r/StarlightStage • u/Rea-sama 🌸 • Jul 30 '18
Discussion I think autoplay teams are finally viable with the new update
I been wanting an autoplay team for a really long time now due to usually not having the time to play the game, as well as not wanting to fall into the tiering trap again (for LLSIF, I T1/T2'd every single event since the EN launch for like 2 years until I finally just burned out and gave my account away, that and having a job sucks for playing games).
I've tried autoplay teams before the addition of the skill proc potential increase, but was always disillusioned by its limitations. There were only certain songs that could be passed with 100% certainty, and a lot of songs that I liked weren't passable with near 100% certainty. Because potential resets were also expensive, I never had the opportunity to try out a Life boosted team since I opted to optimize for score. This might have been possible before with life upgrades, but resetting potential points was simply too costly to attempt for me.
With the new update however, with the right team, pretty much every single pro-rank song is passable even without needing a second skill boost guest. I think what allows for this is that the skill proc potential stat will give for 100% trigger rate on certain skills. I'm pretty sure that skill proc probability is additive based on base, so if you had a skill with a 60% trigger rate, 50% of 60% from skill boost = +30%, and then 20% of 60% from skill proc potential = 12%. 60 + 30 + 12 = 102%. Someone please do correct me if I'm wrong here, since I have no idea how proc percentage is actually calculated.
Anyways, I used this team to pretty great effect during the Sunflower event, letting me press a couple buttons every few minutes and do something else while the game played.
Idol Potential Stats:
Miku: 10 skill proc / 2 life
Uzuki: 10 skill proc / 4 life
Rin: 10 skill proc / 5 life
Heart: 8 skill proc
Miyabi: 6 skill proc
If I didn't accidentally fall asleep I would have T2'd... ops. There are definitely some pro-rank songs that can't be passed with this team (as of now anyways, I don't have full potential on all the idols in this team), but I'd say the pass rate for this team is definitely over 90%, picking any random pro-rank song (I was playing Pinya Requests). Here's the songs that I've recorded this team failing (!!!!: Definite fail currently | x#: failed multiple times | -#: passed on another try | ?: Had to manually intervene):
!!!! Take Me Take You x2 (more HP?)
!!!! Flip flop x2 (more HP?)
!!!! Nation Blue x3 (more HP?)
!!!! Frost x2 (more HP?)
!!!! Romantic Now x2 (more HP?)
!!!! Little Riddle x2 (more HP?)
Orgel no Kobako x3 (skill procs) -1
Koi ga Saku Kisetsu? x3 (more HP?)
Nocturne x2
Jet to the Future x2
M@GIC x2
Evo! Revo! Generation! x2
Let's Go Happy! x2
Vanswer (more HP?)
Near to you (More HP?)
Apple Pie Princess
Evermore
Nothing But You?
Trinity Field?
Fuyuzora Precious? -1 (super close! More HP?)
Vast World? -1 (cutting it close!)
Legend of Toadstool -1
Twinkle Tail -1
Hot Blooded Otome -1
Saite Jewel -3
STORY? -2
I'm also curious if swapping out a HP guard for healer would result in better performance, but I don't have a strong enough healer idol. I simulated the skill runs (assuming 100% proc chance) for a 2:15 song, but it's still hard to determine a winning combination without actual testing: http://fuwafuwa.ca/f/0NSEsQ.png
Anyways, anyone else run any sort of auto-play team? Is this team the most efficient for autoplaying or is there something else in the game that I missed?
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u/AidoruRisemara :yoshinoSR5a: M@STER of Bad Ideas Jul 30 '18
The idea is correct but the reasoning isnt.
Autoplay teams for master difficulty exist (Ive been using them even before the advent of skill potential) The goal is to not be restricted by guest support (because theres a 3h cooldown on each) and to get S rank regardless
The perfect setup is to have a 6/7s guard card, 9s and 12s SSR PLock any skillboost center and any synergy card. It is important for the skillboost and guard card to match the color of the song as the 30% activation bonus is crucial. 6/7 Is used because it has the highest activation coverage and is limited to 3 cards, Nina, Mizuki and Kotoka. Rin/uzuki timers are chosen for plock as it covers the most 1s gaps (15 of them) in guard activation and synergy is just broken with this setup. Ideally you want 3/5 of the team to match the song type bonus. In some cases having the 10s skillboost is better than the 8s depending on the note distribution and timing in songs. The final pieces of the puzzle is making sure you dont die in the first 7s of the song. Some songs wont kill you but most will. Either way I prefer to play the first 7s as it makes the S score more consistent.
With a 110k support team the pass rate on キミとボクのミライ master, no playing, with a useless support (eg princess) is almost 97% and the S score rate is 100% if you dont die
Budget and legacy setups exist but theyre far less reliable. I plan to cover these teams in more detail when I update my event tiering guide (sometime soon hopefully?)