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Still on hiatus,
but I am looking,
politely. 👀
The countdown for a new Puella Magi Madoka Magica game seemingly called "Madoka Magica Exedra" has started!
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doppel-drop-distance · 4 months
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2024
Hello Magia Record gamers!
I’ve been thinking a bit about the future of this blog.
To be honest, my passion in MR hasn’t been what it used to. Don’t get me wrong, I still love the game, and I still follow the fandom, but I don’t play it as much anymore and I can’t say I know when I’ll be getting back into it.
At the same time I don’t want to definitively close the blog. I still have the OC guide posts to finish, maybe some other stuff too.
But for the three people that actually follow my posts this day and age, I wanted to say I’ll be going on a short hiatus. This may not be surprising, I was basically on one already, but I wanted to state it clearly since I know I have a habit of just popping in and out.
I’ll still be lurking so there may be some likes and reblogs here and there but it will probably be a little while before I make any actual post again. Hope that’s okay! Best of wishes to you guys :)
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doppel-drop-distance · 5 months
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Hey all!
So you may have noticed that my blog has entered a lull again. I do intend to continue posting, I’ve just encountered a minor hiccup-
The emulator I use to play Magia Record is becoming unsustainable for my computer. It runs incredibly slow, there are ads everywhere, sometimes the game crashes three times before I can even get into it. It’s hard to say whether or not it’s the emulator doing it or my computer, but I’ve reached the point where it’s too obnoxious for me to continue playing this way.
I’m in the process of finding another method to play the game, so I’ll be absent for a while as I figure that out.
Sorry for the absence, I’ll be back soon! Hopefully :’)
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doppel-drop-distance · 6 months
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Wait a gosh dang minute, Accele godzilla…on Kyoko?
What do you mean, game, Kyoko has been like the pinnacle of Blast damage. Even more so than Homura when you think about it.
This is the real sign that Magia meta is the new meta isn’t it
NEW UNIT ANNOUNCED
Kyoko Sakura (Scene0 ver.)
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I’m getting fed real good sis!
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doppel-drop-distance · 6 months
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I take a break from one ranked and the game mode implodes, isn’t game design just grand?
Anyone know what happened this time?
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doppel-drop-distance · 7 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide: Spirit Enhancement
Now we get into the stuff that really questions my ability to know what I'm talking about! Please correct me if I'm wrong. Please.
Spirit Enhancement is a form of upgrading your units introduced in the Japanese server. By using upgrade materials, a unit can gain further buffs beyond what is provided in their kit, such as increased stats, passives, and actives. 
There are two types of Spirit Enhancement buffs: passives and actives. They work exactly as they do with Memoria: passives are always in play, while actives must be triggered manually. A character’s Spirit Enhancement tree will have a handful of passives and one unique active. 
A character’s Spirit Enhancement tree will have around 12 passive nodes. 4 of these nodes will usually (but not always) be reserved for two Doppel Adept nodes (Doppel Damage Up and Magia Damage Up) and two MP Boost nodes (MP Gain Up When Over 100 MP). That gives you eight passive nodes to add whatever additional buffs that you think support your character’s playstyle. 
I’ll use a recent release, Amaryllis, as an example. 
Amaryllis is a Support type character with four Accele discs. Her Connect, Magia, and Doppel are all focused on inflicting and dealing damage via status ailments. 
Her Spirit Enhancement passives play off of this kit. Many of her nodes support her MP gain with effects like this:
Fast Mana Up: MP Gauge Increased On Battle Start (40% full)
Endor Adept [VIII]: MP Up When Damaged [VIII] (8 MP)
Mana Spring Aura [VIII]: Regenerate MP [VIII] (Self / 13.5 MP / 5 turns from battle start)
By generating Magia quickly, Amaryllis can apply more ailments and deal more damage. She also has some nodes that support her ailment infliction:
Addict Killer [III]: Damage Up Versus Enemies Inflicted With Status Ailments [III] (25%)
Poison Edge [III]: Chance to Poison on Attack [III] (20% / 3 turns)
Addict Killer helps Amaryllis deal more damage with the ailments she inflicts. Likewise, Poison gives her access to a multi-turn ailment, doing more damage over time and giving her more turns to take advantage of the benefits she receives. 
