The First Descendant

The First Descendant

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Su Feb 10 @ 2:32am
My Thought About Valby's Change in Ines' Patch (PART#2)
#Comparison of both versions of bubble cannon:
- Cooldown and duration of the old one allow 100% uptime, while the new one's do not. With tow effect, old one gives survival boost against crowds that are susceptible to tow and have considerably high HP and damage since they cannot attack.
- Old one's damage increase relies on existence of enemies, while the new one does not. Against single target, the new one can do more damage.
If using: focus, master, and amp mod (fusion), old one does (75,7*1,25)+155 = 249,625% per tick, new one does (52*7)+155 = 519% per tick. new/old per tick = ~2,07912.
If all ammo shot (without "free ammo" active buff and only taking +100%magsize): old does 6*249,625% = 1497,75% "per tick", new does 2*519+(52*5,2)+155 = 1463,4% "per tick". new/old "per tick" = ~0,9770656.
If duration taken to count (boosted by only "skill extension"): old does 13*1497,75 = 19470,75% per cast, new one does 21*1463,4 = 30731,4% per cast. new/old per cast = ~1,5783367.
*I have no idea about: how long it takes to fire each bubble, how long are the delays, and fire rates are. And with assumption of bubbles' duration extended with each absorption, those numbers do not represent much of the reality. But should give general idea about how those two are compared against a single enemy.
- Damage stacking of old one is immediate, new one requires player to actively shoot. Old one takes less effort to increase its damage.
*Have connection to how she plays
- When used against multi enemies the damage comparison will be (assuming enemies survive long enough due to high HP)(scenario if the old one use all the power):
If using: focus, master and amp mod (fusion), the old one does (75,7*3)+155 = 382,1% per tick, the new one does 519% per tick. new/old per tick = ~1,3583.
If all ammo shot (without "free ammo" active buff and only taking +100%magsize): old does 6*382,1% = 2292,6% "per tick", new does 1463,4% "per tick". new/old "per tick" = ~0,6383.
If duration taken to count (boosted by only "skill extension"): old does 13*2292,6 = 29803,8% per cast, new one does 30731,4% per cast. new/old per cast = ~1,031123548.
*I have no idea about: how long it takes to fire each bubble, how long are the delays, and fire rates are. And with assumption of bubbles' duration extended with each absorption, those numbers do not represent much of the reality. But should give general idea about how those two are compared against a multi enemies that survive long enough due to high HP.


#How Valby plays:
- Old version (before Ines' release patch)
Against single enemy : Spam bubble bounce with peace maker held
Against multi 1-wave : Cast bubble bounce once then pressure bomb
Against multi multi-wave: Place 1 bubble somewhere to tow as many enemies as possible, spread water anywhere possible to apply laundry to tow enemies (only needed to spread "thinly", one layer of damage area)(do this with bubble bounce, plop-plop, waterway, or other), then place the rest of the bubbles where the first one was (likely have run out at this point but enemies are towed there). If enemies still around, spam bubble bounce to spawn puddles under the bubble(bouncing bubble needs to not touch enemies directly to spawn the most number of puddle). If enemies still around after a long time, refresh the water area placed prior (the one which main purpose is to apply laundry to enemies).

- New version (after Ines's release patch)
Against single enemy : Spam bubble bounce with peace maker held and use bubble cannon
Against multi 1-wave : Cast bubble bounce once then pressure bomb
Against multi multi-wave: Spread damage area absolutely everywhere.


#To be noted about how Valby plays:
- Her bubble bounce is her best used skill to lay overlapping damage area the fastest she can (use while aiming down). Bubble bounce's bubble explodes upon contact with enemy so better used if no enemy is in the way of the bouncing bubble, the puddles spawned have significantly more horizontal range than the bouncing bubble. If enemies are moved to desired area, placing puddles everywhere (to spread water thinly just to apply laundry to enemies) or close to each other with bubble bounce will be easier. If no enemy in a place to begin with, why put puddles there?
- If enemies are too far apart or their spawn places are far apart, Valby will have harder time handling them (example: at Abandoned zone' 400% mission, the large open area where the ice boss is at this mission's invasion version)
- Not much changes when facing against single enemy and multi 1-wave. Huge change at how she is played when facing multi multi-wave.
- Against multi multi-wave, old version allow a more strategic approach. Not needing to spread damage area everywhere, just focus overlapping damage area at the tow-ing area while placing a single layer of water elsewhere just to apply laundry. It aligns with her not being able to spread water in a large area with multiple layers fast enough, which synergize and compensate the skills well. If enemies are far apart, of course just group them together then merge those groups together.
- Against multi multi-wave, new version needs her to spread damage area every where then later focus the damage at where still surviving enemies stand. It does not align with her not being able to spread water in large area with multiple layers fast enough. In connection to her bubble cannon, how many bubbles to be absorbed to be considered "having created high damage area"? 5? or just 1 is enough then try laying other bubbles elsewhere trying so they do not get absorbed? Still, that is a "thin" damage area spread.
- With tow effect, the old one is able to survive easier than the new version when facing multi enemies since enemies who are susceptible to tow, even if they have high HP and can do strong damage, are towed, they cannot attack (as mentioned in "comparison" part).
- Making lots-of-overlapping damage area is easier with the older version since she cannot spread damage area quickly. (who can do it quickly? Freyna, especially with "contagion")
- Waterway, though having higher base damage modifier, it cannot make multi layer damage area quick enough since it needs different cast of the skill so the water streaks are considered separate. Viable against enemies with low HP (outposts, little enemies in dungeons/general missions).


#All those leads to summary: Valby is more effective in handling multi multi-wave with the older version. New version allow addition of variety in term of skills used when facing single enemy while if that is the scenario, bubble bounce (puddles) and peace maker route is enough.
In my view, her score: (against single enemy, multi 1-wave, multi multi-wave)
- Old version : Avg=8,3 (7(viable but mediocre playstyle), 10(blast with pressure bomb), 8(viable))
- New version : Avg=7,5 (7,5(viable, +0,5 for added variety. Not losing peace maker buff is better since majority of her damage are DoTs anyway.), 10(blast with pressure bomb), 5(cannot spread damage area quick enough but since enemies do not have too much hp, even thinly spread is still enough, though will take more effort in placing those damage areas)
*against single enemy : 1(jayber)-10(hailey)(dungeon and void bosses)
*against multi 1-wave : 1(kyle)-10(bunny/keelan)
*against multi multi-wave : 1(enzo/yujin)-10(freyna/ines)(bunny was here until the dog is released so no need to go around fast to collect drops anymore)
*Unchecked for puddles and bubble cannon if they take danger ambush's boost and keep that for whole duration of the puddle and bubble
Overall downgrade. Reasons stated in above sections.
Date Posted: Feb 10 @ 2:32am
Posts: 1