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INFORMATION

Unit Adjustment [December 2022]

■[PST] 12/28/2022 21:00
■[CET] 12/29/2022 06:00
ver.0163.1356
■Unit Adjustments
■Regarding the Battle Results (01/26/2023 Appendix)
・Added the results before and after the balance adjustment implemented on [JST] 12/29/2022 (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.
■General Type
Ex-S Gundam
First of all, we have confirmed that some of the Weapons of Ex-S Gundam have unintended values when its deployed into the battle under certain conditions.

■Confirmed Situation
1.
Unit LV1 equipped with Range Main Weapon “Ex-S Gundam Beam Saber” [LV2], “Range” and “Power” at the time of Focused Fire were at [LV1], which was lower than the intended [LV2] value.

[Before Fix]
“Range” 550 / “Power” 3800
[After Fix]
“Range” 555 / “Power” 4100

2.
Unit LV2 equipped with Range Main Weapon “Ex-S Gundam Beam Saber” [LV1], “Range” and “Power” at the Focused Fire were at [LV2], which was higher than the intended [LV1] value.

[Before Fix]
“Range” 555 / “Power” 4100
[After Fix]
“Range” 550 / “Power” 3800

Since it was assumed that the performance of Unit LV2 would decrease due to this adjustment, we have decided to make an upward modification based on the current performance.

We deeply apologize for any inconvenience this may have caused.

Adjustment Details
Unit Features ・LV1 Unit Skill “Damage Control LV1” is increased to “LV2”
・LV2 Unit HP is increased “21500”→”22500″
・LV2 Unit Range Attack Boost is increased “53”→”60″
・LV2 Unit Speed is enhanced “135”→”140″
・LV2 Unit Thrusters is enhanced “70” → “75”
・LV2 Unit Skill “Reaction Booster Program LV1” has been given.
・LV2 Unit Skill “Damage Control LV1” is increased to “LV3”
・LV2 Unit Skill “Flight Control Program LV2” is enhanced “LV3”
Sub-Weapon Backpack Beam Cannon x4 ・LV2 Power is increased “1400” → “1500”
Skill ALICE Ability Boost ・Activation limit of Unit HP has been changed from “Below 30%” to “Below 50%”
Aim
・This Unit is designed to excel in medium-range combat, mainly due to its abundant firearms. Although the Unit Features were strengthened to improve the “Amount of MS Loss” before, the various battle results tended to decline again, so the following items have been adjusted.

・In order to improve the “Amount of MS Loss”, the LV of the skill “Damage Control” was enhanced, and both performances of “Maneuver” during Transformation and “Maneuver” during deceleration were enhanced. Also, by making the activation conditions for the Skill “ALICE Ability Boost” easier, we have aimed to reduce the rate of hit by the bullets.

・The following weapons have been adjusted to increase the chances of breaking the enemy’s balance during Transformation.
・Sub-Weapon”Ex-S Gundam Beam S.G. (Transformed)”s made available to use during “High-speed Movement”.
・Sub-Weapon “Back Pack Beam Cannon x4 (Transformed)”s “Stagger Accumulation Value”, “Heat Rate” are strengthened.

