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oh and additionally i expect the best f2p weapon to be blackcliffe because its buff comes from the same source as her skill attack's buff (kill up to 3 enemies) and its attack bonus lasts 30 seconds so it fits this highly onfield playstyle really well, probably r5 will be on par with r1 crimson moon tbh.
exactly yeah she'll be loitering like nobody else lol
Yeah, I saw somebody else talking about how if you use a shielder to mitigate her bad interruption resistance then she falls off noticable amount in terms of dps compared to other units but I think given how many times she can hit I think they haven't got the right idea of how she is best played.
She'll be able to hang around longer taking out consecutive waves without needing to pass the baton to another unit so while she may not be stronger on paper with a shield I think this one man army playstyle she encourages will make up for a dps drop off.
bro you were right that they would buff it they added neuvillette style interruption resistance to it đ
The C1 already seems intended to increase her uptime as much as it is a little pointless given what you said. I'm not sure how they could buff it other than also granting some sort of damage bonus or something.
Your calcs are really good but I think that vaping is really only going to be best with bosses in floor 12 or something, not that many enemies need that much firepower and for waves of weaker enemies I still think mono pyro or overload will be favored as being a more efficient tactic
I understand youâre obviously never going to stay on field for 87 hits because that wouldnât be optimal, just emphesizing how long she can hang around theoretically and I know the bond isnât going to refresh on kill I took note of that when I was calculating how many hits she could theoretically chain together. Her normal attack can prolong her infusion since it has a 33% of regenerating BoL instead of depleting it at C1 and let her maximize the buffs she gets from team mates by being able to use them up until the point they run out. I donât think I ever said she can be out infinitely, just saying that her C1 will prolong her bond by quite a bit by saying it can go on for 87 consecutive hits.
I was just thinking it could be on par since a player might lack atk bonus if they don't use bennett with her. I think for multi target scenarios it will be a good weapon but yeah single target it won't do so hot.
Against a boss, you're absolutely right, but against hoardes of enemies I think it's less of an issue because at c1r1 you can do 87 consecutive infused hits and with weaker enemies your maximum damage per hit isn't going to matter as much, so in that case with a unit like chevruse who's buff lasts like 20 or 25 seconds Arlechinno will be able to clear several waves of weaker enemies very efficiently. You can just occupy the field buffed for a long time and her kit clearly rewards fighting and killing multiple enemies so the infusion will last the longest in this scenario and you'll get the most out of her.
This is a really significant buff, I calculated how many normal attacks a c1r1 arlechinno can do before running out of infusion, and before if you do the max skill bol of 80%, 25% from weapon, and 15% from burst, then you can expect a maximum of like 44.22 normal attacks infused, but if the drain drops from 5.5 to 4 then it almost exactly doubles to 87.37 hits.
I think theyâre going to nerf the c1 because its gonna keep the party going for too long, the drain falls to only 1.03% after considering the amount of times it wonât drain on average and how much it instead adds 5% bol on average (33% in both cases if you hadnât looked at the cons).
In case I didnât estimate the maximum possible bond of life correctly, just fill it into my formula of
(BoLâââ â 30%) / [(0.67 Ă ÎBoL) - (0.33 Ă 0.5%)] = number of normal attack infused hits
I think a mono pyro team with chevruse, thoma, and bennett might be competitive, with them all being c6 in mind. Would Thomaâs shield help with the interruptions?
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Yeah 87 hits is so many, if you arenât being swarmed by enemies but actually need 87 consecutive hits to kill something then your arlechinno is really on the ropes lol.
I kind of like the idea of it though, the mechanical array boss in the abyss right now demands the most obnoxiously fast rotations so if I can just stick it out with arlechinno and not bother with its bullshit that would be so much more preferable.