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(polished a little, and in doing so realizing maybe this should actually be a guide for the Striker Unit page, not the Divine Punishment page, or maybe both, who knows? :upsidedown:)
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<small><div class="noexcerpt">< Return to [[Divine Punishment]]</div></small>
<small><div class="noexcerpt">< Return to [[Divine Punishment]]</div></small>
==Divine Punishment Optimization Theorycrafting==
==Is it Worth it?==
 
Is it worth making a "pure" (or at least high) {{MIND}} {{Mag|rare|Striker Unit}}?  
===Is it Worth it?===
Is it worth making a "pure" (or at least high) MIND Striker Unit?  


Yes, sort of. It can be, if:
Yes, sort of. It can be, if:
* you have a second POW/DEX mag for other uses
# You have a second {{POW}}/{{DEX}} [[Mags|mag]] for other uses;
* you are '''exclusively''' using Striker Unit for Divine Punishment
# You are '''exclusively''' using Striker Unit for Divine Punishment;
* and '''you''' value the amount of attacks you conserve via maximizing its output at lower levels (it can reduce required hits to kill by around 25%; from 8 attacks down to 6 in an example below).
# '''And''' you value the amount of attacks you conserve via maximizing its output at lower levels (it can reduce required hits to kill by around 25%; from 8 attacks down to 6 in an example below).
 
'''OR'''
 
* You have specific solo hunts planned that you intend to purely DP through for a long time.
* Or you have specific solo hunts planned that you intend to purely DP through for a long time.


If Striker Unit is your '''only mag''', probably make it RAmarl's suggested mag stats on her guide page (5/149/46/0). This lets you access all of the important weaponry on any Ranger and deal physical damage at reasonably low levels, allows for "minimum" (it's not too far from maximum) effectiveness DP damage output, and also allows a level 200 RAmarl with Min-Max build to have fully maximized DP damage output while maintaining max ATP and ATA, and 2 free Unit slots.  
If Striker Unit is your '''only mag''', probably make it [[RAmarl]]'s suggested mag stats on her [[RAmarl/Guide|guide page]] (5/149/46/0). This lets you access all of the important weaponry on any [[Ranger]] and deal physical damage at reasonably low levels, allows for "minimum" (it's not too far from maximum) effectiveness DP damage output, and also allows a level 200 RAmarl with Min-Max build to have fully maximized DP damage output while maintaining max [[ATP]] and [[ATA]], and 2 free [[Units|unit]] slots.  


__ToC__


===Pros & Cons===
==Pros & Cons==
====Pros====
===Pros===
* High DP output for sub-Ultimate difficulties and Heaven Striker equippable as early as '''level 14''' (4x Heavenly/Arms units).
* High DP output for sub-Ultimate difficulties and {{Gun|rare|Heaven Striker}} equippable as early as '''level 14''' (4x {{Unit|rare|Heavenly/Arms}} units).
* High DP output for sub-Ultimate difficulties with Heavenly/Battle attack speed at '''level 42'''.
* High DP output for sub-Ultimate difficulties with {{Unit|rare|Heavenly/Battle}} attack speed at '''level 42'''.
* High DP output (only -141 MST from RAmarl's cap) and Heavenly/Battle attack speed at '''level 80'''.
* High DP output (only -141 MST from RAmarl's cap) and Heavenly/Battle attack speed at '''level 80'''.
* Max DP output as early as '''level 105'''.
* Max DP output as early as '''level 105'''.
: ''levels assume 5/7/34/154 mag listed below, Heavenly units, and completed Important Stats Only materials used (0 Mind mats).''
: ''Note: Levels assume 5/7/34/154 mag listed below, Heavenly units, and completed Important Stats Only [[Tools#Materials|materials]] used (0 {{Tool|Mind Material|Mind Materials}}).''


