This page is about specifics regarding ability buffs. To return to the Strategy index, see Strategy.

General

All maps will be generated with a set of buff effects for the player and the boss.
This determines how the map for the day will be played, and the sectors you prioritize change depending on these effects.
The center starting sector will always be a safe zone with 8 Restasigne, leaving 24 sectors to clear for buffs.
One level of the Star buff will be placed on the map, and the other level is obtained by clearing the Trial that occurs.

Detailed information about enemy buffs is sourced from the NGS Verification Sheet. (EN) (JP)

Type 1: Normal Attack boost

Player ability buffs

Number Ability buff Max level Effect
1 Normal Attack Potency up 5 Increases damage dealt by normal attacks.
Effect increases by 15% per level, up to 75%.
Applies to the additional attack granted by the Star buff, but does not apply to sidestep attacks nor sidestep counters.
2 Max HP up 5 Increases maximum HP.
Effect increases by roughly 20% per level, up to roughly 100%.
3 Status Ailment Duration Reduction 5 Reduces the effective time of status effects such as Poison and Burn.
Effect grants 20% per level, up to a maximum of 90%.
Does not effect Potency/Damage Resistance down effects.
4 Damage Resistance Up 4 Reduces damage taken by 10% per level, up to 40%.
5 HP Recovery on Normal Attack Hit 4 Recovers HP when dealing damage with normal attacks.
Healed amount is 1% of your maximum HP per level, up to 4%.
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.
Star Additional Attack on Normal Attack 1 + 1 Fires an additional attack each time a normal attack is activated, including sidestep attacks and sidestep counters. This attack is boosted by 1 buff, and grows in power when used from a distance.
This attack only activates once per attack, so Rifle players need to press the normal attack button repeatedly to continue firing it.
Close range power: 40 (Lv1) / 80 (Lv2)
Long range power: 120 (Lv1) / 240 (Lv2)

Enemy ability buffs

Aberrant enemies
Player Potency/Damage Resistance Decrease on Attack Hit Reduces damage dealt and increases damage taken by 5% for 15 seconds.
If attacked again before the effect ends, another stack of the debuff is applied and effect duration resets.
Maximum effect: Player Potency -90% / Player Damage Resistance -100%
End boss enemy
Player Potency/Damage Resistance Decrease on Attack Hit Reduces damage dealt and increases damage taken by 5% for 15 seconds.
If attacked again before the effect ends, another stack of the debuff is applied and effect duration resets.
Maximum effect: Player Potency -90% / Player Damage Resistance -100%
Dark Added to Attacks:
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.
Status Ailment Efficacy +300% Multiplies the amount of Status Value accumulated per hit. For the listed 62 Poison Value, this will be quadrupled, bringing it to 248.
Max HP -75% on HP Decrease Reduces player maximum HP by 75% upon boss transitioning to enrage state. This effect cannot be healed.

Type 1 Strategy

Among the most popular modifier sets to get since you only have to clear six sectors and mid-quest Trial to maximize your damage output, leading to boss clears being fairly consistent.

Maximize 1 and Star, get at least one level in 5, and then collect 2/4 if time permits. 3 is mostly optional as it only affects Poison.

While 1 and Star offer high single-target damage, you will still need to use other forms of attack while clearing sectors and battling multiple foes at once.

As tempting as it is to try and stand in front of the boss holding normal attack in melee range, repeated hits will make your DPS floor very quickly and the maximum HP cut caused by the enrage will make nearly every attack lethal.

In general, if you have boss aggression, resist the temptation to seek the high potency modifier for the ranged attack and move back into melee range to keep it from running around the arena.

Class/Weapon Specifics

Gunners can start a chain, build it with Normal Attacks, activate the chain with a single Point Blank, then use the rest of the chain duration to further boost the power of their normal attacks.

Assault Rifle, Bow, and Harmonizer can rapidly fire the Star buff from a range by repeatedly doing sidestep attacks. Rod, Talis, and Gunblade also have incredibly fast ranged attacks as well. It is recommended to use Ranger's Stealth Strike skill while doing this to keep the boss in one place.

Weapons with Attack Extra skills, such as Partisan, may consider removing the skill while playing on this modifier set to deal more bonus hits from the Star buff.

