User:Boblers/Sandbox3

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Revision as of 04:14, 5 March 2020 by >Boblers (→‎Wyrmprints: added 2* section, expanding affliction protection)
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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.

  • 2 Icon Rarity 2.png prints: Sell all of them. Note that unlike 3 Icon Rarity 3.png or higher prints, these don't offer Icon Resource Eldwater.png Eldwater when sold, so they can also be used as exp fodder if desired.
  • 3 Icon Rarity 3.png prints: Sell all of them. Higher-rarity prints outclass every 3 Icon Rarity 3.png print except fot Lua error: Error: Table Wyrmprints not found.. and Lua error: Error: Table Wyrmprints not found.., but Forbidden Relic's Gauge Inhibitor ability is not very useful, and Syndicate Mask's Blind res is too low to be useful.
  • Facility Event material prints: Sell all but 2 copies of each. Ability-wise, pretty much all of these prints are outclassed by another print. However, keeping these prints around for potential reruns of their events is an option. Facility events tend to give 9 copies of their free print, and it's common to get more copies as drops, 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, so keeping only 2 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 one of the prints in the right column is already owned.
Outclassed Prints 
Wyrmprint(s) 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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, and
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.
  • Skill Prep: Put simply, the goal of Skill Prep prints is to get the user up to 100% prep at the start of a match. This can be accomplished directly by Lua error: Error: Table Wyrmprints not found..' 100% skill prep, but the highest that any other print can manage is just 50%. Those prints also tend to have a second ability that could be helpful, so long as the prep still reaches 100% somehow - usually after combining the print's prep with any natural skill prep on adventurers. But if 100% prep cannot be reached after that, then the print fails to fulfill its purpose.
Skill Prep 
Category Wyrmprints 100%-able Adventurers

50% prep: The secondary effects on these prints are not very notable, unfortunately.

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25% prep: This leans hevaily into healer territory (Amane being the exception), and all the prints here except for Worthy Rivals have solid second abilities as well.

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Below 25% prep (useless): Below 25% prep isn't enough to reach 100% skill prep on anyone, and these prints don't have impressive secondaries either. Therefore, these can be safely sold.

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(None)

  • Affliction Protection: The goal of affliction protection is to completely protect a unit from a particular affliction. Depending on content, this doesn't need to be 100% resistance, however - most Void Battles only require 50% resistance to make a unit immune (Void Agni being the exception, who requires 75% stun res). This can also be combined with natural status resistance on units to reach 100% that way. In such a case, at least 50% res is desired, since relevant units with incomplete res tend to be free units with natural 50% res. 3 Icon Rarity 3.png units often end at 75% once promoted to 5 Icon Rarity 5.png, however they are not relevant until they receive a Mana Spiral - and the spiral tends to bring their status resistance to 100% anyway. In other words, any amount of resistance from a print that is less than 50% is effectively useless.
    • 100% res:
    • 50-75% res:
    • Below 50% res (useless):
    • Affliction Guard:
Affliction Protection 
Category Wyrmprints
100% res
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50-75% res
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Below 50% res
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Affliction Guard
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Icon Element Flame.png
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Icon Element Water.png
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Icon Element Light.png
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Icon Element Shadow.png
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Icon Element Shadow.png
  • Misc Recovery Potency prints: Recovery potency is a valuable ability for healers, but most of them will default to using Lua error: Error: Table Wyrmprints not found.., causing most other potency prints to become overshadowed. Unless otherwise noted, most of these prints can be safely sold.
Misc Recovery Potency 
Wyrmprints Notes
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These two have the exact same potency amount as Give Me Your Wounded, however their lowered stats as free prints and lack of a second ability make GMYW superior
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Warrior Maiden has a bizarre combination of abilities. Healers don't really have the killing power to make use of Slayer's Strength, and units that do have such power can't use the Recovery Potency due to not being healers. This print ends up only having 1 useful ability either way.
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The Maid Crusade is a slight variant on Lua error: Error: Table Wyrmprints not found.. that takes out the strength doublebuff in exchange for more Recovery Potency. If one is running healing doublebuff on the team as well as a healer to use this print, then having the Recovery Potency here is a bit overkill anyway. Odd Sparrows would be a safer investment overall for its strength buff, as it will work on a wider variety of units instead of being pigeonholed into a healer role.
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Skill Haste is nice, but it only actually helps if it hits a haste breakpoint, which will vary by character. Plus, 5% haste is on the low end, making it difficult for this print to actually function properly.
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25% poison res is too low to be useful. Affliction resistance should ideally reach 50% at minimum to see use in Void Battles, or to complete the res of natural-50% res units.
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20% skill prep is too low to be useful. A big goal of skill prep is to hit 100% with a combination of natural adventurer abilities and print abilities, and at least 25% is needed to do this.
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Light Res isn't terrible, but keep in mind that it only works against Light enemies, whereas GMYW's defense works against everything.
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Last Defense is very useless and only works once per quest, whereas GMYW's Full HP defense activates every time you are at Full HP - which you should expect to be many times, since you're healing yourself.
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Full HP = Healing is counter-intuitive to the very concept of healing: the boost goes away once you take any damage, which is the point where you would want to be healing. This print does have a use on healer helpers though, as the game always treats helpers as if they are at full HP.
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At first glance, this looks very similar to GMYW. But it falls into the same pitfall as Auspex's Prayer: the healing boost only applies if you are above 70% hp, at which point you aren't in dire need of healing anyway. Last Defense is also quite useless and only works once per quest, whereas GMYW's Full HP defense will activate every time you reach Full HP again (which should be often, since you're healing).
  • Dragon Time:
Dragon Time 
Category Wyrmprints
Last Offense
  • "Last" abilities:
    • Last Offense
    • Last Defense
    • Last Recovery
    • Last Devastation
"Last" Abilities 
Category Wyrmprints
Last Offense
Last Defense
Last Recovery
Last Devastation
  • Overly-defensive prints:
    • Defense focus
    • Shields
Overly-defensive prints 
Category Wyrmprints
Defense focus
Shields
  • Prints lacking good users:
  • Misc limited prints:
  • 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,