Correction: as per Hong's input, not ALL Breakbar buffs can be cheesed by using Buffblocking, certain ones are apparently immune to this gimmick Correction 2: using a different set of cards also changes enemy behavior RNG, meaning that you can still savescum even if you no longer have any CS/skills/Mystic Code skills Extra Notes: -I haven't tested whether or not an NP's position will affect their NP generation/star generation (we know it doesn't affect its damage), I want to say it doesn't but I may have to properly test it at some point (you guys in the comments may be able to answer this for me) -Overgauge is the same as Overkill but only appears when you fully destroy an enemy's breakbar, so all Overkill mechanics/bugs still apply -If an enemy has multiple Breakbar buffs, a 1-time Buffblock will only deny the first one, and the others will go through. Mephistopheles with his 3x Buffblock skill or anyone else who's got a multi-effect Buffblock mechanic (if there is anyone else) is the only way to fully deny a boss who gives themselves multiple breakbar buffs at once (unless they have more than 3 breakbar buffs lol) -Edit 1: if you accidentally use a skill that you didn't mean to, you can savescum by quickly exiting out of the game app and restarting. So long as you do this before the skill animation is finished, you can reset back to before you used that skill There may be more hidden stuff in the game that this video didn't cover, and there are definitely some mechanics that I'm reserving for future videos soon(tm). Special thanks to Hong, Officer Artoria, and SOA for help & clarification with the stuff discussed in this video and to anyone else whose work I've used/referenced. Links to art/references in the description.
Just saying not all break bar buffs can be blocked. Its completely random. Bulls buff is irremovable but can be blocked. However salters buff is also irremovable but cant.
I have two accounts, one on my phone and one on my iPad, and I know for a fact that simply changing a CE on your support does NOT update your login time. You have to go to the main screen again.
Another note: NP charge-per-turn skills on servants NP2+ DO trigger the 100% NP charge bug, this happened to me more than once taking Chacha to farm QP and having her reach 100% NP through her first skill, then going down to its supposed percentage for a split second before going back up to 100% seconds before the animation into entering the 2/3 battle.
I am pretty sure you can get stuck at 99% NP Charge if it is 99.0%. Maybe this can be tested with a servant with a charge at x9% plus other charge skills from support
Timestamps: 0:36 Attribute Advantage System 2:16 Enemy Crit Rates 2:55 Class Specific Star Gen/NP Gen Rates 4:54 Star Gen Rates on Command Chain 7:27 Face Card Star Weights 8:53 Maximizing Critical Hit Chances through Face Card Hit Counts 11:17 Save Scumming/Mitigating Bad RNG 12:56 Overkill/Overgauge Mechanic and Bonuses 16:15 NP Gauge Roundoff 18:53 Support List RNG 19:32 Relogging and Maximizing FP Income 20:01 Break Bar Buff Blocking
I have lost count of the number of times I have save scummed to avoid a servant dying, used an evade or invincible buff on them, and then they were never attacked.
I actually discovered the buff-blocking thing by accident, when i used a Jalter team against the Spartacus challenge quest. He never got his break bar buffs that entire time, and i felt like a genius....
datamining there is a video of someone using freaking GOETIA, BEAST I, as HIS OWN SERVANT to fight Beast III/R EDIT: heres the video ruclips.net/video/jo9nwGkti88/видео.html the power of datamining
According to that one datamine on Beast's Lair, Arts effect buffs do not increase how many stars you get from Arts cards, whether they are NPs or facecards. cardMod buffs are multiplicative with cardStarValue, which is 0 for all Arts cards, as you said yourself.
pachonerd yeah this bothered me in the vid. The same is also true of buster cards np gen and buster buffs when leading off with arts 1st (they don’t do anything)
You don't need to know any of this to actually beat it. It's still a really simplistic rpg, way simpler than pokemon was on the gameboy some 20 years ago lol. What makes it stand out from phone games is the story.
How about this: Critical Stars Re-Draw: Critical Star Distribution changes everytime a Star Gather Up is activated; this can be used to "re draw" stars with the skill when the cards of the servant using it are not present (Or using a targetable skill on a servant with no cards on that turn)
Hey touhou, that was a great video! I did not expect to learn this much and I am glad you shed light on many mechanics that people usually don't know. Perhaps that was intended but there are two things you did not mention about savescumming. You can do it on skills, meaning that if you close the game before the skill animation is done you can avoid using it, useful for ip. To reset the skill you need to use another skill. Another thing I noticed is that you can reset the enemy behavior by changing which cards you use. You only mention skills, mc skills and cs. Reference 12:35 . Anyhow thank you for this great video
That also explains when I used a Crit Star Gather skill, not every stars will go to my desired servant card, instead, it's either split or still distributed to some
A small correction on the mechanic of 99% NP charge rounding up to 100%. It is possible to reach 99% NP and not round up to 100% charge under specific scenarios although it is very rare. You need to have a decimal value/less than zero NP charge up skill/passive that the game rounds up occur at 98% NP, which will round up to 99%. So if you use a skill that leaves you at an NP charge value of 98.5-98.9%, the game will round you up to 99% but not 100%. I have had this happen before on at least one occasion.
I don't know if I should roll for gramps. He's strong, but I already have Osakabe, Wu, and Yan from last event... I also have the notorious assasin spooker Stheno, but I've been wanting to burn her.
