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Unit Review thread
(03-12-2018, 08:51 AM)Mai Wrote:
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(03-12-2018, 07:53 AM)srw785 Wrote:
(03-12-2018, 05:30 AM)Mai Wrote: 97%? that's pretty big, however her DPS seems to be the lower one out of all the shooters that i saw, she shoots slower than Ray i don't think she will be able to outdmage 26b bosses heal, in fact i doubt

on a non barrier environment she is probably out-damaged by Destiny Gundam

also Granzon don't have advantage over 3 types, he does neutral dmg on all types he only has advantage over Blasters, so basically she does more dmg than him on general, thing is she is slowwwwwwwwwwwwwwwwwwwwwwww and Shu can hit 2 enemies at the same time

Attack speed doesn't matter in 26-B. The bosses recover so fast that nobody can DPS them down, it's all about timing normal attacks and hissatsus so that they all hit at the same time.

Destiny Gundam is good, but she is stronger. Look at it like this, his attack speed is 66% faster than hers, for every 3 attacks she does he does 5. Destiny Gundam does around 6500 crit damage to neutrals(no parts, buffs, support coins), 6500*5=32,500. Orihime does like 15500*3=46,500. (Neither of them has guaranteed crit, but they have similar crit rate, about 75%.)
Shu can hit more than 1 enemy, but so can she. Her bullets go through the enemy at lv70. Orihime has slow attack speed, but Shu's attack is almost as slow(it's the same as the original Granzon).

But yea, her drawback is that you need to have 4 cores, which isn't always an option.



Fighters do have type advantage over the 3 basic types. I wasn't so sure, so I checked right now. I'll post a video later.

that nice info, but interesting because  the bonus circle don't show us that fighters have the advantage of the 3 basic types, they just show Fighters --> Blasters, Blasters ---> Fighters

thanks for the info this change things and make Taiki fighters the strongest units of the game overall

i also don't remember Shinn's hisatsu modifier i think its 800% for 3 cores or 200+400% for 2 cores.

Hime has a area Hisatsu on a 1000% mod overall better safe than sorry i will pick her and Rani as well

When I started the game, I went through Udon's old articles and I found that there but I never verified it until now.
Here's the article:
http://dengekionline.com/elem/000/001/324/1324908/

Here's an excerpt(he tested it there):
Quote:So, the blaster does not have damage compensation for the existing 3 types (attacker, defender, shooter), but the fighter has applied damage compensation for existing 3 types.

Damage correction probably is 25% UP.

Here's my video.
https://streamable.com/umm5m

Kallen has 5870 attack, Suzaku has 5885, he has just 15 more.
Suzaku has no attack up abilities. Kallen has 5% attack up, but only when she has 66% HP or more. If you look at her HP bar, the red arrow that signifies attack up is gone by the time that I switch to her, so she also has no attack up for this test.
The most damage that Suzaku does is 2931. The most damage that Kallen does is 3649.
3649 / 2931 = 1.2449675878539747526441487546912
So yea, fighters get 25% modifier against 3 types. I suppose I should test attackers and defenders too, but since Udon tested it too I'm satisfied Tongue




One other thing about Orihime(I mentioned it yesterday) is that she doesn't ignore block, so defenders take 50% damage from her. But only 4 high end shooters ignore block(Maria, Kira, Kira and Ribbons). Orihime is the other type of shooter, the slow attack-speed penetration type (Weiss, Strikedog, Index, etc...) and she is by far the strongest of that kind. Block aside she's also stronger than the other 4, although a good team would use both types to take advantage of both strengths.

So yea, she's not perfect, defenders and cores are her weakness, but her strengths are pretty impressive too. She's sort of like the shooter version of Grand Charion, both of them hit way harder than most units but have a core requirement to balance it out.
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Numbers are out on the new Sakura Taisen units as promised here is the Datamine Smile hope it helps you to select your unit,remembering before power creep this is a game about playing your favorite units, so even if some unit happen to be weaker but you really like it from the Sakura Taisen Games/Animes, get him/her.

Datamine ~ you knew that all Reni weapons and attacks are named after the book Ring of the Nibelung?

