wewechoo

joined 1 year ago
 

(All skills assuming at SL7. Gacha units assumed to be at Pot 1. Welfare unit assumed to be at Pot 6.. All units are assumed to be at E2 MAX and 100% Trust)


#*Coldshot- 5 Sniper [Hunter] (Welfare)**

Stats (with 100% Trust): 1855 HP // 1063 ATK // 224 DEF // 0 RES

Cost: 14 --> 16 --> 18

Trait: Attacks require ammo and increase ATK to 120%. When not attacking, gradually reload ammo (up to 8 ammo)

Talent: After not attacking for 2 seconds, the next attack deals 133% Physical damage

Skill 1 [Per Second/Manual Activation]: When skill is activated, increase ATK by 60% (M3 - 100%)

  • [10 (M3 - 15) Initial SP || 35 (M3 - 30) SP Cost || 30 Seconds]

Skill 2 [Per Second/Manual Activation]: When skill is activated, increase reload interval by 0.8 seconds and ATK by 100% (M3 - 140%). Attacks Slow the target for 1 second

  • [20 (M3 - 25) Initial SP || 40 SP Cost || 40 Seconds]

Base Skill 1: When this Operator is assigned to the Control Center, increases Morale of all Operators in the Control Center by +0.05 per hour.

Base Skill 2: When this Operator is assigned to a Dormitory, evenly distributes a Morale recovery increase of +0.8 to all Operators not at full Morale in the current dorm (Only the strongest effect of this type takes place)


#*Almond - 5 Specialist [Hookmaster]**

Stats (with 100% Trust): 2330 HP // 695 ATK // 455 DEF // 0 RES

Cost: 11 --> 13

Trait: Attacks can shift enemies. Can be placed on ranged tiles

Talent: Recover 8 (Pot 5 - 10) SP after the end of the first skill used in each battle

Skill 1 [Per Second/Automatic Activation]: The next attack pulls the target towards self with Medium force and deals 140% (M3 - 170%) Physical damage.

Can hold 2 (M3 - 3) charges

  • [3 (M3 - 4) Initial SP || 5 (M3 - 4) SP Cost]

Skill 2 [Per Second/Manual Activation]: When skill is activated, fire a hook towards the target and Bind it, then deal 150% (M3 - 180%) Physical damage and drag the target towards self with Medium (M3 - Large) force every 1.5 seconds until the skill ends

  • [11 (M3 - 15) Initial SP || 29 (M3 - 25) SP Cost || 4 Seconds]

Base Skill 1: When this Operator is assigned to a Factory, Precious Metal formula related productivity +25%, and Morale consumed per hour +0.25

Base Skill 2: When this Operator is assigned to a Factory, each Blacksteel Operator assigned to the Base (excluding Assistants), Precious Metal formula related productivity +2%, and Morale consumed per hour -0.15 (max 3)


#*Jessica The Liberated - 6 Defender [Sentinel Protector]**

Stats: 3608 HP // 582 ATK // 776 DEF // 0 RES

Cost: 19 --> 21 --> 23

Trait: Blocks 3 enemies and attacks from long range

Talent 1: Jessica can deploy a Mobile Shield for 50 seconds. The Mobile Shield can only be placed in the 4 surrounding tiles of Jessica. When deployed, Jessica's direction changes towards the Mobile Shield and increases DEF for self and units behind her by 15% (Pot 3 - 18%)

Talent 2: When the Mobile Shield is damaged, Jessica has a 55% (Pot 5 - 60%) chance of gaining 1 SP

Skill 1 [Per Second/Automatic Activation]: Increases ATK for self by 55% (M3 - 70%), increases DEF for self and Mobile Shield by 55% (M3 - 70%), and increases the duration of Mobile Shield by 20 (M3 - 30) seconds

Infinite Duration

  • [0 Initial SP || 90 (M3 - 70) SP Cost]

Skill 2 [Per Second/Manual Activation]: When skill is activated, Jessica's Attack Range expands, increases ATK by 60% (M3 - 75%), reduces ATK interval, and gains 75% Physical and Arts Dodge

  • [20 (M3 - 25) Initial SP || 35 (M3 - 30) SP Cost || 15 Seconds]

Skill 3 [Per Second/Manual Activation]: When skill is activated, Jessica's Attack Distance increases by 1 tile, increases ATK interval by 0.6 seconds, increases ATK by 270% (M3 - 310%), increases DEF for self by 65% (M3 - 80%) and Mobile Shield by 135% (M3 - 170%). When Mobile Shield is deployed, Jessica immediately fires a cannon ball forward, dealing 250% Physical damage to all surrounding enemies upon impact or upon arriving at the target destination, and inflicts Stun for 5 (M3 - 6) seconds

Skill activation grants 20 ammo and the skill ends when all ammo is used (Can manually deactivate skill)

  • [25 (M3 - 30) Initial SP || 45 (M3 - 40) SP Cost]

Base Skill 1: When this Operator is assigned to a Trading Post, order acquisition efficiency +10% and the order limit +4

Base Skill 2: When this Operator is assigned to the Control Center, decreases own morale consumption by +0.5, each Blacksteel Operator assigned to Factories increases productivity by 5%


##Update Contents:

[Content]

[Operators’ Records] is updated for the following operators:

  • Jessica The Liberated

  • Executor the Ex Foedere

  • Franka

  • La Pluma

  • Purestream

[Paradox Simulation] is updated for the following operators:

  • Executor the Ex Foedere

  • La Pluma

  • Purestream

[Exclusive Module] is updated for the following operators:

For Talent Upgrades, numbers are taken at Elite 2 Potential 1 unless otherwise stated. Bolded indicate the change for that current module stage

