User blog:Enfohade/Basic

System= Core=

If you don't own any of them, It's not gonna work.

NP charge=

NP gain= NP Gain based on enemy class or enemyServerMod (higher = better)

Tips : Zombie =/= Soldier

NP% per hit = Round Down(Round Down(offensiveNPRate * (firstCardBonus + (cardNpValue * (1 + cardMod))) * enemyServerMod * (1 + npChargeRateMod) * criticalModifier) * overkillModifier)

firstCardBonus = {1 if Arts was first card, 0 otherwise. 0 if it's an NP card} cardNpValue = {3 if Arts, 1 if Quick, 0 if Buster, 1 if Extra} * {1 if first card, 1.5 if second card, 2 if third card. 1 if it's an NP card, 1 if Extra card} cardMod = +-X% to [Card] Power. ([Card] Up/Down) enemyServerMod = {a server-controlled modifier given to the enemy.} npChargeRateMod = +-X% to NP Charge Rate. (NP Charge Rate Up/Down) criticalModifier = {2 if crit, 1 if not crit} overkillModifier = {1 if enemy's not yet dead, 1.5 if enemy is dead}

Rules of thumb=
 * You want as many NP levels as you can, ideally
 * Raise your skill level is a must
 * Priority
 * Scale-NP charge : should be 10
 * Card Up : 9-10 if scale
 * NP gain : 9-10
 * ATK/-DEF/NP DMG : 9-10 if scale
 * Everything else can wait
 * Heavily depend on enemies, for Arts/Quick system
 * Heavily depend on Overkill (x1.5 NP gain), for Arts/Quick system


 * NP gain vs Card Up buffs what is better for looping?
 * Card Up should be better <- More DMG
 * Same amount | Card Up = Arts only / Quick only | NP gain = all cards, attacked
 * Buster : cardNpValue = 0


 * if you can't 3 turn no matter what ..... Just use 3 CS :p