Added 2.3.4 | 3897276

This commit is contained in:
Ranny 2025-04-19 14:50:42 -04:00
parent f81eda65b0
commit d8253396fc
23 changed files with 7639 additions and 7170 deletions

View file

@ -226298,12 +226298,12 @@
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JSDebugId=branch_2.3_pioneer_1f7425d9_3864333_135271368
JSDebugId=branch_2.3_pioneer_1f7425d9_3897276_135547480

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Client Version: `2.3.0`
Resource Version: `2.3.3`
Resource Version: `2.3.4`
> [!WARNING]
> As of 2.3.2, LevelEntityConfig.json and Buff.json has been minified to save space

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@ -42013,7 +42013,7 @@
},
{
"Id": "Skill_1000307_SkillDescribe",
"Content": "<size=40><color=Title>Heavy Attack: Starflower Blooms</color></size>\nWhen casting <color=Highlight>Heavy Attack</color>, if Verina carries \"Photosynthesis Energy\", Verina consumes {0} stack of \"Photosynthesis Energy\" to recover Concerto Energy and heal all characters on a nearby team.\n<color=Highlight>Heavy Attack: Starflower Blooms</color> deals <color=Light>Spectro DMG</color>, considered as Heavy Attack DMG.\n<size=10> </size>\n<size=40><color=Title>Mid-air Attack: Starflower Blooms</color></size>\nWhen casting <color=Highlight>Mid-air Attack</color>, if Verina carries \"Photosynthesis Energy\", Verina consumes {0} stack of \"Photosynthesis Energy\" to recover Concerto Energy and heal all characters on a nearby team.\n<color=Highlight>Mid-air Attack: Starflower Blooms</color> deals <color=Light>Spectro DMG</color>, considered as Basic Attack DMG.\nVerina can cast <color=Highlight>Mid-air Attack: Starflower Blooms</color> by using <color=Highlight>Basic Attack</color> after casting <color=Highlight>Heavy Attack: Starflower Blooms</color>.\n<size=10> </size>\n<size=40><color=Title>Photosynthesis Energy</color></size>\nVerina can hold up to {1} \"Photosynthesis Energy\".\nVerina obtains {2} stack of \"Photosynthesis Energy\" for every <color=Highlight>Basic Attack 5</color> on hit.\nVerina obtains {3} stack of \"Photosynthesis Energy\" for every Resonance Skill <color=Highlight>Botany Experiment</color> on hit.\nVerina obtains {4} stack of \"Photosynthesis Energy\" for every Intro Skill <color=Highlight>Verdant Growth</color> on hit."
"Content": "<size=40><color=Title>Heavy Attack: Starflower Blooms</color></size>\nWhen casting <color=Highlight>Heavy Attack</color>, if Verina carries \"Photosynthesis Energy\", Verina consumes {0} stack of \"Photosynthesis Energy\" to recover Concerto Energy and heal all characters on a nearby team.\n<color=Highlight>Heavy Attack: Starflower Blooms</color> deals <color=Light>Spectro DMG</color>, considered as Heavy Attack DMG.\n<size=10> </size>\n<size=40><color=Title>Mid-air Attack: Starflower Blooms</color></size>\nWhen casting <color=Highlight>Mid-air Attack</color>, if Verina carries \"Photosynthesis Energy\", Verina consumes {0} stack of \"Photosynthesis Energy\" to recover Concerto Energy and heal all characters on a nearby team.\n<color=Highlight>Mid-air Attack: Starflower Blooms</color> deals <color=Light>Spectro DMG</color>, considered as Basic Attack DMG.\nVerina can cast <color=Highlight>Mid-air Attack: Starflower Blooms</color> by using <color=Highlight>Basic Attack</color> after casting <color=Highlight>Heavy Attack: Starflower Blooms</color>.\n<size=10> </size>\n<size=40><color=Title>Photosynthesis Energy</color></size>\nVerina can hold up to {1} stacks of \"Photosynthesis Energy\".\nVerina obtains {2} stack of \"Photosynthesis Energy\" for every <color=Highlight>Basic Attack 5</color> on hit.\nVerina obtains {3} stack of \"Photosynthesis Energy\" after casting Resonance Skill <color=Highlight>Botany Experiment</color>.\nVerina obtains {4} stack of \"Photosynthesis Energy\" after casting Intro Skill <color=Highlight>Verdant Growth</color>."
},
{
"Id": "Skill_1000308_SkillName",
@ -42833,7 +42833,7 @@
},
{
"Id": "Skill_1001708_SkillName",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001708_SkillDescribe",
@ -195465,23 +195465,23 @@
},
{
"Id": "Skill_1000109_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1000209_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1000309_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1000409_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1000509_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1000609_SkillDescribe_branch_1.1",
@ -195489,19 +195489,19 @@
},
{
"Id": "Skill_1000709_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1000809_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1000909_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001009_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001109_SkillDescribe_branch_1.1",
@ -195509,35 +195509,35 @@
},
{
"Id": "Skill_1001209_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001309_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001409_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001509_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001609_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001709_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001809_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001909_SkillDescribe_branch_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1000109_MultiSkillDescribe_1.1",
@ -195589,7 +195589,7 @@
},
{
"Id": "Skill_1001309_MultiSkillDescribe_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001409_MultiSkillDescribe_1.1",
@ -393677,7 +393677,7 @@
},
{
"Id": "Skill_1001708_SkillResume",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001709_SkillResume",
@ -522133,7 +522133,7 @@
},
{
"Id": "PhantomSkill_280025_DescriptionEx",
"Content": "Stay tuned"
"Content": "Transform into Nightmare: Lampylumen Myriad and attack surrounding enemies, dealing {0} Glacio DMG.\nThe Resonator with this Echo equipped in their main slot gains {1} Glacio DMG Bonus and deals {2} more Coordinated Attack DMG.\nCD: {3}s."
},
{
"Id": "PhantomSkill_280025_SimplyDescription",
@ -534325,7 +534325,7 @@
},
{
"Id": "ResonantChain_193_AttributesDescription",
"Content": "Casting Resonance Skill <color=Highlight>Complete Annihilation Protocol</color> increases Spectro DMG Bonus by {0} for {1}s. Casting Resonance Skill <color=Highlight>Heavy Slash - Nightfall</color> grants immunity from being controlled."
"Content": "Casting Resonance Skill <color=Highlight>Targeted Action</color> or Resonance Skill <color=Highlight>Forcible Riposte</color> increases Spectro DMG Bonus by 50% for 14s.\n\nImmune to interruptions while casting Resonance Skill <color=Highlight>Heavy Slash - Nightfall</color>."
},
{
"Id": "ResonantChain_193_NodeName",
@ -534333,7 +534333,7 @@
},
{
"Id": "ResonantChain_194_AttributesDescription",
"Content": "Crit. Rate is increased by {0}.\nThe DMG Multiplier of Resonance Skill <color=Highlight>Complete Annihilation Protocol</color> is increased by {1}."
"Content": "Crit. Rate is increased by {0}.\nThe DMG Multiplier of Resonance Skill <color=Highlight>Targeted Action</color> and Resonance Skill <color=Highlight>Forcible Riposte</color> is increased by {1}."
},
{
"Id": "ResonantChain_194_NodeName",
@ -534357,7 +534357,7 @@
},
{
"Id": "ResonantChain_197_AttributesDescription",
"Content": "The DMG Multiplier of Resonance Liberation <color=Highlight>Reburn</color> is increased by {0}."
"Content": "The DMG Multiplier of Resonance Liberation <color=Highlight>Rekindle</color> is increased by {0}."
},
{
"Id": "ResonantChain_197_NodeName",
@ -534365,7 +534365,7 @@
},
{
"Id": "ResonantChain_198_AttributesDescription",
"Content": "Gain following effects when in <color=Highlight>Inferno Mode</color>: \n1. The DMG Multiplier of Resonance Skill <color=Highlight>On Fire</color> is increased by {0}.\n2. When the number of [Blaze] obtained is below {1}, restore {2} immediately. This effect is triggered once when in <color=Highlight>Inferno Mode</color>.\n3. Zani will not be doned within {3}s after taking a lethal attack."
"Content": "The DMG Multipliers of <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Heavy Slash- Dawning</color>, <color=Highlight>Heavy Slash - Nightfall</color>, and <color=Highlight>Heavy Slash - Lightsmash</color> are increased by {0}.\nGain following effects when in <color=Highlight>Inferno Mode</color>: \n- When Blaze is lower than {1}, restore {2} Blazes immediately. This effect is triggered once in <color=Highlight>Inferno Mode</color>.\n- Within {3}s of entering <color=Highlight>Inferno Mode</color>, Zani will remain standing with at least 1 HP if hit by a fatal blow."
},
{
"Id": "ResonantChain_198_NodeName",
@ -534373,15 +534373,15 @@
},
{
"Id": "Skill_1003301_SkillDescribe",
"Content": "<size=40><color=Title> Basic Attack</color></size>\nPerform up to 4 consecutive attacks to deal <color=Light>Spectro DMG</color>.\nAfter performing <color=Highlight>Basic Attack Stage 3</color>, {Cus:Ipt,Touch=tap PC=click Gamepad=press} <color=highlight>Normal Attack</color> at the right time to perform Basic Attack <color=Highlight>Breakthrough</color> before {Cus:Ipt,Touch=tapping PC=clicking Gamepad=pressing} <color=Highlight>Normal Attack</color> again to perform <color=Highlight>Basic Attack Stage 4</color>.\n<color=Highlight>Basic Attack Stage 4</color> can also be triggered by dodging and {Cus:Ipt,Touch=tapping PC=clicking Gamepad=pressing} <color=Highlight>Normal Attack</color> within a certain time after <color=Highlight>Basic Attack Stage 3</color>.\n\n<size=40><color=Title> Heavy Attack</color></size>\nConsume STA to attack the target, dealing <color=Light>Spectro DMG</color>.\n\n<size=40><color=Title> Mid-air Attack</color></size>\nConsume STA to attack the target, dealing <color=Light>Spectro DMG</color>.\n\n<size=40><color=Title> Dodge Counter</color></size>\nPerform <color=Highlight>Basic Attack</color> after a successful Dodge to attack the target, dealing <color=Light>Spectro DMG</color>."
"Content": "<size=40><color=Title>Basic Attack</color></size>\nPerform up to 4 consecutive attacks to deal <color=Light>Spectro DMG</color>.\nAfter performing <color=Highlight>Basic Attack Stage 3</color>, {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> at the right time to perform Basic Attack <color=Highlight>Breakthrough</color>, which can be followed by <color=Highlight>Basic Attack Stage 4</color> by {Cus:Ipt,Touch=tapping PC=pressing Gamepad=pressing} Normal Attack again.\nFollowing <color=Highlight>Basic Attack Stage 3</color>, <color=Highlight>Basic Attack Stage 4</color> can also be triggered by dodging and {Cus:Ipt,Touch=tapping PC=pressing Gamepad=pressing} <color=Highlight>Normal Attack</color> within a certain time after <color=Highlight>Basic Attack Stage 3</color>.\n\n<size=40><color=Title>Heavy Attack</color></size>\nConsume STA to attack the target, dealing <color=Light>Spectro DMG</color>. {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Basic Attack Stage 3</color>.\n\n<size=40><color=Title>Mid-air Attack</color></size>\nConsume STA to perform a plunging attack, dealing <color=Light>Spectro DMG</color>. {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Basic Attack Stage 3</color>.\n\n<size=40><color=Title>Dodge Counter</color></size>\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time after a successful Dodge to attack the target, dealing <color=Light>Spectro DMG</color>.\nIf <color=Highlight>Dodge Counter</color> is not followed by <color=Highlight>Basic Attack Stage 4</color>, {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> on the ground within a certain time to cast <color=Highlight>Basic Attack Stage 4</color>."
