Scarlet: Goddeath generally builds Elemental Damage Dealt, ATK, and CRIT DMG on Overload gear. One CRIT Rate line does not make a piece bad, and a part-damage cube does not solve every boss. What matters is which attacks hit the current enemy and how much they contribute, beyond the name of an ideal setup.
Her powerful normal attacks are accompanied by separate additional hits. Treating them as identical creates the question of why CRIT Rate matters when she already reaches 100%. Understanding the distinction can save good options and reroll modules. Before chasing a tiny ceiling gain, identify which damage your existing options improve.
Separate normal attacks from additional hits
Scarlet: Goddeath is a Fire-code Pilgrim Attacker classified as an AR user. Her skills give normal attacks wide piercing properties, while a separate quick-draw hit damages the enemy nearest the reticle. Ordinary single-point rifle expectations do not describe her fully.
Piercing normals gain opportunities when a boss's body and parts overlap along the shot path. The accompanying quick-draw damage is separate; hitting several locations with pierce does not automatically duplicate that additional hit equally. Their damage shares therefore change between single-target and multi-part encounters.
Her own Burst strengthens attack range and offense. Distinguish ordinary normals, normals during her Burst, quick-draw damage, and separate Burst damage. Missing a tooltip's normal-attack-only restriction changes the basis of a critical build.
100% CRIT Rate does not mean every damage source always crits

At skill level 10, Skill 1 grants 35% normal-attack CRIT Rate, and Skill 2 adds 50% during her own Burst. With the base 15%, those normal attacks reach 100%. The number is not permanent and universal across all attacks.
For normals during her Burst alone, additional CRIT Rate has no benefit: an already guaranteed critical hit cannot crit twice. CRIT DMG naturally strengthens those hits instead.
Quick-draw and separate Burst damage do not simply inherit the normal-attack CRIT Rate increase, leaving room for equipment CRIT Rate. Normals outside her own Burst matter too. One character contains both damage where extra rate loses value and damage where it still helps.
A single-target fight with a higher additional-hit share can make one rate line useful. Multi-part piercing can shift weight toward guaranteed-critical normals and CRIT DMG. Think about the damage sources still benefiting rather than calling rate useless.
Aim for four Elemental, four ATK, and four CRIT DMG lines, but reroll carefully

This target means one line each of Elemental Damage, ATK, and CRIT DMG on all four pieces: twelve offensive lines. It is a ceiling-oriented goal considering pierce and elemental advantage, not an entry requirement.
Elemental Damage matters against a favorable code, so separate Fire Scarlet's Wind enemies from other matchups. ATK supports normals and additional hits, while CRIT DMG leverages high normal-attack critical chance. The three serve different purposes.
If Elemental and ATK are already good and the remaining lines are one CRIT Rate plus three CRIT DMG, keeping them is reasonable. Single-target and piercing conditions can change the comparison, as can actual roll values and allied buffs. There is no universal loss percentage.
Three ATK lines with one rate line do not require rebuilding everything either. But repeated missing ATK and excess rate can sacrifice too much core offense. Rate being valid does not mean actively seeking many rate lines.
With limited modules, secure clearly useful Elemental and ATK options, then consider stopping at a workable rate/damage balance. Perfecting one final line can leave other raid attackers without their core options. Knowing the endpoint does not require reaching it today.
Peak records and average damage are different standards
Rate and damage evaluations also depend on the chosen outcome: an average over repeated attempts differs from the best result among many retries.
Rate increases how often critical hits occur; CRIT DMG increases their reward. Guaranteed-critical normals receive the latter reliably, while additional hits with remaining probability vary between fights.
Record attempts can retain a run with unusually favorable additional-hit criticals, making more CRIT DMG appealing. A player clearing within limited attempts or evaluating routine battles should not treat that peak as expected performance. Check whether a comparison shows averages or a lucky run.
That is another reason not to erase one rate line hastily. First ask whether a peak-oriented change has the same value for your own goal.
For cubes, check part classification before core availability

Think in two groups: reload or ammunition restoration to reduce firing gaps, and pierce or part damage for conditional offense. Compare owned levels, applied effects, and teammates' cube needs as well as names.
A part-damage cube enhances damage to parts. A hittable core is not automatically a part for this effect. Core and part classification differ, so a core hit may fail to produce the expected benefit.
A persistent part that can be pierced together with the body gives a reason to compare part damage. Its lifespan and actual damage share matter. A part destroyed immediately is not equivalent to one available throughout the fight.
Pierce cubes suit her attack structure, but their listed bonus is not the total-damage increase. Include eligible attack share, existing buffs, and any lost reload benefit. Using an already raised cube differs from spending batteries heavily for one character.
| Battle condition | First cube comparison |
|---|---|
| No parts, or low part-damage share | Developed reload and pierce options |
| Persistent parts hit together with the body | Include part-damage options |
| Reloads repeatedly interrupt Burst attacks | Check reload and ammo-restoration benefits |
| Other attackers need the same cube | Compare personal and total team damage |
There is no need to abandon a reload cube urgently. Compare existing and candidate cubes under matched conditions before raising a part cube without understanding the boss's parts.
Judge ammo lines with the conditions on restoration
A base magazine of nine may encourage ammo investment, but two normal-attack critical hits restore one round. Magazine size alone therefore does not predict reload frequency as it would for an ordinary rifle user.
Restoration also has a condition excluding her full-bloom state. It is inaccurate to claim she never reloads. Separate her own Burst and ordinary phases to find actual interruptions.
An existing good ammo line can be kept for convenience and uptime. In a twelve-line maximum-damage setup, however, it replaces another offensive option. Test whether it increases hits during an important Burst window instead of treating several ammo lines as mandatory because the base magazine is small.
Compare on the same boss before spending more modules
Match boss, fight duration, team, skill levels, Burst order, and controls. Changing Burst order with a cube obscures the cause of a better result. Record elemental advantage and body-plus-part hits too.
Look at repeatable result ranges and team damage rather than one peak. Small overlapping results are weak evidence for further spending. Consistently fewer reload interruptions or higher part damage provides a clearer reason.
The goal is options that fit the attack structure. Aim for four Elemental, four ATK, and four CRIT DMG lines, keep a strong rate line when appropriate, and choose cubes for the boss's classifications. That can avoid needless rerolls. Confirm the current equipment works in real combat before perfecting its final line.
