Regarding an ability's effect:
Just take note of whether it says "While deployed..." or "While in the team..."
Uzume has the special ability to increase all unit's attack by 5% while she is in the team. She also has the ability to decrease all unit's cost while she is on the field. Withdrawing her will remove the class trait of reducing a unit's cost while the whole team will still retain the special ability's effect of increasing all unit's attack. She is still part of the team since she was never completely removed even if she has left the field.
Regarding an ability's effect:
Just take note of whether it says "While deployed..." or "While in the team..."
Uzume has the special ability to increase all unit's attack by 5% while she is in the team. She also has the ability to decrease all unit's cost while she is on the field. Withdrawing her will remove the class trait of reducing a unit's cost while the whole team will still retain the special ability's effect of increasing all unit's attack. She is still part of the team since she was never completely removed even if she has left the field.
So "While in the team..." abilities stay active when the unit is waiting to be deployed, on the field, dead and withdrawn? And "While deployed..." only takes effect once the unit has been placed on the map. Thanks.
Do you know if the ability effects the unit that has the ability? Like will Uzume give herself a 5% attack buff.
EDIT: OK, thank you for clarifying that for me exkale
As long as they fit the requirements of the ability, then they can benefit from their own ability. It would be pointless for Bernice if she can't benefit from her own ability (Heavy Armor's DEF +5%).
One unit that has no benefit from their own ability is Sherry, whose ability only affects Iron, Bronze, Silver, and Gold units.
Since we are having a break anyway, I thought it would be nice to get breaks analysed.
So, assume the following question(s) asked.
Breaks or Constant events
- What is best for Freebies, Payers and Whales
- What is best for Newbies, Experienced and Veterans
- What is best for levelling and levelling units
- What is best for optimizing units
- What gives the most resources
Assumptions
Two players, one is playing the known Event - Break, the other is playing the "constant" event seen second half 2015.
Both are play Nutaku style, no DMM style, so there are no guaranteed drops etc to begin with (we'll add those later down to see what they do).
Also, being a Nutaku style their world is one of CC not Awakenings. CC is the cap and the "power spread" in event maps are that of CC'ed units, ie. no top event map requiring AW units.
They aim to do best possible in events, but being players that actually read guides, both are aware that they should level as long as possible before doing the event maps.
So they wait as long as they can to get best team before going in (they do read guides, but are no experts, they learn along the way, no super optimized paths or teams here, though they do watch videos after the first defeat in an event on a map in order to ace it within the first map try and then the 2 retries).
Once going in, they smash through and 3* maps until they hit the wall (map their team cant 3*). This map they will retry twice, using video etc. and thus managing to eke out a 3* and then stop (they are not stupid or adventureous, next map will likely kick their arse).
Using the max map reached will also ensure that the retry cost is the maximum possible cost as thus also acts as an approximation if the players fails lower maps several times and the higher only 1 times instead of two
Their ability to do maps is based on my progression (also unaided)
(I have only bought SC for christmas and done PS with them, got nothing useful. For all intents and purposes my speed is that of a freebie doing no PS)
Nutaku Cycle(s)
We have had 9 x 1 week events and 9 x 2 week events. If we standardize this the Nutaku Event - Break cycle is,
- 1 Week Event -> 1 week Break -> 2 Week Event -> 1 week Break (repeat cycle)
If we map this to a Nutaku constant event cycle and standardize we get,
- 1 Week Event -> 2 Week Event (repeat cycle)
So a 5 week event - break cycle and a 3 week constant event cycle.
They synchronize at 0 weeks and after that at 3 x 5 week = 15 weeks. So each 15 weeks they are in synchronization. Therefore we will see how they do within a 15 week time frame.
Which is somewhere about 3 to 3½ months.
Events & maps
Doing Event maps costs charisma and stamina.
Ninja Army of Darkness is used as template for 1 week events
The Treacherous Pirate* is used as template for 1 week events
*slightly modified, 2 week events differ a lot, removed a map level to fake higher costs and less available sc.
