this post was submitted on 01 Aug 2023
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Arknights

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Arknights is a free-to-play mobile Tower Defense gacha game developed by Hypergryph. Lemmy users, please visit the original instance for the full rules. But TL;DR, No NSFW art, very low effort shitposts, english only, no AI art, no excessive self-promo.

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(All skills assuming at SL7. Gacha units assumed to be at Pot 1. Welfare unit assumed to be at Pot 6.. All units are assumed to be at E2 MAX and 100% Trust)


##*Bryophyta - 5 Guard [Instructor] (Welfare)**

Stats (with 100% Trust): 1900 HP // 685 ATK // 456 DEF // 0 RES

Cost: 13 --> 15

Trait: Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%

Talent: When Bryophyta is not blocking any enemies, increases DEF for all melee operators within the surrounding 8 tiles by 14%. Increases DEF for self when blocking enemies by 14%

Skill 1 [Attack Recovery/Automatic Activation]: Increase the ATK of the next attack to 200% (M3 - 230%)

  • [0 Initial SP || 4 (M3 - 3) SP Cost]

Skill 2 [Per Second/Manual Activation]: Increases ATK for self by 60% (M3 - 80%), and increases DEF for the melee operator with the highest Block Count within the surrounding 8 tiles by 60% (M3 - 80%) (if there are no melee operators within the surrounding 8 tiles, this effect is gained by self)

When this skill ends, Stuns self for 6 (M3 - 5) seconds

  • [30 (M3 - 35) Initial SP || 350 SP Cost || 30 Seconds]

Base Skill 1: When this Operator is assigned to a Factory, Precious Metal formula related productivity +30%

Base Skill 2: When this Operator is assigned to a Factory, provides an additional +5% productivity for every [Precious Metal Skills] in the same Factory ([Precious Metal Skills]: Includes the following skills: Metalwork α, Metalwork β)


#*Poncirus - 5 Vanguard [Pioneer]**

Stats (with 100% Trust): 2215 HP // 475 ATK // 410 DEF // 0 RES

Cost: 11 --> 13

Trait: Can block 2 enemies

Talent: After being deployed for a certain duration, increase Max HP by 15% (Pot 5 - 18%)

Skill 1 [Per Second/Manual Activation]: When skill is activated, gain 12 DP

  • [14 (M3 - 20) Initial SP || 38 (M3 - 35) SP Cost]

Skill 2 [Per Second/Manual Activation]: When skill is activated, gain 11 (M3 - 12) DP. Within the skill duration, increases ATK by 20% (M3 - 35%) and DEF by 50% (M3 - 65%)

On the 2nd cast and onwards, gain 1 DP every 4 seconds and duration becomes infinite

  • [25 Initial SP || 44 (M3 - 40) SP Cost || 15 Seconds]

Base Skill 1: When this Operator is assigned to the Workshop to produce Base material, the production rate of byproduct increases by 75%

Base Skill 2: When this Operator is assigned to the Workshop to produce Base material, reduces the Morale consumed by all corresponding formulas that cost 4 by 2


#*Swire The Elegant Wit - 6 Specialist [Merchant]**

Stats: 2660 HP // 865 ATK // 457 DEF // 0 RES

Cost: 7 --> 9

Trait: Has reduced Redeployment Time, but DP Cost is not refunded upon retreating; While deployed, 3 DP are consumed every 3 seconds (automatically retreats without sufficient DP)

Talent 1: Gains 1 Gold Coin when activating skills (can be consumed through skills), during skill duration, when DP is consumed by her Trait, gains 1 Gold Coin, and increases ATK for self by 4% (can be stacked up to 8 (Pot 5 - 9) times)

Talent 2: When taking fatal damage, if there is sufficient DP, consumes 5 DP and restores HP to 70% (Pot 3 - 80%). DP consumed doubles for each time this talent is triggered

Skill 1 [Passive]: Consumes 1 Gold Coin. The next attack restores HP for an ally within the surrounding 8 tiles below 70% HP equivalent to 55% (M3 - 80%) ATK

