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New Feature: The Labyrinth - Started December 6th 2023 at live


bolitho76
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19 minutes ago, CulturedCrow said:

The base rate for double attacks would start at 0 until you get your first relic. After acquiring double attack relics and setting the base rate >0

If it is 0, it is no base rate 😉. And as long as there is no base rate, I cannot think of a logic/formula how harmony should have an effect. 4 runs where you gain harmony relics along the run (halving your samples effectively), is much too few for a good evidence, especially if there is no good theory behind it that makes sense.

Don't understand me wrong, it is good to consider and test every possibility, especially as we know how buggy the whole thing currently is, and how strange KKs formulas are elsewhere. But spreading too many unfounded theories further confuses the already confusing and crowded topic. Definitely worth to create a dedicated QA/guide with proven facts and theories with high evidence. So we can do wild theory crafting here without negatively affecting people who search this topic for well-wised answers. I hope to find time and mood the next days for a start with this. Probably after hangout faded on new year or so, and in the hope that my brain will function sufficiently then 😄.

Edited by Horsting
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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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1 minute ago, CulturedCrow said:

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.

That is very valuable information and further confirms what others observed. Especially good to know that it seems to stack for you. I had two of those relics on one girl only once, but the proc chance was still so low that I could not really derive from this whether it stacks or not.

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7 minutes ago, CulturedCrow said:

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.

I've only gotten it to trigger max 3 times for an entire 3 floor laby run, and when it finally triggers, usually its against damaged girls that don't let me see both attacks. I wish the game would diffirenciate btween normal attacks and criticals, then it would be easier to verify if the first attack was 2 hits in one, instead of just a critical

2 minutes ago, Horsting said:

That is very valuable information and further confirms what others observed. Especially good to know that it seems to stack for you. I had two of those relics on one girl only once, but the proc chance was still so low that I could not really derive from this whether it stacks or not.

The only run I got stacking "double attack" relics Neferkitty went from 6% to 14%, but it never triggered for the rest of the labyrinth for her.

17 minutes ago, CulturedCrow said:

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.

You do seem to have a much higher chance of triggering it then me, I don't see why Harmony would add to it, but hey, with kk here, anything is possible. By chance do you remember what rarity your "double attack" relics were? I've gotten common to legenday, I've never seen the mythic one drop. The more relevant information you can add in your post makes it easier for others to try to replicate your findings, and its always nice to get more data on relics, especially some of the harder ones to test.
 

28 minutes ago, Horsting said:

If it is 0, it is no base rate 😉. And as long as there is no base rate, I cannot think of a logic/formula how harmony should have an effect. 4 runs where you gain harmony relics along the run (halving your samples effectively), is much too few for a good evidence, especially if there is no good theory behind it that makes sense.

Well he did say it was his impression, and based on my posts where I state I am no longer going to pick up harmony relics, and I get 3 triggers of "double attack" While his experience with harmony is triggering 20 times, it seems logical that he would assume harmony is involved.

My testing with "double attack" is way to small of a sample size, and I've managed to both report the skill as giving no extra mana on second hit, and later claiming it does give mana on the second hit. :O That is why I am never going to say that stuff works the way I tested it until it gets confirmed by someone else, it does not matter how many tests I do, if my test method is wrong :) That being said, I do think my Harmony/speed test was adequate, and I got the same results over 2 runs. The "protective bubble" and "protection assist" relics we've both tried them out, and confirmed their effects.

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34 minutes ago, EpicBacon said:

then it would be easier to verify if the first attack was 2 hits in one, instead of just a critical

I was thinking that this might have been the reason for confusion with harmony, since harmony most likely has an effect on crits, like it has in B.D.S.M., though, AFAIK no one has really verified this yet. And if crits as well as double attacks show up as moreless doubled damage, one must be careful to differentiate. This might then be a good explanation for the many assumed double attacks, in case most of them were actually normal crits (which happen definitely much more often).

