User:AlejandroCallahan

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Dudes:

A player of CN server since May 2019. Good time together! Poor English, welcome grammar corrections!

I'm back!

I have most of the operators released, but with a few I haven't acquired yet as shown below:

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Interest Datas: (No Module Upgrade)

  • SilverAsh has a basic ATK of 763 (2-90) (839.3 with talent). A 2-90-Rank III Truesilver Slash has an basic ATK of 2365.3. During the skill period he can slash 23 times. With Angelina he can slash 24. The total damage is 54401 (without Angelina).
  • Eyjafjalla has a basic ATK of 735 (837.9 with talent). A 2-90-Rank III Ignition could deal 4650.345 Arts damage to an enemy with no RES. Rank III Volcano has an ATK of 1793.4, dealing at most 53802 Arts damage to an enemy with no RES in the 15 sec. Her output is generally considered the lower limit of boss-killers.
  • Schwarz’s basic ATK is 940 (1015.2 with talent). While the Final Tactics is active, her basic ATK becomes 2707.2. Total damage is 51978.2 (12 shots) (56309.76 if counted as 13 shots using Off-String Arrow technique). Sharp Eye has an ATK of 2237.2, and total expected damage is 72709 (25 shots), making it a better choice against bosses with more HP and less DEF.
  • Without healing effect, Surtr can last about 24sec before activating Remnant Ash. Base ATK of twilight is 3319.6, and the total damage without healing or getting hit is about 82990, ignoring 20 RES. Twilight is easily the first (but not only) choice for dealing with bosses.
  • Fartooth's Shining Feather Arrows (the translation...) has a basic ATK of 3304.8. When aiming at targets outside her original range, she gets a Damage Amplifier of 1.4. With module her total Damage is 37245.1, slightly lower than Schwarz. This is compensated by a shorter skill-term and a camouflage during skill time.
  • The four "Giants" of line holding: Thorns, Mudrock, Mountain and Blaze, are specified in different sub-areas.
    • Thorns has a DPS of 1881(Physical) and 140(Arts), making him the highest DPS (solo target) Thorns however can only target 1 enemy, making him under-powered against a wave of elite enemies. Thorns is the only one of the four that can target aerial targets, making him extremely useful in maps like Lungmen Downtown.
    • Mudrock's Crag Splitter's DPS is not calculable... Usually 1200 (solo target) is used for estimation but it varies a LOT with the enemies attacking her, and whether Blemishine is present. Mudrock excel in handling massive waves of enemies without Medic's support. However, her high DP prevents deploying her the foreplay stage.
    • While using Mudrock's third skill ---- Bloodline of Desecrated Earth, a single trick is to place her backwards, so that she can clear the enemies passing through her during the first 10 sec. This skill excels when the skill term matches with the enemy wave, but you can manually "adjust" enemy waves by various means, such as D12, Hypothermia or Deterring Radiance.
    • Mountain has a estimated DPS of 1589, and the healing effect is 192.15. This is equal to Silence’s HPS (without skill). In performance, Mountain’s survival ability is similar to Mudrock (for low ATK enemies). Mountain especially excels in situation that the demand of survival abilities is higher and the DP is not enough for Mudrock. Mountain can also maintain a high output even when there’s only few enemies. 321 DEF is capable for most regular enemies.
    • Blaze herself has higher DEF than Mudrock and Mountain, however she has no self-healing effects, making Skadi-Alt almost a must.
    • The 5-star Reaper Pluma also excels in line holding with her survival abilities. Use her S2 to clear out lines quickly. S2 is generally more recommended than S1.

Strange Ways to Utilize Some Operators

  • Surtr: Despite not intended, you can actually make Surtr last longer by adding a large bunch of healing, roughly an hps of 1584. This is easily achieved by having 5 Medics under the buff of Skadi the Corrupting Heart. Blemishine is also great for this use.
  • Pallas' third skill has a skill term of 80s. However, no melee output powerhouse has a skill term of 80s. So, the skill is not very suitable for consecutive boss-killer skills. Actually, the skill itself can deal quite a lot damage, just to make sure her HP doesn't go below 80%.
  • Carnelian's third skill is best used with Aak. ASPD is of very great importance since she need to stack layers of her mark to deal effective damage.
  • Stainless, whose S3 is generally considered hard to use, can be used along with Archetto's S3 to improve her ability to cope with high-DEF enemies. Co-operation with Irene is also possible.
  • The Abyssal Hunter group provide tremendously large buffs to fellow hunters, and are best used together (with Skadi's Module X and Specter-Alt's Module Y)

Module Recommendations

For the following part I assume you actually use the Operator. Therefore, when considering whether a module is worth or not, the discussion on whether the Operators themselves are commonly used or not will not be included.

