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Speculation Celebration - Unit review and Upgrades Theorization: Sparky Sparky Boom Girl
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[[TITILE] -- Spec\Celeb - Unit Review and Upgrades Theo...: Olive

move Sparky Spark Boom Girl to heading

REMEMBER TO SAVE

'Sup

~The Preface~

Olive is the first non-limited/non-seasonal unit released in GL. During her time, she was the strongest unit made specifically to wield a single weapon until Randi was enhanced. However, Randi still fared better as a DW unit due to having a strong chaining skill. The first finisher to release with the intention of wielding only one weapon was none other than Cloud who would begin the arrival of Double Hand units. Specifically, Cloud foreshadowed the era of wielding two-handed weapons and the True Double hand Meta.

Olive would receive enhancements nearly a year after her arrival. Instead of allowing her to join the coming meta, they doubled down on her current kit to keep her viable with her own TMR, Sparky. Olive went on to become the strongest finisher for a day. Ang followed her the same day. He was like Olive with his defensive breaks, elemental imperil for his preferred element, strong LB that did the most damage in his kit, something that makes them lose damage if they don't use their preferred element, and a TMR that was designed specifically for him. However, he did it all with an amazing two-handed weapon variance.

Though it is a mystery of when she will be upgraded, or of whether she will be upgraded, I will spend this time exploring the cannoneer known as Olive. I will explain to you her kit and compare her with others of her finisher class. Then, we will discuss on what could be done to grant her new breath in this power creeping world we reside in.

To finish this section, I will end with a personal, albeit obvious, reason for writing this. I love Olive. Olive was the second 5 star base unit I summoned, not too long after Marie, and she helped me out through many fights and Mog King farming. Her design as a cannoneer is quite cute, and Sparky was always really cool. Her current state in the Meta is extremely lack-luster, so I write this all to talk about Olive and hope for future upgrades for her to shatter the world.

I also sketched this Fit Olive.

Sparky Sparky Olive Boom Girl

Stats & TMRs:

HP MP Atk Def Mag Spr
4500 200 199 174 162 155
540 270 90 45 65 32 40 21 40 21 40 20

TMR - Sparky

[Gun]  120 Atk , Lightning element , Doublehand  

Doublehand

 50% EqAtk with only one one-handed weapon

STMR - Olive's Journal

[Accessory]  40 Atk , Gun Mastery , Machine Killer  

Gun Mastery

 50% Atk with Gun  

Machine Killer

 50% Physical Damage to Machine Race

Equipment:


Olive's stats are standard for Physical attackers with the priority towards Attack. Being an older unit and first generation 7 star unit, Her attack stat doesn't break 200 without pots, but 8 attack less than top DPS units is insignificant.

Olive's Equipment options are incredibly limited. Fortunately, Olive only cares to be equipped with a gun, and hats, clothes, and light armors provide the highest attack among their respective armor slots which is all Olive cares for.


"It is considered by some to be the most fearsome weapon forged in recent history." - Sparky's description.

Sparky shares an attack stat to a 3* unit's pistol. For the sake of Sparky, I'll admit that Brontes apparently shoots magic bullets.

On release, Sparky was one of the best weapons out there with its high attack and lightning element. The obvious use for Sparky was to be used on Olive herself. With it's innate Double hand, it takes to reach the equipment attack cap when two-handing it. In the current age of this game, the issue that arises with Sparky is that it's a one-handed which means it lacks the damage variance found on two-handed weapons. That factor combined with it's now lackluster attack stat makes it only viable on Olive, as it can be replaced with Brontes on dualwielders like Lightning. It's viability on Olive only mostly lasts due to it upgrading her LB.


Olive's Journal only provides a level of flat attack, but the Gun Mastery let it deserve a stay as a STMR. The Machine Killer may be niche, but killer effects on accessories are incredibly uncommon. The last accessories that provided a full 50% killer were from the Brave Frontier collab (not a joke. Only Olive's Journal, Demon's Horn and Sun Barrette provide 50% killers). On the other hand, there are two TMRs from both iterations of Edgar that both provide machine killer, and the esper, Alexander, provides Machine Killer ; However, since he lacks (physical) Machine Killer and that those only provide 125% together, so Olive's Journal is still impactful for fights against the machines. The rest of her STMR makes it a slightly worse version of Sabin's Coin of Fate for guns and without the quite useful 30% Hp.

