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- Hey all, hoping this new method makes the comment section feel not as bloated! Never got any complaints, but I did always feel bad about that... Only issue is that I can't seem to format on this, and that might make readability even worse... Let me know if you want to make several links to each subclass rather than one big one, or maybe both a general link and a specific link. Always open to feedback!
- Super TL;DR: This is probably the worst batch of modules so far. It's hard to tell with the new ops, but both of their modules seem like good base effects. Yatwo gets a 14% burst increase with her upgrades, and Noir Chad gets a 10% burst increase with his. For existing units, only Ifrit gets a good module, mostly by nature of being a good unit. Shining and Siege get some decent help from their modules, but won't bump their meta value up much, especially compared to other low tier units who got good modules. Weedy's module is only worth it if you go for high risk CC, and the rest are all ranging from decent to garbage.
- This goes in order of:
- - Push Strokers
- - Blast Casters
- - New ops
- - 2nd modules
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- Push Strokers: TL;DR: None of these modules are really that useful outside of niche scenarios, so the archetype remains "budget AOE guard" for most players most of the time.
- We got 2 branches here equally split between the 4 members. The first one refunds 50% of current DP cost when deployed, given to Weedy and Enforcer, and the second one increases push force by 1 when blocking 2 or more enemies, given to FEater and Shaw. Both of these feel like duds, especially the first one (although it's probably the more useful one for CC and SSS). DP is probably one of the least pressing issues they have, especially since you barely redeploy them (again, apart from CC and SSS). Blocking 2 enemies is also not the best thing for them, considering they push enemies away - the trash mobs are easily dealt with anyways, and blocking 2 dangerous enemies would be tough to survive. Now, I won't explain how shift and force levels work, you can read it here **https://arknights.fandom.com/wiki/Shift** if you'd like. But their skills have a minumum force of 2 at M3 (usually S1), and so far the highest is 3 (4 with Weedy's cannon). So to increase these by 1, you probably can see how impactful that would be. The upgrades aren't that impactful though, but apart from Enforcer aren't downright garbage.
- - Weedy: TL;DR: The base effect probably sees the most use on her thanks to all the weird strategies and tech she has. The upgrades can be useful? Keep in mind her second module will help increase push force though, which can be something very useful.
- Weedy's about the only Push Stroker who sees redeploys being common for her S3, and that's mostly in CC. The DP gen would be useful
- there, but CC is going away after the next one for a while anyways.
- The SP gain is now 1 SP every 2, which means she goes from an extra 0.33 SP for up to 6 SP to 0.5 SP for up to 10 SP. Not enough to
- charge S3 again after instantly using it though. This could help charge S2 faster though! The extra ATK isn't bad, but most of her
- damage comes from the 1,200 true damage per tile - her arts burst is just 2,527 (doubled with her cannon). The true damage isn't
- affected, but her S3 now deals 3,335 for the arts burst, doubled with cannon.
- A shoutout to keep an eye out for her second module though. It's possible that the upgrades either increase cannon duration, or
- even the force level of the cannon if HG is really generous. The extra push force also makes S2 potentially push for a force of 2,
- and S3 can push up to 4 force (and it's unclear, but if the cannon does get buffed by the base effect, has the newest max push
- force of 5 too). Won't be super strong though, given the weird conditional aspects of the base effect, especially for CC usage
- where blocking even 1 enemy is probably death.
- - Enforcer: TL;DR: tfw we spend our mod blocks on sleeping equipment and breakfast (and that's probably the best value out of this)
- You're not redeploying Enforcer often to get use out of the base effect, and his talent upgrade doesn't make him more useful at
- killing heavy enemies before they kill him.
- - FEater: TL;DR: Base module is weird, upgrades are meh. While it seems that her S2 push force is stronger and faster than Weedy's S3, don't forget that Weedy can still push further at times since both her and her cannon push simultaneously. Still, a useful buff as her S2 was great for stalls anyways (albeit using the long range of the skill, which goes against this base effect), and her S1 now hits with a force of 3.
