Disorder is basically following the same pattern as Nihility and people felt the same way and made the mistake of skipping due to not being impressed. It's pretty clear that the game is building towards Disorder teams, and we're waiting on that one unit that seals the deal. I think you might be overthinking the whole disorder thing tho. The damage is fine for the content. I think people are wanting OMG 1 MILLION DAMAGE for a game where you just need a thousand. Disorder can S-rank perfectly fine and a lot of the issues really just is skill issues of the players
The main "issue" here that I'm trying to mention is the fact that when playing a disorder team right now, the enemy will spend a significantly bigger portion of the fight not stunned. Which leads to more skill issues. I'm hoping that the character in 1.2 that announces will have ways to make daze build up better with Jane, that would make it significantly better imo.
Nope nah, Disorder/Anomaly is definitely sh1t rn, it's not SKill issue at all. it's actually not that great. Disorder is decent but performing it isn't. You'd realize how powerful basic atk% team comps are than Disorder teams. What they are doing with Jane Doe might be good though, allowing assault to crit is very good. Seth should be a unit that supports anomaly though, idk how. Daze right now is important as fck, you'd notice the amount of clears done with a unit without Daze. Ceaser (Leaks) has her entire kit basically being a defense unit scaling on "Impact".
@@marclenraymagdaraog691 Disorder teams are S ranking Shiyu to the end and they're bad? Cmon now lol. The only solid disorder teams out now are with Piper while stun teams have S rank dps units. I think your underestimating how good disorder is with sub-par units I'm a Shiyu cycle that doesn't give them an advantage
@marclenraymagdaraog691 Uhm, not to be a dick or anything, but I think you're just saying the same thing. Nihility at the beginning was boring until the game introduced units that made the niche broken. Anomaly and disorder isn't so great now, but it's definitely going to be broken later on. It's what he said, and basically what you're saying too. And it's definitely not skill issue. We just don't have characters that really expand on the playstyle. My take? Raw damage at the beginning of most battle type game will always be sort for than other niches, but if there's one thing hoyo does, it's to introduce characters and enemies that change the meta and playstyle. Right now the core mechanics of the game is deal dmg, stun enemy, deal more dmg. So dps and stunners are top tier. So you overlook other potential ways of dealing dmg. Tomorrow they release an enemy that can't be stunned and you have to either brut force it or use a different style. See the new enemy in this patch that goes down easier when under an Anomaly. Beating him with grace piper is easier than stunner Zhu yuan. Hoyo does this a lot. So investing in an Anomaly unit now will definitely have good ups down the line.
The problem with anomaly team right now, is that they barely stun the enemy. And on the latter lvl of Shiyu if you don't stun you deal almost no damage.
0:30 and enemy Daze RES, which increases as their level increases, so that is why accounts are encouraged to invest into Stunners after DPS, so that their daze MV can keep up with the increasing enemy levels/Daze Res. 1:40 Moment of truth, +~6% Daze Meter from Shock > Assault Disorder. Turns out, element matchup affects ALL 3 "Health Bars": The actual Hit Points for Damage points, the daze meter for stun multipliers, and LASTLY the Anomaly Buildup Meter too! So if you use a bar graph to map out the relationship of DPS to Strong/Neutral/Weak Stunner+Main_Damage Dealer, then you get a range from ~48% to 100% to ~137% damage, with 100% = Neutral Stunner/MainDD. This comes from jstern25's video, www.youtube.com/ watch?v=suLuklEsjKM&t=278s ; It assumes that all characters' daze/damage MV are equal in a vacuum. However, for teams with Element/Daze/Anomaly Buildup RES Shred, they are less affected by type matchup, both ways, whether fighting enemies weak or strong against their element.
Actually while the enemy daze threshold increases with the level, they have no resistance. Also I was doing some testing and I had an impact on the main stat for grace.
@@SteamedBunX-ZZZ Oh, so the hidden data was a daze THRESHOLD, okay, that clears things up. Well, the damage doc was the only info I had on the hidden formula, so I just made an inference and ran with it since nothing was stated to the contrary.
So something I always notice when people try to present these "findings" is that skill level has a lot to do with how often you're going to proc stuff. If you're bad and dodge out of shit a lot and don't use hyper and i-frames to push through enemy attacks then you're not going to proc shit very often. To sum it up, for these tests you need to factor in player skill level, because this is an action game. Everyone is doing "calcs" like this is a turn based RPG and it's mindblowing to me.
