events:dlp:parade_all_star

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2023/01/14 00:56 Suyooo 2023/02/20 02:48 Suyooo
events:dlp:parade_all_star [2023/01/14 00:56] Suyoooevents:dlp:parade_all_star [2023/02/20 02:48] (current) Suyooo
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   * Floors 1-19 are Intermediate difficulty. The low note count combined with rapidly growing Voltage targets means these floors can be surprisingly big PP sinks. Remember that the tap cap is still at 50k instead of 100k. The latter half of these stages will be very hard to one-shot - better go for two-shotting with weaker cards.   * Floors 1-19 are Intermediate difficulty. The low note count combined with rapidly growing Voltage targets means these floors can be surprisingly big PP sinks. Remember that the tap cap is still at 50k instead of 100k. The latter half of these stages will be very hard to one-shot - better go for two-shotting with weaker cards.
-  * The base note damage for this parade is relatively low compared to others, only reaching above 500 in a single stage. Most of the damage will be coming from gimmick notes, especially in the Adv+ section, where survival will be your main concern. Save your good sustain cards for those stages+  * The base note damage for this parade is relatively low compared to others, only reaching above 500 in a single stage. Most of the damage will be coming from gimmick notes, especially in the Adv+ section, where survival will be your main concern. However, while the Adv+ songs have fairly difficult checks, a lot of them have very low Voltage targets compared to previous parades. You can often hit the targets without making it all the way through the song - so you don't have to focus on surviving, but just on sustaining your Stamina as long as you need to score enough Voltage
-  * There are very little cleansable songs. Plan out your attribute use, and see where you can use off-attribute cards - for example, there's barely any Pure songs, so see whether you can use Pure cards somewhere else.+  * There are very little cleansable songs, but there's also many songs gimmicks based on group instead of attribute. Plan out your attribute and group use, and check whether you can use off-attribute cards somewhere else - for example, there's barely any Pure songs, so see whether you can use Pure cards in a song where it matches by group instead.
  
 ==== 1: Just Believe!!! (Int) ==== ==== 1: Just Believe!!! (Int) ====
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 ^ {{dlp:group:a:+1}} | +20% crit chance for Aqours cards | ^ {{dlp:group:a:+1}} | +20% crit chance for Aqours cards |
 ^ {{dlp:healing:+1}}{{dlp:other:swap}} | Either bring extra sustain or prepare to swap to deal with the damage increase gimmick notes | ^ {{dlp:healing:+1}}{{dlp:other:swap}} | Either bring extra sustain or prepare to swap to deal with the damage increase gimmick notes |
 +^ {{dlp:other:sp}} | Early SP AC |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 | This is probably where you'll want to start considering two-shots at the latest. Going for a two-shot means you can ignore the Stamina AC as it only deals 7k damage and loses 70k Voltage, and can use some weaker SRs in the Frontline. ||||||| | This is probably where you'll want to start considering two-shots at the latest. Going for a two-shot means you can ignore the Stamina AC as it only deals 7k damage and loses 70k Voltage, and can use some weaker SRs in the Frontline. |||||||
-| The gimmick notes allow you to go for a trade-off: while you get +50% damage, you also get +20% crit chance. Depending on how strong your sustain is, you might be able to bring some weaker scorers that can then crit a lot. |||||||+| The gimmick notes allow you to go for a trade-off: while you get +50% damage, you also get +20% crit chance. Depending on how strong your sustain is, you might be able to bring some weaker scorers that can then crit a lot. Consider actually bringing Chokers and Bangles! |||||||
  
 ==== 14: Jump up HIGH!! (Int) ==== ==== 14: Jump up HIGH!! (Int) ====
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 ^ {{dlp:scoring:+2}} | Very high Voltage target with low note count | ^ {{dlp:scoring:+2}} | Very high Voltage target with low note count |
 ^ {{dlp:group:a:+1}} | Various buffs for Aqours and it's subunits | ^ {{dlp:group:a:+1}} | Various buffs for Aqours and it's subunits |
-^ {{dlp:other:sp}} | Early SP AC | 
 ^ {{dlp:other:sp}} | High Requirement SP AC (105k, effectively 70k if you wait for the SP Voltage buffing gimmick notes, can double-SP with SP Fillers)  | ^ {{dlp:other:sp}} | High Requirement SP AC (105k, effectively 70k if you wait for the SP Voltage buffing gimmick notes, can double-SP with SP Fillers)  |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
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 ^ {{dlp:group:n:+2}} | +20% Appeal to Niji cards | ^ {{dlp:group:n:+2}} | +20% Appeal to Niji cards |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| No need to build specifically for the Skill AC - the chance is high enough to just bruteforce a run through it, if you need to avoid the fail to stay in green Stamina. |||||||
  
