Dark UnF 2024 Pages
Progression
The first goal for meat farming is being able to clear EX and EX+ in one turn. The easiest way to achieve this is with teamwide charge attacks. While there are a few ways to do this, the easier way is with Relic’s Limit burst. Although the setups below are fairly optimal for this level, they cover the basic methods to this level of OTK. For weaker grids, additional button presses for strong buffs or skills and summon calls may be needed to reach that one turn. Ultimately, the goal will be to reduce the button presses as much as possible to make meat farming faster, but having a reliable one turn kill is the highest priority.
From here on out, the way to improve OTKs is by reducing lockout, the time between turns. Different actions increase lockout with the bigest being from CA chains. The chain lockout reduces with fewer CAs with a 4 chain being significantly more than 3 chain. Using the extra 10% starting charge from the wonder for unlocking every eternal, eternals can start with 100% charge with double Huanglong and crew buffs with zero button presses. Any charge behind them will also CA unless they have reduced charge gain. This is the core to 0B3C, 0B2C, and 0B1C setups. Alternatively, chains can be avoided altogether with a single button press or a strong summon call. Due to avoiding a chain, they can be faster 2C.
In the final stages, ping plays the greatest inhibitor in going faster. While time can be shaved by further reducing actions by using tag team skills instead of attacking, no boss action, or reducing the number of characters attacking, if you don’t notice the reduced lockout on your ping, you have hit your speed limit. As a result, some people may run Kaguya as a support and/or main summon to help increase drops per run. It should be noted while this does offer a notable increase in drops, it is not notable enough to take a major speed hit for it. But if you already hit your limit it will make meat farming faster.
Lockout
Lockout, as stated before, is the time between actions the player that they are unable to perform another action. Lockout variest heavily on the type of actions performed. This also carries between battles. So with a high enough lockout and fast enough reset between battles the player will limited by this time they can’t perform an action. This is most notcible with CA chains where even with bad ping it is easy to run into lockout.
Below is a table showing how to calculate lockout for those interested in figuring their exact lockout.
Action | Lockout (seconds) | Comments |
Base Attack | 1 | Base lockout that occurs when the attack button is pressed. |
Action | 0.35 | Lockout that occurs on any action like a normal attack, skill press, or CA. For double and triple attacks, this is doubled (0.7) and tripled (1.05). |
Enemy Turn | ~1.6 | For EX+ averages to 1.6. Enemy Turn + (Enemy Action + Overdrive + Trigger) * Enemy Modifer = ~1.6 |
Counter | 0 | |
Skill Nuke | 0 | |
Passive Nuke | 0 | |
Chainburst | 0 | |
2 CAs | 5 | |
3 CAs | 7 | |
4 CAs | 9 | |
5+ CAs | 10 | |
Multistrike | 0 | Uses the lockout of the highest action performed rather than counting all actions done. Triple Strike with 9 total TAs = 3*0.35 = 1.05s instead of 3.15s. Single Attack => Triple Attack = 3*0.35 = 1.05s. |
Instant Attack | 0.35 per character that attacks | For a teamwide attack like Tag Team All allies instantly perform a normal attack without using up a turn. this will be 4*0.35 or 1.4 total lockout. This will be the same regardless of how many attacks they actually perform. |
Summon Calls | 0.35 |
Lockout (s) = 1 (Self Turn) + 0.35(Self Actions) + Chainburst + 1.6 (Enemy Action)
Additional Reference
Characters
Below is a short list of characters useful for OTK and what they provide. For more information check the OTK character section or use GBFAS to search for specific mechanics.
Notation
Charge Attacks Setups
The following setups focus primarily on using Charge Attacks to defeat the boss. CA setups have higher lockout than Normal Attack setups making them slower overall but are easier to begin with and have more available character options.
2B4C
Relic Buster provides a very easy way for full teamwide charge thanks to Limit Burst
All allies gain Charge Bar, C.A. DMG Boosted (1 time), and C.A. DMG Cap Boosted (1 time) based on number of Machine Cell.
(Consumes all Machine Cell.)
