kind of offtopic, but a Mousse Fact(tm): mousse's S1 is special among ATK debuffers by applying a negative ATK buff. in arknights normal ATK debuffs are multiplicative, which decrease effectiveness the more you stack, but mousse is technically an ATK buff which stacks separately, so she maintains full effectiveness combined with "proper" debuffs. i always found it funny that multiplicative effects increase effectiveness for buffs and decrease effectiveness for debuffs...
Your last point is just a result of the curve; because the numbers are %s, stacking -% pushes each successive value closer to 0, and flattens the curve. Inversed, a positive % multiplier then steepens the curve as it approaches verticality.
@@bishamon1075 i think applies to independent ATK down effects like shamare too... mousse might be earlygame jank since i'm pretty sure she's the first ATK down op to come out and they didn't figure out how they wanted to implement it until later. according to silvergun's vid on the topic, mousse stacks additively to enemy ATK buffs so she isn't always the best solo debuffer, but it's a neat interaction nonetheless :)
I remember a funny case that with mouse Cliff as a boss deals 0 dmg as the vent reduces his dmg and then with Mouse s1 he deals like 0 dmg, giving the option to 1v1 him like that
I will just quickly point out a max potential Perfumer heals 7% of her attack per second not 7.5% that Red number in the text is already included, never understood why the highlight the buffs from potential that way but they do.
Viviana could've easily stood out if she simply has Mousse's atk down, its that simple. That means she has 2 means of increasing survivability instead of just one that relies on RNG.
Personally, I want her Skill 3 to be infinite duration on the second activation or maybe a unique duration that only drains on the second activation when there are no enemies in range.
i just wanted her shield to do something more. All her skills are focused to trigger her shield talent but her shield feels... waek.... not to mention that other operators who can generate shields have more effect after the shield broke like Archetto and Mudrock, or can be stacked like Mudrock (again), Whislash (Kazimierz only), and NTRK.
@@Giovansbilly yeah, too many restrictions in her shield talent. 1. only gain the shield when the boss is hit, 2. only block melee attacks like what you said, 3. cannot be stacked, and 4. no other effect after the shield broke. That only blocks melee attack is not a feature, its restrictions! others say that if it can block everything it will break by the mobs, oh come on... she can only get the shield by attacking boss and she can get back that shield easily anyway by her own multiple hits. her S2 increases her block count to 2, it can also make her shield broke by the mobs she blocks too right? i don't understand her... She is cute though so i built her to E2 lvl 20 S3M3.
It's pretty funny to me that some Arts Defender has Offensive oriented kits and some Arts Fighter has Defensive oriented kits. It's like their role switches sometimes.
I have to wonder just what they'll do for them. Because it is funny to me how all of them do arts damage (on skill), while supposed to tank arts dealers, who usually have high res. It's like they exist to make sure a few straggler casters can't get to your frontliners, but while lacking any decent chance to actually tank in general. The closest we get to it are Asbestos s1 and czerny s2 (though S1 certainly helps him remain alive at least), but it feels like they're still too dependent on the enemy distribution working in their favor. As in, as opposed to you as a player having some for of helping them along. The alternative is using them as arts damage dealers, but it feels a bit awkward to play them like that with their SP costs being as high as they are.
@@KuroeNezumi The devs can always fix the archetype's weakness by creating a much stronger 6-star version of that archetype. Just look at Mountain, Surtr and Ch'alter, their Archetypes are considered bad, but the 6-star versions are either overtuned or have an entirely different niche. Mountain becomes a cheap laneholder, Surtr turned into helidrop boss/elite killer while Ch'alter becomes overtuned spread shooter.
@@KuroeNezumi The entire arts Protectors Niche is encompassed by sticking Asbestos on nethersea brand and laughing at 100% Skill uptime in the Second seaborn event.
Surtr actually has a defensive part in her kit, but it is really weird. Selfsustain? Nah. Defence? Nah. Barrier, shields? No and no. How about not dying for 8 seconds after being murdered? Yay let's go baby! So basically she doesn't care about staying alive until she has already died... Yeah strange, helpful, but strange. The weird part is that her S1 and S2 have no survival in her kit, Mousse reducing enemy attacks, Sideroca healing herself, etc. Amiya boosts her own talent during skill which gives her more defence so... Surtr's only skill that increases her survivability in the short term is S3, it gives her more max hp and fully heals herself. That is pretty damn good. But this skill, just like her talent, is weird for survival since she starts chain smoking, slowly destroying her own body until she collapses. So much for that max hp, which in this case actually just makes it harder for medics to keep her alive... So what did we learn today? Technically Surtr has some survival aspects, but they are all related to her dying which is a bit goofy. You'd also expect more survival in a kit of this class than Surtr eventually got. Yeah Surtr is a weird arts fighter, but I wouldn't go as far as to say that she abandons the whole subclass. I would say that she is not pulling a Mountain, I think she is pulling a Vigil, but actually did so rather succesfully somehow.