Note that you can hit EXACTLY 99% np charge. Its just extremely rare. The game rounds up at any number above 99, so as soon as you hit 99.01, it goes to 100. If you do manage to hit 99.00, it will display 99. This happened to me a few times in the Prison Tower Challenge quest when I was running Merlin Waver Merlin for shits and giggles. I've got the screenshots still. It's pretty weird when it happens
no longer the case, this has been fixed so now any 99% flat charge (with the exception of Servants losing charge down to 99%) gets rounded up and should pertain to both IOS and android versions
Something I haven't seen mentioned is that you can reroll RNG on skills like Scathach's evade by resetting the app between the text popup indicating whether or not it succeeded and when animation ends/the camera returns to a normal position and using a skill to reroll the RNG as you would for an enemy attack reroll. This per a friend of mine, I have not tested it myself.
wanna add if its not yet been added you can also cancel a skill activation as long as you savescum it before the skill animation is over so if you mistakenly use a skill that shouldn't be used at that current turn, better rev up your ultra instinct to do a quick savescum
In CasGil example, Arts up doesn't increase star drop rate. Or well, technically it does in the formula, but 130% x 0% is still 0%. The way card effectiveness buffs increase star drop rate differs from direct star drop rate buffs, they multiply the bonus of the card instead of being added to it. For example bonus 30% buster buff for a first buster card results in 13% star drop rate (130% x 10%) + base star drop rate of the character, while bonus 30% star drop rate for the same card gives 40% star drop rate on top of the base drop rate.
About NP rounding, i believe the game rounds up any 99,n% (n>0) to 100 unless you manage to land 99,0%, then it stays at 99 it happened to me once i think when using a charge ability
About Save Scumming... To change the actions of the enemies you have to do one of 3 things: 1. Apply a defensive buff to one of your servants (either Def Up, Evade, Invincible, Heal (In case of healing, it works even if the healed servant was full HP before the heal), etc). 2. Apply an offensive debuff on an enemy (damage down, crit chance down, crit damage down, skill / np seal, np gauge drain, etc). 3. Kill an enemy or deplete one hp gauge of an enemy. If you only use offensive buffs or defensive debuffs in the enemy, they will repeat the same pattern of attacks/skills. At least this is from my experience, if it really doesn't, it means that I have a horrible luck with this, because in 100% of the cases was like that for me. P.S: Werewolf, Jaguar and Goblin Assassins have a 60% chance of making a critical hit, huh... That explains a lot, it always irritates how those damn bastards hit more critics than normal attacks.
given that you can change enemy behavior RNG simply by changing the cards you use, I don't think it has to be as specific as what you say here. pretty sure it's just use any skill regardless of type and you can savescum
A funny almost irrelevant hidden mechanic regarding star absorption. The hidden star absorption stat of any servant is (manually) determined by two factors: 1: Class, the most significant one. 2: In-lore Luck stat of said servant. This usually is 1% or 2% diference in each rank, so this only becomes slightly evident only with Servants of the same class. You can check this by searching two servant of the same class and same luck stat, and looking up their hidden star absorption: they're the same. This same thing happens with star generation (agility) and death resistance (Mana).
That’s so cool! Seems like kind of an artifact of early release when they prioritized assigning stats and skill strength based on lore. I’m glad they’ve since changed, but very cool to see stuff like this is still present.
I remember hearing somewhere that if you’re hyper unlucky and get on the dot *exactly* 99.00% NP gauge, you won’t be rounded up. But I’m pretty sure the digits go further than two past decimal point, so because of all the things that effect NP gain you’re extremely unlikely to get 99.% on the dot
I've had it happen several times, though the only consistent thing I've noticed is that it only seems to happen on characters that aren't capped at 100% NP. As if the system were checking to see if they were within 1% of their NP cap, rather than their proximity to 100%. Basically, 99% was being treated the same as 199% and 299% if they had NP2 or above. I haven't noticed whether it's happened lately or if it's been fixed, but I know it was an issue previously.
He literally states in the video said phenomenon. It used to apply to Android users whenever they had EXACTLY 99% np (as opposed to the invisible 99.1+% decimals that FGO uses but doesn't show to the players). This has since been patched out so now reaching 99% will always round up to 100% no matter what device you play on.
13:46 I think this is not a bug. Hassan has more than one hit in his Arts Card, so the killing blow comes first and then the other hits triggers the Overkill
Killing blows still get Overkill bonuses. KH admittedly wasn't the best example I could've used, so I tested again with Waver (1hit arts cards). Waver gets 7% charge on Arts hits without any Overkill bugs on his leadoff, but gets 12% on a leadoff Arts kill.
I think most people became very familiar with save scumming during The First Hassan's gimmicky CQ in the last Nero Fest. Also in saying that the hidden Death mechanic wasn't discussed.
At 12:51 ; Since the introduction of the back button in May, I've seen quite a few time where that didn't apply for skills but for cards. For several CQ (so not just one, it wasn't a unique case scenario), I've been unable to change enemy pattern with skills, no matter how much I used, but changing the card I use made them change their pattern. Likewise, I've managed to change enemy's pattern just by changing the cards without using any skills. I don't know why it happened and it surprised me because I was used to savescum with skills. Though now I think it was because of a change in hitcounts.
If I'm not mistaken, arts buffs does not increase star gen because the base value of arts is 0. The formula is: Stars = (baseStarRate + firstCardBonus + (cardStarValue * (1 + cardMod)) + serverRate + starDropMod - enemyStarDropMod + criticalModifier) * overkillModifier + overkillAdd Where cardStarValue is the initial value of each card (arts is 0 in all positions) cardMod is your arts/buster/quick buff Then (cardStarValue * (1 + cardMod)) and as you can imagine, every number times 0 is still 0.
In fact, you can reach 99% np, the thing is, if there is 99,1%(or any number greater than 99) it will go to 100%, if it is exact 99%(it is hard to see, but happens some times) wont go to 100%
I believe it's possible that in the rare case of an NP bar going to EXACTLY 99% ( .000... however many decimals) it will also display as 99% and not round up. I distinctively remember a support Drake taking an enemy attack and being left with 99% NP still, and screenshotting it to my friends being like "is this shit fr right now."
