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Arknights

2017.11.09 16:44 CloudiDust Arknights

The subreddit for Arknights - A tower defense mobile game by Hypergryph.
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2020.01.28 14:23 stmack Arknights Doctor School

A place to discuss strategies, guides, advice, theorycrafting for the mobile game Arknights by Hypergryph
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2023.06.08 05:02 wewechoo Patch Notes: Hortus de Escapismo

(All skills assuming at SL7. Gacha units assumed to be at Pot 1. Welfare unit assumed to be at Pot 6.. All units are assumed to be at E2 MAX and 100% Trust)

Insider - 5* Sniper [Marksman] (Welfare)

Stats (with 100% Trust): 1440 HP // 620 ATK // 178 DEF // 0 RES
Cost: 10 12
Trait: Attacks aerial enemies first
Talent: After being deployed for 20 seconds, the ammo limit for Insider's skills is increased by 3, and the ammo limit for another random [Laterano] Operator is increased by 1
Skill 1 [Attack Recovery/Automatic Activation]: Attacks deal 200% (M3 - 230%) Physical Damage
Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill)
  • [0 Initial SP 13 (M3 - 12) SP Cost]
Skill 2 [Per Second/Manual Activation]: ATK increases by 100% (M3 - 130%) and Attack Interval is shortened by 0.3 seconds. Prioritizes attacking ranged enemies and is less likely to be targeted by enemies
Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill)
  • [10 (M3 - 14) Initial SP 20 SP Cost]
Base Skill 1: When this Operator is assigned to the HR Office, increases HR contacting speed by +30%, and increases Clue collection speed in the Reception Room by +5% for each additional Recruitment slot (does not count default slots).
Base Skill 2: When this Operator is assigned to a Dormitory, restores +0.4 Morale per hour to another Operator assigned to that Dormitory whose Morale is not full (Only the strongest effect of this type takes place); furthermore, self Morale recovered per hour +0.4

Spuria - 5* Specialist [Geek]

Stats (with 100% Trust): 2093 HP // 707 ATK // 138 DEF // 10 RES
Cost: 10 12
Trait: Continually loses HP over time
Talent: Spuria has a 70% chance of triggering one of the following effects per attack:
  • This attack deals damage twice
  • Stuns the target for 1 second
  • This attack ignores 80% of the target's DEF
Skill 1 [Passive]: After deployment, increases ASPD by 70 (M3 - 100)
  • [18 (M3 - 24) Seconds]
Skill 2 [Per Second/Manual Activation]: When skill is activated, Increases ATK by 20% (M3 - 30%) and ASPD by 25 (M3 - 40) for herself and one Sniper operator in front of her. Spuria and the Sniper operator has a 25% (M3 - 20%) chance of inflicting Stun for 2 (M3 - 1.8) seconds to self when attacking
  • [27 (M3 - 30) Initial SP 46 (M3 - 40) SP Cost 20 Seconds]
Base Skill 1: When this Operator is assigned to a Power Plant, increases the drone recovery rate by +10% (E2 - 15%) in the first hour and thereafter +1% per hour, up to 15% (E2 - 20%)
Base Skill 2: When this Operator is assigned to a Power Plant, reduces the Morale consumed each hour by -0.3

Executor the Ex Foedere - 6* Guard [Reaper]

Stats: 2491 HP // 777 ATK // 491 DEF // 0 RES
Cost: 20 21 23
Trait: Cannot be healed by allies; Attacks deal AoE damage; Recovers HP for every enemy hit during attacks, up to Block Count
Talent 1: Attacks have a 20% (Pot 5 - 23%) chance to hit an additional time. Each ammo consumed within the skill's duration will increase this chance by 5%, and this bonus is reset after the skill ends
Talent 2: For each [Laterano] operator on the field, increases ammo limit for ammo-based skills for self by 1 (can be stacked up to 4 times)
Skill 1 [Attack Recovery/Automatic Activation]: Attack Range expands, ATK increases by 30% (M3 - 50%), and attacks ignore 280 (M3 - 400) DEF
Skill activation grants 8 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
  • [0 Initial SP 8 SP Cost]
Skill 2 [Attack Recovery/Manual Activation]: ATK and DEF increases by 60% (M3 - 80%), Block +1; when targeted by melee attacks, there is a 30% (M3 - 40%) chance to dodge the attack and replenish 1 ammo
Skill activation grants 12 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
  • [6 Initial SP 15 (M3 - 12) SP Cost]
Skill 3 [Attack Recovery/Manual Activation]: Attack Interval increases by 0.5 seconds, Attack Range expands, ATK increases by 150% (M3 - 180%); for each ammo consumed, ATK increases by 5% (M3 - 6%) (can be stacked up to 30 times) and healing from Trait is increased to 2x (M3 - 3x). When the skill ends, deals 200% (M3 - 250%) Physical Damage to enemies that have been hit with the skill
Skill activation grants 16 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
  • [12 Initial SP 30 (M3 - 24) SP Cost]
Base Skill 1: When this Operator is assigned to a Factory, Battle Record formula related productivity +20% (E2 - 30%)
Base Skill 2: When this Operator is assigned to a Factory and producing Battle Records, capacity limit +4

Update Contents:

[Content]
[Operators’ Records] is updated for the following operators:
  • Executor
  • Insider
  • Enforcer
  • Leizi
[Paradox Simulation] is updated for the following operators:
  • Executor
  • Enforcer
  • Leizi
[Exclusive Module] is updated for the following operators:
For Talent Upgrades, numbers are taken at Elite 2 Potential 1 unless otherwise stated. Bolded indicate the change for that current module stage
Operator Stage Stat Buff Special Buff
Stainless 1 ATK +25, DEF +25, ASPD +5 Trait Upgrade: Blocks 2 enemies; Can use in battles. Can carry +1 and Devices' deployment cost is reduced (S1 -1, S2 -1, S3 -4)
2 ATK +35, DEF +35, ASPD +5 Talent Upgrade: When a device is within the 8 tiles surrounding Stainless, SP recovery increased by +0.1/s. When these devices are destroyed, he has a 70% -> 80% chance to recycle a device.
3 ATK +45, DEF +45, ASPD +5 Talent Upgrade: When a device is within the 8 tiles surrounding Stainless, SP recovery increased by +0.1/s -> +0.2/s . When these devices are destroyed, he has an 80% -> 90% chance to recycle a device.
Windflit 1 HP +140, ATK +30 Trait Upgrade: Blocks 2 enemies; Can use in battles. Can carry +1 and Devices' deployment cost is reduced (Device cost -2)
2 HP +220, ATK +40 Talent Upgrade: Carries 3 Reliable Batteries that only take effect on Casters and Supporters (max 2 deployed at once). Equipped units gain +15% -> +18% ATK (lasts 30 seconds)
3 HP +300, ATK +48 Talent Upgrade: Carries 3 Reliable Batteries that only take effect on Casters and Supporters (max 2 deployed at once). Equipped units gain +18% -> +20% ATK (lasts 30 seconds)
Roberta (Pot 6) 1 HP +150, DEF +28 Trait Upgrade: Blocks 2 enemies; Can use in battles. Can carry +1 and Devices' deployment cost is reduced (Device cost -2)
2 HP +200, DEF +38 Talent Upgrade: Carries 3 Modelers (max 3 deployed at once). Modelers grant +33% -> +39% DEF and 2 Shield to the melee allied unit ahead (lasts for 25 seconds, DEF increase does not stack)
3 HP +250, DEF +46 Talent Upgrade: Carries 3 Modelers (max 3 deployed at once). Modelers grant +39% -> +43% DEF and 2 Shield to the melee allied unit ahead (lasts for 25 seconds, DEF increase does not stack)
Aak 1 HP +135, ATK +37 Trait Upgrade: Continually loses HP over time. When HP is above 80%, increases SP recovery by +0.25/s
2 HP +190, ATK +47 Talent Upgrade: Each attack will randomly trigger one of the following effects: Restores own HP by 15% -> 18%, that attack deals 150% -> 160% damage, Slow the enemy for 1.4s -> 1.5s, or Stun the enemy for 1s -> 1.1s. There is a 20% chance to trigger all the above effects simultaneously.
3 HP +240, ATK +57 Talent Upgrade: Each attack will randomly trigger one of the following effects: Restores own HP by 18% -> 20%, that attack deals 160% -> 165% damage, Slow the enemy for 1.5s -> 1.6s, or Stun the enemy for 1.1s -> 1.2s. There is a 20% -> 30% chance to trigger all the above effects simultaneously.
Spuria 1 ATK +25, DEF +23 Trait Upgrade: Continually loses HP over time. When HP is above 80%, increases SP recovery by +0.25/s
2 ATK +35, DEF +31 Talent Upgrade: Spuria has a chance of triggering one of the following effects per attack: This attack deals damage twice, Stuns the target for 1 second, This attack ignores 80% of the target's DEF; Increases ATK for the current attack to 110% if Talent is triggered
3 ATK +40, DEF +38 Talent Upgrade: Spuria has a chance of triggering one of the following effects per attack: This attack deals damage twice, Stuns the target for 1 second, This attack ignores 80% of the target's DEF; Increases ATK for the current attack to 110% -> 115% if Talent is triggered
Insider (Welfare) 1 HP +80, ATK +22 Trait Upgrade: Attacks aerial enemies first. Increases ATK to 110% when attacking aerial targets
2 HP +120, ATK +30 Talent Upgrade: After being deployed for 20 seconds, the ammo limit for Insider's skills is increased by +3 -> +4, and the ammo limit for another random [Laterano] Operator is increased by 1
3 HP +160, ATK +38 Talent Upgrade: After being deployed for 20 seconds, the ammo limit for Insider's skills is increased by +4 -> +5, and the ammo limit for another random [Laterano] Operator is increased by 1
Blemishine (Module 2) 1 HP +230, ATK +53 Trait Upgrade: Can heal allies by using skill(s). When healing allied units with less than 50% HP, increases heal amount by 15%
2 HP +350, ATK +60 Talent Upgrade: Blemishine can attack and will prioritize Sleep enemies; Increase ATK by 140% -> 150% when attacking Sleep enemies; Upon deployment, inflicts Sleep for 5s on all ground enemies on the tile that she is deployed on
3 HP +460, ATK +69 Talent Upgrade: Blemishine can attack and will prioritize Sleep enemies; Increase ATK by 150% -> 160% when attacking Sleep enemies; Upon deployment, inflicts Sleep for 5s -> 8s on all ground enemies on the tile that she is deployed on
Flametail (Module 2) 1 ATK +44, DEF +30 Trait Upgrade: Blocks 2 enemies. Gains +8% ATK and DEF while blocking enemies
2 ATK +58, DEF +40 Talent Upgrade: When deployed, all 'Kazimierz' Operators gain 22% -> 27% Physical Dodge, and gains 2 DP when deploying other 'Kazimierz' Operators
3 ATK +70, DEF +48 Talent Upgrade: When deployed, all 'Kazimierz' Operators gain 27% -> 30% Physical Dodge, and gains 2 -> 3 DP when deploying other 'Kazimierz' Operators
◆ Chinese voiceover is updated for certain operators:
  • Executor the Ex Foedere
  • Spuria
  • Insider
◆ English voiceover is updated for certain operators:
  • W
  • Texas the Omertosa
  • Penance
  • Vigil
  • Ifrit
  • Mayer
  • Windflit
  • Lunacub
  • Projekt Red
  • Lappland
  • Mousse
  • Haze
  • Cuora
  • Dur-nar
  • Midnight
  • Spot
  • Vanilla
  • Catapult
◆ Korean voiceover is updated for certain operators (not listing out)
◆ Data preload of new [Kernal Locating] begin from 04:00 June 15th
◆ Data preload of new [Standard Headhunting] & [Gold Cert Shop] begin from 04:00, June 15th
◆ Optimization of [Enemy Archive]. For more information, please refer to this post
[Combat]
◆ Fixed an issue where Ambriel's spine animation would behave abnormally under certain circumstances
◆ Fixed an issue in Chapter 12 (All Quiet Under The Thunder) where there are issues with identifying the identity of [Norbert Citizen] under certain circumstances
[Others]
◆ Fixed an issue where arranging the furniture [Boxing Gym Scoreboard] would result in abnormal overlapping under certain circumstances
◆ Optimized certain in-game screens
◆ Optimized and corrected some text
◆ Corrected errors in certain operator's voices
[Skins]
Credits: PRTS, Reddit1rules, Boelthor, MJYW, Windgesang_
submitted by wewechoo to arknights [link] [comments]


2023.06.04 13:03 Shad0wedge [Operator Discussion] Penance

Penance [★★★★★★]
In my many years as a judge, I've only handed down a few verdicts I could feel good about. I still remember the look on those two kids' faces when I broke up their little scuffle and told the aggressor to apologize. What, why are you laughing? Even the greatest justice must start from somewhere small.
Former Siracusan judge who became acquainted with Rhodes Island through Operator Texas. Currently works in the Logistics Department and serves as legal counsel for Rhodes Island.

Operator Information

  • Class: Defender (Juggernaut)
  • Tags: Survival, DPS
  • Artist: IRIS_呓
Voice Actor:
JP: Sayaka Ohara
CN: Shao Minjia
EN: Allegra Clark
KR: Bi Ju-eon
IT: Annalisa Longo

Stats

HP ATK DEF Arts Resistance Redeploy Time DP Cost Block Attack Interval
4055 876 616 10 70 36 3 1.6s
*Stats at max Promotion and Level, excludes bonuses from Potential and Trust.
Potential Bonus
1 -
2 Deployment Cost -1
3 Improves First Talent
4 Attack Power +28
5 Improves Second Talent
6 Deployment Cost -1
Trust bonus
Maximum HP+600
Attack Power +40
Traits
Cannot be healed by allies
Skill Name Skill Uptime Details (Initial/Cost/Uptime) SP Charge Type Skill Activation Skill Description
Last Word 0 SP / 3 SP / - Per Second Auto Trigger The next attack deals an additional instance of Arts damage equal to 200% ATK; Charged effect: The next attack deals 200% damage and Stuns the target for 5 seconds
Stoic Atonement 20 SP / 30 SP / 20s Per Second Manual Trigger Stops attacking and gains 60% Shelter; deals 140% Arts damage to all nearby Ground enemies every second; While this skill is active, increases the Barrier effect of Talent 1 by 100%
Trial of Thorns 0 SP / 20 SP / 30s Getting Hit Manual Trigger Immediately gains a Barrier equal to 130% Max HP; Attack Interval increases, ATK +400%, and makes enemies more likely to attack this unit
*Skills at Mastery 3.

Talent

Talent name Talent Description
Guardian of the Law After deployment, immediately gains a Barrier equal to 55% (+5%) Max HP; When defeating an enemy, gains a Barrier equal to 10% Max HP (Cannot exceed 300% Max HP)
Wreathed in Thorns Each time this unit is attacked while under the effect of her own Barrier, deals 53% (+3%) ATK as Arts damage to the attacker

Additional Resources

In-depth information regarding all values above (at different levels), skill/attack range, and more:
GP Arknights Wiki
Arknights Toolbox (aceship)
Fandom Arknights Wiki

Topic Starters

  • Strengths/Weaknesses?
  • Is their module worth it? Which branch?
  • How does this operator compare to other operators in their archetype or role?
  • How do you fit this operator into a team? Who do they synergize with?
  • Which skill(s) should be focused for mastery, and in what order?
  • When is the best time to use this operator's skills during combat?
  • Should promoting this operator to Elite 2 be a priority?
  • Should new / F2P players aim for this operator? Are there more accessible alternatives?
  • Lore discussion (please tag spoilers where appropriate)

Other Operator Discussion threads

List of Operator Discussion threads
submitted by Shad0wedge to arknights [link] [comments]


2023.06.02 02:16 Boelthor "Even the greatest justice must start from somewhere small." (Penance Guide)

Penance is a 6* DPS Defender, and on top of that she's the 6* equivalent of one of my longtime favorite operators so I'm contractually obligated to write a guide for her. And she's also an operator who demands that you use her in a certain way; while doing so isn't difficult it can trip you up if you aren't conscious of this, so a guide will hopefully make it easy to avoid those pitfalls.

Basic Information

Penance is a 6* Juggernaut Defender, but the operator she's most similar to is Estelle--both of them are self-sufficient operators that actively profit from having more enemies. In fact, Penance's signature Barrier mechanic provides so much self-sustain that she can often go through an entire stage without losing even a single HP. As for her offense, she's the first operator to make good general use of recoil damage, and her direct damage output is nothing to scoff at either.

Offensive Stats

Penance has high Attack, a 1.6 second attack interval, okay dps, and a standard 1x2 range. Most of Penance's offense comes from her talents and skills, but high Attack means her basic attacks don't have many problems with armor.

Defensive Stats

Penance has extremely high HP, high Defense, 10 Res, and 3 block. When she was released Penance had the highest base HP of any operator, and her overall bulk is among the highest in the game.

Cost and Trust

Penance costs a massive 36 DP, making her the most expensive operator in the game alongside Mudrock. Her trust bonus is more offensive compared to her predecessor, giving her 600 HP and 40 Attack.

Trait: Cannot be healed by allies

Penance cannot be directly healed by anyone except for herself. Regen-based healing still works.
Penance, unlike Mudrock, has no self-healing in her kit; if she loses HP she's only getting it back via regen or redeployment. Ideally her Barrier will prevent her from losing HP in the first place so this isn't much of a downside, and she has plenty of HP to spare, but it can occasionally causes problems.