 ==== 17: SUNNY DAY SONG (Int) ==== ==== 17: SUNNY DAY SONG (Int) ====
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 ^ {{dlp:scoring:+2}} | Very high Voltage target with low note count | ^ {{dlp:scoring:+2}} | Very high Voltage target with low note count |
 ^ {{dlp:attr:s:+2}} | -20% Appeal (uncleansable) to non-Smile cards | ^ {{dlp:attr:s:+2}} | -20% Appeal (uncleansable) to non-Smile cards |
-^ {{dlp:type:gd:+1}}{{dlp:other:stamina}} | 80% Stamina AC in the latter half, +50% Skill chance for Gds during it | 
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
-Gd units gain +50% Skill chance during the Stamina AC, so it might be enough to have one in the Backline and swapping to it, instead of Frontlining one. |||||||+The Stamina AC is pretty much free. |||||||
  
 ==== 18: Kimi no Hitomi o Meguru Bouken (Int) ==== ==== 18: Kimi no Hitomi o Meguru Bouken (Int) ====
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 ^ {{dlp:scoring:+2}} | Very high Voltage target with low note count | ^ {{dlp:scoring:+2}} | Very high Voltage target with low note count |
 ^ {{dlp:group:n:+2}} | +20% Appeal to Niji cards | ^ {{dlp:group:n:+2}} | +20% Appeal to Niji cards |
-^ {{dlp:other:swap}} | 6-Member ACs |+^ {{dlp:other:swap}} | 6-Member AC |
 ^ {{dlp:other:skill}} | Difficult Skill AC without at least one 3rd Year | ^ {{dlp:other:skill}} | Difficult Skill AC without at least one 3rd Year |
 ^ {{dlp:other:stamina}} | 80% Stamina AC in the latter half, +50% Skill chance for 3rd Years during it | ^ {{dlp:other:stamina}} | 80% Stamina AC in the latter half, +50% Skill chance for 3rd Years during it |
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 ^ {{dlp:other:sp}} | High Requirement SP ACs (141k/141k, effectively 94k if you can carry the SP Voltage buff over from 2 ACs before, not two-shotable. 272k, two-shot required, three-shot possible with Pure cards) | ^ {{dlp:other:sp}} | High Requirement SP ACs (141k/141k, effectively 94k if you can carry the SP Voltage buff over from 2 ACs before, not two-shotable. 272k, two-shot required, three-shot possible with Pure cards) |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
-| If you don't have a 141k SP without the buff, don't tank the smaller SP ACs in favor of trying to get more SPs - they're worth 425k reward Voltage, more than two or three SPs, and the heals from them means you can bring no/less sustain. |||||||+| If you don't have a 141k SP without the buff, don't tank the smaller SP ACs in favor of trying to get more SPs - they're worth 425k reward Voltage, more than two or three SPs, and the heals from them means you can bring no/less sustain. Bring Belts instead. |||||||
  