Spirit Enhancement provides the means for your character to have a more specific playstyle, outside of what they can do with their discs, Connect, and Magia. For example, a tank may not have the best MP generation. Their Connect and Magia won’t really be able to help that out. But their Spirit Enhancement may give them effects like MP Up When Damaged and Mp Up When Attacked By Weak Element. This creates a playstyle that encourages tanking hits to retaliate with the Magia. Or, maybe your unit deals the most damage with their Magia when their HP is low. Their Spirit Enhancement could have an effect like Crisis Bloom, which increases Attack and Defense at low HP. These are just ideas, of course. With Spirit Enhancement passives, you have access to nearly the entire skill list. Whatever playstyle you have in mind, there’s usually an effect or two that can define it. 
As with the Connect, there are usually consistent effect percentages for SE passives. Here are the patterns I could find:
Attack Up: 10%
Attack Up At Max Health: 20%
Attack Up At Critical Health: 10-15%
Defense Up: 22.5%
Defense Up At Max Health: 40%
Defense Up At Critical Health: 30%
Damage Up: 10%
Magia Damage Up: 5%
Doppel Damage Up: 5%
Status Ailment Resistance Up: 25%
Accele MP Gain Up: 12.5%
Blast Damage Up: 16.5%
Charged Attack Damage Up: 25%
Charge Disc Damage Up: 10%
MP Gain Up: 7.5-10%
- Attribute Attack Up: 7.5%
Status Ailment On Attack Chance: 15%
Damage Increase: 10%
Damage Up Versus Witches: 15%
Defense Pierce Chance: 15%
Damage Cut: 10%
Accele Damage Cut: 10%
Blast Damage Cut: 15%
- Attribute Damage Cut: 15%
Magia Damage Cut: 20%
Critical Hit Chance: 15%
Evade Chance: 15%
Counter Chance: 20%
Follow Up Attack Chance: 20%
Damage Up Versus Enemies With Status Ailments: 20%
Provoke Chance: 15%
Regenerate HP: 4%
Regenerate MP: 9 MP
Skill Quicken Chance: 15%
Guard Chance: 15%
MP Up When Damaged: 4 MP
MP Up When Attacked By Weak Element: 11 MP
MP Gauge Increased on Battle Start: 15% full
Ignore Damage Cut: 45%
Blast MP Gain Up: 3 MP
If you’re thinking “hey, some of those percentages are kind of small”...Well, yes, they are. But like the EX skill described in the last post, Spirit Enhancement passives give small bonuses, with some exceptions. There are definitely some larger bonuses in there, but as they aren’t the majority, they don’t end up in the list. As always, I would recommend checking the wiki for percentages that fit your character. 
An effect percentage may also look small because a character has more than one of that node. For example, the Doppel Adept node I mentioned earlier. This list describes an average of 5% for Magia Damage Up. But since most characters have at least two nodes with Magia Damage Up, the average is closer to 10%. This is also something you should keep in mind while planning your unit’s SE. Not every passive node has to be unique!
One more thing to consider is that there are occasionally “aura” effects. In Spirit Enhancement, an “aura” is an effect that lasts a certain amount of turns after the start of the battle, usually to an increased effect. Think of it kind of like an EX skill, but with a turn limit. Shizuka Tokime has an example of this with her SE node, Bloom Aura:
Bloom Aura [V]: Attack Up [V] (25%) & Defense Up [VI] (45%) (Allies / 5 turns from battle start)
Do you have a headache yet? Good! Let’s keep going. Don’t worry, there’s only a little bit left. 
Every character gets one Spirit Enhancement active. It’s the equivalent of a third active memoria slot. The effects you have to choose from are the exact same as the passives, with the addition of turn duration, targeting, and different percentages. As always, you can decide the active based on your character’s playstyle. 
Since we already talked about Amaryllis’ SE, let's look at her active.
Quell Bloom [I]: Defense Down [I] (5%) & Defense Down Further [I] (5%) & Attack Down [III] (20%) (All Enemies / 3 turns)
Amaryllis is a character who supports the team by crippling the enemy. This is mainly through ailments, but there’s a bit of debuffs in there as well. Her Magia and Doppel also inflict Defense Down. An debuff active gives Amaryllis more options to restrict the enemy and support her team. 