First talent: Guardian of the Law

After deployment, immediately gains a Barrier equal to 50% Max HP; When defeating an enemy, gains a Barrier equal to 10% Max HP (Cannot exceed 300% Max HP)
Effectively, Barrier is bonus HP that does not count towards the normal maximum HP, is lost before "real" HP, and can only be restored by effects that explicitly grant Barrier. It's represented graphically as a lighter blue section on the HP bar, placed between the normal blue of current HP and the empty black of missing HP.
The key to Penance's survivability, Barrier scales off of her enormous max HP to turn her into a enormous HP sponge, capping out at 13,965 Barrier for 18,620 effective HP. Generating Barrier on kills has its pros and cons; on one hand cannon fodder will only improve her bulk, on the other hand she has to worry about kill-stealing and doesn't do as well if 1v1ing elites. That said, if there's so little cannon fodder in a lane you should probably be using a Musha or some other kind of duelist, so it doesn't interfere too much with Penance's intended usage. Kill-stealing also isn't a huge issue, as Penance is built to solo lanes anyway.

Second talent: Wreathed in Thorns

Each time this unit is attacked while under the effect of her own Barrier, deals 50% Attack as Arts damage to the attacker
Previous operators with recoil damage had various shortcomings that left it as a situational thing, be it low recoil damage (that if physical struggled with Defense due to low dph), no damage outside of recoil, or low uptime. Penance, however, has none of these problems: her recoil damage is strong (and as Arts won't care about Defense), her basic attacks still do appreciable damage (and she has her skills on top of them), and her recoil damage is almost always active (denoted by the conspicuous golen aura). Since recoil activates per enemy it's effectively AoE, making handling hordes of cannon fodder and accumulating Barrier that much easier, and letting Penance focus her own attacks on bigger threats. Another advantage is that recoil damage will apply to drones as well, giving Penance potential antiair capabilities. Plus recoil has no range limitation and bypasses Invisibility, making Penance a counter to a variety of annoying enemies.

First skill: Last Word

At m3{m0} Last Word has 0 initial SP, costs 3{4} SP, recovers SP over time, can be Charged, lasts for a single attack, and is automatically activated. It causes the affected attack to deal an additional hit of Arts damage equal to 200%{180%} of Penance's Attack. Charged: The affected attack deals 200%{180%} damage (only applies to the base physical damage) and Stuns the target for 5{3} seconds.
Charged: Can continue recovering SP after reaching the maximum. When SP reaches double the maximum, enter Charged state. Skills have additional effects when activated in Charged state (All SP is consumed whenever skill is activated)
UnCharged, s1 is a simple afk skill that doesn't have much use. The Charged version, on the other hand, is a top-tier crowd control skill--if you can get Penance to cast it. The catch is that due to being auto activation, as long as an eligible target is in range while Penance has filled her first SP bar but not her second she'll cast the much weaker unCharged version. Because of this, the Charged version is normally relegated to opening engagements. The real value of the skill is in its ability to combo with skills that inflict Sleep or Levitate, which render the target invalid and lets Penance Charge her s1 for a potential infinite cc lock. But there aren't many situations where this is both feasible and useful, so s1 is just a footnote to her kit.

Second skill: Stoic Atonement

At m3{m0} Stoic Atonement has 20{14} initial SP, costs 30{34} SP, recovers SP over time, lasts 20 seconds, and is manually activated. Penance stops attacking enemies, gains 60%{50%} Sanctuary, increases Barrier gain from talent 1 by 100%{80%}, and deals 140%{110%} Arts damage to all ground enemies within a 3x3 square centered on her every second (unaffected by ASPD).
Sanctuary: Reduce Physical and Arts damage taken by the stated percentage (Does not stack, strongest effect takes precedence).
The high Sanctuary s2 provides makes Penance ludicrously bulky, acting as a x2.5 multiplier to her effective HP, and helping preserve the extra Barrier she generates during this skill. To illustrate, every kill while this skill active is worth 2,328 eHP, and if she manages to cap her Barrier she'll have a staggering 46,550 eHP! On the offensive side, the effective attack interval reduction and true AoE give it good dps for a melee Arts skill, and her recoil damage is still in effect as well. The 50s rotation is good as well, though having only 40% uptime is mildly disappointing.

Third skill: Trial of Thorns

At m3{m0} Trial of Thorns has 0 initial SP, costs 20{24} SP, recovers SP by getting hit, lasts 30 seconds, and is manually activated. Upon casting the skill Penance instantly gains Barrier equal to 130%{100%} of her max HP (caps at 300% max HP), and for the duration of the skill she gains +400%{+320%} Attack, +0.9s attack interval (giving her a 2.5s interval), and increased Taunt.
The first thing that jumps out in s3's description is the gargantuan +400% Attack, taking a max level Penance to 4,580 Attack. Even with the increased attack interval to reign in her dps somewhat, she still hits like a cannonball, tearing through armor like it's soggy tissue paper and ending the lives of weaker enemies with a single blow. But remember, her recoil damage scales off of her Attack, so with s3 up enemies attacking her are in for 2,290 Arts damage--and thanks to the Taunt, enemies will be attacking her if they have the opportunity. Trash mobs will vaporize on contact with her, and even most elites and bosses aren't getting away unscathed. S3 also generates a hefty chunk of Barrier, 6,052 HP worth at max level, offering great survivability as well.
S3's rotation deserves special attention; while I'm aware that defensive recovery is often seen as a drawback compared to auto recovery, HG seems to share that view and balances accordingly. Defrec skills typically have low SP costs compared to their power, and Penance's s3 is no exception--20 SP cost for 30s duration is amazing for average skills, let alone one this strong. But I think defrec is often an advantage, at least for block 3 units like Penance; defrec charges per enemy, and can even charge >1 SP/sec if there are enough enemies. Furthermore, defrec ties into Penance's overall kit: cannon fodders' attacks barely scratch her high Defense while giving her SP, and when they kill themselves via her recoil damage she gains more Barrier than she lost in the first place, making them pure profit.

Penance, Mudrock, and the Missing 6*

How Penance compares to Mudrock is a common question, and while I don't plan to go into much depth on the topic, I will give some info. The biggest difference, imo, is that Mudrock is more defensive while Penance is more offensive. Mudrock's damage output is mostly propped up by her AoE and her bulk allowing her to stall many enemies indefinitely; if you ever have Mudrock 1v1ing a bulky enemy you'll be waiting a long time. Penance, on the other hand, can use s3 to demolish a single enemy, but her Barrier doesn't naturally regenerate like Mudrock's Shields, and she doesn't fare nearly as well against slow but hard hits. Mudrock being easier to use is a point that gets brought up, but imo most of that is simply the difference between Mudrock s2's autoactivation and Penance s2/s3's manual activation. You do have to pay more attention when positioning Penance so she gets enough fodder and doesn't have to worry about kill-stealing, but with a 36 DP cost she's typically not getting deployed until you've gotten a general idea of what lanes will have fodder, and in exchange for not being as much of a team player Penance has a higher ceiling on her solo performance. In conclusion, the answer is simply that they're different, and both are strong enough to be worthwhile. That said, I do think that comparing Penance to Mudrock just because they're both 6* Juggernauts is approaching Penance from the wrong angle.
Let's change the subject, and talk about Arts Protectors. The first Arts Protector, Dur-nar, released ~3.5 years ago at the time this guide was written, and to my great sorrow there's still no 6\ Arts Protector (only Sentinel Protectors have gone longer with no 6*). Penance may be a Juggernaut but both s2 and her recoil provide a substantial Arts damage output, while s3's sheer dph lets her tear through Defense similar to Arts. Thus, Penance is the closest thing there is to the long awaited 6* Arts Protector. Most melee units with substantial Arts damage either only block 1 (like Arts Guards) or are squishy (like Broca); apart from Arts Protectors and Penance the only units who don't compromise on at least one of those are Lappland, the upcoming Qiubai, Ling's s3 dragons, and if we count true damage s3 Mon3tr. Even among Arts Protectors, Dur-nar is held back by 4* stats, Asbestos is an attempted jack-of-all-trades who fails at almost all of them (especially damage output), Shalem is powerful but his s2's self-damage compromises his bulk, and Czerny is a weird recoil-centric unit who seems to have forgotten that most enemies who deal Arts damage also have high Res. There's simply very little competition for Penance's role, and what competitors she does have are either clearly inferior, not tanks even if they're not squishy, or cost multiple deploy slots (and have to deal with some drawbacks due to being summons). This gives Penance a lot of value simply because there are so few viable alternatives for her role, let alone good ones.
Now, how well this section ages will been seen if and when an actual 6* Arts Protector gets released; it's entirely likely that they'd have much more dps than Penance. That said, such an event is still 7+ months away even if said 6* Arts Protector would be announced tomorrow, so Penance still has plenty of time to enjoy her near monopoly. But even when that time comes, it'll only bring her one real competitor who probably won't have as much survivability as Penance. And on top of that, Penance is still one of the few operators fulfilling an even less populated role: melee Arts dps with self-sustain. Indra and Sideroca are the only other units to completely fit the bill, though if you're willing to bend and stretch the description you could also include s2 Utage (Arts is only via her on-deploy s2), Ling's s3 dragons (can't be healed but Ling can resummon them), s3 Mon3tr (true damage), X3 Specter2 (doll has good Arts dps provided Spec2 is dying enough), and s3 X3 Gladiia (s3 has good arts dps on light enemies). And don't forget, Penance is also the premier user of recoil damage, giving her another useful role where none of her few competitors even come close to her.
In short, while Penance is a Juggernaut and a solo laneholder, don't only look at her fromt hat perspective--think of her as an Arts dps as well.

Mastery Choices

Penance masteries are pretty simple, though m3, m6, and m9 are all valid.
S3 is the easy first pick; it's her primary skill and the reduced SP cost, +80% Attack, and extra Barrier are all important.
S1 is a simple choice to make: ignore it unless you have an interest in doing infinite cc locks with it, in which case m3 is mandatory.
S2 is where things are less clear-cut. While it does overlap with s3, the two skills have their own pros and cons, and s2's masteries are important if you plan on using it.
As for my personal opinion, I think s2 is worth mastering; while I'm a major advocate for defensive recovery, s2 can be a substantial improvement to Penance's versatility. And as mentioned above, Penance is filling a surprisingly unique role; it's hard to find a substitute for her s2 on other operators, so mastering it gives you options you otherwise wouldn't have. But there's no need to rush to decide, so take your time and see how much you like using her.

Usage

I've often seen Penance regarded as hard to use, but I do not believe this to be the case. Rather, what's going on is that Penance is an operator with very pronounced strengths and weaknesses, so if used properly she'll excel, but if you try to fit a square peg into a round hole then she'll faily miserably. Her actual role is very straightforward: she's a living roadblock, capable of locking down entire lanes.

Trash Flow

The key to using Penance is simply understanding where trash mobs are going; Penance will rarely be overwhelmed by sheer numbers, so you typically just place her at the best chokepoint available. If a lane doesn't have many or any trash mobs then you simply don't use Penance and take an operator focused more on 1v1 instead, or take advantage of one of the synergies listed later to circumvent her weaknesses. Thankfully it's easy to recognize where the cannon fodder will go, since they typically are the first things to start spawning in a map. Don't be afraid to delay Penance's placement until you're sure where you should put her, as there are many other reasons to do so: at 36 DP she costs a lot to begin with, s2 has high initial SP, s3 can't precharge anyway, and having higher aggro lets her activate her recoil damage more often and get more SP for s3.

Boss Killer?

One common misuse of Penance is using her to fight bosses; while she has impressive damage and bulk, s3's total damage isn't quite enough for her to reliably 1v1 bosses, bosses tend to burn Barrier quickly, and bosses usually have multiple phases to stall out s3's duration and attack slowly so s3 will recharge slowly. While there are some exceptions like phase 2 Patriot whose DoT aura continually procs Penance's recoil damage letting her melt him easily, bosses in general play to her weaknesses. Rather, Penance's forte is in using her fast rotations to deal with elites while letting her recoil clean up trash mobs, allowing your other units to focus their attention on other matters such as the boss.

Barrier Maintenance

Another important thing to learn is how to keep Penance's Barrier up, given how key it is to her kit. You should pick this up fairly quickly if you start using here, but here are some specific pointers:

SSS

SSS is a gamemode almost tailor-made for Penance, offering lots of trash mobs that typicially funnel into 1-2 chokepoints. And with her s3 already having such high dph she doesn't need to stack Attack just to overcome Defense, giving her a lot of freedom in which buffs you stack. For example, the classic Vanguard A lets her charge even during downtime, Defender A's +1 block lets her stack up even more mobs, and Guard B provides the overall highest dps increase. Or if you want to try something silly, a full Vanguard stack will let Penance always Charge her s1 for chain Stuns and a high damage too.

Synergies

While Penance would rather other operators stay in their own lanes for the most part she does still have some synergies, and most of them are strong ones at that. If you have any of the operators listed below it's well worth considering if there's some way for you to fit them into your team when using Penance (or vice-versa).

SP Batteries

Penance's s3 has a low SP cost and high power but defensive recovery can lead to difficulty charging it, making her a great candidate for use with SP batteries. While many SP batteries don't work well with her if at all, being defensive recovery does unlcok three great ones that auto recovery can't use, and there's another great one that has special synergy with her.

Blemishine

Blemishine's talent causes defrec skills to recover 1 SP when attacking; with Penance's 1.6s interval that's an average 0.625 SP/sec, charging s3 in 32s on its own. And that's not counting the base defensive recovery SP gain, which will charge s3 even faster in practice. This is especially useful for improving s3's performance against slow-attacking but hard-hitting elites, which normally give it trouble. The drawback is that this still requires that Penance have enemies to fight, so during breaks between waves Penance is still stuck at 0 SP/sec. Even so, Blemi has a transformative effect on Penance, and Penance may well be the operator who benefits most from Blemi. And given that Blemi's plenty good on her own merits, using her to charge Penance doesn't require much sacrifice.

Stainless

Stainless s3 provides deployable turrets that can be attacked, thereby triggering Blemishine's SP battery, ensuring that Penance s3 will always have a 32s cooldown at worst. Stainless can also directly act as an SP battery with s2, but in that capacity he's not as good as Penance's other options.

Ch'en1

Ch'en1 with her X2+ module causes offrec and defrec skills to recover 1 SP every 3 seconds, an average 0.33 SP/sec, charging s3 in 60s on its own. While Ch'en1's SP battery is only around half the strength of Blemi's, it has the advantage of working regardless of whether there are enemies available, letting Penance keep charging during breaks between waves. While this isn't quite as impactful as Blemi's it's still very noticeable, and if you wanted you could always use both, as Blemi also benefits from Ch'en1's SP battery. With X3 Ch'en1 is a much more capable operator than she once was, and Il Siracusano finally allows you to use her without having to kick Ch'en2 out of the squad.

Aak

Aak s3 attacks an operator 15 times for 500 physical damage, and if the target survives both they and Aak will be buffed. Penance's Defense means Aak only does 375 total damage, and all those attacks do count towards Defensive recovery, granting Penance 15 SP near instantly (Aak is not affected by Penance's recoil damage). The buff from s3 is +50% Attack and +50 ASPD; while the former is heavily diluted by Penance s3's +400% Attack, the latter is not and provides a good damage boost, though it only lasts for two-thirds of Penance s3's duration. Aak's rotation also lines up fairly well with Penance s3, at 55s--assuming you can get the 5 extra SP from something, Penance s3 will have a consistent 25s cooldown.

Saga

Due to her talent, Saga is incapable of landing the killing blow on an enemy (except via her s2), instead putting them into the Critically Wounded state where they'll die in a single hit, granting 2 SP to whoever finished them off. This is perfect for feeding Penance Barrier, plus Saga's s3 can fund Penance's DP cost and has range extension so Saga can hide behind Penance and continue providing assitance. Edit: Luo Xiaohei also Crtically Wounds enemies rather than killing them and provides 2 SP to whoever finishes them off like Saga; however, he doesn't generate DP, costs more DP, only attacks a single target during his s2 and does less damage to that target than Saga s3. While he's inferior overall, he does have a couple advantages: as a 4* he's potentially more accessible if you were around for his collab, and as a Lord he always has the range to attack enemies while hiding behind Penance instead of only doing so during skill uptime like Saga.

Regen

Regen is the only way to heal Penance so it gets a mention here, though more so as a warning. While it may seem like regen would be extremely helpful, the reality is if Penance is taking so much damage that she'd die without regen then she's spending a long time with no Barrier and her combat performance will suffer due to her second talent being inactive. Thus, regen is a lot less useful than you may think at first glance. It's not entirely useless as it might well be what she needs to wait out s3's cooldown for the renewed Barrier, but it's rarely worth going out of your way for.

Damage Mitigation

Rather, if you want to keep Penance alive focus on preventing/reducing damage she takes, which will let her Barrier last longer and thus indirectly buff her offense along with her defense.

Rosa

Rosa is one of many operators who are less likely to steal Penance's kills, but I decided to give her some special attention due to how well her mechanics work with Penance. As a Besieger she naturally prioritizes the heaviest enemy in range, which normally means she prioritizes the enemies that are a net Barrier loss over the ones that are a net Barrier profit. Furthermore, she ignores 60% of the Defense of weight 3+ enemies and her upcoming module will ~double her dps against them; this makes her very good at taking down those elites, but even when she runs out her dps against the trash mobs will be lackluster, giving Penance the chance to kill them herself.

Ebenholz

While I haven't tested this combo personally, much like Rosa Ebenholz is geared to fight elite enemies, and thus tends to leave mobs for Penance. The catch is that his "filter" is reliant on skill uptime, and when he does attack trash mobs he tends to ohko them, making him very map-reliant to pair with Penance.

Sleep/Levitate

As mentioned earlier, combining Penance with operators that inflict these status effects can result in an infinite cc lock on an enemy, but this generally requires 3+ operators total. The most notable combo is with Erato s1 and a source of SP such as Ptilopsis's talent, which will produce an afk cc lock. This is a very low investment combo as well: Erato only needs s1r7 which can be achieved at e1 1, and Ptilopsis's e1 talent is sufficient SP generation, so only Penance needs e2 and mastery.