- Not much to say here honestly. You don't really take FEater for her damage, and the shift force is probably best understood with
- references rather than text. In terms of dodges, she goes from 40% dodge to 52% dodge, which is quite good survivability for a
- budget AOE guard, and can make blocking 2 dangerous enemies easier. Still lacks the damage and survivability that actual AOE guards
- have though.
- - Shaw: TL;DR: Base module is a budget option to raising other shifters. Upgrades are meh. If you'd rather spend 1 module block instead of E2'ing the others, this could be an option - but she'd still have to block 2 enemies. Mostly a budget option for a shifter, as her S2 has always had a shift force of 2 unlike the others with 3.
- Much like FEater, not much to say. While FEater focuses on physical survivability, Shaw focuses on arts survivability, going from
- 15 RES to 23 RES. Compared to Matterhorn's potential 25 RES, that's not bad, but Matterhorn has far more HP (4,250 compared to
- Shaw's 2,315), and can boost his own RES to 50. And NG is always a thing anyways.
- Personally though I'm most excited for the story, Shaw's always had surprisingly deep lore for being such a funni squirrel. Her 2nd
- Op Rec with the stamps...
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- Blast Casters: Just 2 members here, both with the same effect of increasing damage the further the enemies are (up to 10%, unlike Deadeyes which increase by 15%) given to Ifrit and Corroserum. Both of them benefit from the base effect if you're able to keep enemies at range - not the easiest thing considering how weird their range is though. Ifrit's upgrades are fantastic, but Corroserum doesn't really get much to help him.
- - Ifrit: TL;DR: Overall a good module, benefits S2 a bit more due to being about damage but both skills get a major upgrade in damage. Good base effect, the upgrades are beneficial, although the RNG aspect is annoying, and even the lore probably will be great. The ASPD is almost useless though, as her non-skill dps is incredibly low, and she'll be getting skills faster too.
- The base effect is very strong, as her damage was already incredible. Her S2 has increased damage, going from 2,450 to 2,630, up to
- 2,893 at range. Note that the burn damage might also be increased by range - it's 33% of Ifrit's ATK per second, up to 3s. As such,
- that goes from an extra 980 damage to an extra 1,052, up to 1,157. Overall, the damage now goes from 3,430 per S2 to 4,050. Note
- that while the ASPD might make her use S2 faster, it might also make her attack right before she gets her S2 up, making her wait more.
- S3 also gets a damage increase, going from 1,372/tick to 1,472, up to 1,620.
- The SP gain is a bit tricky, since it's RNG based (thanks, HG...). She can range from an extra 0.33 SP/s to an extra 1.17 SP/s, and
- gets an extra S2 charge if she gets the bonus. With a 20% chance, this is an average of 1 extra SP, and with a 30% chance, it's an
- average of 1.5 SP, going from 1/5 to almost 1/3 chance of using it.
- Note that her second module will likely increase her RES shred even further. Knowing HG, it'll probably be -46% or something
- conditional though, but every bit counts.
- - Corroserum: TL;DR: The base module is okay, but the upgrades are still weak and don't help. They could've done more, but knowing HG, that's a long dream anyways.
- Assuming he's always attacking and at max pot (limited banner 5* go brrr), going from 0.5 to 0.7 SP/s means his S1 will go from
- a 27s downtime to 25.8s downtime. Wow. Incredible. And that's not even the skill he's known for. Still, the damage goes from 761
- skill dps to 813, going up to a whopping 893 if he manages to get the max damage bonus from the base mod. A bit better than before,
- but that depends on how fast it drops off.
- His S2... doesn't even usually benefit from the upgrades apart from more stats. And its main use is the effects, not the stats,
- otherwise you'd take S1. Nevertheless, considering this skill is probably used more, the skill DPS goes from 636 to 679, up to 747.
- Note though that some enemies you want to silence (spiders, defence crushers, drones) are dangerous or downright impossible to
- block, making it difficult to maximize damage.
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- New Ops: The base effect has been shown to be very useful for other members of the archetype, so I can't expect anything different here. However, the upgrades are harder to tell - this is a module analysis, not a character analysis! More attack is nice, but is that good enough or do they have glaring problems we don't realize initially?
