Something I should have mentioned, is that for units who are not part of building the initial chain, speed wont help them. For example, Genesis capping after the chain was already at max mod from other units, won't get any benefit from speed materia
I think I'm more shocked that this mechanic is around since Avalanche Tifa in both versions of the game and there are people who still don't understand it.
amazing demonstration. takeaways: - chain speed only increases the speed at which you hit the chain modifier cap - each unit has their own chain modifier cap depending on gear and innates - you could have a single tag chainer at 800% chain speed + 800% cap (dw), get you at max mod to cap within the 2nd hit onwards; e.g. genesis ez caps and what not. thanks for the effort on this!
An advanced discussion on this subject would involve spark+elemental chaining for much faster ramp-up of the multiplier, the internal mechanic of distribution of damage across the many hits of a skill (evenly spread-out vs back-loaded), and some actual math examples on how much potential damage is lost on early hits of a chain. Might also include the graphics and numbers from ffbe-chain, which tries to do that exact math. In practice, with backloaded chaining moves and innate chain speed passives being common, so the damage lost on early hits is quite small. I don't know the exact values, but I imagine it's like 5.75x out of 6x multiplier (4% loss), or 7.75x out of 8x multiplier (3% loss). So while equipping extra chain speed materia does improve early chainers' total damage, the improvement might be in the oder of 1-2%, meaning it would be your last choice in the priority of what to equip. Though there might be some specific units that are unfit for starting chains and really need this multiplier increase. This was most famously used for the Golden Rizer counter-attack strat, where the support chains were only 2-3 hits long.
Omg!!!!! This is the educational type of videos that help relatively new users like me to get up to speed on the game. Otherwise I’m just copying your turn chart without understanding why you made those decisions.
Great tutorial 😅 I've been doing this since the 1st time you explained it but this explanation is the last nail in the coffin if anyone still doesn't understand.
Thanks a lot Sinzar, I wish Gumi had put something in the game itself to show if you were capped on Chain Speed or not, but this is yet more arcane mechanics that you made it easier to file in! Guess this is yet another mechanic that will push GLEX units ahead of JP units though lol, as if that wasn't happening already.
The only thing I ever ask of Sinzar is if he knows a good replacement for a unit in a strategy i don't have of his. I'm too lazy to learn everything and am grateful for the help. I often wish they would add more of these kinds of information into the units list so the average person like me could see "oh this unit still needs 100% chain" like where they have 300% lb dmg.
Yeah, I know it by Chain Floor on the JP chat and have relied on it to rank on recent DV/VW events. Supreme Deva Asktar for example needs it because he needs to start his finisher attacks very early in the chain.
yes, tdh units such as hyoh have a bonus of on average 1.5x damage boost for using a 2h weapon due to weapon variance. to balance it out, tdw units (modern ones), have a higher chain cap since they use 1h weapons with on average only 1.15x variance (and older units who dual wield that dont have the new cap like diverti just get wrecked!)
No, it's a special additional passive that says "Increase chain modifier cap (200%) when dual wielding; ignores parameter limit", on top of another one that says "Increase chain modifier cap (200%) when dual wielding". Any unit can technically have this sort of thing (maybe even double-handers), but Gumi that decides who actually gets it.