},
{
"Id": "Skill_1003301_SkillName",
"Content": "Silent Negotiation"
"Content": "Routine Negotiation"
},
{
"Id": "Skill_1003302_SkillDescribe",
"Content": "<size=40><color=Title>Proper Defense Protocol</color></size>\nHold <color=Highlight>Resonance Skill</color> to block. Release it to attack the target, dealing <color=Light>Spectro DMG</color>.\n{Cus:Ipt,Touch=Tap PC=Click Gamepad=press} <color=highlight>Normal Attack</color> within a certain time to perform Basic Attack <color=Highlight>Swift Action</color>, dealing <color=Light>Spectro DMG</color> and slowing down the target.\nWhen blocking, all attacks received inflict no control effect and deal less DMG. Cast Resonance Skill <color=Highlight>Pinpoint Strike</color> to deal <color=Light>Spectro DMG</color> and stagnate the target, additionally reducing their Vibration Strength by {0}.\n\n<size=40><color=Title>Complete Annihilation Protocol</color></size>\nWhen Zani is not in <color=Highlight>Inferno Mode</color> and has full [Redundant Energy], her <color=Highlight>Resonance Skill</color> is replaced by Resonance Skill <color=Highlight>Complete Annihilation Protocol</color>.\nHold <color=Highlight>Resonance Skill</color> to enter <color=Highlight>Ready Stance</color>. When released or the duration ends, consume all [Redundant Energy] to cast Resonance Skill <color=Highlight>Targeted Action</color>, dealing <color=Light>Spectro DMG</color>. When on <color=Highlight>Ready Stance</color>, all attacks received inflict no control effect and deal less DMG. Meanwhile, consume all [Redundant Energy] to cast Resonance Skill <color=Highlight>Forcible Strike</color> that deals <color=Light>Spectro DMG</color> and stagnates the target, additionally reducing their Vibration Strength by {1}.\nCasting Resonance Skill <color=Highlight>Targeted Action</color> or Resonance Skill <color=Highlight>Forcible Strike</color> adds a stack of [Scorching Ember] upon the target on hit and recovers [Blaze] before entering <color=Highlight>Bladewielder</color> mode.\n\n<size=40><color=Title>Bladewielder</color></size>\nThe Spectro Frazzle DMG dealt by Zani to the target is Amplified by {2}."
"Content": "<size=40><color=Title>Standard Defense Protocol</color></size>\nAttack the target to deal <color=Light>Spectro DMG</color> and enter a block stance. {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Basic Attack Stage 3</color>, recovering 10 points of Redundant Energy and Stagnate the target.\nWhen attacked in the block stance, neutralize this instance of damage and cast Resonance Skill <color=Highlight>Pinpoint Strike</color>, dealing <color=Light>Spectro DMG</color>, Stagnating the target, and further reducing their Vibration Strength by {0}. The DMG taken within the next {2}s is reduced by {3}.\n\n<size=40><color=Title>Crisis Response Protocol</color></size>\nWhen Zani is not in <color=Highlight>Inferno Mode</color> and has full Redundant Energy, her <color=Highlight>Resonance Skill</color> is replaced with Resonance Skill <color=Highlight>Crisis Response Protocol</color>.\nHold <color=Highlight>Resonance Skill</color> to enter <color=Highlight>Ready Stance</color>. While in <color=Highlight>Ready Stance</color>, Zani is immune to interruption. After releasing or when the stance duration ends, consume all Redundant Energy to cast Resonance Skill <color=Highlight>Targeted Action</color>, dealing <color=Light>Spectro DMG</color>. \nWhen attacked in <color=Highlight>Ready Stance</color>, neutralize this instance of damage and consume all Redundant Energy to cast Resonance Skill <color=Highlight>Forcible Riposte</color>, dealing <color=Light>Spectro DMG</color>, Stagnating the target, and further reducing their Vibration Strength by {1}. The DMG taken within the next {2}s is reduced by {3}.\nCasting Resonance Skill <color=Highlight>Targeted Action</color> or Resonance Skill <color=Highlight>Forcible Riposte</color> inflicts a stack of Heliacal Ember upon the target on hit and recovers Blaze before entering <color=Highlight>Sunburst</color> mode.\n\n<size=40><color=Title>Sunburst</color></size>\nThe <color=Highlight>Spectro Frazzle</color> DMG dealt by Zani to the target is Amplified by {4}."
},
{
"Id": "Skill_1003302_SkillName",
@ -534389,7 +534389,7 @@
},
{
"Id": "Skill_1003303_SkillDescribe",
"Content": "<size=40><color=Title>Reburn</color></size>\nDeal <color=Light>Spectro DMG</color> and enter <color=Highlight>Inferno Mode</color>, increasing Max [Blaze] from {0} to {1} and granting {2} [Blazes]. When in <color=Highlight>Inferno Mode</color>, the Multiplier of Basic Attack is increased.\n\n<size=40><color=Title>Judgement Day</color></size>\nWhen in <color=Highlight>Inferno Mode</color>, unlock Resonance Liberation <color=Title>Judgement Day</color> if the number of [Blaze] is less than {3}. Casting Resonance Liberation <color=Title>Judgement Day</color> deals <color=Light>Spectro DMG</color> and ends <color=Highlight>Inferno Mode</color>."
"Content": "<size=40><color=Title>Rekindle</color></size>\nDeal <color=Light>Spectro DMG</color> and enter <color=Highlight>Inferno Mode</color>, increasing Max Blaze from {0} to {1} and granting {2} Blazes. When in <color=Highlight>Inferno Mode</color>, the Multiplier of Basic Attack is increased.\n\n<size=40><color=Title>The Last Stand</color></size>\nWhen in <color=Highlight>Inferno Mode</color>, Resonance Liberation <color=Highlight>The Last Stand</color> becomes available when Blaze is lower than {3} or after {4}s have passed in <color=Highlight>Inferno Mode</color>. \nCasting Resonance Liberation <color=Highlight>The Last Stand</color> deals <color=Light>Spectro DMG</color> and ends the <color=Highlight>Inferno Mode</color>."
},
{
"Id": "Skill_1003303_SkillName",
@ -534405,7 +534405,7 @@
},
{
"Id": "Skill_1003305_SkillDescribe",
"Content": "When in <color=Highlight>Inferno Mode</color>, all DMG received is reduced by {0}."
"Content": "When in <color=Highlight>Ready Stance</color>, all damage taken is reduced by {0}."
},
{
"Id": "Skill_1003305_SkillName",
@ -534421,7 +534421,7 @@
},
{
"Id": "Skill_1003307_SkillDescribe",
"Content": "<size=40><color=Title>Scorching Ember</color></size>\nWhen Zani is in the team and a nearby Resonator inflicts Spectro Frazzle upon a target, immediately consume all stacks of Spectro Frazzle to deal DMG, then convert them into an equal number of [Scorching Ember]. Every time the conversion happens, Zani obtains a certain number of [Blaze] based on the stacks of [Scorching Ember]. [Scorching Ember] are considered <color=Highlight>Spectro Frazzle</color> for triggering Eternal Radiance Set Effect.\n\n<size=40><color=Title>Resonance Skill - On Fire</color></size>\nWhen Zani is in <color=Highlight>Inferno Mode</color>, unlock <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Heavy Slash - Dawning</color>, and <color=Highlight>Heavy Slash - Nightfall</color> that deal <color=Light>Spectro DMG</color>. The DMG dealt is considered both Heavy Attack DMG and <color=Highlight>Spectro Frazzle</color> DMG.\nWhen the number of [Blaze] obtained is above {0}, Resonance Skill <color=Title>Proper Defense Protocol</color> is replaced by Resonance Skill <color=Title>On Fire</color>.\nHold <color=Highlight>Resonance Skill</color> to enter <color=Highlight>Ready Stance</color>. Release it to consume [Blaze] and perform <color=Highlight>Heavy Slash - Daybreak</color>.\nWhen on <color=Highlight>Ready Stance</color>, all attacks received inflict no control effect and deal less DMG. Consume [Blaze] to perform <color=Highlight>Heavy Slash - Lightsmash</color> that stagnates the target, additionally reducing their Vibration Strength by {1}.\nWhen <color=Highlight>Ready Stance</color> ends, immediately perform <color=Highlight>Heavy Slash - Nightfall</color> that costs at most {2} [Blazes]. Every [Blaze] consumed increases the DMG Multiplier of the <color=Highlight>Heavy Slash - Nightfall</color> performed.\nWhen the number of [Blaze] obtained is above {3}, <color=Highlight>Basic Attack</color> is replaced by <color=Highlight>Heavy Slash - Daybreak</color>.\nAfter performing <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Basic Attack</color> is replaced by <color=Highlight>Heavy Slash - Dawning</color>, which can be performed by consuming [Blaze].\nAfter performing <color=Highlight>Heavy Slash - Dawning</color>, <color=Highlight>Basic Attack</color> is replaced by <color=Highlight>Heavy Slash - Nightfall</color>, which can be cast by consuming at most {4} [Blazes]. Every [Blaze] consumed increases the DMG Multiplier of the <color=Highlight>Heavy Slash - Nightfall</color> performed.\nIf <color=Highlight>Basic Attack</color> is not replaced by <color=Highlight>Heavy Slash - Nightfall</color> after a successful Dodge, {Cus:Ipt,Touch=tap PC=click Gamepad=press} <color=Highlight>Normal Attack</color>within a certain time to perform <color=Highlight>Heavy Slash - Lightsmash</color> at the cost of [Blazes].\n\n<size=40><color=Title>Redundant Energy</color></size>\nZani can hold up to {5} [Redundant Energy].\nObtain [Redundant Energy] when Intro Skill <color=Highlight>Immediate Execution</color> hits a target.\nObtain [Redundant Energy] when casting Resonance Skill <color=Highlight>Proper Defense Protocol</color>.\nObtain [Redundant Energy] when casting Resonance Skill <color=Highlight>Pinpoint Strike</color>.\n\n<size=40><color=Title>Blaze</color></size>\n[Blaze] is maxed at {6} when not in <color=Highlight>Inferno Mode</color> and {7} when in this mode.\nCasting Resonance Skill <color=Highlight>Complete Annihilation Protocol</color> grants {8} [Blazes].\nEvery stack of [Scorching Ember] converted from <color=Highlight>Spectro Frazzle</color> grants {9} [Blazes]."
