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INFORMATION

Unit Adjustment [November 2022]

■[PST] 11/23/2022 21:00
■[CET] 11/24/2022 06:00
ver.0161.1307
■Unit Adjustments
■Regarding the Battle Results (12/29/2022 Appendix)
・Added the results before and after the balance adjustment implemented on [JST] 11/24/2022 (see below for details).

・Units that could not reach the estimated battle results, will be inspected for another adjustment. However, since short period of a few weeks is not a sufficient for the inspection, so after more data is collected, readjustments will be made if the results are still below the assumed levels.

※Since the data has been collected since the last balance adjustment, data collection period is short and there may be a few “errors” in the various results. Data will be first monitored, including the results of the units that are within the expected range, as the environment is constantly changing due to new units every week.
■Report about the Unicorn Gundam’s Adjustments and Battle Results of 700 Cost Units
・Even though there were downward adjustments for Unicorn Gundam on [JST] 11/24/2022, its Sortie Rate is still high when compared to other Units, and the battle results of other 700 Cost Units were on a decline.
Because of that, a readjustment has been implemented for Unicorn Gundam.
■General Type
Unicorn Gundam
Skill NT-D Ability Boost ・Area and the Duration of Effect of disabling the Psycommu Weapons are adjusted
Skill Awaken Ability Boost ・Healing amount during skill activation is adjusted “6000”→”4000″
・Damage to Unit’s HP is adjusted as “20%”→”15%”
Aim
・As reported previously by the the October Adjustment Report, downward adjustments will be made.

・Although the battle results of Unit’s performance were within the expected range, the “Use Amount” was over the top. We have determined that the balance was just numerically between the similar units but not within normal battle results and battle environment.

・In this adjustment, we have made a downward adjustment to the “NT-D Ability Boost” skill that provides a significant weakening effect to “Units with Psycommu Weapons as their Main Weapon” and the “Awaken Ability Boost” skill, that greatly improves the durability of the Unicorn Gundam. Therefore following changes have been made.

・When the Skill “NT-D Ability Boost” LV1 is activated, the “Effective Range” and “Effective Time” of “Disabling Psycommu Weapons of Enemy Units” within a certain range are reduced.

・”Recovery Amount” and “Damage Reduction Rate” due to Skill “Awaken Ability Boost” to Unit HP have been reduced.

・Furthermore, we will continue to check the battle results after this adjustment. If further adjustments are necessary, we will reconsider the situation and make further actions.

Reference Data COST Unit LV Sortie Rate Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
700 General Type Average 46.7 43.4 74211 3.0
LV1 80.35% 52.9 54.5 82222 2.4
Post-Adjustments 59.43% 53.3 56.3 84766 2.4
Above the Assumptions
※Be sure to refer to the Unicorn Gundam section of the “Unit Adjustments that is released on [JST] 12/29/2022 for additional information on the results and details of the adjustments made to this unit.
Zeta Gundam
Unit Features ・Thruster is increased “75”→”80″
・Maneuver is increased “66”→”69″
・LV2 Unit Melee Boost is increased “32”→”35″ (Upper LV also increased at the same time)
・LV2 Unit Skill “Thruster Output Increase LV1” has been given
・LV2 Unit Skill “Reaction Booster Program LV2” has been given
・LV3 Unit Skill “Thruster Output Increase LV2” has been given
・LV3 Unit Skill “Reaction Booster Program LV2” has been given
Melee Main Weapon Zeta Gundam Beam Saber ・Rapid Shooting Boost is increased
Sub Weapon Long Beam Saber ・Down Melee Attack Boost is increased
Aim
・This Unit is designed to take advantage of two types of Melee Weapons to build the front line. In the past adjustments, we have strengthened its Weapons to make it easier to obtain “Damage Deal”, but since various battle results were on decline again, following adjustments have been made.

・In order to make it easier to obtain “Damage Deal” through Melee Attacks, Melee Main Weapon “Zeta Gundam Beam Saber”s “Consecutive Attack Boost” and Sub Weapon “Long Beam Saber”s “Down Melee Attack Boost” are enhanced.

