当前等级 | 理智上限 | 升级所需声望 | 展开累计声望 |
---|---|---|---|
1 | 127 | 500 | 0 |
2 | 129 | 800 | 500 |
3 | 131 | 1240 | 1300 |
4 | 133 | 1320 | 2540 |
5 | 135 | 1400 | 3860 |
6 | 136 | 1480 | 5260 |
7 | 137 | 1560 | 6740 |
8 | 138 | 1640 | 8300 |
9 | 139 | 1720 | 9940 |
10 | 140 | 1800 | 11660 |
11 | 141 | 1880 | 13460 |
12 | 142 | 1960 | 15340 |
13 | 143 | 2040 | 17300 |
14 | 144 | 2120 | 19340 |
15 | 145 | 2200 | 21460 |
16 | 146 | 2280 | 23660 |
17 | 147 | 2360 | 25940 |
18 | 148 | 2440 | 28300 |
19 | 149 | 2520 | 30740 |
20 | 150 | 2600 | 33260 |
21 | 151 | 2680 | 35860 |
22 | 152 | 2760 | 38540 |
23 | 153 | 2840 | 41300 |
24 | 154 | 2920 | 44140 |
25 | 155 | 3000 | 47060 |
26 | 156 | 3080 | 50060 |
27 | 157 | 3160 | 53140 |
28 | 158 | 3240 | 56300 |
29 | 159 | 3350 | 59540 |
30 | 160 | 3460 | 62890 |
31 | 161 | 3570 | 66350 |
32 | 162 | 3680 | 69920 |
33 | 163 | 3790 | 73600 |
34 | 164 | 3900 | 77390 |
35 | 165 | 4200 | 81290 |
36 | 165 | 4500 | 85490 |
37 | 165 | 4800 | 89990 |
38 | 165 | 5100 | 94790 |
39 | 165 | 5400 | 99890 |
40 | 166 | 5700 | 105290 |
41 | 166 | 6000 | 110990 |
42 | 166 | 6300 | 116990 |
43 | 166 | 6600 | 123290 |
44 | 166 | 6900 | 129890 |
45 | 167 | 7200 | 136790 |
46 | 167 | 7500 | 143990 |
47 | 167 | 7800 | 151490 |
48 | 167 | 8100 | 159290 |
49 | 167 | 8400 | 167390 |
50 | 168 | 8700 | 175790 |
Fundamental Mechanisms and Algorithms
< 游戏数据基础
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TRANSLATED VERSION
This page is translated from 游戏数据基础.
This page is translated from 游戏数据基础.
Doctor's Level
博士等级由已获得的声望决定。
声望,即博士经验值,在作战结束时发放,积累一定数量后可以提升博士等级。
一般地,作战通关时(剿灭作战则为行动结束时)按10倍实际消耗理智的比例(1:10)给予声望。
- 如果是三星或四星通关,声望获取提升至1.2倍(即变为1:12)。
- 剿灭作战的任何歼灭数均固定为1.0倍(1:10)。
- 不消耗理智的作战、使用演习券进行的演习均不会产生声望奖励。
当声望积累到一定量即会升级,升级时会回复等同于新理智上限等量的-45的等量理智。不同的博士等级对应的理智上限及升级升级所需声望见下表。
- 自揭幕者们(2024「感谢庆典」)版本起,所有声望等级提升45理智上限。
- 升级时回复的理智量与此版本之前相等(即改为新等级理智上限-45)。
- 在此版本之前已注册登录的玩家在本版本上线后将立即获得45理智作为上限提升补偿。
博士等级达到最高等级时,不再掉落声望。
当前等级 | 理智上限 | 升级所需声望 | 展开累计声望 |
---|
Suppose x is the doctor's level, and y is the upper limit of sanity. Then x and y have the following functional relationship:
