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__TOC__
__TOC__
=Overview=
=Overview=
Joint Firepower Exercise is a game mode otherwise known as a time attack dungeon. The goal is to clear stages in the shortest time period possible to earn the highest score.
Joint Firepower Exercise (JE) or '''Joint Firing Drill''' is a game mode otherwise known as a time attack dungeon. The goal is to clear stages in the shortest time period possible to earn the highest score.


Joint Firepower Exercise works fairly similar to the [[Raid]] game mode. 3 tickets are given daily and once one run is completed, the remaining tickets can be used to sweep. There are 4 different stages to select from with the latter increasing in difficulty. Students can be borrowed from circles with the same conditions as those in raids. However, it is important to note that failing to complete a stage will '''not''' prevent the students used from participating again.
Joint Firepower Exercise works fairly similar to the [[Raid]] game mode. 3 tickets are given daily and once one run is completed, the remaining tickets can be used to sweep. There are 4 different stages to select from with the latter increasing in difficulty. Students can be borrowed from circles with the same conditions as those in raids. However, it is important to note that failing to complete a stage will '''not''' prevent the students used from participating again.


To begin, enter the current exercise being held. The exercise is started by pressing the yellow button on the bottom right of the screen. The blue button to the left can be used to start a mock exercise. Once started, 3 stages need to be cleared with 3 separate teams. Each team will earn a score based on the time used to complete the stage and the stage's difficulty. After 3 stages are cleared, each team's score will be aggregated into a final score and provide rewards based on the tiers below. Joint Firepower Exercise coins can be spent in the shop.
To begin, enter the current exercise being held. The exercise is started by pressing the yellow button on the bottom right of the screen. The blue button to the left can be used to start a mock exercise. Once started, 3 stages need to be cleared with 3 separate teams. Each team will earn a score based on the time used to complete the stage and the stage's difficulty. After 3 stages are cleared, each team's score will be aggregated into a final score and provide rewards based on the tiers below. Joint Firepower Exercise coins can be spent in the [[Shop]].


<li style="display: inline-table">
<li style="display: inline-table">
Line 13: Line 13:
! 0
! 0
! 5,500
! 5,500
! 20,300
! 35,100
! 35,100
! 49,900
! 64,700
! 64,700
! 79,500
! 94,300
! 94,300
! 104,950
! 123,900
! 123,900
! 138,700
! 153,500
! 153,500
! 183,100
! 167,570
! 170,250
! 197,900
! 212,700
! 212,700
! 242,300
! 227,500
! 271,900
! 236,500
! 239,000
! 241,500
|-
|-
! Coins[[File:Item Icon TimeAttackCoin.png|35px]]
! Coins[[File:Item Icon TimeAttackCoin.png|35px]]
! 40
! 40
! 10
! 10
! 10
! 5
! 10
! 5
! 10
! 5
! 10
! 5
! 10
! 5
! 10
! 5
! 10
! 5
! 10
! 5
! 10
! 5
! 5
! 5
! 5
! 5
! 5
! 5
! 5
! 5
! 5
|}
|}
</li>
</li>
Line 40: Line 58:
=Schedule=
=Schedule=
This is a list of recent event holding times. To edit the list, see [[Events/Joint Firepower Exercise]]
This is a list of recent event holding times. To edit the list, see [[Events/Joint Firepower Exercise]]
{| class="wikitable eventtable sortable"
{| class="wikitable eventtable sortable mw-collapsible mw-collapsed"
|-
|-
!Name
!Name
Line 61: Line 79:


