Jewel Summon Daemon Analysis: Mozart, Vanilla and Orobas

Jewel Summon Daemon Analysis: Mozart, Vanilla and Orobas

Mozart

5 ★ Assist Divina

Stats

Max/MLB Attack: 12800/15274

Max/MLB HP: 8600/10262

Bond Effects

Base bond effect: Increases Attack

Genius Boy (lvl 70): Increases 45% of Crit DMG.

Unfortunate Fate (lvl 90): Reduces 10% of Max HP and Reduces 30% of DMG taken

Opinion

Is your main damage dealer too fragile to survive Kinoe’s relentless sprinkles? Fear not! Mozart is here to save the day! This assist daemon provides both offensive and defensive abilities – a large boost to crit damage along with a large boost to effective HP, so you can both deal increased damage and still survive those nukes.

As a damage booster, Mozart is better than common 4 star options, Saigyo and Star Atop X’mas Tree (35% and 36% Crit DMG boosts respectively), but not as good as Matsuo Basho and Cheshire Cat. I would rate Basho more highly over Mozart for damage because Basho affects all types of damage (autos, skills, crits, non crits), not just critical hits. Cheshire Cat with her double offensive boost to both Crit damage and Skill damage is naturally the most superior.

However, none of those other assists aid in survival outside of Basho’s base bond effect of improving Max HP. Even this is maximized at 6% when Basho is bonded to a fellow Divina. The provision of better effective HP together with a reasonable damage boost is what makes Mozart special.

So how does Mozart’s second ability affect effective HP? It is described as a double reducer – 10% less of Max HP, but 30% less of damage taken. Max HP is relatively simple to calculate – it is a straight multiplier against the baseline HP. As for ‘Damage taken’, different class of daemons have different baselines: Healers take neutral damage, Melee take 15% less damage, while Ranged take 15% more damage. These baselines need to be taken into consideration when calculating the effect of Mozart’s damage reduction ability.

Healer Class (neutral damage taken)

Less 10% Max HP: 0.9 multiplier

Less 30% DMG taken: 1/0.7 multiplier

Combined effect: 0.9/0.7 * baseline HP = 1.28 * baseline HP

Melee (15% less DMG taken)

Less 10% Max HP: 0.9 multiplier

Baseline DMG Reduction: 1/0.85 multiplier

Further 30% less DMG Taken: 1/0.55 multiplier

Combined effect: 0.9/0.55 * baseline HP = 1.64 * baseline HP

Effect attributable to Mozart: (0.9/0.55) / (1/0.85) = 1.39 * normal EHP

Ranged (15% more DMG Taken)

Less 10% Max HP: 0.9 multiplier

Baseline increase DMG Taken: 1/1.15 multiplier

After 30% less DMG Taken: 1/0.85 multiplier

Combined effect: 0.9/0.85 = 1.06 * baseline HP

Effect attributable to Mozart: (0.9/0.85) / (1/1.15) = 1.22 * normal EHP

Because damage taken is calculated in the denominator of Effective HP, a change to damage taken results in a greater effect on EHP compared to a change in Max HP, which is calculated as a straight multiplier. Also, the closer the damage reduction is closer to 100%, the higher the EHP. This is reflected by Melee class daemons receiving a larger boost to EHP compared to Healers, and Healers compared to Ranged.

See the positive side of the 1/x graph. The closer x is to 0 the larger the y value is. A small change of x value closer to 0 causes a bigger change to y than the same sized change in x at a larger x value.

So, should you really splurge on Mozart? While the musical genius will improve the survival of the daemon he is bonded to, his mediocre effect on damage means he is far from the ideal assist daemon you want to bond to your main damage dealer. Ideally one would stack as much damage and boosts on the main DPS, and try to achieve survival with abilities and assists that are applied by other daemons. Furthermore, this EHP boosting ability, locked at MLB, is rather expensive to unlock. I would still prefer to stick with Cat or Basho on the main DPS, even if it means using some skill activations of a healer to survive. A single copy for just the Crit DMG boost is a possibility for players who have completely missed out on all the other assist daemons. But even then to get him from the Jewel Summon is a test of your Jewel Summon luck (or wealth in invokers and Jewels), and that can probably be better spent on other banners instead.

Vanilla

4 ★ Ranged Anima

Stats

Max/MLB Attack: 8200/10054

Max/MLB HP: 7200/8827

Skills

Vanilla Essence (MAX): Restores 1948/2388 HP to 2 allies with the lowest percentage of HP and cures them from all negative status effects.

Alluring Fragrance (lvl 66): Normal attacks decrease the current target’s ATK speed by 25%:

Opinion

Vanilla’s skill and abilities look strangely familiar. Oh, yes, we’ve seen them before, on the evergreen Philosopher’s Stone.

DaemonVanillaPhilosopher’s Stone
Rarity, Class, Type4 ★ Ranged Anima5 ★ Ranged Anima
Attack8200/1005411800/14081
HP7200/88277200/8591
HP Recovery and cleanse1948/23881347/1607
Targeting2 targets, lowest % HPAll allies
Effect of Normal Attack25% Slow20% Slow
Other abilitiesTeamwide 20% Crit DMG boost

Vanilla is a 4 star version of Philosopher’s Stone. Unfortunately her 4 star nature does not address Philosopher’s Stone’s main weakness – low HP and trouble surviving nukes from the World Boss herself, especially when it targets ranged units. Yeti would be preferable as a Philosopher’s Stone alternative from a targeting perspective, but he lacks the clutch heal potential of skill based HP recovery and cleansing that Philosopher’s Stone provides. At the end of the day, Philo is still the one and only with the perfect combination of speed reduction on autos, barely (just) enough HP for survival, and a skill that provides HP recovery and cleansing on demand.

Orobas

4 ★ Assist Phantasma

Stats

Max/MLB Attack: 7500/9195

Max/MLB HP: 7000/8583

Bond Effects

Base bond effect: Increases Attack

Honest Devil (lvl 80): At the start of the final wave, enemy with the most HP takes 10% more damage.

Opinion

Orobas is incredibly similar to the current exchange daemon, Stella: Aries. They are assist daemons that inflict a passive damage debuff on the opponent at the final wave. Orobas can be used the same way as Aries, simply inflicting a lower percentage debuff with a more limited targeting due to her status as a lower rarity daemon. The one advantage over other daemons with similar passives that Orobas has is that her ability is stackable. If one has 7 copies of Orobas bonded to each daemon on the team, ally and reserve, Orobas’s ability would place her target under a constant 70% debuff. While this sounds fantastic, the opportunity cost of such a strategy would be the ability to place other excellent assist daemons on the team – this means missing out on assists like Leo, Gemini, 9 Tails Fox and even Cheshire Cat.



3 thoughts on “Jewel Summon Daemon Analysis: Mozart, Vanilla and Orobas”

  • The only problem I see is really pulling for Orobas…Nice art that you might not be able to pull… lol

  • Getting 6 copies of a specific four star jewel summon daemon is also going to be challenging from the random pull department. Even with the 3x introductory rate, the number of pulls you’d need to get that many are astronomical. Then you have to find a friend or two who also have an MLB helper with her bonded.

    Also, yet another four star assist daemon requiring MLB to unlock.

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