Joint Firing Drill: Difference between revisions
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__TOC__
=Overview=
'''Joint Firing Drill''' or Joint Firepower Exercise (JE) 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
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
<li style="display: inline-table">
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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
|}
</li>
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=Schedule=
This is a list of recent event holding times. To edit the list, see [[Events/Joint Firepower Exercise]]
{| class="wikitable eventtable sortable mw-collapsible mw-collapsed"
|-
!Name
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==Shooting Exercise==
During this exercise, there will be 3 boss enemies that are defeated one by one along the stage.
<tabbertransclude>
Joint Firing Drill/Shooting Exercise 8|
Joint Firing Drill/Shooting Exercise 7|Seventh Shooting Exercise
Joint Firing Drill/Shooting Exercise 6|Sixth Shooting Exercise
Joint Firing Drill/Shooting Exercise 5|Fifth Shooting Exercise
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>
==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.
<tabbertransclude>
Joint Firing Drill/Defense Exercise 9|
Joint Firing Drill/Defense Exercise 8|Eigth Defense Exercise
Joint Firing Drill/Defense Exercise 7|Seventh Defense Exercise
Joint Firing Drill/Defense Exercise 6|Sixth Defense Exercise
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
</tabbertransclude>
==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).
<tabbertransclude>
Joint Firing Drill/Assault Exercise 7|Seventh Assault Exercise
Joint Firing Drill/Assault Exercise 6|Sixth Assault Exercise
Joint Firing Drill/Assault Exercise 5|Fifth Assault Exercise
Joint Firing Drill/Assault Exercise 4|Fourth Assault Exercise
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
</tabbertransclude>
==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.
<tabbertransclude>
Joint Firing Drill/Escort Exercise 2|Second Escort
Joint Firing Drill/Escort Exercise 1|First Escort
</tabbertransclude>
= Special Rules =
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! colspan="2" |Ally effects
|-
|<center>[[File:TimeAttack_Icon_Debuff_AttackPower_Ally_01.png|50px]] [[File:TimeAttack_Icon_Buff_AttackPower_Ally_01.png|50px]]</center>
|Allies using
|-
|<center>[[File:TimeAttack Icon Debuff NormalAttackSpeed Ally 01.png|50px]]</center>
|Decreased ally Attack Speed
|-
|<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>
|Reduced cost recovery of all allies whenever EX skill is used
|-
|<center>[[File:TimeAttackGeas Ally StatChange CriticalPoint Up Fixed.png|50x50px]]</center>
|Increased ally Critical Rate
|-
|<center>[[File:TimeAttackGeas_Ally_Damage_MaxHP_TriggerPeriodic.png|50x50px]]</center>
|The scarecrow's HP decreases over time
|-
|<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>
|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
|-
|<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:
|Increased enemy Attack
|-
|<center>[[File:TimeAttack_Icon_Buff_AccuracyPoint_Enemy_01.png|50px]]</center>
|Increased enemy Accuracy
|-
|<center>[[File:TimeAttack_Icon_Buff_DodgePoint_Enemy_01.png|50px]]</center>
|Increased enemy Evasion
|-
|<center>[[File:TimeAttack_Icon_Special_TriggerDieDamage_Enemy_01.png|50px]]</center>
|Enemies explode upon death, dealing damage to allies in a circular area
|-
|<center>[[File:TimeAttackGeas Enemy StatChange MaxHP TriggerCrowdControl Damage.png|50x50px]]</center>
|
|-
|<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:
|image = Replay_Contents_TimeAttack_EpisodeSelect.png
|image_alt = Joint
|description = Joint
}}
|
Latest revision as of 13:02, 5 June 2024
Overview Edit
Joint Firing Drill or Joint Firepower Exercise (JE) 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 Firing Drill 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 Firing Drill 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 Edit
This is a list of recent event holding times. To edit the list, see Events/Joint Firepower Exercise
Exercises Edit
Shooting Exercise Edit
During this exercise, there will be 3 boss enemies that are defeated one by one along the stage.
Defense Exercise Edit
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.
Assault Exercise Edit
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).
Escort Exercise Edit
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.
Special Rules Edit
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.