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{{Guide}}
 
{{Guide}}
  
This page contains community suggested tips and information regarding optimized combat effectiveness and primary resource efficiency.
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This article covers community suggested gameplay tips and formation layouts to optimize combat efficiency.
  
 +
*This article should not be taken as a definitive guide, any tips or layouts here are merely suggestions<br />Feel free to use your own strategies and/or go with what suits your playstyle the most!
  
*It is not meant to be a definitive guide, any tips or information here are suggestions that newer players may prefer to know earlier on and may keep utilizing once they are more experience.<br />
+
==Formation Layout & Composition==
As a friendly reminder, players should enjoy the game how they please as there are subjectively no incorrect play-style.<br />
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# The most frequent team archetype used is a combination of 3 DPS (MG/AR/RF) and at least 1 Tank (SMG or SG). Due to the flexibility of HGs to serve both as off-tanks and as support for other DPS, it may often be preferable to use HG depending on the difficulty of the stage due to their lower resource cost.
*These are high correlating methods regarding the objective of utilizing the primary resources efficiently to accomplish certain goals such as clearing a stage. (Resources = Personnel/Ammunition/Rations/Parts).<br />
 
 
 
==Helpful Preliminary Information==
 
*Each T-Doll have their own "Formation Buff" tiles which intuitively boost the stats of other T-Dolls presiding within those tiles. T-Doll tile-set can be view within their information page below costume.<br />
 
Generally speaking, -HG tile-set will buff all class of T-Dolls- / -SMG tile-set will buff AR class- / -AR tile-set will buff SMG class- / -SG tile-set will buff MG class- / -MG tile-set will buff SG class- <br />
 
Some T-Dolls are exceptions to this generality, such as {{doll name|M4A1|AR|4}}, {{doll name|Ribeyrolles|AR|4}}, {{doll name|UMP40|SMG|4}}, {{doll name|Carcano M1891|RF|5}}, and {{doll name|Carcano M91∕38|RF|5}}. Each of these unique T-Doll tile-set buffs their own class.<br />
 
*To lower resource cost of leveling/progressing, it is possible to resupply a singular T-Doll, then place the resupplied T-Doll in an echelon with other T-Dolls that have not been resupplied, and then enter battle.<br />
 
The idea is to defeat enemies with only one resupplied T-Doll doing all the shooting, one non-resupplied T-Doll that will operate as the "tank" taking on incoming fire damage, and three other non-resupplied T-Doll tags along for experience. Refer to the "Corpse Dragging" section below for full information.
 
 
 
==Team Formation, Effectiveness Synergy, and Resource Efficiency==
 
*Given the game design of which T-Doll class tile-set buffs which class residing on their respective tile. Establishing the logical synergy of RF + HG as a team unit, AR + SMG as a team unit, and MG + SG as a team unit is intuitively clear.<br />
 
HG tile-set is designed to be flexible and adaptive, efficiently utilize as a tertiary support class within AR + SMG team unit, and MG + SG team unit. <br />
 
*An echelon team may consist of five total T-Doll. The game is design in a way that a singular team possess a range of efficiency regarding enemies composition. With this information in mind, there is no ultimate composition that will handle all scenarios.<br />
 
*For enemies compositions that are numerous in enemies counts, the general strategy is to utilize ARs (Grenade Skill) + SMGs (Grenade) + [Optional HG], thus fully taking advantage of the Grenade Skills to damage many enemies.<br />
 
For armored units, the resource effect team setup is HGs + RFs for regular battles, HGs + RFs (Long Initial Cooldown, Boss Killers) for armored bosses. HGs + RFs can also handle numerous enemies count that ARs + SMGs team are for if kited and retreated correctly via micro. <br />
 
Which leaves us with MGs + SGs + [Optional HG] being the most costly, and also the most effective regarding most enemies composition. Some exceptions are unique bosses in which a HGs + RFs team would outperform.
 
 
 
*The resource usage of a fully 5-linked T-Doll per singular battle of each class are as follow. With this table, you can calculate and compare different team composition regarding their resource usages relative to their effectiveness.
 
