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Thread: Team Tactics

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  1. #1
    Drip Guest
    Quote Originally Posted by IvanLedah21 View Post
    Stats and possibly passives. But ultimately, the passives are more or less useful depending on what other units you have. Rainbows are OP in general, but for maximum benefit you'd want skill synergy. Also, if you use auto-run + afk, then units like Dogwood lose a ton of value because their passives focus on Solar Blast.
    Very true, I've used some squads from the bottom of the helper list which featured 4-5 lvl 70 rainbows, but weren't really notable in performance.

    As a simple (and should be pretty obvious) example, Fritillaria by herserf can barely hold a candle to Black Baccara as a rainbow. However, in a squad with a couple of Activation Rate boosters she really takes off. Doesn't really matter if those boosters are rainbow or gold, but she's performs more like a weak gold card when put in the wrong squad.

  2. #2
    Quote Originally Posted by Drip View Post
    Very true, I've used some squads from the bottom of the helper list which featured 4-5 lvl 70 rainbows, but weren't really notable in performance.

    As a simple (and should be pretty obvious) example, Fritillaria by herserf can barely hold a candle to Black Baccara as a rainbow. However, in a squad with a couple of Activation Rate boosters she really takes off. Doesn't really matter if those boosters are rainbow or gold, but she's performs more like a weak gold card when put in the wrong squad.
    This is why all of my Helper Squad members boost the squad's stats (4/5 boost Attack, 2/5 boost Defense) and FP is going to be swapped for Dianthus (less speed is made up for by a 3rd AoE skill + heal from pest node). Anemone is the only one who doesn't boost attack but she has received 99% of my ampys, her counter ability is nasty and her Skill coming after 3 AoE skills is good stuff ^.^

    Buffing the already high stats of the rainbows, plus 3 Hit-All skills and a Hit Random x3, plus Dianthus' heal, Anemone's counter, Alpinia's self-heal... UBER NASTY SQUAD FTW!!!

  3. #3


    Only calla is left to level up, not sure if the arrangement of characters is balanced though (probably doesn't really matter for now)
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  4. #4

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    @Haku You would get more value out of having Tachibana, Moonvine and Star Lily in the same team... that 2.4x skill activation round 3 with +15% atk for 2 is so powerful. They also have the defence to last that long in most fights.

  5. #5

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    We're actually in the middle of figuring out how skill activation rates are working. As a general consensus, we can't agree if the Cyrtanthus/Geranium/Justicia affection based skills stack additively, but are leaning on the possibility that the Moonvine/Tachibana 3rd-turn versions do.

    Quote Originally Posted by IvanLedah21 View Post
    Can we actually be sure without stacking to a theoretical 100% (if it's A+B) or stacking to at least 50% and running a hundred battles? Or does it show on the in-battle text?

    Also, it MIGHT be 3rd turn Activation + is A+B while 1st turn is A*B due to the fact you're taking hits the first two rounds. IDK, some testing would be required.

    As for the affection based, IDK if that works differently.
    I just got the triple-combo, so I'll be able to test that on Sunday/Monday, when I can evolve Justicia to obtain her Skill Rate ability.
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  6. #6

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    Quote Originally Posted by Corintis View Post
    We're actually in the middle of figuring out how skill activation rates are working. As a general consensus, we can't agree if the Cyrtanthus/Geranium/Justicia affection based skills stack additively, but are leaning on the possibility that the Moonvine/Tachibana 3rd-turn versions do.


    I just got the triple-combo, so I'll be able to test that on Sunday/Monday, when I can evolve Justicia to obtain her Skill Rate ability.
    n1 after that we will know if it's worth to spend money for such a specific Team or not

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  7. #7

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    I Can confirm that turn 3 skills add together fully so 1.2 + 1.2 = 2.4x

    I Can confirm that base skill ups add by multiplying 1.2 + 1.2 = 1.44x
    Based on that i'd say 3 1.2x girls would be 1.73x (1.728 rounded up).

    I can also say that having two 1.2 all the time girls and 2 1.2 at turn 3 girls in the same squad = close to 75% activation of skills for turns 1-2 and around 95% for turn 3.
    Had a team setup like that for around 50 runs and that was the most common pattern.

    I do not have Cymbidium to see how her 2x turn 1 skill effect others tho.

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