Dead Cells

Dead Cells

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Update: Feb 13, 2022 @ 6:23am

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*Melee Weapons

(DLC-TQatS) Bladed Tonfas / 剣付きトンファー
- 1st Atk
- - Hit Area-Width (orig. 5) : 0.1 -> 4
- - Hit Area-OffsetCase X (orig. -0.5) : 0 -> -2
- - Hit Area-Height (orig. 2.5) : 0 -> 2.5 (same as original)
- - Hit Area-OffsetCase Y (orig. ) : 1000 -> 0.25
- - Power (orig. 40) : 37.05 -> 12.35
- - Breach Bonus (orig. -0.3) : -0.2 -> 0.21
Note : The first attack is now a damages enemies by ramming at the end.
解説 : 1段目は終わり際に体当たりを行う攻撃になりました。

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Update: Feb 13, 2022 @ 4:21am

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*Ranged Weapons

Ice Shard / 氷の破片
- Full-Auto Attack (orig. false) : -> true
- Renew all combo moves and attack data.
- - 1st Atk
- - - Startup Time : 0s
- - - Throw Speed : 0.75
- - - Throw Duration : 0s
- - - Number of Throw Ices : 3
- - - Maximum Throw Angle : 40.10 deg.
- - - Power : 20
- - - Breach Bonus : -1
- - - Crit Mul. : 0.9375
- - - Recovery Time : 0s
- - 2nd Atk
- - - Startup Time : 0.1s
- - - Preparation for the next attack. This has not performance of attack.
- - - Recovery Time : 0s
- - 3rd Atk
- - - Startup Time : 0.05s
- - - Preparation for the next attack. This has not performance of attack.
- - - Recovery Time : 0.2s
- - 4th Atk
- - - Startup Time : 0.15s
- - - Throw Speed : 0.875
- - - Throw Duration : 0s
- - - Number of Throw Ices : 3
- - - Maximum Throw Angle : 78.49 deg.
- - - Power : 35
- - - Breach Bonus : -1
- - - Crit Mul. : 0.9375
- - - Recovery Time : 0.25s
- - 5th Atk
- - - Startup Time : 0.1s
- - - Preparation for the next attack. This has not performance of attack.
- - - Recovery Time : 0.35s
- - 6th Atk
- - - Startup Time : 0.01666s
- - - Throw Speed : 1.0125
- - - Throw Duration : 0s
- - - Number of Throw Ices : 8
- - - Maximum Throw Angle : 143.23 deg.
- - - Power : 50
- - - Breach Bonus : 9
- - - Crit Mul. : 0.9375
- - - Recovery Time : 0.4s
- - 7th Atk
- - - Startup Time : 0.05s
- - - Preparation for the first attack. This has not performance of attack.
- - - Recovery Time : 0.3s
- The old attack data in this mod is as follows.
- - 1st Atk
- - - Cooldown (orig. 0.32s) : -> 1s
- - - Startup Time (orig. 0.06s) : -> 0s
- - - Throw Speed (orig. 0.75) : 0.75 (unchanged)
- - - Throw Duration (orig. 0.1s) : 0.1s (unchanged)
- - - Number of Throw Ices (orig. 3) : 3 (unchanged)
- - - Maximum Throw Angle (orig. 40.10 deg.) : 40.10 deg. (unchanged)
- - - Power (orig. 20) : 20 (unchanged)
- - - Crit Mul. (orig. 0.65) : -> 0.9375
- - - Recovery Time (orig. 0s) : 0s (unchanged)
- - Add New 2nd Atk
- - - Same as 1st attack.
- - Add New 3rd Atk
- - - Startup Time : 0.01s
- - - Preparation for the 4th attack. This has not performance of attack.
- - - Recovery Time : 0.35s
- - Add New 4th Atk
- - - Startup Time : 0.01s
- - - Throw Speed : 1.0125
- - - Throw Duration : 0.2s
- - - Number of Throw Ices : 8
- - - Maximum Throw Angle : 143.23 deg.
- - - Power : 40
- - - Crit Mul. : 0.9375
- - - Breach Bonus : 9
- - - Recovery Time : 0.35s
Note : Fixed a bug that occurred from the original version 27.0 that "only one ice is displayed".
 The combo configuration has been reviewed so that each attack is followed by a preparatory action for the next attack.
 The second and third attacks hit the same enemy up to two hits, for a total of up to four hits. * In DPS notation, each is calculated as one hit.
 If press the button only 1 frame to start the first attack, that ice will not damage the enemy, but this is a specification.
解説 : 「氷が1つしか表示されない」という、オリジナルのバージョン27.0から発生している不具合を修正しました。
  コンボ構成を見直し、1回攻撃するごとに次の攻撃への準備行動を挟むようにしました。
  2回目, 3回目の攻撃は同じ敵に最大2ヒットずつ命中します。 ※DPS表記ではそれぞれ1回ヒットとして計算されます。
  1段目を開始する際にボタンを1フレームだけ押すとその氷がノーダメージになりますが、これは仕様です。