I've had my NP gauge be stuck at 99% before after NP gain on 3 separate occasion, so I think there's some weird sweet spot that causes it to stick at that value, rather than rounding. Maybe if the fractional NP gains add up to 99.00% exactly?
Some enemy servants(maybe non servant enemies too) has hidden preferences too on who will be their target. One servants that i consistently do this is Jack will more likely to hit female servants rather the male ones(except when she unleashes her NP). Maybe Boudica against Roman and MHX against saberfaces too, but i need more research on this.
Also, there is another way to get 99%. The anti frustration feature only applies if you have any number between 99% and 100%. But if you instead have a exact 99% this one won't be rounded. I have had this too many times that is hilarious.
Correction: NP Gauge will always ROUND UP to 100% if whatever source you generated will land you ABOVE 99% (like 99.1%). Ex. If Drake has Pioneer of the Stars (3rd Skill) at level 10 and you use it at 49.4%, she'll get 100% gauge afterwards! HOWEVER IF YOU EXACTLY LAND AT 99%, IT WILL STAY ON 99% Souless from F/GO discord (the one having convo with Xeno) can confirm this!
I think savescumming can also work by changing facecard usage, again based in RNG. I think the hitcounts have to be different though, if memory and experience serve
16:20 Can confirm that it is possible to get 99% np charge, the game only rounds up if the charge is more than 99.5% i believe, I got aarash to 99% np charged before
no longer the case, that's been fixed so now any 99% charge rounds up. Also even before the fix, it was literally any % over 99% that rounded you up, not at 99.5%
1) Overkill can start in the middle of a command card so in some situations the first couple of hits do not get it, but then halfway the remaining hits do get it. 2) The bug is not just half, is when a hit removes half of the target current hp at that time, the following hits get the bug So if you start hitting an enemy that has half hp but you do jack shit damage, you get nothing. If you bump an enemy down from 5.000k to 2.499k with a 1-hit buster card or a 1-hit NP, all the arts card will get the bug and gain more NP even if they deal 1 damage each. 3) I still like to call bullshit on that android ios thing about np, no way the game has different mechanincs in two different phones with the same account...come on. Come f-in' on. Let's throw more things since it's a thing that a lot of people do, doing wrong. 4) Stunned cards do nothing. If you put a stunned card first, you will get no first card bonus. IT'S USELESS TO PUT A STUNNED BUSTER FIRST IF YOU ONLY HAVE TWO NON STUNNED CARDS, THEY WON'T GET 50% DAMAGE BONUS This also means that doing Valid Card/Stunned Card/Valid Card won't give the 3rd card the multiplier of the 3rd position, but only the 2nd. HOWEVER, stunned cards can break a chain from a same servant making it switch target after killing. Normally, attacking twice in a row with a servant overkills, but if you do Servant 1 Card/Servant 2 Stunned Card/Servant 1 Card, if the first attack kills, the third will attack another enemy. 5) Unlike a lot of people believes, "Buster Up" doesn't just increase the Damage of the cards. If you ABB with a servant, Buster Up will increase the amount of NP generated with your Buster cards. 6) A stargen buff is not necessary to generate stars with Arts Cards. Hit counts are enough. Stargen will only multiply the amount, multiply, not add. If you generate zero stars, put as much stargen bonus as you want, you'll still generate zero. If you don't believe it, just try an AQA chain with Chloe before and after using her Lv 10 3rd skill, the amount of stars is exactly doubled. And most come from her Arts. If the Arts were uncapable of generating stars without a bonus, the ratio after/before would be way greater than two. 7) About the friend thingy you said, this means if you only have a certain maximum amount of friends, if they logged in in the last day, you'll be guaranteed to get them.
Charging inprogress You are incorrect, buster buffs DO NOT increase buster card np gen, same is true of arts buffs and stargen. Go look at the stargen/np gen formulas for yourself and see Also I see you’ve never used chloe because your whole thing about stargen is completely wrong, they absolutely do affect arts cards or otherwise, not just double them as you say. Again, taking one look at the formula would show you you’re wrong Please stop spreading misinformation
I've always been playing on iOS, and I remember a long time ago landing on flat 99% np charge and not getting rounded up a couple times. That definitely wasn't only on android. Not that it matters now, lol.
I didn't know half the things you explain and even after watching this i didn't understand the half thing i just watched...I'll just stick to the what i know and recommendation in internets, like the noob i am. Thanks for the video
There are times when the 99% NP mechanic doesn't work, maybe due to bugs, it happened to me several times with karna where he stayed with 99% after a NP charge skill. Im in android
I'm a sucker for little micro bonuses like Man vs Earth vs Heaven. I wish it was more notable in the game or maybe 3 more servants who gain a bonus against certain attributes. Raikou uses it as a short hand for "mystery killer" destroying anyone who's known for magic or divinity. I wouldn't want the bonus to be too great since the game is fine coming down to 3 separate class triangles but it could make some characters stronger for a certain archtype, like a 3* Man that does just enough damage for a certain Sky challenge boss they also have a class advantage towards. I also like the way there's a hidden star absorb buff behind the randomness so some turns a caster can get a majority of stars, even if most of the time it's just them stealing it from Riders you intended to crit constantly. Though crits in general should be looked at to make Quick more viable without Scadi, the quick Merlin.
Arts boosting doesn't increase crit star generation. There are no multiplicative effects of the arts buff with crit star generation buffs. On the other hand, Buster and Quick do have multiplicative effects but only on the crit generation on their cards. It's the reason why Quick boosting drastically increases the number of crit stars since the 3rd quick card has 180% crit star generation so a 25% quick boost increases that cards crit star generation by 45%.