Passives:

Name Effect
Attentive Spirit 100% Resist Paralyze and Confuse
Destructionist 200% LB Fill Rate
ATK 30% Atk 30%
Heavy Arms Proficiency 75% EqAtk with only one one-handed weapon
Heavy Arms Proficiency (Enhanced) 150% EqAtk with only one one-handed weapon , 30% Atk with Gun
Demolition Specialist 50% Atk with Gun , 50% Physical Damage to Machinas
Auto-Refresh 5% MP heal per turn
Battle-Hardened 20% Hp/Spr
Mortar Beacon Trigger Mortar Beacon; Phys AOE 5x after 2 turn delay
Mortar Beacon (Enhanced) Trigger Mortar Beacon; Phys AOE 12x after 2 turn delay
Ace Gunner (Trust Passive) 20% Atk/Hp , 50% EqAtk with only one one-handed weapon , Upgrade LB (see LB)
ATK 20% 20% Atk
Good Shot 20% Hp/Mp , 2.5x Mod of Shattering Shot , 1.5 Mod of True Shot , 1x Mod of Empowering Shot

Olive's passive stat boosts provide her the following when equipped with a gun and her Trust Passive active: 60% Hp, 20% Mp/spirit , 150% attack, and 200% equipment when wielding one one-handed weapon. With Sparky's Doublehand, she reaches 250% equipment attack which leaves her 50% from reaching the cap. This lets Olive be incredibly easy to gear and somewhat recent additions make it quite easy for Olive to reach the attack stat cap as well. The materias I'm referencing are Dietlinde's Gun Mastery, Dressy Aileen's Elegant Gunner, and Electrifying Might from the Armeggeddon:LGD which provides a STMR level of attack for Olive's favorite element.

Despite her excellent offensive stats, Olive is a bit squishy. Luckily, Olive is the second unit I'm talking about with suicidal tendencies, but unlike Lucius, goes all the way. Over and over again...


Her resistance to Paralyze and Confuse are excellent for when they apply. Confuse is known to be the worse of all the immobilizing ailments, because unlike the other ailments, confuse consumes the action of the unit even after being cured.


The next notable passive is her Destructionist that provides her a 200% increase in her LB filling from LB crystals. With her 30 LB cost, Olive need 10 LB crystals t use her Limit Burst or cooldown skill that requires her entire LB gauge. Due to the 20 LB crystals drop limit from enemies, without any further LB support against a single enemy, Olive averages to filling her LB every four turns. Since Olive is very centered around her LB being her biggest burst, she really enjoys this passive.


The final passive to take note of is her Mortar Beacon. Morty the Beacon has always held a mixed reception. It is free damage on turn 3 or the two turns after she's revived; however, it could possibly trigger thresholds before you're ready or trigger a counter from the enemy. It is best compared to Kaito's DoT since it can't be chained (untested, likely inconsistently caps if at all, someone can check it with jump chainers) but can still defeat bosses before you complete a "kill with xxxx" mission.

Active Abilities:

LB - Death from Above

Casts 5 times : Phys Random 4.2x

Totals 21x against single entity.

UPGRADED

Casts 5 times : Phys Random 5.2x

Totals 26x against single entity.

Name Effect
Throw Command to use throwable items
Flash Grenade AOE 1.5x Light , 50% Blind
Shattering Shot ST 1.2x , 50% Def Break , 50% Lightning Imperil
Shattering Shot (Enhanced) ST 2x , 60% Def Break , 75% Lightning Imperil
Grapeshot AOE 2x
Napalm Grenade AOE 1.4x Fire , 50% Fire Imperil
Maiming Shot ST 1.8x , 30% Silence , Paralyze
Heated Rounds SELF 50% Atk , Imbue Fire
True Shot ST 4.8x
True Shot (Enhanced) ST 7x
Empowering Shot ST 6x , SELF 150% Atk , 100% Phys Damage to Machinas
Vanguard Force [5T CD , On T1] (Costs LB Gauge) AOE 10 LB Fill (bar SELF) , SELF 100% Hp Auto-Revive
Immolation Blast [5T CD , on T1] AOE 15x , 70% Def Break , 100% Fire/Lightning Imperil , Irresistible Kill SELF

To begin, Throw is OP.

Out of the 7* units who know throw, Olive is the only one who isn't a ninja or samurai, so that makes Olive as cool as ninjas and samurais.

