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    Quote Originally Posted by HugMeTender View Post
    Sorry about that, I forget my forum manners sometimes.

    So which elements are least likely to benefit from Rush weapons? From what I (think) I know, the game makes a check for a double attack before triple. Meaning a high double attack rate can be harmful to teams with triple buffs. My Brahma, for instance, triple attacks a LOT so wouldn't a higher double rate actually hurt her overall damage per turn?

    If I can get away with it, I'd really like to use SSR weps for skill-ups since that 19 > 20 is such a pain. (I only ever use SSR spares for the 19>20 leap and no lower).

    Sent from my Nokia 6.1 using Tapatalk
    Don't forget that the choice you make is also dependent on how complete your grid is, so in some cases you might not even have the luxury of choice since those weapons are pretty much the best available to you. Management on that part is key.

    Also, if you think 19 to 20 is a pain now, it's about time you step up the patience game, since we're gonna be looking at effectively free weapons that're hitting skill level 30 with the start of Phoenix reprint. SSRs are so dang valuable skill up mats because a SL2 SSR is guaranteed to up from lvl 29-30. If you do intend to spend those for skills, 4LB is the place to do it, anything lower is a gross waste of resources.

    That said, the answer is pretty simple: any element that doesn't depend on a hime with a high triple atk rate (and for guaranteed... well that's irrelevant, it's literally guaranteed), or even have one for that matter. That makes water and light (at least now) the 2 elements that appreciate the boost of rush the most. Note that I say appreciate, because you're still gonna love triple atk skills more in any case, especially if the boost rate for DA and TA is the exact same percentage as I heard a while back.
    Last edited by Cobblemaniac; 08-27-2018 at 10:18 AM.

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