#help me choosing arti for astar pls

57 messages · Page 1 of 1 (latest)

fair perch
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for what is she used for?

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does she consistently have att buff where you bring her?

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so left side, should have +wind

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which is going to be your biggest dmg increase with her

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best from the shown arti's for left side

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by far the best +wind, so yes

blazing smeltBOT
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jx9

[Message Link](#1091799234010943648 message) to #1091799234010943648
Dmg Dealt on X/Dmg Taken from X

These +dmg to element and -dmg taken from element stats are only found on left side attribute artis. They are among the best arti lines in the game and you should be looking for and rolling on all of them. The dmg dealt on X is a multiplier on your total damage so it's quite significant and worth a lot more than any other damage mod (such as all the CD increasing ones). If your Kahli normally hits an enemy Triana for 50k dmg, giving her +10% dmg dealt to wind will now make her hit for 55k on Triana. Likewise, the dmg taken on X is a multiplier on the total damage taken so it's worth a ton more than things like -CD taken. If now that Triana has -10% dmg taken from fire arti, your Kahli's 55k becomes 49.5k dmg. Note that this only works with direct damage, so bombs, dots, or HP balancing skills (think Bolverk S3, Harmonia S3) are not affected. Fixed damage (such as Mo long S3) and damage dealt not on your turn (such as via revenge) all still work with this.

Of course, the drawback is that they are quite specific and only apply to damage taken from or dealt to 1 element. But this game is all about building different teams for different situations or to counter different things. Your Kro wants that +water since his main role is GB12. In siege you're building your tanks to specifically tank a certain element, and you're building your damage dealers to nuke a specific monster. In RTA your draft you have monsters that you draft specifically to deal with certain picks. So more often than not you actually have quite a bit of control over making sure these +/- dmg mods are in effect for when it matters.

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jx9

[Message Link](#1091799234010943648 message) to #1091799234010943648
Dmg Dealt on X/Dmg Taken from X continued

For each element there are some +/-elements that are more useful than others. For example, for fire artis, you can imagine that +dmg dealt on wind is very useful, and +dmg dealt on fire can also be pretty useful. +light/dark can be good as well, but since LD monsters are overall a bit less common than elemental monsters, those +light/dark lines might be a bit less useful. +water though is not terribly useful. There are some niche cases for it though, such as using Arnold to counter Mo Long, or Coco to counter Manon. There are niche cases for all the "wrong element" +/- ele lines. For example, water arti with +wind can be used on a Theo on siege def to give it a chance vs popular Leo/Feng counters, or on a Mo long in RTA to snipe wind picks. Wind arti with +fire can be used on a Skogul to deal extra damage to fire monsters that it tanks.

So when you're rolling artis with +/- element lines, just keep this in mind. When you're first starting you probably want to be keeping all double rolls or greater of the "useful" ones like wind arti with +dmg on water or fire arti with -dmg taken from water. For the less useful ones like fire arti with -dmg taken from wind, you should still roll them. But set your standards higher and maybe keep only the triple or higher roll ones.

fair perch
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taken from the #1091799234010943648 guide posted in #1048681073502068917

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HIGHLY suggest you read through the whole thing if you havent yet

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didnt see the hero ones up there

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im sure they are close

2 things id say is

also has -dmg wind (helps with tanking)

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then also coop when she does team up with raoq (doesnt hapeen often)

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so would put the hero one on here then

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but you have 3 other lines that are good

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typically you'll only have a few good lines on an artifact

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later down the line, as the quality of your artifacts improve, you may have more

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had to choose between the 3, would go the one on lyn or sieg one

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meh but atleast its there

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there is other content that she can be in where she teams up with others

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if that is the team that you go with for that

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but things like monster sub and lab

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sure

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really for any of the fire monsters

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think of it like this,

take your best artifacts for fire dd's and line them up

give the best one to your monster you think will do the most dmg
give the worst one to the monster you think will do the least dmg

and fit in the middle once accordingly

if one needs say more ehp you may find it more beneficial to give them a hp or def artifact main over better artifact substats

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and i guess to add on a little more, think about other area's where your currently using them as well when putting artifacts on them (does one place need more help than another, do they need to be tankier for another area) things like that

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ill give you a good example for this

vero is being used in giants and dragons

he is have a hard time surviving in giants so you may consider prioritizing -water artifacts than -fire

orchid shaleBOT
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2. Team Up

Teams up with two other allies to attack an enemy. (Reusable in 3 turns)

Levels

Damage +5%
Damage +15%

Multiplier

4.5*{ATK}

Pos. Effects

Ally Attack (2 round(s))

fair perch
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s2 is its own multiplier

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so no, it doesnt count as a s1 att

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then can work on raoq, id think id rather go s1 CD though

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no, thats with s1

orchid shaleBOT
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3. Annihilate (Passive)

If you kill the enemy, you will get an extra turn instantly and your skill cooldown time will decrease by 1 turn. [Automatic Effect]

Pos. Effects

Reduce Cooltime (1 round(s))
Additional Turn (1 round(s))

fair perch
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so if he kills something with s2, he will then proc into s1 since s2 will still be on cooldown

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no

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thats part of his s1

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ya, for raoq it may be better to focus on what he needs from the artifacts mainstat then its substats

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this goes for any monster you may not have an artifact for

orchid shaleBOT
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79315 ehp. Deffbroken: 38956 ehp.

fair perch
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might wanna make tankier

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if you want him tankier in giants and do more dmg there

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?

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vero is a bruiser

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and his s2 is aoe

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true, but im looking at line 2 and 3 on the purple as being the substats you should focus on

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so if you want him to do more dmg in, say dragons, you opt for the hero rune
if you want him to do more dmg and be tankier in giants, u pick the blue rune

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then you'd choose the blue arti

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s1 acc is meh
line 2 is little dmg
line 3 isnt that bad (think 14% CD at 50% health)
line 4 is good

orchid shaleBOT
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3. Conversion of Magic (Passive)

Removes a harmful effect, except inability effects, on all allies each turn and the allies will recover their HP by 5% for each harmful effect removed. In addition, your Attack Bar increases by 15% for each harmful effect remaining on the ally after attacking each turn. [Automatic Effect]

Pos. Effects

Cleanse (1 round(s))
Heal (5 round(s))
Increase ATB (15%)

fair perch
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rather go with the dmg artifact

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.

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blue gives more dmg
hero gives slightly more tankyness when he's def broken

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depends on how his hp and def looked, and what i felt he needed more of

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then id probably stick with the blue one