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  1. #1

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    I can say it will be around 90 run before effect worn out.
    I broke about 60 gems for testing it during that time.

  2. #2

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    Quote Originally Posted by twilightdream View Post
    I can say it will be around 90 run before effect worn out.
    I broke about 60 gems for testing it during that time.
    I'd only done about 35 runs or so.

  3. #3

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    Well I broke those gems to answer my curious, not recommend to do the same LOL.

  4. #4

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    Quote Originally Posted by twilightdream View Post
    Well I broke those gems to answer my curious, not recommend to do the same LOL.
    No, I get that; I'm just trying to understand what exactly this hidden threshold is. I can't fathom why a limit on runs would even need to be in place.

  5. #5

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    From the FKG Support Team:

    Hey Taon,

    There is no secondary limit on the number of runs. As mentioned in our previous reply, if it happens again, try to send us a screenshot and we'll investigate further as for now we are unable to reproduce the issue.

    Regards,
    Flower Knight Girl Team
    So, just a bug then; I'll try to reproduce it this weekend.

  6. #6

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    Good to know it's bug.
    Hope they already fix it, if not it's mean this bug stay for very long f*cking time.

  7. #7

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    Okay, here's video proof of the bug:

    The bug isn't the bug I thought it was however; the boost did apply for the full hour which ended between the first and second run. The display timer for the boost on the main screen appears to be slow and showing 3 extra minutes that I shouldn't have had (even though the multiplier still shows up at the end of the second mission, the amount isn't multiplied at all).

    For what it's worth, this hour test resulted in 40 total runs that were boosted with an average (boosted) gain of 42873g/run.

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