ECP System: Difference between revisions
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== ECP System== | == ECP System== | ||
[[File:ECP1.png|500px]] | [[File:ECP1.png|500px]]<br>'''ECP (Energy of Colorless Point)''' is a system exclusive to '''[[Rose]]'''. The system interface is displayed below the MP bar.<br> | ||
'''ECP (Energy of Colorless Point)''' is a system exclusive to '''[[Rose]]'''. The system interface is displayed below the MP bar.<br> | |||
=== ECP Gauge === | === ECP Gauge === | ||
The yellow bar below | The yellow bar below your MP bar contains 2 gauge of 35 ECP each. ECP points will also be consumed when switching weapons during combos, performing the last {{CX}} of ground combos as well as some combos from [[Tempest Burster]]'s path and some additional skills. If any '''ECP''' is missing, it will slowly start recovering at 5 points per second. | ||
[[File:Overstrike1.png|thumb|200px|Indication of activating Over Strike/Over Strike being active.]] | [[File:Overstrike1.png|thumb|200px|Indication of activating Over Strike/Over Strike being active.]] | ||
All '''Active''' and '''Buff''' skills only consume ECP without consuming MP.<br>When '''1 gauge''' (35 ECP) is consumed, '''Over Strike Mode''' is automatically activated.<br>While {{se|267|Over Strike Mode}} is active, the ECP gauge will change to a fiery red appearance.<br>[[File:ECP3.png|500px]] | All '''Active''' and '''Buff''' skills only consume ECP without consuming MP.<br>When '''1 gauge''' (35 ECP) is consumed, '''Over Strike Mode''' is automatically activated.<br>{{se|267|Over Strike Mode}} will be refreshed if the gauge go below 50% (35 ECP).<br> | ||
While {{se|267|Over Strike Mode}} is active, the ECP gauge will change to a fiery red appearance.<br>[[File:ECP3.png|500px]] | |||
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=== Over Strike === | === Over Strike === | ||
While '''Over Strike''' is active, you will gain certain effects for a duration | While '''Over Strike''' is active, you will gain certain effects for a duration. The ECP gauge will recover faster during '''Over Strike''', at 10 points per second. | ||
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Rose" | {| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Rose" | ||
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*{{CL}} | *{{CL}} {{Color|#1492D9|Revolvers|b=1}}: Basic weapons of Rose. They fire quick singular shots at set intervals. The critical activation chance is high and the critical damage is increased by 25%. The weapon is mid-range. | ||
*{{CU}} | *{{CU}} {{Color|#D11B16|Muskets|b=1}}: Similar to Revolvers, although they deal more damage, fire slower, have the longest range of all of the guns, and will penetrate through all enemies within range. | ||
*{{CR}} | *{{CR}} {{Color|#F89B01|Automatic Pistols|b=1}}: Firearms which fire quick multiple shots, burning 2 MP at set intervals. Their damage is the lowest of all of Rose's guns and their range is about the same as Hand Cannons. | ||
*{{CD}} | *{{CD}} {{Color|#81BB0A|Hand Cannons|b=1}}: Firearms which deal the highest damage of all of Rose's guns, but they're also the slowest. The range of the blast is a bit lower than that of Revolvers. | ||
During the [[File:RoX.png|26px]] combo, you are able to switch weapons by holding the special action key ([V] by default) and tapping the respective arrow key. | During the [[File:RoX.png|26px]] combo, you are able to switch weapons by holding the special action key ([V] by default) and tapping the respective arrow key. | ||
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== Tips and Details == | == Tips and Details == | ||
*While having insufficient ECP may prevent you from using '''ECP Using Skills''', performing a finisher or switching weapons does not share the same limitation. | |||
*While having insufficient ECP may prevent you from using '''ECP Using Skills''', performing a finisher or switching weapons does not share the same limitation | |||
*The effect values of '''Over Strike Mode''' are never shown in-game anywhere; the current values are based on [https://elsword.nexon.com/News/Notice/View?n4ArticleSN=132863 a patch note] that changed some of these values, and thus listed the old/new values for players to see. | *The effect values of '''Over Strike Mode''' are never shown in-game anywhere; the current values are based on [https://elsword.nexon.com/News/Notice/View?n4ArticleSN=132863 a patch note] that changed some of these values, and thus listed the old/new values for players to see. | ||
*The Critical Damage Increase is multiplicative. | *The Critical Damage Increase is multiplicative. | ||
*Upon consuming ECP in any way, there is a slight delay until the gauge begins to recover. | |||
*Upon consuming ECP in any way, there is a slight delay until the gauge begins to recover | |||
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