Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This actually isn't enough on its own against most S-crafts, but Arianrhod doesn't use hers in that match so you should be fine. Heal with items or Teara, cast Chrono Burst if you need to squeeze in extra turns at a particular moment.
Otherwise, if you're doing evasion strategy, make sure you have a couple of evergreens equipped. It can also be a good idea to have Earth Pulse available to keep yourself topped up and thus avoid instakill s-crafts and you can even go for overkill* and have Adamantine Shield on or use phys&/mag reflect foods to catch anytime you fail to evade. That's a key part of an evasion strategy, actually, as if your evasion is high enough only S-Crafts and magic can harm you and it has no expiry limit.
*If it's possible to overkill on defence. Wouldn't that be 'oversurvive'?
Try spec-ing your quartz into Breaks instead of damage, battle control can make a lot of difference.
Due to how break damage works, this is incorrect.
Crafts add an additive bonus to break damage. In Fatal Helix's case, that's 350% break damage. Arcane Gale deals +150% break damage.
Since these bonuses are additive, the more break damage you stack on your orbment, the less your break rating on your craft matters. Skuld is singlehandedly a massive fu to anything that has high BRK rating, since you're going to end up at such a point of diminishing returns that you want to just do more damage. This is the case for Helix. Except that extra BRK comes way more easily than damage, so just use Arcane Gale stacked with break instead really.
If you stack Minotauros Pirmary and skuld secondary, you can just skip all the regular enemies everywhere and not bother ever even fighting them and just sweep through bosses with one arcane gale since it'll just insta-break when combined with sledgehammer.
Evasion is specifically not super effective against her since all of her crafts can't actually miss using the EVA stat. Only her regular attack can be evaded.
AG has 150% already, and deals an obscene amount of damage more than Helix, and can then be increased by quartz BRK. Increasing damage is a lot harder than increasing BRK%, and while that extra 200% may seem like a lot, closing that gap is tremendously easy, and doing the same kind of stacking you'd want to do for AG would lead to massive diminishing returns in Helix' case because the bonuses are additive, not multiplicative.
The flat values don't actually matter all that much.
The best setup for AG is a Minotauros (P) and Skuld (S) setup (due to availability and ease of use more than anything else)
At level 7, from this build, at max hp, we get +200% brk from Skuld, and an extra 90% from Minotauros. We can add a break 3 quartz (60%) which gives us a passive +350% break damage. At this point, AG has +450% break damage, and Fatal Helix deals +650%.
At this point, we're already running an overkill build that has made my point, but let's go higher.
Add Sledgehammer to it, and AG is at +750%, and FH at +950%. At this point, to deal more break damage, AG simply needs to deals around 25% more damage in a single hit to surpass Fatal Helix' break damage, which, guess what, it has an entire extra hit to do so that can potentially double its damage output. And the extra damage is around that of +20% extra STR, which, then again, still isn't enough to compensate for a second hit of gale.
BRK being additive, and not multiplicative, basically kills any chance it has of surpassing Arcane Gale for the most part in every way, including breaking despite its far better stats for doing so.
I could talk about how the damage formula interacts between these two, but I don't want to make an essay post about Trails damage formulas xD
Tl;dr: Use Arcane Gale for both breaking, damage, radius and utility.
If the flat value stacked multiplicatively, you'd be right that it
That was a general comment on the Evasion strategy, not on this fight per se.
I intentionally didn't do anything specific for my equipment or quartz setup - my Rean has the kaleido and oberon quartz on currently, which needless to say he wouldn't have equipped had I been optimising him for this fight. Had a true gladiator headband and an evergreen, along with a quartz grid again not optimised for the fight (a smattering of evade quartz, an attack quartz, and perhaps most relevantly, an action 3 quartz that I had caught fishing).
The only 'preparation' I did for the fight involved giving him a basic earth pulse quartz rather than his septium vein. Didn't even give him chrono burst.
The fight wasn't a problem - with earth pulse up almost constantly and iron will active Rean gained health faster than he could lose it. Just basic attacked until CP200, used S-Break, rinse and repeated. Took me - with my supremely suboptimal setup - 4 S-breaks, I think, and that was mainly because I failed to snaffle a 10% HP bonus. (There was a flukey line of 3 in a row.)
So if you're having trouble, all I can suggest is equip Earth Pulse, go iron will, and be patient. There's nothing there to scare you - even her biggest moves were only taking about 1k off me and like I said, this is on Nightmare.