Operator Stage Stat Buff Special Buff
Silence The Paradigmatic 1 HP +100, ATK +45 Trait Upgrade: Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% --> 100% of ATK)
2 HP +130, ATK +60 Talent Upgrade: Increases max HP for all allies within Attack Range by +5%, allies with less than 50% HP within Attack Range recover HP equal to 6% -> 7% of Silence's ATK every second. This effect is doubled for [Rhine Labs] operators
3 HP +150, ATK +70 Talent Upgrade: Increases max HP for all allies within Attack Range by 5% -> +10%, allies with less than 50% HP within Attack Range recover HP equal to 7% -> 8% percentage of Silence's ATK every second. This effect is doubled for [Rhine Labs] operators
Tsukinogi 1 ATK +25, DEF +15 Trait Upgrade: Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% --> 100% of ATK)
2 ATK +40, DEF +20 Talent Upgrade: Apply 18% -> 20% of Shelter effect and +5% DEF for allies within range with less than 40% HP
3 ATK +50, DEF +25 Talent Upgrade: Apply 20% -> 22% percentage of Shelter effect and +5% -> +8% DEF for allies within range with less than 40% HP
Nine Colored Deer 1 ATK +25, DEF +15 Trait Upgrade: Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% --> 100% of ATK)
2 ATK +40, DEF +20 Talent Upgrade: Apply 20% -> 23% of Shelter effect to allies within range with less than 40% -> 50% of HP
3 ATK +50, DEF +25 Talent Upgrade: Apply 23% -> 26% percentage of Shelter effect to allies within range with less than 50% -> 60% percentage of HP
Quercus 1 HP +60, ATK +15, DEF +10 Trait Upgrade: Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% --> 100% of ATK)
2 HP +90, ATK +20, DEF +15 Talent Upgrade: Apply 14% -> 16% of Shelter effect to allies within range with more than 70% of HP
3 HP +110, ATK +30, DEF +25 Talent Upgrade: Apply 16% of Shelter effect to allies within range with more than 70% -> 60% of HP
Almond 1 HP +130, DEF +17 Trait Upgrade: Can Shift enemies by using skills. Can be deployed on Ranged Tiles. While being pulled, enemies take Arts damage proportional to the distance traveled
2 HP +220, DEF +22 Talent Upgrade: Immediately recovers 8 -> 10 SP when activating her skill for the first time in battle
3 HP +280, DEF +25 Talent Upgrade: Immediately recovers 10 -> 12 SP when activating her skill for the first time in battle
Saga (Module 2) 1 ATK +50, DEF +20 Trait Upgrade: Blocks 2 enemies; Gains +8% ATK and DEF while blocking enemies
2 ATK +62, DEF +38 Talent Upgrade: Increases damage dealt against enemies with less than 50% HP by 10%; When dealing lethal damage, leave the enemy with 1 HP and inflict Critically Wounded (gives +2 SP to the attacker when killed); Saga will not attack Critically Wounded targets
3 ATK +70, DEF +44 Talent Upgrade: Increases damage dealt against enemies with less than 50% HP by 10% -> 15%; When dealing lethal damage, leave the enemy with 1 HP and inflict Critically Wounded (gives +2 SP to the attacker when killed); Saga will not attack Critically Wounded targets
Ch'en (Module 2) 1 ATK +52, DEF +28 Trait Upgrade: Normal attacks deal damage twice, Attacks ignore 70 DEF
2 ATK +68, DEF +36 Talent Upgrade: ATK increases +5% -> +11%; DEF increases +5% -> +11%; Physical Dodge increases +10% -> +15%
3 ATK +85, DEF +42 Talent Upgrade: ATK increases +11% -> +15%; DEF increases +11% -> +15%; Physical Dodge increases +15% -> +18%

◆ English voiceover is updated for certain operators:

  • Jessica The Liberated

  • Franka

[Skins]


Credits: PRTS, /u/Reddit1rules, /u/Windgesang_

 

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[–] wewechoo@kbin.social 2 points 1 year ago
Operator Stage Stat Buff Special Buff
Silence The Paradigmatic 1 HP, ATK Trait Upgrade: Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% --> 100% of ATK)
2 HP+, ATK Talent Upgrade: Increases max HP for all allies within Attack Range, allies with less than 50% HP within Attack Range recover HP equal to a greater percentage of Silence's ATK every second. This effect is doubled for [Rhine Labs] operators
3 HP++, ATK++ Talent Upgrade: Increases max HP for all allies within Attack Range further, allies with less than 50% HP within Attack Range recover HP equal to an even greater percentage of Silence's ATK every second. This effect is doubled for [Rhine Labs] operators
Tsukinogi 1 ATK, DEF Trait Upgrade: Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% --> 100% of ATK)
2 ATK+, DEF+ Talent Upgrade: Apply a greater percentage of Shelter effect and increases DEF for allies within range with less than 40% HP
3 ATK++, DEF++ Talent Upgrade: Apply an even greater percentage of Shelter effect and increases DEF further for allies within range with less than 40% HP
Nine Colored Deer 1 ATK, DEF Trait Upgrade: Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% --> 100% of ATK)
2 ATK+, DEF+ Talent Upgrade: Apply a greater percentage of Shelter effect to allies within range with less than a higher percentage of HP
3 ATK++, DEF++ Talent Upgrade: Apply an even greater percentage of Shelter effect to allies within range with less than an even higher percentage of HP
Quercus 1 HP, ATK, DEF Trait Upgrade: Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% --> 100% of ATK)
2 HP+, ATK+, DEF+ Talent Upgrade: Apply a greater percentage of Shelter effect to allies within range with more than a lesser percentage of HP
3 HP++, ATK++, DEF++ Talent Upgrade: Apply an even greater percentage of Shelter effect to allies within range with more than an even lesser percentage of HP
Almond 1 HP, DEF Trait Upgrade: Can Shift enemies by using skills. Can be deployed on Ranged Tiles. While being pulled, enemies take Arts damage proportional to the distance traveled
2 HP+, DEF+ Talent Upgrade: Immediately recovers more SP when activating her skill for the first time in battle
3 HP++, DEF++ Talent Upgrade: Immediately recovers even more SP when activating her skill for the first time in battle
Saga (Module 2) 1 ATK, DEF Trait Upgrade: Blocks 2 enemies; Gains +8% ATK and DEF while blocking enemies
2 ATK+, DEF+ Talent Upgrade: Increases damage dealt against enemies with less than 50% HP; When dealing lethal damage, leave the enemy with 1 HP and inflict Critically Wounded (gives +2 SP to the attacker when killed); Saga will not attack Critically Wounded targets
3 ATK++, DEF++ Talent Upgrade: Increases damage dealt against enemies with less than 50% HP further; When dealing lethal damage, leave the enemy with 1 HP and inflict Critically Wounded (gives +2 SP to the attacker when killed); Saga will not attack Critically Wounded targets
Ch'en (Module 2) 1 ATK, DEF Trait Upgrade: Normal attacks deal damage twice, Attacks ignore 70 DEF
2 ATK, DEF+ Talent Upgrade: ATK increases further; DEF increases further; Physical Dodge increases further
3 ATK++, DEF++ Talent Upgrade: ATK increases even further; DEF increases even further; Physical Dodge increases even further
 
[–] wewechoo@kbin.social 3 points 1 year ago

Additional details about Eyja2 and Swire2:

##Eyja2

Talent 1

  • When first talent is stacked, duration is refreshed

S1

  • The elemental damage recovery per second also applies to operators that cannot be healed by other units (e.g. Musha subclass)

S2

  • All units within Attack Range (including operators that cannot be healed by other units) will share the shield provided by the Elemental Barrier

  • Skill priority is -2000

  • The shield amount provided by the Elemental Barrier is based on Eyja's ATK when activating her skill

  • If there is already an Elemental Barrier present, reactivating this skill will reset the barrier's shield amount and duration

S3

  • When skill is activated, vision shrinks to her own tile

  • Priority selection: Units that haven't been selected by this skill yet > Unit with the lowest HP percentage > Unit with the lowest elemental value > Unit that is deployed earlier

##Swire2

Talent 2

  • When Talent 2 is triggered, gains 0.01s of Undying. Healing effect is triggered after Undying effect ends

  • When redeploying, resets the DP cost needed to trigger Talent 2

S3

  • Pushes out radially, Gold Coins are fired at an interval of 0.07s

Credits: PRTS

 

(All skills assuming at SL7. Gacha units assumed to be at Pot 1. Welfare unit assumed to be at Pot 6.. All units are assumed to be at E2 MAX and 100% Trust)


