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I think I can help you with your questions.
1. In terms of changing the injury settings, yeah, those can be a little funny if you start switching them around. I can tell you this:
- If your unit has any current injuries, but you turn injuries to off, they will disappear, however, when you turn them back on, they will re-appear.
- If you are playing on "Permadeath" and have injuries, but then turn it to a different setting (such as normal or none), your "dead" hero is back with X injuries that they currently have (so you COULD "revive" someone from permadeath my monkey-ing with the settings). Assuming you just go to regular injuries, you can recover from a couple injuries, then turn it back to perma.
Basically, the game's rules are based on "what is currently going on" and adjusts to that.2. Level scaling is based on the average of your top 6 heroes in your entire crew. Therefore, attempting to have your characters overall more even in their level is usually a good idea. Note that there is EXP scaling, to where lower level heroes do something to higher level hero, you get extra EXP, and higher level hero to lower level hero gets less EXP.
3. So I don't have to retype everything on this subject, I would recommend seeing my guide's section on AP:
https://steamcommunity.com/sharedfiles/filedetails/?id=♥♥♥♥578363
But, to answer a specific thing: "generally" it's not optimal to continue on as a mastered class because you'll be "wasting" a lot of potential AP gains. Yes, they will still be contributing to the Vicarious AP pool, but their main gains will be "wasted". Granted yes, you CAN choose to "stagnate" a hero's AP growth when you have "everything you want already learned" on them, but in my opinion, I go for the philosophy of "always be learning". I would generally consider only stagnating a hero's AP growth "very late in the campaign" (if at all)--but that's a personal choice.
I'd recommend these threads:
https://steamcommunity.com/app/699170/discussions/0/1639787494973785282/
https://steamcommunity.com/app/699170/discussions/0/3247562523076075056/
Anyway, take a look at the info I put, and always feel free to ask further stuff.
This is exactly the bit of info I needed, much appreciated. So, there is no 'penalty' for going back and level other units, as long those units are not yout 'top 6'. Nice to hear as I have a lvl3 Werewolf that is in dire need of some lvls to be awesome (I hope :P).
Will take a look at your guide and the threads you linked and then come back if I have more questions.
Cheers!!
ps: a take on this part I forgot to ask:
This is very informative and helpful. Would you say there is an exception in the case of especial classes? Since they seem to have much better stat growth on level up (talking about Marked specifically here since is the one I checked the most, don't know if it's true too for other unique classes), wouldn't you think the 'loss' of stats you get by switching classes doesn't compensate for the extra skills you get, when you consider at the end of the day you can only get an 'extra' skillset from another class? I would think it's still useful to get a passive or counter you want from specific class, or maybe mastery bonus too, but that's pretty much it. Oh well, guess it's preference at the end of the day.
One other thing you can do is change a unit's class if they aren't participating in a battle so they gain some benched AP in the new class, even if they're otherwise in a class you don't plan on swapping out. I find that kind of tedious, but it is an option if you're a min-maxer.
Oh, didn't notice that you had edited your post (I don't get notifications for edits, only new posts)
Yeah, I would essentially echo Mechalibur's estimation / advice on that subject. As he said, theoretically, if you had "all you wanted learned", you could sit in X class with "good growths" and be fine. Alternatively, since Mastery Bonuses exist, sometimes going around and getting those could be good, especially on stats which don't have "growths" on them (like crit and evasion, like Mechalibur said). And yes, it's all just a question of "how min-max-y" do you want to go with things--it's far from necessary, but, if you enjoy the nitty-gritty theorycrafting, you can find some "answers" for what you think is best.
My main rationale was that, since you can only have one extra skillset apart from main, once you have a mastery in one you like there is hardly a reason to keep level too much on other classes. Of course you can also go for extra passives and counters, but that doesn't require the full mastery and even then the number of those you can use is limited. Alas, I forgot about Mastery Bonus, and I see how that would be a sweet reason to keep mastering stuff.
I guess I'll try to level my bench guys now, and then continue with the story trying to diversify teams during battles. Want to try to minimize the grind to catch up later on if possible.