Talk:Evil Shard/@comment-24.139.120.103-20150317233648/@comment-173.33.65.170-20150604133917

There is no cap on BC produced by a unit. A unit hits x times with a 35% chance to drop a BC per drop check. It may be possible to raise the drop rate to 100% (or perhaps greater), but even still that doesn't mean you've capped out on BC production. There are leader skills that allow BC crystals to be dropped on spark by the unit as well as well as many other mechanics that increase BC production on hit/spark/critical (future, I believe).

Here's the idea, the reason you use %BB gauge reduction/fill rate is so that you can more reliably fill the ESSENTIAL BBs. The idea behind flat BC production is the same on top of the fact that there are some additional considerations: A) does the unit produce bc through attacking?; B) can the squad reliably fill 10-15-20 (whatever is required) BCs if there is a flat amount always added; C) does the boss/important to kill unit have BC drop resistance. Most likely in these three cases it is better to go with flat because it is the safer option. Against bosses with drop resistance, it can be extremely noticable when you hit an unlucky streak. Proper sphere choices is what will make the key difference here.

As for the math side of things, on a mitigator like Shera or Narza for example, Shera has a 22/21 gauge requirement, same as Narza. With Evil shard/magic ore and dandelga, you only need 16/17 BCs for BB. 15% fill rate essentially reduces the amount of BCs needed, which means you'll need 18.1 (including Dandelga's +2/turn). At 20% BB reduction or 20% fill rate, it becomes a little closer, but the premise of requiring a certain number of BCs to drop to fill the gauge is the immediate/most important problem.