Type 2: Sidestep counterattack boost

Player ability buffs

Number Ability buff Max level Effect
1 Sidestep Counter Potency Up 5 Increases the damage of sidestep counters by 60% per level, up to a maximum of +300%.
2 HP Recovery on Successful Sidestep 5 Heals by 4% per level, up to 20%. This only activates on a successful sidestep, and does not activate from weapon action parries, weapon action dodges, etc.
3 Status Ailment Duration Reduction 5 Reduces the effective time of status effects such as Poison and Burn.
Effect grants 20% per level, up to a maximum of 90%.
Does not effect Potency/Damage Resistance down effects.
4 PP Recovery Every 20 Attacks Landed 4 Upon dealing damage 20 times, restores 10 PP per level, up to 40.
Has a two second cooldown between activations, and hits landed in this time don't count towards the next refill.
5 Max PP Up 4 Maximum PP increases by 20 per level, up to 80.
However, becomes PP +20% per level when entering the boss arena or after switch weapons.
Waker Add-On and Alliance Mag boosts are excluded from the percentage calculation.
Star Additional Attack on Successful Sidestep 1 + 1 Follow-up attack occurs around the player after successfully dodging an attack with a sidestep. Does not trigger from weapon actions, etc.
As this attack is not a sidestep counter, it is not boosted by 1 buff.
Level 1 Power Notation: 500

Level 2 Power Notation: 1000

Enemy ability buffs

Aberrant enemies
Player Potency/Damage Resistance Decrease on Attack Hit Reduces damage dealt and increases damage taken by 5% for 15 seconds.
If attacked again before the effect ends, another stack of the debuff is applied and effect duration resets.
Maximum effect: Player Potency -90% / Player Damage Resistance -100%
End boss enemy
Player Potency/Damage Resistance Decrease on Attack Hit Reduces damage dealt and increases damage taken by 5% for 15 seconds.
If attacked again before the effect ends, another stack of the debuff is applied and effect duration resets.
Maximum effect: Player Potency -90% / Player Damage Resistance -100%
Light Added to Attacks:
Panic Accumulation: Large
Enemy attacks can inflict Panic. Infliction rate is based on 31% of enemy attack Power Notation, so an attack with a Power Notation of 200 will deal 62 Panic Value. See Status Effects for more information.
Sustained Player PP damage on HP Decrease Upon boss entering its enrage state, players will lose 50 PP every 5 seconds.
This effect cannot be avoided.
Automatic additional attacks occur periodically An area attack targeting each player occurs every 15 seconds. This attack has a Power Notation of 300.
Damage is calculated using the boss's base Attack stat, as well as any Potency modifiers it may have.
The effect of "Light Added to Attacks" is applied to this attack as well, meaning it has a Panic Value of 93.

Type 2 Strategy

Very difficult modifier set in random matchmaking, unpopular even in premades. Depending on the boss, some players will skip farming on this particular modifier even if the map itself is easy to navigate, because it's incredibly easy to time out on the boss, or you just don't get many damage boosts if you aren't the primary target.

1 and Star are incredibly powerful, but rely on you being the player the boss is currently targeting as well as be skilled enough to dodge their attacks with sidesteps.

Even if you aren't the target of the boss, you can cash in on a sidestep counter off the additional attack that activates, so be sure to take advantage of those when you can.

4 buff helps mitigate the PP drain and at high levels can outpace it.

Panic can be a very dangerous status if you get inflicted with it, and higher levels will change how often your controls shift. If you are inflicted with Panic, release any movement keys and rely on moving through use of attacks and weapon actions to maintain control of your character until the effect expires.

Class/Weapon specifics

While Bouncer's Soaring Blade weapon action won't trigger 2 buff's heal, the counterattack after a successful weapon action dodge will be boosted.

Type 3: Critical Hit rate boost

Player ability buffs

Number Ability buff Max level Effect
1 Critical Potency Up 4 Increases the final damage dealt by a critical hit by about 5% per level, maximizing at 20%.
2 Damage Resistance Up 5 Reduces damage taken by 10% per level, up to 50%.
3 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.
4 Critical Hit Rate Up 4 Increases Critical Hit rate by 14% per level, up to 56%.
5 Restasigne Carry Limit Up 5 Increases maximum Restasigne by 2 per level, up to 20.
Refills Restasigne up to the new maximum when buff level is increased.
Star Additional Damage on Critical Hit 1 + 1 Critical Hits activate a pursuit attack with a Power Notation of 50, with a cooldown period based on effect level. Despite being activated by critical hits, this attack is not guaranteed to be a critical hit.
Level 1 cooldown: 1 second
Level 2 cooldown: 0.5 seconds.