More like Surtr was designed to be a braindead meta Op to begin with. She doesn't have survivability like other Arts Guard but she has +5000HP in her S3 and invulnerability. On paper, she shouldn't be this meta because of the dying issue, but players are willing to compromise because Surtr can kill "anyone" before she dies especially on event stages before her release had bosses that had less to no RES. Edit: I forgot that she hit 3 enemies unlike vivianna, that's why she's Meta.
@@freakdeath1020 Well yeah, everything in her kit is so strong that she really feels like she should have released in year 4 or something. But you should also remember, some of the most popular dps operators were already used as helidrops, meaning you drop them on a tile, activate skill, undeploy once enemy is dead or skill ends. Surtr's suicide doesn't even remotely change the way you used her compared to operators like Ch'en s2, Silverash s3 or Eyja s3 back then. Some dps stayed on the field of course, usually eg Blaze/Exu/Thorns, but many dps were used similarly to Yalter/Omertosa back then due to long skill cycles. Nowadays we expect dps operators to cycle their skill faster than their redeployment timer such as Mlynar, Gavialter or still Exu, so Surtr feels relatively more annoying with her suicide, this was no issue at her release since her direct competition was used like this and they did way less damage than Surtr. So from the old perspective, Surtr being meta makes much sense on paper. Only in modern Arknights you'd expect her to be less relevant on paper, since many operators do more damage than her in faster cycles and why bother with 8s death defiance when you can kill the enemy faster and/or heal yourself for absurd amount frequently.
"Somehow"? By giving her Jupiter sized numbers. Instead of double strikes she hits FOUR enemies, whereas Sideroca loses range she goes up to Mystic Caster S1 range; where she couldve gotten +30-70% HP, she just gets a flat five THOUSAND, where she could get 120% attack she gets +330%. (interestingly; Without masteries the boost is a much more reasonable 240%; still super high but technically less than Amiya-Guard's damage amplification against a single target. And she only hits three enemies. SL7 or S3M1 Surtr doesnt look so egregious... its only at S3M3 and her talent that makes her such an abomination) Surtr just takes everything she can do and magnifies the numbers tremendously. The design on its own isnt bad
actually, thinking about it it is actually possible to get Elite 0 Guard Amiya: (1) have a friend put Guard Amiya in their supports (2) only put E0 units in your squad (3) There! You now have Elite 0 Guard Amiya in your squad!
just realized: the (slim) majority of Arts Guards are fire-themed Surtr (obviously), Amiya (Wrathful Cerulean Flame), Viviana (previously known as the Candle Knight), Astesia (her arts are likely similar to her sister's which are obviously both star and electricity-themed, both of which are fire-adjacent) not Mousse, not Sideroca
@@monochrome4937 It's more accurate to say most art users control temperature. Temperature goes up you get fire, like eyja, temperature goes down you get ice, like frostnova or santalla.
Normal enemies and elites having more hp and res is more pain for arts fighter. Having res ignore as module would help them a lot. Great analysis as usual.
When I first upgrading and start using Sideroca, I thought s2 would be more frequent used skill (as gamepress recs too). But when I start to use her more, I find s1 more versatile on her and ended up defaulting s1 almost everywhere. On the paper s2 seems offers more dmg and more sustained heals, but -1 range on 1 block ground op is too much hit on versatility and she will also only starts hitting enemy when they can hit you which could lower the dps compared to starts hitting on 1 tile front.
This channel was a great find. i've been wanting to use less used archtypes like arts fighters ambushers dollkeepers etc. but lack the 5th head to really identify how/when to use them. these breakdowns are perfect
I just want to let you know that the chests deal true damage based on the damage they receive, and the mushroom gives DEF. So putting the mushroom down to protect Amiya is wasteful.
Please discuss about the 'Mountain Effect,' as people tend to undervalue his capability because always treat him as a "drop and forget," yet when his S2 just wouldn't make the job done, people would instead try to make it work instead of changing their strategies (the amount of people I see deploying Mountain first and then complain about lacking DP is absurd).
You're worrying too much about people who don't even know how to play the game. Do you also get mad at dumb mobile game ads where they do the wrong thing on purpose?? If anything, using Mountain should do the opposite. Since he's so reliable, you have plenty of time to generate DP and deploy what you want. The problem comes from bad players not actually making tactical decisions and instead deploying their entire team the instant there's enough DP
@@cat-vv9xb tbf, I barely ever use banner vanguards and the game's plenty fine. Flagpipe is the same thing as just using meta 6 stars. Completely optional but people are addicted to power.
