If you assume perfect rolls on brands (which will be rarer than getting 10%+ materia imo) you would also need to calculate with better materia, such as 10% for purely offensive ones and 5%atk on your defensive ones. You also dont take Highwind multipliers etc into account. A flat 50/50/50 patk per sub wep isnt just gonna add that value/2 to your total patk but will run through multipliers as well. On top of that we have very few content that will need both pdef and mdef, so nearly always you will have half of your stats being useless. As for sub weps, even tho some (like the Shinra Blade to stay with your example) have R.ailities that fit both phys and mag builds, it is clearly a magical weapon stat-wise and youd use similiar R.ability weapons that have more patk stats in a physical team.
Valid points except the part where half the stats become useless because you're assuming you're branding 50/50 pdef/mdef. Which you shouldn't. Weapons used as subs for magic builds would have mdef and viceversa for pdef. The tricky ones are the Shinra Blades, the Ivy Collars, etc, those could be a more case by case depending on your account.
No he is right and that is what I was thinking of. There are instances like ramuh that requires patk but you need mdef so it’s not right to give m weap mdef and p weap pdef it’s a bs. So an all round build should be more useful and 50% will be useless. Unless they give the chance to have 2 brands to switch i dont know if going def is the best choice
@miiiiikeee further than me lol I do next to no crisis dungeons or criterian and I haven't done any ex summons. Though I keep trying to do Shiva. I get her down to loke 5% and lose
Glad I actually watched this a little more closely (love the math explanations). I had left some of the Ability % stats on random weapons assuming it would apply to whatever was being used. Guess some reworks are needed that I expected had been solid. Oh well. As always, thanks for taking the time to explain!
This was insanely helpful! I laughed at the part when you said oh gosh, I need more defense and then switched in a weapon with more defense at the cost of less attack power lol. That is totally me. Thanks to you I now know to save the branding for the defense status of wasting it on other stats. You are the best.
So my full time job is being an accountant. I am someone who loves the stats, trying to discover rng % items, I'm the guy who plays animal crossing and makes charts to min-max making money. I used to have a spreadsheet proving why farming was vastly better than tree orchard farming and broke everything down in spaces required vs yield vs sale price. So, from that perspective I vastly enjoy videos like this where we break down %'g and opportunity for stat ceilings and such. I think what people should take away from this that 1. you hold on to the preferred build you get. 2. You reroll when you can hoping to get something better 3. 3 star abilities have the potential to hit the ceiling but 5 star is guaranteed. Compare the charts. 4. RNG is a monster, don't take it too seriously 4.1 due to 4. learn to live in the reality to you will not be rolling perfect slots/repeat slots With 4. and 4.1 you need just know the information and how to adapt and make the right choices for you own builds,
I've mostly been going for defense on these as well, though I'm not min-maxing rolls yet so for most subs I'm just happy with 6-8 rolls into a defense stat for the time being... I am putting more rolls into my mainhand weapons because of the full stat bonus compared to half on subs though
The most important feature of branding is that it isn't actually "branding" as in a "one and done" thing, and that is where we need to focus. You can reroll brands, and you can change them depending on content and circumstance... there is no reason to "min/max" when the thing is meant to be malleable. Stream Axe on Glenn Water DPS is used as main DPS weapon so it is ideal to have command percentage... until you decide to use it as a stat stick on your DPS so now it is ideal to have it being 3x patk... until you will put it on your healer as a party buff weapon, so now it is ideal if it has 3x heal... until the boss claps you and you will use a support character and that character has a slot for a party buff weapon and the boss does mag damage so you would love it if it had 3x mdef... but then same support will be used on a physical boss, so now you would like it to be 3xpdef... I can do this all day... Zidane was a main weapon, until it was relegated to a stat stick... until it was used as main weapon again, and now with Bahamut, again, relegated to a stat stick if one has Glavenus on, but again, can be used as a main weapon if the party is buffed by Kamura and boss debuffed by Twinkle star, so, which is