 
 
{| class="wikitable"
 
|-
 
! Class
 
! Ammunition
 
! Ration
 
|-
 
| HG
 
| 6
 
| 6
 
|-
 
| RF
 
| 11
 
| 18
 
|-
 
| SMG
 
| 17
 
| 12
 
|-
 
| AR
 
| 12
 
| 12
 
|-
 
| MG
 
| 28
 
| 18
 
|-
 
| SG
 
| 18
 
| 28
 
|}
 
 
 
# Frequent team archetype used is a combination of 3 DPS (MG/AR/RF) and at least 1 Tank (SMG or SG). Due to the flexibility of HGs to serve both as off-tanks and as support for other DPS, it may often be preferable to use HG depending on the difficulty of the stage due to their lower resource cost.
 
 
# MGs deal all their damage up front, but will then have to reload for at least 4 seconds. As a result, they tend to be outclassed by AR and RF in longer fights. Consider this carefully when building your team, as their consumption is much higher in comparison.
 
# MGs deal all their damage up front, but will then have to reload for at least 4 seconds. As a result, they tend to be outclassed by AR and RF in longer fights. Consider this carefully when building your team, as their consumption is much higher in comparison.
 
# Be aware of the effects of buff tiles. SMGs and ARs complement each other, MGs and SGs complement each other, and RFs reduce the skill charge time of HGs. HG buffs can affect all guns.
 
# Be aware of the effects of buff tiles. SMGs and ARs complement each other, MGs and SGs complement each other, and RFs reduce the skill charge time of HGs. HG buffs can affect all guns.
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# One of the highest DPS compositions is 3RF 2HG. This can be used to farm most content because enemies will often be mowed down before being able to land a single shot. There are also other RF formations available, as demonstrated [https://www.youtube.com/watch?v=zb_pyzsYrqw here]. Mobs to take caution over when using this formation are Dragoons (mounted enemies), Dinergates, and basically fast moving enemies that may swarm the squad up and engage in close quarters. In addition to having high movement speed, they also deal high damage per shot and have high accuracy as well.
 
# One of the highest DPS compositions is 3RF 2HG. This can be used to farm most content because enemies will often be mowed down before being able to land a single shot. There are also other RF formations available, as demonstrated [https://www.youtube.com/watch?v=zb_pyzsYrqw here]. Mobs to take caution over when using this formation are Dragoons (mounted enemies), Dinergates, and basically fast moving enemies that may swarm the squad up and engage in close quarters. In addition to having high movement speed, they also deal high damage per shot and have high accuracy as well.
 
# A safe, jack-of-all-trades, master of none composition would be 2SMG 3AR or 2SMG 2AR 1HG. As demonstrated [https://youtu.be/jIimsxfl79U?t=10m36s here] by the Anti-Rain squad, each unit has a role to play in near-perfect tandem. The same concept is demonstrated by Squad 404, and other 'canonical' team. Using other girls with similar skills, other fully-functioning AR SMG teams could be formed. Their only weaknesses would be armored enemies and 'RF/Shield' combinations.
 
# A safe, jack-of-all-trades, master of none composition would be 2SMG 3AR or 2SMG 2AR 1HG. As demonstrated [https://youtu.be/jIimsxfl79U?t=10m36s here] by the Anti-Rain squad, each unit has a role to play in near-perfect tandem. The same concept is demonstrated by Squad 404, and other 'canonical' team. Using other girls with similar skills, other fully-functioning AR SMG teams could be formed. Their only weaknesses would be armored enemies and 'RF/Shield' combinations.
{{Clear}}
 
  
 
==In-Combat==
 
==In-Combat==
 
===Kiting===
 
===Kiting===
All enemies have a noticeable delay between when they first get into position, and when they take their first shots. The length of the attack animation differs between different types of enemies; RFs and Nemeums have the most noticeable delay. This used to be exploitable by putting your tank in the front line, and right before they take their first shot, moving your tank back to the 2nd line. Now depending on the enemy composition, some enemies will be slower than others, especially if they are different class. For full effectiveness of kiting, command your tank to move from front line to 2nd line when the majority of the first wave of enemy class units are about to fire. The tank is now in the 2nd line position, the goal is to move the tank back to the front line before the second wave of enemy class units reaches the range to fire upon the first line, which will trigger the delay for the second wave of enemies unit. Then position your tank from the front line to 2nd line once again, thus forcing the second wave of enemies class units to walk further. Continue for third and forth wave if applicable. <br />
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All enemies have a noticeable delay between when they first get into position, and when they take their first shots. The length of the attack animation differs between different types of enemies; RFs and Nemeums have the most noticeable delay. This used to be exploitable by putting your tank in the front line, and right before they take their first shot, moving your tank back to the 2nd line and immediately back to the front line. As of the Arctic Warfare event update, however, enemies no longer have to restart their attack animation and are able to attack as soon as another unit is in their attack range.
 
