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Duration: December 12th 2023 to January 18th 2024. |
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Duration: December 12th 2023 to January 18th 2024. |
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{{Header Notch|General}} |
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{{Header Notch|General}} |
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The Event Shop currency used in this event is [[File:Item-TimeFrozenHourglass.png|25x25px|link=Time-Frozen Hourglass]][[Time-Frozen Hourglass]]. |
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The Event Shop currency used in this event is [[File:Item-TimeFrozenHourglass.png|25x25px|link=Time-Frozen Hourglass]] [[Time-Frozen Hourglass]]. |
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* For context, one run in Candlelit Manifold: 30 Serum gives 82~91 [[File:Item-TimeFrozenHourglass.png|25x25px|link=Uniform Bowtie]][[Time-Frozen Hourglass]]. |
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* For context, one run in Candlelit Manifold: 30 Serum gives 82~91 [[File:Item-TimeFrozenHourglass.png|25x25px|link=Uniform Bowtie]] [[Time-Frozen Hourglass]]. |
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* Candlelit Manifold can be Multi-Challenged up to 8 times maximum. |
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* Candlelit Manifold can be Multi-Challenged up to 8 times maximum. |
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* Reaching Authority Level 25 will unlock the "Auto Clear" button that immediately clears the stage with the specified number of Multi-attempts. |
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* Reaching Authority Level 25 will unlock the "Auto Clear" button that immediately clears the stage with the specified number of Multi-attempts. |
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|Currency 4= Time-Frozen Hourglass |
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|Currency 4= Time-Frozen Hourglass |
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|Cost 4= 30 |
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|Cost 4= 30 |
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|Font 4 = 12px |
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|Item 5= Overclock Material Box (β) |
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|Item 5= Overclock Material Box (β) |
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|Currency 5= Time-Frozen Hourglass |
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|Currency 5= Time-Frozen Hourglass |
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|Cost 5= 61 |
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|Cost 5= 61 |
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|Font 5 = 12px |
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}} |
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}} |
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{{Shop Scroller |
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{{Shop Scroller |
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|Currency 5= Time-Frozen Hourglass |
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|Currency 5= Time-Frozen Hourglass |
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|Cost 5= 130 |
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|Cost 5= 130 |
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|Font 5 = 12px |
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}} |
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}} |
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{{Shop Scroller |
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{{Shop Scroller |
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|Currency 1= Time-Frozen Hourglass |
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|Currency 1= Time-Frozen Hourglass |
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|Cost 1= 82 |
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|Cost 1= 82 |
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|Font 1 = 12px |
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|Item 2= Support Overclock Bundle (L) |
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|Item 2= Support Overclock Bundle (L) |
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|Currency 2= Time-Frozen Hourglass |
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|Currency 2= Time-Frozen Hourglass |
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|Cost 2= 123 |
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|Cost 2= 123 |
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|Font 2 = 12px |
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|+ |
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|Item 3= Integrated CUB EXP (L) |
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|Item 3= Integrated CUB EXP (L) |
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<h5>Guide for the Simulacrum Submersion Event</h5> |
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<h5>Guide for the Simulacrum Submersion Event</h5> |
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Duration: December 12th 2023 to January 13th 2024. |
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Duration: December 12th 2023 to January 13th 2024. |
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<center> |
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{{Header Notch|General}} |
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<p style="border:3px; border-color:#921131; border-style:solid; background-color: #4e091a; border-radius: 5px; padding: 1em;"> <span style="color:#ff789a;"> |
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<h5>Clear levels and strategize with acquired Add-ons to go further!</h5> |
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Under construction! Please check back later. |
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</span> </p> |
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* Simulacrum Submersion is divided into 6 levels which unlocks along with Zone Progress and over time. |
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</center> |
