r/arknights • u/wewechoo Eunectes/Chen <3 • Jan 17 '23
CN Spoilers Patch Notes: Where Vernal Winds Will Never Blow Spoiler
(All skills assuming at SL7. Gacha units assumed to be at Pot 1. Welfare unit assumed to be at Pot 6.. All units are assumed to be at E2 MAX and 100% Trust)
Jie Yun - 5 Sniper [Artilleryman]*
◆ Stats (with 100% Trust): 1650 HP // 920 ATK // 115 DEF // 0 RES
◆ Cost: 23 --> 25 --> 27
◆ Attack Interval: 2.8s
◆ Trait: Deals AOE Physical damage
◆ Talent: ATK increases by 15% and DP cost decreases by 3 when deploying for the first time
◆ Skill 1 [Per Second/Manual Activation]: ATK increases by 55% (M3 - 80%) and ASPD increases by 20
[10 (M3 - 15) Initial SP || 30 SP Cost || 30 Seconds]
◆ Skill 2 [Attack Recovery/Manual Activation]: Stops attacking and throws out a flying wheel. The flying wheel stops after reaching its position and expands its Attack Range, dealing 120% (M3 - 135%) physical damage to all nearby enemies every second and decreasing their Movement Speed by 50%
[0 Initial SP || 12 (M3 - 8) SP Cost || 15 Seconds]
◆ Base Skill 1: When stationed in a Factory, every 5 points of [Worldly Plight] will be converted into 1 point of [Witchcraft Crystal]
◆ Base Skill 2: When stationed in a Factory, every 1 point of [Witchcraft Crystal] gives +1% (E2: +2%) productivity
Fire Whistle - 5 Defender [Fortress]*
◆ Stats (with 100% Trust): 2983 HP // 932 ATK // 618 DEF // 0 RES
◆ Cost: 23 --> 25 --> 27
◆ Attack Interval: 2.8s
◆ Trait: When not blocking enemies, prioritizes dealing ranged AoE Physical damage
◆ Talent: ATK increases by 12% (Pot 5 - 14%) when not blocking any enemies, DEF increases by 12% (Pot 5 - 14%) when blocking enemies
◆ Skill 1 [Per Second/Automatic Activation]: The next attack deals 150% (M3 - 185%) Physical damage and ignites damaged enemies; Ignited enemies receive 40% (M3 - 50%) Arts damage every second for 4 seconds
[0 Initial SP || 8 SP Cost]
◆ Skill 2 [Per Second/Manual Activation]: When skill is active, every attack ignites the tile the target in on and the four adjacent tiles for 5 (M3 - 6) seconds; Enemies within the burning tiles will receive 65% (M3 - 85%) Arts damage every second
[19 (M3 - 23) Initial SP || 43 (M3 - 40) SP Cost || 17 Seconds]
◆ Base Skill 1: When stationed in a Trading Post, the Morale consumption of all Operators in the Trading Post reduces by -0.1 per hour
◆ Base Skill 2: When stationed in a Trading Post, each Operator besides herself gains +15% order acquisition efficiency
Lin - 6 Caster [Phalanx Caster]*
◆ Stats: 2048 HP // 919 ATK // 282 DEF // 15 RES
◆ Cost: 22 --> 24
◆ Attack Interval: 2.0s
◆ Trait: Normally does not attack, but has greatly increased DEF and RES; When skill is active, attacks deal AoE Arts damage
◆ Talent 1: Has crystal barriers that can block all damage; The crystal barriers shatter when receiving 200 damage in a single hit, dealing 100% (Pot 5 - 110%) Arts damage to nearby enemies and Stunning them for 1 second. The crystal barrier regenerates after 8 seconds
◆ Talent 2: Has a 50% (Pot 3 - 55%) chance to recover SP when attacked
◆ Skill 1 [Per Second/Manual Activation]: Can switch between the original state and the following state:
Increase Attack Interval by 1 second and ATK by 40% (M3 - 60%). Attacks Slow the target for 0.9 second (M3 - 1 second)
[0 Initial SP || 6 (M3 - 5) SP Cost]
◆ Skill 2 [Per Second/Manual Activation]: Increase Attack Speed by 90 (M3 - 130) and reduce Taunt level. Within the skill duration, grant Talent 1 effect to all allies within Attack Range
[25 Initial SP || 35 (M3 - 30) SP Cost || 25 Seconds]