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Update: Feb 13, 2022 @ 4:11am

Update: Feb 12, 2022 @ 6:20am

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*Melee Weapons

(DLC-TQatS) Bladed Tonfas / 剣付きトンファー
- Added 11th Atk (combo finish)
- - Hit Area-Width : 3.5 -> 2.5

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Update: Feb 12, 2022 @ 5:46am

All elements became supported to game version "27.1: Day09-February-2022"

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*Biomes

*Stage 8
(DLC-TQatS) Infested Shipwreck / 寄生された難破船
- Base Equipment Level (orig. 6) : 6 (unchanged)
- Bonus of Cell Drop Chance (orig. +30%) : +30% (unchanged)
- Wandering Elite Chance (orig. 50%) : 50% (unchanged)
- Elite Room Chance (orig. 0%) : 0% (unchanged)
- Scroll Fragments over BC3 (orig. +1) : +1 (unchanged)
- Scroll Fragments over BC4 (orig. +1) : +1 (unchanged)

*Stage 9
(DLC-TQatS) Transition to "Lighthouse" from "Infested Shipwreck" / "寄生された難破船" から "灯台" へのトランジション
- Perfect Door (orig. 60kills) : -> 50kills
- Base Equipment Level in Challenge Door (orig. 4) : -> 7

(DLC-TQatS) Lighthouse / 灯台
- Base Equipment Level (orig. 7) : 7 (unchanged)
- Scroll Fragments over BC3 (orig. +1) : +1 (unchanged)
- Scroll Fragments over BC4 (orig. +2) : +2 (unchanged)


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*Bosses

(DLC-FF) The Scarecrow / スケアクロウ
- Knock Back Resistance (orig. -90%) : -> -40%

The Servants - Calliope / 従者 - カリオペ
- Damage Cap (orig. None) : None (unchanged)
- Knock Back Resistance (orig. -80%) : -> 70%
- Actions
- - "Melee Attack"
- - - Breach Resistance (orig. 0.9) : 0.9 (unchanged)
- - "Heavy Melee Attack"
- - - Breach Resistance (orig. 0.9) : -> 0.8
- - "Wrecking Ball Throw"
- - - Breach Resistance (orig. 0.9) : 0.9 (unchanged)

The Servants - Euterpe / 従者 - エウテルペ
- Damage Cap (orig. None) : None (unchanged)
- Knock Back Resistance (orig. -50%) : -50% -> -40%
- Actions
- - "Shot"
- - - Breach Resistance (orig. 0.9) : -> 0.85
- - "Stomp"
- - - Breach Resistance (orig. 0.9) : -> 0.7
- - "Air Shot"
- - - Breach Resistance (orig. 0.9) : -> 0.7

The Servants - Kleio / 従者 - クレイオ
- Damage Cap (orig. None) : None (unchanged)
- Knock Back Resistance (orig. -35%) : -35% -> -20%
- Actions
- - "Melee Combo 1 of 3"
- - - Breach Resistance (orig. 0.9) : -> 0.85
- - "Melee Combo 2 of 3"
- - - Breach Resistance (orig. 0.9) : -> 0.8
- - "Melee Combo 3 of 3"
- - - Breach Resistance (orig. 0.9) : -> 0.7
- - "Rolling Attack"
- - - Breach Resistance (orig. 0.9) : -> 0.6

