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INFORMATION

Unit Adjustment [April 2024]

■[PDT] 04/24/2024 22:00
■[CEST] 04/25/2024 07:00
ver.0179.1802
■Unit Adjustments
■According to the result ([JST] 05/30/2024 added)
・The results before and after the unit adjustment done on [JST] 04/25/2024 is added. (see below for details).

・We will consider readjusting those units that have not reached the expected performance result.
However, a few weeks is not enough time to obtain a sufficient number of samples, so we will keep a longer period of time to collect data, and apply a readjustment if needed.

※Since we have been collecting data from the last unit adjustment, the period of data collection is short, and there is a possibility that maybe a few “errors” in the results of various units.
Also, the environment is constantly changing due to new units and new LVs of them being released every week, so we will continue to monitor the data closely, including MSs even those the results were within the expected range.

■General Type
Perfect Gundam [TB]
Unit Features ・Unit HP is reduced as “19000”→”17000″
・Speed is reduced as “140” → “135”
Melee Main Weapon PG Beam Saber [TB] ・Adjusted the compensation for Lower Melee attacks
Skill Defensive Shot ・Adjusted the damage reduction effect to shield
・Skill effects are no longer generated while the unit is down
Aim
■About the result data on this unit

・We have recently disclosed the results of the unit in the information section of our website, which indicate that the unit has achieved an extremely high performance rate.
Unlike the Unicorn Gundam, which was adjusted downwards in the past, the usage ratio was not in the majority, and many other general units were also can still be found in the battlefield.
As a result, the results of the general units that participated in the same battlefield have been significantly reduced due to the launch of the Perfect Gundam [TB], resulting in a significant decrease in the “General Type Average rating” value in the 550 cost range.

■To address this issue

・Based on the results of our investigation, we believe that the following factors are responsible for the high performance.
①High survivability and ability to attack enemy units with the “Defensive Shot” skill
②High survivability due to relatively small size and high maneuverability
③High pursuit performance with main melee weapon (lower melee attack)

 The performance of the unit and the effect of the “Defensive Shot” skill will be adjusted to minimize survivability and pursuit performance, and also to minimize the difference in sense of controlling the unit from the past.

■About the adjustment

・The following adjustments were made to reduce the high performance in “MS losses” and survivability.
1.Reduced “MS HP” “Speed”.
2.Reduced “Damage Reduction” effect while the “Defensive Shot” skill is in effect.
In addition, changed so that skill effects do not occur while down.

・The following adjustments have been made to reduce “Damage dealt” and pursuit performance.
・Adjusted “lower melee attack compensation” of the main melee weapon “PG Beam Saber [TB]”

※The survivability and pursuit performance of the unit will be reduced, and as a result of these adjustments, the battle record is expected to be greatly suppressed.
We will continue to check the battle record data after this adjustment, and if another adjustment is necessary and we will take action after reconsideration.

Reference Data COST Unit LV Usage ratio Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
550 General Type Average 47.5 46.1 68,080 3.1
LV1 39.4% 57.2 59.0 80,628 2.6
Post-Adjustments 37.2% 53.1 55.3 77,474 2.7
Slightly above the expectations
■Additional
In April, we made minor adjustments to the “Defensive Shot” skill.
[Usage ratio] and the results of the various types this unit were going down, but the average results are still high when compared to the average results of general unit in the same cost range.

We have considered the possibility of readjustment, but in light of the changes in the battlefield due to the recently implemented new units and adjustments to existing units, as well as the fact that various battle results are still trending downward,we will continue to monitor the situation and compile battle results data for a while longer before making another decision on whether or not to implement the adjustment.
If we decide to make another adjustment, we will announce it again on the official website.

