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A Final Guide To Poker
Introduction Seriously? Another
poker guide? Surely we already have enough that describe optimal play. Well yes, but no . As those guides will get you 95+% of the way there, my goal was mainly just for fun, but it also allows me to share a few extra simple rules to get even more out of the game. For those who just want to know the strategy and no details you can skip until the TLDR. Before I lose your attention here are the new questions that I tackle (note: natural pair means a pair formed without the use of a joker)
- When dealt a starting hand with both a natural pair and 4 of a particular suit, should you keep the pair (go for 2 pairs, 3 of a kind, etc.) or keep the 4 of a particular suit (go for a flush)?
- When dealt a starting hand with both a natural pair and 4 cards of a straight, should you keep the pair (go for 2 pairs, 3 of a kind, etc.) or keep the 4 cards (go for a straight)?
- How much extra value does the card counting strategy bring in the higher-lower game?
Have These Questions Really Not Been Answered Yet? While there are excellent guides on the overall strategy (see
YANFLY) , one that calculate the odds of winning poker hands (
u/PinoyEvan5), and one that calculates the expected returns of playing higher-lower (
u/BillsHere1), there is still no full game solution. The probability of winning poker hands only matters when we know the expected returns of playing higher-lower for various multipliers. That is for a complete solution we need to combine and expand on the previous guides.
How Do I Answer These Questions? I wrote code to simulate the games and then played them millions of times. For anyone interested, I wrote a
ten page document that explains the entire process and shows the code. If anybody wishes to implement it themselves I can send you the R Markdown file if you DM me.
Results Preliminaries Before we an answer any of the questions, the first thing that needs to be done is to solve the expected value of playing the higher-lower game. Following past guides, we will be playing the 2 card higher-lower for 1000 chips. The optimal strategy is as follows:
- If face up card is higher than 8, choose low
- If face up card is lower than 8 choose high
- If face up card is 8, choose either
Using this strategy, and implementing it in my higher-lower game, I ran 10 million simulations and got the following results for various multipliers (+/- gives the 95% confidence interval).
- x1 (2 pairs, 3 of a kind): 42832 +/- 114 [6.2% probability of positive winnings]
- x3 (Straight): 101322 +/- 231 [7.2% probability of positive winnings]
- x4 (Flush): 135350 +/- 309 [7.2% probability of positive winnings]
- x10 (Full House): 236347 +/- 458 [9.3% probability of positive winnings]
- x20 (4 of a kind): 320897 +/- 525 [12.5% probability of positive winnings]
- x25 (Straight Flush): 271965 +/- 372 [17.0% probability of positive winnings]
- x60 (5 of a kind): 440917 +/- 501 [23.0% probability of positive winnings]
- x250 (Royal Flush): 839932 +/- 612 [42.0% probability of positive winnings]
Question 1 Now that we know the expected returns of various multipliers we can figure out whether keep the pair or the 4 of a suit when dealt a starting hand with both. As there are many cases, I decided to again estimate these through running millions of simulations (see
the document for details). In the end (got lazy with errors, but with this many simulations and a difference that wide should not be a problem), I got the following expected values to the various strategies:
- Keeping the natural pair (go for 2 pair, 3 of a kind, etc.): 18971
- Keeping the 4 of a suit (go for flush): 28198
In these situations you should GO FOR THE FLUSH
Question 2 The analysis for the straight is quite similar but here we need to consider that inside straight draws on open ended draws have different odds. Fortunately, keeping the pair is better in both cases so it simplifies our overall strategy. The following shows the expected value for going for a straight when you have 4 in a row (i.e. an open ended draw), which has a higher expected return than an inside draw
- Keeping the natural pair (go for 2 pair, 3 of a kind, etc.): 18971
- Keeping the open ended straight draw (go for straight): 18998
The difference here is not statistically significant and quite negligible. While one should be indifferent between the two from an expected return perspective, from a human perspective it is easier to remember that you go for the pair in all such situations.
In these situations you should KEEP THE PAIR.
Question 3 Question 3 is particularly interesting. A key part about playing the higher-lower game is that cards will not show up twice - this means card counting is a viable strategy. As has been pointed out in many guides, a simple card counting strategy is as follows:
- Start running tally at 0. If card is below 8, add -1. If card is above 8, add +1.
- If face up card is anything except 8, use the old strategy.
- If face up card is an 8, choose high if tally is negative, choose low if tally is positive.
The question is how much of a gain is this card counting? If the gain is small, then the player probably cannot justify using it if it adds extra time to playing. However, if the gains are large then it might be justifiable even if it slows down your ability to play. To test this I ran 10 million simulations using this card counting strategy for the x1 multiplier situation and go the following outcome:
- x1 (No Card Counting): 42832 +/- 114
- x1 (With Card Counting): 43385 +/- 115
The results are it adds about 1.3% to your expected return. Personally, I think using it adds well more than 1.3% to my playing time so for me personally counting cards is not a viable strategy. For extra analysis, I looked into a full solution card counting strategy (one that allows for cases when picking lower is better for a 7, picking higher is better for a 9, etc.), but these cases are so rare it adds essentially nothing (0.1% gain which is non significant).
Acknowledgements Thanks to
u/Aerdra for the crucial feedback and correcting an error in my code. This has now been corrected in both the post and document.
TLDR - Summary Provides a summary of the optimal strategy for playing poker. Contributions added in this post are in bold, while all the rest was previously known in previous guides.
Poker Phase: General Strategy
- Keep all cards that are part of a winning hand. You should replace any cards in that hand that do not contribute to winning
- If dealt a natural pair, keep the pair and replace the other 3 cards
- If dealt 4 of a suit (including if one is a joker), keep all 4 and go for a flush
- If dealt 4 cards of a straight (including if one is a joker), keep all 4 and go for a straight
- Otherwise replace all cards (except for a joker in which case you should keep it) [You may also want to consider keeping hands with 3 cards of a flush or a straight as pointed out by u/Aerdra but as u/Storm1k points out playing fast is best - the payoffs are so low it is probably more optimal to save time with fewer button presses]
Poker Phase: Tiebreaks
- If dealt a hand with a natural pair and 4 cards of a suit, go for a flush
- If dealt a hand with a natural pair and 4 cards of a straight, keep the pair and replace the other 3 cards
Higher-Lower Phase
In higher and lower you should play until the game ends either by losing, completing round 10, or passing the cap limit by using the following strategy:
- If face up card is above 8, play low
- If face up card is below 8, play high
- If face up card is 8, play either [might be easier to press "low" as pointed out by u/hkidnc]
Additionally, a +/- 1 card counting strategy can be used for additional gains
of 1.3%. [A benefit which for most players is too small to justify the effort of card counting]
Happy Halloween! And grinding!
submitted by XtwoX to Granblue_en [link] [comments]
What you are looking for is..... (Link in the Desc.)5
I made a compilation of (almost all) GBF.wiki's April Fools Art Swap references.
Credits to Lumos96 for the some of the screencaps here. (Please do note that the Expected column are just solely my opinions. If you have any other expectations for the April Fools Art swap of these characters, you might want to share with us here.)
Characters: Name | April Fool "Base Art" | Expected |
GBF Wiki's Vyrn Ball | Vyrn Ball, but it's Red Sphere. | |
Main Character | | (untouched, really?) |
Albert | Albert in his Dragalia Lost rendition. | |
Aletheia | Gandalf (Sir Ian McKellen), Lord of the Rings series | |
Alexiel | Drawn Haruhi Suzumiya in Alexiel outfit (VA Joke: Aya Hirano) | |
Altair | Altair (Assassin's Creed) | |
Andira | Generic cartoon monkey | |
Anila | Generic cartoon sheep | Shawn the Sheep? Hibiki Tachibana? Okita Souji (F/GO)? Any freaking Aoi Yuuki role? |
Anre | A stock image of a potato replaced his body aside from her mustache, and his spear. | Pringles |
Anzu Futaba | A stillshot of Anzu from the idolm@ster anime, with a screenshot of a tumblr post. | |
Aoidos | Crow (Show By Rock!!) (VA Joke: Kishow Taniyama) | |
Arthur (Event)) | Arthur Read | Arthur Pendragon) (Fate/Prototype)? |
Athena | Athena (Saint Seiya) | Athena Asamiya (KoF)? |
Ayer | | A stillshot from Fight Club? |
Azazel | Azazel being runned over by Bacchus' carriage in Shingeki no Bahamut: Genesis anime. Fun fact: It's actually his low HP animation in-game. | |
Baal | | Demonic Baal (any depictions or illustrations from history, books, or other media) |
Bakura | (Yami) Bakura (Yu-Gi-Oh!) | |
Beatrix | Beatrix (Platinum Sky) on an end subtitle from the last episode of Cowboy Bebop. | Umineko Beatrice? Divine Comedy Beatrice? |
Black Knight | A black knight from Monty Python and the Holy Grail. | Fire Emblem Path of Radiance Black Knight/Zelgius? |
Blazing Teacher Elmott | Eikichi Onizuka (Great Teacher Onizuka) | |
Cagliostro | 2019: Alessandro Cagliostro, 2020: Cagliostro (Symphogear) | |
Cagliostro (Dark)) | Cagliostro (Transformed) (Symphogear) | |
Cagliostro (Summer)) | More Symphogear Cagliostro | |
Caim | Caim (Drakengard (PS2)) | |
Cain (Grand)) | CnC: Red Alert Kane (Joseph Kucan) | Kain Highwind? Biblical Cain? |
Cassius (Event)) | Image manipulated (Society event spoilers!) Cassius with his head opened up in the fashion of a bottle cap. | |
Cassius (Summer)) | Twitter post screencap. | |
Catherine (SR)) | 2019: Katherine from Catherine. This too was removed from the wiki. | |
Cerberus | | Her render from Dragalia Lost, like Lily and Albert? |
Ceylan and Clarisse | | |
Charlotta | Stock image of potatoes on a box | Saber from Fate/stay night? |
