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CulturedCrow

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  1. @HornyCatThe skills that apply an additional visual: Playful | Yellow (Stun): Puts a little green face with a halo of spinny yellow stars next to the two affected opponent girls. This skill lasts two turns and then the symbol disappears. If a girl gets KO'd while stunned, I think the symbol remains on her lifeless icon like a mark of shame. Eccentric | Red (Burn): Puts a small flame icon next to the two affected opponent girls. This skill burns a percentage of health for 2 turns and then the icon goes away. Physical |Orange (Defense Buff): Puts a silver shield with an upward arrow next to all girls on the team of the skilled girl (lasts 4 rounds). Ex: If your opponent has a Physical girl and her skill triggers, all the opposing girls will get the shield icon. Sensual |Blue (Shield): Puts an HP shield on 3 girls on the team of the skilled girl. This isn't an icon next to the girl's portrait, but is a smaller, thin white bar along the bottom of the normal, red HP bar. Other skills have no lingering visual effects.
  2. @RylarthIf you want your Exhibitionist girls to be fastest, just know that Know How girls tend to be faster than Charm/Hardcore girls of similar power. The question is whether your harem has many high level Exhibitionist Know How girls. Similarly, you could choose Charm and Hardcore for your other colored girls to slow them down a little or you can add equipment to your Green girls to power them up a little. I don't know what your equipment inventory looks like, but don't ignore the common equipment. It's cheap to upgrade and I think it takes Mythic lvl 5/6 with resonance to give a higher result. A less consistent method would be getting a Double Attack relic on one of your Exhibitionist girls. While the extra damage from 2 attacks is nice, I consider Double Attack to be a mana buffing relic rather than a damage relic since you also gain 40 mana in a single turn when it triggers, which can somewhat consistently let your green skills pop earlier.
  3. I felt like my labyrinth run today was a bit of a hot mess and my build never quite came together. I ended up with a poor-man's no-damage run since Sofia got KO'd halfway through the 3rd floor but revived by a healing square. I had Millie / Izumi in the back, Zazie / Sofia / Demon Queen Mala in mid, and Monika / Kira in front giving me 3 shields, 2 heals, 1 defense buff, and 1 stun. Zazie picked up a 24% defense bonus and moved to the front line early, allowing me to swap Monika for Taurus in the midline for some extra speed. Kira picked up a 28% Double Attack that triggered probably once per fight and saved the other front liner with an early shield to prevent a KO at least 2 separate times. Everybody seemed to hate Sofia though, and while serving some time on the front to allow others to heal, she got brutally KO'd by a string of crits. A healing square brought her back later on that floor, but Lavender picked up a 54% Duck Master and held the front line with Zazie (72% Duck) for the rest of the game. I had very poor luck with shields avoiding my front liners, so I eventually benched my defense buff and added a 4th shield. From that point forward, the opponent had no chance of defeating anyone on my team after turn 4. The first fight on the 4th floor still took Lavender down to 40-45k ego twice, which was a bit scary. Final team was Millie / Izumi, Sofia / Kira / Demon Queen Mala, and Zazie / Lavender in front. The game seemed dead set on giving me Taurus relics, but I was too desperate for a functional front line to do anything with them. I really like getting Double Attack on shielders/healers since the extra mana it provides is like having a green girl in the squad.
  4. @mdnoria is correct. The full bottle symbol on the top right is the amount of mana the girl starts the fight with. The 2nd icon on the right with the half-full bottle that has flames around it is the amount of mana the girl gains each turn. The bottom right icon refers to the number of points the girl has in her 5th skill. Depending on the girl's color, her skill will be different and the symbol will change to reflect her skill. A girl at 100 mana with no points in her 5th skill will perform a generic "Not So Serious Spank". The image @mdnoria posted seems to be from a Sensual/Blue girl with 1 point in her Protection/Shield skill. I may be wrong, but from what I can tell, all our girls gain 20 mana per turn. Starting mana, on the other hand, is higher based on the girl's power and I think also tends to be higher for Know How girls compared to Charm/Hardcore. Girls who are being boosted by the week's blessings also have higher starting mana. Unless your girl is starting with 40 mana (highest I've ever seen is only 35) then anything 20+ is equal. This is because any starting mana value of 20-39 will hit 100 mana after her 4th turn. Once a girl hits 100 mana, any mana beyond 100 is burned off with no additional effect when the girl triggers her skill. The exception to this is any mana beyond 100 given by an Exhibitionist/Green girl's skill, which remains and gives the girl a head start toward her next 100 mana. Speed is mostly reliant on your Hero's Harmony stat combined with a girl's power. Know How girls once again tend to have higher speed than Charm/Hardcore girls. The girl's own harmony seems to have no effect on her speed, so picking up harmony relics doesn't make your girls faster.
