Difference between revisions of "Licht/Strategy"

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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'''.  


{{Catalog
{|class="wikitable mw-collapsible"
|title=CP boost details
! colspan="4" | 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 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
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="mw-collapsible mw-collapsed wikitable"
|+ class="nowrap" | Team formations and their CP potential
! colspan="3" | Team formations and their CP potential
|-
! Ally CP boost and attack formation !! Self CP boost and attack formation !! Nuke formation
! Ally CP boost and attack formation !! Self CP boost and attack formation !! Nuke formation
|-
|-
|
|
{| class="wikitable"
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none"
|-
|-
| Enemy
| Enemy
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||
||


{| class="wikitable"
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none"
|-
|-
| Enemy
| Enemy
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||


{| class="wikitable"
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none"
|-
|-
| Enemy
| Enemy
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==Stats and Seed Usage==
==Stats and Seed Usage==


{| class="wikitable"
{{Transient stat table|Licht|rarity=3|note=-|merge=start}}
|-
{{Transient stat table|Licht|rarity=3|atk buff=2.3|cs atk buff=2.3|note=with {{status|en name=Vigor}}}}
! Rarity (☆) !! Variant !! Max HP (unseeded) !! Max HP (seeded) !! Max ATK (unseeded) !! Max ATK (seeded) !! Max normal ATK per square (unseeded) !! Max normal ATK per square (seeded) !! Max CS ATK per square (unseeded, SALV1) !! Max CS ATK per square (seeded, SALV1)
{{Transient stat table|Licht|rarity=5|note=-}}
|-
{{Transient stat table|Licht|rarity=5|atk buff=2.3|cs atk buff=2.3|note=with Vigor}}
| 3 || Regular || 6421 || 8441 || 3752 || 5354 || 1689 || 2409 || 3377 || 4818
{{Transient stat table|Licht|rarity=4|note=-}}
|-
{{Transient stat table|Licht|rarity=4|atk buff=2.3, 2.2|cs atk buff=2.3, 2.2|note=with Vigor and {{status|en name=Concentration}}|merge=finish}}
| 4 || Valentine || 6846 || 8790 || 4577 || 6224 || 2060 || 2801 || 4394 || 5975
|-
| 5 || Regular || 8217 || 10175 || 4813 || 6395 || 2166 || 2878 || 8663 || 11510
|}


Because of Licht's respectable damage output, investing ATK seeds in him is a good choice, although Licht reliably KOing enemies makes repeated attack-dependent skill activations harder (it's probably better to KO enemies as soon as possible before they can counter, though). Investing HP seeds is an okay decision, as Licht's demise often means the demise of the team that was carefully built around Licht. Increasing the reliability of Licht's skill activation for CP boosting is essential, so he would best benefit from Skill seeds. LV seeds are a good investment for the same reason as HP and ATK seeds are.
Because of Licht's respectable damage output, investing ATK seeds in him is a good choice, although Licht reliably KOing enemies makes repeated attack-dependent skill activations harder (it's probably better to KO enemies as soon as possible before they can counter, though). Investing HP seeds is an okay decision, as Licht's demise often means the demise of the team that was carefully built around Licht. Increasing the reliability of Licht's skill activation for CP boosting is essential, so he would best benefit from Skill seeds. LV seeds are a good investment for the same reason as HP and ATK seeds are.
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'''This section consists of user-submitted builds that may not necessarily be viable for high level quests.'''
'''This section consists of user-submitted builds that may not necessarily be viable for high level quests.'''


