![]() Someone else pointed out that Magic and Mind are still hard to cap, so maybe I'll just keep them around and swap out the double-Atk for double-ward or double-deadly a lot. Or I could be lazy and keep the double-offensives and just make a double-Healing Boon and screw the Fast Act and Mind Boon variants. How often does Regenga reach its final tick on top end fights these days before getting refreshed, anyway? Not often in my experience. I don't know how effective the Healing/Mind Boon flex Madeen would be for healing purposes considering there's already Mind Boon 15 from All Boons. That's only three more Healing Boons to farm, max. My thought is to go Offensive Stat/Healing Boon, because 8-15% (depending on other Madeen) healing probably goes further than, what, 60 Atk/Mag/Mnd? That's the best case, where the enemy is using only one element - and multi-element attacks are becoming more common (Odin's Elemental Drive, 6⭑ magicites' "Universe"), which makes it even less useful. So adding a Dampen 10 on top of the 30% and 15% means that you're only reducing an additional 175 damage in our example. And a 6⭑ magicite means that you can always start with Dampen 15. Now, after Odin, you're always resisting that initial 30%. Depending on how much actual damage you're looking at, that can be very helpful. Reducing those attacks by 8-15% (e.g., for a 4⭑ magicite's Dampen 8 or two 5⭑ magicites' Dampen 10) reduces damage in our example by 400-750. Most Torments are multi-element Tiamat likes wind and fire King Behemoth has powerful earth attacks in addition to lightning. Pre-Odin, there were plenty of scenarios where you can't give everyone the appropriate accessory. So dampen 10 reduces that by 10%, or 350, to 3,150. So an incoming 5,000 damage attack is reduced to 3,500.ĭampen reduces damage on top of that. (Thanks to ThisIsUrIAmUr and Dangly_Parts for catching my error with the amount of damage the magicites do.)Ī moderate resist accessory reduces damage by 30%. So how does this change deck building? And what do you plan to do to your deck now? Discuss! Titan (Earth), Ramuh (Lightning), Leviathan (Water), Ifrit (Fire), Shiva (Ice), and Valefor (Wind) are the ones we kniw about so far.6* magicites have 2 empty inheritance slots.the 6* earth magicite will give Empower Earth, Dampen Earth, +10% party damage given, and -10% recieved when fighting the earth magicite boss) and one that boosts all stats 6* magicites have 2 passives, one that gives Empower and Dampen for that element of magicite and +10% party damage given and -10% party damage recieved when fighting that magicite boss (e.g.6* magicites do one ST hit of 99,999 damage and increase the damage done by the party with their element.You can only equip one 6* of each type.So now that we know a lot more of the 6* magicites, I thought it might be a good time to revisit the discussion on how to build magicite decks for them. ![]() No Qus were harmed in the making of this subreddit. Interested in streaming? Click here! Date
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