 ==== 21: Mitaiken HORIZON ==== ==== 21: Mitaiken HORIZON ====
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 ^ {{dlp:attr:p:+1}}{{dlp:other:cleanse}} | -20% Appeal (cleansable) to non-Pure cards | ^ {{dlp:attr:p:+1}}{{dlp:other:cleanse}} | -20% Appeal (cleansable) to non-Pure cards |
 ^ {{dlp:healing:-2}}{{dlp:backline:type:sk:+2}} | 3x gimmick notes healing for 10k per Sk in formation | ^ {{dlp:healing:-2}}{{dlp:backline:type:sk:+2}} | 3x gimmick notes healing for 10k per Sk in formation |
-^ {{dlp:other:sp}}{{dlp:type:sp:+1}} | High Requirement SP AC (159k, two-shot possible with increased SP gain for Sp cards) |+^ {{dlp:other:sp}}{{dlp:type:sp:+1}} | Early and High Requirement SP ACs (Early AC requires at least one Sp type in Frontline or SP Fillers, High Requirement AC needs 159k, two-shot possible with increased SP gain for Sp cards) |
 ^ {{dlp:other:skill}}{{dlp:type:sk:+2}} | Very difficult Skill AC debuffing Skill chance of non-Pure cards, buffing Skill chance of Sk cards by +10% per Sk in formation | ^ {{dlp:other:skill}}{{dlp:type:sk:+2}} | Very difficult Skill AC debuffing Skill chance of non-Pure cards, buffing Skill chance of Sk cards by +10% per Sk in formation |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
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 ^  Notes  ||||||| ^  Notes  |||||||
 ^ {{dlp:group:m:+2}} | µ's cards gain +30% Skill chance for 60%+ of the song | ^ {{dlp:group:m:+2}} | µ's cards gain +30% Skill chance for 60%+ of the song |
-^ {{dlp:other:sp}} | High Requirement SP ACs (166k, two-shot possible with an SP Filler) |+^ {{dlp:other:sp}} | Early and High Requirement SP ACs (Early SP needs SP Fillers, Hight Requirement ACs need 166k, two-shot possible with an SP Filler) |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
  
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 ^ {{dlp:healing:+2}}{{dlp:other:stamina}} | 60k damage notes, 80% Stamina AC in latter half | ^ {{dlp:healing:+2}}{{dlp:other:stamina}} | 60k damage notes, 80% Stamina AC in latter half |
 ^ {{dlp:other:sp}}{{dlp:type:sp:+1}} | High Requirement SP ACs (202k, two-shot possible with SP Fillers thanks to Sp cards getting +20% Skill chance) | ^ {{dlp:other:sp}}{{dlp:type:sp:+1}} | High Requirement SP ACs (202k, two-shot possible with SP Fillers thanks to Sp cards getting +20% Skill chance) |
 +^ {{dlp:other:skill}}{{dlp:other:stamina}}{{dlp:type:gd:+1}} | Difficult Skill AC and 80% Stamina AC right after a damage note, Gd cards gain +20% Skill chance during these ACs |
 ^ {{dlp:other:crit}}{{dlp:type:sk:+1}} | 60% crit rate requirement in Crit AC, Sk cards gain +50% crit chance during AC (and do not get debuffed during Voltage ACs) | ^ {{dlp:other:crit}}{{dlp:type:sk:+1}} | 60% crit rate requirement in Crit AC, Sk cards gain +50% crit chance during AC (and do not get debuffed during Voltage ACs) |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| No more Pure songs until [[#oh_love_peace|Floor 35: Oh,Love&Peace!]], by which point there's a good chance you have used the Full Refill. You can drop some on-attribute cards on this song. |||||||
  
 ==== 24: Mirai Harmony ==== ==== 24: Mirai Harmony ====
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 ^  Notes  ||||||| ^  Notes  |||||||
 ^ {{dlp:group:n:+2}}{{dlp:other:cleanse}} | -20% Appeal (cleansable) to non-Niji cards, only Niji cards get buffs from AC successes | ^ {{dlp:group:n:+2}}{{dlp:other:cleanse}} | -20% Appeal (cleansable) to non-Niji cards, only Niji cards get buffs from AC successes |
-^ {{dlp:other:swap}} | 9-Member ACs, requires perfect swap timing |+^ {{dlp:other:swap}} | 9-Member AC, requires perfect swap timing |
 ^ {{dlp:type:sk:+2}} | Various formation-wide buffs when Sks hit gimmick notes, do not get debuffed in Voltage ACs | ^ {{dlp:type:sk:+2}} | Various formation-wide buffs when Sks hit gimmick notes, do not get debuffed in Voltage ACs |
 ^ {{dlp:other:sp}} | High Requirement SP ACs (152k/268k, two-shots possible with SP Fillers if using an Sk to hit the +50% Skill chance buff gimmick notes - Slot 3 for the first AC, Slot 1 for the second) | ^ {{dlp:other:sp}} | High Requirement SP ACs (152k/268k, two-shots possible with SP Fillers if using an Sk to hit the +50% Skill chance buff gimmick notes - Slot 3 for the first AC, Slot 1 for the second) |
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 ^ {{dlp:other:sp}} | High Requirement SP ACs (246k, can be two-shot with SP Fillers. 123k x2, cannot be two-shot) | ^ {{dlp:other:sp}} | High Requirement SP ACs (246k, can be two-shot with SP Fillers. 123k x2, cannot be two-shot) |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
-You can consider switching to a 3-Gd Strategy after the Stamina AC to reduce the damage taken from the gimmick notes, |||||||+It's very easy to snowball from failing the SP AC to failing the Stamina AC to failing the song from the damage notes. If you are planning to do an actual scoring runyou'll have to make sure to clear the first AC, and even then you might need a full UR Gd Strategy to stay in green Stamina. ||||||| 
 +| A full Healer run can score about 5-7 million, if you need to clean up a previous run. |||||||
  