Unfortunately, it works much different from attack buffs. Crit star generation stacks additively across nearly every single kind of star generation modifier. The only exception is with Quick boosts and Buster boosts. Even so, it is isolated to the card star value and the external buffs stack additively after that. With a +25% buster boost. The 20% star gen on a 3rd buster card would only become 25%. With the addition of a +20% crit star generation buff, that would be 45% crit star generation on the 3rd Buster card. With Arts boosts, since every card's star value is 0%, they always contribute 0% to crit star generation. If this wasn't the case, Caster Gil wouldn't be so exceptional in this regard. He is exceptional because he has a 50-100% crit star generation buff with a 10-hit aoe NP, on top of his 5/6 hit buster, arts, and extra cards. There is a reason people resort to star regen on Critical Arts teams rather than crit star generation. If you want my reference, look up "How many crit stars do I get in combat?" in the Beast's Lair.
About the Crit Manipulation. Does this mean that At the start of the turn Calculation are made based on the possible hit counts for what Number a crit needs to surpass in order to succeed. Like If there was a B1,B4,A3,Q5,A2 draw It determines 9(B4 + Q5) Critical success numbers. Meaning that You can have a bunch of different tries(If your willing to reload ) to get all criticals?
as i explained in the video the game doesn't calc the crit success value per individual card, only per individual position (leadoff, mid, and anchor). So due to the sheer variance in crit %'s it's highly unlikely for you to be able to successfully estimate each position's crit success value, so testing individual positions' crit success values are more feasible
I've seen a few times when my NP stop at 99% and didnt go up to 100%, had pic of them somewhere on my phone too but its too long ago I cant find it lol
great info, definitely something worth knowing before egtting into the game, but I dunno about that NP rounding...just today I bumped into at least three cases of the game not rounding mine up to a 100 ewe . . . I think the game forgot its supposed to have an anti-frustration measure there...
Correction: as per Hong's input, not ALL Breakbar buffs can be cheesed by using Buffblocking, certain ones are apparently immune to this gimmick
Correction 2: using a different set of cards also changes enemy behavior RNG, meaning that you can still savescum even if you no longer have any CS/skills/Mystic Code skills
Extra Notes:
-I haven't tested whether or not an NP's position will affect their NP generation/star generation (we know it doesn't affect its damage), I want to say it doesn't but I may have to properly test it at some point (you guys in the comments may be able to answer this for me)
-Overgauge is the same as Overkill but only appears when you fully destroy an enemy's breakbar, so all Overkill mechanics/bugs still apply
-If an enemy has multiple Breakbar buffs, a 1-time Buffblock will only deny the first one, and the others will go through. Mephistopheles with his 3x Buffblock skill or anyone else who's got a multi-effect Buffblock mechanic (if there is anyone else) is the only way to fully deny a boss who gives themselves multiple breakbar buffs at once (unless they have more than 3 breakbar buffs lol)
-Edit 1: if you accidentally use a skill that you didn't mean to, you can savescum by quickly exiting out of the game app and restarting. So long as you do this before the skill animation is finished, you can reset back to before you used that skill
There may be more hidden stuff in the game that this video didn't cover, and there are definitely some mechanics that I'm reserving for future videos soon(tm).
Special thanks to Hong, Officer Artoria, and SOA for help & clarification with the stuff discussed in this video and to anyone else whose work I've used/referenced. Links to art/references in the description.
Just saying not all break bar buffs can be blocked. Its completely random.
Bulls buff is irremovable but can be blocked. However salters buff is also irremovable but cant.
I have two accounts, one on my phone and one on my iPad, and I know for a fact that simply changing a CE on your support does NOT update your login time. You have to go to the main screen again.
About correction 2 , thats what I did during Davinci Nerofest CQ , aswell using skills change the RNG of the servant I went 53 turn doing that
Another note: NP charge-per-turn skills on servants NP2+ DO trigger the 100% NP charge bug, this happened to me more than once taking Chacha to farm QP and having her reach 100% NP through her first skill, then going down to its supposed percentage for a split second before going back up to 100% seconds before the animation into entering the 2/3 battle.
I am pretty sure you can get stuck at 99% NP Charge if it is 99.0%.
Maybe this can be tested with a servant with a charge at x9% plus other charge skills from support
Timestamps:
0:36 Attribute Advantage System
2:16 Enemy Crit Rates
2:55 Class Specific Star Gen/NP Gen Rates
4:54 Star Gen Rates on Command Chain
7:27 Face Card Star Weights
8:53 Maximizing Critical Hit Chances through Face Card Hit Counts
11:17 Save Scumming/Mitigating Bad RNG
12:56 Overkill/Overgauge Mechanic and Bonuses
16:15 NP Gauge Roundoff
18:53 Support List RNG
19:32 Relogging and Maximizing FP Income
20:01 Break Bar Buff Blocking
Daryl Chiu thank u :)
Thank you!
I have lost count of the number of times I have save scummed to avoid a servant dying, used an evade or invincible buff on them, and then they were never attacked.
Bannana Oni was my introduction to that constant stream of rage. God damn it hurts every time.
“Evil Boomer”
Glad I wasn’t drinking my coffee when that popped up.
I choked on my beer there
unfortunately, my tea was spilled all over
10:25 Respect for the Tamamo Love
Mr.StealYourLoli if you didn’t know, this dude is a Tamamo nut.
One does not simply have a lvl 190 np8 Tamamo caster
Does anyone got the sauce pls
2:33 Yet that damned Chimera always crits at the worst possible time.
Also Spriggans: *unholy laughter*
The amount of Spriggan-feet in my Jeannes and Mashes face should count as abuse, that's for sure...
