Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A bit of a tangent line, but remember that support skills like (de)buffs, ailments and healing give EXP in this game (supposedly to help units like healers early on since they usually won't be fighting directly), so the triple EXP bonus will be spent and essentially wasted if you do so before killing an enemy. Killing multiple enemies also doesn't quite "work" as one might've hoped, as multi-target attacks do have an order in which they damage the enemies (so only the first kill counts, even if it's from a single special attack). In short, the Triple EXP bill is pretty bad in general and mostly a waste of time.
For the most part, though, just consider them individual. Any that aren't are usually pretty obvious to spot, like stronger/weaker enemies, creating a new class or unlocking a new map/battle, which wouldn't make sense to be only for the one who passed the bill.