Base Skills

At e0 Penance's base skill is Law and Order, a Office skill. Law and Order provides +50% HR contacting speed but increases morale consumed per hour by 0.5.
At e2 Penance gains a second base skill, Fellow Travelers, a Dorm skill. Fellow Travelers restores 0.15 morale per hour to all Operators in that Dorm, and an additional 0.05 morale per hour for every recruitment slot beyond the original two. (Only the strongest stacked effect of this type takes place)
Penance has strongest Office skill even from e0, but with the drawback that she can only work a single 12 hour shift. Her e2 skill is a standard morale recovery skill, but it's a freebie on an operator who'll be spending a lot of time in the Dorms anyway. As a reminder, you shouldn't upgrade the Office so this skill should only provide 0.15 morale/hour rather than 0.25.

Closing

This guide ended up being shorter than I expected, since at the end of the day using Penance isn't all that complex if you acknowledge her limitations. Even so, if you have any questions ask away as I may have left something out unintentionally. Next up I plan to do a guide for Reed2 sometime during her banner, and maybe a miniguide/PSA on post-module Rosa since she hasn't been getting nearly enough hype. As always, here's a link to the Operator Guide Repository maintained by u/LastChancellor, also available in the subreddit's sidebar.
In case you'd like to see Penance in action for yourself, here are some videos (possible spoilers ahead). These are generally showing her performance in extreme scenarios and at max level, but they should give you an idea of what her upper limit is like.
submitted by Boelthor to arknights [link] [comments]


2023.05.31 02:41 n0ahhhhh Does anyone else completely ignore mechanics for events until EX-8?

I can't possibly be the only one that sort of cruises through most of the stages until I get to the last one (sometimes EX-7) and scratches his head because he doesn't fully understand what's going on.
I feel like a bad player because I'm not really taking the time to learn the things, but rather I throw random things until I can break through. I very much have the brute-force mentality, trying to out-heal any mechanics and what not.
I think the one event that legitimately forced me to stop that method was the Who Is Real event, where you had to keep track of the black & white tiles. Needless to say, that event messed me up pretty bad, haha.
Do you have any moments like that?
submitted by n0ahhhhh to arknights [link] [comments]


2023.05.28 13:03 Shad0wedge [Operator Discussion] Vigil

Vigil [★★★★★★]
If you want to show respect to the Siracusans, then hire a proper Siracusan chef. The next time I see any 'innovative Siracusan cuisine' out of your minions... Beh, let's just say somebody knows about your little office naps, and it'd be a shame if the beans got spilled on your beauty sleep.
The last leader of Siracusa's Bellone Family, and one of the mayoral candidates for Siracusa's Nuova Volsinii special administrative city. Through Operator Texas, he has formed a relationship with Rhodes Island on behalf of the city he represents. He excels in mid-range combat, and exhibits comparable strategy and leadership abilities across a variety of tasks.

Operator Information

  • Class: Vanguard (Tactician)
  • Tags: DP Recovery, Crowd-Control
  • Artist: hou
Voice Actor:
JP: KENN
CN: Zhang Tongming
EN: Salvatore Scarpa
KR: Lee Sangho
IT: Alessandro Pili

Stats

HP ATK DEF Arts Resistance Redeploy Time DP Cost Block Attack Interval
1755 462 154 0 70 17 1 1s
*Stats at max Promotion and Level, excludes bonuses from Potential and Trust.
Potential Bonus
1 -
2 Deployment Cost -1
3 Redeployment Cooldown -10
4 Deployment Cost -1
5 Improves Second Talent
6 Deployment Cost -1
Trust bonus
Attack Power +80
Traits
This unit can designate one Tactical Point within attack range to call Reinforcements; ATK is increased to 150% when attacking enemies blocked by Reinforcements
Skill Name Skill Uptime Details (Initial/Cost/Uptime) SP Charge Type Skill Activation Skill Description
Packleader's Call 5 SP / 21 SP / - Per Second Auto Trigger Immediately generates 7 DP and summons 1 'Wolf Shadow'
Packleader's Gift 4 SP / 5 SP / - Per Second Auto Trigger Immediately generates 2 DP and causes the Wolfpack's next attack to deal 200% damage and restore 20% of its Max HP; Generates an additional 1 DP if the Wolfpack defeats an enemy
Packleader's Dignity 10 SP / 35 SP / 15s Per Second Manual Trigger Gradually generates 12 DP over the skill duration, and causes attacks to hit 3 times; When Vigil or the Wolfpack deal damage to a unit blocked by the Wolfpack, they deal an additional 50% of Vigil's ATK as Arts damage
*Skills at Mastery 3.

Talent

Talent name Talent Description
Leader of the Wolfpack Can summon a Wolfpack initially consisting of 2 'Wolf Shadows' at the Tactical Point to assist in combat; The number of 'Wolf Shadows' increases by 1 every 25 seconds (up to a maximum of 3; each 'Wolf Shadow' increases the Wolfpack's Block by 1 and causes its attacks to deal an additional instance of damage)
Wolven Nature Vigil and the Wolfpack's attacks ignore 200 (+25) DEF when attacking enemies blocked by the Wolfpack

Additional Resources

In-depth information regarding all values above (at different levels), skill/attack range, and more:
GP Arknights Wiki
Arknights Toolbox (aceship)
Fandom Arknights Wiki

Topic Starters

  • Strengths/Weaknesses?
  • Is their module worth it? Which branch?
  • How does this operator compare to other operators in their archetype or role?
  • How do you fit this operator into a team? Who do they synergize with?
  • Which skill(s) should be focused for mastery, and in what order?
  • When is the best time to use this operator's skills during combat?
  • Should promoting this operator to Elite 2 be a priority?
  • Should new / F2P players aim for this operator? Are there more accessible alternatives?
  • Lore discussion (please tag spoilers where appropriate)

Other Operator Discussion threads

List of Operator Discussion threads
submitted by Shad0wedge to arknights [link] [comments]


2023.05.28 08:43 KiraFeh [Event Megathread] Mizuki & Caerula Arbor

Integrated Strategies: Mizuki & Caerula Arbor

Event Duration: Permanent

Event Overview

Features Introduction

New Mechanics & Collectibles

New Enemies

Ecosequence

 
GP Event Guide Official Links New Operators
General Guide Official Trailer Highmore
Remember to mark spoilers when discussing event story details! The code for spoilers is: >!spoiler text goes here!<
This is how it looks: spoiler text goes here
submitted by KiraFeh to arknights [link] [comments]


2023.05.28 08:29 KiraFeh [Event Megathread] Mizuki & Caerula Arbor

Integrated Strategies: Mizuki & Caerula Arbor

Event Duration: Permanent

Event Overview

Features Introduction

New Mechanics & Collectibles

New Enemies

Ecosequence

 
GP Event Guide Official Links New Operators
General Guide Official Trailer Highmore
Remember to mark spoilers when discussing event story details! The code for spoilers is: >!spoiler text goes here!<
This is how it looks: spoiler text goes here
submitted by KiraFeh to kamasama [link] [comments]


2023.05.23 19:16 Shad0wedge [Event Megathread] Il Siracusano

Side Story: Il Siracusano

Event Duration

Stages Duration: May 23, 2023, 10:00 (UTC-7) - June 13, 2023, 03:59 (UTC-7)
Banner Duration: May 23, 2023, 10:00 (UTC-7) - June 6, 2023, 03:59 (UTC-7)
 

Event Overview

 
 

Banner -Through A Path Of Briars

 
Skins & Furniture
Nearl the Radiant Knight - Relight
Passenger - Dream In A Moment
Rosmontis - Become Anew
Sora - Melodiosa
Honeyberry - Wildness Behind
-
EPOQUE Re-edition
-
Siracusan Retro
Siracusan Court of Justice
GP Event Guides Official Links New Operators
General Guide Official Tailer Texas the Omertosa
Farming Guide Animation PV Penance
- Event Teaser Vigil
- Texas the Omertosa Preview Qanipalaat
- Recruitment Update Lunacub
- - Quartz
Remember to mark spoilers when discussing event story details! The code for spoilers is: >!spoiler text goes here!<
This is how it looks: spoiler text goes here
submitted by Shad0wedge to arknights [link] [comments]


2023.05.23 03:14 zephyredx The best 6* Selector pick for Integrated Strategies

The best 6* Selector pick for Integrated Strategies
A new 6* Selector will be upon us tomorrow. This Selector represents an opportunity to add someone to your squad who will help you reach new horizons in events, CC, and Integrated Strategies. In this will post I will focus on Integrated Strategies and explain why Schwarz is the best pick for players who want to see more success in the roguelike. Most of the analysis will be based on IS2 but should remain relevant in IS3.

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In Global, the #1 and #2 overall strongest operators in IS2 are Schwarz and Pozëmka is some order. Who exactly is #1 is subjective, and not important for the current topic. Given that Pozy is not among the options in the Il Siracusano 6* Selector Ticket, Schwarz is the prime choice for players focused on IS.
However, an alarming proportion of players have misconceptions about Schwarz. A recent Gamepress article about the 6* Selector did not even mention Schwarz at all, even though roguelike performance is supposedly one of their three pillars for evaluating ops (GP has consistently shown negative bias when writing about Schwarz but that's a topic for another day).
Here are some facts about Schwarz:
  • Schwarz with no other 6* can clear Relicless Hard Mode without losing any life
  • Schwarz with no other 6* or 5* can clear Relicless Hard Mode without losing any life except on the final map1
  • Schwarz with no other 6*, 5*, or 4* can clear Hard Mode without losing any life
  • Schwarz is the only operator to appear in 4/4 endings for Relicless Hard Mode
Apart from Pozy, no other operator comes close in terms of ability to carry an IS2 run. Even with Pozy, replicating the above feats will not be easy. I searched through YouTube, Bilibili, and all the tryhard Discord servers I could find, and also tried to replicate these results myself with other 6*, borrowing Pot6 M9 Mod3 versions from friends, with no hint of success2. Her raw carrying power is just irreplaceable.
Now to address some common questions regarding Schwarz.
Q: Should I still get Schwarz if I already have Pozy?
A: Almost certainly yes. When you have Schwarz or Pozy in your IS2 squad, if your winrate 100%? If so, either you are a god at IS2, or you are lying. If not, then adding the other one to your squad will give you the biggest increase in winrate in nearly all situations, compared to adding a different 6*.
Typically you do not want your first two 6* to both be Snipers, but there are exceptions. The Schwarz + Pozy duo is extremely strong, to the point where you can get away with no blockers or very budget blockers even on Floor 4/5. They also cover each other's downtimes: Pozy S3 has 30 sec uptime and 35 sec downtime, and Schwarz S2 has 40 sec uptime and 30 sec downtime, a nearly perfectly-aligned skill rotation. Pozy and all other Snipers appreciate Schwarz' ATK buff which doesn't even require her to be deployed. The RHM BSL clear makes use of this power duo to plow through regular stages and assemble the ideal endgame boss-killing squad.
6* Heavyshooters are unreasonably effective in Integrated Strategies because their ATK vastly outpaces enemy DEF, allowing them to deal almost true damage that isn't labeled true damage. This is crucial because all operators with actual true damage come with various caveats. 6* Heavyshooters are also unreasonably effective outside of IS2, just look at Storn's YouTube channel.
Q: I will never touch Relicless Hard Mode in my life, is this advice still applicable to me?
A: Very much so. I use RHM data to justify my claims not because I think everyone should torture themself by playing RHM, but because RHM is the highest possible standard a 6* operator can be compared against. If an operator is good in RHM, they are even better in HM. If they are good in HM, they are even better in NM (aka Formal Investigation). Most players will eventually reach a point where they can clear NM consistently, at which point aiming for HM is a very natural progression. The biggest shock they experience when trying HM for the first time is how some ops "fall off", e.g. Thorns, which is a phenomenon that Schwarz is immune to.
When it comes to relics, of course Passenger with Hand of Diffusion can delete entire waves at 0 net SP cost; of course Pallas with Bladedance + Spinach Pack can solo Big Sad Lock. Admittedly Schwarz does not have a direct equivalent. But there is no guarantee that you will obtain Hand of Diffusion or Bladedance. RNG is the ultimate beast of IS, and 6* Heavyshooters are the most reliable reins for taming the beast. You have far more control over which operators you get, than which relics you get. Hence, even if you never touch RHM in your life, it is helpful to be aware of RHM performance.
Q: You make Schwarz sound really strong, but when I tried her in IS2 I didn't get similar results, why?
A: I regularly help players with IS2 in various Discord servers, and there are 3 common mistakes I see.
Firstly, Schwarz is best known for her S3, but in IS2 you want to use her S2 about half the time. S2 doesn't have the flashy damage that S3 has, but some maps naturally favor S2, and with a duration of 40 sec, it has an unholy amount of uptime. A Schwarz on S2 who always leaves the field when skill ends has about the same uptime as a Pozy on S3 who never leaves the field. S2 allows Schwarz to kill both Evocators and Heavy Defenders in Traveler From Afar, to spawnkill 4/5 red lancers from the bottom right in Unending, and to no-leak Justice without any Vanguards. Take enemy stats, map layout, and current squad into consideration when selecting her skill.
Secondly, there is a myth that Schwarz should be used to kill the highest DEF enemies. This is false. Schwarz should be used to kill the highest danger enemies. The most dangerous ones tend to be ones with highest DEF (because enemy DEF and ATK are correlated), but not always. For example, in The Point of No Return, it is sometimes better to use Schwarz S3 to kill the Scarlet Singers on the right, rather than the Heavy Defender Lieutenants on the left. Yes Heavy Defender Lieutenants have a lot more DEF, but Scarlet Singers are more dangerous because they inflict Arts damage and Nervous Impairment on your frontline, which can ruin your Lucian-killing setup.
Thirdly, make use of her fast-redeploy. Don't be afraid to let her get hit or even take fatal damage, as long as it gets you closer to victory. She will be back in 40 sec. Aciddrop and Provence have the same module, but regrettably their initial SP is too low to take advantage of it. At the same time, remember that a fast-redeploy is NOT a force-redeploy. You have the option to keep Schwarz around for additional skill cycles before repositioning, and Schwarz has good cycling time on both skills.
There are some other things you can optimize, like performing a double-shot when activating skill, and YouTube is generally a good resource. Yes Schwarz takes a bit of patience to learn, more so than Pozy, but she's no Magallan, and the payoff in IS is worth your time.
Q: What level of investment should I give Schwarz?
A: It is recommended to get her to M6, and get modX to level 2 or 3. Her modY will be out tomorrow with Il Siracusano, and that one should also be raised to level 2 or 3, but contrary to what most guide writers will tell you, modX is her more important module, so prioritize that one if you are short on Module Blocks. Schwarz is less level-dependent than most Snipers, so she won't suffer much from being level 60 as opposed to 90, but considering the incredible things she does to your roguelike winrate, level 90 is not out of the question.
Q: What about Ling? Isn't Ling supposed to be the queen of IS2?
A: As a limited op, Ling is not on the 6* Selector, but even if she were it would not change anything. You may have heard rumors that Ling would completely break IS2 upon release. These rumors were vastly exaggerated. A very common experience with Ling is that she will carry you through 5 floors of IS2 HM without losing a single life seal, and then lose 30+ life seals against the boss.
Somehow Ling manages to be bad against 4/4 bosses in IS2. When I was grinding endings completion on Hard Mode, I found the best success with Defender / Supporter squad when I started with Ling then transitioned away from her as the run went on, sometimes not even bringing her into the final battle. Her main weakness is opportunity cost. In the early game, your melee dragons are competing with Midnight and your ranged dragons are competing with Steward, so course Ling's summons are worth taking up tiles and deploy slots. The more 6* you recruit, the harder it becomes to justify the cost of a dragon.
Q: What about Surtr? She seems like the best pick because she's Surtr?
A: If we're considering all game modes, Surtr is the most impactful operator you can add to your account, more so than Schwarz. A lot of high risk CC strats are only possible with Surtr because of her ability to remain on the field. These strats don't carry so well into IS since stalling for 70 sec of redeployment time is just infeasible on many maps, not to mention the difficulty of drafting Surtr's favorite allies - putting Ifrit into your IS2 squad also does incredible things to your IS2 winrate, but in the other direction. So it depends on how much you care about Integrated Strategies vs. other game modes.
Q: IS3 will be out tomorrow, will this change things?
A: Maybe. I've been avoiding IS3 spoilers as much as possible, but from the information I do know, it seems that 6* Heavyshooters will be as good if not better in IS3 compared to IS2. I intend to take Schwarz into Relicless D15 to re-assess my opinion. Naturally this is going to take a while.
1With Schwarz modY giving her anti-dodge it is 100% possible to no-leak The Point of No Return on RHM with a 4* squad. Unfortunately Yostar has been delaying the things on my wishlist to oblivion, so I've been writhing in pain trying to do it with modX and so far the best I've gotten is taking out 70-80% of Lucian's HP before he breaks the roadblock. Once the roadblock is broken, preventing leaks with a 4* squad is pretty much impossible. I may try to perfect it in IS2 after modY comes out tomorrow, but honestly I would much rather spend time on IS3. If someone has suggestions on how best to approach The Point of No Return with a 4* squad I would like to hear.
2To give you an idea of the scale of the sheer discrepancy: A Radiant Knight is All You Need took 3 tries to record. This was one of the smoothest ones to record because NTRK is relatively high in terms of carrying power. Mizuki took about 5 tries. Carnelian took about 10. Dorothy and Ifrit are at 15+ and I still haven't had a good run. There is a long queue of operators behind Dorothy and Ifrit for whom I've given 1-2 tries and not had a good run. Meanwhile, Schwarz took 1 try, but there was a problem. It felt too easy. I decided to make the rules harder by banning 5* and 4*. The modified version took me 3 tries. The reason it took 3 tries is that on the first try, I made an honest mistake and died, and on the second try, I succeeded but BSL died too fast which did not make for good commentary material, so I had go back and make the rules even harder by restricting what relics were allowed. 3rd try was the run.
That's all, enjoy IS3 and good luck with the limited banner!
submitted by zephyredx to arknights [link] [comments]


2023.05.21 13:03 Shad0wedge [Operator Discussion] Dagda

Dagda [★★★★★]

Siege said I should choose the life I truly want to live when the war is over. Once that day arrives, how will Victoria turn out to be? And how will I turn out to be? I... I can't imagine it. All I hope is I'm still able to stay by their sides.
Dagda, Former Knight of the Tower and current member of Glasgow who joined Rhodes Island alongside Siege. As a member of Siege's squad, she plays an active role in all kinds of siege operations.

