If both Bobins have their songs up, which one do you hear?

Does one takes priority over the other? Is it the most recent one that's used? These are important questions we need answers to

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u/Stratatician — 20 hours ago

Starless and Mirror Life

For those unfamiliar with what mirror life is, most compounds and molecules in life have chirality, or handedness if you will; there being left and right hand (mirrored) versions of each other.

Most life follows only one of the possible arrangements, and mirror life is the idea that life could exist using the exact same molecules but with the opposite chirality that normal life has.

There's fears that mirror life could take over if it were to be created as it goes against everything that makes normal life work. There are things for example known as prions which are misfolded proteins that causes other proteins to misfold; there are no known cures for prion diseases and they're 100% fatal.

When you look at the most recent chapter and how Starless want to replace their originals, there are parallels that can be drawn with the modern day idea of mirror life.

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u/Stratatician — 3 days ago

What happens when her Memosprite dies?

Since Robin Summeretto has a memosprite, but also can't take any action while her song is up, what happens when the memosprite dies?

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u/Stratatician — 17 days ago

Why is Verdict generally considered better than Decimation at e2?

You would think that e2 giving yet another assist skill should make Decimation that much stronger, but I see the general consensus is that Verdict is much stronger for e2, so I'm curious as to where this consensus is coming from.

Himeko shouldn't be overcapping on energy with the extra assists so it's not like you're getting more ult activations off relative to assist skill usage.

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u/Stratatician — 18 days ago
▲ 1.4k r/CurrencyWarsHSR+1 crossposts

The Problematic Design of Bloodflame

On paper Bloodflame should be really good, but in practice, despite multiple rounds of buffs, Bloodflame still lags behind other bonds in terms of performance.

The Bond's Payoff

The Bloodflame Bond's payoff isn't great. It amps character dmg output while also providing a damaging attack. However, the payoff for both are middling at best. The Bloodflame Arena damage is too low and too slow to make any meaningful difference. The Bloodflame Arena damage amp is too low to feel impactful. This results in the bond crutching on the raw performance and build quality of the characters themselves within the bond, which is not great to begin with, especially if relying on trial builds.

The bond really wanting HP fluctuations functionally makes the payoff for Bloodflame Castorice, as before Castorice there simply is no real payoff for all the HP changes. However, this results in the bond functionally doing nothing before obtaining Castorice, and as Castorice is a 4-cost, this means for the entirety of the early to mid game the bond functionally does nothing.

This also leads into the following problem.

Item Compatibility

Bloodflame has a rather unfortunate issue when it comes to items. Almost half of all Bloodflame members are Rememberance characters, using Memosprites as their primary means of damage. Castorice, who's functionally the payoff for Bloodflame, falls into this category. However, an unfortunate side-effect of using memosprites is that they can not benefit from certain items, most notably Firestorm Surge.

Firestorm is widely considered as being the best item in Currency Wars due to its stacking nature. However, Memosprites cannot stack Firestorm. This is very problematic for high level runs (WC 50+) due to the increased durability enemies have in these runs. Firestorm is the single largest source of field strength in CW, and Castorice effectively being locked out of it significantly hurts the Ceiling Bloodflame can reach.

This forces you, then, to build things like Fist of Fury and High-Frequency Chainsaw. However, Lucky Strike gear is not good. Should you decide to pivot to a different bond set-up you're stuck with less than suboptimal gear; if pivoting from another bond set-up then you may not be able to use the gear you had before.

Bond Overlap

Many bonds are able to still perform well because of how their members are able to overlap with other bonds or otherwise easily slot other bonds in. Bloodflame is incredibly unfortunate in that a signficant portion of its members overlap with Night Demigod, a bond that starts off weak but is designed to snowball based on perfect victories. Bloodflame having a weak early game cannot have its deficiencies supplemented by another bond with a weak early game. Early Night Demigod members in general also do not have particularly good synergy with Bloodflame (e.g. DHPT and Cerydra being an atk buffer when Bloodflame members scale off HP).

The other bonds members overlap with fair no better. Day Demigod, for example, requires at least two other members to activate, and early options to activate it aren't the best being Aglaea and Anaxa. Wolf Hunt falls into the same category as Night Demigod being a ramping Bond, but one that you have to hard commit to.

HP Fluctuations and Shields

Bloodflame constantly draining the team's health and disabling shields becomes really problematic in high Wealth Creator. Without specific defensive items like Analgesic Chip and Caloric Overload you frequently risk the team getting one shotted (even with them there's still that risk). It doesn't help either that Hyacine, the primary sustain for Bloodflame, is only a 2-cost, meaning her stats, and thus Ica's survivability, are on the low end, and she has to wait for ult before she can start healing. While most teams can create a buffer through shields (e.g. HimeNova + March), Bloodflame is unable to do so, not only because Bloodflame disables shields, but also because of Territory conflicts (Cas, the payoff for Bloodflame, cannot ult while HimeNova is in the team for example). Bloodflame functionally has the same HP as other teams but without the safety nets those teams would have.

