Already almost out of unit space again. I think it's all the 3*'s I got from the A.Rain pulling and the FP moogle summon. With merging I figured I'd save all the TMR'd ones, but that means for each one I'm pretty much using 2 slots. I guess I could merge some more LB burst pots, but even with all of them I'd only get 15-20 more spots.
Man, they are really pushing to have all the espers 3 starred as soon as possible.
Yeah and our method of getting Supercite sucks. I tried the new Green and Black dungeon last night to get the lapis and waste some NRG. Not a single supercite. I've done all the Pro dungeons at least once to get the missions and I've not seen a single Supercite drop. For 35 NRG, that is horsesh%&. There should be a guaranteed drop for that cost even if it's just 1.
Can supercites even drop from the Chamber - even as a rare drop? I thought you could only get them from Expeditions.
Dunno, I’ve not seen any, but I’ve “only” run them a half dozen times
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JakarrdIn the belly ofOklahomaRegistered Userregular
At this point with the number of supercites needed to even cap one, I almost feel the overall exp points of the various 'cites need to be increased if they are going to just give 2-5 per expedition. Make the magacites give more, etc. Right now when you start hitting level 10 on 3* anything under a supercite gives really diminished returns. You need hundreds to even move the bar a bit once you start hitting level 21+.
Greetings Starfighter! You have been recruited by the Star League to defend the frontier against Xur and the Ko-Dan Armada.
*Sigh* Just a few days ago I used my entire stack of green and black cites on Lakshmi. I had hundreds upon hundreds of the mediums and nearly a thousand of the little ones. I had nearly 50 of the supercites.
*Sigh* Just a few days ago I used my entire stack of green and black cites on Lakshmi. I had hundreds upon hundreds of the mediums and nearly a thousand of the little ones. I had nearly 50 of the supercites.
I was about to do the same but got busy and didn’t get around to it. Yay for distractions?
I really wasn’t expecting sylphid yet
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BrodyThe WatchThe First ShoreRegistered Userregular
I still haven't unlocked all of the original espers, so yay?
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
I'm completely caught up on story and I'm still completely missing Carbuncle, Titan, Fenrir, and Phoenix. Leviathan is still 1*, and I still need to 3* Lakshmi. I have a lot of esper work to do lol.
Bahamut has been so powercrept. Bring a breaker and (magic) chainer pair; finish with Garnet or any strong (magic) finisher. Bring a Shylt/Mystea/Basch/Awakened Rain/Chow to survive the Megaflare, for if you fail to kill him on turn 1. Maybe bring an imperiler if you're doing elemental damage.
You have to understand, Bahamut was tricky but easy when he was released. And that was 2 months before we got magic tanks. Now, basically any magic tank + decent mag break should allow you to survive indefinitely.
[edit] Also, keep in mind that you can farm LB and esper orbs before fighting Bahamut, which means you can go into the fight with Rikku's LB gauge full. That's a free turn right there if you don't have a magic tank. He's easy, is my point.
I think I'm going to finally go and tackle Tegmine. Any suggestions for him? I've read some strategies that recommend trying to OTKO him on the last phase at 39%. Otherwise, you have to deal with a lot of attacks, breaks, and crap.
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BrodyThe WatchThe First ShoreRegistered Userregular
Should at least get 2 more so your party has 5 of them.
I haven't been avoiding collecting more, just hadn't thought about it. And its not like I'm likely to accidentally stumble on the quest for one.
Also, just cleared a couple of the Nemesis Trials, I think the first 4? So now I have a significantly better MAG weapon, so thats nice. Also tried the robot one, but I keep forgetting to install FRep when I'm at home, and I missed the Olive's finisher (I assume it has to land right at the end of the chain, and can't be a second or two after?).
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
The whole point of a finisher is to add a hit to the chain, thereby taking advantage of the multiplier the chain has built up. And because a finisher only does a single hit (or two, if it's using DW), that entire damage gets multiplied by 4. The chainer, on the other hand, won't get the 4x multiplier because part of the chain is used to build up the multiplier. It'll be, I don't know, 3x or something. It differs.
The finisher hit needs to land after the chain has reached its highest multiplier and before the chain ends. A normal chain without matching elements will need 30 hits to reach 4x multiplier. A spark chain needs 12 hits, but that requires macro-level precision to pull off consistently. A chain with matching elements needs 10 hits.
