Honestly, this is the best buff quick has gotten. Quick has always been a "jack of all trades" card type. So, with the new quick card mechanics, it accentuates something quick should have been good in the first place: Complimenting buster and arts. This is also seen with summer skadi's buster crit buff. The quick np does the most damage, but now the follow up cards also do more damage, especially the buster card and mighty chains play a major role in that with the first card benefits
i always laughed because before the change what was quick good for? generating crit stars, what are you going to use those stars on? thats right busters cards!
I feel old too💀,Bruh I play from EU,I started play fate go like 3/4 years ago,with a US app store account,I was so happy when they released it in EU too.
Honestly, everything you've learned before if you're going to tryhard this game would be thrown off the window. All chains are incentivized, which means making a hand that is not a chain is relatively weaker than the weakest chain possible in your hand, UNLESS certain tactical situations require you to ignore chains and force you to make good cards instead
I'm super hyped for mighty chains. To this day, I used to try making a mighty chain every first battle each day, hoping that they'd drop it early. I basically shadow trained myself in using them. Super hyped
As an additional note, Mighty Brave Chain's Extra card damage modifier is 2.0 (same as regular Brave Chain) while Buster/Arts/Quick Brave Chain's Extra card damage modifier is 3.5. It's something that one shouldn't take into account much unless they're heavily investing into the Extra damage (Aoko) or need that small edge to kill the enemy.
Curious if mighty chain will be the go to strat for Van Gogh, or if NPQQ is still going to be king. Mighty chain will for sure deal more damage, but NPQQ should generate more NP and looping Van Gogh NP makes most fights absolutely trivial. Maybe alternating between the two since even NPQQ doesn't usually fully refund 100% without event gimmicks or really high enemy hit counts?
I'm glad NA is finally getting the mighty chains. I play both JP and NA, and going back to NA to do events and story felt so bad without the mighty chains.
Mathematically it is always possible to get some kind of chain as long as all 5 cards are usable. Proof: Consider the card type you have the most of (say Arts). If you have 3 or more, you can make an Arts chain, so to not make an Arts chain you would have less than 3. Since we assume we have the most Arts cards in hand, there must be 2. Then consider the card type with the second-most (or equal) number of cards (say Quick). If you have 3 then a Quick chain is possible, so you must have less than 3 if it is not possible. If you have no Quick cards then the remaining 3 cards are Buster, and a Buster chain is possible. So there must be at least 1 but no more than 2 Quick cards if a Buster chain is not possible. The final 1-2 cards cannot be Quick or Arts, or their chains would be possible, so there must be a Buster card. But now there is at least one card of each type, which means a Mighty chain is possible.
Alternate (and much simpler) proof: Suppose a Mighty chain is not possible. Then a card type is missing. There are now five cards to select from two types, so one of those two types must have at least 3 cards present in hand, or else the hand would have less than 5 cards. Thus the chain for that card type is now possible.
But you see plushie, base carmilla having such a crazy high arts gain means that the increased crit chance gives her far easier access to her np than she has ever had.
Interesting, thinking about it wouldn't this also count as a buff to Summer BB? With her skill Faceless Moon that locks cards you can get a solid number of turns to get Mighty Chains, especially those with the best command codes attached to them for the best effects, and or damage you can do.
It wasn't enough though. Quick needed more than just an additional 10 stars and a 20% crit rate boost though because it's still gimped by the 90% base damage mod.
been waiting a long 2 years for this. so used to it on jp, that it sucks when ever i could do one on na but i cant since its not in the game yet. Gonna abuse the heck out of it when it is.
i want to test this mighty chain once this release in na to super orion , idk if i got hard time because doing buster chain is like a dynamite when he has a crit buff (2nd and third skill)
Got Steamworld Quest on Switch because I have loved every other Game from them, and then I realized it has FGO style card battles! And now this happens?! XD
I loved the video and, while I didn't think it was necesarily super short, if you wanted to make it shorter I honestly think you could just talk a bit faster. I don't know if it was on purpose, but it felt like you talked a bit slower in this video than you did in other videos. I think the amount of content in this video was fine, but it might feel a bit bloated due to your talking speed. Overall, I think the contents of the video were pretty adequate though.
Yeah i basically tried to have just one to two takes in this one bc i was kind of tired of recording like 5+ fucked up takes and cutting them together lol. Ill take note of my talking speed
@@PlushieMistress As a person who does not speak and understands english very well, I find the speed of speech great. I have watched the video twice to understand it better, but it is not because of your explanation, but because I don't understand english very well. I think your speed when speaking in this video is great because this way I have been able to understand it better. RU-vid subtitles also help with this. Thanks for that. I hope with this change I can enjoy my quick characters even more, I miss them :(
The Mighty chain was made to be a quick buff in general, but make no mistake, arts and buster servants become stronger as well, quick is still last place, and while everyone gets better, in general some servants just become so much better than others that when compared to the overall meta of the game, some characters actually become weaker (a great example of this is jack... she doesn't benefit that much from this, specially compared to the vast majority of servants). Its a big win for the Emiyas (Muramasa mighty chains will go crazy)
This is definitely good for quick but I want them to make quick a bit more selfish, since even to this day quick's job really is just to help Buster and Arts crit for either damage or np gauge, while Arts benefits itself with more NP and Buster benefits itself with more damage, one way that I think they could make quick more selfish is to add more benefit to quick cards with excess crit stars, like maybe more crit damage or something.
