Announcements
Planned Combat Adjustments
1. Resonance-based Offense & Defense Level Boost
- Sin Resonance will now boost the Offense/Defense Level as well. (Offense Level boost applies to Attack/Counter skills, while Defense Level applies to Guard/Evade skills.)
- Absolute Resonance applies the highest level of the boost to all resonating skills in the chain.
2. Defense Skill Changes
- Using defense skills in regular combat will no longer skip the unit's action.
- Defense skills will be able to redirect enemy skills in Abnormality battles.
- Guard and Evade skills will activate when the unit is about to be attacked by a skill that would otherwise result in a Clash if they were not defending, rather than any attack.
- Counter skills maintain the same activation conditions.
3. Guard and Evade skills are now affected by character growth.
- Defense skills (outside of Counter) are affected by the Defense Level.
- When using a Guard or Evade skill, its Power may increase or decrease based on the difference between the attacking skill's Offense Level and the defending skill's Defense Level.
4. Changes to Stagger
- The turn-based action slot additions on the Dashboard will prioritize non-Staggered units.
- There will be adjustments to the Stagger Thresholds of certain Identities based on their intended roles and traits. (e.g. Tankers and Damage Sponges will have fewer thresholds. Offense-oriented characters may see little change to their Stagger Thresholds.)
5. Clashes will further boost the final damage.
-1% -> 3% damage boost per Clash.
※ The listed adjustments are under development and are subject to change during our internal testing. We will notify you of the finalized adjustments in a future announcement around the time of the update.