Efreet
Unit Features ・Unit HP is increased as “11000”→”13000″(Upper LVs are also enhanced)
・Rotate is increased as “54”→”57″
・Unit Skill “Optimized Cooling Efficiency LV1” has been given.
・Unit skill “Leg Shock Absorber LV1” is increased to “LV3”
・Mid-range Part Slot is increased as “7” → “8”(Upper LVs are also enhanced)
・Long range Part Slot is increased as “2” → “3”(Upper LVs are also enhanced)
・LV3 Close range Part Slot is increased as “15” → “16”(Upper LVs are also enhanced)
Aim
・The unit excels in rapid assault and close combat, taking advantage of the stealth effect of its “Smoke Discharger” and its main weapon “Shotgun”, which allows it to easily break the enemy’s position.
In the past adjustments, we mainly enhanced the unit performance in order to improve their ability to approach enemies.
However, there was a downward trend in various results again, so we have adjusted the following items.

・To improve “MS losses”, the following enhancements were made.
1.Increased “MS HP” and “rotate” performance
2.Upgraded LV of the skill “Leg Shock Absorber”.
3.Granted skill “Optimized Cooling Efficiency” LV1
4.Increased “number of slots”

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
300 General Type Average 49.6 49.1 51,092 3.3
LV1 45.6 44.1 52,599 4.1
Post-Adjustments 49.5 49.2 53,033 3.8
Within Expectations
350 General Type Average 50.2 50.8 54,676 3.1
LV2 45.8 44.7 53,940 3.9
Post-Adjustments 51.1 50.7 57,063 3.5
Within Expectations
400 General Type Average 50.0 50.6 56,814 3.1
LV3 45.9 40.7 54,225 3.7
Post-Adjustments 50.4 53.8 62,832 3.3
Within Expectations
450 General Type Average 50.1 51.4 62,855 3.1
LV4 45.5 41.6 59,289 3.7
Post-Adjustments 50.7 53.9 66,209 3.2
Within Expectations
Dowas Custom
Unit Features ・Unit HP is increased as “17000”→”19000″(Upper LVs are also enhanced)
・LV2 Melee Attack Boost is increased as “26” → “30”
Range Main Weapon High-Output Beam Bazooka ・Heat Rate is reduced as “80%” → “75%”
・Overheat is shortened as “24.0” → “16.0”
Melee Main Weapon Heat Saber [Enhanced] ・Increased compensation for Lower Melee attacks
Sub-Weapon Chest Diffusion Beam Cannon ・Projectile per shot increased as “5” → “6”
・LV2 Power is increased as “375” → “400”
Sub-Weapon J Grenade ・Stagger Accumulation Value is increased
・Weapon switching Time is shortened
Aim
・This unit excels in medium to close-range combat, utilizing two types of ranged weapons that can easily break the stance of enemy units and the “Maneuver Armor” skill.
In the past adjustments, we mainly strengthened the armament to increase the opportunities to break the enemy units’ stance, but various war results were on a downward trend again, so we adjusted the following items.

・To improve “MS losses”, “MS HP” was enhanced.

・The following enhancements have been made to increase the opportunity to attack enemy units and gain “Damage dealt”.
1.Enhanced “heat rate” and “overheat period” of the main ranged weapon “High-Output Beam Bazooka”
2.Increased “lower melee attack compensation” of the main melee weapon “Heat Saber [Enhanced]”.
3.Increased the number of projectiles fired in a single attack of sub-weapon “Chest Diffusion Beam Cannon”.
4.Enhanced “weapon switching time” and “Stagger Accumulation Value” of the sub-weapon “J Grenade”.