[Image: Tzy0s3L.png]


Reni - Defender

I will begin Reni by her worst ability she has a attack speed up its her first skill, however pretty much like units with strange weapons the animation of her attack has too many frames and that result in her not being fast at all , but just  reaching a normal DPS, at least its not slow

However... here is what interest us, Reni can pierce barriers and Invalidate all the enemy armor and defenses, meaning that Reni will hurt anything she attacks always, she will never hit something for pitiful damage be it Neo Granzon or bosses of Conquest mode.

Blue Bird gives Reni + 25% attack power and 12% Critical / Wave, this skill don't count WAVE 1, meaning that normally her stack will be 50% attack and 25% critical rate, the good thing about this skill is:

1 - reliable attack up skill,you don't have to stack hitting attacks or destroying enemies
2 - it will always be useful to you since most bosses are on wave 3 anyway
3 - incredible Synergy with Ziggy

An Important Prey

This skill gives Rani a boost of 25% attack on the boss wave, so on the end of the day you have a 75% attack up + barrier pierce + defense nullifier Taiki unit

On the (vs) battle mode Rani has some interesting skills

she can support attacks 80% of the time, and each time she does a attack her attack is increased by 10% that stacks on 100% the Pc is not smart and its not hard to use 10 attacks at all, with very little HP she is most likely to be Oneshooted by most units, however she does have a dodge buff, not that this will help a lot since she is not compatible with Ange or Eureka.

Hisatsu its 700% at the cost of 2 cores.

Rani can turn into a Taiki once you reach LVL 70.


Orihime - (shooter)

This is the unit that everyone is selecting between those two, Hime is a nuker that once she has favorable conditions she will hit for a huge amount of damage.

Orihime is slow veeeeery slow, she is one of the slowest shooters on the game (if not the slowest) however at the trade she gets a huge firepower backing her up

her gameplay is relatively simple, Hime has a skill that when you have more than 4 cores, it gives her 80% attack up and 25% critical, however remember on most battles you not start with cores, however now  we have Index that can vomit exactly 4 cores with seishins so that's not a problem to maintain firepower

if all your units are alive she gets more 12% attack up and 5% from a skill on a total of 97% attack up on a condition that you won't be using Hisatsus most of the time, save of course if you use Index cores for that, so its difficult to say how strong she will be on the future for now a excellent choice.

her attack power gets to ridiculous 30.000 once every condition is satisfied under a full buff Orihime.

she is quite strong and probably one of the strongest shooters on the game based on dmg alone.

her hisatsu modifier its 1000% and 3 cores

Hime Does this:
1 - Huge dmg with penetration for normal attacks
2 - AOE Nuker, however once used you might lose your attack buff.
3 - Good Synergy with Index and Choco C.C

Orihime is a buffer on (Vs) she will help units that are near her with dodge,critical rate, and critical dmg, overall she is quite frail and has no defensive options, probably one shooted by a lot of units, i don't see this buff having a change to act vs units like Eureka for example,but well we don't fight Eureka on conquest vs (thankfully...), so to play against the PC she will be valuable and increase your dmg a lot.


Hime turns into a Taiki once she reaches lvl 70.
Its never too late to start loving again


[Image: levi_tolah.png]




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Dengeki updated their Taiki ranking list , for my surprise the old Taiki Oldrin is still a 9.0 on both modes of the game.

but take with a grain of salt i saw several things that they don't toke into account, like several units that now can beat new conquest mode stages don't are receiving the scores for it, and other units that received buffs are also not scored in, he also didn't scored down Taiki Kira (not omega) and the Shooter Huckbein that are outclassed by Hime, both Shiziki and Kira have maxed score while Hime its just a 9.0/8.5, Rani didn't even make to the tiers ;_;

they also don't like a lot the Omega units, his favorite one its the GGGG and Gunbuster who received max score Domon its not placed yet, but Freedom has a pretty low score for a omega unit

and the weirdest score gone to I.Justice Gundam with a 9.0 on normal mode and a 2.0 on conquest vs /Arena
Its never too late to start loving again


[Image: levi_tolah.png]




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(03-25-2018, 09:13 PM)Mai Wrote: Dengeki updated their Taiki ranking list , for my surprise the old Taiki Oldrin is still a 9.0 on both modes of the game.