Operator Information

  • Class: Guard (Fighter)
  • Tags: DPS, Survival
  • Artist: Infukun
Voice Actor:
JP: Shiki Aoki
CN: Mihu zzZ (Misty)
EN: Eleanor Bennett

Stats

HP ATK DEF Arts Resistance Redeploy Time DP Cost Block Attack Interval
2506 574 310 0 80 12 1 0.78s
*Stats at max Promotion and Level, excludes bonuses from Potential and Trust.
Potential Bonus
1 -
2 Deployment Cost -1
3 Redeployment Cooldown -10
4 Deployment Cost -1
5 Attack Power +24
6 Deployment Cost -1
Trust bonus
Attack Power +40
Defense +35
Traits
Blocks 1 enemy
Skill Name Skill Uptime Details (Initial/Cost/Uptime) SP Charge Type Skill Activation Skill Description
Counter Technique 3 SP / 4 SP / - Getting Hit Auto Trigger The next time Physical damage would be taken, reduce it by 60%, and the ATK of the next attack is increased by 210%
Search and Destroy 15 SP / 30 SP / 15s Per Second Manual Trigger ATK +35%, attacks hit twice; Talent activation rate increased by 60%
Skills at Mastery 3.

Talent

Talent name Talent Description
Gang Spirit Has 30% chance of increasing ATK to 150% when attacking. When deployed, this multiplier increases by +5% for every enemy defeated within the 4 adjacent tiles of a [Glasgow Gang] Operator (max 240%)
Knight's Honor In [Return to Mist], HP +20%, and each attack restores HP equal to 20% of damage dealt

Additional Resources

In-depth information regarding all values above (at different levels), skill/attack range, and more:
GP Arknights Wiki
Arknights Toolbox (aceship)
Fandom Arknights Wiki

Topic Starters

  • Strengths/Weaknesses?
  • Is their module worth it? Which branch?
  • How does this operator compare to other operators in their archetype or role?
  • How do you fit this operator into a team? Who do they synergize with?
  • Which skill(s) should be focused for mastery, and in what order?
  • When is the best time to use this operator's skills during combat?
  • Should promoting this operator to Elite 2 be a priority?
  • Should new / F2P players aim for this operator? Are there more accessible alternatives?
  • Lore discussion (please tag spoilers where appropriate)

Other Operator Discussion threads

List of Operator Discussion threads
submitted by Shad0wedge to arknights [link] [comments]


2023.05.20 15:14 TacticalBreakfast Mastery Priority Guide - Updates for Il Siracusano

Welcome to another update. This schedule sure is something, ain't it? It's weird, but this event is a good one and we do finally have IS#3 so let's at least try to enjoy it.
You may have seen me share this already, but I'd like to take this space to say that I've finally pushed out my first Arknights fanfiction! I love writing so I've wanted to dip my toes into some fiction for a while now. I've actually written quite a bit, but not much I felt was worth sharing, so this is a big step for me. This particular piece is a fast-paced escape featuring two of my favorites, April and Kazemaru.
If you'd like to read my first public fiction, you can find the Clean version of it here or the Explicit/R18 version of it here.
This article specifically covers the new units from the Il Siracusano event. The main guide covering the rest of the game can be found here on Gamepress. The Gamepress version of this update can be found here. Please note that although the reddit version of the main guide still exists, I no longer maintain it to the same extent and it may be out of date. Refer to the Gamepress guide for the most up to date information!

FAQ and Banner Discussion

Q: Should I pull?
A: In terms of meta, absolutely. Texas the Omertosa is one of the best units in the game, period. She is second only to Mlynar, in my opinion. She is the complete package: crazy DPS, access to RES shred, stall utility / survivability, and all of the flexibility that FRDs bring. She's the kind of unit that's so good she can rot your brain if you use her too much.
The only reason not to pull here is if meta doesn't interest you. I hesitate to write anything negative here about the rest of the banner for fear of giving the wrong impression. Even if the other two units were the worst in the game (and they aren't), Texas alone would still make this a must roll banner.

Q: Is Penance good? Does she powercreep Mudrock?
A: It’s easy to view everything through the lens of powercreep these days. After all, in the last few months alone we've gotten better Schwarz, better SilverAsh, and now better (by a lot) Phantom. However, Penance is much more of a sidegrade to the existing Juggernaut, Mudrock.
While Penance is good, Mudrock tends to be the better "general purpose" unit. The thing with Penance is that she is reliant on her Barrier for sustain, and the only way she can gain that is by killing enemies herself (that SHE has to kill, not just help kill) or S3 activations. When placed with the rest of the team, she pretty quickly loses the war of attrition as other DPS units steal her kills or don't allow her to fully charge S3. Mudrock, meanwhile, is much more consistent. She can sustain herself regardless of the surrounding killing power.
To be very clear, Penance's kit is extremely good; however, the fact that she works best alone means that she's more situational than Mudrock is. This is why Penance can do extreme things like solo Patriot or hold the middle lane in max risk CC#12, but won't appear in general teams as often.

Q: Is Vigil really that bad?
A: Yes, he is. He is easily the worst 6★ in the game. There are a lot of reasons why. I could probably write a whole article on the topic. I might even do that, which is why I won't address them point by point here. It would take too long and that isn't the goal of this particular article. The TL;DR of it though is that his wolves suck, his damage is dependent on the wolves (who suck), his skill cycles are awful, and he has no utility to make up for it all.
In the current state of the game, most other "bad" 6★s have at least found a niche that they excel in. Mostima has an excellent Module for stalling. Pallas is a good IS#2 pick. Carnelian still has solid true AoE DPS. And so on. Vigil though... doesn't really do anything well. He has poor DP gen, no utility, and his damage is only "good" in a very narrow band of situations. All that is before getting into things like the Flagpipe-meta or how Vanguards are often unnecessary in the first place.
Of course, he isn't technically "unusable". Almost no unit in the game is truly unusable. If you think he is an appealing character, then by all means. However, he is so far behind every other 6★, most 5★s, and even some 4★s that there just isn't any gameplay reason to spend the resources on his very expensive upgrades.

Q: Should I pull for Texas pots?
A: If you have to ask, no. I noted a similar question in the discussion of Mlynar's banner. Texas' pots are actually more valuable than Mlynar's, by the numbers. I said not to roll for pots there either, but noted he was a good option if you wanted to spend a little bit. However in this scenario, it's just so expensive to pull for Limited potentials. The lower rate-up means the variance in average pulls is quite extreme. Unless you're prepared to open your wallet in a big way, you probably shouldn't pull to excess here. You should also be aware that a bulk of the difference comes at the Redeploy at pot 4 and Talent improvement at pot 5 (i.e. extremely expensive) which is just enough to let her squeeze in an extra attack on both S2 and S3. If you only pull her to pot 3, you won't notice much of a difference.
Texas is so strong that you will be fine with her at pot1. Trust me, she's that good. But I mean... Well, it's cheaper to just make a whale friend and let them pull for the pots.

Q: Does the change to alters have any effect on the Mastery guide?
A: No. It's a very nice change, but the guide typically considers most grades in a vacuum. Guard Ch'en may become more viable with the change, but the grades certainly shouldn't assume everyone has Sniper Ch'en, for example.
The only change is that a few write-ups have been touched up. While there wasn't much influence on the grades, it was mentioned on occasion, and those are no longer necessary.

Q: If I pull enough to spark, who should I take?
A: Texas2 > Skadi2 > Nearl2 >> W >> Rosmontis. I probably wouldn’t take Penance with the spark unless there were no other options since she isn’t limited, but meta-wise she would fall between Nearl and W. Also note that Specter2 is not on the banner or available to spark.
Also, while this is out of scope of the guide, if you don’t have enough to reach 300 or have everyone already, it is better to take Lunacub dupes for gold certs than it is to let them roll over to materials.

Q: Why is IS#3 coming out now?
A: I have no clue. While Yostar constantly makes schedule decisions that seem perplexing, there is usually some logic there (not always good logic, but at least something). With this though, I literally have no idea what they’re thinking. IS#3 could have been run almost any time in the last two months without issue, yet Yostar decided to launch it simultaneously with the most major event in the timeframe. How is this OK, but overlapping CC isn’t?
I’ll stop there. I don’t want to go on a huge rant about it in an unrelated article, but I had to get it out somewhere…
Anyway, for something related to the guide, I’ve included Highmore here in this update. I actually put her update out a month and a half ago, but I’ve included it here again for those that missed it.

Q: Any Module thoughts this patch?
A: Global - Il Siracusano - There's nothing that affects grades here.
Global - IS#3 - There is a small adjustment for Dusk here.
CN - Lone Trail - The Modules here are really good.

Il Siracusano

Texas the Omertosa

Skill Story Advanced Roguelike
S3M3 S++ S++ S++
S2M3 S S+ S+
Texas the Omertosa is the highest graded M6 in this guide. That can be a scary thing for many players due to the extremely high cost of 6★ Masteries. After all, most similarly meta units only have one skill that stands out. However, Texas is one of the top units in the game, and she owes part of that to just how flexible she is between her two best skills. She is absolutely worth the M6 investment for everyone who is using her.
S3 is the higher graded skill here and should be your starting point. While it technically does less single-target damage than S2, it’s still an absurd total, and the utility more than makes up the difference. The sword rains hit multiple targets in a relatively wide area and can even hit aerial enemies. Even better, the microstuns provide tremendous control and can often keep her alive long enough to actually reach her damage potential in dangerous situations, something FRDs typically struggle with. Note also that S3 has particularly important Mastery gains due to the extra target at M3.
On the other hand, S2 does an absurd amount of damage along with a ludicrous amount of RES shred. On paper it can seem like the easier skill to use since it’s more straightforward, but the lack of any stun makes her much more vulnerable when compared to S3. Note that the Mastery gains here are primarily centered on the RES shred. That is important, but it can make the gains “seem” poor. Mastery on S2 is less essential than it is on S3, but it should still be a high priority. That’s just how absurd Texas is.
There isn't much need to invest into S1. While certainly not a terrible skill, it just doesn't compare to her other skills. Why would you need Silence when you can just kill pretty much everything flat out?

Penance

Skill Story Advanced Roguelike
S3M3 S S+ S
Penance is a little tricky to evaluate. She is extremely strong and is one of the best solo lane-holders available. However, there's an emphasis there on "solo" which makes her somewhat more situational compared to other lane-holders. Since she has no form of self or external sustain, she needs a fairly steady stream of enemies that she can kill or tank to maintain her barrier. This puts her in that somewhat awkward tier where her potential strength may not completely align with her priority.
Her S3 is by far the standout skill and the only one to strongly consider. It does so much and is really the "glue" that brings everything great about her kit together. It adds a massive chunk of barrier, gives her a massive amount of attack that lets her take on extremely hard targets, and super-charges her reflect thanks to said attack boost and increased Taunt. Mastery makes a big difference here too, improving all aspects of the skill, and reducing her SP cost to a very reasonable 20 SP. Defensive Recovery is no problem here either since she wants to be taking hits.
Her other skills aren't bad if you were interested in extra investment into Penance. However, you give up a lot by not using her S3, so most people won't find it worthwhile to pursue their Masteries. If you did, you could go with either skill. Most people favor S1, but be aware that a not insignificant portion of that is because of the attack animation rather than the merits of the skill itself.

Lunacub

Skill Story Advanced Roguelike
S2M3 C C C
Lunacub’s permanent Camouflage can be a decent tool to have access to, but the lack of a damage multiplier on her primary skill is a huge drawback that makes her largely inferior to the other 4 and 5★ Deadeyes. For example, she will only out DPS Firewatch against sub-200 DEF, and only out DPS the much cheaper Ambriel at sub-450 DEF. Considering how both are highly available, and have much more forgiving cycle times, it becomes difficult to recommend any of Lunacub’s Masteries. Still, she is not awful, so if you did want to invest in her, S2 is the clear choice. The Mastery gains on it are sizable and S1 doesn’t work with her Camouflage.

Vigil

Skill Story Advanced Roguelike
S3M3 None None None
S1M3 None None None
Vigil has the extremely dubious honor of being the only completely ungraded 6★ in this Mastery guide. His summon is weak, his already mediocre DPS is reliant on that weak summon, his DP generation is low, and his main skill has a horrific initial ramp-up. There is no meta justification for spending your resources on Vigil.
Should you opt to pursue him anyway, you could go with either S1 or S3. His S3, is his better DPS skill and will probably be more generally useful. If you only do one (or rather, insist on doing at least one), S3 is the one to go with. In good conditions it can even reach some respectable DPS. However a bad cycle time, low DP generation, a reliance on his weak wolves blocking, and an absolutely horrific initial activation time seriously hinder what would already be a fairly niche skill.
His S1, meanwhile, is better for DP generation owing to a relatively forgiving cycle, and renewing a wolf does work around one of his kits' major flaws. However, his DP generation is still pitiful compared to other commonly available Vanguards, and it’s his lowest DPS skill. It's something you should only pursue if you're insistent on using Vigil over better options.
Pass on his S2. While you might initially think that it would be a nice, consistent AFK DP generation skill, it doesn't actually trigger if the wolves haven't spent the previous activation. This makes its effective DP generation extremely unreliable.

Qanipalaat

Skill Story Advanced Roguelike
S2M3 C+ C+ C+
Qanipalaat is a nice little 5★ Caster with an interesting kit that has a good mix of control and damage. Levitate is a strong control status effect, and seven seconds on a 30 SP cost mixed with good damage can be pretty appealing. However, Levitate does have shortcomings, and the duration loss for heavier enemies is significant since his base duration is so long. In addition, 5★ Casters will forever be in an awkward spot thanks to Amiya and solid 4★ options, and Qanipalaat has an expensive 600 red certificate cost on top of the already expensive 5★ promotion costs. While he is decently usable, few will find him worth the price of admission.
Pass on his S1 unless you're a heavy Casterknights player. It has the exact same damage and cycle as Amiya's S1, with only the targeting priority setting it apart. The fact that his S1 has no way to inflict the Levitate means that it has no value that a good Marksman Sniper couldn’t cover better.

Quartz

Skill Story Advanced Roguelike
S2M3 None None None
The first Crusher (and the second) miss the mark on design pretty hard. While Quartz may appear to be an HP tank, a complete lack of DEF or RES eliminates most scenarios that would actually be useful. She is, instead, incredibly fragile, and doesn’t even have the DPS to make up for it. Even fully maximized, her DPS is very low, although the stun on her S2 at least provides some decent control. Pass on her S1, which has worse DPS and will only outperform S2 against high DEF enemies that Quartz is unlikely to survive against anyway.
The correct priority decision with Crushers is to promote a Centurion instead. You will get much more value out of Estelle than you will out of Quartz.

Highmore

Skill Story Advanced Roguelike
S1M3 A A- S
Outside of IS#3, Highmore is fairly inferior to La Pluma. La Pluma's Talent is just far better in the general game. However, Highmore is still an excellent unit due to a strong archetype, and her IS#3 mode specific Talent elevates her above her competitor there. While mode specific effects are rarely worth pursuing, Highmore is an exception, due not only the scale of IS#3 but also her decent value outside of it.
While La Pluma is a strong M6 candidate, Highmore is not. The debate of burst versus consistency isn’t here, and the defensive nature of her S2 is too situational. There will be rare places it excels in, but in a vast majority of cases you should stick with the consistency that her S1 brings. With S1 and her mode specific buff, she is one of the stronger starter picks due to her good damage, strong self-sustain, and functionality at E1. However, the reduced SP at S1M3 is big, so even if she works well at E1, she is well worth the extra Mastery investment.

