#Research Dungeon
1 messages · Page 14 of 1
I also got targeted from right to left but in a different situation
that's the point of the latter half of my sentence here
Sure I agree with that
say we convert this to rock paper scissors - 70% of people always throw scissors, 30% of people always throw rock, if you choose rock against the 70% that throw scissors you will win 100% of the time, if you throw paper against rock you will always win 100%, but in aggregate, pulling a random sample from the population, you would be described as having a 70% chance to win by throwing rock, and a 30% if you throw paper
it would be "random"
I do not actually know that is how left vs right targeting works, but merely explaining how it CAN work that way, while still being considered random
if we actually knew the details, they could be explained in greater depth, but if anyone knows how targeting gets determined, it has not been shared to auster (who wrote the article)
some hit rate stuff coming in, not sure if useful/overlapping. We were talking about 100% hit rate possibly focusing shotgun shots down to a pinprick, thereby achieving hitscan.
outside burst, ~13ish% hit rate, middle distance, 1 out of 10 pellets inside crosshair
Burst, ~50ish% hit rate, middle distance, 5 out of 10 pellets inside
Don't know if pellet count inside crosshair matters, as far as I know the circle just shrinks
maybe it won't shrink to a pinprick, but it might shrink to the crosshair. I'm not sure. It's my best guess though, that 100% hit rate shrinks to the crosshair.
if anyone wants to do a ~100% with sugar burst + sim buff hit rate + drake, that might be interesting for comparison
I thought that big grey circle around the cross hair is the spread range
And it's possible that hit rate isn't capped at 100%
it is
meaning over 100% you'll start going past into the crosshair
so maybe 200% is the pinprick breakpoint
no idea
right now we're hard capped at about 150%
40% from sugar buff, 40% from sim, 40% from 4x overloaded gears, 10% drake, 5% miranda
all numbers rounded up
unless the crosshair also shrinks with grey circle
then I guess we just just to find out experimentally
If it's linear radial reduction then yeah 200% would be the center since it seems visually the spread radius is about 2x the size of the crosshair
And the devs have not really intentionally put in soft caps for any stats so far so that seems reasonably likely
Second screenshot
Grey circle is significantly less than size of cross hair
Hmmm
Yeah nvm probably 200% for pinprick
Anyone wants to try 150% in sim room go ahead
Drake sugar and sim buff is about 100%
4x overload probably asking for too much
Drake ATK at lvl 200, recycle 30, gear T9 +0, no cube:
LB0 Bond 10 : 28123
LB1 Bond 20 : 29149 (+3.65%)
LB2 Bond 30 : 30243 (+3.75%)
LB3 Bond 30 : 30685 (+1.46%)
LB3 +1 Bond 30 : 31181 (+1.61%)
LB3 +2 Bond 30 : 31677 (+1.59%)
LB3 +3 Bond 30 : 32173 (+1.57%)
LB3 +4 Bond 30 : 32669 (+1.54%)
LB3 +5 Bond 30 : 33166 (+1.52%)
LB3 +6 Bond 30 : 33662 (+1.50%)
LB3 +7 Bond 30 : 34158 (+1.47%)
3rd LB doesn’t matter that much for non-pilgrim if youve already broken the 160 wall
at higher levels the stats from bond levels lose their value but still pretty important
if anyone can confirm that recycle stats are affected by cores I would appreciate it
Yes
have you tested it?
yup the formula worked for me as well but I never actually checked the stats before and after using some consoles
but theres no need I guess
so the stats shown on the core level menu are different than what they actually are
since they should include recycling room stats
but they don’t
that was what confused me
And I might be mistaken but this menu also says that the final stats for upgrading a unit to core n will be the core n-1 stats +2% which is wrong since in reality it's the core 0 stats + 2*n %
more hit rate stuff coming in
Credits to Apolo, union leader of Syrup on NA
high hit rate shot guns do core hits like brrrrrrrrrr
you can compare the start to the middle where every pellet is hitting core during burst v.s. outside of burst where it doesn't
potato quality cause discord nitro ain't free
zoom in and you can see the grey circle size at ~91% hit rate
this ss doesnt show the circle, but you can see it here
I zoomed in at 370% on your ss wondering where the circle was supposed to be lol
so if that's the circle at 91%, safe to assume 100% is basically hitscan I'd say
hmmm
on my SS I can barely see where it is, around 80% of the size of the crosshair
was thinking that would mean that we need 100%+ to get hitscan/pinprick targetting
nah bro there's nothing there I swear
but functionally near 100% should be enough, since sugar already hitting 100% on the core from near to mid
am I seeing things
😰
seeing things
the circular shadow
I opened your ss in browser, zoomed in 370%, took another ss, zoomed in again 370%
there's nothing there
your screenshot seems better
oh wait hold up
I'm getting the original resolution videos soon
it's going to require a download
lemme check it first
don't download for now, even though I'm pretty sure it's safe
yeah it's just 5 videos in there
should be safe
I'd comment on your paranoia if I wasn't the same
Anyways gonna sleep now but got those simulation buffs till reset if anyone wants me to test something
good night Apolo, get some rest
from what I'm seeing, it's definitely not a pinprick at 91%
about grey circle shrinks to about 70% size of the crosshair
at very far distances it's still 80% core hits, so that's already very strong
so hit rate is definitely worth getting for shotguns to get core hits, but pinprick/hitscan will likely need a bit more than 100%?
The source of the buffs btw, only thing I could add besides that is viper but hers is on boss showing up not burst and only 5% so sounded like a pain
Modernia S2 ■ Affects all allies. Activates when entering Full Burst.
Hit Rate ▲ 8.56% for 15 sec.
We found a lot of stuffs but no one write it down in #research-results 
dead gaem
Go write it down. Starting with the % reload reduction where it doesn't matter much anymore (it's not 100%) all the way up to present
How to even estimate when mg is the only class that do core hit consistantly
just look at this video
😆
no estimation needed
Right, forgot modernia's is aoe, gonna do a run with modernia and viper then to go over 100%
It's a skill that buff team so it could buff Sugar 
I'm confused, estimate what?
but with all those buffs sugar was doing core hits consistently
only reaches 100% in this small window cuz viper's activation condition is stupid, but that works since I don't have nitro to send the full video anyways
looks pretty close to hitscan to me
I wonder if that's the limit or if it can shrink further
I imagine it can shrink further, cuz viper's buff made a bigger difference than I expected despite being only 5% and most of it past 100%
Here's with all buffs but viper's, so 98~99%
Also, using sim room just so I can test how it looks at higher investment, but all those values are attainable outside sim room without even needing to take a shit team just for this
yea that does look like more than 1.23% benefit, huh?
yeah, think the sweet spot is somewhere between 100 and 105, any more than that is probably too much, less you risk not hitting core at medium range but should be fine if still above 95 or so
for medium range, for using just on short range it's way less
theres still damage dropoff even with insane hit rate right?
there's no "damage dropoff", but you may not get the range bonus
same as any other weapon hitting outside its preferred range
right, that's what i meant
oh okay thanks
yea I only clarify because the idea that shotguns do less damage the further away you hit has been a rumor for a long time
due to a combination of missing pellets and losing range bonus
people confuse that with a true damage dropoff
im people
the missing bonus from ideal range there is nothing to do about, but the other dropoff reason is from pellets either missing core or missing enemy altogether, those hit rate calcs are exactly to see if we can not be affected by that one
I thought that might be the case based on your question lol
here's a better one, can't grab 0% cuz can't remove overloaded
perfect, thanks for your work
it appears to ramp up in effectiveness
the difference between 62% and 104% looks more significant to me than between 12% and 62%
maybe the area removed is static instead of a %, and that area becomes a greater % of the smaller circles
I didn't do consistent increases, the numbers I compared are all over the place so that makes it harder to judge
because the 99% circle is pretty easily half the size of the 89.6% circle, just eyeballing it
maybe even a bit less than half
yeah sounds about right
wonder what the cap is, tho probably not relevant for practical purposes
that would be consistent with a linear, static amount of area reduction
like every 1% removes 1 mm or something
a liter dolla sugar drake modernia team can have over 75% hit rate every 10s after burst so should be above a 2/3 uptime, with sugar having over 100% on over 1/2 uptime
that's with some insane rolls and hella investment, but sounds fun
Modernia may be bugged, I cannot seem to proc her "Giant Leap" skill with additional attack.
Can anyone please attempt to proc her ATK+ part of her Giant Leap?
do you have any sources of hitrate other than her own?
OL or cube?
certainly not confirmation from me, but I did see rumblings earlier of someone else saying that was an issue
having other sources of hitrate disabled her s2 is what they said
ill boot up and test myself with cube vs no cube

