#[Scarlet: Black Shadow] New Unit Megathread
1 messages · Page 16 of 1
wow I did not expect you to put so much effor into this
Yeah that's enough proof
that it didnt round down to a full %
Thank you 
@rustic rivet here you go
So the horror story of the game rounding down distinct OL effects before adding them up turned out to be false?
Prepare the pitchforks
BALDSENIX
Thank you for the testing
Much appreciated


I previously stated this was incorrect, and it is as it's not correct for all cases.
However, the rounding outlined here is technically correct for specifically the case of weapons that take 1 second to charge. Any other charge time and it is not correct, and that's because 1% of 1 second is 10ms, which is the precision that charge speed buffs have.
Alice is a 1.5 second charge, so this will not be accurate for her
So Alice precision is 15 ms?
And SBS is 3ms?
precision for charge speed rounding is 10 ms
all charge speed buffs round to the nearest 10 ms
10 ms is 1% of 1000 ms, aka 1 second, which is why just rounding to the nearest percentage point is accurate for 1 second charge weapons
Oooooo
for SBS, since her base charge speed is only 300 ms, a 10 ms precision on cs means that cs buffs only have a 3 and 1/3 percentage precision
so you would round to the nearest multiple of 3 and 1/3
but that's clunky to think about naturally, so it's best to just keep it to 10 ms precision and do the math manually


The unseen blade is the deadliest
when the enemies don't even know they have been cut
Sometimes yes sometimes no
ShiftUp apparently changed the calcuations of %s when adding max ammos in OLs. Is this conclusion for SBS frame breakpoints still accurate?
gonna need a receipt on ammo calculations changing
What comfort is there when almost everybody autos their BS Scarlet? Because they’re busy manualing Alice. Right?
So what are the real charge speed breakpoints? I read elsewhere here that Kira says it’s 4.5% each? As in for hits 18, 19, 20, it has to be a total of 13.5% charge speed from OLs?
They patched it
It's normal again
It's back to what it was before, the change in ammo calculations was a bug
I'm pretty sure altros and gatrix have similar answers and hence they're both basically correct
I'm not sure what Kira math is since I don't know the idea behind it is
I purposefully sacked my 3x T14 lines to verify the math used to calculate the frame breakpoints I list
As I've said before, and as you can assume from altros text above
You can reach 19 shots for example at like 8% charge speed, but to guarantee that 19th shot you need more charge speed
downgraded to 1x T12, 1x T13, 1x T14, which resulted in me pushing past a frame breakpoint and charging faster than 3xT14
the frame breakpoints I provided are accurate to the combat engine
Can't argue with practical then, at all
Yeah. I asked only because I thought the logic behind summing of %s had been changed by ShiftUp
SBS basically solved now thanks to altros
To think it was a bug they already reverted back from 
it was more of a collaborative effort to solve it, though I'm uncertain if the guy I worked with is in here
Thanks to both of you then 
I had actually found the rounding points a year ago, but I didn't think SU was dumb enough to have 2 stupid rounding points at the same time, so I was never able to get the math to work out
he was the one that found out it was both 
Does someone here have comparison of onslaught and bastion? For sbs?
a lot