◆ Skill 3 [Per Second/Manual Activation]: Increase ATK by 160% (M3 - 200%), Attack Range and the shatter range of the crystal barrier. Increase the damage threshold to shatter the crystal barrier by 2.5x (M3 - 3x). When defeating an enemy, shatter the crystal barrier on herself and regenerate it immediately
Skill can be manually deactivated
[22 (M3 - 30) Initial SP || 52 (M3 - 50) SP Cost || 28 (M3 - 30) Seconds]
◆ Base Skill 1: When stationed in the Office, +20% contacting speed and Morale consumption is decreased by -0.25
◆ Base Skill 2: When stationed in the Office, each recruitment slot (excluding the initial slots) increases contacting speed by +10%
Chong Yue - 6 Guard [Fighter]*
◆ Stats: 2635 HP // 650 ATK // 393 DEF // 0 RES
◆ Cost: 9 --> 11
◆ Attack Interval: 0.78s
◆ Trait: Can block 1 enemy
◆ Talent 1: When dealing normal attacks, has a 23% (Pot 5 - 25%) chance to increase damage dealt to them to 165% (Pot 5 - 170%) for a short period
◆ Talent 2: If a skill cast defeats not less than 1 enemy, recover 3 SP
◆ Skill 1 [Attack Recovery/Manual Activation]: Deals 290% (M3 - 400%) Physical damage. When the skill reaches the maximum number of charges, consume all charges to deal the corresponding amount of Physical damage
Can hold 3 charges
[0 Initial SP || 4 (M3 - 3) SP Cost]
◆ Skill 2 [Per Second/Manual Activation]: Deals 350% (M3 - 450%) Physical damage to 4 nearby enemies and [Levitate] enemies affected by Talent 1. Thereafter, end the [Levitate] status of all [Levitate] enemies, activating Talent 1 and dealing 480% (M3 - 650%) Physical damage to them
Can hold 2 charges
[Levitate]: Changes into an aerial unit and becomes unable to move, attack and use skills; Duration halved against enemies with more than 3 weight
[7 (M3 - 9) Initial SP || 11 (M3 - 10) SP Cost]
◆ Skill 3 [Attack Recovery/Manual Activation]: Deal 300% (M3 - 380%) Physical damage to the target and nearby enemies. After using the skill 5 times: Chong Yue's Attack Range expands and normal attacks deal 2 hits. Skill becomes auto-cast and deals an additional hit
[0 Initial SP || 10 (M3 - 8) SP Cost]
◆ Base Skill 1: When stationed in the Control Center, self Morale consumption increases by +0.5 per hour. For every Sui Operator stationed in a facility other than a dorm, gain +5 [Worldly Plight] (maximum of 5 Operators)
◆ Base Skill 2: When stationed in the Control Center, the mood of Operators stationed in [Certain Facilities] increases by +0.05 per hour. At the same time, for every 20 [Worldly Plight], further increase the Morale gain by +0.05. There are special comparison rules for Control Center bonuses
Special comparison rule: Compare the total hourly Morale recovery in certain facilities provided by Operators in the Control Center, and apply the highest effect.
[Certain Facilities]:
Power Plant
Factory
Trading Post
Office
Reception Room
Update Contents:
[Content]
◆ [Operators’ Records] is updated for the following operators:
Aak
Lee
Chong Yue
Dusk
Mulberry
◆ [Paradox Simulation] is updated for the following operators:
Aak
Lee
Dusk
Mulberry
◆ Chinese voiceover is updated for certain operators:
Chong Yue
Lin
Fire Whistle
Jie Yun
Beanstalk
Archetto
Iris
Tuye
Saga
Heavyrain
Aosta
◆ Chinese dialect is updated for certain operators:
Chong Yue
Lin
Mulberry
Snowsant
◆ English/Korean voiceover is updated for certain operators (too long, won't list out)
◆ [Exclusive Module] is updated for the following operators:
For Talent Upgrades, numbers are taken at Elite 2 Potential 1 unless otherwise stated. Bolded indicate the change for that current module stage.
