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ECP System: Difference between revisions

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=== ECP Gauge ===
=== ECP Gauge ===
The ECP gauge will recover 5 points per second. '''ECP''' skills will use ECP points instead of MP. ECP points will also be consumed when switching weapons during combos.<br> Once the gauge is consumed all the way until the red bar, '''Over Strike''' will be activated. You can not use ECP skills while '''Over Strike''' is active, but Weapon Switching is still allowed. Maximum ECP amount is 70 and it is possible to activate '''Over Strike''' instantly by using any 2 '''ECP''' skills in a row, assuming that your gauge is full.
The ECP gauge will recover 5 points per second. '''ECP''' skills will use ECP points instead of MP. ECP points will also be consumed when switching weapons during combos or performing the finisher of her ground {{CX}} combos.<br> Once the gauge is completely depleted, '''Over Strike''' will be activated. You can not use ECP skills while '''Over Strike''' is active, but Weapon Switching is still allowed.
 
Maximum ECP amount is 70. Switching weapons will consume 15 ECP, performing a finisher will consume 30 ECP, and most '''ECP''' skills cost exactly 35 ECP. It is possible to activate '''Over Strike''' instantly by using any 2 '''ECP''' skills in a row, assuming that your gauge is full.
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=== Over Strike ===
=== Over Strike ===
[[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.]]
While '''Over Strike''' is active, the damage of all combos and '''Over Strike''' skills will be boosted by 20% and critical damage will be boosted by 15%.
While '''Over Strike''' is active, the damage of all combos and '''Over Strike''' skills will be boosted by 20% and critical damage will be boosted by 15%. '''Over Strike''' will last for 10 seconds.
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=== Weapon Switching ===
=== Weapon Switching ===
[[File:ECP2.png|thumb]]
[[File:ECP2.png|thumb]]
Rose has the choice of utilizing 4 different firearms: Revolvers, Muskets, Auto-guns, or Hand Cannons. For manual switching, press 'V' key (default) to switch to the next weapon in a clockwise direction.
Rose has the choice of utilizing 4 different firearms: Revolvers, Muskets, Auto-guns, or Hand Cannons. For manual switching outside of combat, press 'V' key (default) to switch to the next weapon in a clockwise direction. When switching weapons in the middle of firing a weapon, 'V' must be held alongside a directional input indicating which weapon you'll switch to.
*Revolvers: Basic weapons of Rose. Fires quick singular shots at set intervals. Critical activation chance is high and critical damage is increased by 25%. The weapon is mid-range.  
*{{CL}} Revolvers: Basic weapons of Rose. Fires quick singular shots at set intervals. Critical activation chance is high and critical damage is increased by 25%. The weapon is mid-range.  
*Musket: Similar to Revolvers but does more damage, fires slower, has the longest range, and will penetrate through all enemies within range.
*{{CU}} Musket: Similar to Revolvers but does more damage, fires slower, has the longest range, and will penetrate through all enemies within range.
*Auto-Guns: Firearm which fires quick multiple shots which burns 2 MP each at set intervals but damage is the lowest and range is about the same as Hand Cannons.
*{{CR}} Auto-Guns: Firearm which fires quick multiple shots which burns 2 MP each at set intervals but damage is the lowest and range is about the same as Hand Cannons.
*Hand Cannons: Firearm which deals the highest damage and is also the slowest but range of the blast is a bit lower than Revolvers.
*{{CD}} Hand Cannons: Firearm which deals the highest damage and is also the slowest but range of the blast is a bit lower than Revolvers.
During the {{CRoX}} combo, you are able to switch weapons by holding V and tapping the respective arrow key.
During the {{CRoX}} combo, you are able to switch weapons by holding V and tapping the respective arrow key.
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| [[File:RoseNEW.png|center|link=Rose]] || Increased damage of {{CX}} combos and Over Strike Skills in Over Strike Mode by x%. (Max: -%) || Increased ECP nature regeneration by x%. (Max: -%)
| [[File:RoseNEW.png|center|link=Rose]] || Increased damage of {{CX}} combos and Over Strike Skills in Over Strike Mode by x%. (Max: -%) || Increased ECP nature regeneration by x%. (Max: -%)
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== Tips and Details ==
*While having insufficient ECP may prevent you from using '''ECP''' skills, performing a finisher or switching weapons do not share the same limitation and methods to burning off extra ECP in order to attain '''Over Strike'''.
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