Unlike the initial service, which is lacking in various ways, when the units and weapons are ready, there are items that are not as effective as the current rarity items, right?
Would you like to rescue items that are often left behind in inflation that often causes game balance?
It's always okay to enhance existing items (if you still want new ones).
If you get out of the gacha lineup, you'll be lonely if you don't receive the enhancement (of existing items).
I will spell out suggestions for improvements to items that have been or have been unfavorably treated for a while or occasionally. This is the purpose of miscellaneous notes.
First of all, I would like to introduce "Gundam Beam Rifle".
✦ Kojiman’s GBO2 Archive
THE DELUSION SPECS
LOG_TYPE: EXTERNAL_ANALYSIS // STATUS: ACTIVE
This system provides high-fidelity specifications based on combat data
and speculative engineering theories from the GBO2 conflict.
and speculative engineering theories from the GBO2 conflict.
[ UNOFFICIAL ARCHIVE ]
Current Mix-Up Rules(2)
If you add the following sentence to the item of the mixup rule added this time, the extreme battle scene may be alleviated a little?
"Increase the score when destroying a unit by 1/50 of the increased HP."
A score of 5000 will add 100 points. The maximum increase is 400 points, so even with the lowest cost unit you can change by 500 points with one defeat.
However, if this idea is adopted as it is, in the calculation, between the costs of 300-400, the score value becomes the largest at the maximum HP increase at "350 costs". So it seems that some numerical adjustment is necessary.
Currently there is a 1000 score difference between the lowest cost unit and the highest cost unit. You can't catch up with the score unless you beat the lowest cost 11 times before the highest cost is destroyed once. If you adopt this idea, if the high cost unit side beats the low cost unit 5 times, the score will be (100 + 200 + 300 + 400 + 500 =) 1500 points. So even if a high cost unit is destroyed once, it will not be reversed to the low cost unit side. After that, the high cost unit side can maintain the lead by defeating the low cost unit twice (500 + 500 = 1000). So it seems that inefficient participation in mixup rules at high cost is not inefficient.
"Increase the score when destroying a unit by 1/50 of the increased HP."
A score of 5000 will add 100 points. The maximum increase is 400 points, so even with the lowest cost unit you can change by 500 points with one defeat.
However, if this idea is adopted as it is, in the calculation, between the costs of 300-400, the score value becomes the largest at the maximum HP increase at "350 costs". So it seems that some numerical adjustment is necessary.
Currently there is a 1000 score difference between the lowest cost unit and the highest cost unit. You can't catch up with the score unless you beat the lowest cost 11 times before the highest cost is destroyed once. If you adopt this idea, if the high cost unit side beats the low cost unit 5 times, the score will be (100 + 200 + 300 + 400 + 500 =) 1500 points. So even if a high cost unit is destroyed once, it will not be reversed to the low cost unit side. After that, the high cost unit side can maintain the lead by defeating the low cost unit twice (500 + 500 = 1000). So it seems that inefficient participation in mixup rules at high cost is not inefficient.
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