Character Build Quality

The Trial build quality on its members, quite frankly, is arse. Hyacine is basically required to have her signature light cone in order for the team to function properly, and ideally wants e1. Cas basically demands e2 so you can reasonably take advantage of the specifc buffs she received for Currency Wars. Jingliu does basically nothing if you don't have her built or her e1. Mydei does no dmg without any real gear. This can be said for basically every single member in Bloodflame, except MorB. Unlike other bonds' members that can still perform extremely well even without owning them (e.g. Seele), because of how Bloodflame crutches so hard on its members to perform not having the characters to build them severely hinders the Bond's performance.

Closing Remarks

It definitely feels as if the Bloodflame bond was balanced around owning the team's Eidolons and Sigs. As someone who has e2s1 Cas and e1s1 Hyacine, Evernight, and Jingliu, the bond doesn't feel that worse compared to other bonds, BUT, needing close to Aeon level gear (my Cas has 40 sub stats of relic rolls) and that high of an investment only to get close to other Bonds' performance that use only Trial characters is a massive problem.

The inability for Memosprites to stack Firestorm Surge is mind-boggling (and kinda what prompted this entire post in the first place). Firestorm is the closest thing to a mandatory piece of equipment we have for Wealth Creator 50 because of how bulky enemies become. Lucky Strike just simply does not do enough. So, Cas, Bloodflame's real payoff, not being able to reasonably use it is problematic.

Bloodflame lacking the safety nets other bonds can use would be fine if the Bond had a proper payoff, but it does not.

u/Stratatician — 19 days ago

e1 HimeNova 0 Cycle King in Check

Low key surprised I was actually able to do it, and with some dmg to spare too. No Global passives either, just a clean 5 cost clear.

One of the most interesting things about this run is that you can actually clear the 1st wave a whole lot faster, but doing so means you won't have Welt's ult up for the start of Graphia, which actually ends up making the run take significantly longer. Holding onto Welt's ult to use at the start of the 2nd wave saves around 50-100 AV which is nuts

youtu.be
u/Stratatician — 20 days ago

Preservation Trailblazer actually looks really cool with MorB's accessory and the AA Outfit

If only PTB was actually good lol

u/Stratatician — 1 month ago

Atk vs Crit Dmg sub stats

What substat is generally speaking more important for Himeko Nova? In most cases Crit Dmg would triumph over Atk, but Himeko gets a massive 200% crit dmg from Decimation. In fact, between her light cone and base kit the only stats she doesn't get is crit rate and atk.

So what should be our sub-stat priority after crit rate?

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u/Stratatician — 1 month ago
▲ 10 r/PSO2NGS

A very quick and dirty guide to Solus Krypt

Foreword:

When I say quick and dirty, I mean quick and dirty. The main goal is to really just introduce people to the fight so they have an idea of what to expect since I've seen some truly idiotic things in pubs.

- Phase 1

The general strategy is as follows: Left Arm, Tail, Right Arm. Proceeding in this manner makes the fight overall easier to deal with.

When attacking from the front it's much easier to see incoming attacks, which reduces the odds of getting blindsided.

After the 1st arm breaks, the tail will proceed to try and nuke the field. During this time Solus will not move, making it much easier to destroy the tail since you're not constantly chasing it down, or dealing with Solus's back attacks.

During Phase 1 there will be 2-3 red squares circling the map. They always move in a clockwise manner. There will be a yellow ring falling in each square and when that ring reaches the bottom it'll unleash unblockable rain that can outright kill you. It has no hitstun so you can run out of it / PB / MARS if need be.

The fight will start with 2 squares and then add a 3rd one after breaking the 1st arm.

Outside of this Phase 1 is pretty much the same as the previous Solus fight.

- Phase 2

Phase 2 will always start with Solus summoning unblockable pillars randomly before raising an unblockable wave that coveres the ground. There will be an audio queue for the wave with a ticking sound followed by a higher pitched sound for the actual attack. You can dash jump over the wave to dodge it.

The big spinning wall in Phase 2 has been upgraded into a Blender, with each blade spinning in the opposite direction. Best way to dodge is to go to one of the 4 corners on the map. If you think of the stage like a grid, the walls will overlap each other on the two coordinate axis, meaining you will have no room to avoid the blades there. By being in a corner it'll give you the most time to jump over the blades as that is when they're farthest apart. One dash jump is enough to jump over the lower blade. Remember to be mindful of the orbs that will spawn on your location throughout this pattern. If you get an orb to spawn where the staff will be when Solus comes back on stage you can abuse it for big dmg (as dodge-type counters will not pop the bubble, allowing you to get multiple counters off).

The slow big wall with gaps has been changed. You'll hear a high pitch audio queue as solus flies to the opposite side of the stage, before unleashing 3 walls. The first two walls cover the entire stage but can be dodged / guarded against. The last wall is unblockable but has larger gaps you can jump through. Getting hit by any wall will stun you (the last unblockable wall can also still move you even if you're in special i-frames like PB, you won't take dmg but your model will be shoved).

The stab pattern has been upgraded to have a much larger AoE and stun the player if they get hit. It'll do 1-3 slow stabs before doing a series of faster stabs. The final stab of the pattern will have an unblockable center area but a blockable outer area. This is one of the best patterns for dealing dmg.

