Puzzle and Dragons - Page 493
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ragz_gt
9172 Posts
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-Zoda-
France3578 Posts
http://pad.gungho.jp/member/event/160524_fes_gacya.html I won't be able to do more than two rolls T.T | ||
trifecta
United States6795 Posts
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ragz_gt
9172 Posts
On May 24 2016 18:18 -Zoda- wrote: Holly fucking molly, Godfest Exclusives gatcha for 10 stones per roll... http://pad.gungho.jp/member/event/160524_fes_gacya.html I won't be able to do more than two rolls T.T It's 1 pull only, so you don't need to worry about it lol | ||
IceHism
United States1903 Posts
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JSH
United States4109 Posts
![]() Bastet Armor Ace God / Devil Active: Mass attack for 3 turns. Reduces all enemy def by half for 3 turns. LS: Increases ATK after 4+ combo, scales up to 8x ATK. 1.5x ATK with 3+ Wood combo. Wonder what the combo requirement will be... Full activation is x144 which is RaDra multiplier on monocolor | ||
-Zoda-
France3578 Posts
On May 27 2016 04:15 ragz_gt wrote: It's 1 pull only, so you don't need to worry about it lol Oh damn you're right, I didn't pay attention and I've been farming stones since. Well it's never a waste anyway... | ||
ragz_gt
9172 Posts
On May 27 2016 10:07 JSH wrote: + Show Spoiler + ![]() Bastet Armor Ace God / Devil Active: Mass attack for 3 turns. Reduces all enemy def by half for 3 turns. LS: Increases ATK after 4+ combo, scales up to 8x ATK. 1.5x ATK with 3+ Wood combo. Wonder what the combo requirement will be... Full activation is x144 which is RaDra multiplier on monocolor My guess would be up to 11/12, aka aanoobis green. Bartz seems to be a good option for inherent if I ever get her. | ||
JSH
United States4109 Posts
Anubis doesn't have the 3 color combo requirement and anubis is unbindable If it really does need 11/12 then I'd rather be playing anubis I want to guess maybe cap at 8 combo? I mean if you ignore the 1.5x for 3 wood combo requirements, x8 for 8 combo is actually not really that broken He also doesn't have any hp or rcv modifiers and 3+ wood combos is actually a big limitation Also can't forget powercreep :V Anyways green needs more love <3 | ||
trifecta
United States6795 Posts
so far I've got meimei on luci muse on yomidra lkali on a yomi I kinda regret selling 2 zeta hydras | ||
ragz_gt
9172 Posts
So far I have batman on yuna (the 2 turn delay one) Dark dragon knight on 1 yomidra, most likely mitsuhide on the other Satsuki on AYomi Waiting to put bartz on bastet, or verd Yshtola on Isis LKali on sakuya Probably put gadius on AShiva (for Yuna purpose) | ||
Slaughter
United States20254 Posts
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ragz_gt
9172 Posts
Dis c10 is very annoying, the poison damage on multiplayer is no joke... 3 poison is 20k damage on FAL. nearly dead twice on boss, and the butt clench was real on the killing blow, had 3k hp, got a poison skyfall, and thankfully healed back up to 2k. | ||
JSH
United States4109 Posts
![]() I messed up and matched TPA on vishnu and healed him to full but we still beat him lol Green Dragon Yuna team :V Yuna Kaede LiuBei Linthia Orochi but yeah MP makes it way easier tons of actives available for 5 floors and shared HP pool Looks like the new bastet needs 10 combos 4 - x2 5 - x3 6 - x4 7 - x5 8 - x6 9 - x7 10 - x8 Still pretty good I guess and 7 combos is x7.5 which is AYomi without the 5 orb requirement | ||
trifecta
United States6795 Posts
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JSH
United States4109 Posts
With the Dragon or Balance enhance Wish I tested her out instead | ||
ragz_gt
9172 Posts
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Jealous
10174 Posts
1) Why can't I transfer some card's skills? 2) Why can't I decide which skill I want to use? When I select the pal lead that has it, it seems like the second skill charged up faster (even though it has 17 cooldown vs. like 7 for the main). 3) Is that colored thing that allows you to make transfers, is it the color of the original skill or the destination monster? 4) Do skills transfer at the level which they currently are or do they get reset? 5) Does the card you transferred the skill FROM lose their skill or do they just clone it onto the recipient? So confused and not sure I'm liking this mechanic so far, but then again I apparently don't understand jack shit about it so maybe I'm just dumb ;; | ||
rUiNati0n
United States1155 Posts
2) The cooldowns are added to each other. So, if you have a 17 turn equipped skill and a 7 turn main skill, for the first 6 turns no skill is usable, from turn 7 to turn 24 the main skill is usable, and from turn 25 onward the equipped skill is the only skill usable. 3) The colored tans correspond to the monster whose skill you are equipping 4) They stay at the skill level they are but they can still be skilled up as normal by feeding 5) The card you transferred from is unusable on any teams until you cancel the skill transfer | ||
Jealous
10174 Posts
On May 28 2016 18:14 rUiNati0n wrote: 1) To transfer a cards skill it must be lvl 99, max awoken (don't need latents), from REM, at least 5 star rarity 2) The cooldowns are added to each other. So, if you have a 17 turn equipped skill and a 7 turn main skill, for the first 6 turns no skill is usable, from turn 7 to turn 24 the main skill is usable, and from turn 25 onward the equipped skill is the only skill usable. 3) The colored tans correspond to the monster whose skill you are equipping 4) They stay at the skill level they are but they can still be skilled up as normal by feeding 5) The card you transferred from is unusable on any teams until you cancel the skill transfer Thank you so much for your succinct responses. I finally get it now ^^ Now that I am more educated in the matter, I can see the benefits of certain combinations. I may have just not been thinking about it the right way. For example, DKPL has an AShiva I use religiously as a pal for my Fire teams, which right now is AShiva/Diza/Echidna/Set/Urd. His 17 turn skill is a shield. I thought this was lame because I always used his d-break and fire enhance after a board change. Now I think that the point is perhaps I can make a more powerful team by removing Echidna and Diza because I don't need a stall if I have a shield and I certainly don't need two shields. That means I can put more board and orb changers on my team so I have to stall for less turns when I get unlucky and can't hit TPA. Something like this makes sense, right? | ||
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