====Neutral====
===Neutral===
* Demons weapons are still effective. Slicer of Fanatic ATP requirement (570 ATP) already barely achieved at '''level 80'''.
* [[Demon's]] weapons are still effective. {{Sword|rare|Slicer of Fanatic}} ATP requirement (570 ATP) already barely achieved at '''level 80'''.
* Handgun animation (especially RAmarl's) is already so fast. Is it really worth investing so heavily, and losing so heavily on ATP and ATA that are very important for other weapons / other types of content and gameplay, just to save around 2 handgun attacks per wave?  
* [[Handguns|Handgun]] animation (especially RAmarl's) is already so fast. Is it really worth investing so heavily, and losing so heavily on ATP and ATA that are very important for other weapons / other types of content and gameplay, just to save around two handgun attacks per wave?  
** DP solo episode 4 strats are typically understood to be easy and low focus anyway, and in multiplayer it's typically used in conjunction with other player(s) DP or FO techs. Outside of Time Attack, DP is not some precisely calculated attack method - it's just a spam-until-they're-dead kind of thing - so being slightly slower on killing things isn't a big deal or very noticeable.  
** DP solo episode 4 strats are typically understood to be easy and low focus anyway, and in multiplayer it's typically used in conjunction with other player(s) DP or [[Force|FO]] [[Techniques|techs]]. Outside of Time Attack, DP is not some precisely calculated attack method--it's just a "spam until they're dead" kind of thing--so being slightly slower on killing things isn't a big deal or very noticeable.  


====Cons====
===Cons===
* Low ATP and ATA throughout leveling; physical damage and your ability to use other weapons will be very weak until very high levels.
* Low ATP and ATA throughout leveling; physical damage and your ability to use other weapons will be very weak until very high levels.
* A lot of MST is wasted as overcapped points at very high levels.
* A lot of MST is wasted as overcapped points at very high levels.


====Other thoughts====
===Other thoughts===
Ideally/Optimally, you could carry 2 mags and magswap during the quest, but I don't expect most players to want to do this sort of effort (and lose any accumulated PB gauge).
* Ideally/Optimally, you could carry two mags and magswap during the quest, but I don't expect most players to want to do this sort of effort (and lose any accumulated [[Photon Blasts|PB gauge]]).
 
* If there are example quests that are high efficiency to 100% DP through, then the high MIND Striker Unit is more appealing. I can't think of any though--there seems to always be some spawns that are inefficient to purely DP through, but are much easier to purely physically damage through or Demon's -> damage (or maybe DP) cleanup.
If there are example quests that are high efficiency to 100% DP through, then the high MIND Striker Unit is more appealing. I can't think of any though - there seems to always be some spawns that are inefficient to purely DP through, but are much easier to purely physically damage through or Demons -> damage (or maybe DP) cleanup.
 
===Example for amount of attacks to kill===
 
for the example of Ultimate One Person Mode, 40 ELT crater Yowie with 2040 HP (400 base damage. +5MST = +1 base damage)


* 0mst (racast/racaseal) = 400 damage before ELT -> 240dmg = '''9'''  shots to kill
==Example for amount of attacks to kill==
* 279mst (ramar min at level 80) = 455 damage before ELT -> 273dmg = '''8''' shots to kill
For the example of Ultimate One Person Mode, 40 [[ELT]] crater [[Yowie]] with 2040 HP (400 base damage. +5MST = +1 base damage):
* 351mst (ramarl min at level 80) = 470 damage before ELT -> 282dmg = '''8''' shots to kill
* 0mst ([[Racast]]/[[Racaseal]]) = 400 damage before ELT -> 240dmg = '''9'''  shots to kill
* 665mst (ramar max) = 533 before ELT -> 319dmg = '''7''' shots to kill
* 279mst ([[Ramar]] min at level 80) = 455 damage before ELT -> 273dmg = '''8''' shots to kill
* 1031mst (ramarl max) = 606 before ELT -> 363dmg = '''6''' shots to kill
* 351mst (Ramarl min at level 80) = 470 damage before ELT -> 282dmg = '''8''' shots to kill
* 665mst (Ramar max) = 533 before ELT -> 319dmg = '''7''' shots to kill
* 1031mst (Ramarl max) = 606 before ELT -> 363dmg = '''6''' shots to kill


high MIND investment on mag + Important Stats Only materials:
High MIND investment on mag + Important Stats Only materials:
* 890mst (ramarl level 80) = 578 before ELT -> 346dmg = '''6''' shots to kill
* 890mst (ramarl level 80) = 578 before ELT -> 346dmg = '''6''' shots to kill
** ('''Exclusively''' for maxing DP uses; sacrifices a lot of ATP and ATA, making other weapons far less effective)
** ('''Exclusively''' for maxing DP uses; sacrifices a lot of ATP and ATA, making other weapons far less effective)


===RAmarl===
==RAmarl==
(this can be integrated into the RAmarl/Guide page eventually, or maybe Divine Punishment guide page. people always ask what stats to put on Striker Unit. this type of early stat cap level breakpoints is what I'd like to include for a detailed section of the builds table on each class guide page).
<!--(this can be integrated into the RAmarl/Guide page eventually, or maybe Divine Punishment guide page. people always ask what stats to put on Striker Unit. this type of early stat cap level breakpoints is what I'd like to include for a detailed section of the builds table on each class guide page).-->


====Important Stats Only + quick high MIND Striker Unit mag====
===Important Stats Only + quick high MIND Striker Unit mag===
'''5/7/34/154''' Striker Unit mag.  
'''5/7/34/154''' Striker Unit mag.  