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** Each level includes multiple types of combat stages. |
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<!--{{Header Notch|General}} |
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*** Regular Snapshot: Clear this to unlock the next Depth Zone. |
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<h5></h5>--> |
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*** Collapsed Snapshot: Clear this to unlock more than 1 Depth Zones in advance. |
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*** Overlapped Snapshot: Multiple teams are required to clear this. |
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*** Clear the current Depth Zone to unlock the next Zone. |
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*** Zones beyond 90km can only be unlocked by clearing Collapsed Snapshot. |
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** All Zones must be cleared in a level to unlock the next level. |
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** Clearing a Zone for the first time grants special rewards, Zones cleared in Collapsed Snapshot will fairly award first time rewards for previously incomplete Zones. |
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* "Abandon Battle" resets the Battle Progress of the current Zone and returns the Player to the Zone selection menu. |
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* "Battle Reset" randomly refreshes the enemies, affixes and maps of each Node in the Zone. |
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* "Quick Clear" instantly clears cleared Zones for Character Add-on and Memory Synapses Rewards. |
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** 3 "Quick Clear" attempts will be given daily, only 3 can be held at a time. |
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** Does not apply to Collapsed Snapshot Zones. |
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* Clear Zones to gain [[File:Item-MemorySynapse.png|25x25px|link=Memory Synapse]] [[Memory Synapse]]. |
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** Used in "Perception Amplification" to raise Stat Points to buff the whole team and increase amplification from Add-ons. |
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*** "Perception Amplification" buffs applies to <b>all</b> Constructs regardless of Team. |
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** Used in "Fusion Center" in "Add-on Codex" to purchase locked Add-ons. |
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* Complete Daily Missions, Achievement Missions and clear Zones for the first time to gain [[File:Item-SimulacrumSpiral.png|25x25px|link=Simulacrum Spiral]] [[Simulacrum Spiral]]. |
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** [[File:Item-SimulacrumSpiral.png|25x25px|link=Simulacrum Spiral]] [[Simulacrum Spiral]] is used to claim rewards in the Recycling Arrangement Shop. |
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* Characters can use Add-ons that will give special effects during battle. |
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** Add-ons for all Constructs can be viewed in "Add-on Codex". |
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** Each Add-on costs a certain Load when equipped, which is the same as the Add-on's star level. |
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** Character Load can be increased with "Diffusing Sense Memories" obtained by clearing certain Zones for the first time, with the maximum Load being 30. |
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** In "Add-on Codex", locked Add-ons can be bought in "Fusion Center" with [[File:Item-MemorySynapse.png|25x25px|link=Memory Synapse]] [[Memory Synapse]]. |
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* Trial Constructs can be used to clear Zones. |
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* In Zones, after 2.5 minutes, enemies enter overclocking mode and will become harder to defeat. |
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* Complete combat stages to build up "Perception Signal" to 100% to trigger "Serendipitous Snapshot" stages in any combat zone of the current layer. |
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** Each combat stage adds 20% "Perception Signal". |
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** "Perception Signals" of each layer is accumulated and used separately. |
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** "Serendipitous Snapshot" stages can be completed to earn rich add-on rewards but will disappear after being cleared. |
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{{Header Notch|Advice}} |
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<h5>It is not recommended to clear the event up to Challenge Depth 120km.</h5> |
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* At Zone Depth 90km, the Collapsed Snapshot stage will allow the player to leap to the maximum Zone Depth of 120. |
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** However, most players will only be able to manage to complete the first 10+ rounds before the time limit and will be unable to reach Zone 120. |
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** As the Achievement missions only reward Players for reaching up to Zone/Challenge Depth 90km, it is possible for players to build up [[File:Item-SimulacrumSpiral.png|25x25px|link=Simulacrum Spiral]] [[Simulacrum Spiral]] by clearing daily missions after reaching Zone Depth 90km. |
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* Remember that Trial Constructs are available for use. |
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* When equipping Constructs with Add-ons in "Member Preparation", remember to always select the "Current Character" filter on the top left to only see Character specific buffs. |
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* It is recommended to raise amplification stats equally in "Perception Amplification" rather than just focusing on one stat to raise BP of Constructs more quickly. |
