User:Theultramage/LB farming

Whenever you use an unit's LB, they gain 1 LB exp. Repeat that enough times, and their LB will level up. LB farming is about rapidly gaining LB exp from LB usage in an automated way. This is done by setting up a rigged battle where neither the party nor the enemy can kill each other, and the party is equipped with gear that fills their LB gauges every turn. No additional software is required to LB farm, thanks to AUTO battle and the Auto Limit Burst option.

How-to

 * Turn on Auto Limit Burst in Settings.
 * Do an inventory of all your LB autofill gear. The Sources of LB auto fill table can help.
 * Select units whose LB you want to train. Note their current LB stone (LBS ) cost. Note any LB autofill passive abilities they may have.
 * Pick a boss to farm on. Gear all units with matching elemental weapons, so that their auto attacks, counters and LBs won't harm the boss.
 * Calculate how many LBS per turn each unit needs to use their LB once every N turns. Draw a chart for various N (5, 4, 3, 2, 1) if you want.
 * Distribute gear to the party, balancing the autofill rates so that all units will always use their LBs simultaneously. Take passives into account.
 * Make sure your units have a skill that can kill the boss to end the battle. Equip craftable magic if needed.
 * Make sure to have a source of hp recovery for all your units. Otherwise they'll get slowly poked to death.
 * Enter battle, press AUTO, dim the screen and let it run for several hours. Then finish battle and review the results.

Choosing units

 * Each unit has an animation duration for their basic attack and their LB (the exact numbers can be datamined from sprite animation timing .csv files). For efficient farming, choose teams with similar basic attack and similar LB amination durations.
 * Avoid dual-wield if possible. It makes the unit's attack animation take longer. If you have to, do it on the fastest attackers in the party.
 * Be wary of units with double action on their basic attack, for same reasons as above.
 * Be wary of units with counterattacks, use a mix of Camouflage and Draw Attack gear to divert enemy attacks to other units.
 * Units with LBs or counterattacks that debuff the elemental resistance that you intend to use are automatically disqualified.
 * Units that fill the LB gauge via passives, LBs or counters will most likely cause the farming to desynchronize, and must be avoided.
 * LBs that provide HP/MP recovery add a small delay while the numbers pop up. Take this into account.
 * Units with start-of-turn autocast (more frequent since 2020) will slow things down significantly.
 * Some units' LBs produce a 'buffed' aura animation on self or the whole team. This can have huge rendering costs. If you notice the farming is going slower than it should, or your FPS is low, get rid of the unit that's causing it.

Tips&tricks

 * Awakening increases LB cost! Doing it early is only beneficial for units that gain an LB autofill passive ability.
 * Maximum fillrate is 12 LBS per turn. This puts a hard limit on your farming rate, depending on the team composition.
 * Farming slower with more units is almost always more efficient than focusing all gear on one or two units. See chart below.
 * Only one levelup per battle (source). Not as problematic since you'll likely stop because of nrg/orb regen or the slowdown issue.
 * The game contains performance leaks. The longer a battle runs, the more CPU time is wasted performing useless computation. On weaker phones and phone emulators, this results in slowdown once the CPU reaches 100% load and is no longer able to run the game in real time. Devices with fast CPUs can keep up with the leak for longer, but it then results in a sustained power draw of up to several watts, meaning battery drain and excess heat become the limiting factor.
 * It is thus a bad idea to do LB farming on mobile devices until the above problem is fixed. Currently, phones are designed to draw power exclusively from the battery, even when plugged into a charger. This means continuous heavy strain will be put on the battery's charge and discharge capabilities. If the battery is not rated for this sort of load pattern or contains a defect, it may rapidly degrade, or even bulge due to gas buildup, pushing on nearby components and bending the screen, and potentially rupturing and exploding. See further discussion.
 * Regarding emulator slowdown, see the following chart for an example measurement (3 turns to LB, slowest LB by Lila):

Farmable monsters
(Table of monsters, their locations, resistances or reasons to farm there, suggested units?) (refer to this existing chart)

EDIT: I really only ever farmed on Ifrit 1*.

Interesting LBs
(LBs that are must-have, or have useful effects. Also include some impossible or difficult to farm LBs, because of LB requirement, weird effect or attack/LB animation) Possible source: Limit_Burst_Rankings_by_Fantasticsphere

Multiple unit efficiency chart
For every 100 turns spent LB farming, the overall LB exp gained is:

Example: You have 5 units with a 16 LBS requirement, geared for 4 turns / LB (so 4 LBS fillrate on each). This is not hard to pull off thanks to. The team generates 150 LB exp in 100 turns. Now let's assume you are somehow able to redistribute and add in gear, such that you end up with 3 units geared for 2 turns / LB (so 8 LBS fillrate on each). You get the same 150 LB exp number as before, even with much more elaborate gear. And because LBs are now used twice as often, your farming is actually slower, because LB animations take longer than normal attacks.