==Shooting Exercise==
==Shooting Exercise==
During this exercise, there will be 3 boss enemies that are defeated one by one along the stage.
[[File:EnemyInfo_Boxcat_LightArmor.png|250px|thumb]]
<tabbertransclude>
<tabber>
|-|Second Shooting Exercise=
Joint Firepower Exercise/Shooting Exercise 7|Seventh Shooting Exercise
Joint Firepower Exercise/Shooting Exercise 6|Sixth Shooting Exercise
{| class="wikitable"
Joint Firepower Exercise/Shooting Exercise 5|Fifth Shooting Exercise
! colspan="1" rowspan="1" |Phase
Joint Firepower Exercise/Shooting Exercise 4|Fourth Shooting Exercise
! colspan="1" |HP
Joint Firepower Exercise/Shooting Exercise 3|Third Shooting Exercise
! colspan="1" |Time
Joint Firepower Exercise/Shooting Exercise 2|Second Shooting Exercise
! colspan="1" |Special Rules
Joint Firepower Exercise/Shooting Exercise 1|First Shooting Exercise
! colspan="1" |Notes
</tabbertransclude>
|-
|1
|161,834
|3:00
|[[File:TimeAttack_Icon_Terrain_Indoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_HeavyArmor_01.png|50px]]
|
|-
|2
|335,585
|3:00
|[[File:TimeAttack_Icon_Terrain_Indoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_HeavyArmor_01.png|50px]]
|-
|3
|697,567
|2:30
|[[File:TimeAttack_Icon_Terrain_Indoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_HeavyArmor_01.png|50px]] [[File:TimeAttackGeas_Ally_StatChange_CriticalPoint_Up_Fixed.png|50px]]
|Increased ally Critical Rate
|-
|4
|1,088,650
|3:00
|[[File:TimeAttack_Icon_Terrain_Indoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_HeavyArmor_01.png|50px]] [[File:TimeAttackGeas_Ally_StatChange_CriticalPoint_Up_Fixed.png|50px]] [[File:TimeAttackGeas_Ally_StatChange_CostRegen_Down_Ratio_TriggerUseSkill.png|50px]]
|Increased ally Critical Rate & Reduced cost recovery of all allies whenever EX skill is used
|}
|-|First Shooting Exercise=
{| class="wikitable"
! colspan="1" rowspan="1" |Phase
! colspan="1" |HP
! colspan="1" |Time
! colspan="1" |Special Rules
! colspan="1" |Notes
|-
|1
|161,834
|3:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_LightArmor_01.png|50px]]
|
|-
|2
|335,585
|3:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_LightArmor_01.png|50px]]
|
|-
|3
|697,567
|4:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_LightArmor_01.png|50px]] [[File:TimeAttack Icon Debuff NormalAttackSpeed Ally 01.png|50px]]
|Decreased ally attack speed
|-
|4
|1,088,650
|5:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_LightArmor_01.png|50px]] [[File:TimeAttack Icon Debuff NormalAttackSpeed Ally 01.png|50px]] [[File:TimeAttack_Icon_Buff_DodgePoint_Enemy_01.png|50px]]
|Decreased ally attack speed & Increased enemy evasion rate
|}
</tabber>


