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User:Shijuu: Difference between revisions

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<noinclude>
<noinclude>
==Algorithms==
==Algorithms==
===Warrior===
===[[File:Icon_PNC_Hero_Class_white_Warrior.png|15px]] Warrior ===
<div style="float:left"><tabber>
<div style="float:left"><tabber>
|-|Desperate Raze=
|-|Desperate Raze=
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===Sniper===
===[[File:Icon_PNC_Hero_Class_white_Sniper.png|15px]] Sniper===
<div style="float:left"><tabber>
<div style="float:left"><tabber>
|-|Burst Shooting=
|-|Burst Shooting=
{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-  
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_9.png|50px]]
| [[File:Function_Card_ICON_10074.png|50px]]
| [[File:Function_Card_ICON_10074.png|50px]]
| Accumulated Recycling
| Accumulated Recycling
| Ally Snipers have their Crit Damage increased by (10%/20%/30%) for every unit that falls in battle, up to 5 stacks.
| Ally Snipers have their Crit Damage increased by (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">20%</span>/<span style="color:#dec743">30%</span>) for every unit that falls in battle, up to 5 stacks.
| rowspan=4 | For every 3 Normal Attacks, the next one Snipers perform is guaranteed to be a Critical Hit. The effect cannot be triggered by Normal Attack skills.
| rowspan=4 | For every 3 Normal Attacks, the next one Snipers perform is guaranteed to be a Critical Hit. The effect cannot be triggered by Normal Attack skills.
| rowspan=4 | The Crit Damage boost provided by Lethal Increment no longer wears off.
| rowspan=4 | The Crit Damage boost provided by Lethal Increment no longer wears off.
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| [[File:Function_Card_ICON_10068.png|50px]]
| [[File:Function_Card_ICON_10068.png|50px]]
| Rapid Firing
| Rapid Firing
| After using any skill, Snipers have their Attack Speed increased by (50/75/100) points for the next 5 seconds.
| After using any skill, Snipers have their Attack Speed increased by (<span style="color:#6293e3">50</span>/<span style="color:#9450d9">75</span>/<span style="color:#dec743">100</span>) points for the next 5 seconds.
|-
|-
| [[File:Function_Card_ICON_10123.png|50px]]
| [[File:Function_Card_ICON_10123.png|50px]]
| Lethal Increment
| Lethal Increment
| When Snipers land their Normal Attacks, increase their Crit Damage by (10%/15%/20%), up to 5 stacks. This effect wears off after landing a Critical Hit. (0.33s cooldown)
| When Snipers land their Normal Attacks, increase their Crit Damage by (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">15%</span>/<span style="color:#dec743">20%</span>), up to 5 stacks. This effect wears off after landing a Critical Hit. (0.33s cooldown)
|-
|-
| [[File:Function_Card_ICON_10223.png|50px]]
| [[File:Function_Card_ICON_10223.png|50px]]
| Penetration Streak
| Penetration Streak
| Snipers' Normal Attack hits have a (15%/22.5%/30%) chance to turn the next Normal Attack into a double strike.
| Snipers' Normal Attack hits have a (<span style="color:#6293e3">15%</span>/<span style="color:#9450d9">22.5%</span>/<span style="color:#dec743">30%</span>) chance to turn the next Normal Attack into a double strike.
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_8.png|50px]]
| [[File:Function_Card_ICON_10226.png|50px]]
| [[File:Function_Card_ICON_10226.png|50px]]
| Overdrive Preset
| Overdrive Preset
| Snipers speed up their skill recharge by (10%/20%/30%) after using any skill.
| Snipers speed up their skill recharge by (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">20%</span>/<span style="color:#dec743">30%</span>) after using any skill.
| rowspan=4 | 3 seconds after using any skill, Snipers inflict [Derivative] Operand Damage equal to 20% of their hashrate on enemies within 1 tile near their Normal Attack target 3 times. Only 1 instance of this effect may take place at a time.
| rowspan=4 | 3 seconds after using any skill, Snipers inflict [[PNC_Combat#Damage_Types|'''[Derivative]''']] Operand Damage equal to 20% of their Hashrate on enemies within 1 tile near their Normal Attack target 3 times. Only 1 instance of this effect may take place at a time.
| rowspan=4 | Every stack of Vulnerability boosts the Hashrate of  Snipers by 10%, up to 10 stacks.
| rowspan=4 | Every stack of [[PNC_Combat#Status_Effects|'''Vulnerability''']] boosts the Hashrate of  Snipers by 10%, up to 10 stacks.
|-
|-
| [[File:Function_Card_ICON_10211.png|50px]]
| [[File:Function_Card_ICON_10211.png|50px]]
| High-Risk Target
| High-Risk Target
| When enemies use any skill, all ally Snipers deal [Derivative] Operand Damage of (40%/70%/100%) Hashrate.
| When enemies use any skill, all ally Snipers deal [[PNC_Combat#Damage_Types|'''[Derivative]''']] Operand Damage of (<span style="color:#6293e3">40%</span>/<span style="color:#9450d9">70%</span>/<span style="color:#dec743">100%</span>) Hashrate.
|-
|-
| [[File:Function_Card_ICON_10209.png|50px]]
| [[File:Function_Card_ICON_10209.png|50px]]
| Immunity Reduction
| Immunity Reduction
| Ally Snipers have (50%/75%/100%) chance to inflict 1 stack of Vulnerability that lasts for 5 seconds when they deal Operand Damage.
| Ally Snipers have (<span style="color:#6293e3">50%</span>/<span style="color:#9450d9">75%</span>/<span style="color:#dec743">100%</span>) chance to inflict 1 stack of [[PNC_Combat#Status_Effects|'''Vulnerability''']] that lasts for 5 seconds when they deal Operand Damage.
|-
|-
| [[File:Function_Card_ICON_10289.png|50px]]
| [[File:Function_Card_ICON_10289.png|50px]]
| Fragile Label
| Fragile Label
| When Snipers use any skill, they inflict (3/4/5) stack(s) of Vulnerability on the enemy with the lowest HP percentage, which lasts for 5 seconds.
| When Snipers use any skill, they inflict (<span style="color:#6293e3">3</span>/<span style="color:#9450d9">4</span>/<span style="color:#dec743">5</span>) stack(s) of [[PNC_Combat#Status_Effects|'''Vulnerability''']] on the enemy with the lowest HP percentage, which lasts for 5 seconds.
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_7.png|50px]]
| [[File:Function_Card_ICON_10247.png|50px]]
| [[File:Function_Card_ICON_10247.png|50px]]
| Lethal Transference
| Lethal Transference
| For every 5 attack(s), Snipers deal an additional instance of True Damage equal to (40%/80%/120%) ATK with their next strike. (0.33s cooldown)
| For every 5 attack(s), Snipers deal an additional instance of [[PNC_Combat#Damage_Types|'''True Damage''']] equal to (<span style="color:#6293e3">40%</span>/<span style="color:#9450d9">80%</span>/<span style="color:#dec743">120%</span>) ATK with their next strike. (0.33s cooldown)
| rowspan=4 | When ally units inflict damage with Normal Attacks, Snipers have a 10% chance of firing a missile that deals [Derivative] Physical Damage of 50% ATK at the target.
| rowspan=4 | When ally units inflict damage with Normal Attacks, Snipers have a 10% chance of firing a missile that deals [[PNC_Combat#Damage_Types|'''[Derivative]''']] Physical Damage of 50% ATK at the target.
| rowspan=4 | Snipers' Depleted Uranium Rounds effect will no longer dissipate.
| rowspan=4 | Snipers' Depleted Uranium Rounds effect will no longer dissipate.
|-
|-
| [[File:Function_Card_ICON_10225.png|50px]]
| [[File:Function_Card_ICON_10225.png|50px]]
| Chain-breaking Shot
| Chain-breaking Shot
| The next Normal Attack Snipers perform after using any skill will target the enemy with the lowest HP and boost their own Normal Attack PEN by (20/40/60) points.
| The next Normal Attack Snipers perform after using any skill will target the enemy with the lowest HP and boost their own Normal Attack PEN by (<span style="color:#6293e3">20</span>/<span style="color:#9450d9">40</span>/<span style="color:#dec743">60</span>) points.
|-
|-
| [[File:Function_Card_ICON_10147.png|50px]]
| [[File:Function_Card_ICON_10147.png|50px]]
| Hunting Signal
| Hunting Signal
| Snipers fire 7 missiles of [Derivative] Physical Damage equal to (10%/20%/30%) of their ATK at the target within 5 seconds after using their Auto Skill.
| Snipers fire 7 missiles of [[PNC_Combat#Damage_Types|'''[Derivative]''']] Physical Damage equal to (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">20%</span>/<span style="color:#dec743">30%</span>) of their ATK at the target within 5 seconds after using their Auto Skill.
|-
|-
| [[File:Function_Card_ICON_10224.png|50px]]
| [[File:Function_Card_ICON_10224.png|50px]]
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_26.png|50px]]
| [[File:Function_Card_ICON_10269.png|50px]]
| [[File:Function_Card_ICON_10269.png|50px]]
| Ancillary Cooldown
| Ancillary Cooldown
| Snipers inflict (<span style="color:#6293e3">2</span>/<span style="color:#9450d9">3</span>/<span style="color:#dec743">4</span>) stack(s) of Frozen on the closest enemy every time they use any skill.
| Snipers inflict (<span style="color:#6293e3">2</span>/<span style="color:#9450d9">3</span>/<span style="color:#dec743">4</span>) stack(s) of [[PNC_Combat#Status_Effects|'''Frozen''']] on the closest enemy every time they use any skill.
| rowspan=4 | When any target obtains 10 stacks of frozen, all Frozen stacks are consumed to deal [Derivative] Operand Damage equal to 300% of the highest ally hashrate to the target and nearby enemies with 1 tile, and Silences them for 3 seconds.