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* Remember to use the three given daily "Quick Clear"s everyday. |
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* As "Perception Signal" for the "Serendipitous Snapshot" can be gained separately in each layer, Players can clear earlier Collapsed Snapshot combat stages (every 5km Depth) within the layer to gain "Perception Signal" quickly and farm Add-ons. |
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{{Header Full|Event Missions}} |
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{{Header Notch|Daily Missions}} |
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<div class="striped_row"> |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Event Mission!!Description!!Rewards |
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|Shallow Connection||Complete Zone Operation once||{{Item|Simulacrum Spiral|5|50}} |
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|- |
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|Stable Connection||Complete Zone Operation 3 times||{{Item|Simulacrum Spiral|5|50}} |
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|- |
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|Deep M.I.N.D connection||Complete Zone Operation 5 times||{{Item|Simulacrum Spiral|5|50}} |
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|- |
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|} |
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</div> |
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{{Header Notch|Achievement Missions}} |
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<div class="striped_row"> |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Event Mission!!Description!!Rewards |
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|Epipelagic Submersion||Challenge Depth reaches 30km||{{Item|Simulacrum Spiral|5|250}} |
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|Mesopelagic Submersion||Challenge Depth reaches 50km||{{Item|Simulacrum Spiral|5|250}} |
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|Bathypelagic Submersion||Challenge Depth reaches 90km||{{Item|Simulacrum Spiral|5|250}} |
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|100 Marks||The team's total Amplification Level reaches Lv.100||{{Item|Simulacrum Spiral|5|250}} |
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|Fully Loaded||A character's Add-on load reaches 30||{{Item|Simulacrum Spiral|5|250}} |
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|Well-Chosen||Purchase any 6★ Add-on in the Fusion Center||{{Item|Simulacrum Spiral|5|250}} |
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|} |
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</div> |
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{{Header Full|Recycling Arrangement Rewards}} |
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<h5>It takes 11530 [[File:Item-SimulacrumSpiral.png|25x25px|link=Simulacrum Spiral]] [[Simulacrum Spiral]] to redeem all limited items in the Recycling Arrangement Shop.</h5> |
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{{Shop Scroller |
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|ShopName=Special |
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|Number of Items=5 |
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|Last=Yes |
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|- |
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|Item 1= Event Construct R&D Ticket |
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|Quantity 1= 250 |
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|Stock 1= 1 |
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|Currency 1= Simulacrum Spiral |
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|Cost 1= 750 |
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|Font 1= 12px |
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|+ |
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|Item 2= Event Construct R&D Ticket |
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|Quantity 2= 250 |
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|Stock 2= 1 |
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|Currency 2= Simulacrum Spiral |
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|Cost 2= 750 |
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|Font 2= 12px |
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|+ |
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|Item 3= Target Weapon R&D Ticket |
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|Quantity 3= 250 |
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|Stock 3= 1 |
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|Currency 3= Simulacrum Spiral |
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|Cost 3= 750 |
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|Font 3= 13px |
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|Item 4= CUB R&D Ticket |
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|Quantity 4= 250 |
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|Stock 4= 1 |
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|Currency 4= Simulacrum Spiral |
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|Cost 4= 750 |
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|Item 5= Trade Voucher |
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|Quantity 5= 50 |
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|Stock 5= 40 |
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|Currency 5= Simulacrum Spiral |
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|Cost 5= 90 |
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}} |
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{{Shop Scroller |
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|ShopName=Normal |
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|Number of Items=5 |
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|Last= |
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|- |
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|Item 1= Hypertune Crystal α |
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|Quantity 1= 1 |
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|Stock 1= 480 |