but take with a grain of salt i saw several things that they don't toke into account, like several units that now can beat new conquest mode stages don't are receiving the scores for it, and other units that received buffs are also not scored in, he also didn't scored down Taiki Kira (not omega) and the Shooter Huckbein that are outclassed by Hime, both Shiziki and Kira have maxed score while Hime its just a 9.0/8.5, Rani didn't even make to the tiers ;_;

they also don't like a lot the Omega units, his favorite one its the GGGG and Gunbuster who received max score Domon its not placed yet, but Freedom has a pretty low score for a omega unit

and the weirdest score gone to I.Justice Gundam with a 9.0 on normal mode and a 2.0 on conquest vs /Arena

Yea, they don't seem to update the old reviews, even Sazabi which was meta a few months ago didn't get an updated review. Infinite Justice's score is because back then he had the strongest normal mode hissatsu for an attacker, now he doesn't so his score should go way down.
I don't think he rated Orihime and Leni yet, the last review I see is for Neo Granzon.

About Omega units, Oochi was right, we just misunderstood him. He said that Omega units aren't better, they're different. Some taikis are better than other taikis, some are worse, Omega units are the same some are better some are worse. What we misunderstood is that he wasn't talking about them not being(necessarily) better than the original unit, he meant in comparison to current level units. Which is a good thing, if they were the same level as the old units they would be spooks. Genesic and Gunbuster Omegas were top class units when they came out, they were part of the best arena teams, so them being scored better makes sense, though since he doesn't update the old reviews they are stuck there.
Omega Strike Freedom was similar to the normal taiki Strike Freedom with some things better, some things worse. At that point the taiki Strike Freedom was already 3 and a half months old. If the taiki SF had gotten his review updated his score would have been similar too.
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Unicorn Gundam (Awakened)

[Image: 10400195.jpg]

Max Stats at Limit Break
HP 13840
ATK 12620
DEF 7010
AGI 11740

Hissatsu:
Shield Funnels
- (Normal/Conquest Mode) Cost 3 Cores; 3x3 Wide Area; Deals Large Damage and ignores Barrier
- (Arena/VS/Battle Mode) Cost 2 Cores; Targets All Enemies; Deals 150% Beam Damage; Ignores Barrier; For 1 Turn, reduce Targets' DEF by 100%, disable Barrier and Special Defense; 80% chance of Slow for 1 Turn

Seishins:
Flicker
Soul
Zeal

Abilities:
Full Psychoframe
- (Normal/Conquest) Greatly boost ATK and DEF
- (Arena/VS/Battle) If the Hissatsu lands a Critical Hit, remove all Status Ailments, heal 20% HP, and produce a Rainbow Core

Shield Funnels
- (Normal/Conquest) Special Defense that greatly reduces damage from all attacks
- (Arena/VS/Battle) Special Defense that reduces all damage by 4000

Inheritor of The Box (箱を継ぐ者|Hako o tsugu mono)
- (Normal/Conquest) For each ally destroyed, boost ATK and greaty boost DEF and Evasion Rate
- (Arena/VS/Battle) Add 100% to Guard and CRT Hit Rate; Boost AGS by 1300; Increase HP by 15,000 at the start of battle

Warming The Universe (宇宙を温める熱|Uchū o atatameru netsu)
- (Normal/Conquest) Boost ATK, DEF, and greatly boost Evasion Rate to all allied units
- (Arena/VS/Battle) If allied units' abilities do not boost CRT Hit Rate, Guard, and AGS, boost their CRT Hit Rate and Guard to 1005, AGS up 1100

EX Abilities:
- For each turn, heal 25% HP to all allies

So the Awakened Unicorn gets a bit of an upgrade. Most notable of which is the Shield Funnels. As demonstrated with my battle with Banagher in the Arena's Rival section, it can reduce damage even from my Shin Getter, who can deal strong damage as is with normal attacks plus it can ignore DEF and Guard. This unit can be fused with the regular SSR Awakened Unicorn, making it easy for limit breaking.

Unfortunately, the Awakened Unicorn has major drawbacks - having zero boosts to accuracy and has nothing against Guard and Bunshin. Units like the Shooter Huckebein will have no trouble taking this one out.