| rowspan=4 | When any target obtains 10 stacks of [[PNC_Combat#Status_Effects|'''Frozen''']], all [[PNC_Combat#Status_Effects|'''Frozen''']] stacks are consumed to deal [[PNC_Combat#Damage_Types|'''[Derivative]''']] Operand Damage equal to 300% of the highest ally hashrate to the target and nearby enemies with 1 tile, and [[PNC_Combat#Status_Effects|'''Silence''']]s them for 3 seconds.
| rowspan=4 | Snipers have their Hashrate increased by 5% every time they inflict the Frozen effect, up to 10 stacks.
| rowspan=4 | Snipers have their Hashrate increased by 5% every time they inflict the [[PNC_Combat#Status_Effects|'''Frozen''']] effect, up to 10 stacks.
|-
|-
| [[File:Function_Card_ICON_10268.png|50px]]
| [[File:Function_Card_ICON_10268.png|50px]]
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| [[File:Function_Card_ICON_10266.png|50px]]
| [[File:Function_Card_ICON_10266.png|50px]]
| Frozen Shot
| Frozen Shot
| For every (<span style="color:#6293e3">3</span>/<span style="color:#9450d9">2</span>/<span style="color:#dec743">1</span>) Normal Attacks, the next one Snipers perform inflicts Frozen.
| For every (<span style="color:#6293e3">3</span>/<span style="color:#9450d9">2</span>/<span style="color:#dec743">1</span>) Normal Attacks, the next one Snipers perform inflicts [[PNC_Combat#Status_Effects|'''Frozen''']].
|-
|-
| [[File:Function_Card_ICON_10267.png|50px]]
| [[File:Function_Card_ICON_10267.png|50px]]
| Frostbite Spillover
| Frostbite Spillover
| When ally units take damage, Snipers have a 15% chance to deal [Derivative] Operand damage of (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">30%</span>/<span style="color:#dec743">40%</span>) Hashrate to the damage dealer and inflict 1 stack of Frozen on them.
| When ally units take damage, Snipers have a 15% chance to deal [[PNC_Combat#Damage_Types|'''[Derivative]''']] Operand damage of (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">30%</span>/<span style="color:#dec743">40%</span>) Hashrate to the damage dealer and inflict 1 stack of [[PNC_Combat#Status_Effects|'''Frozen''']] on them.
|-
|-
|}
|}
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===Specialist===
===[[File:Icon_PNC_Hero_Class_white_Specialist.png|15px]] Specialist===
<div style="float:left"><tabber>
<div style="float:left"><tabber>
|-|Swift Crackdown=
|-|Swift Crackdown=
{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_11.png|50px]]
| [[File:Function_Card_ICON_10227.png|50px]]
| [[File:Function_Card_ICON_10227.png|50px]]
| Shadowy Evasion
| Shadowy Evasion
| Specialists Max out the Dodge Rate of all ally units for (3/4/5) seconds at the start of battle.
| Specialists Max out the Dodge Rate of all ally units for (<span style="color:#6293e3">3</span>/<span style="color:#9450d9">4</span>/<span style="color:#dec743">5</span>) seconds at the start of battle.
| rowspan=4 | When any ally unit dodges an attack, all non-Specialist ally units deal [Derivative] Physical Damage equal to 20% of their Hashrate to the attacker.
| rowspan=4 | When any ally unit dodges an attack, all non-Specialist ally units deal [[PNC_Combat#Damage_Types|'''[Derivative]''']] Physical Damage equal to 20% of their Hashrate to the attacker.
| rowspan=4 | Vulnerability Fix now takes effect on 1 additional ally unit with the next lowest HP percentage.
| rowspan=4 | Vulnerability Fix now takes effect on 1 additional ally unit with the next lowest HP percentage.
|-
|-
| [[File:Function_Card_ICON_10151.png|50px]]
| [[File:Function_Card_ICON_10151.png|50px]]
| Fast Preparation
| Fast Preparation
| Specialists have their Skill Haste increased by (2%/3.5%/5%) every time an ally unit dodges an attack, up to 10 stacks. Max Increase: 50%
| Specialists have their Skill Haste increased by (<span style="color:#6293e3">2%</span>/<span style="color:#9450d9">3.5%</span>/<span style="color:#dec743">5%</span>) every time an ally unit dodges an attack, up to 10 stacks. Max Increase: 50%
|-
|-
| [[File:Function_Card_ICON_10149.png|50px]]
| [[File:Function_Card_ICON_10149.png|50px]]
| Floating Shot
| Floating Shot
| When any ally unit dodges an attack, all Specialist ally units deal [Derivative] Physical Damage equal to (30%/45%/60%) of their Hashrate to the attacker once.
| When any ally unit dodges an attack, all Specialist ally units deal [[PNC_Combat#Damage_Types|'''[Derivative]''']] Physical Damage equal to (<span style="color:#6293e3">30%</span>/<span style="color:#9450d9">45%</span>/<span style="color:#dec743">60%</span>) of their Hashrate to the attacker once.
|-
|-
| [[File:Function_Card_ICON_10150.png|50px]]
| [[File:Function_Card_ICON_10150.png|50px]]
| Vulnerability Fix
| Vulnerability Fix
| When Specialists use any skill, they enhance the Dodge Rate of ally unit with the lowest HP percentage by (10%/15%/20%), up to 5 stacks.
| When Specialists use any skill, they enhance the Dodge Rate of ally unit with the lowest HP percentage by (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">15%</span>/<span style="color:#dec743">20%</span>), up to 5 stacks.
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_12.png|50px]]
| [[File:Function_Card_ICON_10231.png|50px]]
| [[File:Function_Card_ICON_10231.png|50px]]
| Global Protection
| Global Protection
| Specialists grant (3/4/5) stacks of 50% damage reducing HP Shield every (7/6/5) seconds to the ally with the lowest HP percentage, up to 10 stacks. 1 stack of the HP Shield is consumed every time the ally unit takes damage.
| Specialists grant (<span style="color:#6293e3">3</span>/<span style="color:#9450d9">4</span>/<span style="color:#dec743">5</span>) stacks of 50% damage reducing [[PNC_Combat#Status_Effects|'''HP Shield''']] every (<span style="color:#6293e3">7</span>/<span style="color:#9450d9">6</span>/<span style="color:#dec743">5</span>) seconds to the ally with the lowest HP percentage, up to 10 stacks. 1 stack of the [[PNC_Combat#Status_Effects|'''HP Shield''']] is consumed every time the ally unit takes damage.
| rowspan=4 | When Specialists buff of debuff any units, the non-Specialist unit with the highest Hashrate deals [Derivative] Physical Damage equal to 14% of their Hashrate to random enemies 7 time(s) in 5 second(s).
| rowspan=4 | When Specialists buff of debuff any units, the non-Specialist unit with the highest Hashrate deals [[PNC_Combat#Damage_Types|'''[Derivative]''']] Physical Damage equal to 14% of their Hashrate to random enemies 7 time(s) in 5 second(s).
| rowspan=4 | The Energy Orb provides an additional Hashrate bonus of 30%.
| rowspan=4 | The Energy Orb provides an additional Hashrate bonus of 30%.
|-
|-
| [[File:Function_Card_ICON_10230.png|50px]]
| [[File:Function_Card_ICON_10230.png|50px]]
| Hashrate Stacking
| Hashrate Stacking
| Specialists have their Hashrate increased by (3%/4.5%/6%) every time they apply a buff or debuff, up to 5 stacks. (1s cooldown)
| Specialists have their Hashrate increased by (<span style="color:#6293e3">3%</span>/<span style="color:#9450d9">4.5%</span>/<span style="color:#dec743">6%</span>) every time they apply a buff or debuff, up to 5 stacks. (1s cooldown)
|-
|-
| [[File:Function_Card_ICON_10135.png|50px]]
| [[File:Function_Card_ICON_10135.png|50px]]
| Efficient Allocation
| Efficient Allocation
| When Specialists buff or debuff any units, they heal the ally with the lowest HP percentage by (20%/35%/50%) of their Hashrate. (1s cooldown)
| When Specialists buff or debuff any units, they heal the ally with the lowest HP percentage by (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">35%</span>/<span style="color:#dec743">50%</span>) of their Hashrate. (1s cooldown)
|-
|-
| [[File:Function_Card_ICON_10228.png|50px]]
| [[File:Function_Card_ICON_10228.png|50px]]
| Hashrate Energy
| Hashrate Energy
| When Specialists buff or debuff any units, they generate an Energy Orb, which deals [Derivative] Physical Damage equal to (8%/14%/20%) of their Hashrate to random enemies 7 time(s) in 5 seconds.
| When Specialists buff or debuff any units, they generate an Energy Orb, which deals [[PNC_Combat#Damage_Types|'''[Derivative]''']] Physical Damage equal to (<span style="color:#6293e3">8%</span>/<span style="color:#9450d9">14%</span>/<span style="color:#dec743">20%</span>) of their Hashrate to random enemies 7 time(s) in 5 seconds.
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_27.png|50px]]
| [[File:Function_Card_ICON_10270.png|50px]]
| [[File:Function_Card_ICON_10270.png|50px]]
| Layered Hashrate
| Layered Hashrate
| Specialists enhance the ally unit with the highest Hashrate by (3%/4%/5%) Hashrate every 5 seconds, up to 5 stacks.
| Specialists enhance the ally unit with the highest Hashrate by (<span style="color:#6293e3">3%</span>/<span style="color:#9450d9">4%</span>/<span style="color:#dec743">5%</span>) Hashrate every 5 seconds, up to 5 stacks.
| rowspan=4 | Specialists gain 2 stacks of Performance Boost when they trigger the function set effect.
| rowspan=4 | Specialists gain 2 stacks of Performance Boost when they trigger the function set effect.
| rowspan=4 | All Performance Boost stacks are consumed at 10 stacks to provide 4 seconds of double-strike for all ally units.
| rowspan=4 | All Performance Boost stacks are consumed at 10 stacks to provide 4 seconds of double-strike for all ally units.
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| [[File:Function_Card_ICON_10271.png|50px]]
| [[File:Function_Card_ICON_10271.png|50px]]
| Layered Attack
| Layered Attack
| Specialists enhance the ally unit with the highest ATK by (3%/4%/5%) of their ATK every 5 seconds, up to 5 stacks.