Usually when i do "calc" I try to factor in many things and make a "combo" as the base. But honestly speaking even with that, It's impossible to make a solid "Calc" due to the amount of difference between both enemy aggression, and also player skill leve.
For me, this buff made it harder to use weeping gemini since i keep on stunning the enemies too fast. Before the buff, it was easier for me to proc disorder twice before the stun window thus maximizing the anomaly buff of weeping gemini. Then, i was able to proc disorder twice during the stun window for the maximum damage. Now, after the disorder buff, I keep running into energy or anomaly build up issue since I keep on stunning the enemies too fast.
Ah, that's interesting. You can try to line up your disorder gauge without procing it to save for stun I guess. The character you are not CURRENTLY CONTROLLING can not proc anomaly.
@@SteamedBunX-ZZZ Yeah, It also might be dependent on the enemies. The purple mech is way easier now. But, I'm having trouble lining up everything with enemies with a smaller stun gauge.
I do not check leaks, But so far Defense character seems to be very flexable on what they actually do. Ben is more like a stun+support+anomaly application, And Seth is Anomaly Prociency support. The only specific thing with that class is being counter based. so completely passible for Caesar to be an parry based stunning character in some form. Or maybe provide more impact? who knows.
wait im confused if you assault first and then shock, you end up with the enemy not in shocked state. so basically disorder does nothing? are we supposed to only play assault alone??? or there is indeed a benefit running another anomaly with assault?
No, when you trigger a 2nd DIFFERENT anomaly, the FIRST anomaly will be consumed for a specific amount of damage. The enemy will end up with the 2nd anomaly on them.
@@SteamedBunX-ZZZ is it? if its true then its better to assault first and then either shock or freeze later (i know some unit need the enemy in shocked or frozen state) and burn or corrupt first and then assault later or have you notice/discover some way is better?
Different anomaly have different disorder damage multiplier. The ones with Damage over time deals significantly more disorder damage the faster you proc them. Though my prefered way is to ramp the enemy up to stun, and then quickly proc 3 disorders in a row with the help of chain attack and ultimates.
i feel like disorder needs to focus a little more on stun replacement or on enemy debuffing/element support to give them a more solid identity, as is they just kind of act as alternate DPS which isn’t very interesting.
I don't think focusing on stun is the way. I can 100% see a case where they release enemies that can't be stunned or enemies that recieve more dmg when under anomaly. And I think for the latter part, they did, the new enemy in 1.1 goes down faster with anomaly characters. The game right now is focused on deal dmg, stun, deal more dmg. And it's definitely 1000% going to diversify. It's hoyo, they do this alot See HSR. The beginning, everyone was full on hypercarry with raw dps. They gradually introduced different characters who at the beginning didn't feel unique. Topaz and Clara with follow up, Kafka with Dot, Ruan mei with break. Most people passed up on them cos at front value, these characters didn't do much compared to the trad way of dealing dmg. But currently, we're seeing insane team comps with these teams and the current meta isn't even hypercarry. It starts making you feel bad if you missed out on such characters. Hoyo does this a lot My way of playing this is initial horizontal investment. Get as much characters of different type during early game patches. Get your anomaly, get your defender, get your attack, support, stun. Invest in all of them. And when the meta starts to shift, you can now zero in on the few characters you need to push it up
All the talk about Anomaly being godly but I haven't seen any videos about Nineveh fights with an Anomaly team. Until I see that, Anomaly teams are just a niche. Mommy Ratatouille still be fine tho o7
With all due respect, I won't consider Disorder to be buffed, unless Serj Tankian shouts this word two times, and then sings it melodically. Now I'll go eating seeds as a pastime activity.
Are you going to go for Jane?
Yep. Regardless of disorder.
i mean i dont think people will pull her for disorder
mostly for her cake haha
no i want caesar and burnice
Yesss and with burnice it’s gonna be so fun
Disorder is basically following the same pattern as Nihility and people felt the same way and made the mistake of skipping due to not being impressed. It's pretty clear that the game is building towards Disorder teams, and we're waiting on that one unit that seals the deal. I think you might be overthinking the whole disorder thing tho. The damage is fine for the content. I think people are wanting OMG 1 MILLION DAMAGE for a game where you just need a thousand. Disorder can S-rank perfectly fine and a lot of the issues really just is skill issues of the players
The main "issue" here that I'm trying to mention is the fact that when playing a disorder team right now, the enemy will spend a significantly bigger portion of the fight not stunned.