・Since Unit LV2 and above’s Battle Results tended to decline, the following adjustments are made.
・ “Unit HP”, “Range Attack Boost”, “Speed”, “Thrusters” are strengthened.
・Sub-Weapon “Backpack Beam Cannon x4” and Sub-Weapon “Backpack Beam Cannon x4 (Transformed)”s “Power” is strengthened.
・Skill “Flight Control Program”s LV is strengthened.
・Skill “Reaction Booster Program” LV1 has been given.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
650 General Type Average 49.7 49.0 67,621 2.9
LV1 48.0 48.7 74,590 3.0
Post-Adjustments 50.6 50.4 77,898 3.0
Within Expectations
700 General Type Average 47.8 46.1 76,553 2.9
LV2 42.3 35.3 68,479 3.1
Post-Adjustments 50.5 52.1 88,422 2.8
Within Expectations
Ex-S Gundam (Transformed)
Unit Features ・Maneuver is enhanced “48” → “60”
・Increased Maneuver Speed when decelerating
・LV1 Unit Skill “Damage Control LV1” is increased to “LV2”
・LV2 Unit HP is enhanced “21500” → “22500”
・LV2 Unit Range Attack Boost is enhanced “53” → “60”
・LV2 Unit Thrusters is enhanced “70” → “75”
・LV2 Unit Skill “Reaction Booster Program LV1” has been given
・LV2 Unit Skill “Damage Control LV1” is increased to “LV3”
Sub-Weapon Ex-S Gundam Beam S.G. (Transformed) ・Made available to use during High-speed Movement
Sub-Weapon Backpack Beam Cannon x4 (Transformed) ・Heat Rate is reduced as “100%” → “95%”
・Stagger Accumulation Value is enhanced
・LV2 Power is enhanced “1100” → “1200”
Unicorn Gundam
Unit Features ・Unit HP is adjusted as “21000” → “20000”
・Range Attack Boost is adjusted as “50” → “40”
Range Main Weapon Beam Magnum ・Cooldown Time is adjusted as “5.0” → “6.0”
・Damage Boost to legs is adjusted
・Adjustment of explosion range upon impact
Sub-Weapon Unicorn Gundam Shield ・Shield HP is adjusted as “10000” → “6500”
Aim
<About Novembers Adjustment Results>
・Although the “Sortie Rate” decreased slightly due to the previous downward adjustments, it is still high when compared to other Units. Unfortunately, its still in a bad state. But, as a result of the increase in “Sortie Rate” of Units with Psycommu Weapons as their main weapon, 700 Cost General Units overall performance, which had been lowered by this Unit, has been slightly raised by the others.

<About December’s Adjustment>
・The “Sortie Rate” and the results of the various types of games are still high, so the balance of the results and the environment is not normal. The previous adjustment focused on the effects of NT-D, but we have determined that the Unit Features and armaments have also exceeded our expectations, there we decided to make a downward adjustment again.・Range Main Weapon “Beam Magnum” was very powerful that causes an explosion on impact, so it was relatively easy to deal damage. “Damage Dealt” has been lowered by reducing the “Explosion Radius” at the impact, and the “Damage Boost” to the Leg parts has been lowered. “Cooldown Time After Use” was increased and “Range Attack Boost” before and after transformation was decreased.・After using the “Awaken Ability Boost” skill, the “Damage Dealt” from fighting attacks was higher than expected, so the reduction of the “Melee Boost” of this skill has been increased.・Due to “Amount of MS Loss” being lower than the average parameters, “Unit HP” and Sub-Weapon “Unicorn Gundam Shield”s “Shield HP” are lowered.

Reference Data COST Unit LV Sortie Rate Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
700
※Data released on 11/24
General Type Average 46.7 43.4 74211 3.0
LV1 80.35% 52.9 54.5 82222 2.4
700 General Type Average 47.8 46.1 76,553 2.9
LV1 59.43% 53.3 56.3 84,766 2.4
Post-Adjustments 24.67% 51.2 53.7 76809 2.5
Within Expectations
■Additional information on adjustment results
・In November, adjustments are made for the Skill “NT-D Ability Boost” and Skill “Awaken Ability Boost”, but the “Sortie Rate” was still high alongside with the results of various battles were still high, so we adjusted the performance of the Unit once again in December.As a result, the results of the various battles have dropped significantly from the pre-adjustment results, but the “Sortie Rate” still remains relatively high.

We have considered the possibility of re-adjusting, but considering the changes in the battlefield due to the adjustment of 700-Cost Units this month, we have decided to keep this month as a period of data collection and measurement of the results.
Based on this data, we will consider whether to make adjustments again.