| Specialists enhance the ally unit with the highest ATK by (<span style="color:#6293e3">3%</span>/<span style="color:#9450d9">4%</span>/<span style="color:#dec743">5%</span>) of their ATK every 5 seconds, up to 5 stacks.
|-
|-
| [[File:Function_Card_ICON_10272.png|50px]]
| [[File:Function_Card_ICON_10272.png|50px]]
| Energy Boost
| Energy Boost
| When Specialists use any skill, they speed up the skill recharge progress of the teammate with the highest Hashrate by (10%/15%/20%). (4s cooldown)
| When Specialists use any skill, they speed up the skill recharge progress of the teammate with the highest Hashrate by (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">15%</span>/<span style="color:#dec743">20%</span>). (4s cooldown)
|-
|-
| [[File:Function_Card_ICON_10273.png|50px]]
| [[File:Function_Card_ICON_10273.png|50px]]
| Rob 'em Blind
| Rob 'em Blind
| When Specialists use any skill, they enhance the teammate with the highest ATK with (20%/35%/50%) Life Steal for their Normal Attacks, lasting 6 seconds.
| When Specialists use any skill, they enhance the teammate with the highest ATK with (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">35%</span>/<span style="color:#dec743">50%</span>)Life Steal for their Normal Attacks, lasting 6 seconds.
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_10.png|50px]]
| [[File:Function_Card_ICON_10138.png|50px]]
| [[File:Function_Card_ICON_10138.png|50px]]
| Deterrence
| Deterrence
| Specialists deal an additional [Derivative] Operand Damage of (10%/15%/20%) Hashrate X the number of debuffs on the target with every Normal Attack.
| Specialists deal an additional [[PNC_Combat#Damage_Types|'''[Derivative]''']] Operand Damage of (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">15%</span>/<span style="color:#dec743">20%</span>)Hashrate X the number of debuffs on the target with every Normal Attack.
| rowspan=4 | For every type of debuffs the enemies have, Operand DEF is reduced by 10%.
| rowspan=4 | For every type of debuffs the enemies have, Operand DEF is reduced by 10%.
| rowspan=4 | For every single type of debuff on the Specialist' targets, increase their Attack Speed by 15 points.
| rowspan=4 | For every single type of debuff on the Specialists' targets, increase their Attack Speed by 15 points.
|-
|-
| [[File:Function_Card_ICON_10066.png|50px]]
| [[File:Function_Card_ICON_10066.png|50px]]
| Beacon Boost
| Beacon Boost
| When Specialists land a Normal Attack, they have a (40%/70%/100%) chance to inflict 1 stack of Bleed on the target.
| When Specialists land a Normal Attack, they have a (<span style="color:#6293e3">40%</span>/<span style="color:#9450d9">70%</span>/<span style="color:#dec743">100%</span>) chance to inflict 1 stack of Bleed on the target.
|-
|-
| [[File:Function_Card_ICON_10124.png|50px]]
| [[File:Function_Card_ICON_10124.png|50px]]
| Total Suppression
| Total Suppression
| Specialists deal [Derivative] Operant Damage equal to (15%/22.5%/30%) Hashrate to the target every time they inflict debuffs.
| Specialists deal [[PNC_Combat#Damage_Types|'''[Derivative]''']] Operand Damage equal to (<span style="color:#6293e3">15%</span>/<span style="color:#9450d9">22.5%</span>/<span style="color:#dec743">30%</span>) Hashrate to the target every time they inflict debuffs.
|-
|-
| [[File:Function_Card_ICON_10290.png|50px]]
| [[File:Function_Card_ICON_10290.png|50px]]
| High-frequency Calculation
| High-frequency Calculation
| After using any skill, Specialists have their Attack Speed increased by (20/35/50) points for 4 seconds.
| After using any skill, Specialists have their Attack Speed increased by (<span style="color:#6293e3">20</span>/<span style="color:#9450d9">35</span>/<span style="color:#dec743">50</span>)points for 4 seconds.
|-
|-
|}
|}
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===Guard===
===[[File:Icon_PNC_Hero_Class_white_Guard.png|15px]] Guard===
<div style="float:left"><tabber>
<div style="float:left"><tabber>
|-|Absolute Defense Domain=
|-|Absolute Defense Domain=
{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 3 Piece Set Effect
! width=300px | 3 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_3.png|50px]]
| [[File:Function_Card_ICON_10218.png|50px]]
| [[File:Function_Card_ICON_10218.png|50px]]
| Residue Extraction
| Residue Extraction
| When any enemy falls, Guards gain an HP Shield equal to (4%/7%/10%) of the fallen enemy's Max HP.
| When any enemy falls, Guards gain an [[PNC_Combat#Status_Effects|'''HP Shield''']] equal to (<span style="color:#6293e3">4%</span>/<span style="color:#9450d9">7%</span>/<span style="color:#dec743">10%</span>) of the fallen enemy's Max HP.
| rowspan=4 | Guards recover 4% of their Max HP every 5 seconds, and 100% more when they have an HP Shield.
| rowspan=4 | Guards recover 4% of their Max HP every 5 seconds, and 100% more when they have an [[PNC_Combat#Status_Effects|'''HP Shield''']].
| rowspan=4 | The Guards' HP Shields heals them by 50% of damage taken when subjected to attacks.
| rowspan=4 | The Guards' [[PNC_Combat#Status_Effects|'''HP Shield''']]s heals them by 50% of damage taken when subjected to attacks.
|-
|-
| [[File:Function_Card_ICON_10251.png|50px]]
| [[File:Function_Card_ICON_10251.png|50px]]
| Bastion Building
| Bastion Building
| Guards gain an HP Shield equal to (50%/100%/150%) of their Hashrate every 5 seconds.
| Guards gain an [[PNC_Combat#Status_Effects|'''HP Shield''']] equal to (<span style="color:#6293e3">50%</span>/<span style="color:#9450d9">100%</span>/<span style="color:#dec743">150%</span>) of their Hashrate every 5 seconds.
|-
|-
| [[File:Function_Card_ICON_10136.png|50px]]
| [[File:Function_Card_ICON_10136.png|50px]]
| Coordinated Defense
| Coordinated Defense
| Guards grant all ally units an HP Shield equal to (5%/10%/15%) of their Max HP at the start of the battle.
| Guards grant all ally units an [[PNC_Combat#Status_Effects|'''HP Shield''']] equal to (<span style="color:#6293e3">5%</span>/<span style="color:#9450d9">10%</span>/<span style="color:#dec743">15%</span>) of their Max HP at the start of the battle.
|-
|-
| [[File:Function_Card_ICON_10204.png|50px]]
| [[File:Function_Card_ICON_10204.png|50px]]
| Multi-end Repair
| Multi-end Repair
| When Guards recover HP, all ally units gain an HP Shield equal to (10%/15%/20%) of the HP recovered.
| When Guards recover HP, all ally units gain an [[PNC_Combat#Status_Effects|'''HP Shield''']] equal to (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">15%</span>/<span style="color:#dec743">20%</span>) of the HP recovered.
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 3 Piece Set Effect
! width=300px | 3 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_1.png|50px]]
| [[File:Function_Card_ICON_10246.png|50px]]
| [[File:Function_Card_ICON_10246.png|50px]]
| Taunt Target
| Taunt Target
| Guards Taunt the enemy farthest away for (3/4/5) seconds whenever they use any skill.
| Guards [[PNC_Combat#Status_Effects|'''Taunt ''']] the enemy farthest away for (<span style="color:#6293e3">3</span>/<span style="color:#9450d9">4</span>/<span style="color:#dec743">5</span>) seconds whenever they use any skill.
| rowspan=4 | Guards Taunt all units within 1 tile for 4 seconds every 10 seconds, during which their Backlash effect is doubled.
| rowspan=4 | Guards [[PNC_Combat#Status_Effects|'''Taunt ''']] all units within 1 tile for 4 seconds every 10 seconds, during which their Backlash effect is doubled.
| rowspan=4 | Guards reflect the non-Derivative damage they have taken to their Normal Attack targets as True Damage every 8 seconds.
| rowspan=4 | Guards reflect the non-[[PNC_Combat#Damage_Types|'''Derivative''']]  damage they have taken to their Normal Attack targets as [[PNC_Combat#Damage_Types|'''True Damage''']] every 8 seconds.
|-
|-
| [[File:Function_Card_ICON_10143.png|50px]]
| [[File:Function_Card_ICON_10143.png|50px]]
| Crisis Response
| Crisis Response
| When Guards use any skill, they recover 5% Max HP and have their Backlash increased by (3%/6%/9%).
| When Guards use any skill, they recover 5% Max HP and have their Backlash increased by (<span style="color:#6293e3">3%</span>/<span style="color:#9450d9">6%</span>/<span style="color:#dec743">9%</span>).
|-
|-
| [[File:Function_Card_ICON_10127.png|50px]]
| [[File:Function_Card_ICON_10127.png|50px]]
| Structural Reinforcement
| Structural Reinforcement
| Guards Backlash enhanced by (3%/6%/9%) every 4 seconds.
| Guards Backlash enhanced by (<span style="color:#6293e3">3%</span>/<span style="color:#9450d9">6%</span>/<span style="color:#dec743">9%</span>) every 4 seconds.
|-
|-
| [[File:Function_Card_ICON_10141.png|50px]]
| [[File:Function_Card_ICON_10141.png|50px]]
| Impasse Retaliation
| Impasse Retaliation
| For every instance of damage Guards take that's 10% of their Max HP, Backlash is increased by (2%/4%/6%).
| For every instance of damage Guards take that's 10% of their Max HP, Backlash is increased by (<span style="color:#6293e3">2%</span>/<span style="color:#9450d9">4%</span>/<span style="color:#dec743">6%</span>).
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 3 Piece Set Effect
! width=300px | 3 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_2.png|50px]]
| [[File:Function_Card_ICON_10281.png|50px]]
| [[File:Function_Card_ICON_10281.png|50px]]
| Threshold Growth
| Threshold Growth
| Guards' Physical DEF grows as their HP drops. The DEF bonus caps at (20%/35%/50%) when HP drops to 10%.
