NOISZ STΔRLIVHT/Stats: Difference between revisions
RiceEmpress (talk | contribs) m (RiceEmpress moved page NOISZ STΔRLIVHT/Stats to NOISZ STΔRLIVHT/Stats over redirect: moving it back to leave redirects in its place) |
Sploosh543 (talk | contribs) (simplest way i can put this; the more complicated explanation can go on the detailed burst page) |
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|style="background-color: rgba(82,161,254,0.3)"|[[Sera Hoshikawa|Sera]] | |style="background-color: rgba(82,161,254,0.3)"|[[Sera Hoshikawa|Sera]] | ||
|Increases Zone damage. | |Increases Zone damage. | ||
|Automatically hit all slash notes during Burst. | | rowspan="2"|Automatically hit all slash notes during Burst. | ||
|- | |- | ||
| style="background-color: rgba(82,161,254,0.3)" |[[Sera Hoshikawa/Styles#DRAGON MAIDEN|DRAGON MAIDEN Sera]] | | style="background-color: rgba(82,161,254,0.3)" |[[Sera Hoshikawa/Styles#DRAGON MAIDEN|DRAGON MAIDEN Sera]] | ||
|Increase damage per bullet absorbed. | |Increase damage per bullet absorbed. | ||
|- | |- | ||
| style="background-color: rgba(255,85,88,0.3)" |[[Sumire Hitori|Sumire]] | | style="background-color: rgba(255,85,88,0.3)" |[[Sumire Hitori|Sumire]] | ||
| Increases HP recovery from grazing. | | Increases HP recovery from grazing. | ||
|Hitting notes while bursting also recovers HP. | | rowspan="2"|Hitting notes while bursting also recovers HP. | ||
|- | |- | ||
| style="background-color: rgba(255,85,88,0.3)" |[[Sumire_Hitori/Styles#STΔRLIVHT_STΔGE|STΔRLIVHT STΔGE Sumire]] ([[NOISZ_STΔRLIVHT/Styles#V-IGNITION|V-IGNITION]]) | | style="background-color: rgba(255,85,88,0.3)" |[[Sumire_Hitori/Styles#STΔRLIVHT_STΔGE|STΔRLIVHT STΔGE Sumire]] ([[NOISZ_STΔRLIVHT/Styles#V-IGNITION|V-IGNITION]]) | ||
|Increases HP recovery from grazing. Increases damage multiplier. | |Increases HP recovery from grazing. Increases damage multiplier. | ||
|- | |- | ||
| style="background-color: rgba(205,35,38,0.3)" |[[Hitori]] | | style="background-color: rgba(205,35,38,0.3)" |[[Hitori]] | ||
| rowspan=" | | rowspan="4" |Increases damage multiplier. | ||
|Recover HP by grazing bullets and lasers. | |Recover HP by grazing bullets and lasers. | ||
|- | |- | ||
| style="background-color: rgba(241,241,241,0.3)" |[[Hakuno Nekoda|Hakuno]] | | style="background-color: rgba(241,241,241,0.3)" |[[Hakuno Nekoda|Hakuno]] | ||
|Docked damage is multiplied 1.75x (going from 40% to 70%). | |Docked damage is multiplied 1.75x (going from 40% to 70%). | ||
|- | |||
| style="background-color: rgba(241,241,241,0.3)" |[[Hakuno Nekoda/Styles#Stray Cat|Stray Cat Hakuno]] | |||
|Increases undocked damage by 25% (65% after V-IGNITION). | |||
|- | |- | ||
| style="background-color: rgba(241,241,241,0.3)" |[[Hakuno Nekoda/Styles#Black Cat Blaster|Black Cat Blaster Hakuno]] | | style="background-color: rgba(241,241,241,0.3)" |[[Hakuno Nekoda/Styles#Black Cat Blaster|Black Cat Blaster Hakuno]] | ||
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|N/A | |N/A | ||
|Gains charge passively on beats without notes. | |Gains charge passively on beats without notes. | ||
|- | |||
| style="background-color: rgba(185,0,0,0.25)" |[[Joker/Styles#Eternal Chain|Eternal Chain Joker]] | |||
|Increases base graze damage. | |||
|Increases base graze damage when grazing more then one bullet. | |||
|} | |} | ||
</div> | </div> |
Latest revision as of 21:00, 18 July 2025
Description
Stats have one of eight values. From lowest to highest: F, D, C, B, A, AA, S, SS - though SS on a stat can only be achieved by the character having that stat as the main stat (or through a stat being raised by special circumstances). The higher a stat, the better the associated attribute is; in addition, there are bonus effects, called perks, that are active if a stat reaches B/AA/SS.
