Welcome to IOP Wiki, Commander.
We are searching for new editors to keep track of Girls' Frontline 2 content, as well as veteran players to complete the data of Girls' Frontline and Project Neural Cloud characters.
You can contribute without an account. Learn how to contribute and join our Discord server.

Template:HOCUnit: Difference between revisions

Welcome to IOP Wiki. This website is maintained by the Girls' Frontline community and is free to edit by anyone.
Jump to navigation Jump to search
m Some small changes
Skip empty array values, some text fixes, added stattable
Line 1: Line 1:
<includeonly>== How to obtain ==
<includeonly>== How to obtain ==


<span class="obtainflagcontainer"><span class="obtainflag obtain-hoc-fragments {{#if:{{{obtainFragments|}}}||notpossible}}">FRAGMENTS</span></span> {{{obtainFragments|Not obtained by collecting fragments in dormitory.}}}
<span class="obtainflagcontainer"><span class="obtainflag obtain-hoc-fragments {{#if:{{{obtainFragments|}}}||notpossible}}">DORMITORY</span></span> {{{obtainFragments|Not obtainable by collecting fragments in [[Heavy_Ordnance_Corps#Computer|dormitory]].}}}


<span class="obtainflagcontainer"><span class="obtainflag obtain-reward {{#if:{{{obtainReward|}}}||notpossible}}">REWARD</span></span> {{{obtainReward|Not obtained as a reward.}}}
<span class="obtainflagcontainer"><span class="obtainflag obtain-reward {{#if:{{{obtainReward|}}}||notpossible}}">REWARD</span></span> {{{obtainReward|Not obtained as a reward.}}}
Line 7: Line 7:
== Stats ==
== Stats ==


Support Range = {{{range|?}}} Tiles
<div style="display:flex;flex-direction:row;min-width:500px;flex-grow:1"><div style="flex-grow:1;flex-direction:column;"><div style="flex-grow:1">
 
{| style="width:100%;height:100%;" cellspacing =0
Shelling Damage = {{{shellDmgMin|?}}} - {{{shellDmgMax|?}}}
| style="background: linear-gradient(135deg, rgba(127, 127, 127, 0.4) 65%, rgba(0, 0, 0, 0.5) 65%);" width="50%" |[[File:Icon_hp.png|25px|link=|left|Health]] &nbsp;Support Range
 
| style="background: linear-gradient(135deg, rgba(127, 127, 127, 0.4) 65%, rgba(0, 0, 0, 0.5) 65%);"  |[[File:Icon_ammo.png|25px|link=|left|Health]] &nbsp;Ammo (refill)
Defense Piercing = {{{defensePiercingMin|?}}} - {{{defensePiercingMax|?}}}
| style="background: linear-gradient(135deg, rgba(127, 127, 127, 0.4) 65%, rgba(0, 0, 0, 0.5) 65%);"  |[[File:Icon_ration.png|25px|link=|left|Health]] &nbsp;Ration (refill)
 
|-
Shelling Accuracy = {{{shellAccuracyMin|?}}} - {{{shellAccuracyMax|?}}}
| style="background:rgba(0, 0, 0, 0.5);text-align:right"  |<span data-tdoll-stat-id="range">{{{range|?}}} nodes</span>
 
|style="background:rgba(0, 0, 0, 0.5);text-align:right"  |{{#switch:{{{classification|}}}| ATW = 50 | MTR = 40 | AGL = 60 | ?}}<sub>(x1)</sub> / {{#switch:{{{classification|}}}| ATW = 500 | MTR = 400 | AGL = 600 | ?}}<sub>(full)</sub>
Reload Speed = {{{reloadSpeedMin|?}}} - {{{reloadSpeedMax|?}}}
|style="background:rgba(0, 0, 0, 0.5);text-align:right"  |{{#switch:{{{classification|}}}| ATW = 100 | MTR = 120 | AGL = 80 | ?}}<sub>(x1)</sub> / {{#switch:{{{classification|}}}| ATW = 500 | MTR = 600 | AGL = 400 | ?}}<sub>(full)</sub>
 
|}</div>
 
<div style="flex-grow:1">
=== Skills ===
{| style="color:white;min-width:300px;height:100%;top:0;bottom:0;left:0;right:0"
 
