Board Thread:Moderator News/@comment-26140304-20190402045313/@comment-28416169-20190421015237

Acme Gamer wrote: Magielm wrote: Being over ran with Elgifs so I have a few questions.

1. Wondering if you fuse an elgif with Atk parameter limit of 200000 with a Shion (for example) with 130000 limit, will it do any good? Will/can he reach that limit and how do you tell?

2. I only keep 3* and above but since I have 120+, I need to get rid of a bunch. No, not all of my units have them but the ones I use the most do. How do I determine the best/which to keep?

Thanks Hi there  Magielm, 

Ahaha really sorry for this late reply I was busy in some projects so couldn't access the Wikia😅. And according to your queries, I have answered stated below as,

1) If you fuse a unit having Atk parameter limit of 200,000 [gained either from the Sphere or from the Sp build] & then you fuse an  Elgif  with it having a Atk limit of 130,000. Firstly it would be waste of one of the E  lgif's ability [as Atk parameter limit isn't the only buff or ability provided by the Eligf]  & it wouldn't either increase or decrease the highest Atk parameter limit [i.e 200,000]. In simple terms, no change will occur to Atk parameter limit if you fuse an  Elgif  having 130,000 Atk parameter limit to a unit already having 200,000 Atk parameter limit.

How to tell the difference:

You can tell the difference only in a battle [may it be a real battle or training simulator].

Example:

If I take  Shion Omni+3 providing 4,469 Atk [max Imp fused] & with his 60% parameter boost (through Sp build) + 100% parameter boost through [Your leader skill & friend leader skill] + 100% Atk boost through 2 spheres, it would make it,

Formulas: For parameters: Parameter boost/100 => Ans * total value [i.e any value, may it be Atk, Def, Rec etc | E.g. 6000 Atk & 120% parameter boost = 6000 * 1.2 => 7200 | Where 120% = 120/100 => 1.2]. For finding Cap limit: Cap limit/Total unit attack => Ans * 100 to make it in percentage

= 4,469 x (1+0.6+2+1)

= 4,469 x 4.6

= 20,557.4

[without any extra buff provided through units or ES (Extra Skill)] It would make it,

When it is divided to the cap limit it would make it,

99,999/20,557.4 = 4.86 [in proportion] that is ≈486% additional boost to attack required to reach the cap limit.

130,000/20,557.4 =6.32 [in proportion] that is ≈632% additional boost to attack required to reach the cap limit.

Simple Calculations:

When it is divided to the cap limit it would make it,

Formulas: For finding Cap limit: Cap limit/Total unit attack => Ans * 100 to make it in percentage

99,999 / 20,557.4 = 4.86 * 100 ≈ 486% additional Atk boost required to reach the cap

130,000 / 20,557.4 = 6.32 * 100 ≈ 632% additional Atk boost required to reach the cap

Conclusion:

So that's how a unit cap's Limit breaking works and you can tell it in the battle such as training hall simulator present in 'Randall Hall => Akras Summoner hall Survey Office=> Summoner Training Hall. '


 * There firstly set the options of the battle simulator.


 * After setting up the settings, choose only one opponent in case of your enemy.


 * Use whatever you want [May it be BB/SBB/UBB] including all the buffs provided by the units you will notice that your unit won't be able to go higher than the Atk parameter limit or will just stop at the maximum Atk Parameter limit.


 * You can only notice it if you are attacking the enemy unit with only one unit [the unit that you want to test]

2) My recommendation would be to keep the units that you have but only one unit [not two versions of the same unit]. If you have duplicates then remove them. But be careful in-case of 7* units you may have some duplicates of them but before you remove check if any of the units [duplicate ones] provides 60% boost or above to parameter boost in there Omni form so that you could save the units before you trade them. Also at maximum have only 2-3 duplicates that provide 60% boost or above to parameter boost.

The best way would be to increase your unit cap limit because the higher the unit cap you would have, the better would it be as in the future you would require higher caps in-case of the unit list to store the units you require. I have a cap of 675 however my unit list is still full because I have got many units that I may need in the future [pointing to enhancing units & many other units for evolution needs]. As far for the 3* and above try keeping them & evolving them so you can fill the entries of your units. For that, you will get a reward in "Exchange Hall". But still, keep only one of them

To tell which squad is the best for your needs, it is best to go for "'[https://bravefrontierglobal.fandom.com/wiki/Thread:425116 Squad building help thread." ]'There you can get a build according to your needs and your unit list. If you want to know which units you would like to keep then you can list them in my "message wall" so I could tell which unit is best according to your needs & your unit cap-limit.

Additional Information:

Really sorry for this long post but if I say everyone should have much information before they take a step so,

'That's all! Hope this helps😊.' Thanks Acme Gamer.

Very helpful but I think Chess is a simpler game, LOL.

Gathered a lot but actually copied and saved to come back and read (STUDY) again and again until clear.

I should have been a little more clear. The keep or get rid of I was talking about Elgifs. I have 120+ FREAKING ELGIFS. Not yelling at you, I'm just frustrated at so many elgifs and want to save all (just in case). My unit Unit Cap is 725.

Thanks again