Just tested on my alt. ^ Normal behavior :
Assault Harmony Cube; No OL.
200 Shots.
Proc'ced Giant Leap ATK Buff.
IRREGULAR Behavior :
Assault Harmony Cube; Hitrate OL buff.
200 shots.
NO Giant Leap ATK buff.
Not always.
They definitely fucked something up with a patch that I wasn't aware of
Why the fuck would they change things like this?
iirc modernia's bug was introduced on the patch that we got on the 12th

do we know if union raid resets rounds daily?
I assumed it didnt, but I don't see anywhere, in-game or otherwise, where it's been stated
Why are you asking in the research dungeon
also it does
Lies
Oh I thought you meant the daily three tries
I asked here because I assumed it was a datamine question
Since no official word had said
But obviously we know now lol
Ah, then probably better in the datamine thread than research
I still have my skill uninstaller on my alt.
It might carry over to the next skill reset event

Seems likely
same I kept it
other currency like co-op shop also carries over
Any research on union raid bosses respawning and negative damage?
It's an exploitable bug. No details.
They already have a system in place to punish abnormal scores. Seriously advise caution regarding it.
is it really exploitable if it's making people lose ranks
sounds like players getting exploited by the bug
kill the boss one more time for 90 coins, then lose rank 3 and end up rank 4
negative profit of -920 coins
as long as 1 person finishes the boss, everybody gets the 90 coin reward
so theoretically you can kill the boss 30 times for 2700 coins
I don't know the details of this bug, hence my question. Is that really what is happening?
Cause you might as well ignore rankings and just have 30 people killing every boss from stage 1 onwards.
it's only for S7 SB
After season ended, dev will remove all cheated score, so any ppl who have cheated member will lost rank by a lot
Isn’t there is a lot of guild will reach stage 7 clear anyway, so they already get hefty punishment if they cheat
I'm expecting players who actually abuse the bugs will probably have a harmony cube reset and Union chip reset
Personally expecting only the egregious abusers to get it
Everyone else probably profiting
They didn't do shit about most other abuses
Would be pleasantly surprised to see some unexpected competency
Found something with Modernia that boosts output a lot, trying to investigate. I already mentioned infinite fire loop with overload ammo capacity + liter magazine extension bug but I found something else that lets her maintain spin up even through reloading. Requires manual play and once active you can't stop holding down or it deactivates.
field discussion is on top of it but yoh can see her spin up is still maxed despite being nearly done reloading
I used it in Union Raid
clearer image
seems to be related to being at a very specific breakpoint of ammo capacity vs ammo bug induced by Liter
or maybe it's related to bastion ticking at the right time related to that, not sure, but figured I'd inform. I'll swap to assault and see if it still procs.
still works with assault so it's not Bastion
it's definitely related to liter reload bug, because this time I started reloading due to the bug without Bastion and wasn't actually reloading, but this refills my clip and is part of how I have infinite ammo between Modernia bursts in my usual 2-1-2 comp.
There's some way to get this to coincide with an actual reload, and if you get the timing right, as long as you don't let go of the screen afterwards, you won't spin down even during real reloads
I think I just happen to be at a point where my ammo count is exactly enough to coincide with the timing needed now and then when I'm using Bastion
easily replicated in sim room with epic reload buff at max + privaty at lv6 skills
afaik it's something to do with her applying an invisible "self buff", I'm gonna call it heat
when heat is at max % she will fire at max speed
heat % drops off every second she is not firing
when it drops off completely you have to reapply heat % from 0%
time rate of applying heat % is not the same as time rate of losing heat %
as in it takes about ~2 seconds to heat up modernia's gun to full fire mode, but I don't know how long it takes for heat to fall off.
So basically, as long as your "heat" never hits 0, the rate of "heat" increase never gets reset, so you go back to max firing rate instantly?
yes
you never lose the "heat" status
as in your fire rate never changes
even through resets
heat falls off at a constant rate and you see the gauge deplete usually
maybe I put it in a confusing way
the best thing I can think if is bring admi+privaty+modernia into sim room tomorrow after reset and watch the way she fires, if it's identical to the phenomenon you described then it should be the same thing happening, caused by different things
Perhaps it's a bug between heat being tied to targeting instead of actual state of the nikke? So if you keep your finger on, you're technically always on target and retain max heat
if you never reload at all that would make sense, you would lose nor.ally but the period of time not firing is so small it wouldn't matter
so long as you're actually firing you never lose "heat"
so you can fire at thin air, it's fine (which is something modernia can do)
in my situation I can literally be behind cover and reloading normally while maintaining 100% heat
oh, that. Hmmm
Yeah, I can see it being diff. Definitely different, in my situation modernia never puts her gun back, it's just constantly out and spewing bullets.
interesting
but I can't manually let go to go behind cover, I have to let it happen by running out of ammo
If we can get this "trigger" happening reliably, maybe we can try it with other MG users?
Perhaps. It was really helpful for core break in union raid vs modernia
theoretically if tou get the timing right it's potentially doable without the overload but you'd have to stop firing and start at a point where it'd line up
another thing, think we'd be able to get research going on union raid bosses phases and strategy? Feels like top unions will just keep what they know to themselves since this will be a repeating, competitive thing
Make a thread in the #1046549179918458890? I think a lot of people might want to contribute
I feel like my name wouldn't garner any attention since I'm just a pleb 
maybe someone else can do it if there's actually interest in this topic
Just go for it, you're the one interested in the topic 
doesn't matter
research department is for everyone to work on
that was the purpose of it and why I make it
to create theorycraft for Nikke
I'll see if I can write something up after some sleep 

hit me up if you need more infos
also you have things there on how to format and examples
will do, thank you

Scarlet has a base capacity of 20 Ammo.
She takes 2.30s seconds to reload.
Resilience Cube SL1 provides 14.84+ Reload Speed.
Wingman Cube provides 14.84+ Max Ammo.
Bastion Cube provides 1 ammo per 10 Ammo spent.
[ROF MAY DEPEND ON YOUR DEVICE. FAIR WARNING MOVING FORWARD]
2.2s to empty mag, .11s per bullet.
"Base" Cycle from "Shoot" to "Shoot" is 4.5s.
Resilience Cube (14.84% Reduction on Reload); 1.95868s to reload; = 4.15868s Cycle.
Wingman Cube (14.84+ Max Ammo); = 22.968 Ammo (23 Ammo) = 2.53s shoot, 4.83s Cycle.
Resilience only shot 20 bullets vs Wingman's 23. Add 3x .11s bullets to Resilience.
Adjusted Resilience : 4.48868s for Resilience.
Wingman Cube : 4.83s cycle. Same as previous.
Resilience cube (Reload SPD) appears to be better than Wingman, numerically speaking.
Need someone to double check this, am I doing anything wrong?
Open to opinions.
@molten robin
This kinda question really made me want to find out for sure.
(Also keep in mind this analysis conveniently ignores the ammo bugs that are occuring atm,
)
ex. Double reloads, Liter's "Free Reloads"
Slight correction to your math process - you can't add .33s to resilience and then compare, because you are inadvertently favoring resilience by adding ammo that does not have a cost in reload time - instead the better comparison is to take 4.83/23 to get the average time spent per bullet for wingman, .21, then 4.48868/20 for resilience, which was like .208 or something
ahh true
So resilience is only 1% better than wingman, less than your initial conclusion
But still better
Since you can (and if possible, should) get max ammo in large quantities from OL, I think resilience should be favored
Kinda not sure on the current state of the game rn.
If having bullets in your gun will allow for "Free reloads" from Liter proc more often
Yea I agree with ignoring that since it should be fixed
% for % reload is always more dps than mag size increases
so long as % is beyond some small threshold