I actually discovered the buff-blocking thing by accident, when i used a Jalter team against the Spartacus challenge quest. He never got his break bar buffs that entire time, and i felt like a genius....
Y'all ever go back to fuyuki just to flex on saber alter?
you can do this with lvl 100 support
Why flex on her in Fuyuki when you can flex on her in a memorial quest. Fucking punch her bitchass in the face for 2 million damage with Super Orion.
how the hell people know these things lmao, great vid
Mathemagics son...
some of it was datamined, others were found when predicted results didn't equal what was actually happening.
datamining
there is a video of someone using freaking GOETIA, BEAST I, as HIS OWN SERVANT to fight Beast III/R
EDIT: heres the video ruclips.net/video/jo9nwGkti88/видео.html
the power of datamining
And most importantly, quite a lot of testing (especially for the overkill bug).
I like how there’s more to the game than what meets the eye.
Whew, I mostly knew all of these, yet I still managed to get a headache...
Same, my small brain cannot handle this information
According to that one datamine on Beast's Lair, Arts effect buffs do not increase how many stars you get from Arts cards, whether they are NPs or facecards. cardMod buffs are multiplicative with cardStarValue, which is 0 for all Arts cards, as you said yourself.
pachonerd yeah this bothered me in the vid. The same is also true of buster cards np gen and buster buffs when leading off with arts 1st (they don’t do anything)
Insert 'NOBODY SAID THERE'D BE MATH! I BLAME OUR SCHOOLS!' meme here.
I can tell you now, save scumming has helped me in a lot of events, especially when they target only one person
ive never thought that is an actual strategy, i used it because seemed useful
Wow very detailed video, thanks for compiling all this info .
And some people say it's just a mobile game...
You don't need to know any of this to actually beat it. It's still a really simplistic rpg, way simpler than pokemon was on the gameboy some 20 years ago lol.
What makes it stand out from phone games is the story.
@@Dreikoo tell that to the bosses with millions of hp... there's also a feature later on in the game that gives bosses different stages...
Vanilla Ice Mate try fighting old rpg bosses like Kefka from FF6 who had insane hp pools and gimmicks relating to their weaknesses
@@monkeman5895 true...
I'm actually more surprised you took the time to respond to my 2 month old comment. Thanks for that.
Vanilla Ice call me a freak lol
I've been looking for this specific guide for a while now
my brain grew so much that i now have a headache
A friend just sent me this while I was at work. I wasn't expecting to see my Hans at 19:06.
HASHIRE SORI YO
KAZE NO YOU NI
TSUKIMIHARA WO
PADORU PADORU
my strat brain has physically expanded after digesting this video
Dude this is a really good video. Thank you for this.
Ty sir for explaining this, I've been wondering curtains worked the way they did
How about this:
Critical Stars Re-Draw:
Critical Star Distribution changes everytime a Star Gather Up is activated; this can be used to "re draw" stars with the skill when the cards of the servant using it are not present (Or using a targetable skill on a servant with no cards on that turn)
EMIYA can generate 40+ stars by himself due to NP hit count and hawkeye
Just want to say thank you for this, Touhou!
Hey touhou, that was a great video! I did not expect to learn this much and I am glad you shed light on many mechanics that people usually don't know. Perhaps that was intended but there are two things you did not mention about savescumming. You can do it on skills, meaning that if you close the game before the skill animation is done you can avoid using it, useful for ip. To reset the skill you need to use another skill. Another thing I noticed is that you can reset the enemy behavior by changing which cards you use. You only mention skills, mc skills and cs. Reference 12:35 . Anyhow thank you for this great video
didn't know about the cards changing enemy behavior too, thanks
I discovered all but like three or four of these mechanics on my own and now I feel smart
nice, now not only i had to remember my remaining deck, i also have to remember each card hit count and anchor crit value.
This information is GOLD. Thanks
I found out about the possibility of getting exactly 99% for myself a couple weeks ago with Saber Liz.
God that cursed Padoru image, nice vid!
I've been playing since NA launch and I didn't know some of this. Very useful information, thanks for making this video.
That also explains when I used a Crit Star Gather skill, not every stars will go to my desired servant card, instead, it's either split or still distributed to some
A small correction on the mechanic of 99% NP charge rounding up to 100%. It is possible to reach 99% NP and not round up to 100% charge under specific scenarios although it is very rare. You need to have a decimal value/less than zero NP charge up skill/passive that the game rounds up occur at 98% NP, which will round up to 99%. So if you use a skill that leaves you at an NP charge value of 98.5-98.9%, the game will round you up to 99% but not 100%. I have had this happen before on at least one occasion.
You should have mentioned the Spriggan class which has base 100% chance to crit if the target would die.
But what is the hidden mechanic to roll Gramps? 🤔
Answer: you don't
Offer your head of course... you won't be able to enjoy having him after that though.
Or roll five singles to get your bad rolls out then pop a ten roll. Got gramps with about 105 quartz and 10 tickets.🙃
1 multi got Gramps ez clap
Spend a shit ton of money and dont get him.
I don't know if I should roll for gramps. He's strong, but I already have Osakabe, Wu, and Yan from last event...
I also have the notorious assasin spooker Stheno, but I've been wanting to burn her.
Was looking forward to this vid! :DD
Note that you can hit EXACTLY 99% np charge. Its just extremely rare. The game rounds up at any number above 99, so as soon as you hit 99.01, it goes to 100. If you do manage to hit 99.00, it will display 99. This happened to me a few times in the Prison Tower Challenge quest when I was running Merlin Waver Merlin for shits and giggles. I've got the screenshots still. It's pretty weird when it happens
same, just a few times it doesn't rounded up to 100% from 99% to me
no longer the case, this has been fixed so now any 99% flat charge (with the exception of Servants losing charge down to 99%) gets rounded up and should pertain to both IOS and android versions
@@TouhouSniper98 yeah I pulled a stupid and paused the video to type the comment. Thanks!