Charlotta (Light)) | Stock image of a lightbulb on a potato. Specifically, a potato battery. | Saber from Fate/stay night doing her Noble Phantasm? |
Chat Noir | 2019: Cat Noir (Miraculous: Tales Of Ladybug & Cat Noir,) although they removed it. | Joker, but not in his GBF rendition? Lupin III? Any gentleman thief? |
Chloe | | Kuro/Chloe von Einzbern |
Chloe (Summer) | | Kuro/Chloe von Einzbern in a swimsuit. |
Christina | 2019: The poker game. 2020: Chris Yukine (Transformed) (Symphogear XV) | |
Clarisse | Drawn rendition of Clarisse with Djeeta and Cagliostro on an explosion in the fashion of "Disaster Girl" meme. | |
Clarisse (Holiday)) | Drawn rendition of Clarisse with Djeeta and Cagliostro on an exploded Christmas tree in the fashion of "Disaster Girl" meme. | |
Clarisse (Light)) | Drawn rendition of Clarisse with Djeeta and Cagliostro on an explosion with flare effects in the fashion of "Disaster Girl" meme. | |
Clarisse (Valentine)) | Drawn rendition of Clarisse with Djeeta and Cagliostro on an explosion with Valentine Chocolates as debris in the fashion of "Disaster Girl" meme. | |
Colossus | Colossus (Marvel Comics) | The Colossal Titan? The Colossi from Shadow of the Colossus game? |
Cucouroux (SSR) | | "kokoro" (JP: heart) jokes |
Cure Black and Cure White | Their character design from their home series. | |
Dante | Dante (Devil May Cry 1 render) | |
Dante (SR)) | Dante (Devil Mary Cry 4 render) | |
Dante and Freiheit | 2019: Some man carrying with a guitar case, featuring Freiheit from granbleu fantasy series. 2020: Dante (Unlockable Super Dante outfit) (Devil May Cry 4) with Freiheit. | "Boomer Dante" as his uncap art. |
Deliford | Delibird (Pokémon) | |
Deliford (SR)) | Delibird (Pokémon) in HD | |
Dorothy | | Aqua (Seiyuu Joke) |
Drang (Grand)) | "What are you gonna do, stab me?" image. Trivia: It was deleted last year, but it came back this year. | Gintoki Sakata (VA joke: Tomokazu Sugita) |
Drusilla | A screenshot of emptied rupies (A reference to her Rupie-spending skillset.) | |
Eahta | Kyoshiro Senyro (Samurai Shodown series) | |
Ejaeli | Kirby with Mike ability (Kirby series) | |
Elmott | "Elmo Rise" meme | |
Estarriola | Kirby with Sleep ability (Kirby series) | |
Eugen | | Prinz Eugen (the real ship or its shipfu (Kancolle, Azur Lane) equivalent.) |
Eugen (Grand)) | Edited brown-hued Mr. Krabs (Spongebob Squarepants) with a eyepatch, and a shotgun. | Prinz Eugen (the real ship or its shipfu (Kancolle, Azur Lane) equivalent.) |
Europa | Europa (moon)/Jupiter II, one of the moons of planet Jupiter. | Europa (Fate/Grand Order)? |
Eustace | Eustace (Courage the Cowardly Dog) | |
Farrah (Summer)) | Farrah Fawcett | |
Feather | All kinds of "feather" in the game as a pun. From top to center, clockwise: Falcon Feather, Mystical Feather, Gleaming Feather, Zephyr Feather, Fortuitous Feather, Satin Feather, and Azure Feather. Missing are the Primarch Pinions, which they're also feathers. | |
Feather (SR)) | Rock Howard (Fatal Fury and King of Fighters series) | |
Feather (Halloween)) | An illustration of a black feather. | |
Feower | Anpanman | |
Ferry | | A ferry boat, or her pits. |
Ferry (Grand) | | A ferry boat, or her pits. |
Ferry (Halloween) | | A ferry boat, or her pits. |
Ferry (SSR) | | A ferry boat, or her pits. |
Ferry and Tyre | | |
Fif | Kirby with Mirror ability (Kirby series) | Doraemon (VA joke) |
Forte | Forte (Megaman series) | |
Fraux | Yukiho Hagiwara (Punishing Fallen Angel) (idolm@ster Starlight Stage: Cinderella Girls) (VA joke: Azumi Asakura) | |
Freezie | Frieza (Dragon Ball Z series) (a "freezing" pun) | A freezer. |
Friday (Summer)) | A stillshot from Rebecca Black's "Friday" music video (probably a thumbnail on Youtube.) | |
Gachapin | | The Holiday/New YeaAnniversary Roulette |
Galadar | The illustration of Pokemon Sword and Shield's Galar region. | |
Garma | His original art with "Level 1 Crook" on top of it, referencing the infamous Mafia City ads (see Yuisis.) | |
Gawain | Char Aznable with MS-06S Char's Zaku II (Mobile Suit Gundam), but somehow the wiki removed it. | F/GO Gawain? F/GO Riyo Gawain? |
Geisenborger | An image of a hamburger (YUM.) | |
Ghandagoza | Akuma (Street Fighter series, but on his Tekken 7 incarnation) after using the Raging Demon Rage Art (referencing Ghandagoza's FLB uncap art.) | |
Goblin Mage | Goblin Mage (Final Fantasy IX) | |
Grimnir | PriConne art of Kokkoro | |
Grimnir (Valentine)) | PriConne art of Kokkoro (New Year) | |
Haaselia | Kaguya (Dynamis Series summon) (moon puns.) | The Moon from Soul Eater? The (damaged) Moon from Assassination Classroom? The (shattered) Moon from RWBY? Or that moon from The Legend of Zelda: Ocarina of Time? |
Haohmaru | | Hyakkimaru from Dororo |
Helel ben Shalem | Maggie Simpson (The Simpsons) | Koenma (Yu Yu Hakusho) |
Io | Eeyore (Winnie the Pooh) (pronunciation joke) | |
Io (Grand)) | Nanoha Takamachi (Magical Girl Lyrical Nanoha) (VA joke: Yukari Tamura) | |
Ippatsu | This image with Ippatsu's face edited over the man's face. | |
Izmir | | Elsa (Frozen) |
Jeanne d'Arc | Jeanne d'Arc/Ruler from Fate/Apocrypha (Fate/Grand Order, initial art) | |
Jeanne d'Arc (Dark)) | Jeanne d'Arc (Alter) (Fate/Grand Order) | |
Jeanne d'Arc (Grand)) | Jeanne d'Arc/Ruler from Fate/Apocrypha (Fate/Grand Order, 4th Ascension art) | |
Jeanne d'Arc (SR)) | Jeanne d'Arc (Santa Lily Alter) (Fate/Grand Order) | |
Jeanne d'Arc (Themed)) | A screencap of Granblue Fantasy's maintenance page (only works when there's really a maintenance going on.) (referencing her banner started with the servers crashing.) | Fate/Grand Order's version of Summer Jeanne). |
Johann | | An image of Johann Strauss, himself or his son. |
Joker | 2019: Joker (Batman the Animated Series) 2020: still Joker (Batman: the Animated Series, but he's holding a card with his face on it.) | |
Karteira | Tressa Colzione (Octopath Traveler) | Francesca (Dragalia Lost) |
Katalina (Grand)) | Murgleis (her recuitment weapon) | Herself rubbing Vyrn?? |
Kokkoro | Rage of Bahamut art of Grimnir (Grimnir Returns) | |
Kolulu | A photo of Yuuki Ono, Gran and Lancelot's voice actor, the Gislalord. | |
Korwa | | A Polish "kurwa" joke i.e. Stachu Jones? |
Krugne | Ryuji Otogi (Yu-Gi-Oh!) | |
Kumbhira | Generic clip art of a boar on a bamboo. | |
La Coiffe | Edward Scissorhands (Johnny Depp) | |
Lady Katapillar and Vira | Vaporeon, Caterpie (Pokémon) | |
Laguna | | Laguna Loire (FFVIII), or the Laguna de Bay or the eponymous province in the Philippines. |
Lamretta | | Any liquors? Johnny Walker? Absolut? |
Lamretta (R) | | Any liquors? Johnny Walker? Absolut? |
Lamretta (Water) | | Any liquors? Johnny Walker? Absolut? |
Lancelot | Lancelot (Saber) (Fate/Grand Order, 4th Ascension art) | Lancelot (Berserker) (Fate/Grand Order?) Lancelot from Mike, Lu & Og? |
Lecia | Lecia's expression with 3 stars on her background (probably a joke as she's the only main story SR character (not counting Rein) without an FLB uncap.) | |
Leonora | Kunoichi (Samurai Warriors) | |
Levi | | Leviathan (the Bible,) or the Leviathan/Leviathan Omega in-game? |
Levin Sisters | Top to bottom: Madoka Kaname (Mahou Shoujo Madoka Magica,) Shuten-douji (Fate/Grand Order,) Hibiki Tachibana (Symphogear series.) (VA joke: Aoi Yuuki) | |
Lilele | Ranka Lee (Macross Frontier) | |
Lily | Lily in her Dragalia Lost rendition. | |
Lily (Event)) | Clay Golem with an SR crystal above it. | |
Lobelia | Cioccolata w/ his Stand, Green Day (JoJo's Bizarre Adventure: Vento Aureo) | |
Lucio | Lucifer (Shin Megami Tensei series) with 3 image stock katanas and a pair of small wings edited behind him. | |
Lucius | Dio Brando (JoJo's Bizarre Adventure: Phantom Blood, episode 1) (VA joke: Takehito Koyasu) | |
Lucius (Fire)) | Dio Brando (JoJo's Bizarre Adventure: Phantom Blood, episode 3) (VA joke: Takehito Koyasu) | |
Lucius (SSR)) | DIO w/ ZA WARUDO (JoJo's Bizarre Adventure: Stardust Crusaders) (VA joke: Takehito Koyasu) | |
Ludmila | A mushroom poster named "Poisonous & Psychotropic Mushrooms", originally created by David Arora, a renowned mycologist. | |
Luna | Kaguya Luna (a virtual Youtuber) | |
Lunalu (SSR)) | Lunalu's event portait with a bunch of skill icons on her paper. Said skill icon is "Ground Zero," Sarasa/Threo's notable skill, in which it is notoriously used with Lunalu's Facsimile skill. | |
Mahira | Generic clip art of a chicken with Mahira's string edited on it. | |
Maria Theresa | Maria Theresa Amalia Walburga von Österreich, the ruler of Habsburg dominions, the Duchess of Lorraine, Grand Duchess of Tuscany and Holy Roman Empress. | |
Mariah | | Mariah Carey |
Marquiares | Megumin (KonoSuba) with an pair of angled shades edited in. | |
Medusa | An edited image of a jellyfish with Medusa's eyes, and blushes. | F/SN RideMedusa |
Medusa (Promo)) | Original art of Medusa with LogicLinks logo over it (refers to her required method of recruiting her.) | |
Melissabelle | An MSPaint rendition of a corn. | |
Melissabelle (Valentine)) | An MSPaint rendition of a corn, with a pink heart. | |
Mirin | Kikkoman Aji-Mirin. | |
Monika | | FE Three Houses' Bernadetta (VA joke: Ayumi Tsuji), or Doki Doki Literature Club Monika. |
Monika (Grand) | | FE Three Houses' Bernadetta (VA joke: Ayumi Tsuji), or Doki Doki Literature Club Monika. |
Mugen | A screenshot of a M.U.G.E.N. gameplay. Characters are "Oira GF" by yugusic, and the stage is the "The Grancypher" from Panda Hoodie Grl & friends. | |
Narmaya | Original art with Mao Ichimichi (M・A・O)'s head edited over Narmaya's head. | |
Narmaya (Holiday)) | Original art with Mao Ichimichi (M・A・O)'s head edited over Narmaya's head. | |
Narmaya (Summer)) | Original art with Mao Ichimichi (M・A・O)'s head edited over Narmaya's head. | |
Narmaya (Valentine)) | Original art with Mao Ichimichi (M・A・O)'s head edited over Narmaya's head. | |
Nemone | Original art, repeated all over the place (probably a reference to her catchphrase.) | |
Nezahualpilli | A clip art of a "birdman" holding a spear. | |
Nicholas | Genji (Overwatch) | |
Nier | NieR (Gestalt) US PS3 box art | Sakura Matou, or NieR Automata-related crap |
Nina Drango | "Blush Value" of characters in the wiki superimposed over each other. | |
Niyon | Hiding in a cardbox in Metal Gear Solid V: The Phantom Pain. Probably a reference to her appearance in Grand Blues. | Notte (Dragalia Lost) |
Orchid | 2019: A stock image of an orchid flower. 2020: Carl Clover and Deus Machina: Nirvana (Blazblue) | |
Owen | Owen's character design in Shingeki no Bahamut: Manaria Friends. | |
Paris (Event)) | The Eiffel Tower in Paris, France. | |
Pavidus | A screencap of Willie McNabb's tweet. | |