Unicorn Gundam (Transformed)
Unit Features ・Unit HP is adjusted as “21000” → “20000”
・Range Attack Boost is adjusted as “20” → “10”
Skill Awaken Ability Boost ・Melee Boost during Activation is Adjusted
Gaza D
Unit Features ・Unit HP is enhanced as “16000” → “18000” (Upper LVs are also enhanced)
・Unit Skill “Damage Control LV1” has been given
・LV2 Unit Thrusters is enhanced “75” → “80”
・LV2 Unit Skill “Reaction Booster Program LV1” has been given
・LV2 Unit Skill “Forced Injector LV1” is enhanced to “LV2”
Range Main Weapon Gaza D Knuckle Buster ・Cooldown Time is shortened as “1.5” → “1.0”
・Stagger Accumulation Value is enhanced
Aim
・Unit is focused on Range Main Weapons of Beam and Missiles, making it excel in Close to Mid Range Battles. By the previous adjustments we have adjusted mainly the Range Weapons in order to improve the “Damage Dealt” and the “Amount of MS Loss”. However, the following features have been adjusted due to the declining trend of the various Battle Results again.

・In order to improve the “Amount of MS Loss”, “Unit HP” is enhanced. Furthermore, Skill “Damage Control” LV1 has been given to make it harder to be destroyed by its enemies.

・In order to increase the opportunity to break the enemy Unit’s position and make it easier to pursue and support its own allies, Range Main Weapon “Gaza D Knuckle Buster”s “Stagger Accumulation Value” has been strengthened and “Cooldown Time After Use” is shortened.

・Since Unit LV2 and above’s Battle Results were on decline, “Thrusters” and Skill “Forced Injector”s LV is strengthened and also the Skill “Reaction Booster Program” LV1 has been given.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
450 General Type Average 48.7 46.7 57,975 3.0
LV1 47.0 44.4 58,480 3.1
Post-Adjustments 50.1 46.0 59,045 2.9
Within Expectations
500 General Type Average 49.3 48.9 64,341 2.9
LV2 45.4 40.1 62,110 3.0
Post-Adjustments 50.7 48.3 70,030 2.7
Within Expectations
Gaza D (Transformed)
Unit Features ・Unit HP is enhanced as “16000”→”18000″ (Upper LVS are also enhanced)
・Unit Skill “Damage Control LV1” has been given
・LV2 Unit Thrusters is enhanced “75” → “80”
・LV2 Unit Skill “Reaction Booster Program LV1” has been given.
Gelgoog High Mobility Type
Unit Features ・Unit HP is enhanced as “15000” → “16000” (Upper LVs are also enhanced)
・Melee Boost is enhanced “25” → “35”(Upper LVs are also enhanced)
・Maneuver is enhanced “63” → “69”
・Unit Skill “Maneuver Armor LV1” has been given
・LV1 Unit Speed is enhanced “130” → “135”
・LV2 Unit Thrusters is enhanced “70” → “75” (Upper LVs are also enhanced)
Melee Main Weapon Beam Naginata ・Lower Melee Attack Boost is enhanced.
Aim
・This Unit is designed to build a front line while taking advantage of its high mobility to secure an advantageous position. By the past adjustments, we have enhanced the skills to increase the “Sortie Rate”. However, since the various Battle Results were on a downward trend again, following items are adjusted.

・In order to increase the “Damage Dealt” through Melee Battles, “Melee Boost” and “Post Melee Boost” are enhanced. Furthermore, in order to make the Unit more accessible to Melee Combat, Skill “Maneuver Armor” LV1 has been given and its “Maneuver” features are strengthened.