y={2x+80(0<x⩽5)x+85(5<x⩽35)trunc(x/5+113)(35<x⩽85)130(85<x⩽100)trunc(x/4+105.75)(100<x⩽120)
Suppose x is the doctor's level, and z is the exp required for upgrading. Then x and z have the following functional relationship:
z={500(0<x⩽1)800(1<x⩽2)80x+1000(2<x⩽28)100x+160(28<x⩽34)300x−6300(34<x⩽50)500x−16500(50<x⩽65)1000x−49000(65<x⩽101)2000x−150000(101<x⩽110)3000x−260000(110<x⩽120)
Operator Trust
信赖值是一种特殊的属性值,其生效原理由两部分组成:
- 信赖百分比:游戏中的外显“信赖值”,将会影响该干员的信赖加成属性及各类附属资料的解锁;
- 信赖点数:游戏内部决定信赖百分比的点数。
两者之间的对应关系如本节末尾列出的表格内容所示。
获取信赖
干员可通过完成关卡与进驻基建两种方式获取信赖点数,从而提升信赖值。
- 每次行动完成后,行动编队中的所有干员,每人获得等量的信赖点数,其数值等于下述算法得出的结果。
关卡及通关评价 获得信赖点 3星及以上评价 消耗理智数 2星及以下评价:普通关卡 消耗理智数-1 2星及以下评价:资源收集关卡 消耗理智数 / 2
(数值向下取整,小数点后舍去)剿灭作战 实际消耗的理智数量
(不含全权代理)不消耗理智的关卡 0
- 被安排到基建内的干员,在不同时间段可获得不同类型的信赖及其给定点数。
- 进驻信赖(橙色)在干员进驻任意设施(活动室除外)时,每日4:00产生。
信赖点数根据基建内所有宿舍的总氛围值计算,最高100/次。 - 副手信赖(蓝色)在干员被任命为基建副手时,每日4:00及16:00产生。
信赖点数由其所在职位决定:
中枢副手的蓝色信赖根据基建内所有宿舍的总氛围值计算,最高500/次;
楼层副手的蓝色信赖根据其主管楼层内的单间宿舍的氛围值计算,最高125/次。 - 活动信赖(黄色)在干员被安排到活动室时,每日4:00及16:00产生。
信赖点数根据其使用的活动室氛围值计算,最高125/次。 - 同一干员单次可获得多种信赖(如进驻任意非活动室的基建副手),但无法单次获得多个同种信赖。
手动收取顺序为副手信赖→活动信赖→进驻信赖,未收取的信赖会在其对应的获取时间直接被新的同种信赖替换。
- 进驻信赖(橙色)在干员进驻任意设施(活动室除外)时,每日4:00产生。
信赖的计算
随着干员信赖点数的增加,干员的信赖值也会逐渐提高,每个干员也会获得各自不同的信赖属性加成。同时,信赖值还会影响该干员的资料、语音、干员密录和模组等的解锁。
- 干员信赖值达到100%后,属性加成达到上限。
- 计算助战干员的属性加成时,要先将其信赖值除以2再向下取整,以此计算对应的信赖属性加成。
也即只有提供200%信赖值的干员,该干员才能以100%信赖加成的状态供好友使用,反之同理。- 需要注意的是,若因助战干员处于精英阶段0或队伍中没有精英化干员使得助战干员被限制至精英阶段0时,助战干员的最终信赖加成将存在50%信赖值的上限。
当一个干员拥有异格时,该干员和其异格的信赖值共享;同时参与行动/进驻基建时将会各自独立计算产生的信赖值。
累计信赖点数 | 提升所需点数 | 展开信赖值 |
---|
Operator Level
XP Values Corresponding to Level
Current level | XP required for level up | Accumulated experience | LMD required for level up | 展开Accumulated LMD |
---|
Maximum Level Corresponding to Rarity/Promotion Stage
★6 | ★5 | ★4 | ★3 | ★2 | ★1 | |
---|---|---|---|---|---|---|
精英阶段0 | 50 | 50 | 45 | 40 | 30 | 30 |
精英阶段1 | 80 | 70 | 60 | 55 | — | — |
精英阶段2 | 90 | 80 | 70 | — | — | — |
- 注:部分关卡被动携带的干员可能超出其精英化阶段的最高等级,该情况下所有属性均为该阶段最高等级的数据。
Operator Traits
Under normal circumstances:
- Sniper operators that deal AoE physical damage have a splash radius of 1 tile.