Flash grenade is only usable in PvP since it fits into chains better than Grapeshot and blind isn't very useful on any other enemy. If it is needed for a boss, a source that guarantees infliction is a far superior source. For this reason, Maiming Shot is also below par.

Grapeshot is a standard AOE ability for clearing mobs.

Borderline useless ends here.


Olive has access to an on demand 60% defense break attached to a solid 75% lightning imperil which is why Sparky was always a perfect choice for her. Her 50% fire imperil and fire imbue are why Sparky isn't her only option to use for when lightning's not optimal, but she still suffers a net damage loss from setting up.

Her Empowering Shot makes her become the premier finisher for mechanical enemies. This also provides her with an attack buff for when your current buffer isn't up to snuff yet while still dealing damage. It isn't as high as the usual 200% attackers have and meta buffers match this already so it's somewhat niche.

True Shot is her cookie cutter one hit finish. Unfortunately for Olive, it only has a 10x multiplier. For a quick comparison, Cloud can dual cast a 10x chain while effectively utilizing a two-handed weapon. However, Cloud is technically a chainer since he can cap his Climhazzard on his Meteor Rain chaining, so I won't compare them as much. The point stands, Olive's True Shot isn't up to snuff to let her be any good.


Vanguard Force is an interesting cooldown skill. Olive wants to use her LB most of the time, but that doesn't make it useless. It is beneficial for when you need an important unit's Limit Burst immediately. The other use of this skill is the Auto-Revive. This makes it clear that we are intended to use Vanguard Force before Olive's Immolation Blast.

Immolation Blast is Olive's powerful defense break and imperil. This allows her to more effectively use her fire imbue or a fire element weapon, but it is still preferable to let her Trust Skill be active since her LB is the meat and potatoes we're looking for. Other than doubling Olive's output, Immo also serves as Olive's reset button for her Mortar Beacon. However, this costs Olive (aside from her life) any mitigation or elemental resists she has to survive. On the other hand, her sacrifice can also be used to clear debuffs like imperils.

Death from Above is an interesting Limit Burst. For my own personal opinion, I really enjoy her LB, but I see it's faults. The obvious is the random targeting that makes it impractical to use against multiple enemies.

What I like about Death from Above is how there is an attempt to make a unique skill. The big thing I enjoy is how the Trust Passive increases the LB's damage without actually using an LB damage increase buff. This lets her completely gain from LB damage from sources such as Heart Overcoming Hatred or Storm Kickers.

Despite working well with LB damage boosts, the numbers on DoA are still outdated.

Summary

Pros

  • Does not require 5* base unit to hit equipment cap, allowing her to be relatively easy to gear
  • A CD that can fill valuable LBs in case of emergencies or to get the better units popping off
  • A decent LB that benefits 100% from LB damage boosts
  • Somewhat recent gear that goes perfectly with her and her TMR
  • Doesn't lose as much as other units do when they die, and might benefit from an unfortunate demise if it resets Mortar Beacon

Cons

  • Has a suicidal power move in her optimal rotation that thereby clears her buffs (i.e. mitigation, elemental resists, and attack buffs)
  • Has a decent CD skill that costs her valuable LB gauge
  • The inability to efficiently utilize 2 handed weapon
  • A random target Limit Burst that is her most powerful move
  • Modifiers that show her age as a first generation 7* unit.
  • Suffers from untimely demises if she is killed immediately after revival

Personal Thoughts

I would say Olive is in a bad state, which isn't wrong, but when I remembered how she's from the first iterations of 7* units we received in GL, I'm honestly surprised she isn't completely abysmal. Out of that first batch, only the Dark Finas, who are recently buffed, and Wilhelm still stand up in today's meta. We are already aware of DK Cecil's promising future, but out of those first twelve units, Olive seems to be comfy as the strongest physical DPS from that batch. What Is truly surprising is how she competes with units released months after her. Of course, the other units I'm talking about are also immensely power crept, but still, I find it a bit outstanding.

Other Physical Finishers

Just so I don't repeat it three times over:

  • can utilize two-handed weapons

Additional Note: I initially used the builder to see the output of everyone I'm going to compare, but it got a bit difficult and I would prefer to not have that many more walls of text when inserting the builds. You may freely use other damage spread sheets to learn their damage. I will base mine off of what I'll quickly count, but it should be similar too the Wiki's damage spread sheet. I found Furcula's build for Olive a bit non-optimal, however it did help me decide how I would look at the first unit I'm going to compare to Olive (as well as make me reaffirm for myself that Olive's LB-centric build is best).