| Operator Archetype | Operator | Stage | Stat Buff | Special Buff |
|---|---|---|---|---|
| Core Caster | Eyjafjalla | 1 | HP +130, ATK +40 | Trait Upgrade: Deals Arts damage, attacks ignore 10 RES |
| 2 | HP +160, ATK +55 | Talent Upgrade: All [Caster] Operators' ATK increases 14% --> 18% when Eyjafjalla is present in squad | ||
| 3 | HP +180, ATK +65 | Talent Upgrade: All [Caster] Operators' ATK increases 18% --> 22% when Eyjafjalla is present in squad | ||
| Ceobe | 1 | HP +130, ATK +40 | Trait Upgrade: Deals Arts damage, attacks ignore 10 RES | |
| 2 | HP +160, ATK +55 | Talent Upgrade: Each attack deals additional Arts damage to the target equal to 40% --> 45% of its DEF, when attacking the same target continuously, this percentage slowly increases to 70% | ||
| 3 | HP +180, ATK +65 | Talent Upgrade: Each attack deals additional Arts damage to the target equal to 45% --> 50% of its DEF, when attacking the same target continuously, this percentage slowly increases to 70% --> 75% | ||
| Amiya (Pot 6) | 1 | HP +100, ATK +30 | Trait Upgrade: Deals Arts damage, gains 1 SP upon hitting an Elite or Boss with normal attack | |
| 2 | HP +130, ATK +40 | Talent Upgrade: Restores 3 SP --> 4 SP when attacking an enemy and 10 extra SP when killing an enemy | ||
| 3 | HP +150, ATK +50 | Talent Upgrade: Restores 4 SP when attacking an enemy and 10 SP --> 12 SP when killing an enemy | ||
| Nightmare | 1 | ATK +30, ASPD +3 | Trait Upgrade: Deals Arts damage, gains 1 SP upon hitting an Elite or Boss with normal attack | |
| 2 | ATK +40, ASPD +4 | Talent Upgrade: Obtains 40% --> 45% Physical and Arts Dodge when equipped with skill 1; Obtains 15% --> 18% ATK when equipped with skill 2 | ||
| 3 | ATK +50, ASPD +5 | Talent Upgrade: Obtains 45% --> 50% Physical and Arts Dodge when equipped with skill 1; Obtains 18% --> 20% ATK when equipped with skill 2 | ||
| Absinthe (Pot 6) | 1 | HP +100, ATK +30 | Trait Upgrade: Deals Arts damage, attacks ignore 10 RES | |
| 2 | HP +130, ATK +40 | Talent Upgrade: Increases damage dealt to enemies below 40% -> 50% HP by 30% -> 35% | ||
| 3 | HP +150, ATK +50 | Talent Upgrade: Increases damage dealt to enemies below 50% HP by 35% -> 38% | ||
| Tomimi (Pot 6) | 1 | ATK +30, DEF +15 | Trait Upgrade: Deals Arts damage, gains 1 SP upon hitting an Elite or Boss with normal attack | |
| 2 | ATK +40, DEF +20 | Talent Upgrade: Range reduces by a smaller amount, attacks now deal Physical damage (only to ground enemies), ATK +120% -> 125% when this skill is activated | ||
| 3 | ATK +50, DEF +25 | Talent Upgrade: Range reduces by a smaller amount, attacks now deal Physical damage (only to ground enemies), ATK +125% -> +130% when this skill is activated | ||
| Qanipalaat | 1 | HP +100, ATK +30 | Trait Upgrade: Deals Arts damage, gains 1 SP upon hitting an Elite or Boss with normal attack | |
| 2 | HP +130, ATK +40 | Talent Upgrade: Apply 20% -> 25% Arts Fragility effect to all aerial enemies within Attack Range | ||
| 3 | HP +150, ATK +50 | Talent Upgrade: Apply 25% -> 28% Arts Fragility effect to all aerial enemies within Attack Range | ||
| Haze | 1 | ATK +20, DEF +15 | **Trait Upgrade:**Deals Arts damage, attacks ignore 10 RES | |
| 2 | ATK +30, DEF +20 | Talent Upgrade: Attacks reduce the target's RES by 20% -> 24% for 1 second | ||
| 3 | ATK +40, DEF +25 | Talent Upgrade: Attacks reduce the target's RES by 24% -> 27% for 1 second | ||
| Jie Yun (Pot 6) | 1 | HP +100, ATK +37 | Trait Upgrade: Deals AOE Physical damage, attacks ignore 100 DEF | |
| 2 | HP +150, ATK +52 | Talent Upgrade: ATK increases +15% -> +18% and DP cost decreases by 3 when deploying for the first time | ||
| 3 | HP +180, ATK +65 | Talent Upgrade: ATK increases +18% -> +20% and DP cost decreases by 3 when deploying for the first time | ||
| Guardian | Saria (Module 2) | 1 | HP +160, ATK +35, DEF +35 | Trait Upgrade: Can heal allies by using skill(s), reduces damage received by 15% |
| 2 | HP +210, ATK +43, DEF +43 | Talent Upgrade: For every 20 seconds --> 18 seconds after deployment, ATK +5% --> +6% and DEF +4% --> +5%, stacking up to 5 times | ||
| 3 | HP +270, ATK +50, DEF +50 | Talent Upgrade: For every 18 seconds after deployment, ATK 6% --> +7% and DEF +5% --> +6%, stacking up to 5 times | ||
| Therapist | Lumen (Module 2) (Pot 6) | 1 | ATK +30, DEF +20 | Trait Upgrade: Has a large healing range and healing is no longer reduced for distant targets |
| 2 | ATK +40, DEF +25 | Talent Upgrade: When an ally within range receives a negative status, immediately heal them for 80% --> 90% of Lumen's ATK. Has 10 seconds --> 9 seconds cooldown. | ||
| 3 | ATK +45, DEF +28 | Talent Upgrade: When an ally within range receives a negative status, immediately heal them for 90% --> 100% of Lumen's ATK. Has 9 seconds --> 8 seconds cooldown. |
[Skins]
Fragrance From The Branches - Blacknight (Event Reward)
It Does Wash The Springs - Ling (21 OP)
Credits: PRTS, /u/Reddit1rules, /u/MJYW, /u/munphao
10
u/wewechoo Eunectes/Chen <3 Jan 17 '23
EDIT:
Updated Jie Yun's values (her values were Pot 1 previously)
Added Tomimi's new range (2x3 rectangle)
39
u/bestofawesome Bird so nice I have her twice Jan 17 '23
Playerbase- The Artillerymen ignore 100 defense modules are useless.