- - Yatwo: TL;DR: DP refund is always welcome, especially for a 6* Executor who can't even spook you for more pots. One of Phantom's biggest complaints before modules was his high DP cost, and even now that's basically Taxes' only weakness. The upgrades help her deal more damage, which can be useful as her S1 doesn't have any attack scaling (but at the same time, her other module will give more +ATK, so...)
- At the very least, level 2 will get extra damage during skills, which is important as FRD stats are low, and she needs a way to
- bypass armour, especially since she seems more preoccupied on dealing multi hits. Depending on how strong she is, level 3 may be
- recommended to squeeze out as much damage as possible. This also helps her arts damage, which scales with her ATK.
- For S1, her 6 slash attack hits for 740 (148 with arts) 6 times, for a total of 5,329 mixed damage. With mod lvl 3, this now
- becomes 844 6 times (169), for a total of 6,076. Her S2 will slash for a total of 16 times, dealing 1,110 physical damage and 370
- arts damage per hit, for a total of 23,681 damage. With Mod3, this becomes 1,265 and 422 for a total of 26,989. Finally, her S3
- deals 2,220 physical damage per dash attack, and increases to 2,531.
- Overall a 14% increase in burst damage
- - Noir Chad: The base shelter effect is a nice effect for Mushas, but even with their first batch it hasn't exactly boosted their usability too much. Still, considering Noir wants to attack a few times out of skill to help build his talent, it seems like this will still be very useful to him, especially as his defense goes up too. The upgrades are a bit harder to tell, but it seems like they'll be a decent upgrade; not something to really focus on but not awful either.
- By building up stronger stacks, S1 now goes from a max burst hit of 1,390 to 1,528 per hit, total of 5,561 to 6,111, and S2 goes
- from 1,668 to 1,833 per slash, total of 11,678 to 12,834. There are some gains to these upgrades, such as S1 being potentially more
- likely to chain kills, but nothing beyond just a 10% DPS increase.
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- 2nd Mod: Our new candidates for a second (third?) chance are Shining and Siege! Let's talk about their past modules first - Shining's 1st module focused on her strengths with DEF support, and while not bad, isn't enough to make up for the fact that DEF support is often not needed (but still opens up a lot more possibilities, especially with units like Dreadnoughts and Crushers who gain more DEF than they have). Siege's 1st module focuses on her damage, letting her hit much harder with both S2 and S3 (up to 600+/700+ per hit). However, Siege's damage isn't exactly competitive (not without buffs at least), even with this module - at most, she bypasses Saga's avg dps with S2.
- - Shining: TL;DR: The first module plays to her strengths better than this one, which plays to fixing her weaknesses - neither of which make her support more necessary. There's always alter copium (if you want her to break her vow of non-violence...). The base module is a bit of a design flaw, but the upgrades are a first - they interact differently based on the skill chosen (rip S1 users I guess)!
- The base effect, 15% healing effectiveness for allies with less than 50% HP. This is contradictory to her kit, as if allies are at
- low health with her defensive buffs, she's not the right choice to make. If her allies, then it really only is useful for the large
- downtime S3 has, as it only needs 5s for her to use upon deploy, which is 2 heals max. Her S2 has far more downtime though, and
- doesn't buff everyone in range, so it does help out more with this skill though.
- The upgrades are good though, although they won't make her meta they still make using Shining more rewarding. Firstly, we have the
- extra ASPD - while this is less useful for S1, and S3 doesn't really need it, this should in theory help out S2 far more. Although
- she is able to heal under her S2 duration, the shield just barely doesn't run out. Having more ASPD will let the window be widened
- a bit more. The extra ATK given to S2 also makes her barriers stronger. You can stack these barriers, but she'd need to have almost
- 2 charges ready to begin with, and even then they're only briefly stacked. Her barrier does go up from 305 to 421, but that still
- isn't super impressive considering how little use these skills get. Compared to Tuye who in 12 seconds gets 1,230 barrier on demand
- for a 41% uptime, Shining's randomly activated 822 barrier isn't that impressive, especially when this is with 2 barriers which
- barely get the time to stack, although the +50% DEF buff is also something to take into account.