Oh well, this analysis is super late anyways
"bugfixes" in a few hours anyways
||10 bugs fixed, 20 more back in the game||
Intuitively, the reason is that as reload reduction % approaches 100%, the benefit from mag size increases approaches 0. Conversely, mag size increases would need to approach infinity to nullify reload reduction.
They both increase dps using the same vector, by raising x/(x+y) where x is the time shooting and y is the time reloading
Raising one makes the other more pointless
Yea it's also obvious by the real scenario of 100% max ammo being equal to 50% reload speed, and 200% only equal to 75%
But OL offers so much potential max ammo, I wouldn't worry about getting it from a cube
The amount of max ammo OL gives is randomly super high
Its mostly due to your first roll being fixed at 11/15
Yep
That goes away on your first reroll I assume?
+100% max ammo is 50% reload speed reduction, but +200% max ammo is 66% reload speed reduction
It's not like we can consistently maintain 100% Reload Spd reduction anyways.
Max ammo is our cope for now.
outside of Sim room ofc.
Yea you're right
Wasn't thinking when I said that lol
works vs modernia stun
disgusting marketing strategy from tencent
Nvm, likely can disregard.
so far it seems everything that shows up red is cleansable
have not seen an exception
Can someone who pulled Cocoa test her on level 7 Doctor? Curious to see if her cleanse makes a meaningful difference compared to something conventional like Liter
that's a -40% atk% debuff team wide for 20seconds or something
easily better than liter's burst
depends on how often doctor re-applies it
often
Well that'd be the point. The more often Doctor reapplies it, the less useful cleanse is.
He doesnt reapply so often that'd be the case
and cocoa comes with multiple cleanses
just don't grief yourself by wasting it on debuffs like privaty's
When a debuff that stacks adds a stack, does it count the debuff as having applied at that time of refresh, or is it always the time of first application?
For the purposes of cocoa cleanse order
I can test when I get home if no one else does
do we already know the percentage of cover HP compared to HP
with Cocoa's skill 1 we can kind of test more about the cover?
I believe cover HP isn't directly related to HP but only the character's level
cover level tab
with a DEF stat as well

There are bunch of stuffs hidden in game:
Monster lvl/stats
Destructable object lvl/stats
Cover stats
is it hidden or people dont bother to mine?
Well I'm pretty sure lorax meant hidden in terms of nothing in-game tells us
Those values are all known via datamining
There are old staticpacks floating around that people aren't taking advantage of.

Datamining current assets in the game is not a crime.
Leaked assets that weren't part of the public game to begin with are somewhat more questionable.
so the consensus is, prioritize reload speed cube then max ammo / whatever?
was this ever figured out for guilty?
We need to index all this research
as far as I can tell, the answer is no, but with a caveat that I could not figure out the math in an example rayel did with liter
in a different test austerity showed me with just scarlet and guilty, her extra attack not being increased by an attack buff fit the math, but it was using her s2 self buff and the values were small, so if the math in rayel's liter test did not fit due to weird rounding somewhere as I suspected, I can't rule that out being the cause behind this positive test
so I can't conclusively show with just the two tests, but I believe the answer is more likely no than yes
let me take a shower and review the data and video rayel sent me from that liter test to see if I didn't just overlook something back then
too easy to be blind to a single variable
HAHAHA
talk about being blind to one variable
whew
@still drift no wonder I couldn't get the math to work...for some reason I assumed guilty would exclude herself from being a target for copying attack, but with my newer understand of how they handle "ally" language, I can see now that was never their intention
and in fact in the tests you did, she was copying her own attack
hence the math never lining up for me
I assumed she was copying liter's attack
so basically a normal atk buff lol

she did in your test because she was the ally nikke with the highest attack
ahhh I see
we can see in more recent wording of abilities that "ally" doesn't exclude oneself
but that was less obvious at the time
and her ability was obviously designed to copy the attack of someone else
so it was a mental blindspot
so yea, redoing the math in light of that rounding was never an issue, and I can conclusively confirm that the attack she gains from her s1 does not count as attack for the purposes of % attack buffs
in other words, it acts mechanically identical to a regular % attack buff, but pulls from the base attack of the highest attack nikke (which can include herself) instead of necessarily her own
@cyan sedge
i see, thanks for your work
some players have unlocked guilty already
is there any dmg comparison with comps? by swapping out the 3 offensive B2 characters guilty vs dolla vs rupee?
i dont think people is worried about the lawsuit
the are more worried about how spaggtti their source code are
u could something than u gonna be like where the fuck it it and it's literally everywhere
Finding that ammo recover cube is better than max ammo cube at level 3 and 7
level 1 ammo recover will give 11.11%
level 3 will give 25%
level 7 will give 42.86%
Because interaction between bastion and max ammo are multiplicative
Basically true in isolation, but once you factor in OL eq, then things are different
does alices lifesteal even work?
I don't see her healing in sim room
pretty sure it just doesn't work xD
hmm I saw her heal but only when she was almost dead
She has to be below 80% to heal, at which point she loses her pierce afaik.
Was the conclusion that wingman cube is better with OL gear with max ammo stats as compared to reload cube?
No, bastion still better
discover research channel
cannot come to conclusion or interpret the data given
Use channel to ask the question again

Short attention syndrome on younger generation.🤣
Why bother read, when you can just ask (& then ignore it altogether if the answer is too long).🤣
REAL
It's killing me inside 💀
You provide people informations and everything somewhere and instead of doing some searches they instantly go full ask mode
yeah I'm aware but I think perhaps the tooltip might be wrong. Perhaps she doesn't switch to healing until under 20% total HP (loss of 80%)
I'll have to pay more attention to her in the coming days
90% of community just want to be spoonfed
They can s*** my d for that

too late everyone has seen your shame

Not sure if its been mentioned before, but Helm's skill 2 "ATK Damage" team buff seems to be a separate multiplier from the normal "ATK" buffs like Liter burst or Scarlet skill 1.
Was still getting a +7% increase in dmg from 24,512 to 26,228 despite already having +106.3% ATK buff stacked.
Yea, that was established long ago
oh ic mb
I mean it can be difficult to determine what is and isn't known lol
But yea, it's its own category
Which ironically makes it worse than regular attack% in a lot of cases
Better in some like scarlet
This games damage formula is so fucked
Logging all of this for future refrence and proof :
Soda's S1 is not a "True Heal", just like Noise's Charge shot skill.
Soda healed with S2 Before she took damage, 0 heals.
Then she took damage from suiciders for 119004 damage.
Stack 3. 0 Heals done, although her HP moved upwards.
Soda will then proceed to cap out at 5 Stacks, and from then onwards, no longer recieve "pseudoheals" from her S1.
She, like Noise, must wait for her S1 Buff to EXPIRE before she recieves more pseudoheals.