(DLC-TQatS) Queen / 女王
- Damage Cap (orig. 15%) : -> 22%
- Knock Back Resistance (orig. -90%) : -> -80%

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Continued below ↓

Update: Feb 12, 2022 @ 3:12am

*Melee Weapons

(DLC-TQatS) Abyssal Trident / 深海のトライデント
- Add One of Color : -> "Tactics"
- 1st Atk
- - Startup Time (orig. 0.47s) : -> 0.235s
- - Power (orig. 60) : -> 30
- - Breach Bonus (orig. 0.25) : -> 3
- - Recovery Time (orig. 0.s) : 0.2s -> 0.1s
- 2nd Atk
- - Startup Time (orig. 1.25s) : -> 0.75s
- - Dash Speed (orig. 0.5) : -> 0.8
- - Power (orig. 115) : -> 100
- - Breach Bonus (orig. 0) : 0 (unchanged)
- - Crit Mul. (orig. 1.5) : 1.5 (unchanged)
- - Recovery Time (orig. 0.2s) : -> 0s
- 3rd Atk
- - Sound effect changed.
- - Startup Time (orig. 0s) : -> 0.13s
- - Hit Area-Width (orig. 4) : -> 13
- - Hit Area-OffsetCase X (orig. 2) : -> -0.5
- - Power (orig. 50) : -> 60
- - Breach Bonus (orig. 0) : -> 1
- - Crit Mul. (orig. 1) : 1 (unchanged)
- - Recovery Time (orig. 0.2s) : -> 0.65s
Note :
 - In the first attack, the power to stagger "enemy when starting-up attack" has been especially buffed.
 - In the second attack, it is possible to quickly dash long distances, making it easy to use as a means of high-speed movement.
 - The third stage has a longer defenseless time at the end, but it is now possible to perform long-range attacks that shoot something like an electric shock (no shock effect).
解説 :
 ・1段目は"攻撃し始めの敵"を怯ませる力が特に強化されました。
 ・2段目は素早く長距離を突進可能になり、高速移動手段としても利用しやすくしました。
 ・3段目は隙が大きくなった代わりに電撃のようなものを放つ長距離攻撃になりました(感電効果はありません)。


