User:Boblers/Sandbox3

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Revision as of 15:52, 29 February 2020 by >Boblers (→‎Wyrmprints: table experimenting)
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Inventory Management Guide


Wyrmprints are card-like pieces of equipment that can grant additional abilities and stats when equipped.

Inventory Basics

Inventory space for wyrmprints, weapons, and dragons is a limited resource. More space can be purchased with Icon Wyrmite.png Wyrmite or Icon Diamantium.png Diamantium, but that is generally considered a poor use of those currencies. Additionally, some inventory space upgrades are available for free from the red overworld chests in the Main Campaign. With careful inventory management, a player can make do with just these free storage upgrades.

Story Chapter Wyrmprint space Weapon space Dragon space
Chapter 2
  • Chapter 2 - Hard EX 1 chest
  • Chapter 2 - Very Hard EX 1 chest
  • Chapter 2 - Very Hard EX 2 chest
Chapter 6
  • Chapter 6 - Normal EX 1 chest
  • Chapter 6 - Hard EX 1 chest
  • Chapter 6 - Very Hard EX 1 chest
Chapter 7
  • Chapter 7 - Normal EX 2 chest
  • Chapter 7 - Hard EX 2 chest
Chapter 8
  • Chapter 8 - Normal EX 1 chest
  • Chapter 8 - Hard EX 1 chest
  • Chapter 8 - Very Hard EX 1 chest
  • Chapter 8 - Normal EX 2 chest
  • Chapter 8 - Hard EX 2 chest
  • Chapter 8 - Very Hard EX 2 chest
Chapter 9
  • Chapter 9 - Normal EX 1 chest
  • Chapter 9 - Hard EX 1 chest
Chapter 11
  • Chapter 11 - Very Hard EX 1 chest
Chapter 12
  • Chapter 12 - Normal EX 1 chest
  • Chapter 12 - Hard EX 1 chest
  • Chapter 12 - Very Hard EX 1 chest

Using this Guide

Wyrmprints

Facility Event material prints 
Wyrmprint Outclassed by Notes
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Icon SandTimer 01 Battle.png
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Secondary Print Archetypes 
Wyrmprints Notes
Misc limited prints
Affliction protection
  • 100% res
  • 50-75% res
  • Below 50% res (useless)
Skill Prep
  • 100%
  • 50%
  • 25%
  • Below 25% (useless)
Directly-Outclassed prints
"Last" abilities
Overly-defensive prints
Prints lacking good users
  • Misc case-by-case prints

Weapons

  • Core Weapons
  • Void Weapons
    • Useful abilities
    • Not-so-useful abilities
    • Miscellaneous voids
  • Chimera Weapons
  • High Dragon, and Agito Weapons

Dragons

The general rule for dragons is to keep 1 of each species for building bonds in the Dragon Roost. This can give valuable rewards such as Icon Wyrmite.png Wyrmite at bond lv5 and lv15 (from reading stories), and a

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at bond lv30. Unbinding a dragon, whether with dupes or

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s, is not advised unless they can be max-unbound at that moment. This is because the dragon's ability upgrades only at max-unbinds. Going for just 1, 2, or even 3 unbinds will only give a handful of stats, which is not very helpful for the cost.

Any unwanted dragons may be sold for Icon Resource Eldwater.png Eldwater through the "Part Ways" option in the Teams -> Collections -> Dragons menu. Whether to keep a dragon or not can vary based on where it came from and what it can offer.

Dragon Reviews

  • HP or HP + Strength: speaking generally, these are the least-useful dragons. The only units that actually want HP are healers, so only one copy each of these sorts of dragons should be kept.
  • 3 Icon Rarity 3.png summoned dragons: These are utterly useless in combat, so any duplicates can be safely sold. If the bond level for a species has already been maxed at 30, then the last copy of that dragon can be sold as well, as they no longer serve a purpose.
  • Free 4 Icon Rarity 4.png story dragons: These are okay as slot-fillers if one doesn't have anything else to work with, but they are quickly replaced by 4 Icon Rarity 4.png summoned dragons. These dragons are limited to 20 copies of each per game, so it it is not advised to sell them.
  • Free 5 Icon Rarity 5.png dragons from raids: these are very weak stat-wise. Even at max-unbinds, they are weaker than a 0-unbind 4 Icon Rarity 4.png dragon from summoning. Since raid events tend to give 5 copies of these dragons, the best thing to do is use the dupes to max-unbind just a single copy. Keeping the copies separate is not advised, unless one is severely lacking in 4 Icon Rarity 4.png dragons to use. Since these dragons are limited, it is not advised to sell them.
  • Fafnirs from Void Battles: These dragons have potentially-useful passive effects, most notably Gold Fafnir's Rupie bonus. For maximum benefit, these should be kept as separate copies so that the entire team can equip 4 fafnirs at a time. These are limited though, so do not sell them.
  • 4 Icon Rarity 4.png summoned dragons: the Strength ones should be kept, with the eventual goal of getting 4 max-unbound copies for use on AI in the Mercurial Gauntlet.
  • 5 Icon Rarity 5.png summoned dragons:
    • Strength: These dragons should be kept separate as 40% strength slot-fillers at 0-unbinds, since that's more than the 30% strength that a 0-unbind 4 Icon Rarity 4.png would offer. Once 4 max-unbound 4 Icon Rarity 4.png strength dragons (45% strength each) are obtained, the 5* should be swapped out until they are max-unbound.
    • Skill Damage + Strength:
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    • Critical Damage + Strength:
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    • Critical Rate:
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    • Skill Haste + HP:
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      • These are useful on buffers and healers, but since a team is unlikely to have more than 1 of these types of units, only 1 copy of these dragons should be kept.
    • Affliction Punishers:
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    • Element Resistance + Strength:
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      • These offer less strength than other options, so they don't have much of a place in the meta. Just keep one of each.
    • Primed Strength + Strength:
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      ,
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      ,
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      • These dragons offer Primed Strength, which gives the player-controlled unit a buff of 15% str whenever their Skill 1 is ready. They only offer 45% passive strength to their user however, so they are only worth using on AI, while the player-controlled unit would use a stronger dragon. They are essentially useless in Co-op. Keep the copies separate for AI usage.
    • Unique: Psiren, Nyarlathotep, Chthonius, Takemikazuchi,