##*Bryophyta - 5 Guard [Instructor] (Welfare)**

Stats (with 100% Trust): 1900 HP // 685 ATK // 456 DEF // 0 RES

Cost: 13 --> 15

Trait: Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%

Talent: When Bryophyta is not blocking any enemies, increases DEF for all melee operators within the surrounding 8 tiles by 14%. Increases DEF for self when blocking enemies by 14%

Skill 1 [Attack Recovery/Automatic Activation]: Increase the ATK of the next attack to 200% (M3 - 230%)

  • [0 Initial SP || 4 (M3 - 3) SP Cost]

Skill 2 [Per Second/Manual Activation]: Increases ATK for self by 60% (M3 - 80%), and increases DEF for the melee operator with the highest Block Count within the surrounding 8 tiles by 60% (M3 - 80%) (if there are no melee operators within the surrounding 8 tiles, this effect is gained by self)

When this skill ends, Stuns self for 6 (M3 - 5) seconds

  • [30 (M3 - 35) Initial SP || 350 SP Cost || 30 Seconds]

Base Skill 1: When this Operator is assigned to a Factory, Precious Metal formula related productivity +30%

Base Skill 2: When this Operator is assigned to a Factory, provides an additional +5% productivity for every [Precious Metal Skills] in the same Factory ([Precious Metal Skills]: Includes the following skills: Metalwork α, Metalwork β)


#*Poncirus - 5 Vanguard [Pioneer]**

Stats (with 100% Trust): 2215 HP // 475 ATK // 410 DEF // 0 RES

Cost: 11 --> 13

Trait: Can block 2 enemies

Talent: After being deployed for a certain duration, increase Max HP by 15% (Pot 5 - 18%)

Skill 1 [Per Second/Manual Activation]: When skill is activated, gain 12 DP

  • [14 (M3 - 20) Initial SP || 38 (M3 - 35) SP Cost]

Skill 2 [Per Second/Manual Activation]: When skill is activated, gain 11 (M3 - 12) DP. Within the skill duration, increases ATK by 20% (M3 - 35%) and DEF by 50% (M3 - 65%)

On the 2nd cast and onwards, gain 1 DP every 4 seconds and duration becomes infinite

  • [25 Initial SP || 44 (M3 - 40) SP Cost || 15 Seconds]

Base Skill 1: When this Operator is assigned to the Workshop to produce Base material, the production rate of byproduct increases by 75%

Base Skill 2: When this Operator is assigned to the Workshop to produce Base material, reduces the Morale consumed by all corresponding formulas that cost 4 by 2


#*Swire The Elegant Wit - 6 Specialist [Merchant]**

Stats: 2660 HP // 865 ATK // 457 DEF // 0 RES

Cost: 7 --> 9

Trait: Has reduced Redeployment Time, but DP Cost is not refunded upon retreating; While deployed, 3 DP are consumed every 3 seconds (automatically retreats without sufficient DP)

Talent 1: Gains 1 Gold Coin when activating skills (can be consumed through skills), during skill duration, when DP is consumed by her Trait, gains 1 Gold Coin, and increases ATK for self by 4% (can be stacked up to 8 (Pot 5 - 9) times)

Talent 2: When taking fatal damage, if there is sufficient DP, consumes 5 DP and restores HP to 70% (Pot 3 - 80%). DP consumed doubles for each time this talent is triggered

Skill 1 [Passive]: Consumes 1 Gold Coin. The next attack restores HP for an ally within the surrounding 8 tiles below 70% HP equivalent to 55% (M3 - 80%) ATK

When equipped with this skill, Swire can hold up to a maximum of 3 Gold Coins

  • [0 Initial SP || 0 SP Cost]

Skill 2 [Passive]: Consumes 1 Gold Coin to place a Champagne Bomb on a deployable and passable ground tile within range. Champagne Bombs deal 170% (M3 - 200%) Physical Damage to the first enemy that steps on it, and inflicts [Slow] for 2 seconds

Champagne Bombs can deal an additional hit after being on field for 3 seconds; When equipped with this skill, Swire can hold up to a maximum of 5 Gold Coins

  • [0 Initial SP || 0 SP Cost]

Skill 3 [Per Second/Automatic Activation]: Attacks deal damage twice, when Swire kills an enemy, gains one Gold Coin. When deactivating her skill, consumes all Gold Coins to deal random attacks to enemies in front. Deals one instance of 120% (M3 - 150%) Physical Damage for each Gold Coin consumed, and pushes the target back with small (M3 - medium) force

Infinite Duration, can manually deactivate skill; When equipped with this skill, Swire can hold up to a maximum of 10 Gold Coins

  • [0 Initial SP || 5 SP Cost]

Base Skill 1: When this Operator is assigned to a Trading Post, order acquisition efficiency +20%

Base Skill 2: When this Operator is assigned to a Trading Post, for every order limit increase provided by operators in the Trading Post, order acquisition efficiency +4%

Additional Details

Talent 2

  • When Talent 2 is triggered, gains 0.01s of Undying. Healing effect is triggered after Undying effect ends

  • When redeploying, resets the DP cost needed to trigger Talent 2

S3

  • Pushes out radially, Gold Coins are fired at an interval of 0.07s

#*Eyjafjalla The Hvit Aska - 6 Medic [Wandering Medic]**

Stats: 1639 HP // 469 ATK // 109 DEF // 10 RES

Cost: 14 --> 16

Trait: Restores the HP of allied units and recovers Elemental Damage by 50% of ATK (can recover Elemental Damage of unhurt allied units)

Talent 1: Normal attacks additionally recover HP and elemental damage equivalent to 10% of the healing amount for 6 seconds (stacks up to 3 times)

Talent 2: Increases max HP by 6% (Pot 5 - 8%) and decreases elemental damage taken by 12% for all allied units within Attack Range

Skill 1 [Per Second/Automatic Activation]: Increases ATK by 30% (M3 - 40%), heals an additional ally, and all allied units within Attack Range recovers elemental damage equivalent to 6% (M3 - 8%) ATK per second

Infinite Duration

  • [0 Initial SP || 68 (M3 - 60) SP Cost]

Skill 2 [Per Second/Manual Activation]: Immediately heals all allied units within Attack Range once, and creates an Elemental Barrier that absorbs elemental damage equivalent to 650% (M3 - 900%) ATK for allied units within its range that lasts for 14 (M3 - 20) seconds

  • [0 Initial SP || 24 (M3 - 20) SP Cost]

Skill 3 [Per Second/Manual Activation]: Attack Range becomes global, healing changes to 5 bursts of 45% (M3 - 60%) HP and elemental damage recovery and prioritizes healing different targets, and increases the effect of Talent 2 to 3.8x (M3 - 5x)

  • [40 Initial SP || 70 (M3 - 60) SP Cost || 50 Seconds]

Base Skill 1: When this Operator is assigned to be the Trainer in the Training Room, Medic Operators' Specialization training speed +30%, if the trainee's Job Branch is Wandering Medic, training speed will be further increaed by +45%