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|Currency 1= Simulacrum Spiral |
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|Cost 1= 1 |
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|Item 2= Hypertune Crystal β |
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|Quantity 2= 1 |
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|Stock 2= 80 |
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|Currency 2= Simulacrum Spiral |
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|Cost 2= 10 |
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|+ |
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|Item 3= Overclock Material Box (α) |
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|Quantity 3= 1 |
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|Stock 3= 200 |
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|Currency 3= Simulacrum Spiral |
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|Cost 3= 2 |
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|+ |
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|Item 4= Overclock Material Box (β) |
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|Quantity 4= 1 |
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|Stock 4= 50 |
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|Currency 4= Simulacrum Spiral |
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|Cost 4= 10 |
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|+ |
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|Item 5= EXP Pod (L) |
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|Quantity 5= 1 |
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|Stock 5= 40 |
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|Currency 5= Simulacrum Spiral |
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|Cost 5= 10 |
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}} |
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{{Shop Scroller |
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|ShopName= |
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|Number of Items=5 |
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|Last=Yes |
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|- |
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|Item 1= Weapon Enhancer IV |
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|Quantity 1= 1 |
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|Stock 1= 30 |
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|Currency 1= Simulacrum Spiral |
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|Cost 1= 15 |
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|+ |
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|Item 2= Memory Enhancer IV |
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|Quantity 2= 1 |
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|Stock 2= 100 |
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|Currency 2= Simulacrum Spiral |
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|Cost 2= 5 |
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|+ |
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|Item 3= Support Skill Component |
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|Quantity 3= 1 |
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|Stock 3= 50 |
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|Currency 3= Simulacrum Spiral |
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|Cost 3= 10 |
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|+ |
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|Item 4= Skill Point |
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|Quantity 4= 10 |
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|Stock 4= 30 |
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|Currency 4= Simulacrum Spiral |
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|Cost 4= 30 |
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|+ |
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|Item 5= Cogs |
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|Quantity 5= 200 |
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|Stock 5= |
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|Currency 5= Simulacrum Spiral |
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|Cost 5= 1 |
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}} |
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</div> |
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</div> |
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|-|Spectroscopic Binary Star= |
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|-|Spectroscopic Binary Star= |
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<h5>Guide for the Spectroscopic Binary Star Event</h5> |
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<h5>Guide for the Spectroscopic Binary Star Event</h5> |
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Duration: December 26th 2023 to January 13th 2024. |
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Duration: December 26th 2023 to January 13th 2024. |
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<center> |
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{{Header Notch|General}} |
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<p style="border:3px; border-color:#921131; border-style:solid; background-color: #4e091a; border-radius: 5px; padding: 1em;"> <span style="color:#ff789a;"> |
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<h5>Use Class synergy skills and select the right Constructs to clear all stages and get all rewards!</h5> |
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Under construction! Please check back later. |
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</span> </p> |
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* Spectroscopic Binary Star has three themes. |
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</center> |
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** Assault: Perturbation has 6 stages which focuses on using Attacker Class Constructs. |
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<!--{{Header Notch|General}} |
