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Tag: Visual edit
Tag: Visual edit
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Partner panels and finishers typically have higher efficiency than most of Neku's psychs. This is to offset the partners' lack of any pin ATK. Each partner has various strengths and weaknesses:
 
Partner panels and finishers typically have higher efficiency than most of Neku's psychs. This is to offset the partners' lack of any pin ATK. Each partner has various strengths and weaknesses:
 
*'''[[Shiki]]''' has moderate panel and finisher efficiency. Her ground finisher is unique in that it has invincibility frames during its execution. Her air attacks can only target air units.
 
*'''[[Shiki]]''' has moderate panel and finisher efficiency. Her ground finisher is unique in that it has invincibility frames during its execution. Her air attacks can only target air units.
*'''[[Joshua]]''' has the weakest panel efficiency, especially his ground panels which don't produce any damage at all, and his finishers take long to execute. However, his offensive potential grows for every panel he locks in. His ground finisher efficiency increases the more he locks onto a single enemy. Meanwhile, if Joshua amounts enough panels in the air, his attacks will attack enemies on both side and his finisher will become a powerful beam. Because of this, he is the only partner with finishers that can reach 500% efficiency. This is somewhat of a catch: if the player equips threads that force a longer [[Combo Map|combo map]] amount this much efficiency, it will take longer to obtain [[Fusion Stars|fusion stars]].
+
*'''[[Joshua]]''' has the weakest panel efficiency, especially his ground panels which don't produce any damage at all, and his finishers take long to execute. However, his offensive potential grows for every panel he locks in. His ground finisher efficiency increases the more he locks onto a single enemy. Meanwhile, if Joshua amounts enough panels in the air (specifically, enough so that a ''single ''enemy is hit at least six times), his attacks will attack enemies on both side and his finisher will become a powerful beam. Because of this, he is the only partner with finishers that can reach 500% efficiency. This is somewhat of a catch: if the player equips threads that force a longer [[Combo Map|combo map]] amount this much efficiency, it will take longer to obtain [[Fusion Stars|fusion stars]].
 
*'''[[Beat]]''' has the strongest panel efficiency and powerful finishers in exchange for a poor fusion system. Despite what the game states, Beat should always use his air attacks over his ground attacks unless facing a quick-dodging opponent such as [[Uzuki]]. It's more practical for him to deal high panel and finisher damage than to obtain fusion stars.
 
*'''[[Beat]]''' has the strongest panel efficiency and powerful finishers in exchange for a poor fusion system. Despite what the game states, Beat should always use his air attacks over his ground attacks unless facing a quick-dodging opponent such as [[Uzuki]]. It's more practical for him to deal high panel and finisher damage than to obtain fusion stars.
   

Revision as of 20:03, 4 May 2014

Efficiency is a rating that determines the offensive power per hit of a psych or a partner attack. Each psych and partner attack has a unique efficiency rating. Efficiency ratings are not listed in the game.

In layman's terms, it determines how much final ATK (sum of equipped ATK and pin ATK) is converted into actual damage for each hit.

Analysis: Neku

Efficiency is a multiplier that affects the damage formula. An attack with 20% efficiency will deal half the damage versus an attack with 40% efficiency, provided that final ATK is equal and that the enemy has no additional defense.

Efficiency is the most important factor when determining offensive potential. Many players incorrectly assume that pins with higher pin ATK are always better. This only applies when comparing two pins of the same psych. For example, Angel Magnum appears to be a powerful pin due to its 102 pin ATK. However, its psych, Energy Rounds, has an efficiency rating of 20%. Ice Blow, with 27 pin ATK, will always deal more damage than Angel Magnum per hit because its psych, Piercing Pillar S, has an efficiency rating of 100%. For example, if Neku has 10 base ATK:

  • (10 base ATK + 102 pin ATK) * 20% = 22 damage per Angel Magnum hit
  • (10 base ATK + 27 pin ATK) * 100% = 37 damage per Ice Blow hit

However, Angel Magnum has multiple uses before reboot, while Ice Blow has only one use before reboot, thus causing each pin's respective psychs to have different roles. This is explained below in further detail.

High-efficiency psychs take better advantage of Neku's base ATK stat, since final ATK is the sum of base ATK and pin ATK. When using Ice Blow, each +1 ATK to Neku will result in +1 damage/hit because of its 100% efficiency rating. On the other hand, Neku will need +5 ATK to see +1 damage/hit for Angel Magnum.

Low-efficiency psychs vs. High-efficiency psychs

Many low-efficiency psychs are fast, have many uses, and can deal damage to multiple enemies. Some psychs are able to hit an enemy multiple times per use in order to offset their efficiency ratings, such as Vulcan Uppercut. Psychs at the top of the efficiency list deal excellent damage, but usually have a considerable charge time and only deliver one powerful hit.

In abstract, this would make low-effiency psychs similar or superior in total damage compared to high-efficiency psychs. However, the puck provides damage amplification of a single hit. A puck-amplified hit with a high-efficiency psych can deal more damage than a great number of low-efficiency psych hits:

  • 12 Angel Magnum hits @ 10 base ATK = 22 * 12 = 264 damage
  • One Stone, Many Birds hit @ 10 base ATK and 3X puck = 75 * 1.5 * 3 = 337 damage!

Therefore, a recommended strategy is to reserve one or two pins with high efficiency for passing the puck while using faster pins with lower efficiency as filler damage. It is also possible to eschew low-efficiency psychs entirely if the player is using thread setups with Faster Puck and Puck Power.

