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Once upon a time, raid units were game changing. Nowadays, people barely even notice them outside of their trust masters, former fusion-hell and not-former currency-spending-hell. This is understandable, given that most reviews are in terms of resource management, which includes pulls, enhancement spendings, and the occassional rare "others". That, and raid unit typically kind of sucks in comparison to their current equivalent-star bases. These units, however, do benefit newer players with a limited unit pool, and as such, will be written with that in mind. So without further ado...
Just kidding. I also like to note that I barely changed the name of my review collection (if this ends up being a continuous thing), mostly due to potential confusion/conflict with Lost Review, which I consider to have seniority over mine. Without further, further ado...
Reimi - Raiders of the Free Review
Rarity | HP | MP | Attack | Defense | Magic | Spirit |
---|---|---|---|---|---|---|
4 | 616 / 1866 (210) | 31 / 94 (45) | 26 / 79 (14) | 23 / 69 (14) | 20 / 60 (14) | 25 / 76 (14) |
5 | 801 / 2427 (240) | 41 / 123 (60) | 34 / 103 (16) | 30 / 90 (16) | 26 / 78 (16) | 33 / 100 (16) |
6 | 1041 / 3156 (390) | 53 / 160 (85) | 45 / 135 (26) | 39 / 118 (26) | 34 / 102 (26) | 43 / 130 (26) |
Limit Burst
Savage Sparrows (6 star, 20 LB)
- 600% - 720% AOE 6-Hit Physical Attack (chainable w/ dupe)
- Learns Rush Combo for 3 turns, allowing W-Cast of Chaotic Blossoms, Crimson Squall, and Crescent Wings
Trust Reward
Seed of Hope (Materia)
- 10% HP
- 50% All Ailments Resist
Notable Skills
Chaotic Blossoms
- 200% ST 10-Hit (8Fr chain, dash-thru move-type)
- 30% Chance to Confuse
- W-Castable
Because of the hit-count and damage modifier, you'll be using this move over Crimson Squall below only if: (A) You want to chain with other 8-Frame units, or (B) you can chain the full move set (including W-casts if unlocked, which is much more intensive due to moving attack), but cannot reach the chain cap (for the most part, unsparked & elementless chains only). That said, due to the slight damage benefits ( 4% Single, 10% W-casting), and the annoyance with moving chains, you're probably better off using the below move for dupes. Ignoring its moving type (which is fairly big), this move has perfect matching frames as Kunshira, Loren, and Goken, with special mentions to the Trance Terra family (Christine & Tinkerer Carrie) due to different starting frames.
Crimson Squall
- 220% ST 8-Hit (7Fr chain, Standing move-type)
- -40% Atk debuff for 3 turns
- W-Castable
Has same starting frame and frame seperation as the Onion Knight family, which includes Sephiroth and Emilia (for the initial 8 hits anyways).
Crescent Wings
- 266.67% AOE 2-Hit
- W-Castable
Rush Mode
- Selfish 120% full buff for 5 turns
It costs a full LB bar instead of MP. More on that later.
Notable Others
- 50% Resistance for all Status Ailments (aka, just slap her TMR on her to protect her)
- 50% Attack when using a Bow
- 50% Bird/Plant Killer
- Can sometimes counter Physical Attack (more below)
- Can equip the free Raid bow (Fierce Bow: 110 ATK, Wind Element & Auto-Regen; 2-Handed)
Notable Issues
- Poor Attack stats
- Low modifiers on damage skills
- No innate self-imbune & Elemental Bow issues (or bow issues in general), making imperil damage iffy and hitting the non-sparked chain-capping impossible with only 2 dupes
- Only Dark (Trials), Wind (current Raid), Fire (via imbunes; Event/Trial/TMR)
- Besides the 2 Killer Bow variants (1 2), Fiery Passion & Bomb Arms/Craftmans Secret Book (which requires setup turns for imbunes), or Fierce Bow & Craftmans Secret Book, there are no other 2-H bow combinations that share an element type without resorting to an outside imbune source from another party member, for dupe considerations. Otherwise, your only other option is dual-wield Tinkererbow (limited) and an elemental off-hand.
- Low HP and no HP passives
- Also means that the counter is less reliable, as either she dies, or gets covered/provoked by someone else
- Effectively limited to just Bow, and Fixed Dice
- W-Cast locked behind limit burst, with no innate High Tide/LB generation. Which in turn makes the next item worst.
- Rush Mode, the buff you actually want to use in her rotation, costs LB cryst, which Reimi also needs for her LB to unlock her W-cast. Because the optimal rotation requires her to use both in quick succession, her LB cost is effectively 40 within a 5 turn rotation.