Speaking of (re)vised theories. I might have very similarly confused "blocks" with "dodges" when the Laby was new, thinking that there is a low base dodge rate which might depend on harmony. But I am quite sure now that what I observed where "blocks", i.e. my girl having a higher defence than the opponent girl's AP, while there is 0 chance to "dodge" an attack without the respective relic. I'll have a specific look a this next run, but it would make sense that the two single-girl relics "Duck Master" and "Double Attack" work the same way in this regards: 0 base chance for this to happen, both adding their chance as absolute value and stacking additively. For "Duck Master", the two mythic relics I had recently on the same tank (CH), leading to zero further attacks on her, are quite good evidence that it stacks like that.

Edited by Horsting
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10 minutes ago, Horsting said:

Speaking of (re)vised theories. I might have very similarly confused "blocks" with "dodges" when the Laby was new, thinking that there is a low base dodge rate which might depend on harmony. But I am quite sure now that what I observed where "blocks", i.e. my girl having a higher defence than the opponent girl's AP, while there is 0 chance to "dodge" an attack without the respective relic. I'll have a specific look a this next run, but it would make sense that the two single-girl relics "Duck Master" and "Double Attack" work the same way in this regards: 0 base chance for this to happen, both adding their chance as absolute value and stacking additively. For "Duck Master", the two mythic relics I had recently on the same tank (CH), leading to zero further attacks on her, are quite good evidence that it stacks like that.

I've been able to dodge medium opponents with no dodge artifact, I cannot say if they had more defence then the attackers tho, as there is no way to see your stats inside a battle. And yes, if harmony does something is probably going to be crititcal rate. I seem to be critted more often now that I don't pick up harmony relics, but that could just be my imagination.  Ego does work tho , it makes sense that harmony would do the base thing its supposed to do, but due to the bugs with classes and their bonuses, the speed is not added.

Having percentages that just adds together is nice, I wish all relics worked that way, there are some weird stuff tho like "finish move" A singular Finish move works as stated, no problem, its when you get two of them some weird stuff seems to happen, After I got two of them, I could never get it to trigger ever again, then again, stacking several of those could be really stupid, if you get really lucky, and grab 2 mythic and 2 legendary, you'd have 36%, meaning you would only need to do 2/3 of the damage to kill an opponent.

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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.

 

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5 hours ago, CulturedCrow said:

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.

Oh yeah you are right, there are a difference in the displaying of the damage numbers, but the difference is so slight that I didnt see it until you pointed it out now, wow, that one is hard to spot if you don't know about it.
Make it double the size, or change the outline to black instead of white to make it more prominant.
or just change the color of it. If I get double attack again, I'll keep an eye out.

Edit: I allways do battles at 1x, would be a pain to try to record any useful data at higher speeds

Edited by EpicBacon
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So finally did my labyrinth run for the day, I did get an early finish move for Keiko, so decided to try that one out, unfortunely my luck of triggering the relic seems to be really poor, Granted it was only a legendary 8%, but still only got 1 instance of it working, I did pick up a epic version for the same girl towards the end of the laby, another 6% and that brought the chance up to 14%, I did get another trigger out of it on the final boss.

The first instance, I was just getting used to distinguish between non-crits and crits, the first attack looked like a critical to me, but I cannot be certain, so that one is inconclusive, the mana was added tho. The second instance was weird, It did trigger, looked like a normal damage, (I did not see any increased damage number), the girl died, then Keiko used her mana skill, cockslap, and after that was done, she then proceeded to use the second attack against the allready dead opponent girl. In this instance she did not get any additional mana. Weird.

I can only assume that both damage and mana generation is tied to the first attack, and the second attack is just visual. That would also explain why the mana for the second attack was not added, since it was already added before she used her mana skill. I cannot vouch for any of these results tho, Maybe I'll throw in some harmony next time, just to see if "double attack" triggers more often.