Something I haven't seen mentioned is that you can reroll RNG on skills like Scathach's evade by resetting the app between the text popup indicating whether or not it succeeded and when animation ends/the camera returns to a normal position and using a skill to reroll the RNG as you would for an enemy attack reroll. This per a friend of mine, I have not tested it myself.
thanks good to know
wanna add if its not yet been added
you can also cancel a skill activation as long as you savescum it before the skill animation is over
so if you mistakenly use a skill that shouldn't be used at that current turn, better rev up your ultra instinct to do a quick savescum
Lmao mechanics in Fgo, but for real thanks for explaining the attributes I never understood that
In CasGil example, Arts up doesn't increase star drop rate. Or well, technically it does in the formula, but 130% x 0% is still 0%. The way card effectiveness buffs increase star drop rate differs from direct star drop rate buffs, they multiply the bonus of the card instead of being added to it. For example bonus 30% buster buff for a first buster card results in 13% star drop rate (130% x 10%) + base star drop rate of the character, while bonus 30% star drop rate for the same card gives 40% star drop rate on top of the base drop rate.
About NP rounding, i believe the game rounds up any 99,n% (n>0) to 100 unless you manage to land 99,0%, then it stays at 99 it happened to me once i think when using a charge ability
About Save Scumming...
To change the actions of the enemies you have to do one of 3 things:
1. Apply a defensive buff to one of your servants (either Def Up, Evade, Invincible, Heal (In case of healing, it works even if the healed servant was full HP before the heal), etc).
2. Apply an offensive debuff on an enemy (damage down, crit chance down, crit damage down, skill / np seal, np gauge drain, etc).
3. Kill an enemy or deplete one hp gauge of an enemy.
If you only use offensive buffs or defensive debuffs in the enemy, they will repeat the same pattern of attacks/skills.
At least this is from my experience, if it really doesn't, it means that I have a horrible luck with this, because in 100% of the cases was like that for me.
P.S: Werewolf, Jaguar and Goblin Assassins have a 60% chance of making a critical hit, huh... That explains a lot, it always irritates how those damn bastards hit more critics than normal attacks.
given that you can change enemy behavior RNG simply by changing the cards you use, I don't think it has to be as specific as what you say here. pretty sure it's just use any skill regardless of type and you can savescum
@@TouhouSniper98 Then I just have really really bad luck with the RNG.
Curse the god of RNG.
A funny almost irrelevant hidden mechanic regarding star absorption.
The hidden star absorption stat of any servant is (manually) determined by two factors:
1: Class, the most significant one.
2: In-lore Luck stat of said servant. This usually is 1% or 2% diference in each rank, so this only becomes slightly evident only with Servants of the same class.
You can check this by searching two servant of the same class and same luck stat, and looking up their hidden star absorption: they're the same.
This same thing happens with star generation (agility) and death resistance (Mana).
That’s so cool! Seems like kind of an artifact of early release when they prioritized assigning stats and skill strength based on lore. I’m glad they’ve since changed, but very cool to see stuff like this is still present.
im glad those stats are relevant
Mash with her star weight can out-Lancelot, Lancelot if she was a Saber.
Big if true.
11:25 You can also cancel skill usage. You need to close game before skill animation finished
I remember hearing somewhere that if you’re hyper unlucky and get on the dot *exactly* 99.00% NP gauge, you won’t be rounded up. But I’m pretty sure the digits go further than two past decimal point, so because of all the things that effect NP gain you’re extremely unlikely to get 99.% on the dot
Jalter example in this video is the proof that you are wrong
@@sergeitarakanov4705 I can confirm that it is possible to get 99% it happened to my arash
I've had it happen several times, though the only consistent thing I've noticed is that it only seems to happen on characters that aren't capped at 100% NP. As if the system were checking to see if they were within 1% of their NP cap, rather than their proximity to 100%. Basically, 99% was being treated the same as 199% and 299% if they had NP2 or above. I haven't noticed whether it's happened lately or if it's been fixed, but I know it was an issue previously.
@@sergeitarakanov4705 As stated in the video, it was previously true for the Android version of the game, and was only recently fixed.
He literally states in the video said phenomenon. It used to apply to Android users whenever they had EXACTLY 99% np (as opposed to the invisible 99.1+% decimals that FGO uses but doesn't show to the players). This has since been patched out so now reaching 99% will always round up to 100% no matter what device you play on.
13:46
I think this is not a bug. Hassan has more than one hit in his Arts Card, so the killing blow comes first and then the other hits triggers the Overkill
Killing blows still get Overkill bonuses. KH admittedly wasn't the best example I could've used, so I tested again with Waver (1hit arts cards).
Waver gets 7% charge on Arts hits without any Overkill bugs on his leadoff, but gets 12% on a leadoff Arts kill.
Sounds fair tbh, if you heck some 5HP fool with 10K DMG, you’d be really salty for not getting any overkill bonus.
well this certainly is freaking usefull, gotta save it for the future
As someone that has Jalter. It's certainly fun to see her NP blocking enemy buff after destroying their break bar.
I think most people became very familiar with save scumming during The First Hassan's gimmicky CQ in the last Nero Fest. Also in saying that the hidden Death mechanic wasn't discussed.
At 12:51 ; Since the introduction of the back button in May, I've seen quite a few time where that didn't apply for skills but for cards. For several CQ (so not just one, it wasn't a unique case scenario), I've been unable to change enemy pattern with skills, no matter how much I used, but changing the card I use made them change their pattern. Likewise, I've managed to change enemy's pattern just by changing the cards without using any skills. I don't know why it happened and it surprised me because I was used to savescum with skills. Though now I think it was because of a change in hitcounts.