- Caster operators that deal AoE Arts damage have a splash radius of 1.1 tiles.
- Caster operators that deal Arts damage that bounces between n enemies have a bounce radius of 1.5 tiles.
XP Values of XP Records
XP Record type | Experience given |
---|---|
200 | |
400 | |
1000 | |
2000 |
LMD Needed for elite promotion
★6 | ★5 | ★4 | ★3 | ★2 | ★1 | |
---|---|---|---|---|---|---|
0→1 | 30,000 | 20,000 | 15,000 | 10,000 | — | — |
1→2 | 180,000 | 120,000 | 60,000 | — | — | — |
Total | 210,000 | 140,000 | 75,000 | 10,000 | — | — |
Attributes
All entities in battles in the game have their own attributes.
For more information and experiments on the attributes and corresponding basic formulas, this NGA thread,NGA:从源头解析单位数值运算方式与运算公式, could be helpful.
Definitions of attributes
Definitions of basic attributes
It is defined as the fundamental information, which usually would be the data directly taken from the gamedata on these attributes.
Raw value
It is defined as the value after calculations using attribute calculator and runes. You might refer to the actual details of attribute calculators and runes in the following subsections.
Attributes Modifiers
- fetchBaseValueFromSourceEntity
- This is the special case of modifiers. When it is applied, the corresponding attributes modifier(s) would be overwritten.
- The entity using this modifier: Sora
- This is the special case of modifiers. When it is applied, the corresponding attributes modifier(s) would be overwritten.
Original modifier | After overwriting | Values after overwriting |
---|---|---|
addition/final_addition | No changes | Corresponding values of attributes from source entity + values from modifier |
multiplier | addition | Corresponding values of attributes from source entity + values from modifier |
final_scaler | final_addition | Corresponding values of attributes from source entity * corrected[Note 1]values from modifier |
Basic formulas on attributes
- There are 4 different types of modifiers applying on attributes (numeric operations).
- addition: Add the number given to the basic attributes directly.
- multiplier: Multiply the results from addition by the number given.
- final_addition: Add the number given to the results after addition and multiplier.
- final_scaler: In lowest priority. That is, Multiply the results after addition, multiplier, and final_addition by the number given.
- Layering of multiple modifiers: Except final_scaler (values from each modifier are multiplying with each other), the rest of the modifiers are adding to each other. Thus, if multiple modifiers are applied:
- Final value: defined as the result after applying limitations from Gamedata Basis#Range of Values[Note 4]
- Final value = ((Raw value + result from addition) * (1 + result from multiplier) + result from final_addition) * result from final_scaler
- ↑ Check out the explanation 2 on final_scaler
- ↑ When the result is less than 0, it is automatically corrected to be 0
- ↑ When any term is less than 0, it is automatically corrected to be the original value+1
- ↑ When the result is less than the corresponding lower bound of the value, the lower bound is taken as a result, and vice versa
Attribute Calculator
- Attribute calculator is only used for the first step of calculations on basic attributes values. The result is referred as basic status.
- Attribute calculator is only used for operators. Other non-operator values would not invoke in these calculations (for example, traps).
- Attribute calculator is based on elite phases, levels, potential level and trust value.
The detailed steps on the attribute calculator are:
- 1.Based on the elite phases and levels, calculate the value for 2nd step
- 2.Get the trust level from the trust level table based on the current trust value. Then based on the pre-defined add-on values of this operator for the trust level, add that add-on value on the result from the 1st step, and use that as the input of the 3rd step.