Mastery Look Ahead

The Lone Trail units are included below, although hesitantly. I prefer to wait on units for a patch or too before reacting. However, because of how the schedules are offset, it may be a while until the next update and I know many people are interested in the units. Instead, I’ll leave the caveat that the assessments below of the Lone Trail units may change in the future and the likelihood I’m “wrong” here is slightly higher than normal.
Unit Type Comments
What the Firelight Casts
Puzzle Welfare A lot of people, myself included, initially scoffed at Puzzle. He clearly isn't as good as Cantabile (who almost everyone has) and has fairly high SP costs for a Vanguard. However, he's proven himself to be a solid option, especially for a Welfare. To be clear, he is nowhere near as valuable as Cantabile. He is more DPS oriented, which is nice, but not really the purpose of the role. However, his DPS and utility are good enough that his S2 warrants moderate consideration. It charges surprisingly quickly and outputs a ton of damage on top of his flexible archetype. His S1 may be worth considering as well, but it only gains damage at M2 and M3 so odds are it will be ungraded aside from the M1 breakpoint.
Harmonie Gacha Within the realm of 5★ Casters, Harmonie is pretty decent. How many times have I said that before? It's a crowded group. Harmonie is still far from a must-raise, but she stands out as having a well designed kit. It has decent damage, good utility, and it all works well together. Niche players especially will find her quite nice. S2 will be the obvious choice for Masteries and will likely end up with a modest grade. Although she exists in a crowded space, her utility along with solid gains will make it something to consider on the lower end of priority.
Reed the Flame Shadow Gacha How do you improve the often subpar Caster class? By making them a Medic, of course. Makes total sense. Duh. Reed's alter form is just the most recent big meta unit. There's a lot of those lately and I only have so many adjectives to describe how busted these units tend to be. Reed is a tremendous unit. She features the highest Arts ST DPS in the game, alongside some of the highest HPS and extremely flashy mass crowd-clearing to boot. However there is some reason for caution. Certainly she will be an upper crust unit, but a few small usability quirks may keep her off the very top. Unlike units like Surtr or Ch’alter she has to choose between ST or AoE damage, she needs other units to deal full ST damage, and Arts Weakening isn’t as good as RES shred. She is extremely strong but we’ll need some time to judge just exactly how strong. Regardless, Reed will be a top graded M6. Plan for both S2 and S3.
Where the Vernal Winds Will Never Blow
Jie Yun Welfare Jie Yun is one of those units that's quite good... for her rarity. While she lacks the utility that elevates the more meta 5★ options, she has solid damage and a surprisingly good cycle time. Beyond that, there isn't much else to say since her kit is pretty straightforward. Most players tight on resources won't want to invest, but she is good enough and has enough appeal outside of the meta that she'll garner a modest grade. Stick with S2 for Mastery. It is the better skill and has extremely strong gains. S1 has significantly worse DPS and its only real benefit is being auto recovery.
Firewhistle Gacha Fire Whistle is a good unit because her archetype is inherently strong. However, she has a slightly different niche than Ashlock. While Ashlock is useless if forced to block, Fire Whistle’s skills work mostly as normal (like Horn’s S2), making her an effective blocker as well as a long range nuker. In my opinion, this isn’t as valuable since effective blocking isn’t why you bring the archetype to begin with and Ashlock does the nuking part better. Still, Fire Whistle is quite good and much more forgiving. Both of her skills are usable and likely to be graded. While S2 has the greater total damage and is better for blocking, it has a notable lack of burst and a high SP cost. S1 meanwhile will be more consistent, reliable, and better against armor.
Lin Gacha Lin gets a unique achievement in this guide by getting a full overhaul in the look-ahead because of her Module. Previously she was a disappointing side grade to the already mediocre Carnelian, but her Module goes a long way to improving Lin and now she is a pretty good mid-tier consideration. With her Module she can tank most ranged attacks in the game even with skill up, but it also improves her previously bad cycle time. She can now be placed very aggressively while doing good total damage, making her (finally) a good evolution of the Phalanx archetype.
Chong Yue Gacha Limited Yet another hilariously busted unit. Chong Yue hits hard and fast over a long range. He also gets a lot out of buffs, meaning that he should scale nicely into difficult content. His kit can be deceptive since unlike other dual strike units, his hits count independently. This means he gains SP twice as fast and can even trigger his S3 off of the second attack. In fact, he activates his S3 so often that he is the new king of voice-line spam – to the point some might consider it a major drawback. edit: DV took so long to come out this was already patched. RIP. Anyway... However, he isn't quite very tip-top busted thanks to a few drawbacks. They are relatively minor but with how the power level of the game has escalated recently, they are worth at least acknowledging. He's a relatively frail one block unit with no self-sustain who also requires a fair bit of wind-up. Sharing his rate-up with the Lin, who is disappointing without an expensive Module, also hurts his value. It should make pull decisions quite interesting. His S3 is the only Mastery worth considering and it will have a top-tier grade. On top of being an extremely strong DPS skill, it has large improvements to his SP cost that are nearly mandatory to use him effectively.
A Death in Chunfen
Wind Chimes Gacha When Quartz was released, many were curious as to what the higher rarities of the Crusher archetype would bring. Turns out the first 5★ attempt is... really bad. Her primary gimmick is just too weak and her cycle time is just too long. Even if her S2’s SP cost was halved, she wouldn’t be good – but it isn’t, and she has a perplexing 30 second cycle for a paltry amount of damage. Wind Chimes is a unit to avoid, but if you were intent on raising her anyway I'd actually consider S1 instead despite the fact that it’s a generic Attack Up skill. The power on S2 is just so anemic that only two hits from S1 will out damage it (in less time than the 5 second wind-up), but even then she's quite a bit worse than the commonly available Centurions.
Qiu Bai Gacha Qiu Bai is a difficult unit to rank, and she has caused quite a bit of discussion. I suppose that means she's actually well balanced compared to the hyper-meta state of many recent units. Qiu Bai has some significant drawbacks such as an RNG factor, a lack of RES shred, and an unusually long downtime. However, her range, control, and strong multi-target DPS still give her a ton of potential. S3 is likely to be her "meta" skill when she appears in high end gameplay due to its extremely high DPS, but S2 will often be the better "every-day" skill due to its much shorter cycle. S1 may be appealing, too, since it is her most consistent control skill, though I am unsure if it will garner a grade. Regardless of how you intend to use her, S3 should be your highest priority target. It has some of the most extreme gains over Mastery of any skill in the game; Mastery will be essential to using it at all.
Leaves Chasing Fire
Rathalos S Noir Corne Collab Gacha Noir Corne is an interesting iteration on the Musha archetype. While the shortcomings are still there, his kit comes together better in total, and he brings enough burst and utility to make him something to consider, though far from mandatory or meta. His Mastery selection will be similar to his counterpart, Akafuyu, but will be graded higher. Both skills are strong, but have differing uses, so you will likely want to pursue both. If you only did one it's really a matter of preference, but I would start with S1. It handles both trash due to its reset and elites thanks to its block, plus the Offensive Recovery plays better to the archetype.
Kirin X Yato Collab Gacha Yet another super strong Limited Fast-Redeploy. Thanks HG, very cool. Yato isn’t quite as busted as Texas the Omertosa, but that’s hardly an insult. There is certainly room for both. For Masteries, Yato will range anywhere from a simple M3 all the way to M9 depending on your preferences. For many players, just Mastering S2 will suffice. It is the easiest skill to use and does so much damage that it covers the majority of use cases. S3 is also quite powerful, but it requires more planning and map knowledge to effectively use. While a strong skill and Mastery, not everyone will get as much use out of it. Finally, her S1 is a fringe consideration. It has extremely long uptime for an FRD and is buff receptive (think of Exusiai’s S3); however, it is much harder to use effectively and her other skills will be more than enough most of the time.
Chapter 12 - All Quiet Under the Thunder
Morgan Welfare Morgan is the best non-Siege member of the Siege gang (maybe better than Siege too, depending who you ask), but that wasn't a terribly high bar. Dreadnoughts without the raw power of the 6★ options have pretty limited value, but Morgan does make fairly good use of the archetype thanks to a very strong attack scale that works well with her large HP pool. While she will need healer support, Morgan’s S1 can pack a big punch on a good cycle which should let her pick up a grade (albeit a low one). Unfortunately, her S2 isn't worth much. The Barrier decays too fast to be useful, especially for how short of wind-up S1 has. S2 ultimately makes her much more fragile on a much longer effective cycle time for similar damage.
Humus Gacha The bones of the Reaper archetype are good, which natively makes Humus decent. However, since Highmore is freely available to everyone and so valuable in IS#3, it puts Humus in a bad spot regardless of how good he is. His kit does come together pretty nicely, however he has no niche above Highmore or La Pluma, and he will potentially be ungraded due to poor Mastery gains. Both skills will be usable, but S1 does not get the SP reduction that the 5*s do. Start with S2 instead, but even then the gains are well below average in even ideal circumstances.
Cement Gacha Cement was memed to death even before we knew her kit (and to be fair they are good memes, CONK CREET BAY BEE). Unfortunately though, her kit is pretty poor and she will be ungraded. She can have an insane amount of bulk with S2, but it's very specific to one-target, slow-attacking, and Physical enemies. Since most mechanics don't favor blocking in the first place and she has the Duelist's restrictive one-block, that just isn't valuable, and the bulk rapidly decays with a tough cycle time. If you were to promote her anyway, I would go with S1 for Masteries which at least has some decent damage output in a true AoE. However, the archetype's Trait restriction will make the relatively high SP cost (compared to similar skills) very limiting.
Ines Gacha Ines is a curious unit to discuss. She is a good unit, but not one that has lived up to impossible expectations which has muddied the discussion around her. Her damage is lower than people were expecting (given that Yato2 and Texas2 both came out recently and do more damage on faster redeploys). The situation is reminiscent of Saileach on her release; a powerful unit but an open question on if she is worth the cost compared to the more common and lower rarity options. Given that she is sandwiched between a collab and the anniversary limited, it should make the pull discussions when she comes to global very… spirited, let’s say. For the record, I am a big fan of her kit, but we’ll need some time to see how her kit fits into whatever new meta arises from the revamped CC and IS#4. Both S2 and S3 will have good grades, but right now I lean towards S2 first. Don’t bother with S1. It should be a nice AFK option, but the gains aren’t worth the investment.
Lone Trail
Silence the Paradigmatic Welfare Silence's alter form may be about as good as Abjurer's can get while still staying true to the archetype. While damage buffers like Gnosis and Suzuran will remain the best support options, Silence should be a reasonable alternative. It can be easy to read over her kit and come away unimpressed, but the total bulk she adds can end up being pretty extreme. Her S3 will be the highest-graded skill and should have one of the more decent support grades in the guide. Being able to turn any DPS unit into Surtr — better, even, since there is no forced retreat — is an incredibly powerful tool. Her S2 will be worth considering as well, though will mainly be for those who want more regular use out of her. It gives good bulk on a flexible range and an easier cycle, but since it lacks anything beyond damage mitigation, it will more likely end up in the pool of other typical healing and healing-adjacent skills.
Melanite Gacha Melanite is a pretty typical “modern” 5★. That is, decent enough to be usable with some niche value, but also nothing special meta-wise. She is the only non-6★, and only AoE, with dodge ignore (via her Module) which will make her appealing to many niche players. S2 will be her main skill with the high damage multiplier and piercing range both being very appealing for her rarity. However, true to her archetype, that S2 damage falls off quickly with range so she isn't the easiest unit to use. Her S2 will probably edge out a low grade due to that niche value and some very nice gains. Pass on her S1, which is just a poor skill all around.
Ho'olheyak Gacha While the big tiddy snek mommy has proven to be very popular among the hornier members of the community, she is a pretty poor unit in terms of meta. She is a higher rarity version of Qanipalaat, but while Qani gets some benefit of the doubt by only being a 5★, more is expected of the 6★, and the numbers are just not there with Ho'olheyak. Her control features are really nice, and she combos well with Dorothy, but ultimately her DPS is low and her cycle time is atrocious. S3 will be her main skill and the one to go for Mastery if you only do one since it mixes good control and range. However, the 60 SP cost is killer, so her other skills may be worth a look if you plan to make regular use out of her. S2 is likely the one you should go for as it has much better total DPS, though the double layer of RNG may be unpalatable depending on your tastes. Unfortunately for S1, its SP cost is higher than it should be so it ends up significantly inferior to comparable skills.
Muelsyse Gacha Limited I love and hate Muelsyse. She's one of the most interesting designed units we've ever had, but in the same vein she is very hard to write about! There's just so much going on in her kit; far more than I can cover in a one paragraph write-up, but I will try. It's easy to forget Muelsyse is a Vanguard since she doesn't seem like one, nor does her kit play like one. This is a good thing, given just how tight the “Vanguard meta” is, and how that affects units like Ines. Instead, Muelsyse is an extremely flexible unit that can cover a lot of ground in terms of damage, bait, and control... all while incidentally producing DP. While Muelsyse is powerful, it's a good question as to what exactly her meta value will be since "indirect" solutions don't tend to fare well; however, it’s likely that she will have high tier grades for Mastery. She will be a well graded M6 with both S2 and S3 worth pursuing. The DP, ATK buff, and cycle are all identical between them, but the clone effects differ and will be useful in different places, and flexibility is her strength. S1 may be worth considering at the very low end for melee clones, but for range clones it is inferior to the other skills.
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2023.05.14 13:04 Shad0wedge [Operator Discussion] Paprika

Paprika [★★★★★]

C'mere, Doc. Try this on! Hm... Looks great on you. My nana knitted it for you! It matches mine, too! How's it feel? Comfy and warm, right? I told Nana all about you, and she called you a good egg!
A member of the Columbian mercenaries recruited to Londinium by Manfred. She and her squad left his command owing to conflicting ideals, and when they were ambushed, we were there to rescue them. Now employed by Rhodes Island, she provides on-field medical support to our combat squads.

Operator Information

  • Class: Medic (Chain Healer)
  • Tags: Healing
  • Artist: 板板
Voice Actor:
JP: Yū Sasahara
CN: Zhou Yihan
EN: Erika Harlacher

Stats

HP ATK DEF Arts Resistance Redeploy Time DP Cost Block Attack Interval
1666 439 171 0 70 18 1 2.85s
*Stats at max Promotion and Level, excludes bonuses from Potential and Trust.
Potential Bonus
1 -
2 Deployment Cost -1
3 Redeployment Cooldown -4
4 Attack Power +24
5 Improves Talent
6 Deployment Cost -1
Trust bonus
Maximum HP +200
Attack Power +50
Traits
Restores HP of allies, bouncing between 3 allies. Healing reduced by 25% per bounce.
Skill Name Skill Uptime Details (Initial/Cost/Uptime) SP Charge Type Skill Activation Skill Description
Shielding Tactics γ 20 SP / 30 SP / 30s Per Second Manual Trigger ASPD +85
Camaraderie 25 SP / 30 SP / 25s Per Second Manual Trigger ATK +70%, bounces per heal +1, Talent activation threshold becomes 80% HP
Skills at Mastery 3.

Talent

Talent name Talent Description
Focused Attention When healing, heal an extra 150(+10) HP if target HP is below 40%

Additional Resources

In-depth information regarding all values above (at different levels), skill/attack range, and more:
GP Arknights Wiki
Arknights Toolbox (aceship)
Fandom Arknights Wiki

Topic Starters

  • Strengths/Weaknesses?
  • Is their module worth it? Which branch?
  • How does this operator compare to other operators in their archetype or role?
  • How do you fit this operator into a team? Who do they synergize with?
  • Which skill(s) should be focused for mastery, and in what order?
  • When is the best time to use this operator's skills during combat?
  • Should promoting this operator to Elite 2 be a priority?
  • Should new / F2P players aim for this operator? Are there more accessible alternatives?
  • Lore discussion (please tag spoilers where appropriate)

Other Operator Discussion threads

List of Operator Discussion threads
submitted by Shad0wedge to arknights [link] [comments]


2023.05.07 13:03 Shad0wedge [Operator Discussion] Stainless

Stainless [★★★★★★]
Doctor, I find it easy to trust people, but don't take me for stupid. If you were just another lot of plotting schemers, I would've taken up arms with no hesitation. But you see, if I offer a shake when I meet someone, that's all the more likely I've got a new friend. Haha, I'm glad my bet paid off here.
Stainless, a mechanical engineer and the leader of Squad 11 of the Londinium Citizens' Self-Salvation Corps. After fighting together with Rhodes Island during the Londinium incident, he signed a long-term cooperation agreement with Rhodes Island and currently participates as an engineer in various operations across Victoria.

Operator Information

  • Class: Supporter (Artificer)
  • Tags: Support, DPS
  • Artist: 一千
Voice Actor:
JP: Takuma Terashima
CN: Huang Jinze
EN: Jack Ayres

Stats

HP ATK DEF Arts Resistance Redeploy Time DP Cost Block Attack Interval
2823 593 421 0 70 19 2 1.5s
*Stats at max Promotion and Level, excludes bonuses from Potential and Trust.
Potential Bonus
1 -
2 Deployment Cost -1
3 Redeployment Cooldown -6
4 Attack Power +25
5 Improves Second Talent
6 Deployment Cost -1
Trust bonus
Attack Power +40
Defense +40
Traits
Blocks 2 enemies
Can use Support Devices in battles
Skill Name Skill Uptime Details (Initial/Cost/Uptime) SP Charge Type Skill Activation Skill Description
Extreme Firepower 20 SP / 45 SP / 20s Per Second Manual Trigger When this skill is equipped: Device gives an ally Operator ATK +12%. When activated, immediately gain a device. Attacks deal 200% of ATK as Physical damage, and device effects increase by 4x. All active devices are destroyed when skill expires
Efficient Resupply 25 SP / 50 SP / 30s Per Second Manual Trigger When this skill is equipped: Device gives an ally Operator 1 SP every 3.5s. ATK+60%, DEF +60%, and attack all blocked enemies. Device boosted to grant 1SP every 2s, but HP loss is doubled. Gain 1 device when skill expires
Prototype of Feist's Metal Crab 20 SP / 35 SP / 30s Per Second Manual Trigger When this skill is equipped: Device can be attacked by allied Operators, but does not take damage. Can deal area Physical damage with its skill, but loses HP. When activated, immediately gain a device, ATK +55%, ASPD +55
*Skills at Mastery 3.

Talent

Talent name Talent Description
Battlefield Engineer Can carry 3 Support Devices (deploy up to 2), with different effects depending on Skill
Cost Cutting Stainless has a 80%(+10%) chance to recycle a device if it is destroyed within the 8 tiles surrounding him

Additional Resources

In-depth information regarding all values above (at different levels), skill/attack range, and more:
GP Arknights Wiki
Arknights Toolbox (aceship)
Fandom Arknights Wiki

Topic Starters

  • Strengths/Weaknesses?
  • Is their module worth it? Which branch?
  • How does this operator compare to other operators in their archetype or role?
  • How do you fit this operator into a team? Who do they synergize with?
  • Which skill(s) should be focused for mastery, and in what order?
  • When is the best time to use this operator's skills during combat?
  • Should promoting this operator to Elite 2 be a priority?
  • Should new / F2P players aim for this operator? Are there more accessible alternatives?
  • Lore discussion (please tag spoilers where appropriate)

Other Operator Discussion threads

List of Operator Discussion threads
submitted by Shad0wedge to arknights [link] [comments]


2023.05.06 03:45 watersheepbrother [Tech Help] Can't verify my foreign id to Arknights CN

-I followed instructions on gamepress about gaining access to arknights cn servers(I'm on android), but when i sent them an email with my information on it, i received this instead.
**Dear player, hello (⌯'ㅅ'⌯)ノ♡:
This email is an [auto-reply].
Due to the adjustment of the customer service business, the current customer service email [email protected] is no longer used. If you have game-related questions, you can enter the line through the following link (https://game.bilibili.com/sdk/cs-h5/) Give feedback.
Thank you for your support!
Sincerely, Congratulations! bilibili game customer service**
-Any other email that i could contact them?
submitted by watersheepbrother to arknights [link] [comments]


2023.05.04 16:22 Stoutbrew Best Website for Guides and Tier Lists?