Mousse justice!~ She's great, first E2 I got on my first account I lost. She was rlly nice vs bosses, but I always dreamed of getting Surtr. Just last week on my 3rd account (oopsie) I got Surtr, it's kinda strange going from a tactical single-target unique damage option with some light tanking capabilities to a unit who just murders everything and goes invincible. It's a little unfortunate just how much stronger Surtr is compared to Mousse... the only use case for her I see is to have her attacking while not blocking anyone so that some other unit gets the benefit of a debuffed enemy. Was also hoping to get Viviana- was my favorite NPC ever since her event, was super happy to see her as an arts guard, even if she wasn't the "strongest". Didn't get her, but being "weak" may come to my advantage, as next time she's around to headhunt she may be the distinction token character.
Surtr can't be everywhere though and she provides no real utility. The way hard content is now, you can no longer just Surtr stages, in fact it's impossible in the new CC. I've had Surtr for almost 2 years and she is a nuclear option, but often I don't bring her because I need a more precise tool than just kill everything in that direction.
@@PayAttEx Yeah, Surtr is primarily used to quickly deal with a boss and/or a swarm of enemies in a few seconds. But her major flaw is that she has to be redeployed after her skill use due to self-deletion.
As a birdknight player and using Astesia a lot (and loving her and her sis quite for that), I can give you the rates of her kit Astesia is a interesting operator: first up: she has a big focus on tanking, not only she has more def as everyone else both her skills boost it up 80%. and almost doubling 471def is quite spicy (reaching 847,8def) (funfact: she has probally the most def in that whole niche as the other option reach 740 and up to almost 800def) so the big difference in her 2 skills are: uptime and attack s1 give 50% more attack (1035attack) on a 30 to 30 skill cycle - with 10 starting sp so you take longer to charge the first time and in general, but the buffs hold longer s2 goes more offensiv. next to the 80% def, she get 80% more attack and her block count increases by 1 and she attacks up to her block count (usual 2 enemies) so she deals 1242 attack against up to 2 enemies downside: her skill is only 15sec up, but only cost 20sp and starts with 10 not an expert on skill cycles of how good that trade is, if 20sp with 15sec is better defensivly as 30sp with 30sec duration but overall her s2 is usual more favourable. her dmg is 200attack higher and she can technical deal 1442 dmg more as her other skill, when she targets enemies with 0 res BUT WAIT; there is more: her talent goes quite into the theme of Liberi operator, aka giving ASPD she has almost the same Talent as her sister, but she takes longer to get stacks, but her stacks are stronger Astesia needs 100sec to get max stack aka 25ASPD vs Astgenne need 75sec to get 20ASPD (we ignore Modul here, but if people are curious: Astgenne needs 70sec to get 28ASPD) or in other words: every 20sec she gets 5ASPD vs AStgenne getting 4ASPD every 15sec (or 10sec with Modul) With the Talent her Attack interval gets down to 1sec, the same as AA sniper with that in mind: she is clearly well tanky and can handle even small groups of low res enemies with it About Vivianna: I have her, but not lvled in what I so read: her S2 is like a pseudo Astesia kit it gives her way more defense, smaller attack and block and attack count increase. she get a chacne to make a crit, dealing 2x 150% attackand steal one time 40ASPD cycle is way better with 25sp cost to 35sec uptime and 15 starting sp Her s3 is quite the unic one that focus more on attack, but doesn't lack on defense I mean, 90% def and 25RES is no joke + she can do it after 1 skill rotation from 3 tiles away offensivly: every 1.75 sec attacking two times with 110% attack - 3 times after one skill rotation and to add to it: 50% to get a shield against elite/boss enemies who block the whole melee dmg and prioritise these type of enemies People say she is a bad arts fighter as her niche isn't really needed as a boss killer, like Ebenholz but at the same time for me: most high def enemies are elite enemies and I saw how Viviana can cycle better with bosses as her counterpart Surtr has 75sec cycle time between her s3 Viviana S3 has a cycle time of 25sp and 15sec or 25 after the first round and starting sp of 18 so if you want that your main boss killer or laneholder doesn't go on vacation after use perhaps use Viviana I think (holy fish how much text did I wrote her? sorry for that wall of text xD)
Texas: Blocks 1 Deals arts dmg Has "Defensive" effects on talents with effective 100% heal when first killing an enemy and dmg reduction before killing enemy. :)
I think that comparing surt to anyone in her class is stupid She's definitely a complete outlier Like a presidents kid next to regular middle class kids She should be compared only with other hellidrop/instant delete button operators
Arts Fighters suffer from same issue that non 6* Dreadnaughts where their class encourage them to be helidrop units but they can't do that. It's other reason why Surtr is so good.