There are no consistent percentages for actives. As with Magia, the differing targets and turn duration make things too variable. You can use other characters’ SE actives as reference, but memoria are also a good source to sample from. Many SE actives have effects that are similar to memoria. 
…Oh right, you also get stats from Spirit Enhancement, don’t you. This is another thing that’s a bit too variable for me to jump into the Math Witch’s Labyrinth again. I usually determine Spirit Enhancement stats at the same time that I determine base stats. Just like with Growth Type, you can pick one or two characters with the same Type and Growth Type and average out the amount of stats they gain from Spirit Enhancement. From there you can determine how many stats your character might get. 
There’s no real need to split the stats up into individual nodes unless you really want to torture yourself. I just total it all into a single number like I do with base stats. But it’s up to you how you want to approach it!
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doppel-drop-distance · 7 months
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An actual good transformation sequence in 2023? Is nature finally healing?
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doppel-drop-distance · 7 months
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Scene Zero alts, huh…
Even when we’re free of the anime alts, we never truly are…
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doppel-drop-distance · 7 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide: EX Skill
Well, my intention was to get this done before the end of anni, but clearly, good ol' Life decided that wasn't gonna happen. Sorry, everyone! I'm still pretty busy, but in the meantime, here's a small post about EX Skills.
Ultimate and Exceed-type characters have an additional ability to express their power: EX Skills. EX Skills are akin to a passive ability that is active all of the time, even when the unit providing it falls in battle. 
EX Skills cannot be leveled. They can only be improved by acquiring more slots for the character. An EX skill has two different stages: its base state, at one memoria slot, and its maxed state, at four memoria slots. 
To give an example, let’s look at the first Ultimate unit added to the game: Ultimate Madoka. 
Ultimate Madoka’s EX Skill: Prayer for Salvation
1-slot effect: Regenerate HP [I] (2%) / Status Ailment Resistance Up [I] (20%) (Allies)
4-slot effect: Regenerate HP [II] (3%) / Status Ailment Resistance Up [III] (30%) (Allies)
Ultimate Madoka is a unit whose kit does a lot for supporting her allies, boosting their disc damage and reducing the damage they take. Her EX skill provides the same support: it regenerates ally HP and protects them from status ailments for the duration of the fight. 
Now, let’s look at the first Exceed type added to the game: Little Kyubey. 
Little Kyubey’s EX Skill: Serenity Adept
1-slot effect: Damage Up [I] (5%) / Regenerate MP [I] (3 MP) / Status Ailment Resistance Up [I] (20%) (Self)
4-slot effect: Damage Up [II] (10%) / Regenerate MP [II] (4.5 MP) / Status Ailment Resistance Up [II] (25%) (Self)
The main difference between Ultimate and Exceed types is that while Ultimate types support their allies, Exceed types buff themselves. You can see this with Little Kyubey, who buffs its own damage output with flat buffs and MP regeneration. 
An EX skill typically has two or three effects. 
You can decide the effects of your character’s EX skill the same way that you would for their Connect and Magia. 
Keep in mind that since it is a passive effect with no activation requirement or turn limit, an EX skill usually has a small effect. Many EX skills are defensive, and those that don't have much smaller percentages than the buff you would get from a Connect or Magia. 
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doppel-drop-distance · 8 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide (Magia)
Ahem...
Don't ramble about Doppels, don't ramble about Doppels, don't ramble about Doppels, don't ramble about Doppels, don't-
A Magia is a unit’s “super move”, reached when they generate 100 MP. Magia attacks are usually (but not always) more powerful than a basic disc attack. They also grant a variety of buffs dependent on the unit, similar to Connects.  
The first thing to talk about with Magias is their target preference. Each Magia has a different targeting range with its own damage scaling. Your unit’s Magia can choose from the following:
Damage One Enemy: Deal a large amount of damage to a single target. 
Damage All Enemies: Deal damage to all targets. 
Damage A Vertical Line: Deal damage to targets in a vertical line. 
Damage A Horizontal Line: Deal damage to targets in a horizontal line. 
Damage - Random Enemies: Deal damage to targets at random. This preference can be specified to include up to five random enemies. 