it, patk or command percentage? And for how long until we change loadout again? Cloud used to be the MVP Ice patk DPS, until we benched him for 3+ months and his weapons were relegated to stat sticks on various fights, and on various roles, as the point was to buff our parties, and our main DPS would prefer to have dedicated weapons for the job to min/max stats. See where I am going with this? As long as this is a thing we can redo, this isn't like Highwind where our decisions on where to put astro are locked... so the prudent thing is to 1) NOT use purple and gold mats yet, 2) use blue mats for "decent" brands that cater to the content we aim to beat 3) keep a stock of mats to rebrand when necessary... No need for math that will change in 1 month anyway, as each time, we get new stuff. ;)
The only issue I have with this is when I use the mainhand weapon from one build as a sub weapon on another build, obviously rebranding just to accomodate to a build you will use a couple of times and then move to the other is not practical, so I would say if you get C and UC Ability boost plus P/M Def on a main weapon that would be ideal
this is how I'm going about moving forward focus on defensive stats on sub weapons and main hand will focus on c ability + defensive stats or c ability + offensive depending on my RNG
Really good advise for the first 3:30 but then its false infos because 150/75 flat vs 9%/4.5% Weapon only potency. For the defenses you are totally right i just need to add something on it def/mdef are much better on your sub weapons from branding that you dont need these on your materias so you can go 4x % stuff and having one maxed out which is best for the szenario but well you can also use you defenses on you materias and boost you flat stats on you sub weapons so it does depending what you get in your build and what is required for the situation but basically its much better making monsters with 250+ defenses then just moving with 150 ones and do a bit more dmg also some factors benefit you aswell mostly the tier buffs and r. ability def&mdef as you materia or you makeing monster with just 130-150 defenses but 16-24k patk matk when you full whale. The potency increasing of you weapon doesnt gets buffed up only from highwinds but thats add the multiplier higher not the base. Flat stats benefit you the most since they boost you gain from you % ressources and we do have so many in this game also flat stats makeing you limit/summons much stronger and when you base patk or matk gets more and more you gain so much more dmg from you elemental potency aswell. The most beneficial gain from ressources are you materias & you tier buff 3-4 then the other beneficial comes. Patk R. ability, Atk R. ability,Matk R. ability,Matk all R.ability, Patk all Ability, tier buffs,tier debuffs,elemental debuffs,Elemental buffs, Costumes,materias which are total 11 for both but most we do use 9 since we do ignore Matk&matk all for patk builds and so on. so i hope you understand that you get more benfits from flat stats then % c&c for you main and off hand. The biggest question is on the ultimate weapon but it does need really really much Potency where the 9% benefit you much and it doesnt look it will never happen but there are exepetions some Weapon c. abilitys have x2-3 multiplier on them where you 9% can go up to 27% and thats a way which needs be tested in the future. also most partys have only 1 dps 1 debuffer 1 buffer/healer and buffing and boosting more factors for his flat stats.
I missed Vincent's costumes and stuff which I'm sad about cause I took a break. Doing any vincent stuff soon? I'd like to see what's going in with him now
This only works if the weapons that you're using won't be used as main weapons on the character that you have or other characters. And it's very account specific.
How in the F do you have 7k attack?!?! Edit: my cloud is at 180k power 14856 hp 5,728 patk 2789 matk 131 pdef 105 mdef 1434 heal Bahamut garb and weapon Mon Hunter weapon for sub weapon Ultimate buster sword 6 OB stream saber 10 OB+2 maritime sword 6 OB ultimatic glen weapon I run tifa as second patk debuff that’s why I have all the party patk up and it’s good for coop. But even with all that not even close to 7000
Matching triangle sigil for the third slot, and any materia with high Patk % for the other two slots. If you want to make sure the AI doesn't use funky materia over your DPS ability and you have good Patk % on them, equip magic materia of opposite elements, ie water materia for lightning DPS, ice materia for fire DPS, etc. the AI won't use materia that an enemy is resistant to, so that'll keep your DPS from casting them. Also, avoid equipping breach/heal/shield if you can, the AI will always prioritize buffs/debuffs before using damage abilities.