Since more and more modules are being published, 6-star operators' modules will be here first.

Guards

  • DRE as in "Dreadnought"
    • Skadi
      • DRE-X Remnants of the Past: Best used at lv3. The redeploy time is crucial for her use. The ATK addon is trivial.
      • DRE-Y Moist Sword Bag: Best used at lv3. If the buff for Abyssal Hunters is not needed lv1 is enough for most of the cases.
    • Nearl the Radiant Knight
      • DRE-X Blazing Sun Blade: Best used at lv1. The 8% DEF ignoring is generally not worthy for that much material.
    • Franka
      • DRE-X Cutting Edge Thermite Unit: Best used at lv2. The 3% (7.5%) addon of lv3 is trivial most of the cases.
    • Flamebringer
      • DRE-Y Rusty Broken Knife: Best used at lv2. The +10 (+ 300) addon of lv3 is trivial.
    • Conviction
      • DRE-X Fist of Conviction: Best used at lv3. The DP cost and redeploy time is worth the materials. Lv1 if DP cost and redeployment is not strongly needed.
    • Matoimaru
      • DRE-Y Broken Bamboo Flower Arrangement: Best used at lv1. The max HP itself is not very important. Upgrade to lv2 if HP is needed but lv3's 5% HP is too trivial.
  • SWO as in "Swordsmaster"
    • Ch'en
      • SWO-X Standard-Issue Rhodes Island Sword: Best used at lv3. The module greatly remedies Ch'en's SP issue by giving her 2sp every 3 seconds. Only upgrade to lv2 if only her SP support is needed but this situation is rare.
    • Irene
      • SWO-Y Thick Scriptures: Best used at lv1. The +3% (+5%) ATK generally does not worth the materials. Module is not very important to Irene because her talent can ignore a great amount of damage already.
    • Bebeak
      • SWO-X Fine Worksmanship Shirt: Best used at lv2. Lv3 doesn't improve the ASPD, and +6% ATK and +10 ATK is just not worth it.
    • Tachanka
      • SWO-X Machine Gun Rack: Best used at lv1. The +34 DEF per lvl is generally not very useful since tachanka is not supposed to have close contact with enemies.
    • Cutter
      • SWO-Y Replaceable Toolkit: Best used at lv2. The 3% addon of lv3 is not worth it. The module in practice is more useful than imagined as cutter deals damage multiple times, which means the DEF is counted many times.
  • INS as in "Instructor"
    • Pallas
      • INS-X "Auros" "The Rock from Homeland": Best used at lv2. The 3% addon of lv3 is not worth 120k of lmb and 4 orange materials. The lv2 module is crucial for Pallas' output since it reduces the HP requirement from 80% to 50%.
      • INS-Y "Light of Heria": Best used at lv3. At lv3 the 2nd talent increases to +105 HP per attack, which greatly improves her abilities as a line holder.
    • Whislash
      • INS-X Whipsword Wire.L: Best used at lv1. Generally the 1 layer or physical shield is not useful most of the time. Nearl and Blemishine are currently the only two Kazimierzian Operators with 3 Block, further limiting the usage of the module.
    • Swire
      • INS-X Self-defense Lipstick: Best used at lv3. This module covers her lack of SP gain especially when she has to be deployed to a proper place to maximize her buff where she cannot attack enemies.
    • Dobermann
      • INS-Y Military Telescope: Best used at lv2. This module allows her to stand on Ranged tiles and gives a decent ASPD +15 bonus since Dobermann is usually used along with 3-star Operators.

Vanguards

  • CHG as in "Charger"
    • Bagpipe
      • CHG-X Piledriver Spear Cylinder: Best used at lv3. The +10 initial SP allows her 3rd skill to activate in 5 sec, and the 2 DP on kill relieves the DP pressure on opening greatly.
    • Grani
      • CHG-X Mounted Police Suit: Best used at lv2. This module does not add ATK and the 5% Physical Dodge is practically useless.
    • Reed
      • CHG-Y Gunblade Cleaning Kit: Best used at lv2. The 20 RES is useful in many cases but the 10 ASPD for 3 sec that does not stack is not very useful in most of the cases. Reed with 20 RES makes her especially good at coping with enemies from Leithanien.
    • Wildmane
      • CHG-X Spear Replacement Suit: Best used at lv2. Go for lv3 if one wants the 5 sec of Redeployment Time.
    • Vigna
      • CHG-Y Great Rock: Best used at lv3. The module greatly enhances her ability to deliver damage. However CHG-Y does not give the 2 DP on kill. The module is not as necessary if Vigna doesn't have to deal a lot of damage in the beginning.