So each stack of Max HP gives her a pseudoheal but once it's maxed, refreshes don't heal her anymore
Pretty much expected
max hp +% raises current Hp by same +%
to maintain HP% ratio
if one number doesn't work, not all numbers work

you may find a number that works
but that won't do anything in the grand scheme of things
no reason to get caught up in %s...they increase by the same value, not %
it's that simple
Good catch and didn't expect that
Here's some data on Soda
for the bobba only
On emulator?
I did it on emulator yes
Yea it's tied to MG being shit on emulator
I haven't checked how closely this matches the passage of in game time but I believe it's very similar https://media.discordapp.net/attachments/1059230763993800846/1072746795416961024/MG_RoF_by_FPS.png
This was testing austerity did for modernia
So if it takes 10s to shoot 300, with a reload speed of 2s (lowering it to benefit the calculation, assumes reload cube) that's 12s per 300, or 7.2s average to shoot 180 - add on the fact that speed is weighted to be slower at the start, and you have very little wiggle room, though you can shoot terrain when a boss jumps for example
The more concerning (to me) consequence of this is if this is accurate to in game time passage, emulators won't get max stacks before the 36s mark, which means her s2 doesn't fully kick in until 48s
I need to grab someone with her on emulator to verify that since I'm not gonna pull her
Even on a phone, you don't get her full s2 until 36s
And that's 80% of her healing
So for 36-48s, you have to survive with just her weak unbuffed s2, or run a second healer
Still potentially fights it could see use as a solo healer, if the damage doesn't kick in until a later phase, but that on top of how clunky it is depending on an uncontrollable 12s heal, I think she's bad
And looking at leaks, biscuit appears to fill the niche of non-burst healer far more effectively than soda
is shots/second not data-minable? i visit chinese theorycrafting sites and they seem to use a set of numbers as though it's "confirmed"
they use 40/s for MGs
Lemme show you this part
"rate_of_fire": 60,
"end_rate_of_fire": 4200,
"rate_of_fire_change_pershot": 100,```
That's the data
It varies based on fps
So even when an "intended" fire rate, in reality it will very from device to device
is anyone able to themselves verify the claim that sin is copying buffed hp, not base?
@still drift ye, right here. Later found out the healer had to have the buff when i tested her together with emma.
skill 1
Secretice
passive
■ When attacking full charge, 3 allies with the lowest HP
10
[Recovers 4.03% of caster's max HP]
yea, looks like an EN TL moment
burst skill
Garden of Shangri-La
active
Cooldown 60.00
■For all allies
(10
[Recovers 40.83% of caster's max HP]
To 1 ally with the highest attack power that died
also looks like they changed the burst revive targeting too. Its no longer random
charge time also seems wrong too compared to ingame from both EN and KR saying 1s charge time
https://arca.live/b/nikketgv/68686392?category=정보
and some korean guy tested to make sure its actually 1s
apparently if you auto/let AI control they take an extra 0.3s going in and out of cover inbetween shots for RL and i assume SR too
Yea I've mentioned this behavior in the past, I noticed that I'd see the start of my reload bar between shots on auto
Never delved further to see if it was an artifact of low fps
has anyone been able to complete this stat formula :
[ Base Stats * (1 + .02 * lb) + Flat * lb + GroupA ] * (1 + .02 * core) + GroupB
- Flat:
+ SSR: 3000 HP, 20 ATK, 100 DEF
+ SR : 2300 HP, 18 ATK, 90 DEF - GroupA: Bond, Recycle
- GroupB: Gear, Cube
with the %ATK gained from OL gear ?
It's just a buff applied after a fight starts
So it's mechanically identical to any other % attack buffs, such as scarlet self buff
I see thanks
Nikke.gg states that Mary and Poli's burst gen is different from all other SG units in that it's independent of how many pellets hit, and instead does only a flat 20
Is this... true?
Nvm just tested it... seems true
No...it isn't lol
That just looks like a typo and they forgot to include the x10 for non-clip SG
They state it took 50s for full bar for Mary and poli
On the near test
Yes
Right
Isabel, guilty, soldier fa, etc
All the same
Was it soldier fa? It's one of the soldiers
Yeah Soldier FA is also 20x10
The Red Circle in Alteisen appears to be tied to a mechanic with Missiles, similar to what I've heard with Gravedigger.
Also, if you do get the double circle bug, you can't kill it.
So that means :
Don't slip into Phase 2 if Phase 1 is launching Missiles.
Not sure what triggered the bug in the first clip (waitwhat.mp4) though. Might be due to killing circle before killing all missiles.
Yes
@rapid marsh
Posting here to avoid going offtopic. I'm fairly certain its not core hitting otherwise the number would've been red. i tried critting to make sure.
Went from 185,770 to 278,656 which is a +50% increase
Since core hit and crit stack their bonuses additive, the crit would not have been a +50% increase unless the burst skill isn't core hitting.
on side note it seems like Admi's crit dmg boost does not work on burst skills.
Also the +50% bonus dmg from full burst mode does not apply to burst skill dmg.
A perhaps inaccurate way of presenting the term "burst skill damage" because it is really "instant burst damage" you mean when you say FB bonus doesn't apply
Which has been known, instant burst 3s go off before the FB has taken place
But Laplace, modernia etc do benefit
so basically the ones that switch weapons benefit the FB buff
Well no
It is not inherently weapon swapping that matters so I would not draw that conclusion
What matters is a burst does some amount of sustained damage beyond the moment of hitting the burst
Similarly, I am not aware of admi's crit buff specifically not applying to bursts, but some abilities do have known delays as part of the animation fx, so it could be she had a delay and a b3 used before it applies would not be benefit
I can't tell from the short clip whether admi's buff has applied first
ok i see what u mean theres some like Vesti where its not a weapon swap but she does sustained dmg after hitting burst
I don't know what her buff symbols look like
Right
It's a coincidence that it happens to be primarily weapon swappers that benefit
But nothing mechanically limits it to them
yea seems to be the case, when i pause and check buffs immediately after Admi bursts, her crit buff doesnt show up until like a second later. after delaying Helm's burst she does get the bonus crit dmg
Anne has an annoying delay too
These aren't present in pvp but require some manual play to line them up with b3s in pve
for reference
Is buff delay a common thing? Cocoa's cleanse is also delayed too iirc
trying to check everyone atm, rupee and poli seem to be safe
fairly so, yes
the values are dataminable, I wouldn't worry about testing all for it
oh bruh so its intended delay?
well, intended in the sense that it's been done on purpose
it is in the animation fx, so my assumption is for characters with special effects or animation, they add a delay so the effect lins up with the animation in some way
in anne's case, lining up with the butterflies falling on people
so I don't think they were added as part of some intentional balancing or mechanical design, but for aesthetic logic purposes
just a head's up, your original 5 MLB used to break the 160 wall cannot be removed as a synchro slot after hitting and breaking 200 synchro
so I had 5 mlb, brought them to 200, then invested to 200+, they move into the top bar of the new synchro device. Now I try to remove one of them from the synchro, they can't be removed. Whoever moves into the TOP bar of the improved synchro unit likely cannot be removed regardless of how many mlbs you have. So keep that in mind I guess.
Yeah, that's always made for anti exploiting for free 5 slots
Technically is free 5 slot, just you cant reuse them.
Not sure how much it matters but I think the PC version hotkeys let you hit burst skills before they're a clickable zone on the screen. On PC version I can get through all stages of burst skills at what seems to be as fast as I can mash. In this screenshot you can still see the burst 1 unit frame exiting the screen while the burst 3 units are entering https://i.imgur.com/livxS2a.png
There's no shot that I'd be able to replicate that on my emulator. I wonder if PC version can go too fast to apply some of the non-instant buffs that emulator would naturally get on burst skills.
You can also switch Nikke before you can see them on screen
So if you want to start on pos5 just spam t
Tpose
.
Aw hell yeah, I stopped a stationary train from derailing 
hey, I have nothing to add to the previous conversation
@formal inlet this is the formula if youre curious
I always thought this was in research department
the 35% you said is because for some reason LB gives 100 flat defense which is pretty insane at level 1
I see
Bond stats multiply
I feel like I should just post this into the #research-results so that you guys can point to it easily later on 
yes with core only
which is why core are a bit superior
except lb gives access to bond levels
which are really good
also about this I think this is true from about lvl 600~700 so no need to worry about it for now lol
Wow I'll need to dig up on my maths for this one, and I have no time to do that for now. Maybe if I stick around for one year I will
But then again, Core Scaling requires Limit breaks
It's a prerequisite, not a choice