- 3.Substitute the number from 2nd step to the basic formulas as the basic value, after corrections from potential level(usually it would be Addition), which is the basic value of the operator(shown as the attributes in the profile)
Rune
Rune is a general term for a special type of buff/debuff. It is usually used in extra data in the stages, such as buff/debuff in challenge mode and in contingency contract events.
Rune is based on predefined values to change the in-game data. It could be used to change the settings of the stage, properties of the stage, basic status of operators and enemies, and tiles in the stage.
Basic status used in calculations of runes are coming from the attributes calculator (of operators) or basic attributes of other units except for operators. The basic status in the following formulas are all referring to these values.
Rune itself is not only used to calculate attributes, so its rules of calculations could not be fitted into the basic formulas of the attributes.
In rune calculations, there are 2 types of modifiers: addition and multiplication. The priority of addition is higher than multiplication. The detailed steps are listed as follows:
- When multiple modifiers in the same type are layering up each other, then the result would be:
- Rune addition = addition A + addition B+...
- Rune multiplication = multiplication A * multiplication B*...
- Thus, the result(termed as Raw values) based on the rune calculations is:
- Raw value(rune calculation applied) = (Basic status form attribute calculator + result from Rune Addition) * result in Rune Multiplication
Examples
![]() |
Truesilver Slash | Auto RecoveryManual | ||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | Def-70%[Analysis 1], Atk +200%[Analysis 2], increase attack range and attack up to 6 targets simultaneously (treated as melee attacks). | 75 | 90 | 30 |
Since final_scaler has the lowest priority in modifiers, Silverash's Def would be calculated as 30% of the result after implementation of other attribute modifiers. Silverash's Atk would be influenced by following modifiers in lower or equal priorities, final_addition ,final_scaler and other modifiers announced as multiplier.
Basic Formula
- All damage, buff, and debuff calculations should be viewed as calculations involving only attributes.
- The basic formula refers to formulas using attributes as the core variable to calculate the result.
- All of the formulas below have attribute variables bolded. The attribute variable’s value should be a calculated value based on the attribute calculation method listed in Fundamental Mechanisms and Algorithms#Attributes
- MAX function takes the largest of given values.[Mathf.Max 1];CLAMP function takes min, max, or a value between min and max values.[Mathf.Clamp 1]。
- ↑ Refer to MAX Function Implementation
- ↑ Refer to CLAMP Function Implementation
Scales
The scale is a variable that can be affected by external factors, such as skills. Its initial value is set to 1.0.
Attack Scale
Note: Attack Scale itself isn't an attribute.
![]() |
Skull Crusher | Auto RecoveryManual | ||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | Attack Interval increases(+1.0s); Increases ATK to 380%[Explanation 1]when attacking; Has a 40% chance to Stun the targets for 1.5 second. | 25 | 30 | 25 |
- ↑ The current attack scale is set to 380%.
Damage Scale
Most damage amplification buffs belong to this type.
The damage scale will only work on the correct corresponding damage type.
Note: Damage Scale itself isn't an attribute.
![]() |
Calcification | Auto RecoveryManual | ||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | Restores the HP of all nearby allies by 35% of Saria's ATK each second. The Arts damage taken by nearby enemies +55%[Explanation 1] and their Movement Speed -60% |
70 | 80 | 30 |
- ↑ The current Magical Damage Scale is set to 155%. Here, the game uses an arbitrary value to show the value of 55%, while it is actually 155%.
Heal Scale
Note: Heal Scale itself isn't an attribute.
![]() |
Healing Wings | Auto RecoveryManual | ||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | Stops attacking and recovers 16 over the skill duration, healing a nearby friendly unit's HP equal to 50%[Explanation 1] of Myrtle's ATK every second. | 10 | 24 | 16 |
- ↑ The current Heal Scale is set to 50%.
If there are multiple scales of the same type, the result is:
- Final Scale = Scale 1 * Scale 2 * ...
