Norman Revival Plan

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Norman Revival Plan Overview

Norman Revival Plan is a challenging game mode, requiring both good investment in multiple teams as well as mastery of combat mechanics. It is first unlocked upon reaching level 60, but is designed to serve as endgame content with its high difficulty scaling and the requirement of multiple built teams. Norman Revival Plan is the sole game mode where Tantalum Ore is obtainable, which is used to buy CUB shards. This game mode also rewards players with valuable currencies and materials, such as Black Cards, CUB R&D Tickets, and 6★ Weapon Resonance Shards!

Mission Logistics

Difficulties

There are currently 3 difficulties available in Norman Revival Plan:

  • Pioneer Battle - high difficulty, great rewards
  • Regular Battle - low difficulty, regular rewards
  • Up-to-standard Battle - available for players below level 85

Regular and Up-to-standard Battle are given increased electricity generation per day, allowing players to easily max out their Add-on bonuses. This comes at the cost of reduced rewards however. Players that can clear the 4th Mine of Pioneer Battle on the second day will gain more rewards than Regular Battle, even if they are unable to clear the 5th Mine.

Phases

This game mode occurs in a recurring cycle consisting of 14 days, split between:

  • Preparation Phase - Up to 4 days
  • Battle Phase - 10 days
  • End Phase - Any remaining days after Battle Phase

During the Preparation Phase of Norman Revival Plan, players at or above level 85 have up to 4 days to choose between Regular Battle or Pioneer Battle. Those who do not choose their difficulty in time are defaulted to Regular Battle. Players below level 85 will instead be assigned to the Up-to-standard Battle difficulty.
The Battle Phase will automatically start 4 days from the start of Norman Revival Plan, regardless of how many days were used to select difficulty. This phase lasts for 10 days, after which the mode becomes unavailable and enters the End Phase. Players can choose to start the Battle Phase early by clearing any stage.
Starting the Battle Phase early does not grant any additional days of combat.
During the End Phase, any remaining rewards can be claimed. After the End Phase, any unclaimed rewards get automatically sent to the player's mail.

Objective

The game mode's objective is to complete a set of levels called Mines, each composed of 6 stages. 2 of these stages are known as Resource stages, which will provide you with Autonomous Miners when cleared. There are also 3 Link stages which, when cleared, removes their associated buff from Deep Hive. Deep Hive is the last stage of that Mine, unlocking the next Mine once completed.
Completing the Deep Hive also automatically clears all stages in the Mine.

Combat Points

The player needs 1 Combat Point to clear one stage and a total of 6 Combat Points to clear a Mine. The Battle Phase starts with 18 Combat Points, allowing the player to clear up to 3 mines on the first day. 6 Combat Points are generated per day, meaning the 4th and 5th Mine can only be completed on the 2nd and 3rd day respectively.

If the player leaves a stage that has been partially completed, all current progress will be saved. Selecting a different stage will delete any progress saved in the previous stage.

Buffs

To aid in clearing the mines, players are provided with buffs for each of their teams.

  • Site Bonus - provides a 30% DMG buff for a specific element or a buff to finisher gauge reduction for Uniframes.
  • Energy Field/Module - buffs the team under certain conditions.
  • Add-ons - uses Electricity to boost either the team's HP or ATK.
  • Perfect Tactics - Activates when every team has 3 members and the average BP is above the threshold, granting all teams an extremely powerful buff.

Mission Details

Mine Logistics

The following table shows the number of teams needed for each mine, as well as the average BP threshold to activate Perfect Tactics.

Elimination

Redstone Mine Southern Mine Groening Mine Stratum Mine Bollie Mine Cloud Mine
1 Team 2 Teams 3 Teams 4 Teams 5 Teams 6 Teams
4000 BP 5000 BP 6000 BP 7000 BP 7500 BP 7700 BP
Cloud Mine is only available if the player cleared Bollie Mine with less than 500 Electricity and has an Electricity limit of 600.
Redstone Mine Southern Mine Groening Mine Stratum Mine Bollie Mine
1 Team 2 Teams 3 Teams 4 Teams 5 Teams
4000 BP 5000 BP 6000 BP 7000 BP 7500 BP
Redstone Mine Southern Mine Groening Mine Stratum Mine
1 Team 2 Teams 3 Teams 4 Teams
4000 BP 5000 BP 6000 BP 7000 BP

Cover Tactic

After completing the third mine, the player will unlock access to "Cover Tactic", a secondary set of Mines which reward CUB R&D Tickets as well as a small amount of Tantalum Ore. These do not require Combat Points to clear, but are instead unlocked daily starting from the 3rd day of Combat Phase.
Since the Cover Tactic missions do not have an Electricity limit, it is recommended to max out the ATK Add-on to make clearing easier and faster.