==Defense Exercise==
==Defense Exercise==
In this exercise, swarms of enemies will rush your units similar to the Ruins stage in [[Commissions]]. There are multiple swarms in a stage and once enough enemies are defeated in the current swarm, the next one will spawn.
[[File:EnemyInfo_Sweeper_Unarmed_Taser_Blue.png|250px|thumb]]
<tabbertransclude>
<tabber>
|-|Second Defense Exercise=
Joint Firepower Exercise/Defense Exercise 8|Eigth Defense Exercise
Joint Firepower Exercise/Defense Exercise 7|Seventh Defense Exercise
{| class="wikitable"
Joint Firepower Exercise/Defense Exercise 6|Sixth Defense Exercise
! colspan="1" rowspan="1" |Phase
Joint Firepower Exercise/Defense Exercise 5|Fifth Defense Exercise
!HP
Joint Firepower Exercise/Defense Exercise 4|Fourth Defense Exercise
! colspan="1" |Time
Joint Firepower Exercise/Defense Exercise 3|Third Defense Exercise
! colspan="1" |Special Rules
Joint Firepower Exercise/Defense Exercise 2|Second Defense Exercise
! colspan="1" |Notes
Joint Firepower Exercise/Defense Exercise 1|First Defense Exercise
|-
</tabbertransclude>
|1
|<p>{{Icon|Sweeper_LightArmor_Taser_Green|title=Green}} 5,124</p>
<p>{{Icon|Sweeper_LightArmor_Taser_White|title=White}} 5,199</p>
<p>{{Icon|Sweeper_LightArmor_Taser_Brown|title=Brown}} 9,393</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Indoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_LightArmor_01.png|50px]]
|
|-
|2
|<p>{{Icon|Sweeper_LightArmor_Taser_Green|title=Green}} 11,070</p>
<p>{{Icon|Sweeper_LightArmor_Taser_White|title=White}} 11,136</p>
<p>{{Icon|Sweeper_LightArmor_Taser_Brown|title=Brown}} 20,296</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Indoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_LightArmor_01.png|50px]]
|
|-
|3
|<p>{{Icon|Sweeper_LightArmor_Taser_Green|title=Green}} 23,459</p>
<p>{{Icon|Sweeper_LightArmor_Taser_White|title=White}} 23,504</p>
<p>{{Icon|Sweeper_LightArmor_Taser_Brown|title=Brown}} 43,010</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Indoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_LightArmor_01.png|50px]] [[File:TimeAttack_Icon_Debuff_AttackPower_Ally_01.png|50px]]
|Weapon type MT / AR attack power reduced.
|-
|4
|<p>{{Icon|Sweeper_LightArmor_Taser_Green|title=Green}} 46,055</p>
<p>{{Icon|Sweeper_LightArmor_Taser_White|title=White}} 46,083</p>
<p>{{Icon|Sweeper_LightArmor_Taser_Brown|title=Brown}} 84,437</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Indoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_LightArmor_01.png|50px]] [[File:TimeAttack_Icon_Debuff_AttackPower_Ally_01.png|50px]] [[File:TimeAttackGeas_Enemy_StatChange_MaxHP_TriggerCrowdControl_Damage.png|50px]]
|Weapon type MT / AR attack power reduced.
Enemies take damage each time they are affected by a crowd control.
|}
|-|First Defense Exercise=
{| class="wikitable"
! colspan="1" rowspan="1" |Phase
!HP
! colspan="1" |Time
! colspan="1" |Special Rules
! colspan="1" |Notes
|-
|1
|<p>{{Icon|Sweeper_Unarmed_Taser_Blue|title=Blue}} 5,124</p>
<p>{{Icon|Sweeper_Unarmed_Taser_White|title=White}} 5,199</p>
<p>{{Icon|Sweeper_Unarmed_Taser_DarkBlue|title=Dark Blue}} 9,393</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_UnArmed_01.png|50px]]
|
|-
|2
|<p>{{Icon|Sweeper_Unarmed_Taser_Blue|title=Blue}} 11,070</p>
<p>{{Icon|Sweeper_Unarmed_Taser_White|title=White}} 11,136</p>
<p>{{Icon|Sweeper_Unarmed_Taser_DarkBlue|title=Dark Blue}} 20,296</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_UnArmed_01.png|50px]]
|
|-
|3
|<p>{{Icon|Sweeper_Unarmed_Taser_Blue|title=Blue}} 23,459</p>
<p>{{Icon|Sweeper_Unarmed_Taser_White|title=White}} 23,504</p>
<p>{{Icon|Sweeper_Unarmed_Taser_DarkBlue|title=Dark Blue}} 43,010</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_UnArmed_01.png|50px]] [[File:TimeAttack_Icon_Debuff_DefensePower_Ally_01.png|50px]]
|Decreased ally defense
|-
|4
|<p>{{Icon|Sweeper_Unarmed_Taser_Blue|title=Blue}} 46,055</p>
<p>{{Icon|Sweeper_Unarmed_Taser_White|title=White}} 46,083</p>
<p>{{Icon|Sweeper_Unarmed_Taser_DarkBlue|title=Dark Blue}} 84,437</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_UnArmed_01.png|50px]] [[File:TimeAttack_Icon_Debuff_DefensePower_Ally_01.png|50px]] [[File:TimeAttack_Icon_Special_TriggerDieDamage_Enemy_01.png|50px]]
|Decreased ally defense & Enemies explode upon death, dealing damage to allies in a circular range
|}
</tabber>