The line AoE attacks into the center bomb pattern is mostly still the same, except the center bomb now has suction.

Solus throwing his staff into the center of the stage to release shockwaves is mostly the same, except the floor is lava. Seriously, the floor is lava. The entire ground is an unblockable zone that will periodically do dmg to you if you're touching it. The ceiling during this is also much lower so you can't jump too high or you'll get blasted. As long as you're not touching the ground you're safe.

Solus's off-field sweeps are still here, but now feature an afterimage attack. The afterimage attack is indicated on the field by a purple zone, and once the ring in that zone reaches the perimeter it attacks. The afterimage attacks are sometimes disjointed from the mainbody attack so be mindful of positioning and i-frames.

Bullet hell Pattern:

At some point in Phase 2 when Solus's HP hits a specific threshold it will fly off stage and then launch an unblockable spear in the center of the stage, followed by unblockable pillars. The spear throw will leave 4 cubes that can summon walls, which are needed as Solus will then circle around the field shooting cubes before culminating in a massive laser (it'll fake out the attack by charging on one side before warping to the opposite side to fire the laser).

The cubes that summon the wall spawns with one cube closer to each wall. When placing the cubes throw them in the direction of the wall they're closest to. This'll make it much easier to cover all sides, as Solus's attacks only comes from the cardinal directions.

This pattern is not over yet though as after the laser Solus will then launch an unblockable covering the entire field, save one safe spot. The safe cube will be in one of the 4 corners of the map. There's enough time to run from the center to one of the safe spots, but you do have to be quick.

- Phase 3

This is the 3x3 grid. Solus will use some of the patterns from Phase 2 in this phase, such as the walls. During this phase unblockable rain will fall on random Cores every so often (you'll see the area covered in red when they're being targeted).

SAVE THE CENTER CORE FOR LAST

When you destroy the center core it'll start doing the suction bomb move from Phase 2, which results in some very bad situations (e.g. getting dragged into an unblockable). This can straight up end runs if you get unlucky. It is worth reiterating again:

SAVE THE CENTER CORE FOR LAST

Aside from this, Solus will also do some rain drops that can be countered, as well as targeted mini-shots that can also be countered.

- Phase 4

Alongside the usual slow explosion from the previous Solus fight, Solus also now drops bricks on you. The bricks are evenly spaced out, happening 3 at a time. Everything can be countered.

Afterword:

DO NOT USE MARS. Seriously, just don't. MARS does have niche use as a full restore when you're trapped in an unblockable, but if you're using it for damage you're straight up griefing your team. MARS does not have the dps necessary to clear the dps check in Phase 1, and if it doesn't have enough dps for that it straight up does not have enough dps period.

Regarding subclasses, Bo is your best bet here. The Arms and Tail count as destructable parts which allows you to max out the passive, giving you 3% pot and 6% dmg reduction. The extra down factor is also useful as lvl 120 enemies require more down factor accumulation than lvl 100.

Te sub can be a niche option as well, but this will heavily depend on your build and team comp. For some teams and builds Te sub can allow you to squeeze out an extra PB which can be quite strong.

You only need around 51k dps average across the team to clear in time, this is quite lenient all things considered. Damage is generally not a concern, rather not dying is. This fight punishes poor positioning hard, so the focus should be more on not dying rather than maximizing dmg output.

This quick and dirty turned out to not be all that quick in hindsight, but hopefully this'll help people and make pubs a tad bit more bearable.

If anyone has anything they think is worth adding or changing just let me know.

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u/Stratatician — 1 month ago

Fireworks Should be Banned

  1. Increases Air Polution, which negatively impacts both short-term and long-term health

  2. Contributes to Climate Change

  3. Disturbs the peace, especially at night when people are trying to sleep/rest

  4. Causes injury to people and damage to property

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u/Stratatician — 2 months ago

Ciphy putting in work in PF

This isn't a meme funnily enough, Ciphy was actually quite important to the full clear. Her high speed (mine is 200+) plus her frequent FuA's were crucial to batterying Acheron and MorB so they can ult and FuA respectively.

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Ciphy's Atk reduction from her skill was also important, as it helped to keep MorB in FuA range for much longer.

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Even her ult came in handy. While not the most effective cause you can't single out one target, it still allowed for concentrating AoE dmg into blast dmg, which helped push the fight. Using it whenever ready also helped to battery the rest of the team.

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The whole team is e0s1, except Tribbie who is e0s5 DDD.

u/Stratatician — 2 months ago

Is Diver still her BiS?

Attached is my Acheron's current build in case it's relevant, but was wondering that now, with the addition of MorB and his defense shred, does that change Acheron's BiS relic set?

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Def shred gets stronger the more you have, so does MorB make Quantum her new BiS?

u/Stratatician — 2 months ago
▲ 34 r/PSO2NGS

No fancy title, just a quick shot since I haven't had any time for shots in a while

u/Stratatician — 2 months ago

What are we hoping for with V3 for Himeko?

Personally I want her Verdict / Decimate to bleed over for a turn into the other mode. Would make her two different modes feel so much better to use if the buffs lingered for a turn after switching.

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u/Stratatician — 2 months ago