Type: SMG
Rarity: 5
Obtainable from:
Affects AR
ICD: CD:
Grants self a ($shield_value) HP shield for 5 seconds. If the shield breaks, increases own evasion by ($evasion_value)% for ($time_value) seconds. If the shield expires without breaking, increases own damage by ($damage_value)% for ($time_value) seconds instead.
ICD: CD:
In Mystic Mode: Prevent one instance of damage that would remove a Dummy-Link. After preventing this damage, gain ($shield_value)% of lost HP as a shield for ($time_value) seconds. In Focused Mode: Each attack reduces the target's evasion by ($eva_value) points for ($time_value) seconds, stacking up to 10 times.
100 Shiki is an SMG with a Skill that tries to hybridize her. On activation, she grants herself an HP Shield and then further buffs depending on whether or not the HP Shield is broken before expiring. If it breaks, she buffs her own Evasion, or if it times out, she grants herself a Damage buff.
There are a few problems with this:
As a comparison here, C-MS has the same multipliers (65% Evasion or 85% Damage), 0 seconds ICD and her Skill has 100% uptime.
Due to this, 100 Shiki isn't really useful for any role pre-Mod.
This is her only redeeming feature.
8 seconds is very long, and most earlier fights will already be over by this point.
It just doesn't do enough for such a high ICD and such a low uptime.
100 Shiki's Mod improves greatly on her issues pre-Mod and makes her at least worth considering. She goes further in on her hybridization nature by giving her additional effects based on whether or not that initial HP Shield breaks or not. If her HP Shield breaks, she gains additional defensive buffs. If it times out, she gains additional offensive buffs. This does make her more of a 'jack of all trades, master of none' type of deal, however.
The Mystic Mode Evasion buff scaling with HP lost only checks HP lost at the time of activation, making it just disappointing.
The defensive section here is far more effective than the offensive one, so if you were to use her, that would likely be her role. In this regard, she is similar to RO635's Mod and there is a big issue with this: Suomi Mod exists. The very fact that she is a 6☆ Maintank SMG means that she is directly competing with Suomi Mod for both the cost and role. Suomi's Mod is far stronger and consistent than 100 Shiki's Mod, and as such, 100 Shiki's Mod becomes more of a backup if you are not duping.
Her ICD has been lowered to 4 seconds and her cooldown is now only 10 seconds.
Her Evasion multipliers and HP Shields can be very powerful under the right circumstances.
100 Shiki Mod competes with Suomi Mod both for cost and role. Suomi just ends up being far stronger and more consistent.
100 Shiki Mod doesn't go all in on any single aspect, leading to what could likely have been even stronger if she had focused fully on the defenses. The Offtank effects are just not that strong, and players may try to use her in both manners.
Having multiple sources of HP Shields and also requiring that they break is just a recipe for disaster waiting for jank to happen.
Her Evasion scaling with HP lost only updates when Mystic Mode is applied, not as further HP is lost, making it far less good than it could've been.
If her HP Shield breaks, she gets the same Evasion buff as pre-Mod, removes all current debuffs, and also enters 'Mystic Mode', which grants her additional Evasion based on HP lost. Additionally, she will gain Link Lock for one instance of damage, which will then grant her another HP Shield is it triggers, this time based on her lost HP. If the Link Lock triggers, her HP Shield will immediately go into effect, protecting her from actually losing HP before any further hits, unlike for example SWAP Rippers and AK-15 Mod.
If her HP Shield times out, she gains a bigger self-buff to Damage than pre-Mod and enters 'Focused Mode', which causes her attacks to inflict flat Vuln and flat Evasion debuffs. Both of these extra on-hit effects stack up to 10 times, meaning after she has attacked a target 10 times, they will take 120 additional Damage from all attacks as well as having 80 less Evasion. Note that the on-hit effects trigger once per attack cycle (not per hit), but does not need the attack to land. As such, it will always take 10 full attack cycles to reach 10 stacks.