 ==== 27: A song for You! You? You!! ==== ==== 27: A song for You! You? You!! ====
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 ^  Notes  ||||||| ^  Notes  |||||||
 ^ {{dlp:attr:c:+2}}{{dlp:other:cleanse}} | -20% Appeal (cleansable) to non-Cool cards, Cool cards gain +50% Skill chance in about half of the song | ^ {{dlp:attr:c:+2}}{{dlp:other:cleanse}} | -20% Appeal (cleansable) to non-Cool cards, Cool cards gain +50% Skill chance in about half of the song |
-^ {{dlp:scoring:+2}} | ACs require 25k non-crit tap voltage |+^ {{dlp:scoring:+2}} | ACs require 25k non-crit Tap Voltage |
 ^ {{dlp:other:sp}} | High Requirement SP ACs (159k x2, cannot be two-shot) | ^ {{dlp:other:sp}} | High Requirement SP ACs (159k x2, cannot be two-shot) |
 ^ {{dlp:other:stamina}} | Two 80% Stamina ACs | ^ {{dlp:other:stamina}} | Two 80% Stamina ACs |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| The frequent high Skill chance buffs mean this is a good song to use 11% chance cards on, like CSk Fes Chika. |||||||
  
 ==== 28: Kitto Seishun ga Kikoeru ==== ==== 28: Kitto Seishun ga Kikoeru ====
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 ^ {{dlp:other:crit}} | 60% crit rate requirement in AC, Sp/Sk buffed by +30% | ^ {{dlp:other:crit}} | 60% crit rate requirement in AC, Sp/Sk buffed by +30% |
 ^ {{dlp:other:sp}} | High Requirement SP ACs (188k, can be two-shot with Sp/Sk buffs from AC gimmicks. 160k, cannot be two-shot, effectively 94k if you wait for the SP Voltage buffing gimmick notes) | ^ {{dlp:other:sp}} | High Requirement SP ACs (188k, can be two-shot with Sp/Sk buffs from AC gimmicks. 160k, cannot be two-shot, effectively 94k if you wait for the SP Voltage buffing gimmick notes) |
-^ {{dlp:other:swap}} | AC5 reduces tap Voltage by 50% until switching Strategies three times |+^ {{dlp:other:swap}} | AC5 reduces Tap Voltage by 50% until switching Strategies three times |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
  
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 ^ ::: ^  Vo/Tap 1-shot | 114\_632 ^  Vo/Tap 2-shot | 49\_053 ^  Vo/Tap 3-shot | 27\_194 | ^ ::: ^  Vo/Tap 1-shot | 114\_632 ^  Vo/Tap 2-shot | 49\_053 ^  Vo/Tap 3-shot | 27\_194 |
 ^  Notes  ||||||| ^  Notes  |||||||
-^ {{dlp:other:cleanse}} | (cleansable) | +^ {{dlp:other:crit}} | Three Crit ACs: 60%/45%/42% crit rate requirement, buffing Sp/Gd/Vo for +30% respectively | 
-^ {{dlp:other:swap}} | 9-Member ACs |+^ {{dlp:other:sp}} | High Requirement SP AC (108k, cannot two-shot
 +^ {{dlp:other:stamina}} | 80% Stamina AC halfway through the song 
 +^ {{dlp:other:swap}} | 9-Member AC |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
  