Pecorine | Original art with Mao Ichimichi (M・A・O)'s head edited over Pecorine's head. | |
Pengy | Pingu | |
Percival | Percy the Small Engine (Thomas and Friends) | |
Petra (SSR) | | JoJo Stand jokes. |
Philosophia | | Anything regarding Philosophy. |
Philosophia (SR) | | Anything regarding Philosophy. |
Predator | | The Predator) from Alien vs. Predator |
Rackam | Various panels from Grand Blues of Rackam doing stupid things, and exploding. | |
Rackam (Grand) | | Laguna Loire (FFVIII)/Balthier (FFXII) (VA joke: Hiroaki Hirata) |
Randall (SR) | | Sanji from One Piece, Hwoarang from Tekken series? |
Rei | Rei Ayanami (Neon Genesis Evangelion) (name joke) | Anyone with bizarre things in their eyes (i.e. Ciel Phantomhive, Lelouch, Sharingan users, FREAKING SHIKI RYOUGI?) |
Reinhardtzar (Grand) | (don't bother, it's empty.) | |
Richard | | The Jewel Resort Casino Poker game |
Richard (SR) | | The Jewel Resort Casino Poker game |
Romeo (Event) | | Ramza Beoulve (Final Fantasy Tactics), or any similar designs from Akihiko Yoshida. |
Rosamia | | Any of Yui Ishikawa's roles (2B, Enterprise, Mikasa, Violet Evergarden?) |
Rosamia (SR) | | Any of Yui Ishikawa's roles (2B, Enterprise, Mikasa, Violet Evergarden?) |
Rosamia (SSR) | (She was once had a April Fool quirk, the Colony Laser from Mobile Suit Gundam, but somehow they removed it.) | Any of Yui Ishikawa's roles (2B, Enterprise, Mikasa, Violet Evergarden?) |
Rosetta (Grand) | | Kiara Sesshouin? (VA joke) |
Sakura Shinguji | | The commercial with her VA, and Segata Sanshiro. |
Sandalphon (Event)) | An iPhone 5, with a phone case that looks like a Japanese slipper. It's a visual pun. | |
Sarunan (Dark)) | Sarunan (Dark) in a jar of honey. | |
Scathacha | Scathach (Fate/Grand Order) | alternative: Scathach (Shin Megami Tensei) |
Scathacha (Valentine) | | Scathach-Skadi (Fate/Grand Order) |
Seofon | His Eternal's Summer Vacation outfit, but focused on his abs and crotch. | |
Seox | A Scooby-Doo parody of unmasking Seox, with Gran as Fred and him as a villain in a ghost costume. | |
Shao | The Medicine Seller from Mononoke (no, not the Ghibli one.) (VA joke: Takahiro Sakurai) | |
Shiva | 2019: A title screen of a game based on an Indian Nickolodeon show. 2020: Shiva (Final Fantasy XIV: Heavensward) | |
Siegfried | Saber of Black (Siegfried) from Fate/Apocrypha (Fate/Grand Order, 4th Ascension art) | |
Siegfried (Fire) | | Sieg from Fate/Apocrypha |
Societte (Fire) | | A stock image of an helicopter. |
Sophia | Sophia, the Goddess (Warring Triad)) (Final Fantasy XIV: Heavensward) | |
Spinnah | 2019: A stock image of a fidget spinner, but somehow they deleted it. | |
Stan | An album cover of "#" by the K-pop girlgroup LOONA. The term "stan" is used within the general pop fandom that means "stalker fan." It is mostly used within the K-Pop fandom. | |
Sturm (Grand)) | Strum (Advance Wars (GBA)) | |
Suzaku Kururugi | I can't find them, there's only soup. I mean I'm at soup! I'M AT THE SOUP STORE!!! | |
Tanya | Tanya Degurechaff (Saga of Tanya the Evil) (name joke) | |
Therese (Event)) | Yugi Muto "dueling" (Yu-Gi-Oh!) | |
Threo | 2019: Soul Balm > A stock image of a two-layered cake. | |
Tiamat | Tiamat (Dungeons and Dragons) | Beast II (Fate/Grand Order) |
Tien | Tien Shinhan (Dragon Ball) | Something TH-related. |
Tsubasa | Tsubasa Kazanari (Symphogear XD Unlimited) | |
Tweyen | A kitchen twine (probably a pronunciation pun) | |
Tyre | There's no other reference like Gaston! (Beauty and the Beast, 1991 animated movie) | |
Uzuki Shimamura | | Z35 (Azur Lane) (Design and VA joke) |
Vajra | Generic clip art of a dog with a red scarf, while there's a similar looking fish down there. | |
Vane | A wind vane. | |
Vania | A red apple core (Vampy is core + (potential) The Twilight Saga) reference?) | |
Viceroy | An Iron Cluster. (why?) | |
Vikala | A cartoon illustration of a rat with balloons. | |
Vira | Eevee (Pokémon) | |
Vira (Grand)) | Sylveon (Pokémon) with Luminiera/Chevalier Bits | |
Vira (Promo)) | Flareon (Pokémon) | |
Vira (SSR)) | Umbreon (Pokémon) | |
Vira (Summer)) | Leafeon (Pokémon) | |
Vira (Wind)) | Jolteon (Pokémon) | |
Volenna (Event)) | Lightning (Knight of Etro outfit) (Final Fantasy XIII-2) | |
Walder (Holiday)) | Generic clip art of a man's head with a Christmas tree and Santa's hat at the top. | |
Wulf and Renie | 2019: A stock clip-art of Red Riding Hood and a wolf. 2020: Akazukin (Otogi Jushi Akazukin) | |
Yggdrasil | Suzuho Ueda (idolm@ster Cinderella Girls: Starlight Stage, Smiling Tree+ art) | |
Yngwie | Blastoise (Pokémon) | Yngwie Malmsteen |
Yodarha (SSR)) | An illustration of Yoda (Star Wars) (nickname joke) | |
Yuisis | Her original art with the phrase "Level 100 Boss" over it. Probably a reference to the infamous Mafia City ads (see Garma.) | |
Yuisis (Fire) | | 2B (Nier Automata) |
Yurius | Marluxia (Kingdom Hearts) | |
Zahlhamelina | A stock image of a potato replaced her body aside from her hands, her staff, and the flames. | |
Zeta | | A photo of Kana Hanazawa. |
Zooey | Original art with a screenshot of a tumblr post over it. | |
Zooey (Promo)) | Original art of Zooey with GBF-themed SMBC Visa credit cards on both hands (refers to her required method of recruiting her.) | |
If something's missing here (especially when they add more April Fools crap on the wiki while I make this,) or any mistakes here, leave a comment.
submitted by Kalafino to Granblue_en [link] [comments]
We should get the honey as a drop
I think when you get to a higher level and you rely on leveling up or paying wyrmite to refresh the energy it gets really anoying. Im used to playing granblue and in granblue you can literally play whenever you can due to the massive drops of elixirs, shouldnt it be the same here?
submitted by RedditAccount2504 to DragaliaLost [link] [comments]
Personal review from a gacha semi-noob (Warning: Spoilers and FGO comparisons)
I've been playing this game for a few months now (since towards the end of February), making this the second gacha game that has managed to hold my attention for more than a couple of days. I think I've reached a point where I'm comfortable writing down my thoughts on E7, and so I'll be writing this as a sort of informal, subjective review. FGO having been my first gacha game, and the one I have the most experience with, a lot of this is going to involve directly comparing the two, hence the title. If you hate that game you're perfectly free to, but if you're only going to be replying to this to say "FGO is trash" and/or some variation thereof...well let's face it, if that's all you have to say me telling you to save your energy ain't gonna stop you, so just consider yourselves preemptively fed and ignored past this point. Moving on then, this is gonna be a long one.
Edit: I'll be adding little edits to each section as people point out stuff I missed.
The Story
Let's start with the least clear cut of my thoughts. I enjoyed the story; the characters were likable, Ras, Arky, and Meru have decent chemistry, the plot flows well enough without pointlessly piddling about, leaving that to the optional sidequests.
Unfortunately, it's also, for the most part, rather uninteresting and unimaginative. The setting consists of a bunch of tropes that have been done a thousand times (classic kingdom, merchant desert town, elf forest, etc) without any unique twists to them. World building is practically non-existent. The sidequests, which could've been used to keep expand on the setting without interrupting Ras' journey, are instead wasted on a bunch of pointless little character plots that tell us almost nothing. A lot of them feel like a bunch of teasers for future content, which is all well and good except I don't think those are quite as important as telling us more about the world we're actually in.
And the main story itself is pretty basic. Ras' fairly unique origin is hardly brought up, aside from constantly pointing out how he's not really human, which really just kinda justifies him having all the personality of a baked potato and about half the flavor. He's one doomed hometown away from changing his title from 'Heir of the Covenant' to 'The Chosen One', and really, would anything about the story change? The other unique aspect to the story is the world getting reset every time he fails and Diche’s power weakening as it goes on. All this ends up being used for is to explain why a couple of characters turned traitor and artificially raise the stakes. Other than that, it’s just a straightforward ‘chosen one saves the world with his pet and waifu while collecting allies along the way’. We get pretty much no exploration of most of the characters we meet either. The heirs, plus Mercedes, are the only ones that get their little character arcs, and they were exactly stellar. All in all, as I said, I did enjoy it. It was fun and entertaining and had it’s epic moments, and I did at least grow attached to Meru, which let me sympathize with Ras’ later quest to restore her. But it’s not really something I’ll be thinking about for a long time after I finished it, and I think that’s a shame.
Another problem is that a lot of the characters are just complete unknowns. Many of them are only known from the little sidequests, and those can be pretty hit-or-miss in terms of introducing anyone. I mean, could anyone tell me who Ken is? That’s not a rhetorical question, I still have no idea who this guy is. I pulled him when rolling for Charles and barely use him, cause I have no real interest in using someone if I know nothing about their character.
All that said, comparing it to this point in its lifetime, the writing of FGO’s early chapters ranged from just decent to absolute dumptser fire, and the only reason I stuck with it was the promise of significant improvements in the future. Not that another game having the same flaw is much of a justification, but gacha games have ongoing stories, so we can always hope for better. I feel like perhaps E7’s biggest failing was on focusing on too grand a scale for its release story. Something a bit more personal, with less, more developed characters, would’ve served it better. And I know the writers can do that, as they’ve managed it in a couple of the side stories. As a personal point, I also wish there was some sort of in story reason as to why the characters are joining us, and some more personal interactions with them. Stuff like FGO’s bond lines and interludes, or GBF’s Fate Episodes. Right now, once you pull a unit it feels like there’s no real reward for using them a lot. It would also help alleviate the ‘I have no idea who this person is’ problem I mentioned before.
