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Unlocking Combos and CP System Guide

The document outlines the requirements and mechanics for creating combos in a game, including the need to unlock 10 different skills to combine them. It explains the CP system, detailing how Combo Points are earned and utilized for skill effects, as well as the various buffs that can enhance combo skills. Additionally, it describes specific skill effects such as Smite, Swift, and Save, which modify damage and resource costs during combat.

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Edi Maryono
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0% found this document useful (0 votes)
3 views3 pages

Unlocking Combos and CP System Guide

The document outlines the requirements and mechanics for creating combos in a game, including the need to unlock 10 different skills to combine them. It explains the CP system, detailing how Combo Points are earned and utilized for skill effects, as well as the various buffs that can enhance combo skills. Additionally, it describes specific skill effects such as Smite, Swift, and Save, which modify damage and resource costs during combat.

Uploaded by

Edi Maryono
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Combos

If you have not unlocked the ability to create combos yet, here is the requirement:
Character Emblem - Combine the Skills! > Unlock 10 different types of skills.

If there is any missing and or incorrect information, please feel free to edit this PDF.

The CP System
All characters' CP level starts out at 0, with a ​default 2 CP points.​ This allows you to make
Combo Opener > +Two skills
Combo Opener > Skill(Skill Effect)
(CP levels aren’t shared between characters)

Levelling your Combo level adds 1 CP(Combo Point) per level, up to Lv18, ending with 20 CP
available.
Levelling it is as simple as repeating the usage of the combo during battle. ​(Note that if the
combo is interrupted and fails to complete, you ​will not​ gain CP experience.)
The more CP you have, the more skills/skill effects you can add to a single combo.
CP is not divided between combos, so if you have 20 CP, each combo can use up to 20 CP
(You can have up to 5 combos by default, which can be increased by using Orbs)

When setting a combo opener, multiple combos can share the same skill but only one combo
can be active at one time. So if you have two combos starting with Astute, only one combo can
be active at a time. You can activate and deactivate your combos during battle, so take
advantage of that, and ​make a combo for every situation.

Skill Effects
There are buffs that you can apply to the skills in the combo with the exception of the starter
skill. (Skills that mark the beginning of a combo.)

These effects cost CP, but are ​very important​ in making your combos :

More Powerful (Damage Buff)


&
More Efficient (Less MP used)
&
More Viable (Survivability buffs and other Bonuses)
These are the effects :

Smite
Increases damage dealt of a skill by 50% and decreases damage dealt of the next skill by 50%.
If there is no skill after a smited skill in the combo, the MP Cost of the smited skill is doubled.

Swift
Sets Motion Speed of this skill to 150% (max value for Motion Speed).

Mind's Eye
Prevents skill activation and ends the combo if the target has a resistance/retaliate to the status
ailment that would be inflicted by the affected skill. Negative side effects of other Combo Tags
are cancelled as well.

Consecutive
Reduces MP Cost by 100 and damage dealt of the skill by 10%, both multiplied by the combo
count. (Combo opener is not counted, so the skill after the opener is counted as 1, then 2, and
so on.)

Tenacity
If your current MP is not enough to activate the skill, the remaining cost is paid in HP. 100 MP is
substituted by 10% of MaxHP, and damage dealt by the skill is lowered according to the amount
of HP consumed.

Save
Activate this skill without using MP, damage dealt by this skill is reduced by 80% and damage
dealt of the 3 following skills after is reduced by 60%, 40% and 20%. Instead of using up the
cost of the skill, say 5mp, it will give you 5mp which you can use on the following skills after it.

You must use this 5mp up before the end of the combo, or else any remaining mp saved will be
used after the combo.

Example : Hard Hit(Combo Opener -1mp) > Berserk(Save +5mp) > Trigger Slash (5mp saved -
3mp cost)
Remaining saved mp = 2mp
Total cost 3mp (Opener + Remaining Saved).
The amount of saved MP cannot be stacked through multiple Save tags, you have to use up the
saved MP before you can save again, but the damage reduction effect will still be applied!

Invincible
(Pending)
Bloodsuck
(Pending)

There are also additional bonuses applied to long combos (Pending)

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