Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yup.
There's also situations, effects & coin count that aren't considered in the function that can greatly skew it's decision making, such as 'negative coin' skills and paralysis status.
For example, since it only looks at the min & max values, it might pick a single coin skill over a multi-coin skill that may actually have higher probability of success, or a weaker negative coin skill due to it's min value being higher that a stronger skills' starting evaluated minimal roll on initial clash.
For most content, you don't really need to put that much thought into the more complex mechanics, but learning them can draw out more fun in how you approach your units, team building and enemy encounters.
Basically for most team comps it really doesn't give you the best results. Learning how to play your team manual is almost always better despite the time sink.
in focused encounters its an outright detriment as the game tries to follow the same targeting logic, causing it to fail to establish clashes