Enemy ability buffs

Aberrant enemies
Damage Resistance +20% Self-explanatory.
End boss enemy
Damage Resistance +20% Self-explanatory.
Non-Critical Damage Resistance +60% Attacks that aren't Critical Hits deal even less damage. Stacks multiplicatively with Damage Resistance +20%, meaning attacks that aren't Critical Hits only deal 32% of their normal damage.
Bomlode Enabled Adds a Bomlode core to the boss.

While not normally targetable, the Bomlode will be activated when the boss is stunned and can be damaged. The Bomlode is a 1.2x weak point modifier and has about 4% of the enemy's max HP. Damage dealt to the Bomlode does not count towards the boss's main HP pool, but upon destruction will deal 3% max HP damage to the boss.

If not destroyed before the stun ends, a 1000 Power Notation area attack occurs around the boss.
This attack cannot be dodged nor blocked outside of the invulnerability gained from using a Photon Blast.

Sustained Player HP damage on HP Decrease Upon boss entering enrage state, players will take 50 damage every 2 seconds.
This damage cannot kill, and will stop when the player's HP is 1.

Type 3 Strategy

Incredibly rough modifier set, often entirely ignored in public queue outside of daily missions as so many buffs matter.

4 is mandatory to max out, and 1 offsets the "Damage Resistance +20%" effect at best. With a maxed Braver Add-On skill, most weapons will have a base 71% Critical Hit rate before Fixa Fatale, while Argenti will only have 66%.

The remaining Critical Hit rate needs to be bridged through the use of Fixa Fatale and the Slayer class.

High levels of 3 buff and high HP/Defense stats allow you to ignore the Bomlode mechanics and continue focusing on the boss, but this isn't recommended for public matchmaking since the quest will immediately end if you fail the DPS race, and one failed Bomlode can still cost 7 LP at once, even if you survive it.

Getting a level of 5 near the end of the instance helps enter the boss fight with as much healing as possible.

Keep a constant eye on your health during enrage state, as the 50 HP drain adds up quickly and leaves you vulnerable to weak attacks.

Always heal upon Bomlode activation!

Class/Weapon specifics

There's not a lot of fancy specific strategy with this one, either you die or the boss dies.

Slayers are at their most powerful here, but their low HP means focusing the Bomlode is mandatory if you don't get many levels of the 3 buff.

If you really wish to be safe, you can carry a Verschmelz weapon in your back pocket to ensure you always land critical hits, but it loses a lot of value as you gain more levels of the 4 buff.

Type 4: Attack Speed increase

Player ability buffs

Number Ability buff Max level Effect
1 Attack Potency to Destructible Parts 5 Increases damage dealt to destructible parts by 20% per level, up to +100%.
A part counts as destructible if it changes state after taking enough damage, such as Pettas enemy chest armor or a Rorox belly.
2 PA/Technique Potency Up 4 Increases the damage dealt by Photon Arts and Techniques by 8% per level, up to +32%.
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 PP Recovery Every 20 Attacks Landed 5 Upon dealing damage 20 times, restores 10 PP per level, up to 50.
Has a two second cooldown between activations, and hits landed in this time don't count towards the next refill.
Star Attack Speed Increase 1 + 1 Lv1: PA/Tech Charge Time -10%, attack animations are 15% faster
Lv1: PA/Tech Charge Time -20%, attack animations are 30% faster

Does not apply to sidestep attacks, weapon actions, class-specific skills (such as Gunner's Hail of Bullets), dash attacks, and dive attacks.

Enemy ability buffs

Aberrant enemies
Damage Resistance +10% Self-explanatory.
End boss enemy
Damage Resistance +10% Self-explanatory.
Normal Attack Damage Resistance +80% Normal attacks deal even less damage. Stacks multiplicatively with Damage Resistance +10%, meaning normal attacks will only deal 18% of their normal damage.

A "normal attack" is any action triggered by the "normal attack" function, including Attack Impact-type skills (Rod, Rifle, Dagger). Does not apply to damage dealt by weapon action attacks, such as Rifle.

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.
0~5 seconds: 1.5x damage dealt
5~20 seconds: 2x damage dealt
20~60 seconds: 3.6x damage dealt
60+ seconds: 10x damage dealt

When the Growzard is destroyed, the damage bonus is removed and the enemy will take 50% more damage for 25 seconds. After this debuff expires, the Growzard core immediately regenerates.

Sustained Player PP damage on HP Decrease Upon boss entering its enrage state, players will lose 50 PP every 5 seconds.
This effect cannot be avoided.

Type 4 Strategy

Attack Speed days can be very feast or famine as it functions as a force multiplier. Weaker players won't gain much power from it, while strong players will run through sectors with ease.