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** Support: Resonance has 6 stages which focuses on using Support and Tank Class Constructs. |
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<h5></h5>--> |
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** Balanced: Twinstars has 8 stages and requires the use of all kinds of Constructs. |
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* Each stage will have its own Stage Mechanics that will require players to select Constructs with recommended Construct features to complete. |
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* Only a maximum of 2 Constructs can be used in each stage, and will be locked within the "Theme" to that stage. Constructs locked within a "Theme" can still be used in other "Themes". |
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* Trial Constructs can be used in place of Player owned Constructs, Trial Constructs cannot equip Player-owned CUBs. |
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** Trial Constructs used will also lock the same Player owned Construct as well. |
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* Constructs locked in this way can be released by using "Stage Reset" at the stage they are locked in. However, this will reset the Stage Completion as well. |
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* Each Construct Class has a Synergy skill tied to it. |
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** ATK Boost: Stimulation is Tied to Attacker and Vanguard Classes. |
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** DEF Boost: Accretion is tied to the Tank Class. |
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** Healing Enhancement: Diffraction is tied to the Support and Amplifier Class. |
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** The Synergy skill that can be used in battle is tied to the <b>Construct that the player is not controlling</b>, and will change based on the Construct's Class. |
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* To recover Synergy Energy: |
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** Global: Recovers Energy over time or when Matrix is triggered. (Applies to all Classes) |
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** Attacker/Vanguard: Recover Energy upon a 3-ping. |
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** Tank: Recovers additional Energy when Matrix is triggered. |
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** Support/Amplifier: Recovers Energy upon healing someone. |
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* The Construct that the player is not controlling will stay on the field and be AI-controlled. Switching Constructs has no cooldown and can be spammed. |
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* All stages need to be cleared to receive all event rewards. |
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{{Header Notch|Advice}} |
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<h5>Read Stage details when planning teams before entering battle and pay attention to in-game prompts while in battle!</h5> |
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* If the Player's Constructs aren't >5500 BP, use Trial Constructs instead. |
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* Using Trial Constructs can be very helpful in clearing the beginning stages of any "Theme". |
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* As the stages get harder in the later stages, it is recommended to save stronger Constructs for those later stages. |
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* Keep note of Stage Mechanics and in-game prompts to clear stages faster. |
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* Synergy Skills and the Energy required to use them are shared among the entire team. |
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* Remember to keep an eye on the Construct that is not being controlled, such as looking at its health bar or switching into them, as it could die unsupervised while being controlled by the AI. |
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* Players can read up on stage mechanics of future stages in the theme and plan accordingly. |
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* Keep Constructs and enemies as close as possible to stage mechanic relevant objects. |
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* It is recommended to select weaker Constructs with less features that are still effective in earlier stages if the Player is unsure about what Constructs to reserve for later stages. |
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{{Header Notch|Assault: Perturbation}} |
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<div class="striped_row"> |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Stage!!Description!!Recommended Abilities |
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|- |
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|Assault 01||N/A||N/A |
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|- |
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|Assault 02||1. Every 30s, the enemy gains a shield that lasts 20s. If player character fails to break the shield within 20s, the enemy will gain 3 stacks of Assault, up to 15 stacks.<br>2. If the player character successfully breaks the shield, the enemy will take 40% more DMG within 15s and lose all the previously gained Assault stacks. At the same time, the player character will gain 2 sets of random Signal orbs.||Attacker (Can deal damage efficiently)<br>Burst (Can deal heavy damage in short-time) |
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|- |
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|Assault 03||1. Enemy characters take 30% less DMG from the front.<br>2. Enemy characters take 50% more DMG from the back.||Tank (Enhances Armor, grants Super Armor, and resist 50% damage)<br>Attacker (Can deal damage efficiently) |