・Enhanced “Maneuver” and “Thruster” features in normal and transformed mode to make it easier to approach the enemy.

・To make it easier to acquire “Damage Deal” during its transformation, Sub Weapon “Beam Gun x2″s can be used during the “High Speed Movement”. Furthermore, “Asl Screen” and “Stagger Accumulation Value” is enhanced. In addition, a new Skill “Ram Attack (Bio-Sensor)” LV1 has been granted, improving the performance of “Ram Attack” while the Bio-Sensor is activated.

・We have strengthened “Melee Boost” since Unit LV2 and laters results have been declining. Furthermore, Skill “Thruster Output Increase LV1” and Skill “Reaction Booster Program LV2” have been given to Unit LV 2, and Unit LV3 has received Skill “Thruster Output Increase LV2” and Skill “Reaction Booster Program LV2”.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
600 General Type Average 49.2 49.0 65288 3.0
LV1 48.4 46.1 57670 2.9
Post-Adjustments 49.3 48.7 63798 2.9
Slightly Below Assumptions
650 General Type Average 49.8 49.4 69995 2.9
LV2 47.6 46.7 60203 2.8
Post-Adjustments 50.3 49.4 65564 2.8
Within Assumed Range
700 General Type Average 46.7 43.4 74211 3.0
LV3 45.6 30.4 52584 2.7
Post-Adjustments 46.2 43.6 53962 2.7
Slightly Below Assumptions
Zeta Gundam (Transformed)
Unit Features ・Thruster is increased “75”→”80″
・Maneuver is increased “54”→”57″
・Unit Skill “”Ram Attack (Bio-Sensor) LV1” has been given
・LV2 Unit Melee Boost is increased “32”→”35″ (Upper LV also increased at the same time)
Sub Weapon Beam Gun x2 ・Stagger Accumulation Value is increased
・ASL(Auto Aim Boost)’s Range is expanded
・Also made available to use during High Speed Movement
Silver Bullet
Unit Features ・Unit HP is increased “21000”→”22000″(Upper LV also increased at the same time)
・Live Ammunition Resist Boost is increased “20”→”25″(Upper LV also increased at the same time)
・Beam Resist Boost is increased “20”→”30″(Upper LV also increased at the same time)
・Thruster is increased “70”→”75″
・LV1 Unit Skill “Back Binder Special Cushioning LV1” is increased to “LV2”
・LV2 Unit Skill “Thruster Output Increase LV1” has been given
・LV2 Unit Skill “Back Binder Special Cushioning LV1” is increased to “LV3”
Melee Main Weapon Silver Bullet Beam Saber ・LV2 Power is increased “3050”→”3150″
Sub Weapon Shoulder Beam Cannon x2 ・LV2 Power is increased “1500”→”1600″
Sub Weapon Shoulder 12-Tube Missiles x2 [Incendiary] ・LV2 Power is increased “275”→”300″
Sub Weapon Wired Hand [Saber] ・LV2 Power is increased “3050”→”3150″
Sub Weapon Incom Unit x2 [Pincer] ・LV2 Power is increased “650”→”700″
Aim
・This Unit specializes in Mid to Close Range battles that make use of the stealth effect of the Sub Weapon “Side Smoke Grenade” and other various defensive skills. However, due to its large size it also suffers from high hit rate and there were many situations where it is destroyed before approaching an enemy. “Win Rate”, “Amount of MS Loss”, etc. were below the battle record, so the following items have been adjusted.

・In order to improve the “Amount of MS Loss”, “Unit HP”, “Live Ammunition Resist Boost”, “Beam Resist Boost”, “Thruster” and Skill “Back Binder Special Cushioning”s LV is enhanced.

