Pretty much every time you make a team for one certain quest, it's about reaching a certain amount of HP, with a damage reduction or hp*2.5 card, and a healer. Another lesser option is to run and all-out attack team with attack type boost/healthy boost and hope you get lucky enough. I've already fluked a few chapter 4/5 quests with a build like that (mostly when I don't have much time to give a better use to energy but I want to have some fun). Other than that, the usefulness to the attack stat is mostly about how much damage can the shooters do, although a higher attack power is always welcome for spins.
However, recovery seems pretty useless to me. Outside of the recovery stat of healers, that is. If you don't reach the HP necessary to resist one certain round, recovery doesn't matter. Consider the fact that the HP requirement usually comes from one round in which more than one enemy hit at the same time, so there's nothing recovery can do here. Let's consider another case where you maybe take 7000 damage from one enemy followed by another 7000 damage from another enemy in the very next turn. You have 10000 hp and 3800 recovery, meaning that only recovering over 200 health in between can save you. So okay, let's say you draw some matching heart symbols that turn. It'll usually take loads of turns before you are able to kill one of those enemies (maybe until a shooter activates again, or after many turns of poison if you have it), meaning that this scenario will repeat again and again, and youll need to get heart symbols in all of those very specific turns. The probabilities of succeeding here are just too low.
Basically, I've only found recovery to be actually decisive against raid bosses that hit you for around 1.05x (at most) the speed you helper can recover (e.g. ceto hitting for 4000). But even in this case, there's hardly a difference between having high or low recovery stats, since it's about getting heart symbols when it matters. There was also a pretty hopeless team I used to run in the past against hard hitting guild bosses with high CD, that consisted of golem leader and lilith helper; so if could get to full health through recovery at some point after golem had activated, there's that.
And when it comes to team abilities that boost recovery, it seems to be you'd better off just doubling up on healer or going with specific damage reduction in certain quests. At least these cards also boost attack x1.5 but overall I find them too underpowered compared to the 2x attack/hp or 2.5x hp.
I'm basically just making this thread to hear opinions rather than as a suggestion, since I don't think changing the mechanics at this point would make much sense. Maybe there's something I'm missing, and maybe there are strategies available with the best cards that revolves around recovery that I'm not aware of.
So, what do you guys have to say about this?