Now to the main feature of the run, This turned out to be a "finish move" run.
image.thumb.jpeg.2b2d7a8e98c22f8990bddc844b4ba1e7.jpeg

That's correct, I got 4 of them. And I have some bad news.

image.png.f7c06a9f4f9ed63446214910d0dc3f95.png
 
This is the status of an enemy team after my attacks were done, in this screenshot i am ONLY running 3 of the "finish move" relics, so if they stack it should only be 24% If the relics did stack, the girls in front should have died once their hp got under 76.800 for girl 1 and 88.080 for girl two, but as you can see they are both alive. They are at about 16% and 13% ego left.

image.png.e2d60c79d77679cfe853042f23edffae.png

My second screenshot here, at this point I am rocking the full 32% "finish move" These girls should all have perished once their hp got below 77k, 75k and 91k respectively, they are now on 20%, 16% and 13%
"Finish move" still does work tho, there were several instances where a girl died when she got below a certain amount of ego left, while I was not able to accurately find this number, I had one instance where the girl survived with 8.5% ego left. Considering she survived, and girls with lower ego died, the 8% seems pretty accurate to me.

In conclusion; I don't find any indication that "finish move" stacks, but it still seems to work individualy. I did get some strange numbers in my last test, that test had different rarity of "finish move" and this test only had one rarity. It could be that it does not stack with itself, but might have some other interactions with other rarities. In any case, its does not seem to be a straight up additive percentage, compared to relics like "duck master"

"Finish move" is still a strong relic, I think its worth picking up one if you get either legendary or mythic, but stick with the one, don't grab more of them, stacking either does not work, or they work against itself, both options are sub-optimal

Edited by EpicBacon
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à l’instant, bolitho76 a dit :

1 shard needed was mentioned by zoopokemon

ah thanx . I missed that infomation.

i have 3 girls in the SE with 0 shards. i guess it is better to buy 10 shards for them than 40 shards for 1 girl.

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sorry for the double post but I wanted to share what happened to me in my todays run in Pornstar Harem.

I won a 1 Vs 4 on the final boss of the third floor. and guess how I was able to do that

duck2.JPG.9b90f2f5f5cc37680affbe2fda49df91.JPGduck.JPG.090ebb1328b38b346ae21d169b9734ed.JPG

i Dodged 32 attacks in a row . the only damage that i could receive was when they get 100% mana and it dealt to me only +2K damage.

she was in the backline .

Edited by madahmed
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il y a 1 minute, jelom a dit :

Any girl with 80% or more duck chance should always be in the front. That's the real tank.

i know . but this particular girl is one of stongest damage dealers. i got the third relic in floor 3 towards the end.

but you are right . if you get the same situation. it is better to put the girl in the front line in future.

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8 hours ago, madahmed said:

sorry for the double post but I wanted to share what happened to me in my todays run in Pornstar Harem.

I won a 1 Vs 4 on the final boss of the third floor. and guess how I was able to do that

duck2.JPG.9b90f2f5f5cc37680affbe2fda49df91.JPGduck.JPG.090ebb1328b38b346ae21d169b9734ed.JPG

i Dodged 32 attacks in a row . the only damage that i could receive was when they get 100% mana and it dealt to me only +2K damage.

she was in the backline .

It's always nice to see when people are able to contribute to this. The more people that are able to test certain relics; either coming up with new findings or substantiate old ones, are most welcome. Having information backed up by several independent sources makes it much more likely that said relics are working as suggested from tests.
Keep up the good work. 
+1

Edit:
If someone is testing a relic, and finds data that does not seem to work with the establish theory on how it works, I think its important to add this as well, some of the relics we have some idea how they work, but there are still things we are unsure about.

I myself had tested "double attack" and more or less made my mind up about it not working at all, then @CulturedCrow came along and did his own test, gave theories on his own that didn't correspond with my tests. That made me go back to test it again, and I seem to get new weird results every test. My first assessment of the relic was clearly wrong, and now I am actually leaning towards it working as intended, with just the base chance of triggering being to low to be worth it.

But that makes me even more interested in testing it again, something I would never even think of if @CulturedCrow hadn't added his own test results.

