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Halpha Environmental Testing Zone Survey/Strategy/Buffs: Difference between revisions

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== Type 1: Normal Attack boost ==
''Also known as "Normal attack day" or just referred to as "normal day"''
=== Player ability buffs ===
{| class="wikitable" style="text-align: center;
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|-
| Player Potency/Damage Resistance Decrease on Attack Hit || Reduces damage dealt and increases damage taken by 5% for 15 seconds.<br>If attacked again before the effect ends, another stack of the debuff is applied and effect duration resets.<br>Maximum effect: Player Potency -90% / Player Damage Resistance -100%
|-
| Dark Added to Attacks:<br>Poison Accumulation: Large || Enemy attacks can inflict Poison. Infliction rate is based on 31% of enemy attack Power Notation, so an attack with a Power Notation of 200 will deal 62 Poison Value. See [[Status Effects]] for more information.
|-
! colspan="2" | End boss enemy
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== Type 2: Sidestep counterattack boost ==
''Also known as "step day" "sidestep day" "counter day" etc''
=== Player ability buffs ===
{| class="wikitable" style="text-align: center;
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== Type 3: Critical Hit rate boost ==
''Also known as "crit day" or "critical day" or "skip"''
=== Player ability buffs ===
{| class="wikitable" style="text-align: center;
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== Type 4: Attack Speed increase ==
''Also known as "Attack Speed day"''
=== Player ability buffs ===
{| class="wikitable" style="text-align: center;
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== Type 5: Restasigne-activated buffs ==
''Also known as "Resta day"''
=== Player ability buffs ===
{| class="wikitable" style="text-align: center;
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== Type 6: Reflect Shield ==
=== Player ability buffs ===
{| class="wikitable" style="text-align: center;
! Number !! Ability buff !! Max level !! Effect
|-
| 1 || Attack Potency to Destructible Parts Up || 5 || Increases damage dealt to destructible parts by 20% per level, up to +100%.<br>A part counts as destructible if it changes state after taking enough damage, such as Pettas enemy chest armor or a Rorox belly.
|-
| 2 || Max HP Up || 4 || Increases maximum HP.<br>Effect increases by roughly 20% per level, up to roughly 80%.
|-
| 3 || HP Recovery on Normal Attack Hit || 4 || Recovers HP when dealing damage with normal attacks.<br>Healed amount is 1% of your maximum HP per level, up to 4%.<br>Applied to the additional attack granted by the Star buff as well for up to two heals, but does not apply to sidestep attacks nor sidestep counters.
|-
| 4 || Down Factor to Enemies Up || 5 || Increases the build rate of Physical and Elemental down dealt by attacks by 20% per level, up to 100%.
|-
| 5 || Potency/Damage Resist Up when HP 75% || 5 || Increases damage dealt and reduces damage taken by 4% per level, up to 20%.
|-
| Star || Reflect Shield Activation || 1 + 1 || Gain three stacks of a barrier that automatically blocks incoming attacks, then counterattacks with a homing projectile. The Reflect Shield counterattack has a Power Notation of 2000. After all three stacks are consumed, they will be restored all at once after a set time passes.
 
Increasing the level will set your active stack count back to three.
 
Reflect Shield will not activate on attacks that can't be blocked. Similarly, Reflect Shield will not activate if you block or avoid an attack with a sidestep, weapon action, etc.
 
Lv1: 60 seconds before shield recharges<br>Lv2: 30 seconds before shield recharges
|}
=== Enemy ability buffs ===
{| class="wikitable" style="text-align: center;
! colspan="2" | Aberrant enemies
|-
| Potency +100% || Enemies deal 100% more damage. Effectively, this is doubled damage.
|-
! colspan="2" | End boss enemy
|-
| Potency +100% || Enemies deal 100% more damage. This modifier is applied additively to the Growzard boost.
|-
| Ice Added to Attacks/Freeze Accumulation: Small || Enemy attacks can inflict Freeze. Infliction rate is based on 11% of enemy attack Power Notation, so an attack with a Power Notation of 200 will deal 22 Freeze Value. See [[Status Effects]] for more information.
|-
| Growzard Enabled || Adds a Growzard core to the boss.
 
The Growzard is a 1.2x weak point modifier and has about 20% of the enemy's max HP. Damage dealt to the Growzard does not count towards the boss's main HP pool.
 