"Content": "<size=40><color=Title>Heliacal Ember</color></size>\nWhen Zani is in the team and a nearby Resonator inflicts <color=Highlight>Spectro Frazzle</color> upon a target, immediately consume all Spectro Frazzle stacks and trigger the corresponding DMG, then convert Spectro Frazzle into an equal number of Heliacal Ember. Every time the conversion happens, Zani obtains Blaze based on the stacks of Heliacal Ember inflicted. Heliacal Ember is capped at {0} stacks, with each stack lasting for {1}s. Heliacal Ember stacks are counted toward the Spectro Frazzle stacks for the Eternal Radiance Sonata Effect.\n\n<size=40><color=Title>Scorching Light</color></size>\nWhen Zani is in <color=Highlight>Inferno Mode</color>, <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Heavy Slash - Dawning</color>, <color=Highlight>Heavy Slash - Nightfall</color>, and <color=Highlight>Heavy Slash - Lightsmash</color> become available, which deal <color=Light>Spectro DMG</color> that is considered both Heavy Attack DMG and <color=Highlight>Spectro Frazzle</color> DMG.\nWhen Blaze is higher than {2}, Resonance Skill <color=Highlight>Standard Defense Protocol</color> is replaced with Resonance Skill <color=Highlight>Scorching Light</color>.\nHold <color=Highlight>Resonance Skill</color> to enter <color=Highlight>Ready Stance</color>, during which Zani is immune to interruptions. Release to consume Blaze and perform <color=Highlight>Heavy Slash - Daybreak</color>.\nWhen attacked in a certain time after entering <color=Highlight>Ready Stance</color>, neutralize this instance of damage and perform <color=Highlight>Heavy Slash - Lightsmash</color>, Stagnating the target and further reducing their Vibration Strength by {3}. The DMG taken within the next {4}s is reduced by {5}.\nAfter casting <color=Highlight>Heavy Slash - Lightsmash</color>, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Nightfall</color>, consuming up to {6} Blazes, with each Blaze increasing the DMG Multiplier of <color=Highlight>Heavy Slash - Nightfall</color>.\n\nWhen <color=Highlight>Ready Stance</color> ends, immediately perform <color=Highlight>Heavy Slash - Nightfall</color> that costs at most. Every Blaze consumed increases the DMG Multiplier of <color=Highlight>Heavy Slash - Nightfall</color>.\n\nWhen Blaze is higher than {2}, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Daybreak</color>. After entering <color=Highlight>Inferno Mode</color>, casting <color=Highlight>Basic Attack</color> immediately replaces the current <color=Highlight>Basic Attack</color> with Resonance Skill <color=Highlight>Scorching Light</color>. Hold <color=Highlight>Basic Attack</color> to enter <color=Highlight>Ready Stance</color>.\nAfter performing <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Dawning</color> when the number of Blazes obtained is above {2}.\nAfter performing <color=Highlight>Heavy Slash - Dawning</color>, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Nightfall</color>, consuming up to {6} Blazes, with each Blaze increasing the DMG Multiplier of <color=Highlight>Heavy Slash - Nightfall</color>. If <color=Highlight>Basic Attack</color> is not replaced with <color=Highlight>Heavy Slash - Nightfall</color> after a successful Dodge, {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Heavy Slash - Lightsmash</color> at the cost of Blazes.\n\n<size=40><color=Title>Redundant Energy</color></size>\nZani can hold up to 100 Redundant Energy.\nObtain Redundant Energy when Normal Attacks hit a target.\nObtain Redundant Energy when Intro Skill <color=Highlight>Immediate Execution</color> hits a target.\nObtain Redundant Energy when casting Resonance Skill <color=Highlight>Standard Defense Protocol</color>.\nObtain Redundant Energy when casting Resonance Skill <color=Highlight>Pinpoint Strike</color>.\n\n<size=40><color=Title>Blaze</color></size>\nBlaze is capped at 100 when not in <color=Highlight>Inferno Mode</color>.\nBlaze is capped at 150 in <color=Highlight>Inferno Mode</color>.\nCasting Resonance Skill <color=Highlight>Crisis Response Protocol</color> grants 10 Blazes.\nEvery stack of Heliacal Ember converted from <color=Highlight>Spectro Frazzle</color> grants 5 Blazes."
},
{
"Id": "Skill_1003307_SkillName",
@ -534429,11 +534429,11 @@
},
{
"Id": "Skill_1003309_SkillDescribe",
"Content": "Deal <color=Light>Spectro DMG</color> based on {0} of Zanis ATK and consume all stacks of [Scorching Ember] obtained, each increasing the DMG dealt to the marked target by {1}. This DMG is considered <color=Highlight>Spectro Frazzle</color> DMG. The Spectro DMG dealt by other Resonators in the team to the target with <color=Highlight>Scorching Ember</color> is Amplified by {2} for {3}s."
"Content": "Attack the target, dealing <color=Light>Spectro DMG</color> equal to {0} of Zani's ATK and removing all stacks of [Heliacal Ember] inflicted upon the target. Each stack increases the DMG dealt by {1}. This DMG is considered <color=Highlight>Spectro Frazzle</color> DMG. The Spectro DMG dealt by other Resonators in the team to the target marked by <color=Highlight>Heliacal Ember</color> is amplified by {2} for {3}s."
},
{
"Id": "Skill_1003309_SkillName",
"Content": "Anchor For the Future"
"Content": "Beacon For the Future"
},
{
"Id": "LevelPlay_109000060_ChildQuestTip_161_29",
@ -535061,31 +535061,31 @@
},
{
"Id": "Skill_1003401_SkillDescribe",
"Content": "<size=40><color=Title> Basic Attack</color></size>\nPerform up to 4 consecutive attacks, dealing <color=Wind>Aero DMG</color>. Basic Attack Stage 4 inflicts 1 stack of Aero Erosion upon the target hit.\n\nAfter Basic Attack Stage 4, Ciaccona starts a <color=Highlight>Solo Concert</color>. If Ciaccona's Basic Attack Stage 4 and <color=Highlight> Solo Concert </color> ends early (proactively or being interrupted), a <color=Highlight>Ensemble Shade</color> is created to continue Ciaccona's actions.\n\n<size=40><color=Title>Heavy Attack</color></size>\nConsume STA to attack the target, dealing <color=Wind>Aero DMG</color>.\n\n<size=40><color=Title>Mid-air Attack</color></size>\nConsume STA to perform up to 2 consecutive attacks, dealing <color=Wind>Aero DMG</color>.\n\n<size=40><color=Title>Dodge Counter</color></size>\nFollow up successful <color=Highlight>Dodges</color> with <color=Highlight>Basic Attack</color> to attack the target, dealing <color=Wind>Aero DMG</color>.\n\n<size=40><color=Title>Special Mechanism</color></size>\nCiaccona's Basic Attack combo does not reset within a limited period of time after dodging."
"Content": "<size=40><color=Title> Basic Attack</color></size>\nPerform up to 4 consecutive attacks, dealing <color=Wind>Aero DMG</color>. Basic Attack Stage 4 inflicts 1 stack of <color=Highlight>Aero Erosion</color> upon the target hit.\n- When the first three stages of Ciaccona's Basic Attack are interrupted by dodging, {Cus:Ipt,Touch=tap PC=click Gamepad=press} Basic Attack in time to resume the combo and cast the corresponding Basic Attack stage. This effect can be triggered once in each Basic Attack combo.\n- After Basic Attack Stage 4, Ciaccona starts a <color=Highlight>Solo Concert</color>. If Ciaccona's Basic Attack Stage 4 and <color=Highlight>Solo Concert</color> ends early (proactively or being interrupted), an <color=Highlight>Ensemble Sylph</color> is generated.\n\n<size=40><color=Title>Solo Concert</color></size>\nAfter Inherent Skill <color=Highlight>Interlude Tune</color> is activated, Ciaccona and her <color=Highlight>Ensemble Sylph</color> will increase the Aero DMG Bonus for all nearby Resonators in the team.\n\n<size=40><color=Title>Ensemble Sylph</color></size>\nUp to 2 <color=Highlight>Ensemble Sylphs</color> may exist simultaneously.\nIf Ciaccona's Basic Attack Stage 4 ends early, the <color=Highlight>Ensemble Sylphs</color> generated will finish the action for Ciaccona and send Ciaccona into <color=Highlight>Solo Concert</color>.\nIf Ciaccona's <color=Highlight>Solo Concert</color> ends early, the <color=Highlight>Ensemble Sylphs</color> generated will continue the <color=Highlight>Solo Concert</color> for Ciaccona.\n\n<size=40><color=Title>Heavy Attack</color></size>\nConsume STA to attack the target, dealing <color=Wind>Aero DMG</color>.\n\n<size=40><color=Title>Aimed Attack</color></size>\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} Aim to enter Aiming Mode to fire powerful shots after charging, dealing <color=Wind>Aero DMG</color>, considered as <color=Highlight>Heavy Attack DMG</color>.\n\n<size=40><color=Title>Mid-air Attack</color></size>\nConsume STA to perform up to 2 consecutive attacks, dealing <color=Wind>Aero DMG</color>.\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} Normal Attack after Mid-air Attack Stage 2 to cast Basic Attack Stage 4.\n\n<size=40><color=Title>Dodge Counter</color></size>\nFollow up successful <color=Highlight>Dodges</color> with <color=Highlight>Basic Attack</color> to attack the target, dealing <color=Wind>Aero DMG</color>."
},
{
"Id": "Skill_1003401_SkillName",
"Content": "Four-Beat Dance"
"Content": "Quadruple Time Steps"
},
{
"Id": "Skill_1003402_SkillDescribe",
"Content": "Move a certain distance, dealing <color=Wind>Aero DMG</color> and inflicting a stack of Aero Erosion on the target upon hit.\n\nAfter casting Resonance Skill <color=Highlight>Wild Allegro</color>, Ciaccona's next Basic Attack starts from Stage 2."
"Content": "Move a certain distance, dealing <color=Wind>Aero DMG</color> and inflicting 1 stack of <color=Highlight>Aero Erosion</color> on the target upon hit.\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} Normal Attack in time to cast Basic Attack Stage 2.\n- When Ciaccona interrupts the Basic Attack combo with Resonance Skill, an <color=Highlight>Ensemble Sylph</color> is generated to continue the action for Ciaccona.\n- Ciaccona's Resonance Skill can be cast in mid-air."
},
{
"Id": "Skill_1003402_SkillName",
"Content": "Wild Allegro"
"Content": "Harmonic Allegro"
},
{
"Id": "Skill_1003403_SkillDescribe",
"Content": "Ciaccona and her <color=Highlight>Ensemble Shade</color> perform <color=Highlight>Improvised Symphonic Poem</color>. {Cus:Ipt,Touch=Tap PC=Click Gamepad=Press} the button at the right timing to radiate <color=Highlight>Symphonic Poem: Tonic</color> and recover a certain amount of Concerto Energy, dealing <color=Wind>Aero DMG</color> to the nearby targets and inflicting a stack of Aero Erosion and Spectro Frazzle on hit.\n<size=40><color=Title>Improvised Symphonic Poem Extra Effects</color></size>\nWhen Ciaccona performs <color=Highlight>Improvised Symphonic Poem</color>, switching to other Resonator will not end <color=Highlight>Improvised Symphonic Poem</color>, and <color=Highlight>Symphonic Poem: Tonic</color> will be automatically radiated.\n<color=Highlight>Improvised Symphonic Poem</color> can trigger Inherent Skill <color=Highlight>Interlude Tune</color>."
"Content": "Ciaccona and <color=Highlight>Ensemble Sylphs</color> perform a <color=Highlight>Improvised Symphonic Poem</color> together, dealing <color=Wind>Aero DMG</color> once to the nearby targets and entering <color=Highlight>Recital</color>.\n\n<size=40><color=Title>Recital</color></size>\nWhen in Recital, sound waves will periodically radiate around Ciaccona. When the sound wave overlaps with the circle indicator, {Cus:Ipt,Touch=tap PC=click Gamepad=press} the green or yellow buttons to generate <color=Highlight>Symphonic Poem: Tonic</color> of the corresponding color and recover a certain amount of Concerto Energy.\nDuring Recital, the following effects are activated:\n- Switching to another Resonator doesn't end Recital and automatically generates a <color=Highlight>Symphonic Poem: Tonic</color> of the color corresponding to the color of the last Tonic generated before switching. A green <color=Highlight>Symphonic Poem: Tonic</color> is generated by default when no interaction input is given before switching to another Resonator.\n- Ciaccona is immune to interruption and takes less damage.\n- Exit Recital by {Cus:Ipt,Touch=tapping PC=pressing Gamepad=pressing} Resonance Liberation again or switching Ciaccona back onto the field.\n- Inherent Skill <color=Highlight>Interlude Tune</color> can be triggered.\n\n<size=40><color=Title>Symphonic Poem: Tonic</color></size>\nGreen Tonic: Deal <color=Wind>Aero DMG</color> to the nearby targets and inflict a stack of <color=Highlight>Aero Erosion</color> on the target hit.\nYellow Tonic: Deal <color=Wind>Aero DMG</color> to the nearby targets and inflict a stack of <color=Highlight>Spectro Frazzle</color> on the target hit."