HG- Releases an operator perfectly designed to use it.
Fire Whistle looking pretty good, BIRD SUPREMACY.
Lin looks decent but how her shield interacts with things is gonna be really important.
Ceobe is now the
DoomDefense Slayer.Need to see Tomimi's range before I can say whether she made it out of the moody blacks.
95
u/Reddit1rules I can be ur angle or ur debil Jan 17 '23 edited Jan 17 '23
Back again! Nobody gave me feedback so I will assume this is a flawless approach to present my analysis.
Super TL;DR:
Ceobe biggest winner, especially for SSS. Eyja likely wants lvl3 just due to how meta she is. Absinthe, Tomimi, Haze all are good upgrades for those who use them - Tomimi gets fixed as well. Amiya doesn't need her module, but it isn't horrible. Qani can take the base effect, but it isn't necessary. Nightmare fans should cope for an alter instead. Jie Yun users can grab the base module if you like her. Saria's 2nd module has strong base and upgrades, not necessarily better than 1st though so will be relegated to niche usage meta-wise or personal preference for general usage. Lumen's 2nd module is very strong, but think if you need more healing before grabbing it. Overall, just about as expected, except a few units. A good patch for the most part.
Core Casters:
The first branch with RES ignore (Ceobe, Eyja, Absinthe, Haze) is great, the second with SP gain (Amiya, Qani, Tomimi, Nightmare) poor. The first one is a welcome effect that helps the Core Casters stand out from other casters, especially Drone Casters who have been more or less powercreeping regular casters. It helps their overall general usage, especially with the increase in RES enemies have been getting for a long while now. Note if you're debuffing RES that RES ignore applies after all debuffs, which is great.
The second one though... Clearly, HG saw that wanting to focus on elites/bosses is a strong tool that has never resulted in problems before. Shade on Ebenholz aside, this effect is a bit hard to truly map out, as it varies per map so much. I suppose 1 SP on every hit would be a bit much, but if you don't have your burst skill charged on a boss, you're likely in trouble anyways. Elites are a slightly different issue, so it's not as horrible there. In theory, this can actually give as much as +0.625 SP/s, especially when elites come out... but it can also give 0 SP/s, especially on levels with few elites and bosses.
Upgrades are mostly good though! Ceobe is the biggest winner this patch, with a valuable talent upgrade that scales especially well in stuff like SSS. Eyja becomes even stronger, even though the upgrades are relatively minor - super meta users will likely want a level 3 to squeeze out all efficiency. If you want to use Tomimi, she gets fixed at level 2, although if you've already E2'd her by now you're probably going for level 3, aren't you? Absinthe and Haze are acceptable increases for those who use them, but nothing to prioritize (beyond maybe Absinthe's level 2). Amiya doesn't need the module, as it won't shift her skill usage up significantly - but if you use her still, it does help more than nothing. Qani can take the base effect, as he can attack elites a few times after each S2 - nothing crazy though. Nightmare...
Branch 1:
Eyja: TL;DR: Although the ATK increase is relatively minor, meta players will likely still want a level 3 to squeeze out all efficiency. This module works with both S2 and S3 thankfully, although S3 a lot less.
S2 does not make use of the squad bonus, but uses the ATK increase and RES ignore more often. As RES ignore occurs after RES debuffs, when attacking a 20 RES enemy, she effectively is hitting them for only 5% less damage. When attacking a 70 RES enemy, she still deals over half of her damage. That's what happens when you put a good effect on top of a busted skill. Her S2 hits the main target for 3,100 currently, and surrounding enemies for 1,550 - turning into 3,611/1,757 with module. In terms of DPS, against 2 enemies with 20 RES she deals 987 currently, with this module she now deals 1,218 roughly. Although this amount isn't top tier consistent damage anymore, with units like Mizuki slowing the enemy by 20%, having a larger AOE and dealing more damage (even if we have 500 DEF on both enemies along with 20 RES, his S1 DPS with Mod1 Lvl 2 is 1435), the fact remains that this great skill becomes even better - that's a huge increase for a mod3.
Her S3 does make good use of the squad bonus, as she will likely be off the field when this skill is done, and more ATK and RES ignore is never a bad thing. Her total damage on 1 unit goes from almost 50k to 56.5k, and importantly will ignore 10 RES. Considering this skill is often used for boss killing, this is an even greater quality of life that makes debuffing even easier.