| Guards' Physical DEF grows as their HP drops. The DEF bonus caps at (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">35%</span>/<span style="color:#dec743">50%</span>) when HP drops to 10%.
| rowspan=4 | Guard takes no more damage than 5% of their Max HP. This effect triggers 10 times per battle.
| rowspan=4 | Guard takes no more damage than 5% of their Max HP. This effect triggers 10 times per battle.
| rowspan=4 | Guards have their Hashrate increased by 30% of their Physical DEF.
| rowspan=4 | Guards have their Hashrate increased by 30% of their Physical DEF.
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| [[File:Function_Card_ICON_10280.png|50px]]
| [[File:Function_Card_ICON_10280.png|50px]]
| Kinetic Energy Decay
| Kinetic Energy Decay
| Guards take (10%/20%/30%) less long-range damage.
| Guards take (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">20%</span>/<span style="color:#dec743">30%</span>) less long-range damage.
|-
|-
| [[File:Function_Card_ICON_10022.png|50px]]
| [[File:Function_Card_ICON_10022.png|50px]]
| Dire Repairs
| Dire Repairs
| Guards have a 30% chance to recover HP equal to (20%/35%/50%) of their Hashrate upon taking damage.
| Guards have a 30% chance to recover HP equal to (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">35%</span>/<span style="color:#dec743">50%</span>) of their Hashrate upon taking damage.
|-
|-
| [[File:Function_Card_ICON_10137.png|50px]]
| [[File:Function_Card_ICON_10137.png|50px]]
| Channel Crowding
| Channel Crowding
| Guards reduce the ATK of enemies within 2 tiles by (10%/15%/20%), and every enemy boosts their own Physical DEF by (10%/15%/20%).
| Guards reduce the ATK of enemies within 2 tiles by (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">15%</span>/<span style="color:#dec743">20%</span>), and every enemy boosts their own Physical DEF by (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">15%</span>/<span style="color:#dec743">20%</span>).
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 3 Piece Set Effect
! width=300px | 3 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_29.png|50px]]
| [[File:Function_Card_ICON_10285.png|50px]]
| [[File:Function_Card_ICON_10285.png|50px]]
| Crisis Management
| Crisis Management
| Guards retain 1 point of HP and recover (20%/35%/50%) of their Max HP when subjected to lethal damage. This effect only triggers once per battle.
| Guards retain 1 point of HP and recover (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">35%</span>/<span style="color:#dec743">50%</span>) of their Max HP when subjected to lethal damage. This effect only triggers once per battle.
| rowspan=4 | When ally units are Healed, Guards recover HP based on 40% of the healing done.
| rowspan=4 | When ally units are Healed, Guards recover HP based on 40% of the healing done.
| rowspan=4 | The range of Coordinated Defense and Impact Distribution for Guards expands to cover the entire battlefield.
| rowspan=4 | The range of Coordinated Defense and Impact Distribution for Guards expands to cover the entire battlefield.
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| [[File:Function_Card_ICON_10284.png|50px]]
| [[File:Function_Card_ICON_10284.png|50px]]
| Reparation Chain
| Reparation Chain
| When nearby ally units within 1 tile are Healed, Guards recover HP equal to (30%/45%/60%) of the Healing done.
| When nearby ally units within 1 tile are Healed, Guards recover HP equal to (<span style="color:#6293e3">30%</span>/<span style="color:#9450d9">45%</span>/<span style="color:#dec743">60%</span>) of the Healing done.
|-
|-
| [[File:Function_Card_ICON_10282.png|50px]]
| [[File:Function_Card_ICON_10282.png|50px]]
| Coordinated Defense
| Coordinated Defense
| Guards provide a (20%/30%/40%) Physical DEF boost to ally units within 1 tile.
| Guards provide a (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">30%</span>/<span style="color:#dec743">40%</span>) Physical DEF boost to ally units within 1 tile.
|-
|-
| [[File:Function_Card_ICON_10283.png|50px]]
| [[File:Function_Card_ICON_10283.png|50px]]
| Impact Distribution
| Impact Distribution
| Guards take (20%/40%/60%) of all damage for ally units within 1 tile. (Does not include [Derivative] damage.)
| Guards take (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">40%</span>/<span style="color:#dec743">60%</span>) of all damage for ally units within 1 tile. (Does not include [[PNC_Combat#Damage_Types|'''[Derivative]''']] damage.)
|-
|-
|}
|}
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===Medic===
===[[File:Icon_PNC_Hero_Class_white_Medic.png|15px]] Medic===
<div style="float:left"><tabber>
<div style="float:left"><tabber>
|-|Supplemental Dose=
|-|Supplemental Dose=
{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 3 Piece Set Effect
! width=300px | 3 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_14.png|50px]]
| [[File:Function_Card_ICON_10232.png|50px]]
| [[File:Function_Card_ICON_10232.png|50px]]
| Speedy Aid
| Speedy Aid
| Medics use their Auto Skill at the start of battle and have their Healing effect increased by (20%/40%/60%) for the next 3 seconds.
| Medics use their Auto Skill at the start of battle and have their Healing effect increased by (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">40%</span>/<span style="color:#dec743">60%</span>) for the next 3 seconds.
| rowspan=4 | Medics speed up their Auto Skill recharge by 5% after performing Normal Attacks.
| rowspan=4 | Medics speed up their Auto Skill recharge by 5% after performing Normal Attacks.
| rowspan=4 | Medics increase their own Healing Output by 5% every time they use any skill, up to 10 stacks.
| rowspan=4 | Medics increase their own Healing Output by 5% every time they use any skill, up to 10 stacks.
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| [[File:Function_Card_ICON_10140.png|50px]]
| [[File:Function_Card_ICON_10140.png|50px]]
| Emergency Deployment
| Emergency Deployment
| When Medics Heal, the Healing Effect is enhanced as the target loses HP, up to a (20%/40%/60%) boost when target's HP percentage drops to 10%.
| When Medics Heal, the Healing Effect is enhanced as the target loses HP, up to a (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">40%</span>/<span style="color:#dec743">60%</span>) boost when target's HP percentage drops to 10%.
|-
|-
| [[File:Function_Card_ICON_10139.png|50px]]
| [[File:Function_Card_ICON_10139.png|50px]]
| Overdrive
| Overdrive
| After using any skill, Medics have their Attack Speed increased by (40/70/100) points for the next 4 seconds.
| After using any skill, Medics have their Attack Speed increased by (<span style="color:#6293e3">40</span>/<span style="color:#9450d9">70</span>/<span style="color:#dec743">100</span>) points for the next 4 seconds.
|-
|-
| [[File:Function_Card_ICON_10274.png|50px]]
| [[File:Function_Card_ICON_10274.png|50px]]
| Speedy Overload
| Speedy Overload
| Medics speed up their Auto Skill recharge by (10%/15%/20%) after using any skill.
| Medics speed up their Auto Skill recharge by (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">15%</span>/<span style="color:#dec743">20%</span>) after using any skill.
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 3 Piece Set Effect
! width=300px | 3 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_13.png|50px]]
| [[File:Function_Card_ICON_10250.png|50px]]
| [[File:Function_Card_ICON_10250.png|50px]]
| Health Insurance
| Health Insurance
| When Medics use any skill, they grant 1 stack of Revitalize to the healed unit and speed up their Auto Skill recharge by (10%/15%/20%) (4s cooldown)
| When Medics use any skill, they grant 1 stack of [[PNC_Combat#Status_Effects|'''Revitalize''']] to the healed unit and speed up their Auto Skill recharge by (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">15%</span>/<span style="color:#dec743">20%</span>). (4s cooldown)
| rowspan=4 | All ally units recover 30% of their Max HP when the total number of Revitalize stacks reaches 15. This effect only triggers once per battle.
| rowspan=4 | All ally units recover 30% of their Max HP when the total number of [[PNC_Combat#Status_Effects|'''Revitalize''']] stacks reaches 15. This effect only triggers once per battle.
| rowspan=4 | Every stack of Revitalize on the battlefield additionally provides a 5% Healing Output boost for Medics, up to 10 stacks.
| rowspan=4 | Every stack of [[PNC_Combat#Status_Effects|'''Revitalize''']] on the battlefield additionally provides a 5% Healing Output boost for Medics, up to 10 stacks.
|-
|-
| [[File:Function_Card_ICON_10292.png|50px]]
| [[File:Function_Card_ICON_10292.png|50px]]
| Advanced Practice
| Advanced Practice
| Every stack of Revitalize on the battlefield additionally provides a (2%/3.5%/5%) Skill Haste boost for Medics, up to 10 stacks.
| Every stack of [[PNC_Combat#Status_Effects|'''Revitalize''']] on the battlefield additionally provides a (<span style="color:#6293e3">2%</span>/<span style="color:#9450d9">3.5%</span>/<span style="color:#dec743">5%</span>) Skill Haste boost for Medics, up to 10 stacks.
|-
|-
| [[File:Function_Card_ICON_10234.png|50px]]
| [[File:Function_Card_ICON_10234.png|50px]]
| Efficient Recovery
| Efficient Recovery
| Medics grant the target (1/2/3) stacks of Revitalize when they Heal.
| Medics grant the target (<span style="color:#6293e3">1</span>/<span style="color:#9450d9">2</span>/<span style="color:#dec743">3</span>) stacks of [[PNC_Combat#Status_Effects|'''Revitalize''']] when they Heal.
|-
|-