While active, the Growzard will add a damage buff to the enemy that grows stronger the longer the core is attached.<br>All shown damage modifiers account for the additive ''Potency +100%'' bonus.<br>0~5 seconds: 2.5x damage dealt<br>5~20 seconds: 3x damage dealt<br>20~60 seconds: 4.6x damage dealt<br>60+ seconds: 11x damage dealt
 
When the Growzard is destroyed, the Growzard damage bonus is removed and the enemy will take 50% more damage for 25 seconds, while the basic ''Potency +100%'' effect will remain. After this debuff expires, the Growzard core immediately regenerates.
|-
| Automatic additional attacks occur periodically || An area attack targeting each player occurs every 15 seconds. This attack has a Power Notation of 300.<br>Damage is calculated using the boss's base Attack stat, as well as any Potency modifiers it may have from the Growzard.<br>The effect of "Ice Added to Attacks" is applied to this attack as well, meaning it has a Freeze Value of 33.
|}
 
=== Type 6 Strategy ===
All Starless-type enemies deal bonus damage in this set, so never let your guard down when in a new sector.
 
Fairly straightforward modifier set. Your only direct damage bonus is from 5, and while 20% seems small, it applies to everything. Weaker players will barely feel it, while stronger players will become even stronger.
 
Reflect Shield allows you to play more aggressively than usual and rewards you for doing normally unsafe attack strings, but keep your current reflect shield count in mind when committing to anything.
 
====Class/Weapon specifics====
While not recommended for serious play, Gunners can remove Chain Finish Advance and activate a Chain Finish to boost the power of Reflect Shield. While this results in seeing incredibly large numbers, this comes at the cost of losing Chain Finish PP Preservation, Hail of Bullets Amplify, and Chain Finish Party PP Gain.
 
== Type 7: Dive Attack boost ==
''Also known as dive day, dive attack day, etc.''
=== Player ability buffs ===
{| class="wikitable" style="text-align: center;
! Number !! Ability buff !! Max level !! Effect
|-
| 1 || Attack Potency to Weak Points Up || 5 || Increases damage dealt to weak points by 10% per level, up to +40%.<br>An attack counts as a weak point if it takes at least 20% more damage when struck, producing a blue number.
|-
| 2 || Max HP Up || 5 || Increases maximum HP.<br>Effect increases by roughly 20% per level, up to roughly 100%.
|-
| 3 || Damage Resistance Up || 4 || Reduces damage taken by 10% per level, up to 40%.
|-
| 4 || PP Recovery Amount Up || 5 || Increases Natural PP Recovery by 20% per level and Attack PP Recovery by 10% per level, up to +100% and +50% respectively.
|-
| 5 || Attack Potency to Downed Enemies Up || 5 || Increases damage dealt to stunned enemies by 10% per level, up to +50%.
|-
| Star || Diving Attack Potency/Down Factor Up || 1 + 1 || Upon gaining this buff, a purple ring will appear around your character. Using a Dive Attack while in this state consumes the charge to unleash a high power shockwave that inflicts Elemental Down.
 
After ten seconds pass, the ability recharges. Elemental Down is applied regardless of the target's weakness attribute, similar to a Rod Photon Blast.
== Type 8: Automatic extra attack system ==
 
Level 1: Power Notation: 1500 / Elemental Down Value: 1000<br>Level 2: Power Notation: 3000 / Elemental Down Value: 2000
|}
=== Enemy ability buffs ===
{| class="wikitable" style="text-align: center;
! colspan="2" | Aberrant enemies
|-
| Potency +100% || Enemies deal 100% more damage. Effectively, this is doubled damage.
|-
! colspan="2" | End boss enemy
|-
| Potency +100% || Enemies deal 100% more damage. This modifier is applied additively to the Growzard boost.
|-
| Max HP +50% || The boss has 50% more HP than normal.
|-
| Max HP -75% on HP Decrease || Reduces player maximum HP by 75% upon boss transitioning to enrage state. This effect cannot be healed.
|-
| Additional Enemies Appear on HP decrease || Upon the boss entering enrage state, two additional boss enemies, chosen randomly between Max Vang and Raveed, will join the battle. These boss enemies will have the effects of ''Potency +100%'', but will also have sharply reduced HP.
 
As the bosses are chosen randomly, you may get one Raveed and Max Vang, two Raveeds, or two Max Vangs.
 
All additional enemies must be defeated to complete the trial.
|}
 
=== Type 7 Strategy ===
All Starless-type enemies deal bonus damage in this set, so never let your guard down when in a new sector.
 
Extremely straightforward day, and possibly even more powerful for farming than Type 1 days. Your damage boosts are conditional, but the extra damage dealt from Dive Attack makes it easy to activate them.
 
In general, use the enhanced Dive Attack off cooldown. When battling the boss, try to stay gathered around it, and when the additional enemies appear, use Dive Attacks to stun them and wipe them out with Photon Blasts before continuing to battle the main enemy.
 