Base Skill 2: When this Operator is assigned to a Dormitory, for every Wandering Medic in Base (not including assistant), increases the morale recovery speed for all operators in that Dormitory by 6% (stacks up to a maximum of 4 times)

Additional Details

Talent 1

  • When first talent is stacked, duration is refreshed

S1

  • The elemental damage recovery per second also applies to operators that cannot be healed by other units (e.g. Musha subclass)

S2

  • All units within Attack Range (including operators that cannot be healed by other units) will share the shield provided by the Elemental Barrier

  • Skill priority is -2000

  • The shield amount provided by the Elemental Barrier is based on Eyja's ATK when activating her skill

  • If there is already an Elemental Barrier present, reactivating this skill will reset the barrier's shield amount and duration

S3

  • When skill is activated, vision shrinks to her own tile

  • Priority selection: Units that haven't been selected by this skill yet > Unit with the lowest HP percentage > Unit with the lowest elemental value > Unit that is deployed earlier


##Update Contents:

[Content]

[Operators’ Records] is updated for the following operators:

  • Saileach

  • Bryophyta

  • Myrtle

  • Humus

[Paradox Simulation] is updated for the following operators:

  • Myrtle

  • Humus

[Exclusive Module] is updated for the following operators:

For Talent Upgrades, numbers are taken at Elite 2 Potential 1 unless otherwise stated. Bolded indicate the change for that current module stage

Operator Stage Stat Buff Special Buff
Gavial the Invincible 1 HP +150, ATK +45, DEF +23 Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 HP +180, ATK +60, DEF +29 Talent Upgrade: Increases ATK and DEF by 10% -> 13%, increased by a further 4% for each blocked enemy
3 HP +200, ATK +73, DEF +34 Talent Upgrade: Increases ATK and DEF by 13%, increased by a further 4% -> 5% for each blocked enemy
Blaze 1 HP +240, ATK +50 Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 HP +270, ATK +70 Talent Upgrade: Gains Status Resistance after being deployed for 15 seconds, gains +4% ATK after being deployed for 30 seconds, gains 7 ASPD after being deployed for 45 seconds
3 HP +285, ATK +86 Talent Upgrade: Gains Status Resistance after being deployed for 15 seconds, gains +4% -> +6% ATK after being deployed for 30 seconds, gains 7 -> 12 ASPD after being deployed for 45 seconds
Broca 1 HP +100, ATK +30, DEF +18 Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 HP +130, ATK +42, DEF +22 Talent Upgrade: Increases ATK and DEF by +12% -> +15% when blocking 2 or more enemies
3 HP +155, ATK +50, DEF +24 Talent Upgrade: Increases ATK and DEF by +15% -> +17% when blocking 2 or more enemies
Specter 1 ATK +34, DEF +30 Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 ATK +52, DEF +42 New Talent: When Specter is on the battlefield, increases damage dealt by all [Abyssal Hunters] by 3%
3 ATK +60, DEF +48 Talent Upgrade: When Specter is on the battlefield, increases damage dealt by all [Abyssal Hunters] by 3% -> 5%
Savage 1 ATK +30, DEF +22 Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 ATK +50, DEF +27 Talent Upgrade: ATK and DEF increases by +10% -> +13% when there are 2 or more adjacent ranged tiles
3 ATK +60, DEF +30 Talent Upgrade: ATK and DEF increases by +13% -> +15% when there are 2 or more adjacent ranged tiles
Estelle 1 HP +70, ATK +32 Trait Upgrade: Attacks multiple targets equal to their Block Count, decreases Physical damage taken by 20% when HP is above 50%
2 HP +100, ATK +43 Talent Upgrade: Restores HP by 14% -> 16% of max HP when there is an enemy killed within the 8 surrounding tiles
3 HP +120, ATK +52 Talent Upgrade: Restores HP by 16% -> 18% of max HP when there is an enemy killed within the 8 surrounding tiles
Executor the Ex Foedere 1 ATK +40, DEF +24, ASPD +5 Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 ATK +50, DEF +32, ASPD +6 Talent Upgrade: When attacking, there is a 20% -> 30% chance to deal an additional hit that ignores 150 DEF. When skill is activated, this chance increases by 5% for every 1 ammo spent. The increased chance resets when the skill ends
3 ATK +60, DEF +40, ASPD +7 Talent Upgrade: When attacking, there is a 30% -> 35% chance to deal an additional hit that ignores 150 -> 300 DEF. When skill is activated, this chance increases by 5% for every 1 ammo spent. The increased chance resets when the skill ends
La Pluma 1 HP +160, ATK +18, DEF +18 Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 HP +200, ATK +24, DEF +24 Talent Upgrade: ASPD +3 after defeating an enemy (stacks up to 12 times); +5% ATK after reaching the maximum number of stacks
3 HP +240, ATK +30, DEF +30 Talent Upgrade: ASPD +3 after defeating an enemy (stacks up to 12 times); +5% -> +8% ATK after reaching the maximum number of stacks
Highmore 1 HP +160, ASPD +4 Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 HP +230, ASPD +5 Talent Upgrade: Recover 35 -> 40 Elemental Damage per enemy hit during attacks, up to Block count
3 HP +300, ASPD +6 Talent Upgrade: Recover 40 -> 45 Elemental Damage per enemy hit during attacks, up to Block count
Humus 1 HP +100, ATK +10, DEF +14 Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 HP +150, ATK +15, DEF +22 Talent Upgrade: HP gained exceeding max HP is converted to Barrier (up to 100% of Max HP); +5% DEF when having a Barrier provided by self
3 HP +200, ATK +20, DEF +30 Talent Upgrade: HP gained exceeding max HP is converted to Barrier (up to 100% of Max HP); +5% -> +8% DEF when having a Barrier provided by self
Swire The Elegant Wit 1 HP +130, ATK +25, DEF +35 Trait Upgrade: Has reduced Redeployment Time, but DP Cost is not refunded upon retreating; While deployed, 3 --> 2 DP are consumed every 3 seconds (automatically retreats without sufficient DP)
2 HP +180, ATK +35, DEF +43 Talent Upgrade: Gains 1 Gold Coin when activating skills (can be consumed through skills), during skill duration, when DP is consumed by her Trait, gains 1 Gold Coin, and increases ATK for self by +4% -> +5% (can be stacked up to 8 times)
3 HP +200, ATK +40, DEF +50 Talent Upgrade: Gains 1 -> 2 Gold Coins when activating skills (can be consumed through skills), during skill duration, when DP is consumed by her Trait, gains 1 Gold Coin, and increases ATK for self by +5% (can be stacked up to 8 times)
Poncirus 1 HP +180, DEF +32 Trait Upgrade: Blocks 2 enemies; Gains +8% ATK and DEF while blocking enemies
2 HP +225, DEF +35 Talent Upgrade: After being deployed for 30 seconds, increase Max HP by +15% -> +18%
3 HP +260, DEF +37 Talent Upgrade: After being deployed for 30 seconds, increase Max HP by +18% -> +20%
Bryophyta 1 HP +120, ATK +40 Trait Upgrade: Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120% --> 130%
2 HP +160, ATK +52 Talent Upgrade: When Bryophyta is not blocking any enemies, increases DEF by +14% -> +17% for all melee operators within the surrounding 8 tiles. Increases DEF by +14% -> +17% for self when blocking enemies
3 HP +190, ATK +60 Talent Upgrade: When Bryophyta is not blocking any enemies, increases DEF by +17% -> +19% for all melee operators within the surrounding 8 tiles. Increases DEF by +17% -> +19% for self when blocking enemies

