Core Release: Difference between revisions

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== Tips and Details ==
== Tips and Details ==
*Queen's Laser ignores defense and guard in PvE and ignores guard in PvP.
*Core Release Mode's "charge" amount is a hidden value the game uses to determine the HP and MP recovery, the level of the Queen's Core, as well as the strength and charge consumption of the laser and shield.
*The charge required to create or level up the Queen's Core uses a hidden value that's not entirely known right now, with each and every attack or skill gaining a differing amount.
**You will gain roughly 8% charge from most command hits, requiring 3~5 hits to charge up the Queen's Core by one level, though this can vary per command. Multihit commands such as ^X generate less charge per hit, but do more hits to compensate.
**When Core Release Mode is initially activated (on awakening), you gain slightly more charge than is necessary for a level 1 Queen's Core.
**You will gain roughly enough charge to create or level up the core every ~4 command hits. Multihit commands such as ^X generate much less charge per hit than other commands, but gain more overall due to dealing multiple hits.
***The charge gained through commands is affected by the job advancement modifier, so at 3rd job, the charge gained is multiplied by 1.15, allowing commands to charge the core more easily at higher advancements.
***The charge gained through commands is affected by the job advancement modifier, so at 3rd job, the charge gained is multiplied by 1.15, allowing commands to charge the core more easily at higher advancements.
**The Queen's Core laser also generates some charge on its own, differing based on how many hits it dealt to an enemy after charge is reset to 0.
**You will gain some charge when an Active hits an enemy as well, but as an Active skill hitting enemies will always fire the core's laser, this only matters in gameplay while the current charge is lower than needed for a level 1 core.
**You will gain some charge when an Active hits an enemy as well, but as an Active skill hitting enemies will always fire the core's laser, this only matters in gameplay while the current charge is lower than needed for a level 1 core.
**You will gain charge roughly equal to a specific core level based on the skill's tier, when using Special Actives. A Tenacity skill will usually generate enough energy to add 1 level to the core, a Strength skill 2 levels, and a Bravery skill 3 levels.
**When using special actives, the charge gained is based on the skill's base MP cost, including skill traits such as '''Light''' or '''Critical''', where 300 MP used = 100% charge gained. For example, using '''Light [[Dimension Link - Century]]''' will grant you 80/300 = 26.6666% charge, enough to recover 8 MP when Core Release Mode expires, not counting any residual charge, which is exactly 1/10th of the skill's cost.
***The charge gained by skills is not exact: For example, [[Dimension Link - Century]] actually gains less charge than is required for a core to be created, while [[Hornet Sting]] generates slightly more charge than is actually needed for 1 level. The exact values for each skill are not currently known.
***Unlike commands and actives, any special active hits will not generate charge at all.
***Unlike commands and actives, any special active hits, even those that occur long after the core has fired such as [[Dimension Link - Guardian]]'s electron waves, will not generate charge at all.
**When Core Release Mode is initially activated (on awakening), you gain 40% charge.
*The HP/MP recovery of Core Release Mode is independant from your Queen's Core, and solely depends on your current charge.
**When the laser fires, it uses up the amount of charge that would be required to reach the core level it currently has. A level 3 core will thus reduce your charge by 90% - resulting in 0.5% HP still recovered when Core Release Mode then expires if you had maximum charge, due to the 10% residual charge.
**The charge is capped slightly higher than what is needed for a level 3 core, resulting in 5% HP and 30 MP returned at maximum charge.
***Likely an error, the laser checks for the same charge as is gained from using special actives of exactly 100, 200 and 300 MP, for how much charge to consume, resulting in a Level 2 laser at 61% charge, only consuming Level 1's 30% charge, as the 200 MP charge gain is 66% charge, slightly higher. The laser's power is unaffected by this issue, dealing the correct amount of damage for the core's level.
**When hit by an enemy, you will gain some charge based on the damage taken. If you block the hit with the barrier, the charge gained will also be reduced by the 75% damage reduction the barrier provides.
**When blocking a hit with the barrier, it will always consume 30% charge, one core level's worth. Because it will consume this charge after adding the charge from the damage taken, it is actually possible to not lose an actual Core level at all, if your charge before the hit was high enough.
*When Core Release Mode expires and the core is currently in the midst of an attack, you will still gain the HP/MP of the charge you had before it fired as long as the laser hasn't disappeared yet, consuming the charge.
*The additional hits caused by a '''Powerful Queen's Core''' laser deal splash damage, allowing it to deal a large amount of damage on enemies near each other.
*The additional hits caused by a '''Powerful Queen's Core''' laser deal splash damage, allowing it to deal a large amount of damage on enemies near each other.
*When Core Release Mode expires and the core is currently in the midst of an attack, you will still gain the HP/MP of the charge you had before it fired as long as the charge hasn't dropped back down to 0, though the point at which this reset happens varies between skills.
*The laser ignores defense and guard in PvE and ignores guard in PvP.
*Although the core will track the enemies, it is still possible for the enemies to be pushed out of range.
*Although the laser will track the enemies, it is still possible for the enemies to be pushed out of range.
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