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Mix.
Jan 24, 2021

Huh? What?




Steam: https://store.steampowered.com/app/1687670/LAST_CLOUDIA/
Apple: https://apps.apple.com/us/app/last-cloudia/id1473588527
Google Play: https://play.google.com/store/apps/details?id=com.aidis.lastcloudiaen&hl=en_US&gl=US
Official Site: https://www.lastcloudia.com/en/

Guild ID is 144365957, please say something in the thread before sending your invite request or it will be auto-denied!

What is Last Cloudia?
Last Cloudia is an action RPG mobile game with gacha elements released in 2019 by AIDIS, the company previously known for co-developing the game Grand Summoners. It follows the story of Kyle, a knight who finds himself questioning his orders, and his partner Rei, a powerful beast who has his back through whatever may stand in their way. What seems like an initial mission to rescue and retrieve a mysterious girl, Theria, soon embroils the two in a larger journey to discover a way to prevent the return of the God of Ruin, a powerful being who threatened their world in centuries past but was stopped by a familiar looking band of adventurers......

What kind of game is this?
The primary inspiration for Last Cloudia is classic RPGs in the vein of the Mana series, Suikoden, or even series like Star Ocean or Phantasy Star- ones where secrets could be found around every corner (minigames, fishing, even hidden questlines or world bosses), where the game rewards you for digging into the mechanics of the RPG system (but doesn't require you to do so to get something out of it). It was so inspired by early RPGs that at launch, a lot of the skills and character abilities didn't even have specifics, because they wanted people to communicate their findings and, as a community, determine how stuff worked! :v: ...They eventually overhauled everything to say exactly what things did once enough people gave feedback that it was a pain to have to look up resources or keep asking what stuff did, but hey, it's the spirit that counts!

Is this singleplayer? Multiplayer?
The game has three primary modes- Singleplayer PvE, which is the bulk of the game, PvP, which is your standard Arena mode (if you've played Arena PvP in a mobile game before, you know what it entails already), and Multiplayer, a much more recent implementation that is, for the most part, limited to events and material dungeons in the form of 2-4 player parties.

What's the gacha like? Do you have to whale a ton to keep up?
Not in the slightest, most units in this game are viable for most content with enough investment and equipment, though there are obviously units that are better or worse when you compare them (and some content will be easier to clear with specific units). Part of the reason for this is that Last Cloudia approaches character building in a way few other gachas have even so much as looked at, as well as giving you a lot of ways to further augment a unit through equippable weapons, gear, and accessories- see below for more details.



Long, long ago, the world of Granzelia was ruled by the God of Ruin, Loug Zeus. Man and beast alike cowered beneath its power, but a hero by the name of Adel rose up to face him alongside a band of adventurers. They, with the blessing of a Goddess, were able to defeat him long enough to seal him away and bring peace to the land. Centuries later, the world has peacefully united under the Aldanian Empire, founded by Adel's descendants. However, reports of mysterious beasts disturbing the peace have been growing in number, and when Kyle, a knight, and his partner, Rei, undertake a covert mission on orders for the Empire, they quickly find themselves drawn into a quest that holds the world's balance at stake...

MAIN CAST:


Kyle: A knight belonging to the Twelfth Division of the Imperial Knights, Kyle is hot-blooded and often the one leaping into action before the rest of the group even have a chance to respond. His swordsmanship is second to none, but his attitude and penchant for trouble have prevented him from advancing in the Knight's ranks- which suits him just fine. Has a close bond with Rei, as the two have known each other since Kyle was a small child.


Rei: A single-winged, tiger-like beast who is capable of wielding azure thunder. He was found by Kyle as a small child, completely missing all memory of his identity and past- besides his name, that is. He has been beside Kyle's side ever since, and despite their frequent bickering, obviously cares deeply for him. Despite his gruff attitude and a level of power that exceeds even other beasts like himself, he is incredibly simple to please- one promise of all the food he can eat afterwards is all it takes to have him leaping into the fray alongside Kyle.


Theria: Originally an ordinary girl living in a small town in the Aldenian Empire, her kidnapping by members of a Blaze airship is what sparks Kyle and Rei's mission to rescue her. The reason for her kidnapping, as well as her connection to the strange events cropping up across the nation, is only one step on the group's journey towards preventing the return of the God of Ruin. Initially guarded on account of her kidnapping, the carefree, spirited nature of the others can't help but lower her walls and return her to her original, cheerful self.


Lilebette: A commander in The Blaze, a rebel organization at odds with the Empire that is pushing for both a wider acceptance of beasts in common society but also advancements in technology. A crackshot with a crossbow, she is aboard the airship when Kyle and Rei first make to rescue Theria, and ends up getting dragged along in the events that follow. Initially only joining the group to keep an eye on Theria as part of her mission, she soon finds herself warming up to the others, and begins questioning the reason for Theria's capture.


Zekus: A genius mage who was appointed to the position of general in the Emperor's personal guard at a young age, he was in the same class as Kyle when both were training together to become knights of the Imperial Order. Known for his tactical acumen as well as his extraordinary ice magic, he is often referred to as the 'General of Ice'. His trust in Kyle- and belief that whatever decision he makes must be the right one- leads him to abandon his position and join the others on their journey, even if it puts him at odds with those he once served alongside. Often finds himself having to be the voice of reason for the group... or at very least, the straight man.



Last Cloudia is a real-time action RPG where you build a team of units holding items called “Arks” and fight various enemies (and bosses) across multiple waves. Units, in turn, can be equipped with weapons, gear, and accessories, as well as being taught any number of skills which you can also equip to them (to a certain limit).

Units and Arks are obtainable primarily through the gacha (though some events have had welfare arks/units, as well as some being given for free in the main story or as a reward for questlines or world bosses), and the two are both vital to your ability to clear content in the game. Unlike a lot of gacha games, units do not have any kind of rarity assigned to them but have their own rate in the gacha pool, whereas Arks come in different rarities closer to what you'd expect from a gacha game.



Last Cloudia gives you eight different party slots to build how you choose. As I mentioned before, there are three slots for units and arks alike, and from this party screen you can do a lot of different things; you can change the equipment or skills on your units, you can edit the level of the Arks if you want to run a stage with a lower level Ark, and from the party menu you can also set up or adjust the unit you have available as a support for other players to use in battle.

We'll get into it more below, but Arks are how you teach units skills that they don't have the ability to learn as a default, and this menu will also show you what the next skill to be taught from the Ark to that unit will be- 'Lightning Gauge' to Rei and 'Mimicry [Fish]' to Zekus, for example. The menu will also notify you if a unit can't be taught anything else from the Ark it has equipped, as seen by Lilebette's Ark simply saying 'Ark Skill MASTER'. You can also see how many “souls” this party will consume per mission in the lower right hand corner: in this case, 4,400 Blue Souls, and 840 Red Souls- more on that later, too.

Each party can also have a 'Summon' set. Summons are powerful beings encountered either through the story or through hidden questlines on the world map, and each one provides a variety of effects, but you can only bring one into battle with you. More information on Summons will be listed in the Advanced section of this OP, so don't stress about it too much for now.

As for combat, let's just hop over to the World Map and bring up a location node first...



Each location on the map has its own list of story missions, standard for these type of games; there's also higher difficulties you can unlock after clearing the mission on Normal which have their own rewards (usually at a higher drop chance). Each mission has a recommended level and a trio of objectives to complete to get one-time rewards from. For example, if we take a look at 1-1 Setting Off:



Most objectives will be some combination of tasks like this, things like 'don't die' or 'clear within this amount of time' or 'use magic' or 'don't use a special' or so on; you can also preview what materials have a chance to drop from that mission. Once you select a mission to run, you then are given the option of which Support to bring along with you:



The list will always start with people on your friends list, and then from there bring up random players. You can only use one person's unit per day, and it refreshes upon the daily reset, so be mindful if there are certain friend units you want to save for specific fights. You can also choose to bring no support along if you so desire, but note if you do so...



…it'll result in you running the stage without a fourth party member. For this example, we won't be bringing a support unit.

Note as well that once you've prepared, the Auto-Run feature is available at the bottom; Last Cloudia's Auto-Run will basically continually repeat the stage until you manually stop it, you no longer have souls to expend to run a mission, or your party is defeated, so it's perfectly do-able to simply leave it running on your phone or on your PC and just check back in an hour or two later :v: This is how a lot of people farm up materials to auto-build new units pulled, and is pretty much recommended as a passive activity because of the grind time it saves you in the long run.

In any case, let's start battle!



Each combat has a set number of waves that will pop up at the start of each wave, though the enemies that can appear tend to draw from a pool of possible combinations- it's usually only the Bosses or specific quests that have specific enemy groups. You'll always start as the character in the first slot of the party, and you can see Lilebette's Skills at the bottom accordingly- if you wanted to control Rei or Zekus, all you'd need to do is tap their icon to switch control over to them. (You can also see on the right that one of Lilebette's skills proc'd at the start of battle; any skills that proc will show up there, whether it be through dealing damage, casting magic, healing, auto-procs, taking damage, et cetera, et cetera). It will only show these procs for the unit you're currently controlling.

The way that Skills operate in Last Cloudia is that each Skill starts out on cooldown and slowly fills over time- if you ever see the term 'SCT' or 'Skill Cooldown Time', that's talking about the length of time it takes to fill these skills. Once the meter fills, you gain a 'stock' of that Skill. Each Skill has its own set number of Stocks that the character can hold, and this varies from character to character.

While the character you're controlling will respond to your inputs/commands (if you have Auto off), the other party members will be AI-controlled, which includes using their Abilities, magic, and so on. You can also hit the Magic button to bring up that unit's Magic screen, which is where you can activate, you guessed it, any Magic that unit's been taught:



In addition to Magic, some units have non-magic abilities that can also be found here. Time stops whenever you bring this menu up in Solo content, giving you enough time to pick your desired Spell. This is also where you go to activate a Summon; the Summon gauge will fill over time in combat similar to Specials, and you can fire it off at any point once its meter is filled. Summons aren't a one-time affair, either- once you use the Summon, the gauge depletes completely and it starts filling up again from there.

