#help me choosing arti for astar pls
57 messages · Page 1 of 1 (latest)
does she consistently have att buff where you bring her?
so left side, should have +wind
which is going to be your biggest dmg increase with her
best from the shown arti's for left side
by far the best +wind, so yes
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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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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.
taken from the #1091799234010943648 guide posted in #1048681073502068917
HIGHLY suggest you read through the whole thing if you havent yet
didnt see the hero ones up there
im sure they are close
2 things id say is
also has -dmg wind (helps with tanking)
then also coop when she does team up with raoq (doesnt hapeen often)
so would put the hero one on here then
but you have 3 other lines that are good
typically you'll only have a few good lines on an artifact
later down the line, as the quality of your artifacts improve, you may have more
had to choose between the 3, would go the one on lyn or sieg one
meh but atleast its there
there is other content that she can be in where she teams up with others
if that is the team that you go with for that
but things like monster sub and lab
sure
really for any of the fire monsters
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
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
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
Teams up with two other allies to attack an enemy. (Reusable in 3 turns)
Damage +5%
Damage +15%
4.5*{ATK}
Ally Attack (2 round(s))
s2 is its own multiplier
so no, it doesnt count as a s1 att
then can work on raoq, id think id rather go s1 CD though
no, thats with s1
If you kill the enemy, you will get an extra turn instantly and your skill cooldown time will decrease by 1 turn. [Automatic Effect]
Reduce Cooltime (1 round(s))
Additional Turn (1 round(s))
so if he kills something with s2, he will then proc into s1 since s2 will still be on cooldown
no
thats part of his s1
ya, for raoq it may be better to focus on what he needs from the artifacts mainstat then its substats
this goes for any monster you may not have an artifact for
79315 ehp. Deffbroken: 38956 ehp.
might wanna make tankier
if you want him tankier in giants and do more dmg there
?
vero is a bruiser
and his s2 is aoe
true, but im looking at line 2 and 3 on the purple as being the substats you should focus on
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
then you'd choose the blue arti
s1 acc is meh
line 2 is little dmg
line 3 isnt that bad (think 14% CD at 50% health)
line 4 is good
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]
Cleanse (1 round(s))
Heal (5 round(s))
Increase ATB (15%)