Search the Community
Showing results for tags 'armor'.
Bugei is a decent armor set that drops off pretty early on if you don't have it's required weapons and alot of them aren't too viable either, making it a less reliable set to use. It would be nice to see this armor set have similar treatment to that of Shijin/Ouryu which is less conditional and has very similar set effects, as it stands bugei and shijin are too similar, except for bugei needing specific weapons to be become somewhat stronger / tankier. My suggestion is to add an leg unit to the set that functions much similar to that of Ouryu, but would be striking oriented, such as another rainbow unit. or if its an arm unit, make it like a lesser variant of Master swordsman, with more emphasis on amplifying accuracy. Perhaps even make the set striking class only so others wouldn't use it for a gunner class to balance it out and keep it true to it's form. for a 13* unit I feel Bugei should stand out more, especially due to how restrictive it is, and classes like acrofighter or FM wouldnt make much use for it unless there was an option for a rarity change on some of these weapons or a better alternative. It would be nice to see more armor get rebalanced around different types of play styles instead of everyone rushing for Ryukoh for that power increase/ resistance due to it being one of the best units in the game with its resistance. Shijin+ouryu set up is pretty decent, but the 200% speed increase while also still having similar results to hyakka is questionable considering it needs two parts to perform much similarly to a single unit. Sooner or later Quebbler will be added to the game, and its a very strong gunner based armor set. wouldn't it be nice if it had better use with more ranged weapons in the game instead of it being restricted to just a few handful? There should be a set specifically for play styles. Striking Focus only Ranged Only Tech Only Hybrid armor sets. Striking + range Striking + Tech Range + tech Defensive only sets Focus on pure survivability Defense/Eva End/Ment defense/Ment Status Immunity What I don't mean that these set should only focus on those particular stats. Because bugei is a great example of a defensive striking set that brings up more attention to what striking players (Fighmasters) tend to lack: Mental Defense, And Endurance while also granting some extra defense and striking power. (though accuracy would be nice but MS fixes that later anyway.) I think armor design should focus on a flaw of each type of play style instead of just being raw power increases. What are your opinions?
Hello! I have been messing about with the damage formula when testing to see if the defense debuffs are working and I found out that DFP and MST, as a whole, seem to be weak and ineffective... Here are my findings: TL;DR defensive stats don't do much when it comes to protecting because of the way it is calculated. Armors (in a lot of cases), along with defensive buffs and debuffs, are meaningless because of it. Zalure seem to be increasing very little and isn't worth using First of all, the maximum damage formula is as follows (taken from Psupedia) : maximum damage = floor(crit x (atp x pa x (1 + ele) x buff - enemy's dfp) / 5) Keep in mind that, in this post, when I mention ATP and DFP, it also covers TP and MST. techs are the same! The only thing that change is that ATP is swapped for TP and DFP is MST along with a 1.2 multiplier to TP if you have a rod. Here's (quickly) how the formula works. First, "floor' means that, whatever number comes out, it will just chop off everything after the decimal. 1034.9 becomes 1034. Next, crit/just attack is multiplying whatever damage comes out by 1.5, it does not affect DFP or ATP and will be left off for now. Then we have the bracket where the damage is calculated. ATP gets multiplied by PA power, element and buff applied on the attacker. At the end of the bracket is where DFP reduces the total ATP (damage) by a flat amount. Finally, the division by 5 is just to balance numbers. Now, the problem... In short, ATP gets many multipliers from multiple sources while DFP acts as a small non multiplicative damage reduction. This causes DFP to feel ineffective but also affects the way armor and defensive buffs / debuffs work. EXAMPLE: Here we have a character using rising strike (191% PA power) that has 655 base ATP + 280 from a 4* pallasch (neutral), hitting a Lv. 65 Badira that has 304 DFP. Running all of it through the formula gives us 296 maximum damage. Not bad! Now, let's give the player a Lv. 1 shifta buff (+11%). Maximum damage goes up to 335 (13.2% increase). If we remove the Shifta and add Lv. 1 Zalure (-11%) to the enemy, it's DFP is now 270. The maximum damage is now 302 (2.1% Increase). The damage increase is very low for a 34 DFP reduction compared to Shifta that was casted BEFORE the fight. This issue affects player armor too along with defensive buffs. Armor right now has very small impact on damage that is either physical or an element that your armor does not cover. It works in the same way zalure doesn't reduce damage much. Deband is in the same boat as it increases a stat that has very low impact in the damaging process. Debuffs, right now, feel completely useless because of this. I have now explained why I think the defenses are flawed and am willing to offer solutions but I also want to see what the community thinks. Thanks for reading and here's hoping for clementine to keep evolving! Have a nice day !