◆ Chinese voiceover is updated for certain operators:

  • Eyjafjalla The Hvit Aska

  • Swire The Elegant Wit

  • Poncirus

  • Bryophyta

◆ English/Korean voiceover is updated for certain operators (too long, not listing out)

◆ Dialect voiceover is updated for certain operators:

  • Swire The Elegant Wit

◆ Optimization of Module and Operator Display Interface. For more information, please refer to this post

◆ Preloaded data for new [Standard Headhunting] & [Distinction Store]

◆ Preloaded data for new [Kernal Locating]

◆ Added a new term [Elemental Barrier]

[Combat]

◆ Fixed an issue where the Flowing Shapes summoned by Muelsyse' Talent [Pure Water is Life] is abnormal under certain circumstances (Explanation: Certain operators can be duplicated infinitely, check this video for demonstration)

◆ Fixed an issue where the visual effects of Typhon's skill ["Eternal Hunt"] is abnormal under certain circumstances

◆ Fixed an issue where the logic of searching for valid enemies within Attack Range for Reaper subclass is abnormal under certain circumstances

◆ Fixed an issue where the logic of searching for valid enemies within Attack Range for Manfred is abnormal under certain circumstances

[Others]

◆ 4 bugs related to IS#4 fixed (don't play IS#4 so not sure what those bugs mean)

◆ Fixed an issue where [Famiglia Limo], [Famiglia Luxury Limo], and ["Partner"] isn't classified as "Machina" in Enemy Archives

◆ Fixed an issue where "Elemental Damage" in the description of Highmore's Talent [Sustenance from the Reaper] lacks an explanation for it

◆ Optimized certain in-game screens

◆ Optimized and corrected some text

◆ Optimized and fixed certain parts of the UI

[Skins]


Credits: PRTS, /u/Reddit1rules, /u/Boelthor

 
Operator Stage Stat Buff Special Buff
Gavial the Invincible 1 HP, ATK, DEF Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 HP+, ATK+, DEF+ Talent Upgrade: Increases ATK and DEF further, increased by a further 4% for each blocked enemy
3 HP++, ATK++, DEF++ Talent Upgrade: Increases ATK and DEF further, increased by even further for each blocked enemy
Blaze 1 HP, ATK Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 HP+, ATK+ Talent Upgrade: Gains Status Resistance after being deployed for 15 seconds, gains ATK increase after being deployed for 30 seconds, gains Attack Speed increase after being for 45 seconds
3 HP++, ATK++ Talent Upgrade: Gains Status Resistance after being deployed for 15 seconds, gains more ATK increase after being deployed for 30 seconds, gains more Attack Speed increase after being for 45 seconds
Broca 1 HP, ATK, DEF Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 HP+, ATK+, DEF+ Talent Upgrade: Increases ATK and DEF further when blocking 2 or more enemies
3 HP++, ATK++, DEF++ Talent Upgrade: Increases ATK and DEF even further when blocking 2 or more enemies
Specter 1 HP, ATK Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 HP+, ATK+ New Talent: When Specter is on the battlefield, increases damage dealt by all [Abyssal Hunters]
3 HP++, ATK++ Talent Upgrade: When Specter is on the battlefield, increases damage dealt by all [Abyssal Hunters] further
Savage 1 ATK, DEF Trait Upgrade: Attacks multiple targets equal to their Block Count, increases ATK to 110% when attacking blocked enemies
2 ATK+, DEF+ Talent Upgrade: ATK and DEF increases further when there are 2 or more adjacent ranged tiles
3 ATK++, DEF++ Talent Upgrade: ATK and DEF increases even further when there are 2 or more adjacent ranged tiles
Estelle 1 HP, ATK Trait Upgrade: Attacks multiple targets equal to their Block Count, decreases Physical damage taken by 20% when HP is above 50%
2 HP+, ATK+ Talent Upgrade: Restores HP by a greater percentage of max HP when there is an enemy killed within the 8 surrounding tiles
3 HP++, ATK++ Talent Upgrade: Restores HP by an even greater percentage of max HP when there is an enemy killed within the 8 surrounding tiles
Executor the Ex Foedere 1 ATK, DEF, ASPD Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 ATK, DEF+, ASPD+ Talent Upgrade: When attacking, there is a greater chance to deal an additional hit that ignores a portion of the enemy's DEF. When skill is activated, this chance increases by 5% for every 1 ammo spent. The increased chance resets when the skill ends
3 ATK++, DEF++, ASPD++ Talent Upgrade: When attacking, there is an even greater chance to deal an additional hit that ignores a greater portion of the enemy's DEF. When skill is activated, this chance increases by 5% for every 1 ammo spent. The increased chance resets when the skill ends
La Pluma 1 HP, ATK, DEF Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 HP+, ATK+, DEF+ Talent Upgrade: ASPD +3 after defeating an enemy (stacks up to 12 times); increases ATK after reaching the maximum number of stacks
3 HP++, ATK++, DEF++ Talent Upgrade: ASPD +3 after defeating an enemy (stacks up to 12 times); further increases ATK after reaching the maximum number of stacks
Highmore 1 HP, ASPD Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 HP+, ASPD+ Talent Upgrade: Recover more Elemental Damage per enemy hit during attacks, up to Block count
3 HP++, ASPD++ Talent Upgrade: Recover even more Elemental Damage per enemy hit during attacks, up to Block count
Humus 1 HP, ATK, DEF Trait Upgrade: Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 --> 60 HP for every enemy hit during attacks, up to Block count,
2 HP+, ATK+, DEF+ Talent Upgrade: HP gained exceeding max HP is converted to Barrier (up to 100% of Max HP); increases DEF when having a Barrier provided by self
3 HP++, ATK++, DEF++ Talent Upgrade: HP gained exceeding max HP is converted to Barrier (up to 100% of Max HP); increases DEF when having a Barrier provided by self further
Swire The Elegant Wit 1 HP, ATK, DEF Trait Upgrade: Has reduced Redeployment Time, but DP Cost is not refunded upon retreating; While deployed, 3 --> 2 DP are consumed every 3 seconds (automatically retreats without sufficient DP)
2 HP+, ATK+, DEF+ Talent Upgrade: Gains 1 Gold Coin when activating skills (can be consumed through skills), during skill duration, when DP is consumed by her Trait, gains 1 Gold Coin, and increases ATK for self by a greater percentage (can be stacked up to 8 times)
3 HP++, ATK++, DEF++ Talent Upgrade: Gains more Gold Coin when activating skills (can be consumed through skills), during skill duration, when DP is consumed by her Trait, gains 1 Gold Coin, and increases ATK for self by a greater percentage (can be stacked up to 8 times)
Poncirus 1 HP, DEF Trait Upgrade: Blocks 2 enemies; Gains +8% ATK and DEF while blocking enemies
2 HP+, DEF+ Talent Upgrade: After being deployed for 30 seconds, increase Max HP by a greater percentage
3 HP++, DEF++ Talent Upgrade: After being deployed for 30 seconds, increase Max HP by an even greater percentage
Bryophita 1 HP, ATK Trait Upgrade: Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120% --> 130%
2 HP+, ATK+ Talent Upgrade: When Bryophita is not blocking any enemies, increases DEF further for all melee operators within the surrounding 8 tiles. Increases DEF further for self when blocking enemies
3 HP++, ATK++ Talent Upgrade: When Bryophita is not blocking any enemies, increases DEF even further for all melee operators within the surrounding 8 tiles. Increases DEF even further for self when blocking enemies
[–] wewechoo@kbin.social 2 points 1 year ago

Yeah my bad, I changed it to IS#4 now.

