Challenge Quest 2 and Other Update Stuff


This update saw the arrival of a new Challenge Quest, new Levelup Quest and a few other new things that I’ll be going over in this post. I won’t cover the scratch, that’s Bumped’s deal and they always do a great job for that.

Mission: Decision

The first thing to note is that you can’t access the 2nd Challenge Shop at all until you’ve cleared Mission 3 of Decision. Don’t worry, this isn’t a particularly difficult task so you should be able to access the shop fairly quickly.

Unlike Start, Decision is only 5 missions long. It also gives out a mere 2500 miles for completing it, assuming your party opts for VR capsules instead of Mile crystals. Decision’s main gimmick is like the name suggests, a decision as to which resource to take. Seemingly, the true challenge of the quest will be clearing without taking any of the optional VR capsules at all, with the possible exception of the one at the end of mission 4.

So how is the quest? In some ways easier in other ways kind of more frustrating if you ask me. It’s easier in the sense that it requires less coordination than Mission: Start, but it’s more difficult in that not being able to communicate with other players may deny you some builds entirely. Drop rates for consumables seems to be worse than in Start, and weapon drops are nonexistent outside of boxes which seem to love giving me Assault Rifles and Gunslashes. The first two boxes are at least guaranteed to give you a weapon and two random PAs, but you might not get a PA you can use which may lock you into using normal attacks for the first two missions unless you can ask for a disc. In terms of overall difficulty, the community reaction is that it’s too easy which they might be correct about. That said, I feel the fact that we’re used to what challenge mode requires of us may have contributed to how easily people are handling this one.

I have a horrible feeling that this quest is going to end up more irritating to do pick-up group runs of than Start is, because players may have severe differences down the line as to when to pick up miles or when to go for VR capsules. That said, I feel like Mission: Start was a clusterfuck of different strategies until the community seemed to nail down a particular strategy so maybe I’ll turn out to be wrong. The same will probably happen for this one.

As more information is discovered about this quest, I may make a separate post detailing some potential tactics but for now it’d be irresponsible to do so.

Level Up Quest

It’s the Darkernest mission from Maximum Attack! Just in case you missed having Nyau screaming in your ears every 5 minutes.

Again, not really sure of the point of this quest when we have Advance Quests in the state they are, but this could be a way to complete some Client Orders or upcoming Bingo Orders. It will be a decent way to farm for Nyau’s fever affixes at least, but those are relatively valueless anyway nowadays.

Badge Exchange Shop


Xie’s weapon shop is still here, sortof. It’s moved to the badge counter, so you can still spend badges on weapon camos and the Yozakura series weapons. The consumables are all gone, however.

Ideal Units

So now we can get them, are they any good? The answer is, “ish”. They’re inferior to Saiki, but Saiki units are currently considered the best units in the game. The main reason for this is unit crafting makes nearly all units equivalent in terms of stats and hidden bonus stats. It effectively gives every unit in the game 100 HP or 10 PP along with various resistances, which leaves set bonuses as the only differentiating factor. Therefore, unless the unit’s passive bonuses can best crafting their set bonus really is all that matters and right now Saiki provides the best one.

Native Stats:

  • 206 S-def, 202 R-def, 202 T-def at +0
  • 288 S-def, 282 R-def and 282 T-def at +10
  • Rear Unit: +100 HP
  • Arm Unit: +10 PP
  • Leg Unit: +100 HP

So essentially equivalent to crafted units in terms of bonus stats, but a little weaker than crafted in terms of base stats even at the typical Ex8 that people tend to go for. It is stronger than Ex3 but not by much. Ultimately its going to be a preference thing, but a lot of players tend to craft for extra PP instead of HP, rendering 2 of the units needing to be crafted for those players if they were to use these units at all.

Set Bonus:

We knew about this already but for the sake of information:

  • Leg and Rear: +50 HP, +5 PP, +75 all attack, +40 Dex, +80 Rdef and Tdef, +2 Ice, Wind and Dark resist.
  • Weapon and Arm: +8 PP, +75 all attack, +40 Dex, +80 Sdef, +4 Fire, Lightning and Light resist
  • Total (excluding elements): 50HP, 13PP, 150 all attack, 80 Dex, 80 all defense.

Compared to Saiki, which gives:

  • 25PP, 60 all attack, 80 Dex

At first glance this may appear less impressive, but it’s that 12 additional PP plus the fact you can use any weapon with this set which is what makes it so desirable. That said, for bossing the complete Ideal set would likely edge out in terms of power, but only if an Ideal weapon is the best choice for your class combination.

The sketchy side of this is you will need to re-affix your Ideal units to get the most out of them. This presents a major barrier for a lot of people, given that it’s expensive to affix units so it may be hard to justify the cost for such a niche set.

For example, let’s compare my using an Ideal sword with my current Saiki set with the same and an Ideal set. Overall, I would gain 90 S-atk for using the Ideal set while losing 12PP. Given matching the affixes I have would cost me something near 10 million meseta per unit, I’m not really sure that 90 extra attack against bosses is worth it.


With the release of Photon Boosters, a bunch of weapons gained new potentials. Some of these potentials are absurdly powerful while others leave something to be desired. This section will list all of the known ones with their weapons. It’ll be updated as new information is gathered.

Notes: Photon boosters are required in varying amounts depending on the level of the Potential you’re about to unlock (3 for Lv1, 4 for Lv2 and 5 for Lv3). They cost 3500 miles each and you’ll need 12 to max your weapon. Seeking confirmation for this.

  • Psycho Wand: Boost tech damage by 10%/12%/15% and reduce PP consumption for techs by 10%/12%/15%
  • Blitz Fender: Boost critical rate and critical hit damage.
  • Lavis Blades: Boost frontal damage during Brave Stance by 12%/20%/23%
  • Sange and Yasha: Recover 0.4%/0.6%/1% of damage dealt as HP to a maximum of 30 HP per attack.
  • Ely Sion (Sword): Boost HP Recovery by 20%/25%/30%, boost attack PP recovery by 30%/45%/60% and boost damage by 10%/12%/15%
  • Magical Piece: Boost Compound Technique gauge fill rate by 50%/ 60%/70%.
  • Yasminkov7000V: Boost shooting damage while moving by 25%/ 27%/30%.
  • Red Weapons: Boosted damage if this weapon is crafted by 14%/15%/16%

Still seeking confirmation for a few things in this post. Let me know if there’s anything wrong.

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