I feel like you spent too much time focusing on Mousse's atk debuff interaction with her own DEF, but wouldn't it be much more impressive against things like arts damage, or in nerfing bosses so other operators can tank them?
@@BloopsArknights OH RIGHT I FORGOT I genuinely forget all the time that the side stories menu exists, I really need to clear it out one of these days now that I've been playing for nearly two years
Maybe this is a bit out of topic But seriously, who really wants Arts Fighter? Who was asking for basically Ground Caster? "Deals Arts Damage" traits is not enough for being different niches. You could also say that into pretty much all other subclasses such as Fighter, Liberator, Crusher, Mystic, Blast, Mech-Accord, Hookmaster, Chain-Healer, etc. The best operators from these subclasses have the most mind boggling kit that either nullify their subclasses weakness or just have massive number in each buffs
The long answer explains how some of the calculations work. As you know, Casters take more damage from ranged enemies, and the majority of them have poor defence. When you play a chapter with annoying enemies, such as the one in Chapter 6, where drones deal a lot of damage and you also have to deal with a lot of defence guards, they make excellent substitutions. Now they simply suffer the same thing the Geek archtype suffers or Art defenders. Most of the time their traits doesn't help them or worse go against them. Due to such an unfortunate case they most end of the time fail to be usable or not good enough to substitute. A good example of a similar class that dealt with it weakness is reaper class. Their traits/module pairer up with their skills allow them to overcome the weakness and be usable . For Art guard you just get vivianna where you have even a 4 star be a better sustainer. The class could have worked if their kit included some defense-related traits or allowed them to synchronise with their skills so it did not feel awkward for the players and actually functioned as a good substitute for a caster.
I disagree with the notion that Surtr (or Mountain) for that matter ignore their class identity. The arts fighter identity, aside from dealing arts damage, is SURVIVABILITY. All of them, Surtr included, have survival mechanisms in their kit. Surtr doesn't deviate from this at all, if anything she doubles down on it pretty hard, it's just that she also is much more versatile than Arts fighters typically are. Mountain is similar, Fighter guards are low cost options with higher statlines than other similarly costed operators with built-in survival mechanics. Mountain is no different in that regard, especially with his overlooked S3 which makes him more durable by way of clearing enemies away from him. It's not unlike how in beat-em-ups, throws tend to be crowd control tools to get enemies away from you and give the player space.
"p-please call me Moose..."
"No. You are Mouse."
the way he can't prounce her name made this video literally unwatchable
Cat called Mouse
kind of offtopic, but a Mousse Fact(tm):
mousse's S1 is special among ATK debuffers by applying a negative ATK buff. in arknights normal ATK debuffs are multiplicative, which decrease effectiveness the more you stack, but mousse is technically an ATK buff which stacks separately, so she maintains full effectiveness combined with "proper" debuffs.
i always found it funny that multiplicative effects increase effectiveness for buffs and decrease effectiveness for debuffs...
maybe it has something to do with enfeeble effect that comes from necrosis and hexer module..? since mousse atk debuff predates that.
Your last point is just a result of the curve; because the numbers are %s, stacking -% pushes each successive value closer to 0, and flattens the curve. Inversed, a positive % multiplier then steepens the curve as it approaches verticality.
@@bishamon1075 i think applies to independent ATK down effects like shamare too... mousse might be earlygame jank since i'm pretty sure she's the first ATK down op to come out and they didn't figure out how they wanted to implement it until later.
according to silvergun's vid on the topic, mousse stacks additively to enemy ATK buffs so she isn't always the best solo debuffer, but it's a neat interaction nonetheless :)
I remember a funny case that with mouse Cliff as a boss deals 0 dmg
as the vent reduces his dmg and then with Mouse s1 he deals like 0 dmg, giving the option to 1v1 him like that
Ah FEH my old friend. Negative buffs being different from debuffs.
I will just quickly point out a max potential Perfumer heals 7% of her attack per second not 7.5% that Red number in the text is already included, never understood why the highlight the buffs from potential that way but they do.
Viviana could've easily stood out if she simply has Mousse's atk down, its that simple. That means she has 2 means of increasing survivability instead of just one that relies on RNG.
Personally, I want her Skill 3 to be infinite duration on the second activation or maybe a unique duration that only drains on the second activation when there are no enemies in range.
I haven't built my Vivi because I already have Surtr but she is cute
i just wanted her shield to do something more. All her skills are focused to trigger her shield talent but her shield feels... waek.... not to mention that other operators who can generate shields have more effect after the shield broke like Archetto and Mudrock, or can be stacked like Mudrock (again), Whislash (Kazimierz only), and NTRK.
