
What should I do?
I was able to achieve my first UB by imitating the 60 proficiency rate…
When you really try, you can even stack speed symbols.
It doesn’t really feel like I want to go out of my way to build it.
A skill rate of 60 can avoid downside risk, but it’s difficult to achieve upside potential.
Powa Wa
Once you can think that a success rate or hint rate is good enough
It’s really helpful that I can definitely secure the High Seiko route by simply focusing on accumulating Seiko-chan’s gauge.
Rather, if the success rate is increased, intelligence should be easier to raise.
I want to invest in wisdom because I’ve halved my physical strength.
They aren’t here…
If I’m going to take the Tokui rate, I want to take the UniPharo.
Isn’t a 60% increase in proficiency a rank 2?
In the end, is it retrying until I get two bonds +2?
Is the current trend bond x2, proficiency rate, and uni performance?
Increasing the success rate is good, but I’ve started to think that choosing to increase the hint rate isn’t a bad idea either…
Recently, the support cards have a lot of skill hints, so I want to obtain hints as much as possible…
I want to increase the hint rate, but if possible, I would like a +1.
I always wonder if it’s okay to take a unison performance at a classical point.
The serious fix is in the 5th and 6th positions.
If you don’t get Friendship 22-25 and Motivation 120-150, it’s over.
When taking the winning rate, even with Bond 1, I can normally step on Friendship, so I felt that ☆1 with hints at 80 or 5% Friendship would be good.
Then, you can get a hint +1 or something nice in the opened star 2 slot. Po-wa-wa!
To be honest, if you’re going to create a clone, isn’t it fine not to take the proficiency rate?
If you don’t look at win rates, lead horses are still the easiest to create.
How do you increase your power during a push?
If you say it’s hard to increase power in the final push, I think you’ll go crazy during Maya’s training.
In long distances, intelligence is not needed; physical strength is justice.
The New Year’s CB has no stamina adjustment, so it doesn’t grow at all.
If you try to stretch too much, your power or wisdom will decline. Powawa.
The Maya event with the sharp one ends if you pull it in Junior, wahaha.
I just finished my first day of receiving romance advice, and the training ended in 10 seconds.
In love consultations, I only become sharp about once in five times, so simply calculating it takes five times longer for other characters, wahaha!
The implementation position will increase due to the Aoharu inheritance as well.
It’s a hundred million years too early for a junior kid to be asking for love advice. Come back in two years.
What will happen to the other characters who are not sharp?
It’s a luxurious problem, gulp gulp.
Was Unison Performance really that strong?
It becomes easier to step on power and wisdom, and since I can expect an explosion from Speedster, I like clones.
It seems that the increase in strength enhancement effects becomes slower when multiple effects overlap.
If you can summon a clone when you have a certain amount of resources ready, then you take it.
The early stage is too long, so I don’t think I can properly deviate unless I have all three points, not just as insurance.
I wish I had another skill that was compatible with positional play.
Unipa is strong because it essentially activates every turn.
When I want to let Orphe and the escape win in escape 1.
Which is better, to lead with a big escape or to run alongside with a normal escape?
I would like to earn Hint+1 if possible in the second half of junior.
If you reset everything except for the ideal mindset, it will never be finished, so compromise is necessary.
Hint +1 has a world of difference between green and red.
I’m currently training to create a debuff.
I will do a gacha where High Seiko comes at 222.
I created a Kita-san for the pacing role, but when I let it run, it quickly fell out of the competition. Hahaha.
So it’s not a big escape, right?
The partner who runs alongside Kiremaya also needs to be sharp, so it’s extremely tough.
Use me!
This time it’s really tough to train, so I think the actual competition will probably be easier since it’s a long distance.
Since it’s speed 2 and stamina 2, if you haven’t done double or triple after establishing your firepower, it will become a situation where you can’t avoid being obvious, especially regarding stamina.
It’s the weak output of the Spiphal that’s the problem, powawa.
