Since 12/16 is YamaP’s birthday, as said in his tweet previously, there will be 4 cards getting picked for the buff!
Buffs
Card
Change
Volcano Dragon
Awakening:
added
Pixel Volcano Dragon
Active:
Fully recovers awoken bind status; Change dark orbs to fire orbs; For 1 turn, 2x orb move time +2 sec; For 1 turn, 2x ATK for self
Awakening:
added
Super Reincarnated Minerva
Adds sub Fire att.
Active:
For 2 turns, reduce enemies’ defense by 75%; For 2 turns, 5x ATK for self; Unlock all orbs; Change dark orbs to fire orbs (Max CD 5 > 3)
LS: 2x3x HP and ATK for Fire att.; 3x ATK when matching 5 connected non-fire orbs in L shape; 3x ATK and deals 100,000 fix dmg when matching 6+ connected fire orbs
Awakening:
added
Minerva’s Bracelet
Active:
For 23 turns, reduce enemies’ defense by 100%; For 23 turns, bypass dmg void shield
Awakening:
added
Deliberate Holy Sage Queen, Safirah
LS:
Reduce dmg taken by 50%, +2 combo and deals 5,000,000 fix dmg when matching 9+6+ connected light or dark orbs; 1.8x HP & RCV and 22x24x ATK for Light att.
Drillspear Jade Conqueror, Nautilus
Active:
Increase ATK increase rate per awakening
LS: Reduce dmg taken by 50%, +2 combo and deals 5,000,000 fix dmg when matching 6+ connected wood orbs; 2x HP and 24x25x ATK for Wood att.
11 Replies to “Game Producer Birthday Buffs to Celebrate YamaP Birthday!”
So the Naut awakening rework was much needed. I’m not entirely sure this is a buff overall though. the 2 less wood row awakenings (assuming two Naut leads and not CriMenoa) means his active skill damage buff won’t do as much to boost his subs attacks to 4bil.
I think the buff should have came with a small adjustment to his active to make sure we can expect the same overall team damage multiplier. Its not a big problem that naut only has +2combo because with this rework he’s much less dependent on reaching 10c and getting a row AND making a pierce damage box. It really would have been appreciated to have gotten +3 combo though.
Maybe even adjusting so it +2 combo with 6 orbs up to +3 with 9 orbs like the way some leaderskill scale with bigger blobs.
Did you really think they would buff him to be stronger? They only stay in the meta for a few months then they turn them into subs
Thats how Yama P makes money making us continuously roll for the Meta
If I’m understanding correctly they are buffing the active too. This should offset the 1 row you are losing and the VDP.
The section on buffing the active skill was added later to this page. The author didnt have the decency nor integrity to show that it was revised after becoming public.
Honest question and not even trolling.
How do you deal in real life if something as minor as a page edit triggers you this much?
Self entitled much? This isn’t a job, this is their hobby and their choice to even translate this information to people who aren’t able to translate japanese. And yet you have the audacity to even criticize them. You my friend are pathetic.
I did some math. As of now, assuming a team with 2 Nautilus leaders with Zela Hats and no other wood rows awakenings, his multiplier is 24 x 24 x 2.6 (from full transform active skill) = 1497,6.
With the buff, it turns into 25 x 25 x 2.4 (loses 0.2 from the two removed wood rows) = 1500
So yeah, its a buff overall in the sense that the multiplier for the subs stays the same but Nautilus himself gets more personal damage
did you include the damage bonus the RE give for making a row also? Almost every turn a Naut team is going to be making a row to active the awakening that was removed. Also Zela hat has fallen out of favor for stuff like bride Parvati equip or green ninja equip.
MORE math.
Ok, let’s say for arguments sake that you have a team composed of 2 Nautilus and four generic subs with Damage Cap latents. Let’s also say that these subs damage cap perfectly with a single Wood Row. These subs would deal a total of 17.179.869.176 damage.
Now let’s say we remove those two Wood Rows from the Nautilus leaders. Each row awakening increases wood att. damage by 20%, so now your subs are only dealing 60% damage cap. Your team now deals 10.307.921.505 damage.
That is a big difference of 6.871.947.670 damage.
However, let’s look at the damage increase in the Nautilus leaders. With the new awakenings, they get 4x personal damage. Let’s imagine that your Nautilus was dealing 1/4 of the damage cap with a row and two other matches to activate the 7c. He went from dealing 536.870.911 (that’s millions) to 2.147.483.647 (these are billions). If he was dealing less than those 536 millions, he is still getting benefits. If he was consistently dealing more than that, he is wasting multipliers.
Each Nautilus is now dealing an additional 1.610.612.735. That’s 3.221.225.470 across both of them.
We were missing 6.871.947.670. Now we subtract from that the added damage from the 2xNautilus.
We are still missing 3.650.722.200 from our previous damage. However, the proposed scenario is very skewed towards the first team. If 2 of your subs don’t have the latent Damage Cap awakening, you are already missing out on 4.294.967.294, quite more than the previously stated 3.650.722.200.