・The following enhancements have been made to the LV2 unit’s declining result.
1.Increased “melee attack compensation”
2.Increased “power” of the sub-weapon “Chest Diffusion Beam Cannon”

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
450 General Type Average 50.1 51.4 62,855 3.1
LV1 45.3 41.8 56,449 3.6
Post-Adjustments 50.4 49.1 52,597 3.1
Within Expectations
500 General Type Average 50.1 50.6 69,758 3.1
LV2 45.5 39.4 54,584 3.2
Post-Adjustments 50.0 51.6 55,122 3.1
Within Expectations
Silver Bullet
Unit Features ・Unit HP is increased as “22000”→”24000″(Upper LVs are also enhanced)
・Rotate is increased as “66”→”69″
・LV2 Close range Part Slot is increased as “19” → “21”
・LV2 Mid-range Part Slot is increased as “22” → “23”
・LV2 Long range Part Slot is increased as “11” → “12”
Melee Main Weapon Silver Bullet Beam Saber ・Combo attack compensation increased
Sub-Weapon Wired Hand [Saber] ・Reload is shortened as “11.0”→”6.0″
・Increased Wired Hands’ flying speed
・Can now be used in high speed movement
Sub-Weapon Incom Unit x2 [Pincer] ・Reduced time between shooting and attack start
Aim
・This unit excel in medium to close-range combat by taking advantage of the stealth effect of the sub-weapon “Side Smoke Grenade” and various defensive skills.
In the past adjustments, we mainly enhanced the unit’s performance to improve the “MS losses”.
However, various battle results were on a downward trend again, so we have adjusted the following items.

・The following enhancements have been made to increase the chance of gaining “Damage dealt” and breaking the enemy units’ position.
1.Increased “combo attack compensation” of the main melee weapon “Silver Bullet Beam Saber”
2.Enhanced “flying speed” “reload time” of the sub-weapon “Wired Hand [Saber]”
In addition, this weapon can now be used while high speed movement.
3.Reduced “time before starting attack” of the sub-weapon “Incom Unit x2 [Pincer]”

・Increased “MS HP” and “rotate” performance to improve “MS losses”

・Increased “number of slots” to address declining trend in the MS LV2 battle record.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
650 General Type Average 49.6 49.9 78,735 3.0
LV1 45.3 41.2 70,695 3.1
Post-Adjustments 50.6 51.8 76,861 2.8
Within Expectations
700 General Type Average 50.6 51.2 88,544 2.9
LV2 44.1 40.0 73,861 3.0
Post-Adjustments 50.5 50.3 93,264 3.1
Within Expectations
■Raid Type
Banshee
Unit Features ・Unit HP is increased as “23000”→”24000″
Sub-Weapon Armed Armor VN ・Damage reaction on hit changed from “stagger” to “huge stagger”
Sub-Weapon Armed Armor BS [Discharge] ・Power is increased as “700” → “800”
・Heat Rate is reduced as “80%” → “70%”
Skill Special Armed Armor VN Armor LV1 ・Damage reduction effect on MS HP increased from “50%” to “60%”
Aim
・This unit is designed to be a close-range fighter that takes advantage of “NT-D,” which greatly improves the performance of the machine.
In the past, we made downward adjustments in order to suppress the higher-than-expected battle results (“percentage of sorties” and “Damage dealt”).
However, various results are going down, so we have adjusted the following items.

・The following enhancements have been made to increase the opportunity to attack enemy units and gain “Damage dealt”.
1.Enhanced “reaction” given to enemy by the sub-weapon “Armed Armor VN”
2.Enhanced “power” and “heat rate” of the sub-weapon “Armed Armor BS [Discharge]”
3.Enhanced LV of “Forced Injector” skill during transformation

・The following enhancements have been made to improve “MS losses”.
1.Increased “MS HP”
2.Enhanced “damage reduction” effect of the skill “Special Armed Armor VN Armor”