- No native refresh, ok-ish MP, and high-ish MP skill cost (when W-casting)
Interesting Tidbit
- Has no Magic abilities or compatability, yet can wear robes and Spr is her second highest stat, just barely behind Atk (probably lore specific; not a SO player, so can't say either way)
- Bows usually have an additional killer, typically Big Bird-hate, which stacks
- Hunter's Moon has a delayed attack, which additional has niche uses mostly for crossing/ignoring thresholds
- Lunar Divination is basically a non-magic Graiga
- Her raw BiS excluding limited items... includes Fixed Dice, a throwing weapon
Nude Comparisons
- If any passive are conditional on equip, assume that the unit have a 0-statted variant of it equipped. For example, Reimi is wielding an I-can't-believe-it's-not-Not-a-bow (or a 0-calories Diet Bow, but with all the great taste).
- Also assume spark chaining, whenever chaining math is done
- Assume exactly 2 chainers, with the result calculation being damage dealt by a single chainer
- If Limit Burst is used, calculation is done using a Lvl 1 version.
- Using the below formula for calculations, unless noted otherwise:
- ATK2 * Skill Modifier * Chaining Modifier * Avg Weapon Variancefor Reimi
Reimi Reimi
Atk pre-buff: 195
Atk post-buff: 351
ST - No LB Rotation
T1 - Rush Mode
T2 - Crimson Squall
351^2 * 2.2 * 2.837 * 1.5 = 1,153,420.1
T3 - Crimson Squall
... = 1,153,420.1
T4 - Crimson Squall
... = 1,153,420.1
T5 - Crimson Squall
... = 1,153,420.1
Avg Damage: 922,736.1 (1,384 K / 1,845 K with 50% & 100% Killer, respectively)
ST - LB Rotation (Optimal)
T1 - Rush Mode
T2 - Savage Sparrow
351^2 * 6 * 2.45 * 1.5 = 2,716,582.1
T3 - Crimson Squall x2
351^2 * 2.2 * 3.336 * 1.5 * 2 (W-Cast) = 2,712,590.3
T4 - Crimson Squall x2
... = 2,712,590.3
T5 - Crimson Squall x2
... = = 2,712,590.3
Avg Damage: 2,170,870.6 (3,256 K / 4,342 K)
ST - LB Rotation (More Reliable, assume already buffed)
T1 - Savage Sparrow
... = 2,716,582.1
T2 - Crimson Squall x2
... = 2,712,590.3
T3 - Rush Mode
T4 - Crimson Squall x2
... = 2,712,590.3
T5 - Crimson Squall
... = 1,153,420.1
Avg Damage: 1,751,056.6 (2,627 K / 3,502 K)
AOE - No LB Rotation
T1 - Rush Mode
T2 - Crimson Wings
351^2 * 2.667 * 1.15 * 1.5 = 566,724.6
T3 - Crimson Wings
... = 566,724.6
T4 - Crimson Wings
... = 566,724.6
T5 - Crimson Wings
... = 566,724.6
Avg Damage: 453,379.7 (680 K / 907 K)
AOE - LB Rotation (Optimal)
T1 - Rush Mode
T2 - Savage Sparrow
... = 2,716,582.1
T3 - Crimson Wings x2
351^2 * 2.667 * 1.15 * 1.5 * 2 (W-Cast) = 1,133,449.2
T4 - Crimson Wings x2
... = 1,133,449.2
T5 - Crimson Wings x2
... = 1,133,449.2
Avg Damage: 1,223,470.9 (1,835 K / 2,447 K)
AOE - LB Rotation (More Reliable, assume already buffed)
T1 - Savage Sparrow
... = 2,716,582.1
T2 - Crimson Wings x2
... = 1,133,449.2
T3 - Rush Mode
T4 - Crimson Wings x2
... = 1,133,449.2
T4 - Crimson Wings
... = 566,724.6
Avg Damage: 1,110,041.0 (1,655 K / 2,220 K)
* Assuming no elemental chaining, due to Bow limitations
* Factoring additional 50% Bird-killer from bow at the end
For the most part, I will be using the Reliable LB variant for comparison purposes. The only conceivable way I can see you getting the optimal rotation is some kind of Entrust build.
Ashe Ashe
Mag pre-buff: 261
Mag post-buff: 319 (Leadership via Rain)
Atk pre-buff: 195
Atk post-buff: 260 (Leadership via Rain)
Heaven's Fury (AOE, Mag)
261^2 * 3.067 * 3.235 = 675,805.7
319^2 * 3.067 * 3.235 = 1,009,537.0
9% more than No-LB ST (before killers)
122% more than No-LB AOE (before killers)
42% less than LB-enabled ST (before killers)
9% less than LB-enabled AOE (before killers)
Sword of Kings (ST, Phys)
195^2 * 2.7 * 2.907 = 298,469.1
260^2 * 2.7 * 2.907 = 530,585.6
42% less than No-LB ST (before killers)
70% less than LB-enabled ST (before killers)
- Ashe can party support, mostly with heals and status ailment cures
- Ashe has innate Auto-Refresh
- Ashe has Def/Spr breaks
- Ashe has equipment limitation due to rarity of Mag Sword
- Reimi has W-cast
- Reimi can attack break
- Reimi has Killers
First off, I'm comparing a pure physical damager with a magic damager who can heal, so the comparison is not clean. Assuming that the DEF and SPR of the enemy is the same, then Ashe wins in terms of damage until Reimi limit burst comes online. However, if the enemy is either a bird or plant, then Ashe will always loses out in damage in single-target damage. Ashe still does have her heal/support role for slot compression purposes.