Damage Formula
Physical Damage
Basic Physical Damage = MAX(0.05 * Attack * Attack Scale, Attack * Attack Scale - (1 - Defense Ignore Percentage) * MAX(0, Target’s final Defense - flat Defense Ignore)
Magical Damage
Basic Magical Damage = MAX(0.05 * Attack * Attack Scale, 0.01 * Attack * Attack Scale * MAX(0, 100 - (1 - RES Ignore Percentage) * MAX(0, Target’s final RES - flat RES Ignore)
Pure Damage
Basic Pure Damage = Attack * Attack Scale
- Final Damage = Basic Damage * Damage Scale corresponding to the type of damage inflicted
Healing
Heal Amount = Attack * Heal Scale
※ Heal Amount is not affected by Damage Scale.
攻速公式
实际攻击间隔 = 理论攻击间隔/(CLAMP( 攻击速度,10[解释 1], 600)/100) [解释 2]
- 其中攻击速度的基础值为100。
每秒攻击次数 = 1/实际攻击间隔
- ↑ 虽然基本下限为10,但攻击速度属性被限制了下限为20。见游戏数据基础#数值范围
- ↑ CLAMP函数在此处表示若攻击速度在10-600之间,则输出攻击速度 ,否则输出两端的极值,小于10则输出10,大于600则输出600。
同时,如果不确定干员的理论攻击间隔,除了查询数据外,还可根据干员页面的攻速显示来确定攻击间隔区间。
描述 | 区间 |
---|---|
非常快 | <0.8s |
快 | 0.8s-1.0s |
中等 | 1.0s-1.2s |
较慢 | 1.2s-1.6s |
慢 | ≥1.6s |
重量公式
力度对应表
描述 | 力度 |
---|---|
微小力(稍微) | -1 |
小力 | 0 |
中力 | 1 |
较大力 | 2 |
大力 | 3 |
推力
- 推力和重量和位移时间以及位移长度的关系如下表
力度减重量 | 位移长度(格) | 位移时间(秒) |
---|---|---|
≤-3 | 0 | 0 |
-2 | 0.102 | 0.204 |
-1 | 0.406 | 0.408 |
0 | 1.633 | 0.816 |
1 | 2.066 | 0.918 |
2 | 2.866 | 1.082 |
3 | 3.433 | 1.184 |
- 公式:位移=0.5*初速度^2/加速度,其中加速度的值为4.9
拉力
[测试数据来源 1]力度减重量 | 拉力 | 位移长度(格) | 位移时间(秒) |
---|---|---|---|
≤-3 | 0.0 | 0.0 | 0.0 |
-2 | 2.0 | 0.03[1] | 0.5 |
-1 | 10.0 | 0.35倍初始距离[2] | max(0.65*sqrt(初始距离),1.0)[3] |
0 | 40.0 | 必定拉至身前[4] | |
1 | 42.0 | 必定拉至身前 | |
2 | 44.0 | 必定拉至身前 | |
3 | 46.0 | 必定拉至身前 |
移速公式
- 标注为“停顿”的实际攻击效果为最终降低80%的移动速度。
- 在没有明确标注持续时间的前提下,停顿效果默认持续0.8秒。
- 移动速度计算公式请参阅属性基本公式,但无论如何,敌方单位的移动速度不会低于其下限0.1。
闪避公式
- 闪避与其他抵消伤害类BUFF之间的叠加问题为概率学问题,按照触发技能或天赋中优先定义的行为节点来决定先后顺序。
闪避成功率=1-(1-A)×(1-B)×(1-n)
Maintain Skill Status
Time Mode
Skills that maintain skill status need to set a time mode to determine their attack interval during the said skill. Currently, the known time modes are:
- Follow attack speed
- Follow animation
- Special
Follow attack speed: the skill's attack interval is determined by attack speed and follows the normal attack interval.
Follow animation: the skill's attack interval is determined by a Spine animation cycle. Every time the Spine animation cycle for the skill is played, it deals its damage or effect.
Special: unknown.