 
Timing is crucial, and each battle tend to differ. For example, you would not move your tank from front line to back line at the moment the first enemy is about to fire if the other 4 enemies echelon within the same wave still have 2 seconds to catch up to their steadfast teammate. You would wait for the "majority". By kiting, you are effectively forcing the enemy to spend extra time not firing due to the amount of time they take to aim. So if you move your tank when 4 enemies are about to fire versus only 1, you are preventing 4x bullets shot.
 
  
While it is no longer possible to force enemies to restart their attack animation via kiting, it is still possible (and very advantageous) to use the Retreat option on an individual T-doll to force an enemy to move forward, you command the retreat when you know that the time it takes to finish the enemies off is less than the time it takes for the enemies to reach your bac kline and fire. In the Episode 5 Night missions, it is not possible to kite the Nemeums backwards because they begin combat in range of your whole team.  
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While it is no longer possible to force enemies to restart their attack animation via kiting, it is still possible (and very advantageous) to use the Retreat option on an individual T-doll to force an enemy to move forward, thus forcing them to move forward while still being subject to your attacks. In the Episode 5 Night missions, it is not possible to kite the Nemeums backwards because they begin combat in range of your whole team.  
  
 
As of Patch 1.115, a bug still exists where retreated T-dolls still count as "active" for the purposes of target acquisition for certain enemies. Notably, Architect has a chance to shoot her RPG special attack at an off-screen T-doll.  
 
As of Patch 1.115, a bug still exists where retreated T-dolls still count as "active" for the purposes of target acquisition for certain enemies. Notably, Architect has a chance to shoot her RPG special attack at an off-screen T-doll.  
  
 
===Animation Canceling===
 
===Animation Canceling===
All bosses except for Destroyer, the EP.5 boss, have some sort of special attack that could formerly be canceled by retreating the targeted T-Doll prior to boss skill activation.
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All bosses except for Destroyer, the EP.5 boss, have some sort of special attack that could formerly be canceled by kiting them. As of the Arctic Warfare event update, this no longer works unless you retreat a girl while the special attack is being used.  
  
 
===Blocking 2 columns with one tank===
 
===Blocking 2 columns with one tank===
 
By constantly moving a T-doll between 2 blocks in a row, 2 enemy columns can be prevented from advancing (especially the shield units and the mechanized ones since they can only be stop by blocking their exact column). However, that certain T-doll will be rendered unable to shoot/use skill and moving another T-doll is obviously impossible. After the enemies start shooting at that T-dolls, stop moving her won't cause enemy units to advance as long as they keep shooting.
 
By constantly moving a T-doll between 2 blocks in a row, 2 enemy columns can be prevented from advancing (especially the shield units and the mechanized ones since they can only be stop by blocking their exact column). However, that certain T-doll will be rendered unable to shoot/use skill and moving another T-doll is obviously impossible. After the enemies start shooting at that T-dolls, stop moving her won't cause enemy units to advance as long as they keep shooting.
  
== Corpse Dragging ==
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== Resource Preservative Runs ==
"Corpse Dragging" refers to completing a stage with minimum resources spent. Efficiently gaining experiences and 'cores' or 'equipment' as reward.
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Resource Preservative Runs, aka 거지런, poor runs, and starve runs, are where you repetitively complete the same 1-turn mission over and over again while only supplying the main DPS doll in the echelon.
*Usually, only one singular T-doll will be resupplied, acting as the DPS to defeat enemies. The rest will remain without supplies, effectively dead weights only present to absorb damage or gain experience.
+
 
*Role Terms:
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This exploits the fact that only the dolls with resources exhausted will stop attacking, but rest of the echelon can still tank while gaining XP.
**DPS = (Resupplied) Defeat enemies, *DPS T-Doll looks around and notices her team is without Ammo or Ration*
 
**Tank = (Without Supply) Absorb incoming enemies fire damage.
 
**Buffer = (Without Supply) T-Dolls
 
**Tourist = (Without Supply) Any tag-along T-Dolls needing experiences, not contributing to reducing resource cost.
 
*Contrarily to common knowledge, HGs are more cost effective as tank role versus SMGs/SGs at least up to stage 4-3E.
 