When equipped with this skill, Swire can hold up to a maximum of 3 Gold Coins

  • [0 Initial SP || 0 SP Cost]

Skill 2 [Passive]: Consumes 1 Gold Coin to place a Champagne Bomb on a deployable and passable ground tile within range. Champagne Bombs deal 170% (M3 - 200%) Physical Damage to the first enemy that steps on it, and inflicts [Slow] for 2 seconds

Champagne Bombs can deal an additional hit after being on field for 3 seconds; When equipped with this skill, Swire can hold up to a maximum of 5 Gold Coins

  • [0 Initial SP || 0 SP Cost]

Skill 3 [Per Second/Automatic Activation]: Attacks deal damage twice, when Swire kills an enemy, gains one Gold Coin. When deactivating her skill, consumes all Gold Coins to deal random attacks to enemies in front. Deals one instance of 120% (M3 - 150%) Physical Damage for each Gold Coin consumed, and pushes the target back with small (M3 - medium) force

Infinite Duration, can manually deactivate skill; When equipped with this skill, Swire can hold up to a maximum of 10 Gold Coins

  • [0 Initial SP || 5 SP Cost]

Base Skill 1: When this Operator is assigned to a Trading Post, order acquisition efficiency +20%

Base Skill 2: When this Operator is assigned to a Trading Post, for every order limit increase provided by operators in the Trading Post, order acquisition efficiency +4%

Additional Details

Talent 2

  • When Talent 2 is triggered, gains 0.01s of Undying. Healing effect is triggered after Undying effect ends

  • When redeploying, resets the DP cost needed to trigger Talent 2

S3

  • Pushes out radially, Gold Coins are fired at an interval of 0.07s

#*Eyjafjalla The Hvit Aska - 6 Medic [Wandering Medic]**

Stats: 1639 HP // 469 ATK // 109 DEF // 10 RES

Cost: 14 --> 16

Trait: Restores the HP of allied units and recovers Elemental Damage by 50% of ATK (can recover Elemental Damage of unhurt allied units)

Talent 1: Normal attacks additionally recover HP and elemental damage equivalent to 10% of the healing amount for 6 seconds (stacks up to 3 times)

Talent 2: Increases max HP by 6% (Pot 5 - 8%) and decreases elemental damage taken by 12% for all allied units within Attack Range

Skill 1 [Per Second/Automatic Activation]: Increases ATK by 30% (M3 - 40%), heals an additional ally, and all allied units within Attack Range recovers elemental damage equivalent to 6% (M3 - 8%) ATK per second

Infinite Duration

  • [0 Initial SP || 68 (M3 - 60) SP Cost]

Skill 2 [Per Second/Manual Activation]: Immediately heals all allied units within Attack Range once, and creates an Elemental Barrier that absorbs elemental damage equivalent to 650% (M3 - 900%) ATK for allied units within its range that lasts for 14 (M3 - 20) seconds

  • [0 Initial SP || 24 (M3 - 20) SP Cost]

Skill 3 [Per Second/Manual Activation]: Attack Range becomes global, healing changes to 5 bursts of 45% (M3 - 60%) HP and elemental damage recovery and prioritizes healing different targets, and increases the effect of Talent 2 to 3.8x (M3 - 5x)

  • [40 Initial SP || 70 (M3 - 60) SP Cost || 50 Seconds]

Base Skill 1: When this Operator is assigned to be the Trainer in the Training Room, Medic Operators' Specialization training speed +30%, if the trainee's Job Branch is Wandering Medic, training speed will be further increaed by +45%

Base Skill 2: When this Operator is assigned to a Dormitory, for every Wandering Medic in Base (not including assistant), increases the morale recovery speed for all operators in that Dormitory by 6% (stacks up to a maximum of 4 times)

Additional Details

Talent 1

  • When first talent is stacked, duration is refreshed

S1

  • The elemental damage recovery per second also applies to operators that cannot be healed by other units (e.g. Musha subclass)

