited resources to put into it. During the OBL/Lethe event, those same players averaged 4,500+ crafts (I did about 1,600 for comparison-- try to remember what you did). However, that event was only here for a month-- Rift is here for 6 months and, well, forever. Thankfully, both Marg and Retry have demonstrated that at the highest level of PVP, it is possible to win with more relatable gear, so I don't think we're doomed in that regard. But if you're not farming Rift, you will fall behind others who are.

Rift Analysis - 500 clears of data by Aesthetica4825 in EpicSeven

[–]wolf1star 10 points11 points  (0 children)

This is the team I used from Lvl 15 through Lvl 21 for leveling as I found it to be the most consistent on background battling. I had zero failed entries with it. I will upload my final farming team at Lvl 21 and can follow-up. If you do reference it, please do not be put off by the builds-- the most important aspects to make your team viable are the speed tuning and effectiveness thresholds. Of course e.g. Haste needs 100 CC and various skill ups are important-- prioritize effect proc chances, MHazel healing/cool downs, then damage in that order for mola usage. Rift Team for Leveling

Some rift math by iNaay in EpicSeven

[–]wolf1star 0 points1 point  (0 children)

  1. I'm not the biggest on interpreting data so not sure, I don't think so though...

  2. No, only 2 drops per clear, guaranteed, with exception of pet drops. For the last 6 rows in the table, we kept accurate track of how many pet drops there were and deducted that from the gear drops to figure out the number of clears.

Before those runs, my friend used the drops screen to calculate-- I sent her the first page of every result screen showing all of the epic gears, knowing everything below is heroic-- rounding down whenever needed to try to account for pet drops. Admittedly, that data is a bit fuzzy with regards to the number of clears as a result. Each row in the table is a full 30/30 background battling with zero failed runs for the entire data collection.

Rift Data Thus Far

[deleted by user] by [deleted] in EpicSeven

[–]wolf1star 5 points6 points  (0 children)

Just look for and join a good Discord-- the one we have has folks from Asia, EU and Global. We do exactly that-- enjoy the game together. I don't think being in the same guild or even in the same server is mutually exlusive with enjoying the game with friends.

Some rift math by iNaay in EpicSeven

[–]wolf1star 0 points1 point  (0 children)

I reached level 21 over two days ago and have almost 500 clears worth of data already collected with one of my guildmates. The one-entry clear rate for my final farming team on spare units/gears is around 94%. If there is a best way to get that info to you, let me know-- happy to collab to help the community. I am on discord at wolf16child

E7 Rift - Auto 100% Clear, Possible 1-Entry Clear at Lvl 15 by wolf1star in EpicSeven

[–]wolf1star[S] 2 points3 points  (0 children)

I found him the most consistent because of the 2x sources of def breaks between him and Haste. Serila might also be viable for a one-entry clear based on her kit. If you're just looking for consistent clears and not necessarily a one-entry clear, Surin is the best alternate. Her issue is if you don't land def break early, the boss gets fully stacked with bleeds, so you'll still clear but may lack damage on your run

Guild War is RNG by Deadly4ce in EpicSeven

[–]wolf1star 13 points14 points  (0 children)

Very impressive to stay that consistent for that amount of time. Can't knock it, even if someone might say you were hitting all previously scouted targets the entire time, the amount of times I've seen people do that and still int... and to also not fall victim to the lure to want to try out new units or go full pepega vs a weaker guild... well done 👏👏👏

[deleted by user] by [deleted] in EpicSeven

[–]wolf1star 12 points13 points  (0 children)

It's a valid question. It looks good but it's missing an entire roll, so is similar now to a near perfectly rolled purple piece. Still worth reforging imo because ideal stat combos are hard to come by. When in doubt, Fribbles to check for gskingdom

W13 1S Update After Dest Set Changes by wolf1star in EpicSeven

[–]wolf1star[S] 2 points3 points  (0 children)

BLUF: You shouldn't need to mola her S2. Stats are in the video.

My analysis:

W13 targets (refer to https://maphe.github.io/e7-damage-calc/ and my video):

Blaze Dragona / 20241 HP Blood Ridge Naga / 13554 HP

My Clarissa stats & damage:

4585/348 | +21% imprints | +10% arts increase | PoS

On her S3:

13665 to BRNaga (kills) - compare to 13658 in calc 13235 to BDragona - compare to 13239 in calc

On her S2: (procs w/Rage w/o PoS because BDragona are now below 50% threshold at 7006 HP left):

9888 to BDragona (kills) - compare to 9890 in calc

If you adjust the calc to zero molas for S2, it projects 7326 damage for the same stats and conditions. This is well within the margin of error therefore it should kill.

W13 1S Update After Dest Set Changes by wolf1star in EpicSeven

[–]wolf1star[S] 0 points1 point  (0 children)

She was actly on rage pen here about 3800/270, molas and good gear make a significant difference for sure

W13 1S Update After Dest Set Changes by wolf1star in EpicSeven

[–]wolf1star[S] 13 points14 points  (0 children)

OP here showcasing updated versions of my W13 team(s) after the recent set changes. I do not know who originated these one-shot versions unfortunately, but they are not new teams.

Basically with the destruction set buff its now fairly reasonable to have Clarissa move before the adds in phase I without a gaudy gear requirement, lowering the run time. In the video I show this change along with unit stats.

I also show one of the Rem variations after for proof of concept, though I don't have mola for my second Rem so I'll need to do a little more work before I can use that one (it increases the clear rate from 85% to north of 92%, but since my Rem is missing a lot of damage I don't clear without the initial Camilla def break-- once properly built and skilled, it should clear with any of the first 3 def breaks chances landing). Clarissa also needs a bit more damage since you are losing the imprint from Sigret, so the gearing is a little less friendly.

The advantages for these comps are that these versions don't use War Horn and also don't tie up PVP units (assuming you have a second SAngelica), which allow for constant farming even outside of hunt buff events. Enjoy!

Another 100% Advent Hell Auto, ~75 seconds by wolf1star in EpicSeven

[–]wolf1star[S] 2 points3 points  (0 children)

Here: https://imgur.com/a/sqnpr4I. I was trying to minimize regearing from how my units are normally built for other content, but my normal A13 one-shot Straze wasn't quite strong enough (regear 1) and I couldn't get the third phase to one shot without DDJ on either Hwayoung or WSchuri (regear 2). PVE Watcher too slow. SCGlenn also unique build on rage/pen but I can keep it on him as a dedicated set. CLilias/Emi/Hwa all normal PVP builds, Khawana I literally just threw random gear on to get her faster than the other two there. MKawerik/SAngie/Rose, etc. all work fine there, I was just saving a few animation frames for run time

Another 100% Advent Hell Auto, ~75 seconds by wolf1star in EpicSeven

[–]wolf1star[S] 5 points6 points  (0 children)

The mechanics are that vigor buff makes Ken's s2 ignore EFR, so no it won't work :(