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  1. #1

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    Yeah I feel you twillight

    I quit Girls Symphony after hyping myself for two years or how long it took. I dont recommend that game to anyone.... stay away from it, ignore my previous comment about it. It literally broke my joy for playing any of these waifu browser games. Heck thats why my activity here has decreased so much to what it used to be.
    Not far from dropping FKG as well, despite the money I threw at the game and the progress I have. I care about it less and less. Still keep playing for now but its more of a force of habit than anything else. To bad I never managed to get Azur Line going, and by this points its to late for me to jump in on that.

    I`d love to see a Tower defense waifu game, I remember there was something like that on Nutaku back in the day. But something newer, with better looks maybe even the 2D moving sprites. Ideally a pre-registration so I could get in on that from the get go and not miss out on bunch of events. Though its not a must.If you guys know about such a game on DMM please let me know, I`d appreciate it.

  2. #2

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    I'm still playing GS but I'm not nearly as high on it as I was when I started playing a little over a month ago. Before long I might slot it aside Kanpani Girls as a game I don't actually play but log in to so I can fulfill part of the daily DMM quest that requires you play three different games.

    The thing with GS is that if it's not the events where getting the featured character requires a lot of luck and/or playing stages over and over then it's sudden difficulty spikes* going from one stage to the next. If it's not either of those then it's time-based medal requirements that more or less need your leading squad to be at a power level far above the suggested level.

    * One of the last sections of the game unlocked has you go through a tower that is a series of stages + a boss stage, with the HP of your characters carrying over between stages. The second tower is considered level 10/** difficulty and I'm now at the point where I can clear it without leaning too much on the healing symphony that I have. The third tower is considered level 15/*** difficulty and my six best orchestra members get wiped out before finishing half of the first stage, at which point I have zero chance of clearing the tower itself since the rest of my characters aren't nearly as strong.

    Quite a few events have similar spikes where going from one stage to the next in GS is roughly the same as going from a stage with a recommended power level of 200k to one with a level of 500k in FKG.


    Nutaku and DMM IGN: Tomitain
    --
    Nutaku Flower Knight Girl ID: 610834201 (inactive)
    DMM FKG ID: 106750967
    DMM FKG Allies: 109/123
    --
    DMM Girls Symphony ID: 34644951 (inactive)
    --
    Nutaku Mist Train Girls ID: 3355988
    DMM MTG ID: MSTL0Q45K5E9
    MTG Allies: 31/50 (Nutaku), 11/50 (DMM)

  3. #3
    Unregistered Guest
    Quote Originally Posted by Tomitain View Post
    I'm still playing GS but I'm not nearly as high on it as I was when I started playing a little over a month ago. Before long I might slot it aside Kanpani Girls as a game I don't actually play but log in to so I can fulfill part of the daily DMM quest that requires you play three different games.

    The thing with GS is that if it's not the events where getting the featured character requires a lot of luck and/or playing stages over and over then it's sudden difficulty spikes* going from one stage to the next. If it's not either of those then it's time-based medal requirements that more or less need your leading squad to be at a power level far above the suggested level.

    * One of the last sections of the game unlocked has you go through a tower that is a series of stages + a boss stage, with the HP of your characters carrying over between stages. The second tower is considered level 10/** difficulty and I'm now at the point where I can clear it without leaning too much on the healing symphony that I have. The third tower is considered level 15/*** difficulty and my six best orchestra members get wiped out before finishing half of the first stage, at which point I have zero chance of clearing the tower itself since the rest of my characters aren't nearly as strong.

    Quite a few events have similar spikes where going from one stage to the next in GS is roughly the same as going from a stage with a recommended power level of 200k to one with a level of 500k in FKG.
    The time limits for 3-starring (newer?) Dissonancia stages have been loosened some and the listed levels in towers are by no means suggestions. The level 15 thing is the minimum you're allowed to use, if there were any use for such filler. The third tower has enemy power ratings of 150k to 221k, silence/poison spam and midbosses in the first wave of every floor. It's like the third is the first endgame tower while the other two are for training.

    If you're still having trouble with event stages and the second tower, that seems like a setup issue. Are you using low skill-level/low equip-slot rainbows instead of max level golds? Not spamming the performance buff melodies nor stacking performance equipment on anyone?

  4. #4

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    Quote Originally Posted by Unregistered View Post
    The level 15 thing is the minimum you're allowed to use, if there were any use for such filler. The third tower has enemy power ratings of 150k to 221k, silence/poison spam and midbosses in the first wave of every floor. It's like the third is the first endgame tower while the other two are for training.
    That makes a good bit of sense, yeah.