If in public matchmaking, it may help to position yourself to intercept the bosses as they spawn and prevent them from wiping out unprepared players, as they still deal high damage despite their low HP.
 
====Class/Weapon specifics====
Gunners can activate their enhanced Dive Attack during a Chain Finish to deal even more damage than normal.
 
== Type 8: Automatic extra attacks ==
''Also known as the Leciel firing squad.''
=== Player ability buffs ===
{| class="wikitable" style="text-align: center;
! Number !! Ability buff !! Max level !! Effect
|-
| 1 || PA/Technique Potency Up || 4 || Increases the damage dealt by Photon Arts and Techniques by 8% per level, up to +32%.
|-
| 2 || PP Recovery Every 20 Successful Attacks || 5 || Upon dealing damage 20 times, restores 10 PP per level, up to 50.<br>Has a two second cooldown between activations, and hits landed in this time don't count towards the next refill.
|-
| 3 || Max PP Up || 4 || Maximum PP increases by 20 per level, up to 80.<br>However, becomes PP +20% per level when entering the boss arena or after switch weapons.<br>Waker Add-On and Alliance Mag boosts are excluded from the percentage calculation.
|-
| 4 || HP Recovery Amount Up || 5 || Increases the effects of all healing by 20% per level, up to 100%. This applies to Restasigne used by the player, as well as Restasigne used by Forces and Techters.
|-
| 5 || Damage Resistance Up || 5 || Reduces damage taken by 10% per level, up to 50%.
|-
| Star || Regular Automatic Additional Attacks || 1 + 1 || Every 1.5 seconds, the player will automatically deal a bonus attack in an area around them. This attack will go off as long as the player is not incapacitated, and does not need to be triggered by any actions.
 
If using an elemental weapon, then the elemental potency value (10% off-element, 15% on element) is not applied.
 
Lv1 Power Notation: 250<br>Lv2 Power Notation: 500
|}
=== Enemy ability buffs ===
{| class="wikitable" style="text-align: center;
! colspan="2" | Aberrant enemies
|-
| Potency +200% || Enemies deal 200% more damage. Effectively, this is tripled damage.
|-
| Wind Added to Attacks:<br>Blind Accumulation: Large || Enemy attacks can inflict Blind. Infliction rate is based on 31% of enemy attack Power Notation, so an attack with a Power Notation of 200 will deal 62 Blind Value. See [[Status Effects]] for more information.
|-
| Player Potency/Damage Resistance Decrease on Attack Hit || Reduces damage dealt and increases damage taken by 5% for 15 seconds.<br>If attacked again before the effect ends, another stack of the debuff is applied and effect duration resets.<br>Maximum effect: Player Potency -90% / Player Damage Resistance -100%
|-
! colspan="2" | End boss enemy
|-
| Potency +200% || Enemies deal 200% more damage. Effectively, this is tripled damage.
|-
| Wind Added to Attacks:<br>Blind Accumulation: Large || Enemy attacks can inflict Blind. Infliction rate is based on 31% of enemy attack Power Notation, so an attack with a Power Notation of 200 will deal 62 Blind Value. See [[Status Effects]] for more information.
|-
| Player Potency/Damage Resistance Decrease on Attack Hit || Reduces damage dealt and increases damage taken by 5% for 15 seconds.<br>If attacked again before the effect ends, another stack of the debuff is applied and effect duration resets.<br>Maximum effect: Player Potency -90% / Player Damage Resistance -100%
|-
| Sustained Player PP Damage on HP Decrease || Upon boss entering its enrage state, players will lose 50 PP every 5 seconds.<br>This effect cannot be avoided.
|-
| Additional Enemies Appear on HP decrease || Upon the boss entering enrage state, numerous Starless appear in waves across the arena. All additional enemies must be defeated along with the boss to complete the trial.
 
Wave 1: Duran Gerad x2 + Volgas<br>Wave 2: Dindo x2<br>Wave 3: Balrog Guns + Balrog Swords<br>Wave 4: Balrog Guns
 
Bonus enemies have reduced HP when compared to normal, but will all have the effects of ''Potency +200%''.
|}
 
=== Type 8 Strategy ===
All Starless-type enemies deal high bonus damage in this set, so never let your guard down when in a new sector, especially when in battle with the boss.
 
Possibly the most straightforward modifier set possible: you deal more damage and passively deal damage around you.
 
Prioritize 1 and Star. If time permits, 5 is the next most useful buff due to the large amount of enemies you battle after the boss enrages.
 
The bonus damage applied to Starless is rather high on this modifier set, so when you get to the boss, be prepared to intercept the bonus enemies or else you may quickly be overwhelmed. The waves include multiple stationary Balrog Guns, so neutralizing them as quickly as possible is critical, either by defeating them or simply drawing their attention away from the main group.
 