(DLC-TQatS) Bladed Tonfas / 剣付きトンファー
- 1st to 5th Atk (1st combo set)
- - 1st Atk
- - - Startup Time (orig. 0.27s) : 0.27s (unchanged)
- - - Hit Area-Width (orig. 5) : -> 0.1
- - - Hit Area-OffsetCase X (orig. -0.5) : 0
- - - Hit Area-Height (orig. 2.5) : -> 0
- - - Hit Area-OffsetCase Y (orig. ) : -> 1000
- - - Power (orig. 40) : -> 37.05
- - - Breach Bonus (orig. -0.3) : -> -0.2
- - - Recovery Time (orig. 0.26s) : -> 0s
- - Add New 2nd Atk
- - - Startup Time : 0.01667s
- - - Hit Area-Width : 6.5
- - - Hit Area-OffsetCase X : -2
- - - Hit Area-Height : 4.5
- - - Hit Area-OffsetCase Y : 1.5
- - - Power : 37.05
- - - Breach Bonus : -0.2
- - - Crit Mul. : 1.2
- - - Recovery Time : 0.20433s
- - New 3rd Atk (Orig. 2nd Atk)
- - - Startup Time (orig. 0.2s) : -> 0.1s
- - - Power (orig. 35) : -> 17.5
- - - Breach Bonus (orig. -0.3) : -> 0
- - - Recovery Time (orig. 0.16s) : -> 0.08s
- - New 4th Atk (Orig. 3rd Atk)
- - - Startup Time (orig. 0.14s) : -> 0.07s
- - - Power (orig. 35) : -> 29.166
- - - Breach Bonus (orig. -0.3) : -> 0
- - - Recovery Time (orig. 0.13s) : -> 0.065s
- - New 5th Atk (Orig. 4th Atk)
- - - Startup Time (orig. 0.2s) : 0.2s (unchanged)
- - - Power (orig. 60) : -> 50
- - - Breach Bonus (orig. -0.3) : -> 0
- - - Recovery Time (orig. 0.26s) : 0.26s (unchanged)
- Add 6th to 10th Atk (2nd combo set)
- - 6th Atk
- - - Startup Time : 0.01667s
- - - Preparation for the 10th attack. This has not performance of attack.
- - - Moving Forward Distance : 1.3
- - - Recovery Time : 0.25333s
- - 7th to 10th Atk
- - - Same as new 2nd to new 5th attacks.
- Add New 11th Atk (combo finish)
- - Startup Time : 0.1875s
- - Hit Area-Width : 3.5
- - Hit Area-OffsetCase X : 0.5
- - Hit Area-Height : 2
- - Hit Area-OffsetCase Y : 0
- - Power : 265
- - Breach Bonus :
- - Crit Mul. : 0.55
- - Recovery Time : 0.5s
Note :
 - In the first leap, when there is an enemy nearby, instead of always jumping toward that enemy, you can now jump away from the enemy as a new option.
 - Leaping attacks are now divided into two steps, "a step where you only jump without attacking" and "a step where you perform an attack".
 - Due to specifications the leap of fifth action which is the second set of the combo, it is different from the leap at first action, it cannot be canceled by jump etc., and it cannot pass through the enemy with the shield from the front.
 - After performing two sets of tonfa attack combos, the powerful combo finish "Tonfa Kick" is released.
  The tonfa kick has a high raw power, but the damage multiplier of critical hits is low, and usually the damage does not change much depending on whether or not there is a critical hit.
解説 :
 ・1段目の跳躍は、近くに敵がいる場合に、必ずその敵に向かって跳ぶのではなく、敵から遠ざかる方向にも任意で跳べるようにしました。
 ・跳躍攻撃は「攻撃せずに跳躍のみを行う段」と「攻撃を放つ段」の2段に分けるようにしました。
 ・仕様上、コンボ2セット目である5段目の跳躍は、1段目の跳躍と違って、途中でジャンプなどによる中断はできず、また盾持ちの敵を正面から通過することもできません。
 ・トンファー攻撃コンボを2セット行った後に、強力なコンボフィニッシュ「トンファーキック」を放つようにしました。
  トンファーキックは素の攻撃力が高いですがクリティカルヒットのダメージ倍率は低めであり、通常はクリティカルの有無でダメージはあまり変化しません。

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Continued below ↓

Update: Feb 12, 2022 @ 2:34am

(DLC-TQatS) Hand Hook / 鈎手
- Add One of Color : -> "Tactics"
- Collision Damage Power (orig. 140) : -> 100
- 1st Atk
- - Startup Time (orig. 0.14s) : -> 0.2s
- - Power (orig. 40) : -> 30
- - Breach Bonus (orig. 0.4) : -> 0.86
- - Moving Forward Distance (orig. 0.1) : 0.1 (unchanged)
- - Recovery Time (orig. 0.14s) : -> 0.07s
- 2nd Atk
- - Startup Time (orig. 0.2s) : -> 0.1s
- - Power (orig. 40) : -> 30
- - Breach Bonus (orig. 0.5) : -> 1
- - Moving Forward Distanc (orig. 0.1) : -> 0.3
- - Recovery Time (orig. 0.06s) : -> 0.03s
- 3rd Atk
- - Startup Time (orig. 0.4s) : -> 0.2s
- - Hit Area-Width (orig. 3) : -> 4
- - Hit Area-OffsetCase X (orig. 0.5) : -> -0.5
- - Power (orig. 30) : -> 18
- - Breach Bonus (orig. 0.5) : -> 4
- - Recovery Time (orig. 0.14s) : -> 0.12s
Note : The operation window time of the technique of "knock back enemy in the opposite direction by turning to the opposite side just before pulling enemy in the third attack" has been extended.
解説 : 「3段目で敵を引っ張る寸前に反対側を向くことで敵を逆方向にノックバックさせる」というテクニックの操作猶予時間を伸ばしました。

(Crossover: "Hyper Light Drifter") Hard Light Sword / ハードライトソード
- About of Marks
- - Crit Mul. at 3 Marks (orig. 1.4 -> 1.7) : 1.65 -> 1.7
- New 3rd Atk (Orig. 2nd Atk)
- - Power (orig. 40 -> 45) : 35.555 -> 40
- Added 5th to 7th Atk (2nd combo set, triple slash)
- - Add 6th Atk
- - - Same as new 3rd attack.
- Added 8th to 31th Atk (3rd to 10th combo set)
- - Same as 2nd combo set.

