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K2/Strategy

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< K2
Revision as of 12:02, 6 August 2018 by Veguaniel (talk | contribs) (stuff)
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K2 Strategy Story Quotes Live2D

K2 is a relatively different AR T-doll due to her unique skill.

Individual Performance

Skill

K2 features an unique toggled based ability.

The Fever mode (burst firing) of K2 meant she shoots three bullets each deals up to 52% of her actual damage, effective from the beginning of the combat session. The skill's passive effect is the gaining of heat stacks, which will result in loss of accuracy and damage after obtaining 15 stacks of heat (1 burst gains one heat stack), up to 20 stacks maximum. Fever mode damages are calculated by separate shots, the three shots have a very negligible delay in between them, this means if the target dies before the burst can finish, the remaining shots from the burst goes directly to another target (only works on enemy units directly behind or close to the current target, tested on April 2018).

Toggling the ability will make K2 fire in Node mode (single shots), her damage is returned to normal but her evasion and movement speed is reduced. Additional effects includes reducing the heat stack by 1 per shot and dealing additional damage when shooting the same enemy.

Stats

K2 has average damage and rate of fire when compared to all the AR dolls, her accuracy rating would score above the average level bit a bit.

Combat Performance

Thanks to her skill, K2 is rated fairly high amongst AR T-dolls in terms of damage output.

Fever Mode:

The Fever mode skill is effective as soon as K2 enters the combat, most AR dolls has at least 4 to 6 seconds of initial skill cooldown, where as K2 does not, this means she is dealing up to 156% of her actual damage at the beginning of the round while all the other AR dolls are still waiting for their skills, K2's initial damage output is much higher than those of the other AR T-dolls.

K2's skill penalty begins on the 16th shot, she will lose 2% damage and accuracy every stack for up to 5 stacks, the 20th shot onward made by K2 she will be dealing 126% of her actual damage while suffering a 10% accuracy penalty.

Note Mode:

Switching the skill enables Note mode enables the single hit damage, on top of cooling the heat stacks by 1 per shot, K2 also gains up to 5% additional damage for every successful shot landed on the same enemy, which stacks up to a total of 50% additional. After 10 successive hit on the same target, K2 would be constantly dealing 150% of her damage on the same target with no penalties (except for 40% evasion and movement speed).

Other:

  • Assume the combat involves no walking time and K2's skill is set to auto activation, with her default 78 rate of fire K2 will be able to unleash 10 (10.4) shots before the skill is activated, and 7-8 (7.8) shots in Note mode to cool off the heat stacks. After the initial sequence it would be 7-8 shots of Fever and Note respectively.
  • Fever mode may be doing 156% of the actual damage in a burst, but it is split into three hits, this may prove to be annoying when fighting against armored units, as the the individual burst shots may be too low to penetrate the armor threshold.

Formation

Tile Bonus

K2 provides a very desirable 25% damage and 50% accuracy tile bonus that benefits pretty much ever DPS type SMG, though being unable to boost the tile directly in front of her does restrict her placement within a formation.

Affects Submachine guns
Increases damage by 25%
Increases accuracy by 50%

Though the bonus is strong, but due the diagonal tile placement, it meant K2 herself can only be placed on tile 4 on a formation, since off-tank SMGs are typically placed on tile 8 and 2 instead of 5. DPS SMG dolls such as SMG SR-3MPSR-3MPSR-3MP and SMG C-MSC-MSC-MS will be able to benefit from K2's tiles while providing bonuses back to K2. SMG dolls such as SMG Honey BadgerHoney BadgerHoney Badger and SMG VectorVectorVector will not be able to provide tile bonus back.

Compatibility

There are two ways of boosting K2, or something in between the two depending on players' desires.

Boost Damage:

Boosting the damage attribute will maximize damage every burst/shot made by K2, capitalize upon her natural 156%/150% damage output and increases her volley damage exponentially. Additional damage also partially negates K2's damage penalty after the 15th burst, with sufficient damage and accuracy bonus, player may choose to neglect the use of Note firing mode and have K2 stay in Fever mode permanently. The boosted Note mode damage may also be useful against Ferri armored units.

However ignoring rate of fire bonus will lead to her rate of fire being too slow to cool down heat stacks, low rate of fire also result ineffective target switches and loss of overall DPS when dealing with large amount of enemies.

Examples of SMG units who provides damage attribute on their formation tiles are SMG PP-19PP-19PP-19, SMG UMP45UMP45UMP45 and SMG Type 79Type 79Type 79

Boost Rate of Fire:

K2 can receive up to 54%(53.8%) of rate of fire bonus before reaching her 120 per minute cyclic cap. Boosting rate of fire will allow K2 to unleash her 15 initial shots faster and cool off heat stacks faster, faster rate of fire also allows faster target switches when dealing with large enemy swarms.

Though K2's damage by default isn't spectacular, rapidly unleashing burst fires will only result in getting the damage penalty faster if K2's skill is not handled. Low damage value also meant she would not be able to penetrate (or effectively penetrate) high threshold armored enemy units.

Example of SMG units who provides rate of fire attribute on their formation tiles are SMG MP7MP7MP7, SMG RO635RO635RO635 and SMG UMP9UMP9UMP9

Equipment

Slot 1
VFL 6-24x56
Telescopic Sights are standard equipment by late stage of the game for both AR and RF dolls, as it provides the most effective damage output bonus.
PEQ-16A
It is advised to equip night optics for night sorties, if one wishes to hit high evasion units effectively.
Slot 2
APCR High-Velocity Ammo
Most AR dolls can only High Velocity ammo in their slot 2, incidentally a fully upgraded 5* HV ammo provides +20 damage attribute, which meant slot 2 equipment have the highest impact on an AR doll's damage dealing performance.
Slot 3
IOP X4 Exoskeleton
One can neglect the upgrade of exo-skeletons on AR dolls, since evasion rating does not contribute to their damage output performance and they are not expected to soak damage for the team.