| [[File:Function_Card_ICON_10248.png|50px]]
| [[File:Function_Card_ICON_10248.png|50px]]
| Healing Hands
| Healing Hands
| At the start of battle, Medics heal the ally with the lowest HP percentage by a value equal to (10%/20%/30%) of their Max HP, and grants them 5 stack(s) of Revitalize.
| At the start of battle, Medics heal the ally with the lowest HP percentage by a value equal to (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">20%</span>/<span style="color:#dec743">30%</span>) of their Max HP, and grants them 5 stack(s) of [[PNC_Combat#Status_Effects|'''Revitalize''']].
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 3 Piece Set Effect
! width=300px | 3 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_28.png|50px]]
| [[File:Function_Card_ICON_10278.png|50px]]
| [[File:Function_Card_ICON_10278.png|50px]]
| Weakness Reinforcement
| Weakness Reinforcement
| When Medics use any skill, they grant an HP Shield of (100%/150%/200%) hashrate to the ally with the lowest HP percentage.
| When Medics use any skill, they grant an [[PNC_Combat#Status_Effects|'''HP Shield''']] of (<span style="color:#6293e3">100%</span>/<span style="color:#9450d9">150%</span>/<span style="color:#dec743">200%</span>) Hashrate to the ally with the lowest HP percentage.
| rowspan=4 | When the HP Shields of ally units break, recover 5% Max HP.
| rowspan=4 | When the [[PNC_Combat#Status_Effects|'''HP Shield''']]s of ally units break, recover 5% Max HP.
| rowspan=4 | Every 8 seconds, the ally unit with the lowest HP percentage recovers HP equal to the highest HP Shield value on any ally on the battlefield.
| rowspan=4 | Every 8 seconds, the ally unit with the lowest HP percentage recovers HP equal to the highest [[PNC_Combat#Status_Effects|'''HP Shield''']] value on any ally on the battlefield.
|-
|-
| [[File:Function_Card_ICON_10277.png|50px]]
| [[File:Function_Card_ICON_10277.png|50px]]
| Insurance Coverage
| Insurance Coverage
| Medics grant all ally dolls an HP Shield equal to (100%/200%/300%) of their Hashrate at the start of the battle.
| Medics grant all ally dolls an [[PNC_Combat#Status_Effects|'''HP Shield''']] equal to (<span style="color:#6293e3">100%</span>/<span style="color:#9450d9">200%</span>/<span style="color:#dec743">300%</span>) of their Hashrate at the start of the battle.
|-
|-
| [[File:Function_Card_ICON_10275.png|50px]]
| [[File:Function_Card_ICON_10275.png|50px]]
| Shielding Framework
| Shielding Framework
| Medics grant the target an HP Shield equal to (10%/20%/30%) of their Healing Output when they Heal.
| Medics grant the target an [[PNC_Combat#Status_Effects|'''HP Shield''']] equal to (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">20%</span>/<span style="color:#dec743">30%</span>) of their Healing Output when they Heal.
|-
|-
| [[File:Function_Card_ICON_10276.png|50px]]
| [[File:Function_Card_ICON_10276.png|50px]]
| Healing Protection
| Healing Protection
| Medics have their Healing Output increased by (20%/30%/40%) when the healed target has an HP Shield.
| Medics have their Healing Output increased by (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">30%</span>/<span style="color:#dec743">40%</span>) when the healed target has an [[PNC_Combat#Status_Effects|'''HP Shield''']].
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 3 Piece Set Effect
! width=300px | 3 Piece Set Effect
|-
|-
| rowspan=4 | [[File:Function_Chain_ICON_tag_buff_15.png|50px]]
| [[File:Function_Card_ICON_10291.png|50px]]
| [[File:Function_Card_ICON_10291.png|50px]]
| Neighboring Overflow
| Neighboring Overflow
| Medics perform an Allergy Attack equal to (25%/50%/75%) of their Hashrate in the area most packed with enemies every 5 seconds.
| Medics perform an Allergy Attack equal to (<span style="color:#6293e3">25%</span>/<span style="color:#9450d9">50%</span>/<span style="color:#dec743">75%</span>) of their Hashrate in the area most packed with enemies every 5 seconds.
| rowspan=4 | When Medics deal damage, they heal the ally unit with the lowest HP by 25% of damage dealt.
| rowspan=4 | When Medics deal damage, they heal the ally unit with the lowest HP by 25% of damage dealt.
| rowspan=4 | The range of Allergy Attack is increased to 2 tile. This damage gains a 20% Damage boost.
| rowspan=4 | The range of Allergy Attack is increased to 2 tile. This damage gains a 20% Damage boost.
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| [[File:Function_Card_ICON_10254.png|50px]]
| [[File:Function_Card_ICON_10254.png|50px]]
| Sanguine Plundering
| Sanguine Plundering
| The Medic's next Normal Attack after using any skill will inflict Allergy Damage equal to (25%/50%/75%) of their Hashrate.
| The Medic's next Normal Attack after using any skill will inflict Allergy Damage equal to (<span style="color:#6293e3">25%</span>/<span style="color:#9450d9">50%</span>/<span style="color:#dec743">75%</span>) of their Hashrate.
|-
|-
| [[File:Function_Card_ICON_10152.png|50px]]
| [[File:Function_Card_ICON_10152.png|50px]]
| Allergic Reaction
| Allergic Reaction
| Medics inflict Allergy Damage of (20%/35%/50%) Hashrate to enemies within 1 tile of their target when they Heal. (1s cooldown)
| Medics inflict Allergy Damage of (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">35%</span>/<span style="color:#dec743">50%</span>) Hashrate to enemies within 1 tile of their target when they Heal. (1s cooldown)
|-
|-
| [[File:Function_Card_ICON_10154.png|50px]]
| [[File:Function_Card_ICON_10154.png|50px]]
| Extra Compensation
| Extra Compensation
| When Medics Heal, they increase the Hashrate of ally units and themselves by 5% for (4/6/8) seconds, up to 5 stacks.
| When Medics Heal, they increase the Hashrate of ally units and themselves by 5% for (<span style="color:#6293e3">4</span>/<span style="color:#9450d9">6</span>/<span style="color:#dec743">8</span>) seconds, up to 5 stacks.
|-
|-
|}
|}
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===Mixed===
===[[File:Function_Type_All.png|15px]] Mixed===
<div style="float:left"><tabber>
<div style="float:left"><tabber>
|-|Coordinated Crit=
|-|Coordinated Crit=
{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| [[File:Function_Card_ICON_10286.png|50px]]
| rowspan=5 | [[File:Function_Chain_ICON_tag_buff_16.png|50px]]
| Pain Resistance
| [[File:Function_Card_ICON_10240.png|50px]]
| Warriors gain (20%/30%/40%) damage reduction when their HP is below 30%.
| [[File:Function_Type_Ranged.png|13px]]
| rowspan=4 | Every Normal Attack Warriors perform has a 30% chance to turn the next Normal Attack into a double strike.
No Kill Like Overkill
| rowspan=4 | After every 3 Normal Attacks, Warriors lose 15% of the current HP to deal True Damage of 200% HP lost with their next Normal Attack. The effect cannot be triggered by Normal Attack skills.
| Ally long-range units have their Crit Rate increased by 5%, with an additional instance of [[PNC_Combat#Damage_Types|'''True Damage''']] equal to (<span style="color:#6293e3">50%</span>/<span style="color:#9450d9">100%</span>/<span style="color:#dec743">150%</span>) of their Hashrate when they land a Critical Hit. (1s cooldown)
| rowspan=5 | The next Normal Attack ally units perform after using any skill is guaranteed to be a Critical Hit.
| rowspan=5 | All ally units have their Crit Rate increased by 10% and will recover HP of 10% damage dealt when landing a Critical Hit.
|-
| [[File:Function_Card_ICON_10238.png|50px]]
| [[File:Icon_PNC_Hero_Class_white_Sniper.png|13px]]
Inspirational Shot
| Snipers have their Crit Rate increased by 5%, and they increase ally units' Hashrate by (<span style="color:#6293e3">2%</span>/<span style="color:#9450d9">4%</span>/<span style="color:#dec743">6%</span>) of their own when they land Critical Hits, up to 10 stacks.
|-
|-
| [[File:Function_Card_ICON_10061.png|50px]]
| [[File:Function_Card_ICON_10239.png|50px]]
| Incremental Pursuit
| [[File:Function_Type_Melee.png|13px]]
| Warriors inflict an additional amount of True Damage of (15%/22.5%/30%) ATK when they deal damage.
Frenzied Battlelust
| Ally melee units have their Crit Rate increased by 5%, and they decrease the target's Physical DEF by (<span style="color:#6293e3">1%</span>/<span style="color:#9450d9">2%</span>/<span style="color:#dec743">3%</span>) when they land critical strikes, up to 10 stacks.
|-
|-
| [[File:Function_Card_ICON_10015.png|50px]]
| [[File:Function_Card_ICON_10215.png|50px]]
| Dire Tactics
| [[File:Icon_PNC_Hero_Class_white_Guard.png|13px]]
| Warriors' ATK grows as their HP drops. The ATK bonus caps at (50%/75%/100%) when HP drops to 10%.
Power First
| Guards have their Crit Rate increased by 5%, and recover (<span style="color:#6293e3">1%</span>/<span style="color:#9450d9">2%</span>/<span style="color:#dec743">3%</span>) of their Max HP when an ally unit deals a Critical Hit.
|-
|-
| [[File:Function_Card_ICON_10120.png|50px]]
| [[File:Function_Card_ICON_10279.png|50px]]
| Double Compilation
| [[File:Icon_PNC_Hero_Class_white_Warrior.png|13px]]
| Warriors heal for (10%/15%/20%) of the damage they deal. True Damage provides three times as much healing.
Swift Strike
| Warriors have their Crit Rate increased by 5%, and Attack Speed by 10 points whenever they land Critical Hits, up to (<span style="color:#6293e3">4</span>/<span style="color:#9450d9">7</span>/<span style="color:#dec743">10</span>) stacks.
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| [[File:Function_Card_ICON_10287.png|50px]]
| rowspan=5 | [[File:Function_Chain_ICON_tag_buff_30.png|50px]]