You may have also noticed the 'Switch Target' button in the Magic menu; this is so that if you're wanting to cast a spell on a specific target, you can control who you're looking at when you cast it. Notably, there's a second way to switch targets found outside of the Magic screen, and this redirects that character's focus as a whole to the enemy you're targeting with it:



Either menu will show you a brief loadout of the enemy in question- its level, type, resistances, and any buffs/debuffs/ailments/etc it has active, but most importantly, this menu also gives you the 'Lock Target' option- this is a way to ensure the unit you're currently controlling continues to prioritize that enemy for attacks (important if you want the AI to focus a specific enemy).

If you hit the book in the upper right hand corner, this will take you to the Pause Menu.



Here you can refresh yourself on how many waves there are, what the objectives were for the mission, as well as what the setatus of your party is- if you tap on their box, it will bring up an actual menu with all of the details. For example, it looks like Lilebette's got some buffs:



Status Change will show current buffs, debuffs, and ailments the unit has, and any stat changes will be reflected in the stats shown up top. Traits is just a place to check what passives the unit has from the Ark equipped and any equipment they have on. Traits/Skills, meanwhile, are all the stuff from the unit themself- their Traits, their learned Skills, any Wards you've unlocked, that sort of thing. Not necessarily something you'll need to refresh yourself on in combat, but it's always nice to have the option to check, at least.



Every mission has a “boss” at the final wave, but generally this is just one of the other monsters, sometimes a little beefier but not always. It's usually pretty obvious which is a “boss” and which is a “Boss”, anyway. They have a unique health bar that sticks around as well as a “Break” gauge- damage dealt will slowly deplete this Break meter, and once it reaches zero the Boss goes into a temporary 'Broken' state, at which point they will stop acting and be more vulnerable to incoming damage of all kinds, which is usually your cue to pile on as many attacks as you can to take full advantage of it.



After completing the mission you're taken to the Results screen. Here you can see the standard stuff like 'how much money did you earn, how much EXP/AP did your units get, what items dropped', etc. You'll also see if your units learned any new skills or levelled up after this screen. Pretty straightforward stuff; combat itself is pretty easy to grasp in this game, it's when you start getting into pairing specific units together and learning how your dps operate and how to best capitalize on their skills that things can get more technical, though generally speaking you can just build your units and leave everything on Auto and do just fine against most normal content. :v:

You mentioned it before, but what is an Ark, anyway?

Arks are items that provide a passive trait to the unit holding it (and sometimes the party as a whole), as well as having a list of skills that Ark can teach to the unit holding it. In addition to the trait, each Ark will also provide Stats to the unit holding it. An Ark looks something like this:



There's a lot to take in here, but I'll give a quick rundown over the basics. You can see the Trait it gives whichever unit has it equipped, as well as a list of teachable skills. As you may have noticed, this Ark comes with four skills it can teach: Guard, Vigilance, Steel Guard, and Armor Equip. Thus, any unit that holds this Ark and goes into battle will slowly gain progress towards learning those four skills; battles reward “AP”, or Ark points, and the AP Rate multiplies how many AP the unit gains in that skill- for example, looking at the example Ark above, Guard has an AP rate of x18, so if the unit gains 2 AP in a fight, it will gain 36AP in Guard. Upon reaching 120 AP, the 'AP Gained' cap, the unit will have learned Guard, and thus can equip that skill and use it permanently going forward- even if the Ark is replaced or unequipped. Any unit can learn any skill from any ark, with no limit to how many skills are learned or how many units have that skill learned, and this is why Arks are just as important to unit growth as the actual units themselves- the more Arks you have, the more skills you can teach and the wider range of skills you have under your belt to improve your units as a whole.

Arks also have an 'Ark Ether Reward', or AER, which is a unique item tied to that Ark. Duplicates pulled in the gacha provide a % to AER progress, but there are also items that can be fed into Arks to manually raise its progress. (There is also a chance for the percentage to increase whenever a mission is cleared with the Ark being held, but it's slow going.) Upon reaching 100%, the item becomes available permanently. For example, this Ark's AER is:



It's a piece of armor! Additionally, you gain a permanent boost to how quickly units learn skills from the Ark whenever you obtain its AER, so there are other benefits to obtaining AERs.

The Arks scale from level 1 to level 10, but before I explain how to level them, I first have to touch on how Last Cloudia handles stamina- or rather, its lack of a stamina system for non-event content. In Last Cloudia, their way of “limiting” how much you can do at any one time is through the 'Souls' system. As you explore the map and progress through the story, you'll uncover 'Soul Spots' which passively fill up with Blue and Red Souls that you can then collect and store. You can upgrade both these spots and your total souls retained, thus increasing both how quickly you regain souls but also how much you can hold onto and spend, and this is a thing you'll just work on gradually as you play the game more and unlock more spots.

The primary use of Blue and Red souls has to do with Arks- both levelling them up and using them in battle. Take for example this other Ark:



As you can see, I only have it at level 8- If I want to level it up to level 9, I would need to pay 84,800 Red Souls in order to do so. You have to level up Arks to unlock the skills for teaching- for example, I won't be able to use this Ark to teach a unit 'God Heal' until it reaches level 10. Furthermore, the Ark traits scale the higher the Ark level goes, sometimes gaining new effects altogether. However, what also scales with the Ark level is the Soul cost; each Ark consumes a set amount of Souls each time you take it into battle, as seen by the Required Souls value at the top- in this case, this Ark will costs me 283 Red Souls each time I do a mission with it in the party. You can manually adjust the level of the Ark from the party tab, so if you want to use the least amount of Souls possible that is an option available to you (which is more convenient when farming for AERs, since it allows you to spend the least amount of Souls possible).

You can also just... not equip Arks, either, if your units are sufficiently strong. That would mean you can do missions functionally at no cost, which makes farming materials relatively painless when using Auto-Run.

Okay, okay. But what about Units? What's their deal?

The Unit tab is how you can look at and interact with the units you've obtained, and each individual character's page looks like this:



If you've played RPGs before then a lot of this should read naturally to you- stats are about what you'd expect with STR affecting the unit's physical attack strength, INT affecting the unit's magic attack strength, DEF affecting the unit's defense against physical damage, MND affecting the unit's defense against magical damage (and healing potency), that kind of thing. Same for attribute resistance (positive resistances help mitigate damage of that element type, negative resistances boost damage taken from that element type), and ailment resistances determine how likely a unit is to be afflicted by that ailment (or whether it's harder to inflict or, sometimes, impossible to inflict).

In addition to their normal attacks, characters also have four “Abilities”, which are unique actions (usually attacks) that only that unit and that unit alone can do, and are a core part of their overall kit. For example, Kyle's abilities are as follows:



He has three “Skills” (S1/S2/S3 are the common shorthand) and a “Special”, which is usually the most powerful skill that character can do and fills up gradually as combat progresses. How units' Abilities work tend to be vital to how strong they are, with a lot of different factors involved like hit count, range of attack, what element it is, and so on. If you're ever curious on how a unit's skill or Special works, feel free to ask in the thread!

In addition to these active Abilities, each unit also has two “Traits” which are unique passives that only that unit and that unit alone have, and are another core part of their overall kit. For example, Kyle's Traits are as follows:



His first Trait, Hot Blooded, increases his STR the more party members are incapacitated (dead), and his second gives his normal/auto attacks an extra hit of Light damage. Pretty cut and dry, since he's a free unit, but these traits can get pretty lengthy as you start to dig into more recently released characters.

One big thing to note about units, and their development, is that each character has access to an 'Ability Grid'- if you've ever played Final Fantasy X, this is basically the Spiral Grid from that game, but unique to each individual character. You can access it by clicking on the 'Unlock Ability' button; for example, if we open Kyle's...



You can see nodes that unlock base stat increases, Skills (the learnable kind), and Ability/Traits. All Abilities and Traits scale based on how many nodes you have unlocked, so as you develop a character their skills grow stronger and their traits become better. As you can see here, the grid is particularly large:



...but you can work on this over time. A big thing to note as well is that all Magic and Skills taught through this grid are “free” for a character once unlocked- they cost nothing to equip to the character. For example, if we look at this skill here, 'Sword Boost':



You can use those materials to permanently unlock that ability for Kyle. As you can also see, its cost is listed as '0 SC'- because it's free. SC, or Skill Cost, is a static cost each teachable skill has, and you can't go over the SC limit for that character at any time. You have to manually raise the SC cap through a combination of unlocking nodes in the Ability Grid and by using a material called 'Souls' to raise the Skill Cost limit. As you can see here...



…we have the option of either using souls specific to Kyle to raise the limit, or using a generic item called 'Mother Souls' that can be used on any character. Unit souls can be obtained in a variety of different ways (events, special dungeons, etc), and every unit has their own unique soul that can only be used on that particular unit (and only that particular version of a unit, so if a character has any “shifts” (alternate unit of the same character with its own separate skills, passives, grid, etc), the souls will only work on their respective version.).

Additionally, you can also check out the equipment that character is holding as well as what skills you've taught to that unit. To start with, let's look at Kyle's equipment:



...or rather, his lack of equipment. Characters can innately wield a weapon, a piece of armor, and two accessories, but what weapons and what armor they can wield varies from character to character. As you can see above, Kyle can equip swords, axes, lances, and staffs, as well as armor and plainclothes; there are skills that let a unit equip extra types of gear, so this isn't a hard restriction, but it can make a difference in terms of SC savings.

Each piece of gear is one of a kind and can only be equipped on one unit at a time- which means that once you buy gear in a shop or earn it from an event or an AER, you're set. On the other hand, though, it means that sometimes you might run into units having to juggle a weapon between them depending on when you're actively using them, so it's something to consider.

As for Kyle's Skills...



You can see he has two Skills equipped already, Attack Up and Sky High, because those are nodes unlocked from his Ability Grid. Additionally, you can see a few of the skills Kyle has learned from Arks, as well as their SC costs; if you so desired, you could equip those and further augment him for battle. You can also note the SC cap here, as well as move to the SC cap raise menu if you so desire, and there are tools to filter and search for specific skills/magic if you know exactly what you're looking for.