There are three additional modifiers you may want to consider when determining your character’s Magia: conditional bonuses. Some Magias deal additional damage based on the condition of the target or the unit. As of writing, there are three bonuses in this category:
Attribute Strengthened Damage: Double damage is dealt to targets that have an elemental weakness to the unit. 
Status Ailment Bonus: Bonus damage is dealt to the target per each distinct status ailment. 
Low HP Bonus: The lower the user’s HP is, the more damage is dealt to the target. 
When a Magia has one of these conditional bonuses, their base damage is lowered to compensate for that increase. 
Speaking of base damage, the damage percentage of a targeting scheme is usually consistent between units. Here they are for your balancing pleasure:
Damage One Enemy: 1152% (2763.2% on Doppel)
Attribute Strengthened Damage One Enemy: 928% (2270.4% on Doppel)
Damage All Enemies: 360% (902% on Doppel)
Attribute Strengthened Damage All Enemies: 335% (869% on Doppel)
Damage All Enemies (Status Ailment Bonus): 335% (831% on Doppel)
Damage 4 Random Enemies: 297%
Attribute Strengthened Damage 4 Random Enemies: 299.7%
Damage 5 Random Enemies: 237.6% (622.2% on Doppel)
Attribute Strengthened 5 Random Enemies: 252.7% (676% on Doppel)
It doesn’t really matter what your character’s targeting preference is. This is especially so for offensive characters like Blast units that will barely have the MP generation to use their Magia in the first place. If it matters for anyone, it’s definitely Magia-focused units that are intended to use their Magia as much as possible. 
All this is to say, you can really pick any targeting preference you want. What I like to do is consider the in-character super move of my unit, like Mami’s “Tiro Finale”. What happens when they use that super move? If they were attacking a huge group of enemies, where would it hit? 
The effects of a Magia are the same effects you can choose for your Connect. However, these effects are broader than just single ally support. Connects are always one turn long, but a Magia’s effects can last for longer. Additionally, a Magia’s effects can impact a single ally or the whole team (or one target/all targets, for debuffs and ailments). Therefore, when considering the effects to give your Magia, you should consider not only the effect but its target and turn duration. 
Let’s use Tsuruno Yui as an example this time. 
Tsuruno’s Magia: Flame Waltz
Damage All Enemies [VIII] (370%)
Blast Damage Up (Allies / 3 turns / 45%)
Accele MP Gain Up (Allies / 3 turns / 25%)
Guaranteed Evade (Self / 1 turn)
Tsuruno is a Magia-type character, meaning she has a powerful Magia that she will want to use more often. However, Tsuruno can also do plenty of damage with her Blast discs. Her Magia plays into that, buffing both her Accele MP gain (for Magia use) and her Blast damage (for Blast use). It feeds into however you play her, whether it’s spamming more Magia or dealing damage with Blast discs. These buffs apply to Tsuruno’s allies as well, giving extra incentive to use her Magia frequently. 
Just like Connects, Magias have two to three effects, with the occasional four seen here and there. 
Your character may or may not be based around using their Magia. Either way, they have one, so you should base its effects around your character’s playstyle. An offensive character could buff themselves or debuff the defenses of their target to deal more damage the following turn. A healer could heal a large amount of HP in one turn, or regenerate HP over multiple turns. Have fun with it! It’s your character’s big, flashy super move, after all. 
There aren’t as many consistent percentages for effects as there are with Connects. Turn duration and targeting all play a different role in those numbers. I’d highly suggest referencing the wiki for effects you want to include. There is usually a character somewhere with the effect you’re looking for. 
Doppel
The Doppel is an advanced form of a Magia you can only unlock after reaching maximum upgrades in a character’s awakening, episode level, and Magia level. It can only be used at 150 MP and is the super move beyond the super move, so to speak. 
Gameplay-wise, Doppels are not much different from their Magia counterparts. Most of the time, they have higher damage scaling and larger percentages on their effects. Occasionally, they might extend the turn duration on an effect or change the attack’s target preference. In some cases you may get an additional effect, but it is very rarely more than one or two. We can use Tsuruno’s Doppel as an example:
Tsuruno’s Doppel: Yu Hong
Damage All Enemies [X] (898%)
Blast Damage Up (Allies / 3 turns / 65%)
Accele MP Gain Up (Allies / 3 turns / 40%)
Guaranteed Evade (Self / 1 turn)
As you can see, there is very little new on display here. Tsuruno’s Doppel is nigh indistinguishable from her Magia outside of larger damage and enhanced effects. But don’t take my commentary as naysaying. Doppels rarely need more than increased damage and percentages to be significantly better than their Magia counterparts. Any bonus effects or turn increases are just icing on the cake. 