| Multi-Marker
| [[File:Function_Card_ICON_10296.png|50px]]
| Warriors gain(4/6/8) stacks of Bloodthirst Sigil at the start of battle.
| [[File:Function_Type_All.png|13px]]
| rowspan=4 | Warriors gain 1 stack of Bloodthirst Sigil every 4 seconds.
Solemn Dignity
| rowspan=4 | Every stack of Bloodthirst Sigil enhances the Crit Damage of Warriors by 10%.
| Doll Crit Rate -20%, Crit Damage +(<span style="color:#6293e3">30%</span>/<span style="color:#9450d9">45%</span>/<span style="color:#dec743">60%</span>).
| rowspan=5 | When ally units land a Critical Hit, they deal an additional instance of Physical Damage equal to 10% of their Max HP, up to 200% of their ATK. (Cooldown: 5 seconds)
| rowspan=5 | When any ally units use their Auto Skill, they gain 2 stack(s) of [[PNC_Combat#Status_Effects|'''Bloodthirst Sigil''']] and have their Crit Damage increased by 10%, up to 5 stacks.
|-
| [[File:Function_Card_ICON_10300.png|50px]]
| [[File:Function_Type_All.png|13px]]
Anger Feedback
| Ally units have their Auto Skill recharge sped up by (<span style="color:#6293e3">5%</span>/<span style="color:#9450d9">10%</span>/<span style="color:#dec743">15%</span>) after landing a Critical Hit with Normal Attacks. (Cooldown: 5 seconds)
|-
|-
| [[File:Function_Card_ICON_10157.png|50px]]
| [[File:Function_Card_ICON_10297.png|50px]]
| Program Reset
| [[File:Function_Type_Melee.png|13px]]
| Warriors gain (4/6/8) stacks of Bloodthirst Sigil when their HP percentage first drops below 40%.
Bloodthirsty March
| Melee Dolls gain (<span style="color:#6293e3">1</span>/<span style="color:#9450d9">2</span>/<span style="color:#dec743">3</span>) stack(s) of [[PNC_Combat#Status_Effects|'''Bloodthirst Sigil''']] every time they move.
|-
|-
| [[File:Function_Card_ICON_10128.png|50px]]
| [[File:Function_Card_ICON_10299.png|50px]]
| Rapid Raid
| [[File:Function_Type_Ranged.png|13px]]
| Warriors use their Auto Skill at the start of the battle and have their Attack Speed increased by (50%/100%/150%) for the next 6 seconds.
Bloodthirsty Rhythm
| Ranged Dolls gain 1 [[PNC_Combat#Status_Effects|'''Bloodthirst Sigil''']](s) after dealing damage (<span style="color:#6293e3">5</span>/<span style="color:#9450d9">4</span>/<span style="color:#dec743">3</span>) times with Normal Attacks.
|-
|-
| [[File:Function_Card_ICON_10220.png|50px]]
| [[File:Function_Card_ICON_10298.png|50px]]
| Blasting Echoes
| [[File:Icon_PNC_Hero_Class_white_Medic.png|13px]]
| Warriors gain 1 stack of Bloodthirst Sigil for every (9/6/3) attacks they are subjected to.
Radical Therapy
| Medics boost target's Crit Damage by 5% when they Heal, up to (<span style="color:#6293e3">5</span>/<span style="color:#9450d9">7</span>/<span style="color:#dec743">10</span>) stack(s).
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| [[File:Function_Card_ICON_10265.png|50px]]
| rowspan=5 | [[File:Function_Chain_ICON_tag_buff_18.png|50px]]
| Lethal Shock
| [[File:Function_Card_ICON_10076.png|50px]]
| For every 1 enemy fallen, Warriors recover (4%/7%/10%) of their Max HP.
| [[File:Function_Type_Ranged.png|13px]]
| rowspan=4 | Warriors deal True Damage equal to 10% of the target's Max HP when the target is below 10% HP. (Ineffective against bosses; Cooldown: 0.3 seconds)
Blade of Silence
| rowspan=4 | Warriors gain a 100 Attack Speed boost for 6 seconds every time they eliminate a non-neutral enemy target.
| Ally long-range units have a (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">20%</span>/<span style="color:#dec743">30%</span>) chance of [[PNC_Combat#Status_Effects|'''silencing''']] the target for 2 seconds with their Normal Attacks.
| rowspan=5 | When ally units inflict crowd control effects on enemy units, they deal an additional instance of [[PNC_Combat#Damage_Types|'''[Derivative]''']] Operand Damage equal to 30% of their Hashrate.
| rowspan=5 | Every time an enemy falls in battle, [[PNC_Combat#Status_Effects|'''disarm''']] all enemies for 4 seconds.
|-
| [[File:Function_Card_ICON_10193.png|50px]]
| [[File:Function_Type_Melee.png|13px]]
Stifled Sounds
| Ally melee units [[PNC_Combat#Status_Effects|'''Stun''']] their opponent for (<span style="color:#6293e3">1</span>/<span style="color:#9450d9">1.5</span>/<span style="color:#dec743">2</span>) seconds every 6 Normal Attacks. The effect cannot be triggered by Normal Attack skills.
|-
|-
| [[File:Function_Card_ICON_10264.png|50px]]
| [[File:Function_Card_ICON_10295.png|50px]]
| Lethal Chain
| [[File:Function_Type_All.png|13px]]
| After eliminating any enemy units, Warriors are teleported near the enemy with the lowest HP percentage, dealing [Derivative] Physical Damage equal to (100/200%/300) of their ATK to them.
Backfire Effect
| When ally units deal Physical Damage, they have a (<span style="color:#6293e3">10%</span>/<span style="color:#9450d9">20%</span>/<span style="color:#dec743">30%</span>) chance to [[PNC_Combat#Status_Effects|'''Silence''']] the attacker for 1 seconds.
|-
|-
| [[File:Function_Card_ICON_10262.png|50px]]
| [[File:Function_Card_ICON_10212.png|50px]]
| Vulnerability Exploit
| [[File:Icon_PNC_Hero_Class_white_Warrior.png|13px]]
| Warrior ATK + (20%/30%/40%) against targets with less than 50% HP.
Node Suppression
| When ally Warriors deal damage to enemies under crowd control effects, their Attack Speed is increased by (<span style="color:#6293e3">10</span>/<span style="color:#9450d9">20</span>/<span style="color:#dec743">30</span>) points, up to 5 stacks.
|-
|-
| [[File:Function_Card_ICON_10263.png|50px]]
| [[File:Function_Card_ICON_10213.png|50px]]
| Efficiency Surge
| [[File:Icon_PNC_Hero_Class_white_Specialist.png|13px]]
| When Warriros perform Normal Attacks, their Auto Skill recharge is sped up by (15%/22.5%/30%) if the target's HP is below 50%.
Spectrum Suppression
| When ally Specialists deal damage to enemies under crowd control effects, all allies have their Hashrate increased by (<span style="color:#6293e3">5%</span>/<span style="color:#9450d9">7.5%</span>/<span style="color:#dec743">10%</span>), up to 5 stacks.
|-
|-
|}
|}
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{| class="gf-table" style="text-align:center;"
{| class="gf-table" style="text-align:center;"
|-
|-
! width=50px | Set Icon
! width=50px | Icon
! width=50px | Icon
! Name
! Name
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! width=300px | 4 Piece Set Effect
! width=300px | 4 Piece Set Effect
|-
|-
| [[File:Function_Card_ICON_10222.png|50px]]
| rowspan=5 | [[File:Function_Chain_ICON_tag_buff_17.png|50px]]
| Furious Deterrence
| [[File:Function_Card_ICON_10165.png|50px]]
| Warriors release [Battlecry] before using their Auto Skill, dealing [Derivative] Operand Damage equal to (30%/60%/90%) of their Hashrate to nearby enemies within 1 tile, inflicting 1 stack of Bleed on them.
| [[File:Function_Type_Melee.png|13px]]
| rowspan=4 | Warriors release [Battlecry] once every 8 seconds, dealing [Derivative] Operand Damage equal to 50% of their Hashrate] to nearby enemies within 1 tile, and inflicting 1 stack of Bleed on them.
Emergency Defense
| rowspan=4 | The range of [Battlecry] expands to the entire battlefield.
| When ally melee units fall in battle, they grant their ally melee units an [[PNC_Combat#Status_Effects|'''HP Shield''']] equal to (<span style="color:#6293e3">30%</span>/<span style="color:#9450d9">40%</span>/<span style="color:#dec743">50%</span>) of their Max HP.
| rowspan=5 | When an ally Doll falls, all ally units fully recharge their Auto Skills.
| rowspan=5 | When an ally Doll falls, all other ally units are enhanced by 50% of their ATK and Hashrate.
|-
| [[File:Function_Card_ICON_10293.png|50px]]
| [[File:Function_Type_Ranged.png|13px]]
Multithread Aid Shots
| When any ally Doll falls, the long-range units gains (<span style="color:#6293e3">6</span>/<span style="color:#9450d9">8</span>/<span style="color:#dec743">10</span>) seconds of splitting shots.
|-
|-
| [[File:Function_Card_ICON_10221.png|50px]]
| [[File:Function_Card_ICON_10294.png|50px]]
| Life Extraction
| [[File:Function_Type_All.png|13px]]
| Warriors have their Skill Life Steal effect enhanced by (15%/20%/25%). Every stack of Bleed on their target provides (1%/2%/3%) additional Skill Life Steal.
Survival Instinct
| When an ally Doll falls, other units recover (<span style="color:#6293e3">30%</span>/<span style="color:#9450d9">40%</span>/<span style="color:#dec743">50%</span>) of their Max HP.
|-
|-
| [[File:Function_Card_ICON_10207.png|50px]]
| [[File:Function_Card_ICON_10133.png|50px]]
| Damage Amplifier
| [[File:Icon_PNC_Hero_Class_white_Medic.png|13px]]
| Warriors have their Hashrate increased by 12%. Everytime Warriors inflict Bleed, their Hashrate is additionally increased by 3%, up to (4/7/10) stacks.
Life-saving Service
| When an ally unit falls, Medics have their Healing Output increased by (<span style="color:#6293e3">20%</span>/<span style="color:#9450d9">30%</span>/<span style="color:#dec743">40%</span>).
|-
|-
| [[File:Function_Card_ICON_10206.png|50px]]
| [[File:Function_Card_ICON_10167.png|50px]]
| Coagulopathy
| [[File:Icon_PNC_Hero_Class_white_Warrior.png|13px]]
| After every (4/3/2) Normal Attack(s), Warriors inflict 1 stacks of Bleed on the target.
Last Gas
| When Ally Warriors fall, [[PNC_Combat#Damage_Types|'''True Damage''']] of (<span style="color:#6293e3">500%</span>/<span style="color:#9450d9">750%</span>/<span style="color:#dec743">1000%</span>) the Warrior's ATK is dealt to enemies within 1 tile.
|-
|-
|}
|}