Thanks to that, the gap between Kiremaya and everything else effectively becomes larger.
Isn’t it tough to make them compete in stamina while climbing the hill to escape?
When I search for the effect of this skill and end up on a strategy site’s tier list, I get confused because it’s different from Windy’s tier.
The fact that the tolerance range for early game strategy selection has widened the most is what is helping me with my specialty of 60.
The junior level reroll was really disappointing…
This time, it’s probably only for the long-distance run, but the win rate is also important, huh.
How much does the proficiency 60 addition increase the rate?
I think the proficiency rate is good even when set to 2 speed and 2 roots with miles.
If we consider the unique rate of Shaka to be 125, it is quite significant.
I can definitely feel that my experience has significantly increased, but does the proficiency rate of the knowledge type add to the original values of the support card?
I’m unsure which hint type to choose.
It’s rare for things to come along so well that it makes me hesitate.
I can’t find a place that explains the winning rate.
Everyone is saying not to take it.
In reality, if you take the proficiency rate, it works out well, so I don’t know about explanations or anything like that.
To be honest, it’s for the device that gathers and shines the bonds.
It’s enough just to gather and shine at the places I want to step on.
The friendship of mob characters is worthless.
In conclusion, a national series of repeats is correct.
The purpose is to make it easier to step on Stamina W Friendship, so it’s not very useful in most training, and I think that’s why there are many low evaluations and explanations.
I just want to know the numerical effects because I had a sense of it.
It’s difficult to search.
In the end, it just increases the probability of friendship, so if you’re aiming for a high return, it’s unnecessary.
But if you can stabilize it to a necessary and sufficient degree, it’s easier to hold onto your skills and tough it out.
It’s just adding buff mechanics for each scenario and carelessly distributing stats and skill points.
The basic essence of just gathering and gambling on the places you want to step on hasn’t changed.
I don’t believe there will be a clear difference in results based on the success rate if you don’t practice multiple times, so I think half of it is like a religion.
Especially when raising Maya, toughness runs out.
Is Tough and the alarm clock Windy-chan going to chew on stones?
Maya can’t make compromises because everyone around her is also getting angry, which only makes her training more difficult.
It’s a given, but even though you stick to your favored practice when the gauge is maxed out, there will still be one or two times when the gauge is empty.
In the meantime, if you can practice your special moves and continuously hit double triples, that would be strong.
If you have confidence in your luck, then you don’t need it.
Are you getting angry?
The proficiency rate through is probably something like 0-15-15 after the robot’s training camp.
Realistically, it’s stable at 12-3-15.
In long-distance races, it’s originally a style where you strike with completion, and especially for escape tactics, compromise is not very permissible.
I’m not angry at all.
If you can make this Mayano angry, it’s quite something.
Maya wants to get really angry.
I don’t know Maya…
I’m telling you, I don’t know Maya!!
I feel that there are quite a few Orpheus that are really angry.
I can’t see the status abnormalities, so I don’t really know how it is, but since there are 40 skills without any padding, they’re probably really angry.
It’s the TP doubling campaign, so it’s the time to compromise on certain things to some extent.
In the days of Lark, I was raising them while chiseling stones.
Since after UAF, I haven’t been doing as much rerolling and have started to accumulate toughness, but it’s decreasing rapidly in the legends.
What is a legend?
Orfevre is essentially emotionally unstable.
I think that above UB, the difference is just a matter of the values of guts and intelligence.
I’ve heard that relationship advice is definitely set at 500.
Is it a guaranteed failure when it’s less than 500? Or is that based on probability?
From Windy-chan’s perspective, aiming for a speed and stamina cap with power, toughness, and wisdom at 1300 is not a compromise but rather an overperformance.
It is often seen that if it’s over 400, it will succeed.
I have never seen success below 400, so it’s undeniably a failure.
I still don’t understand if there is any meaning in increasing tenacity and intelligence beyond 1200.
I haven’t really seen many successes under 500, so the chances must be quite low, right?