Thanks but I prefer not to cheat. It would take half the fun. I would like to experience the game fully with reasonable grinding. I just wish there is a guide with complete explanation of the game mechanics.
No problem, I was answering to bazzalini though since he asked for a 100% ng+ save
As for game mechanics there are several things that are of particular importance when you fight
-FS: the blue/red bar is the fighting spirit bar. Every time you get hit you lose a bit of it and every time you hit someone you gain a bit of it. If it hits zero your char or the enemy is KO (except for bosses I think).
On top of it the more FS you have the stronger your overall stats (def and offense)
If you have a fight where you tend to be one shot, it might be good to try to buff FS with spells.
-the action bar: as you figured out whenever you try an action there is a time lag before the order and the action being done. After the attack or spell there is also a cooldown before you can give another order.
The two times are indicated in the description of each spell/technique
There is a hidden stat that shorten the time necessary for physical action (ASpd) and some rings can give you a boost in ASpd (Mel Tina being the first one you can get if I remember well). It's probably one of the most usefull stat to raise if your attack and attack freq are high enough to damage the monsters
There is also a hidden stat for shortening magical action (MSpd)
ASpd and MSpd are also increased by the stats you buy with XP but since they are hidden its a bit hard to know how much you gain of each. (Well stats that give Mag attack and mag def tend to give MSpd and stats that give Attq freq and def freq tend to give ASpd)
There is a min time to cast a spell/tech regardless of your ASpd or MSpd
-charge level: when you use a spell or tech you can chose to increase its effect with the charge level (a gauge above the techs). It will cost more ressources and reduce you ASPd or Mspd
-Damages
Physical damages are a function of
attack
attack freq
element
FS
opponent def
opponent def freq
In this list the thing that usually have the most impact is attack x attck freq with element being a close second.
The type of element used in the attack VS elemental defense type play a huge role in dmg.
For physical attacks the element of the attack is controlled by the element of the weapon you use
And the elemental defense type is controlled by the armour you wear.
Having the wrong elemental defense can easily get you one shot
There is a full table of the elemental attack VS elem def modifiers ingame in the menu -> info -> item list
By far the most usefull weapons will be of the "versatile" element since they tend to have 100% dmg against almost everything (just expect a surprise the day you fight a boss with the "anti-versatile" element)
Magic damages are a function of
mag attack (built in the spell)
mag power (character stat)
FS
Mag def
Element
The element of a spell is built in the spell and cant be changed.
Dont underestimate spells since there is only one defensive stat VS 2 offense stats multiplied together it can rapidly become a one shot.
Well Selika is not really caster material but having a big caster for the end game is almost a necessity
Several spells/tech inflict debuffs like bound. I dont really remember what bound does but I think it either reduces ASpd or Atk freq
-Evade
there is a hidden stat that is the evasion rate, basically almost useless for you since you cant really increase it exept with shields but enemies can have a huge evasion, use skills that have a bonus hit rate for them.
-buff/debuffs: like I said they can stack 5 times and can change the course of the fight. On top of that they do not disapear between fights. They have a fixed duration (in number of frames) and that duration will decrease as you walk around but the buff might be still active for the next fight. (if you want to prepare for a fight you can try to go in the menu to trigger a fight, buff yourself, finish the fight and run to the boss)
-Weapon/spell/tech level: each spell/tech line have a level associated to it (E to S) and each new level unlocks a new spell or tech. The lvl increase by repetedly using the spells in the line
Weapon level (necessary to equip high lvl weapons) increase by using basic attacks (usually the most bothersome stat to lvl up)
These are more or less the basics but if you have more specific questions I might be able ton answer them