・Unit LV2’s “Win Rate” and “Damage Deal” were on a downward trend, leading us to enhance the “Power” of various Weapons, and give Skill “Thruster Output Increase” LV1.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
650 General Type Average 49.8 49.4 69995 2.9
LV1 47.6 47.0 71673 3.1
Post-Adjustments 50.8 52.7 75645 2.7
Within Assumed Range
700 General Type Average 46.7 43.4 74211 3.0
LV2 40.1 36.6 61852 3.1
Post-Adjustments 47.1 45.4 71993 2.7
Slightly Below Assumptions
Dreissen
Unit Features ・Unit HP is increased “19000”→”21000″ (Upper LV also increased at the same time)
・Thruster is increased “65”→”70″
・Unit Skill “Forced Injector LV1” is increased to “LV2”
・LV4 Unit Skill “Thruster Output Increase LV1” has been given
・LV4 Unit Skill “Enhanced Tackle LV4” is increased to “LV5”
Melee Main Weapon Long Beam Tomahawk ・LV3 Power is increased “2600”→”2700″ (Upper LV also increased at the same time)
Sub Weapon 3-Barrel Beam Cannon ・LV3 Power is increased “330”→”350″ (Upper LV also increased at the same time)
Sub Weapon Tri-Blade x3 ・LV3 Power is increased “1100”→”1200″ (Upper LV also increased at the same time)
Aim
・This Unit is designed to create various advantageous positions with its high survivability and melee attacks that can knock down enemies with a single blow. In the past, its battle results were higher than we expected, so we made a downward adjustments to its “Unit HP”, however since the results are on decline, below elements have been adjusted.

・In order to improve the “Amount of MS Loss”, we have enhanced the “Unit HP”. Also, to reduce the hit rate we have enhanced “Thruster” and Skill “Forced Injector”s LV.

・Since Unit LV3 and afters battle results were on decline, Melee Main Weapon “Long Beam Tomahawk” and Sub Weapon “3-Barrel Beam Cannon”, Sub Weapon “Tri-Blade x3″s “Power” are enhanced. Furthermore, together with enhancing the Skill “Enhanced Tackle”s LV of Unit LV4, Skill “Thruster Output Increase LV1” has also been given.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
550 General Type Average 49.9 50.2 65877 2.9
LV1 48.6 49.7 62321 3.3
Post-Adjustments 50.4 52.0 63847 3.2
Within Assumed Range
600 General Type Average 49.2 49.0 65288 3.0
LV2 48.4 48.6 61935 3.2
Post-Adjustments 50.2 52.9 62788 3.0
Within Assumed Range
650 General Type Average 49.8 49.4 69995 2.9
LV3 47.9 43.6 58086 3.1
Post-Adjustments 51.3 51.7 67801 3.1
Within Assumed Range
700 General Type Average 46.7 43.4 74211 3.0
LV4 46.3 34.6 55088 3.2
Post-Adjustments 47.8 40.2 62516 3.1
Slightly Below Assumptions
■Raid Type
Banshee
Skill NT-D Ability Boost ・Area and the Duration of Effect of disabling the Psycommu Weapons are adjusted
Aim
・As reported previously by the the October Adjustment Report, downward adjustments will be made.

・Although the battle results of Banshee’s performance were within the expected range, “Use Rate” was higher than other Units. We have determined that the balance was just numerically between the similar units but not within normal battle results and battle environment.

・By this adjustment, we have made a downward adjustment for “NT-D Ability Boost” that gives a significant weakening effect to “Units that use Psycommu Weapons as their Main Weapon”.

・When the skill “NT-D Ability Boost” LV2 is activated, “Effective Range” and “Effective Time” that disables the use of Psycommu Weapons of Enemy Units within a certain range have been reduced.

Reference Data COST Unit LV Sortie Rate Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
700 Raid Type Average 50.7 50.1 85028 3.2
LV1 65.76% 51.6 53.6 85316 3.0
Post-Adjustments 36.11% 52.1 53.6 86841 3.0
Slightly Below Assumptions
■Supplementary information on adjustment results
・The effect of the Psycommu-jack in the Skill NT-D Ability Boost had a greater than expected impact, so we adjusted the skill in November.

As a result, the “Sortie Rate” has been reduced without much change from the previous results, however the “Sortie Rate” has remained relatively high.

