Can you explain a bit about this "inflicting Panic on second exposure" to DFD and why it's so useful in organized MPAs? I was invited to a friend's organized MPAs a few times, and all they did was stack Il-Barta on DFD (+1 Zanverse, of course). Is it required to skip the rocket phase?
But regardless, would a 30% vs. 40% Panic rate make that much of a difference in the end, since it's still 75% of the default? I'm not sure how many people are expected to try to panic DFD in an organized MPA, but the more people trying to do it, the less of a difference this will make.
(EDIT: And I guess for Efficient Foie's case, it's a matter of how much you value the 2 PP vs. 3 m range trade off to pick between 1 and 3. The thing, when the cost is already small, is that a small PP change will now become more significant in terms of percentage change in cost. 4.5 PP vs 6.5 PP is roughly a 30% cost difference (with respect to 6.5), which will tremendously increase longevity with it. But your other point about it makes sense. I'll most likely re-consider personally using Blazing Foie once I get a Fire Ares Rod to replace my Fire Slave Rod.)
Anyway, @Mio: When I listed the pro and con for the Compound Techs, it was pretty much a quick representation of them as whole. If you want more detail on each of the three, then...
The mechanics of Compound Techs are a little complicated. Each of the Compound Techs have different hits that are either of one or the other of its elements. Element Masteries from skill trees belonging to either of its two elements will power up both types of hits, as well as potentials that belong of either one of its element (e.g. Bert Rodan will boost the power of both the Fire and Dark hits of Fomelgion). Element Conversion, Element Weak Hit, and any enemy element weaknesses will apply differently to the two different element hits, though.
Baratsion is the best single-target damage of the three. Fomelgion has the potential to out-damage it for single target usage, but it has 8 Dark hits that are in random areas (with 5 Fire hits, along with 5 Dark hits at the area where you first connect with the fire beam, all of which are pretty much guaranteed if aiming at a single target, unless it moves a lot) so some of those hits will likely totally miss. Regardless, Fomelgion is still amazing for single-target. It's even more amazing for killing mobs, though. Zandion is pretty much out-classed by the other two in both categories, and isn't really worth using outside of niche instances like against Gal Gryphon (pretty much Zandion's most useful usage in the game right now) and to a lesser extent Cougar for the shock, and also for Elder/Loser fight. But due to TE's ability to have dual-element mastery trees, you can bypass this for the Elder/Loser EQ by using Ice+Wind+Light (and use Barantsion) or Fire+Light+Dark (and use Fomelgion). Zandion is still useful in this case with Lightning+Wind+Light trees, since it can shock Elder (although sometimes this is a bad thing) and also have full invincibility during it (only Zandion gives you invincibility during it, the other two only gives you super armor).
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