Make sure you are getting your R abilities stacked correctly: 55Patk and 55Atk for phys builds, 55 Matk and 55Atk for magic builds. DON'T OVERSTACK R abilities over maximum, meaning anything over 55Patk does not boost you Patk any higher, so once you hit 55 use other weapons with other R abilities. For instance, 79 Patk only gives you a bonus up to 55, so you have 24 (48 halved) points wasted that could be 24 Atk, or 24 element potency instead. Lvl 110 for your mainhand weapon, and you should prioritize ob10 on weapons that have matching arcanum costumes, ie murasame blade with lightning cloud costume, diner tray with Yuffie Valentine costume etc. After you mainhand weapons are maxed out, you want really good sub weapons for your DPS. My go to picks are Glenn's Ultimatic and Lucia Mad Minute for Patk Stance R ability, Barrett Electrocannon and Vincent Sawed-Off GS for Matk Stance. Those 4 weapons should be ob10/lvl120 for every DPS you have. The last thing that really boosts character Patk are the limited weapons that boost party physical attack. Just one copy at lvl10 will provide a 14% increase to every characters Patk stat. Equip both non-DPS characters with 1 weapon like that and you get a 28% boost to Patk. Hope that helps. If you want, write your best DPS character with an arcanum costume and I'll tell you what weapons you should focus on getting to maximize their stats.
We need a whole video dedicated to showing off Cloud's new Bahamut weapon... it's by far the most important thing to highlight in the game right now. It's not just a slight power creep, it's a MEGA power takeover! Pretty much everyone should get this at LEAST OB6 if they can.
Sigh... this system is so bad. You can only use one at a time, being forced to pass through the animation every single time. No form of grace system or deterministic progression, pure rng which means you might get what you want today or never. Combined with materias, who compound each other, the results are now too impactful: the difference in stats between a character with no materias or brands and a character with perfect rng is now just too massive, even if you consider materias or brands with average stats. Too few of them available (only 10 purple ones from an entire event shop? Seriously?). It's so bad that I kinda regret using them, because now I fear this dozen of weapons I have branded will somewhat interfere with the Recommended system and the game will keep equipping them even when it shouldn't. I really hope they don't start balancing the game around characters with 200+ Def expecting them to be the norm, because then the whole point of these "bonus stats" rng systems will be completely moot.
I just wouldn't worry about min maxing it right off the bat. Just consider it some extra free stats. Its a way of making your weapons that got power crept out of relevance a little more relevant.
Honestly you should mostly abandon the recommended equipment system outside of ridiculously easy fights you can auto and learn to equip units yourself. You’ll have a better understanding of the game mechanics and can build out more specific teams that are way better than anything recommended will ever give you. It takes a little time to understand all the r abilities and thresholds and how they work, but once you know what you’re doing team building is pretty quick as you know what weapons do what and which ones you’ll want to use to tackle specific content.
@@JC-sd1xq Oh, I actually did the opposite: for months I've done stuff myself, but then slowly switched towards just pressing the auto button and maybe adjusting a couple of weapons. Turns out, I managed to clear pretty much all of the non-crash event content just fine. Honestly, the auto-AI is severely underestimated by the community.
@@Fefnil it’s actually really bad if you understand team building. Perfect example I took a team that I know can clear ramuh ex2 because it’s what I used to clear ramuh ex2. Originally my cloud has 14.5k hp, 7k patk, 143 pdef, 194 mdef I hit recommended and my cloud goes to 14.1k hp, 5k patk, 184 pdef, 133 mdef. They equipped blast wave in his off hand which does patk down and moved glav to a sub weapon slot so now cloud can’t buff his own attack or remove ramuhs pdef up, meanwhile blade wave is completely worthless in the fight. Cloud can no longer do enough damage to keep the bar in check and also can’t survive being hit, because it’s not like they gave him more lightning resist at least, they actually removed the lightning resist I had set. Auto equip also removed aeriths guild weapon I had equipped for more mdef/ lightning resist and a single target heal and gave her no single target heal ability. They removed her aoe mdef up skill and didn’t put one on red xiii either. Instead, they gave red leather collar main hand for ho and earth potency? Across the board no one has any mdef up skills, no matk down, and nowhere near enough mdef stat. The team isn’t even suited for clearing ramuh ex1 and ex2 is a pipe dream. Auto equip has no idea what it’s doing, the only thing this team could do is manage to clear the sigil phase, but they wouldn’t ever get that far.
@@JC-sd1xq I understand how to build teams, I understand the math behind it and I understand that the Recommended doesn't build nearly as good as a human could. But it doesn't matter because it's good enough to make teams that pass temporary content. It definitely isn't good enough to tackle summon EX, and as a matter of fact I haven't completed them yet because I don't want to put in the time to do it but who cares, it's permanent content and eventually I'll brute force it, the extra summon power is hardly going to make any meaningful difference in the immediate future and I simply don't enjoy putting that much micromanagement in this type of games.