We have considered the possibility of readjustment, but considering the changes in the battlefield due to the readjustment of the Unicorn Gundam this month, we will use this month as a period to count and measure the results data.
Based on the data, we will consider whether to make another adjustment along with the other 700 Cost Units.

Zeta Plus A1
Unit Features ・Unit HP is increased “18000”→”19000″ (Upper LV also increased at the same time)
・LV1 Unit Skill “Assault Booster LV1” is increased to “LV2”
・LV2 Unit Skill “Assault Booster LV1” is increased to “LV2”
・LV2 Unit Skill “Enhanced Tackle LV4” is increased to “LV5”
・LV3 Unit Speed is increased “130”→”135″
・LV3 Unit Skill “Thruster Output Increase LV2” has been given
・LV3 Unit Skill “Reaction Booster Program LV1” has been given
・LV3 Unit Skill “Assault Booster LV1” is increased to “LV3”
・LV3 Unit Skill “Enhanced Tackle LV4” is increased to “LV5”
・LV3 Unit Skill “Wings Special Cushioning LV2” is enhanced to “LV3”
Range Main Weapon ReZEL Beam Rifle ・Added as available to Equip
Sub Weapon Beam Cannon x2 ・LV2 Power is increased “682”→”700″ (Upper LV also increased at the same time)
Sub Weapon Z Plus Shield ・Shield HP is increased “3500”→”4500″ (Upper LV also increased at the same time)
Aim
・This Unit specializes in attacks in Waverider Mode, while it makes use of its high fighting performance within Close Range Combat. In the past adjustments, we enhanced its Weapons to make it easier to obtain “Damage Deal” than before, however since various battle results were on decline again, we have decided to make the following adjustments.

・Main Range Weapon “ReZEL Beam Rifle” is now available to use. When this Weapon is equipped, since Sub Weapon “ReZEL Long Beam Saber” be added also, further enhancing combat power in close range combat.

・In order to improve the “Amount of MS Loss”, “Unit HP” and Skill “Assault Booster”s LV, Sub Weapon “Z Plus Shield”s “Shield HP” are enhanced.

・The “Damage Deal” after Unit LV2 was on a downward trend, so we improved the Skill “Enhanced Tackle”s LV and Sub Weapon “Beam Cannon x2″s “Power”.

In addition, since the battle results after Unit LV3 was on decline, parameters of “Speed” and Skill “Wings Special Cushioning” were enhanced, Skill “Thruster Output Increase LV2” and “Reaction Booster Program LV1” were added.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
600 Raid Type Average 51.3 50.6 73898 3.1
LV1 48.5 50.0 72214 3.3
Post-Adjustments 50.1 50.7 77921 3.2
Within Assumptions
650 Raid Type Average 51.0 50.1 77359 3.2
LV2 48.6 46.9 71528 3.3
Post-Adjustments 51.0 51.7 81401 3.1
Within Assumptions
700 Raid Type Average 50.7 50.1 85028 3.2
LV3 45.3 33.1 60866 3.5
Post-Adjustments 47.0 43.0 73159 3.1
Slightly Below Assumption
Zeta Plus A1 (Transformed)
Unit Features ・Unit HP is increased “18000”→”19000″ (Upper LV also increased at the same time)
・LV3 Unit Skill “Wings Special Cushioning LV2” is enhanced to “LV3”
Bolinoak Sammahn
Unit Features ・Unit HP is increased “19000”→”20000″ (Upper LV also increased at the same time)
・Unit Skill “Precision Analysis System LV1” has been given
・Unit Skill “Forced Injector LV1” is increased to “LV2”
・LV1 Unit Skill “Assault Booster LV1” is increased to “LV2”
・LV2 Unit Skill “Assault Booster LV1” is increased to “LV2”
・LV3 Unit Skill “Assault Booster LV1” is increased to “LV3”
・LV4 Unit Skill “Assault Booster LV1” is increased to “LV3”
Sub Weapon Sensor Unit [Area] ・Newly Added
Aim
・This Unit uses the skill “Fake Beacon” to disrupt the enemy team, its two types of Melee Weapons for Close Combat. By the past adjustments, we strengthened Defense Attributes in order to improve “Amount of MS Loss”, however “Win Rate” and “Amount of MS Loss” tended to decrease again, therefore we adjusted the following items.