 

Preface

After the latest maintenance for the new event (Skógrinn Svartr Vill Einn Draumr), HG has preloaded assets related to IS#4. There are some posts on Reddit/Twitter talking about parts of it already, but in this post, I will summarize all major additions for this patch.

This post will be split into three main sections:

  • IS#4 Mechanics

  • IS#4 Lore

  • Non-IS#4 related mechanics


IS#4 Mechanics

Some of the mechanics listed down below have already been explained in HG's official post on IS#4 mechanics. For a full translation, please refer to this post

There are three new mechanics:

  • 密文板 (TOTEM)

  • 坍缩 (CHAOS)

  • 抗干扰指数 (VISION)

Totem

  • There are two parts to a totem (TOTEM_UPPER, TOTEM_LOWER), you need to assemble them to use it

  • Totems have "keywords" which can be used to create additional effects. Only obtainable on difficulty 3 and above.

  • Totems have four colors: None (might be just a placeholder), Red, Green, Blue

  • Totems have 2 positions: LOCATION and EFFECT

  • Totems' effects are applied on nodes

  • Totems have rhythm settings (unsure what it does)

  • Totems' effects might need to be manually activated

  • Certain totems might have synergy effects with each other

  • Totems might be related to being able to vertically travel from one node to another (?)

  • There's a child buff aside from the main buff that it gives (it might refer to "keyword")

  • There's a setting called [Foresight] where you gain a certain totem after completing a floor

  • There's a blurry node: The node becomes battle and non-battle node (which means you don't know what's the node type)

Chaos

(TL Note: Translated as "Collapse" in the translated explanation post)

  • Chaos has three levels, there's multiple slots, and has a upper limit

  • Its effects are unknown (actually it's because I can't understand at all) (TL Note: Please refer to the translated explanation post for more details)

Vision

(TL Note: Translated as "Anti Interference Index" in the translated explanation post)

  • A type of resource, has an upper limit

  • Vision has a specific number and certain levels

  • Vision can be used to predict boxes, shops and totems

New Nodes

  • STORY

  • HIDDEN_STORY

##Added the source of items that were dropped from stages

  • None

  • Treasure chests

  • Totems

Difficulty

  • Players might need to use the talent tree to unlock difficulties

  • The chance of obtaining totems for each difficulty is different, and the tier of relic upgrades is also different (please continue reading)

Shop

  • Added a new upper limit for withdrawing your balance in the Shop

  • Each time players withdraw balance, the consumption of system balance will increase (TL Note: Not too sure what system balance means)

  • There might be something related to Totems and Vision

Monthly Squad

  • Added sub team name (?), description of the squad's characteristics (?), and cross monthly tasks

  • Added the ability to select the difficulty level

Others

  • The buffs provided by talent tree only takes effect at a certain difficulty and higher

  • Nodes now have sub-types

  • Players can now exchange totems on Exchange nodes (Fortuitous Opportunity)

  • Upgrades relics as difficulty increases (if I'm not wrong)

  • You can bring back Equipments on Commission nodes (Regional Commissions), but certain Equipments are blacklisted and cannot be obtained from Commission nodes

Relics

For this part, the OP for the original post states that as the buff_template for IS#4 is not loaded in yet, the core logic is missing.

Hence, the effects listed as such are inferred by looking at the name and might not be 100% correct.

It should also be noted that any spelling mistakes in the name are not made by me, but rather HG's mistake.

Relics will be separated into two parts - on enemies, and on allies.

For enemies

  1. enemy_get_damage[LevitateAndMassLoss]: Has a plus version (enemy_get_damage[LevitateAndMassLoss_ex]). When enemies are in Levitate/Weightless state, constantly takes damage

  2. enemy_silence[levitateAndMassLoss]: When enemies are in Levitate/Weightless state, gains Silence

  3. enemy_weak[levitateAndMassLoss]: When enemies are in Levitate/Weightless state, gains Fragile

  4. enemy_lighter_while_massLoss: When enemies are in Levitate/Weightless state, decreases Weight by 1

  5. rogue_3_hideEnemyHUD: Hides the UI for large enemies (e.g. Health Bar)

  6. rogue_3_respawnSpeedUp: Increases the respawn speed for enemies

  7. rogue_3_probDoubleEnemyHP: Enemies have a chance of doubling their HP


For allies

  1. rogue_3_chargeSP[whenGetHealed]: Gains SP when being healed

  2. rogue_3_levitate[whenManulSkill]: Levitates enemies when activating skill

  3. rogue_3_decreaseDeployCost: Decreases DP Cost

  4. rogue_3_atk_speed_boost[when_take_dmg]: Increases ASPD when being attacked

  5. rogue_3_bornShield[via_MaxHp]: Gains a shield equivalent to a certain percentage of max HP when being deployed

  6. rogue_3_increaseMaxHPWhenHavingShield: Increases max HP if the unit has a Shield (max HP might still increase even without a Shield)

  7. rogue_3_dmgScaleViaTargetHpRatio: Increases damage dealt to enemies based on their HP percentage

  8. rogue_3_damage_block[stack]: Gains a certain number of Shield when deployed

  9. rogue_3_dmg_penetrate[filter_tag]: Gains Physical/Arts penetration based on the target's tag

  10. rogue_3_extraDamage[whenAttack]: Deals additional damage after attacking

  11. rogue_3_tokenEvolution: Unable to guess effect. Might be related to summons and can increase ATK

  12. rogue_3_DoubleInitialSP: Doubles initial SP

  13. rogue_3_unmovableAndDmgAura: Inflicts Bind and deals True damage every 2 seconds to all enemies within 1.2 tile radius of self

  14. rogue_3_rangedATKSpeedUp: Increases ASPD within range

  15. rogue_3_DefIncreaseAura: Increases DEF for all allies, can be stacked

  16. rogue_3_MaxHPIncreaseAura: Increases max HP for all allies, can be stacked

  17. rogue_3_lossHP: Loses HP every second

  18. rogue_3_SetSpineColorBalck: Turns the color of the chibi model during battle to black

  19. rogue_3_blackfog[random_tile]: Selects a random deployable tile on the field, similar to Emperor Blade's Dominion effect. Units on these tiles will have reduced ASPD; can be stacked, when stacked multiple tiles are randomly selected (will not repeat)

  20. rogue_3_camouflagRange: Selects a random deployable tile on the field, this tile will become the center tile of a 9 tile area, units can gain Camouflage

  21. rogue_3_SPChain: Selects a random deployable tile on the field, this tile will become the center tile of a 9 tile area, ??? (Unable to guess effect, most likely related to having max SP and dealing damage)

  22. rogue_3_duplicate_self: Duplicates self onto 4 adjacent tiles after deployed, only effective for devices

  23. A modifier that changes the stage's natural DP regen speed


IS#4 Lore

The ending text for each of the three endings are listed down below in a Pastebin link (not going to TL them):


Non-IS#4 Mechanics

...Or so I would say, but there's a chance that these mechanics might be related to IS#4 as well.

