At 10:49, there seems to be an error: Penance's S3 cost is 20 at M3, not 30, grants Barrier HP equal to 130% max HP, not 40%, and grants ATK +400%, not 200% (as per Aceship and PRTS.wiki)- it seems like you grabbed the level 1 values instead.
Thanks for pointing out the mistake. I will make sure to reduce my editors pay by 80% as punishment. I will make sure that he will not make this mistake again.
@@coscoteruel1162 In my opinion he is. His S3 charges fast and it one shots a lot of tanky enemies if you know how to time his charges. And his S2 is fun to use, the enemies are sucked in from all directions. His S2 is a great addition to the bully squad.
@@cafe_com_canela in my childhood a ginger killed my father, beat me at COD and cut me in line at a Wendy's, since then I have sworn revenge upon their kind, anime or otherwise 😡😡
Weeee, you uploaded! I've been getting addicted to your analysis videos ever since I came back to this game during the "Invitation to Wine" event. Really like how you give useful information in a monotone-like voice. Glad your exams are over, mine are coming up next week haha. Keep up the great work!
I actually started the game a couple weeks prior to invitation to wine (still got Ling dw lol) and Yii’s amazing videos continue to fuel my addiction (:
Mylnar: SilverAsh x Tequila fusion Stainless: *Engineer gaming* Texas Omertosa: Fast redeploy Surtr Penance: RIP Mudrock solo runs Out of all the 6 stars, i want to get Stainless. Those sentries look cool
Penance is good for mobs that can deal fast damage Mudrock is great for mobs or even bosses that deal slow damage Why? Penance's shield scale on her attacks and not being able to have that clocked in before the heavy damage hits will most likely one shot her Mudrock on the other hand is great at that because regardless of how much damage as long as her shield is up, she will block 100% of its damage. BUT, she isn't good against enemies with fast attacks because her shield regen will be overwhelmed making her vulnerable and it also doesn't help that she is actually squishier compared to most defenders making her die quickly in the process. In short, they are similar but are different. Use either-or in certain specifications. Now that you read this long ass paragraph, please sponsor my Penance 😢
What makes Texas the Omertosa broken is mainly the fact that she is like an indefinitely reusable bandage that you can just slap on a wound, wait for it to heal, take it off, and it's ready for another wound to be patched. Comparing her with someone like Surtr is close to pointless as they clearly ace in very different, if not barely similar situations. Personal tips though, the Crimson and Solitaire Integrated Strategies gamemode rewards you with a set of 4 Royal Specialist token that can let you iterate a 6-star Specialist's Potential level. I believe the Sanctuary in Contingency Contract mode also lets you to exchange another set of said tokens for ~2,000 whatever-the-hell-was-the-currency units, making it an easy Potential 3 Texas the Omertosa for free, assuming you only pulled for one Texalter
I think you can absolutely compare Surtr S3 and Texas S2 if you are fighting a single opponent. They do the same thing with similar numbers, but then they branch off to fill different niches so they don't powercreep eachother. S3 is where Texas is too different to be compared with Surtr, CC is something very valuable that Surtr is not even trying to do. You can take them both with you, or switch them for each other depending on what you need in a stage.
@@JoaoVictor-fq6hz i hope so, considering i already collected the 8 6* specialist tokens mentioned by the op and am also farming all orundum i can for texas, it would be cool to have 3 guaranteed potencials for her.
True Golden Schwing, Wonky Mechanic, Actually Broken, and Barriers for Days. (and then after all THAT comes a Harmacist Flambe and - inevitably - Nian #4.) Cripes, so many upcoming operators to get. And we're still waiting for Crocodile Sundowner too. @_@
All I can say is I'm very VERY happy one of my daddy trifecta faves, Mlynar, is super good. [Lee is very fun to use, but more gimmicky and not really for boss killing, while Hellagur.... I pray the sanctuary in his module will help :')))))]. I can't wait for his banner to drop so I can full POT lvl 90m9 him like my Hellagur and Lee!!! ^ ^ Also what you described about SA I prefer Mlynar to hold and cuddle me and sing me to sleep with his deep beautiful Kiritsugu voice uwuwuwuwu. Anyways great analysis as always Yii!! I really am excited for Dorothy and Penance as well!! Penance design is very interesting and Dorothy same archetype as one of my best girl, Robin so auto interest aha,,, Stainless is another interesting male supporter op that is quite strong added to my male op run collection so the future is look quite nice!! Alongside voiced Passenger live2D skin and Lee live2D skin its time for our men to shine!!