(Crossover: "Curse of the Dead Gods") Machete and Pistol / マチェット・アンド・ピストル
- Item Tags "Heavy Weapon" (orig. Not included.) : Included. -> Not included.
- Combo Window Time (orig. 1s) : -> 1.5s
- 1st Atk
- - Startup Time (orig. 0.3s -> 0.26s) : 0.3s -> 0.26s (same as original)
- - Hit Area-Width (orig. 3 -> 3.8) : 3.15 -> 3.8
- - Hit Area-Height (orig. 2 -> 2.7) : 2 -> 2.7 (same as original)
- - Power (orig. 35 -> 45) : 43.75 -> 45 (same as original)
- 2nd Atk
- - Hit Frame (orig. 14 -> 9) : 14 -> 9 (same as original)
- - Hit Area-Width (orig. 3 -> 3.8) : 4.65 -> 5.6
- - Hit Area-OffsetCase X (orig. 0) : -1.5 -> -1.8
- - Hit Area-Height (orig. 2 -> 2.7) : 2 -> 2.7 (same as original)
- - Power (orig. 45 -> 55) : 56.25 (unchanged)
- 3rd Atk
- - Startup Time (orig. 0.3s -> 0.15s) : 0.3s -> 0.15s (same as original)
- - Hit Area-Width (orig. 6.1) : 7.32 -> 7.625
- - Power (orig. 65) : 65 (unchanged)
- - Breach Bonus (orig. 1) : -> 3
- - Crit Mul. (orig. 1) : 1 (unchanged)
- - Recovery Time (orig. 0.5s -> 0.4s) : 0.4s (same as original)

Maw of the Deep / 海原の人食い胃袋
- Add One of Color : -> "Tactics"
- Remaining time of sharks stuck to the terrain (orig. 1s) : -> 10s (Does not affect the attack performance)
- 1st Atk
- - Startup Time (orig. 0.48s) : 0.48s (unchanged)
- - Hit Area-Width (orig. 5) : -> 8
- - Hit Area-OffsetCase X (orig. 0) : -> -3
- - Power (orig. 135) : -> 105.65
- - Breach Bonus (orig. -0.5) : -> -0.36
- - Recovery Time (orig. 0.44s) : -> 0.24s
- 2nd Atk
- - Startup Time (orig. 0.54s) : 0.54s (unchanged)
- - Power (orig. 150) : -> 133.69
- - Breach Bonus (orig. 0) : -> 0.122
- - Recovery Time (orig. 0.38s) : -> 0.28s
- 3rd Atk
- - Power (orig. 120) : 120 (unchanged)
- - Breach Bonus (orig. 0) : -> 1

