I'm not sure if this is right or not, but the gamepress wiki seems to make it look like the 120th pull guarantees an Ash, regardless of already pulling one or more along the way.
If that is the case, one more pull for a dupe sounds a good idea.
0
Orphanerivers of redthat run to seaRegistered Userregular
I'm not sure if this is right or not, but the gamepress wiki seems to make it look like the 120th pull guarantees an Ash, regardless of already pulling one or more along the way.
If that is the case, one more pull for a dupe sounds a good idea.
I think that's incorrect, you get 1 guaranteed Ash within 120 pulls only once as stated in the gacha details ingame. It's not worded "you get an Ash at 120 pulls."
Orphanerivers of redthat run to seaRegistered Userregular
OD-EX-8 was pretty annoying
mostly in that the boss's animations seem to be timed to specific timestamps as opposed to its actual health and phase so it's easy to think that the boss is still in phase 1 or 2 when you've pushed it past that and should be setting up to attack it from the other direction
All the EX stages and challenges clear. Honestly, EX 4 might have been the trickiest one, I saw pretty clear setups for all the others. Still need to clear a bunch of co-op level objectives, mainly because I didn't realize at first that there WERE objectives to be doing.
0
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
It wastes the time of someone else, and I don’t like that.
Everyone else had to learn by playing, so long as you aren't doing something silly like not bringing a full team of units or something, it's not a waste of their time for you to try.
It wastes the time of someone else, and I don’t like that.
Everyone else had to learn by playing, so long as you aren't doing something silly like not bringing a full team of units or something, it's not a waste of their time for you to try.
True, moral is that it stresses me out and isn't worth the rewards for me. It's a personal thing.
0
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
EX-8 CM was dead easy and I totally didn't need to burn down all of my practices and then some to get it right
I got turbo frustrated with the Extreme mode of Co-Op challenge 3 and nope'd out. They add in 3 new mechanics on top of the normal: always-on huge aoe poison damage everywhere, those spear thrower assholes that merc any non-tank and prevent you from deploying any ranged operators early, and exploding slugs on top of the ranged ones, double-stacked. Oh, and the poison trucks just hit way harder now too.
One of two of these additional mechanics I could maybe deal with... but all three at once and all at the start? It's pretty dumb and I didn't feel like looking up a youtube guide to figure the whole thing out. I got as far as figuring out how to clear the starting field but not having enough built up by the time the gas trucks came out and getting murdered and overwhelmed by them. DP's a huge issue as early placed vanguards just die to the poison and healers to heal them die to the throwers or all of them die to the exploding slugs.
It's like they jumped from a Risk 10 normal to a Risk 25 extreme and just forgot about 18. And I just don't care enough for the mediocre rewards and lack of medal to push through it.
(Yes, I'm bad and I'm tilted. This is a vent post.)
Warlock82Never pet a burning dogRegistered Userregular
edited August 2021
I'll have to knock out the EXs tonight. I finally looked up a strategy for OR-8 that worked just fine. Don't ask me why, I don't necessarily feel it did much different from what I did, but whatever (does Jaye do something special? I had to promote him for the strategy but I never bothered to look at what he does :P He was in most of the videos I looked at tho). I'll probably just look up the EXs to save time - I did EX1 on my own but then EX2 kicked my ass I think (or was it 3?)
Edit: FWIW, it was this one https://www.youtube.com/watch?v=zsdHA4Iumlo
Only I swapped out the 2*s cuz fuck that... first try with them something leaked through so I just put 6* equivalents in there and it worked much better.. also I swapped Siege in for Zima and Ptilopsis for Perfumer because I figured it wouldn't matter and those were higher level :P Ended up using Hoshiguma instead of the 2* tank and actually Zima instead of the 2* vanguard :P Tried it a few times today at lunch, worked pretty good for auto'ing the stage from what I could tell. Might spam it a bit to get some zelda floor tiles instead of OR-7 that I was farming before
Orphanerivers of redthat run to seaRegistered Userregular
edited August 2021
IIRC Jaye's talent is that he gets a hefty bonus dmg multiplier against wildlife, which i imagine encompasses all but the boss and the 1 humanoid type origimutant
Combined with his fairly high base atk and the multiplier on his skills he's probably killing the excresences and tumors as they come. His s1 also silences so that might shut down the tumors' slow on block effect?
Orphane on
+1
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
I got turbo frustrated with the Extreme mode of Co-Op challenge 3 and nope'd out. They add in 3 new mechanics on top of the normal: always-on huge aoe poison damage everywhere, those spear thrower assholes that merc any non-tank and prevent you from deploying any ranged operators early, and exploding slugs on top of the ranged ones, double-stacked. Oh, and the poison trucks just hit way harder now too.
One of two of these additional mechanics I could maybe deal with... but all three at once and all at the start? It's pretty dumb and I didn't feel like looking up a youtube guide to figure the whole thing out. I got as far as figuring out how to clear the starting field but not having enough built up by the time the gas trucks came out and getting murdered and overwhelmed by them. DP's a huge issue as early placed vanguards just die to the poison and healers to heal them die to the throwers or all of them die to the exploding slugs.