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|Assault 04||1. The enemy will switch between forms after taking a certain amount of damage, gaining Melee DMG Reduction and Ranged DMG Reduction in the two forms respectively.<br>2. When the enemy has Melee DMG Reduction, it takes 60% more Ranged DMG. When the enemy has Ranged DMG Reduction, it takes 60% more Melee DMG.||Attacker (Can deal damage efficiently)<br>Ranged Damage (Can deal ranged attacks against enemies) |
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|- |
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|Assault 05||1. Before ally characters reach 100 combo, their attacks can only deal 1 DMG to the enemy. Once the combo reaches 100, the damage will return to normal and increase by a further 100% for every 100 more combo landed.||High Frequency Attack (Can perform high frequency attack) |
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|- |
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|Assault 06||1. There are 4 Energy Towers on the field that grant the enemy HP Recovery and ATK Bonus. Once your characters deal enough DMG, the enemy will destroy 1 Energy Tower and shut down the others for 10. They will also be Stunned for 5s and take 50% more DMG.<br>2. When the enemy takes Lightning DMG, the DMG Gauge accumulates 10 times faster than other Elements.||Attacker (Can deal damage efficiently)<br>Elemental Damage (Can deal elemental DMG) |
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|- |
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|} |
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</div> |
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{{Header Notch|Support: Resonance}} |
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<div class="striped_row"> |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Stage!!Description!!Recommended Abilities |
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|- |
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|Support 01||1. When an ally has caused excess healing, they will deal True DMG equal to the excess healing amount x700 to the enemy target. Ally characters in this stage will lose HP over time.||Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|- |
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|Support 02||1. Whenever an ally unit has a shield, they will gain 30% ATK Bonus. If the shield is lost, the ATK Bonus will disappear after 10s.||Shield (Can give your members shields) |
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|- |
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|Support 03||1. When the HP of an ally character falls below 70% of their max HP, their DMG reduces by 50% and movement speed reduces by 20%. Ally characters in this stage will lose HP continuously over time.||Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|- |
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|Support 04||1. The enemy has DMG Reduction. When the enemy is knocked away, they will take True DMG continuously while they are airborne.||Control (Can control the enemy) |
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|- |
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|Support 05||1. When the enemy has received a certain amount of Ice DMG, they will become Frozen. Using Fire Attacks against Frozen enemy target will deal massive True DMG to them.<br>2. When the enemy has received a certain amount of Fire DMG, they will become Burnt. Using Ice Attacks against Burning enemy target will deal massive True DMG to them.||Attacker (Can deal damage efficiently)<br>Elemental Damage (Can deal elemental DMG) |
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|- |
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|Support 06||1. A fixed Amplifier will provide ally characters with 30% ATK Bonus. It can also be healed by ally characters. The enemy will prioritize attacking this device. If the Amplifier is destroyed, ally characters will take DMG over time.||Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|- |
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|} |
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</div> |
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{{Header Notch|Balanced: Twinstars}} |
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<div class="striped_row"> |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Stage!!Description!!Recommended Abilities |
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|- |
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|Balanced 01||1. Whenever an ally unit has dealt Dark DMG to the enemy, a fixed device in the center of the field will charge up. When fully charged, the device will create a black hole to pull all enemy targets in and increase their Dark DMG taken by 60%.||Elemental Damage (Can deal elemental DMG) |
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|Balanced 02||1. The enemy will start a 10s countdown and deal massive DMG to the current player character on the field at the end of it. If sufficient damage is dealt to the enemy within 10s, the character will avoid this damage and gain an ATK Bonus instead.<br>2. If the enemy has not received enough damage at the end of the countdown, the player character will take damage equal to 50% of their max HP.||Burst (Can deal heavy damage in short-time)<br>Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|Balanced 03||1. Every 40s, the enemy will become static for 10s and damage all ally characters for a total of 150% of their max HP over time. While channeling this attack, the enemy will also take damage equal to 15% of their max HP.||Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|Balanced 04||1. There are 4 enemy targets on the field. After one of them is defeated, if there are still other enemy targets remaining after 30s, this unit will revive with 50% of the original HP left and their Finisher Gauge will also by only half as long.<br>2. After a Uniframe executes an enemy, ally characters will gain an ATK Bonus for 20s, and the enemy's revive countdown will also be reset.||Vanguard (Can deal damage efficiently) |