Energy Mine Mountain Mine Wamba Mine Midland Mine
3 Teams 3 Teams 4 Teams 4 Teams
6000 BP 6000 BP 6500 BP 6500 BP

Auto-clear

Auto-clear can be unlocked if the player clears all the corresponding Challenge Missions for the Mine. For Pioneer and Regular Battle, the first three Mines can be auto-cleared. For Up-to-standard battle, only the first two Mines can be auto-cleared.

Site Bonuses

Every team slot will be assigned a specific Site Bonus similar to the ones found in War Zone. These can either buff the players team by increasing a specific damage type by 30% or by increasing how fast the Finisher Gauges reduce for Uniframes. The order of the Site Bonuses can change for each Norman Revival Plan cycle.
It is recommended to fully utilize these specific buffs in order to clear the Mines within the time limit.

Energy Fields and Modules

Players are able to select one Energy Field per team, providing the team with a base buff. Every Energy Field also has 3 unique Energy Modules, each with their own conditions and effects.
It is recommended to choose the right Energy Field and Energy Module to complement each team, allowing for greater DMG output

Energy Fields

Constrict

30% chance to deal 125% DMG and stun the target for 2s after a 3-Ping. 10s cooldown. Cooldown is determined separately for each character.

Energy Module Effect
Stimulation Deals 20% more DMG against stunned enemies.
Convergent Every 20s, sets an enemy's left/right/back side as a weak point. DMG dealt to that weak point will increase by 50% for 10s.
Diversion Extends Stun duration inflicted by Constrict to 5s, during which 25% of the DMG dealt to the stunned enemy will be accumulated. After you switch the member and land an attack (except for QTE), the accumulated DMG will be dealt to the target and reset.
Recovery

Enters a "recovery" state for 8s after a 3-Ping. Recover 1% HP every second. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation When receiving lethal DMG, removes a "Persist" mark to negate the lethal DMG. When the mark exists, gains a DMG bonus based on current HP (18% up at 100% HP).
Convergent Deployed members gain an Extra DMG bonus based on current HP (26% up at 100% HP).
Diversion Deployed members gain a 30% Extra DMG bonus and lose HP per second. The longer they are on field, the more HP they will lose per second. Switching members will reset this effect.
Gravity

Enters an "Overload" state for 6s after a 3-Ping. Obtain 1 random Signal Orb and increase Movement Speed by 30%. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation Gains an 8%/18%/25% Extra DMG bonus for 8s when moving more than 10/15/20m. Cannot be stacked. Switching members will reset the effect.
Convergent Deployed members gain a 2% Extra DMG and DMG Reduction bonus for every 0.2s they stand still. Stacks up to 15 times. Moving will reset all stacks.
Diversion When a member is on the battlefield, use an electromagnetic line to link with them and a random enemy. When at mid-range, our members take reduced DMG and the enemy takes increased DMG. At long-range, our members take increased DMG and the enemy takes reduced DMG. Vulnerability effect will fluctuate between +25% and -20%.
Matrix

After a 3-Ping, inflict the target with "Freeze" (triggers once per second). Each stack decreases Movement Speed by 10%. After 5 stacks, trigger Matrix and remove stacks. Cooldown is 5s.

Energy Module Effect
Stimulation 35% of DMG dealt in Matrix will be inflicted on the target when Matrix ends. (Damage Reduction available)
Convergent Pinging Signal Orbs in Matrix grants (number of Signal Orbs x 2)% (up to 24%) Extra DMG bonus to the whole team for 5s.
Diversion Swapping members will explode all "Freeze" effects on enemies. Based on the number of stacks, deal 700%/850%/1100%/1400%/1800% Stat DMG equal to the entering member's ATK.
Camouflage

Recovers Dodge Gauge by 200 after a 3-Ping.