=== Budget Damage Dealing Team (≥24 cost)===
=== Budget Damage Dealing Team===


{{Catalog
{| class="mw-collapsible wikitable" style="text-align: center"
|title=Team Details (submitted by Kiraidi)
! colspan="6" | Team Details (submitted by Kiraidi)
|-
|{{Transient icon|Licht|size=large|rarity=3}}<br/>[[Licht]]<br/>【Damage Buffer】
|{{Transient icon|Melusine|size=large|rarity=3}}<br/>[[Melusine]]<br/>【Damage Dealer】
|{{Transient icon|Marchosias|size=large|rarity=3}}<br/>[[Marchosias]]<br/>【Tank, Damage Attenuator】
<br/>{{Transient icon|Temujin|size=large|rarity=3}}<br/>[[Temujin]]<br/>【Damage Dealer】
|style='background: Honeydew'|{{Transient icon|Temujin|size=large|rarity=3}}<br/>[[Temujin]]<br/>【Damage Dealer】
<br/>{{Transient icon|Marchosias|size=large|rarity=3}}<br/>[[Marchosias]]<br/>【Tank, Damage Attenuator】
|style='background: Gainsboro'|{{Transient icon|-|size=large|rarity=3}}<br/>[[Catalog|Anyone]] / no one <br/>【Flexible】
|style='background: Gainsboro'|{{Transient icon|-|size=large|rarity=3}}<br/>[[Catalog|Anyone]] / no one <br/>【Flexible】
|-
|-
|{{Catalog:Companion|name=Licht|rarity=3|flavor=Damage Buffer}}
! colspan="6" | Cost: ≥24
 
|}
|{{Catalog:Companion|name=Melusine|rarity=3|flavor=Damage Dealer}}
 
|{{Catalog:Companion|name=Marchosias|rarity=3|flavor=Tank, Damage Attenuator}}
 
{{Catalog:Companion|name=Temujin|rarity=3|flavor=Damage Dealer}}
 
|{{Catalog:Companion|name=Temujin|rarity=3|flavor=Damage Dealer}}
 
{{Catalog:Companion|name=Marchosias|rarity=3|flavor=Tank, Damage Attenuator}}
 
| Anyone (or no one)
 
| Anyone (or no one)
 
}}


This cost-saving team exploits most features of Licht. Melusine gains a friendship buff with Licht, which raises the proc rate of self-bestowing {{Status effect|CT}} from her [[Dragonborn]] and [[Excavator]] skills. Temujin can also self-bestow {{Status effect|CT}} from [[Marksmen]] along with Rage from [[Avenger]]. These attack buffs stack with Licht's feature Vigor-on-attack from [[Spreader of Lunacy]] or [[Frenzy Conductor]]. These three units would act as a backliners, while Marchosias would act as a frontliner that can protect the back by bestowing Tenacity to the units behind him with [[Tough-Winged Griffon]]. This Tenacity buff also covers Temujin's vulnerability from Rage.
This cost-saving team exploits most features of Licht. Melusine gains a friendship buff with Licht, which raises the proc rate of self-bestowing {{Status effect|CT}} from her [[Dragonborn]] and [[Excavator]] skills. Temujin can also self-bestow {{Status effect|CT}} from [[Marksmen]] along with Rage from [[Avenger]]. These attack buffs stack with Licht's feature Vigor-on-attack from [[Spreader of Lunacy]] or [[Frenzy Conductor]]. These three units would act as a backliners, while Marchosias would act as a frontliner that can protect the back by bestowing Tenacity to the units behind him with [[Tough-Winged Griffon]]. This Tenacity buff also covers Temujin's vulnerability from Rage.


=== Nuclear Clock (≥48 cost)===
=== Nuclear Clock===
{{Team:Nuclear Clock}}


{{Catalog
== Gameplay examples ==
|title=Team Details (submitted by Arathun)
|-
|{{Catalog:Companion|name=Licht|rarity=5|flavor=CP Battery, Damage Buffer}}
 
|Anyone
 
{{Catalog:Companion|name=Protagonist|rarity=3|flavor=Flexible}}
 
|{{Catalog:Companion|name=Gyumao|rarity=5|flavor=Damage Dealer, Damage Buffer, CS Spammer}}
 
|{{Catalog:Companion|name=Gyumao|rarity=5|flavor=Damage Dealer, Damage Buffer, CS Spammer}}
 
{{Catalog:Companion|name=Typhon|rarity=5|variant = Golden Treasure Ship|flavor=Damage Dealer, Damage Buffer, CS Spammer}}
 
| Anyone (or no one)
 
| Anyone (or no one)
 
}}
 
The following assumes {{Companion icon|Licht}}, {{Companion icon|Gyumao}}, and {{Companion icon|Typhon}} are all LV70, SLV100, SALV1, and unseeded.
 
