User blog comment:Seieireppa/More online!/@comment-3441860-20150709043655/@comment-1419424-20150709050001

Well, aside from the basics like only splitting up when facing Aragami easy to aggro or that can go down easily based on whatever bullets you bring along, one thing that didn't surprise me at all actually was the complete absence of bomb type bullets, my AG rounds as an example. As they knock back all allies within range, no one uses them. I generally stuck to Popopopo~n or Light of Ruin, but what I also noticed through experimentation with the various bullets I obtained from my comrades online was that almost all the top bullets (Light of Ruin, Eruptor, Divine Saber, and a few I haven't posted yet) do precisely the same amount of damage. They're all penta bullets that end in a LL radial in some fashion, whether it be straight (Eruptor), sweeping (Divine Saber), or mobile (Light of Ruin). Barring stuff like milti-hit gravity bullets like Popopopo~n (which are still THE most efficient way to take out Aragami like Chi-You, Einherjar, Gboro, that all have weak points up high or on top of their bodies), the penta-to-LL-radial format is obviously "the" most efficient way to construct a bullet.

The rest is a matter of personal playstyle. I've seen pretty big numbers from stuff like Astral Dive, CC:The End, etc., in practice, but what I've found to be the most effective in outputting high damage numbers as quickly and frequently as possible has been a build focusing not on melee damage but instead on OP acquisition (Oracle Sword or, preferably, my current scythe setup with Soul Eater) to Oracle reserves and putting that towards Penta bullets or multi-hit gravity rounds.

It's definitely been an enlightening experience so far, and my own efficiency and judgment have improved tremendously.