*Common {{doll name|PPK|HG|2}} hold titles as the 2nd highest efficient HGs at stage 4-3E, taking no damage or only one or two hit at 5-link and adequate DPS on stage 4-3E. 1st = HGs goes to {{doll name|PSM|HG|3}}.
 
*The way damage works is [Enemy Fire - Ally Armor = Damage Taken]
 
*IF IT IS A HIT from the enemy that is. SMGs and HGs with the same amount of evasion stat will perform identically as a tank in terms of damage taken.
 
*SMGS will incure higher repair cost until DPS T-Doll is powerfully efficient enough to kill enemies wave in which HG tanks will be more efficient. Since HGs evasions are much higher than SMGs.
 
*HGs will get hit less. HGs are inherently more repair cost effective than SMGs, and SMGs are more repair cost effective than SGs. {{doll name|PPK|HG|2}} outperform even {{doll name|M16A1|AR|4}} at 4-3E.
 
*Give the HGs some recognition!
 
*As for SGs tanks, they shine within stage 0-2 and those alike due to damage mitigation. They perform poorly elsewhere such as 4-3E
 
  
 +
This is an extremely time-consuming yet resource-efficient way to grind XP and doll drops, so it is not recommended until the player can meet the requirements below.
  
 
=== Preparation ===
 
=== Preparation ===
 
* '''The auto-supply needs to be disabled!'''
 
* '''The auto-supply needs to be disabled!'''
* For echelon formation, refer to [[Guide:Formation Menu#Corpse Dragging|Formation Guide]].
+
* The echelon needs at least one well-grown tanker. Although shotguns are preferred for their armor being able to reduce damage taken to 1, [[M16A1]] with armor plates or her exclusive equipment or high evasion+health SMGs are great for lower areas. At least 4 links are recommended for SMGs and 3 links for Shotguns and M16A1. The tanker doll should be in the foremost lane in the center in order to draw all enemy fire.
** The echelon needs at least one well-grown tanker. Although shotguns are preferred for their armor being able to reduce damage taken to 1, {{doll name|M16A1|AR|4}} with armor plates or her exclusive equipment or high evasion+health SMGs and HGs are great for lower areas. At least 5 links are recommended for HGs, 4 links are recommended for SMGs, and 3 links for Shotguns and {{doll name|M16A1|AR|4}}. The tanker doll should be in the foremost lane in the center in order to draw all enemy fire.
+
* The echelon needs a DPS doll with high initial DPS. Self DPS buffing or grenade ARs with short initial cooldown are preferred for their high DPS to resource consumption efficiency. Although the DPS doll isn't as selective as the tanker, 4-5 star dolls with least 4 links are optimal.
** The echelon needs a DPS doll with high initial DPS. Self DPS buffing or grenade ARs with short initial cooldown are preferred for their high DPS to resource consumption efficiency. Although the DPS doll isn't as selective as the tanker, 4-5 star dolls with least 4 links are optimal.
+
* The rest 3 slots should be filled with those that needs XP. The echelon leader should be one of these to make the most of the XP bonus the leader gets unless you wish to grow the DPS doll or tanker doll faster.
* The rest 3 slots should be filled with those that needs XP, the "tourists".
 
* Place whichever doll needs XP the most on the echelon leader slot.
 
 
* There needs to be an extra empty echelon to be used to refill the DPS doll, along with '''an extra DPS doll'''.
 
* There needs to be an extra empty echelon to be used to refill the DPS doll, along with '''an extra DPS doll'''.
  
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=== Notable Stages ===
 
=== Notable Stages ===
 
These are stages where this strategy is usually used on.
 
These are stages where this strategy is usually used on.
"Progression Stage" are stages that are temporarily used to unlock the ability to perform "Final Stages". "Alternative Stages" could be considered as less efficient than "Final Stages". Final Stages are special and explanation on why of each one is listed below.
 
  
==== 1-2 Progression Stage ====  
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==== 1-2 ====
 
This stage is very different from other stages. In this stage, you only need 1 echelon and can only have 1 doll that needs XP grinding at a time, but '''you don't need to spend a single resource, not even for the DPS doll. This is because you can use the dolls the stage drops '''as the DPS dolls'''.
 
