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Working hard on Cyberpunk 2077 (14 hours a day actually). My goal is to bring to the community the most complete How to and Where to guides playlist for the game. This is what I done so far: PS: Updated list with new content can be found here: https://www.reddit.com/HTF_Games_Studio/
Edit, 7pm ET 1/18: Returning readers, please see below for corrected numbers of Elemental Boost impact. They are better than the first version of this post suggested. Thanks! When the Magia system debuted, a few points of conventional wisdom solidified pretty quickly: 100 in your attack stat is really good, 500 HP might help you survive Zantetsuken, going crazy on the others isn't necessary -- etc. Time hasn't quite invalidated any of these points, but it has changed the relative value of each Magia bonus -- and also the opportunity cost for grinding them out. It's time to take stock, again, of what we can get from Magia. If you just want the math, scroll down.
How Things Have Changed + Will Change
Magia grinding is more accessible. Auto-Run w/ free Overdrive for D180 Dreams
Magia grinding is not necessary for the basic 100 points. Record board 400 Magia XP
There is more reason to compare Magia versus Crystals, as grinding options. The "have your cake and eat it too" raid option is going away - D220's this week, and raids entirely within months
Crystals become slightly easier to acquire. Daily revamp feat. 5 crystals on single-flavor dailies; random crystal drops in Labyrinth; ~6 months out
Your uses for Crystals will increase a bit. Inevitable increase in # of relevant HAs; multiple copies available for certain crucible 6* abilities
HP, DEF, RES, and elemental boost have also become easier to acquire. HP more available from record boards, non-finite crystal waters, new accessories, and higher magicite deck stats; DEF and RES more available from artifact armor and UEs; elemental boost more available due to HC entry, plus increased access to chains, and to syncs and empowered infusion in general
Non-piercing attacks are much more relevant in endgame content than they were. Compare, in particular, to when Dark Odin was the endgame.
Magia versus Crystals: Now versus Later
The need for Crystals is going to be an individual question. It bears repeating that HAs require significantly fewer Crystals to level than 6* abilities do -- 155/300 total for R4/R5, compared to 238/548. HAs also have a different balance of crystal types than abilities do, with Dark Crystals, in particular, being popular. (I used a spreadsheet to do some quick math on my crystal desires; I came out needing nearly 2000 more Dark Crystals than most of the others.)
This is relevant, for people at the point where they truly don't need all flavors of Crystals, due to the daily refresh that recently hit JP. Single-flavor dailies become much more efficient, by a factor of 2.5. Because Crystal grinding rates will increase, but Magia grinding rates will not (and may never), this could be a reason to put off Crystal grinding in favor of Magia.
Crystals do have a more blatant impact: honing a HA from R4 to R5 for 155 crystals will increase damage under AASB by roughly 8.3% (plus offer extra hones). Currently, it'd take about 2590 stamina to get 155 crystals from Orb Meadows++. For the same stamina, you can take Magia from 100 to 200, or 200 to 300, on roughly fifteen different PCs. And this ignores the portion of crystals that will be overstock (cough Summoning cough). Honing to R5 is obviously still worthwhile and important, but that doesn't necessarily make crystal dailies the best use for all excess stamina.
Magia Options
One thing that hasn't changed since Magia were released: those first 100 points into ATK/MAG/MND make more of a difference than anything else. Since record boards also come with 400 'free' Magia XP, we can ignore those first 100 points and focus on the other options: HP, DEF and RES, and elemental boost.
Hybrid Roles
But first, a quick nod to the polymaths of FFRK, who -- if you're using them for multiple roles -- likely want points in two different stats. This primarily affects healer hybrids like Yuna, Eiko, Alphinaud, and Y'shtola; but if you use a hybrid attacker like Edge or Exdeath too frequently, with different attack stats, to just reset Magia as needed, they could be worth double-statting, too.