Divine Ruination, the most accessible chaining ability, does 7 hits. Using DW, it does 14 hits. Two chainers means 28 hits. The chain starts counting at the second hit, so a properly chained DR chain will show a 27 right at the end. So, if you're using the same element on both chainers, you'll want to land your finisher between hit 10 and 27; in other words, on the second half of the chain. You can tell if the finisher was part of the chain by looking at the number. Because the finisher hit adds to the chain, the chain will reach 28 instead of 27. 29 if your finisher is using DW.
What I usually do is, I start with a longer timing, with the hit landing outside of the chain, and I slowly shorten the timing until I get 28 or 29 hits. I use macros to do this. I just edit the time between clicks by units of 200 ms until I get the right timing. Most people do it without assistance, but I'm terrible at anything that requires rhythm or timing.
I wonder if we'll get any news before maintenance. I kinda doubt it at this point. Love having to wait until the data-mine to get the news we should have had days ago.
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BrodyThe WatchThe First ShoreRegistered Userregular
Yeah, I just don't have Olive myself, so I can't take her in over an over in an attempt to find the sweet spot. I've been using VD/Reagan with the DR chain, or Rinoa/Shantoto dualcasting Tornado to generate my chains.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
The whole point of a finisher is to add a hit to the chain, thereby taking advantage of the multiplier the chain has built up. And because a finisher only does a single hit (or two, if it's using DW), that entire damage gets multiplied by 4. The chainer, on the other hand, won't get the 4x multiplier because part of the chain is used to build up the multiplier. It'll be, I don't know, 3x or something. It differs.
The finisher hit needs to land after the chain has reached its highest multiplier and before the chain ends. A normal chain without matching elements will need 30 hits to reach 4x multiplier. A spark chain needs 12 hits, but that requires macro-level precision to pull off consistently. A chain with matching elements needs 10 hits.
Divine Ruination, the most accessible chaining ability, does 7 hits. Using DW, it does 14 hits. Two chainers means 28 hits. The chain starts counting at the second hit, so a properly chained DR chain will show a 27 right at the end. So, if you're using the same element on both chainers, you'll want to land your finisher between hit 10 and 27; in other words, on the second half of the chain. You can tell if the finisher was part of the chain by looking at the number. Because the finisher hit adds to the chain, the chain will reach 28 instead of 27. 29 if your finisher is using DW.
What I usually do is, I start with a longer timing, with the hit landing outside of the chain, and I slowly shorten the timing until I get 28 or 29 hits. I use macros to do this. I just edit the time between clicks by units of 200 ms until I get the right timing. Most people do it without assistance, but I'm terrible at anything that requires rhythm or timing.
Two Angs spark chain perfectly every single round. :rotate:
Yeah, I just don't have Olive myself, so I can't take her in over an over in an attempt to find the sweet spot. I've been using VD/Reagan with the DR chain, or Rinoa/Shantoto dualcasting Tornado to generate my chains.
Tornado chains are great because they give you a really big window to cap with your finisher. DR chains are great but have a much less forgiving window in which you need your finisher to land their hit.
The whole point of a finisher is to add a hit to the chain, thereby taking advantage of the multiplier the chain has built up. And because a finisher only does a single hit (or two, if it's using DW), that entire damage gets multiplied by 4. The chainer, on the other hand, won't get the 4x multiplier because part of the chain is used to build up the multiplier. It'll be, I don't know, 3x or something. It differs.
The finisher hit needs to land after the chain has reached its highest multiplier and before the chain ends. A normal chain without matching elements will need 30 hits to reach 4x multiplier. A spark chain needs 12 hits, but that requires macro-level precision to pull off consistently. A chain with matching elements needs 10 hits.
Divine Ruination, the most accessible chaining ability, does 7 hits. Using DW, it does 14 hits. Two chainers means 28 hits. The chain starts counting at the second hit, so a properly chained DR chain will show a 27 right at the end. So, if you're using the same element on both chainers, you'll want to land your finisher between hit 10 and 27; in other words, on the second half of the chain. You can tell if the finisher was part of the chain by looking at the number. Because the finisher hit adds to the chain, the chain will reach 28 instead of 27. 29 if your finisher is using DW.