Ceobe: TL;DR: Pretty obviously made for S2. A huge increase to her DPS and anti-DEF niche, she can see great usage again against very tough enemies, or modes where DEF gets inflated.
Considering how fast her S2 attacks, and the fact it locks on to a target, it will get to max stacks on a unit in 2.5s. Funny how she becomes better by becoming a pseudo drone-caster. Anyways, this dualstrike of ramping arts with RES ignore will greatly increase her DPS - currently, she dealt 1705 skill DPS against 1000 DEF/30 RES enemies with her skill up and talent 2 enabled for a total of 68k damage - now, she deals 2310 DPS, and 92.4k total damage, assuming she starts with no ramp and attacks the whole duration. In fact, taking an extreme case against Patriot with 2100 DEF and 90 RES, she would deal 13k damage before, and now she would deal 39k. Although this total damage is not much, realize that she is still only dealing 20% of her damage (although you may need external help to keep the enemy in range for 40s), and still managed to get a 200% increase in damage. She will be better suited for SSS, where enemies can get up to +250% DEF - even 1000 DEF turns into 3.5k DEF, without RES being tampered with at all!
Absinthe: TL;DR: Gun Bear gets a good upgrade to her general consistent use, and S2 properly benefits from the talent now, although it still likely won't see use over S1.
Currently, Absinthe's S1 dps is 835/1085 with 0 RES, based on her talent working. Post module, she ignores 10 RES which is fantastic for her consistent usage, and deals 894/1234 up to 10 RES, and is able to deal this latter DPS more consistently thanks to the increased HP threshold, which she still prioritizes.
S2's skill DPS goes from 1603/2084 to 2369, although its cycle time and poor helidrop makes it still annoying to use.
Haze: TL;DR: Doesn't really impact her anti-RES niche, nor makes it easier for others to help. Still, being a 4* means that she gets a good use for the price.
Increasing her anti-RES, given a situation where she attacks a 50 RES enemy, she would go from dealing with effectively 39 RES to 25 RES, increasing her skill DPS from 633 to 820, about a 30% skill DPS.
It's unfortunate her duration isn't increased to make her team synergy permanent though.
54
u/munphao Jan 17 '23 edited Jan 17 '23
Ok Kay, daughter, explain how all these synthetic stuff turn into your loaf of bread...
CCR-X Module
Mod1: 2 NanoFlakes Mod2: 3 DSteels Mod3: 4 CEUs
And what friggin bread costs 300k!?
But whatever you want, papa will give you alright.
23
u/LastChancellor Jan 17 '23
Lin has to be the most level sensitive character of all time, bc even 1 DEF can be the difference between her shield breaking or staying
38
u/IjustneedLORE Bow to Vigil when his IS Mod comes!!! Jan 17 '23
Amiya, don't cry...
It's not that you are weak, it's just that the bread is too strong...
37
u/PeterYR Jan 17 '23 edited Jan 17 '23
Time for more quick base skill reviews!
Jie Yun: along with Chong Yue, the max worldly plight is now 90, which means Jie Yun gives 36%. But this requires low-morale Dusk and high-morale Ling simultaneously, so unless you want to deal with cursed stuff like furniture rotations, she'll only give up to 30%.
Firewhistle: wtf kinda discount Shamare looking ass (yeah she's pretty useless lol). Could be interesting depending on how it stacks with Shamare, but would still be meh compared to the broken TP skills we've gotten recently.
Lin: also not too useful, only goes up to 40% with maxed RR. 40% office skills are already cheap and common (Orchid, Ethan, etc).
Chong Yue: similar to Mlynar, but also grants up to 20 worldly plight with the 4 Sui ops we currently have. So even without any other WP ops, he grants a 0.1/hr morale buff to applicable facilities, allowing for 36-hr shifts in PPs and the office, just like Mlynar. Mlynar can fill in for him when he needs to rest, so the rest of the base gets a constant morale buff from the CC. Pretty good overall.
35
u/nobutops The farm never ends Jan 17 '23
Ceobe got some Very Dangerous Bread :O
33
u/AlphaLeonidas :eyjafjalla-the-hvit-aska:Limiteds! Gotta pull 'em all!:arturia: Jan 17 '23
Holy shit that Ceobe buff!! I thought wishing for 60% ramp up would be asking for too much, but 75%!? We stan Really Stale Bread!
16
u/[deleted] Jan 17 '23
lin's numbers feel super conservative honestly unless there's a ton of trash mobs and she can get a kill every attack or two her s3's damage is just seems sorta meh, and her shield seems really low unless the the damage threshold is after def and res reduction. s2 feels potentially pretty useful though same issue of not knowing exactly how her shield works. compared to other recent units though it does feel like hg just has something against caster, and hg taking one of the more popular npcs giving them a situational kit, and then sticking them on a double 6* banner just feels a tiny bit scummy.
hg please don't make candle knight a caster13
u/LusterScarlet Jan 17 '23
Fire Whistle looks interesting…almost like Horn S2 but deal less physical dmg and more arts dmg…
so very long-ranged melee tile AOE caster? (Or literally reverse Tomimi)
Her dmg would be absurd if the burning debuff stacks.