On the attribute parts, I am aware of it because I used Bedivere against the Lancer Pillar and Drake against Beast Demon Pillars.
If I'm not mistaken, arts buffs does not increase star gen because the base value of arts is 0.
The formula is:
Stars = (baseStarRate + firstCardBonus + (cardStarValue * (1 + cardMod)) + serverRate + starDropMod - enemyStarDropMod + criticalModifier) * overkillModifier + overkillAdd
Where
cardStarValue is the initial value of each card (arts is 0 in all positions)
cardMod is your arts/buster/quick buff
Then (cardStarValue * (1 + cardMod)) and as you can imagine, every number times 0 is still 0.
In fact, you can reach 99% np, the thing is, if there is 99,1%(or any number greater than 99) it will go to 100%, if it is exact 99%(it is hard to see, but happens some times) wont go to 100%
I believe it's possible that in the rare case of an NP bar going to EXACTLY 99% ( .000... however many decimals) it will also display as 99% and not round up. I distinctively remember a support Drake taking an enemy attack and being left with 99% NP still, and screenshotting it to my friends being like "is this shit fr right now."
I've had my NP gauge be stuck at 99% before after NP gain on 3 separate occasion, so I think there's some weird sweet spot that causes it to stick at that value, rather than rounding. Maybe if the fractional NP gains add up to 99.00% exactly?
Yes, if you hit 99,0, it wont be rounded
It is still possible to get 99% charge if you are unlucky enough to get a whole number of 99 on your np charge
Some enemy servants(maybe non servant enemies too) has hidden preferences too on who will be their target. One servants that i consistently do this is Jack will more likely to hit female servants rather the male ones(except when she unleashes her NP). Maybe Boudica against Roman and MHX against saberfaces too, but i need more research on this.
Weeeeeeeer it's vid I've been waiting for xD
Also, there is another way to get 99%. The anti frustration feature only applies if you have any number between 99% and 100%. But if you instead have a exact 99% this one won't be rounded. I have had this too many times that is hilarious.
You can reach 99% using a start np CE + battery skill, but I think the numbers need to be integer.
The assassin exceptions have 100% Crit rate and nobody can convince me otherwise
Correction: NP Gauge will always ROUND UP to 100% if whatever source you generated will land you ABOVE 99% (like 99.1%).
Ex. If Drake has Pioneer of the Stars (3rd Skill) at level 10 and you use it at 49.4%, she'll get 100% gauge afterwards!
HOWEVER IF YOU EXACTLY LAND AT 99%, IT WILL STAY ON 99%
Souless from F/GO discord (the one having convo with Xeno) can confirm this!
Thanks for the very informative video.
I've gotten 99% a lot back before they finally let Android do the round system. It messed up tons of my farming
Evil Boomer...
I AM CALLING HIM THIS FROM TODAY
So does with emiya archer. If you use his second skill you can get massive Crits
Da vinci also mentioned this in the london campaign
Also if im not wrong it's heaven>earth, earth>man, man>heaven
good clarification on the ios v android np% thing
cause i swear ive naturally gotten 99 before
Underrated video...
I think savescumming can also work by changing facecard usage, again based in RNG. I think the hitcounts have to be different though, if memory and experience serve
16:20 Can confirm that it is possible to get 99% np charge, the game only rounds up if the charge is more than 99.5% i believe, I got aarash to 99% np charged before
no longer the case, that's been fixed so now any 99% charge rounds up. Also even before the fix, it was literally any % over 99% that rounded you up, not at 99.5%
ah ok, cause I noticed this happening some of the times, but most of the times it was rounded up
1) Overkill can start in the middle of a command card so in some situations the first couple of hits do not get it, but then halfway the remaining hits do get it.
2) The bug is not just half, is when a hit removes half of the target current hp at that time, the following hits get the bug
So if you start hitting an enemy that has half hp but you do jack shit damage, you get nothing. If you bump an enemy down from 5.000k to 2.499k with a 1-hit buster card or a 1-hit NP, all the arts card will get the bug and gain more NP even if they deal 1 damage each.
3) I still like to call bullshit on that android ios thing about np, no way the game has different mechanincs in two different phones with the same account...come on. Come f-in' on.
Let's throw more things since it's a thing that a lot of people do, doing wrong.
4) Stunned cards do nothing. If you put a stunned card first, you will get no first card bonus. IT'S USELESS TO PUT A STUNNED BUSTER FIRST IF YOU ONLY HAVE TWO NON STUNNED CARDS, THEY WON'T GET 50% DAMAGE BONUS
This also means that doing Valid Card/Stunned Card/Valid Card won't give the 3rd card the multiplier of the 3rd position, but only the 2nd.
HOWEVER, stunned cards can break a chain from a same servant making it switch target after killing.
Normally, attacking twice in a row with a servant overkills, but if you do Servant 1 Card/Servant 2 Stunned Card/Servant 1 Card, if the first attack kills, the third will attack another enemy.
5) Unlike a lot of people believes, "Buster Up" doesn't just increase the Damage of the cards. If you ABB with a servant, Buster Up will increase the amount of NP generated with your Buster cards.
6) A stargen buff is not necessary to generate stars with Arts Cards. Hit counts are enough. Stargen will only multiply the amount, multiply, not add. If you generate zero stars, put as much stargen bonus as you want, you'll still generate zero. If you don't believe it, just try an AQA chain with Chloe before and after using her Lv 10 3rd skill, the amount of stars is exactly doubled. And most come from her Arts. If the Arts were uncapable of generating stars without a bonus, the ratio after/before would be way greater than two.