Just wait for BS Scarlet and Alice to become Over-Spec Alice: Scarlet Samurai
waiting for alice treasure to give her +600% charge damage to her and 1 ally with highest atk
Alice
This is the essentially the physical limit for SBS performance, her highest potential output is in 30 fps instead of 60 fps, 24 shots
But in practice this is currently practical as it requires Yuni over Crown/Maids, which isn't a worth it trade off (in my case I need Maxwell as well since I'm not going to level Yuni's skill, but Yuni S1 at 9 removes the need for Maxwell)
this combination results in single-frame charging at 30 fps, it won't be single frame charging in 60 fps, but single frame in 60 fps caps out at 23 shots
interesting, i assume that it's your sbs with 16%+ cs with 1x T12, 1x T13, 1x T14 right ?
it doesn't specifically require optimal CS spreads to reach this but would require further compromises on the team
it's more just a proof of what the absolute limit is, right now there's no reason to chase specifically this, we'd need another CS buffer that doesn't heavily compromise the team
right now the absolute limit without compromising team composition is 21 shots in burst at 60 fps and 22 shots in burst at 30 fps
but that requires manual play, auto actually does slightly worse at 20 shots in 60 fps and 21 shots in 30 fps if you force it to precharge but then auto from there
any cs changes due to min firing rounds?
Shift Up be like: You just did tons of complicated math? Let's make a setting to change it! 
have not tested for longer charge times, at the very least it has not impacted how many frames it takes my SBS to charge
I am also not entirely convinced that the MFRA setting is working properly
MGs at 30 fps with the setting on are shooting at around 54 rounds per second, instead of 60
and SMGs have increased from 20 rounds per second to just under 24 rounds per second
bullet time (the effect you get with aimable bursts) reduces the flow of time to 1/8, in bullet time at 30 fps, the effective rounds per second for MGs drops even further from 54 to 49
but at 60 fps in bullet time, the effective rounds per second increases from 60 to 66
Wait so like you slow time and shoot more?
after adjusting for the slow down from bullet time, yes MGs shoot 10% more bullets in 60 fps
Damn
there's no way to actually use that fact in practice
since it's not worth it to just stay in bullet time as that implies you aren't entering full burst
but the fact it goes to more bullets in 60 fps and less in 30 fps implies that something is not working properly
my current suspicion is that the MFRA setting is only working on 4 out of every 5 frames
but I haven't found a set of numbers that lines up exactly with what I see in reality so not confirmed yet
I have union mates who have had dramatic increases in damage turning that setting on, so it's definitely working somewhat 
working 4 out of 5 frames leads to it working properly for AR and SMG at 30 fps and still results in an increase in bullets per second for MG as well
but MGs should be shooting at 60 rounds per second with the setting on, instead they are shooting at 54, which is why we consistently see tests showing that MFRA at 30 fps still does about 10% less than native 60 fps for MG heavy comps
definitely still a vast improvement tho
glad that I can do shit on my phone without it being an absolute brick since it cant consistently hold 60 fps
So I need to find again how BScarlet will proc the AoE distributed dmg
Off highest def, off lowest def, or off closest to cursor/aim, etc
I know that it can be taunted
Alright, found it in pins. Thanks!
Hey so, I heard SBS for a accidental buff? What is it exactly?
read the pinned message literally just above yours
Is it fixed
Fixed, it is
I didn’t personally confirm, but from what I saw others unreliably posted it appears the fix screwed over the agility of all the mentioned units (BScarlet, Raven, A2)
If they’re attacking and you try to order cover, they continue the attack
Finish, then cover
So goodbye to snap cover if true
Did not affect regular snipers and launchers like Alice though
Where this matters? Well imagine if you were trying to push the limit on dps and cover at the last instant. Like vs Kraken AoE without Crown shield. Or Ultra shockwave and poison spray without Crown shield if you’ve got Raven
Minor stuff though, just cover sooner
Confirmed that Raven can no longer cover immediately if she’s releasing a shot

So they fixed it by introducing another issue lmao
report it so they can cancel sr again 
What's the new issue
tbf i think thats how its supposed to be 
I don’t think it’s actually an issue, tbh
Just a slight inconvenience that we won’t notice unless it actually killed somebody
I didn’t feel this issue while I was playing with Raven vs Providence, but a lot of it was being healed by HelmT burst
just c7, sr15, level 400 recycling with level 15 tempering
Are these breakpoints different with Liberalio's buff?
21 shots sometimes, 20 shots consistently.
@jade prawn would you happen to know if its plausible now to get 21 shots, and if so what the breakpoint is
Not possible
Or at least
Not listed in the thread
Even if it were it's practically impossible
thanks. I will let the individual know its not currently possible.
Now we wait for Hex
From
My understanding
It is
Actually impossible
Altros managed to get 100% charge speed on her
Iirc
And she breaks
At that point
So she cannot get 21 shots

funny
SBS's hard limit is 24 shots in burst, but there is no actually usable team that enables it at present. This requires that you reach single frame charging, which is 0.03s for 30 fps and 0.01s for 60 fps (but if you push to 0s or less charge time then she breaks and stops activating her skill procs)
my SBS currently gets 22 shots in burst
old recording, but even with optimal 3x CS it requires 3 other CS buffers to reach the necessary breakpoint, so it's simply not a feasible team to run. It is easier to count the number of stage 3 procs, there are 8 of them so 8*3=24.
What team are you using for 22 and what ol
you only need Lib and 3x optimal CS spread
you can get away with a suboptimal 4x CS spread but that likely locks you out of an ammo or attack line, both of which will result in a noticeable performance hit even if you place her with maids for "infinite" ammo because when Shift Up corrected the animation cancel bug they removed the ability for forced delay charging units like SBS to actually get infinite ammo
Define 3x spread
one that results in an effective charge speed of 20% is the easy way to answer that
but unfortunately, sky and I haven't found time to make the video that goes deep into how CS works so most people won't know how to calculate their effective charge speed 
what cs % is needed for 21 shots in fb?
that depends, do you want 21 shots to be possible, or do you want 21 shots to be guaranteed?
ideally guaranteed, but if that's too expensive I'd settle with possible 
guaranteed requires the breakpoint I specified above
possible requires optimal 2x spread of CS + any third CS line, which results in an effective CS of 16.666...%
possible also only has a high rate of 31.03% so assuming true randomness (it's not truly random), you'd only get 21 shots about 1/3 of the time
Oof that's a lot of CS, thanks for the info
so the 2x optimal spread is like tier 14 and tier 15 once each?
optimal 2x spread is any 2 blue/black lines, you can't have duplicate lines except for black
Thanks! I assume it's because of some weird rounding shenanigans
@eternal aspen hey i was wondering how did you get the 24 shots/10s? the best i can do on paper is 23.25 which gets rounded down to 23 
for starters
24 shots in burst is only possible at 30 fps
at 60 fps, she caps at 23 shots in burst
those upper bounds are also assuming precharging before burst
ohhh i see, i did the math at 60