1 Week | 2 Week
20 CHA / 1 STA ||| 20 CHA / 1 STA
30 CHA / 2 STA ||| 50 CHA / 1 STA
40 CHA / 3 STA ||| 50 CHA / 2 STA
50 CHA / 5 STA ||| 50 CHA / 3 STA
70 CHA / 7 STA ||| 60 CHA / 4 STA
100 CHA / 2 STA || 60 CHA / 5 STA
---------------- || 60 CHA / 6 STA
---------------- || 100 CHA / 2 STA
Format : Charisma / Stamina (headline is event type duration)
Map Count : 1 Week event has 6 maps, 2 week event has 8 maps here.
Hey Ho - Lets go - The race begins
We assume freebie first, no cash is used and both players are newbies starting from scratch.
Event #1 [ 1 SC ] Cost : 20 CHA / 1 STA
Event #2 [ 0 SC ] Cost :
Event #2 [ 3 SC ] Cost : 120 CHA / 4 STA
Event #3 [ 4 SC ] Cost : 140 CHA / 11 STA
Event #4 [ 0 SC ] Cost :
Event #4 [ 4 SC ] Cost : 170 CHA / 7 STA
Event #5 [ 4 SC ] Cost : 140 CHA / 11 STA
Event #6 [ 0 SC ] Cost :
Event #6 [ 5 SC ] Cost : 230 CHA / 11 STA
Event #7 [ 5 SC ] Cost : 210 CHA / 18 STA
Event #8 [ 0 SC ] Cost :
Event #8 [ 6 SC ] Cost : 290 CHA / 16 STA
Event #9 [ 6 SC ] Cost : 310 CHA / 20 STA
Event #10 [ 0 SC ] Cost :
Event #10 [ 7 SC ] Cost : 350 CHA/ 22 STA
------------------------------------------------------------------
Totals [ 45 SC Gained ] Cost : 1980 CHA / 121 STA
Constant Event : Totals [ 45 SC Gained ] Cost : 1980 CHA / 121 STA
Event - Break : Totals [ 27 SC Gained ] Cost : 1220 CHA / 72 STA
So Constant approach gain 18 SC more than Event - Break, but at the cost of 760 more CHA and 49 more STA.
This CHA and STA is used for levelling in Event - Break, so Constant based on our criteria will have to compensate.
Also recall that earning the SC costs retries (failing maps and retry). The criteria here was 2 retries, where the players gain less than 3* on the last map they can do and thus has to pay again to retry.
It is only relevant to count the extra cost that Constant approach has from 4 extra events, so Retries cost : 560 CHA and 30 STA
Assuming a half way value of around 230 Charisma (lvl 66-67) and 12 Stamina pr. SC spent this will cost, 6 SC for 1320 CHA and 7 SC for 79 STA. So that is 18 SC- 13 SC = 5 SC after all costs and same levelling.
At this point, both players has levelled exactly the same outside of events So the result is : +5 SC for constant event player at same amount of levelling.
(we'll ignore that the constant event player gains xp for doing his extra 18 maps worth of xp and is thus actually somewhat ahead)
Conclusion (resources for levelling player and units)
Both are free players so,
Free player conclusion : Nutaku style Constant event is slightly better than Nutaku Style Event - Break for levelling and levelling of units
Payers and Whales will get better results as their cash in constant events will allow them to ramp a team faster, clear maps sooner and gain better rewards.
Paying Player conclusion : Nutaku style Constant event is better than Nutaku Style Event - Break for levelling and levelling of units
Both players are newbies, so the conclusion there is obvious and yet not, becasue newbies might make more mistakes than i have costed in, in the assumptions, so we'll soften it slightly
Beginning player conclusion : Nutaku style Constant event is same or very slightly better than Nutaku Style Event - Break for levelling and levelling of units
---
Ok moving on,
what about getting good units?
So which approach gives best units? In terms of Skill levels, Unit Cost and Selection.
Well. Looking at the events, progression and map clearing, we can see that there is not much difference in terms of what they get. The constant event player will match each the event - break event reward units gained whether it is Star Rush, Unit Farm, Gold Rush, Item Collection that is behind the 1 Week or 2 Week event tag. The primary difference is that the constant even player tends to get the unit of corresponding power 1 week later in some cases.
So Skill Level and Unit cost is about the same for what is gained. But how about selection?