Differences
Unlike normal skills, "maintain skill status" has the following properties:
- Immune to changes in attack speed (Frost, Frostnova, [Cold]'s attack speed reduction and Active Originium's attack speed buff has no effect);
- Hard crowd control such as [Stun] and frozen [Frozen] will end "maintain skill status" prematurely, causing it to enter SP recovery time.
Aggro Formula
Aggro filtering in-game is divided into two parts: Weighted Calculation and Rule Ordering. Weighted Calculation is further divided into "postFilter Rules Calculation" and "Aggro Value Calculation".
- Calculate the Aggro value:
- Enemy Target's Aggro value = 1000 * Taunt level - Enemy distance to endpoint
- Allied Target's Aggro value = 10000 * Taunt level + Creation time (an absolute value, with units in seconds, bounded by [0, 10000])
- Substitute into postFilter Rules for secondary calculations and ordering:
展开postFilter Classification and Formulas Implemented In-Game |
---|
- The calculated result is a 32-bit float variable, and the smallest value will be prioritized.
- Since the allied Aggro value without Taunt is equal to the creation time, and creation time is bounded within [0, 10000], therefore all allied units deployed after 10000s (≈2.78h) can be considered to be deployed at the same time. At this point, enemies will prioritize (what we consider to be) the first deployed units after 10000 seconds, unless an allied unit increases its own Taunt level.
- Next is Rule Ordering, or sometimes secondaryFilter. There are three types:
ID | Name | Explanation |
---|---|---|
0 | FLY_FIRST | Prioritize aerial units (all anti-air snipers) |
1 | RANGED_APPLYWAY_FIRST | Prioritize ranged units (Adnachiel) |
2 | SPECIFIED_FILTER_TAG | Prioritize XXTag (tag needs to be filled in conjunction with the filterTag variable, such as Glaucus) |
3 | SPECIFIED_BUFF | Prioritize units with specified buff (distinguish by BuffKey) |
- ↑ The distance in the North-South direction plus the distance in the East-West direction between two points; in other words, the absolute value of the difference between the abscissas + the distance between the ordinates.
Range of Values
- The latest update of this page referred to the game client version 1.5.60 (Simplified Chinese Client). There are 30 attributes (4 of them are placeholders that haven't been implemented into the game or haven't been used) in this version.
- All the lower/upper limits of attributes that marked None in the following table apply the lower/upper limit of type "float".
ID | Internal ID | Common/Official Name | Lower Limit | 展开Upper Limit |
---|
Abnormal Effects
- When this page was last updated, the referenced game client was 1.2.01 (Simplified Chinese Client). This version of the client contained 20 abnormal effects and 2 abnormal effect combinations, in which 2 of them were placeholder effects (not yet implemented into the game or discarded).
AbnormalFlag
ID | Internal ID | Community/Official Name | Example | 展开Addendum/Explanation |
---|
AbnormalCombo
ID | Internal ID | Community/Official Name | Example | 展开Addendum/Explanation |
---|
Status Effects
- The following table contains only some of the basic effects, and combinations of effects without a definitive name are not listed. As the in-game icons vary, the icons listed are only for reference.
- Orange means that this effect does not have an official name.