TL;DR Decently enjoyable, could be a lot better. Needs to do a better job of characterization. Early enough that there’s plenty of hope for improvement.
The Sidestories/Events
One hell of a mixed bag here. I started playing during the ‘So the Roses May Bloom’ event and it left a fantastic first impression. I felt like this game took a lot less time to learn something FGO took ages to; not ever story node needs some random battle. It was interesting, well written, and above all exactly what I feel a story in a gacha event should be; something that makes me love and want the characters regardless of how good or bad they are gameplay wise. To date I still want Bellona really badly thanks to that event. After that we had Charles’ side story, which I also really liked. It too expanded on the political goings-on of Ezara, while doing a great job at properly expanding on Charles and making me want to roll him. Sure, it was significantly smaller, but I figured it was just on account of being a relatively minor event meant to introduce one character. Unfortunately, that’s where the good impressions stopped. Cermia, Krau, and Haste’s (Haste’s was a little better than the former too, but not much) side stories where just little adventures that only gave us some surface level characterization about those characters. And they all followed the same general progression. Nevermind having story nodes without battles, apparently the standard is having plenty of random combat nodes without any story or purpose whatsoever. They’re not even meant for farming, because the farming node is always the final one anyways. I had hope the GG collab, being a relatively major event, would have more effort put into it. But ultimately it was just an excuse plot to have a few GG characters dropped into Orbis to save the day and maybe set up some future plot with Kayron.
On a more hopeful note, the lousy side stories don’t change the fact that the good ones exist. As I mentioned, it’s still relatively (and hopefully) early in the game’s lifespan. The character side stories feel like they’re longer versions of the trial quests FGO uses when it introduces a new character without a proper event or story chapter, but the Roses event felt miles beyond any of the early events, and still above most of the later ones until the recent CCC collab. Maybe in the future the great ones can outnumber the lousy ones, and can have some more interesting mechanics than just reaching and farming the hell out of the final node.
TL;DR There’s been one amazing one, some great ones, and some shit ones. Same gimmick on all of them is boring. Jury’s out on whether they’ll keep getting better or worse.
Gameplay
This is the shining star of this game. The units have unique and varied kits, and building different teams is really fun. I’m of the opinion that people often underestimate the strategic depth you can get in some of the harder fights in FGO, but at the end of the day it’s still mostly a matter of pairing a DPS with the best supports you can and adjusting for whatever gimmicks the fight involves. On the other hand, taking into account the potential builds, speed and CR manipulation, a variety of buffs and debuffs, it all makes combat super fun. That aside, the idea of hunting specific boss monsters is great in theory, and I’d kill for FGO to have a series of always-available, increasingly difficult challenge battles like the abyss. The labyrinths could be better, they’re ultimately just a series of corridors where you fight the same enemies over and over again until the bosses. But I do like the concept, and the morale system makes it so you have an added layer to consider when building your team. Personally, I think they should at least take advantage of how simplistic the labyrinth designs are to introduce new ones in fairly short periods. With different combinations of enemies and bosses to make you really have to constantly consider your teams each time. Unfortunately, talking about using a variety of teams does bring me to the downside.
The problematic issue comes when you start getting a good variety of units. How many of you have nat 5s that you haven’t touched due to lacking gear? It seems to be pretty common advice for new players to focus on just a core team for most of the early and mid game, until you can auto Wyvern 10/11 and possible Golem hunts so as to more easily get gear for new units. I was fully prepared to follow that advice...until I rolled Lidica and realized I didn’t want to not use her or give up on Silk. And then I rolled Charles but didn’t want to stop using Ceci. You see where this is going? And so I ended up spreading my gear too thinly, and while I might have progressed faster if I had just focused, I can’t help the feeling that I would’ve gotten frustrated and bored if I did. The best part about this game is, in my opinion, all the potential team combinations you can make. Which you can’t really play around with for most of the game. Even in endgame, you end up potentially sacrificing many ‘just decent’ pieces of gear because your stat rolls might all end up on the one flat stat it had. Or worse, you have to get rid of it because you maxed it and most of your rolls did, in fact, turn out shit.
The endgame grind, getting the absolute best gear for arena or the higher abyss levels or whatever, isn’t that big of a problem. But I think there needs to be more mid-game content, and more ways to quickly get new characters to a decently usable state. Thinking back to the event we just had in FGO, I was lucky to summon the featured servant pretty early on. She’s by no means maxed, I certainly won’t be using her in any challenge quests any time soon. But I was able to get her into a useful state pretty much as soon as I got her and really enjoyed using her during the event. And it made me really look forward to when I do max her out, even if it’ll probably take months to get all the materials. On the other hand, I got lucky with Baiken, went all the way to 121 for Dizzy, and got all copies of Sol, and they’ll all be collecting dust for ages while most of the event was spent just setting my strongest team on auto-battle.
Expanding on my idea of introducing new labyrinths, I think that could be a way to fix the problem. Introduce a new, limited time labyrinth every one or two weeks, with a reward of at least one decent piece of gear with guaranteed stats. That way people can feel like they’ve made some genuine, if small, bit of progress every week no matter how badly RNGesus shits on them that week. And the surplus of gear would encourage people to try out more units, and by extension make rolling the gacha more attractive.
TL;DR Fantastic gameplay with some great ideas, held back by how hard it is to try out a variety of characters.
The Gacha
Ok so, aside from the aforementioned problem of new units collecting dust for a while, this one is going to be a lot more personal. I like gambling, I’m not ashamed of that. I was the kid on the playground who’d bet pocket change and toys on UNO games, who learned several varieties of poker before high school, and the only time I’ve ever enjoyed watching a sport besides baseball is when I’ve got some money on one of the teams. Naturally, whaling in a gacha game isn’t exactly a big jump for me.
Except that rolling in E7 isn’t any fun. You know the likely results too soon. If the game let’s you skip the whole animation, it’s a nat 3 unit or artifact. If the book turns gold, it’s a nat 4. When one of the twins appears (and so far as I can tell, they always appear, even when the book doesn’t start out as gold), it’s a nat 5. And you can always tell if it’s a unit or artifact depending on the twin. And with limited units, you know exactly what the unit is going to be, too. I know a lot of people like the fact that limiteds are guaranteed, I did say this one would be a lot more personal, but I don’t see the point when we already have a decent pity system in place for them. Would a little more uncertainty really be that bad? Make the twins only rarely show up, don’t immediately reveal which unit you roll when you do, make me wait and suck my breath in when I see a gold book. Let me skip all the animations if I keep tapping so that I have a reason not to do so. I know this isn’t as important to all, or even most of you. But I know there must be at least a couple of people that would enjoy a little more excitement with each roll of the dice.
P.S. Edit: Don't you hate it when you carefully write out a long reddit post on a separate document, and end up forgetting something anyways? There's a slight issue with the imprints as well. While it's all well and good that the game doesn't make you feel too underpowered for not rolling dupes, it also makes rolling dupes more painful. Having just 1 or 2 dupes of a unit is practically useless, which makes pulling dupes extra painful. In FGO, a single dupe can give you a pretty major bump in power for that unit's noble phantasm (basically their ultimate skill), so even when you a servant you already had, you generally think 'well, at least X will be stronger now.'
TL;DR This game’s gacha doesn’t scratch my gambling itch
Monetization
Here’s the part I find the most disturbing about this game. Gacha monetization is all well and good. It’s, at its heart, gambling. And while some people can’t handle that, I believe I’ve made it clear that I enjoy it. But this game seem to try and muddy the waters around the value of what you’re spending vs what you’re getting. There’s no direct way to buy only regular bookmarks. The regular price, that is to say the price available no matter how much you spend, is $100 for the skystone equivalent of 40 summons. That makes the monthly summon packs seem more valuable, even though you only get 4 more summons. Then there’s moonlight summons, which take 120 regular summons to get. Going by the rates, this is more than you’d need on average per nat 5 covenant unit, and there’s plenty of trash you can roll there to make it definitely not worth it. But it does make it seem more generous when a pack includes a few galaxy bookmarks, it artificially raises the value of a pack. Going further, there’s the Mystic summons. Conveniently, these require ten times the bookmarks of each of the previous summons, for a featured unit with lower odds than your standard rate up. Oh, but doesn’t a pack with 700 bookmarks seem like so much? And for a much higher chance to roll a specific ML unit than you’d get with the regular ML summon. Nevermind that, at 50 bookmarks per summon, if you buy all the packs that $570 for only 72 pulls. For $500 you could get 220 regular summons, are mystic summons really that much more valuable? Sure, the packs include skystones, but that’s just there to make them seem fairer. They know damn well nobody is buying mystic packs for the skystones. FGO gets you 55 summons for $80, with no ridiculous separate seperate category of servants that you need a special currency for and no bullshit limited packs to look nice compared to the even more ridiculous regular prices. And that’s not getting into leif packs, and mola packs, and the awful gear packs and blatant mystic power creep. Every part of this game’s cash shop is designed to devalue your money by making horrible options seem less horrible by comparison. Other gachas use standard casino practices; colorful lights, excitement, etc; to make the gacha more pleasing and encourage you to spend money that way. This game is basically going full scam artist.
Edit: This game does give a fair amount more premium resources than FGO, which I did forget to mention. Back when I started playing, I even considered this to more than even out the terrible pack prices and make the game more generous than FGO. However, my opinion slowly changed as I saw the problems inherent in the whole ML and Mystic summon system. All in all, it definitely gives you more free rolls if you're F2P, but the manipulative nature of the shop is still a major problem for those of us who would be willing to spend more money.
TL:DR The game’s a giant psychological trap that makes you devalue your own cash.
Looking just at the game, I have a lot of hope for the future. But looking at the business practices, I can’t help but dread it, and a little side of me hopes it fails for them.
submitted by Draguss to EpicSeven [link] [comments]
Bookmark Shortcuts
For those getting off of Viramate, I provide you these bookmark shortcuts!
It's got every big
Raid in the game as well as some important
Quests for
Eternals' Mats & the farmable ones in the
Special menu. It's also got a
Shop folder with the different venues & the
Weapon Series as a subfolder too. Other links include
Co-Op,
Side Stories, &
Arcarum. Of course, the
Game itself is a bookmark.
External websites include the
Wiki, a
Raid Finder that can add codes to your clipboard (but you'll still have to put it in yourself, so be fast!)
The
Raid Join menu is separate, outside the folder so you can quickly click when you're farming in a rush! To add it, just import the file to via Chrome's Bookmark manager. It'll add a bookmark folder called 'Imported' and won't overwrite anything. I hope you like it~
Link EDIT:
Thanks to
Arkylos pointing out a wrong link for the Vermilion Stone daily! I've fixed it now. I've also added in the other Primarch EX+ trials too!
I got a bit of feedback from other people I'd shared with and added a couple folders to emulate a few of Viramate's shortcuts (My Stuff, Casino, [Expanded] Co-Op, etc.).
I also figured I might have some nonHL people using this, so I added links for the regular Hard versions of the magna raids.
Updated Link EDIT:
Couple things I've changed:
- Fixed the links for the regular Hard raids
- Added Huanglong & Qilin raid to EXTRA
- Added Co-Op terminology since Viramate isn't around to make our life simpler with images (under the Co-Op section of course).