Snipers

  • ARC as in "Heavyshooter" (?)
    • Schwarz
      • ARC-X Customized Crossbow Accessory Suit: Best used at lv2. Lv2 changes the condition for Crossfire from deployed to being in squad, greatly broadens its appliance. The -25 Redeployment Time is also decent. The 2% addon of lv3 is purely trash (most of the cases).
    • Provence
      • ARC-X Tail Care Suit: Best used at lv2. This module changes the condition for Hunter's Arrow from the enemy in the tile in front of her to the frontal 2 tiles. The ATK and the chance addon is trivial.
    • Aciddrop
      • ARC-X "Freedom, Onion Rings and Me": Best used at lv3. The 10% increase in bottom damage greatly increases her ability against extremely high DEF enemies like a certain war machine.
  • DEA as in "Deadeye"
    • Fartooth
      • DEA-X First-show Support Set: Best used at lv1. The -2 sec and +5% ATK for Concentration is generally useless because if she is going to take damage in 10 sec, she is very like to take damage in 8 sec or 6. The lv1 module is decent enough for most of the cases. Lv 3 might be useful in sniping super--far enemies, but this is rarely needed.
      • DEA-Y Fan Letter: Best used at lv1. When constantly attacking enemy, the SP generation is roughly 0.37/s. This may be useful sometimes, but given that her S3 only costs 20 sp, it is not a very significant addon. The +7 ASPD of lv3 is among the most poorly designed module effect in Arknights, since this effect is also given to her first module.
    • Andreanna
      • DEA-X Gunsmithing Toolkit: Best used at lv3. This is practically a buff for all the Abyssal Hunters and the +3 ASPD is worth if Skadi, the Unchained and herself are all deployed. The damage increase is trivial for lv2 and 3.
    • Firewatch
      • DEA-Y Field Sniper Equipment: Best used at lv3. However, the module is useless if the main low-DEF target is not within the range of Assassin. The basic effect of DEA-Y is not as useful. Firewatch's first skill does not lack SP. Her second skill needs so many SP that even the ideal 1 SP per 2.7 sec wont really change much.
    • Ambriel
      • DEA-X Portable Radar Equipment: Best used at lv3. Full-map "cheaters", like Ambriel and Goldenglow, needs some method to stalk/slow down enemies to make best use of the full-map feature. +8% chance and +1 sec of stun is very useful therefore.
  • MAR as in "Marksmen"
    • Exuxiai
      • MAR-X Exuxiai's Surprise: Best used at lv3. The +41 ATK seems trivial, but for high-ASPD Operators like Marksmen, it matters. The lv3 module improves her damage to 0-DEF enemies by 8%, and even more when buffs are present.
    • Archetto
      • MAR-Y "Seeds of Tomorrow": Best used at lv1.This module ranked about 5th in CN players' community for the most poorly-designed module. The total damage increases sheerly for 6% from module lv1 to lv3. The +9 initial SP is sometimes useful at best.
    • Kroos the Keen Glint
      • MAR-X Truth or Dare: Best used at lv2, whose increase is much better than the 5% from lv2 to lv3. This module does not increase the probablity of the stunning effect.
  • ART as in "Artillery"
    • W
      • ART-Y Mercenary's Bag: Best used ad lv2. It's general effect (lv1 effect) is decent but hard to trigger and against her general usage with her long range. The SP gain is good, but should only be regarded as a add-on.
    • Fiammetta
      • ART-Y "Out-Law" Special Ammunition Surplus: Best used at lv3. The general effect of this module adds +100 damage to each ATK, which is decent. The ASPD increase shortens her skill prep. time and raises her average DPS of S3 by 300/s, which is about 16%.