  5. It might just be anecdotal, but sometimes it feels like the relic offerings are based on an algorithm of sorts rather than pure RNG. I say this because it seems like the relic choices I make on the early floors make certain relics more likely to reappear on later ones. I have a hard time believing this is the case since I would imagine RNG would be easier to code than a sliding scale offering system. I may be like that baseball player who wears his lucky underwear every game to hit curveballs, but I feel like if I take offensive relics early, I deny myself certain defense relics late and vice versa. I understand what you mean about removing an opponent's girl being a form of damage removal, but for me there is a sweet spot where I want the match to last around 10 rounds. It's a foregone conclusion that I will win and 99% chance I won't lose a girl. But just in case my shields triggered on the wrong girls early, I like to have my heals trigger 2x per fight. Killing the opponent too fast will leave me below 100% sometimes. But in a longer fight, my shields and heals will always outscale the opponent since they gradually lose girls but I don't.
  6. Sometimes there's not much you can do when the other team gangs up on the same girl. Though you chose offense over defense a couple times early. For a no damage run I might have chosen the Egoist 7th and one of the Defender of Haremverse 11th. Finishing with only 1 tired vs 0 tired is usually a matter of being lucky vs unlucky. On Normal mode I haven't felt lacking in damage, so I tend to favor defense instead until I feel solid. The only offense I never turn down is Finish Move. I've really enjoyed Double Attack as it seems to hit more often than I would expect, though having too much offense often makes a no damage run more difficult. I started with a backline of Knowhow Submissive/Knowhow Playful, midline of Charm Submissive/Charm Sensualx2, and frontline of Charm Physical/Charm Sensual. On the 2nd floor, I rotated one of the midline Sensuals forward after getting an 18% Duck Master and replaced the Charm Physical frontliner for a Knowhow Physical midliner. I eventually got a mythic Duck Master on my midline Submissive and swapped her with the frontline Sensual. Opponent's skilled girls were on the frontline and had no effect. A Voyeur skill stole mana right before a heal once, which was annoying, but I wasn't in danger at the time so it ultimately didn't matter. I got a couple double attack and damage relics on my backline Playful girl who started just erasing people. Ironically, this made the run a little harder since I killed opposing teams before my heals could go off a second time, leading to me entering the next fight with only 80 or 90% ego on a frontline girl. One of them went all the way down to 6k Ego in one fight and made me very nervous. I got lucky with pulling a couple more Duck Masters, allowing me to rotate girls between mid and front lines to let them recover and finished with 0 tired at the end. Relics (28): Protective Bubble 40% Front Defender 10% Rejuvenation 6% Critical Thinking 110% Finish Move 12% Vigorous Motivation 8% Impactful 6% Attack from the Back 4% Playful Power 6% Sensual Power 6% Lavender – Duck Master 90% Demon Queen Mala – Duck Master 72% / Damage 12% Sofia – Duck Master 72% / Damage 8% Izumi – Double Attack 56% / Damage 40%
  7. The 7 girls is based on the 7 most powerful girls in your squad selection screen when you are initially choosing your 140/280 to bring into the labyrinth. The girls in your active squad at any point afterward have no effect. I'm not positive, but it's also possible that the top 7 girls in the selection screen dictate opponent skills even if you avoid choosing those 7 girls to bring into the labyrinth.
