Difference between revisions of "Tips"

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46 bytes added ,  19:23, 5 March 2020
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(this is also ancient information)
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={{Star|3}}s vs Higher Rarities=
={{Star|3}}s vs Higher Rarities=
A lot of units share the same (or very similar) skill sets across rarities. For example, {{Companion icon|Arsalan}}, {{Companion icon|Choji}}, and {{Companion icon|Triton}} are the exact same across rarities, just different costs and base stats. Because of this, it might seem that raising his {{Star|4}} is the way to go, but in reality, focusing on his {{Star|3}} not only saves on party cost, but less resources are required to max him out (coin cost, stars, LB materials, etc).
A lot of units share the same (or very similar) skill sets across rarities. For example, {{Companion icon|Arsalan}}, {{Companion icon|Choji}}, and {{Companion icon|Kuniyoshi}} are the exact same across rarities, just with different costs and base stats. Because of this, it might seem that raising their {{Star|4}} is the way to go, but in reality, focusing on their {{Star|3}} not only saves on party cost, but less resources are required to max them out (coin cost, stars, LB materials, etc).


On the other hand, you have units like {{Companion icon|Shiro}} who slightly have different skills. On paper, it seems like his {{Star|4}}'s [Phase Start] CP gain 100% of the time is a good thing, and having his {{Star|3}}'s [After Moving] skill seems kind of pointless. However, due to how [When Attacking] skills are handled during a Charge, [[Shirou|Shiro]] charging faster is more of a bad thing, as he won't be inflicting Curse as easily. Because of this, there's no shame in using his lower rarity variant.
On the other hand, there are units like {{Companion icon|Shiro}} who have slightly different skills. On paper, it seems like his {{Star|4}}'s [Phase Start] CP gain 100% of the time is a good thing, and having his {{Star|3}}'s [After Moving] skill seems kind of pointless. However, due to how [When Attacking] skills are handled during a Charge, [[Shirou|Shiro]] charging faster is more of a bad thing, as he won't be inflicting Curse as easily. Because of this, it's recommended to use his lower rarity variant instead.


However, you have units like {{Companion icon|Snow}}, {{Companion icon|Aizen}}, and now {{Companion icon|Wakan Tanka}}, who share similar skills, but an additional effect on their last skill that makes them a great magnitude better. These units are pretty unviable (namely [[Snow]]) as {{Star|3}}s.
There are also units like {{Companion icon|Snow}}, {{Companion icon|Aizen}}, and {{Companion icon|Wakan Tanka}}, who share similar skills but have an additional effect on their last skill which makes them a great magnitude better. These units are pretty unviable (namely [[Snow]]) as {{Star|3}}s.


When it comes to units with beneficial [When Attacking] different weapon spreads like {{Companion icon|Agyo}} and {{Companion icon|Benten}}, you need to consider that a wider range, while it inflicts less damage, are typically better at activating more, as each individual unit hit is a chance to activate a skill. In this case, [[Agyou|Agyo]]'s {{Star|3}} and [[Benten]]'s {{Star|4}} cards are better than their other forms, as they both have a wider weapon spread.
When it comes to units with beneficial [When Attacking] different weapon spreads like {{Companion icon|Agyo}} and {{Companion icon|Benten}}, it should be considered that a wider range, while it inflicts less damage, is typically better at activating skills, as each individual unit hit is a chance to activate a skill. In this case, [[Agyou|Agyo]]'s {{Star|3}} and [[Benten]]'s {{Star|4}} cards are better than their other forms, as they both have a wider weapon spread than their other rarity.


=Starting Party Composition=
=Starting Party Composition=
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