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** http://pso.ffsky.cn/tools/status_simulator/en.htm?c=ramarl&lv=130&mdef=5&mpow=7&mdex=34&mmind=154&pow=129&mind=93&lck=28&unit1=53&unit2=56&unit3=56&unit4=54
** http://pso.ffsky.cn/tools/status_simulator/en.htm?c=ramarl&lv=130&mdef=5&mpow=7&mdex=34&mmind=154&pow=129&mind=93&lck=28&unit1=53&unit2=56&unit3=56&unit4=54


* (requires an expensive Adept) by level '''199''' with v101, Adept, and 2x H/Powers she can barely cap ATP while maintaining capped ATA and far overcapped MST (+216 MST overcapped) ['''1031 MST''', capped]
* (requires an expensive {{Unit|rare|Adept}}) by level '''199''' with {{Unit|rare|V101}}, Adept, and 2x {{Unit|rare|Heavenly/Power|Heavenly/Powers}} she can barely cap ATP while maintaining capped ATA and far overcapped MST (+216 MST overcapped) ['''1031 MST''', capped]
** http://pso.ffsky.cn/tools/status_simulator/en.htm?c=ramarl&lv=199&mdef=5&mpow=7&mdex=34&mmind=154&pow=129&mind=93&lck=28&unit1=49&unit2=4e&unit3=54&unit4=54
** http://pso.ffsky.cn/tools/status_simulator/en.htm?c=ramarl&lv=199&mdef=5&mpow=7&mdex=34&mmind=154&pow=129&mind=93&lck=28&unit1=49&unit2=4e&unit3=54&unit4=54
** sorta irrelevant; at this point you should be using something much closer to the current guide-suggested mag stats with more POW and DEX
** sorta irrelevant; at this point you should be using something much closer to the current guide-suggested mag stats with more POW and DEX


====Important Stats Only====
===Important Stats Only===
'''5/149/46/0''' mag.
'''5/149/46/0''' mag.


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** http://pso.ffsky.cn/tools/status_simulator/en.htm?c=ramarl&lv=200&mdef=5&mpow=149&mdex=46&pow=129&mind=93&lck=28&shield=27&unit1=49&unit2=4c&unit3=55&unit4=55
** http://pso.ffsky.cn/tools/status_simulator/en.htm?c=ramarl&lv=200&mdef=5&mpow=149&mdex=46&pow=129&mind=93&lck=28&shield=27&unit1=49&unit2=4c&unit3=55&unit4=55


====Min-Max====
===Min-Max===
'''5/149/46/0''' mag, same as ISO.
'''5/149/46/0''' mag, same as ISO.


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** http://pso.ffsky.cn/tools/status_simulator/en.htm?c=ramarl&lv=200&mdef=5&mpow=149&mdex=46&pow=45&def=45&mind=132&lck=28&shield=27&unit1=49&unit2=4c
** http://pso.ffsky.cn/tools/status_simulator/en.htm?c=ramarl&lv=200&mdef=5&mpow=149&mdex=46&pow=45&def=45&mind=132&lck=28&shield=27&unit1=49&unit2=4c


===Mag Feeding Guides/Examples===
==Mag Feeding Guides/Examples==
mag plans done using the Magatama tool from here https://www.pioneer2.net/community/threads/magatama-a-modern-mag-planner-calculator-beta-9.4552/
Mag plans done using the [https://www.pioneer2.net/community/threads/magatama-a-modern-mag-planner-calculator-beta-9.4552/ Magatama tool]
====Fast and Easy 5/7/34/154 (Leilla, Pilla, Mylla&Youlla====
===Fast and Easy 5/7/34/154 ({{Leilla}}, {{Pilla}}, {{Mylla & Youlla}}===
it would be sorta nice to have Estlla PB from first evolution on a RA to help with an ep4 boss cave strategy, but Divine Punishment works pretty good for evenly damaging the crystals anyway, and the feeding tables are more of a pain on the RA-evolved first and second mag evos.  
It would be sorta nice to have Estlla PB from first evolution on a [[Ranger]] to help with an [[Saint-Milion|ep4 boss]] cave strategy, but Divine Punishment works pretty good for evenly damaging the crystals anyway, and the feeding tables are more of a pain on the RA-evolved first and second mag evos.  