There are three final things to note when it comes to character development, and that's Enhancements, Awakenings, and Wards. Enhancements and Awakenings are accessed from the character's page, next to the button that takes you to the Ability Grid.

Enhancing a unit is how you raise the level cap of a unit from its default, and is also required to gain full access to the Ability Grid for that unit- you'll use materials from story missions or material dungeons to do that. Initially, you can only enhance a unit four times (or 4*), but once the unit is fully leveled to 100 you unlock the option to 5* them, which unlocks a few extra nodes on the Ability Grid as well as an extra 10 levels. Materials used to 5* units are harder to come by (some are only obtainable through events), so make sure you consider the unit in question before 5* ing them.

Awakening is a system that increases the base stats of the unit, as well as increasing the strength of the unit's Special, and is the second thing you use unit souls for. Each awakening costs a scaling amount of souls to do, and you can (at present) only awaken a unit up to 6 times- though the final two times are not necessary whatsoever and a lot of people don't even bother going the full 4 times until you have a unit's Ability Grid/SC cap maxed out first. Note that you cannot use Mother Souls to awaken a unit, only that unit's unique Souls.

The last thing you can use unit souls on is a recent addition called a Ward. Wards are the big node in the center of a unit's Ability Grid, and can only be unlocked once you also unlock the unit's 5*. Each ward costs 200 unit souls for that specific unit, but Wards provide a permanent buff to every unit in your box upon being unlocked (and stack with each other) so they're essentially the final thing to unlock for a unit. These buffs aren't particularly big or exciting, but every little bit helps, especially ones that increase the damage cap for specific elements- there's no need to prioritize them, though.

Sounds good. But hey, there's a load of stuff on the main menu, and I'm getting overwhelmed. What's the deal here?

The main menu is going to look something like this, although not everything will be available immediately until you progress to certain points in the story:



There's a lot of buttons here, so I'll just quickly run through everything from top to bottom. The top panel has your standard 'player rank, money owned, gacha crystals owned, etc' panel, as well as a visual indicator of how many souls you have stored at that moment. The trophy represents your current Arena ranking, and the orange gem is “Event Orbs” (which DOES work like Stamina, but only for specific dungeons/events).

Below that, you can see a scrolling banner of all the currently running events, gacha banners, and other updates- standard fare. New players should have buttons for pinboard challenges here, too. To the right are a handful of other menus you can access- some are pretty obvious, like Friend, News and Presents. The Arena Log is where you can check your history for Arena battles; Mission is general quests (dailies, event, permanent, etc). Inventory will let you review every item you own in the game, and lastly, Library is where you can go to review past story scenes, cutscenes, and so on.

Moving down to the bottom half of the screen we start to get to some of the more important sections, ones you'll be visiting a lot as you play Last Cloudia. The important stuff can be found behind the Features submenu:



The Alchemy Lab is where you go to convert materials into other materials, or to enhance equipment you've obtained that's eligible. The more you use the Alchemy lab, the higher your Alchemy level will get, which in turn unlocks new recipes for you to use. Material conversion is by far the most common alchemy you'll end up using, so don't worry about levelling up too much- it'll happen automatically with time.

Tours are a way to send units off on long-term missions to retrieve materials, money, EXP, and so on; the units you send out will still be available to use in combat if you so desire, and there is unique equipment you can get from doing tours if you're able to clear special objectives while doing so.

Conquer is one of the primary ways of gaining unit souls outside of events or specialized dungeons; similar to tours, you put units on solo “missions” with a timeframe where they'll be off doing the mission. Similarly to tours, the units are still available for use while in here, and the amount of unit souls you gain depends on how long you send them out for. You will want to have units in Conquer at all times.

Soul Spot is just where you go to collect the Souls that have accumulated over time; it's also where you can upgrade your soul spots or your soul containers. Simple as that.

Lastly, Trading Space is just where you go to trade currencies obtained from playing the game for items, gear, and so on; it's a separate space from the Shop, which is where the stuff you can pay real world money for is kept.

Below those we have the primary buttons, and those are relatively straightforward as well: Arena is self-explanatory, World Map is where you go to do the primary PvE content (story quests, side quests, world bosses, and various other hidden locations), and so on. Multiplayer lets you see what multiplayer rooms are open that you can join, and you can refresh it to reload the rooms available. Guilds are a recent addition, for now it's simply just a daily log-in and a way for players to chat in game, but they've said more content will be coming later.

And, lastly, Event, which is where you'll find currently running events as well as daily material dungeons and permanently added events (this is a recent addition, and they've said it will be added to gradually over time). Everything you do in the Event section uses the Orange Orbs in addition to the Red/Blue Soul costs, and Orange Orbs refill at a rate of 1 every 30 min.

The buttons at the very bottom are the primary menus such as where you assemble parties, where you can view specific Unit or Ark pages and make changes/upgrades from there, access the Shop (bundles, paid crystals, the standard fare), and the Gacha.

So what's the gacha like in Last Cloudia?

The gacha in Last Cloudia is, well, a gacha system: That is, you spend the in-game crystals to pull for Arks and Units. The pools are always a mixture of the two together, so you don't have to worry about pulling separately like other gacha such as Genshin.



A 10x in Cloudia is generally 3000 crystals, though occasionally they will do step-up banners or reduced cost banners as part of promotions. There are also banners that only use paid crystals, but the rates are identical between the paid and free banners; the key difference is that with paid banners, you also earn a unique currency called 'Credentials' which can be exchanged for special items (usually unique equipment only that unit can use, which players usually refer to as 'paid gear'). Paid gear is usually very strong, but is not a requirement to make a unit usable- it's just gravy rather than a missing part of the unit's kit.

Last Cloudia also has tickets, but rather than using them on banners tickets usually have their own gacha:



This allows them to release specific ticket types, including occasionally giving out tickets that give you a guaranteed Unit or Ark (that is, a guaranteed pull at random, not a specific one). Additionally, collabs or some events will often have their own Ticket Gacha separate from the regular one, and for those you should always use every ticket you can get your hands on.

As for pulls using crystals, the general rule of thumb is to never pull on the default Crystal Banner, as nothing is rate up and you're limited to Units and Arks that are in the standard pool only (and therefore will always be in the pool for every other banner as well). You'll instead want to see what banners are available and determine what you would like to pull for- if there's a collab running, that's usually the best target as collab units/Arks are particularly powerful and also only available during the collab period, so it's usually a good investment should you pull anything from it.

Similarly, there might be a banner called a 'Descent of Heroes' banner running instead; Descent of Heroes is Cloudia's equivalent to Gala banners, with special “DoH” units and Arks only obtainable during these banners. These units or Arks on average are stronger or have more unique niches that they fill, so they're usually a good target if you're just starting out, but if you're curious how good a unit is, you can always ask in the thread before pulling, to see if it'd be better to save your crystals.

Lastly, there's also a Friend Point gacha where you can use 1000 FP to do a 10x and get random materials; you also get a free 10x every 8 hours, but generally you want to save your FP until a special 'Friend Gacha Campaign' event happens that boosts the chances for rare materials to drop.

Okay, but what about re-rolling? I see that I get a free 10x at the start as a new player that I can re-roll on infinitely until I get an outcome I'm happy with. What should I prioritize?

Great question! There's two SSR Arks that are the biggest priority to keep an eye out for from that infinite re-roll, moreso even than units just because of what that Ark brings that no other Ark can replace.



The first one is an SSR called 'Sandwyrm'; it is the only way to date that you can teach a character the skill 'Dual Wield', which lets that unit equip a second weapon instead of armor and gives all of their attacks and skills double the hit count. Dual Wield is make or break for most units and not being able to teach units that at will can limit your options considerably. (More on that below.)



The second one is an SSR called 'Kaldina the Great'; this Ark brings two specific things that are very big for you if you're starting out. One of its teachables is a spell called God Heal which is hands down the strongest healing spell in the game even to this day, and pretty much all Healer units have it innate, but if you don't have access to a Healer yet you can teach this to one of your units and make do in the meantime. The other important thing it brings is its AER, a Machine weapon called 'Covert Gun Trishula' (or just Trish/Trishula for short). This weapon's passive is that Skills will ignore 100% of the enemy's Attribute Resistance; functionally, it essentially lets your unit's Skills behave as if the enemy has 0 Attribute Resistance, which means no matter what element your main DPS is it will be able to do damage against all enemies without fear of resistance. This is incredibly strong, especially for new players starting out, and this weapon still sees use on some DPS to this day, so having it early will make it easier for you to clear story while you're still getting resources and working on your first batch of units.

The best starting roll on your infinite reroll is one of these two Arks; don't worry too much about getting a starting character, there are some valuable permanent units but you shouldn't chase them too hard. From there, after getting everything from mail, missions, events, etc, take stock of what's currently live in the game and go from there, whether it's using the Start Dash gacha (FOUND ON THE HOME PAGE, NOT THE SUMMON TAB) to attempt to get some of the strongest characters like Lougseus or Baran, or rolling on a current DoH or collab gacha; if you want to know your best target, feel free to ask in the thread!

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Mix.
Jan 24, 2021

Huh? What?




So you know how the game's played and you have a rough idea of how the systems work, but you're finding it hard to figure out how you should be building your units. What skills are useful, and how do you tell what type of character you're even looking at? This section is for you.

Before we get into talking about actual skills, first you need to consider the role that the unit in question fills. As stated above, a unit's skills, traits, and grid skills are all vital in how that unit plays and what role they fill, because while you can definitely change the role of a unit if you teach them enough skills, it's usually better to lean into what they already have and augment or suppliment from there to get the most returns on what that unit's going to be doing for you.

Most units fall into the standard roles of PDPS/Mages, Healers, Tanks, Support/Buffers, and so on, but there are some other roles they can fill like Ailment DPS (ailments are legitimately strong in this game if you have the right units and bosses aren't inherently immune to every single type of ailment, either), or Thief (steal extra items so they're great for Auto-Farming), or Breaker (they excel against bosses as they can send the Boss into Break mode faster/easier than usual, and they usually tend to also be pretty good PDPS/Bruiser type units as well).