・Added Sub Weapon “Sensor Unit [Area]” and Skill “Precision Analysis System” LV1 to improve disruptive ability against the enemy team.
Name: Sub Weapon “Sensor Unit [Area]”
Effect: For a certain period of time, all Enemy Units within the Range will be effected to be spotted and their radar will be disabled in a period.
Skill “Fake Beacon” causes “Confusion” by “Showing Wrong Information of Your MS as a Friend on the Enemy’s Radar”, however this weapon causes “Jamming (Obstruction of the Enemy’s Radar Function)”, disabling enemy team’s radar to check for information.

・In order to improve the “Amount of MS Loss”, “Unit HP” is enhanced. In order to further reduce the rate of exposure to bullets, skill “Forced Injector” and “Assault Booster “s LVs have been enhanced.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
500 Raid Type Average 49.8 47.3 67349 3.3
LV1 48.8 46.7 66746 3.4
Post-Adjustmens 51.9 46.5 67422 3.3
Within Assumptions
550 Raid Type Average 51.0 50.7 74832 3.2
LV2 48.4 37.5 75730 3.5
Post-Adjustments 51.6 47.2 69191 3.2
Within Assumptions
600 Raid Type Average 51.3 50.6 73898 3.1
LV3 48.8 45.2 74637 3.3
Post-Adjustments 52.0 47.5 72800 3.2
Within Assumptions
650 Raid Type Average 51.0 50.1 77359 3.2
LV4 48.2 45.9 76825 3.3
Post-Adjustments (Reference Data) 50.0 50.0 72625 2.7
■Supplementary information on adjustment results
・Regarding the LV4 Battle Results of the Unit, it has suffered low Sortie Rate during the Ranked Matches since its last adjustments to even now. So we wish to continuing to collect more data regard to this.
As soon as we have collected more data, we will re-evaluate whether LV4 needs to be readjusted or not.

※The “Reference Data” shown on this page are the results of Quick Match and Custom Match.
Regarding the evaluation of adjustment results, the comparison data is different, so it is left blank.

■Support Type
Zeta Gundam [HML]
Unit Features ・Speed is increased “115”→”120″
・Thruster is increased “65”→”70″
Sub Weapon Arm Grenade Launcher ・LV2 Power is increased “500”→”550″
Aim
・Zeta Gundam [HML] is capable of both Shooting and Fighting, taking advantage of two types of Ranged Weapons that can break the Unit’s posture, alongside with “High-Performance Balancer” Skill. By the previous adjustments, we have strengthened its Weapons to make it easier to obtain “Damage Deal”, but “Win Rate” and “Damage Deal” were on a downward trend again, therefore leading to the adjustments of following items.

・Enhanced the Sub Weapon “Beam Gun x2″s “ASL Screen Area”, “Stagger Accumulation Value” to increase the “Damage Deal” when Transformed, further increasing the chances of breaking the Enemy’s posture.
Also, by making it available to use during the “High Speed Movement”, additional hits with Skill “Ram Attack” are made easier than before, and furthermore Skill “Ram Attack (Bio Sensor)” LV1 has been given.

・”Speed” and “Thruster” have been enhanced to make it easier to accompany Ally Units heading to the front lines.