HP
Once upon a time, 500 HP could truly matter. Today, there are just more ways to buff HP. With 2k-3k HP on RBs, Crystal Waters more plentiful, Wodin (and UE) accessories, and better HP bonuses from decks/HC, most fully augmented characters will have between 12,500 and 17,000 HP before Magia. The extra 500 HP will increase your final HP by somewhere between 3.0% (Knight archetypes w/HC) and 3.8% (Magic hybrids w/deck). This is still OK, but it's a pretty modest boost.
DEF and RES
The nail in the coffin for HP, though, is that most endgame content these days does have relevant non-piercing attacks. Even though DEF and RES won't help against all attacks, and even though artifact armor gives them a serious boost, the incoming damage formula is gentle enough (exponent of 0.84) that 100 points can still make a real difference. An extra 100 points will reduce your non-piercing damage taken by somewhere between 10% (Knights, DEF, Bahamut armor w/HC) and 19% (Healers, DEF, UE bracer w/deck). For more numbers, see below. (Obviously, in fights that are all piercing, DEF and RES are not going to be a better value, even if they generally are. Don't be afraid to respec; it's always worth considering the specific content you're working on, if you get stuck.)
Elemental Boost
Since the advent of SASBs and just general easier access to multiple levels of infusion, the conventional wisdom has turned against investing in elemental boosts. This may have been a little exaggerated. With one or two levels of infusion, you'll generally see a 3.0% to 5.0% damage increase from Magia. With three and an in-party CSB (or other source of boost levels), you'll get a damage increase between 0.0% and 1.6%. So -- not the most exciting boost with a sync, but possibly worthwhile even for double-infused PCs, and depending on the battle conditions (e.g. diffusion), this could make a big difference, too.
Math: HP, DEF, and RES
The following table shows the average percent gains in HP, and average percent of damage reduction, given realm or elemental content, respectively, that each of the 8 record board archetypes will get from investing 100 Magia into HP/DEF/RES.
Reduction is given as a range encompassing possible values for equipment options -- Bahamut/Wodin armor and UEs. These numbers also account for realm synergy, HC/deck stats, and Wall reducing the relative impact of HC/deck stats. (Assumptions: lv 99 HC; standard deck with Wodin, 2x 6*, 2x Madeen, 2x Health Boon; max links/inheritance lvs)
Average Gains with 100 Magia into HP, DEF, or RES
Archetype
HP [HC]
Phys [HC]
Mag [HC]
HP [Mag]
Phys [Mag]
Mag [Mag]
Knight
3.0%
10%-11%
11%-13%
3.1%
12%-14%
13%-16%
Physical
3.2%
11%-13%
12%-13%
3.3%
13%-16%
14%-17%
Support
3.4%
11%-13%
12%-13%
3.5%
13%-16%
14%-16%
Speed
3.4%
12%-13%
12%-13%
3.5%
14%-16%
14%-17%
Hybrid
3.6%
12%-14%
12%-13%
3.7%
14%-17%
14%-17%
Magical
3.6%
12%-14%
11%-12%
3.7%
15%-18%
13%-15%
Mag/Mind
3.7%
13%-14%
11%-12%
3.8%
15%-18%
13%-16%
Healer
3.6%
13%-15%
11%-13%
3.7%
16%-19%
14%-16%
Wait! Bahamut armor and UEs aren't out yet! This is true, but Wodin bracers are pretty good everywhere! 6* and 7* armor are notably less generous with DEF and RES; wearing those armors, you can expect Magia to help more, by roughly 5% additive (e.g., 20% reduction with Magia + old armor, versus 15% with Magia + new armor).
Math: Elemental Boost
The next, possibly more interesting table shows the damage boost you'll get from 100 Magia points into elemental boost (which adds 0.1 to the multiplier before softcap), given an infusion level, a chain type, and a HC/6* entry effect (or neither). If you have other sources of elemental boost (e.g. WoL AASB or Emperor AASB2), each level adds 0.1, so just move one or more columns to the right. (Note: 1.0 elemental CSBs go in the Fabula Sorceror column, while all realm chains go in the 2.x Chain column.) Each column assumes weapon and armor boosts are present (total of 0.4). With the new armor artifacts, this is easy even for armor. I've highlighted the two columns that are likely most often relevant.