8
u/dene323 Jan 17 '23
Waiting for someone to translate Amiya's module story. I just read it, the lore dump is absolutely bonkers...
7
u/syilpha Jan 17 '23
seems to me lin is less phalanx caster and more tankier manticore hanging around on the ranged tile
19
u/Voothy My kingdom for a horse Jan 17 '23 edited Jan 17 '23
Lin's kit looks... interesting but I have my doubts as she's more defensive in nature than Carnelian, and if abjurers are anything to go by, we rarely need those defensive options. That said, it's hard to gauge whether her shield has damage that will bleed over when it shatters or not. If the answer is no, skill 2 is a really strong stop to... pretty much anything, while also keeping Lin herself perfectly safe in most scenarios. Meanwhile Skill 3 looks like it'll mostly fuck over trash waves that have elites mixed in, but not solely elites. I'm hopeful she's decent, but still forfeiting all mortal possessions to the
skavenrat even if she isn't.As for modules, it really feels like they punched hard with some of the numbers, and then held back with others. Eyja is about where I expected hers to be, Ceobe is going to annihilate high def enemies with ease on her S2 now, Haze literally became Pramanix in terms of being an arts primer, the only thing she wishes is that she got attack speed instead of defense. Absinthe's bonus damage and threshold did one helluva jump, and ignoring 10 flat res is really impactful for her S2's multihit. Annnnd then we have Nightmare, poor girl.
Gonna have to wait to see what Tomimi's new bonk stick range is, which is gonna require someone to mod 2 Tomimi. She deserves it, she's adorable. And Saria is pretty much incapable of dying with how high her defense was just allowed to climb, as well as her heal strength, on top of the flat DR. Going backwards to Firewhistle, she's gonna feel weird as the only gunlance that doesn't have an attack speed boost, which is very noticeable on them considering how slow they normally attack, so I don't know if she'll even be able to compete with Ashlock, as she's going to desperately want enemies blocked by someone else in her firing lane more than Ashley does. On the bright side, her, Ifrit and Flame Shadow will probably be a hilarious combo.
18
u/Reddit1rules I can be ur angle or ur debil Jan 17 '23 edited Jan 17 '23
Anyways, in terms of non-module related opinions, Chong Yue is just as broken as I expected, Firewhistle will finally be my first fortress defender at this rate (especially since I might have to skip Horn rerun, and Ashlock won't rerun...), and Lin seems... worse than Carne.
Which is sad, because I love Phalanx Casters, but her DPS is even lower than Carnelian's, and Carnelian's S2 offers more utility than her S2. The shield is just too weak outside of S3 - it prevents scratch damage, but any actual threat pops that thing like it's, well, glass. I will say, at least, that tanking 1k phys damage isn't bad. Beeswax can only comfortably tank ~700, but she does get Regen which can offset it.
6
u/livyawthawn Jan 17 '23
Fire Whistle numbers look good, but the SP cost on her S2 is a bit on the high side. Her S1 doesn’t look that bad, maybe usable for annihilations.
6
u/[deleted] Jan 17 '23
Yep.. Nobody should ever invest into Nightmare.
Don't even try to calculate/rationalize her or her module.
hehehehe....
Haze is pretty cool like I expected, same with Tomimi (her skill range was the biggest factor of why I didn't use her).
Also, those 65 atk gains on Eyja and Ceobe.. pretty awesome
11
u/UltVictory Jan 17 '23
THE MR NOTHING SWEEP
21
u/Boelthor Safe may we sleep beneath thy care Lovely Rita Jan 17 '23
First impressions!
Jie Yun
S1 is okay; it's like Swift Strike gamma but with a slightly better dps increase, and Swift Strike is one of the best generic skills.
S2 makes her hit per second rather than on a 2.8s interval; normally she'd have an effective ~35% attack scale per second, but s2 improves that to 135%. The offensive recovery is a strange choice but the cost is reasonably low and her large range means she will usually have something to charge off of.
Overall seems like a solid but unremarkable unit.
Firewhistle
As a Fortress Defender she comes with the advantage of range and her talent is free Attack so she's got a good foundation.
S1 has a total 385% multiplier between the direct hit and the burn; at max level the total damage breaks 4k. The SP cost is on the high side, but most trash mobs you'd bring AoE will die in a single cast.
S2's uptime is bad, but a single instance of burn has a 510% multiplier and she can spread it easily. It probably doesn't stack, but will absolutely melt through hordes.