Edited by EpicBacon
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Wasn't in the patch notes, but they doubled all the card bonuses for the lab coins

Note: avg is based on how many treasure I been able to get on average while optimizing for it.

image.png.32793de162c0652ae95023db892c291f.png

Really cementing that this is just a p2w feature in disguise

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Il y a 1 heure, zoopokemon a dit :

Really cementing that this is just a p2w feature in disguise

I don't feel that way, after 2 month, a person with a Diamond card should be able to buy 20 shards more than a f2p player.

It doesn't strike me as p2w.

Edited by mdnoria
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So it seems like KK changed the visual for critical hit, making the text a lot bigger and thus easier to recognize when you do get one off, a welcome change as it was somewhat difficult to make out critical hits before.

Todays run was not noteworthy in any sense, the relic selection was rather poor, and it mainly only gave me defence, harmony and ego. 3 fights from the final boss I was able to pick up a 8% legendary "double attack" with so little left of the labyrinth, I could not get much done with it tho, and it only triggered once. And luckily it was against a girl that survived the first attack, meaning the I could observe the 2nd hit and its effects.

I got regular damage on first attack, as in no critical, or combined damage from both attacks in one. The second attack showed damage numbers, but the girl took no damage, I did recieve the extra mana. The interesting thing this time around was that I did have a "rejuvenation" relic, it gives girls back a percentage portion of their missing ego, and that relic triggered on both the first and second attack, so the game seems to treat the "double attack" as two separate attacks, meaning the second attack is real, and not only visual.

This relic continues to baffle me, as each time I test it, I seem to get different results.

Edited by EpicBacon
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Labyrinth reset time for another run :)
Interesting run today, was offered no damage at all, instead mostly defence, critical chance and critical damage.
I got around 30% defence, and that actually made quite the difference, I had several hard(red) battles on floor 3 where I not only kept both my tanks alive, they actually came out with little or no damage, this is without any dodge relics and  1 healer in the team, M6 Sake. Usually any red battles at floor3 means that I loose both girls in the frontline.

Unfortunately the last boss does not care about defence; 90k normal hits/150k critical. There is no way your girls can stick around for 4 turns until they can get a healed. And this is on easy mode, its going to matter even less on harder difficulty.

Anyways, since relics are random and out of my control, figured it was a good time to try out some skills, I usually run 4 spank and 1 heal, with frontline doing whatever since they usually die or battle ends before they get their turn.
So wanted to test of stun (yellow) and burnout (red)

image.png.090c70093e872d81bc4aaf708ce3381c.png
This does not bode well, it says 2% and the number does not chance when you throw more bulbs into the skill...
It also does not help that my Yellow girl, Kyoko is slow as molasses, and usually goes last. I had no other knowhow Yellow girls at a reasonable level, It has to be knowhow, to start with more mana, or its going to be an even less chance of getting anything done. Anyways, my team is backline Sake (healer) and Kyoko (stunner) and the rest of the team was filled up with tanks, to make sure the battle lasts as long as possible....

Even with minimizing damage potential, I needed hard fights to even get a chance of doing anything. And the first results were optimistic, first battle, first stun. Great start. Unfortunaly it did not stay that way, Stun is not 100%, atleast not on Legendary 5 star girls, the next couple battles where I got into position to cast stun, even at 100 mana, she skipped on mana skill, against the 2nd boss she skipped twice in a row. I got stun off one more time on floor 3 somewhere.

I don't know what the % chance is, but it can't be more then 50%, I refuse to believe its 2% per level. if that is the case, its a useless skill, 10% chance to stun 2 girls for 2 turns, or 200k damage with slap? That is not a hard choice.
So Stun is a hard skip for me in the future, how about burnout instead, a L5 girl gets 8.75% of max ego damage for 3 turns, on 2 girls? Ignoring Defence? that sounds... not too bad. If they all hit, and hits on girls that you are not actively attacking, could be useful.

In practice tho... this skill is sloooow! Not only do you need to wait 4 turns to get them to use this skill, if you want it to do max damage, you need the affected girls to stick around for another 3 turns. How many battles apart from boss battles lasts more then 7 turns? This skill is useless against normal fights, and I don't think it has much value even there. so it does 25% damage to 2 girls, if a girl has 400k ego, that is 100k damage times two. So you can either spank(black) a girl for 180-200k damage. or you can burnout (red) for 200k damage over 3 turns...

