Don't ignite Durandal.
In the second half I tested with Maid Sytry +0 that has the same exact buff on the slide than Durandal, but the damage boost is higher from her (+45% boost) than it was from Durandal (+55% boost).
The buff from Durandal is just straight up wrong.
Updated it with Khepri doing base damage using the same equips, which is around 2,400.
"Slide Skill Damage Up" increase raw values like "Attack Up" would, and runs through a damage calculation to give you the actual damage values.
The Skill Damage listed on the ability is 4342.
55% of that is 2,388, which would still give more than the Slide Skill Damage increase of 1,808.
55% of the FINAL damage done (from no buffs averaging around 2,400) would be 1,320 more damage.
The difference between the two is about 600 Damage, around 25%.
Thetis (Blue Debuffer), Navi (Green Debuffer), Newbie Mona (Green Support), Maat (Light Healer) [Leda 4-star Light Support] [Neptune Light Support], Sytry (Light Support) [Neamhain Light Support], Luin (Green Debuffer), Bathory (Green Debuffer) [Freesia 4-star Red Debuffer] [Lei Fang Red Debuffer], Werewolf (Light Debuffer), Pantheon (Dark Support) [Melpomene 4-star Dark Support], Midas (Green Debuffer) [Persephone 4-star Dark Debuffer], Brownie (Green Support), Scuba Mona (Red Debuffer)
Aria (Light Attacker), Bastet (Light Attacker), Hildr (Light Attacker), Frej (Light Attacker), Hildr (Light Attacker), Saturn (Light Attacker), Charlotte (Light Attacker), Ashtoreth (Light Attacker), Mafdet (Light Attacker)
Saturn (Light Support) , Luna (Light Support) , Mona (Light Support), Thisbe (Blue Support), Chang'e (Blue Support)
Davi (Dark Debuffer), Pomona (Light Healer), Nirrti (Light Debuffer) Iphis (Dark Debuffer), Pallas (Dark Support), Lanfei (Dark Debuffer), Babel (Blue Debuffer), Sitri (Green Debuffer)
The skill description says that it hits 2 enemies with Damage and Bonus Damage, and then also hits 3 enemies with Ignore DEF Damage when in PVP.
Is the way it actually works that it hits 2 enemies 3 times with Damage, Bonus Damage and if it is in PVP those same 2 enemies are also hit with Ignore DEF damage?
EDIT: Confirmed that it hits 2 people 3 times
R.Bath has great targeting (you'll always do high value units and has awesome synergy with Isolde)
Hildr is going to have same targeting as G.Bath (on every team) and will combo decently with lots of other units.
They'll be about even, but Hildr will be much scarier on Auto or when facing her controlled by AI.
HILDR IS VERY STRONG FOR PVP (same powerlevel as Red Bathory)
BUT SHE IS NOT RECOMMENDED TO CHASE FOR NEW/MEDIUM AGE ACCOUNTS.
She takes a MINIMUM of 46 5-star fodder units to get to +6 and that is with perfect luck. You can't get her any other way (from tickets, banners, or even purchasing) so you must have an enormous amount of fodder to finish her.
Don't touch this feature until you've been playing for a while. You don't know what is worth getting more of, and you don't know the worth of the units that you are sacrificing.
Play naturally, when you reach the point where your units are +6 then you can throw extras into that.
You probably see a lot of criticism and complaints about the game and decisions made over your head.
Though it won't be as visible, I've heard nothing but positive comments and sympathy for you CMs (and whoever is behind this account especially, since you are the most visible). Thank you for doing a great job, and sorry about all the IGNs you probably have to copy/paste.
The visible limit for buffs/debuffs on a unit is 6, but they still apply even if you can't see the icon.
The general rule is that buffs/debuffs that have the exact same icon will overwrite each other.
The priority for the application of buffs/debuffs goes
Drive > Slide > Tap
A tap will only overwrite taps but not a slide or a drive.
A slide will overwrite taps and other slides but not a drive.
A drive will overwrite anything.
A 'turn' (used with Eve, Change and some others) is measured in auto-attacks (not taps or slides-- the lighting bolt that shoots out randomly from your units). One bolt = one turn for that unit. There is a brief period after an auto-attack where an action will count for the previous turn.
Skill Charge Amount (Green Up Arrows on Chang'e, Anemone, Durandal) increases ALL gains (auto-attacks, being attacked, natural recharge) that occur when a unit is on the circle charge.
Skill Charge Speed (Green Clock on Newbie Mona, Neptune) increases ONLY the natural rate of charge when on the circle. This stacks with Skill Charge Amount.
Aid (Newbie Mona, Miku) increases attack by +10% for each already existing buff on the unit, AND provides +15% weak point damage. If the application is fresh, then it does not count itself for the +10% but if you are re-applying it then it does.
ATK Rate increases damage by about 1/3rd or less of the listed amount because the raw added attack needs to go through a damage calculation process.
Double-Edged Sword will never decrease Def below 50%, but the Attack boost is always the listed value. 110% Double-Edge means you have 110% attack and 50% defense.
Reflect is the final step of damage calculation. If you have 25% reflect and your visible damage would have been 100, instead you would only take 75 damage and reflect the other 25.
Taunt ONLY attracts the physical part of attacks-- any debuff or DoT effect attached to the ability will go toward their original target.
Poison DOES NOT STACK and follows the overwriting rules above. Whenever the poisoned unit does an action (auto-attack, tap, slide) it will take the full listed damage. Whenever that unit is hit by an incoming attack, it will take 30% of the listed poison damage.
All other DoTs (Bleed, Dancing Blade, Curse, Brand, etc) will stack with themselves and other abilities. Note that if you have a two-hit DoT attack and both hits land on one target it will only count as a single application of the DoT.
Water Balloon'ed units will take damage when they are hit. Two hits (or when the duration of the debuff expires) pops the balloon and resets their charge if they are on the circle.
Death Heal does not trigger from Damage Absorption or Vampirism.
Getting 60+ blood gems doesn't matter if it means the players are more engaged and happy. 60 or 100 or even 200 bloodgems won't wreck the economy. This sucks-- we're going to need the 2x or 3x boosts to be able to hit 100 clears, making it feel pointless if the boost isn't active.
We're already in a rough event stretch of narrative -> WB -> narrative -> WB -> narrative and that won't end until the END OF NEXT MONTH.
The only rewards for high WB is a blood gem and 500 coins.
Even if miraculously we got to 300 kills, that would only be +200 blood gems but would show either a huge jump in playerbase, or existing players using more resources for resets/chasing units.
The only element of the game that would be looked at for balance would be PVP, and that is about as good as it'll get for now. We still have upcoming childs (G. Sytry, Pan, Banshee, Red Bathory) that'll be added to the meta as well.
G. Chang'e was nerfed in the transition to Global when skills that use other skills (multi-hit tappers using auto-attack as base, slides that use taps as their base) were instead given flat values. The tappers got big gains out of the change, while slides lost out.
I made this thread since Morgan was skipped because of her awkward release timing. There have been a few Childs that were buffed aside from them (Epona, Hera, Siren all were updated before Global release).
Bathory works at any uncap because of her leader skill.
I'd recommend using the box to get one Newbie if you have none. Her buff doesn't increase in power with uncaps, just in chance to land. At +0 she is still a staple for WB and in Ragna.
Attackers and other Debuffers aren't worth getting just a single copy with. There are a large variety of teams that are viable in PVP. Chang'e + Dana + Bathory are the three core units, you can mix and match for the last two.