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  1. FKG
  2. Flower Knight Girl Integration

  1. #21

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    Possible hint on release date? Still waiting on Shooting Girl tho.



    Edit: looks like Shooting Girl pre-reg is coming soon too.
    Last edited by MiqDoloran; 03-29-2016 at 05:10 PM.


  2. April the 8th huh?

    Good timing. Cause once I see how horribly butchered and censored the game's characters are, I'll be able to play Dark Souls 3 in four days time anyways and forget about this game.

  3. #23

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    Set for April 14 release.

    Stream's up too.

    https://www.twitch.tv/NutakuGames
    Last edited by Eab1990; 04-01-2016 at 12:22 PM.

  4. #24

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    Finally a release date.

    Figured i'd ask any current DMM player if you have any tips when playing the game. Basic do and don'ts and whatever else comes to mind. Best way to spend ingame currency and everything else. I might have a look at the DMM version a bit later, but i guess it is a good idea to have someone tell me (and others) instead :P

  5. #25
    Listening to (archive of) that twitch hurt my brain. I will assume we have the basic sense to not charge into the "intermediate daily" (costing nearly your whole earlygame sta bar) that gives CC mats when you don't even have a single unit close to CC (requires max level). Given basic intuition for optimal play:
    - Wed/Sun dailies for EXP fodder. Once your units reach Lv 30+ you'll want med/large fodders.
    - Sat daily for gold. There are gold sinks in this game of which CC'ing is one.
    - Explore (aka "gather") reloads sta by 0-60 (RNG)
    - 5 flower stones for 1 gacha roll, 1 stone for sta reload, 1 stone for +5 inventory space
    - On level up, full sta reload as well as explore ("gather") reload
    - Early story missions are trivial: the standard 'level up quickly when you first play the game' trend
    - On DMM, we get (assuming all maps are cleared) 16+ flower stones every 2 weeks. That's before counting login bonuses and other promotions.
    - Normal gacha goes up to 4* girls. On DMM, we recently got the feature to do 100-pulls at once. Such is the abundance of normal gacha seeds.
    - Conveniently, we also have the feature to one-click-mass-sell 3* and below.
    - 5* (gold) girls are the 'base power' rarity. All the free event girls are 5*. 4* are functional when you invest in them.
    - 5*/6* girls will have personalised sprite animations.
    - Farming for CC mats (dragons) for 5*/6* girls is grind hell. You start to hate the smug smile on them mats.
    - Affection gives significant stat bonuses. Double for CC'd girls.
    - You may dislike the CC'd portrait of your waifu.
    - Raising affection costs the same mats regardless of rarity. I will totally understand if you pour gifts into a 3* waifu, but make sure you actually like them as you won't be deploying them once you have 20 4*+ girls.
    - Caveat: region-specific dailies. Each girl comes from one of 5 countries/regions. In addition to the usual daily, a second daily requires you only deploy girls of a specific region. They tend to be easy though (so far at least, can't devote much sta to them due to non-stop events).

    Nitpick: ok it might not actually be called "class change" but you know what I mean by CC.
    Last edited by Schverika; 04-01-2016 at 04:01 PM.

  6. #26

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    Some nice information. So there's quite a lot of rarities. What rarity is the lowest for scenes?

  7. #27
    1* is fodder-only (who cannot be deployed)
    2* I haven't put any gifts in them - I get 4*+ faster than gifts because I don't want to put sta in the gift maps (available everyday)
    3* do have scenes

    Don't expect to get a 6* outside of promos (DMM gives one guaranteed for each 5k yen pull - specifically cash, not flower stones). 0.5% gacha rate.


    Oh and as an aside: Set 1 Team 1 is what your friends will get to use if they pick you as a helper. Be sure to put all your best girls there and use Set 2~6 with more balanced power distributions for actual gameplay.

    Note there is no penalty if some of your girls/teams wipe. Provided a single team reaches the goal, the map is cleared.
    Last edited by Schverika; 04-01-2016 at 05:49 PM.

  8. #28

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    Hmmm... so we have a multiple team of 36 girls? I hope there is no element system like hitsuji.

  9. #29
    Quote Originally Posted by ramazan View Post
    Hmmm... so we have a multiple team of 36 girls? I hope there is no element system like hitsuji.
    i didnt play hitsuji so i dont know if its same, but every girl in fkg have attack attribute to them
    there is 4 attributes: pierce(yellow), slash/cut(red), crush(blue), magic(purple)
    FKG ID:
    DMM 863497209

  10. #30
    4 teams of 5, plus a helper team of 5. So 5 teams run around the map and auto-fight the encounters. The sets are just 'bookmarks' of team configurations: for example, you might want one team to have much more movement than the rest for some maps but equal distribution for others. With extreme min/max'ing, the fastest team will move 3 times faster (on the map, not in battle) than the slowest team. Or maybe you want to separate the teams by power distribution.

    The element system is one-sided: enemies have weaknesses, you don't. Things are balanced such that you never care about elements in battle, only when you're upgrading/CC'ing your girls.

    The ampulues are what the Fire Emblem community would call 'doping' - permanent stat boosts. They are essentially medium EXP fodders who also give a tiny but persistent stat boost. I hear 100 of each (there are 3 types) is the maximum you can 'dope' a girl. Typically, you get 5~8 of each type per 2 weeks.
    Last edited by Schverika; 04-02-2016 at 04:48 AM.

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