In Normal Mode, it has plenty of boosts to DEF and can even apply it to allies along with Evasion Rates. So you could see this as an Attacker Tanker.
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Kshatriya (Defender Taiki)

Max Stats at Limit Break
HP 14460
ATK 11780
DEF 7250
AGI 10440

Hissatsu:
Arm Beam Saber
- (Normal/Conquest Mode) Costs 1 Core; 3 Square Vertical Range; Deals Small Damage and ignores Barrier
- (Arena/VS/Battle Mode) Costs 1 Core; 3 Square Vertical Range; Deals 200% Beam Damage; Ignores Bunshin

Arm Mega Particle Cannon
- (Normal/Conquest Mode) Costs 2 Cores; Targets 1 Column; Deals Medium Damage + chance of Burning
- (Arena/VS/Battle Mode) Costs 2 Cores; Targets 1 Row; Deals 180% Beam Damage; Ignores Bunshin; Disables Bunshin for 1 Turn

Funnels
- (Normal/Conquest Mode) Costs 3 Cores; 3x3 Range; Deals Large Damage
- (Arena/VS/Battle Mode) Costs 2 Cores; Targets All Enemies; Boost Accuracy by 50%; Deal 140% Beam Damage; Ignore Bunshin; Reduce Action Gauge by 50%; Disable Bunshin by 1 Turn; 80% chance of Darkness for 1 Turn

Seishins:
Flicker
Intuition
Valor

Abilities:
Side Binder
- (Normal/Conquest) Special Defense that greatly reduces damage from all attacks
- (Arena/VS/Battle) This unit and allied units above or below this unit get a 40% boost to Status Resistance, reduces damage by 30%, and immune to Action Gauge reduction

Telepathy
- (Normal/Conquest) Boost ATK and greatly boost Evasion to any allied Attacker, Defender, or Shooter
- (Arena/VS/Battle) DEF up 100%; Accuracy and Evasion up 150%; Boost HP by 20,000 at the start of battle

Ace of Garencieres
- (Normal/Conquest) Greatly boost ATK, Accuracy, and Evasion; Increases the range of normal attacks
- (Arena/VS/Battle) If HP is aboe 1/4, survive a fatal attack with 10% HP remaining (up to 3 times)

Bonds with Master
- (Normal/Conquest) Normal attacks have a medium chance of inducing Burn; Ignore Guard
- (Arena/VS/Battle) If allied units' abilities do not boost DEF, Accuracy and Evasion, increase their DEF, Accuracy, and Evasion by 150%

EX Abilities:
- Can perform a support attack

Like the Awakened Unicorn, you can fuse this Kshatriya with the Blaster-class for limit breaking. Though a Defender, it has a nice boost in Accuracy and Evasion, and can be applied to Marida's allies as long as they don't have those boosts already. So she and Banagher make quite a pair (or a trio with Riddhe).

When facing Maria in the Arena's Rival section, she was the easiest target. This is due to the fact that she lacks any tanking abilities and no heals. While she has Toughness, it can be easily nullified by doing combo damage. You'd probably need someone like Santa Oldrin or Zengar to stand in front of Marida to make up for her weaknesses.

I'm bummed that her final ability works similarly to Banagher's. Otherwise, she'd be quite an asset to units like Chirico with that 150% boost to Evasion and extra DEF to boot. Still, that's quite a boost to your party and it will help you take on teams that don't use high dodgers and the like.

In Normal mode, her 3rd ability allows her to hit multiple enemies + effects. You might find her useful in some stages in Conquest Mode and I get the impression she's a light version of the Kshatriya boss from Haman's team.
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^Ach, I got a rainbow when I pulled 1 OMG on Marida, only for the game to pop me Star Sylph. Would love to get her for 1 OMG. Sad
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Banshee Norn (Shooter Taiki; Riddhe as pilot)

[Image: 10400205.jpg]

Max Stats at Limit Break
HP  14100
ATK 11670
DEF 8030
AGI 10570

Hissatsu:
Beam Magnum
- (Normal/Conquest Mode) Costs 2 Cores; Full Horizontal Range; Deals Medium Damage
- (Arena/VS/Battle Mode) Costs 3 Cores; Targets 1 Row; Deal 200% Beam Damage; Ignore Guard; 30% chance of Stun for 1 Turn