No mention of heal proportion to atk, different type of brand tokens, that probsbly will be added in event, also 30 from ult weap and 3x15 from subs is not 90,. Ok vid but lacks
@@SmellyOctopus Oh right i didn't knew what was i thinking with the sub weapons😅 I still think that Heal may be useful for healers since the brand value can be 50 in a single slot and most of the heal weapons range between 260-320 base
I deleted the game. Since i‘ve started I had only 1 lucky banner and it‘s always been a pain in the ass. I save crystals, use them to do let‘s say 5-10 Multis for 1 copy of any weapon. EoS is close on this one as well. First Soldier and DFFOO were peak.
Happy this video is here. Been sitting on my hundreds of brands waiting for your explanation. Thanks Octo!
Happy to help!
I agree
Very helpful
I was waiting for your guide. Very helpful!
If you assume perfect rolls on brands (which will be rarer than getting 10%+ materia imo) you would also need to calculate with better materia, such as 10% for purely offensive ones and 5%atk on your defensive ones. You also dont take Highwind multipliers etc into account. A flat 50/50/50 patk per sub wep isnt just gonna add that value/2 to your total patk but will run through multipliers as well. On top of that we have very few content that will need both pdef and mdef, so nearly always you will have half of your stats being useless. As for sub weps, even tho some (like the Shinra Blade to stay with your example) have R.ailities that fit both phys and mag builds, it is clearly a magical weapon stat-wise and youd use similiar R.ability weapons that have more patk stats in a physical team.
Valid points except the part where half the stats become useless because you're assuming you're branding 50/50 pdef/mdef. Which you shouldn't.
Weapons used as subs for magic builds would have mdef and viceversa for pdef.
The tricky ones are the Shinra Blades, the Ivy Collars, etc, those could be a more case by case depending on your account.
No he is right and that is what I was thinking of. There are instances like ramuh that requires patk but you need mdef so it’s not right to give m weap mdef and p weap pdef it’s a bs. So an all round build should be more useful and 50% will be useless. Unless they give the chance to have 2 brands to switch i dont know if going def is the best choice
and this is for the small amount of players who live in pure end game. The average player won't worry about this.
@@charlesedwinbooks i'm 4 months in as F2P and I'm already in pure end game...the only thing I'm stuck on is EX2 summons for Ramuh and Shiva+Ramuh.
@miiiiikeee further than me lol I do next to no crisis dungeons or criterian and I haven't done any ex summons. Though I keep trying to do Shiva. I get her down to loke 5% and lose
The 4 & 5 star brand materials also increase your chances of getting 3 slots.
Glad I actually watched this a little more closely (love the math explanations). I had left some of the Ability % stats on random weapons assuming it would apply to whatever was being used. Guess some reworks are needed that I expected had been solid. Oh well. As always, thanks for taking the time to explain!
This was insanely helpful! I laughed at the part when you said oh gosh, I need more defense and then switched in a weapon with more defense at the cost of less attack power lol. That is totally me. Thanks to you I now know to save the branding for the defense status of wasting it on other stats. You are the best.
Good morning, AuronJay here with another Sword of Convalleria vid-😅
Oh..
Oh no.
This is the Auronjay version of Ever Crisis.
Smh lol
RIP WOTV😂
Atm MDEF > PDEF whwn u take endgame content into consideration.
So my full time job is being an accountant. I am someone who loves the stats, trying to discover rng % items, I'm the guy who plays animal crossing and makes charts to min-max making money. I used to have a spreadsheet proving why farming was vastly better than tree orchard farming and broke everything down in spaces required vs yield vs sale price. So, from that perspective I vastly enjoy videos like this where we break down %'g and opportunity for stat ceilings and such.
I think what people should take away from this that
1. you hold on to the preferred build you get.
2. You reroll when you can hoping to get something better
3. 3 star abilities have the potential to hit the ceiling but 5 star is guaranteed. Compare the charts.