    If you're still having trouble with event stages and the second tower, that seems like a setup issue. Are you using low skill-level/low equip-slot rainbows instead of max level golds? Not spamming the performance buff melodies nor stacking performance equipment on anyone?
    I don't have many high/max equip slot golds and two of them have Taunt as a personal skill so they either end up as glass cannons (equipped with primarily performance gear) or they can take hits but don't have instant machine-mulching power (equipped with primarily HP and/or defense gear).

    That aside, I'm using a gold performance boosting melody and also performance-boosting equipment where I can but I'm slightly hamstrung because most of the good performance equipment I have is either *** rarity or red type. If I farm the second tower I'll eventually have enough performance-boosting equipment to distribute to my best characters though, even if most of them won't get a 1.5x bonus from being the same type as the equipment.


    Nutaku and DMM IGN: Tomitain
    --
    Nutaku Flower Knight Girl ID: 610834201 (inactive)
    DMM FKG ID: 106750967
    DMM FKG Allies: 109/123
    --
    DMM Girls Symphony ID: 34644951 (inactive)
    --
    Nutaku Mist Train Girls ID: 3355988
    DMM MTG ID: MSTL0Q45K5E9
    MTG Allies: 31/50 (Nutaku), 11/50 (DMM)

  5. #5
    I highly recommend against using taunt girls atm until they release some nice gimmicks for it. They will just melt in seconds in all of the end game contents.

    Perf stacking is the only way to go as everything else is highly unreliable. For characters that don't have personal Perf stat weapon, reserve a gold and silver dress for them as they're the best alternative out there. Since you can only equip 1 copy of each, fill the other slots with tower weapon or dress depending on your needs.

    Personally, I just run a full performance nukers+wave start harmony fill-up girls (this is true glass cannon setup) for tower 3... and everything else. Currently there's 2 gold and 1 silver perf melodies, swap them around and make sure they will last the whole 8 battles, don't forget to fit and alternate the usage of heal and regen melodies as your close range damage dealers will need them badly. Tower 2's silence resist dress can be useful, but it's still rng at the end of the day.

    Your best bet is really just saving up your gold/rainbow mdz and gems and look out for any decent 2nd evo banners, then work your way on maxing out a couple decent girls.
    If you really don't have any decent golds atm, pick some Dissonia maps you want to farm and finish a couple silver or gold girls in the mean time.
    https://twitter.com/toren_chi/status...95594532851712
    Last edited by EpicFailLulz; 02-01-2020 at 11:39 AM.

  6. #6

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    Quote Originally Posted by EpicFailLulz View Post
    I highly recommend against using taunt girls atm until they release some nice gimmicks for it. They will just melt in seconds in all of the end game contents.

    Perf stacking is the only way to go as everything else is highly unreliable. For characters that don't have personal Perf stat weapon, reserve a gold and silver dress for them as they're the best alternative out there. Since you can only equip 1 copy of each, fill the other slots with tower weapon or dress depending on your needs.

    Personally, I just run a full performance nukers+wave start harmony fill-up girls (this is true glass cannon setup) for tower 3... and everything else. Currently there's 2 gold and 1 silver perf melodies, swap them around and make sure they will last the whole 8 battles, don't forget to fit and alternate the usage of heal and regen melodies as your close range damage dealers will need them badly. Tower 2's silence resist dress can be useful, but it's still rng at the end of the day.

    Your best bet is really just saving up your gold/rainbow mdz and gems and look out for any decent 2nd evo banners, then work your way on maxing out a couple decent girls.
    If you really don't have any decent golds atm, pick some Dissonia maps you want to farm and finish a couple silver or gold girls in the mean time.
    https://twitter.com/toren_chi/status...95594532851712
    Yeah, I ended up moving one of the taunt girls out of the lineup entirely and moved the other to the backlines for pretty much the reason you noted (they'd be near death while the other active girls were at or near full HP). Shame too because one of them has an ability that supplies HP regen for herself and an ally which helped keep the ally topped off.

    I've got the gold healing melody at level 5 and I think I picked up the gold regen melody a few days ago (some guy with a fancy coat and top hat, only level 2 ATM). Until I get it up to level 5 as well I've been using the gold healing melody, the gold +performance melody (level 5) and the rainbow +defense melody (level 4).