Ang Ang: You'd think he'd be higher

Overview:

  • CD 200% Atk Buff, Atk Break Resist, Max LB Gauge
  • Dual Cast for some abilities
  • 60% Def/Spr Break
  • 75% Fire/Wind Imperil
  • Fire/Wind Imbue
  • Killers; 75% Beast, Insect, [Bird], [Dragon] [With TMR, 25% Without]
  • Killer Buffs; 75% [Same races ^ ]
  • DCable ST 7x
  • Enablable 2 ST 10x
  • LB AOE 18.8x (30% LB Dmg Trust PAssive), 90% Fire Imperil, Fire Imbue, Enable above

On the Wiki's spread sheet, you'll see Ang below Olive, which you'd think is strange that a finisher who was released a week after her enhancements and awakened half a year after her would be weaker than the earliest Doublehand finisher in the game, right? Well, you'd be right.

On the wiki's damage sheet, Ang is built with all of his focus on sustained DPS, which makes sense. He is obviously superior to olive in that since he can literally do twice her modifier with his unlocked finisher while using a two-handed weapon. However, Furcula made me consider his damage when focused on LB. What I found is that Ang can easily deal more burst than Olive when both are focused on LB.

That being said, it is still surprising how Ang isn't overwhelmingly ahead of Olive. His sustained damage is downright superior, but his burst is only marginally better when specifically built for it.

CG Jake Other Gunner Jake

Overview:

  • Dual Cast
  • Killers; 100% Machina, Stone
  • Imbues Fire, Ice, Lightning, Light
  • 90% [same elements] Imperil
  • Tons of LB fill
  • 135% innate LB Dmg
  • On T4 CD Cure Breaks, Resist Breaks, Max LB gauge
  • CD 250% Atk, Cure/resist Atk Break, Enables below
  • Enabled; (?Possibly DCable?) ST 10x [17.5x with TMR or STMR]
  • LB AOE 24x, SELF 99% Atk/Def Break

Why the frick does this man have TWO LAST SHOTS?! Also, which one is dual castable?

In any case, Jake comes with more imbues than anyone here and has imperils as strong as the one on Ang's LB, meaning 10% weaker than Olive's Immolation Blast. Jake still burst more than twice as hard both of the previously mentioned "openers".

I think Jake really makes you notice a trend some finishers have where they suffer a penalty from their super moves. barring the Dark knights, it's usually just stat breaks, however some units are sacrificial. Sadly, Olive is the only unit who outright dies (unresistably) from her super move.

Oh yeah, Jake. He's stronger and brings a lot of imbues so he's flexible for most fights. One major downside is that his TMR is mostly useless on him, but luckily his LB build doesn't need his trust passive.

He also has escape for when the moon gets too close on the third day wave.

Regina Regina: The Finale

  • Penta Cast
  • "LB Fills Up Wahzoo" - My notes
  • Killer; 75% Fairy
  • SELF Killer Buffs; 150% Fairy, Demon, Machina
  • Stop resist on Trust Passive
  • ALLIES but SELF 3000 Hp Dmg, SELF Fully Recover, Cure Breaks, Max LB Gauge
  • SELF Cures Stat Breaks
  • SELF 3 Mirages
  • SELF 50% Mitigation
  • SELF All stats 150%-250%
  • Most Skills Increase Regina Cannon Mod
  • Regina Cannon; ST 2x-68x, 120% LB Dmg
  • LB AOE 32x, SELF 200% Stat Break, SELF 100% Stop

As long as she keeps her Power Amplifier, she's unstoppable. <3

Despite being frail, she has a lot to keep her alive, which isn't bad, but she's still pretty frail, especially from magic.

Something to notice about Regina is that she is the only unit hear who lacks her own imperil and imbue. Because of this, Olive can actually deal about 2/3rds of Regina's LB damage with her own. Of course, this means Regina has room to go even further beyond... I'm not going to take a break to scream...

Without any external help, Jake can actually beat her in burst. With external imbues and imperils, Regina stays on top of the damage charts. Her burst is absurd and it tears anyone vulnerable to her to shreds.

Fun Fact: Balthier The best damage Balthier can do on his RNG-based burst makes him stronger than Regina. Also, this Wiki's Spread sheet hasn't updated him with the RadLightning's TMR yet, so let's wait for Light Warrior Bartz to come out before telling them to count that up again.