},
{
"Id": "Skill_1003403_SkillName",
"Content": "Trio of a Songstress' Cadenza"
"Content": "Singer's Triple Cadenza"
},
{
"Id": "Skill_1003404_SkillDescribe",
"Content": "When Ciaccona and her <color=Highlight>Ensemble Shade</color> cast <color=Highlight>Solo Concert</color>, they grant {0} Aero DMG Bonus to the nearby Resonators in the team, stacking up to <SapTag=1>{1}</SapTag> {Cus:Sap,S=time P=times SapTag=1}."
"Content": "Ciaccona and <color=Highlight>Ensemble Sylph</color>'s <color=Highlight>Solo Concert</color> grants all nearby Resonators in the team {0} Aero DMG Bonus, stacking up to {1} times."
},
{
"Id": "Skill_1003404_SkillName",
@ -535093,7 +535093,7 @@
},
{
"Id": "Skill_1003405_SkillDescribe",
"Content": "Increase <color=Highlight>Heavy Attack: Four-Beat Downbeat</color>'s DMG by {0}."
"Content": "Increase <color=Highlight>Heavy Attack - Quadruple Downbeat</color>'s DMG by {0}."
},
{
"Id": "Skill_1003405_SkillName",
@ -535101,7 +535101,7 @@
},
{
"Id": "Skill_1003406_SkillDescribe",
"Content": "Attack the target and deal <color=Wind>Aero DMG</color>.\n\nAfter casting Intro Skill <color=Highlight>Roaming with the Wind</color>, Ciaccona's next Basic Attack starts from Stage 3."
"Content": "Attack the target to deal <color=Wind>Aero DMG</color> and inflict a stack of <color=Highlight>Aero Erosion</color>.\nFollow up with Basic Attack in time to cast Basic Attack Stage 3."
},
{
"Id": "Skill_1003406_SkillName",
@ -535109,7 +535109,7 @@
},
{
"Id": "Skill_1003407_SkillDescribe",
"Content": "<size=40><color=Title>Heavy Attack: Four-Beat Downbeat</color></size>\nWhen Musical Essence is full, Ciaccona's Heavy Attack is replaced with <color=Highlight>Heavy Attack: Four-Beat Downbeat</color>.\nFire <color=Highlight>Downbeat Note</color> forward, dealing <color=Wind>Aero DMG</color>, and keep pulling in nearby targets.\n\n<size=40><color=Title>Musical Essence</color></size>\nCiaccona can hold up to 3 points of Musical Essence.\nCasting <color=Highlight>Basic Attack Stage 4</color> and <color=Highlight>Intro Skill</color> grants 1 point of Musical Essence."
"Content": "<size=40><color=Title>Heavy Attack - Quadruple Downbeat</color></size>\nWhen there are 3 segments of Musical Essence, Heavy Attack is replaced with <color=Highlight>Heavy Attack - Quadruple Downbeat</color>.\nShoot <color=Highlight>Downbeat Notes</color> forward, deal <color=Wind>Aero DMG</color>, pulling in the nearby targets and inflicting 1 stack of <color=Highlight>Aero Erosion</color> on the target hit.\n<color=Highlight>Heavy Attack - Quadruple Downbeat</color> can be cast in mid-air close to the ground.\n\n<size=40><color=Title>Musical Essence</color></size>\nCiaccona can hold up to 3 segments of Musical Essence.\nCasting <color=Highlight>Basic Attack Stage 4</color> and <color=Highlight>Intro Skill</color> recovers 1 segment of Musical Essence."
},
{
"Id": "Skill_1003407_SkillName",
@ -535125,7 +535125,7 @@
},
{
"Id": "Skill_1003409_SkillDescribe",
"Content": "Amplify the <color=Highlight>Aero Erosion</color> DMG dealt to the nearby targets by {0} for {1}s."
"Content": "Amplify <color=Highlight>Aero Erosion</color> DMG taken by nearby targets by {0} for {1}s."
},
{
"Id": "Skill_1003409_SkillName",
@ -553233,7 +553233,7 @@
},
{
"Id": "ResonantChain_199_AttributesDescription",
"Content": "Casting Basic Attack enhances Ciaccona's resistance to interruption and increases ATK by {0} for {1}s."
"Content": "Ciaccona is immune to interruptions while casting Basic Attack; Casting Basic Attack increases ATK by {0} for {1}s."
},
{
"Id": "ResonantChain_199_NodeName",
@ -553241,7 +553241,7 @@
},
{
"Id": "ResonantChain_200_AttributesDescription",
"Content": "During Resonance Liberation <color=Highlight>Trio of a Songstress' Cadenza</color>, Resonators in the team gain {0} Aero DMG Bonus."
"Content": "During Resonance Liberation <color=Highlight>Singer's Triple Cadenza</color>, Resonators in the team gain {0} Aero DMG Bonus."
},
{
"Id": "ResonantChain_200_NodeName",
@ -553249,7 +553249,7 @@
},
{
"Id": "ResonantChain_201_AttributesDescription",
"Content": "Casting <color=Highlight>Basic Attack Stage 4</color> additionally grants <SapTag=0>{0}</SapTag> {Cus:Sap,S=point P=points SapTag=0} of Musical Essence. Resonance Skill <color=Highlight>Wild Allegro</color> gains 1 more charge."
"Content": "Casting <color=Highlight>Basic Attack Stage 4</color> additionally grants <SapTag=0>{0}</SapTag> {Cus:Sap,S=point P=points SapTag=0} of Musical Essence. Resonance Skill <color=Highlight>Harmonic Allegro</color> gains 1 more charge."
},
{
"Id": "ResonantChain_201_NodeName",
@ -553257,7 +553257,7 @@
},
{
"Id": "ResonantChain_202_AttributesDescription",
"Content": "Heavy Attack <color=Highlight>Four-Beat Downbeat</color> and Resonance Liberation <color=Highlight>Trio of a Songstress' Cadenza</color> ignore {0} of the targets' DEF when dealing damage."
"Content": "Heavy Attack <color=Highlight>Quadruple Downbeat</color> and Resonance Liberation <color=Highlight>Singer's Triple Cadenza</color> ignore {0} of the targets' DEF when dealing damage."
},
{
"Id": "ResonantChain_202_NodeName",
@ -553265,19 +553265,19 @@
},
{
"Id": "ResonantChain_203_AttributesDescription",
"Content": "Resonance Liberation <color=Highlight>Trio of a Songstress' Cadenza</color> deals {0} more damage. During Resonance Liberation, Resonators within the range receive {1} less damage."
"Content": "Resonance Liberation <color=Highlight>Singer's Triple Cadenza</color> deals {0} more damage. During Resonance Liberation, Resonators within the range receive {1} less damage."
},
{
"Id": "ResonantChain_203_NodeName",
"Content": "Eternal Verse to the Lasting Summer"
"Content": "Eternal Idyll to Lasting Summer"
},
{
"Id": "ResonantChain_204_AttributesDescription",
"Content": "Resonance Liberation <color=Highlight>Trio of a Songstress' Cadenza</color>'s Crit. DMG is increased by {0} when dealing damage."
"Content": "Crit. DMG dealt by Resonance Liberation <color=Highlight>Singer's Triple Cadenza</color> is increased by {0}."
},
{
"Id": "ResonantChain_204_NodeName",
"Content": "Finale Yet to Come"
"Content": "Unending Cadence"
},
{
"Id": "Entity_3ee55216b47b517f454edd0e221e6cdff49d8cfbbf55d9bec78bc9c10678ae7b",
@ -562833,7 +562833,7 @@
},
{
"Id": "SkillButton_1407200_Name",
"Content": "Curtain Call"
"Content": "End"
},
{
"Id": "Rogue_End_S1_Task_Title",
@ -562953,19 +562953,19 @@
},
{
"Id": "WeaponConf_21030026_AttributesDescription",
"Content": "All things exist within the lines of poetry, and the voice of them resonate within melodies.\nIn the forest, melodies ascend an invisible staircase, spiraling gracefully upward. Moonlight bathes them in sliver radiance, as nightingales soar in perferct harmony. When the final note falls upon the silent earth, an impeccable echo will reverberate eternally in the very heart of this boundless realm."
"Content": "All things exist within the lines of poetry. Every sound has its meters and rhymes.\nThe forest's melodies ascend in spirals toward the moons silvered grace, harmonized by the nightingales' chorus. When the final note falls and vanishes into the silent earth, a flawless chord echoes endlessly in the depths of this boundless realm."
},
{
"Id": "WeaponConf_21030026_BgDescription",
"Content": "All things exist within the lines of poetry, and the voice of them resonate within melodies.\nIn the forest, melodies ascend an invisible staircase, spiraling gracefully upward. Moonlight bathes them in sliver radiance, as nightingales soar in perferct harmony. When the final note falls upon the silent earth, an impeccable echo will reverberate eternally in the very heart of this boundless realm."
"Content": "All things exist within the lines of poetry. Every sound has its meters and rhymes.\nThe forest's melodies ascend in spirals toward the moons silvered grace, harmonized by the nightingales' chorus. When the final note falls and vanishes into the silent earth, a flawless chord echoes endlessly in the depths of this boundless realm."
},
{
"Id": "WeaponConf_21030026_Desc",
"Content": "Increases ATK by {0}. When inflicting Aero Erosion on the target, gains {1} Aero DMG Bonus for {2}s. Hitting targets with Aero Erosion reduces their Aero RES by {3} for {4}s."
"Content": "ATK is increased by {0}. When inflicting Aero Erosion on the target, gain {1} Aero DMG Bonus for {2}s. Hitting targets with Aero Erosion reduces their Aero RES by {3} for {4}s."
},
{
"Id": "WeaponConf_21030026_ObtainedShowDescription",
"Content": "All things exist within the lines of poetry, and the voice of them resonate within melodies.\nIn the forest, melodies ascend an invisible staircase, spiraling gracefully upward. Moonlight bathes them in sliver radiance, as nightingales soar in perferct harmony. When the final note falls upon the silent earth, an impeccable echo will reverberate eternally in the very heart of this boundless realm."
"Content": "All things exist within the lines of poetry. Every sound has its meters and rhymes.\nThe forest's melodies ascend in spirals toward the moons silvered grace, harmonized by the nightingales' chorus. When the final note falls and vanishes into the silent earth, a flawless chord echoes endlessly in the depths of this boundless realm."
},
{
"Id": "WeaponConf_21030026_TypeDescription",
@ -567273,7 +567273,7 @@
},
{
"Id": "AbyssLockSort",
"Content": "Lock on"
"Content": "Locked"
},
{
"Id": "AbyssDisSort",
@ -571269,7 +571269,7 @@
},
{
"Id": "WeaponConf_21040036_Desc",
"Content": "Increases ATK by {0}. Casting Resonance Liberation grants the following effects: Dealing damage ignores {1} of the target's DEF and amplifies Spectro Frazzle DMG dealt by {2} for {3}s. Retriggering the effect resets its duration."
"Content": "Increases ATK by {0}. Casting Resonance Liberation grants the following effects: Dealing damage ignores {1} of the target's DEF and Amplifies Spectro Frazzle DMG dealt by {2} for {3}s. Retriggering the effect resets its duration."