7) About the friend thingy you said, this means if you only have a certain maximum amount of friends, if they logged in in the last day, you'll be guaranteed to get them.
Charging inprogress You are incorrect, buster buffs DO NOT increase buster card np gen, same is true of arts buffs and stargen. Go look at the stargen/np gen formulas for yourself and see
Also I see you’ve never used chloe because your whole thing about stargen is completely wrong, they absolutely do affect arts cards or otherwise, not just double them as you say. Again, taking one look at the formula would show you you’re wrong
Please stop spreading misinformation
I've been waiting for this!
Also, do you have a link for that Tamamo Wallpaper?
www.pixiv.net/en/artworks/72046100
I've always been playing on iOS, and I remember a long time ago landing on flat 99% np charge and not getting rounded up a couple times. That definitely wasn't only on android. Not that it matters now, lol.
I'm glad to know that it was a thing at one point though, because I definitely had the same thing happen to me LOL
Also will you come home already, god damn
Sindingbat I'll come when you use Caren as a catalyst
Cards chain order can also manipulate your RNG. even changing one card after safescuming can save your ass.
I didn't know half the things you explain and even after watching this i didn't understand the half thing i just watched...I'll just stick to the what i know and recommendation in internets, like the noob i am.
Thanks for the video
Ooooooh didn't know about the buff blocking things
It's absolutely possible to hit 99% without using a decrease charge skill. It just requires SUPREMELY bad luck.
Special monsters:
xxx soldier
...
I wakundunno, that looks terribly yabai.
There are times when the 99% NP mechanic doesn't work, maybe due to bugs, it happened to me several times with karna where he stayed with 99% after a NP charge skill. Im in android
I'm a sucker for little micro bonuses like Man vs Earth vs Heaven. I wish it was more notable in the game or maybe 3 more servants who gain a bonus against certain attributes. Raikou uses it as a short hand for "mystery killer" destroying anyone who's known for magic or divinity. I wouldn't want the bonus to be too great since the game is fine coming down to 3 separate class triangles but it could make some characters stronger for a certain archtype, like a 3* Man that does just enough damage for a certain Sky challenge boss they also have a class advantage towards.
I also like the way there's a hidden star absorb buff behind the randomness so some turns a caster can get a majority of stars, even if most of the time it's just them stealing it from Riders you intended to crit constantly. Though crits in general should be looked at to make Quick more viable without Scadi, the quick Merlin.
Time to study that crit hitcount mechanic so rng doesn't fuck with me anymore
Then Raikou jumps in says “fuck the attribute system”, activates third skill and murders everything that isn’t a Foreigner. The end
10:25 man of culture I see
actually the 99% round up varies there has been 2 or 3 instances where I have ended up at 99 np
no longer the case, game should round you up if you hit 99% no matter what except for when you lose charge
I never knew some of the other stuff especially the advantages of that Servant attributes.
Actually you could get 99% np, if your np is exactly 99.0%, if it higher than 99.0% ex: 99.1% it automatically rounded up to 100%.
Arts boosting doesn't increase crit star generation. There are no multiplicative effects of the arts buff with crit star generation buffs.
On the other hand, Buster and Quick do have multiplicative effects but only on the crit generation on their cards. It's the reason why Quick boosting drastically increases the number of crit stars since the 3rd quick card has 180% crit star generation so a 25% quick boost increases that cards crit star generation by 45%.
Are you sure? Wouldn't star gen buff be treated similarly to an attack buff, and that stacks?
Unfortunately, it works much different from attack buffs. Crit star generation stacks additively across nearly every single kind of star generation modifier.
The only exception is with Quick boosts and Buster boosts. Even so, it is isolated to the card star value and the external buffs stack additively after that.
With a +25% buster boost. The 20% star gen on a 3rd buster card would only become 25%. With the addition of a +20% crit star generation buff, that would be 45% crit star generation on the 3rd Buster card.
With Arts boosts, since every card's star value is 0%, they always contribute 0% to crit star generation. If this wasn't the case, Caster Gil wouldn't be so exceptional in this regard. He is exceptional because he has a 50-100% crit star generation buff with a 10-hit aoe NP, on top of his 5/6 hit buster, arts, and extra cards.
There is a reason people resort to star regen on Critical Arts teams rather than crit star generation.
If you want my reference, look up "How many crit stars do I get in combat?" in the Beast's Lair.
Meanwhile my friend just using SQ whenever his team got wipes out
Bruh. Good video but like all the bug brain hurts my pea-sized grey matter
Wow that break bar skill seal seems very useful if I'm able to use it. Guess that mystic code will get some use from me on cq
About the Crit Manipulation. Does this mean that At the start of the turn Calculation are made based on the possible hit counts for what Number a crit needs to surpass in order to succeed.
Like If there was a B1,B4,A3,Q5,A2 draw It determines 9(B4 + Q5) Critical success numbers. Meaning that You can have a bunch of different tries(If your willing to reload ) to get all criticals?
as i explained in the video the game doesn't calc the crit success value per individual card, only per individual position (leadoff, mid, and anchor). So due to the sheer variance in crit %'s it's highly unlikely for you to be able to successfully estimate each position's crit success value, so testing individual positions' crit success values are more feasible
Hey touhou are you gonna do a lottery farming video for the new christmas event?
By savescumming ya mean KORE GA WAGA KING CRIMSON NO NOURYOKU!!!
I see that triple MLB K scopes
I've seen a few times when my NP stop at 99% and didnt go up to 100%, had pic of them somewhere on my phone too but its too long ago I cant find it lol
great info, definitely something worth knowing before egtting into the game, but I dunno about that NP rounding...just today I bumped into at least three cases of the game not rounding mine up to a 100 ewe . . . I think the game forgot its supposed to have an anti-frustration measure there...