true but I did it to compare my characters to a whales characters
The question here was if core breaks are worth it. Like eg if you have enough mileage, should you get a limit break or a core break
to see if im losing out on a lot of stat from not getting Drake cores
Like, at least to me it was
This too
what is this.... nvm im out have fun "researching"
The best way to think about it :
The only question you need to ask : Is the next Spare Body worth it?
At Core stages, you're getting worse returns than the first 3 LBs, how much? Just worse, I'm not expecting it to break even in our lifetimes for F2P. It doesn't need to be defined.
If you're comparing between getting a LB or a Core between two distinct units, you need to compare the units themselves first. Only then you should calculate for the difference between Core and LB.
Usually the answer is already evident by comparing the units already.
Regarding what to spend your Silver Mileage on :
This type of stat inflation only matters for your DPS units.
But there is a power calculator for Limit Breaks and Cores, if you want to inflate CP.
If you're willing to put in the work, I personally would like to see it "defined properly".
But this is extremely tedious work of digging through every single character's values for Relationship, and then also making a whole ass damn calculator for their Levels.
Every single calculatormaker such as Pegram or Khoners has already burnt out. So if you want a concrete answer, put in the hours.
Thanks for the answer, I guess the main point comes back to what you said here, there is a need for a calc to really answer this definitively, but it does make sense that getting dupes for your main dps is the only thing that matters cuz in the end, they're carrying the team
Makima : TBD
Power :
Went from completely useless to a strong unit compared to the leaked unit data.
S1 : ATK+ On Charge.
Her scaling is kinda okay now. 32% ATK up when fully stacked, as long as she continuously fullcharges.
S2: Bigger explosion radius when you land 18 attacks when S1 is charged.
Reload 100%+ Once per battle.
Burst : 1584% ATK on single target. If fully stacked S1, do it twice.
3184% as damage.
Loses out to SW (5000% ATK damage, also pierces, which allows for anglesnipes), but doesn't require charge time which might be better in scenarios where you're not given time to charge her Burst.(But Power can stack 5x on S1?)
Himeno (Welfare, not gacha unit):
Handmade for Alice and Maxwell based comps, she becomes an attractive option to play around with solely for her Burst since she can modify your charge damage.
Your mileage may vary, do the math and see if her Charge Damage for your best RL/SR unit will make a bigger impact for your team compared to static ATK buffs in Burst2.
Summaries :
Power is a nice RL unit, but keep in mind burst 3 is already completely saturated with fantastic options for all niches already.
I seriously advise against pulling Power for gameplay reasons, pull because you want her homescreen when you pull her 4x or you want to play around with her animations.
Lets be honest, you're not pulling these two units for their kits. Pull them because they're Limited Collab units.
Meta diehards can completely ignore Power, and maybe pull for Makima.
@acoustic cedar @cold flint @molten robin @static apex @final pebble @native bane @cyan sedge @formal inlet @wintry ravine
Thoughts and opinions on Power?

Limited vers of Guillotine 
Guillotine is too stupid to use
Asking for players to drop Guillotine to half to actually unlock her burst

Power is a strong unit but since her stack have 3s duration she needs to keep firing full charged shots and cannot reload
Which means you need heavy ammo capacity up
From overload eq
How does stack count work in Nikke? 🤔
Every shot refresh the duration? What about multi hits?
Should be shot count, and yeah the duration refreshes per shot.
Noise for comparison.
So Power is definitely going to run into charge issues and keeping up her stacks without some support...
Dang, why did they nerf her buff duration
that is EXTREMELY cringe
I have an idea why
I think with just reload cube, she should be able to maintain stacks between reloads since she just needs to fire the fully charged shot rather than hit something with it
It's related to her S2
But it's gonna sound like I overdosed on copium
We'll see tomorrow

she is prob fine with reload cube
but to add to the SW comparison, the way you laid it out is actually quite unfavorable for SW despite already appearing better in the example, because power's burst wont benefit from the FB bonus, while SW not only gets that, but she gets the range bonus when the enemy is in AR range, + pierce means she can multiply her damage by 2-4 times depending on part proximity
but min it doubles her damage most of the time
in terms of ST burst impact, SW, maxwell, alice all blow power out of the water
laplace maybe, I havent done the math on her burst
power is basically a superior brid, but not by much - I did see brid see some use in the last UR, but I don't think power is anything special
Hmmm.. Yeah, I think its an oversimplification of why SW would blow her out of the water.
But I also want to respect players who are actually pilgrimless
But its actually looking preeettty grim for Power atm
Is there literally anything I can say in a very short summary that would prevent Power from being noob bait?
It seems like alot of people ended up pulling for Soda even though it was pretty grim for her.
it's fine when it's an extra part of your kit, like pepper, but if your entire kit depends on your burst, not getting FB is pretty much a 33% damage penalty
perhaps highlight how instant B3 dont get the FB damage bonus, that's probably a little-known fact that most dont think about