},
{
"Id": "RogueRes_SkillTree_101_Desc",
@ -571501,11 +571501,11 @@
},
{
"Id": "LongShanTask_3201_TaskName",
"Content": "Pass Floor 8 of Abbowser Castle in “Cube, Cubic n Cubie.”"
"Content": "Pass Floor 15 of Abbowser Castle in “Cube, Cubic n Cubie.”"
},
{
"Id": "LongShanTask_3202_TaskName",
"Content": "Progress to 40% on Floor 15 of Abbowser Castle in “Cube, Cubic n Cubie.”"
"Content": "Reach 40% progress in Abbowser Castle Warrior Level"
},
{
"Id": "ItemInfo_GJ_Name",
@ -572337,7 +572337,7 @@
},
{
"Id": "Skill_1003401_SkillResume",
"Content": "<size=40><color=Title>Basic Attack</color></size>\nDeal <color=Wind>Aero DMG</color>, inflict <color=Highlight>Aero Erosion</color> on the target, and generate an <color=Highlight>Ensemble Shade</color>.\n<size=10></size>\n<size=40><color=Title>Heavy Attack</color></size>\nDeal <color=Wind>Aero DMG</color>.\n<size=10></size>\n<size=40><color=Title>Mid-air Attack</color></size>\nDeal <color=Wind>Aero DMG</color>.\n<size=10></size>\n<size=40><color=Title>Dodge Dodge Counter</color></size>\nDeal <color=Wind>Aero DMG</color>."
"Content": "<size=40><color=Title>Basic Attack</color></size>\nDeal <color=Wind>Aero DMG</color>, inflict <color=Highlight>Aero Erosion</color> on the target, and generate an <color=Highlight>Ensemble Sylph</color>.\n<size=10></size>\n<size=40><color=Title>Ensemble Sylph</color></size>\nStays on the field to <color=Highlight>perform</color>. After Inherent Skill <color=Highlight>Interlude Tune</color> is activated, <color=Highlight>performance</color> increases the Aero DMG Bonus for all nearby Resonators in the team.\n<size=10></size>\n<size=40><color=Title>Heavy Attack</color></size>\nDeal <color=Wind>Aero DMG</color>.\n<size=10></size>\n<size=40><color=Title>Aimed Attack</color></size>\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} Aim to enter Aiming Mode. Shots fired deal <color=Wind>Aero DMG</color>, considered as <color=Highlight>Heavy Attack DMG</color>\n<size=10></size>\n<size=40><color=Title>Mid-air Attack</color></size>\nDeal <color=Wind>Aero DMG</color>.\n<size=10></size>\n<size=40><color=Title>Dodge Counter</color></size>\nDeal <color=Wind>Aero DMG</color>."
},
{
"Id": "Skill_1003402_SkillResume",
@ -572345,19 +572345,19 @@
},
{
"Id": "Skill_1003403_SkillResume",
"Content": "Enter the <color=Highlight>enhanced state</color> and generate an <color=Highlight>Ensemble Shade</color>. {Cus:Ipt,Touch=Tap PC=Click Gamepad=Press} the button at the right timing to deal <color=Wind>Aero DMG</color> and inflict <color=Highlight>Aero Erosion</color> and <color=Highlight>Spectro Frazzle</color> on the target.\n<size=10></size>\nWhile in the <color=Highlight>enhanced state</color>, switching to other Resonator won't force Ciaccona to exit her <color=Highlight>enhanced state</color>. Automatically deal <color=Wind>Aero DMG</color> and inflict <color=Highlight>Aero Erosion</color> and <color=Highlight>Spectro Frazzle</color> on the target."
"Content": "<size=40><color=Title>Resonance Liberation</color></size>\nDeal <color=Wind>Aero DMG</color> and generate an <color=Highlight>Ensemble Sylph</color> and enter an <color=Highlight>enhanced state</color>.\n<size=10> </size>\n<size=40><color=Title>Enhanced State</color></size>\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} the interactive button at the right time to deal <color=Wind>Aero DMG</color> and trigger different effects based on the color of the button hit:\n- Green: Inflict <color=Highlight>Aero Erosion</color>.\n- Yellow: Inflict <color=Highlight>Spectro Frazzle</color>.\nCiaccona will stay in the <color=Highlight>enhanced state</color> after switching to other Resonators. The switch will automatically trigger the effects of the interactive buttons in the <color=Highlight>enhanced state</color>."
},
{
"Id": "Skill_1003404_SkillResume",
"Content": "For every one <color=Highlight>Ensemble Shade</color> on the field, increase all Resonators' Aero DMG Bonus in the nearby team."
"Content": "The <color=Highlight>Performance</color> of the <color=Highlight>Ensemble Sylph</color> will increase Aero DMG Bonus for all nearby Resonators in the team."
},
{
"Id": "Skill_1003405_SkillResume",
"Content": "Increase <color=Highlight>Enhanced Heavy Attack</color>'s DMG Multiplier."
"Content": "<color=Highlight>Enhanced Heavy Attack</color> deals higher DMG."
},
{
"Id": "Skill_1003406_SkillResume",
"Content": "Deal <color=Wind>Aero DMG</color>."
"Content": "Deal <color=Wind>Aero DMG</color> and inflict <color=Highlight>Aero Erosion</color> on the target."
},
{
"Id": "Skill_1003407_SkillResume",
@ -572365,7 +572365,7 @@
},
{
"Id": "Skill_1003409_SkillResume",
"Content": "Amplify <color=Highlight>Aero Erosion</color>'s DMG."
"Content": "Amplify <color=Highlight>Aero Erosion</color> DMG taken by nearby targets."
},
{
"Id": "BirthdaySet_OpenCondition_Tips",
@ -572705,15 +572705,15 @@
},
{
"Id": "WeaponConf_21040036_AttributesDescription",
"Content": "It heralds retribution, precise and unwavering as a clockwork toll. All sins will be consumed in flame, vanishing like night before the dawn."
"Content": "It heralds justice, precise and inexorable as a clocks toll. All sins are cleansed in flame, dissipating like night beneath the dawns gaze."
},
{
"Id": "WeaponConf_21040036_BgDescription",
"Content": "It heralds retribution, precise and unwavering as a clockwork toll. All sins will be consumed in flame, vanishing like night before the dawn."
"Content": "It heralds justice, precise and inexorable as a clocks toll. All sins are cleansed in flame, dissipating like night beneath the dawns gaze."
},
{
"Id": "WeaponConf_21040036_ObtainedShowDescription",
"Content": "It heralds retribution, precise and unwavering as a clockwork toll. All sins will be consumed in flame, vanishing like night before the dawn."
"Content": "It heralds justice, precise and inexorable as a clocks toll. All sins are cleansed in flame, dissipating like night beneath the dawns gaze."
},
{
"Id": "WeaponConf_21040036_WeaponName",
@ -573509,7 +573509,7 @@
},
{
"Id": "SkillDescription_1407017_AttributeName",
"Content": "Skill DMG"
"Content": "Improvised Symphonic Poem Skill DMG"
},
{
"Id": "SkillDescription_1407018_AttributeName",
@ -573529,7 +573529,7 @@
},
{
"Id": "SkillDescription_1407022_AttributeName",
"Content": "Four-Beat Downbeat DMG"
"Content": "Quadruple Downbeat DMG"
},
{
"Id": "SkillDescription_1407023_AttributeName",
@ -573645,15 +573645,15 @@
},
{
"Id": "Skill_1003301_SkillResume",
"Content": "<size=40><color=Title> Basic Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Chain Basic Attack</color></size>\nAfter performing Basic Attack Stage 3, {Cus:Ipt,Touch=tap PC=Click Gamepad=press} <color=highlight>Normal Attack</color> at the right time to perform<color=Title>Chain Basic Attack</color>, dealing <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Heavy Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Mid-air Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Dodge Counter</color></size>\nDeal <color=Light>Spectro DMG</color>."
"Content": "<size=40><color=Title>Basic Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Chained Basic Attack</color></size>\nAfter Basic Attack Stage 3, {Cus:Ipt,Touch=tap PC=Click Gamepad=press} <color=Highlight>Normal Attack</color> at the right time to perform<color=Title>Chained Basic Attack</color>, dealing <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Heavy Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Mid-air Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Dodge Counter</color></size>\nDeal <color=Light>Spectro DMG</color>."
},
{
"Id": "Skill_1003302_SkillResume",
"Content": "<size=40><color=Title>Resonance Skill</color></size>\nDeal <color=Light>Spectro DMG</color>. Hold to block. When attacked, counterattack and control the target.\n<size=10></size>\n<size=40><color=Title>Special Energy</color></size>\n- Performing Basic Attack or Resonance Skill to obtain <color=Highlight>Special Energy</color>.\n- When <color=Highlight>Special Energy</color>is fullcast <color=Highlight>Enhanced Resonance Skill</color> to deal <color=Light>Spectro DMG</color> and Amplify <color=Highlight>Spectro Frazzle</color>DMG.\n<size=10></size>\n<size=40><color=Title>Enhanced Resonance Skill</color></size>\n- Hold to block. When attacked, counterattack and control the target.\n- Release to attack the target."
"Content": "<size=40><color=Title>Resonance Skill</color></size>\nDeal <color=Light>Spectro DMG</color>. Hold to block. When being hit, counterattack and control the target.\n<size=10></size>\n<size=40><color=Title>Forte Gauge</color></size>\n- Performing Basic Attack or Resonance Skill to obtain <color=Highlight>Forte Gauge</color>.\n- When <color=Highlight>Forte Gauge</color>is full, cast <color=Highlight>Enhanced Resonance Skill</color> to deal <color=Light>Spectro DMG</color> and Amplify Zani's <color=Highlight>Spectro Frazzle</color>DMG .\n<size=10></size>\n<size=40><color=Title>Enhanced Resonance Skill</color></size>\n- Hold to block. When being hit, counterattack and control the target.\n- Release to attack the target."
},
{
"Id": "Skill_1003303_SkillResume",
"Content": "<size=40><color=Title>Resonance Liberation</color></size>\nDeal <color=Light>Spectro DMG</color> and enter <color=Highlight>Enhanced Mode</color>, casting <color=Highlight>Ultimate Resonance Liberation</color>.\n<size=10></size>\n<size=40><color=Title>Ultimate Resonance Liberation</color></size>\nDeal high <color=Light>Spectro DMG</color> and end <color=Highlight>Enhanced Mode</color>."
"Content": "<size=40><color=Title>Resonance Liberation</color></size>\nDeal <color=Light>Spectro DMG</color> and enter an <color=Highlight>Enhanced State</color>, casting <color=Highlight>Finisher Resonance Liberation</color>.\n<size=10></size>\n<size=40><color=Title>Finisher Resonance Liberation</color></size>\nDeal high <color=Light>Spectro DMG</color> and end the <color=Highlight>Enhanced State</color>."
},
{
"Id": "Skill_1003304_SkillResume",
@ -573661,7 +573661,7 @@
},
{
"Id": "Skill_1003305_SkillResume",
"Content": "The DMG received during <color=Highlight>Enhanced Mode</color> is reduced."
"Content": "DMG taken while in the <color=Highlight>Enhanced State</color> is reduced."