@@aadipdip1326don't forget that Viviana's shield can only block melee hits
@@Giovansbilly yeah, too many restrictions in her shield talent.
1. only gain the shield when the boss is hit,
2. only block melee attacks like what you said,
3. cannot be stacked, and
4. no other effect after the shield broke.
That only blocks melee attack is not a feature, its restrictions! others say that if it can block everything it will break by the mobs, oh come on... she can only get the shield by attacking boss and she can get back that shield easily anyway by her own multiple hits. her S2 increases her block count to 2, it can also make her shield broke by the mobs she blocks too right? i don't understand her...
She is cute though so i built her to E2 lvl 20 S3M3.
It's pretty funny to me that some Arts Defender has Offensive oriented kits and some Arts Fighter has Defensive oriented kits.
It's like their role switches sometimes.
Arts Protectors (Defenders) doesn't even have a 6-star operator yet.
I have to wonder just what they'll do for them. Because it is funny to me how all of them do arts damage (on skill), while supposed to tank arts dealers, who usually have high res.
It's like they exist to make sure a few straggler casters can't get to your frontliners, but while lacking any decent chance to actually tank in general. The closest we get to it are Asbestos s1 and czerny s2 (though S1 certainly helps him remain alive at least), but it feels like they're still too dependent on the enemy distribution working in their favor.
As in, as opposed to you as a player having some for of helping them along. The alternative is using them as arts damage dealers, but it feels a bit awkward to play them like that with their SP costs being as high as they are.
@@KuroeNezumi The devs can always fix the archetype's weakness by creating a much stronger 6-star version of that archetype. Just look at Mountain, Surtr and Ch'alter, their Archetypes are considered bad, but the 6-star versions are either overtuned or have an entirely different niche. Mountain becomes a cheap laneholder, Surtr turned into helidrop boss/elite killer while Ch'alter becomes overtuned spread shooter.
@@KuroeNezumi The entire arts Protectors Niche is encompassed by sticking Asbestos on nethersea brand and laughing at 100% Skill uptime in the Second seaborn event.
Sideroca enjoyers holding out for their wins just like Sideroca herself
Been keepin her in her summer skin as the secretary for instantaneous neuron activation upon logging in 🐄
@@billcosbee2057Her summer skin is GOATED, holding the candle closely to Utage's summer skin and Shining's skin
Surtr actually has a defensive part in her kit, but it is really weird.
Selfsustain? Nah. Defence? Nah. Barrier, shields? No and no.
How about not dying for 8 seconds after being murdered? Yay let's go baby!
So basically she doesn't care about staying alive until she has already died... Yeah strange, helpful, but strange.
The weird part is that her S1 and S2 have no survival in her kit, Mousse reducing enemy attacks, Sideroca healing herself, etc.
Amiya boosts her own talent during skill which gives her more defence so...
Surtr's only skill that increases her survivability in the short term is S3, it gives her more max hp and fully heals herself. That is pretty damn good. But this skill, just like her talent, is weird for survival since she starts chain smoking, slowly destroying her own body until she collapses. So much for that max hp, which in this case actually just makes it harder for medics to keep her alive...
So what did we learn today?
Technically Surtr has some survival aspects, but they are all related to her dying which is a bit goofy.
You'd also expect more survival in a kit of this class than Surtr eventually got.
Yeah Surtr is a weird arts fighter, but I wouldn't go as far as to say that she abandons the whole subclass. I would say that she is not pulling a Mountain, I think she is pulling a Vigil, but actually did so rather succesfully somehow.
More like Surtr was designed to be a braindead meta Op to begin with. She doesn't have survivability like other Arts Guard but she has +5000HP in her S3 and invulnerability. On paper, she shouldn't be this meta because of the dying issue, but players are willing to compromise because Surtr can kill "anyone" before she dies especially on event stages before her release had bosses that had less to no RES.
Edit: I forgot that she hit 3 enemies unlike vivianna, that's why she's Meta.
@@freakdeath1020
Well yeah, everything in her kit is so strong that she really feels like she should have released in year 4 or something.
But you should also remember, some of the most popular dps operators were already used as helidrops, meaning you drop them on a tile, activate skill, undeploy once enemy is dead or skill ends.
Surtr's suicide doesn't even remotely change the way you used her compared to operators like Ch'en s2, Silverash s3 or Eyja s3 back then.
Some dps stayed on the field of course, usually eg Blaze/Exu/Thorns, but many dps were used similarly to Yalter/Omertosa back then due to long skill cycles.