I've also taken some advice and uploaded the file to github! I've included 2 other methods of using the bookmarks for those who don't have immediate access to their bookmark bar based on
Fil0o's comment below and the post by
xp_version1 on the subreddit. Feel free to spread it around~
Final Reddit Update submitted by Akaharu to Granblue_en [link] [comments]
I think I know how to solve the Gatherwings issue!
submitted by linevar to DragaliaLost [link] [comments]
PSA: Very-New Players Guide, Part 2: Characters, Weapons, Summons, and what to do with them
Welcome to part 2 of my guide for very-new players! If you missed part 1, it's here:
PSA: Very-New Players Guide, Part 1: Stories, Events, and Weapons (pre-Omega/Magna) Now that we've had more than a week of roulette, you probably have a lot of characters, weapons, and summons, and you might not be sure what to do with them or which ones to use. In this part 2, I'll be talking about all of this -- but first, I need to explain something about elements, particularly Light and Dark.
(Edit: I added section 2g: Do you have any advice for party-building?)
Section 1: Elements Intuitively, you would think your characters will always deal more damage to one element and receive more damage from one element. However, this is not quite true:
- Fire is superior to Wind
- Water is superior to Fire
- Earth is superior to Water
- Wind is superior to Earth
- Light is superior to Dark when your character is Light
- Dark is superior to Light when your character is Dark
Counter-intuitively, your Light characters will take
reduced damage from Dark enemies and your Dark characters will take
reduced damage from Light enemies! This also means Light and Dark characters are not weak to
any element.
The superior element has +50% elemental ATK against the weak element and the weak element has -25% elemental ATK against the superior element. Elemental superiority and weakness also affects the success rate of debuffs like ATK Down or Blind. (Surprisingly, the worst debuff success rate is against the same element!)
Section 2: Characters 2a: Quick tip: changing party icons Before you start making parties, here's a quick tip: you can change the party icons that show up when you select Switch Parties. E.g. you can make each one a different element icon to help you organize your parties. The Change Party Icon button is just below your party's characters.
2b: What should be my first parties/teams? Simple answer: Make 6 parties, one for each element. If you don't have enough characters for an element, fill-in the gaps with your favourite or strongest characters from other elements.
Focusing on one element/party vs using all six: To be honest, I don't know how difficult the early game is with a single element party, especially an element that isn't Light or Dark and is weak to another element. If you want to play only one party with your favourite characters (hopefully of the same element...), you should be able to make it work at least for a while, since the early story content is very easy. But as you progress, I think the benefits of being the superior element will make fights a lot easier.
Many players will eventually choose to focus on one element. However, there is no need to do so before you reach the point where you are farming Omega (Magna) raids to build an Omega (Magna) weapons grid.
When you reach this point, you'll end up using weapons with skills to upgrade the skill levels of specific grid weapons. Since your supply of these "skill fodder" weapons will be limited at that point, focusing on only one element's weapons can help you progress faster. Similarly, you'll receive Renown Pendants for defeating raid bosses, and these can be traded for specific weapons in lieu of waiting for them to drop randomly from an Omega raid boss. Focusing on one element means you can spend all of your pendants on the weapon(s for that element's grid.
That said, having a party for every element can make fighting and farming (particularly MVP-ing) the Omega raid bosses much easier. They dish out a lot of damage for that point in the game, so you will definitely want to take advantage of superior element damage reduction.
2c: Which characters are the best? There is a
tier list you can check to get an idea of which of your characters are the strongest. Some notes about this tier list:
- Most SSRs are much stronger than most SRs, and most SRs are much stronger than most Rs, but there are some outliers. They're easier to see if you view only one rarity's tier list.
- Characters are ranked relative to their own element. Two characters of different elements in the same rank may have very different power levels.
- Some of the SSRs rated 9.5 or 10 only reach their full potential later in the game with specific weapons and/or party members. For example, Summer Zooey)'s Conjunction reducing all allies' HP to 1 will probably not be useful without enmity weapons or characters. (Enmity means ATK is greatly boosted at low HP.)
- Generally, a character's usefulness won't reflect their tier placement until they unlock their extra skill or reach a certain level, especially characters with a 5th star.
- In my opinion, early on, characters rated 7.0 and above will feel useful, while characters rated 6.5 and below will feel lackluster.
If you are short on (useful) characters for an element, remember that there are a lot of characters you can get for free from the side stories, including 4 SSRs (so far)! I listed the more useful ones at the end of my
previous guide.
2d: Are R or SR characters useful? Yes! ... Sometimes.
When you don't have 5 SSR characters in an element, you'll always want SR and R characters of the correct element to fill out your party. But there are some situations, especially when you have a small number of SSRs, where an SR character fills a role you need for a difficult fight, such as healing, debuffing,
Katalina's Veil (Dispel Mount skill), etc.
As for R characters, some notable ones include:
In addition, there are a number of reasons to use R and SR characters even when they don't serve any special purpose in battle:
- When you defeat raid bosses, you receive bonus Renown Pendants for having R and SR characters in your front line. (Back line and defeated characters don't count.) It's recommended to use a team of 2x SR and 1x R characters to farm Renown Pendants. These R and SR bonus pendants ignore the weekly limit on pendants you can receive, though they have their own separate weekly limits.
- Some quests have restrictions like "R only", "SR only", "Draph only", etc.
- Proving Grounds events require you to use more than one party of characters, and you cannot use the same character on two different parties.
- Some pairs of characters can unlock Cross-Fate Episodes once both characters have unlocked and received their extra skills (at level 25 / 35 / 45 for R / SR / SSR characters). Completing these episodes gives both characters new skills or ATK/HP buffs.
- Every character you get unlocks a new Fate Episode, which you can play or skip for 50 crystals each. You can always re-watch Fate Episodes later in your Journal.
Lastly, you may opt to use SR or R characters to add more variety to the game or to make repetitive fights more challenging.
2e: My favourite character isn't among my 5 strongest characters for their element. Can I still use them? Yes! Early game, it doesn't really matter. Eventually, it will make some fights more difficult, but nothing you can't overcome one way or another.
As for late game viability, you may be interested in the replies to this topic:
To anyone who has favorite characters that aren't viable in endgame, what do you do? 2f: Does the order of the characters in my party matter? Yes! Whenever a character does a Charge Attack (CA), all other characters that haven't done a CA yet on that turn will gain 10% to their charge bar. For example, if your main character (MC) has 100% charge bar, your 2nd character has 90%, your 3rd character 80%, and your 4th character 70%, then all 4 characters will use their CAs in that turn. MC's CA will raise everyone else's charge bars by 10%, and so on.
Therefore, you'll usually put characters that can gain more charge bar, such has having Double Attack / Triple Attack up (DA/TA up) or skills that boost their charge bar, into the 2nd and 3rd positions. Meanwhile, characters that consume charge bar for skills will usually be in the 4th position.
2g: Do you have any advice for party-building? Lots! But I'll just give some simple advice here. You can further optimize your party as you play and learn more about combat. You can also ask for more detailed help in the latest Q&A thread.
First, consider your characters' and your class's buff and debuff skills. If two skills apply the same buff/debuff, and neither one says "Stackable", then they might not stack. Look up
Status Effects and
Attack Rate Boosts on the Wiki to see if your skills will stack, or test them in a
Trial Battle.
ATK Down / DEF Down: Look at your ATK Down and DEF Down debuffs. These debuffs cap at 50% each on an enemy. One common goal of party building is to reach this cap.
Start with
Dark Fencer's Miserable Mist skill, which inflicts 25% ATK Down and 25% DEF Down and stacks with
most other debuff skills. You will almost always have this class skill -- in fact, you will almost always be using Dark Fencer for difficult fights.
Now try to build a party that can provide the remaining 25% for both ATK Down and DEF Down. If you can't achieve this with your characters alone, then you can use
Sidewinder's Rain of Arrows III (25% ATK Down) or
Warrior's Defense Breach (20% DEF Down) as your subskill.
Multiattack Rate Up: Another common goal is to pick characters with
Attack Rate Boosts, aka "DATA Up" (Double Attack / Triple Attack rate up). E.g. if you get the side story characters
Aqours Second-Years and
Sig (Event)), even though their DA Up skills won't stack, you can alternate between them to have a DA Up buff on your party at all times.
Build around a boss/fight: Lastly, when you encounter a very difficult fight, you should build a party around it. E.g.
Sorcerer's Blind skill reduces an enemy's accuracy by about 50%. Attacks that hit your whole party are not affected by Blind, which is one reason why Rain of Arrows III is used more often. But for some fights, Blind can cut the damage you take by half!
(By the way,
after Dark Fencer, I strongly recommend unlocking both Sorcerer and Sidewinder for these subskills. Moreover, Sorcerer is a
pre-requisite for
Bishop, which has the Dispel skill you'll eventually need to fight
Luminiera Omega#Omega%20Showdown).)
Section 3: Weapons 3a: What do I do with all my weapons? There is a fantastic comment by
u/kscw that summarizes what you'll end up doing with each weapon (and summon) as you progress in the game. Everyone should
check it out. In addition to all of the useful info, it mentions some very important things you should
not do.
To supplement that comment, I'll just note some things specifically for very new players and talk about which weapons you'll find useful when you start.
- Initially, I suggest you use N and unskilled R weapons to upgrade the weapons in your grids. When you upgrade a weapon using other weapons of the same type (Sabre, Dagger, etc.), you get a 50% EXP bonus. When you reserve these weapons' EXP, you can no longer take advantage of this bonus. Weapon element doesn't matter.
- Stop doing this once you find you're getting too many from weapon drops, or once you have an abundance of these weapons and no longer need to squeeze every last EXP out of them.
- When you reach that point, go into the Miscellaneous settings menu and set up Auto-Reserve, Auto-Sell, and/or Auto-Upgrade to save yourself a lot of time and hassle.
- Note that you need to set these up separately for event draw boxes.
- Reserved EXP can't be used at all until you fill a Chalice with 30,000 EXP. The Chalice becomes a treasure you can use to upgrade a weapon with 30,000 EXP.
- N weapons are particularly useful to upgrade your crew's airship: they provide 2 tp compared to 3 tp for R weapons. In contrast, the rupies and EXP you gain from an N weapon (5 and 11) are tiny compared to an R weapon (50 and 72).
- Do not reduce all of your Premium Draw SRs right away: you'll want to use some in your grid at first.
- It is safe to uncap useful Premium Draw SRs with duplicates so that you can level them up higher. Their ultimate destiny is to be reduced, and reducing an uncapped weapon gives you (almost) the same amount of materials as reducing the original weapons. On the other hand, skill fodder used to raise the weapon's skill level will be lost when you reduce the weapon.
- Do not uncap Premium Draw SSRs! Do not uncap them with duplicates. Do not uncap them with (very rare) Damascus Bars. And especially do not uncap them with Gold Bricks! In time, you will learn what to do with these weapons and which ones are actually worth uncapping with your precious few Damascus Bars.
- Sometimes you'll need a particular type of weapon for a class, so it's good to keep at least one SSSR of each type for each element -- even if the weapon skill doesn't boost ATK.
