Accell vs. blast (vs. charge too I guess) part 1: the strategy

So I got some requests to do this series and I've been working on it for a while but it's finally time to release the first chapter. This series will consist of four  parts the first will be the strategy, the second will be about the girls, the third will focus on PvE vs mirrors and the final chapter will be the conclusion where I talk about how they actually performed in practice. I know that I wasn't asked to talk about charge girls however I just want to give a brief overview of them every chapter so that I don't have to do it in the future.

Accell
The effects
Okay so the first disc were gonna talk about is accell.  Accell discs are single target discs which generate a good amount of magia with each hit. When an accell disc is put at the front of a chain it makes that entire chain generate magia and when three accell discs are in a chain together they fill the entire teams magia gauge by 20 percent. I'm sure that you all already knew this but I figured I'd go over the basics so that we're all on the same page.
The general strategy
So the basic idea of an accell team is pretty simple, chain together accell chains and pop off magia after magia until the enemy is dead. In fights with multiple waves it's usually best to build magia gauges up on the first wave and then use AoE magia's to clear the other waves. Against single wave bosses that take only one spot on the board up its best to use girls with Single target magias and against bosses that take up multiple targets its best to use AoE girls.
Flexibility
Accell teams really suffer from their rigidness in my opinion, they don't want to sacrifice accell discs in their pool since even with five AAABC girls they still have to worry about 10 non-accell discs so throwing in more non-accell discs can really mess them up. They don't like working with charge discs because frankly charge just sucks and while they are okay working with blasts discs that's mostly because blast discs are...... wait sorry spoilers. Accell teams really only have two specific strategies, the first is all-out accell which is basically what I talked about in the above section, the second is blast-accell in which the accell part of the strategy is more of an afterthought. There are of course more niche strategies such as stall-accell which relies on healers like Madoka and iroha but really lacks damage and charge-accell which I mean........ just no.

Blast
The effects
Blast discs are fairly simple when compared to accell discs. They are AoE discs which attack in either horizontal or vertical lines, they have no additional effect when placed at the start of a chain, and when three are placed in a chain together they boost the damage of all blast discs in the chain.
The general strategy
So I play F/GO and in that game there's this meme that's says "red means dead" which refers to the buster card strategy because that's just how simple it is. Blast cards have like a little more of a strategy to them but it basically just equates to "red means dead in either one particular row or column." Talking a little bit more seriously about this however, the main difference between accell and blast is that accell is about filling the magia gauge so your not always going to want a magia chain but with blast you just want to maximize damage which means you really want magia chains and blast chains.
Flexibility
Blast has the luxury of having a good amount of flexibility to it. Obviously a full blast team is going to do pretty good however blast teams aren't afraid of disc pollution (at least not to the same extent that accell teams are). Blast-accell sacrifices raw damage for additional buffs (post-magia) and strategy flexibility, blast-stall puts out consistent damage and can take consistent hits. Blast-pass uses connects to force magia chains from one strong girl and nuke the enemy team to high heaven, blast-charge........ no actually blast-charge still sucks.

Charge
The effects
Charge discs are the most complicated and yet they still manage to be the worst. So basically a charge disc is a single target disc which fills the charge gauge by 1 point, a full chain of charge discs will fill up your charge gauge by 2 on top of the points that the discs produces.  When you use a disc that isn't a charge disc then it will consume all the charge points that you've built up and then that disc deals increased damage.
General strategy
So this is all speculation because I've never actually seen a full charge team but I'm pretty sure the general strategy is to build up the charge gauge and then blow it all on one big hit. The problem with this strategy is that it's painfully slow and at the end of it all you're probably going to deal leas than damage then if you had been focusing on building up the magia gauge or spamming blast disc.
Flexibility
So charge discs suck and as such they love to be paired up with another disc (not that that really helps) but when they are paired with another disc they lose all semblance of the "charge strategy" so if actually say that they're the least flexible of the three types.

Next up on our journey is the girls from the three groups and that is probably gonna take a little longer to put together even if I've already talked about some (most) of the girls before so expect that in maybe a week or so. I'm also working on a new book for F/GO so if you play that game then expect that to come out soon too.

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