Probably good for Eunectes horrible "Block only" Sp gain as well. To this day, I wish it was defensive recovery instead to get the Chen / Blemishine buff.
I feel like Stainless hasn't been explored fully yet. He's easily one of the most interesting addition in recent months. I will try to get him because i like Ops who can do something no others can
during this video I was installing alicia online ( again) and around half this video I hearda fucking horse NEEEEEEIGH and burst out laughing. Might seem irrelevant but paired with this video, it might made day. thank you.
Funny story, Pozy is also cracked, and Gavialter S2 lines up almost perfectly with Mlynar S3, having almost 0 downtime. Those 2 together are basically a god tier combo according to CN players.
Arknights math question -- does anyone know if a flat percentage point debuff like Tex Alter's S2 can put enemy res into the negatives? Because if it can that can to some nutty stuff, there's a similar think in Xenoblade 3 that comes to mind.
ASPD is how fast they attack with operators having 100 ASPD normally, so higher is faster. Attack Interval is the time between two attacks, so higher is slower.
He’s weird yeah, it really depends on your strategy and there’s no overall judgement that’s easy to make. The closest thing you could say is he’s a side grade to how you normally play, and opens up a lot of jank strategies while promoting certain underused ops (or making something like Exu S3 still deal with Armour).
@@kiuhh1118 pretty sure there are characters in arknights that are pot gated. In some instances, bagpipe and exuisia are much better with several pots. Saileach would be another example due to most flagbearer vanguards having max pot. Like take a look at Lumen and Gladiia. Most of the runs you see in videos are them being at full pot.
@@Zliarx Lumen and Gladiia pots are free, there’s minimal difference for them but if you can get pots then why not lol. Either way though, Taxes is still broken at pot 1 indeed. It’s just the typical effect of FRDs benefiting more from pots than most other units.
who else when equipped with S1 and in the Rainbow 6 Siege event and paired with an AoE caster can generate you so many DP nobody that's who it's called Rainbow *Siege* for a reason
You didn't mention it in his section, but since Stainless's turrects are targeted like enemies, they allow OPs with offensive recovery to build up their skills on them. Some other fun uses of the turrets are using them to extend the range of ranged or splash casters by deploying them at the edge of the OP's range near enemies. You can also slap them in front of units with short range to give them a way to hit enemies before they come into the OP's actual range.
"but since Stainless's turrects are targeted like enemies, they allow OPs with offensive recovery to build up their skills on them." honestly that seems like the single best part of his entire kit
@@sure-peaks3442 Their healing is based on damage dealt, so if the turrets take 0 damage, I presume no healing gets done, no? However, they cna be used to make Folinic heal someone adyacent to the turrets
One Minor Correction Stainless 's S3 Device does not lost HP when being hit by Operator. It lose HP on its own Skill Activation(the turret fire). also Penance's Shield is based on current Max hp, and it have same insane fun synergy with Aak S2
I'm surprised you didn't mention the insane stat pool Penance gets, with almost as much arts damage on reflect as Mostima S3M3 Lvl90, or as much physical on hit with her S3M3 as Raid Boss Skadi with the feesh squad, and uh ya know, 1.5x more HP then raid boss skadi's absurd 12k- I've actually ran the numbers at absolute max it's uh...18,680. Which with her instead 50% and the extra 130% from her s3m3, she basically starts with 13,034 HP of which has arts reflect for upwards of nearly 9k of it. :) I am not joking. It's...insane. Like, it's actually unhinged.
Yeah, Penance is basically a Roadblock you can level up yourself, and that's before the reflect. Her S2, as an added bonus, turns her area into Heat Tiles.
After trying all these ops on CN, I can confirm that penance is just disgustingly broken. She's so good that I feel bad using her. She just won't die, can tank patriot like if he was a toddler.
I've only just now noticed that you compared Penances barrier to ng/shining when it's more like Gravels s2 but without the pesky Decay over time. Still, Penance seems like a fun operator to mess with
Definitely saving my pulls for Texalter. Even if she wasn't one of my girls, the fact she's a fast redeploy with those S2 and S3 makes her a must have.