==Assault Exercise==
==Assault Exercise==
During this exercise, there will be 3 waves of enemies along the stage. Similar to the relics in [[Hieronymus]], there will be a totem in each wave that when progressively healed, will give stacks of increased damage taken debuff to all enemies (Max stack of 10).
[[File:EnemyInfo_Totem03_TimeAttack.png|250px|thumb]]

During this exercise, there will be 3 waves of enemies. Similar to the relics in [[Hieronymus]], there will be a totem in each wave that when progressively healed, will give stacks of increased damage taken debuff to all enemies (Max stack of 10).
<tabbertransclude>
{| class="wikitable"
Joint Firepower Exercise/Assault Exercise 7|Seventh Assault Exercise
! colspan="1" rowspan="1" |Phase
Joint Firepower Exercise/Assault Exercise 6|Sixth Assault Exercise
! colspan="1" |HP (Totem)
Joint Firepower Exercise/Assault Exercise 5|Fifth Assault Exercise
! colspan="1" |Time
Joint Firepower Exercise/Assault Exercise 4|Fourth Assault Exercise
! colspan="1" |Special Rules
Joint Firepower Exercise/Assault Exercise 3|Third Assault Exercise
! colspan="1" |Notes
Joint Firepower Exercise/Assault Exercise 2|Second Assault Exercise
|-
Joint Firepower Exercise/Assault Exercise 1|First Assault Exercise
|1
</tabbertransclude>
|<p>Wave 1: ~5400</p>

<p>Wave 2: ~8100</p>
==Escort Exercise==
<p>Wave 3: ~13500</p>
During this exercise, there will be 1 wave of enemies targeting an ally Avant Garde. If Avant Garde is defeated the stage ends in failure.
|3:00

|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_HeavyArmor_01.png|50px]]
<tabbertransclude>
|
Joint Firepower Exercise/Escort Exercise 2|Second Escort
|-
Joint Firepower Exercise/Escort Exercise 1|First Escort
|2
</tabbertransclude>
|<p>Wave 1: ~10560</p>
<p>Wave 2: ~16430</p>
<p>Wave 3: ~25420</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_HeavyArmor_01.png|50px]]
|
|-
|3
|<p>Wave 1: ~21310</p>
<p>Wave 2: ~33780</p>
<p>Wave 3: ~50265</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_HeavyArmor_01.png|50px]] [[File:TimeAttack_Icon_Debuff_AttackPower_Ally_01.png|50px]]
|Allies using sniper rifles will have their attack power lowered
|-
|4
|<p>Wave 1: ~32930</p>
<p>Wave 2: ~52530</p>
<p>Wave 3: ~77110</p>
|3:00
|[[File:TimeAttack_Icon_Terrain_Outdoor_01.png|50px]] [[File:TimeAttack_Icon_ArmorType_HeavyArmor_01.png|50px]] [[File:TimeAttack_Icon_Debuff_AttackPower_Ally_01.png|50px]] [[File:TimeAttack_Icon_Buff_AccuracyPoint_Enemy_01.png|50px]]
|Allies using sniper rifles will have their attack power lowered & Increased enemy accuracy
|}


