I love these videos because theyre full unedited, its awesome to see the decisions even just throughout the floor, but especially for during combat, helps me learn :3
About a month ago I got every ID in the game to level 45 / UT4, and have enough of a stash that I can just max out any new IDs when they come out. I'm a day one player, so it did take a long time to get to this point.
He honestly feels like he was SUPPOSED to be a three star rupture character. Then they just changed him last minute (his uptie 3-4 art would've gone so damn hard if it was animated)
@@untoidkthe main issue with it is that it just eats a ton of count. Seven heathcliff has a four coin skill as well that is only -1 compared to a staggering -4.
G Corp. Manager Corporal Gregor's Support Passive, 'Gene Code G-3'. It activates when you own 4x Gluttony Sin Resources, and once activated it heals the ally with the least HP by 5 HP after winning a clash. This passive works based on raw numbers, not percentage. To illustrate the last point, 2 identities have the following HP (read as [Current HP]/[Max HP]): Identity 1: 40/50 Identity 2: 45/100 Even though Identity 2 has a smaller HP Percentage (45% of their Max HP), Identity 1 numerically has less HP than Identity 2 (40 < 45). Thus, Identity 1 receives the Support Passive's healing passive after a clash win. I'm not fully certain, but I'm pretty sure this passive follows the same logic as other Support Passives in that it only activates on a turn-by-turn basis. This means that if Identity 1 wins 2 clashes on that turn and heals 10 HP (5 x 2), Identity 2 will still not receive the healing from the G Corp. Manager Corporal Gregor's Support Passive until the next turn. Not sure what happens if 2 identities have the same HP though.
the city isn’t ready for weakness covering, so instead we have what is essentially 2.0x to blunt, 0.5x to pierce, and 0.8x to slash (or even lower if he has multiple skill slots with S1)
@@abandonedstar5269 Like isn't it feels wasteful to put him instead of RCliff? What do you pick, 8 defense level down on a TANKY unit, or 4 FRAGILE and 10 defense level down with sticky muck on a unit that is FAST AND NOT TANKY, a unit that probably goes first that could actually benefits other units with the fragility bonus. What do you pick to make a boss less tanky?
For future knowledge white gosi is actually quiet good it unstagger forcing them to clash and lose DMG to bleed and gives a lot of offense lvl down(aka easy clash) with the ++ vers
@@HelterwithoutSkelter dingdingding (no actually it's just the fact that both are minions/part of large groups and also have conflicting feelings with their masters (in Nelly's case, with Catherine/Heathcliff))