Stats are values associated with each character/style, which influence gameplay in various manners. There are four stats, with PW (Power) affecting all four overall:
HP | TEC | ATK | SPC | |
---|---|---|---|---|
How much damage you can take before failing the level. | How lenient the timing window for notes is. | How much damage you deal to the boss. | How much extra damage OKs do, and how effective NOISZ Bursts are. | |
F level penalty | No healing. Errors deal 100% of your lifebar; Dark Star isn't lethal. | Radiants and Sparks become Errors; OKs are much tighter. | Non-S-Rad stops damage for the verse; getting hit is fine, though. | Burst becomes Self-Destruct. NO NAME = instant death. |
B level perk | Fully heal between Verses, instead of 30%. | Sparks and Radiants deal more damage; 87.5%/75% of S-Rad damage. | 1.35x Overflow damage multiplier, instead of 1.25x. | Regain Burst at end of each Verse, instead of 1 Burst total. |
AA level perk | Deal extra damage based on HP; 0.1x per 1%, 10x max. | Hold vertices gain a wider timing window; makes them easier to hit. | Verse Stars increase Overflow multiplier; 1.5x for Silver / 1.6x for Gold. | Bursts are more effective. |
SS level perk | Survive with 1 HP when hit if HP > 1. If you get hit again, you die. Can only activate twice per verse. | Sets ATK and SPC to TEC with a Gold Star (ie. ATK and SPC become SS); doesn't activate perks. | While Burst is active, OK notes deal damage as if SPC is ATK (ie. SPC becomes SS); doesn't activate perks. | Doubled Burst duration; 32 beats instead of 16. |
PW | Affects how many stat penalties you receive. | You lose Stat Points if your PW is lower than the enemy's; see below. |
An additional level above SS exists for all stats: SS+. Achieving it is only possible under specific circumstances; either with certain Events/Forge of Antiphon/Modules on the Antiphon Armament Style, using specific Style abilities, or through V-IGNITION. SS+ comes with no perk, but still increases the overall effect of the stat in question. If TEC or ATK are SS+, their SS perks raise the stats to SS+ instead.
SPC effects on Bursts
Since the SPC stat is strongly tied to NOISZ Bursts, its effects vary from character to character. Some Styles also have specific bursts that also have their own AA perks.
Character | SPC changes to Burst | AA perk |
---|---|---|
Grace | N/A | Burst lasts for twice as long. Damage taken while bursting is reduced by 25%. |
Sera | Increases Zone damage. | Automatically hit all slash notes during Burst. |
DRAGON MAIDEN Sera | Increase damage per bullet absorbed. | |
Sumire | Increases HP recovery from grazing. | Hitting notes while bursting also recovers HP. |
STΔRLIVHT STΔGE Sumire (V-IGNITION) | Increases HP recovery from grazing. Increases damage multiplier. | |
Hitori | Increases damage multiplier. | Recover HP by grazing bullets and lasers. |
Hakuno | Docked damage is multiplied 1.75x (going from 40% to 70%). | |
Stray Cat Hakuno | Increases undocked damage by 25% (65% after V-IGNITION). | |
Black Cat Blaster Hakuno | Charged shot damage multiplier is greatly increased. | |
Joker | N/A | Gains charge passively on beats without notes. |
Eternal Chain Joker | Increases base graze damage. | Increases base graze damage when grazing more then one bullet. |
Stat penalties
In a level, stats are decreased if the character has lower power than the boss. The number of penalties is given below:
Where D is the penalty incurred in the form of a stat decrease rounded up to the nearest whole number, PB is boss power, and PS is style power. The first penalty goes to the main stat of the character:
Character | Stat |
---|---|
Grace, Joker | HP |
Sera | TEC |
Sumire, Hitori | ATK |
Hakuno | SPC |
Note that in the case of Joker, while her main stat is actually PW, the penalties start from HP like Grace.
Future penalties go to stats in the order [HP -> SPC -> ATK -> TEC -> HP], looping around. For example, if Sera takes 3 penalties, the penalties go to TEC (Sera's main stat), then HP (the one after TEC), then SPC (the one after HP).
Detailed Information
Each stat can mathematically correspond to a certain percentage multiplier for its associated output; the following table taken from the datasheet details roughly the trend for each stat increase.
Note that Duel Gauge songs use these stats in a slightly different way because of the nature of the mechanic. See that page for more details.
HP | TEC | ATK | SPC | ||||||
---|---|---|---|---|---|---|---|---|---|
DMG taken | Judgment windows (Error cutoff: ±220ms) |
Base DMG | OK DMG | ||||||
Error | Bullet | G-Rad | S-Rad | Radiant | Spark | ||||
F | Penalty | 100% | 100% | ±12ms | ±48ms | N/A | N/A | 100.0 | 100% |
D | 7.0% | 26% | ±112ms | ±172ms | ≈133.3 | ||||
C | 6.4% | 24% | ±15ms | ±60ms | ±120ms | ±176ms | ≈137.9 | 110% | |
B | Perk | 5.8% | 22% | ±18ms | ±72ms | ±128ms | ±180ms | ≈142.8 | 115% |
A | 5.2% | 20% | ±21ms | ±84ms | ±136ms | ±184ms | ≈148.1 | 125% | |
AA | Perk | 4.6% | 18% | ±24ms | ±96ms | ±144ms | ±188ms | ≈153.8 | 130% |
S | 4.0% | 16% | ±27ms | ±108ms | ±152ms | ±192ms | ≈160.0 | 140% | |
SS | Perk | 3.4% | 14% | ±30ms | ±120ms | ±160ms | ±196ms | ≈166.6 | 150% |
SS+ | 2.8% | 12% | ±33ms | ±132ms | ±168ms | ±200ms | ≈174.0 | 160% |