= Special Rules =
= Special Rules =
Line 272: Line 139:
! colspan="2" |Ally effects
! colspan="2" |Ally effects
|-
|-
|[[File:TimeAttack_Icon_Debuff_AttackPower_Ally_01.png|50px]]
|<center>[[File:TimeAttack_Icon_Debuff_AttackPower_Ally_01.png|50px]] [[File:TimeAttack_Icon_Buff_AttackPower_Ally_01.png|50px]]</center>
|Allies using ''specified weapon type'' will have their Attack reduced
|Allies using certain weapon types or being of certain roles will have their Attack reduced/increased
|-
|-
|[[File:TimeAttack Icon Debuff NormalAttackSpeed Ally 01.png|50px]]
|<center>[[File:TimeAttack Icon Debuff NormalAttackSpeed Ally 01.png|50px]]</center>
|Decreased ally Attack Speed
|Decreased ally Attack Speed
|-
|-
|[[File:TimeAttack_Icon_Debuff_DefensePower_Ally_01.png|50px]]
|<center>[[File:TimeAttack_Icon_Debuff_DefensePower_Ally_01.png|50px]]</center>
|Decreased ally Defense
|Decreased ally Defense
|-
|-
|<center>[[File:TimeAttack_Icon_Debuff_MaxHP_Ally_01.png|50px]]</center>
|[[File:TimeAttackGeas Ally StatChange CostRegen Down Ratio TriggerUseSkill.png|50x50px]]
|Decreased ally HP
|-
|<center>[[File:TimeAttackGeas Ally StatChange CostRegen Down Ratio TriggerUseSkill.png|50x50px]]</center>
|Reduced cost recovery of all allies whenever EX skill is used
|Reduced cost recovery of all allies whenever EX skill is used
|-
|-
|[[File:TimeAttackGeas Ally StatChange CriticalPoint Up Fixed.png|50x50px]]
|<center>[[File:TimeAttackGeas Ally StatChange CriticalPoint Up Fixed.png|50x50px]]</center>
|Increased ally Critical Rate
|Increased ally Critical Rate
|-
|-
|[[File:TimeAttackGeas_Ally_Damage_MaxHP_TriggerPeriodic.png|50x50px]]
|<center>[[File:TimeAttackGeas_Ally_Damage_MaxHP_TriggerPeriodic.png|50x50px]]</center>
|The scarecrow's HP decreases over time
|'''Scarecrow's HP constant decrease'''
|-
The scarecrow's HP decreases by every second
|<center>[[File:TimeAttackGeas_Ally_StatChange_CostRegen_RatioAllTacticRole.png|50x50px]]</center>
|If the team has at least one of all roles (supporters, attackers, tanks, healers, and T.S) present, the Cost Recovery speed of allies is increased
|-
|<center>[[File:TimeAttackGeas_Enemy_StatChange_AttackPower_CostRegen_CharacterCount.png|50px]]</center>
|The number of students deployed gives certain buffs). The fewer the students deployed, the more buffs each student will have (deploying more than 4 students won't give any buffs)
|-
|<center>[[File:TimeAttackGeas_Ally_Damage_ExtraDamage_TriggerDamageHit.png|50px]]</center>
|Students using AR / HG weapons will deal additional subsequent damage when they attack
|-
|-
|<center>[[File:TImeAttackGeas_Ally_Dispel_Buff.png|50px]]</center>
|[[File:TimeAttackGeas_Ally_StatChange_CostRegen_RatioAllTacticRole.png|50x50px]]
|Any buffs allies receive will be removed. Buffs from passive skills or a special student's sub-skill are exempt and will not be removed
|'''All roles deployed'''
|-
If the team has at least one of all roles (supporters, attackers, tanks, healers, and T.S) present, the Cost Recovery speed of allies is increased
|<center>[[File:TimeAttackGeas_Ally_Heal.png|50px]]</center>
|When an ally defeats an enemy, they receive a decreased attack debuff that stacks up to 50 times. Healing an ally will remove 5 of these debuffs
|-
