events:dlp:parade_all_star

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2023/01/16 09:13 Suyooo Aqours HEROES bug got fixed just now2023/02/20 02:48 Suyooo
events:dlp:parade_all_star [2023/01/16 09:13] – Aqours HEROES bug got fixed just now Suyoooevents:dlp:parade_all_star [2023/02/20 02:48] (current) Suyooo
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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: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: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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 ^ {{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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 ^ {{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: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) | ^ {{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 Gd Skill chance gimmicks means you could frontline an Sk healer, or have a Gd healer backline for those ACs. ||||||| +| The Skill ACs can be easily cleared without any Gds. If an Sk type healer is enough for you to deal with the damage notesyou'll be good. ||||||| 
-| The Skill ACs can be easily cleared without any Gds. Bring an Sk type healer to deal with the damage notes and 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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 ^  Notes  ||||||| ^  Notes  |||||||
 ^ {{dlp:scoring:+2}} | -50% Appeal (uncleansable) to all, low AC rewards | ^ {{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: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 | ^ {{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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 ^ {{dlp:other:stamina}}{{dlp:type:gd:+1}} | Two 80% Stamina ACs right after damage notes, Gd Skill chance buffed by +30% | ^ {{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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 ^  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. ||||||| | 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. 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. |||||||+| 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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 ^ {{dlp:other:sp}} | High Requirement SP ACs (185k/267k, cannot two-shot) | ^ {{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+) ====
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 ^ {{dlp:other:sp}} | Extremely high Requirement SP ACs, cannot two-shot | ^ {{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 picking up the rewards of the first few ACs. |||||||+| 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.1673860396.txt.gz · Last modified: 2023/01/16 09:13 by Suyooo