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[DMM] Flower Knight Girl


Altrius

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Re: [DMM] Flower Knight Girl

Counter-attack passives actually use the Defence stat for their damage, not Attack.
Geh def......
Maybe i should use all those ampule on that event unit ninja girl

Edit: dodge is really nice specialy when the oss always aimed on the girl with dodge.
I actually put this event girl on my team:
Cuz she had a dodge on her, and once during the raid boss for no idea whatever reason this team actualy able to dealt 600k dmg (which about doubled my other team) *yes i already subtracted the total dmg - the dmg before it*
 
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Kalexan93

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Re: [DMM] Flower Knight Girl

Yea, dodge is really nice. I made this team just to see if it was any good, counter and dodge girls, and I don't know if it was just luck, but it did really well on the ultimate dungeon.
 

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Nitebane

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Re: [DMM] Flower Knight Girl

Dodge can really pull a win out of nowhere on the Ultimate bosses sometimes. I really like , but man is she punished stat-wise for having dodge... She'd be decent with another 2k base HP, I think. Instead I'm probably going to swap her out with my new favourite 5*, , when I've had a chance to level her up.
 
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autizboyz

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Re: [DMM] Flower Knight Girl

Basicly dodges is god mode, if the RNGesus being kind on you and dodge all the time you can solo everything (Which is never happend, haha)
 

blsisgod

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Re: [DMM] Flower Knight Girl

While power is good estimation to check your team status...
It actualy doesn't always the best number to check how strong your team to need to clear the map.

the 1st part is the skill... since the enemy team always consist 3 enemy / group its better when your team have aoe skill...
just like simple math... a 2x dmg on 3 enemy give you a total of 6x dmg, while a single target 2.3x dmg is still 2.3 dmg... It matter if you can focus on 1 enemy, but the game target enemy is pretty much random.
Another part is passive skill, i can say with confident that those increase stat passive skill made a serius major difference.
If not how the heck my 6 star girl which also have self atk buff 35% doing 12k dmg to all enemy, while most my other 5* girl only hitting around 5-6k dmg (both non-crit) the dmg is pretty much doubled -.-
The bad part is 5* girl mostly only have 10-15% atk up
Well there also stuff like skill % proc rate not included in power and the 1 i ahte the most is RNG in actual fight that sometime it just doesnt proc even a single skill... specialy on high lvl fight 3 turn is either your team died or enemy team died (each girl only can stand 3 hit at most and when 1 girl died that a mjor down in dmg

PS: if we only looking at power calculation... i know alot of single target skill girl that have high power.
This is all true. Although some of the AOE characters have useless clear passives and I've found it sometimes better to stick single target characters in place if they have atk/def boost, regeneration from skill, high skill activation rate. I don't really consider my teams weak at all, I was able beat all of the 484k with multiple groups surviving and with low skill procs (namely when you only get 2-3 skill procs in a battle). But I know for sure that I would fail the 500k map on an unlucky run even with some of my uber allies behind me (the ones with 4 6* knights in their helper groups).

For reference, here are the groups I'm typically running.



My 3rd and 4th group definitely struggled to clear their enemies in the 484k map and while I have a couple of characters I could swap out (Strawberry Candle, Edelweiss, Himeyuri, and Yamayuri probably being the most apparent ones to swap out) the alternatives at the moment aren't any better. Although I do plan to swap out Himeyuri for Hanashoubu once I get her to level 70.
 

autizboyz

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Re: [DMM] Flower Knight Girl

This is all true. Although some of the AOE characters have useless clear passives and I've found it sometimes better to stick single target characters in place if they have atk/def boost, regeneration from skill, high skill activation rate. I don't really consider my teams weak at all, I was able beat all of the 484k with multiple groups surviving and with low skill procs (namely when you only get 2-3 skill procs in a battle). But I know for sure that I would fail the 500k map on an unlucky run even with some of my uber allies behind me (the ones with 4 6* knights in their helper groups).

For reference, here are the groups I'm typically running.



My 3rd and 4th group definitely struggled to clear their enemies in the 484k map and while I have a couple of characters I could swap out (Strawberry Candle, Edelweiss, Himeyuri, and Yamayuri probably being the most apparent ones to swap out) the alternatives at the moment aren't any better. Although I do plan to swap out Himeyuri for Hanashoubu once I get her to level 70.
You know you could just switch them, switch your 3-4 team to your first team so that way it doesnt realy matter if they die. The assist will kill the pest, in challange dungeon if 2-3 team can manage kill the past and the other team cannot. You simply just need to switch their places, no need to change the whole team set
 

Freykling

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Re: [DMM] Flower Knight Girl

Slight interesting news, an official light novel has appeared:
roughly translated as "The Agave blooming in the night" or "The nightblooming Agave" or something along those lines.

Story-wise pretty much what we know already from the game. Except it's about MC coming back home as leader of the knights but can't really get along with them.
Insert "Agave", childhood friend from MC who becomes a Flower Knight and unites them all again.

Novel has a code to get her in the game :)
 

blsisgod

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Re: [DMM] Flower Knight Girl

You know you could just switch them, switch your 3-4 team to your first team so that way it doesnt realy matter if they die. The assist will kill the pest, in challange dungeon if 2-3 team can manage kill the past and the other team cannot. You simply just need to switch their places, no need to change the whole team set
I know you can change the order. I was mostly meandering on various decisions when drafting different groups and why I haven't bothered running the map. The highest-level difficulty level maps aren't really worth running unless you can guarantee the 3 star finish (and even then, they have a pretty low return) because you're not guaranteed 3 ampules at the end run. I just don't think a team of max 5 star knights is enough to guarantee a clear for the 500k+ maps and if I still have two of them, swapping the ally to help one of them doesn't really solve the problem of the other losing on an unlucky run.
 