Revision as of 05:23, 25 April 2023


Algorithms

Warrior

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Pain Resistance Warriors gain (20%/30%/40%) damage reduction when their HP is below 30%. Every Normal Attack Warriors perform has a 30% chance to turn the next Normal Attack into a double strike. After every 3 Normal Attacks, Warriors lose 15% of the current HP to deal True Damage of 200% HP lost with their next Normal Attack. The effect cannot be triggered by Normal Attack skills.
Incremental Pursuit Warriors inflict an additional amount of True Damage of (15%/22.5%/30%) ATK when they deal damage.
Dire Tactics Warriors' ATK grows as their HP drops. The ATK bonus caps at (50%/75%/100%) when HP drops to 10%.
Double Compilation Warriors heal for (10%/15%/20%) of the damage they deal. True Damage provides three times as much healing.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Multi-Marker Warriors gain(4/6/8) stacks of Bloodthirst Sigil at the start of battle. Warriors gain 1 stack of Bloodthirst Sigil every 4 seconds. Every stack of Bloodthirst Sigil enhances the Crit Damage of Warriors by 10%.
Program Reset Warriors gain (4/6/8) stacks of Bloodthirst Sigil when their HP percentage first drops below 40%.
Rapid Raid Warriors use their Auto Skill at the start of the battle and have their Attack Speed increased by (50%/100%/150%) for the next 6 seconds.
Blasting Echoes Warriors gain 1 stack of Bloodthirst Sigil for every (9/6/3) attacks they are subjected to.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Lethal Shock For every 1 enemy fallen, Warriors recover (4%/7%/10%) of their Max HP. Warriors deal True Damage equal to 10% of the target's Max HP when the target is below 10% HP. (Ineffective against bosses; Cooldown: 0.3 seconds) Warriors gain a 100 Attack Speed boost for 6 seconds every time they eliminate a non-neutral enemy target.
Lethal Chain After eliminating any enemy units, Warriors are teleported near the enemy with the lowest HP percentage, dealing [Derivative] Physical Damage equal to (100%/200%/300%) of their ATK to them.
Vulnerability Exploit Warrior ATK + (20%/30%/40%) against targets with less than 50% HP.
Efficiency Surge When Warrirors perform Normal Attacks, their Auto Skill recharge is sped up by (15%/22.5%/30%) if the target's HP is below 50%.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Furious Deterrence Warriors release [Battlecry] before using their Auto Skill, dealing [Derivative] Operand Damage equal to (30%/60%/90%) of their Hashrate to nearby enemies within 1 tile, inflicting 1 stack of Bleed on them. Warriors release [Battlecry] once every 8 seconds, dealing [Derivative] Operand Damage equal to 50% of their Hashrate] to nearby enemies within 1 tile, and inflicting 1 stack of Bleed on them. The range of [Battlecry] expands to the entire battlefield.
Life Extraction Warriors have their Skill Life Steal effect enhanced by (15%/20%/25%). Every stack of Bleed on their target provides (1%/2%/3%) additional Skill Life Steal.
Damage Amplifier Warriors have their Hashrate increased by 12%. Everytime Warriors inflict Bleed, their Hashrate is additionally increased by 3%, up to (4/7/10) stacks.
Coagulopathy After every (4/3/2) Normal Attack(s), Warriors inflict 1 stacks of Bleed on the target.


Sniper

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Accumulated Recycling Ally Snipers have their Crit Damage increased by (10%/20%/30%) for every unit that falls in battle, up to 5 stacks. For every 3 Normal Attacks, the next one Snipers perform is guaranteed to be a Critical Hit. The effect cannot be triggered by Normal Attack skills. The Crit Damage boost provided by Lethal Increment no longer wears off.
Rapid Firing After using any skill, Snipers have their Attack Speed increased by (50/75/100) points for the next 5 seconds.
Lethal Increment When Snipers land their Normal Attacks, increase their Crit Damage by (10%/15%/20%), up to 5 stacks. This effect wears off after landing a Critical Hit. (0.33s cooldown)
Penetration Streak Snipers' Normal Attack hits have a (15%/22.5%/30%) chance to turn the next Normal Attack into a double strike.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Overdrive Preset Snipers speed up their skill recharge by (10%/20%/30%) after using any skill. 3 seconds after using any skill, Snipers inflict [Derivative] Operand Damage equal to 20% of their Hashrate on enemies within 1 tile near their Normal Attack target 3 times. Only 1 instance of this effect may take place at a time. Every stack of Vulnerability boosts the Hashrate of Snipers by 10%, up to 10 stacks.
High-Risk Target When enemies use any skill, all ally Snipers deal [Derivative] Operand Damage of (40%/70%/100%) Hashrate.
Immunity Reduction Ally Snipers have (50%/75%/100%) chance to inflict 1 stack of Vulnerability that lasts for 5 seconds when they deal Operand Damage.
Fragile Label When Snipers use any skill, they inflict (3/4/5) stack(s) of Vulnerability on the enemy with the lowest HP percentage, which lasts for 5 seconds.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Lethal Transference For every 5 attack(s), Snipers deal an additional instance of True Damage equal to (40%/80%/120%) ATK with their next strike. (0.33s cooldown) When ally units inflict damage with Normal Attacks, Snipers have a 10% chance of firing a missile that deals [Derivative] Physical Damage of 50% ATK at the target. Snipers' Depleted Uranium Rounds effect will no longer dissipate.
Chain-breaking Shot The next Normal Attack Snipers perform after using any skill will target the enemy with the lowest HP and boost their own Normal Attack PEN by (20/40/60) points.
Hunting Signal Snipers fire 7 missiles of [Derivative] Physical Damage equal to (10%/20%/30%) of their ATK at the target within 5 seconds after using their Auto Skill.
Depleted Uranium Rounds Snipers have their ATK increased by (10%/20%/30%). This effect wears off when any enemy falls in battle.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Ancillary Cooldown Snipers inflict (2/3/4) stack(s) of Frozen on the closest enemy every time they use any skill. When any target obtains 10 stacks of Frozen, all Frozen stacks are consumed to deal [Derivative] Operand Damage equal to 300% of the highest ally hashrate to the target and nearby enemies with 1 tile, and Silences them for 3 seconds. Snipers have their Hashrate increased by 5% every time they inflict the Frozen effect, up to 10 stacks.
Twin-track Burst Snipers have their ATK reduced by (40%/30%/20%). Normal Attacks deal additional Physical Damage to the nearest enemy once. The effect cannot be triggered by Normal Attack skills.
Frozen Shot For every (3/2/1) Normal Attacks, the next one Snipers perform inflicts Frozen.
Frostbite Spillover When ally units take damage, Snipers have a 15% chance to deal [Derivative] Operand damage of (20%/30%/40%) Hashrate to the damage dealer and inflict 1 stack of Frozen on them.


Specialist

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Shadowy Evasion Specialists Max out the Dodge Rate of all ally units for (3/4/5) seconds at the start of battle. When any ally unit dodges an attack, all non-Specialist ally units deal [Derivative] Physical Damage equal to 20% of their Hashrate to the attacker. Vulnerability Fix now takes effect on 1 additional ally unit with the next lowest HP percentage.
Fast Preparation Specialists have their Skill Haste increased by (2%/3.5%/5%) every time an ally unit dodges an attack, up to 10 stacks. Max Increase: 50%
Floating Shot When any ally unit dodges an attack, all Specialist ally units deal [Derivative] Physical Damage equal to (30%/45%/60%) of their Hashrate to the attacker once.
Vulnerability Fix When Specialists use any skill, they enhance the Dodge Rate of ally unit with the lowest HP percentage by (10%/15%/20%), up to 5 stacks.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Global Protection Specialists grant (3/4/5) stacks of 50% damage reducing HP Shield every (7/6/5) seconds to the ally with the lowest HP percentage, up to 10 stacks. 1 stack of the HP Shield is consumed every time the ally unit takes damage. When Specialists buff of debuff any units, the non-Specialist unit with the highest Hashrate deals [Derivative] Physical Damage equal to 14% of their Hashrate to random enemies 7 time(s) in 5 second(s). The Energy Orb provides an additional Hashrate bonus of 30%.
Hashrate Stacking Specialists have their Hashrate increased by (3%/4.5%/6%) every time they apply a buff or debuff, up to 5 stacks. (1s cooldown)
Efficient Allocation When Specialists buff or debuff any units, they heal the ally with the lowest HP percentage by (20%/35%/50%) of their Hashrate. (1s cooldown)
Hashrate Energy When Specialists buff or debuff any units, they generate an Energy Orb, which deals [Derivative] Physical Damage equal to (8%/14%/20%) of their Hashrate to random enemies 7 time(s) in 5 seconds.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Layered Hashrate Specialists enhance the ally unit with the highest Hashrate by (3%/4%/5%) Hashrate every 5 seconds, up to 5 stacks. Specialists gain 2 stacks of Performance Boost when they trigger the function set effect. All Performance Boost stacks are consumed at 10 stacks to provide 4 seconds of double-strike for all ally units.
Layered Attack Specialists enhance the ally unit with the highest ATK by (3%/4%/5%) of their ATK every 5 seconds, up to 5 stacks.
Energy Boost When Specialists use any skill, they speed up the skill recharge progress of the teammate with the highest Hashrate by (10%/15%/20%). (4s cooldown)
Rob 'em Blind When Specialists use any skill, they enhance the teammate with the highest ATK with (20%/35%/50%)Life Steal for their Normal Attacks, lasting 6 seconds.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect
Deterrence Specialists deal an additional [Derivative] Operand Damage of (10%/15%/20%)Hashrate X the number of debuffs on the target with every Normal Attack. For every type of debuffs the enemies have, Operand DEF is reduced by 10%. For every single type of debuff on the Specialists' targets, increase their Attack Speed by 15 points.
Beacon Boost When Specialists land a Normal Attack, they have a (40%/70%/100%) chance to inflict 1 stack of Bleed on the target.
Total Suppression Specialists deal [Derivative] Operand Damage equal to (15%/22.5%/30%) Hashrate to the target every time they inflict debuffs.
High-frequency Calculation After using any skill, Specialists have their Attack Speed increased by (20/35/50)points for 4 seconds.


