It’s watching videos like these that make me wish I had the patience to put in the same level of effort into being this powerful in-game
@Benado
4 жыл бұрын
Ves मीरा I’m currently doing that, we can definitely do this
@Fatalordi
5 жыл бұрын
I see you inflict Blaze once with your skell. How does it last that long ?
@Abarax
5 жыл бұрын
It has enough Extend.BLAZE to last the entire run.
@Fatalordi
5 жыл бұрын
I forgot to watch the augments. Thanks.
@daeekhoorn6002
4 жыл бұрын
Hey I know it's literally been over a year now, but I have a question. Why specifically do you use assault rifle/shield combo? You only use Wild Down from the shield weapon, so why not change the shield to raygun? You then get Gravity Blast for a ranged topple and more powerful ranged arts like Ether Blast. Not meant in a mean way btw, just really curious
@Abarax
4 жыл бұрын
Are you referring to this video specifically? This video uses a Sniper Rifle, not an Assault Rifle. (more explanation below): Options for toppling: Assault Rifle (very fast, forced phys, hitscan, no TP cost). Gravity Blast (very slow, forced gravparabolic projectile, no TP cost) Cannon Blast (ver slow, forced grav parabolic projective, TP cost) Wild Down (medium speed, weapon attribute, hitscan, TP cost) Gravity Lunge and Starlight Kick are extremely slow, forced grav and TP cost. First Down and Takedown Shot won't work on Telethia. Best options are Assault Rifle or Shield. Luckily, for Support role, those are two of the ideal weapons. Assault Rifle has Hammer/Breaker and Last Stand. Shield has Wild Down, and the art you missed me use, Mind Storm (party wide potential buff which about doubles Blossom Dance damage, super important even if only used once). So what does Sniper offer over Raygun? Stun and faster damage arts. Stun gives +50% damage and pauses the topple timer. If we did not have stun, we do less damage, and have to Topple more often, meaning less opportunity for support to deal damage. In a team of 3, Sniper cannot do enough damage to justify the loss of stun. And what about Assault Rifle over Raygun? Similar deal - we need to be able to do DPS that beats out the loss of stun for 3 hard and fast hitting players, AS WELL as losing a major source of TP (Last Stand), so if we went Raygun we somehow need to give the party TP WHILE dealing very high damage. We can't use Ether Blast because we need out armour slots filled with Overdrive: Gain TP so we can spam Grand Procession. Beam Bomber and Beam Barrage are a better choice (we could technically spec range) but we can't make up the damage loss. AR/Shield is a combo that is often used due to Assault Hammer/Breaker being very fast with no TP cost, Last Stand, and Mindstorm - a very easy beginner set. I think that in a duo nemesis set up, you may be able to justify long topple and no stun with a good enough set up.
@daeekhoorn6002
4 жыл бұрын
@@Abarax Thank you for the very detailed response! I'm very new to Xenoblade X and really only discovered it through Enel's Telethia Plume video, so such an insightful answer was very helpful for me to actually understand what's going on in this battle. I have watched this video and Enel's one at least 5 times each and I am just starting to understand what's happening. I never even knew why you sometimes cancelled Overdrive, but now I get that it's for Grand Procession haha As for my comment, yes, I did intend to say "Sniper Rifle" instead of "Assault Rifle". I'm just not that smart. I also did miss you using Mind Storm at the beginning of the video. Btw, does Combat Limbo also make that stay with its Effect Stasis? What I tried but failed to explain in my first comment was the following: I thought it might be more efficiënt to swap SR/Sh for SR/Ra. That way, you'd get access to a topple art that doesn't consume TP and is based on Ranged Attack. What I didn't realise is that this wouldn't give my "inteded" result. I didn't know Gravity Blast was so slow and that it always is grav. parabolic art. I simply assumed it was just Ether without thinking lol. I also didn't know Wild Down was weapon attribute and is thus Ether because of the specific Shield you use. Once again, big thank you for giving such a detailed response :) Have a good day and ty
@Abarax
4 жыл бұрын
@@daeekhoorn6002 You asked a few questions so I'll answer in sequence 1) Cancelling Overdrive and Cutting an art animation and spamming OD are NOT the same thing. I don't showcase it here but there is a strategy in the works involving the support playing completely exiting Overdrive and then getting a Draw Art or Draw Melee Soul Voice for the Blossom Dancers. Enel probably touched on Overdrive Cutting - once the 5 hits of True Stream Edge have registered there is no point finishing the animation so a reactivation of Overdrive will make the game play that animation instead (which is way faster) and lets us BD again. Spamming for Grand Procession is probably obvious from this vid. 2) Combat Limbo is the reason I only need to use it once yeah. From Mind Storm, the buff lasts 60 seconds, but Combat Limbo pauses that countdown for 38 seconds. So as long as EBD reuse Combat Limbo, the effect stasis will basically let them keep it forever. 3) Yeah I get that, but Gravity Blast is really finicky especially if you are further away from the enemy. If you play around with it you will probably see that its unreliable.