S2

  • All units within Attack Range (including operators that cannot be healed by other units) will share the shield provided by the Elemental Barrier

  • Skill priority is -2000

  • The shield amount provided by the Elemental Barrier is based on Eyja's ATK when activating her skill

  • If there is already an Elemental Barrier present, reactivating this skill will reset the barrier's shield amount and duration

S3

  • When skill is activated, vision shrinks to her own tile

  • Priority selection: Units that haven't been selected by this skill yet > Unit with the lowest HP percentage > Unit with the lowest elemental value > Unit that is deployed earlier


##Update Contents:

[Content]

[Operators’ Records] is updated for the following operators:

  • Saileach

  • Bryophyta

  • Myrtle

  • Humus

[Paradox Simulation] is updated for the following operators:

  • Myrtle

  • Humus

[Exclusive Module] is updated for the following operators:

For Talent Upgrades, numbers are taken at Elite 2 Potential 1 unless otherwise stated. Bolded indicate the change for that current module stage

Operator Stage Stat Buff Special Buff
Gavial the Invincible 1 HP +150, ATK +45, DEF +23 Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 HP +180, ATK +60, DEF +29 Talent Upgrade: Increases ATK and DEF by 10% -> 13%, increased by a further 4% for each blocked enemy
3 HP +200, ATK +73, DEF +34 Talent Upgrade: Increases ATK and DEF by 13%, increased by a further 4% -> 5% for each blocked enemy
Blaze 1 HP +240, ATK +50 Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 HP +270, ATK +70 Talent Upgrade: Gains Status Resistance after being deployed for 15 seconds, gains +4% ATK after being deployed for 30 seconds, gains 7 ASPD after being deployed for 45 seconds
3 HP +285, ATK +86 Talent Upgrade: Gains Status Resistance after being deployed for 15 seconds, gains +4% -> +6% ATK after being deployed for 30 seconds, gains 7 -> 12 ASPD after being deployed for 45 seconds
Broca 1 HP +100, ATK +30, DEF +18 Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 HP +130, ATK +42, DEF +22 Talent Upgrade: Increases ATK and DEF by +12% -> +15% when blocking 2 or more enemies
3 HP +155, ATK +50, DEF +24 Talent Upgrade: Increases ATK and DEF by +15% -> +17% when blocking 2 or more enemies
Specter 1 ATK +34, DEF +30 Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 ATK +52, DEF +42 New Talent: When Specter is on the battlefield, increases damage dealt by all [Abyssal Hunters] by 3%
3 ATK +60, DEF +48 Talent Upgrade: When Specter is on the battlefield, increases damage dealt by all [Abyssal Hunters] by 3% -> 5%
Savage 1 ATK +30, DEF +22 Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 ATK +50, DEF +27 Talent Upgrade: ATK and DEF increases by +10% -> +13% when there are 2 or more adjacent ranged tiles
3 ATK +60, DEF +30 Talent Upgrade: ATK and DEF increases by +13% -> +15% when there are 2 or more adjacent ranged tiles
Estelle 1 HP +70, ATK +32 Trait Upgrade: Attacks multiple targets equal to their Block Count, decreases Physical damage taken by 20% when HP is above 50%
2 HP +100, ATK +43 Talent Upgrade: Restores HP by 14% -> 16% of max HP when there is an enemy killed within the 8 surrounding tiles
3 HP +120, ATK +52 Talent Upgrade: Restores HP by 16% -> 18% of max HP when there is an enemy killed within the 8 surrounding tiles
Executor the Ex Foedere 1 ATK +40, DEF +24, ASPD +5 Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 ATK +50, DEF +32, ASPD +6 Talent Upgrade: When attacking, there is a 20% -> 30% chance to deal an additional hit that ignores 150 DEF. When skill is activated, this chance increases by 5% for every 1 ammo spent. The increased chance resets when the skill ends