Which leads to more skill issues.
I'm hoping that the character in 1.2 that announces will have ways to make daze build up better with Jane, that would make it significantly better imo.
Nope nah, Disorder/Anomaly is definitely sh1t rn, it's not SKill issue at all. it's actually not that great. Disorder is decent but performing it isn't. You'd realize how powerful basic atk% team comps are than Disorder teams.
What they are doing with Jane Doe might be good though, allowing assault to crit is very good.
Seth should be a unit that supports anomaly though, idk how. Daze right now is important as fck, you'd notice the amount of clears done with a unit without Daze. Ceaser (Leaks) has her entire kit basically being a defense unit scaling on "Impact".
@@SteamedBunX-ZZZthat just sounds like a skill issue bro tbh, needing the enemy to be stunned to be successful screams skill issue
@@marclenraymagdaraog691 Disorder teams are S ranking Shiyu to the end and they're bad? Cmon now lol. The only solid disorder teams out now are with Piper while stun teams have S rank dps units.
I think your underestimating how good disorder is with sub-par units I'm a Shiyu cycle that doesn't give them an advantage
@marclenraymagdaraog691 Uhm, not to be a dick or anything, but I think you're just saying the same thing. Nihility at the beginning was boring until the game introduced units that made the niche broken. Anomaly and disorder isn't so great now, but it's definitely going to be broken later on. It's what he said, and basically what you're saying too.
And it's definitely not skill issue. We just don't have characters that really expand on the playstyle.
My take?
Raw damage at the beginning of most battle type game will always be sort for than other niches, but if there's one thing hoyo does, it's to introduce characters and enemies that change the meta and playstyle.
Right now the core mechanics of the game is deal dmg, stun enemy, deal more dmg. So dps and stunners are top tier. So you overlook other potential ways of dealing dmg. Tomorrow they release an enemy that can't be stunned and you have to either brut force it or use a different style. See the new enemy in this patch that goes down easier when under an Anomaly. Beating him with grace piper is easier than stunner Zhu yuan. Hoyo does this a lot. So investing in an Anomaly unit now will definitely have good ups down the line.
The problem with anomaly team right now, is that they barely stun the enemy. And on the latter lvl of Shiyu if you don't stun you deal almost no damage.
Man, if only there was an upcoming DEF character that scales with Impact and increases Daze that works well with the Sons of Calydon...
@@netuser3 Oh, sl Ceasar ended up being good at stunning? Good, I think they are slowly making shielders more valuable
0:30 and enemy Daze RES, which increases as their level increases, so that is why accounts are encouraged to invest into Stunners after DPS, so that their daze MV can keep up with the increasing enemy levels/Daze Res.
1:40 Moment of truth, +~6% Daze Meter from Shock > Assault Disorder.
Turns out, element matchup affects ALL 3 "Health Bars": The actual Hit Points for Damage points, the daze meter for stun multipliers, and LASTLY the Anomaly Buildup Meter too!
So if you use a bar graph to map out the relationship of DPS to Strong/Neutral/Weak Stunner+Main_Damage Dealer, then you get a range from ~48% to 100% to ~137% damage, with 100% = Neutral Stunner/MainDD. This comes from jstern25's video, www.youtube.com/ watch?v=suLuklEsjKM&t=278s ; It assumes that all characters' daze/damage MV are equal in a vacuum.
However, for teams with Element/Daze/Anomaly Buildup RES Shred, they are less affected by type matchup, both ways, whether fighting enemies weak or strong against their element.
Actually while the enemy daze threshold increases with the level, they have no resistance.
Also I was doing some testing and I had an impact on the main stat for grace.
@@SteamedBunX-ZZZ Oh, so the hidden data was a daze THRESHOLD, okay, that clears things up. Well, the damage doc was the only info I had on the hidden formula, so I just made an inference and ran with it since nothing was stated to the contrary.
I feel it looks like flamethrower more than a baton, also with that big backpack
So something I always notice when people try to present these "findings" is that skill level has a lot to do with how often you're going to proc stuff. If you're bad and dodge out of shit a lot and don't use hyper and i-frames to push through enemy attacks then you're not going to proc shit very often.
To sum it up, for these tests you need to factor in player skill level, because this is an action game. Everyone is doing "calcs" like this is a turn based RPG and it's mindblowing to me.
Usually when i do "calc"
I try to factor in many things and make a "combo" as the base.
