Alabaster Calling Card ~ Mansion Masquerade and the Essence of Beauty ~: Difference between revisions

→‎Minigame Tips: Update the recommend buff table and note on the nerf for Burn Effect buff
(→‎Minigame Tips: Update the recommend buff table and note on the nerf for Burn Effect buff)
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**Arisu (Maid) and Yuzu (Maid) are both attackers that deal ST damage on hit but have a higher base damage at 30.
**Hidden character is an attacker that deals AOE damage on hit but has lower base damage at 16.
'''Notes:''' For some reason, they decided to nerf the living shit out of the Burn Effect in Global, so it is not as good anymore. In the JP server, the DoT gets applied to the enemy '''four times''', so it was very useful to shred high-HP bosses or to stall against mob enemies, but in Global, it just applies DoT '''once''' and the effect just disappears.
 
{| class="wikitable mw-collapsible limitwidth-1024"
! colspan="4" | Recommended Buff Priority (In Order)
|-
!Buff
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|-
|1
|Burn Effect
|Apply DoT damage according to the enemy's max HP on hit.
|The DoT actually applies very fast, and since it deals more damage with higher HP, it significantly improves the speed of dealing with bosses. Mobs won't take much damage due to their low HP, but it's still the best buff to pick.<br />'''This buff priority is significantly lower after they nerf its effect in Global version.'''
|-
|2
|Forward Bullet
|Add 1 extra forward bullet, but reduce ATK by 25%. Can be stacked up two times.
|Damage reduction is rounded down. Damage doesn't actually improve by picking this buff due to the damage reduction, but it does allow for a better hitbox, so it's a good idea to pick at least one stack of it. The second stack isn't as important, and it's better to prioritize other buffs if possible.
|-
|3
|Piercing
|Bullet will now pierce through the enemy. Does not pierce through the cover.
|Can attack enemies in the back, so it's useful against mobs. The damage decreases slightly with each enemy it pierces through.
|-
|43
|Ricochet
|Bullet will now ricochet against cover and wall.
|It makes it easier to send bullets into enemy areas while hiding behind cover. Auto-aim priority will change from the '''nearest enemy not blocked by a cover''' to the '''nearest enemy.'''
|-
|34
|Diagonal BulletProjectile
|AddFire 1two extra forwardprojectile bulletdiagonally, but reduce ATK by 2510%. Can be stacked up two times.
|A very good buff when paired with the Ricochet buff. It is significantly easier to hit mobs with the two combinations.
|-
|5
|ATK UP
|Increase ATK by 25%. Can be stacked up four times.
|UsefulGenerally touseful if there's no better buff. Also offset the decrease in ATK from ForwardFront BulletProjectile and Diagonal BulletProjectile.
|-
|6
|Front Projectile
|Diagonal Bullet
|FireAdd two1 extra bulletsfront diagonallyprojectile, but reduce ATK by 1025%. Can be stacked up two times.
|Damage reduction is rounded down.<br />Damage doesn't actually improve by picking this buff due to the damage reduction, but it does allow for a better hitbox, so it's a good idea to pick at least one stack of it.<br />The second stack isn'tshould asbe importantignored since your hitbox will already be good enough at 2 projectiles, and ityou don'st betterwant to prioritizereduce otheryour buffsATK ifany possiblelower.
|A very good buff when paired with the Ricochet buff. It is significantly easier to hit mobs with the two combinations.
|-
|7
|Chill Effect
|CRIT UP
|Apply Slow to enemy on hit.
|Increase CRIT RATE. Can be stacked up four times.
|Most enemy are long range and it is very rare to find use in slowing enemy but feel free to pick it if there's nothing better.
|It is unknown how many percent it gives per stack, but the rate of hitting a CRIT is incredibly low unless you can stack up to four times. Not very useful.
|-
|8
|ASPD UP
|Chill
|Reduce the Interval between your attack.
|Apply Slow to enemy on hit.
|Since it only reduces the interval between your auto-attack and does not increase the bullet speed, it is completelynot uselessvery useful since there is a method to cancel the attack interval.<br as/>'''Notes:''' If you feel that ASPD is better in your run, feel free to pick it. I personally could not find any uses for it with the explainedanimation abovecancelling.
|As only the early stages have melee mobs and it is easy to run past them, this buff is practically useless.
|-
|9
|Recover HP.
|Side Bullet
|Recover HP.
|Fire two extra bullet to the side. Does not reduce your ATK.
|HARD mode enemy deal quite a lot of damage so if you're lower than 50% then you might want to prioritize this over any other buff.
|There is almost never a situation where an enemy is on your left or right, depending on which direction the character is facing. It is possible to hit some enemies when paired with a Ricochet, but Diagonal Bullet is simply better.
|-
|10
|ASPD UP
|Reduce the Interval between your attack.
|Since it only reduces the interval between your auto-attack and does not increase the bullet speed, it is completely useless since there is a method to cancel the attack interval as explained above.
|-
|11
|Piercing (Hidden Character)
|Bullet will now pierce through the enemy. Does not pierce through the cover.
|When you pick up this buff on the hidden characters, the AoE attack on impact disappears and becomes a 2-hit attack instead.<br />The AoE attack makes it easier to kill grouped enemies, so this defeats that purpose and is not very useful.
|-
|11
|Turning Projectile
|Fire two extra bulletprojectile to the side. Does not reduce your ATK.
|There is almost never a situation where an enemy is on your left or right, depending on which direction the character is facing. It is possible to hit some enemies when paired with a Ricochet, but Diagonal Bullet is simply better.
|-
|12
|CRIT UP
|Healing
|Increase CRIT RATE. Can be stacked up four times.
|Recover HP.
|It is unknown how many percent it gives per stack, but the rate of hitting a CRIT is incredibly low unless you can stack up to four times. Not very useful.
|Picking a buff with higher firepower or clearing capability is simply better. You also heal up slightly when moving to another stage, so it's a bit redundant. Only useful when you're 1 or 2 hits away from dying.
|}