Girls Frontline K11 Analytic Guide

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Girls Frontline K11 Analytic Guide

Base Stats

As a nade AR, K11 has pretty nice base stats. 53 FP, 76 RoF, if using the “homete scale”, she is about 1.07 homete stats wise.
As for her tile, both Damage and Evasion are pretty important for SMGs, but due to it being 3 tiles, the buff is lower, still it’s better than nothing, quite good.


Though, for a nade AR, the most important thing is still the skill. Let’s take a look.

Credits to 杯具终产物
And Aria for formatting. Linked to GFC Doll Analytic.

The skill description is pretty complicated. So we will briefly explain how the skill works:

  • When the skill is activated, system will check K11’s current dummy link count. The number of 4x damage nades shot by K11 is equal to that link count.
  • When the nade hits the enemy unit, it will do another check. If the enemy got hit by X number of nades at the same time, it will receive extra (n-1)times of 2x AOE damage.
    For example, if there is only 1 group of enemy, and our K11 is 5x link, then this group of  enemy will receive
    5 which is the number of link*4 + 4(5 which is number of nades hit-1)*2
    = 28x nade damage

Sounds OP right? Let’s take a look at the actual effect in combat.


Combat Testing

Below is what the skill description didn’t manage to clarify.

Different from most others nades, K11’s skill is not affected by normal attack. For most other skills, even if CD is reached, still need to wait till the next normal attack to trigger, but K11 is not affected by that.
The table above shows the timing for K11’s various actions, the timing is according to the timer of Data Sim. From the table we can say that:

  • K11 takes 35 frames to raise her gun for the nade, which is slightly slower than 31 frames of “normal nade”, but it is very slight so it doesn’t matter too much
  • Nade’s travel speed is v=25, which is the same as other nades.
  • The additional 2x damage appears within 0.5s after nade lands.

Due to the fact that there are too many numbers when it is 5 links, we will use lv30 3 links to test the damage steps.

The test is conducted at 5-6, the 5174 node above HQ. From underseaworld you can check that the vespid have 736HP per link. The one in the picture have about half the health so it’s around 368.

This is the initial nade damage, which is dealt by 3 4x damage nade. From the picture you can see, 3 nades dealt 5 damage instances against a 2 link enemy.

This is the additional damage, because it is hit by 3 nades, so it hits extra 2 instances of 2x AOE damage. These 2 AOE damage only caused 2 damage instances..



Let’s analyse why it caused 5+2  damage instances:

(The 4x nades each deal around 130 damage, to make calculation easier)

  • Firstly is the first 4x nade damage check. Since the vespid has
    Max HP link*1 + 368 HP*1, hence the nade deals 2 instances of damage. Dealing 2*130= roughly 260 damage.
  • Then there is 2nd nade, now the Vespid has Max HP Link*1 + 108 HP Link*1, hence the nade can still deal 2 instances of damage.
  • Here comes the third nade, since the 108 HP link is already killed by the second nade. Hence there is a only a 584 HP left. So the nade can only deal 1 instance of damage.
  • Lastly the 2 instances of AOE damage. Due to the fact that there is only 1 link left, it deals only 2 instances of damage. If it had 2 links, it would have been 4 instances.

So yes, the observation for 5+2 damage instances was correct.
Hence, even when K11’s nade hit the same unit, still need to calculate using multiple instances nade damage.

So following the test above, K11’s nade is multiple instances nades. Then how will “28x” damage nade do against enemies with high HP high link enemies?

Against enemies with high HP high Link 


The testing ground is 10-4E, enemy is the 39015 CE node.
Our testing target is the 4 links Hydra at the back of the swarm,so we need to kill the 2 links Hydra at the front first, hence we use K11/SOPMOD(to compare) + 3FP HG + RF to test.(3* lv100 Damage II Mortar)
Due to mk23’s skill duration being shorter,  so we manual her skill, activate it right before the nade.


Case 1. k11+Contender+Grizzly+Mk23+Lee

This screenshot is before the nade hits, Mk23 and Grizzly’s skill is already in effect.  Contender’s skill already hit(the yellow armor break icon).

This screenshot is when the nade hit,after the additional damage(800~900) are already hit, the hydra’s last link still have about ¼ HP left.

Case 2. Sop team for comparison
Sop mod3 + SAA mod2 + Grizzly + Mk23 +Lee

15x nades insta killed the hydras. Since hydra has 9000 Hp each links, it is confirmed to kill it.


In 10-4E, SOPMOD has 20% FP buff, so we used contender to balance that away for K11 team, though after calculation, the sop team has about 3% more buff than K11 team. But since the K11 has extra damage dealt by Contender’s skill, the 3% can be more of less ignored.

The 28x nade didn’t perform as well as expected against 4x hydra, the difference would be more obvious if tested on 5x link hydra, but there ain’t 5x hydra in normal story maps so RIP.

Regardless, we can conclude that even if its against high link high HP enemies, it is better to just let anti-personnel grenade deal with it, rather than using K11.Though keep in mind for current EN content we don’t have these kind of enemies, neither SOPMOD MOD 3, so feel free to use K11 for whatever you want.


Against high density SF mobs
Below are the testing results at 10-1E

The results are complete RNG, as i keep resetting the nade just hit different targets.
Which means if you reset enough you can get the perfect result of killing all jaegers. heh



Conclusion

There are 3 types of nades that are usable as of now, first is the 8s icd 15x damage nade, secondly the 6s icd 5x * 3 damage FAL nade and lastly the 4s icd 3x damage Zas nade.
K11’s Nades of Terror, has 6s icd,though is RNG heavy, but for a low multiplier nade,compared to FAL nade which takes longer to hit all, she is still very good. Though keep in mind that her nade is only 4x multiplier, so remember to give her enough FP buff.
As the game progress, enemy HPs only gets higher, so we will need more firepower. Hence even if K11’s nade is not as good as SOP/416 nade, it is still worth to raise or use. Recommended.