It is also slower to level them up and harder to reach required stats for DEX > POW > MIND Ila or Kaitabha (Twins PB) and Garuda (Heaven Striker Coat mag cell).
It is also slower to level them up and harder to reach required stats for DEX > POW > MIND {{Mag|Ila}} or {{Mag|Kaitabha}} (Twins PB) and {{Mag|Garuda}} ({{Tool|rare|Heaven Striker Coat}} mag cell prerequisite).


* Antidote to level 10 on FO (Leilla PB) - Vritra 5/1/4/0
* {{Tool|Antidote}} to level 10 on FO (Leilla PB) - {{Mag|Vritra}} 5/1/4/0
* Antidote to level 35 (Pilla PB) - Ashvinau 5/7/23/0
* Antidote to level 35 (Pilla PB) - {{Mag|Ashvinau}} 5/7/23/0
* Antiparalysis to level 49 - Ashvinau 5/7/33/3
* {{Tool|Antiparalysis}} to level 49 - Ashvinau 5/7/33/3
* HU ViridiaSkylyPurplenumRedriaYellowboze DEX > POW > MIND feeds final Antiparalysis to level 50 (Mylla & Youlla / Twins PB) - Ila (5/7/34/4)
* HU ViridiaSkylyPurplenumRedriaYellowboze DEX > POW > MIND feeds final Antiparalysis to level 50 (Mylla & Youlla / Twins PB) - Ila (5/7/34/4)
* any HU/FO GreenillBluefullPinkalOranWhitill DEX > POW > MIND feeds any single item (Difluid is fine) - Garuda 5/7/34/4
* any HU/FO GreenillBluefullPinkalOranWhitill DEX > POW > MIND feeds any single item (Difluid is fine) - Garuda 5/7/34/4
* use Heaven Striker Coat - Striker Unit 5/7/34/4
* use Heaven Striker Coat - Striker Unit 5/7/34/4
** to this point: 79 Feeding Cycles, 276.5 Minutes, 15,220 Meseta
** to this point: 79 Feeding Cycles, 276.5 Minutes, 15,220 {{Meseta}}
* Difluids to level 200 - Striker Unit 5/7/34/154
* {{Fluid|Difluid|Difluids}} to level 200 - Striker Unit 5/7/34/154
** to this point: 279 Feeding Cycles, 976.5 Minutes, 314,720 Meseta
** to this point: 279 Feeding Cycles, 976.5 Minutes, 314,720 Meseta
* Sol Atomizers (or Moon Atomizers) to Synchro 120
* {{Tool|Sol Atomizer|Sol Atomizers}} (or {{Tool|Moon Atomizer|Moon Atomizers}}) to Synchro 120
** total: 291 Feeding Cycles, 1018.5 Minutes, 325,420 Meseta
** total: 291 Feeding Cycles, 1018.5 Minutes, 325,420 Meseta




====Slow but with Estlla PB 5/15/16/164 (Estlla, Pilla, Mylla&Youlla)====
===Slow but with Estlla PB 5/15/16/164 (Estlla, Pilla, Mylla&Youlla)===
for comparison, check the Feeding Cycles, Minutes, and Meseta used on this other more complicated build from another player, which DOES get Estlla:
for comparison, check the Feeding Cycles, Minutes, and Meseta used on this other more complicated build from another player, which DOES get Estlla:


* Monofluid to level 10 on RA (Estlla PB) - Kalki 5/0/0/5
* {{Fluid|Monofluid}} to level 10 on RA (Estlla PB) - Kalki 5/0/0/5
* Alternate between a few Trifluids until DEF almost levels up, followed by MANY Antiparalysis to lower DEF. Repeat to level 35 (Pilla PB) - Mitra 5/0/16/14
* Alternate between a few {{Fluid|Trifluid|Trifluids}} until DEF almost levels up, followed by MANY Antiparalysis to lower DEF. Repeat to level 35 (Pilla PB) - {{Mag|Mitra}} 5/0/16/14
* Monomates to level 49 - Mitra 5/14/16/14
* {{Mate|Monomate|Monomates}} to level 49 - Mitra 5/14/16/14
* RA GreenillBluefullPinkalOranWhitill DEX ≥ POW > MIND feeds final Monomate to level 50 (Mylla & Youlla / Twins PB) - Kaitabha 5/15/16/14
* RA GreenillBluefullPinkalOranWhitill DEX ≥ POW > MIND feeds final Monomate to level 50 (Mylla & Youlla / Twins PB) - {{Mag|Kaitabha}} 5/15/16/14
* any HU/FO GreenillBluefullPinkalOranWhitill DEX > POW > MIND feeds any single item (Difluid is fine) - Garuda 5/15/16/14
* any HU/FO GreenillBluefullPinkalOranWhitill DEX > POW > MIND feeds any single item (Difluid is fine) - Garuda 5/15/16/14
* use Heaven Striker Coat - Striker Unit 5/15/16/14
* use Heaven Striker Coat - Striker Unit 5/15/16/14

Revision as of 18:44, 23 August 2024

< Return to Divine Punishment

Is it Worth it?

Is it worth making a "pure" (or at least high) MIND Mag icon.pngStriker Unit?

Yes, sort of. It can be, if:

  1. You have a second POW/DEX mag for other uses;
  2. You are exclusively using Striker Unit for Divine Punishment;
  3. And you value the amount of attacks you conserve via maximizing its output at lower levels (it can reduce required hits to kill by around 25%; from 8 attacks down to 6 in an example below).

OR

  • You have specific solo hunts planned that you intend to purely DP through for a long time.

If Striker Unit is your only mag, probably make it RAmarl's suggested mag stats on her guide page (5/149/46/0). This lets you access all of the important weaponry on any Ranger and deal physical damage at reasonably low levels, allows for "minimum" (it's not too far from maximum) effectiveness DP damage output, and also allows a level 200 RAmarl with Min-Max build to have fully maximized DP damage output while maintaining max ATP and ATA, and 2 free unit slots.

Pros & Cons

Pros

  • High DP output for sub-Ultimate difficulties and Gun icon.pngHeaven Striker equippable as early as level 14 (4x Unit icon.pngHeavenly/Arms units).
  • High DP output for sub-Ultimate difficulties with Unit icon.pngHeavenly/Battle attack speed at level 42.
  • High DP output (only -141 MST from RAmarl's cap) and Heavenly/Battle attack speed at level 80.
  • Max DP output as early as level 105.
Note: Levels assume 5/7/34/154 mag listed below, Heavenly units, and completed Important Stats Only materials used (0 Tool icon.pngMind Materials).

Neutral

  • Demon's weapons are still effective. Sword icon.pngSlicer of Fanatic ATP requirement (570 ATP) already barely achieved at level 80.
  • Handgun animation (especially RAmarl's) is already so fast. Is it really worth investing so heavily, and losing so heavily on ATP and ATA that are very important for other weapons / other types of content and gameplay, just to save around two handgun attacks per wave?
    • DP solo episode 4 strats are typically understood to be easy and low focus anyway, and in multiplayer it's typically used in conjunction with other player(s) DP or FO techs. Outside of Time Attack, DP is not some precisely calculated attack method--it's just a "spam until they're dead" kind of thing--so being slightly slower on killing things isn't a big deal or very noticeable.

Cons

  • Low ATP and ATA throughout leveling; physical damage and your ability to use other weapons will be very weak until very high levels.
  • A lot of MST is wasted as overcapped points at very high levels.

Other thoughts

  • Ideally/Optimally, you could carry two mags and magswap during the quest, but I don't expect most players to want to do this sort of effort (and lose any accumulated PB gauge).
  • If there are example quests that are high efficiency to 100% DP through, then the high MIND Striker Unit is more appealing. I can't think of any though--there seems to always be some spawns that are inefficient to purely DP through, but are much easier to purely physically damage through or Demon's -> damage (or maybe DP) cleanup.

Example for amount of attacks to kill

For the example of Ultimate One Person Mode, 40 ELT crater Yowie with 2040 HP (400 base damage. +5MST = +1 base damage):

  • 0mst (Racast/Racaseal) = 400 damage before ELT -> 240dmg = 9 shots to kill
  • 279mst (Ramar min at level 80) = 455 damage before ELT -> 273dmg = 8 shots to kill
  • 351mst (Ramarl min at level 80) = 470 damage before ELT -> 282dmg = 8 shots to kill
  • 665mst (Ramar max) = 533 before ELT -> 319dmg = 7 shots to kill
  • 1031mst (Ramarl max) = 606 before ELT -> 363dmg = 6 shots to kill

High MIND investment on mag + Important Stats Only materials:

  • 890mst (ramarl level 80) = 578 before ELT -> 346dmg = 6 shots to kill
    • (Exclusively for maxing DP uses; sacrifices a lot of ATP and ATA, making other weapons far less effective)

RAmarl

Important Stats Only + quick high MIND Striker Unit mag

5/7/34/154 Striker Unit mag.

