Limbus Company

Limbus Company

Shlone Jan 26, 2024 @ 3:28pm
Does using "win rate" put you at a disadvantage?
I just started playing a few days ago and am curious if i should not be using this button. So far all my engagements have been relatively easy, assuming their is a difficulty spike at some point but what are the drawbacks of only using "win Rate?"
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Showing 1-12 of 12 comments
Pootis Jan 26, 2024 @ 3:39pm 
The game doesn't really know how to clash properly. It also doesn't use defense skills even when it can't win the clash. I would almost never use win rate during focused encounters as it almost always leaves unopposed enemy attacks and makes sinners dogpile onto one-hit enemies.
Last edited by Pootis; Jan 26, 2024 @ 3:39pm
Coin Jan 26, 2024 @ 3:51pm 
In regular fights you can use it no problem, unless you notice your guys aren't clashing well, in which case consider manually using some defense skills.

Originally posted by Pootis:
The game doesn't really know how to clash properly. It also doesn't use defense skills even when it can't win the clash. I would almost never use win rate during focused encounters as it almost always leaves unopposed enemy attacks and makes sinners dogpile onto one-hit enemies.

Yup.
【Silver】 Jan 26, 2024 @ 5:04pm 
Basically yes, the system essentially looks at certain percentage ranges of your skills against the opponents and pick from the top range, meaning it will even choose a lesser percentage ranged skill over a higher one if they're both in the same category (neutral, favored, et cetera), sometimes even over 'Ego' skills. Since defensive skills counts as an unopposed action, it won't select them either.

There's also situations, effects & coin count that aren't considered in the function that can greatly skew it's decision making, such as 'negative coin' skills and paralysis status.

For example, since it only looks at the min & max values, it might pick a single coin skill over a multi-coin skill that may actually have higher probability of success, or a weaker negative coin skill due to it's min value being higher that a stronger skills' starting evaluated minimal roll on initial clash.

For most content, you don't really need to put that much thought into the more complex mechanics, but learning them can draw out more fun in how you approach your units, team building and enemy encounters.
Minh Jan 26, 2024 @ 5:08pm 
Yes. No. It doesn't use DEFENSE Skills if it must. It doesn't target wisely in Focused Encounters.
Last edited by Minh; Jan 26, 2024 @ 5:09pm
Demonking Jan 26, 2024 @ 5:20pm 
Speaking from personal experience if you like characters with more complex gimmicks, teams with a reliance on resonance, or just in general it happens to be a focused encounter Win rate won't do your team justice. All it cares about is what's that flat highest chance to win at the time its pressed. It doesn't account for changes that happen at the start of combat phase or any period after that. It also doesn't care about any penalties for using skills at the wrong time, which is an issue for W-corp and Mind Whip. So, for example for me it's literally useless but if you're playing some of more boring teams you can possibly create it's fine.

Basically for most team comps it really doesn't give you the best results. Learning how to play your team manual is almost always better despite the time sink.
gigastar Jan 26, 2024 @ 6:44pm 
in normal encounters theres no reason not to use it unless youre using units that require specific strategy (charge units, for instance)

in focused encounters its an outright detriment as the game tries to follow the same targeting logic, causing it to fail to establish clashes
SmallGespenst Jan 26, 2024 @ 7:02pm 
Win-Rate works, but it isn't smart enough to consider things like "a charge ID would like to have Charge before using the big skills" (also applies to Lemon Charge aka: self-tremor), it can't use an EGO or defence skill to avoid a losing clash, and it's stupid in Focused Encounters, so you'll get avoidable one-sided attacks quite frequently. also it goes full-stupid when there aren't many targets left and will queue up every spare attack on the same target.
TheUglyDuckling Jan 26, 2024 @ 8:14pm 
one time win rate chose to use Wdon skill 1 instead of skill 3 at full charge
A5G_Reaper Jan 26, 2024 @ 10:06pm 
In fights that you're likely to stomp it works just fine unless if your lineup have some actively detrimental skills if used in the wrong time.
Ben bitmişim Jan 27, 2024 @ 12:55am 
It only puts you in a disadvantage when you're using certain ID's like Reindeer Ishmael since Winrate button doesn't check if she has enough charge for her skill 3 for example potentially making you use it on a teammate, same goes for W don's skill 3.
Shlone Jan 27, 2024 @ 11:22am 
Thanks for the responses, ill stop relying on it.
SmallGespenst Jan 28, 2024 @ 12:50am 
Originally posted by Ben bitmişim:
It only puts you in a disadvantage when you're using certain ID's like Reindeer Ishmael since Winrate button doesn't check if she has enough charge for her skill 3 for example potentially making you use it on a teammate, same goes for W don's skill 3.
That's ignoring that it'll blow the strongest available skill, even if that isn't needed to get a guaranteed clash-win, forcing an EGO use that could've been avoided when they have to clash a stronger skill next turn. Win-Rate will pick the strongest option for this turn with no consideration for future value. (also doing things like hitting a 2HP staggered target with an S3)
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Date Posted: Jan 26, 2024 @ 3:28pm
Posts: 12