Rushing 2 and Star will allow you to clear other sectors faster due to how quickly these bonuses add up, nearly doubling your damage output.

1 buff should be maxed if possible, as it helps with clearing out Pettas/Balrog-type enemies as well as with destroying the Growzard faster.

Destroy the Growzard as quickly as you can. While it has a lot of HP, the damage bonus gained from destroying it should make up for it if your party is strong enough. Try not to use attacks such as your Photon Blast on it, however.

3 is comfortable for early Growzard stages, but it won't save you if it's active for too long. 4 and 5 help with PP management after the boss enrages.

Try to minimize time spent dealing normal attacks on the boss due to the high damage cut, but if you're entirely out of PP and have no other options, don't feel too guilty. If all else fails, consider subclassing Force for PP Conversion.

Class/Weapon specifics

Gunner becomes extremely fast on these days, as the bonus stacks with the attack speed gained from Chain Boost as well as having incredibly easy PP management thanks to Hail of Bullets.

PP management can be more difficult for other classes without dipping into normal attacks. Try to avoid using PP-heavy attacks such as Rampaging Harrier if you can help it.

Rod and Rifle have an especially bad time as their Impact skills are reduced, but they're attached to classes that otherwise have good PP management options.

Type 5: Restasigne-activated buffs

Player ability buffs

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%.
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 5 Increases maximum HP.
Effect increases by roughly 20% per level, up to roughly 100%.
3 HP Recovery Amount Up 4 Increases the effects of all healing by 20% per level, up to 80%. This applies to Restasigne used by the player, as well as Restasigne used by Forces and Techters.
4 Incapacitation Negation (recharges) 5 Allows surviving an otherwise fatal hit with 1 HP, then goes on cooldown. If this effect activates, you will gain three seconds of invulnerability. Higher levels reduce the cooldown between activations, and will refresh the ability if it is currently on cooldown.

Lv1: 200s
Lv2: 150s
Lv3: 100s
Lv4: 60s
Lv5: 30s

5 Periodic Restasigne Auto Replenishment 5 When below your maximum stock of Restasigne, you will passively recover one at regular intervals. The timer resets upon level increase, so if you were three seconds away from a Restasigne restock on a level 2 buff, the timer will reset to 45 seconds to restock.

Lv1:75 seconds
Lv2:60 seconds
Lv3:45 seconds
Lv4:30 seconds
Lv5:15 seconds

Star Ability Up 10s After Using Restasigne 1 + 1 For ten seconds after using Restasigne, you will gain Potency Up and Damage Resistance. Upon gaining this buff effect, you will be able to use Restasigne even if your health is full.

Level 1: Potency +25%, Damage Resistance +25%
Level 2: Potency +50%, Damage Resistance +50%

Enemy ability buffs

Aberrant enemies
Potency +400% Enemies deal 400% more damage. Effectively, this is quintupled damage.
End boss enemy
Potency +400% Enemies deal 400% more damage. Effectively, this is quintupled damage.
Bomlode Enabled Adds a Bomlode core to the boss.

While not normally targetable, the Bomlode will be activated when the boss is stunned and can be damaged. The Bomlode is a 1.2x weak point modifier and has about 4% of the enemy's max HP. Damage dealt to the Bomlode does not count towards the boss's main HP pool, but upon destruction will deal 3% max HP damage to the boss.

If not destroyed before the stun ends, a 1000 Power Notation area attack occurs around the boss.
This attack cannot be dodged nor blocked outside of the invulnerability gained from using a Photon Blast.

Sustained Player HP Damage on HP Decrease Upon boss entering enrage state, players will take 50 damage every 2 seconds.
This damage cannot kill, and will stop when the player's HP is 1.

Type 5 Strategy

All Starless-type enemies deal extremely high damage in this set, so never let your guard down when in a new sector. If there is a trapped boss sector and the buff in it is optional, it's recommended to avoid entering it if at all possible.

Star is mandatory, and is your main damage bonus. Any time you're in battle with an Aberrant or Altered enemy, you should use a Restasigne to gain the massive boost.

From there, a level in 4 is comfortable in case a mistake is made, and you want to balance maxing out 5 and 1 as time allows. 5 helps to sustain your Restasigne stock, while 1 helps with destruction of the Bomlode.

Unlike Type 3, you must destroy the Bomlode in a Type 5 instance. Even with the 50% damage cut, the attack will still deal thousands of damage.