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
700 Raid Type Average 50.4 49.5 94,880 3.2
LV1 48.0 49.5 90,779 3.4
Post-Adjustments 50.9 51.4 99,518 3.3
Within Expectations
Banshee (Transformed)
Unit Features ・Unit HP is increased as “23000”→”24000″
・Unit skill “Forced Injector LV3” is increased to “LV4”
Skill Special Armed Armor VN Armor LV2 ・Damage reduction effect on MS HP increased from “60%” to “70%”
Zaku IV (IP)
Unit Features ・Unit HP is increased as “27000”→”29000″
Main melee Weapon Zaku IV (IP) Large Heat Hawk ・Increased compensation for Lower Melee attacks
Sub-Weapon Head Beam Cannon x2 ・Heat Rate is reduced as “85%” → “80%”
・Overheat is shortened as “22.0” → “15.0”
・ASL (automatic aiming compensation) range is extended
Sub-Weapon Funnels x6 [Pincer] ・Can now be used in high speed movement
Sub-Weapon Funnels x2 [Bombard] ・Reduced time between shooting and attack start
・Can now be used in high speed movement
Aim
・This unit excels in assault and close combat by utilizing two types of ranged weapons that can be used while moving at high speed movement, and one-hit-downing melee attack.
In the past adjustments, we mainly enhanced unit performance in order to improve “MS losses”.
However, various results were on a downward trend again, so we have adjusted the following items.

・The following enhancements have been made to increase the opportunity to attack enemies and gain “Damage dealt”.
1.Increased “lower melee attack compensation” of the main melee weapon “Zaku IV (IP) Large Heat Hawk”
2.Expanded “ASL area”, reduced “overheat period” and “heat rate” of the sub-weapon “Head Beam Cannon x2”
3.Sub-weapon “Funnels x6 [Pincer]” can now be used while high speed movement
4.Reduced “time to redeploy” of the sub-weapon “Funnels x2 [Bombard]” and can also be used while moving at high speed

・To improve “MS losses”, “MS HP” has been enhanced.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
700 Raid Type Average 50.4 49.5 94,880 3.2
LV1 48.9 46.5 88,300 3.5
Post-Adjustments 50.8 53.2 98,311 3.4
Within Expectations
Bolinoak Sammahn
Unit Features ・Unit Skill “Stealth LV1” has been given.
・Unit Skill “Special Infiltration Device LV1” has been given.
・LV3 Close range Part Slot is increased as “20” → “21”(Upper LVs are also enhanced)
・LV3 Mid-range Part Slot is increased as “16” → “17”(Upper LVs are also enhanced)
・LV3 Long range Part Slot is increased as “8” → “9”(Upper LVs are also enhanced)
Range Main Weapon B Sammahn Beam Gun ・Focus is shortened as “4.0”→”2.5″
Sub-Weapon Shoulder Grenade Launcher ・Reload is shortened as “15.0”→”12.0″
Aim
・This unit is designed to engage in close combat based on disruption of the enemy team by utilizing the “Fake Beacon” skill and two types of melee armament.
In the past adjustments, new armaments were added to improve the disruption ability against the enemy team,
but the various war results tended to decline again, so the following items have been adjusted.

・To further enhance the disruption performance, the skills “Stealth” and “Special Infiltration Device” were added.

・The following enhancements have been made to increase the opportunity to attack enemies and gain “Damage dealt”.
1.Reduced “focusing time” of the main ranged weapon “B Sammahn Beam Gun”
2.Reduced “reload time” of the sub-weapon “Shoulder Grenade Launcher”