  8. Yup, I think it's easy to compare relics "on paper" and think one is better than another and lose sight of the actual purpose of the relic. Rejuvenation isn't meant to be the best healing in the labyrinth (that should be one of your Submissive girls), it buys your front liners time until your heals and shields start triggering. I had some bad luck with relics today and ended up losing Kalissa halfway through the 4th floor. She was revived by one of those side-by-side healing squares right before the final boss to give me a poor-man's 0 Tired run. My other frontliner, Kira, stayed solid with a girl-specific defense relic and then I rotated my midline Zazie forward to replace Kalissa with the help of a Duck Master. I usually don't turn down a good defensive relic that targets a midline girl specifically in case I need to rotate her forward. Then I inserted Taurus in her midline spot. RNG really didn't want to give me Finish Move or Vigorous Motivation, so I ended up with: 36% Protective Bubble (I only had 16% until 4th floor) 8% Finish Move 8% Rejuvenation 18% Front Defender / 6% Defender of Haremverse 10% Impactful / 14% Attack from the Back / 12% Sensual Power / 7.5% Playful Power 5% Critical Expectation/ 70% Critical Thinking 32% Sweet Harmony 8% Curse LOL Increase Damage 20% - Demon Queen Mala (normally wouldn't take this but other choices were worse) Increase Harmony 80% - Izumi (least terrible option of the 3 choices) Increase Defense 32% - Kira Increase Damage 16%/Duck Master 36% - Zazie Increase Ego 12% - Kalissa
  9. I've been specifically trying for 0 Tired runs lately, but while still hitting all the Red fights I can. On the first two floors: I prioritize Red fights >Yellow fights >Green fights >coins>healing. I look at the entire route and add the totals together though, kind like how you plan your whole route when rock climbing rather than only looking for your next handhold. I'm also pretty lenient with relics but prioritize Finish Move/Protective Bubble > Frontline Defender/All Ego(epic or higher)> Rejuvenation(epic or higher) > Vigorous Motivation > Sensual/Submissive +Damage > Protection Assist. I make an exception for girl-specific Duck Master > +Ego/+Defense and would pick them over anything besides Legendary/Mythic Finish Move. If I see an All Girl Harmony relic Epic or above, I might snag it instead of a +Damage relic. On Normal mode, I like to bolster my durability most and honestly ignore offense other than Finish Move. On floors 3 and 4 I prioritize Red fights/Coins > Yellow fights >healing. For relics, I continue with the same priorities until FM gets close to 40 or Prot Bubble gets around 20% total. Bubble has diminishing returns with multiple copies so I like to get 2 stacks of Leg/Myth or 3 stacks of epic/legend if possible. If I haven't picked up any Harmony, I am prioritizing an All Girl Harmony relic at this point. Harmony in the Middle is unnecessary for me since I only take damage in the front line and I am picking up Harmony to specifically protect against opponent crits. When I've failed a No Damage run, it's usually because one of my front liners gets focused down and sniped by multiple crits before my heal goes off. So my relic choices are mostly focused on beefing up my front liners before the 4th floor. Once I feel confident in my front liners, I start picking up some +crit chance and +crit damage relics to buff my damage. If I'm having bad luck with relics, I may have to scout the 3rd floor opponents to check their speed stats vs my girls. I might end up choosing 2 Yellow opponents over 1 Red fight just to roll a couple more relic draws if a Red opponent was going to outspeed me with their entire team instead of just a couple of their girls. For girls, I have every 5 star common and rare girl fully skilled. I run Purple Eye league teams since it's just my most consistent category with diverse girl colors. So I have Mythic Mala skilled as a healer and then a variety of Purple Eye legendaries skilled for sensual shields. I have to go out of my way to skill a Legendary Submissive for my second healer and just randomly chose between Millie and Melisandre Raveneye. Otherwise, there's no rhyme or reason for the specific girls I chose.
  10. I always start with Charm girls in the frontline. This week I've used Red Witch Monika as my defense buff and Kalissa (the 5 star common) as my Mana Booster. Once I enter the 3rd Floor, it depends on whether I've picked up many Ego relics or Duck Master. Any Duck Master girl would rotate to the front line. If I've picked up a few Ego relics, I will replace my front line with Hardcore girls after sorting them by highest defense. Alternatively, sometimes I get a girl-specific relic that boosts Kalissa's ego by 24% or something, so I would leave her up front.
  11. Opponent strength in the labyrinth is based on your girls, so one person's final boss may be 7mil while another might be 12 mil. But for both players, the final boss would have stats 120-140% of your girls. Don't quote me on the specific %, but they will always have much higher raw stats than your girls. I haven't unlocked Hard mode myself yet, but I would probably say you should finish Normal with 20ish tired girls on an average run if you want to have a solid chance in Hard. Though if you are only interested in accumulating coins, Hard Mode turns a profit if you can finish the 4th floor compared to Normal. So even if you get obliterated on the 5th floor, it might still be worth going Hard Mode just to focus on coin collecting.