Supporter

  • SUM as in "Summoner"
    • Ling
      • SUM-Y Fond Dream with Poetry: Best used at lv3. The addon of ATK and DEF of her dragons(about 6% each for Thunderers and about 9% ATK for Peripateticisms) are pretty decent. The module also allows 4 Great Thunderers to be present and reduces its cost from 23 to 18, greatly improving her flexibility.
    • Magallan
      • SUM-X Drone Control Module.P: Best used at lv2. The +3 second of the invisibility effect is trivial. Lv2 module let Magallan herself sharing the invisibility effect when her drones are deployed near her, which is quite useful if the enemy's casters and snipers are nasty.
      • SUM-Y Educational Soaring Dragon Drone: Best used at lv3. The lv3 module raises the total output of a single drone during S3 by about 7%. Four deployment limit increases her ability to max out slow while using S1, and allows using 4 drones together using S3.
  • DEC as in Decel Binder
    • Angelina
      • DEC-X Experimental Anti-Gravity Module: Best used at lv1. The +5 group ASPD buff within her range is nearly ignorable. The SP buff is decent but she doesn't really need much SP for her already-fast skill cycles.
      • DEC-Y Gravity Calibration Module: Best used at lv1. This module mainly focuses on the controlling ability of S3 since S2 is in fact already a constant slow effect. The HP regeneration effect is not very useful since 35 is not much bigger than 20.
    • Suzuran
      • DEC-X Coat of Arms(What kind of translation is this?): Best used at lv1. Her main job is to provide Weak and this module has nothing to do with that.

Specialist

  • HOK as in Hookmaster
    • Gladiia
      • HOK-X Consul's Hand Mirror: This is best used at lv2. The change from "Seaborn damage" to "damage from all enemies" are A LOT. Lv3 is nearly a must for Abyssal Hunter centered tactics since it increases their survivability even more. The Arts damage is negligible when not using Gladiia as a line holder.
  • EXE as in Executor
    • Phantom
      • EXE-X Miss Christine's Felt: This is best used at lv1. The -6 second Shadow ReDep time is trivial. However the DP redeemed is very useful if the tactic involves repeatedly redeploying him (and other Executors).
  • AMB as in Ambusher
    • Mizuki
      • AMB-X Messenger's Covenant: This is best used at lv1. The -20% speed can strengthen his control abilities a little and can be added up with that of Manticore and Ethan. The +10% Arts damage towards another enemy seems useful but does not make the damage of Skill-Mizuki3.png Moon in the Water at least good-looking. There is currently a bug that during his S3, he needs to attack 4 enemies to avoid losing HP. This is ranked about 4th in CN players' the most hilariously designed module.
  • MER as in Merchant
    • Lee
      • MER-X "Wandering": If one rely on Lee to cope with various effects like stun or freeze (Notably the Last Knight), lv3 is strongly recommended as it reduces the cost for his 2nd talent. Otherwise this module is best used at lv1, which prevents him halting the DP generation completely.
  • PUM as in Puppetmaster (The word has similar meaning to Dollkeeper in Chinese)
    • Specter the Unchained
      • PUM-X "Records" Collection Box: This module is best used at lv3. The module greatly enhances her substitute's ability to deal Arts damage (by 100%) and to slow enemies down(by 50%). It generally focuses on her solo ability. Initial 15 sp after transforming is also useful, especially if one wants to repeatedly summon her substitute by using Skill-TheUnchained2.png The Thirst to Survive.
      • PUM-Y Unfinished Beauty: This module is only recommended if one uses the Abyssal Hunters as a whole (or at least most of them). This module greatly increases the survivability of the Hunters and provides a massive +0.5 SP per second(Close to 2 of Stainless' S2 gadgets). One can easily create a Skadi with over 10k HP by stacking this module with Skadi's Moist Sword Bag, along with Gladiia's 30% Physical and Arts damage reduction and self-regeneration.

Caster

  • SPC as in Splash (Caster)
    • Dusk
      • SPC-X Untitled Scroll: This module is best used at lv2. The lv1 effect is nearly only visible while using Skill-Dusk1.png Transcendental Stroke, and making her a better line holder than Skill-Eyjafjalla2.png Ignition by raising its single-target DPS near Ignition and having a larger splash area. No one has any idea how the lv3 effect came into being.
      • SPC-Y "Sleepless Nights": Best used at lv3. Effect of this module is only visible while using Skill-Dusk3.png Image Over Form, and can greatly shorten its skill cycle when Dusk has a lot of Freelings summoned. Lower DP cost is also an acceptable addon.
    • Mostima
      • SPC-Y Home of "Black Lock" and "White Key": This module is best used at lv3. Skill-Mostima3.png Key of Chronology with lv3 module is currently the strongest stalking skill with -99% movement speed of all enemies in range. Though this skill lacks the supporting effect like Skill-Saria3.png Calcification or Skill-Suzuran3.png Foxfire Haze, the halting effect is still unique.