Energy Module Effect
Stimulation Each dodge grants an 18% Extra DMG bonus for 5s. Cannot be stacked. Duration will reset every time it is triggered.
Convergent Each successful dodge grants a permanent 8% Extra DMG bonus. Stacks up to 3 times. All stacks reset when being hit.
Diversion Switching members will fully restore the Dodge Gauge and grant an Extra DMG bonus of up to 25% based on the Dodge Gauge percentage for 10s.
Rip

Enters a "Shadow Dance" state for 8s after a 3-Ping. In this state, all DMG will follow with 15% additional DMG that will be added to the combo. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation Gains a bonus by reaching a certain combo count:

50: Deals 500% area DMG.
75: Gains 30 Energy.
100: All members gain 3 Signal Orbs of the same color.
150: Gains "Immovable"
200: Increases DMG by 40% for 8s.

Convergent Switching members will reset the combo count when it is greater than 100. Gains a 4% (up to 36%) Extra DMG bonus for 8s for every 20 combo counts.
Diversion When the combo count is lower than 30, Extra DMG bonus increases by 40%. When lower than 60, Extra DMG bonus increases by 25%. When lower than 90, Extra DMG bonus increases by 15%.
Preparation

Enters a "Preparation" state for 5s after a 3-Ping. Dealing DMG in this state will lower the switching cooldown by 0.5s. Effect triggers in 1s intervals. Each trigger refreshes the timer on "Preparation".

Energy Module Effect
Stimulation 1/3 of the total number of Signal Orbs pinged by the current member will be granted to the next character switched in (rounded up).
Convergent Switching members will increase Extra DMG bonus by 25% for 6s.
Diversion When DMG dealt reaches 50k/80k/100k, the next Construct switched in will earn a 10%/20%/30% Extra DMG bonus for 5/8/10s.
Turbulence

Generate a random number every 15s and gain the according effect: [0-24] DMG from spending Signal Orbs +30%; [25-49] Signature DMG +30%; [50-74] Basic Attack DMG +30%; [75-89] Trigger the above effect; [90-98] Character DMG -50%; [99] Deduct 100% HP from the current character.

Energy Module Effect
Stimulation When dealing DMG, the DMG will fluctuate between 80% and 130%.
Convergent Upon entering battle, the first three Turbulence effects will provide buffs and increase the effect to the original 150%.
Diversion During battle, use a special form a buff calculation for switching members. Upon switching members, randomly receive 1-6 and increase the incoming member's DMG accordingly by up to 40%, resetting once it hits 21. The total number increases by 1 every 10s (switching members resets the timer).

Perfect Tactics

Perfect Tactics is a stagewide buff for all teams once both requirements are met:

  • Average BP is above the threshold specified for that Mine.
  • Every team has 3 members

Perfect Tactics provides a massive buff to the team, allowing players to clear the mine with much more ease. However, due to its unlock requirements, players usually do not have a high enough average BP to activate Perfect Tactics in the later mines without the use of Add-ons. Each Add-on point increases a character's BP by 50, for a total of 5000 BP if allotted to both HP and ATK, or 2500 BP if allotted to just one stat.

Mine Teams Needed BP Threshold Perfect Tactics
Redstone Mine 1 Teams 4000 BP A black hole will appear on the battlefield at intervals.

The black hole will pull in enemies within a large area over time.

Southern Mine 2 Teams 5000 BP A black hole will appear on the battlefield at intervals.

The black hole will pull in enemies within a large area over time.

Groening Mine 3 Teams 6000 BP Gain 9 bonus Signal Orbs each time when a new character is switched into battle.
Stratum Mine 4 Teams 7000 BP Gain 9 bonus Signal Orbs each time when a new character is switched into battle.
Bollie Mine 5 Teams 7500 BP After every character switch:

Character on the field has permanent 20% Extra DMG Bonus (up to 200%) Character on the field gains Super Armor and a shield equal to 30% max HP within 15s.

Cloud Mine 6 Teams 7700 BP After every character switch:

Character on the field has permanent 20% Extra DMG Bonus (up to 200%) Character on the field gains Super Armor and a shield equal to 30% max HP within 15s.

Mine Teams Needed BP Threshold Perfect Tactics
Energy Mine 3 Teams 6000 BP Each time an enemy is attacked, it loses 2% Extra DMG Reduction. This effect has a cooldown of 1s before being triggered again.

Stacks up to 100%.

Mountain Mine 3 Teams 6000 BP Each time an enemy is attacked, it loses 2% Extra DMG Reduction. This effect has a cooldown of 1s before being triggered again.

Stacks up to 100%.

