Add-on Skills: Difference between revisions

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==== HP Up/Burn Resist Up ====
==== HP Up/Burn Resist Up ====
Due to the rarity of Burn in the current game state, this can be ignored.
Due to the rarity of Burn in the current game state, this can be ignored.
== Fighter ==

{| class="wikitable" style="text-align: center;
{| class="wikitable" style="text-align: center;
! colspan="10" | Main effect: Critical Hit Potency Up
! colspan="10" | Main effect: Critical Hit Potency Up
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=== Sub-Effect Recommendations ===
=== Sub-Effect Recommendations ===
All recommendations assume Lv15 or higher sub-rolls are used.
All recommendations assume Lv15 or higher sub-rolls are used.
==== HP Up/HP Recovery upon Joining Trial ====
Generic safe roll for users not interested in Jump Power Up.

==== Jump Power Up/HP Up ====
==== Jump Power Up/HP Up ====
Generic roll due to a lack of HP Recovery Sub-Effect.
Secondary generic roll for users who value extra aerial mobility.


==== HP Up/Freeze Resistance Up ====
==== HP Up/Freeze Resistance Up ====
Uncommon choice due to rarity of Freeze in situations where the Freeze infliction source doesn't also happen to deal large amounts of damage to you, but Wakers attempting to use Marmelo Patience on such targets will appreciate the leeway.
Secondary roll due to lack of HP Recovery Sub-Effect. While Freeze is uncommon in situations where the Freeze infliction source doesn't also happen to deal large amounts of damage to you, Wakers attempting to use Marmelo Patience on such targets will appreciate the leeway.
=== Precautions ===
=== Precautions ===
==== Freeze Resistance Up/Jump Power Up ====
==== Freeze Resistance Up/Jump Power Up ====