SYSTEM NOTICE

Auto translation by AI. Be sure, accuracy, nuances and authorial intent may not be fully reflected.

#IdleGirls for Browser New Deputy Review 0929+1001/23 #Merlin #Hougei

*These articles are based on the criteria of whether it is possible to build a resource-efficient deck for campaign, boss battles, and PvP if a new deputy is recruited for my team. Since new deputies are an "addition" to existing decks, please understand that the evaluation may differ from operations that "center" on new deputies or from camps with different spending levels.

[Deputies]
・MR Avatar Zhao Gongming (Rerun)
・Saint MR Merlin
・MR Guiguzi (10/01 Rerun)

<App Version>
・Saint MR Hougei
・Morgan (10/01 Rerun)

This time it is a proper "New Deputy Review".
And Zhao Gongming always comes at an annoying time.
(The last time was the timing for recruiting Morgan, and the first time it overlapped with Ouyezi)
And this time it is also the timing for recruiting Merlin.
In the <App Version>, environments where buffers are insufficient, such as campaign subs and 3-team formations in the training center, are visible, but this is an impossible timing.

Regarding the definition of low-cost

I have used the term "low-cost" in the past, but its definition varies depending on the amount spent, etc. In some cases, +7 awakening + marriage + exclusive weapon is called low-cost if other equipment is weak, and in other cases, stopping at +5 awakening is low-cost.
To prevent confusion, in this "Idle Girls for Browser New Deputy Review (the title for the joke content is undecided)", I will basically write "no awakening" operation, "+5 awakening" operation, and "+7 awakening" operation, and when I use the expression "low-cost", I want to make it clear whether it is "no awakening" or "+5 awakening".

Merlin

<App Version> I thought I was reviewing it at the time of appearance, but I ended up just being surprised by the 'Calamity status'.
I have also predicted that it will not be countered by [Soul Seal], but since Saint MRs have increased, let's review it in that environment.

Features
・When deployed, [Jade Wall (Special)] for 4 turns, [Dharma God (Special)] for 6 turns, increasing intelligence and reducing damage received (the more turns [Dharma God] has, the greater the effect)
・[Dharma God] does not decrease over time (it remains at 6 turns on the 2nd turn, not 5), -1 for ignoring fatal damage (can reliably ignore fatal damage 4 times with a minimum of 1), +2 for dealing critical damage (maximum 10)
・While [Dharma God] is active, allies' [Shadow Armor] and [Blood Oath] cannot be removed
・[Shadow Armor (Saint Protection)] for 2 turns when taking damage of 10% or more of max HP (excluding one-hit kills), up to 2 times per turn
・Ignore fatal damage 4 times, [In Mist (Special)] for 1 turn
・Skill 1
- Attacks 4 enemies with high remaining HP% 3 times (range), if [Soul Seal (Calamity)] is present before the attack, it is always a critical hit ([Soul Seal] is overwritten by critical, and [Soul Seal] damage becomes critical)
- For each attack, if winning with intelligence (increased by [Dharma God]), remove 1 buff (max 12), recover HP equal to 100% of the damage dealt
- After the attack, 100% chance to apply [Soul Seal] for 6 turns, HP absorption -150%, normal damage equal to 50% of the damage at the time of application (cannot be reduced by white buffs, etc./can be reduced by [Shadow Armor] barrier) at the start of the enemy's own attack (-1 turn) and for each attack (-1 turn) (countermeasure for Li Si's [Clever Deception]), not hindered by status abnormality resistance (Berserk), and cannot be removed even after resurrection or by status abnormality removal skills
- Applies [Shadow Armor (Saint Protection)] for 2 turns to 6 allies (overwritten by Baize's 4-turn [Shadow Armor])
・Skill 2
- Attacks 6 enemies 2 times (range), 100% chance to apply [Wind Break (Sin)] for 3 turns before the attack, ignores 100% of status abnormality resistance if winning with intelligence
- After the attack, 100% chance to apply [Bleeding (Sin)] for 3 turns, 35% (100% if [Soul Seal] is present) chance to apply [Seal (Sin)] for 2 turns (cannot be removed if Li Si is present)

[Soul Seal] still has no fundamental countermeasures such as reducing the application rate of 'Calamity status'.
"Counter 'Wind' Deputies"
Sun Jian (Immortal during Skill 2 / only after consuming all fatal damage ignores)
Azai Nagamasa (Immortal during Skill 2)
Leonidas (Recovers 10% HP with [Soul Seal] damage)
・Nezha (Immortal during Lotus attack)
With Hougei's [Piercing Sun (Calamity)] mentioned later, accuracy "rate (not value)" reduction appeared, but it is a maximum of 40% reduction (actually, it can be lowered further by applying [Blind (Sin)]).
In other words, it remains the strongest.
I will recruit it.