  12. I've seen this as well. On Defeat Medication, something people need to consider is how relics scale as you progress in the labyrinth. Finish Move is an S-tier relic, not just because it provides more damage than all the other damage relics, but also because it scales off of your opponents' stats. Red opponents in the laby and even Yellow ones as you progress will have much better stats than your girls, so scaling your relic from their stats is the best bang for your buck. Defeat Medication is trash-tier to me because even if it works with Finish Move, it only triggers when your damaged girl makes a KO and even then it only heals that single girl for a minimal to moderate %. Once you are comfortable in the normal labyrinth, only your frontline should take damage in most fights, which gives you abysmal odds of triggering DM. Rejuvenation is my healing relic of choice since it often makes a difference for whether your frontliner survives some bad RNG long enough for your healer to use their skill. I like to have around 10% Rejuvenation with a couple Frontline Defenders by the time I enter the 3rd Floor. I feel pretty confident in my tactics as I've been able to finish my last 2 Normal runs with 0 tired girls and without relying on any Duck Master. Switching to 2 healers instead of just 1 moved me from 5-7 tired girls to 0. My current favorite loadout is Stun/Healer backline, Shield/Shield/Healer midline, Defense/Mana Boost frontline. I usually swap my Mana Booster out for another Shielder on the 3rd floor unless she picks up a girl-specific relic or two. Side Note: I would love it if you could cash a healing square in for a small amount of coins. Especially those annoying side-by-side healing squares right before the boss that you can't go around.
  13. Previous versions of the labyrinth seemed to have a hidden modifier that gave a KH girl more damage per point in attack stat and Charm girls 2 Ego protection per 1 Defense stat. If that's what you're referring to, then No, those hidden modifiers no longer seem to apply. While KH girls have higher Damage and Speed compared to an equal-level HC or Charm girl, the damage is from attacks is: Attacking Girl's Damage - Defending Girl's Defense = Ego reduction for Defending Girl. So if you have girls with identical Damage or Defense stats, then they will hit or defend equally whether they are Know-how, Charm, or Hardcore.
  14. This is just a reference to what @Alex_i mentioned on the previous page. It isn't manipulating the opponent's team directly through an illicit method, it's just being aware that their team reflects the top girls we bring to the labyrinth. I unskilled one of my top 7 girls since I didn't plan on even using her (she was a Playful) and the change did indeed result in one less opponent girl with an active skill. The technique is more a curiosity than a necessity on Normal mode, and I'm too cheap/lazy to unskill girls on my current League team just to benefit my labyrinth run. But it exists until the developers use a less lazy method of determining opponent skills.
  15. Has anyone watched the numbers while using Eccentric girl skills? Something that I've noticed is that it has a strange interaction when damaging a girl with an active shield. Sometimes the burn damage hits the shield and other times it ignores the shield and burns the Ego bar. The skill description mentions that the burn damage is based on Ego and ignores defense, which I take to mean only that the skill's damage isn't diminished by the girl's Defense stat. I wouldn't expect it to bypass a shield, but I have seen it do so many times. It seems to happen 50/50 and I can't quite pin down what's causing it.
  16. Maybe it's because I haven't used many Playful girls (and I haven't seen a single Protective Bubble relic my past 2 laby runs!), but my experience varies wildly based on opponent girl skills. Especially on the later floor bosses where they start with lots of mana and trigger skills on the 3rd round, opponent Sensuals and Voyeurs can cause a huge swing in momentum. The opponent Voyeur saps mana on the turn before I would get my skills, pushing all of my skill triggers back by a turn. Not only that, but multiple of my girls land on 95-99 mana afterward (instead of 100-105), so next turn they end up wasting 15-19 of their gained mana, which pushes their next skill trigger back further. If the opponent Voyeur is in the mid or backline, she will trigger her skill every 3rd turn, pushing your skill triggers back more each time. If you have a combo team that relies on skills triggering at certain times, that delay can be disastrous as your shields and heals cannot save the frontliners, causing a domino effect that can even cost a couple midline girls by the end of the fight. This can be avoided by manipulating which opponent girls are skilled, but that bit of tech probably isn't known by the average player. Thanks for confirming. I usually run 2-3 Sensuals at any given time and could only visually confirm that taking the same numerical damage one turn to the next shrinks the shield bar by a smaller amount after adding more stacks.