But character-wise is where the Doppel gets really fun. (Come on, don’t act like you didn’t know this was coming.)
In Kamihama City, magical girls don’t become Witches. When impurities bottle up in their Soul Gem, they are released as Doppels. These are still manifestations of their despair, but without the barrier, Familiars and massive monster attack. It’s like an “adolescent” form of their Witch. 
Many (but not all) Doppels emerge as an extension of their host. Iroha’s Doppel, Giovanna, appears from her hair. Tsuruno’s Doppel, Yu Hong, is attached to her back. The longer someone has been a magical girl, the more their Doppel fuses with their body. Homura Akemi is the most obvious example of this. As someone who’s been looping time for years, her Doppel form looks closer to a Witch than others. 
All this is to say: if you have a Witch form in mind for your character, you can get really creative with the design and attack concept. There’s quite a bit to consider: where the Doppel emerges from, how it looks in its “adolescent” state, how it attacks…yes, this means absolutely nothing in gameplay, but you can’t tell me it’s not cool, come on!
Also, if you really want to lay on the flavor, every Witch-based Doppel in-game has its own description you can read in-game. The description usually goes into the Doppel’s appearance and abilities, as well as how the unit themselves (often referred to as the “master”) feels about their Doppel. Some Doppels have drastic effects on their host’s psyche, while others do not. Again, have fun with it! If you’re like me and you love the symbolism and aesthetic of it all, this can be a really entertaining exercise in character building.
And yes, I say “Witch-based” Doppel because…not all units have Doppels. Most units do, but some special units - super-empowered magical girls, holiday alts, duo units, etc. - have a second Magia instead. A second Magia means absolutely nothing gameplay-wise and is exactly the same as a Doppel. Character-wise it is a super special super move, just like the Magia. In my opinion Doppels are far cooler conceptually, but the second Magia can be just as flashy and awesome if you want it to be. Choose what you think is most fitting for your character!
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doppel-drop-distance · 8 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Guide (Connect)
I'm back!
Now that all the boring math is out of the way, we can get into the really fun stuff - the actual kit!
Upon using three of their discs, a character unlocks their Connect. Connects are a form of ally support that every character has access to. In using it, an ally can borrow one of your character’s discs, alongside some unique buffs for that turn. 
As always, a visual example with our helpful protagonist, Iroha:
Iroha’s Connect: We’re Together, We’ll Be Fine
HP Restore [VIII] (47.5%)
MP Restore to Yachiyo Nanami (30 MP)
Attack Up [VI] (32.5%)
Connects typically grant two to three effects. Four effects is not unheard of, but often exclusive to limited or anniversary characters. 
The Connect is the first step in getting into the real nitty-gritty of your character’s playstyle. Maybe by now you’ve determined that you want your character to be offensive or defensive, an Accele character or a Blast character. The Connect is where you determine how that playstyle benefits your team. 
Iroha is a Heal type unit, so it only makes sense that her Connect heals an ally. It also provides a neat little Attack boost on top. But what about characters with less obvious means of support? 
Yachiyo’s Connect: I’ll Light the Way
Blast Damage Up [IX] (80%)
Critical Hit Chance [IX] (70%)
HP Restore to Iroha Tamaki (25%)
Yachiyo is an offensive character with a disc spread of Accele/Blast/Blast/Blast/Charge. As you might expect, she aims to deal plenty of damage with Blast discs. Therefore, her teammates will also want to use Blast discs, so they can chain together Blast combos and deal more damage. Yachiyo’s Connect supports her allies by giving them Blast Damage Up and a chance to deal double damage with critical hits. As an offensive character, Yachiyo’s Connect enables her allies’ offensive capabilities. 
