Type: RF
Rarity: 3
Obtainable from:
Affects HG
ICD: CD:
Begin charging after skill cooldown ends, gaining 1 charge stack every second, up to a maximum of 7 stacks. When skill is used, aim for 1.5 seconds, then deal ($min_dam_value) ~ ($max_dam_value)x damage to the nearest enemy based on the current number of charge stacks. All stacks will be consumed on skill use.
ICD: CD:
Normal attacks will prioritize enemies she has not struck before; upon hitting an enemy, apply "Reaper's Mark" to them, lasting 5 seconds. When Interdiction Shot is charging, her damage increases by ($dam_value)% while her rate of fire decreases by 30%. This buff goes away when Interdiction Shot goes on cooldown. [Reaper's Mark]: When HP goes below 30%, they are immediately dealt fatal damage.
Gepard M1’s tiles are well placed for her to land two of her cooldown reduction tiles in an RFHG.
30 rate of fire is low for an RF, so Gepard will struggle even more with larger groups of enemies.
Gepard takes anywhere from 9.5 to 16.5 seconds to fire her skill, at which point most battles are over.
Due to her rarity, Gepard’s skill multiplier is too low to even justify using her for her niche when there are dolls with higher multipliers.
In most common cases, bamboo RFs are not recommended and often worse than more general-use self buffers, with their niche use-cases getting tighter.
Gepard M1 Mod has become another self buffing bamboo RF, this time with a weird finisher support mechanic and a frustrating targeting mechanism.
Despite still being a bamboo RF, using Gepard M1 Mod’s skill 1 is pretty unnecessary unless she is finishing off the last surviving enemy or some extremely evasive/HP shielded enemy like a Patroller. Otherwise, using her skill 1 is usually actively harmful to her DPS and should just be kept on manual skill. Instead, its lowered initial cooldown means Gepard M1 can gain her passive self buff earlier and deal higher DPS for the rest of the fight.
For some reason her Special Equipment AP rounds offer less firepower than sniper ammo, so they are worse for lower armored enemies, so there is less reason to mod 3 her, despite how absolutely awesome her mod 3 costume looks.
Gepard M1 Mod’s DPS is pretty strong in the right circumstances, matching up to high performing RFs like General Liu and R93, but she loses a lot of effectiveness against elite enemies.
Gepard M1 Mod gets to 156 firepower, which is slightly high for an RF.
In some ways, Gepard M1 Mod’s passive fatal damage mark acts like a 42.86% damage buff to the whole team, since they only need to get 70% of the way through killing something. This does not apply to elite units, enemies with really high HP, enemies with high forceshield, or some other form of strong damage mitigation.
While ideal for distributing her passive among enemies optimally, Gepard M1 Mod deprioritizing the enemies she has already shot forces the rest of the team to pick up the slack when it comes to actually finishing any enemy off.
Gepard’s low 30 base rate of fire was untouched by her mod, dragging down her standard DPS despite the high firepower and makes her less able to deal with high numbers of enemies.
Gepard M1 Mod loses her main tool for damage contribution the more elites the enemy has. Which in harder content is usually a hell of a lot of elites.
You might not need to level Gepard M1 Mod’s skill 1, since if it’s not being used in favor of her self buff, she does not need its damage multiplier increase or cooldown reduction.
In total, Gepard M1 Mod’s selfbuff from her IWS-esque passive skill is about 54%. Factoring in the effective 42.86% makes it a 120% DPS self buff. Since it’s a passive, the buff is on all of the time. Needless to say, that'd be pretty strong, but she is unable to use her fatal damage on elite targets, so her effectiveness relies on there being fewer of them.
Gepard M1 Mod’s effectiveness is also held back by her strange targeting, prioritizing enemies she has not attempted to mark. This makes her incredibly bad at focusing down highly dangerous enemies because she does not stick to shooting them if other enemies are in the area.
The Mod SPEQ has 200 AP and 8 FP, so less than the 10 FP from sniper. Mod 2 is enough for Gepard M1 Mod. A cape should be equipped instead of rangefinder, because Gepard M1 Mod’s DPS will be more from her auto attacks and therefore crit damage rather than her bamboo. The lowered icd from the skill 1 to get her self buff earlier shouldn’t matter except for extremely short fights.