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Lu/Ciel: Difference between revisions

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→‎Tips and Details: Clean up representing stats explanation
(→‎Tips and Details: Clean up representing stats explanation)
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== Tips and Details ==
== Tips and Details ==
*'''Lu''' and '''Ciel''' share their armor and weapon, but costumes and accessories are separate between the two.
*'''Lu''' and '''Ciel''''s stats can be toggled to be either separate, or based on a "representing" character. You are able to choose which to apply through the Representing Stats button in the character UI, and can change this at any time outside of dungeons. By default, the Representing Stats is set to Lu.
**When the Representing Stats is set to separate, their stats will be completely independent of each other. When it is set to Lu or Ciel, only that character's stats will be applied to both characters simultaneously, leaving the other character's costumes and accessories to be merely for aesthetics. There are some exceptions to this however:
***The HP stat is always shared across both. This includes sockets, non-set bonuses (which are reflected in the status window) and set bonuses (which are not).
***Attack/Defense increases gained through non-set bonuses (such as the white stat lines on certain accessories) are shared across both, though this is not reflected in the status window. Unlike HP, sockets and set bonuses for these are not shared.
*You will always start out as '''Lu''' when entering PvP or dungeons.
*You will always start out as '''Lu''' when entering PvP or dungeons.
**If Representing Stats is set to '''Lu/Ciel''', [[Ring of Fury]] will only recover Awakening Beads if '''Lu''' is wearing it.  Otherwise, it must be worn by the representing character.
**If Representing Stats is set to '''Lu/Ciel''', [[Ring of Fury]] will only recover Awakening Beads if '''Lu''' is wearing it.  Otherwise, it must be worn by the representing character.
*'''Lu''' and '''Ciel''''s stats can be toggled to be either separate or unified. Their stats can both be completely independent of each other, have only '''Lu''''s stats apply to both characters, or have only '''Ciel''''s stats apply to both characters. By default, it is set to Lu only.
*When using Skill Rings, if the Representing Stats is set to separate, Switching Skills will always apply the ring of the character being switched to. For example, wearing a Ring of Tenacity on '''Lu''' will always increase the damage of [[Stomp]], even if you start the skill while on '''Ciel'''.
*'''Lu''' and '''Ciel''' share equipment but do not share costumes or accessories. However, you are able to share common accessories appearance with the [[Magic Wardrobe]].
**Any attack or defense increases, with the exception of accessory/costume set effects, are still shared, even though the status window does not display this.
**Likewise, HP sockets and non-set bonuses are also shared, though these do show in the status window properly.
***Unlike attack or defense, HP also still shares through set effects. Unlike the HP increases from other sources, this is again not displayed in the status window.
*When using Skill Rings, if their stats are set to separate, Switching Skills will always apply the ring of the character being switched to. For example, wearing a Ring of Tenacity on '''Lu''' will always increase the damage of [[Stomp]], even if you start the skill while on '''Ciel'''.
**For Combination Skills and certain Actives, the skill ring of the character that casts the skill is taken into account. Switching while the skill is still on-going (such as while [[Eschaton]] is traveling or [[Shadow]] is installed) will not affect the skill's damage.
**For Combination Skills and certain Actives, the skill ring of the character that casts the skill is taken into account. Switching while the skill is still on-going (such as while [[Eschaton]] is traveling or [[Shadow]] is installed) will not affect the skill's damage.
**Other sources of skill damage increase, such as through set effects, will apply to a skill for as long as that character is in play. Switching during the skill will change the damage to fit the current character.
**Other sources of skill damage increase, such as through set effects, will apply to a skill for as long as that character is in play. Switching during the skill will change the damage to fit the current character.
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