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 ^ ::: ^  Vo/Tap 1-shot | 106\_029 ^  Vo/Tap 2-shot | 45\_361 ^  Vo/Tap 3-shot | 25\_138 | ^ ::: ^  Vo/Tap 1-shot | 106\_029 ^  Vo/Tap 2-shot | 45\_361 ^  Vo/Tap 3-shot | 25\_138 |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:type:gd:0}} | Gds can only proc during Skill ACs, but get capped Skill chance during them |
 +^ {{dlp:healing:+2}} | 150k damage notes |
 +^ {{dlp:other:sp}}{{dlp:group:a:+1}} | High Requirement SP ACs (159k, can be two-shot with SP Fillers using the +50% Skill chance buff to Aqours cards) |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| The Skill ACs can be easily cleared without any Gds. If an Sk type healer is enough for you to deal with the damage notes, you'll be good. |||||||
 +| Two Gd type shielder cards in a backline Strategy can be enough to deal with the damage notes - switch to them during the Skill ACs and when the notes come, then stay in a full scoring Strategy for the rest. |||||||
  
 ==== 33: Future Flight ==== ==== 33: Future Flight ====
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 ^ ::: ^  Vo/Tap 1-shot | 125\_701 ^  Vo/Tap 2-shot | 60\_833 ^  Vo/Tap 3-shot | 39\_210 | ^ ::: ^  Vo/Tap 1-shot | 125\_701 ^  Vo/Tap 2-shot | 60\_833 ^  Vo/Tap 3-shot | 39\_210 |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:scoring:+2}} | -50% Appeal (uncleansable) to all, low AC rewards |
 +^ {{dlp:healing:-1}}{{dlp:backline:type:sk:+2}} | Heals and buffs for whole formation based on number of Sks in formation (2x gimmick notes healing for 1.5k per Sk) |
 +^ {{dlp:healing:-1}}{{dlp:backline:type:sk:+2}} | Heals and buffs for whole formation based on number of Sks in formation (2x gimmick notes healing for 1.5k per Sk) |
 +^ {{dlp:other:crit}} | 60% crit rate requirement in AC, all cards buffed by +10% per Sk in the formation |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| Extremely low scoring song. Even with a fully on-attribute MLB team, you might only get barely over half of the target. Prepare to sink several runs and powerful cards into this stage. |||||||
  
 ==== 34: Nando Datte Yakusoku! ==== ==== 34: Nando Datte Yakusoku! ====
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 ^ ::: ^  Vo/Tap 1-shot | 111\_817 ^  Vo/Tap 2-shot | 47\_229 ^  Vo/Tap 3-shot | 25\_700 | ^ ::: ^  Vo/Tap 1-shot | 111\_817 ^  Vo/Tap 2-shot | 47\_229 ^  Vo/Tap 3-shot | 25\_700 |
 ^  Notes  ||||||| ^  Notes  |||||||
-^ {{dlp:other:swap}} | 9-Member ACs |+^ {{dlp:other:sp}} | High Requirement SP ACs (145k, can be two-shot with SP Fillers. 170k, cannot be two-shot, but you can save the SP voltage buffs from clearing the two ACs before it - effectively 113k with one buff, 85k with both) | 
 +^ {{dlp:other:skill}}{{dlp:group:a:+2}} | Very difficult Skill AC without at least two Aqours cards | 
 +^ {{dlp:other:swap}} | 9-Member AC |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| Make sure to delay the clear on AC2 to make sure the Skill chance buff applies during the entirety of the following Skill AC. Try switching to a weak Backline Strategy. |||||||
  
 ==== 35: Oh,Love&Peace! ==== ==== 35: Oh,Love&Peace! ====
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 ^ ::: ^  Vo/Tap 1-shot | 112\_617 ^  Vo/Tap 2-shot | 47\_699 ^  Vo/Tap 3-shot | 26\_060 | ^ ::: ^  Vo/Tap 1-shot | 112\_617 ^  Vo/Tap 2-shot | 47\_699 ^  Vo/Tap 3-shot | 26\_060 |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:group:m:+2}} | -50% Skill chance (uncleansable) to non-µ's cards |
 +^ {{dlp:healing:+2}} | 50k damage notes |
 +^ {{dlp:other:sp}}{{dlp:type:sp:+2}} | Early and High Requirement SP ACs (Early AC needs SP Fillers, Sp cards gain +50% SP gain and +30% Skill chance. Final AC has 101k requirement, cannot two-shot unless you bring at least two SP Fillers) |
 +^ {{dlp:other:stamina}}{{dlp:type:gd:+1}} | Two 80% Stamina ACs right after damage notes, Gd Skill chance buffed by +30% |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| The last Pure song of the parade. As non-µ's cards are basically disabled on this song, use the µ's cards here, and try to find upcoming songs where your other Pure cards would work nice even off-attribute. |||||||
  