・Due to the declining trend in the battle record after LV3, the “number of slot” for equipping custom parts has been increased.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
500 Raid Type Average 50.4 50.2 74,510 3.6
LV1 48.9 46.7 67,714 3.8
Post-Adjustments 50.7 49.1 73,884 3.5
Within Expectations
550 Raid Type Average 50.2 50.5 77,418 3.4
LV2 47.8 42.9 71,788 3.4
Post-Adjustments 50.8 52.4 80,139 3.4
Within Expectations
600 Raid Type Average 51.7 51.6 81,481 3.4
LV3 45.3 38.3 68,792 3.3
Post-Adjustments 50.6 49.4 80,921 3.2
Within Expectations
650 Raid Type Average 50.2 50.3 85,215 3.4
LV4 45.7 41.2 76,852 3.4
Post-Adjustments 50.2 49.3 87,396 3.3
Within Expectations
■Support Type
GM III Powered FA
Range Main Weapon GM III Powered FA DBR ・Heat Rate is reduced as “40%” → “30%”
・Focus is shortened as “4.0”→”2.5″
Sub-Weapon Rear Beam Cannon ・Power is increased as “2000” → “2100”(Upper LVs are also enhanced)
Sub-Weapon Chest Missile Launcher x2 ・Stagger Accumulation Value is increased
Sub-Weapon Shoulder Missile Pod ・Power is increased as “300” → “350”(Upper LVs are also enhanced)
Sub-Weapon Grenade Launcher ・Power is increased as “300” → “350”(Upper LVs are also enhanced)
・Reload is shortened as “18.0”→”14.0″
Aim
・This unit excels at medium-range fire support, taking advantage of its abundant firearms and high defensive performance.
In the past adjustments, we mainly strengthened the armament aspect to increase the chances of disrupting the enemies’ position.
However, various results were on a downward trend again, so we have adjusted the following items.

・The following enhancements have been made to increase the opportunity to attack enemies and gain “Damage dealt”.
1.Reduced “heat rate” and “focusing time” of the main ranged weapon “DGM III Powered FA DBR” during normal firing
2.Increased “power” of the sub-weapon “Rear Beam Cannon”
3.Increased “Stagger Accumulation Value” of the sub-weapon “Chest Missile Launcher x2”
4.Increased “power” of the sub-weapon “Shoulder Missile Pod”
5.Enhanced “power” and “reload time” of the sub-weapon “Grenade Launcher”

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
500 Support Type Average 51.1 50.7 71,055 3.0
LV1 47.7 42.0 62,149 2.8
Post-Adjustments 50.4 49.4 69,814 3.0
Within Expectations
550 Support Type Average 50.3 50.1 71,649 2.9
LV2 47.1 41.6 60,948 2.8
Post-Adjustments 50.7 52.6 69,468 2.7
Within Expectations
Nemo III
Unit Features ・Unit HP is increased as “15500”→”17000″(Upper LVs are also enhanced)
・Unit skill “High-Performance Radar LV2” is increased to “LV3”
・LV2 Range Attack Boost is increased as “46”→”50″(Upper LVs are also enhanced)
・LV2 Unit Skill “Thruster Output Increase LV1” has been given.
・LV3 Unit Skill “Thruster Output Increase LV2” has been given.
Sub-Weapon Quadlink Head-Mounted Vulcan ・Power is increased as “80” → “90”(Upper LVs are also enhanced)
・Rate of fire has been increased
Sub-Weapon Beam Cannon ・Ammo Amount is increased as “5” → “6”
・LV2 Power is increased as “2050” → “2200”(Upper LVs are also enhanced)
Aim
・This unit specializes in medium-range fire support, based on two types of firearms that can break the enemy units’ stance.
In past adjustments, we mainly strengthened the armament aspect in order to increase opportunities to break enemy stance.
However, various results were declining again, so we have adjusted the following items.

・The following enhancements have been made to increase the opportunity to attack enemies and gain “Damage dealt”.
1.Increased “Rate of fire” and “power” of the sub-weapon “Quadlink Head-Mounted Vulcan”
2.Increased “number of bullets” of the sub-weapon “Beam Cannon”

・To improve “MS losses”, the following enhancements were made
1.Increased “MS HP”
2.Upgraded skill “High-Performance Radar” LV.

