Iron Wall vs Fortitude vs Vitallity:
-100 damage are -100 damage. period. now -10% damage (or+10% defense if that’s the same) means, that to actually reduce a total of 100 damage you’d need to take **1000 Damage overall **(read: your whole life for most characters) DURING its 15-20 seconds active time to get a similar effect of absorbing 100 damage. you’d recive 900 in the end. its effect get’s even worse in combos since you have damage reduction allready kicked in. (10% less of a move that does 80% damage allready is -8% not 10%, whereas the -100 dmg gem benefits from this, since it can absorb more hits/damage). considering that you tag out frequently for combos and safety aswell, its effect will NEVER reach up to the fortitude gem. even 20% defense gem are still ineffectively in comparision. with 30% it get’s a bit more realistic, but they have somewhat difficult conditions and in general not worth the hassle. Iron Wall gems are in fact the worst gems in the game. Vitallity does the same as Fortitude but in the opposite direction, which if Life-damage-scaling is in the game is worse per se then Fotitude gems. 80 life is still 20% less effective then -100 damage absorb. On the other side, their effect will be granted a 100% if it kicks in. You have a very slim chance that the ‘Get hit by a 5hit+ combo’ Fortitude gem has no efffect.
Speed:
10% faster walkspeed… honestly… meh. in particular if you consider that you drop another gem for it, it’s even less worthy to equip. speed only delivers a notable effect if stacked to high amounts, but it’s not worth dropping “sure” damage or survivability for it.
C.Gauge:
seeing there is at least one gem that has a great condition along with a notable effect of +40%, it might become the ‘stock gem packet’ standard instantly.
about team synergy… I’ve thought about that but unless you limit your general gameplan it can’t be done through activtion conditions alone. there is one exception, but it doesn’t look that well with the current combo system:
Characer 1:
Connect with a launcher: +20% damage. 10 seconds
Your partner connects with a launcher: +10% damage. 20 seconds
random gem.
Character 2:
Your partner connects with a launcher: +40% meter gain. 15 seconds.
random gem.
random gem.
characer 1 combos into a launcher, +20% damage activates. character 2 comes in with +40% meter gain, does his few hits into another launcher, building one bar in the process. character 1 comes back in and has now +30% damage active and comboes into his super.
you can improve that slightly if you change those gems with the preorder exclusive gems “connect with 2 launcher” and “your partner connect with 2 launchers” that have similar effecs. tho, 'connect with 1/2 launcher" gems only last for 5-10 seconds, making them rather inneffective, since your gems keep ticking even if you tag out. so you might want to consider that for those setups.
the best gem conditions is imo “if your partner connects with a launcher” anyway, since your active character then immediatly has the boost and is still comboing, meaning sure damage and/or meter generation. that said, the ex gem is superior in comparison. 20% damage + 10% meter / healing / 10 seconds longer is better then any combination you can make with your stock pack. (best I’ve found is this: 10% damage, 40% meter gaining). it requires to get launched once more then your normal gem, but yields a greater effect, and seeing the ABC chain system, any poke can lead to that. so 2 launchers are almost fulfilled every round. the 3rd slot could be 10 normals +20% damage -10% speed for your stock pack and the same without disadvantage with the preorder pack. like I said, if you can equip both that might be even better. 40% damage is some serious business. less reliable, tho.
I do like the +100 damage reduction gem with the 5hit+ condition. that’s basically +10% health, that is for your average character. it turns out to be even more for lower health characters.
I’m wondering one thing, tho. what’s the difference between ‘-10 % damage reduction’ and ‘+10% defense’ exactly?