},
{
"Id": "Skill_1003306_SkillResume",
@ -573669,11 +573669,11 @@
},
{
"Id": "Skill_1003307_SkillResume",
"Content": "<size=40><color=Title>Enhanced Special Energy</color></size>\nWhen a nearby Resonator inflicts <color=Highlight>Spectro Frazzle</color> upon the target, consume all stacks to deal DMG and inflict <color=Highlight>Scorching Ember</color> upon the target instead. Meanwhile, Zani obtains <color=Title>Enhanced Special Energy</color>.\nCasting Resonance Liberation or <color=Highlight>Enhanced Resonance Skill</color> grants <color=Highlight>Enhanced Special Energy</color>\nWhen in <color=Highlight>Enhanced Mode</color>, consume <color=Highlight>Enhanced Special Energy</color> to cast <color=Highlight>Enhanced Basic Attack</color> and <color=Highlight>Ultimate Resonance Skill</color>, dealing <color=Light>Spectro DMG</color>. This DMG is considered both <color=Highlight>Heavy Attack DMG</color> and <color=Highlight>Spectro Frazzle DMG</color>.\n<size=10></size>\n<size=40><color=Title>Scorching Ember</color></size>\n<color=Title>Scorching Ember</color> stacks are considered <color=Highlight>Spectro Frazzle</color> for triggering Eternal Radiance Set Effect.\n<size=10></size>\n<size=40><color=Title>Ultimate Resonance Skill</color></size>\n- Hold to block. When attacked, counterattack and control the target.\n- Release to attack the target."
"Content": "<size=40><color=Title>Enhanced Forte Gauge</color></size>\n- When a nearby Resonator in the team inflicts <color=Highlight>Spectro Frazzle</color> upon a target, trigger the damage effect immediately and inflict <color=Highlight>Heliacal Ember</color> upon the target. Meanwhile, Zani restores <color=Highlight>Enhanced Forte Gauge</color>.\n- Casting Resonance Liberation or <color=Highlight>Enhanced Resonance Skill</color> grants <color=Highlight>Enhanced Forte Gauge</color>\n- When in the <color=Highlight>Enhanced State</color>, consume <color=Highlight>Enhanced Forte Gauge</color> to cast <color=Highlight>Enhanced Basic Attack</color>, dealing <color=Light>Spectro DMG</color> (Considered both <color=Highlight>Heavy Attack DMG</color> and <color=Highlight>Spectro Frazzle DMG</color>).\n<size=10></size>\n<size=40><color=Title>Heliacal Ember</color></size>\n<color=Highlight>Heliacal Ember</color> stacks are considered <color=Highlight>Spectro Frazzle</color> stacks towards the Eternal Radiance Sonata Effect.\n<size=10></size>\n<size=40><color=Title>Enhanced Basic Attack</color></size>\n- {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} Normal Attack to attack the target\n- Hold Resonance Skill to block attacks. When being hit, counterattack and control the target.\n- Release Resonance Skill to attack the target."
},
{
"Id": "Skill_1003309_SkillResume",
"Content": "Deal <color=Light>Spectro DMG</color>. The more stacks of <color=Highlight>Scorching Ember</color> the target has, the more DMG they receive.\nThis DMG is considered <color=Highlight>Spectro Frazzle DMG</color>.\nThe Spectro DMG dealt by other Resonators in the team to the target with <color=Highlight>Zanis Mark</color> is Amplified."
"Content": "Deal <color=Light>Spectro DMG</color>. <color=Highlight>Heliacal Ember</color> stacks increase the DMG they receive.\nThis instance of DMG is considered <color=Highlight>Spectro Frazzle DMG</color>.\nThe Spectro DMG dealt by other Resonators in the team to the target with <color=Highlight>Heliacal Ember</color> is Amplified."
},
{
"Id": "Skill_1003408_SkillResume",
@ -574733,7 +574733,7 @@
},
{
"Id": "RoleSkillInput_1407_DescList_1",
"Content": "After Basic Attack Stage 4, Ciaccona plays different instrument to perform <color=Highlight>Solo Concert</color> based on the attack combo she has performed. When Basic Attack Stage 4 and <color=Highlight>Solo Concert</color> are either actively or passively interrupted, an <color=Highlight>Ensemble Shade</color> will be generated to finish the rest of the attack."
"Content": "After Basic Attack Stage 4, Ciaccona starts a <color=Highlight>Solo Concert</color> with different instruments based on the attack combo she has performed. When Basic Attack Stage 4 and <color=Highlight>Solo Concert</color> are ended proactively or are interrupted, an <color=Highlight>Ensemble Sylph</color> is generated to continue the action."
},
{
"Id": "RoleSkillInput_1407_DescList_2",
@ -574741,7 +574741,7 @@
},
{
"Id": "RoleSkillInput_1407_DescList_3",
"Content": "After casting Resonance Liberation, {Cus:Ipt,Touch=Tap PC=Click Gamepad=Press} the button at the right timing following the prompt to radiate <color=Highlight>Symphonic Poem: Tonic</color>."
"Content": "After casting Resonance Liberation, {Cus:Ipt,Touch=Tap PC=Click Gamepad=Press} the button at the right time following the prompt to radiate <color=Highlight>Symphonic Poem: Tonic</color>."
},
{
"Id": "SkillDescription_1407025_AttributeName",
@ -574761,11 +574761,11 @@
},
{
"Id": "SkillInput_140704_Description",
"Content": "Heavy Attack-Four-Beat Downbeat: When Forte Gauge is full, hold {0}."
"Content": "Heavy Attack - Quadruple Downbeat: When Forte Gauge is full, hold {0}."
},
{
"Id": "SkillInput_140705_Description",
"Content": "After casting Resonance Liberation, {Cus:Ipt,Touch=Tap PC=Click Gamepad=Press} the button at the right timing following the prompt."
"Content": "After casting Resonance Liberation, {Cus:Ipt,Touch=tap PC=press Gamepad=press} the interactive button at the right time as prompted."
},
{
"Id": "Skill_1003308_SkillName",
@ -575373,19 +575373,19 @@
},
{
"Id": "SkillDescription_1507001_AttributeName",
"Content": "Basic Attack 1 DMG"
"Content": "Stage 1 DMG"
},
{
"Id": "SkillDescription_1507002_AttributeName",
"Content": "Basic Attack 2 DMG"
"Content": "Stage 2 DMG"
},
{
"Id": "SkillDescription_1507003_AttributeName",
"Content": "Basic Attack 3 DMG"
"Content": "Stage 3 DMG"
},
{
"Id": "SkillDescription_1507004_AttributeName",
"Content": "Basic Attack 4 DMG"
"Content": "Stage 4 DMG"
},
{
"Id": "SkillDescription_1507005_AttributeName",
@ -575413,7 +575413,7 @@
},
{
"Id": "SkillDescription_1507011_AttributeName",
"Content": "Proper Defense Protocol DMG"
"Content": "Standard Defense Protocol DMG"
},
{
"Id": "SkillDescription_1507012_AttributeName",
@ -575425,11 +575425,11 @@
},
{
"Id": "SkillDescription_1507014_AttributeName",
"Content": "Forcible Strike DMG"
"Content": "Forcible Riposte DMG"
},
{
"Id": "SkillDescription_1507015_AttributeName",
"Content": "Proper Defense Protocol Cooldown"
"Content": "Standard Defense Protocol Cooldown"
},
{
"Id": "SkillDescription_1507015_Description",
@ -575437,7 +575437,7 @@
},
{
"Id": "SkillDescription_1507016_AttributeName",
"Content": "Proper Defense Protocol Concerto Regen"
"Content": "Standard Defense Protocol Concerto Regen"
},
{
"Id": "SkillDescription_1507017_AttributeName",
@ -575449,11 +575449,11 @@
},
{
"Id": "SkillDescription_1507019_AttributeName",
"Content": "Forcible Strike Concerto Regen"
"Content": "Forcible Riposte Concerto Regen"
},
{
"Id": "SkillDescription_1507020_AttributeName",
"Content": "Bladewielder Duration"
"Content": "Sunburst Duration"
},
{
"Id": "SkillDescription_1507020_Description",
@ -575481,15 +575481,15 @@
},
{
"Id": "SkillDescription_1507026_AttributeName",
"Content": "Max Scorching Ember Stacks"
"Content": "Max Heliacal Ember Stacks"
},
{
"Id": "SkillDescription_1507027_AttributeName",
"Content": "Scorching Ember Duration Per Stack"
"Content": "Heliacal Ember Duration Per Stack"
},
{
"Id": "SkillDescription_1507028_AttributeName",
"Content": "Reburn DMG"
"Content": "Rekindle DMG"
},
{
"Id": "SkillDescription_1507029_AttributeName",
@ -575513,7 +575513,7 @@
},
{
"Id": "SkillDescription_1507033_AttributeName",
"Content": "Reburn Concerto Regen"
"Content": "Rekindle Concerto Regen"
},
{
"Id": "SkillDescription_1507034_AttributeName",
@ -575529,11 +575529,11 @@
},
{
"Id": "SkillDescription_1507036_AttributeName",
"Content": "DMG"
"Content": "Skill DMG"
},
{
"Id": "SkillDescription_1507037_AttributeName",
"Content": "Concerto Regen"
"Content": "Concerto Regen"
},
{
"Id": "SkillInput_150701_Description",
@ -575541,7 +575541,7 @@
},
{
"Id": "SkillInput_150702_Description",
"Content": "Proper Defense Protocol: {1}+{0}"
"Content": "Standard Defense Protocol: {1}+{0}"
},
{
"Id": "SkillInput_150703_Description",
@ -575581,11 +575581,11 @@
},
{
"Id": "SkillInput_150712_Description",
"Content": "Resonance Skill - Forcible Strike: Hold {1}. Cast automatically upon being hit"
"Content": "Resonance Skill - Forcible Riposte: Hold {1}. Cast automatically upon being hit"
},
{
"Id": "Skill_1003309_MultiSkillDescribe",
"Content": "Deal <color=Light>Spectro DMG</color> based on {0} of Zanis ATK and consume all stacks of [Scorching Ember] obtained, each increasing the DMG dealt by {1}. This DMG is considered <color=Highlight>Spectro Frazzle</color> DMG. The Spectro DMG dealt by other Resonators in the team to the target with <color=Highlight>Scorching Ember</color> is Amplified by {2} for {3}s."
"Content": "Attack the target, dealing <color=Light>Spectro DMG</color> equal to {0} of Zani's ATK and removing all stacks of Heliacal Ember inflicted upon the target. Each stack increases the DMG dealt by {1}. This DMG is considered <color=Highlight>Spectro Frazzle</color> DMG. The Spectro DMG dealt by other Resonators in the team to the target marked by <color=Highlight>Heliacal Ember</color> is Amplified by {2} for {3}s."