3 ATK +60, DEF +40, ASPD +7 Talent Upgrade: When attacking, there is a 30% -> 35% chance to deal an additional hit that ignores 150 -> 300 DEF. When skill is activated, this chance increases by 5% for every 1 ammo spent. The increased chance resets when the skill ends
La Pluma 1 HP +160, ATK +18, DEF +18 Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 HP +200, ATK +24, DEF +24 Talent Upgrade: ASPD +3 after defeating an enemy (stacks up to 12 times); +5% ATK after reaching the maximum number of stacks
3 HP +240, ATK +30, DEF +30 Talent Upgrade: ASPD +3 after defeating an enemy (stacks up to 12 times); +5% -> +8% ATK after reaching the maximum number of stacks
Highmore 1 HP +160, ASPD +4 Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 HP +230, ASPD +5 Talent Upgrade: Recover 35 -> 40 Elemental Damage per enemy hit during attacks, up to Block count
3 HP +300, ASPD +6 Talent Upgrade: Recover 40 -> 45 Elemental Damage per enemy hit during attacks, up to Block count
Humus 1 HP +100, ATK +10, DEF +14 Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 HP +150, ATK +15, DEF +22 Talent Upgrade: HP gained exceeding max HP is converted to Barrier (up to 100% of Max HP); +5% DEF when having a Barrier provided by self
3 HP +200, ATK +20, DEF +30 Talent Upgrade: HP gained exceeding max HP is converted to Barrier (up to 100% of Max HP); +5% -> +8% DEF when having a Barrier provided by self
Swire The Elegant Wit 1 HP +130, ATK +25, DEF +35 Trait Upgrade: Has reduced Redeployment Time, but DP Cost is not refunded upon retreating; While deployed, 3 --> 2 DP are consumed every 3 seconds (automatically retreats without sufficient DP)
2 HP +180, ATK +35, DEF +43 Talent Upgrade: Gains 1 Gold Coin when activating skills (can be consumed through skills), during skill duration, when DP is consumed by her Trait, gains 1 Gold Coin, and increases ATK for self by +4% -> +5% (can be stacked up to 8 times)
3 HP +200, ATK +40, DEF +50 Talent Upgrade: Gains 1 -> 2 Gold Coins when activating skills (can be consumed through skills), during skill duration, when DP is consumed by her Trait, gains 1 Gold Coin, and increases ATK for self by +5% (can be stacked up to 8 times)
Poncirus 1 HP +180, DEF +32 Trait Upgrade: Blocks 2 enemies; Gains +8% ATK and DEF while blocking enemies
2 HP +225, DEF +35 Talent Upgrade: After being deployed for 30 seconds, increase Max HP by +15% -> +18%
3 HP +260, DEF +37 Talent Upgrade: After being deployed for 30 seconds, increase Max HP by +18% -> +20%
Bryophyta 1 HP +120, ATK +40 Trait Upgrade: Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120% --> 130%
2 HP +160, ATK +52 Talent Upgrade: When Bryophyta is not blocking any enemies, increases DEF by +14% -> +17% for all melee operators within the surrounding 8 tiles. Increases DEF by +14% -> +17% for self when blocking enemies
3 HP +190, ATK +60 Talent Upgrade: When Bryophyta is not blocking any enemies, increases DEF by +17% -> +19% for all melee operators within the surrounding 8 tiles. Increases DEF by +17% -> +19% for self when blocking enemies

◆ Chinese voiceover is updated for certain operators:

  • Eyjafjalla The Hvit Aska

  • Swire The Elegant Wit

  • Poncirus

  • Bryophyta

◆ English/Korean voiceover is updated for certain operators (too long, not listing out)

◆ Dialect voiceover is updated for certain operators:

  • Swire The Elegant Wit

◆ Optimization of Module and Operator Display Interface. For more information, please refer to this post

◆ Preloaded data for new [Standard Headhunting] & [Distinction Store]

◆ Preloaded data for new [Kernal Locating]

◆ Added a new term [Elemental Barrier]

[Combat]