・The following improvements have been made to the declining MS’s performance after LV2.
1.Increased “ranged attack compensation”
2.Increased “power” of the sub-weapon “Beam Cannon”
3.Granted the skill “Thruster Output Increase”

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
500 Support Type Average 51.1 50.7 71,055 3.0
LV1 47.5 47.0 65,185 3.3
Post-Adjustments 51.5 51.9 71,475 3.3
Within Expectations
550 Support Type Average 50.3 50.1 71,649 2.9
LV2 45.2 37.7 56,467 3.2
Post-Adjustments 51.0 49.6 73,559 3.2
Within Expectations
600 Support Type Average 50.9 50.5 76,398 2.8
LV3 44.2 38.5 61,485 3.1
Post-Adjustments 49.9 52.5 88,347 3.2
Within Expectations
Guntank II
Unit Features ・Unit Skill “High-Performance Balancer LV1” has been given.
・Unit Skill “Precision Shelling LV1” has been given.
・LV3 Unit HP is increased as “15500”→”17000″
Range Main Weapon 4-Tube Rocket Launcher ・Stagger Accumulation Value is increased
Sub-Weapon 60mm Machine Gun ・Power is increased as “60” → “110”(Upper LVs are also enhanced)
・Rate of fire has been increased
Sub-Weapon 3-Tube Missile Launcher ・Power is increased as “800” → “1000”(Upper LVs are also enhanced)
・Projectile speed is increased
Aim
・This unit excels at providing fire support from medium to long range by utilizing its abundant live-ammunition fire armament and sub-weapon “Smoke Discharger x2”.
However, the low frequency of breaking enemy units’ positions and the lack of attack support for allied units were currently causing various results to decline, so the following items have been adjusted.

・The following enhancements have been made to increase the opportunity to attack enemies and gain “Damage dealt”.
1.Increased “Stagger Accumulation Value” of the main ranged weapon “4-Tube Rocket Launcher”
2.Increased “Rate of fire” and “power” of the sub-weapon “60mm Machine Gun”
3.Increased “projectile speed” and “power” of the sub-weapon “3-Tube Missile Launcher”
4.In addition, the “High-Performance Balancer” skill has been added to improve self-defense capabilities in close quarters combat.

・The unit LV3’s battle record was declining, so “MS HP” was increased.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
350 Support Type Average 50.4 49.4 53,585 3.0
LV1 48.7 42.5 48,286 2.8
Post-Adjustments 50.3 50.5 59,142 3.2
Within Expectations
400 Support Type Average 51.6 51.3 57,897 2.7
LV2 48.3 35.6 46,074 2.7
Post-Adjustments 49.6 49.6 62,037 3.3
Within Expectations
450 Support Type Average 51.5 51.2 65,531 2.6
LV3 47.2 36.8 46,850 2.9
Post-Adjustments 50.4 47.3 66,161 3.2
Within Expectations
■Additional
[MS losses] of this unit at all LVs has increased compared to before the adjustment.
The damage from shooting has been improved as a result of strengthening the shooting armament for medium to close range, but on the other hand, the opportunity for enemy units to engage in melee combat and the rate of hit by bullets have increased.

Other results fit to the standard, and [MS losses] is also within the acceptable range, so we have set it as [within expectations].
Therefore, we will continue to collect data and consider further adjustments if necessary.

Guncannon Mass Production Type
Unit Features ・Speed is increased as “140” → “150”
・Unit Skill “Anti-Stealth LV1” has been given.
・LV3 Close range Part Slot is increased as “4” → “5”(Upper LVs are also enhanced)
・LV3 Mid-range Part Slot is increased as “11” → “12”(Upper LVs are also enhanced)
・LV3 Long range Part Slot is increased as “13” → “14”(Upper LVs are also enhanced)
・LV3 Unit Skill “Thruster Output Increase LV1” has been given.
・LV4 Unit Skill “Thruster Output Increase LV2” has been given.(Upper LVs are also enhanced)
Range Main Weapon 100mm Machine Gun x2 ・Rate of fire has been increased
Sub-Weapon Telescopic 240mm Cannon x2 ・LV3 Power is increased as “710” → “800”(Upper LVs are also enhanced)
・Weapon switching Time is shortened
Aim
・This unit excels at medium-range fire support while accompanying allied MSs, with its machine gun and sub-weapon “Telescopic 240mm Cannon x2”.
In the past adjustments, we mainly enhanced unit performance in order to improve “MS losses”.
However, various results were on a downward trend again, so we have adjusted the following items.