3:30 I'm not sure I understood that part right. For the first example, when going for damage, does the buster card being in 2nd or 3rd slot change anything ? Or it SHOULD be on the 3rd slot ?
@@SkxrdaYou are welcome. It’s sad the game doesn’t teach you this stuff. FGO is a easy game to pick up and play but it does have some depth that a lot of people don’t known about or look into because everything is loop farming nowadays
@temyar55 istg that cards being further in a chain increasing their effectiveness is in a tutorial screen or something, but I could definitely be wrong. If i am thats pretty absurd how a pretty basic aspect of the main better system isnt said in the game lol
All I wanna know is if mighty chains give the same boosts that the other chains do or if they have a weaker boost to make up for buffing multiple things. And also if its worth using over specific color chains
Mighty chains give that chain all the boosts you would have gotten from all the 3 starting card types: Increased damage, like if you started with buster. Increased NP gain, like if you started with arts. Increased star gen and crit chance as if you started with quick. It does not give the same boosts as the other chains. No 20% team NP up, no 20 stars for the next turn, and no further damage boost from what a full buster chain would have given you. I hope that clears things up
The first time I play FGO, I noticed chains increases something by 20%, so why instead Quick lead doesn't increase CRIT by 20% altogether and erase the star gen bonus? And boink 2 years ago it came true in JP
Im still under 1 minute in video, but i'll ask while watching. Does this mean start with Quick NP is better now than Buster NP? I recall Buster NP is great because you got more multiplier than it should've got so it made Buster NP deal more damage
Chain and mighty chain does not affect the NP card multiplier. The damage and multiplier of the NPBB chain remains the same as the BBNP chain. But if what you mean is the overcharge effect, that's a different story
@@altri2254 no, i mean exactly what you explained. i really dont remember where i read this. the words more or less "Melusine Buster NP will deal more damage because the first Buster NP chain is additive instead of multi (or vice versa?) making the NP deals 625% more damage"
Funny that they gave this update on the 7th Anniv, a few months before ORT, a boss that encourages bringing Solo units into its (multiple) battles. The devs clearly thought of this update beforehand.
Seen how ort can be easily beaten even with low lv 1-3 star units by being soloed, I assume the devs tought people would use 3 servants to full teams against him.
@@GS_CCC Bringing full teams against ORT is best for immersion; you really feel your forces are dwindling whenever you lose a full team per break bar. Solo-per-bar ORT runs, however, are markedly more skillful and badass gameplay-wise, but story-wise is rather anticlimactic. (Canonically, we're supposed to sac our entire roster against it, all 200+ Servants as of that point in the story; holiday and swimsuit variants are technically not counted.) Here's to hoping I could get all my target summons for a swimsuit-only ORT raid next year.
I think the Non-Mighty vs Mighty table is even sadder for quick when it comes to Star gen no? Wasn't it objectively better to just put the quick card last if you specifically wanted to gen stars, than ever starting with it outside of a full quick chain?
Should still be able to do that if you end a mighty chain with a quick card (on turns when you don't have a quick np). In a mighty chain, you just put the thing you want most at the end (damage, np gain, or star generation). The reason it's common to start the mighty chain with a quick card is because typically you'd probably want more np gain or damage over star generation. For quick units, I'd imagine you'd ideally end non-np mighty chain turns with quick for the most damage too anyways (not sure how ruler skadi would potentially affect that).
No, because Arts usually generate more NP than Quick. You want to put the card with the effect you are more interested with as the last one, because the third card is more effective than the first two. AQA is still better than BQA for NP generation, the advantage of BQA is the higher damage, the additional crit chance, being able to lead with the NP, and that some times you have Servants with a single Arts card.
I think the commenter above talking about NP gain just misread your comment. But yeah, I think that was a bit of a mistake on Plushie's part. I think he just wanted to show that you need all three cards in the chain to get the mighty chain benefit. I agree with you that whether the arts card or the buster card goes first for more star gen should depend on which card has less hits.
I have to say... Holy fuck... I mean, while I can see why you say that Art NP Servants aren't going to benefit from this as much as other types of Servants, I just can't get past the fact that this is going to make Melusine even more OP.
Although i quit playing na consistently, I applaud fgo for giving us this change, it's one of the greatest updates to the game! Now we wait for better quick units
FGO is the only gacha game im aware of that had a difference between localised and first game be 2 years apart, others ive seen cap out at 1 year, often only half a year
Append skills had a way bigger impact to the game than the mighty chains. Even the class Score system I'd say. But the card system rework had a great effect to make CQs/Main Quest more fun.
Lol, this year is stacked compared to previous year. Now after announcement event after 7th anni, you have little time to take a break even i bet no life would be burnout😂