Oh yeah, I'm not gonna "save for her" in a literal sense since there are many operators to get that are super powerful and fun that I will pull for. But since I am usually quite efficient with pulls I can basically guarantee that I will have 300 pulls for the worst case scenario with Texalter.
I'm a bit late i know but i only just got around to watching this video now since i'm dealing with exams and assignments This is only gonna be about ironman (stainless) as i don't really care about the other operators mentioned in the video, everyone knows too much about them already and I wouldn't be adding much, if anything at all. I'll also try to go in the same order you went through them so it's easier (?) to follow Starting off with his talent 2 that refunds devices, it's actually not good for the most part as the condition requires you to have the devices placed around ironman himself, something you won't generally do outside of his s3 sometimes because : 1) he can attack it himself helping in proccing its skill, ironman also gets atkspd when activating his skill which means he does the same thing faster (leaving the atk increase aside for now as it's not relevant to talent 2) 2) he can also heal it 2.5) even when he doesn't heal it, it's very hard for him to actually run out of turrets unless you're CONSTANTLY redeploying his turrets for repositioning or changing where they're shooting at and you still barely run out of turrets to throw down, as can be seen in Ringo's 4 op SV-EX-8 summonerless run now how often is a turret going to die or get retreated within the 8 tiles around him? very very very very rarely. as i stated above the skill that will mainly have him place his devices next to him is s3 and that's basically never gonna die, both s1 and s2 devices are placed on other operators and having him placed diagonal to the operator he's buffing/feeding sp is kind of awkward most of the time. You can pretty much consider him talentless until module comes out and removes that restriction or gives him a lower chance to also refund globally (which is probably what they have in mind for him as far as that talent goes) Next up is s2, but this applies to s3 as well, his devices actually, just like operators, have their own skill, trait and talent, which can ONLY be seen when you deploy them, so yes you are right in that the game doesn't tell you about them in his skill description, but also wrong in implying that the game doesn't tell you about them, it does but it takes extra steps to find them ( j̶u̶s̶t̶ ̶l̶i̶k̶e̶ ̶h̶o̶w̶ ̶y̶o̶u̶ ̶c̶a̶n̶'̶t̶ ̶t̶e̶l̶l̶ ̶t̶h̶e̶ ̶s̶t̶a̶t̶s̶/̶s̶k̶i̶l̶l̶s̶/̶t̶r̶a̶i̶t̶s̶/̶t̶a̶l̶e̶n̶t̶s̶ ̶o̶f̶ ̶s̶u̶m̶m̶o̶n̶s̶ ̶d̶i̶r̶e̶c̶t̶l̶y̶ ̶f̶r̶o̶m̶ ̶t̶h̶e̶ ̶o̶p̶e̶r̶a̶t̶o̶r̶ ̶d̶e̶t̶a̶i̶l̶s̶ ̶i̶n̶ ̶g̶a̶m̶e̶ ̶w̶i̶t̶h̶o̶u̶t̶ ̶a̶c̶t̶u̶a̶l̶l̶y̶ ̶s̶e̶l̶e̶c̶t̶i̶n̶g̶/̶d̶e̶p̶l̶o̶y̶i̶n̶g̶ ̶t̶h̶e̶m̶ ̶i̶n̶ ̶b̶a̶t̶t̶l̶e̶ ) actually scratch that except for the stats part, this only applies to ling s3, all the others just have the same things that the operator's skill mentions also in their skill/trait lets take our favourite operator the blue lobster and her dragons, the s3 dragon [Thunderer] has the passive skill: To Remain Oneself (not to be confused with lobster's similarly named active skill which is what you get from looking at her skill description in game base form: deals phys dmg higher form: significantly strengthened, deals arts dmg and takes up 2 deployment slots. when retreated or defeated, returns 2 deployment slots and the trait: Attacks all blocked enemies (the game doesn't actually mention this part anywhere in her kit) Now lets go back to ironman... ironman s1 description doesn't mention but indirectly implies that his devices have no duration, if you tap on his device in battle, switch to talent tab, it will mention at the very end of that line that it does indeed have no duration. ironman s2 description mentions how much sp it gives as well as the intervals for both the passive and active effects, both of which are also mentioned between the device's skill and talent respectively, as for the hp loss %, it is mentioned at the end of the device's talent "loses 0.4% max hp per second, unlimited duration" now why that isn't mentioned directly in the skill description i don't know, it wouldn't take much space, unlike s3 which i go over next. ironman s3 description mentions that the devices can be attacked by allies but don't take damage and that it deals phys splash damage as well as that it loses hp without mentioning values. Instead of you once again go into battle and click on a turret you get the following 3 tabs: s3 turret skill: defensive recovery, automatic when the skill is activated, it loses 2.5% max hp, deals 300% of ironman's attack as physical damage to a single target, the surrounding enemies take 150% of ironman's