What I usually do is, I start with a longer timing, with the hit landing outside of the chain, and I slowly shorten the timing until I get 28 or 29 hits. I use macros to do this. I just edit the time between clicks by units of 200 ms until I get the right timing. Most people do it without assistance, but I'm terrible at anything that requires rhythm or timing.
Two Angs spark chain perfectly every single round. :rotate:
Look at me, I'm Shadowfire and I have an Ang and a rolling face emoji. Some of us don't know how to use emojis!
Yeah, I just don't have Olive myself, so I can't take her in over an over in an attempt to find the sweet spot. I've been using VD/Reagan with the DR chain, or Rinoa/Shantoto dualcasting Tornado to generate my chains.
Tornado chains are great because they give you a really big window to cap with your finisher. DR chains are great but have a much less forgiving window in which you need your finisher to land their hit.
The good news is that you can exit out of the game and come back in if the chain screws up.
Can you still put the game in airplane mode and have that prevent it from moving forward? So you put the game in airplane mode, go all out with your characters... If it doesn't kill him then you can exit the game, disable airplane mode, and reload the app?
+1
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BrodyThe WatchThe First ShoreRegistered Userregular
Yeah, I just don't have Olive myself, so I can't take her in over an over in an attempt to find the sweet spot. I've been using VD/Reagan with the DR chain, or Rinoa/Shantoto dualcasting Tornado to generate my chains.
Tornado chains are great because they give you a really big window to cap with your finisher. DR chains are great but have a much less forgiving window in which you need your finisher to land their hit.
The good news is that you can exit out of the game and come back in if the chain screws up.
Can you still put the game in airplane mode and have that prevent it from moving forward? So you put the game in airplane mode, go all out with your characters... If it doesn't kill him then you can exit the game, disable airplane mode, and reload the app?
That seems like a lot of effort. Honestly, thats the one thing I really don't care for with this game (the dexterity aspect). Luckily, for story mode stuff, I've been able to blow through any and all quests up until this point.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Yeah, I just don't have Olive myself, so I can't take her in over an over in an attempt to find the sweet spot. I've been using VD/Reagan with the DR chain, or Rinoa/Shantoto dualcasting Tornado to generate my chains.
Tornado chains are great because they give you a really big window to cap with your finisher. DR chains are great but have a much less forgiving window in which you need your finisher to land their hit.
The good news is that you can exit out of the game and come back in if the chain screws up.
Can you still put the game in airplane mode and have that prevent it from moving forward? So you put the game in airplane mode, go all out with your characters... If it doesn't kill him then you can exit the game, disable airplane mode, and reload the app?
That seems like a lot of effort. Honestly, thats the one thing I really don't care for with this game (the dexterity aspect). Luckily, for story mode stuff, I've been able to blow through any and all quests up until this point.
Just giving you options so you can practice your dexterity.
Are you Android? Turn on triple tap to magnify. Watch the chains fly effortlessly.
And you dont need to worry about turning it off. It only really negatively affects other mobile games
I couldn't find Triple Tap. Also, that still doesnt quite solve the "how long between pressing Apoc/ w/e and using the chains" question/problem.
Touch Zoom should be under General, Accessibility, Vision in the Android settings menu. As far as capping chains with olive, for pretty much anything you're going to start Olive first, her animations are pretty long. For DR chains, do almost a full one count before I start the chain, Tornado is about the same, for quake, you can generally get away with starting the chain right after starting Olive's animation. it takes a little practice but it's not too hard to get a feel for.
DK_Azrael on
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ShadowfireVermont, in the middle of nowhereRegistered Userregular
The whole point of a finisher is to add a hit to the chain, thereby taking advantage of the multiplier the chain has built up. And because a finisher only does a single hit (or two, if it's using DW), that entire damage gets multiplied by 4. The chainer, on the other hand, won't get the 4x multiplier because part of the chain is used to build up the multiplier. It'll be, I don't know, 3x or something. It differs.
The finisher hit needs to land after the chain has reached its highest multiplier and before the chain ends. A normal chain without matching elements will need 30 hits to reach 4x multiplier. A spark chain needs 12 hits, but that requires macro-level precision to pull off consistently. A chain with matching elements needs 10 hits.