Average Gains with 100 Magia into Elemental Boost
Infusion Level
Fabula Sorceror (0.2)
Bonds of Historia (0.3)
Fabula + 6* (0.4)
2.x Chain (0.5)
Bonds + HC (0.6)
2.x + 6* (0.7)
2.x + HC (0.8)
None
6.3%
5.9%
5.6%
5.3%
5.0%
4.8%
4.5%
1 (0.5)
4.8%
4.5%
4.3%
4.2%
4.0%
3.8%
3.5%
2 (0.8)
4.2%
4.0%
3.8%
3.5%
3.0%
2.5%
2.0%
3 (1.2)
3.0%
2.5%
2.0%
1.6%
0.0%
0.0%
0.0%
(If casting an SB, the infusion mult is instead 0.8/1.0/1.2, so move a few columns to the right if necessary.)
Note: The table has been corrected with accurate values. (Thanks again to u/ffrkthrowawaykeeper for noticing this error, and sorry for misleading early readers! Moral of the story, there are some incorrect formulae floating around out there, and you should just go to u/Kittymahri for those.) Whether the better 3.0+ increases will apply to you is going to be situational, and really depends on what soul breaks your DPS characters have -- and how the flow of the fight will affect that. If there's diffusion, or if a battle is going to last a full minute, even a triple-infusion sync won't keep you from having a 3.0% or higher bonus for much of the battle.
Additionally, u/eelmonger makes some excellent points in this comment -- I too would urge you to remember that FFRK, by its nature and coding, often creates individual situations where more general rules don't hold up. The question is always: what will actually make a difference for you?
Who First?
The big question, thanks to the corrected elemental boost analysis, is which sort of boost is more important to you. Elemental boost on key DPS characters, especially those without triple-infusion, is obvious; but what about defense? My suggestion there is to start with characters who are likely to be more frail than the majority of a particular party. We've probably all had the experience where everyone barely survives a nasty MT hit -- except for one or two people. Slot placement won't help, but this is where a moderate boost, making up for lower base stats, can really shine. Some examples:
Vivi, who has low HP even for a mage.
Aerith, a healer who you're likely to use with physical teams.
Meia, who might lead off an otherwise physical realm team.
Beyond that, healers (and offensive white mages) are generally the most frail, but of course the ultimate question remains: will this buff truly make a difference, or is it a nice-to-have?
How Much Magia?
Let's take a quick look at the Magia XP required for each 100 points.
Magia XP Requirements
Progression
Add'l XP
0 to 100
399
100 to 200
800
200 to 300
900
300 to 400
1125
400 to 500
1200
500 to 600
1300
600 to 700
1400
It rises more gently from there, but for most of us, there's not much reason to look beyond 400 or 500.
As the biggest jump in requirements is between 300 and 400 Magia, I suggest stopping at 300. This offers options for offense, defense, or both, and plenty of flexibility if it would ever be useful to respec for a specific fight.
If you want, you could take into account the second free 400 Magia XP that is unlocked, realm by realm, when you defeat Bahamut, and stop 400 XP early. At least for me, that's far enough away (and difficult enough, for a lot of my realms!) that I'm not planning around it.
Welp, thanks for making it through. Please leave feedback if you see something I overlooked or just disagree in general! Whatever doesn't kill me makes me stronger, at least if it happens 800 times in a row...
Working hard on Cyberpunk 2077 (14 hours a day actually). My goal is to bring to the community the most complete How to and Where to guides playlist for the game. This is what I done so far:
Working hard on Cyberpunk 2077 (14 hours a day actually). My goal is to bring to the community the most complete How to and Where to guides playlist for the game. There is still a lot of work to do but this is what I done so far PS: Updated version with all new videos can be found here: https://www.reddit.com/HTF_Games_Studio/comments/kbo4qi/guide_full_list_cyberpunk_2077/
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