Maybe comparison vs SW? And dont pull more than one copy for non spenders? 🤔
if anything compare her to maxwell
#community-votes Doesn't allow for anything more than approx 1 paragraph
Just call her bad unit, pull for waifu
like in theory the point of an instant b3 is to frontload the burst damage, so you can consolidate all of it within the window of something like a novel burst
but you're basically just canceling out that you lack the FB bonus lol
and RL base damage is low
Power :
A strong, usable RL unit in her own right, decent selfish ATK buff, but requires minor support for 100% uptime.
Her burst pales in comparison to all other options currently available on the market for Singletarget Burst (SW, Maxwell, Alice) due to various in-depth reasons. (Full Burst bonus, Range advantage, Pierce)
Pull for her looks, or for the fact that she's a Limited Collab unit.
Don't expect much out of her kit for usability purposes.
perhaps you meant alice in place of brid?
Fixed 
Now just waiting for Makima post on twitter for confirmation on final skills.
I'm half expecting her to remain the same, and the conclusion is that shes just a PvP unit
7secs zombie tanker 
So every B3 that is not transformative (SW/Laplace) or a buff (Alice), won't get the FB bonus? Or is it depending on how long the does burst take to land the actual hit (Like the delayed xanne buff or cocoa cleanse)?
She's out, and she's the same 
PvP it is for her. If she wasn't smg and had some damage output, she would possibly be usable for solo bosses as a good tank. You probably get a FB every ~120 bullets so she would be healing during that time.
Pierce on smg is so weird, idk what they planned to do with this
Power is actually best compared to Laplace and to a lesser extent Vesti as they are the only SSR RL attackers we have. This is a very premium weapon setup and that fact shouldn't be underestimated. RL is the best overall weapon type (SG not far behind but still behind imo.. of course it's stage dependant).
All 3 have a skill which increases the AoE of rocket attacks so lets start there. Vesti essentially has 100% uptime of 15% increased AoE. Laplace has to charge up her AoE with regular attacks but reaches full stacks after just 5 attacks which should be doable very early in a battle (5~ seconds if she attacks freely) and has a decent 5 second stack uptime so they shouldn't drop off too easily. When at full stacks she has 17.85% increased AoE. Practically a wash between Laplace and Vesti here, assuming there aren't some edge case boss scenarios where Lalplace's marginally better AoE allows her to hit more parts.
Power seems to have to be at max stacks of her S1 (which should take around 5~ secs in optimal conditions) and also have to land 18 normal attacks to activate her larger AoE. This is pretty bad to terrible. If the 18 stack count always runs regardless of her current S1 status and then simply waits for S1 to be at max stacks before activating.. then it's not great news but not terrible. If we assume very good uptime on her S1 (which isn't a given.. we'll talk about that later), then it still takes 22~ seconds to get off those 18 auto attacks. The larger AoE lasts for 10 seconds so best case scenario is a 45.5% uptime. The good news is that it is a larger AoE increase than Laplace or Vesti at a 38.61% increase. If however the 18 stack count only increases while she is in max stacks of blood fiend.. then the S2 becomes worse still meaning it would at least require an additonal 7 seconds to reach her first AoE increase. Worse case scenario the 18 stack count only increases whilst she is at max S1 stacks and resets when she loses max S1 stacks.. RIP if so.
Even with the larger AoE the large ramp up time of a minimum of 22~ seconds and the by comparison meagre 45% uptime compared to Laplace and Vesti skills which are virtually 100% uptime makes Power the loser here. She might find some niche use where her larger AoE can hit multiple boss parts that Laplace or Vesti can't but the low uptime of the AoE increase makes that use seem a bit far fetched.
Comparing her remaining regular skill with Laplace.. On Laplace we have additional damage on last bullet and a bonus damage to boss parts. Power simply has a ramping up atk buff stacking to 32% at max. Power's skill here is actually significantly better than Laplaces as the additional last bullet damage and additional damage to boss parts just scales of her base attack and doesn't scale with any external skill modifiers so is in reality a pretty small additional bonus. I did do the math at some point but it's probably only something like a 10-15% damage increase overall.
Finally looking at the burst of Laplace and Power...
Looking at my own math regarding Laplce burst (https://www.reddit.com/r/NikkeMobile/comments/z6zy81/laplace_burst_math/)
Laplace burst does aprox 3750% of atk when factoring burst time damage bonus. Power's will hit for 3200% as it does not benefit from burst time bonus (assumption). Laplace does take 5 seconds to fire off that damage however so assumming Power fires around 4 shots in that time (accounting for some extra time for animations in addition to charge time) we get 62atk * 4 attacks * 1.5 burst time damage for 372% more damage.. which takes powers total to 3572%~ vs a single target. However accounting for her own atk bonus on S1 we can multiply that by 1.32 taking the total to 4715% of her regular attack value.
So in theory Power will deal 25% more damage to a single target in the duration of the 5 seconds whilst Laplace is bursting. However in reality Laplace has a very large piercing AoE during her burst and Power's is actually genuinely single target. In all the situations where laplace is valued she makes use of this fact so the reality is Laplace's burst is much stronger in scenarios where you'd use her.
TLDR; IMO Laplace and Power could almost be considered side grade characters.. but in the end Laplace pips her to actual usefullness thanks to doubling down on her AoE nature making her more useful in situations where you can abuse AoE.
Power will in fact do more damage in situations where Laplace's burst cannot make use of it's multi hit nature. However unfortunately for power in situations where that is true there are better B3 alternative characters.
Power is still generally decently strong and providing they don't make her S1 and S2 interactions total jank as described above she should feel quite strong in most of the games content.
Where power may actually shine very bright is when a 1-1-3 team (as the 3rd B3 who doesn't use burst) with AoE requirements is favored.
@acoustic cedar @cold flint @molten robin @static apex | UNION 絶対領域 @final pebble | SSR Rapi @native bane @cyan sedge @Snow White's Drool
My personal guess is that reload +100% means power will instareload until death or end of battle after first 18 charged shots
Sounds cope so we'll see tomorrow, but I'm calling it now.
Potentially broken memes if piloted manually and macro-ed to spam uncharged shots like a AoE MG
I suppose in theory there might be situations where the regular RL aoe is enough to hit multiple boss parts so Laplaces's +17% AoE is effectively doing nothing. If that is true AND the boss also has another part or many that are within Power's 38% increased AoE that could result in a significant damage increase whilst her AoE passive is active.. hmm. Not sure we have bosses where that would currently be true
Hey Misuzu, you wanna post that in #1046549179918458890? 
you can post it for me if you want, I never read that place anyways 
I just read here 😛
besides it's more speculation
One can only confirm this tomorrow
yeah Power will follow the Laplace model most likely if she finds use. Extremely strong in certain stages. Hard to predict what those are with out testing
Fair, so once she's out and you confirm your speculations... 
I'm not sure I'm gonna pull her xD
I already have a pretty good laplace so haven't got a ton of need for Power
kind of tempting anyways
It's limited
If I luck sack Makima early I might pull on power too
Power probably will need reload cube as far as I can see, the window for the stack cooldown is too narrow
This is cope
Yeah I think it's 170% cope
Should I now write an essay on Makima 
I mean I would love to read it
I need some more time to really think her through, her kit is very unique. I do think she will probably end up having more pve usefulness than most imagine though
two very important point i might add is that
- Laplace burst is controllable, you can break parts with it, can aim to pierce multiple parts even
- Laplace has much easier access to core hit
Same, I see her being used as a noise substitute a lot, probably even a better one. I don't know how well her smg will do for her tho
yeah Laplace burst is significantly better than Power's that's for sure
though power might be better in cases like teleporting/mobile enemies
since it's instant
I'm thinking I'm gonna use Makima vs train since I never wanted to learn the noise dodging tech
isnt makima 40s?
20s
The problem for me rn is how synced full bursts will be to her taunt
yeah makima's taunt sadly isn't on demand
you could argue that her taunt being bullet based actually gives you the best control of it
like you can manual her and hold it for as long as you like
pain in the ass sure but it's not linked to a burst rotation so not time bound in that sense
still dissapointed with makima's kit being a recycled xrupee. They gave power a complete makeover but left makima untouched
I don't really think she plays anything like Xrupee though
like Xrupee was just meant to be a team buffer tank with a sort of cool burst interaction
makima is really all based around her last stand
which is a 1 time only thing so I think her use will kind of be like a berserker almost
you will use when you want to rush / burst DPS as fast as possible
she'll primarily be used in difficult stages with high instances of single target damage that you try to rush through
yeah but at least they should've lean in more to the tanking aspect rather than just copy xrupee's kit except for 1 skill
same buffs also
I guess you could argue it's unimaginative to give a 2nd new taunter character reload and def buffs also.. but it's all delivered so differently I don't think it really matters
it's not like if instead of reload she gave crit damage for example.. it's not like it makes her better or more interesting
sometimes even having a similar kit makes for interesting points of comparison or synergy
true but the game is still pretty young, so it is pretty weird that they resort to copying an existing unit this early on.
It's not like copying xrupee's kit beneficial to makima either.
They could have easily create a unique kit for her. Like a thorns tank or converting dmg taken to healing while she's invincible
Regarding Laplace's burst dmg. The recent dev notes seem to suggest that there is in fact supposed to be some initial dmg, but its apparently been bugged this whole time.
I'm not terribly familiar with Laplace burst mechanics, but does she still benefit from the hit on parts mechanic during it?
interestingly it looks like it's been functional
going back and looking at random burst videos on youtube
diff video
it's sort of a blink and youll miss it deal, and by their description it sounds like it may have been hitting a target you arent paying attention to, like off to the side and not the same one you're aiming at
but she's somehow actually had this initial nuke the entire time?
Damn and it pierces too
yea
it looks like "additional damage" mechanically, so cant core hit presumably
and doesnt benefit from FB I think
It's still good damage tho, 50.5k(plus pierce) ain't no joke
right
not sure the pierce matters though
if it is just additional damage mechanically, the pierce is meaningless
"Additional dmg" does benefit from +50% FBM. Unless its like the 3s instant burst dmg
I didnt mean to implty it doesnt benefit because of that, but because it's her initial damage on her burst
aka takes place before FB starts
Ah ic
Makima :
SMG Taunter Tank B2
S1 : Teamwide Stat bumps for ReloadSPD and DEF when hit 20 times.
S2 : Global Taunt for 3s after landing 120 shots. Indomitable skill (Undying for 7s).
Burst : Pierce for 10s, HP Recovery, extra HP recovery if during Undying/Indomitablity.
Makima Summary:
Makima is a Burst2 SMG Taunter with a gimmicky Undying Skill.
She's expected to be an incredibly PvP Meta unit. A literal undying S2 will safeguard at least the B2 slot and ensures it going off.
The taunt and skill on being hit allows for synergy with your Jackal team, and has some decent sustain on Burst, Pierce is a bonus only for PvE content.
For PvE focused content, her undying skill allows for interesting NON teamwide damage mechanic bypasses, most notably, tanking Alteisen turrets.
Power :
Went from completely useless to a strong unit compared to the leaked unit data.
S1 : ATK+ On Charge.
Her scaling is kinda okay now. 32% ATK up when fully stacked, as long as she continuously fullcharges.
S2: Bigger explosion radius when you land 18 attacks when S1 is charged.
Reload 100%+ Once per battle.
Burst : 1584% ATK on single target. If fully stacked S1, do it twice. 3184% as damage.
Loses out to SW (5000% ATK damage, also pierces, which allows for anglesnipes), but doesn't require charge time which might be better in scenarios where you're not given time to charge her Burst.(But Power can stack 5x on S1?)
Power Summary:
Power is a strong RL DPS unit with her S1 and S2 being very decent, but it is important to keep in mind Burst 3 is already completely saturated with fantastic options for all niches already.
It's best to compare her as a sidegrade to Laplace, where Power will shine in Mob Clearing, and Laplace being a Bossing focused unit.
Her burst seriously pales in comparison to all other options currently available on the market for Singletarget Burst (SW, Maxwell, Alice) due to various in-depth reasons. (Full Burst bonus, Range advantage, Pierce).
I seriously advise against pulling Power for solely gameplay reasons, pull because you want her home screen when you pull her 4x or you want to play around with her animations.
You're not pulling these two units for their kits. Pull them because they're Limited Collab units.
Meta diehards can completely ignore Power, and maybe pull for Makima.
Indepth Power analysis by Misuzu : #1042458757843656774 message
Full Burst note on Power by Fierywind : #1042458757843656774 message
So if I take your math in the reddit thread (it's worth exploring 80 vs 96 hits now that we have the super smooth PC client) and add the 900% for the initial damage, then increase the true damage portion by 20% (my fairly conservative estimate of the reduction seen from defense on a boss), I arrive at closer to 4800% damage done instead of 3750%, then: the aimed portion can core hit, which can increase that damage portion by at least half, and it can pierce which can double that damage portion pretty easily, so I think the spectrum of Laplace burst damage looks like: 4800-6000% pretty easily
It would be interesting to see a very thorough analysis of Laplace burst damage under different conditions
But at a glance I'd say her burst pretty easily is better than power's
https://arca.live/b/nikketgv/69733803?category=정보
So it looks like Liter s2 cover repair is super scuffed. if 1 character's cover is destroyed, it'll only repair 1 ally's cover. if 2 characters have destroyed cover, then it basically becomes a dead skill. I think what happening is that when the skill checks for "lowest HP of cover" its targeting the destroyed cover which have 0 HP, but since it cant "revive" cover, nothing happens.
Just use Biscuit
That's interesting, I knew it didn't repair broken cover, but hadn't made the connection that it still targeted it
@cyan sedge @molten robin
Wow pretty interesting to see that Laplace now does that initial tick of damage. Me and a few others went frame by frame on a few videos and that initial tick certainly wasn't present before 
Yeah your quick update to my math Fiery seems accurate enough.
It probably is worth testing how many bullets she fires on PC too
From what it sounds like, it was hitting a different target than what was being aimed at, so it could have been off to the side or generally not where people were looking for it
I might dig up the old videos and watch them they should still be around here
if they survived some purges 
I'm willing to bet the shot count on PC client is 96 if not higher though
I'll check when I get home later
I'll give that a test later when I wake up more 
Or you can
Yea we can both give it a SHOT
it's a quick test, you can do it by eye pretty accurately
Was it cope?
can anyone confirm the OL hitrate working again for Modernia S2?
Sweet
Also a correction in favor of power, you only added the base damage for her attacks and not her full damage after charge (*3.5)
ah true
Though the benefit assigned to her for her own attack buff is going to be misleading in most real situations
It will be some amount less
But it's more complicated to assign that a more accurate value without adding assumptions, like having liter
Didn't get the unit yet so idk, sorry.
@wintry ravine got an idea for a good test method for laplace shots? I cant distinguish hits even frame by frame
there is an ammo counter that appears on screen when she fires her burst
it counts down from 1000
...really?
yeah it's very near the firing reticule
?
🤔
I see it above her when im not controlling her, on the bottom where it displays party ammo
I hadnt noticed that before
maybe its PC client thing?
could be
cuz i swear it got 999 also on mine
let me find old screenshots
weird
wonder if they changed it or if it's a PC thing
guess I could boot up my emulator install
but I would have to patch 
92 shots for me
my pc is pretty potato and im running obs to record it
so it shouldn't get any worse than that on pc client
when I tested on emulator running screen record did cost me some bullets for sure
when I tried again 93 shots
booting up now
wonder if I can get above 94
I think I saw 98 once
so I think it is possible
damn it goes so fast to tell by eye lol
seemed easier with the old counter
think I saw 907 there so 93
yea I closed obs and tried to judge by eye, but it would be hard to tell if it was a 1 or maybe even 2 diff
that would be 92
since you started at 999
liter might be throwing this off my ammo goes above 999 breifly at the start
1200 odd
yea I noticed that too
I assumed it wasnt an issue and the first shot fired dropped to 998 (I think), but worth checking without liter
trying with pepper now
92 seems like a safe baseline to do math with though
def saw 905 there
so 94
squints
ill retry without liter as well, maybe 1-2 shots are being eaten by liter shenanigans
you could probably call it a cool 93 shots, seems to vary slightly
seems reasonable to me
but nothing like the variations we were seeing before
I wonder if they'll ever be a way to increase fire rate for allies
in fact isn't there a way already
no
some unused nikke has a crappy fire rate buff I think
maybe I'm mis remembering
probably faulty memory
you did make me double check, but no
they will probably avoid fire rate increases I guess due to FPS issues and the fact FPS affects dps 😛
you used 94 as your basis in the reddit article, and I think that holds up reasonably
yup
impressed my emulator managed what seems to be capped DPS on her
guess I would lose frames in hectic fights perhaps
we should find someone still using emulator to see if laplace still has the number counter next to the reticule or not
it would be kinda crazy if the PC and Android versions are so different
even if they are now the same it's an undocumented change they made to laplace burst visuals
which makes me think we weren't just being blind and missing that big initial tick of damage back when we tested it lol
or find someone who plays on phone 😛
What number are you looking for? Not sure I have anything useful, but I recorded 3 bursts of Laplace on my iPad and got the last frame before the ammo went back to 6/6 if that's any use.
just wanted to know if the ammo still appears next to the fire reticule on android
during burst that is
oh android, doh
IOS is fine too I guess
that's what it looked like on laplace release
that's what it looks like on PC
Ah you need it from Laplace POV, I can get a quick capture of that on ios.