Well, here the constant player wins by a margin, he has 10 events compared to 6. He is doing the same levelling as the event - break player, gaining the same skills and unit costs, and on top of this has 4 extra possible event unit rewards in his box.
Also he has the +5 SC which he can use for a goddess buff to gain even better results in 2 events (Active at end of 1 event and it runs into the next event, due to constant events goddess buffs can be used for 2 events instead of 1) thus gaining better event units or slightly offset if a unit he really wants come before he is "ready" for it.
As always the paying and whale simple extend the advantage due to events making content available.
All Player conclusion : Nutaku style Constant event is about same as Nutaku Style Event - Break for gaining skill and unit cost and better at gaining more units and selection of units.
What about getting other map rewards
The constant player has 18 maps more 3* than the Event - Break player and on top of this has 10 - 6 = 4 x 2 = 8 retries more than the Event - Break player.
The constant player therefore has 2/3 more rewards (18 is 2/3 of 27, the number of maps the Event - break has cleared) than the Event - break player from events in terms of silver units, affection items and like map drops. And this is before the 8 map retires for failed, 1* or 2* is adding their drops.
All Player conclusion : Nutaku style Constant event is better than Nutaku Style Event - Break for gaining additional map rewards, such as silvers and other map drops.
What happens if we extend it for another cycle?
As the players being to be able to clear all maps in an event, something they are inches from after the first cycle, the higher Event count of the Constant player will greatly add to his edge over the event - break player. As he has 10 events for each 6 the Event break has, and now these extra 4 events will give max units, and the SC gained will compensate for the costs.
All Player conclusion : Nutaku style Constant event gains and continue to gain more ad faster than Nutaku Style Event - Break as the cycle extends. The constant event player team will grow stronger and stronger compared to the event - break player, giving even better rewards and less losses in an cycle of more strength until he hits the maximum of the constant cycle. Also as star rushes become clearable, they act as 1½ week breaks.
What happens if we do original aigis multiple constant event style?
As Events do not slow player down (unless the player decides to be "slowed down" ex. through attempts to min max all events and units instead of doing them naturally as their team gains strength), Events strengthen and speeds up players.
Have multiple constant events adds a short mini-whaling effect to the free player as he gains more map drops and even more SC, which compensates the cost of doing the maps.
All Player conclusion : Original Aigis style is better than Nutaku Constant Style and greatly better than Nutaku Event - Break style.
What happens if we do current Aigis event style?
Well. This is where it gets naughty. Because, current Aigis has guranteed maps drops (conditions apply). Yeah. Nail a map and get all the drops. The effect of this, especially in the most common Nutaku map, the unit farm, is beyond any other factor in the game in its effect. (full clears after the first is pr normal drop rate)
It basically gurantees the player 2 to 3 units of the Event Unit at no real effort and on top of this adds silvers who otherwise would cost 5x to 10 attemps on the map to get. The effect is staggering.
All Player conclusion : Current Aigis style is "absurdly" better than all other styles. This is the case even in an AW environment with higher map difficulty spreads. A free player will essentially around 1½ month have reached what the Event - Break styles did in 3 months.
Payers and Whales will do respective better and much better.
TL;DR
There is no "objective" situation or scenario where event - break is better. It is subpar for most categories and aspects, be it for free players, newbies, paying players or whales. All other styles will beat it, eventually and often greatly when accumulation over larger periods of time.
Breaks slows players, It is the Aigis equivalent of a permanent slow spell. That same player always has the choice in constant events, regardless of style, to take the easy drops and SC, ignore the rest of the events, and use the gains to level units and teams even faster than event - break ever can.
Super TL;DR
Breaks are not "good". Not due to anything anybody can say about them. But because the design of the Game simply makes them so. They simply underperform, even for their supposed function, compared to events due to this design.
Disclaimer
It is an analysis, people can make of it what they want. In "objective" terms the data shows that breaks underperforms on most levels, sometimes a bit, more often rather more, and can in that perspective be deemed "bad". In subjective terms people can do what they want and prefer what they want, which may or may not outstrip the "objective" value estimated and thus lead to a different weighing of factors or evaluation and thus different results.
The interest here is what can be "counted", the quantitative side of it, not whether someone percieve a different qualitative side of it. And for the same reason, it is not aimed to any forum poster or debate topic, it is a reference data framework that can be used for information (or not).