4. RNG is a monster, don't take it too seriously
4.1 due to 4. learn to live in the reality to you will not be rolling perfect slots/repeat slots
With 4. and 4.1 you need just know the information and how to adapt and make the right choices for you own builds,
I've mostly been going for defense on these as well, though I'm not min-maxing rolls yet so for most subs I'm just happy with 6-8 rolls into a defense stat for the time being... I am putting more rolls into my mainhand weapons because of the full stat bonus compared to half on subs though
The most important feature of branding is that it isn't actually "branding" as in a "one and done" thing, and that is where we need to focus. You can reroll brands, and you can change them depending on content and circumstance... there is no reason to "min/max" when the thing is meant to be malleable.
Stream Axe on Glenn Water DPS is used as main DPS weapon so it is ideal to have command percentage... until you decide to use it as a stat stick on your DPS so now it is ideal to have it being 3x patk... until you will put it on your healer as a party buff weapon, so now it is ideal if it has 3x heal... until the boss claps you and you will use a support character and that character has a slot for a party buff weapon and the boss does mag damage so you would love it if it had 3x mdef... but then same support will be used on a physical boss, so now you would like it to be 3xpdef... I can do this all day...
Zidane was a main weapon, until it was relegated to a stat stick... until it was used as main weapon again, and now with Bahamut, again, relegated to a stat stick if one has Glavenus on, but again, can be used as a main weapon if the party is buffed by Kamura and boss debuffed by Twinkle star, so, which is it, patk or command percentage? And for how long until we change loadout again? Cloud used to be the MVP Ice patk DPS, until we benched him for 3+ months and his weapons were relegated to stat sticks on various fights, and on various roles, as the point was to buff our parties, and our main DPS would prefer to have dedicated weapons for the job to min/max stats.
See where I am going with this? As long as this is a thing we can redo, this isn't like Highwind where our decisions on where to put astro are locked... so the prudent thing is to 1) NOT use purple and gold mats yet, 2) use blue mats for "decent" brands that cater to the content we aim to beat 3) keep a stock of mats to rebrand when necessary... No need for math that will change in 1 month anyway, as each time, we get new stuff. ;)
Thanks octo! 🤘
Excellent guide man! Thanks a lot 👍
The only issue I have with this is when I use the mainhand weapon from one build as a sub weapon on another build, obviously rebranding just to accomodate to a build you will use a couple of times and then move to the other is not practical, so I would say if you get C and UC Ability boost plus P/M Def on a main weapon that would be ideal
this is how I'm going about moving forward focus on defensive stats on sub weapons and main hand will focus on c ability + defensive stats or c ability + offensive depending on my RNG
im focused on either 10+ of 1 defense or 5 of both defense for sub weapons then c ability on weapons i mainhand/offhand
What is a good team composition? Is it critical to have a healer?
Side question, what about new cloud Bahamut weapon? Would you go def or c wep ability
Really good advise for the first 3:30 but then its false infos because 150/75 flat vs 9%/4.5% Weapon only potency. For the defenses you are totally right i just need to add something on it def/mdef are much better on your sub weapons from branding that you dont need these on your materias so you can go 4x % stuff and having one maxed out which is best for the szenario but well you can also use you defenses on you materias and boost you flat stats on you sub weapons so it does depending what you get in your build and what is required for the situation but basically its much better making monsters with 250+ defenses then just moving with 150 ones and do a bit more dmg also some factors benefit you aswell mostly the tier buffs and r. ability def&mdef as you materia or you makeing monster with just 130-150 defenses but 16-24k patk matk when you full whale.
The potency increasing of you weapon doesnt gets buffed up only from highwinds but thats add the multiplier higher not the base.
Flat stats benefit you the most since they boost you gain from you % ressources and we do have so many in this game also flat stats makeing you limit/summons much stronger and when you base patk or matk gets more and more you gain so much more dmg from you elemental potency aswell.
The most beneficial gain from ressources are you materias & you tier buff 3-4 then the other beneficial comes.
Patk R. ability, Atk R. ability,Matk R. ability,Matk all R.ability, Patk all Ability, tier buffs,tier debuffs,elemental debuffs,Elemental buffs, Costumes,materias which are total 11 for both but most we do use 9 since we do ignore Matk&matk all for patk builds and so on. so i hope you understand that you get more benfits from flat stats then % c&c for you main and off hand. The biggest question is on the ultimate weapon but it does need really really much Potency where the 9% benefit you much and it doesnt look it will never happen but there are exepetions some Weapon c. abilitys have x2-3 multiplier on them where you 9% can go up to 27% and thats a way which needs be tested in the future. also most partys have only 1 dps 1 debuffer 1 buffer/healer and buffing and boosting more factors for his flat stats.