It's like they jumped from a Risk 10 normal to a Risk 25 extreme and just forgot about 18. And I just don't care enough for the mediocre rewards and lack of medal to push through it.
(Yes, I'm bad and I'm tilted. This is a vent post.)
Just got my 3 Challenge clears on Test 3 (and every other test) tonight, it honestly was not bad on the upper level. Strategy notes in a spoiler, but basic principles out of it.
Basically, top lane's role is to quickly carve out living space in the bottom left corner, then expand into the top once the spear guys die from bleeding to death. Bottom lane has a lot to handle, top lane needs to keep the left side permanently clear of poison (bottom lane should abandon the right side completely) and do their best to kill all the trucks, but letting some of the top lane ones through shouldn't be a problem for bottom lane to handle.
- For the opening, just focus on clearing the lower left. You won't be using the upper area at all until the spear jerks die of natural causes. Cheap units that can still kill carry the day here, Projekt Red, Gravel, Siege, Bagpipe, etc. I used Surtr on the top left snail/ bomb combo facing right, which clears the top two combos plus the bomb from the top left square of the right side (meaning you have two combos remaining on the left side and one deleted bomb from the right after one drop).
- Use those quick kill units mentioned earlier to kill every combo on the left side and the left half of the right side. You can ignore the right half of the right side for quite a while.
- Once I cleared the left side and the shooters from the left half of the right side, Myrtle drops onto the powered spot on the right of the left fan (one space to the right of the leftmost fan if that's easier to understand). She'll stay there the rest of the level. With her DP, I add a healing defender to block traffic and then Ptlop to keep everyone alive. Next, a ranged Guard on the leftmost fan tile to attack the trucks for the rest of the level.
- Add a Medic to the Ranged tile up top, facing left. Then a second healing Defender in the left power tile up top.
- Pick off the two remaining combos at your leisure, but don't wait too long.
- Use your spare units to attack the trucks on the top lane and at least reduce their health if not kill them to help out bottom lane.
- When the spear guy appears, he should try to kill your Healing Defender. This should be impossible for him to manage, if it isn't, use a tougher one or level the one you want to use (or the Medic up there if that's the weak link.)
Bottom lane general strategy: create a kill box on the left island, and have a self sufficient unit or couple of units deal with any truck leaks from the top elevator.
0
Warlock82Never pet a burning dogRegistered Userregular
Well, finished all the missions. I was literally like a half second away from clearing OD-EX-8 when Arknights booted me back to the title screen to download some patch and lost my progress -_- Like, literally the boss was dead and there was maybe one more of those tiny slug things left. I was kind of pissed about that. Ended up having to do the whole thing over again (and then again of course for challenge mode). *sigh*
I guess today I'll spam to get resources before the thing ends. Still too much crap I haven't bought in the store.
I just E2'd both of them this week and am currently caught up with Paradox sims (first time that's happened for me). I feel like Perfumer E2 has uses in even high tier content (it would have been much easier to clear that optional objective in that one stage with her), whereas Ethan E2 is mainly surpassed by Manticore E2.
Current project is Ash's skill 2 M3. Grinding up those gels, since I finally ran out.
0
Orphanerivers of redthat run to seaRegistered Userregular
I just E2'd both of them this week and am currently caught up with Paradox sims (first time that's happened for me). I feel like Perfumer E2 has uses in even high tier content (it would have been much easier to clear that optional objective in that one stage with her), whereas Ethan E2 is mainly surpassed by Manticore E2.
Current project is Ash's skill 2 M3. Grinding up those gels, since I finally ran out.
i really don't see how a 35-50% slow "surpassses" a chance to root for 3s
both effects are useful in their own ways and there are situations where i would want one or the other or both
Ash S2 M3 is training. All the other Rainbows are mad about having to work, it just doesn't seem right to them.
+2
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
My A6. Did feel that various Cliffheart or W or different Platinum placements could be interesting but this works. 370 Silverash deploy was scuffed obviously, Gravel needed to be 1 right to not splash him.
Orphanerivers of redthat run to seaRegistered Userregular
Rosa counters the artillery drones pretty hard since they're weight 4 with 800 defense. The Imperial Strikers also have the same def and weight so she's also effective vs them.
0
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
Cleared the new Annihilation mission. My first try was 399/400 because they bully that one duo of civilians way too hard. Knowing that ahead of time, I managed to (barely) save them both the second time. Hopefully there's no wiggle room on that, testing the auto clear now.
And yeah, this ani map feels a lot simpler than the last one. I used a similar setup to vagrant, except with my shiny new Sora parked in the middle, mostly just because.
Posts
I'm not sure if this is right or not, but the gamepress wiki seems to make it look like the 120th pull guarantees an Ash, regardless of already pulling one or more along the way.
If that is the case, one more pull for a dupe sounds a good idea.
I think that's incorrect, you get 1 guaranteed Ash within 120 pulls only once as stated in the gacha details ingame. It's not worded "you get an Ash at 120 pulls."