・In order to improve the “Amount of MS Loss”, “Unit HP” is enhanced. Furthermore, Unit LV1’s “Speed” and, Unit LV2 and above’s “Thrusters” are strengthened.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
450 General Type Average 48.7 46.7 57,975 3.0
LV1 45.0 36.7 47,765 3.1
Post-Adjustments 49.5 47.6 53,582 3.1
Slightly below the expectations
500 General Type Average 49.3 48.9 64,341 2.9
LV2 44.8 31.0 44,855 3.0
Post-Adjustments 49.6 47.1 61,674 2.9
Slightly below the expectations
550 General Type Average 50.2 50.3 66,790 3.0
LV3 46.2 30.8 46,855 3.3
Post-Adjustments 49.7 46.8 55,310 2.8
Slightly below the expectations
600 General Type Average 49.6 49.6 65,205 3.0
LV4 46.2 32.3 51,067 3.1
Post-Adjustments 51.1 49.9 61,491 2.7
Within Expectations
650 General Type Average 49.7 49.0 67,621 2.9
LV5 46.4 37.1 47,022 3.0
Post-Adjustments 50.9 51.5 59,806 2.7
Within Expectations
ReZEL
Unit Features ・Melee Boost is enhanced “28” → “32” (Upper LVs are also enhanced.
Melee Main Weapon ReZEL Beam Saber ・Consecutive Attack Boost is enhanced
Sub-Weapon Shield Beam Cannon ・Power is enhanced “800” → “900”
・Heat Rate is reduced “19%” → “18%”
・Cooldown Time is shortened as “1.3” → “0.8”
・Stagger Accumulation Value is enhanced
Aim
・This Unit specializes in Close to Mid range battles, focusing on its abundant ranged weapons and sudden attacks when transformed. By the previous adjustments, we adjusted mainly the Weapons to increase the chances of attack, but since the various Battle Results are on decline again, we have adjusted the following items.

・In order to increase the “Damage Dealt” and as well as the chance to break enemy Units position, Melee Main Weapon “ReZEL Beam Saber”s “Consecutive Attack Boost” and “Melee Boost” are strengthened.
Furthermore, Sub-Weapon “Shield Beam Cannon”s “Power”, “Cooldown Time”, “Stagger Accumulation Value”, “Heat Rate” are enhanced.

・In order to make this unit easier to achieve “Damage Dealt” even when its transformed, Sub-Weapon “Shield Beam Cannon (Transformed)” Time until Focus, “Reload Time” are shortened.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
600 General Type Average 49.6 49.6 65,205 3.0
LV1 46.9 45.8 60,518 2.9
Post-Adjustments 50.6 49.0 71,681 2.8
Within Expectations
650 General Type Average 49.7 49.0 67,621 2.9
LV2 47.6 44.8 61,795 2.9
Post-Adjustments 50.8 49.7 67,425 2.8
Within Expectations
ReZEL (Transformed)
Unit Features ・Melee Boost is enhanced “28” → “32” (Upper LVs are also enhanced)
Sub-Weapon Shield Beam Cannon (Transformed) ・Overheat is reduced “18.0” → “12.0”
・Focus is reduced “1.5” → “1.0”
■Raid Type
Schuzrum Galluss
Unit Features ・Melee Boost is adjusted as “50” → “40” (Upper LVs are also adjusted)
Range Main Weapon Shotgun (Sawed-Off) ・Stagger Accumulation Value is Adjusted
Aim
・This Unit had only a small number of “Thrusters” and Short Range Weapons, but at the cost of high “Speed”, Skill “Close Combat Program”, Skill “Melee Combo Controller LV3”. Namely, its boasted unparalleled strength only in combat.

However, by the current situation it is easier than expected to launch combat attacks against enemy Units, leading the “Damage Dealt” by Melee Attacks and various other Battle Results to be much higher than average, therefore leading to the downward adjustments.

・By reducing the “Melee Boost” and Range Main Weapon “Shotgun (Sawed-Off)”s “Stagger Accumulation Value”, the chance to perform a Melee Attacks on Enemy Units and the “Damage Dealt” from Melee Attacks are made more difficult to gain.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
500 Raid Type Average 49.0 47.1 68,787 3.4
LV1 53.1 55.9 83,884 3.7
Post-Adjustments 50.0 50.9 75,607 3.7
Within Expectations
550 Raid Type Average 51.0 50.5 74,647 3.3
LV2 53.1 55.0 83,801 3.6
Post-Adjustments 50.4 51.1 76,215 3.6
Within Expectations
High Boost GM
Unit Features ・Unit HP is enhanced “13000” → “15000”
・Maneuver is enhanced “60” → “63”
・Unit Skill “Flight Control Program LV1” is enhanced to “LV2”
Melee Main Weapon High Boost GM Beam Saber ・Power is enhanced “1900” → “2000”
Aim
・This Unit specializes in surprise attacks with two types of Melee Weapons and with its the Skill “Aerial Melee System”. However there were many situations where it was destroyed before even approaching to the enemy Unit, and since its various Battle Results are below average, the following items have been adjusted.