As a result, Reimi generally wins in terms of pure damage except in quick killer-less AOE fights.
Lightning Lightning
Atk pre-buff: 188.5
Atk post-buff: 246.5 (Leadership)
Crushing Blow (ST)
188.5^2 * 2.7 * 2 (Dual Wield) = 191,874.2
188.5^2 * 2.7 * 2 (Dual Wield) * 1.2 (self-Imperil) = 230,249.0
246.5^2 * 2.7 * 2 (Dual Wield) = 328,116.2
246.5^2 * 2.7 * 2 (Dual Wield) * 1.2 (self-Imperil) = 393,739.4
57% less than No-LB ST
78% less than LB-enable ST
Electric Blitz (AOE)
188.5^2 * 2 * 2 (DW) = 142,129
246.5^2 * 2 * 2 (DW) = 243,049
46% less than NO-LB AOE
80% less than LB-enable AOE
- Lightning has innate Auto-Refresh
- Lightning has innate dual-wield
- Lightning can imperil lightning
- Lightning has innate 30% evasion
- Lightning has a (weak) heal support
- Lightning will have a 7 star
- Reimi can chain
- Reimi can attack break
- Reimi has Killers
Between the lack of chaining and no self contained super-buff, Lightning has damage issues, even before considering killers...
Kelsus Kelsus
Atk Pre-buff = 192.4
Atk Post-buff = 384.8
LB Rotation (Optimal)
T1 - Overload (LB)
T2 - Crushing Vice
384.8^2 * 5 * 2 (DW) = 1,480,710.4
T3 - Crushing Vice
1,480,710.4
T4 - Crushing Vice
192.4^2 * 5 * 2 (DW) = 370,177.6
Avg Damage = 1,110,532.8 (before chain multipliers)
37% less than LB-enabled ST (66% less / 75% less)
* Assuming Kelsus can reliably get his LB every 4 turns (needs an additional 16 LB cryst every 4 turns)
- Both are LB-reliant
- Both have large self-buffs
- Kelsus has innate dual-fist
- Kelsus has innate auto-limit (6/turn)
- Kelsus is a Finisher
- Reimi is a Chainer
- Reimi can attack break
- Reimi has Killers
Similar to Ashe, I'm comparing apples-to-oranges between these two, this time between a finisher and a chainer. Reimi does significantly more damage than Kelsus when both their limit bursts are enabled. However, Kelsus buff has no strings attached, while Reimi has to deal with her LB-buff issue, in addition to their LB generations. Back to the fruit comparisons, Reimi's damage is reliant on being able to chain (usually with a dupe). If you can fit only one primary damager in your party, Kelsus win before factoring in killers. Or, if you have 3 spare slots for damagers, you could run 2 Reimi's and finish with a Kelsus.
In short, Reimi loses only if you cannot do her LB rotation reliably & has no killer bonus, or cannot chain for various reasons.
Conclusion - New Player Variant
Reimi is an okay bow user focused solely on pure chaining damage. She has strong self-buffs and 2 native killers that amps her damage. With access to W-cast, she can take advantage of 2-handed damage variance while benefitting from dual-wield style chaining damage. Her main chaining move also has a attack break tacked on, which helps for survivability. She also can equip the raid-limited wind bow, which is a strong weapon overall, which in turn also allows her to take advantage of any imperil that is applied.
Conclusion - Veteran Variant
Reimi is an okay bow user focused solely on pure chaining damage. Her stats and modifiers are low to what you are currently using. Her break is both very limited, and below-par compared to the current standard. Her W-cast is locked behind her limit burst with no innate high tide or auto-limit. Her weapon-of-choice are usually poorly statted, limited to one-of-a-kind (hindering dupe elemental chaining), or is the TMR of an unit that can use it much better. Outside of damage, she offers no other good utility. For the most part, the only reason we might care is for her TMR, maybe. Or SO hype (but not so hyped).
Conclusion - Ang-Users Variant
Reimi is an okay bow user focused solely on pure chaining damage. Why are you even here?
Math Fix Status: Satisfied
Edit #1: If the Math format looks broken, I'm currently still fixing it, cause Formatting Hell. Fixed. Turns out it does not like bullets before code blocks.
Edit #2: Almost Ninja Edit to remove self-notes regarding testing.
Edit #3: Fixed Math typo on both of Reimi's AOE LB calculations. Should only affect Ashe's HF comparisons. Conclusion remains the same.
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