- Don't worry about Bonuses (the +1 marks). At any time, you can use Reset + Marks to remove them from any weapon and move them to a more useful one, such as a weapon used in most or all of your grids. As kscw's comment mentioned, just make sure you don't sell a weapon with a Bonus.
3b: How do I distinguish between Premium Draw weapons and farmable weapons? Farmable weapons have much lower stats than Premium Draw weapons. If you sort by PWR (Lowest), most or all of your farmable weapons will appear before the rest.
If you sort by Skill Level or click on the button in the top-left to show weapon skills, you will see some with an Omega (Ω) or an EX in the corner of the skill icon. These weapons are always farmable.
Some farmable weapons have Normal weapon skills, not Omega or EX. The only way to distinguish these from Premium Draw weapons is to click Reduce to see how much it will reduce for. Farmable SRs reduce for 1 weapon stone, while Premium Draw SRs reduce for 15.
Weapons purchased in the Casino, while technically farmable, are actually considered Premium Draw weapons: they have Premium Draw stats and they reduce for 15 weapon stones.
3c: I have a lot of skilled R weapons and no farmed SR weapons to upgrade. What should I do with them? I recommend spending 500 crystals in the
Shop to buy a Weapon Stash (you'll end up buying at least one eventually) and storing them in there.
Alternatively, you can use these R weapons to upgrade SSR weapons in your grid to weapon skill level 2 (SL2),
but only if the weapon skill boosts ATK. Make sure you use exactly 8 skilled R weapons to do this to guarantee a 100% skill-up success rate. Beyond SL2, you get diminishing returns: you'd need an additional 16 R weapons to reach SL3, and if you
check the weapon skills table, you'll see that upgrading a weapon from SL1 to SL2 provides the same benefit as going from SL2 to SL3, despite the latter costing twice as much.
If you're going to do this, I suggest you start by upgrading the skill levels of side story weapons that you get at lv100, particularly any with an EX weapon skill. These lv100 side story weapons will remain in your grid longer than your Premium Draw SSRs or SRs. Event SSRs are also usually(?) worth upgrading to SL2, sometimes higher. (Some weapons with EX skills will even be used in your first Omega (Magna) grid!)
You can always upgrade farmable (side story, event, etc.) SSR weapons to SL2 without wasting skill fodder. If these SSR weapons end up as fodder, they'll need to be upgraded to SL2 anyway, and sometimes even higher.
Obsolete Premium Draw SSRs, on the other hand, may ultimately be reduced, in which case the R weapons spent upgrading their skill levels will be "wasted" -- but not really, since the increase in damage output probably helped you farm the Omega weapons and fodder that you used to eventually replace them. Moreover, this isn't a lot of skill fodder compared to what you need to raise a single SSR weapon
all the way to SL10 and beyond, so don't worry too much about spending some right now.
3d: Which weapons are useful for my grid? To keep it simple:
- Use weapons that you receive at max level, either from max level weapon tickets or from the main story or side stories.
- Use weapons that have a "Medium/Big boost to ATK" weapon skill.
- Swords and Daggers are more useful than the other weapon types because Dark Fencer is proficient in them, so they provide 20% more HP and ATK for that class, even when they're not your mainhand.
Feel free to upgrade all of these weapons' levels to improve their stats: you'll soon find yourself with an abundance of Angel weapons ("EXP BOOST") used to upgrade weapon levels.
Auto-Select for ATK will build you a decent first grid, but it doesn't take weapon skills into account (see ATK vs Estimated DMG below). As you level up Premium Draw SSSR weapons with "Medium/Big boost to ATK", you may need to manually put them into your grid, especially if you already have a lot of max level SSR weapons from the main story and side stories. You can tell you did the right thing if you see the Estimated DMG increase, even if the ATK stat decreases.
Despite its flaws, Auto-Select is useful early on because it's fast, easy, and it may include lv100 weapons you obtained recently and forgot to add manually.
The game's
Damage Formula is complicated -- and the
Detailed Damage Formula even moreso! It is so complicated that I rely on an external website,
motocal, to tell me which weapons to put in my grid. Weapon grid building is a topic for an entire guide in itself. For now, using Auto-Select and then manually replacing off-element weapons will suffice, using the game's Estimated DMG to tell you whether or not your replacement improved your damage.
By the way, use an SSR weapon as your mainhand whenever possible: it provides a 3-turn cut to the cooldown of summons that match its element, whereas an SR weapon provides only a 2-turn cut. In addition, SSR weapons also deal more damage with their Charge Attacks.
3e: What are HP / ATK / PWR? How are they different from Estimated DMG? - HP: sum of HP of your equipped weapons and summons. Weapons matching your class's preferred types, e.g. Sword (Sabre) and Dagger for Dark Fencer, get a 20% boost to HP.
- ATK: sum of ATK of your equipped weapons and summons. Weapons matching your class's preferred types also get a 20% boost to ATK.
- PWR: sum of HP and ATK. This is what PWR means when you're browsing your weapons, and the PWR you see on your Home page.
- Estimated DMG: your ATK multiplied by weapon skill bonuses, main summon aura, support summon aura (if you set one in the Estimated DMG settings), and other effects. When you're trying to improve your grid, always look at this instead of ATK.
As mentioned earlier, when you Auto-Select for HP or ATK, it optimizes for the HP or ATK stats. It never optimizes for Estimated DMG, so it ignores weapons with "Medium/Big boost to ATK" when they have lower ATK stats, even if they'll give you higher damage.
Section 4: Summons 4a: What do I do with all my summons? Again, please read the
fantastic comment by
u/kscw that summarizes what you'll end up doing with each weapon and summon as you progress in the game. I'll supplement it with some very-new player notes and talk about useful summons.
- Initially, I suggest you use N and R summons to upgrade the summons in your grids. When you upgrade a summon using another summon of the same element, you get a 50% EXP bonus. When you reserve these summons' EXP, you can no longer take advantage of this bonus.
- Since summon drops are much rarer than weapon drops, it will be a while before you actually need to Auto-Reserve their EXP. (I'm rank 90 now and I still haven't turned this on!) Events are a bountiful source of Angel and Archangel summons that you can use to quickly upgrade your summons. Note that since Angel/Archangel summons are Light element, they'll provide 50% more EXP to Light summons.
- In addition to all Carbuncles, I suggest you save the following SR summons:
- 4 copies of Clay Golem from Premium Draw - At 3-stars, its summon call will heal all allies for 400 HP for 3 turns (1200 total). Allies with full HP receive a 10% charge boost instead, so its call is always useful.
- I recommend spending your Moonlight Stones from the Casino (Poker guide here) to fully uncap Carbuncles first, but if you get 3 copies of Clay Golem from roulette and need just 1 Moonlight Stone to fully uncap it, it might be worth it: the call isn't as good as a Carbuncle's DMG cut, but you can use it in every grid for every element.
- 4 copies of SR Celeste from the Hard Celeste raid - Its summon call is a 20% Light DMG cut for 3 turns. This is almost as good as a 0-star Light SR Carbuncle, but with the benefit that you can call Celeste 2 turns earlier (if your mainhand is an SSR Dark weapon).
- I do not recommend saving or upgrading SR Luminiera from the Hard Adversa raid because it is obsoleted by the Hekatonkheir side story summon: a 30% Dark DMG cut for 3 turns.
- The other 4 elements' SR summons do not provide DMG cuts.
- You probably won't come across White Rabbit, Black Rabbit, or Belle Sylphid anytime soon, but if you're lucky enough to get one, keep it and set it as one of your Misc support summons!
By the way,
don't forget to upgrade your summons as well as your weapons. Otherwise, you'll find yourself dying to single hits from the Omega raid bosses, among other things.
4b: Which main summon should I use? Whichever summon's (main) aura provides the biggest boost to ATK for your party's element. Check the side story summons, which usually provide a 50% boost to ATK or a 25% boost to both ATK and HP.
I also strongly recommend
Anat from the Casino (
Poker guide here): like Casino weapons, Anat has the stats of a Premium Draw summon, except you can easily farm 4 copies to uncap her to 3-stars and take full advantage of her high stats. Not to mention her 80% boost to Wind elemental ATK.
4c: Which other 4 (sub) summons should I use? Sub summons are the other 4 summons in your grid. Unlike your main summon:
- The sub summon's (main) aura has no effect.
- The only benefit to a sub summon being the same element as your mainhand weapon is that you can call the summon 1-3 turns earlier, depending on the weapon's rarity. (Your main summon also benefits from this.) Generally, it is better to pick useful sub summons than to pick ones that match your element.
- A small number of summons have both a main aura and a sub aura. The sub aura is active only when it's a sub summon.
When picking sub summons, I suggest:
- Summons with a useful call. E.g. the summon you get from WMTSB II (spoiler warning: don't look it up) has a great call that heals for 1000 HP and provides 15% ATK Up for 3 turns. Currently, I use this summon in ALL of my grids. (And thus it has all of my +1 Bonuses on it.) I strongly recommend it.
- In general, I suggest choosing calls that buff your party rather than debuffing the enemy, since the debuffs can miss -- especially if the summon isn't the superior element to the enemies you're fighting.
- An exception would be a powerful debuff like Satan, who can inflict Blind with the same rank as the Sorcerer's Blind skill (afflicted enemies have a ~50% chance to miss, in my experience).
- As I mentioned earlier, Clay Golem has a very useful call for new players. At 3-stars, it heals all allies for 400 HP for 3 turns (1200 total), while at 0- to 2-stars, it heals for 250 HP for 3 turns (750 total). If a character has full HP already, they receive a 10% Charge Boost instead.
- Premium Draw SSR summons. Like Premium Draw weapons, these summons tend to have much higher stats than farmable summons of the same level. Upgrade them to lv40 for high HP and ATK stats!
- 3-star side story summons. They have lower stats but since they come fully uncapped from side stories, they'll eventually surpass your lv40 Premium Draw summons' stats -- but upgrade the Premium Draw ones, first, since they provide a higher return for EXP invested.
- Event summons, if you can farm enough copies to uncap them to 3-stars, for the same reason as the 3-star side story summons.
- Anat, the queen of early game summons, who is all of the above. A farmable summon (easy to 3-star uncap) with high Premium Draw stats and a call that gives 20% ATK Up for 4 turns. She is used in most of my grids in all elements and I strongly recommend getting all 4 copies of her and leveling her up.
- Summons with a sub aura, if you have any for that element.
4d: Is it safe to use duplicates to uncap my SSSR summons? It depends.
For SSR summons, the safest choice is to ask in the latest Q&A thread. There are some SSR summons where having multiple copies that you can call is extremely valuable. E.g.
Shiva) and other summons that have a one-time-only call.
In general, like with SSR weapons, remember to ask in the latest Q&A thread first before consuming any SSR summons for anything. (And
definitely ask before you spend a
very rare Sunlight Stone to uncap an SSR summon!)
You can always uncap SR summons with duplicates, with one exception:
keep 2 or 3 copies of each SR Carbuncle: do not use them to uncap unless you have more copies. Having 2 (or 3) Carbuncles in your grid allows you to have a 25% or 50% DMG cut active for 6/8 turns (or for
all turns) of a fight after turn 8. This can be incredibly useful for some fights!
Instead of using duplicates to uncap Carbuncles, use
Moonlight Stones from the Casino (
Poker guide here, again!).