|-
Skills will be listed at their max levels. (for now)
|style="background:rgba(127, 127, 127, 0.4);width:25%" |[[File:Icon_HOC_Range.png|25px|link=|left|Range]] &nbsp;
 
|style="background:rgba(0, 0, 0, 0.5);padding-left:10px;padding-right:10px;width:25%;text-align:center" | {{{range|?}}} nodes
==== {{{skill1name|}}} ====
|-
{{{skill1description|}}}
|style="background:rgba(127, 127, 127, 0.4);width:25%" |[[File:Icon_HOC_Shelling_Damage.png|25px|link=|left|Shelling Damage]] &nbsp;Shelling Damage
 
|style="background:rgba(0, 0, 0, 0.5);padding-left:10px;padding-right:10px;width:25%" |
==== {{{skill2name|}}} ====
{| cellspacing = 0 cellpadding = 0 style="width:100%;text-align:center"
{{{skill2description|}}}
| style="width:35%" data-tdoll-stat-id="shellDmgMin"|{{{shellDmgMin|?}}}
 
| style="vertical-align:center"| &#8594;
==== {{{skill3name|}}} ====
| style="width:35%" data-tdoll-stat-id="shellDmgMax"|{{{shellDmgMax|?}}}
{{{skill3description|}}}
|}
|-
|style="background:rgba(127, 127, 127, 0.4)" |[[File:Icon_HOC_Defense_Piercing.png|25px|link=|left|Defense Piercing]] &nbsp;Defense Piercing
|style="background:rgba(0, 0, 0, 0.5);padding-left:10px;padding-right:10px" |
{| cellspacing = 0 cellpadding = 0 style="width:100%;text-align:center"
| style="width:35%" data-tdoll-stat-id="defensePiercingMin"|{{{defensePiercingMin|?}}}
| style="vertical-align:center"| &#8594;
| style="width:35%" data-tdoll-stat-id="defensePiercingMax"|{{{defensePiercingMax|?}}}
|}
|-
|style="background:rgba(127, 127, 127, 0.4)" |[[File:Icon_HOC_Shelling_Accuracy.png|25px|link=|left|Shelling Accuracy]] &nbsp;Shelling Accuracy
|style="background:rgba(0, 0, 0, 0.5);padding-left:10px;padding-right:10px" |
{| cellspacing = 0 cellpadding = 0 style="width:100%;text-align:center"
| style="width:35%" data-tdoll-stat-id="shellAccuracyMin"|{{{shellAccuracyMin|?}}}
| style="vertical-align:center"| &#8594;
| style="width:35%" data-tdoll-stat-id="shellAccuracyMax"|{{{shellAccuracyMax|?}}}
|}
|-
|style="background:rgba(127, 127, 127, 0.4)" |[[File:Icon_HOC_Reload_Speed.png|25px|link=|left|Reload Speed]] &nbsp;Reload Speed
|style="background:rgba(0, 0, 0, 0.5);padding-left:10px;padding-right:10px" |
{| cellspacing = 0 cellpadding = 0 style="width:100%;text-align:center"
| style="width:35%" data-tdoll-stat-id="reloadSpeedMin"|{{{reloadSpeedMin|?}}}
| style="vertical-align:center"| &#8594;
| style="width:35%" data-tdoll-stat-id="reloadSpeedMax"|{{{reloadSpeedMax|?}}}
|}
|}</div></div><div style="flex-grow:1">{{SkillPanel}}</div>
</div>