- S3 gets both the base module and upgrade to fix the downtime after using skill. The base module was explained earlier, but the
- upgrades help to offset the massive SP cost it has (a whopping 120). However, this really isn't enough. Considering the 180s
- rotation it has, you might be able to use it twice in a level if you drop Shining early. Even with an SP gain of +1/s, that'd still
- be a minute of downtime - +2 SP/s would be 40s, although for a skill that long with such effects, that might be decent. With a +0.6
- SP/s, it now takes 75 seconds to recharge - this is exactly the same as just retreating her and reusing the skill, along with the
- whole helidrop/stay-on-field debate of targetting priority vs deployment limit. The uptime has increased from 33% to 44%, which
- isn't too much. And for a healer to be almost deadweight for 75s is not a good sign. Still, it's *much* better than being
- deadweight for 120s, considering it's now less than 2/3 the time it was.
- - Siege: TL;DR: The base effect is good, considering she's a 6* VG and costs up to 14 DP. The upgrades aren't bad, but won't help her place in the meta much - it doesn't even help her VG allies much. If you want to use Siege for her damage, take the first module to lvl2. If you want to use her as an actual VG, take this one. If you want to use Siege without feeling bad, wait for her alter (soon TM, I mean look at this module, it has a crown and everything).
- This module helps offset her expensive DP cost and lets her be on the field to generate DP faster. Not much to say about the base
- effect, it's simple but good. Probably the best thing about either of her modules.
- When I first saw the upgrade, it was incorrectly translated as Pioneer instead of Vanguard (dum Wewe), which brought my initial
- impressions of it down. Now that we know it can affect any VG, this secondary effect is far less niche (whether it lets the other
- VG ignore SP lockout is something to be seen, if it does this becomes way better). As it stands, currently Siege's S2 suffers from
- various problems due to powercreep - both damage and DP gain is lacking, not to mention the requirement of an enemy to be near her
- (and unlike Agents, can't be redeployed to more convenient positions as easily, especially since the base effect only triggers on
- first deploy).
- In order to fix damage, she requires more stats - this is actually where her first module comes into play. Blocking with her lvl2
- mod compared to Saga's lvl1 mod, the avg dps is 866 vs 765, a hefty increase from their moduleless DPS, 685 vs 712. Fixing DP gen
- is far more difficult though - she still has to wait for an enemy to come into range, and with competitors like Flagbearers and
- Agents, she's never winning in this regard. Note that her S2 has an incredibly long animation as well, to the point she doesn't
- even benefit from Spinach in IS since she takes over a second to speen, further hampering her DP gen.
- Currently, she gives 3 DP every ~11s (taking into account an extra second for the spin). If I'm being kind and giving her 1 SP
- every spin and letting her spin ASAP, she generates up to 0.3 DP/s. With this new 3 SP/s, it now goes up to 0.375 DP/s. Myrtle S1
- gives around 0.47 DP/s, Cantabile S2 gives around 0.51 DP/s, and Elysium/Saileach S1 give around 0.53 DP/s. As you can see, this
- pales in comparison, and Cantabile S2 is actually capable of dealing with enemies too. Siege's main benefit of early rush handler
- is taken over by Bapgipe as well, who likely will give more DP than Siege too. However, the SP given per spin varies wildly, and so
- does her ability to spin - this could be way higher or lower, based on the map. Heck, if you kill 3 enemies per spin (which is
- incredibly unlikely to be consistent), that's 1.5 DP/s. If she can't spin for even 5 seconds after getting her skill, that's 0.2
- DP/s.
- The secondary effect of giving any Vanguard +1 SP is very minimal though. Based on the wording it might be random, and the enemies
- have to die near Siege, but most people only take 2 VGs anyways. If you give Elysium even just 1 SP, that could increase DP/s to
- 0.55. And if this really does ignore SP lockout for the other VG, this might make this module give Siege some niche viability, as
- long as you can kill multiple things near her. So we really just have to pray for her getting the long end of the stick.
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