WiliamZero

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Re: [DMM] Flower Knight Girl

Is there other way to open the equipment slots for our Flower Knights?

The troublesome ones are from Gacha since getting their other copies from Gacha is like 6% for gold or 0.5% for rainbow
 

Nitebane

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Re: [DMM] Flower Knight Girl

The only way to unlock slots for gacha girls is to get additional copies, currently. Hopefully the devs'll see fit to give us a flower for slots at some point too, but they're probably content with it being a reason to drive people to spend cash for gacha rolls. :rolleyes:
 

Freykling

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Re: [DMM] Flower Knight Girl

Nice surprise today, some compensation for downtime as 5 hana stones and 10k of... whatever we're collecting for current event. (found out, they're trophies)
Plus a bunch of new missions that were completed if you did a bunch of storyline missions :)
Also second part of current event started with special stages to get more trophies.

eidt: the game is making me hungry with all the croissants, hamburgers, hotdogs, pizza's and so on @_@
 
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Kalexan93

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Re: [DMM] Flower Knight Girl

the game is making me hungry with all the croissants, hamburgers, hotdogs, pizza's and so on @_@
Haha I totally get that... I had to go downstairs and fry up some chicken just so I had something to eat doing these maps.

Dunno if anyone else has posted or noticed this but... Flower Knights that boost solar drive sort of... boost each other. In other words, 1 girl who gives 20% to solar drive, gives 20% to solar drive (obviously). 2 girls who give 20% end up giving 44%, and 3 girls that give 20% give 72%. so if you aren't already stacking your solar drive girls... here's evidence that they definitely benefit being in the same group. Once I add to my solar drive group they'll be at.... well I dunno cuz she give +15% so I'd guess like +90% solar drive dmg. I can't math.
 

Suzume

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Re: [DMM] Flower Knight Girl

What they added? There were only 7 stages in the last event.

 

Kalexan93

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Re: [DMM] Flower Knight Girl

What they add?
I'm assuming it's similar to the events where you get 4000 of an item and you get all sorts of rewards for going past the 2000 you needed for just the maxed out event girl. In other words... do the 7 gacha parts and you get the event girl maxed out on equip slots and skill lvl. do more than that for... I guess ampules and fairies? I haven't got that far yet so I dunno.
 

Nitebane

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Re: [DMM] Flower Knight Girl

Kalexan is correct, the 8-11 rewards are all basically the same. I'm only on 5 personally, as the RNG for this event's been brutal to me (30+ rolls for each one). Here's a screencap of someone's 11th panel:


I'd honestly never thought to test if the solar drive girls were multiplicative in the way they stacked... Adding 15% to your 3 20% girls would give you ~98%. I can only imagine buffing your solar drive that much being worth it on the ultimate maps, even 20% is usually enough to guarantee a 1-round kill on the 80-stam event maps.

The machine translations for some of the girls come out with entirely different meanings as far as plants go... is supposed to be (she refers to herself as such). FWIW, the Microsoft translation of "ルナリア" gives "Lunaria", where Google gives "Alternaria".
 

WiliamZero

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Re: [DMM] Flower Knight Girl

New event is brutal. 20-50 rolls (2X 50 rolls) each to level up... so unlucky.

I just entered the 5/11

50 cost one seems net me more trophies for some reasons
 

Kalexan93

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Re: [DMM] Flower Knight Girl

I can only imagine buffing your solar drive that much being worth it on the ultimate maps, even 20% is usually enough to guarantee a 1-round kill on the 80-stam event maps.
Ah, yes. The ultimate maps are mainly the reason. Just guarantees that I have one more group that gets through. Although I also did it to see how high I can get it.

Isn't the initial solar drive damage based on your total power?
 

Nitebane

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Re: [DMM] Flower Knight Girl

Ah, yes. The ultimate maps are mainly the reason. Just guarantees that I have one more group that gets through. Although I also did it to see how high I can get it.

Isn't the initial solar drive damage based on your total power?
It is, and the enemy's defensive strength is calculated in to it as well. I guess the 20% generalization started applying for me around ~400k overall power? There have been a few 80-stam event maps where I've been able to kill enemies with the solar drive before the first round of combat, too.
 

WiliamZero

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Re: [DMM] Flower Knight Girl

It is, and the enemy's defensive strength is calculated in to it as well. I guess the 20% generalization started applying for me around ~400k overall power? There have been a few 80-stam event maps where I've been able to kill enemies with the solar drive before the first round of combat, too.
I kinda curious how Solar Drive damage calculated ?

The stronger your team more damage ? Or more solar-drive specialists?
 

Nitebane

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Re: [DMM] Flower Knight Girl

I can't read Japanese, so I'm relying entirely on machine translations and could be wrong.

The formula given on the Japanese wiki is:

〔自PTのみの全体総合力/(10×自PTの編成数[1~4])-敵の防御力÷4〕×(1.01+0.01×自PTの編成数[1~4])×アビリティ倍率(乗算)

My understanding of that is:

(Overall power of party / (10x Number of parties [1~4]) - Enemy Defence÷4) x (1.01+0.01x Number of parties [1~4]) x Passive ability modifiers

It'd be safe to say that basically the higher your overall power, the more your solar drive hits for. The Solar Drive passives only apply when the team they're present on uses the charge, for the record.
 
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