  17. On Playful girls, I consider them high risk/high reward since it may take multiple turns with 100 mana before the skill actually triggers. Then once it triggers, the 2 targets are random. So once in a while this skill might totally swing the fight against a boss by triggering quickly and hitting 2 girls who were about to use skills. But the rest of the time the girl will contribute nothing but basic damage. Not a bad teammate for a late-game boss with a suicide squad, but I'm not a big fan of so much rng since there's already enough involved. I start with a hardcore exhibitionist girl or two in the midline early with hopes of getting a girl-specific boost to one of them. Today I got a 24% defense boost to Pelagi on floor 1 and put her on the front line immediately after. Despite being one of my 'expendables', she survived all the way until mid-4th floor and even picked up a 32% ego relic along the way. In the meantime, even without a lucky relic drop, the mana boost on my physical and shield girls moves me through the labyrinth with fewer unnecessary losses early. Personally, I only use a single Knowhow healer in the backline until the 4th floor boss where I add one to the midline. I always have at least 2 sensual girls and then the rest are interchangeable girls that I train and swap out as I get and seek specific relics. By the 4th floor, I try to have a squad to counter shield/healer teams as well as a squad to defend against hard-hitting red/black skilled teams. I use Taurus early for the higher starting mana as a Knowhow girl and 8% defense boost to the whole team. Ended up getting +160 Crit damage on her and leaving her in place for the entire labyrinth which may or may not have been a great idea. Personal Update on Relics: Defeat Medication is trash-tier for me. It was only mildly useful since it heals more than it should to begin with, but now with skilled healers available and an incompatibility with Finish Move, I never even consider picking up DM. Otherwise, I really like how viable most of the relics are, especially the girl-specific ones. Caveat: I'm only playing normal mode since I'm level 489 and still unable to play Hard. Now that I started skilling my girls, I average 20-25 tired girls at completion.
  18. 1st) I can't exactly prove it, but it feels like Harmony operates the same as it does with PvP where your girl's harmony vs the opponent girl's harmony decides how a set 30% chance to crit is shared between them. If that's the case, then the Critical Thinking relics will be better for raising your crit chance from an offensive standpoint. But, raising your harmony so you don't fall too far behind the opponent is essential from a defensive standpoint to protect yourself from the opponent's crits. I don't have access to the coding or the raw math, but anecdotally I seem to get hit by crits way more often when I don't pick up any harmony. 2nd) Shields provided by sensual girl skills stack without diminishing returns up to an unknown point. To me, this makes sensual girls a higher tier than submissive girls because you can only heal up to your max ego, but you can continue stacking shields for a much greater EHP (effective health pool). I use a mix of legendary, rare, and common sensual girls, so I can't tell where the ceiling is, but I seem to have built my shield hp at least as high as my max ego. 3rd) Physical girls are a decent crutch during early floors of the labyrinth. I believe you gain 2% defense for each point in the physical girl 5th skill, so having a Legendary girl giving 8% defense buff early on is a great survival tool. Once you grab a few defensive relics, this skill becomes much less useful imo. Or if you are just stacking defense, then you might keep that girl. Since defensive buffs are % based and defense is the lowest numerical stat, I feel like there are diminished returns compared to damage and ego buffs. I rarely turn down a high % damage buff without good reason though. 4th)Don't sleep on the Eccentric girls. I see a lot of people having a problem with damage against bosses. Keep in mind the Eccentric girl's burn skill ignores defense and can't be ducked by duckmaster. The damage it does is guaranteed and based on the opponent girl's ego. Combining an exhibitionist girl as a mana battery with a couple Eccentric girls can burn down an opposing team with a lot of shielders/healers pretty easily. 5th) The Exhibitionist girl's mana boost can overcharge mana bars above 100. Example: A girl has 90 mana and gains 20 mana per turn. On her next turn, she reaches full mana, uses her skill, and goes back to 0 mana. Alternative: A girl has 90 mana and receives 42 mana from an Exhibitionist skill, bringing her to 132 mana. On her turn, she attacks, uses her skill for 100 mana, and keeps the 32 remaining mana to build upon in future turns. Rather than relying on the same squad of girls through the entire labyrinth, I've had a lot of luck scouting the opponent's girl skill types and adjusting my team skills to counter them.