== Enhancement ==
== Enhancement ==
Line 60: Line 86:
| 10 || {{#arrayindex:patchArrShDmg|9}} || {{#arrayindex:patchArrDefPrc|9}}|| {{#arrayindex:patchArrAcc|9}}|| {{#arrayindex:patchArrRof|9}}
| 10 || {{#arrayindex:patchArrShDmg|9}} || {{#arrayindex:patchArrDefPrc|9}}|| {{#arrayindex:patchArrAcc|9}}|| {{#arrayindex:patchArrRof|9}}
|-
|-
! Sum|| {{#expr:{{#arrayprint:patchArrShDmg|+}}}} || {{#expr:{{#arrayprint:patchArrDefPrc|+}}}}|| {{#expr:{{#arrayprint:patchArrAcc|+}}}}|| {{#expr:{{#arrayprint:patchArrRof|+}}}}
! Sum|| {{#arraysearcharray:patchArrShDmg|patchArrShDmg|/\S+/}}{{#expr:{{#arrayprint:patchArrShDmg|+}}}} || {{#arraysearcharray:patchArrDefPrc|patchArrDefPrc|/\S+/}}{{#expr:{{#arrayprint:patchArrDefPrc|+}}}}|| {{#arraysearcharray:patchArrAcc|patchArrAcc|/\S+/}}{{#expr:{{#arrayprint:patchArrAcc|+}}}}|| {{#arraysearcharray:patchArrRof|patchArrRof|/\S+/}}{{#expr:{{#arrayprint:patchArrRof|+}}}}
|}
|}


== Chip Set Bonus==  
== Chip Set Bonus==  


The base stats of all assigned Chips need to have the following base stats to reach the maximum stats:
The base stats all assigned Chips need to have for the HOC unit to reach its maximum stats:


Shelling Damage = {{{chipBaseShellDmg|}}}
Shelling Damage = {{{chipBaseShellDmg|}}}
Line 75: Line 101:
Reload Speed = {{{chipBaseReloadSpeed|}}}
Reload Speed = {{{chipBaseReloadSpeed|}}}


[[Category:HOC units]]</includeonly><noinclude>{{Documentation}}</noinclude>
== Gallery ==
 
=== Animations ===
''ToDo''
 
=== Artworks ===
 
 
== References ==
<references/>
 
[[Category:HOC units]]</includeonly><noinclude>{{HOCUnit
|classification=AGL
 
|obtainReward=Fragments earned in [[Theater Mode]].
 
|range=2
|shellDmgMin=
|shellDmgMax=
|defensePiercingMin=
|defensePiercingMax=
|shellAccuracyMin=
|shellAccuracyMax=
|reloadSpeedMin=
|reloadSpeedMax=
 
|patchBonusShellingDmg=;1;;;;;;;;
|patchBonusDefensePiercing=;;;2;;;;;;
|patchBonusShellAccuracy=;;;;;;;3;;
|patchBonusReloadSpeed=;;;;4;;;;;
 
|chipBaseShellDmg=
|chipBaseDefensePiercing=
|chipBaseShellAccuracy=
|chipBaseReloadSpeed=
 
|skill1name=(Active)
|skill1description=Every 3rd attack will carry a smoke indication charge, reducing the main target's evasion and accuracy by 25% for 5 seconds.
 
|skill2name=(Passive 1)
|skill2description=3 seconds after battle start, the next attack will fire special ammunition. After every 4 seconds, the next attack will fire special ammunition. Attacked enemies will receive 12 additional damage whenever they get hit for 5 seconds. Additional damage is not affected by damage reduction effects, however it is affected by force shields and damage cap effects.
 
|skill3name=(Passive 2)
|skill3description=Every 3rd attack will increase self damage and accuracy by 15% for 20 seconds, stacks up to 3 layers.
 
|artworks=File:QLZ-04_Promotion.jpg|1111
}}</noinclude>

Revision as of 15:24, 29 September 2019

How to obtain

DORMITORY Not obtainable by collecting fragments in dormitory.

REWARD Fragments earned in Theater Mode.

Stats

Health
Health
 Support Range
Health
Health
 Ammo (refill)
Health
Health
 Ration (refill)
2 nodes 60(x1) / 600(full) 80(x1) / 400(full)
Range
Range
 
2 nodes
Shelling Damage
Shelling Damage
 Shelling Damage
Defense Piercing
Defense Piercing
 Defense Piercing
Shelling Accuracy
Shelling Accuracy
 Shelling Accuracy
Reload Speed
Reload Speed
 Reload Speed
How to edit skills

Enhancement

Patch Level Shelling Damage Defense Piercing Shelling Accuracy Reload Speed
1
2 1
3
4 2
5 4
6
7
8 3
9
10
Sum 1 2 3 4

Chip Set Bonus

The base stats all assigned Chips need to have for the HOC unit to reach its maximum stats:

Shelling Damage =

Defense Piercing =

Shelling Accuracy =

Reload Speed =

Gallery

Animations

ToDo

Artworks

References