Nowadays we expect dps operators to cycle their skill faster than their redeployment timer such as Mlynar, Gavialter or still Exu, so Surtr feels relatively more annoying with her suicide, this was no issue at her release since her direct competition was used like this and they did way less damage than Surtr.
So from the old perspective, Surtr being meta makes much sense on paper.
Only in modern Arknights you'd expect her to be less relevant on paper, since many operators do more damage than her in faster cycles and why bother with 8s death defiance when you can kill the enemy faster and/or heal yourself for absurd amount frequently.
"Somehow"?
By giving her Jupiter sized numbers.
Instead of double strikes she hits FOUR enemies, whereas Sideroca loses range she goes up to Mystic Caster S1 range; where she couldve gotten +30-70% HP, she just gets a flat five THOUSAND, where she could get 120% attack she gets +330%. (interestingly; Without masteries the boost is a much more reasonable 240%; still super high but technically less than Amiya-Guard's damage amplification against a single target. And she only hits three enemies. SL7 or S3M1 Surtr doesnt look so egregious... its only at S3M3 and her talent that makes her such an abomination)
Surtr just takes everything she can do and magnifies the numbers tremendously. The design on its own isnt bad
Indeed.
Her sustain is that she kills enemies so she doesn't need to sustain.
actually, thinking about it it is actually possible to get Elite 0 Guard Amiya:
(1) have a friend put Guard Amiya in their supports
(2) only put E0 units in your squad
(3) There! You now have Elite 0 Guard Amiya in your squad!
Yes, that's how the E0L1 doctors do it. Seen 0 sanity LOWY do that a few times in the past.
@@cat-vv9xb
Isn't only elite rank copied?? Pretty sure Amiya would still be Lv60 instead of Lv1
@@123goofykingyes
just realized: the (slim) majority of Arts Guards are fire-themed
Surtr (obviously), Amiya (Wrathful Cerulean Flame), Viviana (previously known as the Candle Knight), Astesia (her arts are likely similar to her sister's which are obviously both star and electricity-themed, both of which are fire-adjacent)
not Mousse, not Sideroca
Arts users tend to have fire powers interestingly. Eyja, Reed, Blaze, Ifrit, Skyfire and quite a few more I can't list all
@@monochrome4937 It's more accurate to say most art users control temperature. Temperature goes up you get fire, like eyja, temperature goes down you get ice, like frostnova or santalla.
Normal enemies and elites having more hp and res is more pain for arts fighter. Having res ignore as module would help them a lot. Great analysis as usual.
When I first upgrading and start using Sideroca, I thought s2 would be more frequent used skill (as gamepress recs too). But when I start to use her more, I find s1 more versatile on her and ended up defaulting s1 almost everywhere. On the paper s2 seems offers more dmg and more sustained heals, but -1 range on 1 block ground op is too much hit on versatility and she will also only starts hitting enemy when they can hit you which could lower the dps compared to starts hitting on 1 tile front.
thanks for the lesson i hope you would make more
This channel was a great find. i've been wanting to use less used archtypes like arts fighters ambushers dollkeepers etc. but lack the 5th head to really identify how/when to use them. these breakdowns are perfect
I just want to let you know that the chests deal true damage based on the damage they receive, and the mushroom gives DEF. So putting the mushroom down to protect Amiya is wasteful.
Please discuss about the 'Mountain Effect,' as people tend to undervalue his capability because always treat him as a "drop and forget," yet when his S2 just wouldn't make the job done, people would instead try to make it work instead of changing their strategies (the amount of people I see deploying Mountain first and then complain about lacking DP is absurd).
I find this hard to believe when flagpipe is such an integral and iconic part of standard gameplay.
You're worrying too much about people who don't even know how to play the game. Do you also get mad at dumb mobile game ads where they do the wrong thing on purpose??
If anything, using Mountain should do the opposite. Since he's so reliable, you have plenty of time to generate DP and deploy what you want. The problem comes from bad players not actually making tactical decisions and instead deploying their entire team the instant there's enough DP
@@cat-vv9xb tbf, I barely ever use banner vanguards and the game's plenty fine. Flagpipe is the same thing as just using meta 6 stars. Completely optional but people are addicted to power.
Glad to see some Mouse appreciation, recently m3'd s1 for that considerable passive debuff
Who’s Mouse? Do you (and the guy in this video) mean Mousse?
Fun fact, cutter is not a arts guard
Mousse justice!~
She's great, first E2 I got on my first account I lost. She was rlly nice vs bosses, but I always dreamed of getting Surtr.
Just last week on my 3rd account (oopsie) I got Surtr, it's kinda strange going from a tactical single-target unique damage option with some light tanking capabilities to a unit who just murders everything and goes invincible. It's a little unfortunate just how much stronger Surtr is compared to Mousse... the only use case for her I see is to have her attacking while not blocking anyone so that some other unit gets the benefit of a debuffed enemy.