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Continued below ↓

Update: Feb 12, 2022 @ 2:33am

(DLC-TQatS) Queen's Rapier / 女王のレイピア
- Add One of Color : -> "Tactics"
- Full-Auto Attack (orig. false) : -> true
- Possibility of Stay in the Mid Air (orig. true) : -> false
- Flashing Slice Distance (orig. 50) : -> 300
- 1st to 3rd Atk (1st combo set)
- - 1st Atk
- - - Startup Time (orig. 0.3s) : s -> 0.2s
- - - Hit Area-Width (orig. 3.5) : -> 3.15
- - - Hit Area-OffsetCase X (orig. 0.5) : -> 1
- - - Hit Area-OffsetCase Y (orig. 0.5) : -> 0.3
- - - Power (orig. 30) : -> 20
- - - Secondary Flashing Slice (orig. Appear.) : -> Does not appear.
- - - Flashing Slice Power (orig. 30) : -> 24
- - - Crit Mul. (orig. 1.6) : -> 1.25
- - - Recovery Time (orig. 0.2s) : -> 0.033s
- - 2nd Atk
- - - Animation changed.
- - - Startup Time (orig. 0.3s) : -> 0.1s
- - - Hit Area-Width (orig. 3) : -> 1.1
- - - Hit Area-OffsetCase X (orig. 1) : -> 3.45
- - - Hit Area-OffsetCase Y (orig. -0.5) : -> 0.1
- - - Power (orig. 20) : 20 (unchanged)
- - - Secondary Flashing Slice (orig. Appear.) : -> Does not appear.
- - - Flashing Slice Power (orig. 30) : -> 24
- - - Crit Mul. (orig. 1.1) : -> 1.25
- - - Recovery Time (orig. 0.2s) : -> 0.233s
- - 3rd Atk
- - - Animation changed.
- - - Sound Effect changed.
- - - Startup Time (orig. 0.3s) : 0.3s (unchanged)
- - - Hit Area-Width (orig. 3) : -> 1.55
- - - Hit Area-OffsetCase X (orig. 1) : -> 3.25
- - - Hit Area-OffsetCase Y (orig. 0.1) : -> -0.5
- - - Power (orig. 20) : -> 36
- - - Breach Bonus (orig. 0) : -> 1
- - - Secondary Flashing Slice (orig. Appear.) : Appear. (unchanged)
- - - Flashing Slice Power (orig. 30) : 30
- - - Crit Mul. (orig. 1.1) : -> 1.25
- - - Recovery Time (orig. 0.2s) : -> 0.3s
- Add 4th to 6th Atk (2nd combo set)
- - 4th Atk
- - - Hit Area-Width : 3.35
- - - Hit Area-OffsetCase X : 0.8
- - - Same as 1st attack except above.
- - 5th Atk
- - - Hit Area-Width : 1.35
- - - Hit Area-OffsetCase X : 3.2
- - - Same as 2nd attack except above.
- - 6th Atk
- - - Hit Area-Width : 1.95
- - - Hit Area-OffsetCase X : 2.85
- - - Same as 3rd attack except above.
- Add 7th Atk (heavy slash)
- - Startup Time : 0.55s
- - Hit Area-Width : 2.1875
- - Hit Area-OffsetCase X : 2
- - Hit Area-Height : 3
- - Hit Area-OffsetCase Y : 0.3
- - Power : 30
- - Breach Bonus : 9
- - Secondary Flashing Slice : Does not appear.
- - Flashing Slice Power (Wait without doing the 8th attack) : 136
- - Flashing Slice Power (When does the 8th to 12th attacks immediately) : 0.01
- - Flashing Slice Power (If keep pressing the button) : 30
- - Crit Mul. : 1.25
- - Recovery Time : 0s
- Add 8th to 12th Atk (multiple quick slash)
- - 8th Atk
- - - Startup Time : 0.03334s
- - - Hit Area-Width : 1.5
- - - Hit Area-OffsetCase X : 3
- - - Hit Area-Height : 1
- - - Hit Area-OffsetCase Y : 0
- - - Power : 1
- - - Breach Bonus : 9
- - - Secondary Flashing Slice : Does not appear.
- - - Flashing Slice Power (Wait without doing the 13th attack) : 0.1
- - - Flashing Slice Power (If keep pressing the button) : 30
- - - Crit Mul. : 1.25
- - - Recovery Time : 0s
- - 9th Atk
- - - Hit Area-Width : 1.75
- - - Hit Area-OffsetCase X : 2.75
- - - Same as 8th attack except above.
- - 10th Atk
- - - Hit Area-Width : 2.25
- - - Hit Area-OffsetCase X : 2.25
- - - Same as 8th attack except above.
- - 11th Atk
- - - Hit Area-Width : 2.5
- - - Hit Area-OffsetCase X : 2
- - - Same as 8th attack except above.
- - 12th Atk
- - - Hit Area-Width : 3
- - - Hit Area-OffsetCase X : 1.5
- - - Flashing Slice Power (Wait without doing the 13th attack) : 30
- - - Same as 8th attack except above.
- Add 13th Atk (multiple slashing finish)
- - Startup Time : 0.05s
- - Hit Area-Width : 7
- - Hit Area-OffsetCase X : -1
- - Hit Area-Height : 3
- - Hit Area-OffsetCase Y : 0.3
- - Power : 1
- - Breach Bonus : 9
- - Secondary Flashing Slice : Appear.
- - Flashing Slice Power (Wait without doing the 14th attack) : 30
- - Flashing Slice Power (If keep pressing the button) : 80
- - Crit Mul. : 1.25
- - Recovery Time : 0.28334s
- Add 14th Atk (Increase damage of the 13th attack)
- - Startup Time : 0.01666s
- - Increases damage of the flashing slice of the 13th attack. This itself has not performance of attack.
- - Recovery Time : 0.28334s
- Change the description (English only).
Note :
 - In the 3rd, 6th, and 13th attacks of the combo, a long-range flashing slice is unconditionally generated and can be treated like a ranged attack.
 - Many attacks do not have a melee attack hit box at very close range. it can hit more reliably by attacking "at a distance where the tip of the sword hits the enemy".
  In addition, the 1st, 4th, and 7th attacks are easy to hit enemies at a relatively close distance, and the 13th attack has an attack hit box even at a close range.
 - By "waiting for the flashing slice to occur" instead of immediately perform the 8th attack after hitting the 7th attack, the power of the flashing slice by the 7th attack becomes very high.
 - By holding down the button after the 7th or the 8th attacks, perform a super quick multiple slash.
  If keep holding down the button until the final attack, the power of the flashing slice that occurs with a time lag increases due to the hit "multiple slash".
解説 :
 ・コンボ3, 6, 13段目では、長射程の剣筋が無条件で発生し、遠距離攻撃のように扱うことができます。
 ・多くの攻撃は、至近距離には近接攻撃判定がありません。「剣の先端が敵に当たる程度の間合い」で攻撃するとより確実に命中できます。
  なお、1, 4, 7段目は比較的近距離の敵にも命中しやすく、また13段目は至近距離にも攻撃判定があります。
 ・7段目ヒット後、すぐに8段目を出すのではなく「剣筋発生まで待つ」ことで、7段目による剣筋の威力が非常に大きくなります。
 ・7~8段目以降はボタンを長押しすることで、超高速の多段斬りを放ちます。
  最終段までボタンを押し続ければ、それまでにヒットした多段斬りによって時間差発生する剣筋の威力がアップします。

