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From the guide. You basically increase Inferno level first so enemy will come with full upgraded stats and at their best, and so their best exp given.
And that's where my criticism come. This entirely guide basically tell you to grind "kill" count rather than "exp" to later abuse Super Pilot ability, by investing in just one stats for accuracy and evasion, and heavily rely on damage that come from Super Pilot. That's probably why he feels disappointed in Attacker because even Defender kill counts (from abuse a lot of Link-up attack obviously, and I can even tell they have nearly the same kill count due to link-up for entire life) basically does nearly the same as Attacker due to that ineffective stat investment, and ineffective OP part and ability lineup. Basically I would call this guide a "rush" one rather than a complete guide on how to actual tackle the inferno stage.
By entirely neglect Pilot stat due to the fact that you no longer have as much as freedom to invest to like with the MS because MS gains upgrade points and you can use them at will, in contrast to pilot which now rely purely on leveling up even with BP. This is a weakness of his strategy that's why he avoid talking about pilot stat for the entire guide. Which conclude that he doesn't have the best way to grind exp himself. By rely point so on MS build that will give him the fastest route to beat the final level. This also an answer to why his attacker does crap damage. Even with all damage buff in the world, you won't do damage if your "base damage" is none to exist which is your pilot stat and weapon power (which can be boosted with OP part but he already wasted all the slot for stats boosting and accuracy). Further proof that he's indeed neglect pilot completely.
Though for sake of benefit of the doubt. By investing in one single stat, you can reach 9000ish (MS only) very fast. With team composition and a very careful micromanagment you will manage to fight on the hardest stage in the game. It's like play MMORPG on the hardest boss battle, but instead of control one role one character, you take control of entire team. And by doing this you can get the nice reward from quest quicker in theory. Though this entire guide would be ineffective entirely if you have no access to Super Pilot ability because the reason I said above.
In the end of day, this is just "one way" of playing it. I have been playing with the build that this guide claim to be "none existence" and still complete stage for nice goodie just fine. In my game when I'm level 500ish my exp pace is actually faster due to how I invest stats in two of them (Stat for weapon of your choice and Reaction) which is enough to tackle a stage that way stronger than mine, and still manage to do 100% to hit and 30% or lower to not be hit. I end up gain EXP so much it's capping the MVP bonus and everyone gain like 5-6 levels for the exact same pace I used to play on Extra/Hell, which mean it gonna be easier for me from now on.
Welp I would argue the "you can reach 9000ish very fast" thing, as its directly proportional to how well you are tackling inferno levels and with the right setup.
Honestly I would use super pilot solely to level up lv 1 units, as they wouldn't receive otherwise any exp at all with a high level pilot, even if against inferno level 1 units (since your pilot would surpass the enemy stats way too much).
I really like the idea of building a new character to take inferno on with those new sets of stat enhancement abilities, too bad most of them are locked behind high inferno levels...
Another fun fact: I'm trying to bulk-level up my warship team, and I'm finding leveling up units through raids/link up attack way more inefficient than letting them kill enemies on their own, compared to pre-inferno difficulties, not sure if the exp scaling through these got reduced on inferno.
I assumed people are already familiar with warship link attack grinding strategies so I don't need to go into charisma and observer etc.
I did discuss which stages I found effective for level grinding in section 7 (appropriately titled "grinding"). It didn't get the proper header formatting before so that might be why people missed the section
It's a two fold story in a way.
The first reason why my attackers end up being underwhelming is due to I sacrificed 1200 points of attack in favour of hit chance mods (so I have a reasonable shot at landing hits on enemies who gets 40% evasion mod). I tried to "rush" the final quests so I wanted to do it with the absolute minimal grinding. Had I been more patient and waited until around lv500 where I can get 9999 attack naturally then the attackers would do a far better job.
Specifically I've tested this scenario out. At 9999 attack and 6500 melee, (and without Super Pilot), my ms does around 60k on Inf100 on the final stage, and around 100k against most other Inf 100 stages. Which means with Super Pilot it's enough to 1 shot most grunts (minus the MAs) on the final stage, and easily 1 round bosses despite their 800k health pool.
At lv500 if you invest in 2 stats, you can't get past 6k in each even with stats mods. And that means ~2000 damage to enemies per hit without mods on the final stage.
I didn't discuss pilot stats because I thought there's just nothing to talk about besides "use BP on stats you need". Only argument here is should you forgo all pilot abilities in favour of a full stats stacking build, which basically gives +1800 on all your pilot stats. But from my experience that didn't really change anything and I still end up prefer the usual "good" abilities.
It would be one hell of a boring guide if I simply said "haha game is too easy go grind to lv999 and just do whatever to crush the final bosses"
Every link attack typically levels my ship 2 or 3 times. By the time my ship hit lv999 my ms are mostly around lv480. After which point I honestly can't say if it's still more efficient to mass clear with link attack or use ms to just 1 shot everything on Inf100
I believe it depends on your priorities.
I'm farming g unit stage 1 inferno 95 through warship link up attacks and leveling the other units that way, but the process is so painfully slow, that it would be way more efficient to just let units kill the enemies through themselves.
Speaking of which, I'm still keeping my BP unused because I wanted to avoid any possible exp penalties, but at this point I wonder if I would better benefit from using them ad tackle stronger enemies. Another issue though is that BP are VERY limited, meaning that I should just focus on some of them (I believe melee/ranger and reaction?)
Prioritise shooting / melee for damage dealers, then awakening if it uses awaken weapons. Awaken weapon is still great if your units are reasonably levelled as it effectively benefits from stat modifiers twice.
While high stats = lower exp, you probably benefit more from taking on harder enemies (given how the total stats of enemies scale way faster than you). At around lv500 with full damage spec, you can 2 shot mobs on the final stage on Inf 100 guaranteed, while fixing your accuracy with top end Inferno abilities / mods. If you aim to farm with ms kills (as opposed to link attacks) then that should be the most optimal spot to stop investing any more points into upgrade.
And what about leveling units from scratch with a high level pilot? Due to the high level pilot stats, the exp a unit gets is a joke pre-inferno, while even the first inferno level doesn't grant anything more than 50 exp (if I'm lucky), which would forces me to tackle higher inferno levels, but a) I WILL miss without any mech points invested into mob, and b) I would do ♥♥♥♥♥♥ damage regardless, unless again I end up using super pilot, which I'm trying to avoid. :/