Honorable Mention to The Leading Man Balthier for being mathematically the strongest unit in the game. Also for being a great character in one of the few main series games with a female protagonist.

Conclusion:

Olive is far from being the worse 7* unit in the game, which is an accomplishment most of her peers in batch one wish they could share with her. Despite not being an absolutely pitiful unit, due to all the gear and materias that work exquisitely on her, Olive is still hurting in the current meta, and she isn't able to keep up with all the units as she is now.

Enhancements and Upgrades

Goals:

The goals of Olive's upgrades should be to increase her power while changing her for the better. Her current issues that need fixing are the following:

  • Dependent on an one-handed weapon or STMR for her optimal LB damage build
  • Can't efficiently utilize two-handed weapons
  • ^ Delayed burst with additional set-up
  • Unable to properly nuke multiple enemies due to random LB
  • Suicidal tendencies
  • Low self attack buff in comparison to buffers
  • A good but niche STMR

TMRs:

TMR - Sparky

Proposed changes

 140 ~  150 Atk 

This would put Sparky on the same level as current 5 star Base TMRs. A very simple change, but it's effective due to equipment attack increases and the damage formula change. It should stay as a one-handed weapon for the dual-wielders who enjoy using sparky in it's current state. Furthermore...

Proposed addition

Sparky

[Gun]  140 ~  150 Atk , Lightning Element , True Doublehand  

True Doublehand

Increase EqAtk with only one weapon  

The obvious choice with her TMR is clearly the best. Sparky should be treated the same as Onimaru while keeping what makes it unique and good. A weapon that makes it easier for the user to build Doublehand. With all the love Rebby's spear got, I think it's completely fair for them to give Sparky TDH. The further issues of TDH will be solved in the passives.

STMR - Olive's Journal

Proposed changes

 50 ~  55 Atk , Gun Mastery , Machine Killer ,  

additionally

True Doublehand  

The idea here is to make a TDH accessory that isn't on a limited unit and is actually good on physical attackers (I'm expecting Fryevia's STMR to get 50 Atk/Mag when she gets upgraded). This allows the STMR to be an exceedingly welcome reward while fitting with Olive's kit. I do have an other suggestion.

OR

Bursting Limit -  30% ~  50% Increase Limit Burst Damage

STMRs can be bonkers. So clearly, the branching options are Storm Kickers or Marshall Gloves . Both of these additions make sense with Olive's kit, so either could belong on her STMR. I think LB Damage might be the more GL way to go, but either of these changes would be powerful and make this STMR a bit less niche and more useful across the board.

Passives:

Attentive Spirit

Proposed changes

 100% Resist Blind , Sleep , Paralyze , Confuse

I want this to make a bit more sense with the word attentive, so I added two more ailments that makes sense to resist. I'm sorry, but I don't think you can pay enough attention to resist turning to stone. Also, her goggle should mean she's just innately resistant to blind. Can we bring those back? We don't have innate resistance like that much anymore.

Destructionist

Proposed addition

Fill LB Gauge every turn  

Note: Additionally to the base passive. I just wanna watch the world burn faster. Even if it's just one, it helps her ensure an LB by turn 3 if you're getting LB crystals from the enemy. It would also help supplement the use of her CD that costs LB crystals and make it less of a bother to use.

Heavy Arms Proficiency

Proposed changes

 150% EqAtk with only one weapon ,  ??% Atk with Gun  

The obvious change so she can use Sparky well. With this passive and Sparky , Olive will be at 200% EqAtk with a two-handed weapon, which I think is more than fair. I am indifferent if they increase her Atk from passives, but they would always be welcomed changes.

Battle Hardened

Proposed changes

 40% ~  ??% Hp , Def , Spr  

Get hardener. More bulk can't hurt and she's meant to real tough warrior in a military. She also carries a GIANT CANNON around and calls it a one handed-weapon, so she should be buff as heck.

Mortar Beacon

Proposed changes

EITHER

Increase Damage  

Simple, make it a worthwhile risk to take.

AND/OR

Cast every 3 turns while Alive  

This word allow you to get free damage as long as Olive is alive and it would give reason to remove the dying on Immolation Blast, but I can see the issues that arise with this ability. Sometimes you want to hold off and push a threshold at a certain time, but this skill could mess you up, and making it less controllable like this would only make it worse, so I can understand not wanting this ability active like this.