◆ Fixed an issue where the Flowing Shapes summoned by Muelsyse' Talent [Pure Water is Life] is abnormal under certain circumstances (Explanation: Certain operators can be duplicated infinitely, check this video for demonstration)

◆ Fixed an issue where the visual effects of Typhon's skill ["Eternal Hunt"] is abnormal under certain circumstances

◆ Fixed an issue where the logic of searching for valid enemies within Attack Range for Reaper subclass is abnormal under certain circumstances

◆ Fixed an issue where the logic of searching for valid enemies within Attack Range for Manfred is abnormal under certain circumstances

[Others]

◆ 4 bugs related to IS#4 fixed (don't play IS#4 so not sure what those bugs mean)

◆ Fixed an issue where [Famiglia Limo], [Famiglia Luxury Limo], and ["Partner"] isn't classified as "Machina" in Enemy Archives

◆ Fixed an issue where "Elemental Damage" in the description of Highmore's Talent [Sustenance from the Reaper] lacks an explanation for it

◆ Optimized certain in-game screens

◆ Optimized and corrected some text

◆ Optimized and fixed certain parts of the UI

[Skins]


Credits: PRTS, /u/Reddit1rules, /u/Boelthor

top 6 comments
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[–] [email protected] 5 points 1 year ago* (last edited 1 year ago) (2 children)

First impressions:

Bryophyta

  • Bryophyta is an Instructor, a notoriously weak branch; not off to a good start.
  • His talent sets the tone for his kit: pure Defense buffing is of limited use, and he comes with a range restriction to boot.
  • His module tries to give him better numbers, and doesn't do much.
  • His s1 is a beta skill like 4*s have rather than the vastly superior gamma version that 5-6*s (except Savage) get, and is consequently not very good.
  • His s2 is another Defense buff with a poor rotation and unecessary Stun.
  • Someone at HG really hates this man.

Poncirus

  • Pioneers are a relatively basic branch, not much to say about them.
  • Poncirus's talent is a decent HP boost, and her max HP is already on the high side for her branch.
  • Poncirus's module further doubles down on her general role as a statstick.
  • S1 is a generic skill.
  • S2 is her primary draw; the Attack buff isn't enough for her to handle most non-trash mobs, but between her naturally high Defense,this skill, her module, and her trait she gets a considerable amount of bulk for a Vanguard. An average 0.25 DP/s once the skill is infinite is on the low end compared to other autoactivation DP skills (her own s1 gives ~0.32 DP/s).
  • Poncirus is rather good at what she does (afk tanking+DP gen while disposing of trash mobs); her main problem is that what she does is of limited relevance. Still, it's neat to have the option.

Swire the Elegant Wit

  • Merchants have surprisingly high stats, on par with Guards, while also being frds. The DP drain can be costly, but module will help with that.
  • Talent 1 is mostly a nontalent like Summoners get, free Attack is a useful bonus at least.
  • Talent2 can potentially be very useful for stalling, and in general provides a safety net when using her.
  • Module 1 is effectively mandatory to reduce the DP gen; mod2 is a small damage boost, and mod3 is only for s3.
  • S1 effectively has a 3s cooldown and can hold 3 charges. Having an frd ground Medic like this is potentially very useful utility, and alongside talent 2 Swire2 herself becomes very hard to kill.
  • ~~S2 effectively has a 3s cooldown and can hold 5 charges. It's a weird skill, turning her into a grounded Trapmaster; the damage numbers on it look reasonable, hitting just over 5k total damage/bottle if maxed out. The main downside is that the limited range makes it hard to hit any given enemy with more than 2, which will probably make this skill unsuitable for regular use.~~ The livestream had said that bottles couldn't be placed on enemy-occupied tiles, but it turns out that was a mistake. Being able to drop the bottles on enemies makes this skill considerably better, allowing it to function as a sustained dps skill, and letting her capitalize on the Slow by spamming bottles onto affected enemies. Also, something I forgot to mention is that this skill and s1 both have no SP lockout, meaning that they're equivalent to a skill that has a 2s cooldown with SP lockout.
  • S3's double hit is good for dps on its own, especially with talent 1; a maxed Swire2 can put out ~2.5k dps. But the main draw is the yeet nuke; due to how push works it won't be much, if any, use on bosses, but ti can send most enemeis to the other side of the map.
  • Swire2 continues the Merchant tradition of having a grab bag of weird abilities, and will likely have variety of uses in more tactical clears, though those more inclined to brute force thigns probably won't bother with her.