New Operator

  • threye, most likely the welfare operator for IS#4 (Confirmed in official post, her name is 凛视)

New Archetype

New Damage Type

(TL Note: There are two terms that I use here - elemental impairment and elemental damage. Elemental impairment refers to the damage taken to an unit's elemental bar, whereas elemental damage refers to the new damage type introduced. I know we often call elemental impairment as elemental damage, but in order to differentiate between these two terms (even the CN names are extremely similar to each other), I have chosen to change the wordings as such)

  • We can deal Elemental Impairment to enemies now, but the effects are different from the one that enemies inflict on us

  • The only elemental damage we can inflict on enemies is Corrosion Damage: For 15 seconds, gains Elemental Damage nullification (no longer receives any Elemental Damage), takes 800 sourceless Elemental Damage per second, and decreases ATK by 50% (gradually restores to 100% within the duration; there's a possibility that the highest value will be taken when paired with a future ATK decrease effect)

  • Elemental Damage: The fourth damage type after Physical/Arts/True (fifth if you want to count in healing damage type). Damage dealt = Damage * (1 - target's elemental resistance * 0.01), which is similar to the damage calculation for Arts damage. Fragile and other similar effects (like Inteference Mine) does not apply to elemental damage. Other effects that does not target specific damage types (e.g. Black Snake/Kristen's damage reduction) can be applied to elemental damage

  • Fragile has also been changed to only increase Physical/Arts/True Damage taken as a result of this

New Attribute

  • EP_DAMAGE_RESISTANCE - Elemental Damage resistance. As mentioned above, it decreases elemental damage taken by the specified amount

  • EP_RESISTANCE, Elemental Impairment resistance. Decreases elemental impairment taken by the specified amount


Credits:

  1. https://www.bilibili.com/read/cv24879653

  2. https://bbs.nga.cn/read.php?tid=36917680

  3. https://ngabbs.com/read.php?tid=36915394

 

(All skills assuming at SL7. Gacha units assumed to be at Pot 1. Welfare unit assumed to be at Pot 6.. All units are assumed to be at E2 MAX and 100% Trust)


#*Santalla - 5 Caster [Splash Caster]**

Stats (with 100% Trust): 1640 HP // 860 ATK // 123 DEF // 20 RES

Cost: 30 --> 33

Trait: Deals AOE Arts damage

Talent: After being deployed for 20 seconds, increases ATK by 15% (Pot 5 - 18%) and gain [Resist]

[Resist]: Reduce duration of abnormal effects such as Stun, Cold, Freeze by 50% (Does not stack)

Skill 1 [Per Second/Manual Activation]: When skill is activated, increase ATK by 34% (M3 - 45%) and Attack Speed by 35 (M3 - 45)

  • [10 (M3 - 15) Initial SP || 39 (M3 - 35) SP Cost || 35 Seconds]

Skill 2 [Per Second/Manual Activation]: When skill is activated, expand Attack Range and reduce Attack Interval by 2.4 seconds. Attacks change to summoning icicles above random tiles within Attack Range. When the icicles land, inflict [Cold] for 1 second and deal 75% (M3 - 90%) Arts damage to all nearby enemies

[Cold]: Attack Speed -30. If [Cold] effect is stacked, effect changes to [Frozen]

[Frozen]: Unable to move, attack and use skills (Activated through [Cold] effect); When enemies are [Frozen], RES -15

  • [20 Initial SP || 44 (M3 - 40) SP Cost || 15 Seconds]

Base Skill 1: When this Operator is assigned to a Dormitory, restores +0.55 Morale per hour to another Operator assigned to that Dormitory whose Morale is not full (Only the strongest effect of this type takes place); if the target is a Sami Operator, further increases Morale restored by +0.45

Base Skill 2: When this Operator is assigned to be the Trainer in the Training Room, for every Sami Operator assigned in Base, increases the training speed for the current Operator by 10%, up to 3 times


Santalla Notes

  • Attacks do not undergo the regular process of searching for valid enemy targets. Icicles will land on the centre of a tile with a splash radius of 1.5 tiles

  • Icicles are created based on the cycle (1) --> (2) --> (3). The creation radius is affected by the attack radius decrease brought about by the map boundary:

(1) The centre of a random tile on 1 row/column to the left based on the unit's facing direction

(2) The centre of a random tile on 1 row/column to the right based on the unit's facing direction

(3) The centre of a random tile on the same row/column as the unit based on the unit's facing direction


#*Typhon - 6 Sniper [Besieger]**

Stats (with 100% Trust): 1702 HP // 1155 ATK // 113 DEF // 0 RES

Cost: 22 --> 24

Trait: Attacks the heaviest enemy first

Talent 1: When attacking continuously, gradually increase the amount of enemy DEF ignored, up to 50% (every attack increases enemy DEF ignored by 10%). This effect is lost if Typhon stops attacking for 8 seconds

Talent 2: During the skill duration, when Typhon deals damage to an enemy for the first time, ATK increases to 160% (Pot 5 - 170%) and inflicts Slow for 3 seconds

Skill 1 [Per Second/Manual Activation]: When skill is activated, increase ATK by 34% (M3 - 45%) and Attack Speed by 35 (M3 - 45)

  • [10 (M3 - 15) Initial SP || 39 (M3 - 35) SP Cost || 35 Seconds]

Skill 2 [Per Second/Manual Activation]: When skill is activated, increase ATK by 35% (M3 - 50%). Attacks fire 2 arrows (prioritizes separate targets) and have a 40% chance to Stun the target for 1 second

On the second cast and onwards, skill duration is infinite

  • [40 (M3 - 42) Initial SP || 51 (M3 - 50) SP Cost || 20 Seconds]

Skill 3 [Per Second/Manual Activation]: When skill is activated, Typhon immediately marks a target within Attack Range. Increase Attack Interval by 3.1 seconds and attacks change to firing rounds of arrows on the targeted enemy. The arrows will target random enemies around the targeted enemy, dealing 4 (M3 - 5) hits of Physical damage with 160% (M3 - 175%) Attack Power and Stunning the target for 0.4 seconds

Gain 8 (M3 - 10) ammo when skill is activated, and the skill ends when all ammo is spent (can stop the skill at any time)

  • [25 Initial SP || 43 (M3 - 40) SP Cost]

Base Skill 1: When this Operator is assigned to the Reception Room, Clue search speed increases by 10%. If this Operator is assigned to the Reception Room with a Sami Operator, increases Clue search speed by an additional 5% and decreases own morale consumption by +0.5

Base Skill 2: When this Operator is assigned to be the Trainer in the Training Room, Sniper Operators' Specialization training speed +30%. If the trainee's subclass is Besieger, increases the skill training speed by an additional 45%


Typhon Notes

  • Talent 1 is applied before damage calculation for each attack, the bonus gained can be used on the current attack

  • Talent 2 resets each time Typhon activates her skill

  • S3 target selection attack range is the attack range when her skill is not activated. During the skill, her attack range becomes global, her vision shrinks to her own tile, and only attacks enemies that are in the marked area

  • The radius of the marked area is 1.3. It moves along with the selected target. Every 0.2s, the enemies inside the marked area is refreshed. When the marked target is no longer on the field, the marked area will no longer move.