Speaking of which, got my Ash with the 120th pull, currently training S2M2.
Which, in really glad this banner had a 120 pity, because good God was it not kind to me otherwise.
mostly in that the boss's animations seem to be timed to specific timestamps as opposed to its actual health and phase so it's easy to think that the boss is still in phase 1 or 2 when you've pushed it past that and should be setting up to attack it from the other direction
It doesn't take any sanity, so why would you need to practice? Nothing bad happens if you don't clear.
// Switch: SW-5306-0651-6424 //
Everyone else had to learn by playing, so long as you aren't doing something silly like not bringing a full team of units or something, it's not a waste of their time for you to try.
True, moral is that it stresses me out and isn't worth the rewards for me. It's a personal thing.
One of two of these additional mechanics I could maybe deal with... but all three at once and all at the start? It's pretty dumb and I didn't feel like looking up a youtube guide to figure the whole thing out. I got as far as figuring out how to clear the starting field but not having enough built up by the time the gas trucks came out and getting murdered and overwhelmed by them. DP's a huge issue as early placed vanguards just die to the poison and healers to heal them die to the throwers or all of them die to the exploding slugs.
It's like they jumped from a Risk 10 normal to a Risk 25 extreme and just forgot about 18. And I just don't care enough for the mediocre rewards and lack of medal to push through it.
(Yes, I'm bad and I'm tilted. This is a vent post.)
// Switch: SW-5306-0651-6424 //
In which Amiya will not take no for an answer.
Edit: FWIW, it was this one
Only I swapped out the 2*s cuz fuck that... first try with them something leaked through so I just put 6* equivalents in there and it worked much better.. also I swapped Siege in for Zima and Ptilopsis for Perfumer because I figured it wouldn't matter and those were higher level :P Ended up using Hoshiguma instead of the 2* tank and actually Zima instead of the 2* vanguard :P Tried it a few times today at lunch, worked pretty good for auto'ing the stage from what I could tell. Might spam it a bit to get some zelda floor tiles instead of OR-7 that I was farming before
Combined with his fairly high base atk and the multiplier on his skills he's probably killing the excresences and tumors as they come. His s1 also silences so that might shut down the tumors' slow on block effect?
Also Recruit: Senior Op + Healing -> Ptilopsis P6
Just got my 3 Challenge clears on Test 3 (and every other test) tonight, it honestly was not bad on the upper level. Strategy notes in a spoiler, but basic principles out of it.
Basically, top lane's role is to quickly carve out living space in the bottom left corner, then expand into the top once the spear guys die from bleeding to death. Bottom lane has a lot to handle, top lane needs to keep the left side permanently clear of poison (bottom lane should abandon the right side completely) and do their best to kill all the trucks, but letting some of the top lane ones through shouldn't be a problem for bottom lane to handle.
- Use those quick kill units mentioned earlier to kill every combo on the left side and the left half of the right side. You can ignore the right half of the right side for quite a while.
- Once I cleared the left side and the shooters from the left half of the right side, Myrtle drops onto the powered spot on the right of the left fan (one space to the right of the leftmost fan if that's easier to understand). She'll stay there the rest of the level. With her DP, I add a healing defender to block traffic and then Ptlop to keep everyone alive. Next, a ranged Guard on the leftmost fan tile to attack the trucks for the rest of the level.
- Add a Medic to the Ranged tile up top, facing left. Then a second healing Defender in the left power tile up top.
- Pick off the two remaining combos at your leisure, but don't wait too long.
- Use your spare units to attack the trucks on the top lane and at least reduce their health if not kill them to help out bottom lane.
- When the spear guy appears, he should try to kill your Healing Defender. This should be impossible for him to manage, if it isn't, use a tougher one or level the one you want to use (or the Medic up there if that's the weak link.)
Bottom lane general strategy: create a kill box on the left island, and have a self sufficient unit or couple of units deal with any truck leaks from the top elevator.
I guess today I'll spam to get resources before the thing ends. Still too much crap I haven't bought in the store.
I just E2'd both of them this week and am currently caught up with Paradox sims (first time that's happened for me). I feel like Perfumer E2 has uses in even high tier content (it would have been much easier to clear that optional objective in that one stage with her), whereas Ethan E2 is mainly surpassed by Manticore E2.
Current project is Ash's skill 2 M3. Grinding up those gels, since I finally ran out.
i really don't see how a 35-50% slow "surpassses" a chance to root for 3s
both effects are useful in their own ways and there are situations where i would want one or the other or both
Now I just need to e2 Croissant and I'll have the entire Penguin gang promoted.
Wait, no, I guess Bison counts too? Croissant and Bison then, but both of those are gonna have to wait cause Blemishine is next on the priority list.
// Switch: SW-5306-0651-6424 //
Her song has become too powerful, help
And yeah, this ani map feels a lot simpler than the last one. I used a similar setup to vagrant, except with my shiny new Sora parked in the middle, mostly just because.
I have a few S2M1 skills I want to push to M3 but it’s so many books.