},
{
"Id": "WeaponConf_21040036_TypeDescription",
@ -575593,10 +575593,10 @@
},
{
"Id": "SkillDescription_1407026_AttributeName",
"Content": "Stay tuned"
"Content": "Symphonic Poem: Tonic DMG"
},
{
"Id": "SkillDescription_1507027_Description",
"Content": "Stay tuned"
"Content": "{0}s"
}
]

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@ -195589,7 +195589,7 @@
},
{
"Id": "Skill_1001309_MultiSkillDescribe_1.1",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001409_MultiSkillDescribe_1.1",
@ -393321,7 +393321,7 @@
},
{
"Id": "Skill_1000608_SkillResume",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1000609_SkillResume",
@ -393677,7 +393677,7 @@
},
{
"Id": "Skill_1001708_SkillResume",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1001709_SkillResume",
@ -534325,7 +534325,7 @@
},
{
"Id": "ResonantChain_193_AttributesDescription",
"Content": "共鳴スキル<color=Highlight>危機管理対策</color>を発動時、回折ダメージが{0}アップ、{1}秒間持続。共鳴スキル<color=Highlight>重斬り・長夜</color>を発動時、行動妨害効果を受けない。"
"Content": "共鳴スキル<color=Highlight>一点集中制圧</color>または共鳴スキル<color=Highlight>ブレイクカウンター</color>を発動時、回折ダメージが50%アップ、14秒間持続。\n<color=Highlight>重斬り・長夜</color>は中断されない。"
},
{
"Id": "ResonantChain_193_NodeName",
@ -534333,7 +534333,7 @@
},
{
"Id": "ResonantChain_194_AttributesDescription",
"Content": "クリティカル率が{0}アップ。\n共鳴スキル<color=Highlight>危機管理対策</color>の倍率が{1}アップ。"
"Content": "クリティカル率が{0}アップ。\n共鳴スキル<color=Highlight>一点集中制圧</color>、共鳴スキル<color=Highlight>ブレイクカウンター</color>のダメージ倍率が{1}アップ。"
},
{
"Id": "ResonantChain_194_NodeName",
@ -534341,7 +534341,7 @@
},
{
"Id": "ResonantChain_195_AttributesDescription",
"Content": "<color=Highlight>灼焔モード</color>時、【焔光】を{0}Pt消費するたび、共鳴解放<color=Highlight>終焉が訪れる頃</color>の倍率が{1}アップ、最大{2}アップ可能。"
"Content": "<color=Highlight>灼焔モード</color>発動時、【焔光】を{0}Pt消費するたび、共鳴解放<color=Highlight>終焉が訪れる頃</color>の最終段のダメージ倍率が{1}アップ、最大{2}アップ可能。"
},
{
"Id": "ResonantChain_195_NodeName",
@ -534357,7 +534357,7 @@
},
{
"Id": "ResonantChain_197_AttributesDescription",
"Content": "共鳴解放<color=Highlight>リバーン</color>の倍率が{0}アップ。"
"Content": "共鳴解放<color=Highlight>リバーン</color>のダメージ倍率が{0}アップ。"
},
{
"Id": "ResonantChain_197_NodeName",
@ -534365,7 +534365,7 @@
},
{
"Id": "ResonantChain_198_AttributesDescription",
"Content": "<color=Highlight>灼焔モード</color>時に、以下の効果を獲得:\n・共鳴スキル<color=Highlight>闇を照らす光</color>の倍率が{0}アップ。\n・【焔光】が{1}Pt以下になると、直ちに{2}Pt獲得する。<color=Highlight>灼焔モード</color>期間中に、1回のみ発動可能。\n・{3}秒以内に、戦闘不能に至るダメージを受けても、戦闘不能にならない。"
"Content": "<color=Highlight>闇を照らす光</color>のダメージ倍率が{0}アップ。\n<color=Highlight>灼焔モード</color>発動中、以下の効果を獲得:\n·【焔光】が{1}Ptを下回ると、直ちに{2}Pt獲得する。この効果は<color=Highlight>灼焔モード</color>発動期間中に1回のみ発動可能。\n· <color=Highlight>灼焔モード</color>に入ってから{3}秒間、戦闘不能に至るダメージを受けても、HPが1Pt以下にならない。"
},
{
"Id": "ResonantChain_198_NodeName",
@ -534373,7 +534373,7 @@
},
{
"Id": "Skill_1003301_SkillDescribe",
"Content": "<size=40><color=Title>通常攻撃</color></size>\n最大4段の連続攻撃を行い、<color=Light>回折ダメージ</color>を与える。\n<color=Highlight>通常攻撃3段目</color>を発動後、適切なタイミングで<color=Highlight>通常攻撃</color>を一回押しすると、通常攻撃<color=Highlight>ブレイクスルー</color>を発動し、さらに通常攻撃を一回押しすると、<color=Highlight>通常攻撃4段目</color>を発動する。\n<color=Highlight>通常攻撃3段目</color>を発動後に<color=Highlight>通常攻撃4段目</color>を発動していない場合、一定時間内に回避をした後で<color=Highlight>通常攻撃</color>を一回押しすると<color=Highlight>通常攻撃4段目</color>を発動する。\n<size=40><color=Title>重撃</color></size>\nスタミナを消費して目標を攻撃し、<color=Light>回折ダメージ</color>を与える。\n\n<size=40><color=Title>空中攻撃</color></size>\nスタミナを消費して落下攻撃を行い、<color=Light>回折ダメージ</color>を与える。\n\n<size=40><color=Title>回避反撃</color></size>\n回避成功直後に<color=Highlight>通常攻撃</color>を行うと、目標を攻撃し、<color=Light>回折ダメージ</color>を与える。"
"Content": "<size=40><color=Title>通常攻撃</color></size>\n最大4段の連続攻撃を行い、<color=Light>回折ダメージ</color>を与える。\n<color=Highlight>通常攻撃3段目</color>を発動後、適切なタイミングで<color=Highlight>通常攻撃</color>を一回押しすると、通常攻撃<color=Highlight>ブレイクスルー</color>を発動する。その直後にもう一度<color=Highlight>通常攻撃</color>を一回押しすると、<color=Highlight>通常攻撃4段目</color>を発動する。\n<color=Highlight>通常攻撃3段目</color>後に<color=Highlight>通常攻撃4段目</color>を発動しなかった場合、一定時間内に回避して<color=Highlight>通常攻撃</color>を一回押しすると<color=Highlight>通常攻撃4段目</color>を発動する。\n\n<size=40><color=Title>重撃</color></size>\nスタミナを消費して目標を攻撃し、<color=Light>回折ダメージ</color>を与える。その直後にもう一度<color=Highlight>通常攻撃</color>を一回押しすると、<color=Highlight>通常攻撃3段目</color>を発動する。\n\n<size=40><color=Title>空中攻撃</color></size>\nスタミナを消費して落下攻撃を行い、<color=Light>回折ダメージ</color>を与える。その直後にもう一度<color=Highlight>通常攻撃</color>を一回押しすると、<color=Highlight>通常攻撃3段目</color>を発動する。\n\n<size=40><color=Title>回避反撃</color></size>\n回避成功直後に<color=Highlight>通常攻撃</color>を行うと、目標を攻撃し、<color=Light>回折ダメージ</color>を与える。\n<color=Highlight>回避反撃</color>後に<color=Highlight>通常攻撃4段目</color>を発動しなかった場合、一定時間内に地面で回避して<color=Highlight>通常攻撃</color>を一回押しすると、<color=Highlight>通常攻撃4段目</color>を発動する。"
},
{
"Id": "Skill_1003301_SkillName",
@ -534381,7 +534381,7 @@
},
{
"Id": "Skill_1003302_SkillDescribe",
"Content": "<size=40><color=Title>標準防衛対策</color></size>\n<color=Highlight>共鳴スキル</color>を長押しすると、ガード状態に入り、離すと目標を攻撃し、<color=Light>回折ダメージ</color>を与える。\n一定時間内に<color=Highlight>通常攻撃</color>を一回押しすると、通常攻撃<color=Highlight>迅速制圧</color>を発動し、<color=Light>回折ダメージ</color>を与える他、目標の行動速度をダウン。\nガード期間中に攻撃を受けると、行動妨害効果を受けず、この攻撃によるダメージがダウンし、共鳴スキル<color=Highlight>ジャストカウンター</color>が発動される、<color=Light>回折ダメージ</color>を与える他、目標を停滞させ、共振度を追加で{0}削る。\n\n<size=40><color=Title>危機管理対策</color></size>\n【リダンダントエナジー】満タン時、かつザンニーが<color=Highlight>灼焔モード</color>になっていない場合、<color=Highlight>共鳴スキル</color>は共鳴スキル<color=Highlight>危機管理対策</color>に代わる。\n<color=Highlight>共鳴スキル</color>を長押しすると、<color=Highlight>ガードの構え</color>状態に入る。<color=Highlight>ガードの構え</color>状態期間中にボタンを離すか、最大持続時間になると、【リダンダントエナジー】を全て消費し共鳴スキル<color=Highlight>一点集中制圧</color>を発動し、<color=Light>回折ダメージ</color>を与える。\n<color=Highlight>ガードの構え</color>期間中に攻撃を受けると、行動妨害効果を受けず、この攻撃によるダメージがダウンし、【リダンダントエナジー】を全て消費し共鳴スキル<color=Highlight>ブレイクカウンター</color>が発動される、<color=Light>回折ダメージ</color>を与える他、目標を停滞させ、共振度を追加で{1}削る。\n共鳴スキル<color=Highlight>一点集中制圧</color>または共鳴スキル<color=Highlight>ブレイクカウンター</color>を発動時、命中した目標に1スタックの【烈日の残光】を付与し、【焔光】を獲得する。そして、<color=Highlight>斬棘</color>効果を獲得する。\n\n<size=40><color=Title>斬棘</color></size>\n自身が直接与えた<color=Highlight>【騒光効果】</color>のダメージに{2}のダメージブーストが付く。"
"Content": "<size=40><color=Title>標準防衛対策</color></size>\n目標を攻撃して<color=Light>回折ダメージ</color>を与え、ガード状態に入る。\nガード状態中に<color=Highlight>通常攻撃</color>を一回押しすると、<color=Highlight>通常攻撃3段目</color>を発動し、命中した場合は【リダンダントエナジー】を追加で10Pt獲得し、目標を停滞させる。\nガード状態中に攻撃を受けると、攻撃を無効化し、同時に共鳴スキル<color=Highlight>ジャストカウンター</color>を発動:<color=Light>回折ダメージ</color>を与え、目標を停滞させ、さらに共振度を{0}削る。{2}秒間、ザンニーの受けるダメージが{3}ダウン。\n\n<size=40><color=Title>危機管理対策</color></size>\n【リダンダントエナジー】満タン時、かつ<color=Highlight>灼焔モード</color>ない場合、<color=Highlight>共鳴スキル</color>は共鳴スキル<color=Highlight>危機管理対策</color>に代わる。\n<color=Highlight>共鳴スキル</color>を長押しすると、<color=Highlight>ガードの構え</color>状態に入る<color=Highlight>ガードの構え</color>状態は中断されない)。<color=Highlight>ガードの構え</color>状態中にボタンを離すか、最大持続時間になると、【リダンダントエナジー】を全て消費し共鳴スキル<color=Highlight>一点集中制圧</color>を発動し、<color=Light>回折ダメージ</color>を与える。\n<color=Highlight>ガードの構え</color>状態に入った後、一定時間内に攻撃を受けると、攻撃を無効化し、同時に【リダンダントエナジー】を全て消費して、共鳴スキル<color=Highlight>ブレイクカウンター</color>を発動:<color=Light>回折ダメージ</color>を与え、目標を停滞させ、さらに共振度を{1}削る。{2}秒間、ザンニーの受けるダメージが{3}ダウン。\n共鳴スキル<color=Highlight>一点集中制圧</color>または共鳴スキル<color=Highlight>ブレイクカウンター</color>を発動時、命中した目標に1スタックの【烈日の残光】を付与する。スキルの最終段を発動後、【焔光】を獲得し、さらに<color=Highlight>斬棘</color>効果を獲得する。\n\n<size=40><color=Title>斬棘</color></size>\n自身が直接与える<color=Highlight>【騒光効果】</color>ダメージに、{4}のダメージブーストを付与する。"
