Difference between revisions of "Licht/Strategy"

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167 bytes added ,  21:11, 17 March 2019
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To understand {{Companion icon|Licht}}'s utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. {{Status effect|加速}} boosts CP by ≥8 per turn, with a total of ≥24 over 3 turns; {{Status effect|奮起}} boosts CP by ≥10 at the end of the turn; {{Status effect|熱情}} boosts CP by ≥5 per turn, with a total ≥10 over 2 turns; and {{Status effect|妬}} boosts CP by ≥5 per turn, with a total of ≥15 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as '''his skills activate once per enemy hit'''.  
To understand {{Companion icon|Licht}}'s utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. {{Status effect|加速}} boosts CP by ≥8 per turn, with a total of ≥24 over 3 turns; {{Status effect|奮起}} boosts CP by ≥10 at the end of the turn; {{Status effect|熱情}} boosts CP by ≥5 per turn, with a total ≥10 over 2 turns; and {{Status effect|妬}} boosts CP by ≥5 per turn, with a total of ≥15 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as '''his skills activate once per enemy hit'''.  


{| class="wikitable"
{{Catalog
|title=CP boost details
|-
|-
! Name of skill !! Applicable rarity/variant (☆) !! Activation chance (% at SLV1, 100) !! Effect (SLV100)
! Name of skill !! Applicable rarity/variant (☆) !! Activation chance (% at SLV1, 100) !! Effect (SLV100)
|-
|-
| [[Artist]] || 3, 5 || 50, 100 || 16-19CP (mode = 18CP) to self
| [[Artist]] | 3, 5 | 50, 100 | 16-19CP (mode {{=}} 18CP) to self
|-
|-
| [[Ruler]] || 3, 5 || 45, 90 || 12-14CP (mode = 13CP) to allies within two horizontal and/or vertical total squares away
| [[Ruler]] | 3, 5 | 45, 90 | 12-14CP (mode {{=}} 13CP) to allies within two horizontal and/or vertical total squares away
|-
|-
| [[Agitator]] || 3, 4 (Valentine), 5 || 25, 50 || 14-16CP (mode = 15CP) to ally 1 square ahead
| [[Agitator]] | 3, 4 (Valentine), 5 | 25, 50 | 14-16CP (mode {{=}} 15CP) to ally 1 square ahead
|-
|-
| [[Frenzy Conductor]] || 5 || 35, 70|| 16-19CP (mode = 17CP) and {{Status_effect|闘志}} to self and allies within two squares ahead
| [[Frenzy Conductor]] | 5 | 35, 70| 16-19CP (mode {{=}} 17CP) and {{Status_effect|闘志}} to self and allies within two squares ahead
|-
|-
| [[Spreader of Lunacy]] || 3, 4 (Valentine) || 20, 40 || 14-16CP (mode = 15) and {{Status_effect|闘志}} to self and adjacent allies
| [[Spreader of Lunacy]] | 3, 4 (Valentine) | 20, 40 | 14-16CP (mode {{=}} 15) and {{Status_effect|闘志}} to self and adjacent allies
|-
|-
| (Attack CP bonus) || all || 100, 100 || 5-7 (mode = 5) to self
| (Attack CP bonus) | all | 100, 100 | 5-7 (mode {{=}} 5) to self
|-
|-
| (Overkill CP bonus) || all || 100, 100 || 9-? (mode = ?) to self
| (Overkill CP bonus) | all | 100, 100 | 9-? (mode {{=}} ?) to self
|-
|-
| (Struck CP bonus) || all || 100, 100 || 5-7 (mode = 5) to self
| (Struck CP bonus) | all | 100, 100 | 5-7 (mode {{=}} 5) to self
|}
}}


Three relevant team formations can be used to quantify the gain in CP, listed below (assumes each skill succeeds in activating). These team formations assume the use of 5☆ Licht, but the positioning and scaling CP gains should roughly apply to other variants as well
Three relevant team formations can be used to quantify the gain in CP, listed in the expandable table below (assumes each skill succeeds in activating). These team formations assume the use of 5☆ Licht, but the positioning and scaling CP gains should roughly apply to other variants as well


{| class="mw-collapsible mw-collapsed wikitable"
|+ class="nowrap" | Team formations and their CP potential
! Ally CP boost and attack formation !! Self CP boost and attack formation !! Nuke formation
|-
|
{| class="wikitable"
{| class="wikitable"
|-
! Ally CP boost and attack formation
|-
|-
| Enemy
| Enemy
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| Ally
| Ally
|-
|-
| {{Companion icon|Licht}}
! {{Companion icon|Licht}}
|}
|}


Ally CP boost range: [14*2 + 16*2, 16*2 + 19*2] = [60, 70]
||
 
Expected ally CP boost: 15*2 + 17*2 = 64
 
Licht CP boost range: [16*2 + 5*2, 19*2 + 7*2] = [42, 52]
 
Expected Licht CP boost: 17*2 + 5*2 = 44


{| class="wikitable"
{| class="wikitable"
|-
! {{Companion icon|Licht}} CP boost formation
|-
|-
| Enemy
| Enemy
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| Enemy
| Enemy
|-
|-
| {{Companion icon|Licht}}
! {{Companion icon|Licht}}
|}
|}


Licht CP boost range: [16*3 + 5*3, 19*3 + 7*3] = [63, 78]
||
 
Expected Licht CP boost: 17*3 + 5*3 = 66


{| class="wikitable"
{| class="wikitable"
|-
! Nuke formation
|-
|-
| Enemy
| Enemy
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| Ally
| Ally
|-
|-
| {{Companion icon|Licht}}
! {{Companion icon|Licht}}
|}
|}
|-
|Ally CP boost range: [14*2 + 16*2, 16*2 + 19*2] = [60, 70]
Expected ally CP boost: 15*2 + 17*2 = 64
Licht CP boost range: [16*2 + 5*2, 19*2 + 7*2] = [42, 52]
Expected Licht CP boost: 17*2 + 5*2 = 44
||
Licht CP boost range: [16*3 + 5*3, 19*3 + 7*3] = [63, 78]
Expected Licht CP boost: 17*3 + 5*3 = 66
||


Proximal ally boost range: [14 + 16, 16 + 19] = [30, 35]
Proximal ally boost range: [14 + 16, 16 + 19] = [30, 35]
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Expected Licht CP boost: 17 + 5 = 22  
Expected Licht CP boost: 17 + 5 = 22  
|}


In theory, his CP boosting potential can be bolstered even further with a {{Status_effect|連撃}} buff bestowed by {{Companion icon|Fire Mobster}}'s [[連携する者]] skill or {{Companion icon|Volos}}'s [[Sprouter]] skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with {{Status_effect|闘志}} in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a {{Status_effect|連撃}}-boosted attack would prevent the second round of CP boosting.
In theory, his CP boosting potential can be bolstered even further with a {{Status_effect|連撃}} buff bestowed by {{Companion icon|Fire Mobster}}'s [[連携する者]] skill or {{Companion icon|Volos}}'s [[Sprouter]] skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with {{Status_effect|闘志}} in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a {{Status_effect|連撃}}-boosted attack would prevent the second round of CP boosting.
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