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  1. 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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  2. #12
    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.

  3. #13
    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
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  4. #14
    Quote Originally Posted by Zandel View Post
    My question is this:

    At what point is High Atk / High Def better then that extra hp in actual combat?
    Or in other words, which girls with lower hp do you find worth using in your squads even tho they lower the total power of the squad?
    You solve the problem by having the deepest bench of anyone. That way, no matter the map, or situation, you can always form the right team for the specific problem you want to solve. Just having the best 20 characters is meaningless in this game.

  5. #15
    Yes, they do stack, up to 90-95% if i don't remember wrong from reading some blog a long way ago, so i probably remember the numbers wrong, but they stack, and there is a limit.

    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.

    Of course stas are important, but when comparing same star units, is better to go by the abilities and what your team needs/can do rather than 1-2K more power. And that's why units such as Rose (sadly for me, since she is my favorite) are considered pretty worthless, as any of her skills help anyone but her....and her low def along a skill that uses def hurt her even more. You could use a def pumping teammates, but that doesn't work anyway nearly as well as just increassing atk.

  6. #16

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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. #17
    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.
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  8. #18
    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).
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  9. #19

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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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