Beam Saber
- (Normal/Conquest Mode) Costs 3 Cores; 3 Square Horizontal Range; Deals Medium Combo Damage
- (Arena/VS/Battle Mode) Costs 2 Cores; Targets 1 Enemy; Deal 65% x5 Beam Damage; Ignore 100% DEF; Disables Guard for 1 Turn; After attacking, boost this unit's AGS by 800 for 1 Turn

Seishins:
Zero-In
Persist
Fighting Spirit

Abilities:
Marcenas Blood
- (Normal/Conquest) Cannot be knocked back
- (Arena/VS/Battle) ATK and CRT Damage up 100%; With Guard, damage is reduced by 40%; Add 15,000 to HP at the start of battle

Two Armed Armors
- (Normal/Conquest) Increased damage to enemies except Critical Hits; Greatly boost ATK, Accuracy, and Evasion
- (Arena/VS/Battle) If HP is above 1/4, survive a fatal attack with 10% HP remaining (up to 3 times)

Black Unicorn
- (Normal/Conquest) Normal attacks ignore Guard
- (Arena/VS/Battle) Normal attacks occur twice

People's Inner Light (人の中から発した光|Hito no naka kara hasshita hikari)
- (Normal/Conquest) Greatly boost ATK and Evasion Rate to all allies
- (Arena/VS/Battle) If allied units' abilities do not boost ATK, CRT Damage, and reduces damage from Guard, boost their ATK and CRT Damage by 50%, and damage reduction by 30% with Guard

EX Abilities:
- Can perform counter-attacks

This Banshee gets quite a boost in power as well as the ability to attack twice and perform counters. Like the Unicorn, it lacks an accuracy/evasion boost other than from the Zero-In seishin, which isn't much. My translation could be wrong, but while the Marcenas Blood reduces damage by 40% with Guard, I fail to see if this unit even has a Guard rate to begin with. If that's the case, you will need to give it Guard V-Parts or have units that will give him Guard for that part of the ability to have an effect.

It does explain that despite his annoying Counter-Attack ability, the Shooter Banshee really isn't much of a threat to me and is easy to beat using Status Ailments and spamming him with All-Range attacks like the Fin Funnels or the Stoner Sunshine, even with its Toughness ability. It's only the Unicorn that is somewhat more annoying to take down because of the Shield Funnels alone.

Compare this to Riddhe's Defender Banshee. While it's ATK boost is 35% less than the Shooter-class, you can max out it's accuracy by 150% or Evasion by 100%. Plus the Defender version's attacks ignore Guard, Bunshin and Barrier, has a full Guard, and even a boost to AGS.

Personally, I find that if a unit can't deal with dodgers, at least be a decent tanker. The Shooter Banshee is neither. So I would stick to the Defender version. You can fuse the two for easier limit breaking, but since both are Taikis, you need to consider which one to keep carefully.
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Udon's Dengeki preview on the Believe in the Beast of Possibilty called New Comer.
http://dengekionline.com/elem/000/001/703/1703133/
He is still working on the buff correspondence table.
I have a question. For those of you who rolled this gacha, since NC Unicorn can receive the buff from the likes of Banshee, Anemone, Weisritter. Does it mean it those buff stack up? For example it will give NC Unicorn 100% crit damage from Banshee + 70% crit damage from Anemone + 50% crit damage from Weisritter for a total of 220% crit damage up?
Alright, using the old table correspondence http://dengekionline.com/elem/000/001/643/1643702/, Eureka can carry Anemone and Weissritter buff.
I checked it myself 3 times using Eureka on the frontline against shooter enemy from the battle mode map with 2400 armor.
Lvl 80 Eureka with Weissritter and Oogami buff crit it for 28000-ish damage.
Lvl 80 Eureka with Weissritter, Anemone and Oogami buff crit it for 37000-ish damage.
The same case should happen with NC Unicorn.
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Makes sense that those units lack "accuracy/evasion/etc" since they're supposed to be used all three at the same time to profit from each special bonus.

Same for Banshee not having block rate on its own while still having a trait enhancing guard damage taken ...

You shouldn't really review those units individually, but as a trio, in my opinion, since they were designed to work that way.
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