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Rapporter et oversættelsesproblem
With mixed unions like I'm proposing, the goal is to build up your arts, so you have only the optimally suited arts (rel. to AP) developed enough to master the difficulties.
A union with 2 mystics and 2 combat units still can deal an awesome amount of possible damage, while still having the option of healing or support (e.g. morale shifting, paralyzing).
An example is this:
https://www.youtube.com/watch?v=kbNvQydBBh8
Despite only half of the units get to do arts, they spend their AP efficiently and deal an incredible amount of damage (watch the morale shifting, which helps both dealing more damage and receiving less of it).
union 1 and 2 especially keep getting split between combat and mystic arts, and i never get commands that let everyone do something in a combat, ending up with alot of excess AP and wasted attacks, but your guide mentioned to not put all the mystics into one group, either? im not sure if theres any suggestions you might have on team composition to make my turns better. also is 7 getting to be too high for battle rank right after when the rose blooms?
I haven't found an exact formula behind the evasion move; to me it seems mostly dependent on the SPD stat. You can see this in videos from solo runs, where Rush has very high SPD.
Maybe the wield style's action speed cost playing a small role too. Also the weapon's burden might go into it, maybe even a tiny bit of the Evasion stat. Still, the weapon's stats contributions - if there are any - seem too small to notice.