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Increases your reaction speed stat which influences how responsive the machine is.
EX and OP attack powers for different types. Not sure off-hand what the English version's nomenclature is, but I PRESUME "Wild Dance" would be 乱舞 type moves, which are the multi-hit combo ones like Beam Saber and the like.
I wonder if this is in relation to missile type OP's gained either from breaker parts or certain backpacks/arms. If thats the case this will increase their attack power
Someone above mentioned this but to confirm: Yes as far as my understanding goes, wild dances are multi-hit melee attacks. Ones that you'd get from say the Astray Red Frame Dragon backpack or the Destiny backpack (tho destiny's is an op not an ex)
As for special type, inherent and injection...im really unsure
So [Attack Power : Barrage OP] boost damage for gatling attachments or head/body vulcan for example.
There should be Missiles OP as well.
well, there is a specific Vulcan OP skill as well. do they stack together in this case?
Guided Missiles OP is the name of the ability that boost Missiles.
Guessing it's the brief build-up before some weapons actually fire (such as Dynames' GN Sniper Rifle)?
like, holding charging shots on BR's or Charging Great swords. let me tell you, it is a game changer on Great Swords.
Attack Power:Wild DanceEX = Ranbu aka sword dance anymove that use knife or sword
Attack Power:InherentEX Inherent here mean inner spirit/qi/ki aka any move from G gundam + Destiny palma
...son of a. I thought that meant EX skills inherent in non-Builder parts mounted on the gunpla's base bits. So for example a Mega Particle Cannon EX as part of a torso piece as opposed to the Mega Particle Cannon Builder part. Need to test this some time but that do explain why my MPC doesn't seem to be getting stronger with more InherentEX added...
if we're going to talk about things that annoy us mind if I vent a little more about the Weapon abilities? As in who's bright spark of an idea was it to include 'Left' and 'Right' as a modifier when nearly all of them appear to be interchangeable on the left and right sides/arms, those happy moments of upgrading/synthesizing parts should not come with the mind-numbing caveat of trying to hunt for specific abilities like Long-Range Gauge Cost: Right Gatling or Attack Power: Left Saber amidst the inevitable sea of new parts and abilities built up in our roster.
Just...Attack Power: Saber and Long-Range Gauge Cost: Gatling. Why couldn't they do that. Adjust down their effectiveness for balancing purposes if need be.
Or if they did have to do it the other way for whatever reason, why not give us the ability to filter out those very specific abilities from our parts instead of the cracker jack current system of filtering part abilities. Seriously, have you Breakers vets been dealing with this from the very beginning?