Got one today that was 3x 2.3% Weapon C ability increase which gave the weapon 135% more damage
You have any suggestion on how I can find another guild to join? I'm over 600,000 power and my guild isn't quite as hardcore
I missed Vincent's costumes and stuff which I'm sad about cause I took a break. Doing any vincent stuff soon? I'd like to see what's going in with him now
This only works if the weapons that you're using won't be used as main weapons on the character that you have or other characters. And it's very account specific.
Having def on the main hand is great too.
I to had this question thank you for clarifying it also works for main weapon @@SmellyOctopus
thanks for the information
don’t you only get like 50% of the stats from sub weapons and off hand weapons and wouldn’t that also apply to defence stats on those?
Will have to change when they introduce defense pen
How in the F do you have 7k attack?!?!
Edit: my cloud is at
180k power
14856 hp
5,728 patk
2789 matk
131 pdef
105 mdef
1434 heal
Bahamut garb and weapon
Mon Hunter weapon for sub weapon
Ultimate buster sword
6 OB stream saber
10 OB+2 maritime sword
6 OB ultimatic glen weapon
I run tifa as second patk debuff that’s why I have all the party patk up and it’s good for coop.
But even with all that not even close to 7000
This is a very different "math time" with Octo video from what I remember doing. 🤔
what materias should a dps cloud use?
Matching triangle sigil for the third slot, and any materia with high Patk % for the other two slots.
If you want to make sure the AI doesn't use funky materia over your DPS ability and you have good Patk % on them, equip magic materia of opposite elements, ie water materia for lightning DPS, ice materia for fire DPS, etc. the AI won't use materia that an enemy is resistant to, so that'll keep your DPS from casting them. Also, avoid equipping breach/heal/shield if you can, the AI will always prioritize buffs/debuffs before using damage abilities.
my dps only gets 4800 max attack xc
I'm on the same boat. Every time he calls 7k I'm like WTF??? 😂😂😂
Make sure you are getting your R abilities stacked correctly: 55Patk and 55Atk for phys builds, 55 Matk and 55Atk for magic builds. DON'T OVERSTACK R abilities over maximum, meaning anything over 55Patk does not boost you Patk any higher, so once you hit 55 use other weapons with other R abilities. For instance, 79 Patk only gives you a bonus up to 55, so you have 24 (48 halved) points wasted that could be 24 Atk, or 24 element potency instead.
Lvl 110 for your mainhand weapon, and you should prioritize ob10 on weapons that have matching arcanum costumes, ie murasame blade with lightning cloud costume, diner tray with Yuffie Valentine costume etc.
After you mainhand weapons are maxed out, you want really good sub weapons for your DPS. My go to picks are Glenn's Ultimatic and Lucia Mad Minute for Patk Stance R ability, Barrett Electrocannon and Vincent Sawed-Off GS for Matk Stance. Those 4 weapons should be ob10/lvl120 for every DPS you have.
The last thing that really boosts character Patk are the limited weapons that boost party physical attack. Just one copy at lvl10 will provide a 14% increase to every characters Patk stat. Equip both non-DPS characters with 1 weapon like that and you get a 28% boost to Patk.
Hope that helps. If you want, write your best DPS character with an arcanum costume and I'll tell you what weapons you should focus on getting to maximize their stats.
Dudes a f2p but looks like a whale with a lot of maxed weapons lol congrats! U too good💪🏻👏🏻
We need a whole video dedicated to showing off Cloud's new Bahamut weapon... it's by far the most important thing to highlight in the game right now. It's not just a slight power creep, it's a MEGA power takeover! Pretty much everyone should get this at LEAST OB6 if they can.
why have power when you have wallet
I am doing like I did math class, skipping 🤪
Brandeeznu-
Sigh... this system is so bad. You can only use one at a time, being forced to pass through the animation every single time. No form of grace system or deterministic progression, pure rng which means you might get what you want today or never. Combined with materias, who compound each other, the results are now too impactful: the difference in stats between a character with no materias or brands and a character with perfect rng is now just too massive, even if you consider materias or brands with average stats. Too few of them available (only 10 purple ones from an entire event shop? Seriously?). It's so bad that I kinda regret using them, because now I fear this dozen of weapons I have branded will somewhat interfere with the Recommended system and the game will keep equipping them even when it shouldn't. I really hope they don't start balancing the game around characters with 200+ Def expecting them to be the norm, because then the whole point of these "bonus stats" rng systems will be completely moot.