Special Terrain
Name | Icon | Description | Appears In |
---|---|---|---|
Medical Rune | ![]() |
Operators deployed on this tile will continuously regenerate health | 2-10 · S6-3 · CE-5 · PR-C-1 · PR-C-2 CB-10 · SW-EV-2 · TW-S-2 萨卡兹突袭 · 法术与铁砧 · MN-3 · MN-8 · MN-EX-8 |
Anti-air Rune | ![]() |
Operators deployed on this tile will have their attack speed reduced slightly, but their attack against aerial units will be significantly increased | 2-8 · 2-9 · PR-B-1 · PR-B-2 飞翔的怪盗 · MN-5 |
Defense Rune | ![]() |
Operators deployed on this tile will have increased defense | 3-8 GT-1 · AF-5 龙门 新街 · 险路勿近 · MN-EX-4 |
Specialist Tactical Point | ![]() ![]() |
Operators deployed on this tile will have increased Force Levels when pushing or pulling enemy units | 2-8 · S2-8 · S2-9 · S6-3 SA-5 · DM-5 切尔诺伯格 59区废墟 · 切尔诺伯格 破碎大道 · MN-EX-4 |
Active Originium | ![]() |
Operators deployed on this tile and enemies passing over this tile will continuously take damage, but gains significantly increased attack and attack speed | 4-3 · 4-4 · S4-1 · S4-2 · S4-3 · H6-2 · 7-12 AF-4 · SA-3 切尔诺伯格 59区废墟 · 鸭爵的嘲讽 · 鸭爵的挑战 · 鸭爵的保安 · MN-3 · R8-8 · R8-11 · JT8-2 · 切尔诺伯格 6区废墟 |
Heated Path | ![]() |
Deals significant damage to operators and enemies over it at intervals | 4-6 · 4-7 · 4-9 SW-EV-4 · AF-4 · SA-3 · SV-3 切尔诺伯格 破碎大道 · MN-4 · JT8-2 |
Poison Haze | -- | Allied units will continuously lose health | H5-3 · AP-1 · AP-2 · AP-3 · AP-4 · AP-5 · PR-A-1 · PR-A-2 锈烟地 · 放射性粉尘 · FA-1 |
Lava Fountain | ![]() |
Shoots out lava at intervals, dealing significant damage to allied units in the surrounding 8 tiles and destroying roadblocks | OF-8 · OF-F4 · OF-EX2 · OF-EX5 · OF-EX6 |
Eroded Path | -- | Operators deployed on this tile will have their defense reduced by half | GT-4 · GT-5 · GT-6 · GT-HX-1 · GT-HX-2 · GT-HX-3 |
Corrosive Ground | ![]() |
Operators deployed on this tile will have their defense reduced by half | SV-6 · FA-8 |
Protection Objective | -- | Blue objective; enemies entering this point will reduce the objective's durability | All levels |
Incursion Point[1] | -- | Enemies will enter the field from this point | All levels except 2-9 · 6-17 · CA-1 · CA-2 · AF-1 · AF-5 · 锈锤之战 · 狂徒围攻 · JT8-1 |
Aerial Unit Incursion Point[[2] | -- | Enemy aerial units will enter the field from this point | 0-3 · 0-4 · 0-5 · 0-6 · 0-10 · TR-10 · S2-2 · S2-6 · S2-8 · S2-9 · 2-10 · 3-3 · S3-2 · 4-6 · 4-7 · 5-4 · 5-5 · 5-6 · S5-3 · S5-4 · 5-7 · S5-7 · H5-1 · 6-11 · 6-14 · 6-15 · H6-3 · H6-4 · 7-2 LS-1 · LS-2 · LS-3 · LS-4 · LS-5 · AP-1 · AP-2 · AP-3 · CA-2 · CA-3 · CA-4 · CA-5 · 乌萨斯 切尔诺伯格 · 炎国 龙门外环 · 炎国 龙门市区 SW-EV-2 · AF-1 · AF-5 · SA-1 · SA-6 · DM-4 · SV-7 龙门外环 无人危楼 · 龙门 军械库东 · 突击战 · 法术与铁砧 恶魔猎人 · 远古坚冰 · FA-2 |
Recommended Roadblock Point | -- | Roadblock placement point recommended by PRTS | TR-8 · 1-6 · S2-3 · S2-4 · 2-3 CB-EX2 · DM-EX-4 · TW-EX-7 龙门 新街 |
Recommended Deployment | -- | Tactical deployment point recommended by PRTS | 2-5 · 7-8 |
Tunnel Entry | -- | Enemies will enter the tunnel here, and reappear at the Tunnel Exit | 1-12 · 4-10 · 5-10 · H5-1 · 6-4 · 6-10 · 6-16 · 7-3 · 7-13 · 7-15 · 7-16 · H7-2 OF-4 · OF-7 · OF-8 · OF-F1 · OF-F2 · OF-F3 · OF-EX3 · CB-9 · CB-10 · CB-EX1 · SA-6 · DM-EX-6 · · TW-EX-1 · TW-EX-4 · TW-EX-8 · TW-MO-1 龙门外环 无人危楼 · 荒野 黄铁峡谷 · FA-4 · MN-4 · MN-8 · MN-EX-5 · R8-3 · R8-5 · R8-8 · M8-7 · JT8-2 · JT8-3 |