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Continued below ↓

Update: Feb 12, 2022 @ 2:22am

(DLC-TQatS) Wrecking Ball / レッキングボール
- Add One of Color : -> "Tactics"
- 1st Atk
- - Startup Time (orig. 0.8s) : -> 0.6s
- - Power (orig. 200) : -> 150
- - Recovery Time (orig. 0.4s) : -> 0.3s
- 2nd Atk
- - Startup Time (orig. 0.62s) : -> 0.465s
- - Hit Area-Width (orig. 4.5) : -> 7
- - Hit Area-OffsetCase X (orig. 0) : -> -2.5
- - Power (orig. 180) : -> 135
- - Recovery Time (orig. 0.25s) : -> 0.1875s
- 3rd Atk
- - Startup Time (orig. 0.8s) : -> 0.3s
- - Power (orig. 120) : -> 60
- - Recovery Time (orig. 0.46s) : -> 0.23s
- 4th Atk
- - Startup Time (orig. 0.8s) : -> 0.3s
- - Power (orig. 250) : -> 125
- - Recovery Time (orig. 0.46s) : -> 0.23s


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*Ranged Weapons

Boy's Axe / 少年の斧
- Change the description (English only).
Note : In the original version 27, due to a fundamental change in the specification, this weapon can no longer pull enemies with holding down the button.
解説 : オリジナルのバージョン27での根本的な仕様変更により、この武器はボタン押し続けで敵を引っ張ることはできなくなりました。