kbin character limit too low

[–] [email protected] 5 points 1 year ago

Eyjafjalla the Hvit Aska

  • Eyja2 is a Wandering Medic, letting her heal annoying elemental damage. She's also the first 6* gacha nondps Medic since launch.
  • Talent 1 is a simple improvement to her hps and elehps, and being a heal over time helps avoid overhealing. It's much stronger than it may seem, since it's per second rather than using ter 2.85s attack interval.
  • Talent2 on its own is fairly minor, but still helps her do her job.
  • S1 is surprisingly a top sustained hps skill and has ele healing to match, alongside the passive ele regen from this skill being able to affect normally unhealable operators.
  • S2 gives a huge chunk of elemental Barrier, but all affected operators use the same pool of Barrier; fantastic for keeping a single target from taking ele damage, terrible for keeping groups safe.
  • S3 is good but not gamechanging in terms of hps, though it is excellent when it comes to elehps. The main draw is the global range and bringing talent 2 to +30% max HP and a whopping 60% elemental damage reduction, effectivelly turning off ele damage for its duration.
  • Eyja2 is another operator who's very good at what she does, but what she does is of limited relevance. As annoying as elemental damage can be, you can normally just play around it, and the Berries are sufficient for most situations. And while s1 is still a great skille ven if only considering HP healing, so many operators these days heal themselves, and there are healers with more offensive benefit as well.

Modules

  • Centurions already have arguably the best chassis of any branch; CEN-X's 110% ascale is a straightforward and useful buff that's worthwhile on any of them you use.
  • Blaze's mod3 gives her 2064 dph and 1927 dps at e2 90 with s2m3, up from 1650 dph and 1375 dps. That's 25% more dph and 40% more dps, massive improvements by module standards. It's still just numeric improvments so it won't fundamentally change how you use her, but it's hard to pass up if you do use her.
  • Gavial2's module upgrades are comparatively weaker and diluted by her larger +% Attack from skills; on top of that s2 often won't even get the benefit of the trait upgrade.
  • Specter1's mod3 amounts to 24% more personal dps; while the AH buff is weak it's still worth considering for the improvement she gets alone, and if you are using other AHs regularly it just gets more valuable.
  • Broca and Savage both got mediocre upgrades.
  • Estelle is the only current recipient of CEN-Y, reinforcing her role as a tank, and both the module and upgrades are fairly good if you use her.
  • Reapers also have a great chassis, and REA-X is a substantial 20% increase to their self-healing (except Humus s1); as with CEN-X getting mod1 is very valuable.
  • Executor2's module nearly doubles the chances of him getting a bonus hit, and adds a lot of Defense ignore to those bonus hits. This amounts to ~30% more dps during his skill downtime (not doing the math for during uptime), and improves his SP gen by 20% on average. While it won't entirely fix the awkwardness of his rotations, I think it's effectively mandatory if you want to use him.
  • La Pluma's upgrades are just fairly minor extra damage, with the main reason you'd consider them being that Pluma herself is already very good.
  • Highmore, now that IS3 is over, is effectively La Pluma but worse; this module does lean into her one advantage, but it's not much.
  • Humus is another La Pluma downgrade with weaker module upgrades.
  • Overall, this batch is very good for mod1s, not so much for mod3s, with the exceptions of Exec2, Blaze, and Spec1.

As far as patches go, this one is rather boring. The welfare is terrible, the 5* is okay in a weird niche, and both the 6*s are relatively situational units that you could probably get away with borrowing when needed rather than pulling them. Modules are very cost-efficient with mod1 being the best level, and are a "the rich get richer" lineup.