Hougei

Features
・While alive, allies' [Cold Blood] cannot be removed, and attacks cannot be drawn by [Mockery] or [Provocation]
・When deployed, becomes [Divine (Special)] and [Insight (Special)] until the end, and ignores [In Mist]
・If damage of 5% or more of max HP is received (excluding one-hit kills), [Jade Wall (Special)] for 1 turn
・If an ally (including self) deals fatal damage with a skill (not possible with [Soul Seal] damage), Hougei performs 1 additional attack on that enemy, 100% chance to apply [Piercing Sun (Calamity)] for 1 turn before this attack, damage doubled if winning with remaining HP%
・[Piercing Sun] is not overwritten but cumulative up to 4 turns
- Reduces accuracy rate and status abnormality resistance by 10% x number of turns (max 40%)
- Reduces damage dealt to Hougei by 15% x number of turns (max 60%), increases damage received from Hougei by 10% x number of turns (max 40%)
・Ignore fatal damage 4 times, 100% chance to apply [Piercing Sun] for 2 turns as a counter to the attacker
・Skill 1
- [Cold Blood (Saint Protection)] for 4 turns
- Attacks 4 enemies with low physical strength, 100% chance to apply [Blind (Sin)] for 4 turns before the attack, reduces accuracy "value" by 80% (about 30% if it were a rate), reduces damage dealt by 40% (10% reduction for each missed attack / max 30% additional / max 70% reduction)
- Additional attacks 4 times each on enemies with high intelligence and high agility (max 8 times), always hits if winning with max HP before the attack, removes 1 buff if winning with agility (max 8)
- After the attack, recovers HP equal to 3% of damage dealt
・Skill 2
- After attacking 6 enemies, additionally focuses 4 attacks on enemies with low remaining HP
- Before additional attacks, damage doubled if enemy's remaining HP is higher than 50%, 100% chance to apply [Misanthropy (Sin)] for 2 turns, recovers HP of the ally who attacked equal to 20% of damage dealt
- Before additional attacks, recovers HP equal to 100% of damage dealt if enemy's remaining HP is lower than 50%
- After the attack, 50% chance to apply [Dizziness (Sin)] for 2 turns

To start with the conclusion, I am worried about recruiting.
Predicted it was [Insight] + attack on high intelligence, but it feels more like I can target Merlin "too", rather than aiming for Merlin.
That said, even with +5 awakening operation, you can reliably spread [Piercing Sun] 2 turns x 4, and even if you don't make it an exclusive weapon, you can spread it with fatal damage dealt by main units, so it is possible to spread 'Calamity status' even at low cost.
However, the reason I am worried is that the effect of [Piercing Sun] is mediocre.
Compared to [Soul Seal] which was fatal, it is a delay effect on enemy attacks, so it would be fine if you could attack during that time, but it doesn't seem to be enough to bridge the gap in raw power.
(Takemikazuchi's ally HP recovery seems to be a counter to [Piercing Sun]. Merlin's [Dharma God] does not decrease over time, so the certainty of [Soul Seal] countermeasures is low with [Piercing Sun])
If I could have lowered the accuracy rate of sure-hit as I predicted on my own, I would have definitely recruited it, but for a 'Calamity status', it is weak at the Sin level, only not being removed by resurrection.
Probability is something that hits when it hits, even if it is low.

If I don't rely on [Piercing Sun], I have no choice but to train it seriously (+7 awakening & heavy equipment), and unless the allies' firepower is also high (even if equipment is concentrated on Hougei), the additional attack with fatal damage will not occur, and it cannot be fully utilized.
Since Baize was a Saint MR that could be used even with +5 awakening (though it is sometimes a buffer), I had high expectations.

I want to think about it after re-examining what else is needed for Merlin countermeasures by actually operating the end-of-October <App Version> Saint MR and the deputies scheduled to be recruited to my team.

However, because the first Saint MR Archer had the ability to apply 'Calamity status', the rock-paper-scissors state I predicted is gone, meaning 'Calamity status' application is no longer exclusive to Strategists.
Furthermore, the composition that Archers are paper armor and therefore prey to sure-hits has also become unclear in the direction of Archers (differentiation from Warriors), with [Afterimage] being discarded and [Divine] and [Jade Wall] becoming god armor.
Whether it is a step toward building a new rock-paper-scissors structure or a wandering, I am looking forward to the next deputy.

いいなと思ったら応援しよう!

まみ夜@放置少女 いただいたチップは、放置少forブラウザの課金へと使用いたします