Tunnel Exit | -- | Enemies that have entered the tunnel will reappear here | |
Hole | -- | Dangerous sunken terrain or sinkholes; enemies that pass over it will fall to the bottom and die instantly | TR-14 · 2-7 · S2-8 · S2-9 · 2-8 · 2-9 · S2-12 · 3-3 · S4-9 · H5-2 · 6-7 SK-4 · SK-5 · CA-1 · CA-2 · CA-3 · CA-4 · CA-5 · PR-D-1 · PR-D-2 · 乌萨斯 切尔诺伯格 · 炎国 龙门外环 · 炎国 龙门市区 GT-3 · GT-EX-2 · GT-EX-3 · OF-EX5 · SW-EV-2 · CB-7 · CB-EX4 · SA-6 · DM-3 · DM-EX-5 · TW-MO-1 · SV-1 未知沙漠 荒漠 · 失控蜂群 · FA-6 · MN-4 |
Bush | -- | Operators deployed on this tile will not become targeted by enemies' ranged attacks[3] | 3-1 · 3-2 · 3-3 · 3-4 · 3-5 · S3-3 · S3-4 GT-EX-3 · OF-EX3 · SW-EV-3 · AF-2 · SV-2 · SV-5 · SV-6 · MN-EX-2 |
Exhaust Vent | -- | Operators deployed on this tile will not become targeted by enemies' ranged attacks[4] | 切尔诺伯格 荒废工厂 |
- ↑ For enemies such as Airborne Soldiers that airdrop, an incursion point is not shown, and the red line begins from their landing point.
- ↑ When overlapping with an incursion point, only the incursion point will be shown. This icon will not be shown if aerial units enter the field from outside the map.
- ↑ Hidden; this effect can be removed by enemy Technical Scouts.
- ↑ Hidden; this effect can be removed by enemy Technical Scouts.
装置
如需了解各装置的详细信息,您也可以点击名称查阅各装置的页面。
一般装置
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 展开技能 |
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服务于特殊模式的装置
多维合作
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 展开技能 |
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四月辑录
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 展开技能 |
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集成战略
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 展开技能 |
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保全派驻
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 展开技能 |
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引航者试炼
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 展开技能 |
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生息演算
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 展开技能 |
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Infrastructure
Training Room
- Basic Training Time
Mastery stage | Time taken |
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![]() ![]() |
08:00:00 |
![]() ![]() |
16:00:00 |
![]() ![]() |
24:00:00 |
- Acceleration of training speed from assigned operator
- If any operator that isn't in the Distracted state is assigned to the Training Room, a 5% increase in training speed will be given.
- Actual training time = Basic training time/(1 + 0.05 +increase in training speed due to assigned operator's Base Skill)
Reception Room
- The final percentage increase in clue searching speed is the sum of the percentage increases listed in the below table.
- According to official notices, clue searching speed is affected by dormitory ambience, however the exact details are unknown.
Rarity of operator stationed | Addition to clue collection speed | Promotion stage of operator stationed | Addition to clue collection speed | Reception room level | Addition to clue collection speed |
---|---|---|---|---|---|
1 | 5% | 0 | 0% | 1 | 7% |
2 | 5% | ||||
3 | 5% | 1 | 8% | 2 | 14% |
4 | 7% | ||||
5 | 9% | 2 | 16% | 3 | 25% |
6 | 10% |
Dormitory
- Morale recovered/hour = 1.5 + 0.1 x Dorm level + 0.0004 x actual Dormitory Ambience