This stage is very different from other stages. In this stage, you only need 1 echelon and can only have 1 doll that needs XP grinding at a time, but '''you don't need to spend a single resource, not even for the DPS doll. This is because you can use the dolls the stage drops '''as the DPS dolls'''.
  
 
Once the stage ends, swap out the 4 exhausted DPS dolls with newly-gained 2-star dolls. Make sure to keep the XP grinding doll as the leader.
 
Once the stage ends, swap out the 4 exhausted DPS dolls with newly-gained 2-star dolls. Make sure to keep the XP grinding doll as the leader.
  
==== 1-5 Progression Stage ====
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==== 4-3E ====
EXP lost threshold: Level 22
+
This is the earliest stage where you can use this strategy properly. Since there are [[jaguar]]s, it's recommended to place the dolls in forward positioning, which allows the echelon to kill the jaguar before attacking rest of the enemies.
 
 
==== 2-3 Progression Stage ====
 
Utilize as progression stage, to build your carrier DPS
 
EXP lost threshold: Level 30
 
 
 
==== 2-1E Progression Stage ====
 
Utilize as progression stage, to build your carrier DPS
 
EXP lost threshold: Level 35
 
  
==== 4-3E Final Stage ====
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It should be noted that the XP gain decreases if the doll's level goes over 75.
A 4-Linked level 70 AR as DPS carrier is adequate for this stage. This is the last stage where HGs are able to tank safely. Even with the ability to perform 5-2E and 5-4E, commander will realize after trying that 4-3E is the practical place prior to 0-2E
 
EXP lost threshold: Level 75
 
  
==== 5-2E Alternative====
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==== 5-2E ====
The problem is the enemy accuracy and damage is too high, HGs/SMGs/SGs all take huge damage, and continuous play is not practical.
+
Basically enhanced version of 4-3E. XP decreases after level 88.
EXP lost threshold: Level 88
 
  
 
==== 5-4E ====
 
==== 5-4E ====
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# '''Forfeit''' the stage.
 
# '''Forfeit''' the stage.
  
This stage is also great for boss grinding. However, this is very different from corpse dragging as it requires the tanker to be an SMG and the whole echelon needs to be supplied for this.
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This stage is also great for boss grinding. However, this is very different from resource preservative runs as it requires the tanker to be an SMG and the whole echelon needs to be supplied for this.
  
 
XP decreases after level 93. This means the dolls can quickly get to 5 links. However, this stage does not give as much cores as 4-3E.
 
XP decreases after level 93. This means the dolls can quickly get to 5 links. However, this stage does not give as much cores as 4-3E.
  
 
==== 0-2 ====
 
==== 0-2 ====
The most optimal stage for core farming via retiring dropped 3* T-Doll.
+
The next main place for this strategy. From this stage and on, the tanker has to be a shotgun. For this stage, the shotgun needs to have armor of at least 11. Although shotgun with some evasion like [[Super-Shorty]] can be used, [[M16A1]] with both armor plate and exoskeleton is optimal for this stage.
 
 
There are multiple routes, however only one that would claim an S-Rank victory of the stage, which gives the the exclusive drop % (Thus increasing core % per run).
 
  
This route is the middle route, middle lane two enemies, then the most top three enemies.
+
From this stage on, the DPS doll becomes very limited as the enemies start to get stronger. Notable DPS dolls include [[HK416]], [[FAL]], [[M4 SOPMOD II]], [[G11]], [[AN-94]], [[M4A1]] MOD3, and [[ST AR-15]] MOD3.
  
For optimal result, T-Dolls with armor +11 can mitigate incoming damage to 1. The drawback being that SGs armored T-Dolls do not possess high evasion, {{doll name|Super-Shorty|SG|4}}, being the highest at the moment at 20, whom repair time average 11 minutes with setup = {{doll name|G11|AR|5}} | {{doll name|Grizzly MkV|HG|5}} | {{fairy name|Parachute Fairy|Strategy Fairy}}
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XP decreases after level 111
 
 
Thus, {{doll name|M16A1|AR|4}}, utilizing both special equipment armor plate {{equip name|Custom Exoskeletal Armor|Ballistic Plate|5}} (Dropped from 6-4N) and exoskeleton {{equip name|IOP T4 Exoskeleton|Exoskeleton|5}} is #1 optimal tank setup for this stage due to her +89 evasion setup.
 