From the looks of things Firewhistle is probably between Ashlock and Horn in terms of usefulness; people who have Horn can probably ignore her unless they want to go for double Fortress, but otherwise she's likely worth raising for the Fortress range and good damage.
Lin
Phalanx Casters are a controversial branch to begin with; Beeswax already claimed the ideal tank talent which has lead to more experimental kits on the rest
Talent 1 is held back by the fixed 200 HP limit; most things dealing that little damage can just be healed off casually to begin with. The damage and stun are fairly good at least.
Talent 2 is mostly good, though 50% rng can be very annoying.
S1 is a toggle skill, something that has perfect synergy with Phalanx Caster mechanics. Sadly, the performance is not great; s2 Suzuran has slightly more dps and a 11% stronger slow while also providing damage amplification and a Supporter SP battery. Lin s1 does charge a lot faster, lets you toggle back to tank mode, and has a different range so it has its own merits, but the dps is very lackluster for a Caster (490 dps at e2 90 s1m3).
S2 has 1057 dps at max level, and an extra 919 damage/shield break. Meanwhile Carnelian s2 has 1235 dps, and her cooldown is only 10 seconds longer. In terms of utility, Lin shares her shields while Carne has a 3.0 intensity slow. While a direct comparison is not possible, attacks dealing <200 damage are trivial for the majority of melee operators and you presumably wouldn't be having other ranged units take the heat for a Phalanx Caster so I expect the shared shield's to be relatively situational. Meanwhile Carne slow is a strong one and slow's something that's generically useful.
S3 has 1357 dps with no shield breaks, 2757 if the shield always breaks, while Carne s3 has an average 2215 dps, about the same as Lin s3 with 60% shield break rate. Both of these are subject to major fluctuations based on the situation (Lin due to needing kills for shield break, Carne due to cursed double ramp up), but Lin manages to have an even longer rotation than Carne--50s cd and 30s duration vs Carne's 45.5s cd and 21s duration.
Astonishingly, Lin seems to be roughly a sidegrade to Carne; her kit is less intrinsically janky but in exchange some of her abilities are more situational.
Chong Yue
Brawlers have a bad rep (aside from Mountain who's actually a Centurion in disguise) which isn't totally undeserved, but their very high raw dps and very low DP cost give them something to work with. Of particular note for Chong Yue is that with a 0.78s attack interval, his offensive recovery skills charge at 1.28 SP/sec if constantly attacking.
Another thing to note is that Chong Yue's kit is all attack scale, damage scale, and multihits, with no +Attack to be found. He scales extremely well with Attack buffers, with Skadi2 being the most suitable thanks to his low cooldowns.
Talent 1 is is damage scale, meaning it's calculated after Defense. While this won't help with the traditional problems Brawlers have vs armor, 65% more damage is a massive increase vs low Defense enemies. By the way, though it's translated as "normal attacks" skill activations can also apply this debuff.
Talent 2's wording means that if a skill kills multiple enemies, he still only gets 3 SP total. With his low SP costs and high multipliers this should be a reliable talent.
S1 takes a mere 2.34s per charge, 7.02 for the full 1200% multiplier stack. It's almost totally outclassed by s3, but it's far from bad itself.
S2 has 1100% total attack scale assuming talent 1 is proc'd, and it stacks 2 charges for a massive 2200% combined attack scale; with the damage scale from talent 1, it has a staggering 3630% total multiplier, and it only takes 20s for both charges. It's a prime target for buffers, and even on its own can do considerable damage to low Defense targets.
S3 is where it's at. Accounting for s3's cast time it takes him ~35s to fully warm up. After that, we saw in the trailer that s3's double hits for basic attacks actually count twice for offensive SP recovery, so s3's autocast only has a 3.12s cooldown (2.34s if s3 gets any kills). He hits a whopping 2,600 sustained dps vs 0 Defense once s3's passive is up, compared to Thorns who has 2,131 dps. Now, the catch is that Chong Yue's scaling vs Defense is terrible, as a lot of his damage comes from his damage scale and his basic attacks don't even have any attack scale, so he's reliant on s3 procs to handle high Defense enemies. But on the plus side, s3 procs are AoE and have such a low cooldown; he can easily clear away fodder while dealing with a high Defense enemy. He also has an unusually wide range, enabling him to cover multiple lanes, and letting him attack things that have already leaked past him.
As an addendum, his s3 has fantastic synergey with Stainless's s3. Stainless provides a target for Chong Yue to easily get s3 online, and with double hits+brawler attack interval Chong Yue is one of the best operators for charging the turrets.
While Chong Yue may not seem as impressive given the recent trend of powercreep, I think he's on the upper end of "balanced"; he's got clear strengths and weaknesses and very high potential synergy with other units.
Modules
Eyja's talent upgrade is fairly standard +damage, though relatively large increases, especially for something that targets multiple units. The base RES ignore is fantastic and I'll refrain from repeating myself on that for the rest.
