GilliamYaeger
M'crazy.
Demian's speech about stolen chips makes me think about the fucked up descriptions on some of the level up items that describe how using them does an incredible amount of damage to the multiverse.
There is one specific attack I'm thinking of when I'm saying that...But I'll talk about that in greater detail when it comes up in the LP.
It helps that the only competition it has for Outis's TETH slot is genuinely dogshit so there's no reason not to take it with you on every ID, meaning that when you really, really need to win a clash and whether due to low sanity or paralysis or the RNG just hating you that day you cannot rely on rolling heads against it, it's right there for you.
Well, not quite, but it's still got an absolutely insane defensive passive.
...Well, as long as he's not taking more than 10 hits per turn, anyway. But that's a nearly-full complement of 5 2-coin attacks, which is basically everything a given boss can throw at you per turn.
And not only that but it's got some absolutely insane synergy with one of Heathcliff's launch EGOs, Ya Śūnyatā Tad Rūpam, which has a passive that lets Heathcliff increase his max HP by 15% (and heal by that amount to boot) whenever he recovers from stagger three times per battle. That's potentially an extra 45% max HP on IDs that have three stagger bars. By the time you're at the 40% HP threshold for AEDD's passive to kick in you're practically guaranteed to have gone through at least one or two stagger bars, meaning you're rolling with an extra 15%-30% HP to boost both the heal and the damage threshold.
For context, an ID with three stagger bars and 200 HP (meaning they'll get boosted to 290 HP - better than most tanks!) will go from triggering AEDD's passive at 80 HP to triggering it at a much more comfortable 116 HP, and go from healing 5 HP per hit to 7.25 HP per hit.
The combination of these two passives turns any Heathcliff ID into a mini K-Corp Hong Lu - not only being shockingly resistant to damage but also getting more added to his life bar whenever he gets hit hard enough.
Sometimes, you just need to roll a guaranteed 26 no matter what. There are only two other EGO with min-rolls of 26, and they're both Persuance. As you said, you'd think that "clashes really well" wouldn't be enough to make Sunshower Outis stand out in a crowd of attacks that by their very nature clash very well, but I can tell you from shockingly frequent experience that sometimes that 26 minroll really is enough to make a difference when you're going up against a boss's super attacks.No, let's get to what's important - I got some pushback about calling Outis Sunshower mid earlier in the thread and it's time to explain why I'm objectively correct. Yes, it rolls a very very high number for cheap. It only costs 1 sin resource and 10 SP more than To Pathos Mathos in order to throw out a floor of 26 and a ceiling of 33. That's pretty crazy, I'm not denying that. It's just that to me 'big number to automatically win clash' is... basically every EGO. Like, that's not special. That's the default. It's only much more recently that we've started getting EGO that are much weaker at clashing, or even worse than a base skill would be, in exchange for far greater damage or some other kind of utility. When I look at an EGO I look first and foremost at its actual affixes, and Sunshower Outis is an absolute fucking dog's breakfast. Oh yes, just let me run my fucking Poise Sinking Tremor team, the most synergistic there is! Wait no I can't, it only Tremor Bursts on fucking crit, and Outis' only Poise ID is Blade Lineage Outis who isn't a real ID and will be shot in the face by Yi Sang Fell Bullet for morale purposes.
There is one specific attack I'm thinking of when I'm saying that...But I'll talk about that in greater detail when it comes up in the LP.
It helps that the only competition it has for Outis's TETH slot is genuinely dogshit so there's no reason not to take it with you on every ID, meaning that when you really, really need to win a clash and whether due to low sanity or paralysis or the RNG just hating you that day you cannot rely on rolling heads against it, it's right there for you.
Heathcliff AEDD is the fuckin' GOAT, man. It's Better Legerdemain (meaning that it's a playmaker EGO - with a good speed roll you can use that AoE 3 paralysis to let Heath's slower teammates win clashes they have absolutely no business winning, potentially turning a disastrous turn into a complete sweep) with a side effect of making Heathcliff fucking immortal.AEDD, now here's an easy one. Shock Centipede's themes are quite overtly about torture and experimentation, in that the Abnormality is subjected to agony and torturous conditions in order to extract the optimal output from its lightning capacitors. Gregor is himself a product of inhumane experimentation, Hermann seeking to draw out the true potential of his cockroach arm, and Heathcliff? If you've so much as heard of Wuthering Heights you'll probably guess why he's synchronising with the lightning Abnormality that gets abused all the time. The connection only becomes clearer when you factor in his battlepass ego from last season, Telepole, which is a big angry purple lightning dog. While both variants are Charge EGO, the strange part is that Gregor's AEDD inflicts Spark Discharge which is a Rupture support status (and the passive expends his own Charge in order to pass it to the ally with the lowest Charge) whereas Heathcliff's is a more generally useful Paralyse and Gloom Fragility with a passive that improves his self-sustain by causing him to drain Charge Count in exchange for healing when struck. Given their usual themes I'd sooner have expected Gregor to have the passive of Heathcliff's variant, but hey I won't complain.
Well, not quite, but it's still got an absolutely insane defensive passive.
Look at this. Look at it. This doesn't even need a Charge ID to work, in fact it's better if you're not using a Charge ID since it supplies its own Charge. What this means is, for any given ID at level 50, you'll heal somewhere from 5-7 HP every time you're hit. Normally this is just some really, really nice damage mitigation (assuming an incoming 3-coin attack with neutral effectiveness rolls a 10+15+20 for a total of 45 damage, AEDD's passive will knock off 15 HP from that minimum - a full third of the incoming damage has just been wiped away!), but if you can play around with damage resistances hard enough to reduce incoming damage below that healing threshold (if that example attack is resisted by Heathcliff with even just an 0.5x mult then it'll do 5+7+10 damage, reduced to 0+2+5=7! Or -2+0+3=1 on a tankier ID with more HP!) then Heathcliff literally cannot die. Getting hit will just heal him instead. It's nuts.Tempramental Discharge said:When hit, spend 1 Charge Count to heal 2.5% of Max HP.
At less than 40% HP, gain 1 Charge Count before activating the healing effect. (Can gain up to 10 Charge Count per turn)
...Well, as long as he's not taking more than 10 hits per turn, anyway. But that's a nearly-full complement of 5 2-coin attacks, which is basically everything a given boss can throw at you per turn.
And not only that but it's got some absolutely insane synergy with one of Heathcliff's launch EGOs, Ya Śūnyatā Tad Rūpam, which has a passive that lets Heathcliff increase his max HP by 15% (and heal by that amount to boot) whenever he recovers from stagger three times per battle. That's potentially an extra 45% max HP on IDs that have three stagger bars. By the time you're at the 40% HP threshold for AEDD's passive to kick in you're practically guaranteed to have gone through at least one or two stagger bars, meaning you're rolling with an extra 15%-30% HP to boost both the heal and the damage threshold.
For context, an ID with three stagger bars and 200 HP (meaning they'll get boosted to 290 HP - better than most tanks!) will go from triggering AEDD's passive at 80 HP to triggering it at a much more comfortable 116 HP, and go from healing 5 HP per hit to 7.25 HP per hit.
The combination of these two passives turns any Heathcliff ID into a mini K-Corp Hong Lu - not only being shockingly resistant to damage but also getting more added to his life bar whenever he gets hit hard enough.
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