It has some standardization and assumptions. It would take even more absurds amount of time to do this analysis if they did not.
I consider them fairly reasonable. They are mapped on my Nutaku and DMM runs as well as Wiki data.
And as for why doing it? I simply got tired of the ever popular "breaks is good/bad for newbies", and did so some time back (no one has posted anything recently that this is a response to and comment of, no one should feel targeted) and began building this one out of curiosity. delayed delivery obviously, takes time.
It appears to me that, you have grown tired of a recurring topic :/
Sarcasm aside, the real question right now is, why are the devs taking this path? They gotta know for sure how to operate the game in a way that will be more lucrative for them, is not like this is their first game, or the first time they've created another version. Something is up, i don't know much about business (not really my line of work) but is obvious that this is a bad way to operate.
It looks more like they're trying to kill the game at a slow pace.
It appears to me that, you have grown tired of a recurring topic :/
Sarcasm aside, the real question right now is, why are the devs taking this path? They gotta know for sure how to operate the game in a way that will be more lucrative for them, is not like this is their first game, or the first time they've created another version. Something is up, i don't know much about business (not really my line of work) but is obvious that this is a bad way to operate.
It looks more like they're trying to kill the game at a slow pace.
If I wanted a break fight (i dont, matters not to me if people are against or for it, only that they dont go "good/bad" without data either way) I could manage that it less time and lines (so if any feel the need for discussion, please read the disclaimer & dont bother with a debate, its a data analysis, not a cycle initiator or battlecry and no one is being targeted nor supported, nor are answers to it being solicited).
The entire point of the analysis is to provide data and make the topic irrelevant for future discussion (or should any feel a need, i hope not, it's as boring as the breaks themselves, make it informed at least).
Yes. I wrote the (also analysis) post that sort of added the last nail to that particular coffin (event - break cycle), no idea why they do it, never seen a firm do that (it likely costs them money to change from the original approach, so they are adding costs, to do less total content, very weird concept), but again, the effects interest me enough to analyse them a bit.
But Aigis runs the way it does, I can honestly said, that I have no idea why.
edit : anyways, have edited the analysis to drive the point home, that it is analysis and data, and thats it.
Sorry i didn't intent to say that you were trying to starting the whole thing again or that you're analysis is in the wrong. I was just putting reasons that could explain the current situation. Although, you're wrong if you're assuming that people won't pick up the topic back is the situation continues, even if they have data/evidence proving them wrong, is human nature i guess.
I still chalk it all up to the JP devs just not caring. Nutaku approached them, they decided it would be a pet project. Translating and figuring out the new consumer demographic does require work. They take it nice and slow. No matter what happens, whether the game dies or lives, they still have the original version.
Maybe it's not they don't care, but that their priority is on their version. They have to pump out so much stuff constantly which only gets more difficult as time progresses. Then they have to worry about getting that stuff working on the mobile platforms and get censored art for iOS. Imagine everyone who works on the original Aigis having an extremely standard 9-5. They go in, do their stuff, think, be creative, plan units, maps, dialogue, story, do some programming, etc. 4:30, almost time to go home.
"Hey, what about Nutaku."
"... We'll talk about it tomorrow."
~Tomorrow is actually once every three days or something.~
I still chalk it all up to the JP devs just not caring. Nutaku approached them, they decided it would be a pet project. Translating and figuring out the new consumer demographic does require work. They take it nice and slow. No matter what happens, whether the game dies or lives, they still have the original version.
Maybe it's not they don't care, but that their priority is on their version. They have to pump out so much stuff constantly which only gets more difficult as time progresses. Then they have to worry about getting that stuff working on the mobile platforms and get censored art for iOS. Imagine everyone who works on the original Aigis having an extremely standard 9-5. They go in, do their stuff, think, be creative, plan units, maps, dialogue, story, do some programming, etc. 4:30, almost time to go home.
"Hey, what about Nutaku."
"... We'll talk about it tomorrow."
~Tomorrow is actually once every three days or something.~
That's really all there is to it. Their focus is not on us. It's not rocket science to figure out. Being extra mad and unreasonable and toxic on these forums won't change their attitude, either.