 
 
Tank Role Key Info: Any armor above +11 is trivial, remove plates from traditional SG such as {{doll name|Super-Shorty|SG|4}} to avoid negative evasive stat.
 
 
 
With that in mind, meet the #2 optimal tank and #1 overall efficient all-star for this stage. {{doll name|M4A1|AR|5|costume=costume1}} with Special Equipment {{equip name|Inherited Weapon Arsenal|Exoskeleton|5}}, which gives +11 armor. Only a +11 armor requirement is needed, thus {{doll name|M4A1|AR|5|costume=costume1}} may act as both tank and dps role simultaneously, giving commanders another tourist spot.
 
 
 
Surprisingly, HGs tank can survive this stage non-kited, although repair time exceed +30 minutes, so for newer players without access to SG. SMGs tank receives more incoming bullets, but possess more HP to survive. HGs actually outperform SMGs here as well, IF the team composition is set up properly. HG tanks requires high evasion, such as {{doll name|PPK|HG|2}}, reaching inherent 118 evasion with Special Equipment {{equip name|PPK Suppressor|Silencer|5}}.
 
 
 
Due to the larger amount of enemies unit and health pool, only some notable DPS dolls will clear this stage efficiently.
 
In general sense, they are most effective in the following order.
 
*S+ {{doll name|G11|AR|5}}
 
*S  {{doll name|AN-94|AR|5}} > {{doll name|ST AR-15|AR|5|costume=costume2}}
 
*A+ {{doll name|FAL|AR|5}}
 
*A {{doll name|M4 SOPMOD II|AR|4}} > {{doll name|HK416|AR|5}}
 
 
 
XP penalty occurs post level 111
 
  
 
==== 0-4 ====
 
==== 0-4 ====
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==== 6-3N Zas Run ====
 
==== 6-3N Zas Run ====
 
[[File:6-3N Zas Run.gif|right]]
 
[[File:6-3N Zas Run.gif|right]]
On 6-3N, the player can use '''1-link''' {{doll name|Zas M21|AR|5}} to minimize the resource used even further. The resupplying process is very similar to rest of these runs, the process is extremely specific. However, this is a very resource-efficient XP and equipment grinding method.
+
On 6-3N, the player can use '''1-link''' {{doll name|Zas M21|AR|5}} to minimize the resource used even further. The resupplying process is very similar to rest of these runs, but the process is extremely specific. However, this is by far the most resource-efficient XP and equipment grinding method discovered thus far.
 +
 
 +
It should be noted that Zas M21 isn't obtainable yet in global server.
  
 
===== Preparation =====
 
===== Preparation =====
 
* You need 2 Zas M21s.
 
* You need 2 Zas M21s.
 
** It's better to keep both 1-link.
 
** It's better to keep both 1-link.
** Both needs to have '''skill damage of at least 77 while keeping damage below 90!''' This is to make sure the grenade does at least 65 damage to every link of every enemy echelons while none of the enemies die from base attacks, which causes them to attack before the grenade goes out. See the table below.
+
** Both needs to have '''skill damage of at least 77 while keeping damage below 90!''' This is to make sure none of the enemies die from base attacks so that they don't attack before the grenade goes out. See the table below.
** Not only do you have to worry about the damage, but you need to cut the Rate of Fire at specific value to make sure The delay made by her base attack doesn't delay the skill too much that the grenade goes out too late and get hurt. Rate of fire can easily be adjusted using red dots or eotechs. Also see the table below.
+
** Not only do you have to worry about the damage, but you need to cut the Rate of Fire at specific value to make sure The delay made by her base attack doesn't delay the skill too much that the grenade goes out too late and get hurt. Also see the table below.
 
* '''Automatic skill use needs to be on.'''
 
* '''Automatic skill use needs to be on.'''
 
* Although XP grinding dolls having ammo/food or not wasn't a problem, for Zas run it's important that the rest of the dolls are unable to attack or use skills.
 
* Although XP grinding dolls having ammo/food or not wasn't a problem, for Zas run it's important that the rest of the dolls are unable to attack or use skills.
 
* You need the same 2-echelon like the rest of these runs.
 
* You need the same 2-echelon like the rest of these runs.
 