If in public matchmaking, it may help to position yourself to intercept the extra enemies as they spawn and prevent them from wiping out unprepared players, as they still deal high damage despite their low HP.
 
====Class/Weapon specifics====
Gunner's Chain Finish increases the damage of the automatic extra attack.
 
== Type 9: Thrown Item damage bonus ==
=== Player ability buffs ===
{| class="wikitable" style="text-align: center;
! Number !! Ability buff !! Max level !! Effect
|-
| 1 || Throw Action Potency Up || 4 || Increases damage dealt by items thrown via the Throw Action by 50% per level, up to a maximum of 250%.
 
This includes the Lava Bombs that fall through the map, as well as Crystalline Ice.
|-
| 2 || Throw Action Speed Up || 5 || The animation for the Throw Action plays 20% faster per level, up to a maximum of 100%.
|-
| 3 || Damage Resistance Up || 4 || Reduces damage taken by 10% per level, up to 40%.
|-
| 4 || Restasigne Carry Limit Up || 5 || Increases maximum Restasigne by 2 per level, up to 20.<br>Refills Restasigne up to the new maximum when buff level is increased.
|-
| 5 || Down Factor to Enemies Up || 5 || Increases the build rate of Physical and Elemental down dealt by attacks by 20% per level, up to 100%.
|-
| Star || Additional Damage on Throw Action Hit || 1 + 1 || Upon successfully dealing damage with an item thrown through the Throw Action, a bonus follow-up attack will occur.
 
While this damage is increased by the effects of Throw Action Potency Up, it counts as an attack made by the player. As such, any Potency bonuses on your equipment will apply, as well as the main class bonus if using a main class weapon.
 
Lv1 Power Notation: 200<br>Lv2 Power Notation: 400
|}
=== Enemy ability buffs ===
{| class="wikitable" style="text-align: center;
! colspan="2" | Aberrant enemies
|-
| Meteorites fall at regular intervals || Lava Bombs will fall in the area around an Aberrant enemy. Defeating the enemy will prevent new Lava Bombs from falling in the area, but existing Lava Bombs can still be collected, thrown, detonate, etc.
 
If an Aberrant enemy from another sector enters your current sector, then Lava Bombs will temporarily fall in the area around it until it leaves.
|-
| Potency +100% || Enemies deal 100% more damage. This does not apply to Lava Bombs.
|-
|
! colspan="2" | End boss enemy
|-
| Meteorites fall at regular intervals || Lava Bombs will fall during the battle.
|-
| Sustained Player HP Damage on HP Decrease || Upon boss entering enrage state, players will take 50 damage every 2 seconds.<br>This damage cannot kill, and will stop when the player's HP is 1.
|-
| Potency +100% || Enemies deal 100% more damage. This does not apply to Lava Bombs.
|-
| Max HP +50% || The boss has 50% more HP than normal.
|}
 
=== Type 9 Strategy ===
All Starless-type enemies deal bonus damage in this set, so don't let your guard down when in a new sector.
 
The main buffs are 1, 2, and Star. 5 helps with stunning the end boss, while 3 and 4 help you stay healthy while using Throw Actions.
 
Be mindful of the Lava Bombs that fall regularly, as while the damage on its own is low, they can stagger you both on landing and upon explosion.
 
Thrown Lava Bombs deal large amounts of Fire Attribute Down. While this doesn't matter for Starless enemies, they can quickly stun Fire-weak enemies such as Kvaris DOLLS units, Ruine Vibras, etc.
 
When you finally reach the boss, you'll want to only use Lava Bombs to deal damage to it due to their incredibly high power with boosts. However, all players fighting it will be competing for the same Lava Bombs, so try to spread out if you can do so.
 
====Class/Weapon specifics====
As the Lava Bombs inflict Elemental Down, Bouncer's Elemental Decline can help you reach the first stun on a Fire-weak enemy faster.
 
== Type 10: Photon Blast damage boost ==
''Also known as "PB day"''
=== Player ability buffs ===
{| class="wikitable" style="text-align: center;
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Double Saber can immediately build Whirlwind back to stage 3 from a doubled Photon Blast, so while it isn't entirely recommended, don't be afraid of throwing out a Deadly Archer before using your Photon Blasts if you're okay with the temporary Whirlwind damage loss during your Photon Blasts.
 
While Rifle's Photon Blast is powerful for mobbing, Launcher is better at hitting specific boss points.f
 
Bow can use a Photon Blast, normal attack to stock Attack Impact, then use the second Photon Blast to recharge it. This can then be followed up by an Impact-boosted Photon Art, another Impact, then another Impact-boosted Photon Art.
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