The Wind
Peridot Carbuncle is an exception. You cannot obtain them from Premium Draws. You can get 4 very early on, and you can buy additional copies from the
Shop for 10 Bronze Moons each. Since a Moonlight Stone costs 30 Bronze Moons, I recommend uncapping your Peridot Carbuncles with copies from the shop instead, or use a combination of the two if you run out of Bronze Moons.
4e: What is a support (friend) summon and which ones should I pick? A support summon, aka friend summon, is what you pick before any quest or raid. The support summon does 2 things:
- Its main aura affects your party, just like your main summon's main aura.
- You can call it. Support summons can always be called on turn 1.
The uncap level (number of stars) of the support summon is important when it is 3 or above. A support summon with orange text is a 3-star summon, and one with purple text is a 4-star summon. These have better auras and/or calls.
The support summon does
not contribute to your raw HP or ATK stats. Picking a level 100 Shiva vs a level 1 Shiva for support isn't going to affect your stats. The only thing affected by the summon's
actual level is the damage dealt by its call.
At this point in the game, you will be looking for one of the following support summons:
- If you're doing quests that aren't terribly difficult, or if you're farming, you'll probably want to boost EXP gained and/or item drop rate. Look for these in the Misc slot. Cait Sith is the best for boosting EXP gain, but you'll seldom see him. Kaguya is the best for boosting item drop rate and she also provides useful combat benefits. White Rabbit and Black Rabbit boost both significantly.
- Sometimes you'll want to fight a Rare Monster during the main story or a free quest on the world map. These can drop skilled R weapons, some of which you'll need later. Some of them drop useful summons, like Belle Sylphid who drops herself. In this case, look for Belle Sylphid in the Misc slot.
- If you're running a multi-element party and have 3 or 4 different elements in your front line, look for Grand Order in the Misc slot for a 100% or 200% boost to ATK for your party.
- In all other cases, pick the summon with the biggest boost to your element's ATK (or all elemental ATK). For example, pick either Shiva) or Sylph, Flutterspirit of Purity for Fire. (Do not confuse this Premium Draw summon with the useless side story summon, Sylph!)
- In this example, Shiva is superior because his call is also extremely powerful: the next damage each character deals -- be it a skill, normal attack, or Charge Attack -- will have its damage doubled! If you happened to draw Shiva the summon, put him in every element's grid!
Avoid picking the following right now, if possible, because your weapons' skill levels are probably not high enough to make use of them:
- Omega summons, such as Tiamat Omega. They say they boost some person's skills, like "Aeolus's Skills". If you look at an Omega weapon, such as Tiamat Bolt Omega, its weapon skill name will be something like "Aeolus's Might". This is the game's way of trying to tell you Omega summons boost Omega weapons' skills for the same element. I don't know who or what Aeolus is.
- "Primal summons", such as Zephyrus or Varuna. They say they boost a lot of things' skills, like "Wind's skills". Again, these names match the corresponding weapon skills' names on your weapons.
Even a mere 50% boost to your element's ATK is probably more beneficial than a 120% boost to weapon skills at this point in the game.
4f: I can't find a good support summon. How do I get different ones? Join any quest or raid that uses a support summon, e.g. enter a
Trial Battle. If you have friends with support summons you don't need, pick one of theirs when you enter the battle so that friend's summons stop appearing for a while (2 hours?).
On a side note,
Trial Battles are fantastic for testing things in this game. Test Machine Alpha doesn't attack and heals every turn, so you have infinite turns to test anything you want! You also have infinite "Trial Elixirs" to heal or use Charge Attacks. One notable use is to figure out
which buffs and debuffs stack with each other (
it's complicated: a lot of effects replace each other or do nothing) and to get an idea of just how strong your characters' buffs and debuffs are if the info isn't in the Wiki.
4g: I don't have any useful summons. Should I just avoid setting any support summons in my profile? No: please set your support summons anyway! If you don't, the game will take the main summon of whichever party you last used, and it will make that your support summon for every element and Misc. Your name and your main summon will still show up in your friends' lists and in other random players' lists.
submitted by BillsHere1 to Granblue_en [link] [comments]
Grand Blues! fan translations (Episodes 1282-1286)
It's Sunday fun day with Grand Blues! Enjoy!
New translations: Episode 1282: Griiiiimnir!! Episode 1283: Macula Marius Episode 1284: The Ultimate Unchanging Destroyer of Evil, Protector of Good Episode 1285: Fall of Vyrn Episode 1286: Fully Automatic Mahjong Tumblr: https://gabuex.tumblr.com/ Previous translations and Reddit posts: https://gabuex.tumblr.com/grand-blues Translator notes: General notes 1282:
The joke in Japanese was actually basically the same as what I came up with in English - in both cases, Grimnir was making puns based on his name, just with different words. The first one in Japanese was
nama kuriiiimu nuru - "spreading fresh cream", and the second was
guriiiimu douwa -
"Grimms' Fairy Tales", both of which are playing off of his Japanese name,
Guriimuniru.
1284:
Let me be upfront about this fact: I know literally nothing about the
Devanagari script (the characters the Shiva song is written in here), nor anything about the languages that use it. I did my best to try to figure out what the actual lyrics are to Shiva's battle song since I wanted to be as respectful as possible to the cultural origins thereof, but at least according to
this wiki entry, both the language and lyrics are unknown. As a result, the only option I could see left is more or less what the original comic did (at least as far as I can tell), which is to just phonetically transcribe what I could hear from the lyrics.
I originally did that in Latin characters, but it looked weird to have obviously not-English lyrics written that way - so instead, since the lyrics sound something akin to Hindi (or at least some Indian language), and since those languages are written in the aforementioned script, I thought it looked better to do it that way. It also felt like the joke worked better without needing to try to figure out what the words mean when they don't actually mean anything.
I hope it turned out okay. If anyone
does know what the actual lyrics are (if there are actual lyrics), please do let me know.
1285:
I've remarked on this in the past, but I'm curious about the localization decision surrounding Malinda - her Japanese name is
Besu, likely intended to be a Japanese rendering of "Beth". That sort of complete name change is pretty rare -
Shirou to "Nicholas" is the only other example I can think of where a Japanese name was just completely thrown out - so there must be some reason, but I can't figure out what it is.
1286:
This episode kind of assumes that the reader understands the rules behind Mahjong, which might be a less reasonable assumption for Western readers. In short, it's a game played with tiles similar to the card game Rummy, in which you need to make either sets or runs with the pictures on the tiles with all of the tiles in your hand. The Japanese variant of Mahjong requires that a player who is one tile away from completing a winning hand declare so, as Vyrn does in the second panel. All variants of Mahjong allow a player to steal a tile a player has discarded to complete a winning hand, as Richard does following Vyrn's turn.
Automatic Mahjong tables such as the one Pengy made
are a real-world thing; that's not just a thing she made up. They're similar to the mechanisms you might see a casino dealer have, where they can just insert an unshuffled deck of cards into the table and receive a shuffled deck without needing to go through all the trouble of shuffling cards, which would disrupt the flow of gameplay.
submitted by GabuEx to Granblue_en [link] [comments]
On Dissidia: An open letter of sorts
Preface: This post began as just a bunch of thoughts I had on Dissidia itself, microtransactions and the state of the industry itself. I just wanted to clarify a few things in my head today and it kinda ballooned into this awful, awful monster of a thing, and decided I’d fix it up a bit and post it here for posterity. We just celebrated an anniversary, so it’s a bit fitting. Consider it a “State of the Game” instead of a review; an open letter, not a indictment.
The Long Intro: If you were born in the United States in the 80s, it’s probably hard to imagine a time before the Parental Advisory sticker.
Catching the momentum set by the “Satanic Panic” wave, the Parents Music Resource Center was in a strong position to argue for government intervention on the sale of music containing explicit content. The argument was one we’ve re-litigated for years and will continue to do so in the future: that obscene content causes irreparable harm to youths, that the distribution of such was evidence of societal rot. Not long after its creation, the advocacy group found was granted a hearing with the United States Senate.
Their goal was for an MPAA-style rating system that would enable parents to have context on what music they would purchase for their children. Ultimately, after much back and forth with the RIAA, a compromise was struck in the Senate: all albums containing questionable content would be shipped with the now-familiar black and white sticker reading: “PARENTAL ADVISORY: EXPLICIT LYRICS.”
This was a voluntary move by the RIAA to thwart any sort of government intervention on their business; any moves made by an official, public regulatory body would put all of their practices into a degree of scrutiny shareholders wouldn’t appreciate. There was an assumption that it might be difficult to sell “edgier” music to a younger demographic when officials were on record, dissecting their talents’ work. While they were ultimately incorrect — the Parental Advisory sticker would soon be a badge of honor amongst various hip hop and rock acts — the reasoning was likely sound.
Two years after this, a similar story was developing as another, emerging medium began to be put under the spotlight: videogames.
In a few years, however, that which was once a general public discomfort began to grow into heat from the Senate itself, as a small panel of elected officials grew concerned with the industry’s increasing realism and reliance on violence and sex as the core appeal. After numerous hearings, a deal was struck that was similar to what happened with record labels; some 60% of the games industry collectively offered to self-regulate and rate their games on a tiered list, not unlike what film had already been doing. All parties agreed on the deal, and the ESA and ESRB was formed. Senators agreed that the move allowed parents to make better informed decisions on purchases, and a shaken games industry managed to dodge federal regulations.
And now this story is set to repeat itself, on a much larger scale, this time with a hearty, anti-capitalist flavor.
Square Enix and other developers working on mobile, using free-to-play and blind box strategies as monetization, develop gambling software, and the public is taking notice.
I started playing Dissidia Final Fantasy Opera Omnia on its release in global, and have enjoyed it and have stayed current (despite a few-month hiccup where it was unavailable due to the Android Pie beta). While I find most aspects of the story a bit thin — the characters are relatively flat imitations, pantomiming the bigger beats from their respective games — there is plenty of charm and is shepherded by a pretty great battle system and strong nostalgia factor. Look, it’s just fun to see Squall dab on the Emperor of Palamecia, okay?
However, there remains that insidious core we’ve all run face first into: the gacha system.
In Dissidia, every character is available for free, either through main story or through some manner of event, and it promises a large cast of playable units with unique playstyles, resources to manage, and skills. Sadly, this isn’t the truth in practice.
Each character has around four unique weapons these days, each providing a massive boost to that particular character’s skillset. This can range from additional uses of a skill (the skills in DFFOO are not on a cool down — once you use them in battle, they’re gone until the battle is over), massively increased effectiveness, unique or strengthened buffs and debuffs, and the like. Usually, however, it’s all of the above.
The hook of this game is that all of these weapons (outside of recently added, special shops), are only obtainable through the game’s paid loot box system, of which there is no guarantee of any sort of useful item. Thus, a unit’s effectiveness is tied not to their innate qualities, syngergy with others, nor the amount of work the player puts into the game, but entirely through a gambling mechanic.
Let me be very clear: this
is gambling. The purchase you make is not on potential weapons, but on the
experience of pulling itself. There is no guarantee that you will receive anything of note or use, you have only purchased the right to open a blind box. That is all.