 ==== 36: MOMENT RING ==== ==== 36: MOMENT RING ====
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 ^ ::: ^  Vo/Tap 1-shot | 111\_334 ^  Vo/Tap 2-shot | 47\_316 ^  Vo/Tap 3-shot | 25\_977 | ^ ::: ^  Vo/Tap 1-shot | 111\_334 ^  Vo/Tap 2-shot | 47\_316 ^  Vo/Tap 3-shot | 25\_977 |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:group:m:+2}} | -20% Appeal (uncleansable) to non-µ's cards |
 +^ {{dlp:healing:+2}} | 60k damage notes |
 +^ {{dlp:other:sp}}{{dlp:group:2:+1}} | Early SP AC, needs either SP Fillers or 2nd Year cards using the 50% SP gain buff |
 +^ {{dlp:other:skill}}{{dlp:group:3:+1}} | Difficult Skill ACs, 3rd Years buffed by +20%, alternatively Gd cards +20% for the first and Active cards +10% for the second AC |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
  
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 ^ ::: ^  Vo/Tap 1-shot | 134\_703 ^  Vo/Tap 2-shot | 62\_213 ^  Vo/Tap 3-shot | 38\_050 | ^ ::: ^  Vo/Tap 1-shot | 134\_703 ^  Vo/Tap 2-shot | 62\_213 ^  Vo/Tap 3-shot | 38\_050 |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:other:sp}}{{dlp:type:sp:+1}} | High Requirement SP ACs (242k, Skills disabled, can be two-shot with SP gain boosts from [[:gameplay:bond-board]] or Sp Strategy bonus. 112k, cannot be two-shot) |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| This might be a good time to use up some 11% Skill chance cards. |||||||
  
 ==== 38: Music S.T.A.R.T!! (Adv+) ==== ==== 38: Music S.T.A.R.T!! (Adv+) ====
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 ^ ::: ^  Vo/Tap 1-shot | -- ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | -- ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:attr:c:+2}} | -25% Appeal (uncleansable) to non-Cool cards |
 +^ {{dlp:type:gd:+2}} | +30% Skill chance to Gd cards for 66% of the song |
 +^ {{dlp:healing:+2}} | 300k damage notes |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| The upcoming Voltage targets are extremely low for Adv+ songs. Your goal should just be to survive long enough to reach the target, no need to get through the entire song. |||||||
 +| Consider using a [[:gameplay:damage_reduction_stack]] Strategy and a scoring/SP filling Strategy - this will be the best chance to make DRs useful. Check [[:songs:music_start_advplus|the song strategy page]] for the switching points. If you can make it to around AC3, you should be getting close to the target. |||||||
 +| If DR doesn't work out, just take three good healers and have them tank through. Their tap Voltage is probably enough to one-shot still as long as you make it to the end. |||||||
  
 ==== 39: Landing action Yeah!! (Adv+) ==== ==== 39: Landing action Yeah!! (Adv+) ====
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 ^ ::: ^  Vo/Tap 1-shot | -- ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | -- ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:group:a:+2}} | -25% Appeal (uncleansable) to non-Aqours cards |
 +^ {{dlp:healing:+2}} | 90k damage notes |
 +^ {{dlp:type:vo:+1}}{{dlp:type:gd:+1}} | +30% Appeal during Voltage ACs for Vo and Gd cards |
 +^ {{dlp:other:stamina}}{{dlp:attr:c:+1}} | Two 80% Stamina ACs right after damage notes, buff Cool and Aqours cards by +20% Skill chance each |
 +^ {{dlp:other:sp}} | High Requirement SP ACs (185k/267k, cannot two-shot) |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| As in the previous floor, a three healer Frontline will simply tank all the damage and still one-shot the song, thanks to the rewards from the Stamina ACs. |||||||
  
 ==== 40: Zensoku Dreamer (Adv+) ==== ==== 40: Zensoku Dreamer (Adv+) ====
Line 389: Line 431:
 ^ ::: ^  Vo/Tap 1-shot | 3\_724 ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | 3\_724 ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:attr:a:+2}} | -25% Appeal (uncleansable) to non-Active cards |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
  
