ECP System: Difference between revisions
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[[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. | All '''Active''' and '''Buff''' skills only consume ECP without consuming MP. When '''1 gauge''' (35 ECP) is consumed, '''Over Strike Mode''' is automatically activated. {{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]] | 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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Revision as of 04:39, 25 April 2025
ECP System
ECP (Energy of Colorless Point) is a system exclusive to Rose. The system interface is displayed below the MP bar.
ECP Gauge
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 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.

All Active and Buff skills only consume ECP without consuming MP. When 1 gauge (35 ECP) is consumed, Over Strike Mode is automatically activated. Self BuffOver Strike ModeSelf BuffOver Strike Mode will be refreshed if the gauge go below 50% (35 ECP).
While Self BuffOver Strike ModeSelf BuffOver Strike Mode is active, the ECP gauge will change to a fiery red appearance.
Over Strike
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.
Mode | ![]() | ||||
---|---|---|---|---|---|
MP Gain on Attacking Increase This effect is multiplicative to your current stats. M |
Special Active Skill Damage Increase This effect is multiplicative to your current stats. M |
Critical Damage Increase This effect is multiplicative to your current stats. M |
Command Damage Increase This effect is multiplicative to your current stats. M |
Duration | |
PvE | 10% | 20% | 10% | 150% | 10 Seconds |
PvP | 20% |
Weapon Switching
Revolvers: 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.
Muskets: 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.
Automatic Pistols: 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.
Hand Cannons: 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 combo, you are able to switch weapons by holding the special action key ([V] by default) and tapping the respective arrow key.
Weapon Locking
You can lock up to 2 specific weapons to prevent switching to them when you use the special action key ([V] by default). To do so, enter your equipment page ([U] key by default) and right click the weapon icon that you want to lock. If the combo extension uses the specific weapon that you have locked, the weapon will only be switched during the combo and then it will change back to the original weapon you were using.
Commands that consume ECP
- Rose
- Tempest Burster
ECP Related Skills
- Rose
- Tempest Burster
- Black Massacre
- Minerva
- Prime Operator
Class | Skill Name | ECP Use/Gain |
---|---|---|
Rose | Default | +5/s |
Over Strike Mode | +10/s | |
Weapon Switch | -15 | |
![]() |
-30 | |
![]() |
-30 | |
![]() Rising Shot |
-35 | |
![]() |
-35 | |
![]() |
-35 |
Over Strike Related Skills
- Tempest Burster
- Black Massacre
- Minerva
- Prime Operator
Specialization (Not available anymore)
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.
- The effect values of Over Strike Mode are never shown in-game anywhere; the current values are based on 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.
- Upon consuming ECP in any way, there is a slight delay until the gauge begins to recover.
Gallery
-
Unused Over Strike Mode debuff icon. (Unable to use Active skills.)
-
ECP gauge before 3/27/2025 (KR)/ 4/23/2025 (NA) balance.
Trivia
- Attempting to lock the weapon Rose is currently wielding will result in her saying "It's the weapon you are currently using, but...?" in the form of a text box.
- For some reason, despite switching to another weapon, Rose will always appear with the default weapon of each path on the Character Selection screen.
- For Base Rose it will be Hand Cannons instead.
Updates
Date | Changes | ||
---|---|---|---|
KR | NA | PvE | PvP |
12/17/2015 | 06/01/2016 |
| |
06/30/2016 | 07/13/2016 |
| |
11/03/2016 | 11/23/2016 | ||
08/01/2019 | 08/28/2019 | ||
01/28/2021 | 02/24/2021 |
|
|
03/27/2025 | 04/23/2025 |
|