|<center>[[File:TimeAttackGeas_Ally_Immune.png|50px]]</center>
|The scarecrow will change states at regular intervals. '''Reversal state''': Healing the scarecrow will deal damage to allies. No healing is actually applied to the scarecrow. '''Normal state''': Scarecrow can be normally healed
|-
|<center>[[File:TImeAttackGeas_Enemy_DamageOverTime_FatalPoison.png|50px]]</center>
|Allies continuously take Poison damage that ignores Defense and cannot be cleansed
|-
|<center>[[File:TimeAttack_Icon_Ally_Special_HealConvertDamage.png|50px]]</center>
|When the scarecrow is healed, deals damage to enemies proportional to the amount healed
|-
|-
! colspan="2" |Enemy effects
! colspan="2" |Enemy effects
|-
|-
|[[File:TimeAttack_Icon_Buff_AccuracyPoint_Enemy_01.png|50px]]
|<center>[[File:TimeAttack_Icon_Buff_AttackPower_Enemy_01.png|50px]]</center>
|Increased enemy Attack
|-
|<center>[[File:TimeAttack_Icon_Buff_AccuracyPoint_Enemy_01.png|50px]]</center>
|Increased enemy Accuracy
|Increased enemy Accuracy
|-
|-
|[[File:TimeAttack_Icon_Buff_DodgePoint_Enemy_01.png|50px]]
|<center>[[File:TimeAttack_Icon_Buff_DodgePoint_Enemy_01.png|50px]]</center>
|Increased enemy Evasion
|Increased enemy Evasion
|-
|-
|[[File:TimeAttack_Icon_Special_TriggerDieDamage_Enemy_01.png|50px]]
|<center>[[File:TimeAttack_Icon_Special_TriggerDieDamage_Enemy_01.png|50px]]</center>
|Enemies explode upon death, dealing damage to allies in a circular area
|Enemies explode upon death, dealing damage to allies in a circular area
|-
|-
|[[File:TimeAttackGeas Enemy StatChange MaxHP TriggerCrowdControl Damage.png|50x50px]]
|<center>[[File:TimeAttackGeas Enemy StatChange MaxHP TriggerCrowdControl Damage.png|50x50px]]</center>
|'''Additional damage when affected by Crowd Control'''
|Enemies take damage each time they are affected by a crowd control
|-
Enemies take damage each time they are affected by a crowd control
|<center>[[File:TimeAttackGeas_Enemy_Heal_TriggerPeriod.png|50px]]</center>
|The enemy regenerates health at regular intervals
|-
|<center>[[File:TimeAttackGeas_Enemy_DamagedLimit_StatChange_MaxHP.png|50px]]</center>
|Enemies' HP is reduced, but they only take a maximum of 1 damage at a time
|-
|<center>[[File:TImeAttackGeas_Enemy_StatChange_DefensePenetration.png|50px]]</center>
|Enemies have increased defense penetration
|-
|<center>[[File:TimeAttackGeas_Enemy_Immune_AttackedExSkill.png|50px]]</center>
|Enemies will not take damage from certain sources
|-
|<center>[[File:TimeAttackGeas_Enemy_FireArea_TriggerDie.png|50px]]</center>
|Enemies will leave behind a burning area when defeated
|-
|<center>[[File:TImeAttackGeas_Enemy_DamageOverTime_DamageRatioUp_Ratio.png|50px]]</center>
|Enemies' HP is increased. If an enemy is inflicted with burn, chill, or poison, dealing damage deals additional subsequent damage
|-
|<center>[[File:TimeAttack_Icon_Buff_CriticalChanceResistPoint_Enemy_01.png|50px]]</center>
|Increased enemy critical resistance
|-
|<center>[[File:TimeAttack_Enemy_HealByHitDamaged_MaxHp_01.png|50px]]</center>
|Enemies' HP is increased and recovers HP when attacked
|-
|<center>[[File:TimeAttack_Icon_Ally_Special_ExtraDamage.png|50px]]</center>
|Enemies' attack is increased and does additional subsequent damage
|}
|}
{{#seo:
{{#seo:

Revision as of 13:05, 11 April 2024

Overview

Joint Firepower Exercise (JE) or Joint Firing Drill is a game mode otherwise known as a time attack dungeon. The goal is to clear stages in the shortest time period possible to earn the highest score.

Joint Firepower Exercise works fairly similar to the Raid game mode. 3 tickets are given daily and once one run is completed, the remaining tickets can be used to sweep. There are 4 different stages to select from with the latter increasing in difficulty. Students can be borrowed from circles with the same conditions as those in raids. However, it is important to note that failing to complete a stage will not prevent the students used from participating again.

To begin, enter the current exercise being held. The exercise is started by pressing the yellow button on the bottom right of the screen. The blue button to the left can be used to start a mock exercise. Once started, 3 stages need to be cleared with 3 separate teams. Each team will earn a score based on the time used to complete the stage and the stage's difficulty. After 3 stages are cleared, each team's score will be aggregated into a final score and provide rewards based on the tiers below. Joint Firepower Exercise coins can be spent in the Shop.

  • Score 0 5,500 20,300 35,100 49,900 64,700 79,500 94,300 104,950 123,900 138,700 153,500 167,570 170,250 197,900 212,700 227,500 236,500 239,000 241,500
    Coins 40 10 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
  • Schedule

    This is a list of recent event holding times. To edit the list, see Events/Joint Firepower Exercise

    Name Start date End date Special Rules
    Shooting Exercise 03/09/2022 11:00 03/15/2022 23:59
    Defense Exercise 03/23/2022 11:00 03/30/2022 03:59
    Assault Exercise 05/11/2022 11:00 05/18/2022 03:59
    Shooting Exercise 06/08/2022 11:00 06/15/2022 03:59
    Defense Exercise 07/06/2022 11:00 07/13/2022 03:59
    Assault Exercise 08/03/2022 11:00 08/09/2022 03:59
    Shooting Exercise 09/21/2022 11:00 09/28/2022 03:59
    Defense Exercise 10/12/2022 11:00 10/19/2022 03:59
    Assault Exercise 11/09/2022 11:00 11/16/2022 03:59
    Shooting Exercise 11/30/2022 11:00 12/07/2022 03:59
    Defense Exercise 12/28/2022 11:00 01/04/2023 03:59
    Assault Exercise 02/15/2023 11:00 02/22/2023 03:59
    Shooting Exercise 03/08/2023 11:00 03/15/2023 03:59
    Defense Exercise 04/05/2023 11:00 04/12/2023 03:59
    Assault Exercise 05/10/2023 11:00 05/17/2023 03:59
    Shooting Exercise 06/06/2023 11:00 06/14/2023 03:59
    Defense Exercise 06/21/2023 11:00 06/28/2023 03:59
    Assault Exercise 08/09/2023 11:00 08/16/2023 03:59
    Shooting Exercise 09/06/2023 11:00 09/13/2023 03:59
    Defense Exercise 10/11/2023 11:00 10/18/2023 03:59
    Escort Exercise 11/08/2023 11:00 11/15/2023 03:59
    Assault Exercise 12/06/2023 11:00 12/13/2023 03:59
    Shooting Exercise 01/10/2024 11:00 01/14/2024 03:59
    Defense Exercise 02/07/2024 11:00 02/14/2024 03:59
    Escort Exercise 03/06/2024 11:00 03/13/2024 03:59
    Assault Exercise 04/11/2024 11:00 04/17/2024 03:59
    Shooting Exercise 05/08/2024 11:00 05/15/2024 03:59

    Exercises

    Shooting Exercise

    During this exercise, there will be 3 boss enemies that are defeated one by one along the stage.

    Phase HP Time Special Rules Notes
    1 161,834
    2 335,585
    3 1,743,918 Enemies' HP is reduced, but they only take a maximum of 1 damage at a time.
    4 2,721,625 Enemies' HP is reduced, but they only take a maximum of 1 damage at a time.

    Can only deal explosive type damage to enemies. Additionally, explosive type students have increased cost recovery.

    Defense Exercise

    In this exercise, swarms of enemies will rush your units similar to the Ruins stage in Commissions. There are multiple swarms in a stage and once enough enemies are defeated in the current swarm, the next one will spawn.