In addition to all that workload you mentioned they are also constantly dealing with (normally minor) bugs as a natural consequence to a constant stream of content.
We would without a doubt have a better game if Nutaku was developing our Aigis. Since that doesn't seem to be in the cards, the options are settle for our Aigis or play DMM. I guess the third option is flood this thread repeatedly rehashing the same arguments gripes and complaints and hoping Nutaku forwards this frustration to the developers (all 3 of them) working on our version.
The apologist attitude is just as "unreasonable and toxic."
Regardless, it's not like there's much else to talk about while there's no events or AW going on. Even if NutakuDev/Nordland showed up again, they wouldn't be able to help us much either, unless they pulled another autocomplete and petitioned for us to have *some* kind of update in the meantime.
People complaining on the forums just need to make sure they're also communicating with Nutaku and the developers with their discontent. I know I'm on Facebook, Twitter, and in game support asking for more content, stop the break schedule, and give us a schedule that matches what DMM has going. Basically everything that we have been missing for the past many months.
While complaining on these forums doesn't amount to much, it DOES amount to a couple things.
1. Nutaku does visit these and the various other forums for their games from time to time. If they see complaints, they know the community is not satisfied with the product they're hosting.
2. It also makes anyone in the community not aware of the lack of content aware of the fact that it is a problem. Anyone fresh to Aigis who has found these forums considering spending money on the game may have second thoughts if they find out the game is severely under the amount of content it should have.
That all being said, I do agree, we've worn the topic to death for now. Let's bring it up on Tuesday again if we get another break or if units are replaced in our next event. That seems like the next best time to bring up this topic when it's reasonable to do so.
And.. with all that being said, gonna try to get a topic going that has nothing to do with any of the above. What are some of your favorite H scenes that you've earned so far?
Just going down the list I've acquired my favorites are probably - both of Iris, both of Cuterie, both Solano, and both of Rika's which is probably my favorite set.
People complaining on the forums just need to make sure they're also communicating with Nutaku and the developers with their discontent. I know I'm on Facebook, Twitter, and in game support asking for more content, stop the break schedule, and give us a schedule that matches what DMM has going. Basically everything that we have been missing for the past many months.
Probably, they outright blocked my twitter account when I told them about a bug with the gambits when we first stopped being able to get the box card if we had the last one at level 100. Nutaku seems to have some really dodgy people working on their support / handling their social media.
And.. with all that being said, gonna try to get a topic going that has nothing to do with any of the above. What are some of your favorite H scenes that you've earned so far?
Just going down the list I've acquired my favorites are probably - both of Iris, both of Cuterie, both Solano, and both of Rika's which is probably my favorite set.
Hmmm... Well, Rowanna's scenes come first for sure, the rest would be Calliope's, Azami's and Daniella's, in this particular order.
And on a side note, not getting anything for an anniversary is first. I mean that's the first time I've ever seen that happening in a F2P game, and I've played quite a lot of those. So yeah, at this point even I'm pissed.
And.. with all that being said, gonna try to get a topic going that has nothing to do with any of the above. What are some of your favorite H scenes that you've earned so far?
Just going down the list I've acquired my favorites are probably - both of Iris, both of Cuterie, both Solano, and both of Rika's which is probably my favorite set.
That all being said, I do agree, we've worn the topic to death for now. Let's bring it up on Tuesday again if we get another break or if units are replaced in our next event. That seems like the next best time to bring up this topic when it's reasonable to do so.
And.. with all that being said, gonna try to get a topic going that has nothing to do with any of the above. What are some of your favorite H scenes that you've earned so far?
Just going down the list I've acquired my favorites are probably - both of Iris, both of Cuterie, both Solano, and both of Rika's which is probably my favorite set.
I'm less than 3000 XP from reaching lvl 180. I could let a day's worth of stamina go to waste, do the Monday dailies and then get a free refill during the event, or I can just go ahead and lvl up tomorrow, but that seems to be utterly wasteful... Hmm... I probably should wait.
I'm less than 3000 XP from reaching lvl 180. I could let a day's worth of stamina go to waste, do the Monday dailies and then get a free refill during the event, or I can just go ahead and lvl up tomorrow, but that seems to be utterly wasteful... Hmm... I probably should wait.