・”Unit HP” have been enhanced to reduce the “Amount of MS Loss” and the rate of exposure.

・In order to increase the “Damage Dealt” and the attack opportunities of Melee, the “Maneuver” performance and the “Power” of the main Melee Weapon “High Boost GM Beam Saber”s have been enhanced.

Also, Skill “Flight Control Program”s LV is strengthened in order to support the surprise attacks from the air utilizing the Skill “Aerial Melee System”.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
350 Raid Type Average 50.4 51.0 57,476 3.7
LV1 46.7 44.4 53,556 3.8
Post-Adjustments 49.1 44.7 52,447 3.7
Slightly below the expectations
Gelgoog High Mobility Type (GK)
Unit Features ・Unit HP is enhanced “18500” → “19500” (Upper LVs are also enhanced)
・Live Ammunition Resist Boost is enhanced “11” → “15” (Upper LVs are also enhanced)
・Melee Resist Boost is enhanced “23” → “30” (Upper LVs are also enhanced)
・Unit Skill “Special Leg Buffer LV2” is enhanced to “LV3”
・Mid Range Slot Parts increased “11” → “13” (Upper LVs are also enhanced)
・Long Range Slot Parts increased “7” → “9” (Upper LVs are also enhanced)
・LV1 Unit Skill “Special Back Add-On Buffer LV1” is enhanced to “LV2”
・LV2 Unit Skill “Special Back Add-On Buffer LV1” is enhanced to “LV3”
Melee Main Weapon Claw Unit ・LV2 Power is enhanced “2450” → “2550”
・Increased Power of LV2 heavy attack
Sub-Weapon Beam Naginata ・LV2 Power is enhanced as “2150” → “2250”
Aim
・The “Heavy Attack” skill allows the Unit to perform Long Range Melee attacks, alongside with the two types of Melee Weapons to fight at Close Range. However, currently there are many cases where the Unit is destroyed before approaching the Enemy, and various Battle Results are below average, leading to below adjustments.

・In order to improve the “Amount of MS Loss” parameter, “Unit HP”, “Live Ammunition Resist Boost”, “Melee Resist Boost” and Skill “Special Leg Buffer”, “Special Back Add-On Buffer”s LVs are strengthened. Furthermore, “Slot Amount” is increased to equip more Custom Parts.

・Since Unit LV2 and above’s Battle Results are on decline, the Melee Main Weapon “Claw Unit” and Sub-Weapon “Beam Naginata”s “Power” have been strengthened. Also, “Heavy Attacks”s “Power” is strengthened.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
500 Raid Type Average 49.0 47.1 68,787 3.4
LV1 45.1 45.3 70,120 3.7
Post-Adjustments 50.1 51.9 74,926 3.5
Within Expectations
550 Raid Type Average 51.0 50.5 74,647 3.3
LV2 42.1 40.2 67,876 3.7
Post-Adjustments 50.8 52.3 75,251 3.2
Within Expectations
■Support Type
Delta Gundam
Unit Features ・Unit HP is adjusted as “14000” → “12000” (Upper LVs are also adjusted)
・LV2 Unit Range Attack Boost is adjusted “44” → “41”
Sub-Weapon DG Beam Rifle [Rapid] ・Stagger Accumulation Value is adjusted
Aim
・We have decided to make the following adjustments since the various Battle Results were significantly above average.

・With its “Anti-Beam Coating” skill, it can reduce the damage from beam attacks. In addition, since its designed to have high mobility during its transformation, it can accompany General Units to fight on the front lines as a Support Unit.
However, due to the High Performance skills and its Range Weapons, the Battle Results were greatly exceeded our expectations, leading to the following adjustments.