    Phase HP Time Special Rules Notes
    1

    Green 5,124

    White 5,199

    Brown 9,393

    3:00
    2

    Green 11,070

    White 11,136

    Brown 20,296

    3:00
    3

    Green 28,151

    White 28,205

    Brown 51,612

    3:30 Enemies' HP is increased, Front position allies' Attack is increased.
    4

    Green 55,266

    White 55,300

    Brown 101,324

    3:30 Enemies' HP is increased, Front position allies' Attack is increased.

    Increased enemy Attack and Movement Speed.

    Assault Exercise

    During this exercise, there will be 3 waves of enemies along the stage. Similar to the relics in Hieronymus, there will be a totem in each wave that when progressively healed, will give stacks of increased damage taken debuff to all enemies (Max stack of 10).

    Phase HP (Totem) Time Special Rules Notes
    1

    Wave 1: ~5400

    Wave 2: ~8100

    Wave 3: ~13500

    3:00
    2

    Wave 1: ~10560

    Wave 2: ~16430

    Wave 3: ~25420

    3:00
    3

    Wave 1: ~21310

    Wave 2: ~33780

    Wave 3: ~50265

    1:30 Enemies' attack is increased and does additional subsequent damage.
    4

    Wave 1: ~32930

    Wave 2: ~52530

    Wave 3: ~77110

    1:30 When an ally is healed, Scarecrow also receives healing. Increase Scarecrow HP.

    Weapon type SR attack power increased. Enemy HP increased.

    Escort Exercise

    During this exercise, there will be 1 wave of enemies targeting an ally Avant Garde. If Avant Garde is defeated the stage ends in failure.

    Phase Time Special Rules Notes
    1 3:30
    2 3:30
    3 3:30 Any buffs applied to Avant Garde-kun are duplicated to all allies, except Special students.
    4 3:30 Any buffs applied to Avant Garde-kun are duplicated to all allies, except Special students.

    Avant Garde-kun healing is reduced, enemy attack is reduced.

    Special Rules

    Each Exercise season will have a set environment and enemy armor types, along with up to 2 additional Special Rules, depending on the stage players choose.

    General effects
    Environment type
    Enemy armor type
    Ally effects
    Allies using certain weapon types or being of certain roles will have their Attack reduced/increased
    Decreased ally Attack Speed
    Decreased ally Defense
    Decreased ally HP
    Reduced cost recovery of all allies whenever EX skill is used
    Increased ally Critical Rate
    The scarecrow's HP decreases over time
    If the team has at least one of all roles (supporters, attackers, tanks, healers, and T.S) present, the Cost Recovery speed of allies is increased
    The number of students deployed gives certain buffs). The fewer the students deployed, the more buffs each student will have (deploying more than 4 students won't give any buffs)
    Students using AR / HG weapons will deal additional subsequent damage when they attack
    Any buffs allies receive will be removed. Buffs from passive skills or a special student's sub-skill are exempt and will not be removed
    When an ally defeats an enemy, they receive a decreased attack debuff that stacks up to 50 times. Healing an ally will remove 5 of these debuffs
    The scarecrow will change states at regular intervals. Reversal state: Healing the scarecrow will deal damage to allies. No healing is actually applied to the scarecrow. Normal state: Scarecrow can be normally healed
    Allies continuously take Poison damage that ignores Defense and cannot be cleansed
    When the scarecrow is healed, deals damage to enemies proportional to the amount healed
    Enemy effects
    Increased enemy Attack
    Increased enemy Accuracy
    Increased enemy Evasion
    Enemies explode upon death, dealing damage to allies in a circular area
    Enemies take damage each time they are affected by a crowd control
    The enemy regenerates health at regular intervals
    Enemies' HP is reduced, but they only take a maximum of 1 damage at a time
    Enemies have increased defense penetration
    Enemies will not take damage from certain sources
    Enemies will leave behind a burning area when defeated
    Enemies' HP is increased. If an enemy is inflicted with burn, chill, or poison, dealing damage deals additional subsequent damage
    Increased enemy critical resistance
    Enemies' HP is increased and recovers HP when attacked
    Enemies' attack is increased and does additional subsequent damage