Wamba Mine 4 Teams 6500 BP After every character switch, the character that is switched into battle gains 10% Extra DMG Bonus.

This effect lasts permanently and stacks up to 150%.

Midland Mine 4 Teams 6500 BP After every character switch, the character that is switched into battle gains 10% Extra DMG Bonus.

This effect lasts permanently and stacks up to 150%.

Electricity and Add-ons

One of the resources exclusive to the game mode is Electricity, which can be spent to increase a specific team's overall ATK or HP. Electricity is generated automatically for each day of Combat and by assigning characters with high BP to the Power Station. The amount of electricity generated per day is increased for the Regular and Up-to-standard difficulty.

Add-ons cost 10 electricity per point and can be used to buff either HP or ATK, with a max of 50 points per stat. Each point gives the following benefit:

  • Attack of the entire team increases by 50
  • HP of the entire team increases by 250

Additional electricity generated through assigning characters to the Power Station adds to the limit set in the Challenge Missions.
This means that if the player has 120 additional electricity generated from assigned characters, the challenge mission 50 Electricity or less on Groening Deep Hive will instead be 170 Electricity or less.

Total BP 9000 12000 15000 18000 21000 24000 
Additional Electricity
30
60
90
120
150
200

Support

Setting

Upon clearing the third Mine, players are able to set one Support Character for their friends and guild members to use. If a player's Support Character is used, they are rewarded with Cogs. They are also awarded based on support duration, up to 24000 Cogs for 1440 minutes of battle support per day. If the player prolongs combat, the rewarded cogs will be instead given once the prolonged combat ends.

Borrowing

Players are able to borrow characters from their friends and guild members in the Support tab during character selection. The borrow function is available to all players at any time, but is restricted to one Support Character per stage. Using a Support Character costs 10000 Cogs on the first use, increasing with each consecutive daily use. Cogs are only spent when successfully completing a level.

Rewards and Calculations

The main goal of Norman Revival Plan is obtaining as many Tantalum Ore and 6★ Weapon Resonance Shards as possible, as these rare materials are integral to upgrading your character's CUBs and equipment.

Rewards

IMPORTANT: To obtain the maximum amount of Tantalum Ore, the player needs to complete the first 3 Mines on the first day of Battle Phase, then clear the 4th Mine on the second day, and finish the 5th Mine on the third day. Players that are unable to clear the Mine's "Deep Hive" should still do the "Resource Stages" in order to obtain their Autonomous Miners for more Tantalum Ore.

Clearing each Mine also rewards players with 6★ Weapon Resonance Shards, regardless of the day of completion. Completing every Mine even on the 10th day is highly recommended as Electricity generation makes later days significantly less challenging and the Weapon Resonance Shards are highly valuable materials.

Other coveted items such as Black Cards, Hypertune Crystal α, Hypertune Crystal β, and CUB R&D Tickets can also be obtained in this mode through the mode's missions.
Those that are able to clear the fourth Mine of Pioneer Battle with less than 400 Electricity should always choose Pioneer Battle, as this will net a total of 200 Black Cards, higher than the maximum Black Cards of 180 for Regular Battle.

Ore Calculation

While a small amount of Tantalum Ore is obtained by clearing stages, the main way to generate Tantalum Ore is by using the self-replicating Autonomous Miners. These are obtained from clearing the "Resource Stages" as well as the "Deep Hive". Every 24 hours after Battle Phase starts, all collected miners will produce 10 Tantalum Ore each and increase in amount by 50%. This exponential growth means that to get the maximum amount of Ore, the player needs to clear every Mine the day they become available.
The maximum possible Autonomous Miners and Tantalum Ore are 16839 and 547620 (617620 if Cloud Mine is also cleared) in Pioneer Battle.

Prolonged Combat

In the case the player does not have enough time or simply wishes to wait, players may choose to use the "Prolonged Combat" option. "Prolonged Combat" delays all calculations by 24 hours per use and can be used repeatedly. These calculations include Autonomous Miners, Cogs from Support Member, and Electricity Generation. Any miners obtained during prolonged combat will be added as if they were obtained from the day "Prolonged Combat" was selected. After the end of "Prolonged Combat" or the end of the Battle Phase, all calculations will resume from the day "Prolonged Combat" was selected. Note that delaying combat does not affect when Cover Tactic missions open up.
Those who wish to delay Norman while still obtaining all the rewards can clear the 4th Mine on the second day, then repeatedly delay the third day till the end of the Battle Phase, netting you 6 extra days to clear both Bollie and Cloud Mine.

