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  1. #1

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    But, are there skills that apply to the ship?

    Nutaku ID: 556500612

  2. #2

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    I use Crit. up on a full crit team in DMM. Cant complain once the red number ultimates start to roll in.
    Healing affects only girls who either have a self/healing ability (none of those yet on Nutaku I believe) or Lifesteal ability.
    Defense up is good if you have girls like BB who has those super strong defensive and Guard abilities once Bloomed.

  3. #3
    it depends on what types of teams you have set up, so what types of teams do you have ?
    FKG friend ID: 384788654
    Fate Go name:Yui, ID: 854,544,504
    Girls Frontline ID: 9052, name: wolf


  4. #4

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    Quote Originally Posted by wolf View Post
    it depends on what types of teams you have set up, so what types of teams do you have ?
    Largely this, I think. For now, all my teams use the +ATK on first turn bonus, simply because you can't go wrong with that one, it's a benefit to every girl.
    But, just placing these skills that cost LC next to the girls on my squad, gives an entirely different picture (remember, this is for my squads, other peoples' squads will be entirely different):
    -Heal Bonus: only useful to Alpinia and Strawberry Candle, since they have self heal. I don't use Chocolate Cosmos, healing nodes are pretty rare, and I rarely need them anyway.
    -DEF bonus: useful especially to my counter-squad (they're meant to take hits, so survivability is a pro) and probably my debuff-squad (even if that squad is OP as it is)
    -Crit Bonus: useful to all squads equally, comparable to the ATK bonus. But Crit Bonus is for longer fights like special event raid bosses, ATK bonus is more suitable for short fights.

    I'd need to do a lot of math with variables and functions I don't know (or care about) to pinpoint how many rounds a fight should last for the crit-bonus to pull ahead of the ATK bonus, And for my trigger squad I'd also need to calculate a seperate figure (since they almost always all do an AOE special on the first turn, coinciding with that +10% ATK bonus) so I don't think I'll be picking up the crit-skill any time soon.
    Heal bonus is even lower on my list, but it's also a bit cheaper, so I might pick it up on a whim sometime.
    So I guess my personal pick (in about 2 weeks) would be the DEF skill.
    But, that's personal, tailored to my own squads.

  5. #5
    Unregistered Guest
    Critical UP should be crit damage instead of rate. That makes it much less useful for groups without crit chance abilities.

  6. #6
    Unregistered Guest
    Since we're on the skills topic, is taunt viable at all?

  7. #7
    Unregistered Guest
    Quote Originally Posted by Unregistered View Post
    Since we're on the skills topic, is taunt viable at all?
    Taunt is by far the best ability for rainbows with evade(+ counter) on DMM. How viable it is depends on how effective the current form of evade is.

  8. #8

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    the recovery boost on a -70% Kerria team can almost double your damage. Just putting that out there.

    Flower Knight Commander | IGN: Ampchan | FKGID: 300316473 | Discord Name: Ampchan
    Total Power: 658K | 41/52 Current Allies | Level 165 | FKG Discord Channel

  9. #9
    Quote Originally Posted by Unregistered View Post
    Since we're on the skills topic, is taunt viable at all?
    yes its pretty good with my counter squad
    FKG friend ID: 384788654
    Fate Go name:Yui, ID: 854,544,504
    Girls Frontline ID: 9052, name: wolf


  10. #10

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    Quote Originally Posted by Myrdin View Post
    I use Crit. up on a full crit team in DMM. Cant complain once the red number ultimates start to roll in.
    Healing affects only girls who either have a self/healing ability (none of those yet on Nutaku I believe) or Lifesteal ability.
    Defense up is good if you have girls like BB who has those super strong defensive and Guard abilities once Bloomed.
    Healing affects attacks with life drain and according to the description, also affects healing from panels (chocolate nodes for instance).

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