Hey there I am trying to find a go to website for good info. For example I am a big Arknights player and use Gamepress.gg for all my needs. Any recommendations for a legit Star Rail site and also for bonus the best streamers to pick up on YouTube? Any feedback appreciated!
submitted by Stoutbrew to HonkaiStarRail [link] [comments]


2023.05.04 06:32 fluityraphic how do east asian artists design their characters? they feel so overdesigned

title.
i've been looking through artstation and twitter and i'm constantly confused by how they design their characters. it feels like they add so many things and muddle up a whole character, but it still works. even more baffling is when people can make sense of what they are looking and draw fanart of them.
am i missing/forgetting something fundamental? even when i went to art classes and studied digital art i don't think anyone reached like, "this level" of detail and rendering that still makes sense when viewed as a whole.
is it just a case of me looking / thinking too hard about designs or something else? i genuinely dont understand.
examples :
https://www.artstation.com/artwork/QXx1LB
https://www.artstation.com/artwork/RyqkaA
https://www.artstation.com/artwork/e0eR9Y
https://gamepress.gg/arknights/sites/arknights/files/2023-05/%E7%AB%8B%E7%BB%98_%E9%9C%8D%E5%B0%94%E6%B5%B7%E9%9B%85_1.png
https://static.wikia.nocookie.net/typemoon/images/7/70/ArcherTametomoStage1.jpg
https://gamepress.gg/arknights/sites/arknights/files/2022-08/char_4055_bgsnow_1.png
submitted by fluityraphic to ArtistLounge [link] [comments]


2023.05.02 07:16 wewechoo Patch Notes: Lone Trail

(All skills assuming at SL7. Gacha units assumed to be at Pot 1. Welfare unit assumed to be at Pot 6.. All units are assumed to be at E2 MAX and 100% Trust)

Silence the Paradigmatic - 6* Supporter [Abjurer] (Welfare)

Stats (with 100% Trust): 2277 HP // 522 ATK // 184 DEF // 25 RES
Cost: 10 12
Attack Interval: 1.5s
Trait: Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% of ATK)
Talent 1: Grants 10% [Sanctuary] to all allies within Attack Range. Effect increases the lower the HP (reaches 24% when HP is lower than 30%)
[Sanctuary]: Reduce Physical and Arts damage taken by the stated percentage (Does not stack, strongest effect takes precedence)
Talent 2: Heals all allies whose HP is lower than 50% within Attack Range equivalent to 6% of Silence's ATK. Effect is doubled for [Rhine Lab] operators
Skill 1 [Per Second/Manual Activation]: Increases ATK by 50% (M3 - 80%)
  • [10 (M3 - 15) Initial SP 30 SP Cost 25 Seconds]
Skill 2 [Per Second/Manual Activation]: Increases ASPD by 30 (M3 - 60), can use a Support Drone when skill is activated
When drone is deployed, applies a 2.4x (M3 - 3x) Talent 1 effect on nearby allies. Drone is destroyed when skill ends or Silence leaves the field
  • [8 (M3 - 14) Initial SP 30 (M3 - 24) SP Cost 12 Seconds]
Skill 3 [Per Second/Manual Activation]: Increases ATK by 30%, increases the effect of Talent 1 to 1.8x. When an operator within Attack Range receives fatal damage, the operator's HP will not drop below 1 for 7 (M3 - 10) seconds. This will only trigger once per skill activation.
  • [20 Initial SP 42 (M3 - 30) SP Cost 60 Seconds]
Can only be used twice in a battle, can be manually deactivated
Base Skill 1: When this Operator is assigned to the HR Office, HR contacting speed +40%
Base Skill 2: When this Operator is assigned to a Factory, productivity +30% (Note: it's the Rhine Lab variant)

Melanite - 5* Sniper [Heavyshooter]

Stats (with 100% Trust): 1664 HP // 882 ATK // 210 DEF // 0 RES
Cost: 15 17 19
Attack Interval: 1.6s
Trait: High accuracy point-blank shot
Talent: After activating skill for the first time, deals 15% (Pot 5 - 16%) increased damage on subsequent skill activations
Skill 1 [Per Second/Manual Activation]: When skill is activated, increase ATK by 60% (M3 - 80%) and Attack Interval by 0.8 seconds
  • [20 (M3 - 25) Initial SP 40 SP Cost 30 Seconds]
Skill 2 [Per Second/Manual Activation]: When skill is activated, fires an armor piercing bullet forward, dealing 450% (M3 - 500%) Physical damage to enemies along the way. Damage decreases the further the enemy is (minimum 180% damage)
Can hold 2 charges
  • [6 Initial SP 18 (M3 - 15) SP Cost]
Base Skill 1: When this Operator is assigned to be the Trainer in the Training Room, Sniper Operators' Specialization training speed +30%; if training this skill to Specialization Level 3, training speed will be further increased by +45%

Ho'olheyak - 6* Caster [Core Caster]

Stats: 1770 HP // 723 ATK // 130 DEF // 0 RES
Cost: 19 21
Attack Interval: 1.6s
Trait: Deals Arts damage
Talent 1: Increases ATK against aerial targets to 120% (Pot 5 - 123%), and disables the target's special ability for 3 seconds
Talent 2: All enemies within Attack Range whose HP is higher than 80% has [Weightless]
[Weightless]: Decreases Weight by 1
Skill 1 [Per Second/Automatic Activation]: The next attack deals 240% (M3 - 300%) Arts damage and attacks an additional enemy. If this skill only hit one enemy, inflicts [Levitate] for 3 (M3 - 4) seconds
Can hold 2 (M3 - 3) charges
[Levitate]: Changes into an aerial unit and becomes unable to move, attack and use skills; Duration halved against enemies with more than 3 weight
  • [0 Initial SP 8 (M3 - 7) SP Cost]
Skill 2 [Per Second/Manual Activation]: Attacks deal 9 bursts of 35% (M3 - 45%) Arts damage that randomly targets enemies within Attack Range. Each burst has a 12% chance of inflicting [Levitate] for 1 second
  • [22 (M3 - 25) Initial SP 32 (M3 - 30) SP Cost 16 Seconds]
Skill 3 [Per Second/Manual Activation]: Attack Range expands, Attack Interval increases by 1.4 seconds, Attacks release Tornados that travel in a straight line forward. Tornados deal more damage the further it travels, reaching a maximum after travelling 3 tiles. Inflicts [Levitate] for 2 (M3 - 2.2) seconds and deals 380% (M3 - 420%) Arts damage on the first target that it hits
  • [42 (M3 - 45) Initial SP 64 (M3 - 60) SP Cost 45 Seconds]
Base Skill 1: When this Operator is assigned to the Reception Room, if no other Operators are working in the Reception Room, increases Clue search speed by 35%, self mood reduction per hour +1
Base Skill 2: When this Operator is assigned to the Reception Room, if no other Operators are working in the Reception Room, after consuming 16 Morale, the next Clue will be Rhine Lab Clue

Muelsyse - 6* Vanguard [Tactician]

Stats: 1813 HP // 537 ATK // 157 DEF // 0 RES
Cost: 13 15
Attack Interval: 1.25s
Trait: This unit can designate one Tactical Point within attack range to call Reinforcements; ATK is increased to 150% when attacking enemies blocked by Reinforcements
Talent 1: Can summon Fluid Body to copy a large portion of a standby operator's attributes (HP, ATK, DEF, RES, Block Count, ATK Interval, Attack Range, Damage Type, gains special traits depending on whether the operator is melee or ranged. The Fluid Body will automatically respawn after 25 seconds once defeated
Talent 2: Decreases DP Cost of [Rhine Lab] operators in squad by 2, and additionally decreases the DP Cost for the first [Rhine Lab] operator deployed by 1 (Pot 5 - 2)
Skill 1 [Per Second/Manual Activation]: Gradually recovers 12 (M3 - 13) DP during skill duration. Increases ATK and ASPD by 35% (M3 - 50%) for self and Fluid Body
  • [8 Initial SP 32 (M3 - 28) SP Cost 15 Seconds]
Skill 2 [Per Second/Manual Activation]: Immediately gains 14 (M3 - 15) DP, and increases ATK for self and Fluid Body by 35% (M3 - 50%). If Fluid Body is melee, recovers 3% (M3 - 5%) HP every second and gains 20% (M3 - 25%) [Sanctuary], if Fluid Body is ranged, attacks hit twice and randomly attacks enemies within range
[Sanctuary]: Reduce Physical and Arts damage taken by the stated percentage (Does not stack, strongest effect takes precedence)
  • [15 (M3 - 18) Initial SP 39 (M3 - 35) SP Cost 15 Seconds]
Skill 3 [Per Second/Manual Activation]: Immediately gains 14 (M3 - 15) DP, and increases ATK for self and Fluid Body by 35% (M3 - 50%). If Fluid Body is melee, pulls all nearby enemies towards self slightly and Stuns all enemies blocked by self every 2 seconds, if Fluid Body is ranged, refreshes all Fluid Bodies, and attacks inflict [Bind] for 1.5 seconds
[Bind]: Unable to move
  • [15 (M3 - 18) Initial SP 39 (M3 - 35) SP Cost 15 Seconds]
Base Skill 1: When this Operator is assigned to a Dormitory, self Morale recovered +0.7 per hour, and restores +0.2 Morale per hour to all Operators assigned to that Dormitory (Only the strongest effect of this type takes place)
Base Skill 2: When this Operator is assigned to a Power Plant, increases the drone recovery rate by +10%, for every [Rhine Lab] operator (maximum limit of 5) except self assigned in Base, increases the drone recovery rate by an additional +3%

Fluid Body

Fluid Body: Can copy an operator from Deployment Zone. If the Fluid Body is ranged, after attacking 10 times, can split itself onto the surrounding 4 tiles that are deployable (lasts for 25 seconds). if the Fluid Body is melee, each attack [Steal] 10 ATK and DEF from the enemy (has an upper limit of 250, resets upon copying someone)
[Steal]: Reduce the target's base stats and add them to the user's own stats. The target's stat decrease and the user's stat increase cannot exceed the specified limit (strongest effect takes precedence)
Stats: 2000 HP // 302 ATK // 257 DEF // 0 RES
Copy Skill [Per Second/Manual Activation]: Has 95 Initial SP, 100 SP Cost, has a CD of 20 seconds (Copy can be deactivated when CD is up)

Update Contents:

[Content]
[Operators' Records]/[Paradox Simulation] is updated for the following operators:
  • Dorothy
  • Paprika
  • Totter
  • Glaucus
  • Frostleaf
[Exclusive Module] is updated for the following operators:
For Talent Upgrades, numbers are taken at Elite 2 Potential 1 unless otherwise stated. Bolded indicate the change for that current module stage
Operator Stage Stat Buff Special Buff
Gnosis 1 HP +105, ATK +15, DEF +15 Trait Upgrade: Deals Arts damage, attacks inflict 10% Weaken effect for 2 seconds
2 HP +125, ATK +20, DEF +20 Talent Upgrade: Attacks inflict Cold for 1 second; Apply 25% -> 28% Fragile effect to Cold enemies within range. Frozen enemies within range receive double the Fragile effect
3 HP +145, ATK +25, DEF +30 Talent Upgrade: Attacks inflict Cold for 1 second; Apply 28% -> 30% Fragile effect to Cold enemies within range. Frozen enemies within range receive double the Fragile effect
Pramanix 1 HP +100, ASPD +4 Trait Upgrade: Deals Arts damage, attacks inflict 10% Weaken effect for 2 seconds
2 HP +140, ASPD +6 Talent Upgrade: Attacks 2 enemies simultaneously, attacks have a 20% chance of inflicting Cold for 1 second
3 HP +180, ASPD +8 Talent Upgrade: Attacks 2 enemies simultaneously, attacks have a 20% -> 25% chance of inflicting Cold for 1 second
Shamare 1 ATK +10, DEF +15 Trait Upgrade: Deals Arts damage, attacks inflict 10% Weaken effect for 2 seconds
2 ATK +20, DEF +25 New Talent: After being deployed for 15s, is less likely to be targeted by enemies
3 ATK +30, DEF +35 New Talent: After being deployed for 15s -> 10s, is less likely to be targeted by enemies
Rosmontis 1 HP +175, ATK +55 Trait Upgrade: Attacks deal three instances of Physical damage to ground enemies in a small area (The second and third instances are shockwaves that have half the normal ATK)
2 HP +250, ATK +65 Talent Upgrade: Attacks ignore 160 -> 190 DEF
3 HP +275, ATK +75 Talent Upgrade: Attacks ignore 190 -> 220 DEF
Greyy The Lightningbearer 1 HP +100, ATK +20, DEF +10 Trait Upgrade: Attacks deal three instances of Physical damage to ground enemies in a small area (The second and third instances are shockwaves that have half the normal ATK)
2 HP +200, ATK +30, DEF +12 Talent Upgrade: Attacks have 40% chance to Slow the target for 2 seconds, and deals 10% more damage towards Slowed targets
3 HP +240, ATK +40, DEF +15 Talent Upgrade: Attacks have 40% chance to Slow the target for 2 seconds, and deals 10% -> 15% more damage towards Slowed targets
Ho'olheyak 1 HP +120, ATK +40 Trait Upgrade: Deals Arts damage and ignores 10 RES
2 HP +150, ATK +55 Talent Upgrade: Increases ATK to 120% -> 130% against aerial targets, and disables the target's special ability for 3s -> 4s
3 HP +175, ATK +65 Talent Upgrade: Increases ATK to 130% -> 135% against aerial targets, and disables the target's special ability for 4s -> 5s
Melanite 1 ATK +45, DEF +20 Trait Upgrade: High accuracy point-blank shot, increases ATK to 105% when attacking enemies directly in front, and ignores their Physical Dodge
2 ATK +60, DEF +25 Talent Upgrade: After activating skill for the first time, deals 15% -> 19% damage on subsequent skill activations
3 ATK +75, DEF +30 Talent Upgrade: After activating skill for the first time, deals 19% -> 24% damage on subsequent skill activations
W (Module 2) 1 HP +160, ATK +45 Trait Upgrade: Deals AOE Physical damage, and ignores 100 DEF
2 HP +180, ATK +65 Talent Upgrade: After remaining deployed for 10 seconds, obtains 60% Physical and Arts Dodge, and is less likely to be targeted by enemies. If W does not take damage for 20 seconds, increases ATK gradually to +10%, and resets ATK once damage is taken
3 HP +200, ATK +85 Talent Upgrade: After remaining deployed for 10 -> 8s, obtains 60% Physical and Arts Dodge, and is less likely to be targeted by enemies. If W does not take damage for 20s -> 16s, increases ATK gradually to +10% -> +20% percentage, and resets ATK once damage is taken
Kal'tsit (Module 2) 1 HP +115, ASPD +5 Trait Upgrade: Restores the HP of allies, when healing melee units, healing effectiveness is increased by 15%
2 HP +155, ASPD +6 Talent Upgrade: Can use and heal Mon3tr, and Mon3tr has a 25 second redeployment time. Kal'tsit will prioritize healing herself and Mon3tr; If Mon3tr is within Kal'tsit's Attack Range, Mon3tr gains 12 ASPD and +15% DEF; If Mon3tr is not within Kal'tsit's Attack Range, Mon3tr's DEF is reduced to 0
3 HP +195, ASPD +7 Talent Upgrade: Can use and heal Mon3tr, and Mon3tr has a 25 second redeployment time. Kal'tsit will prioritize healing herself and Mon3tr; If Mon3tr is within Kal'tsit's Attack Range, Mon3tr gains 12 -> 20 ASPD and +15% -> +20% DEF; If Mon3tr is not within Kal'tsit's Attack Range, Mon3tr's DEF is reduced to 0
◆ English voiceover is updated for certain operators:
  • Muelsyse
  • Silence the Paradigmatic
  • Ho'olheyak
  • Dorothy
  • Mlynar
  • Flametail
  • Greyy the Lightningbearer
  • Proviso
  • Silence
  • Greyy
◆ Korean voiceover is updated for certain operators:
  • Dorothy
  • Mlynar
  • Greyy the Lightningbearer
  • Proviso
◆ Dialect voiceover is updated for certain operators:
  • Lee
  • Aak
  • Waai Fu
  • Hung
◆ Added a new term [Weaken]: Reduces target's ATK by the stated percentage (strongest effect takes precedence)
[Skins]
Credits: MJYW, Reddit1rules, Boelthor, Nahoma, https://www.bilibili.com/read/cv23411687
submitted by wewechoo to arknights [link] [comments]


2023.05.02 06:52 wewechoo Lone Trail

(All skills assuming at SL7. Gacha units assumed to be at Pot 1. Welfare unit assumed to be at Pot 6.. All units are assumed to be at E2 MAX and 100% Trust)

Silence the Paradigmatic - 6* Supporter [Abjurer] (Welfare)