Being able to tell what kind of role a unit wants to be is a great first step as that in turn is one thing to consider when determining what that unit might be missing in order to get the most out of it. I'm going to use a unit from my own account as an example:



Heroic Lord Roland is a Soldier type unit with pretty good HP, STR, DEF, and MND, as well as pretty high resistances to both Light and Dark damage plus innate resistances to Silence, Curse, and Paralysis. His Abilities are all Light-element, meaning he's a pure Light unit, and his passives further give him damage and survivability; Even without looking at his grid, just based on this alone it's pretty clear he's a unit that wants to deal damage but also has a lot of innate survivability, making his initial roles that of PDPS (deals damage and cares about the STR stat), Bruiser (has innate self-sustain), and Tank (can weather damage without too much effort). This gives us a good idea of what he may already have in his kit but also helps us rule out what he probably won't care about (no need to give him INT buffs or magic, or anything that cares about ailments, for example.)



I have almost all of his grid completely unlocked so we can go straight to looking at his skills; he has a couple of packages in his grid including a Healing package (you can't see it in the screenshot, but he has passives that increase the strength of his healing for free), as well as a Guard package. Roland's also got a lot of stat and multipliers in his kit innately, further cementing his role as a pdps who can tank hits, keep himself going, and even heal himself or other party members when needed.

One thing he also has is a skill called 'Heroic Lord's Charisma'; Charismas and Animas are unique skills that only a specific character can cast that either provide a unique buff to the whole party or a unique debuff to all enemies; this buff/debuff can't be removed and stays applied permanently as long as the unit who applied it is still alive, but only one Charisma and Anima is “on” at any given time, so you can't stack these. These provide an extra bit of utility to the party as a whole and should definitely be taken into consideration when teambuilding; for example, HL Roland's Charisma gives the whole team +20% Special damage, +2000 damage cap to Specials, and -2000 incoming Special damage (...this last one is basically only for Arena), so if you have a DPS who relies on using their Special a lot he's a good partner for them because he augments their damage further. You can just choose to not cast the Charisma if you have multiple units in a team that have them, it's manually activated.

You can see all of the skills in a unit's grid (except their 5* nodes, but those are usually just stat ups and ability buffs) even if you don't have them at 4*, so you can scope out ahead of time what a unit has innately.

Once you have a pretty good idea of what role your unit in question wants to be, it's a matter of determining what they're missing and how to get the best out of it in turn. Different roles have different priorities, but the most common one used (and the one that's easiest to mess up) is how to get the most DPS out of your units (even the ones who may prioritize tanking or healing), so I'm going to specifically go into how to get the most out of your DPS here next.

Most units in the game rely on PDPS (that is, physical dps) for their damage- skills, auto attacks, special damage, etc. That said, while most units have pdps, that doesn't mean they can innately be A PDPS as a role, if their damage modifiers or innate abilities don't enable them to output high enough damage, which comes back to unit evaluation. Mages are a bit weirder, but I'll get into what skills they care about a little bit later.

There's one major rule of thumb when it comes to building a dps unit:

:kingsley: DAMAGE MULTIPLIERS ARE MORE IMPORTANT THAN STAT GAINS. :kingsley:

Specifically, skills that directly boost damage of a listed archetype rather than just increasing the unit's ATK/INT/etc will give you more damage because it's augmenting the damage itself instead of using the stat as a middleman. Early on, stat-ups are perfectly fine when you don't have access to a lot of teachables, but later on when your units are mostly built and it's more about what you can teach them stat boosts will have diminishing returns (and usually are left until last when unit building, for if you have free SC). This is also why your unit's Ability Grid is more important of an investment than just levels, as it provides more multipliers than the flat stats do.

This also counts for Crit Rate and Crit Damage- a good investment early-game, more negligible late-game, as your real goal is to get your unit to be hitting damage caps on your white (non-crit) numbers; they aren't uselss late-game, but they aren't a priority either.

Some of the best skills to keep an eye out for are as follows:



Dual Wield: It's the best PDPS passive in the entire game for a reason. It doubles hit counts, which means double caps, double break/faint triggers, double on-hit effects, double crits, double pursuits (extra attacks), etc. Unless a unit is specifically Single Wield focused (Leona, Shift Lanceveil, Shift Roland, etc), just assume Dual Wield as the default. Some units have 'True' Dual Wield, which also gives their Specials double hit counts.
(Learned From: Sandwurm [SSR])

Also keep an eye out for Doppelhander and Two-Handed [X], which are the Single Wield payoff skills; they give +20% physical damage, +10% critical hit rate for physical attacks, and +5000 damage cap for physical attacks. Usually, but not always, if the unit wants to be SW they will already have it innately.
(Learned From: Too Many to List)



Sharp Eyes: It's simple- 3% MP for 50% Skill damage. This skill is what enables a lot of explosive damage bursts, and shines in short battles, but can also still be used in longer fights if you have the ability to get MP back consistently.
(Learned From: Foreign Land Megrona [SSR])



[X] Slayer: Anti-X effects (Stone, for the above example) provide a +50% damage boost to physical attacks when targeting an enemy with a type matching a Slayer that's equipped. Generally when building a unit you'll want to keep 8-9 SC “reserved” for the relevant Slayer based on what content you're going after. You always want to prioritize “Slayer” over “Killer”; Slayer is both normal attacks and Skills, whereas Killer is only normal attacks, and they do not stack.
(Learned From: Too Many To List)

Also keep an eye out for Special Boost, which gives +50% damage to Anti-X effects at the cost of 6SC!
(Learned From: Moonlit Murder [R])



Surprise Attack: +50% damage to all attacks (both pdps and mdps) when attacking the back of an enemy! Very strong, and only 4SC!
(Learned From: Beast Hunter [SR], Terror of the Grana Seas [SSR], Tide Beast Megalodon [SSR])

Also keep an eye out for Backstab, which gives +30% for physical attacks hitting the back (which stacks) at only 2SC!
(Learned From: Moonlit Murder [R])

Also keep an eye out for Magleon, which is a pretty pricey skill at 11SC, but gives a scaling physical damage buff based on how far away the enemy is, up to +50% at max distance. Does scale with the above, but is only really noteworthy on units whose normal attacks are ranged.
(Learned From: Heaven's Bow Star-Lord [SSR])

Also keep an eye out for Sky High, which gives the unit +20% damage if the unit is airborne- the metric for this is purely 'are they off the ground' which means if a skill or attack has the slightest bit of knock-up it will turn this buff on. At 4SC this is a STEAL and absolutely should be on your pdps.
(Learned From: Dimensional Rift [R], Divine Beast Hunter [SSR], Bolt-Bearer's Ascent [SSR])



[X] Weapon Boost: Weapon boosts are must-have, once you can teach the appropriate one to the unit you will do so. There are a few specific things to note about them: Equipping two weapons of the same type do not activate the effect twice, weapon boosts of two different types (with Dual Wield) do stack, and multiple versions of a weapon's boost type also do stack. There are multiple tiers and you want as many of them as you can get; Boost is 10% physical damage, High Boost is +30% physical damage, and Mega Boost is +30% physical damage/+2000 damage cap for physical attacks.
(Learned From: Too Many To List)



[X] Element Attack Raise: Elemental Attack Raises are very, very expensive SC wise, making them a bit harder to work around if the unit doesn't have these innately, so don't feel too particularly bad about missing out on them; the main reason I mention this here is that this impacts everything attack-wise, not just physical damage, so if you have the spare SC this is a decent investment but isn't a priority. (Note that 'X Boost' specifically only boosts magic damage; make sure you read the skills before you equip them! :eng101:) Attack Raise 3s also come with +2000 cap increase, but at the time of this post none of those are teachable from Arks so they aren't a consideration for teachables yet.
(Learned From: Too Many To List)



[X] Element Drive: Elemental Drives, on the other hand, are a must for pdps units, though not all of them are teachable just yet as they're a more recent addition. They are cheaper than their Attack Raise counterparts at the cost of only impacting physical attacks and specials. Drives are 10% damage, High Drives are +30% damage, and Mega Drives are +30% damage and +2000 damage cap for the respective element. If you have access to an Ark that can teach it and it's the right element, the Drives should get priority (though not as much as Weapon Boosts)
(Learned From: Too Many To List)

Also keep an eye out for the actual skill named Elemental Drive, which is a 10% Fire/Ice/Earth/Thunder physical attack and Special damage boost for 8SC. Pretty much only useful on a couple of units that are both physical and “rainbow”, but it's a pretty good back-pocket skill that could be relevant down the line.
(Learned From: Elemental Ark [SSR])

This next section are skills for Mages specifically- it's much harder to make a unit a good Mage versus making a unit a PDPS so Mages are a lot more scarce, and you pretty much will only use units whose traits support them being mages, such as Angela:



Some skills that work for pdps also work for Mages; if it doesn't specify “physical” attack, then it will count for Mages. Furthermore, Mages generally do want MP Up passives for obvious reasons; additionally, Staff Weapon Boosts buff attack magic power rather than physical power, as you generally won't be using a Staff on a pdps :v: Lastly, they've recently been adding X Geyser skills, which are functionally Slayers but for Magic, and follows the same priority of 'save enough SC to have the relevant one equipped'.