Divine Ruination, the most accessible chaining ability, does 7 hits. Using DW, it does 14 hits. Two chainers means 28 hits. The chain starts counting at the second hit, so a properly chained DR chain will show a 27 right at the end. So, if you're using the same element on both chainers, you'll want to land your finisher between hit 10 and 27; in other words, on the second half of the chain. You can tell if the finisher was part of the chain by looking at the number. Because the finisher hit adds to the chain, the chain will reach 28 instead of 27. 29 if your finisher is using DW.
What I usually do is, I start with a longer timing, with the hit landing outside of the chain, and I slowly shorten the timing until I get 28 or 29 hits. I use macros to do this. I just edit the time between clicks by units of 200 ms until I get the right timing. Most people do it without assistance, but I'm terrible at anything that requires rhythm or timing.
Two Angs spark chain perfectly every single round. :rotate:
Look at me, I'm Shadowfire and I have an Ang and a rolling face emoji. Some of us don't know how to use emojis!
Honestly though, Ang doesn't get a lot of use these days. Most of my Ang friends went away, I think I have one left?
Bahamut has been so powercrept. Bring a breaker and (magic) chainer pair; finish with Garnet or any strong (magic) finisher. Bring a Shylt/Mystea/Basch/Awakened Rain/Chow to survive the Megaflare, for if you fail to kill him on turn 1. Maybe bring an imperiler if you're doing elemental damage.
You have to understand, Bahamut was tricky but easy when he was released. And that was 2 months before we got magic tanks. Now, basically any magic tank + decent mag break should allow you to survive indefinitely.
[edit] Also, keep in mind that you can farm LB and esper orbs before fighting Bahamut, which means you can go into the fight with Rikku's LB gauge full. That's a free turn right there if you don't have a magic tank. He's easy, is my point.
Right, but I haven’t even started the explorations yet.
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BrodyThe WatchThe First ShoreRegistered Userregular
Are you Android? Turn on triple tap to magnify. Watch the chains fly effortlessly.
And you dont need to worry about turning it off. It only really negatively affects other mobile games
I couldn't find Triple Tap. Also, that still doesnt quite solve the "how long between pressing Apoc/ w/e and using the chains" question/problem.
Touch Zoom should be under General, Accessibility, Vision in the Android settings menu. As far as capping chains with olive, for pretty much anything you're going to start Olive first, her animations are pretty long. For DR chains, do almost a full one count before I start the chain, Tornado is about the same, for quake, you can generally get away with starting the chain right after starting Olive's animation. it takes a little practice but it's not too hard to get a feel for.
And to be clear, with Olive, I should be capping with her suicide attack, right?
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
So hey, seeing as how new Diabolos has AoE stop attacks I'm really glad I enhanced Zargs. His buffing move also gives 100% Stop resist in addition to its other benefits. Neat.
Are you Android? Turn on triple tap to magnify. Watch the chains fly effortlessly.
And you dont need to worry about turning it off. It only really negatively affects other mobile games
I couldn't find Triple Tap. Also, that still doesnt quite solve the "how long between pressing Apoc/ w/e and using the chains" question/problem.
Touch Zoom should be under General, Accessibility, Vision in the Android settings menu. As far as capping chains with olive, for pretty much anything you're going to start Olive first, her animations are pretty long. For DR chains, do almost a full one count before I start the chain, Tornado is about the same, for quake, you can generally get away with starting the chain right after starting Olive's animation. it takes a little practice but it's not too hard to get a feel for.
And to be clear, with Olive, I should be capping with her suicide attack, right?
At this point yeah, Immolation Blast is her best capping move, but I listed those timings thinking about True Shot, Immolation Blast has a much longer animation (240 vs 100 frames) so the delay is longer, I can experiment with it later and try to give you a better idea, though, again, it shouldn't be too hard to get down.
Tegmine down. Dark chaining 7* Oldman and Seph tore through the last 2 phases. Probably could have gone quicker if I had put killers on them. I messed up a mission on the Easy mode. How do you access it again? I only see Hard mode.