・Decreased “Unit HP” to reduce “Amount of MS Loss”. This will also make it easier to cancel the skill “Anti-Beam Coating”, making it easier to receive damage from its enemies.

・The Sub-Weapon “DG Beam Rifle [Rapid]” has the ability to easily knock its enemies off balance, so the “Stagger Accumulation Value” has been reduced.

・Since the LV2 and above’s “Damage Dealt” was above the average, its “Range Attack Boost” is lowered.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
600 Support Type Average 49.0 46.5 70,018 2.7
LV1 53.3 55.2 71,345 2.6
Post-Adjustments 50.3 52.1 72,488 2.8
Within Expectations
650 Support Type Average 50.3 49.3 73,698 2.8
LV2 53.3 55.5 77,591 2.6
Post-Adjustments 50.1 53.0 73,053 2.8
Within Expectations
Delta Gundam (Transformed)
Unit Features ・Unit HP is adjusted “14000” → “12000” (Upper LVs are also adjusted)
・LV2 Unit Range Attack Boost is adjusted “44” → “41”
Zaku IV
Unit Features ・Unit HP is enhanced as “20000” → “22000”
・Live Ammunition Resistance Boost is enhanced “18” → “25”
・Beam Resistance Boost is enhanced “18” → “25”
・Speed is enhanced “135” → “140”
・Unit Skill “Damage Control LV2” has been given
Range Main Weapon Zaku IV Long-Range Beam Rifle ・Power is enhanced “2100” → “2300”
・Heat Rate is reduced as “55%” → “50%”
・Cooldown Time is shortened as “1.0” → “0.8”
・Overheat is shortened as “15.0” → “12.0”
・Focus is shortened “2.0” → “1.5”
・Increased bullet velocity when firing
・Hit detection has been expanded to make it easier to hit the target
・ “MS Penetration” has been given to Focused Fire
Melee Main Weapon Zaku IV Beam Knuckle Duster ・Cooldown Time is shortened as “3.0” → “2.0”
Sub-Weapon Head Beam Cannon x2 ・Cooldown Time is shortened as “7.0” → “4.0”
・Overheat is reduced as “20.0” → “15.0”
Sub-Weapon Zaku IV Beam Machine Gun x2 ・Cooldown Time is shortened as “1.0” → “0.8”
・Stagger Accumulation Value is enhanced
Aim
・While the Zaku IV Long-Range Beam Rifle is the main weapon of this Unit, it also has various skills that are effective in close combat, making it a Unit that can support and also defend itself in close combat.

However, due to the large size of Zaku IV, the high rate of bombardment, the loss of attack opportunities and the increase in “Amount of MS Loss” were observed, and various results were below the average.

・In order to improve the “Amount of MS Loss”, “Unit HP”, “Live Ammunition Resist Boost”, “Beam Resist Boost”, “Speed” are strengthened. Furthermore, in order to make it more difficult for the Unit to lose its own balance, Skill “Damage Control” LV2 has been given.

・The following Weapons have been adjusted to increase the chances of obtaining “Damage Dealt” and disorienting enemy.
・Range Main Weapon “Zaku IV Long-Range Beam Rifle”s Unfocused Fire’s “Hit Radius”, “Fire Speed”, “Focus Time”, “Cooldown Time”, “Overheat Time”, “Heat Rate” are strengthened and reduced. Also, “Unit Penetration” effect has been added to the Focused Fire.
・Range Main Weapon “Zaku IV Long-Range Beam Rifle”s Unfocused Fire’s “Power” is strengthened.
・Melee Main Weapon “Zaku IV Beam Knuckle Duster”s “Cooldown Time” is shortened.
・Sub-Weapon “Head Beam Cannon x2″s “Cooldown Time” and “Overheat Time” is shortened.
・Sub-Weapon “Zaku IV Beam Machine Gun x2″s “Cooldown Time”, “Stagger Accumulation Value” are strengthened.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
600 Support Type Average 49.0 46.5 70,018 2.7
LV1 43.3 35.2 57,615 3.2
Post-Adjustments 50.6 50.0 71,536 2.8
Within Expectations
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