The ordering of the units is critical, as it is important to have Gyumao next to Licht turn 1 in order to optimize the next move for CP boosting. Licht would ideally go first, as explained in the end of section Overview: CP Battery describing Licht's interaction with {{Status_effect|連撃}}. Licht can somewhat reliably boost ≥30CP each turn for one unit in a particular position (Licht in range to attack one enemy, with CP-boosted ally directly on square up), and can even potentially boost ≥60CP for one unit in the Ally CP boost and attack formation (see Overview).
 
This team specializes in clearing the board completely for every turn (hence the name Nuclear Clock), beginning with phase 2. The board clearers are 2 Gyumao (or 1 Gyumao and 1 Typhon), which will alternate in turns when using their All-range charge specials. Gyumao works best in boards 5 squares in length, in order to maximize the potential amount of units he can hit with his wide slash range and maximize his CP gain (he gains ≥8CP for every OHP enemy hit, ≥4CP for >0HP enemy hit). Gyumao also gains ≥20CP for every time he moves because of [[Hot-Blooded Mystical Demon]]. This coupled with ≥12CP Licht's [[Ruler]] makes it possible for you to time Gyumao's final CP boost that would fill his meter to 100, so that it coincides with the beginning of the next phase. Additionally, Typhon's [[渚の狩人|Beach Hunter]] skill self-bestows ≥20CP, and combined with Licht's Ruler ability (and ignoring {{Status effect|熱情}} or other CP boosting buffs on Typhon), Typhon will have his CS ready for the next phase if he has at least 70CP. SLV100 {{Status effect|熱情}} provides an additional ≥5CP every turn for two turns. 
 
As All range has a severe damage multiplier penalty, the key to restoring its lethality is stacking multiple buffs. Gyumao deals 1617 base damage per square with his CS, accounting for both CS multiplier bonus (4×) and all range multiplier penalty (0.1×). Similarly, Typhon's base CS damage per square is 2180. While Gyumao can self-bestow {{Status effect|熱情}} during his CA, the buff would likely be only SLV1 (dependent on SALV); thus, it is ideal to bestow a SLV100 {{Status effect|熱情}} with your other Support Gyumao by [[Hot-Blooded Mystical Demon]], or bestow SLV100 {{Status effect|集中}} with your Support Typhon by [[バンドを組む者|Band Bander]]. Typhon only has one CP self-boosting skill (on phase start), but his magic range would enable him to gain more CP bonus from attacking further-to-reach enemies. Typhon's CS should be boosted with SLV100 {{Status effect|熱情}} through Gyumao. Coupled with SLV100 {{Status_effect|闘志}} from Licht, Gyumao would have three buffs total at the beginning of the next phase (SLV100 {{Status effect|闘志}}, {{Status effect|熱情}}/{{Status effect|集中}}, and {{Status effect|CT+}} from [[ろくろを回す者|Potter's Wheel Turner]], for 1617×2.4×(2.4 or 2.2)×5 = 46567 or 42689 damage), and Typhon would have two buffs ({{Status effect|闘志}} and {{Status effect|熱情}} on self for 2180×2.4×2.4 = 12557 damage). In either case, both should supply enough damage for a board clear for enemies at least up to level 50 (e.g. Elite dailies). Gyumao can continue gaining CP quickly because his CS effects include self-applying {{Status effect|加速}}. Board wipes should be possible to keep up for at least three consecutive phases, before Licht gains enough CP for his own charge strike (and thus is unable to attack regularly to boost ally CP again).
 
In the case that a board-wipe fails, stalling strategies becomes an immediate option (if another board-wiping CS is not readied), as Gyumao's CS effects include applying {{Status effect|恐怖}} and blow back one square, and Typhon applies {{Status effect|マヒ}} and blow back one square. This extra stalling period can be used to position yourself up for a final blow that would CP-boost enough for the next board-wiping CA. It might be a good period of time too to willingly exhaust Licht's CA, to enable him to boost CP again.
 
While this team trivializes dailies and some challenge quests, keep in mind that it is still heavily dependent on the chance of skill activation.
 
=== Gameplay examples ===


* [https://www.youtube.com/watch?v=4tx_rAefqUE Coin daily]
* [https://www.youtube.com/watch?v=4tx_rAefqUE Coin daily]
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* [https://www.youtube.com/watch?v=4X_JSagysYE Challenge quest (LV70)]
* [https://www.youtube.com/watch?v=4X_JSagysYE Challenge quest (LV70)]
[[Category:Strategy pages]]
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