That said, there are also a handful of skills that ONLY work for Mages:



[X] Element Boost: These are the magic boost equivalent of Attack Raises, but these are much more efficiently costed. Normal boost is +10% damage, High Boost is +30% damage, and Mega Boost is +30% damage/+2000 damage cap for magic. Like physical boosts, these do stack.
(Learned From: Too Many To List)



[X] Element Boost: Pretty straightforward. Magic deals +75% more damage but costs +50% more MP. Most of the good Mages have this innate, but not all! :eng101:
(Learned From: Skyship Lonvalion [SSR])



High Level Magic Chant: It decreases the unit's cast time. This combined with the Recast buff (preferably Auto Recast) is vital for Mages, as it makes it easier for them to get Spells off faster.
(Learned from: Radmoon Ruins [R], Hidden Treasure Makyodyne [SR])



Thaumaturgy Ring: Okay, this one is not one you are going to be able to teach to units on your own unless you luck into a specific UR ark, but I'm mentioning it here specifically as a reference since a handful of units DO have it innately and it is a pretty strong skill. Basically, the way Thaum Ring works is when the unit with it uses physical attacks, +20% of their INT is added to STR/INT for its damage calculation.... which means that Mages who have this can be turned into pdps because their naturally high INT stat will be part of damage calculation for physical attacks. There is a Thaum Ring+ that only a few units have that's +30% instead, and to my knowledge it does stack, but it's not teachable so its barely relevant.
(Learned from: Theopolis of Lost Souls [UR])

Note: there is also a skill called Orgone Ring that is basically the inverse of this, 20% of STR is added to INT for its damage calculation. It has made zero waves and was on a summer LR ark from the gacha, so not a lot of people got it for testing, either. There's a couple units who have it, but it's pretty much only for hybrid units who want both STR/INT and those are in very short supply.

This last section are for skills that are just generally good for sustain/survivability and are worth consideration in general.



Proud Force: Incredibly useful and most PDPS should have this since it's only 4SC. One of the most valuable self-sustain effects you can get and it's on an R so you get access to it really easy. While you don't want to lean really hard into Crit packages late-game you still usually pair it with Crit Up 2 and/or Fast Critical, which are the best SC to effect value. Note that this does scale off MND a little, so having Metis buffs will make the healing from this be larger (if for whatever reason you aren't using Sharp Eyes, you could use Dusk, too).
(Learned from: Broken Sword at the Shore [R], Icy Guardian [SR])



Pose of [X]: There are three of these and they are all 2SC, which is absurdly cheap for the value they give, which is some kind of reward every time you kill an enemy. Glory gives +5 SCT to all skills, Honor gives 5% MP, and Victory gives 10% HP. These are all pretty useful for multi-wave stages or fighting many adds, and, well, again, they're 2SC, so you can fit them in. Glory and Honor are the more ideal ones since you'll probably already have Proud Force.
(Glory is learned from: The Final Oath [SSR], Rebel Dragoons [SSR])
(Honor is learned from: Flower of Falnia [R])
(Victory is learned from: Flaming Hero [SR], Stardust Live [SSR])



Pirate's Feast: Pretty self-explanatory, for multi-wave stages this is a great way to start waves with full skill stocks. Surprisingly only on a couple of units, so even though it's 9SC if the unit's reliant on skills this can be a great include- shines in stuff like Tower and Multiplayer. For single-stage content, look to Skill Charge X skills instead as those trigger at the start of a wave instead.
(Learned from: Pirate Ship Legnis [SSR])



Goddess Kiss: Regular attacks have a chance to absorb 2% of damage as MP. The best non-Pose of Honor way to regenerate MP, and if RNG loves you you can instantly jump up to max MP. This is especially good on units with really bonkers regular attacks and is a good pair with Sharp Eyes.
(Learned from: March of the Saints [SSR])



Spirit Breath: Note that 'Active Abilities' means actual active Heals like God Heal, Healing Wind, Stardust Heal, etc. Stuff like Proud Force, Pose of Victory, Regen effects, etc; will not proc this. Good if you have a Healer unit, +3 SCT for every heal is a pretty good extra effect, but this is definitely team dependent.
(Learned from: Archangel Smile [SSR], Galiano Falls [SSR])

If there are any skills not listed here that you're curious about, feel free to ask in the thread! Note that this only includes skills readily available through SSRs, and for the most part avoided skills only obtainable through UR or LR Arks. :eng101:

One last tip to note about character building, specifically in regards to equipment: weapons with element affinities will count as that element for each hit (and thus if with Dual Wield the two weapons are two different elements you'll get one hit of each). However, this means that skills that buff specific elemental damage will only buff your attacks if they match that skill's element (so an Earth unit wants an Earth weapon, Fire wants a Fire, etc); Neutral element, meanwhile, won't get any buffs from element buffs (there's No-Attribute skills instead), but in turn also will deal equal damage to all enemies regardless of elemental resistances. This is usually why neutral-element units have lower damage caps, to compensate for the power of being equally relevant against all content in regards to elemental coverage. :eng101:



What are some good Arks to use for my DPS units?

- Terror of the Grana Seas [SSR]: Incredibly good for Breaker units because it gives all of their attacks have higher break level and also gives a STR +40% buff that slowly decays for 180s. Incidentally, gives the unit a 40% chance to ignore 50% DEF on all physical attacks if they have an Axe equipped, but Axes are one of the least used weapon types...

- Phoenix Blow [SSR]: Also a good Ark for Breakers since it gives higher break level, but is a more universally useful DPS Ark because 25% chance to get 10% Special gauge per enemy kill, and a flat +25% to Skill Damage no matter what element. Good if you're having trouble hitting cap still.

- The Silver-Grey Swordsman [SSR]: Physical damage goes higher up to 40% based on how big the enemy is, so bosses basically. Also +2 Movement Speed and +50% for the first Skill used. Pretty great if you're going into a boss fight, also again not element-tied.

- Icy Guardian [SSR]: Probably one of the best PDPS Arks in the game, hands down. +40% Crit Damage for all Phys Attacks, when you get a Crit you get an Ice Pursuit (extra hit) that hits 48-50% damage, and Fire/Ice +20 Resistance. Just really, really strong.

- Heaven's Bow Star-Lord [SSR]: This one also has a (weaker) Neutral-element Pursuit off Crits, but this Ark also gives you +25% damage for any Attribute Weak or Anti-X effects (Slayers/Geysers). Also incidentally if they're a Bow-user they get a small crit rate boost.

-Aldana Institute of Magic [SSR]: There's less Arks for Mages but there's still a few worth mentioning here; this one gives -15% phys damage received when the unit has a Robe equipped, a scaling +3% INT up each time this unit kills an enemy (caps at +30%), and for each alive Sorcerer in your party you get +10% Magic Damage (caps at 40%). Note the INT buff does not go away at end of wave, it only resets when the Unit dies.

-Elemental Ark [SSR]: This one buffs all regular damage by 20% if the unit is a Spirit, gives all Fire/Ice/Earth/Thunder magic 30% Attribute resistance, and +500 damage cap for all Fire/Ice/Earth/Thunder attacks. This kind of attribute resistance doesn't come around very often, this one obviously shines if the mage in question is multi-element but you could also easily justify using this on a mono-element mage honestly if it's one of the four.

Additionally, most of the UR arks have damage cap raises on them but for specific elements or types of damage, and if you luck into pulling one of them then it's pretty obvious what units it'll pair well with. :v:

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What are some good AERs to prioritize for farming or for tossing these AER potions into?

Before the list, I want to first clarify you should never throw AER potions/Etherion into R or SR arks, you'll get plenty of those over time just as you do gacha pulls and it'll be a waste. :eng101:

-Covert Gun Trishula, from 'Kaldina the Great': Single most important AER you can get and should be a priority once this Ark is obtained. I explained why above, but to reiterate, this weapon's passive is that Skills will ignore 100% of the enemy's Attribute Resistance, which essentially lets your unit's Skills behave as if the enemy has 0 Attribute Resistance, This means no matter what element your main DPS is it will be able to do damage against all enemies without fear of resistance, and will help carry you through a lot of the early story.

-Mithril Relief, from 'The Silver-Grey Swordsman': This accessory is to this day pretty commonly used on any DPS that cares about using swords, as it's a pretty significant 65 STR stat increase (and 200 HP) and also gives the holder +1 Movement and +10% Skill Damage if they have a Sword.

-Palm Calculometer, from 'Durandal Reborn': It's Mithril Relief but for Machines instead of Swords, and a 66 STR/INT stat increase instead. Here's hoping we end up getting one for each weapon type!

-Desert Rose, from 'Harmattancraft, St. Rose': It's a surprisingly good accessory that gives 250 HP, 60 MP, 10% damage for both Neutral and Element attacks, but most importantly, it gives a level of innate resistance against Curse, Paralysis, and Illness, which is really great to have on an accessory. Really good target if your main/starting DPS is Earth.

-Mecha-Cannon Veldis, from 'Mechadragon Veldios': It's a really strong Thunder Machine with 169 STR and 95 INT, but more importantly it gives all of that unit's Physical attacks and Special a 10% chance to have a Thunder Pursuit (extra attack) for 99-101% damage. This is one of the strongest Pursuits you can get in the game as a whole and the weapon itself is already pretty strong, and if the unit in question already cares about Machines it's even better. Great to have as an option.

-The Divine Law of Caltia Roun, from 'Vell=de=Org': This is a robe that's one of the best options for your Healer (or a Mage, maybe), as it has some great stats (30MP, 84DEF, 215MND, 10 Light Res), but most importantly it grants the unit with it a permanent 2% MP every 6s regen effect at the start of a wave, something you really can't get that strongly for free anywhere else.

-Bangle of a Master Thief, from 'Pirate Ship Legnis': Absolutely must-get eventually, especially if you don't have a Steal unit as a new player but do have this Ark. This accessory gives the holder a 10% chance to Steal an item every time they kill an enemy, so it basically lets you turn any unit into a would-be Steal unit (or hell, put it on the Steal unit, each instance of Steal procs is its own thing so it makes you even more likely to get the extra items).

-Sphere of Four Jewels, from 'Elemental Ark': Really solid accessory for any tanky/bruiser units, as it gives the unit in question 500HP, 50MP, 10 Elemental Resistance to Fire/Ice/Earth/Thunder, as well as reducing all incoming -10% Damage received from Fire/Ice/Earth/Thunder attacks. Pretty great since it helps you deal with 4/6 elements innately.

-Briskblade Zestina, from 'Icy Guardian': Really solid Ice sword with 192 STR, 30 DEF/MND, but most importantly it has its own instance of '+3 SCT to all skills when killing an enemy', which does stack with Pose of Glory. Ice is unfortunately a pretty scarce element at the time of this posting, but if you don't care about that or do get a cool Ice unit and want to use them, this will be a great option (or if you just don't care about it being off-element).