Guard

Set Icon Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Residue Extraction When any enemy falls, Guards gain an HP Shield equal to (4%/7%/10%) of the fallen enemy's Max HP. Guards recover 4% of their Max HP every 5 seconds, and 100% more when they have an HP Shield. The Guards' HP Shields heals them by 50% of damage taken when subjected to attacks.
Bastion Building Guards gain an HP Shield equal to (50%/100%/150%) of their Hashrate every 5 seconds.
Coordinated Defense Guards grant all ally units an HP Shield equal to (5%/10%/15%) of their Max HP at the start of the battle.
Multi-end Repair When Guards recover HP, all ally units gain an HP Shield equal to (10%/15%/20%) of the HP recovered.

Set Icon Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Taunt Target Guards Taunt the enemy farthest away for (3/4/5) seconds whenever they use any skill. Guards Taunt all units within 1 tile for 4 seconds every 10 seconds, during which their Backlash effect is doubled. Guards reflect the non-Derivative damage they have taken to their Normal Attack targets as True Damage every 8 seconds.
Crisis Response When Guards use any skill, they recover 5% Max HP and have their Backlash increased by (3%/6%/9%).
Structural Reinforcement Guards Backlash enhanced by (3%/6%/9%) every 4 seconds.
Impasse Retaliation For every instance of damage Guards take that's 10% of their Max HP, Backlash is increased by (2%/4%/6%).

Set Icon Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Threshold Growth Guards' Physical DEF grows as their HP drops. The DEF bonus caps at (20%/35%/50%) when HP drops to 10%. Guard takes no more damage than 5% of their Max HP. This effect triggers 10 times per battle. Guards have their Hashrate increased by 30% of their Physical DEF.
Kinetic Energy Decay Guards take (10%/20%/30%) less long-range damage.
Dire Repairs Guards have a 30% chance to recover HP equal to (20%/35%/50%) of their Hashrate upon taking damage.
Channel Crowding Guards reduce the ATK of enemies within 2 tiles by (10%/15%/20%), and every enemy boosts their own Physical DEF by (10%/15%/20%).

Set Icon Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Crisis Management Guards retain 1 point of HP and recover (20%/35%/50%) of their Max HP when subjected to lethal damage. This effect only triggers once per battle. When ally units are Healed, Guards recover HP based on 40% of the healing done. The range of Coordinated Defense and Impact Distribution for Guards expands to cover the entire battlefield.
Reparation Chain When nearby ally units within 1 tile are Healed, Guards recover HP equal to (30%/45%/60%) of the Healing done.
Coordinated Defense Guards provide a (20%/30%/40%) Physical DEF boost to ally units within 1 tile.
Impact Distribution Guards take (20%/40%/60%) of all damage for ally units within 1 tile. (Does not include [Derivative] damage.)


Medic

Set Icon Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Speedy Aid Medics use their Auto Skill at the start of battle and have their Healing effect increased by (20%/40%/60%) for the next 3 seconds. Medics speed up their Auto Skill recharge by 5% after performing Normal Attacks. Medics increase their own Healing Output by 5% every time they use any skill, up to 10 stacks.
Emergency Deployment When Medics Heal, the Healing Effect is enhanced as the target loses HP, up to a (20%/40%/60%) boost when target's HP percentage drops to 10%.
Overdrive After using any skill, Medics have their Attack Speed increased by (40/70/100) points for the next 4 seconds.
Speedy Overload Medics speed up their Auto Skill recharge by (10%/15%/20%) after using any skill.

Set Icon Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Health Insurance When Medics use any skill, they grant 1 stack of Revitalize to the healed unit and speed up their Auto Skill recharge by (10%/15%/20%). (4s cooldown) All ally units recover 30% of their Max HP when the total number of Revitalize stacks reaches 15. This effect only triggers once per battle. Every stack of Revitalize on the battlefield additionally provides a 5% Healing Output boost for Medics, up to 10 stacks.
Advanced Practice Every stack of Revitalize on the battlefield additionally provides a (2%/3.5%/5%) Skill Haste boost for Medics, up to 10 stacks.
Efficient Recovery Medics grant the target (1/2/3) stacks of Revitalize when they Heal.
Healing Hands At the start of battle, Medics heal the ally with the lowest HP percentage by a value equal to (10%/20%/30%) of their Max HP, and grants them 5 stack(s) of Revitalize.

Set Icon Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Weakness Reinforcement When Medics use any skill, they grant an HP Shield of (100%/150%/200%) Hashrate to the ally with the lowest HP percentage. When the HP Shields of ally units break, recover 5% Max HP. Every 8 seconds, the ally unit with the lowest HP percentage recovers HP equal to the highest HP Shield value on any ally on the battlefield.
Insurance Coverage Medics grant all ally dolls an HP Shield equal to (100%/200%/300%) of their Hashrate at the start of the battle.
Shielding Framework Medics grant the target an HP Shield equal to (10%/20%/30%) of their Healing Output when they Heal.
Healing Protection Medics have their Healing Output increased by (20%/30%/40%) when the healed target has an HP Shield.

Set Icon Icon Name Description 2 Piece Set Effect 3 Piece Set Effect
Neighboring Overflow Medics perform an Allergy Attack equal to (25%/50%/75%) of their Hashrate in the area most packed with enemies every 5 seconds. When Medics deal damage, they heal the ally unit with the lowest HP by 25% of damage dealt. The range of Allergy Attack is increased to 2 tile. This damage gains a 20% Damage boost.
Sanguine Plundering The Medic's next Normal Attack after using any skill will inflict Allergy Damage equal to (25%/50%/75%) of their Hashrate.
Allergic Reaction Medics inflict Allergy Damage of (20%/35%/50%) Hashrate to enemies within 1 tile of their target when they Heal. (1s cooldown)
Extra Compensation When Medics Heal, they increase the Hashrate of ally units and themselves by 5% for (4/6/8) seconds, up to 5 stacks.


Mixed

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect

No Kill Like Overkill

Ally long-range units have their Crit Rate increased by 5%, with an additional instance of True Damage equal to (50%/100%/150%) of their Hashrate when they land a Critical Hit. (1s cooldown) The next Normal Attack ally units perform after using any skill is guaranteed to be a Critical Hit. All ally units have their Crit Rate increased by 10% and will recover HP of 10% damage dealt when landing a Critical Hit.

Inspirational Shot

Snipers have their Crit Rate increased by 5%, and they increase ally units' Hashrate by (2%/4%/6%) of their own when they land Critical Hits, up to 10 stacks.

Frenzied Battlelust

Ally melee units have their Crit Rate increased by 5%, and they decrease the target's Physical DEF by (1%/2%/3%) when they land critical strikes, up to 10 stacks.

Power First

Guards have their Crit Rate increased by 5%, and recover (1%/2%/3%) of their Max HP when an ally unit deals a Critical Hit.

Swift Strike

Warriors have their Crit Rate increased by 5%, and Attack Speed by 10 points whenever they land Critical Hits, up to (4/7/10) stacks.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect

Solemn Dignity

Doll Crit Rate -20%, Crit Damage +(30%/45%/60%). When ally units land a Critical Hit, they deal an additional instance of Physical Damage equal to 10% of their Max HP, up to 200% of their ATK. (Cooldown: 5 seconds) When any ally units use their Auto Skill, they gain 2 stack(s) of Bloodthirst Sigil and have their Crit Damage increased by 10%, up to 5 stacks.

Anger Feedback

Ally units have their Auto Skill recharge sped up by (5%/10%/15%) after landing a Critical Hit with Normal Attacks. (Cooldown: 5 seconds)

Bloodthirsty March

Melee Dolls gain (1/2/3) stack(s) of Bloodthirst Sigil every time they move.

Bloodthirsty Rhythm

Ranged Dolls gain 1 Bloodthirst Sigil(s) after dealing damage (5/4/3) times with Normal Attacks.

Radical Therapy

Medics boost target's Crit Damage by 5% when they Heal, up to (5/7/10) stack(s).

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect

Blade of Silence

Ally long-range units have a (10%/20%/30%) chance of silencing the target for 2 seconds with their Normal Attacks. When ally units inflict crowd control effects on enemy units, they deal an additional instance of [Derivative] Operand Damage equal to 30% of their Hashrate. Every time an enemy falls in battle, disarm all enemies for 4 seconds.

Stifled Sounds

Ally melee units Stun their opponent for (1/1.5/2) seconds every 6 Normal Attacks. The effect cannot be triggered by Normal Attack skills.

Backfire Effect

When ally units deal Physical Damage, they have a (10%/20%/30%) chance to Silence the attacker for 1 seconds.

Node Suppression

When ally Warriors deal damage to enemies under crowd control effects, their Attack Speed is increased by (10/20/30) points, up to 5 stacks.

Spectrum Suppression

When ally Specialists deal damage to enemies under crowd control effects, all allies have their Hashrate increased by (5%/7.5%/10%), up to 5 stacks.

Set Icon Icon Name Description 2 Piece Set Effect 4 Piece Set Effect

Emergency Defense

When ally melee units fall in battle, they grant their ally melee units an HP Shield equal to (30%/40%/50%) of their Max HP. When an ally Doll falls, all ally units fully recharge their Auto Skills. When an ally Doll falls, all other ally units are enhanced by 50% of their ATK and Hashrate.

Multithread Aid Shots

When any ally Doll falls, the long-range units gains (6/8/10) seconds of splitting shots.

Survival Instinct

When an ally Doll falls, other units recover (30%/40%/50%) of their Max HP.

Life-saving Service

When an ally unit falls, Medics have their Healing Output increased by (20%/30%/40%).

Last Gas

When Ally Warriors fall, True Damage of (500%/750%/1000%) the Warrior's ATK is dealt to enemies within 1 tile.



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