Posts
Yeah and our method of getting Supercite sucks. I tried the new Green and Black dungeon last night to get the lapis and waste some NRG. Not a single supercite. I've done all the Pro dungeons at least once to get the missions and I've not seen a single Supercite drop. For 35 NRG, that is horsesh%&. There should be a guaranteed drop for that cost even if it's just 1.
I really wasn’t expecting sylphid yet
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Me either, I never got Bahamut. Leviathan and Phoenix are still 1 starred.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Should at least get 2 more so your party has 5 of them.
You have to understand, Bahamut was tricky but easy when he was released. And that was 2 months before we got magic tanks. Now, basically any magic tank + decent mag break should allow you to survive indefinitely.
[edit] Also, keep in mind that you can farm LB and esper orbs before fighting Bahamut, which means you can go into the fight with Rikku's LB gauge full. That's a free turn right there if you don't have a magic tank. He's easy, is my point.
I haven't been avoiding collecting more, just hadn't thought about it. And its not like I'm likely to accidentally stumble on the quest for one.
Also, just cleared a couple of the Nemesis Trials, I think the first 4? So now I have a significantly better MAG weapon, so thats nice. Also tried the robot one, but I keep forgetting to install FRep when I'm at home, and I missed the Olive's finisher (I assume it has to land right at the end of the chain, and can't be a second or two after?).
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The finisher hit needs to land after the chain has reached its highest multiplier and before the chain ends. A normal chain without matching elements will need 30 hits to reach 4x multiplier. A spark chain needs 12 hits, but that requires macro-level precision to pull off consistently. A chain with matching elements needs 10 hits.
Divine Ruination, the most accessible chaining ability, does 7 hits. Using DW, it does 14 hits. Two chainers means 28 hits. The chain starts counting at the second hit, so a properly chained DR chain will show a 27 right at the end. So, if you're using the same element on both chainers, you'll want to land your finisher between hit 10 and 27; in other words, on the second half of the chain. You can tell if the finisher was part of the chain by looking at the number. Because the finisher hit adds to the chain, the chain will reach 28 instead of 27. 29 if your finisher is using DW.
What I usually do is, I start with a longer timing, with the hit landing outside of the chain, and I slowly shorten the timing until I get 28 or 29 hits. I use macros to do this. I just edit the time between clicks by units of 200 ms until I get the right timing. Most people do it without assistance, but I'm terrible at anything that requires rhythm or timing.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Two Angs spark chain perfectly every single round. :rotate:
Tornado chains are great because they give you a really big window to cap with your finisher. DR chains are great but have a much less forgiving window in which you need your finisher to land their hit.
Look at me, I'm Shadowfire and I have an Ang and a rolling face emoji. Some of us don't know how to use emojis!
The good news is that you can exit out of the game and come back in if the chain screws up.
Can you still put the game in airplane mode and have that prevent it from moving forward? So you put the game in airplane mode, go all out with your characters... If it doesn't kill him then you can exit the game, disable airplane mode, and reload the app?
That seems like a lot of effort. Honestly, thats the one thing I really don't care for with this game (the dexterity aspect). Luckily, for story mode stuff, I've been able to blow through any and all quests up until this point.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
And you dont need to worry about turning it off. It only really negatively affects other mobile games
FFBE: 838,975,107
Dokkan: 1668363315
Steam Profile | Signature art by Alexandra 'Lexxy' Douglass
I couldn't find Triple Tap. Also, that still doesnt quite solve the "how long between pressing Apoc/ w/e and using the chains" question/problem.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Just giving you options so you can practice your dexterity.
Touch Zoom should be under General, Accessibility, Vision in the Android settings menu. As far as capping chains with olive, for pretty much anything you're going to start Olive first, her animations are pretty long. For DR chains, do almost a full one count before I start the chain, Tornado is about the same, for quake, you can generally get away with starting the chain right after starting Olive's animation. it takes a little practice but it's not too hard to get a feel for.
Honestly though, Ang doesn't get a lot of use these days. Most of my Ang friends went away, I think I have one left?
And to be clear, with Olive, I should be capping with her suicide attack, right?
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
At this point yeah, Immolation Blast is her best capping move, but I listed those timings thinking about True Shot, Immolation Blast has a much longer animation (240 vs 100 frames) so the delay is longer, I can experiment with it later and try to give you a better idea, though, again, it shouldn't be too hard to get down.