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This alternating sequence is only beneficial when the enemy has a very high chain resistance as the bonus is added after the resistance is calculated. On enemies with a chain resistance of 100%, bonuses are the only way to increase the chain gauge. However, not that many enemies have that high a chain resistance, and if they do, you probably can't stagger them no matter what you do anyway.
Unfortunately, I can’t give you any advice on how to eliminate this sequence without modding the game, other than skewing the stats as much as you can - which is what you are doing.
OP, I could be wrong, but I imagine the AI used spells and strikes because the enemy was weak to only that element, so I guess you need to make sure to stick Imperil first.
I don't know where you read that, but it's incorrect. The maintenance of the Chain Gauge is made through the adding of Chain Duration. Chain Duration, like Chain Values, is a property of abilities, and is not directly related to the Role. COM Abilities (NOT Physical ones only) have high-duration low-value, whereas RAV abilities (again, NOT only magical ones) have high-values, low-duration abilities.
This means that -strikes and spells have the same base chain values, and the same chain duration (respectively 10.0 and 0.9s), and the same is true for Attack and Ruin (both have 0.5 base chain value, and 3.33s chain duration)
I have myself tried changing values to see if the AI adapts, but it doesn't seem to be the case, or I messed my testing up...
By the way, I too have been messing around the game's files for almost three years now (although sporadically in general). Would you like to get in touch on Discord to discuss some things ? I think we could both learn a lot
With multiple available elements at the same lowest resistance, the AI will throw a mix of those elements at the enemy. Since there is no Windstrike in this game, you can't prevent Aero from occasionally creeping in on a physical spec, but you should be able to force a character to use mostly -strike skills outside of Aero. With a magical spec, you can force a character to stop using -strike skills entirely, but it takes quite a significant difference between effective (post-buffs) Magic and Strength because you have to overcome the default 20% higher damage that Strength-based skills enjoy over Magic-based skills. Snow is aided in this by the Hindrance "drawback" of the Feymark, but Lightning will almost certainly need help from Faith/Faithra if you want to eliminate her -strikes.
NijiBashira - I was skeptical of the chain duration information for physical attacks as well. It nice to have that confirmed false. I've located the chain bonus value in the wdb files, but I haven't come across the chain duration values yet. Any idea which file they are in? (abililty, damage or other?). As for Discord, that would mean I would have to learn how to use one of those new fancy social media apps. I'm just an old guy that like to play around with games although I'd be happy to share information.