Other#
This Page will mainly focus on breaking down mechanics of the Slayer class for a better understanding.
Reading Tables#
Here is an explanation of the following tables
Important
DPS values are rounded in calculations.
Potency and DPS values of PAs include RB, RBR and Class specific Critical Hit Rate multipliers.
Focus multiplier against bosses is 5 and is included in the Focus per second calculation
Rage multiplier against bosses is 3 and is included in the Rage per second calculation
More accurate and up-to-date information can be found in Frame Data.
Variation |
Potency |
Time (s) |
PP Cost |
Focus |
Rage |
Focus/s |
Rage/s |
F0 DPS |
F5 DPS |
OD DPS |
---|---|---|---|---|---|---|---|---|---|---|
Actions of the Sequence |
Potency of the sequence |
Time of the sequence in seconds |
Gunblade Focus generated by the sequence |
Unleashed Rage generated by the sequence |
Gunblade Focus generated by the sequence per second |
Unleashed Rage generated by the sequence per second |
DPS at Gunblade Focus Level 0 |
DPS at Gunblade Focus Level 5 |
DPS at Gunblade Focus Overdrive |
Gunblade Focus Quick Recharge Break Down#
With the Patch from 06/07/2023 came a new Slayer Class skill which might sound good at first but looking further into it might not be worth your skill point.
The skill amplifies our Gunblade Focus generation by 120% after using the finisher from Gunblade Focus Overdrive for a duration of 20 seconds.
This effect does stack with Gunblade Focus Gauge Amplifier
Before we get into the pros and cons of the skill let us create a scenario in which we can compare the buildup with and without the skill.
500 Focus is needed to reach Gunblade Focus Level 5 and while attacking boss enemies our Gunblade Focus generation is 5 times the original Gunblade Focus value of our attacks.
In this example I will just chain a bunch of Stay Arts Flowing Sirius Stage 1 to 2 together until we reach Gunblade Focus Level 5.
Time to do the math without using the skill first. I will round the amount of times required to use the skill to approach an in game scenario.
Without using the skill it takes us around 7 of these or 21.7 seconds.
With using the skill it would take us around 6 of these or 18.6 seconds.
The above example is a 14% difference since we are not able to make use of the 20 second buff duration in a scenario in which the enemy does not move.
The skill is not active at the start of a fight.
The skill does not help us when we lose Gunblade Focus to any other means than using Gunblade Focus Overdrive Finisher.
Buff duration has to be fully utilized, every second of not making use of the skills buff duration decreases the impact it has.
Killing an enemy with Gunblade Focus Overdrive Finisher will also cause us to lose some buff duration since in most cases there will be a small delay until we fight the next enemy.
We usually build and want to build Gunblade Focus when an enemy is able to move so using Counters will shrink the difference in time even more.
The skill does not help if you happen to use your Photon Blast right after using Gunblade Focus Overdrive Finisher.
Gunblade Focus Gauge Amplifier Break Down#
The reason why we do not put more than one point into that skill is because it can cause diminishing returns.
For example if you use a Supercharged Normal Attack into a Step Counter Weapon Action you will generate less Gunblade Focus with the skill at Level 5 than at Level 1.
Using the skill at Level 1 will generate 232.5 Gunblade Focus.
Using the skill at Level 5 will generate 220 Gunblade Focus.
The above example was taken from ものさし.
Slugshot Break Down#
The skill would not be bad by itself, however since we are able to deal damage with our Weapon Action, the skill is in a rather sorry state.
This is a fundamental issue because the game handles the Slug Shot like a PA which makes it unable to cancel an already ongoing PA unlike the Weapon Action which then leads to the following drawbacks:
does not build Rage which makes using a PA instead more appealing
only restores 2 more PP than WA123
only has 3 more range than WA123
I made a table comparing a few different scenarios with sFS12 which has a Weapon Action cancel time of 0.25 seconds and sSS which has a cancel time of 0.1 seconds.
This table already makes Slug Shot look bad in terms of damage but it actually does not even account for the fact that the WA3 can be used to counter. So let us look at a counter scenario.