Full list of rewards

The maximum number of obtainable ore is 547,620 Tantalum Ore (617,620 if Cloud Mine is also cleared).

Players who set up their support member as soon as possible can earn a base of 240,000 Cogs, plus any support fees.


Pioneer Rewards

Requirements Rewards
200 Electricity or less on Redstone Deep Hive
x3,000
x96
x18
100 Electricity or less on Redstone Deep Hive
x3,000
x96
x18
400 Electricity or less on Southern Deep Hive
x5,000
x128
x20
250 Electricity or less on Southern Deep Hive
x5,000
x128
x20
50 Electricity or less on Southern Deep Hive
x5,000
x128
x20
400 Electricity or less on Groening Deep Hive
x50
x1
x2
250 Electricity or less on Groening Deep Hive
x50
x1
x2
50 Electricity or less on Groening Deep Hive
x50
x1
x1
400 Electricity or less on Stratum Deep Hive
x50
x1
x1
50 Electricity or less on Stratum Deep Hive
x50
x1
x1
150 Electricity or less on Bollie Deep Hive
x50
x1
x2
Requirements Rewards
Clear Redstone Mine
x3
x1
x1
Clear Southern Mine
x3
x1
x1
Clear Groening Mine
x3
x1
x1
Clear Stratum Mine
x4
x1
x2
Clear Bollie Mine
x4
x1
x2
Clear Cloud Mine
x1
x100
x4
Requirements Rewards
Clear Energy Mine
x30
x2
x1
Clear Mountain Mine
x50
x2
x1
Clear Wamba Mine
x70
x2
x1
Clear Midland Mine
x100
x2
x1

Regular Rewards

Requirements Rewards
500 Electricity or less on Redstone Deep Hive
x3,000
x96
x18
300 Electricity or less on Redstone Deep Hive
x3,000
x96
x18
600 Electricity or less on Southern Deep Hive
x5,000
x128
x20
450 Electricity or less on Southern Deep Hive
x5,000
x128
x20
300 Electricity or less on Southern Deep Hive
x5,000
x128
x20
1500 Electricity or less on Groening Deep Hive
x30
x1
x2
1200 Electricity or less on Groening Deep Hive
x30
x1
x2
800 Electricity or less on Groening Deep Hive
x30
x1
x1
2000 Electricity or less on Stratum Deep Hive
x30
x1
x1
1800 Electricity or less on Stratum Deep Hive
x30
x1
x1
2500 Electricity or less on Bollie Deep Hive
x30
x1
x2
Requirements Rewards
Clear Redstone Mine
x2
x1
x1
Clear Southern Mine
x2
x1
x1
Clear Groening Mine
x2
x1
x1
Clear Stratum Mine
x3
x1
x2
Clear Bollie Mine
x3
x1
x2
Requirements Rewards
Clear Energy Mine
x20
x2
x1
Clear Mountain Mine
x40
x2
x1
Clear Wamba Mine
x60
x2
x1
Clear Midland Mine
x90
x2
x1

Up-to-standard Rewards

Requirements Rewards
500 Electricity or less on Redstone Deep Hive
x3,000
x96
x18
300 Electricity or less on Redstone Deep Hive
x3,000
x96
x18
600 Electricity or less on Southern Deep Hive
x5,000
x128
x20
450 Electricity or less on Southern Deep Hive
x5,000
x128
x20
300 Electricity or less on Southern Deep Hive
x5,000
x128
x20
1500 Electricity or less on Groening Deep Hive
x30
x1
x2
1200 Electricity or less on Groening Deep Hive
x30
x1
x2
800 Electricity or less on Groening Deep Hive
x30
x1
x1
2000 Electricity or less on Stratum Deep Hive
x30
x1
x1
1800 Electricity or less on Stratum Deep Hive
x30
x1
x1
Requirements Rewards
Clear Redstone Mine
x2
x1
x1
Clear Southern Mine
x2
x1
x1
Clear Groening Mine
x2
x1
x1
Clear Stratum Mine
x3
x1
x2
Requirements Rewards
Clear Energy Mine
x10
x2
x1
Clear Mountain Mine
x30
x2
x1
Clear Wamba Mine
x50
x2
x1
Clear Midland Mine
x80
x2
x1