For example, Shockwave has 35% efficiency, while Vortex Saber has 100% efficiency. It may seem that Shockwave is weak, but a Shockwave pin with nine uses can expend all of them in a few seconds. If all of the shots connect, Shockwave is an acceptable psych. Vortex Saber is a much slower psych, so it's best used when Neku has the puck in order to benefit from the puck's damage multiplier.

Burst Rounds is considered to be the most versatile high-efficiency puck passing psych. Flame Blast combines high efficiency and a fast firing rate, and obsoletes almost every other psych with lower efficiency. The Dragon Couture "dream deck" features both of these psychs, which gives Dragon Couture the nod over Pegaso as the brand with the best possible maingame deck.

Entanglement, despite being tied for the worst efficiency in the game, is an effective psych because its activation is almost instant and will not tie up Neku while it deals its damage. Conversely, Frostbite and Holy Light are considered to be the two worst offensive psychs in the game: not only are they tied for the lowest efficiency, but they have a significant charge time, and Neku is vulnerable during activation.

Planet set boost

When all six pins of the planet set are in the same deck, efficiency is tripled. As a result, the planet pin with the highest efficiency (Black Uranus at 300%) is regarded as one of the most powerful pins in the game.

Analysis: Partners

Partner panels and finishers typically have higher efficiency than most of Neku's psychs. This is to offset the partners' lack of any pin ATK. Each partner has various strengths and weaknesses:

  • Shiki has moderate panel and finisher efficiency. Her ground finisher is unique in that it has invincibility frames during its execution. Her air attacks can only target air units.
  • Joshua has the weakest panel efficiency, especially his ground panels which don't produce any damage at all, and his finishers take long to execute. However, his offensive potential grows for every panel he locks in. His ground finisher efficiency increases the more he locks onto a single enemy. Meanwhile, if Joshua amounts enough panels in the air (specifically, enough so that a single enemy is hit at least six times), his attacks will attack enemies on both side and his finisher will become a powerful beam. Because of this, he is the only partner with finishers that can reach 500% efficiency. This is somewhat of a catch: if the player equips threads that force a longer combo map amount this much efficiency, it will take longer to obtain fusion stars.
  • Beat has the strongest panel efficiency and powerful finishers in exchange for a poor fusion system. Despite what the game states, Beat should always use his air attacks over his ground attacks unless facing a quick-dodging opponent such as Uzuki. It's more practical for him to deal high panel and finisher damage than to obtain fusion stars.

Efficiency List

Note that certain psychs have different efficiency ratings in the JP version (usually lower). These are listed separately.

Excellent

200% Massive Hit (full charge)
200% Pressure Mine (explosion)
150% Burst Rounds
120% Summon Rhyme
100% Massive Hit (medium charge)
100% Nexus Ray
100% Piercing Pillar S
100% Vortex Saber C/M

Good

80% Apport C
80% Grave Marker
80% Lance Lunge
74% Flame Blast
65% Earthquake
65% Splash Core
65% Time Bomb
55% Explosion
55% Lightning Arrester
50% Irregular Note
50% Lightning Bolt
50% Piercing Pillar R

Okay

45% Fire Barrier
45% Flame Core
45% Spark Core
45% Velocity Crash
45% Vulcan Uppercut
42% Thunderbolt
42% Thundercloud
42% Thunderstorm
40% Discharge H
40% Massive Hit (small charge)
40% Force Rounds (Lolita Bat and Sparkle Beam; ie. Slow, great knockback bullets)
40% Spear Strike

Poor

38% Velocity Attack
35% Dark Barrier
35% Pyrokinesis
35% Shockwave
35% Twister
30% Defense break bullets (Skull Rabbit and Lil' Terror Bazooka)
30% Ignition
30% Street Jam
30% Apport T
30% Discharge R
30% Patrol Rounds S/T
30% Stellar Flurry

Terrible

25% Force Rounds (all non-Lapin Angelique regular bullet and penetrating bullet pins)
20% Energy Rounds (all pins that fire multiple bullets per use)
20% Entanglement
20% Force Rounds (Purity Launcher and Innocence Beam)
20% Frostbite
20% Holy Light
20% Apport C (flak)
20% Burst Rounds (flak)
20% Massive Hit (no charge)

Variable

100-400% Pressure Mine (post-explosion collision)
40-230% Psychokinesis T
20-115% Psychokinesis D/S

Japanese Only

The only psych that is superior in the Japanese version is Time Bomb. All other listed psychs are worse than their EU/NA counterparts.

150% Massive Hit (full charge)
100% Time Bomb
50% Burst Rounds
50% Earthquake
50% Summon Rhyme
30% Discharge H
30% Irregular Note
20% Ignition
17% Spear Strike
15% Stellar Flurry
15% Massive Hit (no charge)
10% Frostbite
10% Holy Light
10% Burst Rounds (flak)

Partners' Efficiency List

As mentioned before, Neku's partners also have effeciency which affects the total damage they deal.

Partners: Panels

200% Beat's air panel
150% Beat's ground panel
100% Shiki's air/ground panel
50% Joshua's air panel
0% Joshua's ground panel

Partners: Finishers

500% Joshua's air finisher after accumulating enough panels
500% Joshua's ground finisher: vending machine
400% Beat's air finisher
400% Shiki's air finisher
300% Beat's ground finisher
300% Joshua's ground finisher: refrigerator
200% Joshua's air finisher
200% Joshua's ground finisher: bicycle
200% Shiki's ground finisher