  19. I think "good healing" depends on whether you want a high position on the leaderboard vs max rewards on a run. If you want a high spot on the board, then getting girls healed to 100% matters. I don't care about the leaderboard much, so I look at my girl ego like my phone's battery: keep it above 50% (for Vigorous Motivation) but don't care if it goes above 80%. I also only use my weakest girls the entire time and have yet to use any skilled girls other than a few of my common rarity ones since I have no other use for the bulbs. I avoid the healing wing spots, take every Red fight I can, and scoop all coin bags from 3rd floor on. 1st and 2nd floors I ignore coins in favor of collecting more relics. Maybe once they unlock Hard mode I'll have to start using some strategy. Or if they gave some rewards for ranking on the leaderboard.
  20. I consider damage mitigation to be inverse healing. Kind of like the saying, "A penny saved is a penny earned." DM benefits from always healing a % of max ego rather than a % of missing ego, but is limited by only occurring when a girl defeats an opponent. If damage stays in its current lowered state, then more turns will not involve an opponent being defeated, instead merely softened up with damage. What usually happens for me is that my back line girls end up sniping the killshot and my injured frontline never gets to heal. But now with a combination of Bubble and Rejuvenation, even my frontline stays relatively healthy against Red opponents. I didn't pick up a single Defeat Medication relic on today's normal run and I didn't miss it at all.
  21. Yeah, it only makes sense if the devs intend to further reduce the effectiveness of the relic and then also didn't bother to rethink its name. If you keep Finish Move 12% or lower, then Defeat Medication is still a worthwhile heal, albeit one that triggers less frequently. But it is a sad state of affairs to see the former best relic fall so far. I would choose FM over DM every day of the week if they remain incompatible. The proper functioning of the other defensive relics like Bubble and Assist further serves to limit the importance of DM in the new version of the labyrinth.
  22. I don't know if it's just me or whether others have already noticed this, but when the Finish Her relic defeats an opponent, Defeat Medication doesn't proc. It seems like it only works when your attack damage causes the KO. I saw this happen multiple times today. It kinda makes sense, but it's also unfortunate if that's the intended function. It's called Defeat Medication, not Attack KO Medication, so you would think it would give credit no matter what skill/method caused the defeat.
  23. I've also had some frustratingly inconsistent results since relics are so random. With double attack and mana, it seems like I have seen inconsistent visuals where sometimes I pull double the mana from the first swing of the attack and other times I swear I see mana pulled from the second attack. The one thing that remains consistent is that I end up with 2 attacks worth of mana gain at the end. Potentially a result of a 48-hour reset cycle combined with devs still tinkering with things. I don't remember if it's been mentioned yet, but something else I've noticed: If your girl with a healing skill reaches 100 mana on the swing that kills the opponent's last girl, the game doesn't let her healing skill activate. The Not So Serious Spank by comparison, tends to come out and beat the dead opponent an additional time. This is unfortunate when you are mid-labyrinth and would love to heal your team before entering the next fight. It seems almost like there's a separate order of operations for the heal skill vs the spank skill. Or...the heal may be working properly and the spanking of the dead opponent, while entertaining, is the bug.
  24. I didn't snapshot it, but I usually end up with two or three relics, with one of them being the legendary one. Once one of my girls gets 2 relics stacked on her, she double strikes more often than not. Considering the relics added together should be less than 20%, it felt like I was double-striking way more than expected. A crit makes the damage numbers pop in large font, followed by a pause for the opponent's health bar to react. A double strike has an additional visual sign where the damage numbers pop a second time, followed by a pause where the opponent's health stays the same since it gave all the damage on the first swing. I only play at 1x speed, so it may be easier for me to see double strike vs crit compared to if you turn the speed up.
  25. Yeah, I just wanted to toss my 2 cents in after seeing EpicBacon unsure whether the relic worked since he only triggered it a handful of times. So while I'm unsure of the specifics underneath it, I can confidently say that double strike works, it appears to stack, and visually it shows you the combined damage on the 1st swing even though it then shows a second animation. The relationship double attack might have with harmony is just my personal anecdote at the moment, but if anyone is interested in double strike and can't get it to proc, I would nudge them toward a couple of harmony relics to see if that helps.
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