** The formation needs to be L-shape formation as seen in the gif above. Make sure to place Zas where it is shown.
 
** The formation needs to be L-shape formation as seen in the gif above. Make sure to place Zas where it is shown.
** '''Mind the buffs!''' Keep watch on the '''Damage and Rate of Fire buffs''' applied to the Zas, ''including'' the [[Technical Fairies]]' buffs!
+
** Mind the buffs! Keep watch on the '''Damage and Rate of Fire buffs''' applied to the Zas, ''including'' the [[Technical Fairies]]' buffs!
 
Damage Table
 
Damage Table
{| class="wikitable"
+
{| class="wikitable" border="1"
 
|-
 
|-
 
! Skill Level
 
! Skill Level
Line 247: Line 152:
 
| 28
 
| 28
 
|-
 
|-
| 10
+
| 3
 
| 300%
 
| 300%
 
| 26
 
| 26
 
|}
 
|}
 
+
wip
RoF Table
 
{| class="wikitable"
 
|-
 
|style="background-color:#00ff00; border:solid 1px black; border-bottom:solid 3px;"| Good
 
|style="background-color:#ffd000; border:solid 1px black; border-bottom:solid 3px;"| Bad
 
|-
 
!style="border:solid 1px black;"| Rate of Fire
 
!style="border:solid 1px black;"| Frame # of Last Shot
 
|-
 
|style="border:solid 1px black;"| 43
 
|rowspan="2" style="background-color: #00ff00; border:solid 1px black;"| 103
 
|-
 
|style="border:solid 1px black;"| 44
 
|-
 
|style="border:solid 1px black;"| 45
 
| style="background-color: #00ff00; border:solid 1px black;"| 100
 
|-
 
|style="border:solid 1px black;"| 46
 
| style="background-color: #00ff00; border:solid 1px black;"| 97
 
|-
 
|style="border:solid 1px black;"| 47
 
|rowspan="2" style="background-color: #00ff00; border:solid 1px black;"| 94
 
|-
 
|style="border:solid 1px black;"| 48
 
|-
 
|style="border:solid 1px black;"| 49
 
| style="background-color: #00ff00; border:solid 1px black;"| 91
 
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|style="border:solid 1px black;"| 50
 
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===== Process =====
 
Process is mostly similar to the original. You engage the [[Tarantula]]s and let the auto-skill do the job. Keeping Zas at 1-link for this will save you even more resources as more dummy links will use more resources while extra links don't affect grenade skill.
 
 
 
==== 8-1N Zas Run ====
 
*''8-1N Zas'' is similar to ''6-3N Zas'', difference being higher Damage stat required.
 
*There is no XP penalty for dolls' level, proving effective stage for Mod leveling.
 
 
 
With fully addition upgraded equipment, '''Damage stat amounts to 84''' ''(No Oath)''.<br />
 
:*<small>Doll:</small>{{doll name|Zas M21|AR|5}} <small>'''Lv.100'''</small> = '''55 Damage''' <small>& 74 Rof | Affection 90+ =</small> '''58 Damage''' <small>& 74 RoF | Oath 140+ =</small> '''60 Damage''' <small>& 74 RoF</small>
 
:*<small>Sight</small>:{{equip name|EOT 518|Holographic Sight|5}} '''+6 Damage''' <small>& RoF -4 ~ -6</small>
 
:*<small>Ammo:</small>{{equip name|APCR High-Velocity Ammo|High-Velocity Ammo|5}} '''+20 Damage'''
 
 
 
:<big>'''95'''</big> '''Damage''' is required with Skill Lv.1.<br/>
 
:'''Damage Stat × Skill Multiplier × formation buff × fairy aura ≥''' <big>'''95'''</big> '''Damage'''<br/>
 
::*Obtainable preferably via fairies passive buff, also doable via tile-buff.
 
::*Higher {{doll name|Zas M21|AR|5}} Skill Lvl. contributes toward less Damage stat required.
 
 
 
==== Airstrike Run ====
 
Airstrike run is another extremely useful grinding method that can be used on 5-2N, 6-3N, 8-1N, and 10-5. It utilizes [[Airstrike Fairy]] to wipe out the enemies. This method does not consume any resources, but it does constantly drain Support Order.
 
 
 
===== Preparation =====
 
* You need an airstrike fairy.
 
** For 5-2N and 6-3N, the skill level doesn't matter.
 
** For 8-1N, skill level needs to be level 2.
 
** For 10-5, however, you must get the Airstrike Fairy's skill level to max for the 500 damage.
 
* You only need 1 echelon of all dolls that needs XP grinding. No resupplying is needed.
 

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