Good Shot

Proposed additions

Increase Mod of Grapeshot , Maiming Shot  

It bothers me so much that this never increased the damage of her mob clearing ability. It made it harder to use on LGD stages of Mog King events.

Trust Passive - Ace Gunner

Proposed changes

 Upgrade LB  

I think this is fine as it is. She doesn't need 300% DH with Sparky, that's just too much extra. LB Changes will be made in the Active Abilities section.

Active Abilities:

LB - Death from Above

Proposed changes

Cast 5 times : AOE ?.?x  

I guess, to be fair, removing the random selection allows her to be a better when fighting multiple enemies...

UPGRADE

Proposed changes

Cast 5 times : Phys AOE ?.?x  
Cast 5 times : Phys Random ?.?x

The hope is that they are spaced out enough but over a short enough time to fit in most multi-hit chains and for the AOE to be double the damage the random deals. I don't know why, I but I just really like her LB as it is, and I want it to retain the properties that make it special. This way, Olive gets the best of all worlds. She's specialized towards handling single targets, but now she can properly lay waste to everything that stands before her.

The AOE doesn't neeeeeeeed to be cast 5 times, but I think this is good for those people who run into trouble in Arena. It's way too hard for the AI to get it, and even then, they won't chain, and she'll still be easy to kill for Arena goers. It's pretty much the same as a penta-cast, but on a physical finisher and some lucky victims get an extra 999-4995 damage.

I just wanna make sure it feels like the old Death from Above. I say it like this is all gonna happen, lol.

Throw

Howabout Stone Throw's enhancement?

Shattering Shot

Proposed changes

Increase Def Break , Increase Lightning Imperil  

This get inflated to being current tier on demand breaks and imperils. Immo will stay as her massive one, but this gets super good too. Personally, I like this being a 70% Def Break and 90-100% Imperil. I really like the idea of Olive being the best def breaker in the game (gunners are apparently good at it). Olive was always really self-sufficient in increasing her own damage, and I want that to stay.

Grapeshot

More damage

Napalm Grenade

Higher Imperil

NEW ABILITY - Napalm Rounds

Imbue Fire , 75% ~ 100% Imperil , AOE ??x 

ALSO

Remove Napalm Grenade AND Heated Rounds

Due to Being Superfluous.

This ability would streamline her need to prepare when she's not using Sparky or Sparky , which makes sense. You would think the genius engineer who created "the most fearsome weapon in recent history" could make some bullets hot and fire them in the same turn. Unless they think she's Batman and can just beat anything with enough prep time. In which case, by all means give her a 999x modifier by turn 10 Gumi.

True Shot

Tons of Damage

Empowering Shot

Proposed changes

ST ??x ,  200% ~  250% Atk Buff ,  100% Damage to Machines

It doesn't need to be as close to True Shot's damage as it should just become her main boost to her own power. I also think she needs a better boost to Atk than what buffers can provide, so she can be a bit more similar to our other standard DPS units.

I also think it's funny to refer to units in this game as DPS since it's turn based, so I'll swap to sayin DPT now.

[CD] Vanguard Force

Proposed changes

AOE  10 ~  ?? LB Fill , AOE 80% ~ 100% Hp Auto-Revive  

These changes serves 3 purposes: to increase the worth of using all of an LB-based unit's LB Gauge, to increase Olive's teamwork supportive, and accentuate Olive's personality as someone who'd do who best to protect her friends and allies. In the lore, Olive sacrifices herself to save her friends, so I think that should be portrayed in her kit more than just an honorable, on the ground kamikaze.

[CD] Immolation Blast

Proposed changes

Increase damage , Increase Def Break , Increase Imperil

I just looked up what immolation means. dang. I don't think we can remove the the suicide since this word has a double meaning that's related to the skill. Also it made me realize this is a lore related skill.The dang was for realizing it's lore related.

If we remove the self-sacrifice, well for one it loses half it's meaning, but it should also just have minimum 120% Imperils and 75% Def Breaks. The sacrifice should stay (as much as I hate watching Olive die) since it's purpose is to reset Mortar Beacon, but I also think the Immo Blast should become much stronger because of it. Moreover, Olive can have a Def break that is similar in strength in Dietlinde's LB. 80% Def Break is quite high, but since this ability also wipes Olive's buffs, it is not the biggest of deals. It just makes her a premier OHKO unit.