Was also hoping to get Viviana- was my favorite NPC ever since her event, was super happy to see her as an arts guard, even if she wasn't the "strongest". Didn't get her, but being "weak" may come to my advantage, as next time she's around to headhunt she may be the distinction token character.
1480 days of Mousse being my assistant and still going.
(957 days from the 3rd Anniversary Stat on 01/09/2023)
Surtr can't be everywhere though and she provides no real utility. The way hard content is now, you can no longer just Surtr stages, in fact it's impossible in the new CC. I've had Surtr for almost 2 years and she is a nuclear option, but often I don't bring her because I need a more precise tool than just kill everything in that direction.
@@PayAttEx
Yeah, Surtr is primarily used to quickly deal with a boss and/or a swarm of enemies in a few seconds.
But her major flaw is that she has to be redeployed after her skill use due to self-deletion.
@@PayAttEx I meeaan
Surtr can't solo but I still used her for CC stuff with help from the other 6 unit slots I had.
Mousse is better because she only costs two morale in IS#.
: )
Great analysis, though the volume feels a lot quieter than your usual...
10:14
It is a big downside since Arts Fighter's best position is perpendicular to the blocker.
This actually had deter me from building her.
As a birdknight player and using Astesia a lot (and loving her and her sis quite for that), I can give you the rates of her kit
Astesia is a interesting operator:
first up: she has a big focus on tanking, not only she has more def as everyone else
both her skills boost it up 80%. and almost doubling 471def is quite spicy (reaching 847,8def)
(funfact: she has probally the most def in that whole niche as the other option reach 740 and up to almost 800def)
so the big difference in her 2 skills are: uptime and attack
s1 give 50% more attack (1035attack) on a 30 to 30 skill cycle - with 10 starting sp
so you take longer to charge the first time and in general, but the buffs hold longer
s2 goes more offensiv. next to the 80% def, she get 80% more attack and her block count increases by 1 and she attacks up to her block count (usual 2 enemies)
so she deals 1242 attack against up to 2 enemies
downside:
her skill is only 15sec up, but only cost 20sp and starts with 10
not an expert on skill cycles of how good that trade is, if 20sp with 15sec is better defensivly as 30sp with 30sec duration
but overall her s2 is usual more favourable. her dmg is 200attack higher and she can technical deal 1442 dmg more as her other skill, when she targets enemies with 0 res
BUT WAIT; there is more: her talent goes quite into the theme of Liberi operator, aka giving ASPD
she has almost the same Talent as her sister, but she takes longer to get stacks, but her stacks are stronger
Astesia needs 100sec to get max stack aka 25ASPD vs Astgenne need 75sec to get 20ASPD (we ignore Modul here, but if people are curious: Astgenne needs 70sec to get 28ASPD)
or in other words: every 20sec she gets 5ASPD vs AStgenne getting 4ASPD every 15sec (or 10sec with Modul)
With the Talent her Attack interval gets down to 1sec, the same as AA sniper
with that in mind: she is clearly well tanky and can handle even small groups of low res enemies with it
About Vivianna: I have her, but not lvled
in what I so read: her S2 is like a pseudo Astesia kit
it gives her way more defense, smaller attack and block and attack count increase. she get a chacne to make a crit, dealing 2x 150% attackand steal one time 40ASPD
cycle is way better with 25sp cost to 35sec uptime and 15 starting sp
Her s3 is quite the unic one
that focus more on attack, but doesn't lack on defense
I mean, 90% def and 25RES is no joke + she can do it after 1 skill rotation from 3 tiles away
offensivly: every 1.75 sec attacking two times with 110% attack - 3 times after one skill rotation
and to add to it: 50% to get a shield against elite/boss enemies who block the whole melee dmg and prioritise these type of enemies
People say she is a bad arts fighter as her niche isn't really needed as a boss killer, like Ebenholz
but at the same time for me: most high def enemies are elite enemies and I saw how Viviana can cycle better with bosses as her counterpart Surtr has 75sec cycle time between her s3
Viviana S3 has a cycle time of 25sp and 15sec or 25 after the first round and starting sp of 18
so if you want that your main boss killer or laneholder doesn't go on vacation after use perhaps use Viviana I think
(holy fish how much text did I wrote her? sorry for that wall of text xD)
I see Mousse I like the video. Thats how it works.
Texas:
Blocks 1
Deals arts dmg
Has "Defensive" effects on talents with effective 100% heal when first killing an enemy and dmg reduction before killing enemy.