・Since the “Damage Deal” after Unit LV2 was on decline once again, Sub Weapon “Arm Grenade Launcher”s “Power” has been strengthened.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
650 Support Type Average 50.8 49.4 74456 2.7
LV1 48.6 48.7 74212 2.7
Post-Adjustments 50.3 49.3 75183 2.7
Within Assumptions
700 Support Type Average 48.7 46.9 76646 2.8
LV2 48.0 44.7 70263 2.7
Post-Adjustments 50.2 49.8 72984 2.7
Within Assumptions
Zeta Gundam [HML] (Transformed)
Unit Features ・Unit Skill “Ram Attack (Bio Sensor) LV1” has been given
Sub Weapon Beam Gun x2 ・Stagger Accumulation Value is increased
・ASL(Auto Aim Boost)’s Range is expanded
・Also made available to use during High Speed Movement
White Rider
Unit Features ・Unit HP is increased “16000”→”17000″ (Upper LV also increased at the same time)
・Beam Resist Boost “17”→”22″ (Upper LV also increased at the same time)
・Melee Resist Boost “17”→”23″ (Upper LV also increased at the same time)
・Thruster is increased “55”→”60″
・Unit Skill “Special Back Add-On Buffer LV1” is increased to “LV2”
Range Main Weapon Prototype Shekinah [Gatling Gun] ・Range is increased “275m”→”300m”
Aim
・This Unit was designed to quickly destroy enemy Units with its high instantaneous shooting Sub Weapon “Prototype Shekinah [Mega Beam]” to create a numerical advantage in the front line. By the past adjustments, we have enhanced its Weapons to increase the “Damage Deal” and the chance to break the enemy Unit’s Posture but, the “Win Rate” and “Amount of MS Loss” were on a downward trend again, so we made the following adjustments.

・In order to improve the “Amount of MS Loss”, “Unit HP”, “Thruster”, “Beam Resist Boost”, “Melee Resist Boost” and Skill “Special Back Add-On Buffer”s LV are enhanced.
In order to further reduce the rate of fire, Range Main Weapon “Prototype Shekinah [Gatling Gun]”s “Range” has been strengthened.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
450 Support Type Average 51.0 50.1 63237 2.8
LV1 47.9 47.8 62426 3.0
Post-Adjustments 50.0 51.7 65158 2.8
Within Assumptions
500 Support Type Average 50.5 48.5 61612 2.8
LV2 46.9 47.4 62018 2.9
Post-Adjustments 50.1 52.2 63665 2.6
Within Assumptions
Jagd Doga (QA)
Unit Features ・Unit HP is increased “21500”→”23000″ (Upper LV also increased at the same time)
・Unit Skill “Damage Control LV1” has been given
・LV2 Unit Thruster is increased “65”→”70″
Sub Weapon Mega Particle Cannon ・Overheat is reduced “25.0”→”22.0″
・Focus is reduced “6.0”→”5.5″
・LV2 Power is increased “1470”→”1500″
Sub Weapon Funnels x6 [Pincer] ・LV2 Power is increased “315”→”350″
・Lock-on Firing Distance is increased
Sub Weapon Funnels x6 [Surround] ・LV2 Power is increased “420”→”450″
Aim
・This Unit was designed to excel in Mid Range shooting battles with its high powered “Mega Particle Cannon” Sub Weapon, two types of Psycommu Weapons. However due to its large size, it was frequently hit by enemy bullets and was quite open to concentrated attacks when its posture was broken, therefore below adjustments are made to improve its battle results.

・In order to improve the “Amount of MS Loss”, “Unit HP” is enhanced. Plus, “Damage Control LV1” has been given, so that enemy units will difficulties while breaking its posture.

・Sub Weapon “Funnels x6 [Pincer]”s “Lock-On Range” was enhanced in order to reduce the rate of exposure from enemy Units.

・In order to make it easier to increase “Damage Deal” through range attacks, Sub Weapon “Mega Particle Cannon”s “Focus” time and “Reload Time” is reduced.

・Since Unit LV2’s battle results were on decline, we have enhanced “Thruster” and Sub Weapon “Funnels x6 [Pincer]”, “Funnels x6 [Surround]”, “Mega Particle Cannon”s “Power” parameters.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
650 Support Type Average 50.8 49.4 74456 2.7
LV1 47.9 45.9 72792 2.8
Post-Adjustments 51.2 49.4 76065 2.6
Within Assumptions
700 Support Type Average 48.7 46.9 76646 2.8
LV2 46.0 37.9 65092 2.9
Post-Adjustments 51.9 48.1 77972 2.6
Within Assumptions
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