It's not all bad tho, testing out the burnout skill made me figure out something.
There are visual bugs with damage.
image.jpeg.dcb07ed1b840fdad6031a73fb0858a1c.jpeg
In this screenshot, Lupa (1) is afflicted with Burnout, she takes 54.236 damage, but is still showing the same hp afterwards. This is a visual bug, I know that she has taken damage, the reason I know this is because of something that happend in a later battle.

image.thumb.jpeg.1ec41e3118a859ac3e782335536bd953.jpeg
This is the screen after finishing the second boss, it's a bit hard to see, but if you look at the boss's side, Norou (13)
is dead, has burnout afflicted, and she is still shown as having 20.667 hp left. Burnout damage does not show up for me, I don't know if its only on my side, is a problem with Vivaldi/chrome, or everyone sees the same thing.

I've suspected some visual bugs going on after I started testing that damn "double attack" relic, and based on these findings here, I think all my trouble with that relic is just visual, and its probably working as intended.
If anyone else wants to check out Burnout to see if they also get the visual bug that would be most appreciated.

TL;DR

Don't go defence over attack damage
Stun (yellow) skill is unreliable, is not 100% to trigger.
Burnout (red) skill is a worce, slower damage skill then spank (black) with visual bug not showing damage.
Double attack probably works as intended, but has way to low chance of triggering

Edited by EpicBacon
grammar, formatting
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46 minutes ago, EpicBacon said:

Labyrinth reset time for another run :)
Interesting run today, was offered no damage at all, instead mostly defence, critical chance and critical damage.
I got around 30% defence, and that actually made quite the difference, I had several hard(red) battles on floor 3 where I not only kept both my tanks alive, they actually came out with little or no damage, this is with 1 healer in the team, M6 Sake.
And no dodge relics. Usually any red battles at floor3 means that I loose both girls in the frontline.

Unfortunately the last boss does not care about defence; 90k normal hits/150k critical. There is no way your girls can stick around for 4 turns until they can get a healed. And this is on easy mode, its going to matter even less on harder difficulty.

Anyways, since relics are random and out of my control, figured it was a good time to try out some skills, I usually run 4 spank and 1 heal, with frontline doing whatever since they usually die or battle ends before they get their turn.
So wanted to test of stun (yellow) and burnout (red)

image.png.090c70093e872d81bc4aaf708ce3381c.png
This does not bode well, it says 2% and the number does not chance when you throw more bulbs into the skill...
It also does not help that my Yellow girl, Kyoko is slow as molasses, and usually goes last. I had no other knowhow Yellow girls at a reasonable level, It has to be knowhow, to start with more mana, or its going to be an even less chance of getting anything done. Anyways, my team is backrow Sake (healer) and Kyoko (stunner) and the rest of the team was filled up with tanks, to make sure the battle lasts as long as possible....

Even with minimizing damage potential, I needed hard fights to even get a chance of doing anything. And the first results were optimistic, first battle, first stun. Great start. Unfortunaly it did not stay that way, Stun is not 100%, atleast not on Legendary 5 star girls, the next couple battles where I got into position to cast stun, even at 100 mana, she skipped on mana skill, against the 2nd boss she skipped twice in a row. I got stun off one more time on floor 3 somewhere.

I don't know what the % chance is, but it can't be more then 50%, I refuse to belive its 2% per level. if that is the case, its a useless skill, 10% chance to stun 2 girls for 2 turns, or 200k damage with slap? That is not a hard choice.
So Stun is a hard skip for me in the future, how about burnout instead, a L5 girl gets 8.75% of max ego damage for 3 turns, on 2 girls? Ignoring Defence? that sounds... not too bad. If they all hit, and hits on girls that you are not actively attacking, could be useful.

