User:Boblers/Sandbox3

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Revision as of 00:18, 24 March 2020 by >Boblers (→‎Wyrmprints: moved Outclassed section to the bottom of the page, and removed items that were covered by other bullet points. removed affliction & healing tables due to redundancy)
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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. That's enough for 2 mub copies, which combined with the 2 mub that you keep, gets you to 4 mub copies immediately if a facility event gets a rerun.
  • Skill Prep Icon Ability 1010007.png: 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 heavily 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% res, however - Raids and most Void Battles only require 50% res make a unit immune (Void Agni being the exception, needing 75% stun res).
    • This can also be combined with natural status resistance on adventurers 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% res 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.
      • Lua error: Error: Table Wyrmprints not found.. is an exception, as its Buff Time passive still makes it a good print in spite of its 25% paralyze res
    • Affliction Guard Icon Ability 1030012.png: These prints can completely block an affliction, up to 3 times per quest. While that's technically 100% resistance, 3 hits can go by quickly, leaving you just as vulnerable as you were without the print. For longer fights it's safer to just run a print with higher resistance, play a character with natural 100% resistance, or to get better at dodging avoidable boss attacks altogether. Therefore, these prints don't get used very much.
      • Lua error: Error: Table Wyrmprints not found.. is a special case for units running
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        , as it can block his curse - an affliction that shadow units don't normally resist at all.
  • Misc Recovery Potency Icon Ability 1020009.png 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.
    • Lua error: Error: Table Wyrmprints not found.. should be kept around, as it pairs well with Lua error: Error: Table Wyrmprints not found.. in hyper-survival auto-battle builds. It's also limited.
  • Dragon Time Icon Ability 1010003.png: More dragon time is usually not desirable. While dragons do good burst damage, staying in dragon for too long is detrimental, as you cannot generate SP for your skills. As such, prints with dragon time are useless at best, or harmful at worst.
  • "Last" abilities: Icon Ability 1020002.pngIcon Ability 1020010.pngIcon Ability 1020003.pngIcon Ability 1010011.png These abilities give a sizable boost to a stat upon reaching low HP, but only once per quest for 15 seconds. The short time frame of usefulness meant that only Last Offense (strength) was ever used, and for speed clears. But speed-clear strategies died out with the release of expert High Dragons, which were too bulky to be killed within a few seconds.
    • Lua error: Error: Table Wyrmprints not found.. is a niche exception, as its Last Recovery can help AI healers survive on auto-battle. But it's still not used in endgame contexts.
  • Overly-defensive prints: The meta has a strong focus on offense, so prints that focus too much on defense often fall by the wayside.
    • Defense Up Icon Ability 1020003.png: A straightforward boost to your defense. Lua error: Error: Table Wyrmprints not found.. and Lua error: Error: Table Wyrmprints not found.. get a free pass since the healers that use them tend not to deal much damage anyway, and the recovery potency/HP boost makes their heals stronger. Defense prints are not worth your time in a dps unit, as you'd usually rather be running an offense-focused print.
    • Shield Prep Icon Ability 1020022.png: Shields can protect you from a hit, as long as the damage is lower than the shield's HP threshold. For example, if an enemy's attack would deal 99 damage but your shield's threshold is 100, you would take 0 damage and consume the shield. If the enemy would deal 101 damage instead, then the shield completely fails to protect you, you take full damage, and the shield is consumed. Shields are therefore only useful for soaking smaller hits, and even then, prints only give you 1 shield, so it will run out of usefulness quickly.
  • Outclassed prints: In addition to all that's been mentioned above, several prints are outclassed by others that have stronger or 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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All of these aren't impressive anymore, as Last Offense has fallen out of use with the decline of speed-clear strategies.
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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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Both of these prints aren't very impressive, as the healers that would like the 25% prep wouldn't benefit much from the Broken Punisher.
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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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.
  • 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,