But honestly speaking even with that, It's impossible to make a solid "Calc" due to the amount of difference between both enemy aggression, and also player skill leve.
Anyone knows if the daze burst from Disorder is at least boosted by Flinch? Should be, right?
yes
For me, this buff made it harder to use weeping gemini since i keep on stunning the enemies too fast.
Before the buff, it was easier for me to proc disorder twice before the stun window thus maximizing the anomaly buff of weeping gemini. Then, i was able to proc disorder twice during the stun window for the maximum damage.
Now, after the disorder buff, I keep running into energy or anomaly build up issue since I keep on stunning the enemies too fast.
Ah, that's interesting. You can try to line up your disorder gauge without procing it to save for stun I guess. The character you are not CURRENTLY CONTROLLING can not proc anomaly.
@@SteamedBunX-ZZZ Yeah, It also might be dependent on the enemies. The purple mech is way easier now. But, I'm having trouble lining up everything with enemies with a smaller stun gauge.
Do you think Caesar will become the fix needed for anomalie for stun? (Assuming you check leaks)
I do not check leaks, But so far Defense character seems to be very flexable on what they actually do.
Ben is more like a stun+support+anomaly application, And Seth is Anomaly Prociency support.
The only specific thing with that class is being counter based. so completely passible for Caesar to be an parry based stunning character in some form. Or maybe provide more impact? who knows.
I thought the disorder damage was based on the dmg of the first anomaly tiggered?
It is.
wait im confused
if you assault first and then shock, you end up with the enemy not in shocked state. so basically disorder does nothing?
are we supposed to only play assault alone??? or there is indeed a benefit running another anomaly with assault?
No, when you trigger a 2nd DIFFERENT anomaly, the FIRST anomaly will be consumed for a specific amount of damage. The enemy will end up with the 2nd anomaly on them.
@@SteamedBunX-ZZZ is it?
if its true then its better to assault first and then either shock or freeze later (i know some unit need the enemy in shocked or frozen state)
and burn or corrupt first and then assault later
or have you notice/discover some way is better?
Different anomaly have different disorder damage multiplier.
The ones with Damage over time deals significantly more disorder damage the faster you proc them.
Though my prefered way is to ramp the enemy up to stun, and then quickly proc 3 disorders in a row with the help of chain attack and ultimates.
i feel like disorder needs to focus a little more on stun replacement or on enemy debuffing/element support to give them a more solid identity, as is they just kind of act as alternate DPS which isn’t very interesting.
Hopefully they will release more character that plays into this system. Just like how Kafka became good after black swan.
I don't think focusing on stun is the way. I can 100% see a case where they release enemies that can't be stunned or enemies that recieve more dmg when under anomaly.
And I think for the latter part, they did, the new enemy in 1.1 goes down faster with anomaly characters.
The game right now is focused on deal dmg, stun, deal more dmg. And it's definitely 1000% going to diversify. It's hoyo, they do this alot
See HSR. The beginning, everyone was full on hypercarry with raw dps. They gradually introduced different characters who at the beginning didn't feel unique. Topaz and Clara with follow up, Kafka with Dot, Ruan mei with break. Most people passed up on them cos at front value, these characters didn't do much compared to the trad way of dealing dmg. But currently, we're seeing insane team comps with these teams and the current meta isn't even hypercarry. It starts making you feel bad if you missed out on such characters.
Hoyo does this a lot
My way of playing this is initial horizontal investment. Get as much characters of different type during early game patches. Get your anomaly, get your defender, get your attack, support, stun. Invest in all of them. And when the meta starts to shift, you can now zero in on the few characters you need to push it up
All the talk about Anomaly being godly but I haven't seen any videos about Nineveh fights with an Anomaly team. Until I see that, Anomaly teams are just a niche. Mommy Ratatouille still be fine tho o7
I'll make one, soon
@@SteamedBunX-ZZZ Then I stand here with much anticipation o7
I think Burnice's weapon looks more like flammenwerfer (a flamethrower) than a mere baton. ☝️🤓
Yes, but the way she hold it, she might beat people with it? Besides the point though lol
@@SteamedBunX-ZZZ Sons of Claydon members can beat me with anything anyday! 🥵
yeah, its ao great when you buy a pistol and go fight with it in melee 🤡@@SteamedBunX-ZZZ
With all due respect, I won't consider Disorder to be buffed, unless Serj Tankian shouts this word two times, and then sings it melodically.
Now I'll go eating seeds as a pastime activity.
You win for the System of a Down reference.