  • S3 deals damage before inflicting Stun with a delay of 0.1 seconds


##Update Contents:

[Content]

[Operators’ Records]/[Paradox Simulation] is updated for the following operators:

  • Muelsyse

  • Qanipalaat

  • Proviso

  • Akafuyu

[Exclusive Module] is updated for the following operators:

For Talent Upgrades, numbers are taken at Elite 2 Potential 1 unless otherwise stated. Bolded indicate the change for that current module stage

Operator Stage Stat Buff Special Buff
Saileach 1 HP +150, ATK +48 Trait Upgrade: Cannot block enemies during the skill duration, but increases the Block Count for the operator in front by 1
2 HP +180, ATK +55 Talent Upgrade: Deploys with a banner; Within the surrounding 8 tiles of the banner, allied units have ASPD +10 -> +12 and enemies have ASPD -10 -> -12
3 HP +200, ATK +68 Talent Upgrade: Deploys with a banner; Within the surrounding 8 tiles of the banner, allied units have ASPD +12 -> +13 and enemies have ASPD -12 -> -13
Elysium 1 HP +110, DEF +40 Trait Upgrade: Cannot block enemies during the skill duration, but increases the Block Count for the operator in front by 1
2 HP +130, DEF +50 Talent Upgrade: When deployed, all [Sniper] Operators have -2 DP Cost and gain ASPD +20 -> +23 when Elysium's skill is active
3 HP +150, DEF +55 Talent Upgrade: When deployed, all [Sniper] Operators have -2 DP Cost and gain ASPD +23 -> +25 when Elysium's skill is active
Myrtle 1 HP +100, DEF +23 Trait Upgrade: Cannot block enemies during the skill duration, but increases the Block Count for the operator in front by 1
2 HP +130, DEF +30 Talent Upgrade: All [Vanguard] Operators recover 28 -> 31 HP per second when Myrtle is deployed
3 HP +150, DEF +35 Talent Upgrade: All [Vanguard] Operators recover 31 -> 33 HP per second when Myrtle is deployed
Typhon 1 HP +120, ATK +60 Trait Upgrade: Attacks the heaviest enemy first, when attacking enemies with 3 Weight or higher, ATK is increased to 115%
2 HP +180, ATK +78 Talent Upgrade: Consecutively attacking will gradually ignore the enemy's DEF up to 50% -> 55% (each attack will increase this percentage by 10% -> 11%), if Typhon does not attack for 8 seconds, this bonus is lost
3 HP +210, ATK +90 Talent Upgrade: Consecutively attacking will gradually ignore the enemy's DEF up to 55% -> 60% (each attack will increase this percentage by 11% -> 12%), if Typhon does not attack for 8 -> 10 seconds, this bonus is lost
Santalla 1 HP +80, ATK +40 Trait Upgrade: Deals AOE Arts damage, decreases DP Cost by 8
2 HP +125, ATK +60 Talent Upgrade: After being deployed for 20 -> 15 seconds, ATK +15% -> +18% and gain [Resist]
3 HP +155, ATK +70 Talent Upgrade: After being deployed for 15 seconds, increases ATK +18% -> +20% and gain [Resist]
Hellagur (Module 2) 1 ATK +55, DEF +50 Trait Upgrade: Can't be healed by other units. Recovers 70 self HP every time this operator attacks an enemy, when defeated, does not retreat and recovers 30% HP (Can only activate once every deployment)
2 ATK +75, DEF +55 Talent Upgrade: Regenerates 60 -> 70 HP per second when this unit is not blocking an enemy or when this unit's HP is below 30%
3 ATK +90, DEF +60 Talent Upgrade: Regenerates 70 -> 80 HP per second when this unit is not blocking an enemy or when this unit's HP is below 30%
Phantom (Module 2) 1 ATK +40, DEF +24 Trait Upgrade: Significantly reduced Redeployment Time, when there are no allied units in the four adjacent tiles, ATK +10%
2 ATK +60, DEF +28 Talent Upgrade: Can summon a stronger clone with the same abilities as Phantom, but has its own redeployment time, if Phantom and his clone is on the field at the same time, ATK +10% for both of them
3 ATK +75, DEF +30 Talent Upgrade: Can summon an even stronger clone (Clone's HP +100, ATK +60, DEF +40) with the same abilities as Phantom, but has its own redeployment time, if Phantom and his clone is on the field at the same time, ATK +10% for both of them

◆ Chinese voiceover is updated for certain operators:

  • Typhon

  • Santalla

◆ Optimization of [Returning Player System]. For more information, please refer to this post

◆ Preloaded data for new Annihilation stage [Ashy March]

◆ Preloaded data for new [Standard Headhunting] & [Distinction Store]

◆ Preloaded data for new [Kernal Locating]

[Combat]

  • Fixed an issue where there is no sound effects for [Monastery Resident] under certain circumstances

  • Fixed an issue where in the Annihilation stage [Testing Ground Garage], the special effect for the enemies [Rhine Defense Member], [Rhine Defense Senior Member] is abnormal

  • Fixed an issue where Pallas is unable to receive buffs from her S3 (Blessing of Heroism)

  • Fixed an issue where the number of Shields applied by Modelers is incorrect when Roberta is equipped with her Module (Explanation: Currently, her Modeler gives 3 Shields instead of 2 from Lvl 2 onwards when the description states that it only gives 2 Shields. Demonstration)

  • Fixed an issue where the special effect of Stainless' summon "Stainless™ Multifunctional Platform" is abnormal under certain circumstances

  • Optimized and fixed UI display and actual effects for certain operators' "Infinite Duration" skills (Explanation: Currently, the skill gauge for infinite duration skills does not stay the same throughout, but decreases ever so slightly over time. It is possible for the skill gauge to be completely drained, and it's even possible for players to reactivate the skill again. For most operators, this is just a visual bug - the skill still continues to persist even when the skill gauge is drained and reactivating the skill does not do anything. However, certain operators have abnormal effects related to it. This bug has been in the game from the very start.)

Others

  • Optimized and fixed certain parts of the UI

[Skins]


Credits: PRTS