:)
Mouse came in handy back when Annhilatio 3 was the bane of my existence.
I also just learned from this Bloop person that Sideroca is a soldier of heaven
I think that comparing surt to anyone in her class is stupid
She's definitely a complete outlier
Like a presidents kid next to regular middle class kids
She should be compared only with other hellidrop/instant delete button operators
Can anyone suggest me a ak ytuber that also does these philosophical type videos. I really can't get enough of these videos. I fking love em.
Mousse ≠ Mouse
Mousse = fluffy dessert item
Mouse = rodent, furry small mammal
Arts Fighters suffer from same issue that non 6* Dreadnaughts where their class encourage them to be helidrop units but they can't do that. It's other reason why Surtr is so good.
mousse my core ops on JT8-3 run, with her there are 0 chance talulah able to kill my E2 70 medic
If you enjoy Sideroca consider building Pallas. Both her passives and her S3 go really well into Roca.
I LOVE THE NEKO ARTS FIGHTER (MOUSSE) WHADDAYPU MEEEEAN SHES A NEKO HOW COULD YOU NOT USE HER LITERALLY ALL THE TIME EVER AND ALWAYSH SJKDFSDF
"we're talking about Arts Fighters today, not outliers to game balance."
Take my Subscribe and leave lmao
There are no bad operators, just dokutahs who refuse to pronounce names correctly
Nice video
I feel like you spent too much time focusing on Mousse's atk debuff interaction with her own DEF, but wouldn't it be much more impressive against things like arts damage, or in nerfing bosses so other operators can tank them?
Bro casually has Surtr at E1 level 30.
good video
Hello Bloop! ❤
hello
9:11 wrong example. No-one uses Verdant
Surtr is literally just a nuker
You don't own Viviana? Im sorry :(
audio is very quiet
hopefully this will be fixed in the next video. I often have the volume too far up on my headphones when editing lol.
I just wish I HAD Sideroca
She's pretty easy to get, you just gotta beat the first 4 stages of the Darknights Memoir event and bam, you got her.
@@BloopsArknights OH RIGHT I FORGOT
I genuinely forget all the time that the side stories menu exists, I really need to clear it out one of these days now that I've been playing for nearly two years
Wow, you attack speed calculations is WAY simpler than Gamepress.’
Maybe this is a bit out of topic
But seriously, who really wants Arts Fighter? Who was asking for basically Ground Caster?
"Deals Arts Damage" traits is not enough for being different niches. You could also say that into pretty much all other subclasses such as Fighter, Liberator, Crusher, Mystic, Blast, Mech-Accord, Hookmaster, Chain-Healer, etc.
The best operators from these subclasses have the most mind boggling kit that either nullify their subclasses weakness or just have massive number in each buffs
The reason why is simple
Just look at the new CC
The long answer explains how some of the calculations work.
As you know, Casters take more damage from ranged enemies, and the majority of them have poor defence.
When you play a chapter with annoying enemies, such as the one in Chapter 6, where drones deal a lot of damage and you also have to deal with a lot of defence guards, they make excellent substitutions.
Now they simply suffer the same thing the Geek archtype suffers or Art defenders.
Most of the time their traits doesn't help them or worse go against them. Due to such an unfortunate case they most end of the time fail to be usable or not good enough to substitute.
A good example of a similar class that dealt with it weakness is reaper class.
Their traits/module pairer up with their skills allow them to overcome the weakness and be usable .
For Art guard you just get vivianna where you have even a 4 star be a better sustainer.
The class could have worked if their kit included some defense-related traits or allowed them to synchronise with their skills so it did not feel awkward for the players and actually functioned as a good substitute for a caster.
casters can't block (apart from Beeswax S2 and Dusk's freelings)
@@Fazryhm yes
Texas Alter is a pretty good arts fighter, I want her 😂
It's funny that you say " arts fighter class is about 1v1 an enemy" then I thought "huh surtr can 1v1 almost every map in the game.." 😂
Financially irresponsible? But I got Surtr for free. 😞
Viviana needs her nuke skills
I disagree with the notion that Surtr (or Mountain) for that matter ignore their class identity. The arts fighter identity, aside from dealing arts damage, is SURVIVABILITY. All of them, Surtr included, have survival mechanisms in their kit. Surtr doesn't deviate from this at all, if anything she doubles down on it pretty hard, it's just that she also is much more versatile than Arts fighters typically are. Mountain is similar, Fighter guards are low cost options with higher statlines than other similarly costed operators with built-in survival mechanics. Mountain is no different in that regard, especially with his overlooked S3 which makes him more durable by way of clearing enemies away from him. It's not unlike how in beat-em-ups, throws tend to be crowd control tools to get enemies away from you and give the player space.