Line 396: Line 439:
 ^ ::: ^  Vo/Tap 1-shot | 538 ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | 538 ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:group:m:+1}} | -25% Appeal (uncleansable) to non-µ's cards |
 + {{dlp:other:crit}}{{dlp:backline:type:sk:+1}} | 60% crit rate requirement in AC, all cards get buffed by +10% for each Sk in the formation in several ACs |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| Despite the large Appeal debuff, try clearing this stage with your good non-µ's cards to save them for [[#snow_halation_ch|Floor 50: Snow halation]]. |||||||
  
 ==== 42: Thrilling • One Way (Adv+) ==== ==== 42: Thrilling • One Way (Adv+) ====
Line 403: Line 449:
 ^ ::: ^  Vo/Tap 1-shot | 12\_074 ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | 12\_074 ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:group:a:+2}} | -25% Appeal (uncleansable) to non-Aqours cards |
 +^ {{dlp:other:sp}} | High Requirement SP ACs (248k, can be two-shot with SP Fillers) |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
  
Line 410: Line 458:
 ^ ::: ^  Vo/Tap 1-shot | 16\_894 ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | 16\_894 ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:group:n:+2}} | -25% Appeal (uncleansable) to non-Niji cards |
 +^ {{dlp:scoring:+2}} | Each AC debuffs Appeal of three of the four card types by -50% |
 +^ {{dlp:type:sk:-1}} | -50% Appeal to Sk cards in every AC |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
  
Line 417: Line 468:
 ^ ::: ^  Vo/Tap 1-shot | 30\_849 ^  Vo/Tap 2-shot | 4\_143 ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | 30\_849 ^  Vo/Tap 2-shot | 4\_143 ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:attr:s:+2}} | -25% Appeal (uncleansable) to non-Smile cards |
 +^ {{dlp:type:vo:-1}} | -50% Appeal for a third of the song |
 +^ {{dlp:type:sp:+1}}{{dlp:other:sp}} | It's all SP ACs (the highest requirement ones need 158k, and can be two-shot) |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
  
Line 424: Line 478:
 ^ ::: ^  Vo/Tap 1-shot | 38\_069 ^  Vo/Tap 2-shot | 4\_485 ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | 38\_069 ^  Vo/Tap 2-shot | 4\_485 ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:type:sk:+2}} | -25% Appeal (uncleansable) to non-Sk cards, Sk cards recieve buffs based on number of Sks in formation during ACs |
 +^ {{dlp:healing:-1}}{{dlp:backline:type:sk:+1}} | 2 ACs heal by 3.5k per Sk in formation after success |
 +^ {{dlp:other:swap}} | Gimmick notes debuff Appeal by -50% until Strategies are switched |
 +^ {{dlp:other:sp}} | High Requirement SP AC (213k, cannot two-shot) |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
  
Line 431: Line 489:
 ^ ::: ^  Vo/Tap 1-shot | 48\_039 ^  Vo/Tap 2-shot | 11\_489 ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | 48\_039 ^  Vo/Tap 2-shot | 11\_489 ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:attr:c:+2}} | -25% Appeal (uncleansable) to non-Cool cards |
 +^ {{dlp:group:n:+2}} | Lots of buffs for Niji cards |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
  
Line 438: Line 498:
 ^ ::: ^  Vo/Tap 1-shot | 26\_904 ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | 26\_904 ^  Vo/Tap 2-shot | -- ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:attr:e:+2}} | -25% Appeal (uncleansable) to non-Elegant cards |
 +^ {{dlp:group:m:+1}} | µ's cards gain relevant buffs in each AC |
 +^ {{dlp:other:sp}}{{dlp:type:sp:+1}} | High Requirement SP ACs (243k, can two-shot with Sp cards) |
 +^ {{dlp:other:crit}}{{dlp:type:sk:+1}} | 60% crit rate requirement in AC, Sk cards get buffed by +20% |
 +^ {{dlp:other:skill}}{{dlp:type:gd:+1}} | Difficult Skill AC without having at least two of Gd or µ's cards, which get buffed by +20% each |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| Avoid using good µ's and Elegant cards here, despite the buffs. You need as many as you possible for [[#mijuku_dreamer_adv|Floor 48: Mijuku DREAMER]] and [[#snow_halation_ch|Floor 50: Snow halation]]. |||||||
  