So unless you have a team that’s composed solely of Damage Cap latents and whose Nautilus are consistently hitting more than 536 millions in order to not fully utilize the 2x 7c, I believe the added damage of the 2 leaders will on average offset the loss of damage on the subs.
Me again. Also forgot to point out how the loss of the 2 wood rows in the first example was made to be the worst possible. If they didn’t need the two rows to damage cap and had excess damage, it makes no difference. If they did anything less than damage cap, the loss in damage would be even smaller. They are losing 40% of 4 billion-something. 40% of anything below that will lead to a smaller gross loss of damage.
If they had changed one of Minerva’s VDP awakenings into a 10c similarly to what they did with Nautilus… Why make great red row equips with delays and hastes like Saline and then not have good subs for it
So the Naut awakening rework was much needed. I’m not entirely sure this is a buff overall though. the 2 less wood row awakenings (assuming two Naut leads and not CriMenoa) means his active skill damage buff won’t do as much to boost his subs attacks to 4bil.
I think the buff should have came with a small adjustment to his active to make sure we can expect the same overall team damage multiplier. Its not a big problem that naut only has +2combo because with this rework he’s much less dependent on reaching 10c and getting a row AND making a pierce damage box. It really would have been appreciated to have gotten +3 combo though.
Maybe even adjusting so it +2 combo with 6 orbs up to +3 with 9 orbs like the way some leaderskill scale with bigger blobs.
Did you really think they would buff him to be stronger? They only stay in the meta for a few months then they turn them into subs
Thats how Yama P makes money making us continuously roll for the Meta
If I’m understanding correctly they are buffing the active too. This should offset the 1 row you are losing and the VDP.
The section on buffing the active skill was added later to this page. The author didnt have the decency nor integrity to show that it was revised after becoming public.
Honest question and not even trolling.
How do you deal in real life if something as minor as a page edit triggers you this much?
Self entitled much? This isn’t a job, this is their hobby and their choice to even translate this information to people who aren’t able to translate japanese. And yet you have the audacity to even criticize them. You my friend are pathetic.
I did some math. As of now, assuming a team with 2 Nautilus leaders with Zela Hats and no other wood rows awakenings, his multiplier is 24 x 24 x 2.6 (from full transform active skill) = 1497,6.
With the buff, it turns into 25 x 25 x 2.4 (loses 0.2 from the two removed wood rows) = 1500
So yeah, its a buff overall in the sense that the multiplier for the subs stays the same but Nautilus himself gets more personal damage
did you include the damage bonus the RE give for making a row also? Almost every turn a Naut team is going to be making a row to active the awakening that was removed. Also Zela hat has fallen out of favor for stuff like bride Parvati equip or green ninja equip.
MORE math.
Ok, let’s say for arguments sake that you have a team composed of 2 Nautilus and four generic subs with Damage Cap latents. Let’s also say that these subs damage cap perfectly with a single Wood Row. These subs would deal a total of 17.179.869.176 damage.
Now let’s say we remove those two Wood Rows from the Nautilus leaders. Each row awakening increases wood att. damage by 20%, so now your subs are only dealing 60% damage cap. Your team now deals 10.307.921.505 damage.
That is a big difference of 6.871.947.670 damage.
However, let’s look at the damage increase in the Nautilus leaders. With the new awakenings, they get 4x personal damage. Let’s imagine that your Nautilus was dealing 1/4 of the damage cap with a row and two other matches to activate the 7c. He went from dealing 536.870.911 (that’s millions) to 2.147.483.647 (these are billions). If he was dealing less than those 536 millions, he is still getting benefits. If he was consistently dealing more than that, he is wasting multipliers.
Each Nautilus is now dealing an additional 1.610.612.735. That’s 3.221.225.470 across both of them.
We were missing 6.871.947.670. Now we subtract from that the added damage from the 2xNautilus.
We are still missing 3.650.722.200 from our previous damage. However, the proposed scenario is very skewed towards the first team. If 2 of your subs don’t have the latent Damage Cap awakening, you are already missing out on 4.294.967.294, quite more than the previously stated 3.650.722.200.
So unless you have a team that’s composed solely of Damage Cap latents and whose Nautilus are consistently hitting more than 536 millions in order to not fully utilize the 2x 7c, I believe the added damage of the 2 leaders will on average offset the loss of damage on the subs.
Me again. Also forgot to point out how the loss of the 2 wood rows in the first example was made to be the worst possible. If they didn’t need the two rows to damage cap and had excess damage, it makes no difference. If they did anything less than damage cap, the loss in damage would be even smaller. They are losing 40% of 4 billion-something. 40% of anything below that will lead to a smaller gross loss of damage.
If they had changed one of Minerva’s VDP awakenings into a 10c similarly to what they did with Nautilus… Why make great red row equips with delays and hastes like Saline and then not have good subs for it