-Venocleave, from 'Venom Dragon Babalaad': Really good Dark claw with 170STR and 66INT, this weapon is incredibly good to have because it gives the unit's regular attacks a 3% chance to inflict Poison (similar to the Research line of skills) but more importantly gives the wielder +50% damage (OF ALL KINDS) against enemies that've been inflicted with Poison. Claw weapons are also some of the harder to get, and this is basically your best option if you want a Dark unit to use it.

-Alt Defenser, from 'Ancient Weapon Lougahn': Pretty much one of the best defensive accessories in the game, this gives 70 DEF/MND but more importantly gives an extra +10% DEF during boss fights, as well as giving the unit a 10% chance to automatically Guard against physical attacks and reduce the damage received by -25%. More important if you're using a Bruiser or Tank in your team.

-Maja's Wand, from 'Great Temple Maja': This is just a really solid option for Mages even though it prioritizes Light magic with its +30% Light Magic damage buff, because it has some really great stats- 40MP, 65STR, 182INT, and 167 MND. Good Mage weapons are more scarce compared to pdps weapons, so you take what you can get basically.

Also, obviously UR and collab AERs are worth chasing if you happen to get any of those, some of the most nuts equipment is from those Arks, but I don't think you needed me to tell you that. If you need help finding good equipment or have questions about an AER not listed here, feel free to ask in the thread!

***************

So what's the deal with 'extra attacks'? How do those kind of effects work?

Extra attacks, often referred to by the playerbase as 'Pursuits' or 'Pursuit Attacks', are an extra hit of damage that can sometimes be generated based on specific factors (specifically, some kind of trait, skill, equipment, etc that generates them). The most common way of getting them is through the Impact skill group, which provide various ways of (potentially) getting an extra attack- Impact gives 20% chance, Double Impact is a guaranteed Pursuit, Triple Impact is two guaranteed Pursuit hits. Pursuits have their own unique damage modifier and are considered separate from the actual attack that triggered them, but they are tied to that attack that triggered them; they share the same damage cap (but do not contribute to the cap for the original attack), and their actual damage amount is a percentage of the attack that triggered them. As an example, Kyle's trait "Star Force" gives all of his attacks a Light element Pursuit hit; it has a 100% chance to proc (so it's always happening, and it can be mitigated/amplified based on the enemy's elemental resistance towards Light), and its damage percentage is 95-100%, which means each Pursuit that happens from this origin point will be 95% to 100% of the amount of damage that the original hit deals. Most importantly, Pursuits stack- each one is treated as its own source and therefore can/will trigger (based on what its chance to proc is) independently of each other. This is also yet another reason why Dual Wield is absurdly busted on most DPS units, as it means your unit has double the chances to proc Pursuits since they're attacking twice. Once your DPS unit is hitting cap consistently and you can't raise that cap any more, Pursuits are a way to get more damage at that point provided you can afford the SC or equipment to generate them.




The Last Cloudia Goldmine – Seriously, this site is a godsend, even if it's still functionally in beta. If you've ever wanted to look up equipment or what an Ark does or what Arks/Units have what Skills, this is the resource for you. It's purely numbers though, there's no kind of determining on how good or bad stuff is, this is JUST a database. The guy who maintains it has been around since basically day one (when he would datamine the game to get the actual specifics on what skills did back when, uh, we didn't know that :v:), and it's pretty much used by everyone in the community.

Ark Ether Farming Guide – This is for those of you who want to farm AERs manually once you're out of potions; they also get into some more specifics about what are some good AERs to go for, and include some that I didn't list above!

World Bosses Guide – This guide is to the various megabosses you can unlock as you progress through the story, and basically gives you everything you could ever need when it comes to preparing and fighting these! Credit to Enma/Duke for throwing this together.

Jabberwock's Collection Sheet – Even though the person maintaining this sheet is on hiatus (and most of the links on the About page are incredibly outdated/not worth referencing), this is still a really solid way to check for gear you may be missing as well as hidden quests and certain side content, like Fairy or Butterfly collection.


Friend Code List:
If you aren't on this list, post it in the thread and I'll add you to the list! Also, if you're a returning player and are no longer in the guild feel free to post about it and we'll see if we can re-add you!

Mix - 154329137
Arzaac - 171309198
PatentPending - 156474697
Garrand - 164305480
Avoracio - 195893301
Mancall - 170707468
Cirina - 185151273
Xobraix - 171244378
Ceritus - 163210020
Drashin - 138104485

Mix. fucked around with this message at 01:30 on Sep 20, 2023

Mix.
Jan 24, 2021

Huh? What?


Reserved just in case. :eng101:

Arzaac
Jan 2, 2020


I tried playing Last Cloudia a little bit ago and fell off pretty quickly; mostly I think I was just sick of gachas at the time. Regardless, I'm back here with a brand new account, because my old one was lost when I switched phones. :v:

Don't have too much of an idea what I'm doing, but hey, I picked up Sandwyrm on my tutorial pull at least! Also got Prince Gorm, not sure if he's any good at all but haha spears go brrrr

Guess I might as well throw my friend code into the mix: 171 309 198

Mix.
Jan 24, 2021

Huh? What?


Arzaac posted:

Don't have too much of an idea what I'm doing, but hey, I picked up Sandwyrm on my tutorial pull at least! Also got Prince Gorm, not sure if he's any good at all but haha spears go brrrr

original Gorm is pretty okay, he's one of the better release-period units since he's Neutral element and has some okay stuff in his kit that Tanks would want; there are better Tanks, but he got a shift recently that's a massive improvement and since all the skills you teach a unit are shared between shifts investing in him won't be too bad if you happen to get his shift down the line :eng101:

PatentPending
Nov 27, 2007

[1950s eel-based dad joke]
That’s a really helpful couple of posts; I was wondering which AERs I should unlock next! Of course I just accidentally wasted 250 event tickets on an item-farming team with no summons on, so it can wait I guess.

Friend code 156 474 697; I’m sharing a Theria for heals but I’m considering changing it to something a bit more deathy. Suggestions welcome!

Garrand
Dec 28, 2012

Rhino, you did this to me!

Very nice op!

I seem to be getting all the shifts; got prince gorm and crystalia gorm, cyberslayer alice and alice, prince roland and heroic lord roland, as well as knight lord kyle.

I'm thinking it may have been a mistake to just constantly use auto set arks every time they learned all the available skills; my more used characters now have a ton of skills and magic that i don't think will ever get used but i have to sift through when setting what i want. It's just so expensive to level the arks past level 4 or 5 and it feels bad not getting ark skill xp.


164 305 480

Mix.
Jan 24, 2021

Huh? What?


Garrand posted:

I'm thinking it may have been a mistake to just constantly use auto set arks every time they learned all the available skills; my more used characters now have a ton of skills and magic that i don't think will ever get used but i have to sift through when setting what i want. It's just so expensive to level the arks past level 4 or 5 and it feels bad not getting ark skill xp.

Believe it or not some of the top end/whale players usually teach literally everything they can to a unit even if its not relevant just because you never know when something might become meta later, or the unit gets a shift that fills a different role and it suddenly becomes relevant, but that's obviously not a great priority :v:

sometimes something funny happens that breaks a really old collab skill that people ignored at the time it released, like how nobody cared about Honey Elixir when Mana first came around because people didn't realize how loving busted 'restore all skill stocks' on a spell was and just saw 'lose all your MP' and stopped caring there:



or how since nobody really pulled for the old Slime arks nobody really messed around with the spell Name Giving until SKyle came out and suddenly it was a way to reduce his HP by 50% at the push of a button:



granted both of these are limited skills, but legitimately sometimes something just hasn't properly been explored or tested and might end up useful later. :eng101: people used to turn their nose up at Lukiel's shift but it's still considered one of the best main-pool units just because being able to freeze time with her ult and go wail on the boss a shitton is, uh, still nuts

Arzaac
Jan 2, 2020


So, one thing I haven't really figure out yet; what actually determines whether something is Magical/Physical based? I'm assuming pretty much all spells are considered magic, but what about abilities? Is there a way to tell if an ability is physical or magical?

Garrand
Dec 28, 2012

Rhino, you did this to me!

From what I can tell all skills and regular attacks are 'physical' attacks, which really threw me off originally since they also talk about light/dark and other elemental damage, but it's still 'physical'. physical just seems to be a broad grouping.

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

Very nice OP! I've been playing for the better part of a year now. Let's see... I'm gonna try sharing a profile screenshot

Mix.
Jan 24, 2021

Huh? What?


Yeah, physical damage is explicitly normal attacks and skill damage. Magic damage, on the other hand, are actual Spells that have to be cast. If something only says "damage" it encompasses all kinds of damage. Element comes into play from the skills' element, the normal attacks element (taken from the equipped weapon), or the magic that's cast (self-explanatory).

There's some other quirks to keep in mind as far as damage goes; the big one that comes to mind are what the playerbase call "Pursuits", in-game called 'Extra Attacks', which are, well, basically any effect that gives you an 'extra attack', most commonly the Impact skills. The way that Pursuits work is they're separate extra hits of damage that are added to every hit of a specified attack. They have a separate damage formula, as the damage they deal is based on a set percentage of the Attack they're added to. They have the same damage cap as the Attack they're added to, but they notably do not count towards the damage cap of the original one, so once you're hitting cap Pursuits are the next step to get that extra bit of damage in if you can spare the SC for it (or if the unit has some kind of way of getting them through innate traits/grid skills, equipment can provide it, an Ark passive, etc); notably, all instances of Pursuits do also stack, so if you have multiple X Impact skills equipped they each will apply their own (or have a chance; Impact only has a 20% chance, Double Impact has a guaranteed Pursuit, and Triple Impact adds two Pursuits). This is important to keep in mind for the unit Yashamaru, as he explicitly gets steal chance procs whenever he successfully Pursuits, so if you're using him as a Farm unit you want to make sure he has as many chances/Pursuits as he can get. :eng101:

Mix.
Jan 24, 2021

Huh? What?


apparently potions are in the pool for the random poo poo you get from guild logins. and yes. that includes rainbow potions. someone in a discord server my partner's in apparently got it just now on their login. so uh. guess there's your incentive to keep checking in til we get actual content! :v:

The man called M
Dec 25, 2009

THUNDERDOME ULTRALOSER
2022



Just joined Goon. IGN Mancall.