I just wouldn't worry about min maxing it right off the bat. Just consider it some extra free stats. Its a way of making your weapons that got power crept out of relevance a little more relevant.
Honestly you should mostly abandon the recommended equipment system outside of ridiculously easy fights you can auto and learn to equip units yourself. You’ll have a better understanding of the game mechanics and can build out more specific teams that are way better than anything recommended will ever give you. It takes a little time to understand all the r abilities and thresholds and how they work, but once you know what you’re doing team building is pretty quick as you know what weapons do what and which ones you’ll want to use to tackle specific content.
@@JC-sd1xq Oh, I actually did the opposite: for months I've done stuff myself, but then slowly switched towards just pressing the auto button and maybe adjusting a couple of weapons. Turns out, I managed to clear pretty much all of the non-crash event content just fine. Honestly, the auto-AI is severely underestimated by the community.
@@Fefnil it’s actually really bad if you understand team building. Perfect example I took a team that I know can clear ramuh ex2 because it’s what I used to clear ramuh ex2.
Originally my cloud has 14.5k hp, 7k patk, 143 pdef, 194 mdef
I hit recommended and my cloud goes to 14.1k hp, 5k patk, 184 pdef, 133 mdef. They equipped blast wave in his off hand which does patk down and moved glav to a sub weapon slot so now cloud can’t buff his own attack or remove ramuhs pdef up, meanwhile blade wave is completely worthless in the fight. Cloud can no longer do enough damage to keep the bar in check and also can’t survive being hit, because it’s not like they gave him more lightning resist at least, they actually removed the lightning resist I had set.
Auto equip also removed aeriths guild weapon I had equipped for more mdef/ lightning resist and a single target heal and gave her no single target heal ability. They removed her aoe mdef up skill and didn’t put one on red xiii either. Instead, they gave red leather collar main hand for ho and earth potency?
Across the board no one has any mdef up skills, no matk down, and nowhere near enough mdef stat. The team isn’t even suited for clearing ramuh ex1 and ex2 is a pipe dream. Auto equip has no idea what it’s doing, the only thing this team could do is manage to clear the sigil phase, but they wouldn’t ever get that far.
@@JC-sd1xq I understand how to build teams, I understand the math behind it and I understand that the Recommended doesn't build nearly as good as a human could. But it doesn't matter because it's good enough to make teams that pass temporary content. It definitely isn't good enough to tackle summon EX, and as a matter of fact I haven't completed them yet because I don't want to put in the time to do it but who cares, it's permanent content and eventually I'll brute force it, the extra summon power is hardly going to make any meaningful difference in the immediate future and I simply don't enjoy putting that much micromanagement in this type of games.
No mention of heal proportion to atk, different type of brand tokens, that probsbly will be added in event, also 30 from ult weap and 3x15 from subs is not 90,. Ok vid but lacks
Heal and Hp not worth it. Ultimate weapon is 30 and 4 sub weapons is 120 ÷ 2= 60. 30+60 is 90.
@@SmellyOctopus Oh right i didn't knew what was i thinking with the sub weapons😅
I still think that Heal may be useful for healers since the brand value can be 50 in a single slot and most of the heal weapons range between 260-320 base
I deleted the game. Since i‘ve started I had only 1 lucky banner and it‘s always been a pain in the ass. I save crystals, use them to do let‘s say 5-10 Multis for 1 copy of any weapon. EoS is close on this one as well. First Soldier and DFFOO were peak.
The game developers have plans for years to come for this game
@@moustafaharake4445They had those plans with other games as well. EoS Bro.
Ok m8 nice to know 😂.
@@L__85436 this is a bit diff since sephi lore is attached to it. It’s def making it to part 3 of ff7r
😂 ok cool I didn't