 ==== 48: Mijuku DREAMER (Adv+) ==== ==== 48: Mijuku DREAMER (Adv+) ====
Line 445: Line 511:
 ^ ::: ^  Vo/Tap 1-shot | 114\_749 ^  Vo/Tap 2-shot | 29\_503 ^  Vo/Tap 3-shot | 1\_088 | ^ ::: ^  Vo/Tap 1-shot | 114\_749 ^  Vo/Tap 2-shot | 29\_503 ^  Vo/Tap 3-shot | 1\_088 |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:attr:e:+2}} | -25% Appeal (uncleansable) to non-Elegant cards, Elegant cards get Skill chance and Appeal buffs during ACs |
 +^ {{dlp:healing:+2}}{{dlp:other:stamina}} | 380% of max Stamina dealt through gimmick notes, bypassing Shields, right before and during 80%/90% Stamina ACs |
 +^ {{dlp:other:swap}} | Gimmick notes debuff Skill chance by -50% until Strategies are switched, appearing during the Stamina ACs |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| Unlike other survival check stages, one advantage you have here is that the majority of ACs are Stamina ACs, which means you get the Voltage reward for what you already need to do - recovering health - instead of having to score at the same time. Still, you will have to do multiple runs, and bring some scoring if you want to attempt the Voltage ACs. |||||||
 +| DR on Switch cards, such as SGd Hanamaru, PGd Chika, NGd Fes Hanayo and NGd SR Ayumu, can be used right at the start, to reduce the damage from the initial 80% damage note. |||||||
  
 ==== 49: TOKIMEKI Runners (Adv+) ==== ==== 49: TOKIMEKI Runners (Adv+) ====
Line 452: Line 523:
 ^ ::: ^  Vo/Tap 1-shot | 162\_578 ^  Vo/Tap 2-shot | 73\_630 ^  Vo/Tap 3-shot | 43\_980 | ^ ::: ^  Vo/Tap 1-shot | 162\_578 ^  Vo/Tap 2-shot | 73\_630 ^  Vo/Tap 3-shot | 43\_980 |
 ^  Notes  ||||||| ^  Notes  |||||||
-^ {{dlp:other:cleanse}} | (cleansable) | +{{dlp:attr:s:+1}}{{dlp:other:cleanse}} | -20% Appeal (cleansable) to non-Smile cards 
-^ {{dlp:healing:+1}} | 500+ note damage |+^ {{dlp:healing:+1}} | 500+ note damage, 10k damage notes | 
 +^ {{dlp:scoring:+2}} | Low AC rewards, high Voltage target |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| This will be a big PP sink. Use your cleanses, and make sure you don't use anything that could be useful for the last floor. |||||||
  
 ==== 50: Snow halation (Ch) ==== ==== 50: Snow halation (Ch) ====
Line 461: Line 534:
 ^ ::: ^  Vo/Tap 1-shot | 90\_086 ^  Vo/Tap 2-shot | 8\_464 ^  Vo/Tap 3-shot | -- | ^ ::: ^  Vo/Tap 1-shot | 90\_086 ^  Vo/Tap 2-shot | 8\_464 ^  Vo/Tap 3-shot | -- |
 ^  Notes  ||||||| ^  Notes  |||||||
 +^ {{dlp:group:m:+2}} | -50% Appeal (uncleansable) to non-µ's cards |
 +^ {{dlp:attr:n:+2}} | Natural cards get Skill chance buffs for Voltage and SP ACs, especially important for the ACs that disable Tap Voltage |
 +^ {{dlp:scoring:+2}} | AC2 disables SP Voltage, must score through taps and Skills |
 +^ {{dlp:healing:+2}}{{dlp:other:stamina}} | 38k damage notes right before Stamina AC, 90% Stamina ACs with damage increased by 800%/400% |
 +^ {{dlp:other:sp}} | Extremely high Requirement SP ACs, cannot two-shot |
 ^  Recommendations  ||||||| ^  Recommendations  |||||||
 +| A Challenge song with these kinds of extreme checks is hard to get through in DLP unless you've managed to save all of your best cards. Give it your best shot, then clean up the rest of the target Voltage with formations focusing on just surviving and scoring through taps and the Stamina AC rewards. |||||||
 </DLP_PARADE> </DLP_PARADE>
events/dlp/parade_all_star.1673657785.txt.gz · Last modified: 2023/01/14 00:56 by Suyooo