@daeekhoorn6002
4 жыл бұрын
@@Abarax 1) oh oops. I remember seeing it a bit ago and thought it was in a Telethia Plume video, I guess I was wrong lol. Sounds like a cool strategy though 2) coolio 3) oopsies
@user-fv7rg3yg1c
3 жыл бұрын
Excuse me, how do you get TP?
@Abarax
3 жыл бұрын
I have five of the augment "Overdrive: Gain TP XX", which gives me 500 TP every time I activate Overdrive. Combined with that, I have the skill "Grand Procession" (at max rank), which gives every party member (including myself) 500 TP every time I activate Overdrive. Combined, this means that every time I activate Overdrive, the other 3 party members gain 500 TP and I gain 3000. The activation cost of Overdrive is also 3000, so it cancels out so that I don't lose any TP at all. You can even have more than five XX affixes (combining traits and augments) to *gain* TP when you activate Overdrive. With this setup, as long as I have enough TP at the start, it is impossible for me to run out. Keep in mind that I don't use any Arts: Gain TP though, so I do lose 1000 TP every time I use Wild Down (since it is a TP art). However, since purple arts give Overdrive Counter x 10 TP back per hit, at Max Overdrive (100), Intercept gives me 1000 TP back anyway. I hope this answers your question.
@Abarax
3 жыл бұрын
As a follow up I'd mention that having 3 party members in Overdrive grants the bonus of "+50 TP per hit of an art", so every hit with an art I do, I get 50 TP. Also, hitting Soul Voices gives you TP back depending on Morale and where in the circle you press the button.
@user-fv7rg3yg1c
3 жыл бұрын
@@Abarax I am truly grateful for your help!
@Fatalordi
5 жыл бұрын
Are critical hits consistent in this game ? I understand Critical Power greatly improves the damage, but does it happen often ? Is there any way in the game to boost the critical chance ?
@Abarax
5 жыл бұрын
You can indeed manipulate the critical hit rate in XCX. It is calculated as such: 5% (base) ± level difference + position + skills + augments + traits + weather + soul voices... The level difference is (player level - enemy level), but it caps at ±25%. As for position bonuses, High: +20%, Low: +10%, Back: +10%. The Critical Master buff (Curator Support) gives +(2/4/6/8/10/12)% depending on the rank. If I remember correctly, the weather critical buffs are simply +(the rank*10)%. However the critical down debuffs work differently, taking away less than their positive counterparts. In this video: My crit rate: 5 + 5 + 10 + 10 + 100 = 130% (I was thinking about looking into Red Zone and Critical XV sniper but this is slightly better). EBD Crit rate: 5 + 5 + 10 + 10 + 50 + 15 = 95% I hope I explained it clearly enough.
@Fatalordi
5 жыл бұрын
I see, thanks. It is very close to 100%, so Critical Power is indeed very useful !
@Abarax
5 жыл бұрын
Adding an Ether Attack Plus would be +50% damage, and adding a UFC augment would be just + (50% * 25% ) damage. (25% is the base bonus for a crit). However with Crit Power VI we can say that on average, it becomes + (50% * 200%). So yeah, critical up augments/traits are really only good if you have the critical power buff.
@Fatalordi
5 жыл бұрын
And knowing the EBD users have access to Combat Limbo, it is like a permanent buff.
@Fatalordi
5 жыл бұрын
Why is it +(50% * 200%) ? I thought critical bonus was additive so it would be +(50% + 200%).
@deathasuna8909
5 жыл бұрын
The left arm I have equipped has tp up and a two other traits should I remove so that I have 1007 pot but I’ll have 3k tp or should I leave it
@Abarax
5 жыл бұрын
I think that in any situation, having more than 3000 TP is useful - it allows you to reactivate Overdrive and use a TP art if needed. Questions like this are always hard to answer because it depends but in our case, we are only using 589 potential (629 at level 60). We can still deal high damage but have enough cooldowns and still decent damage for TSE. In a general sense, I would say take the arm with TP up.
@Rhuanjl
5 жыл бұрын
Which traits you need depends what you're doing, in most cases you want more than 3000 TP - the builds they're using in this video are very specifically for global nemesis RP runs; for the rest of the game what you want is rather different. I note that it's rare to need 1000 potential my one art kills of Telethia Endbringer use less than that - I think even my one art kill of Gradivus used around 950 potential.
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