Joint Firing Drill: Difference between revisions
→Defense Exercise
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__TOC__
=Overview=
Joint
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
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! 0
! 5,500
! 20,300
! 35,100
! 49,900
! 64,700
! 79,500
! 94,300
! 104,950
! 123,900
! 138,700
! 153,500
!
! 170,250
! 197,900
! 212,700
!
!
! 239,000
! 241,500
|-
! Coins[[File:Item Icon TimeAttackCoin.png|35px]]
! 40
! 10
!
!
!
!
!
!
!
!
!
! 5
! 5
! 5
! 5
! 5
! 5
! 5
! 5
! 5
|}
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During this exercise, there will be 3 boss enemies that are defeated one by one along the stage.
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Joint
Joint
Joint
Joint
Joint Firing Drill/Shooting Exercise 4|Fourth Shooting Exercise
Joint Firing Drill/Shooting Exercise 3|Third Shooting Exercise
Joint Firing Drill/Shooting Exercise 2|Second Shooting Exercise
Joint Firing Drill/Shooting Exercise 1|First Shooting Exercise
</tabbertransclude>
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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.
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Joint
Joint
Joint
Joint
Joint Firing Drill/Defense Exercise 5|Fifth Defense Exercise
Joint Firing Drill/Defense Exercise 4|Fourth Defense Exercise
Joint Firing Drill/Defense Exercise 3|Third Defense Exercise
Joint Firing Drill/Defense Exercise 2|Second Defense Exercise
Joint Firing Drill/Defense Exercise 1|First Defense Exercise
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Joint
Joint
Joint
Joint
Joint Firing Drill/Assault Exercise 3|Third Assault Exercise
Joint Firing Drill/Assault Exercise 2|Second Assault Exercise
Joint Firing Drill/Assault Exercise 1|First Assault Exercise
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==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.
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Joint Firing Drill/Escort Exercise 2|Second Escort
Joint Firing Drill/Escort Exercise 1|First Escort
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|<center>[[File:TimeAttack_Icon_Debuff_DefensePower_Ally_01.png|50px]]</center>
|Decreased ally Defense
|-
|<center>[[File:TimeAttack_Icon_Debuff_MaxHP_Ally_01.png|50px]]</center>
|Decreased ally HP
|-
|<center>[[File:TimeAttackGeas Ally StatChange CostRegen Down Ratio TriggerUseSkill.png|50x50px]]</center>
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|-
|<center>[[File:TimeAttackGeas_Enemy_StatChange_AttackPower_CostRegen_CharacterCount.png|50px]]</center>
|The number of students deployed
|-
|<center>[[File:TimeAttackGeas_Ally_Damage_ExtraDamage_TriggerDamageHit.png|50px]]</center>
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|-
|<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
|-
|<center>[[File:TimeAttack_Icon_Buff_AttackPower_Enemy_01.png|50px]]</center>
|Increased enemy Attack
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|<center>[[File:TimeAttack_Icon_Buff_AccuracyPoint_Enemy_01.png|50px]]</center>
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|-
|<center>[[File:TimeAttackGeas_Enemy_Immune_AttackedExSkill.png|50px]]</center>
|Enemies will not take damage from
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|<center>[[File:TimeAttackGeas_Enemy_FireArea_TriggerDie.png|50px]]</center>
|Enemies will leave behind a burning area when defeated
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|<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
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|<center>[[File:TimeAttack_Enemy_HealByHitDamaged_MaxHp_01.png|50px]]</center>
|Enemies' HP is increased and recovers HP when attacked
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|<center>[[File:TimeAttack_Icon_Ally_Special_ExtraDamage.png|50px]]</center>
|Enemies' attack is increased and does additional subsequent damage
|}
{{#seo:
|image = Replay_Contents_TimeAttack_EpisodeSelect.png
|image_alt = Joint
|description = Joint
}}
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