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  1. #1291
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    Quote Originally Posted by Dorei0sama View Post
    Anyone knows how to autorun in dmm version, there is no autorun option.
    I believe there the autorun feature does not exist in the dmm version.


  2. #1292
    Quote Originally Posted by Unregistered View Post
    I believe there the autorun feature does not exist in the dmm version.
    I would consider move to dmm ver if they had autorun feature. FKG on dmm have better graphic and offer much more flower gems. But still i want to do other thing while playing fkg.

  3. #1293
    So in Campaign mode, Di Yu, Paulia, Canola and Clypha are the main characters aside from occasional Danjou and Nazuna chiming in?
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  4. #1294

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    Quote Originally Posted by Rupturez View Post
    edit: by the way I'm wondering if anyone knows how the skill of Gerbera works. Everytime a skill is used she gains 1% attack power, is this for the remainder of the map or just the battle? If it's just for that battle it's kind of.. useless. If it's for the remainder of the map it's not exactly great, but better atleast.
    Her base passive is of the latter, as indicated by the [Battle] tag/modifier on her ability info:
    [Battle] Increase Attack Power by 1% each time a Battle Skill is used (up to 30%)
    With a high base ATK for a 5*, she's probably better off with a different kind of passive anyway.

    Quote Originally Posted by IvanLedah21 View Post
    Stack her team with Activation rate up. Just putting Cymbidium in her team gives her a average of 3% buff every battle's 1st turn (most activation rates are 20-25% at level 1, x2 = 40-50%x5 chances = 2-2.5 procs per 1st turn if all 5 girls have level 1 skill). If her team isn't rainbow-heavy (so 2 proc's don't ensure enemies are dead), tack on an extra proc for 4% buff per battle.

    Add in more activation rate up for more fun.
    As Gerbera's self-boost doesn't work cumulatively through multiple battles, what about a mix of activation + DEF buffing that is geared toward prolonging each battle by a few more turns? In theory, extra turns would give more chances for squad members to proc their skills and consequently allow Gerbera to stack her self-buff closer to 30%. This is a possible lineup I'm thinking of:

    1. Cymbidium - multi-target skill, x2.0 Turn 1 activation boost for all + DEF boost for 3
    2. Justicia - multi-target skill, x1.2 activation boost and ATK boost for all
    3. Camellia - multi-target skill, DEF boost for all + ATK boost for 2 (Dahlia's ATK boost for 2 + ATK down in place of Camellia's DEF boost may make for a good substitute)
    4. Geranium - single-target skill, x1.2 activation boost for all + DEF boost for 3
    5. Gerbera

    With Gerbera fifth in the formation, she would have fed off of all those activation buffs from her squadmates and get some nice increments in damage output with her passive (and life drain if her skill procs) when she gets her turn.

    With skills activating here and there though, non-bosses will die quickly anyway, so the above is more applicable to boss fights... but then who actually wants long, drawn-out skirmishes in the first place?

    That said, Gerbera's base passive is definitely underpowered; +1% ATK boost/proc on a skill with a [Battle] tag cripples its ability to reach the +30% boost... more like only +5% at most during a boss battle. Gerbera seemingly has to rely on the right squadmates to carry her.

    P.S. I find it quite funny that her boost keeps getting triggered even when she's taken out of battle.
    Last edited by Raine; 11-05-2016 at 11:11 AM.
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  5. #1295

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    Quote Originally Posted by Roentgen View Post
    That said, Gerbera's base passive is definitely underpowered; +1% ATK boost/proc on a skill with a [Battle] tag cripples its ability to reach the +30% boost... more like only +5% at most during a boss battle. Gerbera seemingly has to rely on the right squadmates to carry her.

    P.S. I find it quite funny that her boost keeps getting triggered even when she's taken out of battle.
    Basically the same as Fritillaria, though at only half the increase rate. In an ability trigger team with leveled skills, Fritillaria usually reaches her 30% bonus somewhere between 5 and 8 rounds.
    So for Gerbera, I figure it'd take as much as 20 rounds (first and third round trigger passives work only on those two turns, so can't just "double" Fritillaria's amount of combat rounds because of those). And 20 rounds of combat? Not gonna happen any time soon I'm afraid.

    And yes, it's neat how bonusses trigger even when the girl has already been taken out of battle. It works like that for other passives as well, so a girl who just got taken out of combat may still buff another girl because her passive triggers. Works at least like that within the same battle, not sure if it keeps applying throughout the map between battles.

  6. #1296

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    Quote Originally Posted by Drip View Post
    Basically the same as Fritillaria, though at only half the increase rate. In an ability trigger team with leveled skills, Fritillaria usually reaches her 30% bonus somewhere between 5 and 8 rounds.
    So for Gerbera, I figure it'd take as much as 20 rounds (first and third round trigger passives work only on those two turns, so can't just "double" Fritillaria's amount of combat rounds because of those). And 20 rounds of combat? Not gonna happen any time soon I'm afraid.
    Good lord. Only girl I'd probably be interested in seeing fight 20 rounds is a life-leeching 6* like Alpinia or Kerria.

    And yes, it's neat how bonusses trigger even when the girl has already been taken out of battle. It works like that for other passives as well, so a girl who just got taken out of combat may still buff another girl because her passive triggers. Works at least like that within the same battle, not sure if it keeps applying throughout the map between battles.
    For this one, and in Gerbera's case, she could really use an AOE ATK buff instead of a self-buff and still be useful to the rest of the squad even when she's gone.
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  7. #1297
    Unregistered Guest
    So...any hope of a filter option in the gift box? I'm satisfied with most things in FKG, but picking particular color Manyu needles out of that haystack is annoying, and would allow me to use the 'receive 20' button for anything other than a misclick.

  8. #1298

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    Quote Originally Posted by Unregistered View Post
    So...any hope of a filter option in the gift box? I'm satisfied with most things in FKG, but picking particular color Manyu needles out of that haystack is annoying, and would allow me to use the 'receive 20' button for anything other than a misclick.
    just expand your inventory >.< ~300 slot should be sufficient to take all your gifts
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  9. #1299

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    Quote Originally Posted by nazrin992 View Post
    So in Campaign mode, Di Yu, Paulia, Canola and Clypha are the main characters aside from occasional Danjou and Nazuna chiming in?
    Yes, because those four are the main starters.

    Even though their chemistry is fairly nonexistent since Di Yu is quiet, St. Paulia is slow, Canola is tsun, and Cepha is *not as slow* as St. Paulia.

  10. #1300

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    Quote Originally Posted by Eab1990 View Post
    Even though their chemistry is fairly nonexistent since Di Yu is quiet, St. Paulia is slow, Canola is tsun, and Cepha is *not as slow* as St. Paulia.
    Maybe they don't have chemistry, but that make some sense if you think that they are Flower Knights, working for and organization, and not just a group of friends that go out in adventures (standard rpg I guess).

    They are kind of forced to work togheter, or at least fell that way
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