・To improve “MS losses”, the following items have been enhanced.
1.Enhanced “high speed movement”
2.Granted the skill “Anti-Stealth”

・The following enhancements have been made to increase the opportunity to attack enemies and gain “Damage dealt”.
1.Increased “Rate of fire” of the main ranged weapon “100mm Machine Gun x2”
2.Enhanced “weapon switching time” and “power” of the sub-weapon “Telescopic 240mm Cannon x2”

・The following improvements have been made to the unit performance to address the declining results after MS LV3.
1.Increased “power” of the sub-weapon “Telescopic 240mm Cannon x2”
2.Granted the skill “Thruster Output Increase”
3.Increased “number of slots”

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Dealt Amount of MS Loss
300 Support Type Average 50.7 50.4 53,016 2.9
LV1 48.9 44.9 48,432 3.5
Post-Adjustments 50.1 49.1 53,059 3.3
Within Expectations
350 Support Type Average 50.4 49.4 53,585 3.0
LV2 48.8 48.8 50,477 3.3
Post-Adjustments 49.9 49.2 54,326 3.2
Within Expectations
400 Support Type Average 51.6 51.3 57,897 2.7
LV3 45.4 44.3 49,769 3.2
Post-Adjustments 50.2 52.4 61,089 3.1
Within Expectations
450 Support Type Average 51.5 51.2 65,531 2.6
LV4 45.8 36.7 47,131 2.9
Post-Adjustments 50.8 49.2 65,304 3.1
Within Expectations
500 Support Type Average 51.1 50.7 71,055 3.0
LV5 45.1 38.3 53,510 3.1
Post-Adjustments 50.3 53.0 78,539 3.2
Within Expectations
■Custom parts
Special Head Armor
Spec ・Damage reduction effect increased as “2%” → “4%”(Upper LVs are also enhanced)
・LV2 Long range part slot consumption reduced as “3” → “2”(Upper LVs are also enhanced)
Special Back Armor
Spec ・LV2 Damage reduction effect increased as “4%” → “6%”(Upper LVs are also enhanced)
・LV2 Close range part slot consumption reduced as “3” → “2”(Upper LVs are also enhanced)
Special Leg Armor
Spec ・LV4 Damage reduction effect increased as “2%” → “7%”
Precision Focusing Ring
Spec ・LV2 Mid-range part slot consumption reduced as “4” → “3”(Upper LVs are also enhanced)
・LV3 Long range part slot consumption reduced as “1” → “0”
Quick Loader
Spec ・LV4 Mid-range part slot consumption reduced as “15” → “12”
Anti-Ballistic Armor
Spec ・LV4 Mid-range part slot consumption reduced as “10” → “9”(Upper LVs are also enhanced)
・LV4 Long range part slot consumption reduced as “4” → “3”
New Anti-Ballistic Armor
Spec ・Close range part slot consumption reduced as “4” → “3”
・Long range part slot consumption reduced as “6” → “5”
Overtuning (Ballistic Armor)
Spec ・Close range part slot consumption reduced as “2” → “1”
・Long range part slot consumption reduced as “3” → “2”
Overtuning (Thrusters)
Spec ・Mid-range part slot consumption reduced as “4” → “3”
Overtuning (Frame)
Spec ・Mid-range part slot consumption reduced as “5” → “4”
・Long range part slot consumption reduced as “4” → “3”
Overtuning (Mobility)
Spec ・Close range part slot consumption reduced as “4” → “3”
Overtuning (Melee)
Spec ・Close range part slot consumption reduced as “7” → “5”
・Mid-range part slot consumption reduced as “4” → “3”
Overtuning (Ranged)
Spec ・Mid-range part slot consumption reduced as “6” → “4”
・Long range part slot consumption reduced as “6” → “5”
Composite Armor [Type-A]
Spec ・Long range part slot consumption reduced as “6” → “5”
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