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The End-game Grids(Primal and F2P)



 

If you’re already in HL and have been constantly tweaking your grid to utterly destroy fire enemies, chances are that your grid probably looks like this(assuming you’re F2P):

 

THREE FIMBULS!?

Yes.


How am I supposed to farm these?

This is end-game we are talking about. You just kill Fenrir repeatedly over and over again whenever she comes by to visit.

So, anything noteworthy about this grid?

Well for starters, this grid assumes you’re running Varuna x Varuna and you’re fighting on-element. Why you’re running double Varuna is mostly for 2 reasons. First, you have enough Normal skills which are augmented by the two summons. Second, you have three Fimbuls. Yes, Fimbuls are THAT important.

What if I don’t have the patience to farm 3 Fimbuls and want my grid to fight off-element?

Then you probably should be fighting on-element if you’re at this point in the game. We are currently in the “on-element era”, where the game now punishes us if we aren’t fighting on-element.

I still would like a reference if I ever have no Varuna friends online as a Varuna owner myself and Water is currently my strongest element in terms of time, resources and characters. That, or I own Europa but not Varuna.

Well if you say so, I got you covered fam.

 


A small section on the “on-element era” and you in 2017

 

As mentioned before, we are currently at a time where it is highly encouraged to make grids for each of the elements due to some fights now(namely Guild War, Xeno Clashes and T1/T3 HL Raids). Even Seraphic Weapons are a clear indicator that if you’re fighting something, being on-element helps immensely. If you’re this late in the game, you would know for certain double Varuna triumphs Varuna and Europa on-element. Those differences become more highlighted and prevalent if you throw whale weapons into your grid. Nonetheless, both of these grids are perfectly acceptable. It all boils down to your current circumstance.

The End-game Grids(Magna)

 

So if those were 2 of various ways to make a Primal Grid, what about the end-game Magna grid?

There’s not much to say about it really, but here it is.

 

That’s...basically the same as your basic Magna grid.

What, were you expecting something that looked like THIS?

 



Y-y-yeah.

Sit down. I hate to burst your bubble(teehee) if you thought Ancient Auberons were like Ancient Ecke Sachs. However, they aren’t. Let me explain why daggers beat Halo Energy Swords most of the time.

Ancient Auberons and you

First, we have to talk about Ancient Auberons themselves. Like their normal counterparts, they give Small HP, Small ATK, Medium DA and Medium Crit, a “quad-skill” weapon. They have the same skills and stats...

...except that Normal and Magna Crit skills work differently.

 

Crit skill Stacking type Effect of multiple weapons
Normal Multiplicatively Each weapon has a separate chance to proc and apply bonus damage. e.g. 3 Auberons gives you three separate instances of crit. The game will calculate for crit rolls three times at a base 5% (boosted by Varuna Summon). For each successful instance of crit, your damage is increased.
Magna Additively All weapons combine to calculate the chance to proc a crit skill and applies a single instance of crit. e.g. 3 Ancient Auberons gives you 3 x 5% = 15% chance to crit. This can be boosted by Leviathan Summons.

 

Slamming 7 Ancient Auberons in a dual Leviathan pool with each of them giving 15% Crit, every attack you make is guaranteed to be a critical hit. Now you’re probably thinking, “If that’s the case then why don’t I use that grid instead?”

 

That’s because it all boils down to cold, hard MATH. First, let’s compare Ancient Auberon to its fire element, “used for barbecue” cousin, Ancient Ecke Sachs.

 

Ancient Auberon: Small ATK, Small HP, Medium DA, Medium Crit and pretty decent stats for a level 100 SSR weapon.

Ancient Ecke Sachs: Medium ATK, Small Enmity, Medium Crit and the worst SSR weapon in the game in terms of ATK barring gold and silver weapon relics.

 

You may think that these weapons have fair tradeoffs however that’s not the case. As a matter of fact, Ancient Ecke Sachs win by 2 reasons: being a weight-class above in term of ATK skill(and how much actual ATK you get) and Small Enmity being better than Medium DA.

 

In terms of how much ATK you gain, think of it like this. If you run 7 of these weapons in duo Magna with 100% Crit, which crits harder? A grid of Small ATK weapons or a grid of Medium ATK weapons which are further augmented by Small Memenmity? Sure at full HP, nothing happens but at low HP...you can actually in some circumstances cap.

 

That leaves us with Small Enmity versus Medium DA. To deal with this, you need to do some math. There’s no actual limit on Enmity except how low your HP is. However, with 7 Ancient Auberons in your grid, you go over the DA cap in your grid of 50% by over 20% with dual Leviathans. The calculation goes like this:


 

 

  1. SL 10 is 3.4% DA
  2. 7 * 3.4 = 23.8
  3. Double Leviathan = 200% Boost
  4. 23.8 * (1 + 2) = 71.4%
  5. Max DA boost is 50% so you're 21.4% over the cap

 

Ultimately, if you were given the hypothetical situation that you had a bunch of characters with no innate DATA or DATA buffs, you would be only slightly, marginally and a teeny bit better. However, once you throw in any form of outside DATA buff like a GW Dagger, 5* Quatre or what you’re probably doing 80% of the time as a water player and that’s playing Elysian, Ancient Auberons fall off heavily. Plus, the DA doesn’t boost your ougi, skill or nuke damage which is where a good portion of where water characters get their damage from.

 

Whether you run it through a calculator like motocal or have 7 Ancient Auberons and try it for yourself, due to Cygames’ release of Europa making Leviathan X Europa a thing, Leviathan Daggers outperform Ancient Auberons. The only redeeming thing about those is that they provide HP that allow you to yolo through triggers(or actually survive them, case and point where a grid with some Ancient Auberons is “essential”: Level 200 Ultimate Bahamut)

 

Oh and if you haven’t noticed why all the “End-game grid” examples all used a Harp it’s because Elysian solves the majority of multi-attack in Water. It’s also a pretty OP class. (✿◠‿◠)

“Obligatory” Korwa Section

What are you doing here? Don’t you have a “Happy End” already? You know, you and that draph billionaire. I heard he was a pig of a husband though.

 

Go back to your wind and dark grids. BEGONE TH~...

WELL. UHHH. Okay, just, go get changed. I’ll talk about you in a bit.

 

So Korwa is your waifu and you gotta stick her in every team? Maybe you don’t have any good SSR units yet apart from her? Well not only using Korwa gives you a 145% NORMAL ATK boost, she boosts your debuff success rate(Water loves its debuffs) AND DATA. However, there are downsides. Not only are you sacrificing one of your spots for damage and an actual Water character, there’s ramp time involved. Then, there’s the biggest problem: Korwa is Wind.

Sure, off-element, you can get away with it easily. However, if you’re playing water, there’s a 99% chance you’re fighting Fire. And Korwa hates Fire(it burns her dress, table and quill). So how do we remedy this situation?

Enter Quatre. This fella here extends all your buffs by one round. And if you get a skill reset from his passive? Even more. Basically, he extends Korwa’s buffs to the point they last indefinitely. Plus, he gives her enough breathing room to use her 3rd skill in her rotation on herself, effectively making Fire hits on her as if she weren’t a Wind unit herself. And Quatre himself get’s a buff to his debuff success rate. It’s a win-win.


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