Class/Weapon specifics

Waker is a comfortable class/subclass on Type 5 days as Lucky Signe can help pad out your Restasigne stock before you get high levels of 5 buff, and Resta Effect Continuance has the same duration as the Star buff effect.

Type 6: Reflect Shield

Player ability buffs

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%.
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.
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.
Healed amount is 1% of your maximum HP per level, up to 4%.
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
Lv2: 30 seconds before shield recharges

Enemy ability buffs

Aberrant enemies
Potency +100% Enemies deal 100% more damage. Effectively, this is doubled damage.
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.
All shown damage modifiers account for the additive Potency +100% bonus.
0~5 seconds: 2.5x damage dealt
5~20 seconds: 3x damage dealt
20~60 seconds: 4.6x damage dealt
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.
Damage is calculated using the boss's base Attack stat, as well as any Potency modifiers it may have from the Growzard.
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

Type 8: Automatic extra attack system

Type 9: Thrown Item damage bonus

Type 10: Photon Blast damage boost

Player ability buffs

Number Ability buff Max level Effect
1 Photon Blast Gauge Charge Up 4 Increases Photon Blast meter generation by 150% per level, up to a max of 600%. Also reduces wait time before being able to re-use your Photon Blast by 20%, up to a max of 70%.

These effects are also influenced by external sources of Photon Blast generation or cooldown reduction. At maximum, your Photon Blast can have a 30 second cooldown.

2 Photon Blast Potency Up 5 Increases the damage dealt by Photon Blasts by 40% per level, up to 200%. [*]
3 Incapacitation Negation (recharges) 4 Allows surviving an otherwise fatal hit with 1 HP, then goes on cooldown. If this effect activates, you will gain three seconds of invulnerability. Higher levels reduce the cooldown between activations, and will refresh the ability if it is currently on cooldown.

Lv1: 200s
Lv2: 150s
Lv3: 100s
Lv4: 60s

4 Max HP Up 5 Increases maximum HP.
Effect increases by roughly 20% per level, up to roughly 100%.
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 Use PB 2x Consecutively/Attack Speed Up 1 + 1 After using your Photon Blast, it will be available to use again immediately without going on cooldown. Photon Blast cooldown begins counting down after the second use.

Also, the animation for your Photon Blast will play faster, allowing you to use both uses quickly. Despite the buff name, this only applies to your Photon Blast animation.

Lv1: Photon Blast animation is 15% faster
Lv2: Photon Blast animation is 30% faster

Enemy ability buffs

Aberrant enemies
Potency +100% Enemies deal 100% more damage. Effectively, this is doubled damage.
End boss enemy
Potency +100% Enemies deal 100% more damage. Effectively, this is doubled damage.
Normal Attack Damage Resistance +40% Normal attacks deal less damage.

A "normal attack" is any action triggered by the "normal attack" function, including Attack Impact-type skills (Rod, Rifle, Dagger). Does not apply to damage dealt by weapon action attacks, such as Rifle, or damage from class skills, such as Hail of Bullets.

PA/Technique Damage Resistance +40% Photon Arts and Techniques deal less damage.
Max HP +100% The enemy has doubled HP.
Max HP -75% on HP Decrease Reduces player maximum HP by 75% upon boss transitioning to enrage state. This effect cannot be healed.

Type 10 Strategy

All Starless-type enemies deal bonus damage in this set, so be incredibly careful when in battle with one. Be especially careful around Arnz as they can deal large amounts of damage from across the sector, and the Wound debuff will apply before the damage they deal making attacks fatal much sooner than you'd expect.

1, 2, and Star are mandatory due to boss effects. Try to prioritize Star and 1 as they allow you to begin clearing rooms quickly by using multiple Photon Blasts per encounter, but as long as you get Star before your first Photon Blast charge it's fine.

Rooms with Blastasigne are even more powerful than normal in this modifer set, since each one gives you two casts of your Photon Blast instead of just one.

When you reach the boss, use your Photon Blast off cooldown, regardless of if the boss is stunned or not. It has high resistance to other forms of damage, as well as higher-than-normal HP, so you need to deal as much damage as you possibly can.

Get at least one level 3 for safety, and try to max out 5 if time allows as the boss will otherwise be harder to stun due to the HP modifier boost.

Class/Weapon specifics

Bouncer players should be mindful of their allies due to 5 buff. While it's already a good habit, try to use your Jet Boots Photon Blast instead of your Soaring Blades one, and try to throw out a Fierce Wave beforehand to get the extra bit of Elemental Down build, especially if there are multiple other Forces or Techters present.

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.