We're using the same source information
, but I'm reading what's happening differently.
(cleaning removing information from your post so we can just look at ws/skillchains)
Tachi: Jinpu for Scission
Tachi: Gekko for Reverberation
Tachi: Yukikaze for Induration
Tachi: Gekko for Fragmentation
Tachi: Kasha for Light
An example using sam skillchains basically grow until you stop making a successful combo as u can see many of the skill chains form single elements to build up as well as using dual elements ws that form single elements skillchains as long as the chain isn't broken it should work. But hey maybe not lol I haven't had to time to work the kinks out.
Skillchain properties for shown WS's:
Yukikaze: induration (primary), detonation (secondary)
Jinpu: scission (primary), detonation (secondary)
Gekko: distortion (primary), reverberation (secondary)
Kasha: fusion (primary), compression (secondary)
Now my understanding is that until a skillchain is made the monster gets the elements of the last weaponskill used on it. After a skillchain is made the only element(s) on it will be from the skillchain itself, not the weaponskill used to make it. If a skillchain can be made using the primary attribute it will, if not then it will then check the secondary attribute to see if it skillchains.
So in your example:
1. yukikaze: monster has induration and detonation elements.
2. Jinpu: Jinpu scission element reacts with detonation, creates scission skillchain. Monster now has scission element
3. Gekko: Gekko reverberation element reacts with scission , creates reverberation. Monster now has reverberation element.
4. yukikaze: yukikaze induration element reacts with reverberation, creates induration. Monster now has induration element.
5. Gekko: Gekko reverberation element reacts with induration, creates fragmentation. Monster now has fragmentation element.
6. Kasha: Kasha fusion element reacts with fragmentation, creates light. Monster now has the light element.
So that all makes sense. The problem that we run into on scholar, according to the source information
(edited for meaningful groupings in this context):
level 2 skillchains
Liquefaction -> Impaction = Fusion
Induration -> Reverberation = Fragmentation
Detonation -> Compression = Gravitation
Transfixion -> Scission = Distortion
Distortion -> Fusion = Fusion
Gravitation -> Fragmentation = Fragmentation
Fusion -> Gravitation = Gravitation
Fragmentation -> Distortion = Distortion
level 3 skillchains
fragmentation <-> fusion = light
distortion <-> gravitation = darkness
The first 4 level 2 skillchains are the only ones we can do out of all of these (using spells), because we can only add one element into the mix in any given step. And once we push it up to level 2 we can't do anything else with it, because there is no way to take a level 2 skillchain back down to a level 1 that I know of. Once we get it up to a level 2 we have to pass it off to someone with level 2 skillchain elemental properties to continue (either run it around the level 2 circle or push it up to full light/dark).
Although this does make me curious how much bonus damage I could set someone up for. Use my 2 hour, run it around the level 1 skillchains for a while, when my 2 hour runs out use my remaining strats to set up the level 2 skillchain that someone (like a ukku's fury warrior) could close light on, and then double the light. I don't think it's practical on most monsters, but seeing how high we could push a single skillchain does have it's appeal...
But like I said if I'm wrong, please correct me. I would love to be wrong so I can solo my own light skillchains.