[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)

Bryopytha s2 is another Defense buff with a poor rotation and unecessary Stun.

Regardless of its power level I wonder what's the ruling on his S2; if you have multiple operators with the same block count in his range do they all get the buff or only one of them?

Because if another operator got Bryo S2 but as an ATK buff it'd be a cool mini-buildaround ability (it'd be Cerebro from Marvel Snap)

[–] [email protected] 5 points 1 year ago

Hey everyone! Figured I'd post my module analysis here, just in case anyone wants to read extensive rambling!

Here you go

Super TL;DR:

Note these recommendations aren't showing how meta the op is, just how valuable the module is to them.

  • Good Base Module - Savage, Broca, Gavialter (unless you only use S2), Poncirus, Highmore, Swire2, La Pluma, Humus
  • Good Level 2 - None
  • Good Level 3 - Estelle, Blaze, Exec2
  • HG's favourite faction - Specter
  • Not worth - Bryo, Gavialter

A whole 13 modules this patch! And both new guard archetypes, finally! No second modules, but with this many it's not hard to see why they stopped for a batch (although this does slow it down even more...). You know this is definitely gonna be a longer analysis!

Biggest winner this patch is Exec2 for sure - more damage, more healing, faster cycles, defense ignore - everything is great! Blaze is a good increase to DPH/DPS, and Estelle gets a good amount of healing.

As for the new units:

  • Bryo sux lol - S2 has bad cycle, enough competition in a bad niche, might stun the buffed unit, and S1 DPS is less than Dobermann.
  • Poncirus is basically a defender who blocks 2 and produces slight DP (less than a 4* Pioneer S1) - fully maxxed out has around 3k HP, 650 DPS, and 773 DEF. Not bad, but could be more offensive imo.
  • Swire2 seems pretty good, a more offensive Merchant compared to Lee who has more defensive gimmicks. S1 can heal for ~1k, S2 deals ~2.5k/5k, and S3 has a DPS of ~2.2k, with a total burst of 17k.
  • Eyja2 is very strong - S1 seems like the main skill. Once ramped up, and healing (2) target(s) consistently, it has a HPS of 427(854) and an elemental HPS of 365(729). These are insane numbers - the same HPS as Lumen S3, for comparison. S2 seems nice, but rather niche as a barrier that strong seems unnecessary beyond IS#3 or the likes. S3 is also pretty nice with true global healing, but the main aspect is the HP and elemental damage reduction. Healing 1 target has 634 (387) elemental HPS, similar to Mulberry S2.
[–] [email protected] 3 points 1 year ago

Additional details about Eyja2 and Swire2:

##Eyja2

Talent 1

  • When first talent is stacked, duration is refreshed

S1

  • The elemental damage recovery per second also applies to operators that cannot be healed by other units (e.g. Musha subclass)

S2

  • All units within Attack Range (including operators that cannot be healed by other units) will share the shield provided by the Elemental Barrier

  • Skill priority is -2000

  • The shield amount provided by the Elemental Barrier is based on Eyja's ATK when activating her skill

  • If there is already an Elemental Barrier present, reactivating this skill will reset the barrier's shield amount and duration

S3

  • When skill is activated, vision shrinks to her own tile

  • Priority selection: Units that haven't been selected by this skill yet > Unit with the lowest HP percentage > Unit with the lowest elemental value > Unit that is deployed earlier

##Swire2

Talent 2

  • When Talent 2 is triggered, gains 0.01s of Undying. Healing effect is triggered after Undying effect ends

  • When redeploying, resets the DP cost needed to trigger Talent 2

S3

  • Pushes out radially, Gold Coins are fired at an interval of 0.07s

Credits: PRTS

[–] [email protected] 2 points 1 year ago

Gonna def save for the Eyja2 banner. With how annoying Elemental damage still is she just looks like an upgraded version of honeyberry. Plus the talent 2 is too good.

Also Specter OG getting more damage for herself and team is just fantastic.

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