Arzaac
Jan 2, 2020


So uh...any advice on Gacha? The start dash banner is tempting, with it's double rate up, but I don't know if the units are up to date. It's got Knight Lord Kyle, Holy Knight Ruuto, and Luigi Lougseus and his 4 disciples.

Guess I'm just wondering how that compares to the banners with Alice and Roland.

FWIW I did already pull Rabbala.

Arzaac fucked around with this message at 18:02 on May 6, 2022

Mix.
Jan 24, 2021

Huh? What?


See, normally the answer is 'the start dash banner, it has a lot of good options but most importantly Lougseus who is to this day still one of the top units in the game and defined the top end of power since his release', but, uh, Roland is the first unit to legitimately stack up against him just because of how much of an all-rounder he is- damage, healing, tankiness, self-sustain, etc. So honestly I think you'd be better off going after Roland first if he's appealing to you at all just because of how much he's gonna help you in the early game.

Alice is pretty great but she's much more appealing to player who already have a pretty robust box since she shines with a lot of other stuff already obtained, and a lot of the other units in the start dash banner are still pretty usable (Baran is a great neutral DPS, Ruuto is a really solid tank to have (especially in Arena), SKyle is in a weird place but still perfectly serviceable and really just feels like he's missing something like another unit or a skill/ark to really pop off, etc)

Rabbala is a solid mage who'll shine best once you're in later stages of the game and have access to stuff to take full advantage of her (honestly a lot of her use is the fact that she provides an innate elemental res down, which is great for burst dps strategies); she wouldn't be your primary focus for development but she'll definitely be a good unit to use especially if you find yourself needing a Mage.

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

I have slooooowly stacked up 85k wish crystals, and I am honestly tempted to throw some of them at the Roland or Alice banners to see if I get a duplicate char and push their skill point cap higher. Both of them are extremely solid characters, and I'm not quite at the 8k crimson I need to buy that fancy Lougseus item.

Still, long term it is probably better to save. With the amount of power creep we see in Roland, it is quite possible that some absolutely absurd stuff will be coming along in other elements. We have a light character with incredible support, tank, and offensive capabilities, and we also have an dedicated dual wielding super-nuker. Seems like the ground is ripe for some crazy meta-reshaping units in other elements. I wouldn't be surprised at an earth char with some kind of overheal, barrier, or super-armor that lets your characters walk through attacks that would otherwise stagger or KO them. Or maybe a fire buffer that dumps a bunch of extra Pursuit bonus hits on the party's attacks.

Mix.
Jan 24, 2021

Huh? What?


Ironically we already got units that give extra Pursuit bonus attacks on the party, they were Primm and Duran from the Mana event :v: Flame/Ice/Stone/Thunder/Holy/Dark Saber add a 'Pursuit of their respective element that deals 45-55% damage for 40s' buff to a party member (and you can only have one of them on a unit at a time so no stacking)

there was also Moon Saber which despite its naming is not one of these and DOES stack, but it adds 'regular attacks absorb 20% of damage as HP for 40s' buff to a party member which is frankly a little nuts for only 4SC and 12MP


also we already have an earth unit that gives people flinch resistance, it was Granadas :v: his ult gives all allies skill/special damage taken -50% and won't flinch from physical attacks buff

Mix. fucked around with this message at 23:01 on May 8, 2022

Mix.
Jan 24, 2021

Huh? What?


Oh hey, the next unit's been announced! And it's... Lillebette's grandfather?!?! :supaburn:



Mechanical Murren posted:

Trait 1 - Chance to resist flinch from non-Thunder physical attacks. Physical attack and Special damage taken -60%, but magic attack damage taken +20%. Chance to get Stun when taking Thunder magic attacks.
Trait 2 - Machine Equipped: Machine STR +100% and Fire damage +40%/damage cap +8000. Wave Start: Boost unit's HP/DEF based on number of Machine types in party (max +40%)

Skill 1 - Frontal jumping medium area Fire combo attack.
Skill 2 - Wide-area, long-range Fire combo attack around the target. (Punch attack damage cap +30,000).
Skill 3 - Charge and deal a frontal medium-area Fire combo attack that pushes enemies.
Ult/Special - Powerful frontal, wide-area Fire combo attack. (Punch attack damage cap +100,000)

New Skills (i.e. stuff we've never gotten before):
Mechanical Charisma - All Machine-type allies' STR/DEF +30%. (Doesn't stack w/ other Charismas)
Rare Metal Body - Draw more enemy attention but become less likely to faint. Boost movement speed.
Anti-Type Shield - Anti-type effect attack damage taken -10%.
Machine Mastery - When unit has Machine type, give an anti-Stone type effect to physical/magic attacks, Special, and Counter; damage taken from Stones -10%, skill damage +10%.
Powerful Motor - SCT recovery speed -10%. Skill damage +30%/damage cap +5000. Break +125%.
Machine Buster - Give physical attacks/Special/Counter an anti-Machine type effect.
Mineral Extraction - Item drop rate in quests x1.35 (not stackable)
Armor HP Plus 3 - Armor Equipped: HP +20%.

Other Skills of Note in Grid:
Scylla System - When receiving Magic damage, grant the following buff based on the Magic's attribute: "-35% damage received from [ELEMENT] Magic for 60s". (Each element buff can only activate once per wave.)
Fiend Shield - -20% damage received from Beast/Plant/Insect/Bird/Fish/Creature type enemies.
Ohma Medic System - When inflicted with a basic status ailment, 45% chance to activate the following effects: Heal 20% HP and cure the status ailment.
Fighting Spirit 3 + 4/Resolve Up 5/Defense Up MAX/Beast Alliance/Guard/Vigilance/Heal Guard/Guard Charge/Fire Drive/Fire Mega Drive/Fire Attack Raise 3/Machine High + Mega Boost/Shockwave 2/Auto Brave/Ultimate Boost 3

:supaburn: So basically he seems like he's another tank but with a lot of DPS in his kit. Seems like he might be a more DPS heavy counterpart to some of the other tanks like Shift Gorm, Zouglas, Ruuto, etc. Definitely tempted to pull just for his art lol. Very surprising and legitimately unexpected, he was not particularly high on people's lists considering how long he's been a character, but hey! I'll take more interesting/weird character designs! :v: The in-game news also confirmed that Murren is a permanent unit, too! We finally got another new permanent unit that's a NEW character!!! Anyway let me just take a big sip of water and see what Ark is coming out alongside hi-




Holy poo poo, a UR's coming out alongside him too??? What the

Legitimately didn't see this coming lmfao, what the hell Aidis, 3rd Anni is supposed to be winding down!!! :v: Anyway, ark's neat, but again, it's a UR, we don't chase those, we let those that dare to grace us with their presence come to us on their own time.

Mix. fucked around with this message at 10:02 on May 11, 2022

Arzaac
Jan 2, 2020


So uh, I'm fresh out of Crystals and didn't pull Roland. I'm a little bummed, but hey, that's gacha for you. I figure I've pulled enough good units anyway; currently using Leena the Warlock, Sylvan Sworder Logia, and Rabbala, and it's working pretty well. I've also heard good things about Guardian Angel Lukiel and Tinkili the Diva, and they're both sitting in my box.

At any rate, I'm having a pretty good time. I really like all the little things in this game: poking around on the world map for secrets, sidequests and minigames, it feels like there's a lot more heart here than your standard gacha.

PatentPending
Nov 27, 2007

[1950s eel-based dad joke]
You know, I was actually hoping for a shift of that icky gremlin dude - any modern kit with enough MDef to make him a decent healer - so that I could run SLile, IQMeredy and him as a Blaze Squad. This isn’t quite that, but I’ll take it!

Except he’s a permanent character, so lol I’ll wait for the next salvo of daily 10-pulls thank you very much.

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

Heck yeah! I wonder if this means there's enough cool old people to field a party of nothing but... we have a shriveled up mage and this new mechanic from Blaze, and we have the sword guy from the Council of Ten. Nice, that's not something you can do in every JRPG.

EDIT: If this guy is buffed based on the number of machines in party, it sounds like that skill from the Nier event that also grants Defense Up could be a really handy addition to his teams

Mix.
Jan 24, 2021

Huh? What?


Arzaac posted:

unit mentions

Leena's going to be a great Healer, she's pretty much the best non-DoH healer along with Tinkili, especially once you 5* her, her 5* is legitimately a gamechanger and makes her S2 nuts. Kinda sad that her shift is worse than her default lol. The big appeal for Tinkili is that she's pretty much the best normal pool buffer in the game so long as you make sure she has staff + clothes + accessory equipped; she also can give the whole party +5000 phys cap and +50% skill/special damage buffs once fully built, so she still sees pretty consistent play in endgame stuff when you're just trying to get as much cap raise as possible for a specific DPS unit.

Lukiel is primarily a pdps/special focused unit but she's got some healing in her kit too; her big thing (specifically her shift version, which is what you have) is her ult freezes time and significantly reduces her SCT costs so you can basically spam her skills repeatedly, and her break values are really high, so her strength is mostly that she can do a lot of dps, bring some solid healing (and a resurrect spell innate), while still outputting great damage. She's still pretty much the best unit in the standard pool at max investment :v:

Logia USED to be the best standard pool unit, but he's still near the top of the pack- Ailment DPS units are very scarce and he's the only one in the standard pool (Mayly is DoH and V was from the DMC collab), and his skill tree is incredibly fleshed out along with having really fast skill animations, so he's gonna be a great DPS for you for a long while. (He was my main DPS for a long time so I can vouch for how useful he is :v:)

Rabbala is gonna be your Mage for when you need magic DPS, but she only wants to be Earth so don't try to teach her other elemental stuff, ain't worth it. Ironically her best Ark is the Sandwurm one :v: She unfortunately came out on the same banner as Baran who got a lot more attention, so I feel like she's a unit that hasn't really been tested fully yet. Keep in mind that skills like Surprise Attack DO work with her, so if you're controlling her you can move behind enemies to get the damage boost. :eng101:

Arzaac posted:

At any rate, I'm having a pretty good time. I really like all the little things in this game: poking around on the world map for secrets, sidequests and minigames, it feels like there's a lot more heart here than your standard gacha.