Stats (with 100% Trust): 2277 HP // 522 ATK // 184 DEF // 25 RES
Cost: 10 12
Attack Interval: 1.5s
Trait: Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% of ATK)
Talent 1: Grants 10% [Sanctuary] to all allies within Attack Range. Effect increases the lower the HP (reaches 24% when HP is lower than 30%)
[Sanctuary]: Reduce Physical and Arts damage taken by the stated percentage (Does not stack, strongest effect takes precedence)
Talent 2: Heals all allies whose HP is lower than 50% within Attack Range equivalent to 6% of Silence's ATK. Effect is doubled for [Rhine Lab] operators
Skill 1 [Per Second/Manual Activation]: Increases ATK by 50% (M3 - 80%)
  • [10 (M3 - 15) Initial SP 30 SP Cost 25 Seconds]
Skill 2 [Per Second/Manual Activation]: Increases ASPD by 30 (M3 - 60), can use a Support Drone when skill is activated
When drone is deployed, applies a 2.4x (M3 - 3x) Talent 1 effect on nearby allies. Drone is destroyed when skill ends or Silence leaves the field
  • [8 (M3 - 14) Initial SP 30 (M3 - 24) SP Cost 12 Seconds]
Skill 3 [Per Second/Manual Activation]: Increases ATK by 30%, increases the effect of Talent 1 to 1.8x. When an operator within Attack Range receives fatal damage, the operator's HP will not drop below 1 for 7 (M3 - 10) seconds. This will only trigger once per skill activation.
  • [20 Initial SP 42 (M3 - 30) SP Cost 60 Seconds]
Can only be used twice in a battle, can be manually deactivated
Base Skill 1: When this Operator is assigned to the HR Office, HR contacting speed +40%
Base Skill 2: When this Operator is assigned to a Factory, productivity +30% (Note: it's the Rhine Lab variant)

Melanite - 5* Sniper [Heavyshooter]

Stats (with 100% Trust): 1664 HP // 882 ATK // 210 DEF // 0 RES
Cost: 15 17 19
Attack Interval: 1.6s
Trait: High accuracy point-blank shot
Talent: After activating skill for the first time, deals 15% (Pot 5 - 16%) increased damage on subsequent skill activations
Skill 1 [Per Second/Manual Activation]: When skill is activated, increase ATK by 60% (M3 - 80%) and Attack Interval by 0.8 seconds
  • [20 (M3 - 25) Initial SP 40 SP Cost 30 Seconds]
Skill 2 [Per Second/Manual Activation]: When skill is activated, fires an armor piercing bullet forward, dealing 450% (M3 - 500%) Physical damage to enemies along the way. Damage decreases the further the enemy is (minimum 180% damage)
Can hold 2 charges
  • [6 Initial SP 18 (M3 - 15) SP Cost]
Base Skill 1: When this Operator is assigned to be the Trainer in the Training Room, Sniper Operators' Specialization training speed +30%; if training this skill to Specialization Level 3, training speed will be further increased by +45%

Ho'olheyak - 6* Caster [Core Caster]

Stats: 1770 HP // 723 ATK // 130 DEF // 0 RES
Cost: 19 21
Attack Interval: 1.6s
Trait: Deals Arts damage
Talent 1: Increases ATK against aerial targets to 120% (Pot 5 - 123%), and disables the target's special ability for 3 seconds
Talent 2: All enemies within Attack Range whose HP is higher than 80% has [Weightless]
[Weightless]: Decreases Weight by 1
Skill 1 [Per Second/Automatic Activation]: The next attack deals 240% (M3 - 300%) Arts damage and attacks an additional enemy. If this skill only hit one enemy, inflicts [Levitate] for 3 (M3 - 4) seconds
Can hold 2 (M3 - 3) charges
[Levitate]: Changes into an aerial unit and becomes unable to move, attack and use skills; Duration halved against enemies with more than 3 weight
  • [0 Initial SP 8 (M3 - 7) SP Cost]
Skill 2 [Per Second/Manual Activation]: Attacks deal 9 bursts of 35% (M3 - 45%) Arts damage that randomly targets enemies within Attack Range. Each burst has a 12% chance of inflicting [Levitate] for 1 second
  • [22 (M3 - 25) Initial SP 32 (M3 - 30) SP Cost 16 Seconds]
Skill 3 [Per Second/Manual Activation]: Attack Range expands, Attack Interval increases by 1.4 seconds, Attacks release Tornados that travel in a straight line forward. Tornados deal more damage the further it travels, reaching a maximum after travelling 3 tiles. Inflicts [Levitate] for 2 (M3 - 2.2) seconds and deals 380% (M3 - 420%) Arts damage on the first target that it hits
  • [42 (M3 - 45) Initial SP 64 (M3 - 60) SP Cost 45 Seconds]
Base Skill 1: When this Operator is assigned to the Reception Room, if no other Operators are working in the Reception Room, increases Clue search speed by 35%, self mood reduction per hour +1
Base Skill 2: When this Operator is assigned to the Reception Room, if no other Operators are working in the Reception Room, after consuming 16 Morale, the next Clue will be Rhine Lab Clue

Muelsyse - 6* Vanguard [Tactician]

Stats: 1813 HP // 537 ATK // 157 DEF // 0 RES
Cost: 13 15
Attack Interval: 1.25s
Trait: This unit can designate one Tactical Point within attack range to call Reinforcements; ATK is increased to 150% when attacking enemies blocked by Reinforcements
Talent 1: Can summon Fluid Body to copy a large portion of a standby operator's attributes (HP, ATK, DEF, RES, Block Count, ATK Interval, Attack Range, Damage Type, gains special traits depending on whether the operator is melee or ranged. The Fluid Body will automatically respawn after 25 seconds once defeated
Talent 2: Decreases DP Cost of [Rhine Lab] operators in squad by 2, and additionally decreases the DP Cost for the first [Rhine Lab] operator deployed by 1 (Pot 5 - 2)
Skill 1 [Per Second/Manual Activation]: Gradually recovers 12 (M3 - 13) DP during skill duration. Increases ATK and ASPD by 35% (M3 - 50%) for self and Fluid Body
  • [8 Initial SP 28 (M3 - 32) SP Cost 15 Seconds]
Skill 2 [Per Second/Manual Activation]: Immediately gains 14 (M3 - 15) DP, and increases ATK for self and Fluid Body by 35% (M3 - 50%). If Fluid Body is melee, recovers 3% (M3 - 5%) HP every second and gains 20% (M3 - 25%) [Sanctuary], if Fluid Body is ranged, attacks hit twice and randomly attacks enemies within range
[Sanctuary]: Reduce Physical and Arts damage taken by the stated percentage (Does not stack, strongest effect takes precedence)
  • [15 (M3 - 18) Initial SP 39 (M3 - 35) SP Cost 15 Seconds]
Skill 3 [Per Second/Manual Activation]: Immediately gains 14 (M3 - 15) DP, and increases ATK for self and Fluid Body by 35% (M3 - 50%). If Fluid Body is melee, pulls all nearby enemies towards self slightly and Stuns all enemies blocked by self every 2 seconds, if Fluid Body is ranged, refreshes all Fluid Bodies, and attacks inflict [Bind] for 1.5 seconds
[Bind]: Unable to move
  • [15 (M3 - 18) Initial SP 39 (M3 - 35) SP Cost 15 Seconds]
Base Skill 1: When this Operator is assigned to a Dormitory, self Morale recovered +0.7 per hour, and restores +0.2 Morale per hour to all Operators assigned to that Dormitory (Only the strongest effect of this type takes place)
Base Skill 2: When this Operator is assigned to a Power Plant, increases the drone recovery rate by +10%, for every [Rhine Lab] operator (maximum limit of 5) except self assigned in Base, increases the drone recovery rate by an additional +3%

Fluid Body

Fluid Body: Can copy an operator from Deployment Zone. If the Fluid Body is ranged, after attacking 10 times, can split itself onto the surrounding 4 tiles that are deployable (lasts for 25 seconds). if the Fluid Body is melee, each attack [Steal] 10 ATK and DEF from the enemy (has an upper limit of 250, resets upon copying someone)
[Steal]: Reduce the target's base stats and add them to the user's own stats. The target's stat decrease and the user's stat increase cannot exceed the specified limit (strongest effect takes precedence)
Stats: 2000 HP // 302 ATK // 257 DEF // 0 RES
Copy Skill [Per Second/Manual Activation]: Has 95 Initial SP, 100 SP Cost, has a CD of 20 seconds (Copy can be deactivated when CD is up)

Update Contents:

[Content]
[Operators' Records]/[Paradox Simulation] is updated for the following operators:
  • Dorothy
  • Paprika
  • Totter
  • Glaucus
  • Frostleaf
[Exclusive Module] is updated for the following operators:
For Talent Upgrades, numbers are taken at Elite 2 Potential 1 unless otherwise stated. Bolded indicate the change for that current module stage
Operator Stage Stat Buff Special Buff
Gnosis 1 HP +105, ATK +15, DEF +15 Trait Upgrade: Deals Arts damage, attacks inflict 10% Weaken effect for 2 seconds
2 HP +125, ATK +20, DEF +20 Talent Upgrade: Attacks inflict Cold for 1 second; Apply 25% -> 28% Fragile effect to Cold enemies within range. Frozen enemies within range receive double the Fragile effect
3 HP +145, ATK +25, DEF +30 Talent Upgrade: Attacks inflict Cold for 1 second; Apply 28% -> 30% percentage of Fragile effect to Cold enemies within range. Frozen enemies within range receive double the Fragile effect
Pramanix 1 HP +100, ASPD +4 Trait Upgrade: Deals Arts damage, attacks inflict 10% Weaken effect for 2 seconds
2 HP +140, ASPD +6 Talent Upgrade: Attacks 2 enemies simultaneously, attacks have a 20% chance of inflicting Cold for 1 second
3 HP +180, ASPD +8 Talent Upgrade: Attacks 2 enemies simultaneously, attacks have a 20% -> 25% chance of inflicting Cold for 1 second
Shamare 1 ATK +10, DEF +15 Trait Upgrade: Deals Arts damage, attacks inflict 10% Weaken effect for 2 seconds
2 ATK +20, DEF +25 New Talent: After being deployed for 15s, is less likely to be targeted by enemies
3 ATK +30, DEF +35 New Talent: After being deployed for 15s -> 10s, is less likely to be targeted by enemies
Rosmontis 1 HP +175, ATK +55 Trait Upgrade: Attacks deal three instances of Physical damage to ground enemies in a small area (The second and third instances are shockwaves that have half the normal ATK)
2 HP +250, ATK +65 Talent Upgrade: Attacks ignore 160 -> 190 DEF
3 HP +275, ATK +75 Talent Upgrade: Attacks ignore 190 -> 220 DEF
Greyy The Lightningbearer 1 HP +100, ATK +20, DEF +10 Trait Upgrade: Attacks deal three instances of Physical damage to ground enemies in a small area (The second and third instances are shockwaves that have half the normal ATK)
2 HP +200, ATK +30, DEF +12 Talent Upgrade: Attacks have 40% chance to Slow the target for 2 seconds, and deals 10% more damage towards Slowed targets
3 HP +240, ATK +40, DEF +15 Talent Upgrade: Attacks have 40% chance to Slow the target for 2 seconds, and deals 10% -> 15% more damage towards Slowed targets
Ho'olheyak 1 HP +120, ATK +40 Trait Upgrade: Deals Arts damage and ignores 10 RES
2 HP +150, ATK +55 Talent Upgrade: Increases ATK to 120% -> 130% against aerial targets, and disables the target's special ability for 3s -> 4s
3 HP +175, ATK +65 Talent Upgrade: Increases ATK to 130% -> 135% against aerial targets, and disables the target's special ability for 4s -> 5s
Melanite 1 ATK +45, DEF +20 Trait Upgrade: High accuracy point-blank shot, increases ATK to 105% when attacking enemies directly in front, and ignores their Physical Dodge
2 ATK +60, DEF +25 Talent Upgrade: After activating skill for the first time, deals 15% -> 19% damage on subsequent skill activations
3 ATK +75, DEF +30 Talent Upgrade: After activating skill for the first time, deals 19% -> 24% damage on subsequent skill activations
W (Module 2) 1 HP +160, ATK +45 Trait Upgrade: Deals AOE Physical damage, and ignores 100 DEF
2 HP +180, ATK +65 Talent Upgrade: After remaining deployed for 10 seconds, obtains 60% Physical and Arts Dodge, and is less likely to be targeted by enemies. If W does not take damage for 20 seconds, increases ATK gradually to +10%, and resets ATK once damage is taken
3 HP +200, ATK +85 Talent Upgrade: After remaining deployed for 10 -> 8s, obtains 60% Physical and Arts Dodge, and is less likely to be targeted by enemies. If W does not take damage for 20s -> 16s, increases ATK gradually to +10% -> +20% percentage, and resets ATK once damage is taken
Kal'tsit (Module 2) 1 HP +115, ASPD +5 Trait Upgrade: Restores the HP of allies, when healing melee units, healing effectiveness is increased by 15%
2 HP +155, ASPD +6 Talent Upgrade: Can use and heal Mon3tr, and Mon3tr has a 25 second redeployment time. Kal'tsit will prioritize healing herself and Mon3tr; If Mon3tr is within Kal'tsit's Attack Range, Mon3tr gains 12 ASPD and +15% DEF; If Mon3tr is not within Kal'tsit's Attack Range, Mon3tr's DEF is reduced to 0
3 HP +195, ASPD +7 Talent Upgrade: Can use and heal Mon3tr, and Mon3tr has a 25 second redeployment time. Kal'tsit will prioritize healing herself and Mon3tr; If Mon3tr is within Kal'tsit's Attack Range, Mon3tr gains 12 -> 20 ASPD and +15% -> +20% DEF; If Mon3tr is not within Kal'tsit's Attack Range, Mon3tr's DEF is reduced to 0
◆ English voiceover is updated for certain operators:
  • Muelsyse
  • Silence the Paradigmatic
  • Ho'olheyak
  • Dorothy
  • Mlynar
  • Flametail
  • Greyy the Lightningbearer
  • Proviso
  • Silence
  • Greyy
◆ Korean voiceover is updated for certain operators:
  • Dorothy
  • Mlynar
  • Greyy the Lightningbearer
  • Proviso
◆ Dialect voiceover is updated for certain operators:
  • Lee
  • Aak
  • Waai Fu
  • Hung
◆ Added a new term [Weaken]: Reduces target's ATK by the stated percentage (strongest effect takes precedence)
[Skins]
Credits: PRTS
submitted by wewechoo to wewechoo [link] [comments]


2023.04.30 16:15 AquariusViaRainbow Event Gains Calculator [2023.04] - for Gamepress Operator Planner & penguin-stats.io

Event Gains Calculator [2023.04] - for Gamepress Operator Planner & penguin-stats.io

Preview

Now with:

  • Events from Episode 11 to Stultifera Navis Rerun included. [Lone Trail NOT included]
  • Materials reshuffle and update included.
  • penguin-stats.io inventory conversion! [yay, made it for myself, but probs won't use it anyway, xD]
  • 20% more rock-cancer!

Make a copy of: [AqVR] Arknights - Gamepress Operator Planner - Supplement - Event Gains Calculator.xlsx


Instructions:
  • Copy-paste your "inventory" data from Gamepress Operator Planner into column A [A3-A88].
  • Open "Data > Text to Columns"; pick Delimiters; tick Comma; press Next and Finish; to separate numbers from text into column B.
  • Set Multipliers on events [row 2], depending on your needs [but obviously only -1, 0 or 1].
  • Drag-select and copy-paste values from column F [F3-F88] back into Gamepress inventory.
  • OPTIONAL: Drag-select and copy-paste values from column G [G3-G88] into Gamepress inventory to regain original inventory in case you saved new values in GG.

Penguin-stats.io import:
  • Copy-paste your "inventory" data from Gamepress Operator Planner into column F \F3-F88].)
  • Open "Data > Text to Columns"; pick Delimiters; tick Comma; press Next and Finish; to separate numbers from text into column B.
  • Set Multiplier on events, depending on your needs \but obviously only -1, 0 or 1].)
  • Open https://penguin-stats.io/planner and click IMPORT/EXPORT.
  • OPTIONAL: make a backup of data under Share Configuration Profile in case you could miss it!
  • Copy data from cell F1 and paste under Import from Configuration Profile.
  • Click IMPORT.
  • Enter your preferred values under "Need:", because they will "reset" to 0.

Notes:
  • Placeholder +100 added to farmable materials. Change it below the main table if you want.
  • Values that would be "0" anyways removed, hopefully it's more readable like this.
  • New items in Intelligence Shop (certs from event reruns) NOT included.

I doubt my skills to make an easy makro to import mats inventory from penguin-stats.io, or combine your old "Need:" with GG inventory import.
If GGOP allowed to export "Total Materials Required" list, I could use it to fill in penguins-stats.io's "Need:" field.
.
submitted by AquariusViaRainbow to arknights [link] [comments]


2023.04.30 13:02 Shad0wedge [Operator Discussion] Totter

Totter [★★★★]
Why I like snow, you wonder? Let me think... Does never seeing it in Sargon count? Heh, it's not really that deep. People always have their inexplicable fancies.
Totter, real name Totter, is a semi-retired mercenary living in the forests along the border of Victoria. To repay a favor, he left the forests and came to the battlefields of Londinium at great personal risk. After the incident concluded, he chose to occasionally participate as a sniper in Rhodes Island's fieldwork.

Operator Information

  • Class: Sniper (Besieger)
  • Tags: DPS
  • Artist: 板板
Voice Actor:
JP: Chikahiro Kobayashi
CN: Liu Beichen
EN: Mercer Boffey

Stats

HP ATK DEF Arts Resistance Redeploy Time DP Cost Block Attack Interval
1550 920 105 0 70 22 1 2.4s
*Stats at max Promotion and Level, excludes bonuses from Potential and Trust.
Trust bonus
Attack Power +50
Defense +40
Traits
Attacks the heaviest enemy first
Skill Name Skill Uptime Details (Initial/Cost/Uptime) SP Charge Type Skill Activation Skill Description
Sunpiercer 0 SP / 3 SP / - Attacking Enemy Auto Trigger The next attack targets 1 more enemy and deals 220% ATK as Physical damage
Prism Break 25 SP / 40 SP / 30s Per Second Manual Trigger ASPD +50, each attack targets 2 more enemies; if only one enemy is hit, deals 225% ATK as Physical damage
*Skills at Mastery 3.

