Fuck, I hate not having skill queue. I don't give a flying fuck about status messages from players that put X monster into Break/Overdrive. I can see that for myself on the other parts of the screen; quit making me click through your obnoxious crap to get to my skill that won't go off now because the battle is over.
Not to mention no more on-click Co-Op join either.....
I had to completely empty that 2nd treasure chest to get my weapon tonight. I think I've done about all I can with this battle, any more and I'm just wasting AP/EP items. With all of the food from these past few events I'm 15k from level 150 Qinglong spear.
I have a 3* harp from 1st battle I was in, a 2* axe, and a 2* dagger. I had such beginner's luck with that harp. Not sure what I should set as my goal for next battle.
Both the Dagger and Harp are excellent low-cost mainhand weapons for mid-game grids. The weapons get their unique ougis after the very first awakening stage, so you can use them immediately in Light element or change the element in the next step to whatever you need.
The Dagger's unique ougi gives DA/TA+ for the whole team while the Harp's unique ougi is a 2k HP heal for the whole team. You'd have to get them up to 3* before you can start the upgrade process though, so it'd take another session to get the Dagger up and running. Harp is really just great, though.
Most say the Dagger, if you're not going for a specific GW chracter. The harp seems more late game, once you've got a grid and characters going and need the heals in HL fights. Do realize it takes a bunch of materials just to awaken any single item, as well as skill level 10, so it's an investment no matter what you chose to do. Personally, I'm going for Siete, so even if wind sword isn't end-game optimal, it's currently my strongest weapon and will be for some time.
So, for my next job, I'm debating between Mystic and Assasin, which is +1 charge gauge on attack or 1% double attack. Not really sure what's better, but I'm leaning towards the +charge on attack.
You don't need skill level 10 to unlock the first form of the unique ougis. Those only require level 100 and a bunch of Light element materials (50 light dragon scales and 50 silver certs are the grindiest part). It does require skill level 10 if you want to change the weapon's element though.
The harp is way more useful before HL than it is in HL. SS was and still is my go-to soloing class and since I have no healers it was always nice. In HL there's usually at least 2 bishop/sages spamming heals so it's not as important. I also only get to play SS in Apollo HL so it's even more useless.
Both teams were planning to throw the match; then in the final 40min both teams noticed the other was trying to throw, so then both try to win. Lol.
So I feel like I'm missing something somewhere. I have two roughly comparable teams using what really shouldn't be two comparable grids. According to attack calculators, my Fire grid should have a solid 40k attack lead on my Light grid. Despite this, my Fire team falls significantly behind in both burst firepower and DPS. It's really frustrating because I don't feel like there's very much more for me to eke out of it besides incremental upgrades (S8 SR Axes to S10 SSR canes only add about 4-5k each because of the base damage loss, it's kinda disgusting)
Fire Grid (DF). Fire Grid (SS). This team runs 95 Magisa, 97 Yuel, 80 Clarisse, 70 Sen, and 90 Teena. Everyone in my main line has some preferred weapons in these grids.
Light Grid. This team runs 80 Jeanne, 94 Amira, 80 Ferry, 80 Albert, and 70 Mecha-Nick/Shirou. It has stat sticks and incomplete weapon skills.
While my Light MC pops off 700k+ ougis and damage cap crits, my Fire MC struggles to break 250k-300k ougis. Even Magisa, who has the single highest attack stat of all my characters, a self-buff of +50% Fire damage in Morax mode, and a Fire Resist Down debuff on her ougi isn't coming close to the numbers Amira, Jeanne, or even Ferry put out. I know that locking so much of Fire's firepower behind nukes (that team has 6 nukes to Light's 1) tanks its DPS, but even bursts fall short.
What's the deal? Is the lolfire meme so strong that even with a mathematically superior grid it falls short?
Not sure what MC / skills you're running, but Ferry's Ougi buff, and Jeanne's Rage will help boost your light damage (whose grid has over 15% more ATK to begin with). Even Magisa's self-buff won't compete with that.
The Light grid shows a higher base damage (38k vs 35k), but lack of skills "should" bring it to a significantly lower total damage (277k vs 239k). I usually run Ninja on Light, which does have a conducive kit (atk buffs, etc). I run Superstar more often on Fire because that team doesn't have any team-wide multiattack buffs and Fire Ninja is way less useful. Ultimately, both teams run capped def down and have an elemental resist down debuff. My Summon actives include Carbuncles (element+), Anat's large Atk+, and usually Lucifer's Atk+ in the case of my Light team's support so I don't miss Rage too much, but it does have some impact. Still, a nearly double ougi damage kind of impact?
edit: of course, right after typing all this I get another Colossus staff drop.
So your light is Chev x Lucifer, and fire is Col x Athena? That's going to account for some of the difference as well. And I think Ferry's Ougi buff is 50/60%, so that's quite significant as well. And if you're comparing light crits to fire normal hits, then that'll be all the difference.
God damn, I did 16 Hard fights and found two Anima total, and only two yesterday, in as many fights. Casino changes are coming when? Going from 2-3 omega a day to one every few days is a total kick in the nuts, especially when SSR still rarely drop in red chests and almost never on flips.
5-0!
Also at 275 medals again but I can't even MLB my bahamut until next GW since I bought the stone during qualifiers and it doesn't restock....
Legfest in 5.5 hours. Summer Narmaya (Water SSR) is being released. Other new characters are Summer JJ (Earth SR) and Summer Renard (sp? Dark R). Dark Jeanne is added to the pool permanently. Anchira will be present for Legfest along with Story SSRs. New event Loyalty SR is Jin (Wind).
Started saving my bonus draws for PST mornings, just to be able to roll an extra time on legfest.
BTW, Naru's artist has no clue how to hold a sharp object....
Also, Naru seems to get assassin break this time, instead of overdrive break, which I hear is generally more useful. I can't really make out the rest, but she does appear to function in a similar dance, but with different effects.
Katanas only have blades on one side, so she's not necessarily liable to bisect herself. I do agree that it's a silly and almost certainly uncomfortable pose regardless, lol.
I didn't get a stance vibe from her necessarily. The names don't match up. Her S1 seems to be a variable element nuke which gets stronger the more times its used but decreases Narmaya's defense. S2 is a dispel and multiattack+ which costs 15% of her max HP and also gets stronger the more times its used. S3 is Break Assassin and +Crit combined which can be pretty nasty - again with the increasing power gimmick. Zoe uses a similar mechanic I think?
Might be good for longer fights I guess. idk who Water's main endgame DPS is to compare her to. Lancelot? Maybe that new cyborg dude. She looks solid at first glance.
Why is BA better than OA? Break tends to last way less time than overdrive. Less time to get up buffs.
40 rolls, 0 SSRs. It's almost like this happened last time too. Oh right, it did.
Grats on Monkey though, Noobta.