(DLC-TQatS) Gilded Yumi / 黄金の弓
- Add One of Color : -> "Survival"
- Ammo (orig. 8) : 8 (unchanged)
- Range (orig. 22) : -> 19.25
- Renew all combo moves and attack data.
- - 1st Atk
- - - Startup Time : 0.6525s
- - - Projectile Speed : 0.3
- - - Power : 27.53
- - - Breach Bonus : 0.77
- - - Collision Damage Power : 27.53
- - - Crit Mul. : 3.18
- - - Recovery Time : 0.15s
- - 2nd Atk
- - - Startup Time : 0.435s
- - - Projectile Speed : 0.4
- - - Power : 27.53
- - - Breach Bonus : 0.77
- - - Collision Damage Power : 27.53
- - - Crit Mul. : 3.18
- - - Recovery Time : 0.1s
- - 3rd Atk
- - - Startup Time : 1.0875s
- - - Projectile Speed : 2.1875
- - - Power : 43.75
- - - Breach Bonus : 1.5
- - - Collision Damage Power : 27.53
- - - Crit Mul. : 3.97
- - - Recovery Time : 0.25s
Note : This weapon became to consist of three attacks
 The 1st and 2nd attacks shot "medium power and low speed arrows" with relatively short movements, and the 3rd attack shots "high power and high speed arrows" with long movements.
 The second attack has a shorter movement and a slightly faster arrow speed than the first attack.
 The first and second arrow can keep knocking back at low speed while incapacitating for a long time if it is a light enemy, and can chase and make another attack while the arrow is carrying the enemy.
解説 : 3段コンボ構成にしました。
 1~2段目は「中威力・低速の矢」を比較的短い動作で発射、3段目は「高威力・高速の矢」を長い動作で発射します。
 2段目は1段目に比べて、動作がより短く、弾速も若干速いです。
 1~2段目の矢は、軽い敵であれば長時間行動不能にしつつ低速でノックバックさせ続けることができ、矢が敵を運んでいる間に追いかけて別の攻撃を加えることができます。

(DLC-TQatS) Killing Deck / キリングデッキ
- Remaining time of cards stuck to the terrain (orig. 5s) : -> 20s
- The range to automatically faces the nearest enemy (orig. 6) : -> 0.1
- 1st Atk
- - Startup Time (orig. 0.27s) : -> 0s
- - Power (orig. 40) : -> 20
- - Recovery Time (orig. 0.2s) : -> 0s
- 2nd Atk
- - Startup Time (orig. 0.2s) : -> 0.1s
- - Power (orig. 32) : -> 16
- - Recovery Time (orig. 0.2s) : -> 0.1s
- 3rd Atk
- - Startup Time (orig. 0.2s) : -> 0.0.1s
- - Number of Cards (orig. 7) : -> 4
- - Power (orig. 24) : -> 21
- - Recovery Time (orig. 0.2s) : -> 0.1s
- 4th Atk
- - Cooldown (orig. 0s) : -> 3s
- - Startup Time (orig. 0.27s) : -> 0.3375s
- - Effect Color changed.
- - Power (orig. 24) : -> 34.28
- - Crit Mul. (orig. 1) : 1 (unchanged)
- - Recovery Time (orig. 0.2s) : 0.2s (unchanged)
Note :
 The number of cards shooted in the 3rd attack has been reduced, and the "damage amount per card hit" by the 3rd and 4th attacks have been increased accordingly.
 With this change, the cards shooted in the 1st and 2nd attacks will have a greater effect on the power of the 4th attack than the original, and the cards in the 1st and 2nd attacks will be less likely to be disregarded.
 Since the first attack can be done without stopping, it is easy to handle "stick a card to the terrain when there is nothing before the battle".
 By setting a cool time of 3 seconds for the 4th attack, it became easier to develop the fighting method unique to this weapon that "repeat multiple sets from 1st to 3rd attacks to increase the attack power of the 4th attack".
解説 :
 コンボ3段目のカード発射枚数を減らし、その分3段目や4段目における「カード1枚ヒットあたりのダメージ量」を増大しました。
 この変更により、1~2段目で発射したカードが4段目の威力に及ぼす影響がオリジナルよりも大きくなり、1~2段目のカードが軽視されにくくなります。
 1段目は硬直が発生しないため、「適当な場面で地形にカードをくっ付けておく」という扱い方が行いやすくなっています。
 4段目は3秒のクールタイムを設定したことで、「1~3段までを複数セット繰り返して4段目の攻撃力を高めていく」というこの武器ならではの戦い方が展開されやすくしました。


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*Skills - Power

(Crossover: "Blasphemous") Face Flask / フラスコ瓶
- Cooldown (orig. 10s) : -> 8s

(DLC-FF) Serenade (in-hand) / セレナーデ(手元)
- Combo Window Time (orig. 1s) : -> 1.5s

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Update: Feb 12, 2022 @ 2:22am