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.