. This provides the base for the most basic form of OTK. Character selection is very flexible. Additional buttons or summon calls can be added as needed for weaker grids
Rotation
- Turn 1
- Engage Augments
, Limit Burst
All allies gain Charge Bar, C.A. DMG Boosted (1 time), and C.A. DMG Cap Boosted (1 time) based on number of Machine Cell.
(Consumes all Machine Cell.)
- Engage Augments
, Limit Burst
All allies gain Charge Bar, C.A. DMG Boosted (1 time), and C.A. DMG Cap Boosted (1 time) based on number of Machine Cell.
Notes
- Every character is replaceable with anyone with skill nukes like Vaseraga or with a large CA like Summer Amira.
1B4C
Having main and support Huanglong along with the crew buffs provides 90% charge to everyone. Using Full Arsenal III
or Splitting Spirit
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
(Consumes up to 50% of current HP.)
you can 4C with only a single button press.
Rotation
- Turn 1
- Splitting Spirit
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
(Consumes up to 50% of current HP.)
- Splitting Spirit
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
Notes
- Every character is replaceable with anyone with skill nukes or a large CA.
0B3C
An upgraded way to use the 90% charge from double huanglong is using the 10% charge from the Eternal Wonder on Seox to launch a 3C without any button presses. Alternatively, the character Cendrillon has 100% starting change and can fill the same role.
Notes
- Six can be replaced by Cendrillon
- Every other character is replaceable with anyone with skill nukes or a large CA.
0B2C
0B2C requires much stronger characters and a much stronger grid that prior setups. The lockout for 0B2C setups can actually have longer lockout than 0B3C setups if you can do 0B3C without relying on boss action.
Notes
- Six can be replaced by Cendrillon
- The non CA spot can be a Veight, Bowman, Vikala (Event), or any character with a reactive nuke.
- Kolulu can be replaced with Tabina (Summer), Cupitan (Summer), Vaseraga, or any character with a CA or reactive nuke..
Normal Attack Setups
The following setups used Normal Attack to defeat the boss. They are faster than CA setups since they have much lower lockout. The lockout is low enough that even pressing a button or two can be faster than most CA setups.
Bubs Attack
Calling Beelzebub is much easier than 0B2C thanks to both taking out a large chunk HP as well as the strength of the Bore debuff. Additionally, despite the call it is faster as well due to lower lock. Make sure to use a short animation skin like Rose Queen or Bellringer Angel]. Alternatively, Triple Zero can be used but make sure to turn CAs off with it.
Rotation
- Turn 1
Notes
- Character replacements can be GTA characters or ones with skill nukes.
1B1C
The CA effect of the Falsehood chain provides teamwide double strike. Thus with a simple press to Full Arsenal III
or Splitting Spirit
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
(Consumes up to 50% of current HP.)
you can have 6 rounds of ally normal attacks.
Notes
- Chain of falsehood grants teamwide double strike.
- Lower lockout than 0B2C and above.
- Characters can be any characters with GTA.
0B0C
At peak, you can avoid pressing any buttons for a normal attack setup. This can be pretty restrictive character wise with only a few as valid options for Kaguya support setup.
Notes
- Zoro and Bowman can be replaced with any character with GTA or reactive nukes.
0B1C Manadiver
1C setups have lower lockout than 0C ones. Additionally, the CA makes it a lot easier to run Double Kaguya.
Reference Video
Notes
- Bowman can be replaced by Cidala (Valentine).
0B1C Soldier
Uses SUBHL bullet to force MC to single attack and reduce lockout while not sacrificing damage.
Ereshkigal
Another option for a 0B1C setup. With strong enough characters and grid, you can do Kag x Kag without relying on boss action.
Notes
- Can use any GTA character or character with a reactive nuke.
Summon Only
The last potential option is to use only a single summon call. This floor on this is very high and it requires a couple of untixable summons.
Triple Zero
The absurd damage output of Triple Zero’s call can be amplified enough to take out EX+ by itself.
Notes
- Lowest lockout method available.
- Alternatively, can use Exo Hamartia as mainhand for more damage output.
- Wind Reference Video
One response to “Dark Extreme+ 2024”
For Triple Zero, the Melee Fist with Special Awakening works too if you don’t have two special guns, as does a Parazonium MH with ATK Awakening (and on that note, likely MKII as well). You can do with 240 Bahamut as well.