CLOSE MENU

INFORMATION

Unit Adjustments (September 2020)

■[PDT] 9/23/2020 23:20
 [CEST] 9/24/2020 8:20
ver.0132.0512
■Unit-related adjustments
■Report on Results (added on 10/22/2020)
・Results before and after the balance adjustment on Thursday, September 24, 2020 have been added (see below for details).

・We will consider readjusting any unit that have not achieved the expected results.
However, a short period of a few weeks is not sufficient for the sample size to be sufficient, so the policy is to allow for a bit more time to compile and obtain sufficient data, and then readjust if the sample size is still lower than expected.

※Since the data was collected since the last balance adjustment, the data collection period is short, and there may be some errors in the various battle records.
In addition, there are always changes in the environment due to new units and LV release every week, so we will continue to monitor the data, including units that were within the expected range.

■General Type
Zaku Desert Type
Unit Performance ・HP increased from “9250” to “10000”
・Firearm correction increased from “7” to “12” (also for higher levels)
・LV 1-3 unit speed increased from “110” to “115”
・Added skill “Optimized Cooling Efficiency LV1”
Adjustment Intent
・This is an adjustment to increase the [Sortie Rate] and [Win Rate]. ・The following factors resulted in a low win rate and other battle results for this unit.
① Its damage is low due to its lack of attack power.
② Compared to general units in the same cost range, HP and mobility are low, making it difficult to maintain the front line.・We have made the following adjustments to improve the above factors that are lowering various battle results.
① Enhanced [Ranged boost] to increase [Damage done].
② Enhanced [HP] to make it easier to maintain the front line.
We have also added the skill “Optimized Cooling Efficiency” and increased mobility by adjusting speed up to level 3.
Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage done MS Loss
200 Average 50.9 49.8 39481 3.5
LV1 1.59% 45.5 39.6 34585 3.9
After adjustment 8.79% 49.2 47.3 37145 3.5
Within the expected range
250 Average 50.4 48.4 44603 3.4
LV2 1.15% 45.6 39.1 41683 3.7
After adjustment 7.87% 47.2 45.5 40461 3.2
Slightly below expectations
300 Average 50.5 49.3 47509 3.2
LV3 0.29% 45.7 39.8 44738 3.3
After adjustment 2.12% 49.0 46.8 45816 3.0
Within the expected range
350 Average 49.8 48.0 51119 3.2
LV4 0.32% 46.2 41.8 47227 3.1
After adjustment 0.81% 49.0 46.8 46155 2.7
Within the expected range
Gaza C
Unit Performance ・HP increased from “13,000” to “14,000” (also for higher levels)
・Thruster increase from “60”to “65”
Ranged Main Weapon Gaza C Knuckle Buster ・Increased the power of focused fire
Secondary Weapon Beam Gun x2 ・Increased power from “180” to “200” (also for higher levels)
・Decreased overheat from “18.0” to “15.0”
・Improved “Stagger Accumulation Value”
Adjustment Intent
・This is an adjustment to increase the [Sortie Rate] and [Win Rate].

・This unit had a low win rate and other results due to the following factors.
①It is difficult to contribute to the team because it does not have many attacks that can break the enemy’s stance.
②Compared to general units in the same cost range, HP is low, making it difficult to maintain the front lines.
③Although it can transform, its thrusters are insufficient, so it has little time to stay in flight form.

・We have made the following adjustments to improve the above factors that have been lowering performance.
①Improved the “Stagger Accumulation Value” of Beam Gun x2 to make it easier to break enemy unit.
We have also enhanced the power of the “Gaza C Knuckle Buster [Focused]” due to low damage.
② HP has been enhanced to make it easier to maintain the front lines.
③Thrusters have been enhanced to make it easier to take advantage of this unit’s [Combat in flight form].

Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage done MS Loss
400 Average 49.5 48.3 52530 3.0
LV1 0.32% 40.7 27.5 45765 3.5
After adjustment 1.91% 46.7 43.1 55073 3.1
Below expectations
450 Average 49.4 48.0 52606 2.9
LV2 0.11% 40.3 28.4 45758 3.2
After adjustment 0.76% 46.1 43.3 53866 3.0
Below expectations
Zogok
Unit Performance ・LV 2 unit HP increased from “14500” to “15,000” (also for higher levels)
Ranged Main Weapon Boomerang Cutter ・Improved “Stagger Accumulation Value”
Main Melee Weapon Arm Punch ・Cooldown reduced from “3.0” to “2.5”
Adjustment Intent
・This is an adjustment to increase the [Sortie Rate] and [Win Rate].