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|Balanced 05||1. There are 2 enemy targets on the field. If one loses all Super Armor, both enemies will take DMG equal to 10% of their max HP, and the target without Super Armor will be Stunned for 10s. The enemy's Super Armor bar will slowly regenerate overtime.||Tank (Enhances Armor, grants Super Armor, and resist 50% damage) |
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|Balanced 06||1. There are 3 enemy targets on the field, all of them have three types of buffs. When any of the enemy target is executed by a Uniframe, other remaining enemy targets will lose one buff.||Vanguard (Can deal damage efficiently) |
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|Balanced 07||1. When the enemy unit deals DMG to an ally unit, 20% of this DMG will be projected to another ally unit.||Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|Balanced 08||1. The enemy gains Red, Blue and Yellow Orb immunity in chronological order, with a 1 min interval between two buffs. The enemy takes increased DMG from Basic Attacks and Signature Moves.||Attacker (Can deal damage efficiently) |
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</div> |
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{{Header Notch|Event Missions}} |
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<div class="striped_row"> |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Event Mission!!Description!!Rewards |
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|Spectroscopic Binary Star - Assault I||Assault: Perturbation stage progress reaches 1||{{Item|Event Construct R&D Ticket|5|50}}{{Item|EXP Pod (L)|4|3}}{{Item|Cogs|3|5000}} |
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|Spectroscopic Binary Star - Assault II||Assault: Perturbation stage progress reaches 2||{{Item|Trade Voucher|5|50}}{{Item|Memory Enhancer IV|4|15}}{{Item|Cogs|3|10000}} |
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|Spectroscopic Binary Star - Assault III||Assault: Perturbation stage progress reaches 3|||{{Item|Event Construct R&D Ticket|5|50}}{{Item|Memory Enhancer IV|4|15}}{{Item|Cogs|3|15000}} |
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|Spectroscopic Binary Star - Assault IV||Assault: Perturbation stage progress reaches 4||{{Item|Trade Voucher|5|50}}{{Item|Weapon Enhancer IV|4|3}}{{Item|Cogs|3|20000}} |
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|Spectroscopic Binary Star - Assault V||Assault: Perturbation stage progress reaches 5||{{Item|Trade Voucher|5|50}}{{Item|Overclock Material Box (α)|3|10}}{{Item|Cogs|3|25000}} |
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|Spectroscopic Binary Star - Assault VI||Assault: Perturbation stage progress reaches 6||{{Item|6 ★ Memory Shard|6|50}}{{Item|Overclock Material Box (β)|4|5}}{{Item|Cogs|3|30000}} |
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|Spectroscopic Binary Star - Support I||Support: Resonance stage progress reaches 1||{{Item|Event Construct R&D Ticket|5|50}}{{Item|EXP Pod (L)|4|3}}{{Item|Cogs|3|5000}} |
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|Spectroscopic Binary Star - Support II||Support: Resonance stage progress reaches 2||{{Item|Trade Voucher|5|50}}{{Item|Memory Enhancer IV|4|15}}{{Item|Cogs|3|10000}} |
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|Spectroscopic Binary Star - Support III||Support: Resonance stage progress reaches 3|||{{Item|Event Construct R&D Ticket|5|50}}{{Item|Memory Enhancer IV|4|15}}{{Item|Cogs|3|15000}} |
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|Spectroscopic Binary Star - Support IV||Support: Resonance stage progress reaches 4||{{Item|Trade Voucher|5|50}}{{Item|Weapon Enhancer IV|4|3}}{{Item|Cogs|3|20000}} |
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|Spectroscopic Binary Star - Support V||Support: Resonance stage progress reaches 5||{{Item|Trade Voucher|5|50}}{{Item|Overclock Material Box (α)|3|10}}{{Item|Cogs|3|25000}} |
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|Spectroscopic Binary Star - Support VI||Support: Resonance stage progress reaches 6||{{Item|6 ★ Memory Shard|6|50}}{{Item|Overclock Material Box (β)|4|5}}{{Item|Cogs|3|30000}} |
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|Spectroscopic Binary Star - Balanced I||Balanced: Twinstars stage progress reaches 1||{{Item|Event Construct R&D Ticket|5|50}}{{Item|Hypertune Crystal (β)|4|5}}{{Item|Hypertune Crystal (α)|3|30}} |
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|Spectroscopic Binary Star - Balanced II||Balanced: Twinstars stage progress reaches 2||{{Item|Trade Voucher|5|100}}{{Item|Hypertune Crystal (β)|4|5}}{{Item|Hypertune Crystal (α)|3|30}} |
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|Spectroscopic Binary Star - Balanced III||Balanced: Twinstars stage progress reaches 3||{{Item|Stamp - What Where How|0|1}}{{Item|Hypertune Crystal (β)|4|5}}{{Item|Hypertune Crystal (α)|3|30}} |
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|Spectroscopic Binary Star - Balanced IV||Balanced: Twinstars stage progress reaches 4||{{Item|6 ★ Memory Shard|6|50}}{{Item|Hypertune Crystal (β)|4|5}}{{Item|Hypertune Crystal (α)|3|30}} |
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|Spectroscopic Binary Star - Balanced V||Balanced: Twinstars stage progress reaches 5||{{Item|6 ★ Memory Shard|6|50}}{{Item|Hypertune Crystal (β)|4|5}}{{Item|Hypertune Crystal (α)|3|30}} |
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|Spectroscopic Binary Star - Balanced VI||Balanced: Twinstars stage progress reaches 6||{{Item|Trade Voucher|5|100}}{{Item|Hypertune Crystal (β)|4|5}}{{Item|Hypertune Crystal (α)|3|30}} |
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|Spectroscopic Binary Star - Balanced VII||Balanced: Twinstars stage progress reaches 7||{{Item|6 ★ Memory Shard|6|50}}{{Item|Hypertune Crystal (β)|4|5}}{{Item|Hypertune Crystal (α)|3|30}} |
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|Spectroscopic Binary Star - Balanced VIII||Balanced: Twinstars stage progress reaches 8||{{Item|6 ★ Memory Shard|6|50}}{{Item|Hypertune Crystal (β)|4|5}}{{Item|Hypertune Crystal (α)|3|30}} |
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</div> |
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</div> |
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</div> |