attack as physical damage s3 turret trait: can be attacked by our units but not harmed, when attacked by artificers, restore 1% max hp s3 turret talent: reduces the physical damage received by the operator behind it by 20% (something you actually missed in the video) and of course we got the sp bar with the icon of the skill all of this is directly from the game (and translated) just like any other operator but s3 desc is too much stuff to fit into a skill description (unlike every other summoner except ling s3, windflit and probably roberta, didn't check her, etc) people just don't know about those things because 1) they don't bother clicking those tabs 2) they only check aceship and not prts, the latter of which has all this info available while the former doesn't. I'm gonna assume you thought the game doesn't tell you about the values and the "hidden" trait because you asked people that also don't know which is fair. I don't understand why you call all the turret stuff jank when it all functions as intended (put spalter aside idk why she's incapable of charging them, she's the one being jank here) the turrets damage is also not based on the turret's stats so idk why you wanna buff them with either aak or warfarin, you already buff both turrets by buffing ironman himself since everything is based on his own attack (300% direct and 150% splash) if anything thank god they cannot target them Anyway lets go into actual skill usage now, as you can clearly see from arkrec since that's your preferred method of looking at operators, ironman is in a total of 34 clears, s1 is used twice, once in BI-EX-8 E1Lv1 and the other in NL-S-1 E0Max clears, s2 is used once in H11-1 E1Lv1, which leaves 31 out of 34 clears using s3 between a bunch of Supporterknights and Summonerless clears, as well as a single MaNknights (anni3) and a Catknights (CC daily) clear. If anything this should say how much easier to use and more flexible s3 is, to put it simply the turrets are extra dps to go along with all your other aoe/dot effects, it can also act as range extension for some operators where you normally would be unable to reach, it also works really well with offensive recovery skill, a better battery than s2 for those skills (given they have a relatively fast atkspd) specifically in a lot of scenarios and even gives them something to attack during downtime where they'd normally be waiting for the next mob to come. there's more s3 tech and this is honestly getting quite long, i leave that to whoever makes a proper ironman guide/review in the future. Also i don't mention s1 or s2 usage because even i still struggle to properly use them, they're the most basic and straightforward effects yet they're not as easy to use as s3 the more "complicated" skill. In fact there's this one time where i used ironman s1 to buff mlynar on the first daily of cc#11 (BI map) and it worked, killed the UFO relatively fast within a single rotation and dealt with everything else no problem, few hours later i optimized it from lumen3 ely1 ironman1 munten2 mlynar3 phantom2 (6 ops) to munten2 mlynar3 gnosus3 phantom2 (4 ops) it really isn't that easy to use such a straightforward skill - with usage as simple as place devices on your dps operator, pop ironman skill when you want a big target dead now - when trying to optimize stuff, which is also what imo is reflected by his arkrec records. Honestly ironman is an artificer's wet dream, he is actually THE supporter of the supporter class, he doesn't shine at all on his own but if used right within a team comp, he both supports the other operators and they support him, it goes both ways (this is even more apparent with his s3 which basically doesn't function without both sides), as all artificers should be
Texas is one of that operators that has such good skills that it is actually worth M6ing her. Her S2 is like having a single target Surtr fast redeploy, I do feel like Surtr is way better at fighting bosses and obviously better at fighting multiple opponents, but the niche of being a fast redeploy gives her some usage over Surtr for sure. The fact that her res ignore is not personal but a debuff applied to the enemy also helps a lot, this means she also has a support niche helping your other arts DPS deal even more damage. Good stuff. Personally I feel like her S3 is her bread and butter though. Pretty good damage with really nice CC works very well. This skill is not trying to compete as much with all the other arts damage sources like Surtr which is why I think this skill is less niche, it is also more reliable than Phantom S3 if the enemies do not have stun immunity, because there is no RNG between 3 different forms of CC. Both of these skills are incredible, it is not common for an operator to genuinely be worth M6 imo, Texas is.