In practice tho... this skill is sloooow! Not only do you need to wait 4 turns to get them to use this skill, if you want it to do max damage, you need the affected girls to stick around for another 3 turns. How many battles apart from boss battles lasts more then 7 turns? This skill is useless against normal fights, and I don't think it has much value even there.
so it does 25% damage to 2 girls, if a girl has 400k ego, that is 100k damage times two.
So you can either spank(black) a girl for 180-200k damage. or you can burnout (red) for 200k damage over 3 turns...

It's not all bad tho, testing out the burnout skill made me figure out something.
There are visual bugs with damage.
image.jpeg.dcb07ed1b840fdad6031a73fb0858a1c.jpeg
In this screenshot, Lupa (1) is afflicted with Burnout, she takes 54.236 damage, but is still showing the same hp afterwards. This is a visual bug, I know that she has taken damage, the reason I know this is because of something that happend in a later battle.

image.thumb.jpeg.1ec41e3118a859ac3e782335536bd953.jpeg
This is the screen after finishing the second boss, it's a bit hard to see, but if you look at the boss's side, Norou (13)
is dead, has burnout afflicted, and she is still shown as having 20.667 hp left. Burnout damage does not show up for me, I don't know if its only on my side, is a problem with Vivaldi/chrome, or everyone sees the same thing.

I've suspected some visual bugs going on after I started testing that damn "double attack" relic, and based on these findings here, I think all my trouble with that relic is just visual, and its probably working as intended.
If anyone else wants to check out Burnout to see if they also get the visual bug that would be most appreciated.

TL;DR

Don't go defence over attack damage
Stun (yellow) skill is unreliable, is not 100% to trigger.
Burnout (red) skill is a worce, slower damage skill then spank (black) with visual bug not showing damage.
Double attack probably works as intended, but has way to low chance of triggering

I can agree that red element skill takes ages to work at its full potential ---> 1st you need to get enough mana and then after it triggers those 3 required rounds most likely wont happen. Also the visual bug is another one to be added to a really long list of different in game bugs we currently have.

Stun (yellow skill) is a true mystery due to its "unknown" numbers for the triggering chance. In the long term using it might bring us more trouble than benefits. Has anyone figured it out? ;D

From my own experience Stun can be triggered in the 1st round (after reach at least 100 mana points), may also the triggered in the 2nd and 3rd round or not at all. That being said imo it is better to avoid using it. (alternatevely only when you have nothing better left to use.

A nice surprise and possible a hidden gem is the green element mana generating skill. That is true under the certain conditions: for instance our green element girl should have a decent speed stat to have a high priority in the battle order so after the skill is triggered the 2 girls benefiting from it can actually it their skills in the same turn. Also keep in mind that even if green skill might perform well in some cases the are better skills in the queue.

 

My personal skills ranking in lab:

1. white element skill ---> it is working wide ;D for all not tired girls, and keeping your girls alive will probably be crushial when doing the future, normal and hard labirynth modes

2. black element skill ---> raw dmg, easy to use without any weird addons

3. Blue element skill (shield) ---> works on 3 girls, it has some rng in it but in most cases you will get what you want anyway. ;D I was testing in with M6 Lenaelle and her 32% shield looked more than promising.

4. green element skill ---> mana generator: can save your team be either helping other girls with defeating enemy team faster or with keeping your own team alive. 

Honorable mentions: Orange element skill as, lets be honest most of us have and will be using. Working wide booster for defence, better that than nothing.

the rest 3 have not convinced me enough to include them on my list ;D

Unless there are some valid arguments to pick Stun (yellow) as the 1 of our first choices? :)

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in my yesterday Run , i quickly got  2 double attacks relics 6% +3 % for M6 bianca which is one of my best girls. so i decided to look precisely into it.

i did not count how much attacks she made but i got how much the double attack occured. it was 8 in the whole run along with 3 for Sake who i ot her 6% relic in floor 3.

i put th speed on 1 and it is clearly visible. after the first attack , the number above the girl gets a kind of blink and then she makes the second attack. the second attack does not give mana and it shows the same damage as the first attack. though , i am not sure if all damages are done in the first attack or split between the two attacks . towards the end . i got some doubts and i need to look more for it next time.

 

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