Yeah, one of the big draws for Cloudia IMO is that the devs are just as much of a fan of the game as the players and are really connected w/ the userbase (like, 'multiple staff members are in public discords' level of connected, iirc one of the character artists likes being in a fan discord bc it lets her see all the fanart people make or just gives her an excuse to gush about the characters she really liked designing (esp Theria and Lilebette))

They're also really huge fans of video games in general, back when we got the DMC collab the lead producer was so jazzed he literally bought a special outfit to wear for the livestream so he'd look like one of the DMC characters (which is why its likely to get a rerun eventually, he wants Virgil lol)

Arzaac
Jan 2, 2020


Thanks Mix! I did post all those units half hoping you'd do a writeup for them.

Anyways, there's one thing I'm still kinda wondering about this game: what does a good team even look like? I've poked around on the reddit a bit but all the teambuilding discussion is like "pick these 3 because you're new and they're your best units".

I imagine it comes down to something like, you run 3 DPS and one support/healer? Obviously depending on the fight, like I don't want to bring Logia to a boss immune to ailments or Rabbala to a boss resistant to earth. Just wondering if there's anything weird I need to look out for.

Oh, and while I'm add it I'll join the Guild. IGN is Arzaac, as you might expect.

Mix.
Jan 24, 2021

Huh? What?


So, from someone who managed to get the new UR, we have this list in one of the library entries for it (context being a bunch of heroes that a character sought out to aid him in a journey, being vague because it IS plot spoilers):



:v: I guess get prepared to see, uh, these guys, in the main pool down the line lol. Can't wait to see what 'Snake Boned Zahra' is about.


Arzaac posted:

Anyways, there's one thing I'm still kinda wondering about this game: what does a good team even look like? I've poked around on the reddit a bit but all the teambuilding discussion is like "pick these 3 because you're new and they're your best units".

I imagine it comes down to something like, you run 3 DPS and one support/healer? Obviously depending on the fight, like I don't want to bring Logia to a boss immune to ailments or Rabbala to a boss resistant to earth. Just wondering if there's anything weird I need to look out for.

yeah, teambuilding is a lot more flexible in cloudia compared to a lot of gachas, but usually having a healer and either two dps or one main dps and one flex slot is what most people do; usually you only get into like. more technical/synergy-necessary comps when it comes to facing specific bosses or, like, arena, where synergy and having specific skills to counter rampant meta picks is king. there's some weird quirks like how one world boss is incredibly resistant to all elements so you want to bring neutral element units if possible, or one location node having magic disabled so you probably don't want to bring a mage, that kind of thing :v: but otherwise nah you're usually good like. prioritizing units and making sure they're built fully for content.

This is part of why trishula is really big for new players since it makes you not need to worry about elemental resistances for skills- for someone like me who's literally been playing since launch I can just swap to a different element DPS if I have to since I've got a pretty robust box at this point, but that's not something someone could conceivably do just starting out. Speaking of, the current event gives you mats to upgrade Trish in alchemy if you haven't already done so (guaranteed success too), which is a huge boon you should take advantage of if you can!

Arzaac
Jan 2, 2020


That does sound fantastic! Unfortunately I've got 15 SSRs and none of them are Kaldina. :v:

Garrand
Dec 28, 2012

Rhino, you did this to me!

my god, i can already tell the trickle of rainbow clusters is going to drive me mad. I dumped all my resources into heroic roland, currently at 115/120 abilities unlocked. I've been getting the 5 rainbows a day from alchemy and basically just unlocking 1 ability a day. Even after getting the 15 clusters from this current event i still need 21 more.

Mix.
Jan 24, 2021

Huh? What?


Garrand posted:

my god, i can already tell the trickle of rainbow clusters is going to drive me mad. I dumped all my resources into heroic roland, currently at 115/120 abilities unlocked. I've been getting the 5 rainbows a day from alchemy and basically just unlocking 1 ability a day. Even after getting the 15 clusters from this current event i still need 21 more.

yeah, there's a specific rotating dungeon for rainbows that rarely drops them but your best bet at least early on is events and doing the rainbow grand ability gate that's live right now. I think you can also get some from the tower shop with the medals you get from clearing tower floors? but yeah rainbows are pretty much the Big Stopgap for unit building unless you like leave your phone autoing a hard stage that can drop them constantly

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

Phone autobattle has been very good to me in Last Cloudia. It's 50-50 that it will run into some kind of interference if I leave it on overnight, but I think that improved when I became able to do it without calling in backup from other players.

Once you've got a team of 1-2 that can handle that one-wave mission in the mountains northeast of the imperial capital, you can gradually boost up the rest of your roster and collect those 1k crystal bounties for taking units to level 100. It's extremely helpful for building a crystal reserve.

Speaking of, I rolled 40 times for the cool old guy, but it seems that fortune was not on my side this time. That takes me down to around 76k... I'm going to hold onto my 75k crystal reserve until something genuinely jaw-dropping comes along, but I don't think it's worthwhile to hoard all the way to 120k to guarantee a UR ark. That may change if I see one with an ability that dramatically changes how I use multiple units, though.

I spent a significant chunk of the last couple of months of gameplay trying to make sure all my units had access to some decent skills. The 1k crystals for leveling them to 100 has been a strong enough incentive that I feel genuinely enticed to make sure all my units are at least functional. Once I've put the time in to level them that far, why not make sure they're more than just paper tigers, haha.

Mix.
Jan 24, 2021

Huh? What?


The new director has also said he wants to develop some kind of content that rewards you for having a bunch of units built; people've speculated the upcoming Maze is going to be some kind of roguelike mode/thing kinda like Arknights' roguelike (well, kinda), so it'd be interesting if that was the case. It'd be nice if we got some other kind of gem milestone scaling rewards, if they aren't going to go back to Arks and new units giving gems in the Library anymore- even some kind of weekly mode to give gems would be great. The gem economy is pretty much the one big asterisk on this game and has been pretty much for most of its duration, to the point even the well known players/content creators have been acknowledging it more and more lately.

Arzaac
Jan 2, 2020


Honestly I hope they do, that kind of content is always fun. FFRK had a mode called Crystal Tower, where once a month you have to challenge 4 separate boss fights and can't reuse party members between them. The challenge was not only in figuring out good teams for each boss, but also rationing your best units so that you can actually clear each one.

Mix.
Jan 24, 2021

Huh? What?


yeah, Tower of Trials is KINDA that since it's a once a month event and you can get gems from it, but like...the floors never change so it's basically a solved formula and they added a few new floors once and then never again, so people've been assuming it's gonna get some kind of overhaul down the line too. :v:

Macdeo Lurjtux
Jul 5, 2011

BRRREADSTOOORRM!
They did say they wanted to add 110 rewards but they weren't sure what. The company certainly doesn't seem to think there's anything wrong with the gem economy. Part of what's taking the sub system so long is the initial pitch to players had 0 gems awarded for it.

Garrand
Dec 28, 2012

Rhino, you did this to me!

I started struggling a bit when I got to act 5 so I started grinding and putting resources down on characters. I may have overdone it and only just now continued the story, but it was both satisfying and i guess appropriate to just stomp lily into the loving dirt with roland and alice.

PatentPending
Nov 27, 2007

[1950s eel-based dad joke]
Well I put my head above my heart and 6*d Demon Lord Rimuru so I'd have a null-element/rainbow-if-you-squint dps at the ready. I'm pretty happy with him! I also 6*d my Maja, finally, and the rest of my awakening crystal thingies are waiting until I've ground out enough Roland shards.

My previous main hitters were SLile and Mikasa, so this new batch is waaayyyyy better at staying alive than the old guys.

Still need so many awakening crystals though! Next up I want to do Mayly, then Primm (to join Angela as my co-op team)... and then I'll probably be good for a while, finally. NewAlice, Sera, IQMeredy, maybe XLile oh God the list is endless

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

Just got around to continuing main story, and LOL at the scene where Galbor chases the party down with a giant spider mecha because he is mad that Zekus made him look bad in front of the Agalta Force ladies. Knocks a bunch of his own soldiers off a bridge.

Lilebette: "He's simping at levels that shouldn't even be possible."

Mix.
Jan 24, 2021

Huh? What?


yeah that line was a meme for a while when it first dropped :v:

Mix.
Jan 24, 2021

Huh? What?


Maze of Tartarus is releasing after maintenance on the 19th. This is explicitly the beta version and is subject to change.

What we know about it is it is intended to be end-game content; this version of it will be running for 4 weeks, and you can get rewards such as crystals and stamps through it. There will be a ranking leaderboard and rewards, which includes 'support decorations' and prayer stardust. It seems to be similar to Tower but going down instead of going up; there are only 20 floors, however, and the kicker is that units, arks, and equipment that are being used to take one floor CANNOT BE USED ON OTHER FLOORS.

The second part of the event is coming too, along with Training Field, and a new DOH banner with Sera, Loug, DB Rei, and Lagrobos on rate-up; note that Kaldina the Great and Pirate Ship Legnis are the SSRs on rateup on this one, so if you're missing one of those two this might be worth a pull or two since both are really good Arks to have in your arsenal! :eng101:

Mix. fucked around with this message at 11:09 on May 18, 2022

PatentPending
Nov 27, 2007

[1950s eel-based dad joke]
20 floors and no reuse? I'm gonna have to come up with some 2-person teams.

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avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

Oooh, very nice! I'm glad of that work on secondary unit groups now. I doubt I'll be able to tackle the last floor, but it's probably going to be a fun challenge either way.

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