there are quite a few operators worth M6ing if you want different use cases for certain characters, Texas is just.. probably the strongest operator in the game at the moment lol
Texas alter S3 could target and stun flying and hovering enemies, making her pretty good for IS3 since there are annoying hovering fish all over the place. You can just stun and wait them creeping into the holes by themselves
I still cannot believe Texas Alter and Penance are going to be on the same banner. Saving up literally every single pull until then, probably only with an exception to round up the free pulls on Gavial Alter's banner to one 6* ^^
Pozyomka and Mlynar are also super busted. I definitely would not be able to refrain from pulling them. I could skip Stainless though. Well I am not really in the risk of missing out on any of them regardless.
I will say. Omertosa banner is probably the highest value banner in the game, even factoring in Lingnights cheese, on account of having two top tier 6* and even off rate chances of Skadance. But Gavialter and Mlynar banners are certainly still worth at least "one each" for Gavial and "one pity" on Mlynar.
Just remember that Mylnar s3 deal physical damage and only (15%+12%) deal true damage if his atk hit enemy, means his talent wont' trigger if enemy dodge his atk. I remember seeing a video where Mylnar deal no damage to predator
@@asimovvomisa4040 If he is Kazimerz operator then it also applies to him as well. Just like how spalter also gets max hp from her own talent, it will apply to himself as well. spalter talent : "All abyssal hunters gain %20 max hp"
@@FVMCRAFT No, they're correct. They're specifically pointing out that the 15% + 12% number OP gave is incorrect, as that 15% from his 2nd talent comes from kazimierz operators being hit, not kazimierz ops hitting enemies.
@@mct_3551 Oh I see then it wont give that bonus. I didnt check much and from what I understood it was attacking enemy, if it is getting hit then its different case.
Penance shield can be compared with gravel s2 but without losing HP, the game also have the same shield bar for both Penance and Gravel s2 Also stainless S2 is so good with Penance s3 to get charged and be basically invulnerable during all the stage
If I have 49 pulls rn and am f2p, will I be able to get 300 pulls before Texalter banner? I have a lot of uncleared campaign levels and cms (didn't go past 7-9 cause i'm farming alot) + 2-4 ex levels in every sidestory. I would buy a monthly card but can't make purchases in my country, that shit sucks. Maybe I need to farm 1-7 after all, never farmed it before. About gold certificates for 38 pulls, I'd rather save em for a good 6* because that's a guarantee.
I love the chibi art you always use in the thumbnails. Do you upload those pictures anywhere? Would love to have those in my pocket. Maybe use some of them as reaction images.
Not really. Liberators have fair downsides to drawback their damage. Unfortunately, in the case of mlynar, his dmg is so fucking high that it doesn't matter.
Mlynar looks really fun to play with + good in is3 but it's right after limited banner, dunno if skip or try to pull 1 6* then stop and hope it's gavial
It probably would have been good to mention Texalter s1, while certainly not her main skill it's one of a few good sources of silence, which while rarely useful is very, very good when it is Also Stainless S1 is more used than s2 so it's odd to not even passingly cover it
Waai Fu's second skill should probably be enough with 7 seconds of AOE silence at a cheaper DP cost, unless you do not have Waai Fu, really need that damage or the 8-16 s (10-20 s at M3) silence.
@@FelisImpurrator The only reason I'm considering Waai Fu is mainly because she is not a 6* limited operator that is not available in recruitment and she has a _good gold base skill,_ while the other reasons I've mentioned before make her S2 the better option in most cases. That and Taxes S1 should naturally be overshadowed by her stronger skills, since stunning non-stun-immune enemies with S3 for crowd control for attack canceling or just killing them with either S2 or S3 is way better than silence for most situations I can think of, while Lappland, Jaye S1, Waai Fu S2, Podenco S2 and Corroserum S2 are the non 6-star alternatives that already exist and people probably already have.