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  1. #1

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    I haven't completed enough tests to provide specific data points, but I have found that when I stack two groups of 4* Knights, one to generalize the Glass Cannons (Cepha, Bianca, Violetta, Casablanca, Dandelion), another for the Tanks (Di Yu, Snowflake, Cyani, Hibiscus, Sweetpea) and pit them against the Bosses of 12-5 (and getting them there at full HP is no cakewalk), as well as Raid Bosses, although no group could reliably take them down, all of them dished out roughly the same amount of damage.

    Needless to say, the Cannons dished out more damage in a shorter span of time, while the tanks dolled it out over a longer period of time (from 50% to nearly double the time). One advantage the tanks did have though was more opportunities to activate their skills, but currently, the difference is minimal. Rather than the numbers, like a few others above me, I also heavily emphasize stacking abilities that compliment each other (and also had similar results when stacking Atk/Def abilities); it definitely nets me more damage in the Raids rather than throwing random teams together.

    And then, as those that have her would know, Water Lily is also completely defiant of her power level. Numerically, she is currently the weakest 5* Knight and by all rights, should be the first unit to die every-time. Except, she's usually one of the last ones standing and even dishing out a boatload of damage at the same time, thanks to both her Defense boost and Evasion ability, on top of having a 32~37% Skill Activation + a high base Attack to make use of it. So yeah, that just further reinforces my habit of making teams based around abilities instead of Power Level.

    As for speed, I usually have one fast group and average every other group, but definitely prefer having one super fast and super slow group to rely on; they tend to make clearing the event maps a million times easier.
    Last edited by Corintis; 07-12-2016 at 06:18 AM.
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  2. #2
    I think the main thing is that there hasn't been anything that needs a high degree of customization, outside of speed to get 3 medals. Currently, raid bosses aren't something that we usually need (or want) to nuke as hard as we can and 12-5 has been pretty much the top level of content, with maybe some of the more recent event ?-8 maps being harder(?). As it stands, my helper squad can make it to the final boss of 12-5 and either kill it or weaken it if I'm playing on auto run, or solo clear 12-5, usually without any unit even dying, if I'm actually playing and using solar blast appropriately. The other teams don't need to do anything other than pick stuff up and keep solar blast strong, so it doesn't really matter what's in them besides high total power.
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  3. What really proves a character's worth are not their stats but their skills. It's the main reason why rainbow units are so OP in the first place.

    DEF becomes valuable with you stack an entire team that has skills that raises your defense. Same with every other stat other than HP, since the only skills that might interact with HP is life stealing skills.

    Stats of girls tend to reflect their skills. Bipinna Cosmo for example doesn't hit very hard, but that's because her DEF/HP along with her Def boosting skills allows her and the team she's in to tank far more damage.

    Find skills synergies for your team, it'll be better in the long run.


    Or be like me and make your team consist of waifus because this game is not an esport, and you should pay no attention to them "Muh power level!" e-penis players.
    Last edited by A Time to Screw; 07-12-2016 at 08:17 PM.
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  4. #4
    With regards to synergies, does anyone know if similar abilities stack? Such as Cactace's [Battle] +30% Shine Crystal drop rate for Squad members and Bipinna Cosmos's [Battle] +15% Shine Crystal drop rate for Squad members, or say two girls with 20% and 10% dmg to solar blast.

  5. #5
    Quote Originally Posted by aphidsc View Post
    With regards to synergies, does anyone know if similar abilities stack? Such as Cactace's [Battle] +30% Shine Crystal drop rate for Squad members and Bipinna Cosmos's [Battle] +15% Shine Crystal drop rate for Squad members, or say two girls with 20% and 10% dmg to solar blast.
    They should stack, since atack power and defense stacks too, my baccara starts every fight with at least 65% extra atack power, that means her ability stacks with cactace´s and alpinia´s
    Shade on KH, fire main.

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  6. #6

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    Quote Originally Posted by aphidsc View Post
    With regards to synergies, does anyone know if similar abilities stack? Such as Cactace's [Battle] +30% Shine Crystal drop rate for Squad members and Bipinna Cosmos's [Battle] +15% Shine Crystal drop rate for Squad members, or say two girls with 20% and 10% dmg to solar blast.
    As mentioned by others, yes they stack. Notably, some abilities do stack more than others.........When it comes to Attack/Defense abilities, those ones are straight forward and add right on top of each other. It's a little bit different for Solar Power boosts though.

    Solar Power boosts use 100% as your starting point, and continue to multiply on top of each other. So say for instance, we had 5 Lavenders on a team, the power would multiply by +20% five times (100% x 1.2^5 = 248%).

    Even crazier, Skill Rate activation boosts, similar to Attack/Defense, also directly stack on each other, but not in percentage form, such as (1.2 = 20% -> 20% + 20% = 40% = 1.4), but rather (1.2 +1.2 = 2.4 = 140%). So in essence, by stacking Tachibana and Moonvine, you're more than doubling your Skill Rate on the third turn of battle. That is unless, the Dev.Team just made another mistake in their codes and created this horrible typo here.
    Last edited by Corintis; 07-13-2016 at 12:24 AM.
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  7. #7
    Quote Originally Posted by kojaku View Post
    And, in fact, in DMM version, seems like high end players actually build their teams based on theri abilities and synergies. As far as i've read, most powerful strategy is having a team with sun orb collecting units, and another team with solar blast dmg up units. Then somewhere else, units that increase their attack the more the solar blast is used. Alongside the 1 turn kill strategy with units that boost attack/skill chance in the first turn and a unit with an awesome area skill that can do heaps of damage on turn one.
    I'm pretty excited for the new girls in that case, team building like that sounds fun.

    Quote Originally Posted by Corintis View Post
    Even crazier, Skill Rate activation boosts, similar to Attack/Defense, also directly stack on each other, but not in percentage form, such as (1.2 = 20% -> 20% + 20% = 40% = 1.4), but rather (1.2 +1.2 = 2.4 = 140%). So in essence, by stacking Tachibana and Moonvine, you're more than doubling your Skill Rate on the third turn of battle. That is unless, the Dev.Team just made another mistake in their codes and created this horrible typo here.
    That's really interesting. With Cymbidium then you could easily have 300%+ with another skill boosting girl.

    Do you guys find the third turn activation skills useful? Many of my fights don't even get to the third turn and with those that do there's only one boss pest left, so all those AoE procs are somewhat wasted.
    FKG ID: 781816890
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  8. #8
    The third turn skills are for boss killing (and raid boss killing) or for when your squad power isn't high enough to smash the enemies before that. With what we currently have, it's probably best to just stack them together with high single target damage girls. For most of the current content I find the front-loaded damage from the turn 1 boost girls more useful though, since like you said most fights don't last 3 turns (pretty much just raid bosses and the final bosses of 12-5 and the some of event maps).
    Idol Wars Z - Lied
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  9. #9

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    Quote Originally Posted by aphidsc View Post
    With regards to synergies, does anyone know if similar abilities stack? Such as Cactace's [Battle] +30% Shine Crystal drop rate for Squad members and Bipinna Cosmos's [Battle] +15% Shine Crystal drop rate for Squad members, or say two girls with 20% and 10% dmg to solar blast.
    Shine Drop rate can go as high as +75% from what I read somewhere. Solar damage has no upper limit to my knowledge, indeed Dogwood after evo adds 40% damage to the blast.

    Translated (Read: Google Translate) from the jap wiki for Cactace "in combat, Shine Crystal drop rate of party members is 30% rise ※ rise up to a maximum of 75% in combination with other abilities"

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