Defeated the true final boss of the game. Was quite the ride. The ending felt a bit... Over too quick, I guess? I felt that several plot threads were left dangling, though I only have machine translation and rudimentary JP knowledge to go off of. But I can accept leaving those parts to the readers' imagination, personally.
Mighty Mode indeed gets incredibly powerful when you get the 5MP Gain Drive skill and the 45GP Four Lights(?) skill, it's probably the most reliable mode for wiping out mooks later on. The Plasma Cannon E-skill also does much more reliable damage than Swift Mode's Rapid Shot; the 4th dungeon was rather easy for me when I started spamming Plasma Cannon combined with エナジーセーバー (MP costs 50%) and 拡散マズルユニット (E-skills become AoE) to oneshot the fragile mecha-mooks. Restraint immunity/resistance is cherry on top.
Swift Mode definitely has its merits though, such as the passively increased dodge chance that has probably saved me a couple times, and especially the hypnosis immunity/resistance that makes the 2nd/3rd dungeon bosses and 4th dungeon miniboss much more manageable, among others. It does take a while to get the ball rolling though, and even at 100 gain I concede that the 35GP Kamaitachi would probably do less DPS on average compared to Mighty's crits.
The most notable feature of Swift Mode IMO is probably the 10GP Soundless Stance(?) skill, the only physical counter skill in the game. It's no good against enemies who spam elemental attacks, but against physical specialists like Nikola (the resident recurring boss) it can work really well.
Not sure if it's a bug or working as intended, but during my playthrough, Soundless Stance counters most of the true final boss' repertoire, including Star Mayhem. The TFB has absolutely zero capability to drain MP as far as I can tell, so you can likely equip プラズマエッジ (ATK+22, attacks become Plasma element, MP drain per turn), プラズマオーラ (DEF+30, elemental damage halved, MP drain per turn), and プラズマリンク (HP regen/MP drain per turn) without ill effects. The last two combined would probably allow you to outheal all the damage it'd do with the occasional elemental attack, even.
Mighty Mode indeed gets incredibly powerful when you get the 5MP Gain Drive skill and the 45GP Four Lights(?) skill, it's probably the most reliable mode for wiping out mooks later on. The Plasma Cannon E-skill also does much more reliable damage than Swift Mode's Rapid Shot; the 4th dungeon was rather easy for me when I started spamming Plasma Cannon combined with エナジーセーバー (MP costs 50%) and 拡散マズルユニット (E-skills become AoE) to oneshot the fragile mecha-mooks. Restraint immunity/resistance is cherry on top.
Swift Mode definitely has its merits though, such as the passively increased dodge chance that has probably saved me a couple times, and especially the hypnosis immunity/resistance that makes the 2nd/3rd dungeon bosses and 4th dungeon miniboss much more manageable, among others. It does take a while to get the ball rolling though, and even at 100 gain I concede that the 35GP Kamaitachi would probably do less DPS on average compared to Mighty's crits.
The most notable feature of Swift Mode IMO is probably the 10GP Soundless Stance(?) skill, the only physical counter skill in the game. It's no good against enemies who spam elemental attacks, but against physical specialists like Nikola (the resident recurring boss) it can work really well.
Not sure if it's a bug or working as intended, but during my playthrough, Soundless Stance counters most of the true final boss' repertoire, including Star Mayhem. The TFB has absolutely zero capability to drain MP as far as I can tell, so you can likely equip プラズマエッジ (ATK+22, attacks become Plasma element, MP drain per turn), プラズマオーラ (DEF+30, elemental damage halved, MP drain per turn), and プラズマリンク (HP regen/MP drain per turn) without ill effects. The last two combined would probably allow you to outheal all the damage it'd do with the occasional elemental attack, even.