・Its overall damage rating is around average, which is perfect, but in order to take advantage of this unit’s performance, you’ll need to focus on fighting attacks on the front lines.
As a result, it has more risks to be hit than other general type units, and the increased [MS loss] made it difficult to fight on the front lines consistently.

・The details of the adjustment are to strengthen the ability to fight more stable in the front line.
The “Stagger Accumulation Value” of “Boomerang Cutter” has been increased to make it easier to break an enemy unit’s stance, making it easier to connect to combat attacks like the “Sturm Faust (Enhanced)” that originate from a ranged attack.

In addition, we also adjusted the cooldown of “Arm Punch” to make it easier to handle.

Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage done MS Loss
350 Average 49.8 48.0 51119 3.2
LV1 1.95% 47.9 48.3 55380 3.6
After adjustment 10.78% 49.3 50.9 54050 3.3
Within the expected range
400 Average 49.5 48.3 52530 3.0
LV2 0.37% 46.6 43.5 55137 3.7
After adjustment 7.27% 49.0 48.9 56036 3.2
Within the expected range
450 Average 49.4 48.0 52606 2.9
LV3 0.26% 46.3 39.5 51261 3.5
After adjustment 3.00% 48.1 45.6 53765 3.1
Slightly below expectations
Gundam Unit 4 (Bst)
Unit Performance ・High Speed Movement increased from “195” to “200”
・Thruster increased from “65” to “70
・Increased the level of “Forced Injector LV1” to “LV 2”
Secondary Weapon Mega Beam Launcher ・Power increased from “700” to “1200”
・Focus decreased from “5.0” to “3.5”
Adjustment Intent
・This unit had a below-average [Win rate] and [Damage done].

・The cause could be the lack of performance of this unit’s characteristic “Mega Beam Launcher”, and compared to Gundam Unit 4 the following characteristics were found to be problematic.

Characteristic 1: An attack that is hard to break an enemy unit’s stance, but is a continuous so it is easy to hit. However, the number of hits is lower than expected making it hard to maintain the damage.

Characteristic 2: Because of its relatively short focus time and reload time, it can be used more often in one fight. On the other hand, it also has high focus time for the front lines and becomes defenseless.

・We have decided that the adjustments will extend the characteristics of this one.
・Enhanced power, as it is difficult to hit the maximum number of times an attack can be made and damage is hard to maintain.
・Focusing time has been reduced to reduce the amount of time spent defenseless. In addition, the mobility is enhanced to make it easier to take an effective position.

Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
500 Average 48.5 45.2 55927 2.9
LV1 43.3 34.4 50021 2.9
After adjustment 45.4 39.7 59795 2.9
Below expectations
■Raid Type
Agguguy
Unit Performance ・Adjusted HP from “13500” to “11500” (also for higher levels)
Adjustment Intent
・This unit had a high [Win rate] at all levels, so we are making adjustments.

・This unit was designed to increase the success rate of surprise attacks by using “stealth” as its basic operational method of attack and providing a “wide range of melee attack”.

・However, due to its high durability compared to raid units in the same cost range, it was able to produce high results on the front lines without launching a surprise attack.
Therefore, we have adjusted [HP] to be closer to the way we originally envisioned it to operate.

Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
250 Average 49.2 47.0 44171 3.9
LV1 54.5 53.0 51193 4.2
After adjustment 51.7 53.8 49209 3.8
Within the expected range
300 Average 50.2 47.7 49041 3.7
LV2 54.5 55.2 54872 3.7
After adjustment 51.5 55.4 52891 3.7
Within the expected range
350 Average 50.9 51.6 56141 3.6
LV3 54.3 57.1 60154 3.4
After adjustment 51.8 56.5 56818 3.3
Within the expected range
Z’Gok
Main Ranged Weapon Claw Vice Beam ・Improved “Stagger Accumulation Value”
Adjustment Intent
・Although this unit has a powerful melee attack, it was difficult to break the enemy’s stance, so there were few chances to attack, and its [Win rate] and [Damage done] were below average.・Improvements include increasing the “Stagger Accumulation Value” of the main weapon “Claw Vise Beam” to make it easier to break the enemy’s stance and get more opportunities to attack.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
300 Average 50.2 47.7 49041 3.7
LV1 43.2 43.2 48705 4.2
After adjustment 46.4 44.6 47390 3.7
Below expectations
350 Average 50.9 51.6 56141 3.6
LV2 43.2 40.6 54633 4.0
After adjustment 44.1 45.8 50739 3.7
Below expectations
400 Average 50.6 50.2 55179 3.5
LV3 43.4 35.3 50874 4.0
After adjustment 44.3 40.3 48901 3.5
Below expectations
Gundam Unit 5 (Bst)
Unit Performance ・Melee resistance increased from “16” to “22”
・High Speed Movement inreased from “210” to “215”
・Thruster increased from “70” to “75”
Main Melee Weapon Beam Saber (Further Enhanced) x2 ・Power increased from “2300” to “2400”
・Reduced swap weapon time
Adjustment Intent
・Although this unit’s [Damage done] was average, its [Win rate] was well below average.

・This unit is characterized by the performance of [Gundam Unit 5] that is more specialized in melee combat.
For this reason, we have made adjustments to extend this feature by increasing the power of the Main Melee Weapon “Beam Saber (Further Enhanced) x2” and the weapon swap time in order to make it easier to connect to melee attacks after a ranged attack.

・We have also increased “High Speed Movevement” and “Thruster” to make it easier to launch a strong attack, and adjusted the “Melee Resistance” to make it easier to withstand melee attacks that are more likely to occur in melee combat.

Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
500 Average 49.5 46.8 58033 3.3
LV1 46.5 44.8 58986 3.5
After adjustment 50.4 49.0 63689 3.3
Within the expected range
■Support Type
Juaggu
Unit Performance ・Give “Ground adaptability”
Main Ranged Weapon Triple Rocket Launcher x2 ・Increased LV2 power from “375” to “400” (also for higher levels)
Secondary Weapon Abdominal Mega Particle Cannon ・Increased LV 2 power from “630” to “650” (also for higher levels)
Adjustment Intent
・The [Win rate] of this unit’s Lv 1 is within the acceptable range, but from LV 2 onwards the [Win rate] and from LV 3 onwards [Damage done] was well below the average value. In order to increase [Damage done] from LV2, the power of each ranged weapon been strengthened.
In addition, the low mobility and relatively large area hit by bullets meant that the [MS loss] was high.
In order to follow up on this, we have added a “Ground adaptability” feature to enhance mobility.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
400 Average 51.5 51.0 52435 2.8
LV1 49.5 50.8 53026 3.2
After adjustment 51.1 53.0 54715 2.9
Within the expected range
450 Average 50.1 48.4 56075 2.6
LV2 48.6 47.9 57197 3.0
After adjustment 50.1 52.2 58717 2.9
Within the expected range
500 Average 51.8 50.7 60505 2.5
LV3 48.6 45.1 53940 2.8
After adjustment 49.6 49.8 60218 2.7
Slightly below expectations
550 Average 51.3 48.9 60252 2.6
LV4 47.5 47.5 56478 2.8
After adjustment 50.4 55.1 65987 3.0
Within the expected range
Full Armor 7th Gundam
Secondary Weapon Leg Missile Pod ・Increased power from “200” to “250” (also for higher levels)
・Increased projectile speed
・Damage reaction to hit is changed from “None” to “Flinch”
Secondary Weapon Arm Grenade Launcher ・Power increased from “400” to “500” (also for higher levels)
Adjustment Intent
・[Win rate] and [Damage done] were below average.
This unit excels in close and medium-range combat, but its melee damage was poor. As an improvement, we have increased the [Power] of the secondary weapon [Arm Grenade Launcher], which is one of the most frequently used damage sources in melee combat, and increased its firepower in close and medium range combat. We have also enhanced the [Leg Missile Pod].
This is a weapon with a slow projectile speed, but had a low-damage, making it low-reward attack.
Therefore, we have adjusted the [Power] and [Projectile speed], etc. so that it can be used for check and chase.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
550 Average 50.2 47.8 60842 2.6
LV1 48.0 45.4 59940 2.5
After adjustment 49.4 45.8 59792 2.3
Slightly below expectations
600 Average 50.4 48.0 60478 2.4
LV2 47.5 45.5 58176 2.2
After adjustment 50.5 48.2 61010 2.2
Within the expected range
BACK
TOP