Never rly checked this cause i thought its only for 5* lower... so can i use it on 6* too? and if any help with it or whats best to get?
Never rly checked this cause i thought its only for 5* lower... so can i use it on 6* too? and if any help with it or whats best to get?
Rainbows have all the 5* abilities plus taunt and weakness damage up.
Get them all enabled so they are available to girls as needed
only Kerria Alpinia Soapwort can use the Recovery boost (purslane will someday)
I use taunt a lot on counter types like Anemone and Evaders like Saffron, Lycoris pumpkin and to protect any 5* mixed in a team with 6*
I did Crit last because of the cost. Is good on Crit teams.
How you use them depends on what your facing, like for example weakness damage is only good in situations where you know what type you facing.
Always use attack up 1 turn on Whale on everybody except your deck team. I would start there boost them all to max.
Last edited by phob; 11-07-2018 at 02:14 AM.
Each one seems to have it's uses when done right.... I'd try using abilities for these situations:
Speed Up/Down- Good for manipulating team speeds when you try to get all medals on a mission. You WILL need this if doing story stages for flower gems (maybe Nation Battles too).
Atk Up 1 Turn- The basic ability you should be using until you get something better. Also, when doing the whaleship (and having a lead team that smites everything), put this ability on everyone so you get more damage out of the Break sequence. You can't rely on crit (if it does allow you to) and it has no weaknesses).
Critical Up- Crit based teams love this.
Weakness Dmg Up- Good to use if you have nothing better (it's more useful than Atk Up 1 Turn in most cases). But on teams that have characters giving multiple weaknesses to allies (like Iberis and Burning Bush), this ability can further help you out.
Def Activation Up- Can be good for counter units (but there's still a better one). Very good for setups where you lower the enemy's hit rate and atk power, and for characters that can raise everyone's defense. hands down part of the best way to drag out raid boss battles and it's been used to reduce some bosses to 1 damage per hit if done right.
Recovery Boost- Good for those with pest nest skills, recovery while dealing damage, or if you have either chocolate cosmos. Healing even exceeds max HP as well so you get extra. so if you max it out, a 20k HP character can get to 25k.
Taunt- Best used for units that can dodge attacks or counter them. Combined with units lowering the enemy's atk and hit rate is another option. for best results, put it on a counter unit while lowering the enemy's atk and hit rate, while boosting the team's defense with someone. You should deal more counter damage while focusing all attacks on the counter unit.
it all depends on what you make of them, but all 8 should eventually be learned.
Critical Up is at best a 6% damage increase if you have no other crit damage boosts and always crit. Raid bosses are the only battles that can last long enough for it to outpace the turn 1 boost and there's no reason to care about maximizing damage there.
how when crit damage is 1.5 times normal damage and this adds another .1 multiplier?
it should be the same case as weakness... in fact my team gets 30% +another 10% from the ability.
even if it's something like the .5 times 1.1, that's still a 5% damage increase without anything else... cause it'd total .55 added to the damage multiplier.
and then it just gets more potent when weakness can trigger with crit, putting a multiplier on top of another one.
not sure what exact formula is, but even then, this info you're saying seems off
Last edited by MagicSpice; 11-07-2018 at 08:55 PM.
I've been under the impression that buffs of the same type are added while different ones are multiplied. So it'd be (base) * (atk buffs) * (1-turn atk buffs) * (damage buffs) * (weakness) * (crits) when those last two can stack. The +10% crit would be added to the normal 50% damage bonus.
1.6(with crit up) divided by 1.5(without) is 1.06 repeating, or a 6% increase relative to no trainability
1.9 divided by 1.8(with your +30%) is 1.05 repeating
The higher your crit damage modifier is without the trainability, the smaller the relative improvement it provides. There's also all the non-crits where it provides no benefit whatsoever.
I think i'm getting where the 6% comes in. going by what you said, say the original damage is as follows:
5000 base, atk buffs add 20% (so 1.2), damage buff is 2.2 cause a skill went off, and it did a critical so 1.5
that's the following:
5000 * 1.2 * 2.2 * 1.5 this equals 19,800
but if that crit damage increase is +10%, then it's this:
5000 * 1.2 * 2.2 * 1.6... this is 21,120
unless my math or something is off, the end results would be 19,800 without crit damage, and 21,120 with it.
21,120/19,800 = 1.066666.... which honestly would round up to 6.7% or 7% with a flat number. that sounds about right.
but i'm not sure why 1-turn is in it's own thing. i might not have noticed anything when i used it cause i thought it was 10% atk just added to the total for a turn (still put it on whaleship though due to trying to deal a lot of damage to the crystal in case a non-crit team appears)
Last edited by MagicSpice; 11-08-2018 at 04:02 AM.
When your team is 75~80% crit, this is a massively useful ability to have on anyone without type advantage.
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That, or a fight lasts more than 1 turn like the 600k power concept stages...
In those cases, you're easily better off with crit/weakness up over the atk up for a turn
Raid bosses is one thing, but now we're getting content where you can't just one shot things into oblivion