There are many effects you can choose from to build your character’s support. There’s healing (HP Restore, MP Restore…), buffing (Attack Up, Defense Up, Damage Up…), status ailments (Poison, Curse, Charm, Bind…) and conditional effects (Ignore Defense, Damage Cut, Evade, Counter…). When I say many, I do mean MANY, and it would take far too long to explain every effect here. I would highly suggest checking out the Magia Record English Wiki’s article on skills and status effects: Skills and Status Effects | Magia Record English Wiki | Fandom. 
Thinking from a gameplay perspective can be kind of taxing, so we can always look at this another way. Rather than thinking in numbers and percentages, we can think from our own OC’s personal fighting styles. If your OC was fighting a Witch with another character, what would they do to support them? Would they cover their advance? Would they empower their weapons with their magic? Would they keep the Witch distracted, or weaken them so their teammate could make a deadly attack? A character’s Connect can be just as personality-related as it is gameplay-related. 
You may remember in Iroha and Yachiyo’s Connects that they gave a bonus effect exclusive to each other. This is another way you could add some more personality to your unit. Does your character have a teammate who they care deeply for? Maybe family, a close friend, a partner? That could be someone they could share a bonus effect with in their Connect. 
Okay, back to math for a minute. Let’s talk about percentages. 
You remember those examples I gave? Did you see how there was a Roman numeral and percentage written there? Did that instinctively make you want to roll up and cry trying to determine what could possibly be a reasonable average for every single ability in the game? (I’ve been there, don’t worry.)
Many skills, like Attack Up, actually stick to a consistent number when used in Connects and Magias. So I’ll include a list compiling all the skill percentages that are consistent among units. 
Remember that while there are patterns, deviations will happen. It’s always good to check the wiki if you’re looking for a number a little higher or lower than what’s described here!
HP Restore: 47.5%-50% HP
MP Restore: 25-30 MP
Survive: 20% HP
Attack Up: 40%
Defense Up: 105%
Damage Up: 40%
Status Ailment Resistance Up: 60%
Accele MP Up: 40-50%
Blast Damage Up: 70-80%
Charged Attack Damage Up: 25-30%
Charge Disc Damage Up: 40%
MP Gain Up: 25%
- Attribute Attack Up: 25-27.5%
Status Ailment on Attack Chance: 100%
Defense Pierce Chance: 100%
Damage Cut: 60-70%
Critical Hit Chance: 70%
Evade Chance: 100%
Counter Chance: 100%
Follow Up Attack Chance: 100%
Damage Up Vs. Enemies With Status Ailments: 45%
Endure Chance: 100%
Taunt Chance: 100%
HP Regen: 8-10%
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doppel-drop-distance · 8 months
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Apologies for the delay on the stat guide posts - I’ve been taking a break for personal reasons.
I’ll start them back up again soon, so thank you for your patience!
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doppel-drop-distance · 8 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide (Stats)
Ugh, math. Don’t worry, I’m terrible at math, so I’ll make this simple for both of us. 
There are three main stats: HP, ATK (Attack), and DEF (Defense). A character's stats will vary based on their type and playstyle. 
My process for stats usually goes like this:
Opening the spreadsheet I described in the Growth Type post, I find a character with the same type and growth type as my OC.
I pick two or three characters from that section.
I compare their stats and see if there are any patterns in how their stats are allocated. 
I create my own stats averaging that amount, maybe tweaking it a bit based on what I need. 
I don’t think I could tell you how to make uber-balanced stats to the last digit, because I know absolutely nothing about game balance. If making exact numbers gives you a headache, I think it’s perfectly valid to trim it down. Instead of writing “10,491”, you could write “10K”. Sure, there are some differences, but both numbers give about the same impression. 
I looked over the units in this game and came up with some averages on high and low stats. I am by no means an expert, and somebody could probably math this out better than me. But if you want my opinion, here is a range on low and high stat numbers. 
(These numbers are averaged based on base stats and do not consider the amount one could reach with Spirit Enhancement, Attribute Enhancement, and memoria). 
HP
18K-23K: Low
24K-29K: Average
30K-40K: High
ATK/DEF
6K-7K: Low
8K: Average
9K-11K: High
Again, do not take my words as law with this one. If you want to make accurate stats, it’s far better to do your own research. This is just based on trends I’ve noticed, and things could easily be inaccurate, or completely change within a year.
