I also see the funnels as damage boosters. You can still move and attack while they are active unlike most of the other EXs. I did some testing to find out what funnles will do the most damage per EX bar. Found out that if both arms and the leg parts off Calibarn are used, it will have the best damage to EX bar exchange. Each part by it self is 2 EX to activate, but if more Calibarn parts with funnel EX's are added it will still cost only 2 EX bars. Be warned though, 4 parts with funnel EX's off Calibarn equipped will lower the damage done.
@@nwmoose very good to know! But yeah I totally agree. I don’t think funnels were ever intended to be a stand alone strategy but moreso in combination with other things
@@TrappedInAWard I didn't test all funnels but I tested most of the backpack based ones. Surprisingly most of the funnels are about equal in damage per EX bar spent. The only ones that I had trouble gathering data was part like 00 Q-tan. Funnels that didn't hit often enough to register a hit count with the games test mode. To be fair though, Q-tan's funnels hit harder then the others. If I remember correctly Q-ran has funnels at EX 1 and dose about 11500 damage but to slow to track data in game. The backpack EX 1 funnels in game that can be tracked do about 4000 damage. So in the end just use what you like.
I think this funnel buff affects "stream"-based funnels more than anything. As in, funnels that shots constant stream of beams like those of Legend/Providence & Phenex. With how frequent they shoots now, you can basically stagger lock an enemy. Totally not the one to fell victims to enemy Legend/Providence. And also affects more of multi-hit funnels like that of Unicorn flying shield gatling thingy. With the exception of one (so far that i found), being the Arche's funnels. Since the funnels stuns on each hit, while you have like.. around 6 funnels flying around. The atk spd buff basically turns Arche's funnel into a stun machine, which works against most enemies, even story bosses. Doenst apply to mega-size bosses tho. Arche's funnel locks an enemy in place even if you use stuff like the GN claw skill or the ones that comes from both Epyon arm parts. Usually those skills push the enemy as you dash forward. But with Arche's funnels? They wont. Not sure if thats a good thing or a bad thing tho..
I think funnels work better with close range builds for that extra background damage while you go around beating people up lol
I also see the funnels as damage boosters. You can still move and attack while they are active unlike most of the other EXs. I did some testing to find out what funnles will do the most damage per EX bar. Found out that if both arms and the leg parts off Calibarn are used, it will have the best damage to EX bar exchange. Each part by it self is 2 EX to activate, but if more Calibarn parts with funnel EX's are added it will still cost only 2 EX bars. Be warned though, 4 parts with funnel EX's off Calibarn equipped will lower the damage done.
@@nwmoose very good to know! But yeah I totally agree. I don’t think funnels were ever intended to be a stand alone strategy but moreso in combination with other things
@@TrappedInAWard I didn't test all funnels but I tested most of the backpack based ones. Surprisingly most of the funnels are about equal in damage per EX bar spent. The only ones that I had trouble gathering data was part like 00 Q-tan. Funnels that didn't hit often enough to register a hit count with the games test mode. To be fair though, Q-tan's funnels hit harder then the others. If I remember correctly Q-ran has funnels at EX 1 and dose about 11500 damage but to slow to track data in game. The backpack EX 1 funnels in game that can be tracked do about 4000 damage. So in the end just use what you like.
All testing was done with RX-78-2 Reclamation as the base frame. All parts used in testing ware at LV 1 and 1 star.
I like using the funnel martial arts combo, the enemies can’t move while I rush towards them in a giant mobile suit ready to kick their asses
I think this funnel buff affects "stream"-based funnels more than anything.
As in, funnels that shots constant stream of beams like those of Legend/Providence & Phenex.
With how frequent they shoots now, you can basically stagger lock an enemy.
Totally not the one to fell victims to enemy Legend/Providence.
And also affects more of multi-hit funnels like that of Unicorn flying shield gatling thingy.
With the exception of one (so far that i found), being the Arche's funnels.
Since the funnels stuns on each hit, while you have like.. around 6 funnels flying around.
The atk spd buff basically turns Arche's funnel into a stun machine, which works against most enemies, even story bosses.
Doenst apply to mega-size bosses tho.
Arche's funnel locks an enemy in place even if you use stuff like the GN claw skill or the ones that comes from both Epyon arm parts.
Usually those skills push the enemy as you dash forward. But with Arche's funnels? They wont.
Not sure if thats a good thing or a bad thing tho..
Bad builds 😂