Tying the capabilities of a player to how lucky they were in draws should be obvious in its predatory shamelessness, but less obvious was the “power creep” that would occur because of it. Some familiar with the game call this a “snowball effect”: if you cannot complete a time-limited event due to having a bad run of pulls, then you cannot complete the hardest, most rewarding content. Without those rewards, you cannot strengthen your characters. Soon, more content, events and characters and weapons will be released, the player will be locked into being even more underpowered and ill-prepared. Rinse, repeat.
A solution, of course, is to spend money to do more pulls. However, Dissidia launched with a 5% pull rate on the rarest equipment, with only single (random) rare item for every ~$37 spent. This is in addition to the requirement that four copies of any one item are needed to fully unlock its potential (or move onto other, stronger weapons for the character you might’ve pulled).
Most gacha games at this point had a “pity” system, where after a set number of draws, the player would be guaranteed the rarest item in the pool, or a choice of what they want. It took Square/Koei Tecmo a year to implement it in global.
Let me rewind for a bit: late last year, Joshua (bless his heart), a member of Square Enix’s community team, was doing one of the regular streams to hype a new character release. This time it was Kefka, and Joshua seemed particularly excited for his release, donning full cosplay for the event. As usual, he also pulled for Kefka’s two on-banner weapons live on the air.
It wasn’t long before people realized they were witnessing something very, very wrong, yet indescribably familiar.
In the end, it took Joshua 90,000 crystals and 100 single-pull tickets to obtain Kefka’s second weapon. In less than an hour and a half, Joshua had spent the equivalent of $562.60 (being generous and using the most efficient regular, non-sale chest). There was laughter and relief on stream, but the tenor was clear: This was a bad look.
Soon after, Square did introduce the gacha pity system to global, one that had existed in the Japanese version for months. It’s hard to imagine that this event didn’t factor a in some way in their decision to release it earlier than it had in Japan, which is still a year ahead in content.
“We’ve all been there,” we thought. It was easy to joke about. However, the reality is that we know that the system — one emulated across plenty of games — is broken, corrupt and cruel.
Gambling is so lucrative as a business because humans are notoriously poor at odds calculation and impulse control. There are laws in many countries that require casinos and other venues to encourage “healthy” spending, and there are plenty groups focused specifically on helping those that suffer from gambling addiction. However, in 2010, an Australian study found that 17% of people admitted into a hospital’s emergency room with suicidal ideation had some form of gambling addiction. Additionally, there is plenty of hard science on the matter that discuss the biological and psychological triggers that cause people to fall into pathological gambling. It’s a real thing — and plenty of gambling outlets bank on it. High-spenders are their biggest clientele.
Sadly, gacha games are no different. There are various accounts of people spending tens of thousands of dollars in a year on these titles, attempting to obtain rare items within a limited time frame. One famous anecdote is by a reddit user (coincidentally discussing another Square Enix mobile title) where he racked up $15k in debt.
In November of last year, the same month that Joshua demonstrated the insidiousness of the practice live, the US Federal Trade Commission announced that they would investigate “loot boxes” and their link to gambling. The forum was delayed due to a government shutdown, but in February, talks were ongoing and the FTC has vowed to hold public hearings on the matter. In the months prior to this, loot boxes were declared illegal in various countries, causing many publishers (Square Enix included) to pull titles from the regions entirely.
Markets have proven time and time again that they cannot self-regulate on most matters, and must be pushed into some sort of action before they rectify some behaviors. Games have now found themselves under the familiar threat of government intervention.
Square Enix and other mobile developers
will change if their F2P titles are to survive. One of two things will occur: either they find more equitable means of providing content to players of their live services or they will be forced to do so, and not on their terms. The games (and music) industry found atheir way out of close federal oversight before, but it does not seem likely they will escape it again, unless some dramatic steps are taken to figure out more agreeable monetization models. The public opinion on the corporate and executive profits has shifted. The verdict won’t be as kind as an industry-specific rating system or some sticker on the front of the product.
But, beyond that…
Consider that these titles all hinge on high-rollers as their major source of income. When these developers discuss the potential of “whales,” it’s often spoken with a derogatory lilt, and can easily be replaced with the term “suckers.” These players spend thousands every year on their live product and are made sure to be hooked into their ecosystem through promotions (sometimes
specifically directed at individual users), “sales” or other methods. Consider for a moment that it’s almost certain that not all of these players are wealthy or can afford this, and suffer from pathological gambling.
Would you, an individual, be okay with preying on anyone for thousands of dollars by inducing addiction?
There are no other terms for it but “immoral” and “unethical.” To use the same psychological mechanisms that make a game pleasurable to also pull money from folks is a genuinely evil practice. There’s really no way around that.
I can’t imagine a world in which I could take the money from a single person that needs it, let alone thousands of dollars from thousands of people. I genuinely cannot fathom how any developer can sleep at night with that on their conscience. Hell, that money isn’t even going directly to them — it’s going to the company itself.
I could plead this case for days, but honestly a meandering post without that doesn’t attempt to provide some solutions is wack, even if it’s mostly tailored for this specific game. Despite the tone of this post (or my better judgment), I truly care about the works that Square has released, and very much love Dissidia. I want them to do better, and all of this comes, strangely, from a place of love and admiration.
Either way, I’ll try to talk briefly about some directions available.
On Shifting Away from P2W: So, what do you do when you choose to eliminate randomized microtransactions that affect core gameplay? The obvious answer here is cosmetics, so let’s just dream up a scenario for a second:
Imagine a package of costumes that equip characters with Sephiroth-themed clothing and picture it not doing well. $20 bucks for a pack of 5 costumes, or so.
It’s hard, right? The reality is that
of course people will shell out money for themed costumes and decorations. For a title that gets very far on nostalgia alone, it’s very strange to me that the developers seem reluctant to leverage any of this established history. That hard work has been done, it’s a matter of cashing in on it. Art labor is intensive and costly on the front end (somewhat alleviated by the fact that the characters are all lowpoly with what appears to be a single diffuse texture), but by rotating these releases, making them limited or just letting them exist in the store, they will make their money back by not being rendered obsolete in the way equipment does. New month, new opportunities to individualize your look.
A catalog of cosmetics will never depreciate in value.
(As an aside, I sit firmly in the camp that cosmetics
are a part of gameplay and aesthetic appreciation of art is a heavy factor in the enjoyment of a game. Without it, Dissidia’s cast could be featureless
cubes.)
Outside of cosmetics, there also exists the possibility of optional subscriptions: many players already paying money would be more than happy to pay a small fee per month for boosts to resource gain. This could be rolled in with a program that allows for the usage of a new character a few days early or some such, discounts or a accruable currency to use on cosmetics. None of these should massively split the audience, however, and I’d advise caution on what is and isn’t provided.
Either way, focus needs to be shifted from updates being “new boss and new weapon banners” to “some new story and new ways for you to grow stronger.” How, though?
On Width vs. Height: Dissidia currently operates on what I think of as a “tall” model of progression. In essence, each discrete unit is its own island, and building them up stronger (through leveling, crystal level, weapons, etc) is the only way to increase their strength and your overall potential. As such, your team’s effectiveness is limited by how much time and resources have been devoted to each individual character.
This approach is perfectly fine, but it has issues. In the event that a player wishes to have a bit more of a flexible roster or try a new unit or setup, they will always be very underpowered and must start from scratch.
An alternate progression model is one that is “wide” instead of “tall.” In this, rather than individual characters being the only metric by which potential is determined, it is only one of a few pillars that determine strength.
For example, in Granblue Fantasy, potential power is handled through the interplay of a few systems. First, there are units, all with unique active and passive abilities that are strengthened and evolved through the typical exp leveling process. Secondly, there are summons equipped that will boost stats, provide passive and active buffs, and provide a bonus to the third pillar.
That pillar is a “weapon grid” — I won’t get into the weeds with this, but imagine it as an equipment system that exists
outside the context of specific characters. What this means is that the party’s strength is not determined specifically by which weapon each character has equipped (in fact, you can’t equip weapons to specific units at all), but instead through this abstract modifier that represents how much time, energy and resources are put into maintaining it.
The result of this is that each pillar can be tweaked or replaced individually without the other two falling over. If you wish to switch around your party and replace some members, their character level might be low and they might not be operating at their fullest potential, but if you’ve maintained the other two pillars and have been devoted to making them powerful, your effectiveness isn’t as severely hindered in the way it would be in Dissidia if you put a level 1 character on your team.
What I’d propose is to have a wider array of elements that provide strength to the player — and they should all be obtainable in game via farming. This solves a few problems:
- One of the bigger complaints about DFFOO’s loop is how any new thing is often rendered obsolete by the next new thing. By providing an a few additional layers of what makes a party capable, a lot of that pain can be mitigated, as a new release isn’t the sole determining factor of whether a party is viable or not.
- This also means that anything update that adds to any pillar will not shake the foundation of the others. By introducing a new character, for instance, there’s less of a chance that the entirety of the balance is set askew because their kit is incredibly effective; only a player with strong subpillars can take advantage of it. Similarly, if a new weapon is introduced, it provides bonuses, but will not entirely upset balance.
- While there are various (and extremely powerful) setups in GBF that are obtainable only through the paid, random draw, most can be entirely obtained through farmable means. The greater sense of accomplishment in that title is not just “obtaining an item/weapon,” it’s slowly filling out and perfecting a setup that nets you greater damage and confidence to handle harder content.
- For someone that has played the game since its release and has stayed current, there is absolutely no excuse as to why they should not be able to handle the hardest content in Dissidia. Creating areas of overall potential players can devote energy into makes the game feel less like a hamster wheel and more like a journey, where victories small and large all contribute to their strength.
Dissidia itself is in a pretty unique position, as Final Fantasy titles have offered some manner of wide progression in the past. In FFVII, a level 99 Vincent might be cool, but he’s not going anywhere fast without some strong materia. In addition, if you get a new party member and decide to swap them in, they probably aren’t going to be very useful until you beef them up. However, by slotting in some good materia you’ve invested time into, you create an effective stop-gap until they’re in a better place. FFVIII has GFs and junctioning, others have non-exclusive, strong equipment. There’s plenty of inspiration within the series.
What a DFFOO version of this design might look like might be a bit hard to imagine, but I do know that it requires a few things.
- It needs free, repeatable content that provides both “hard loot” (weapons, summons, etc) as well as farmable resources of various rarities to increase their strength.
- It needs to respect the time the player has invested into it. It shouldn’t be massively depreciated with every release, starting them from scratch.
- It needs to allow players to freely swap and work to improve any of the elements around without kneecapping them entirely.
Closing thoughts: I feel the need to stress again how much I enjoy this title and the FF series as a whole. I’m sure this is sermonizing to a lot of folks, but I’m critical out of genuine love — personally, I think we should all view the things we appreciate with a critical eye. It makes us better, it can potentially make the thing itself better, and also allows us to see the beauty and flaws in other works we might’ve missed had we not had a practiced analytical eye. I have thoughts about the story and the missed opportunities there, but I’m already nearing 3.5k words on a nerd post about a mobile game, and I have already lost enough control of my life.
All crit on this post is welcome and I encourage folks to point out where I’m wrong and how I can see things differently.
Peace and love y’all.
submitted by DubiousBodegaPills to DissidiaFFOO [link] [comments]
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