To my knowledge and quick look through on recent JP units, no units breaks 120%, correct? If so, then Olive doesn't need to bring about the power creep of increasing imperils that'd introduce even higher elementally resisting bosses. I mean, She Could. I Wouldn't Mind Her Being Super OP Like That.

NEW ABILITY - Ending/Finishing Rounds

[CD , 5T ~ 10T CD , Available T4] Increase Atk , Increase LB Damage , 
Cure Atk Break , Resist Atk Break

Finishing/Ending Rounds is Olive's own massive self damage buff, but since it's to end a fight, it isn't available on turn one. I think being available T4 let's it go perfectly after when you'd want to use Immolation Blast, right after the Mortar falls on non-preemptive fights. Depending on the length of the CD and the buff duration, the LB damage should range from 50% to 150%.

NEW ABILTY - Double Shot

Allow certain abilities to be used twice  

Dual cast has an issue on Olive. Her attacks take a long time to hit so it's impossible for most chainers to cap both LaughInTripleAR. My solution for this is is the following:

EXCLUDE True Shot , Immolation Blast , Throw  

Immolation Blast might have issues since it kills the user, but also becomes Olive's strongest non-LB ability. Throw doesn't need to be used. Not being able to dual-cast True Shot gives them an excuse to super boost it's modifier giving way higher sustained bursts while waiting on the BIG booms.

Other less Necessary Abilities:

Imbues

Olive's Schick is fire or lightning, but here are some names for the other flavors of Napalm Shot:

  • Iced Shot
  • Sparked Shot
  • Moist Shot
  • Blowing Shot
  • Rock Hard Dirty Shot
  • Dark Shot, Dark Shot, Dark Shot, Light Shot, Dark Shot, Dark Shot

Other Dual Cast - Superb Engineer

Allow support abilities , abilities from equipment to be used twice

I always had this idea before her enhancements even came out. I thought it would be cool to let Olive have possible good support synergy with items like Rikku's Pouch, Pod: 153, or Ignis's Food Notes. Interesting, but I don't think this is ever gonna happen on any unit. I still like this idea.

Thoughts On Upgrades:

I believe these upgrades would greatly increase Olive's damage output. Astonishing, I know. These changes allow Olive to keep up with current top-tier finishers and become more usable on more fights. She would also become an amazing unit for One-Hit-Knock-Out comps with her high imperil and Def Break.

Out of the listed issues, only her sacrificial tendencies remain, but I feel like her sacrifices are part of what makes her stick out compared to the other finishers, along with her LB that is still optimal for single targets. I feel like most of these changes should compensate her for all of her dying. Furthermore, Shattering Shot being much closer to current Immolation Blast makes it easier to consider not using it when you need to be careful.

Here is how I think she'd work in fights:

With Sparky:
Double; Shattering/Empowering -> True Shot -> Mortar , Immolation -> LB OR Vanguard -> Mortar , Last Rounds -> LB ... Repeat ...

With Non-Elemental Gun:
Double; Shattering/Napalm -> Empowering x2 ->Mortar , Immolation -> LB OR Vanguard -> Mortar , Last -> LB ... Repeat ...

So... The Last/Ending/Final Rounds could be made to a 5T CD available on T5. Might as well have it on T4 in case you get Death from Above on T2. It wouldn't hurt anyone if it's like that. Well it wouldn't hurt us at least. I think all her Cooldowns being 5 turns is a bit funny and sensible, that should be it.

Epilogue

Whew, that was a lot albums on Spotify... Okay, maybe just 10 or so played from beginning to end. The Getaway and Meteora were nice to listen too while doing this. I did listen to Beneath The Skin like 5 times over, so it's been quite a few hours doing this stuff.

This was fun though! It was a trek to get through the homework in the beginning, but talking about Olive makes it easier.

Before I go, there's this idea I had for Olive and a possible CG version, and I wanted to share it with y'all. I'm going to make a comment on this post of what I'm thinking, so I don't clutter up this post any further. I'm also kinda close to the character limit, and I don't want to be cut short.

As always, if I made an error when talking about stuff or just a typo, correct me! If you disagree about an idea I had or have an idea of your own, go ahead and say it.


Well it's time. I hope you enjoyed, and if not, I'm sorry for wasting your time. I had a lot to say about my FFBE best girl, and it was fun saying it, the good and bad.

As some people say at the end of comments or posts on this subreddit, cheers!

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