@wintry ravine threw this together: https://docs.google.com/spreadsheets/d/1wyAzolr6FeR92JSjLI42a91uVb8GqPl2M3CYIf7fdLQ/edit?usp=sharing
lmk if you spot any errors
I assumed power hits 5 shots during lap burst duration, and hits 2 targets (a part)
I should look at a scenario where there's no parts to hit, but you'd be using these units on bosses with parts, realistically
I assumed max liter burst buff as well, with no other sources of attack
the more sources added, the more laplace pulls ahead
the most relevant comparison here is power hitting 2 targets vs lap piercing 2 targets (a part and a non part) where lap is 66% better
Right after her burst triggers the normal ammo display reads 999 but then it disappears and you end up with this for the rest of her burst:
unless I messed up somewhere
thanks Trynne, looks like they just removed the ammo display next to reticule on all versions I guess
had a quick glance of your spreadsheet fiery but I'm too tired for maths 
perhaps it needs tested but I think 4 attacks might be a more realistic amount for power to fire during the 5 sec of laplace burst. I know charge time is 1 sec but each shot has a reload animation
I chose 5 just to favor power
I try to make assumptions that favor what I believe will be disadvantaged
when doing comparisons
hm fair enough as long as it doesn't make a huge difference
I mean it doesnt in this case
I'll have a more thorough look once I've had more sleep
Depends, if u manual you can skip the cover animation after each shot
as your initial math would indicate, with no parts involved power has the edge thanks to her autos, with power being 9% better
but the issue is I think all bosses with no parts have a core
if no parts but core can be hit, laplace is 16% favored
the largest gap is 1 part that both can splash, since it doubles all of laplace's damage except the initial hit, but only doubles the auto attack portion of power's damage
favoring laplace by 66%
and realistically, you're using these units on bosses with parts
my conclusion: in all situations you're likely to use them, laplace burst is better
Ofc, I didn't touch non-burst damage comparisons
Or even damage during FB but after lap's 5s
I also didnt include the scenario of core hits + pierce because that will be vast overkill compared to power lol
but there are some scenarios where that happens
worth nothing I also didnt include core hits for power's auto attacks though you can technically core hit with RL if you find the right angle the boss isnt moving
im seeing that the second hit of power's burst benefits from FB
I'll add that in
that helps significantly ofc, that adjusts to: no parts no core power is up by 27%, no parts but core it's a wash, and with 1 part lap is only up by 46% now
that definitely helps power a lot, since she should do more non-burst damage than lap
personally, her getting FB on the 2nd half + non-damage considerations (it's not unfair to consider her as inevitably getting full OL gear since she is the only abnormal attacker, but there's several missilis attackers) has shifted me from dont pull to pull
just curious for confirmation
that reload up 100% one time offer doesn't work like my copium infused fantasy suggested, then?
no
thank you
great finding on the 2nd burst half benefiting from FB bonus
I was
while doing testing finding that the first half didn't
yea tbh I assumed neither would, but I did at least consider the possibility that the 2nd half was delayed
brid might be the same but I've literally never used brid
yep
might as well do it for guillotine too ig
just to cover all bases
yo maybe I should just try this for all Nikkes that have a second half attack?
Like Maiden?