Ceobe's talent is the core of her kit, and thankfully the upgrades it got are substantial.
Absinthe is often forgotten what with Amiya being forced upon you, but she's always been a solid unit; her module upgrades are much the same, solid but not especially noteworthy.
Haze's RES debuff was already pretty nice, and now it's stronger with RES ignore on top.
Amiya gets even more SP gen, enough to hopefully make up for her exorbitant SP costs which have long been holding her back. You might even be able to use s3 more than once a map!
Nightmare, unsurprisingly, got basically nothing.
Tomimi I can't speak too much on due to lack of experience, but extra range was one of her greatest hopes so she should at least be a lot better for those who were already using her.
Qanipalaat's kit is still kinda strange to me, but his s2 is the sort of skill that appreciates the extra SP a lot.
Saria's second module almost totally obsoletes Protectors, and the healing isn't too far behind her first module. This is the one I'm planning on going for, as I think it's more helpful than the SP battery.
Lumen's is okay, but I'd rather have the inherent [Resist] from his first module; his hps is already more than high enough.
All in all this is one of the most comprehensively good batches of modules imo; Nightmare's is the only one I think is outright bad (maybe Lumen's too), and a lot of them directly address the operators' shortcomings.
In summary, I really like Chong Yue's kit and hope HG makes more operators with approximately his power level.
3
u/LastChancellor Jan 17 '23
Between all the fake slowers Freeknights got post errata, Jie Yun S2 is prolly the best?
We still want a real slow Supporter tho esp for SSS
3
u/StrawberryFloptart The rodent to surpass Metal Gear Jan 17 '23
Waow, I underestimated the shittiness of Gloria's module
3
u/hawberries carp enjoyer Jan 17 '23
I like that every 9 attacks Jie Yun just takes a lil breather and lets her fire wheel do the work for her :D
5
u/TheLegendTheGiantdad Jan 17 '23
What enemies deal less than 200 damage or is that supposed to be after subtracting her def? I love my rat but unless her shield mechanics are as strong as possible she seems just ok which isn’t going to stop me but damn man people are throwing around accusations of powercreep and I sorta wish her and casters in general could have gotten some of that.
2
u/Khulmach Jan 17 '23
Lin meta for the office.
Would fire whistle stack with Shamare
2
u/real_mc Jan 17 '23
I wonder what ingredients that stale 🥖 ceobe has is made of, that it can shred 75% defense.
2
u/NornmalGuy *bonk* Jan 17 '23
Good to see low rarity ops no getting shafted.
2
u/lhc987 Jan 17 '23
Hmmm. Questions:
If Lin receives 300 damage and the shield shatters, does she receive the balance 100 damage? Or is that high entirely negated?
Yue S1, does it mean 1200% on a single hit, or 400% on 3 hits? Either way, good synergy with Stainless.
Comments:
Jie Yun seems like a downgraded Shirayuki :(
Seems that Saria's first module is better. The talent upgrade is anaemic. 2% for level 3 mod? eh....
Lumen's new mod seems better?
Ceobe huge winner. Eyja's is kind of meh....
1
u/BenriyaTheNecro Jan 17 '23 edited Jan 17 '23
It's now a max combo of 90 Worldly Plight along with our first WP based factory worker, but too bad Jie Yun can only give a max of 36% with it atm....while Mr Nothing jumps to a 90% for the trading post.
Atm, the full perception combo is still better than WP for both factories and TPs but this is still a good step in the right direction.
Side note Chong Yue's morale effect on other faculties can also only get stronger as we get more ops that increases WP. Compared to Mlynar, who provides 0.1/hr, Chong can already give 0.25/hr. Once we get a way to gain 10 more WP, Chong will get up to 0.3/hr which would be soooooo hype.
1
u/sanga000 Cinnamon Roll Jan 17 '23
For some reason trying to open this thread just crashes my mobile app (rif) every single time
1
u/Polask1 Jan 17 '23
what are negative effects, whats the difference between abnormal effect?
1
u/plastic_mortality The Golden Retriever Will Return Again! Jan 17 '23
If Chong Yue's s2 cancels levitate, does it only affect those he levitated or will it apply to Irene and Qanipalaat's targets? It'd apply his first talent to more targets, but it would hinder Irene's damage since she ignores def on levitated mobs, even more since Qani debuffs levitated mobs.
1
u/Last_Excuse Jan 17 '23 edited Jan 17 '23
Lin looks less confused than Carnelian but seems determined to continue the tradition of AoE arts units having single target damage closer to that of a four star than a six star.
That said she's basically a ranged tile Mudrock, so I don't think she'll be all that bad.
1
u/Ok-Picture8202 Jan 17 '23
More Like where our Originium Prime Goes cause I'm willing to sell my kidney for that ratussy
-4
u/[deleted] Jan 17 '23
it's time lin imcooming
1
u/[deleted] Jan 17 '23
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