    So I guess I need to dedicate myself to daily runs of the second tower and hoping I get the +performance item instead of the coat or more coins. Might as well work towards another 52 skull coins for the next quest for that red 5* girl and pick up a third scythe of death while I'm at it.


    Nutaku and DMM IGN: Tomitain
    --
    Nutaku Flower Knight Girl ID: 610834201 (inactive)
    DMM FKG ID: 106750967
    DMM FKG Allies: 109/123
    --
    DMM Girls Symphony ID: 34644951 (inactive)
    --
    Nutaku Mist Train Girls ID: 3355988
    DMM MTG ID: MSTL0Q45K5E9
    MTG Allies: 31/50 (Nutaku), 11/50 (DMM)

  7. #7
    With Hydrangea joining the team, I thought it was time to take on Mother.

    The difficulty with Mother is that I don't have any knights that can survive her, so I need to take her down by doing a lot of damage in a short time. Any such team that can seriously damage Mother gets beaten up by the first mobs and the limb, though, and I need any firepower I can spare. Therefore, the first task is to build one team to take care of Mother's soldiers and Mother's limb and the second task is to gather as much firepower as I can to the rest of the teams to take down Mother herself. After a little bit of experimenting, here's the setup I came up with:

    [Chat Chit] DMM FKG-party.png

    The first enemy group, a guardian and two soldiers, are some tough bastards that get buffed even more in the first five turns and the second, Mother's limb, has high HP and does quite a lot of damage until turn 11 when it starts doing all the more damage. Even fully ampied Kerria gets stomped, sadly. So, the idea is to boost Kerria's survivability with Hydrangea. To make sure both of them are not whittled down prematurely, I stack a lot of debuff and have one knight with taunt and evasion to draw initial fire. With all that, the uncentied and not fully superampied Hydrangea still struggles a bit, but with the help of a healing boost flower memory, she is able to make it through to Mother most of the time alongside Kerria:

    [Chat Chit] DMM FKG-p1-start.jpg

    Mother has some devastating attacks every 4th turn that Hydrangea is able to survive only a couple of and when she's down, Kerria falls shortly after. They usually manage to whittle Mother down to somewhere in the area of the の-character, about 4 characters worth of her health bar (the whole bar is about 14 characters long, give or take). When I'm very lucky and enough defends and skill attacks proc, it could be nearly half the bar, even, which really goes to show what a beast Kerria is. Anyway, time for part two of the plan.

    The second party to arrive on the scene has some of my best knights. Heavy emphasis on crit and re-act with the help of flower memories and Yarrow. Pure Flower Anemone is there with her negate damage to help at least a few girls survive Mother's 4th turn attack and Hollyhock helps with 1st turn skill act a bit. Sometimes a knight or two even manage to survive the 8th turn attack, if defend procs. Anyway, they do at least about four characters more worth of damage, usually:

    [Chat Chit] DMM FKG-p2-fin.jpg

    The third party to arrive is my second crit party. I tried to include as many knights of Mother's element as possible to take advantage of SS Sakura's weakness boost. Also, Cymbidium's here to help with skill act, Apricot's negate damage extends the survivability of some of the knights and Tarragon's guts usually have her be the last knight standing. This party usually does at least four characters worth of damage as well:

    [Chat Chit] DMM FKG-p3-fin.jpg

    At this point, if things have gone better than usual, it's curtains for Mother, but more often it's time for the last and weakest party to try to finish her off. No special strategy here, just a bunch of leftover girls:

    [Chat Chit] DMM FKG-p4-fin.jpg

    Anyway, now there's the Sage Laeva mission that still needs to be won somehow (and then 9 times more), but with my current team, I can only bring her down to half health, if I'm lucky. Heck, even her trash mobs can take down most of my teams or at least severely damage them.

    Status of remaining main quests:
    player level quests -- 174/300 levels
    ultimate unique mission quests: 30/40 clears
    max affection: 123/300 girls
    blossomed affection: 56/300 girls
    garden picture book: 1560/1830 pest pictures

    Still left to do:
    Get superampules out of the bond crystal shop.
    Get superampules and equipment out of the whaleship shop.
    Get flower gems for events 74-98 and get Rainbow Rose and Asian Rice when they are added to permanent reprints.
    Nushi missions.
    Prison island.
    Defeat the Scene 3 mission and the Sage Laeva mission.
    Upgrade and evolve flower memories.
    Fully upgrade team 1 (weakness crit) and try to put together a decent team 2.
    Last edited by kuresuta; 02-02-2020 at 12:28 AM.

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