Talent

Talent name Talent Description
Illuminating Eyes Can attack Invisible enemies. If there are Invisible enemies within attack range, ATK +20% (+3%)

Additional Resources

In-depth information regarding all values above (at different levels), skill/attack range, and more:
GP Arknights Wiki
Arknights Toolbox (aceship)
Fandom Arknights Wiki

Topic Starters

  • Strengths/Weaknesses?
  • How does this operator compare to other operators in their archetype or role?
  • How do you fit this operator into a team? Who do they synergize with?
  • Which skill(s) should be focused for mastery, and in what order?
  • When is the best time to use this operator's skills during combat?
  • Should promoting this operator to Elite 2 be a priority?
  • Should new / F2P players aim for this operator? Are there more accessible alternatives?
  • Lore discussion (please tag spoilers where appropriate)

Other Operator Discussion threads

List of Operator Discussion threads
submitted by Shad0wedge to arknights [link] [comments]


2023.04.29 02:53 Boelthor "Success is inevitable. No need to leave it to chance." (Kazemaru Guide)

Kazemaru's always seemed to fly under the radar; with the release of her skin I thought it would be a good time to make a guide to call attention to how good of a unit she is.

Basic Information

Kazemaru is a 5* Dollkeeper Specialist, meaning she's a Guard by a different name with a baked in way to cheat death. Compared to her branchmates Kaze focuses exclusively on dps, boasting two amazing skills--especially her signature s2 which summons her Kaminingyo to fight alongside her. The "catch" is that her skills are so good that she wants to avoid using her ability to cheat death because it cuts into her skill uptime.

Offensive Stats

Kaze has high Attack, a 1.2 second attack interval, above-average dps, and a standard 1x2 range. Overall her stats are on par with 5* Guards, and she has reasonable dph too.

Defensive Stats

Kaze has average HP, below-average Defense, 0 Res, and 2 block. By stats alone her bulk is a little below-average, though she's not too squishy. As a Dollkeeper her trait provides plenty of extra survivability, but she also has forced HP loss on all her skills.

Cost and Trust

Kaze costs 15 DP to deploy, almost as low as a 5* Vanguard. Her trust bonus is full offense, +80 Attack. The low DP cost is a big advantage for Kaze, letting you open stages with her and making her easier to fit in.

Trait: Does not retreat upon receiving lethal damage, instead swaps to a doll with 0 block for 20 seconds, then swaps back to the original.

The doll can be weird, so here are the basics. The doll is not a separate unit like Phantom's clone but a set of modifiers applied to Kaze's stats, so it shares the same bonuses from trust/potential/module base stats, and can be healed or buffed like a regular operator. Switching to or from the doll will fully heal Kaze's HP and remove all status effects and debuffs (even permanent ones); elemental damage buildup is not healed. But switching also resets her SP to 0, deactivates her skills, and removes buffs like Warfarin's s2. While in doll form she cannot gain SP and her SP bar instead shows the remaining duration of the doll, and she dies for real if killed in doll form. The doll's range is a 3x3 square centered on her, deals single-target physical damage, and its attacks can hit flying enemies
The game tags all Dollkeepers as "Fast Redeploy", and for once the tagging is accurate. Much like Executors, the doll lets Kaze get back in the action quickly after "dying", fully healing herself in the process. While unlike Executors the doll is automated and doesn't allow repositoning, Dollkeepers have better stats and generally better skills, plus the doll itself can fight back rather than Kaze having to leave the field entirely. And since the doll blocks 0 melee enemies can't attack it; barring strong ranged enemies it's all but impossible to truly kill Kaze.
Now, Kaze has an extra layer of complication on top of all this: her s2. S2 claims to summon the doll, but in reality the Kaminingyo it summons is a separate unit like Phantom's clone. The Kaminingyo is mostly identical to the doll, but has two important differences from the doll: it does not benefit from potential/module (but always has stats as if Kaze was at max trust), and cannot hit flying enemies. Unlike most summons (but like the doll), it can be healed directly.

Talent: From Paper Comes Life

When the doll or Kaminingyo is summoned, it will deal 270% of its ATK as Arts Damage to all ground enemies in the surrounding 8 tiles.
Thanks to the high multiplier this talent often kills whatever "killed" Kaze (it does ~2.1k damage if Kaze is max level) and the true AoE lets it wipe out trash mobs, giving her some breathing room and you time to react if she "dies". The greatest value of this talent comes form its interaction with s2, however, and will be covered then.

Module: PUM-X

Stage 1: +45 Attack, +25 Defense. Doll gains +15% Attack. Stage 2: +55 Attack, +35 Defense. From Paper Comes Life now has a 280% multiplier when the doll is summoned instead. Stage 3: +65 Attack, +40 Defense. From Paper Comes Life now has a 285% multiplier when the doll is summoned instead.
While this module is good for a generic +damage module in theory, it has one massive flaw: absolutely none of it applies to s2's Kaminingyo, not the base stats, not the +15% Attack, not even the enhanced multiplier for her talent! Given that the Kaminingyo is a bit more than 50% of s2's damage output, this module is much less beneficial than it appears. Adding insult to injury, the +15% Attack doesn't apply to her talent activation when she "dies". The first level may still be worth considering, as it provides ~+22% Attack total to the on-death doll and the elite material used is t4 Polyester (which many veterans have more of than they can spend), but is a luxury option. Only get the upgrades if you're intent on maxing out your Kazemaru.

First Skill: Origami Art - Swift Strike

At m3{m0} Origami Art - Swift Strike has 0 initial SP, costs 2{3} SP, recovers SP by attacking, lasts for a single attack, and is automatically activated. It gives the affected attack a 350%{275%} attack multiplier and causes Kazemaru to lose HP equal to 10% of her max HP.
Power Strike has always been a good skill, and Kaze gets a version that deals even more damage at the cost of self-damage. The self-damage can force out the doll faster (and thus proc her talent more often), but in practice Kaze's doll is weaker than her s1 so you normally use this skill alongside a healer. On the other hand, in situations where there are extremely powerful melee enemies but weak/no ranged enemies, the low SP cost lets her get in a few skill activations before being forced to swap back to the doll.
S1 is a great skill in its own right thanks to high sustained dps and dph, but even so it pales in comparison to s2 in most content. The primary exceptions are IS and SSS; s1 has excellent scaling with all kinds of buffs, which both of those game modes provide in spades.

Second Skill: Origami Art - Twin Shadows

At m3{m0} Origami Art - Twin Shadows has 15{10} initial SP, costs 20 SP, recovers SP over time, lasts 20 seconds, and is manually activated. Upon casting the skill Kazemaru instantly loses 50% of her current HP and summons a Kaminingyo on a surrounding melee tile, which despawns when the skill ends (including Kazemaru "dying"). For the duration of the skill, both Kazemaru and the Kaminingyo gain +120%{+90%} Attack.
The Kaminingyo will be summoned on the same tile as an enemy if one is available (if there are multiple eligible enemies then normal aggro rules are followed); if there are enemies within the 3x3 summon range but their tiles are not available then the Kaminingyo will be summoned on the nearest available tile; if there are no enemies within the 3x3 summon range the Kaminingyo is summoned on a random tile, even if there are enemies nearby that the Kamingyo could reach if summoned onto a specific tile (within a 5x5 range but not a 3x3 range). This skill cannot reduce Kazemaru's HP below 1.
S2 is a fantastic skill; in terms of dps it just about ties Bagpipe s3, but is on a mere 20s cooldown. The 40s rotation with 50% uptime makes it easy to have this skill up for virtually every wave, and with 15/20 initial SP you can helidrop it as well. The Kaminingyo even activates her talent when it appears for a 270% nuke...that benefits from the skill's +120% Attack, hitting for ~4.6k damage if Kaze is max level. The HP loss is surprisingly negligible; the Kaminingyo will naturally take aggro from ranged enemies since it will have deployed more recently and many melee enemies can barely reach Kaze thanks to s2's sheer dps. If they do reach she can drop just as quickly, but even if she does "die" the doll will still have a chance to finish the job and will fully heal her when she returns. Another benefit of this skill is that since the Kaminingyo is summoned in a 3x3 square around Kaze and has a 3x3 range of its own, it can potentially reach any enemy within a 5x5 square centered on Kaze, offering massive coverage if you can get it to spawn on the correct tiles. Making use of this extra range will effectively halve the dps since Kaze herself can't reach, but most melee operators couldn't even dream of reaching most of these tiles to begin with.
It's hard for me to praise s2 enough, though not as hard as it is for any other skill to match s2's mix of great dps and great rotation with extended range while being attached to a 2 block operator with nigh-immortality that only costs about as much DP as a Vanguard.

Mastery Choices

S2's masteries are a little on the weak side, providing only ~16% more dps during the skill and 5 initial SP. Even so, with as much dps as s2 does 16% is still enough to notice, and the 5 extra initial SP is helpful for helidropping her, so it's highly recommended you get s2m3 if you're using Kaze. If you are interested in s1 for IS/SSS or just to mix things up you'll need to put masteries on it; as a Power Strike type skill it has a major breakpoint at m3.

Usage

It's easy to get Kaze to pull her own weight by simply treating her as a Guard; the complexity comes in when taking advantage of the Dollkeeper trait.

General Tips

While above I have said that Kazemaru generally wants to avoid swapping to her doll, it's not that her doll is outright terrible like base Spec2's doll, it's just that the doll isn't as good as her skills. Compared to her basic attacks the doll trades away block for extra range (and +15% Attack if you have her module); it doesn't do so well vs elites, but it can handle trash mobs just fine as long as there aren't too many, and her talent will help clear enemies that may have piled up. And given that the doll's the key to her self-sustain you'll end up using it anyway, so it's better to know how to make the most of it. The trick is controlling when Kaze "dies", with the main method being timing s2--sometimes it's better to delay s2's activation so that Kaze takes more damage instead of killing the enemies asap, potentially allowing her to swap to her doll at a safer time. Or you can just take the simple approach of giving her a healer; doing this means not exploiting the theoretical infinite self-sustain via the doll but improves Kaze's ability to fight stronger enemies. Her skills are more than enough for her to pull her weight, and the doll still gives her a safety net in case something can "kill" her in spite of the healing she'll be recieving.

Filter

Yet another way to handle the doll is to simply accept that some enemies will leak and have someone else to catch them, typically another blocker. How exactly this plays out depends on how far ahead Kaze is compared to that other operator.
If you put Kaze 1-2 tiles ahead then it's generally possible to ensure that Kaze, the Kaminingyo, and the other operator can all reach enemies that leak past Kaze. If you're dealing with enemies that have too much dps for Kaze to handle, like Enraged Possessed Leaders, then you can put a tank behind Kazemaru to hold them while Kaze provides the dps. Otherwise it's usually best to pair with an operator who has extended range such as Lords, s2 Blaze, and Fortresses who can also reach enemies blocked by Kazemaru. In this case Kaze acts as the tank, using her self-sustain to avoid the need for a healer while providing much more dps than most tanks could.
If you put Kaze further ahead then she generally can't cooperate with the other operator, but the advantage of this is that she keeps whatever she's fighting away from your other operators. In this case the intent is that elites/bosses will be able to bypass Kaze and windup in a prepared killzone, where ranged operators can focus fire on the elites/bosses without being distraced by the trash mobs Kaze will be holding off. It can also be helpful if you're dealing with enemies that have AoE/multitarget/chain attacks, preventing them from exploiting clumped up operators.

Vanguard

Kaze makes for an amazing first deploy; while she may not generate DP she's cheap, has the damage output and rotation to keep up with all but the most unrelenting rushes, and doesn't need a healer. She can solo hold a lane for a long time--possibly for the entire stage if there isn't too much pressure--giving you more time to get other operators out and saving you any DP that would otherwise be spent on reinforcements. And she can be positioned much more aggressively than many Vanguards, though it's best to leave at least 1 tile between her and the red box so there's space for the Kaminingyo.

Integrated Strategies

IS favors operators who can adapt to different situations and fill multiple roles, and Kazemaru certainly fits that description: she's got great dps, a fast rotation, can potentially cover multiple lanes, is cheap enough to deal with rushes if you lack a Vanguard, can keep herself alive if you lack healers, and can be used as bait. As a Specialist she even uses tickets that normally have less competition and can be chosen as a starter in the Vanguard/SnipeSpecialist squad, as a 5* she doesn't cost too much Hope, and she does well even at e1. She also has high relic compatability--since s1 is a Power Strike type skill it benfits greatly from the usual +ASPD, spinach, and SP battery relics, as well as any +Attack she can get, and as a Dollkeeper she's even eligible for the Hand of Superspeed. But she's not reliant on getting good relics, as s2 is already good on its own. Do note that her talent is sadly unaffected by spinach and the like even if it's activated via s2 or she "dies" to s1's recoil.

Synergies

This'll be a short section; Kaze is another operator without many synergies beyond the trivial ones.

Healers

This one isn't as trivial as you might expect, especially given her branch. I keep bringing up how Kaze's skills are much better than her doll, and healers are the simplest way to ensure more skill and less doll uptime. Another way to look at it is that for Kazemaru healers functionally act as SP batteries as well, on top of any direct SP they may provide.

Bards

Bards have a few advantages for Kazemaru: they provide enough healing to balance out her self-damage, they provide Attack buffs which scale well with Kaze's high multipliers, and those Attack buffs are AoE so they can affect both Kaze and the Kaminingyo whereas most other buffers can only target one. Skadi2 s2 in particular has infinite duration so there's no need to worry about cycling, and the extra healing and Defense buff helps shore up Kaze's squishier stats. Heidi s1 comes with the double-edged sword of 0 block; while it can cause Kaze to leak, it also provides a chance for her to release an enemy that would have otherwise "killed" her. Heidi s1 also has a rotation that's even faster than Kaze s2's with a 10s duration and 20s cooldown, and with Kaze s2 double-dipping on the Attack buff thanks to having two buff targets it can often turn the tables and kill said powerful enemy instead.

Quercus

Quercus s2 is a powerful SP battery, but is contigent on her healing the target and thus is most consistent on operators with self-damage. Kazemaru s1 is an example, and as a Power Strike type skill it benefits greatly from SP support. Additionally, Quercus has enough hps and a fast enough rotation to help make up for Kaze s1's self-damage. The one thing to watch out for is SP lockout--while Kaze is using s1 she can't recover SP, but if Quercus has nothing to do but heal Kaze's self-damage she'll heal before s1 finishes and the SP will be lost. But in practice Kaze will normally be getting attacked too and/or Quercus will cover multiple operators; in either case Quercus will be kept busy enough that she won't heal Kaze ASAP during s1 and the SP will be gained as expected.

Base Skills

At e0 Kazemaru's base skill is Fading into Shadow, a Reception Room skill. Fading into Shadow increases clue search speed by 15%
At e2 Kazemaru gains a second base skill, Proficient Artistry, also a Reception Room skill. Proficient Artistry increases clue search speed by a further 35% assuming Kazemaru is the only operator assigned to the Reception Room.
This skill provides a total +50% clue speed if Kazemaru is solo; given that the best generic RR skills are only +25%, this may seem like a top-tier skill. However, there are hidden clue search speed increases based on the elite promotion of the operators (0% for e0, 8% for e1, 16% for e2), and their rarity (5% for 1/2/3*, 7% for 4*, 9% for 5*, 10% for 6*). For Kazemaru that's an extra +25%, giving +75% total, but you miss out on the bonuses from having a second operator. With them even a cheap combo like e1 Gitano+e1 Rope can hit +75%, and the expensive e2 Ch'en1+e2 Astesia goes as high as +101%.
Edit: u/MetaThPr4h has pointed out that an operator at 0 morale will still count for the hidden bonuses, but will not interfere with Kaze's base skill. This lets you get +101% with Kaze+0 morale e2 6*, making it one of the best RR combos.

Closing

This guide was short, as Kazemaru's a relatively simple operator to use; it's just that most people haven't looked at her numbers enough to realize how good they are. Do ask any questions you have however, as the doll and Kaminingyo have a lot of minor details to them. Next up is a Penance guide once her banner arrives. As always, here's a link to the Operator Guide Repository maintained by u/LastChancellor, also available in the subreddit's sidebar.
In case you'd like to see Kazemaru in action for yourself, here are some videos (only content EN has already gotten though, in case you're worried about spoilers). These are generally showing her performance in extreme scenarios and at max level, but they should give you an idea of what her upper limit is like.
submitted by Boelthor to arknights [link] [comments]


2023.04.27 19:00 Shad0wedge [Event Megathread] EP11: Return To Mist

EP11: Return To Mist

Event Duration

Stages open on: April 27, 2023, 10:00 (UTC-7) - End Of Service
Event Duration: April 27, 2023, 10:00 (UTC-7) – May 11, 2023, 03:59 (UTC-7)
 

Event Overview

 
 
Banner - Bearings And Sparks
 
 
Skins & Furniture
Lee - Trust Your Eyes
Iris - Mirror Visitor
Kazemaru - Like Illusion
-
Shining Steps Re-Edition Outfits
Ambience Synesthesia/II Tailor-Provided Re-Edition Outfits
Ambience Synesthesia Tailor-Provided
-
Saint-Marsol Classroom
 
GP Event Guides Official Links New Operators
General Guide Official Tailer Stainless
- Animation PV Dagda
- Operator Preview Paprika
- Teaser Totter
Remember to mark spoilers when discussing event story details! The code for spoilers is: >!spoiler text goes here!<
This is how it looks: spoiler text goes here
submitted by Shad0wedge to arknights [link] [comments]