.....will this bitch please lose HP faster

fuck I can't get her to lose enough HP in time, fuck it, I'm not bothering

just gonna test maiden instead

it works for maiden too!
think the 89717 is due to the effect of Jackal's S1
raising damage taken for that target by 6.36%
so revisiting this, this is either a very recent issue, or doesnt happen all the time
I checked some footage from my clan's modernia attempts and even with 3 broken covers, liter restored the remaining 2

291105/68492 = 4.25
the second part of Isabel's burst is supposed to do 2x the damage of the "initial"
combined with 1.5 from FB, we'd expect it to deal "3x" more damage
but there's an extra 1.25...
Isabel's burst only increases damage taken by 1.3 so that shouldn't be it

is she applying her s1 attack buff after she uses her initial burst, but before the following effects?
I'd assume this applies after you use your burst, as that's the trigger
maybe
I'll first math out that that crit is correct
vs the non-crits
and then verify the ATK part

what's your attack, and what's the % buff you have at your skill level?
I can quickly math that out
I'm doing that rn but here's the stats
Liter is 10/X/10
Dolla is 5/5/5
dolla's burst did hit first
so it didn't delay
well if you're doing it I'll leave you to it
(I think)
yeah I'm working it out rn
hate that I made it so complicated but 1.5min is too slow to get to Isabel stacks
(2+.1427+0.0802+.1246)/1.5 = 1.565
455580/291105
eyeballing the math it appears to line up if the attack increase is the cause
Okay so math checks out, Isabel burst part 2 def benefits from full burst
now I'll verify that the ratio increase is due to ATK% applying later...
alright so the first part is def affect only by liter buffs...
second half looks like it's affected by both the ATK up from S1, the damage up portion of the burst, and the FB buff?
well no, this can't be the case because Dolla's S2 was definitely applied based on the crit calculation above...
MONKA
her second part of the damage gained the effect of Dolla's S1 after the burst was cast!

have to test this with power now
dolla's s2 has a delay yea
unsure about s1
dont think so though
so timing just lined up I guess?
S1 ticked in the middle of the animation for isabel's burst
is what happened
so now I'm trying to confirm if I can replicate this effect with power
by timing dolla's S1 to activate mid-animation for power's burst
was referring to S1 since the amount of Isabel's ATK increase + dolla's S2 didn't add up, but Dolla's S1 does
isabel's s1, right
Isabel's S1 yeah
the difference is a couple %
like 3% too high if we assume Isabel's S1 proc'd
but if we assume Dolla's S1 proc'd the value matches
I know Dolla S2 def had to have proc'd since the crit calculation has her crit damage in it
so now I'm checking if I can get Dolla's S1 to apply to power's burst second half mid animation
but not to the initial

HOLY SHIT
IT WORKED

544622/329767 = 1.65153578132
it's perfect
hypothesis: the "additional damage" portion of instant damage bursts all dynamically snap the damage buffs of the character
the "initial damage" portion is snapshotted during the initial cast of the burst

here's proof of the timing
More easily replicatable with Privaty
Privaty's S1 does not apply to the initial hit, but it does apply to the second hit
I'm going to do a reverse test as well
I'm going to try to have Dolla's S1 FALL OFF after the cast
and see if the second half damage actually lowers
Holy fuck
it did
yep another example of the phenomenon with Yulha
....wait a minute

why are there two hits of the 168367????
dafaq?
it's double damage of what I expected???
hmmm
AH FUCK
This shows that Jackal is dogshit

HAHAHAHA
Jackal's burst only works on the FIRST part of Power's burst!
Because she loses the buff!
HAHAHAHAHAHAHA

lol
💀
very funny
tbh
prob time to submit a bug report to shift up
for this bs
this type of interaction barely makes these instant damage bursts usable
but then it takes a fat shit all over jackal
Also I noticed just now that Vesti does 10% more damage on autos?
oh wait
elemental damage bonus
strange brid's bonus is clearly 1.1
on burst
wdym?
I've noticed that for some strange reason
elemental damage bonus applied from brid is 1.1x on burst, but for privaty
the damage bonus was surprisingly
1.2!
on burst
do you have an ele damage OL?
nope