(Min-Max materials will only be slightly quicker to max MST, with an additional 39 Mind materials = 78 MST. around 10-25 levels in early Ultimate when it is very quick to level up already)

Important Stats Only

5/149/46/0 mag.

aims to max ATP and ATA early, does not max MST, DFP, or EVP at level 200

Min-Max

5/149/46/0 mag, same as ISO.

(aims to max ATP+ATA+MST at level 200 with 2 free unit slots and extra mats dumped into Defense)

Mag Feeding Guides/Examples

Mag plans done using the Magatama tool

Fast and Easy 5/7/34/154 (Leilla.pngLeilla, Pilla.pngPilla, Mylla & Youlla.pngMylla & Youlla

It would be sorta nice to have Estlla PB from first evolution on a Ranger to help with an ep4 boss cave strategy, but Divine Punishment works pretty good for evenly damaging the crystals anyway, and the feeding tables are more of a pain on the RA-evolved first and second mag evos.

It is also slower to level them up and harder to reach required stats for DEX > POW > MIND Mag icon.pngIla or Mag icon.pngKaitabha (Twins PB) and Mag icon.pngGaruda (Tool icon.pngHeaven Striker Coat mag cell prerequisite).

  • Tool icon.pngAntidote to level 10 on FO (Leilla PB) - Mag icon.pngVritra 5/1/4/0
  • Antidote to level 35 (Pilla PB) - Mag icon.pngAshvinau 5/7/23/0
  • Tool icon.pngAntiparalysis to level 49 - Ashvinau 5/7/33/3
  • HU ViridiaSkylyPurplenumRedriaYellowboze DEX > POW > MIND feeds final Antiparalysis to level 50 (Mylla & Youlla / Twins PB) - Ila (5/7/34/4)
  • any HU/FO GreenillBluefullPinkalOranWhitill DEX > POW > MIND feeds any single item (Difluid is fine) - Garuda 5/7/34/4
  • use Heaven Striker Coat - Striker Unit 5/7/34/4
    • to this point: 79 Feeding Cycles, 276.5 Minutes, 15,220 Meseta icon.pngMeseta
  • Fluid icon.pngDifluids to level 200 - Striker Unit 5/7/34/154
    • to this point: 279 Feeding Cycles, 976.5 Minutes, 314,720 Meseta
  • Tool icon.pngSol Atomizers (or Tool icon.pngMoon Atomizers) to Synchro 120
    • total: 291 Feeding Cycles, 1018.5 Minutes, 325,420 Meseta


Slow but with Estlla PB 5/15/16/164 (Estlla, Pilla, Mylla&Youlla)

for comparison, check the Feeding Cycles, Minutes, and Meseta used on this other more complicated build from another player, which DOES get Estlla:

  • Fluid icon.pngMonofluid to level 10 on RA (Estlla PB) - Kalki 5/0/0/5
  • Alternate between a few Fluid icon.pngTrifluids until DEF almost levels up, followed by MANY Antiparalysis to lower DEF. Repeat to level 35 (Pilla PB) - Mag icon.pngMitra 5/0/16/14
  • Mate icon.pngMonomates to level 49 - Mitra 5/14/16/14
  • RA GreenillBluefullPinkalOranWhitill DEX ≥ POW > MIND feeds final Monomate to level 50 (Mylla & Youlla / Twins PB) - Mag icon.pngKaitabha 5/15/16/14
  • any HU/FO GreenillBluefullPinkalOranWhitill DEX > POW > MIND feeds any single item (Difluid is fine) - Garuda 5/15/16/14
  • use Heaven Striker Coat - Striker Unit 5/15/16/14
    • to this point: 213 Feeding Cycles, 745.5 Minutes, 101,110 Meseta
  • Difluids to level 200 - Striker Unit 5/15/16/164
    • total: 413 Feeding Cycles, 1445.5 Minutes, 401,110 Meseta

Credit for this page and guide goes to Thunder