User:Boblers/Sandbox3

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Revision as of 05:30, 1 March 2020 by >Boblers (expanding wyrmprints section)
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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

The most-general rule is that the max amount of mub copies of a print that would be useful is 4 - one copy for every unit in a team. Very few prints can actually justify keeping 4 copies, however. Note that since there is a Wyrmprints Guide on the wiki already to highlight useful prints, this section will instead be focusing on lesser-known or underwhelming prints, for space-cleaning purposes.

  • 3 Icon Rarity 3.png prints: All of these except for Lua error: Error: Table Wyrmprints not found.. and Lua error: Error: Table Wyrmprints not found.. are outclassed by higher-rarity prints. But Forbidden Relic's Gauge Inhibitor ability is not very useful, and Syndicate Mask's Blind res is too low to be useful. Therefore, all 3 Icon Rarity 3.png can be safely sold.
  • Facility Event material prints: Ability-wise, pretty much all of these prints are outclassed by another print. However, keeping these prints around for potential reruns of the event is an option. Facility events tend to give 9 copies of their free print, and getting additional copies as drops is somewhat common, so expecting about 10 copies per run of the event is reasonable. Therefore, one can expect 2 mub copies of a facility print whenever it comes around, therefore keeping only 2 or 3 max-unbound copies of these prints after the event is an acceptable maximum.
  • Outclassed prints: Several prints are outclassed by others that have stronger, or at least better-optimized, versions of the same abilities. The following table lists several. It should be safe to sell any prints in the left column, as long as the print in the right column is already owned.
Outclassed Prints 
Wyrmprint Outclassed by Notes
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While Indelible Date does have more Broken Punisher than the alternatives, Broken Punisher isn't good enough to justify a print slot on its own. The other options listed add much more utility, with Broken Punisher instead treated as a bonus.
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EoL's playstyle assumes you are maintaining Full HP. While EoL's crit damage has no coniditional whereas SSP's crit damage does, that difference would only matter if you went below Full HP - something that shouldn't be happening if you use these prints at all.
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While Mega Friends is limited, Fresh Perspective is still too weak to even be considered an alternative in builds that would use Mega Friends.
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Braving the Unknown pairs its Poison Res with Water Res, which is strange because Water enemies don't actually deal poison (aside from the Greedy Manticore). Slow and Steady instead pairs it with Shadow Res, which is more appropriate as lots of Shadow enemies deal poison.
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Since HNY is limited, Castaway's Journal is still acceptable if you don't have HNY.
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NWE trades off 2% of its recovery potency for 5% more skill prep, bringing it up to 25%. This is important, as either of these would be paired with Lua error: Error: Table Wyrmprints not found.. and overcap any potency above 7% anyway. The 20% prep on Destiny's Hand is also useless, as it will not complete any unit's skill prep, whereas NWE's 25% can complete the prep of healers such as
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,
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,
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, and
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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)
"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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      • 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,