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doppel-drop-distance · 8 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide (Discs)
Yes, I really will be typing out the entire title every time.
Anyways, discs!
Every character has a set of five discs that they use in a battle. This disc set will consist of at least two of the following attack types:
Accele: Deals damage to a single target and fills the MP gauge. The disc has the best MP generation out of the three. 
Blast: Deals damage to a line of enemies. This disc can hit horizontally, vertically, or diagonally, based on the arrow displayed on the disc.
Charge: Deals damage to a single target, slightly fills the MP gauge, and increases Charge count by 1. Charge count will increase with each consecutive Charge disc. When another disc is used, all Charge count is consumed to boost the effect of that disc.
Most units will have some combination of these three discs. Our protagonist, Iroha, has the disc spread Accele/Accele/Blast/Blast/Charge. 
Some units will have three of one disc type, so they only have one of the other two. Yachiyo Nanami has the disc spread Accele/Blast/Blast/Blast/Charge. 
And rarer still are the units with four of one disc type. These units will lack a disc type entirely outside of what is given to them through Connects. Amaryllis has the disc spread Accele/Accele/Accele/Accele/Charge. 
Your choice of what discs to give your character depends on what their role is. There are multiple ways to interpret your character’s role. 
A Magia-based character usually benefits from two or more Accele discs, as Accele discs generate the most MP. However, Accele discs are not the only way to generate MP. If your character has a lot of Blast MP Up in their Spirit Enhancement, they might benefit more from Blast discs. Or, if your character generates Magia for a Charge-based team, they may want multiple Charge discs instead. 
Think about your character's role and how they fulfill that role. Do they prefer single-target or multi-target damage? Do they rely on their Magia for most of their supportive effects? Do they intend to deal damage, or support from the sidelines? You can use questions like these to decide what discs your character should use. 
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doppel-drop-distance · 8 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide (Growth Type)
Apologies for the late post tonight! Was very busy today.
Anyways, let's begin!
Growth Type is…kind of weird. Surely I haven’t been the only one to see it on the Magia Record wiki and say “what the heck is that?” 
This is because Growth Type is a hidden stat. From what I understand, Growth Type applies a slight curve to a unit’s stats as they level. It affects their “stat growths”. Two units with the same type may have different stats because their growth types are different. 
To visualize this, an example:
Mitama Yakumo - Eternal Darkness ver. (4⋆, Magia type, HP growth type)
HP: 36,206
ATK; 8,656
DEF: 8,727
Karin & Alina - Halloween ver. (4⋆, Magia type, ATTACK growth type)
HP; 23,100
ATK: 10,278
DEF: 7,104
You can see that each unit’s stats scale differently based on their growth type. Darkness Mitama, with a HP growth type, has a much higher HP stat than Karin & Alina. Karin & Alina have an Attack growth type, and their Attack stat is much higher than Mitama’s. 
Of course, the stat differences with growth types may not always be so vast. These units have a year gap between them, after all. 
Growth types will often lean into one or two stats. The options we’ve seen so far are HP, ATK, DEF, ATK + DEF, ATK + HP, DEF + HP, and BALANCE. 
In any case, growth type is the most technical of technicalities, so if you’re not calculating your stats down to the last digit, you probably don’t need to worry about it. If you do want to go through the trouble, then determining your unit’s growth type follows the same rules as the base type. You can determine it through their fighting style or the role they’re intended to play. 
Since it can be time-consuming to search girl after girl trying to find what type and growth type combo you need, I made a spreadsheet that compiles all that information. If you think it would help you, you can find it here. Let me know if I’ve missed anyone! …there are so many units in this game…
(Also, you may notice some inconsistencies in the Ultimate/Exceed section. It can be difficult to determine whether a unit with a unique type is closer to Ultimate or Exceed. Take Devil Homura, for example. Devil Homura is "Devil" type. With her connection to Madokami, you would assume she'd be a mirror of Ultimate, right? But most of her kit buffs herself, which is an Exceed type's thing...
At the same time, it felt unnecessary to make a new column for every special type. I placed some units based on my own judgements, but like everything in this guide, take it with a grain of salt.)
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doppel-drop-distance · 8 months
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doppel-drop-distance · 8 months
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I'm gonna cry
I'm going to cry-
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