},
{
"Id": "Skill_1003302_SkillName",
@ -534389,7 +534389,7 @@
},
{
"Id": "Skill_1003303_SkillDescribe",
"Content": "<size=40><color=Title>リバーン</color></size>\n<color=Light>回折ダメージ</color>を与え、<color=Highlight>灼焔モード</color>に入る。【焔光】の上限は{0}Ptから{1}Ptまでアップし、直ちに【焔光】を{2}Pt獲得する。<color=Highlight>灼焔モード</color>期間中、通常攻撃の倍率がアップ。\n\n<size=40><color=Title>終焉が訪れる頃</color></size>\n<color=Highlight>灼焔モード</color>期間中、【焔光】が{3}Pt以下の場合、共鳴解放<color=Highlight>終焉が訪れる頃</color>が発動できるようになる。\n<color=Highlight>灼焔モード</color>が{4}秒間持続後でも、共鳴解放<color=Highlight>終焉が訪れる頃</color>が発動できるようになる。\n共鳴解放<color=Highlight>終焉が訪れる頃</color>を発動すると、<color=Light>回折ダメージ</color>を与え、<color=Highlight>灼焔モード</color>が解除される。"
"Content": "<size=40><color=Title>リバーン</color></size>\n<color=Light>回折ダメージ</color>を与え、<color=Highlight>灼焔モード</color>に入る。【焔光】の上限は{0}Ptから{1}Ptまでアップし、直ちに【焔光】を{2}Pt獲得する。<color=Highlight>灼焔モード</color>期間中、通常攻撃のダメージ倍率がアップ。\n\n<size=40><color=Title>終焉が訪れる頃</color></size>\n<color=Highlight>灼焔モード</color>期間中、【焔光】が{3}Ptを下回るか、<color=Highlight>灼焔モード</color>が{4}秒間持続すると、<color=Highlight>共鳴解放</color>が共鳴解放<color=Highlight>終焉が訪れる頃</color>に代わる。\n共鳴解放<color=Highlight>終焉が訪れる頃</color>を発動すると、<color=Light>回折ダメージ</color>を与え、<color=Highlight>灼焔モード</color>が解除される。"
},
{
"Id": "Skill_1003303_SkillName",
@ -534421,7 +534421,7 @@
},
{
"Id": "Skill_1003307_SkillDescribe",
"Content": "<size=40><color=Title>烈日の残光</color></size>\nザンニーがチーム内に編入され、チーム内キャラが目標に<color=Highlight>【騒光効果】</color>を付与する時、全てのスタックのダメージが直ちに発動される他、同じスタック数の【烈日の残光】に転換する。転換するたびに、ザンニーは転換したスタック数に応じて【焔光】を獲得する。【烈日の残光】は<color=Highlight>【騒光効果】</color>のスタックと見なされ、「エターナル・ライト」のハーモニー効果が発動される。\n\n<size=40><color=Title>共鳴スキル・闇を照らす光</color></size>\nザンニーが<color=Highlight>灼焔モード</color>期間中、<color=Light>回折ダメージ</color>を与える<color=Highlight>重斬り・暁</color>、<color=Highlight>重斬り・夜明け</color>、<color=Highlight>重斬り・長夜</color>が発動できるようになる、このダメージは重撃ダメージと見なされ、同時に<color=Highlight>【騒光効果】</color>ダメージとも見なされる。\n【焔光】が{0}Pt以上の場合、共鳴スキル<color=Highlight>標準防衛対策</color>が共鳴スキル<color=Highlight>闇を照らす光</color>に代わる。\n<color=Highlight>共鳴スキル</color>を長押しすると、<color=Highlight>ガードの構え</color>状態になる。<color=Highlight>ガードの構え</color>状態中にボタンを離すと、【焔光】を消費して<color=Highlight>重斬り・暁</color>が発動される。\n<color=Highlight>ガードの構え</color>状態中にダメージを受けると、行動妨害効果を受けず、この攻撃によるダメージがダウンし、【焔光】を消費して<color=Highlight>重斬り・閃裂</color>が発動される他、目標を停滞させ、共振度を追加で{1}削る。\n<color=Highlight>ガードの構え</color>が最大持続時間になると、<color=Highlight>重斬り・長夜</color>が発動される。発動時、ザンニーの【焔光】を最大{2}Pt消費できる、【焔光】を1Pt消費するたびに、今回発動する<color=Highlight>重斬り・長夜</color>のダメージ倍率がアップ。\n【焔光】が{3}Pt以上の場合、<color=Highlight>通常攻撃</color>は<color=Highlight>重斬り・暁</color>に代わる。\n<color=Highlight>重斬り・暁</color>を発動後、<color=Highlight>通常攻撃</color>は<color=Highlight>重斬り・夜明け</color>に代わる。【焔光】を消費して<color=Highlight>重斬り・夜明け</color>が発動できる。\n<color=Highlight>重斬り・夜明け</color>を発動後、<color=Highlight>通常攻撃</color>は<color=Highlight>重斬り・長夜</color>に代わる。発動時、ザンニーの【焔光】を最大{4}Pt消費できる、【焔光】を1Pt消費するたびに、今回発動する<color=Highlight>重斬り・長夜</color>のダメージ倍率がアップ。\n回避成功後、<color=Highlight>通常攻撃</color>が<color=Highlight>重斬り・長夜</color>に代わっていない場合、一定時間内に<color=Highlight>通常攻撃</color>を一回押しすると、【焔光】を消費して<color=Highlight>重斬り・閃裂</color>を発動する。\n\n<size=40><color=Title>エクセスエナジー獲得方法</color></size>\n【リダンダントエナジー】最大{5}Pt。\n基本攻撃が目標に命中すると、【リダンダントエナジー】を獲得。\n変奏スキル<color=Highlight>即時執行</color>が目標に命中すると、【リダンダントエナジー】を獲得。\n共鳴スキル<color=Highlight>標準防衛対策</color>を発動すると、【リダンダントエナジー】を獲得。\n共鳴スキル<color=Highlight>ジャストカウンター</color>を発動すると、【リダンダントエナジー】を獲得。\n\n<size=40><color=Title>焔光獲得方法</color></size>\n<color=Highlight>灼焔モード</color>になっていない場合、【焔光】の上限は{6}Pt、<color=Highlight>灼焔モード</color>時、【焔光】の上限は{7}Pt。\n共鳴スキル<color=Highlight>危機管理対策</color>を発動後、【焔光】を{8}Pt獲得。\n1スタックの<color=Highlight>【騒光効果】</color>が【烈日の残光】に転換するたびに、【焔光】を{9}Pt獲得。"
"Content": "<size=40><color=Title>烈日の残光</color></size>\nザンニーをチームに編成している場合、近くにいるチーム内キャラが目標に<color=Highlight>【騒光効果】</color>を付与した時、全てのスタックのダメージが直ちに適用され、付与した分と同じスタックの【烈日の残光】に変換される。変換されるたびに、ザンニーは変換されたスタック数に応じて【焔光】を獲得する。【烈日の残光】は最大{0}スタック、{1}秒間持続、ハーモニー効果「エターナル・ライト」を適用可能。\n\n<size=40><color=Title>闇を照らす光</color></size>\n<color=Highlight>灼焔モード</color>期間中、<color=Light>回折ダメージ</color>を与える<color=Highlight>重斬り・暁</color>、<color=Highlight>重斬り・夜明け</color>、<color=Highlight>重斬り・長夜</color>、<color=Highlight>重斬り・閃裂</color>が発動可能になる。上記の攻撃によるダメージは重撃ダメージおよび<color=Highlight>【騒光効果】</color>ダメージと見なされる。\n【焔光】が{2}Pt以上の場合、共鳴スキル<color=Highlight>標準防衛対策</color>が共鳴スキル<color=Highlight>闇を照らす光</color>に代わる。\n<color=Highlight>共鳴スキル</color>を長押しすると、<color=Highlight>ガードの構え</color>状態に入る(<color=Highlight>ガードの構え</color>状態中は中断されない)。<color=Highlight>ガードの構え</color>状態中にボタンを離すと、【焔光】を消費して<color=Highlight>重斬り・暁</color>を発動する。\n<color=Highlight>ガードの構え</color>状態に入った後、一定時間内に攻撃を受けるとダメージを無効化し、【焔光】を消費して<color=Highlight>重斬り・閃裂</color>を発動し、目標を停滞させ、さらに共振度を{3}削る。{4}秒間、ザンニーの受けるダメージが{5}ダウン。\n<color=Highlight>重斬り・閃裂</color>発動後、<color=Highlight>通常攻撃</color>が<color=Highlight>重斬り・長夜</color>に代わる。<color=Highlight>重斬り・長夜</color>は最大【焔光】を{6}Pt消費可能、【焔光】の消費量に応じて今回の<color=Highlight>重斬り・長夜</color>のダメージ倍率がアップ。\n<color=Highlight>ガードの構え</color>の持続時間が終了すると、<color=Highlight>重斬り・長夜</color>が自動的に発動される。\n【焔光】が{2}Pt以上の場合、<color=Highlight>通常攻撃</color>が<color=Highlight>重斬り・暁</color>に代わる。<color=Highlight>灼焔モード</color>に入った直後に<color=Highlight>通常攻撃</color>を発動すると、代わりに共鳴スキル<color=Highlight>闇を照らす光</color>を発動する。<color=Highlight>通常攻撃</color>を長押しすると<color=Highlight>ガードの構え</color>状態に入る。\n<color=Highlight>重斬り・暁</color>発動後、【焔光】が{2}Pt以上の場合、<color=Highlight>通常攻撃</color>が【焔光】を消費する<color=Highlight>重斬り・夜明け</color>に代わる。\n<color=Highlight>重斬り・夜明け</color>発動後、<color=Highlight>通常攻撃</color>が<color=Highlight>重斬り・長夜</color>に代わる。\n回避成功後、<color=Highlight>通常攻撃</color>が<color=Highlight>重斬り・長夜</color>に代わっていない場合、一定時間内に<color=Highlight>通常攻撃</color>を一回押しすると、【焔光】を消費して<color=Highlight>重斬り・閃裂</color>を発動する。\n\n<size=40><color=Title>リダンダントエナジー獲得方法</color></size>\n【リダンダントエナジー】最大100Pt。\n基本攻撃が目標に命中すると、【リダンダントエナジー】を獲得。\n変奏スキル<color=Highlight>即時執行</color>が目標に命中すると、【リダンダントエナジー】を獲得。\n共鳴スキル<color=Highlight>標準防衛対策</color>を発動すると、【リダンダントエナジー】を獲得。\n共鳴スキル<color=Highlight>ジャストカウンター</color>が目標に命中すると、【リダンダントエナジー】を獲得。\n\n<size=40><color=Title>焔光獲得方法</color></size>\n<color=Highlight>灼焔モード</color>でない場合、【焔光】は最大100Pt。\n<color=Highlight>灼焔モード</color>の場合、【焔光】は最大150Pt。\n共鳴スキル<color=Highlight>危機管理対策</color>発動後、【焔光】を10Pt獲得。\n【烈日の残光】に変換された<color=Highlight>【騒光効果】</color>1スタックにつき、【焔光】を5Pt獲得。"
},
{
"Id": "Skill_1003307_SkillName",
@ -534429,7 +534429,7 @@
},
{
"Id": "Skill_1003309_SkillDescribe",
"Content": "目標に合計{0}倍率の<color=Light>回折ダメージ</color>を与え、目標に付与されている【烈日の残光】を全て解除する。目標がダメージを受ける前に付与された【烈日の残光】の1スタックにつき、このダメージが{1}アップ。このダメージは同時に<color=Highlight>【騒光効果】</color>ダメージとも見なされる。自身を除き、チーム内キャラが【烈日の残光】の付与された目標に与える回折ダメージに{2}のダメージブーストを付ける、{3}秒間持続。"
"Content": "目標にザンニーの攻撃力{0}分の<color=Light>回折ダメージ</color>を与え、目標に付与されている【烈日の残光】を全て消費する。消費された【烈日の残光】の1スタックにつき、このダメージが{1}アップ。このダメージは同時に<color=Highlight>【騒光効果】</color>ダメージとも見なされる。ザンニー以外のチーム内キャラに、【烈日の残光】が付与されている目標に対する{2}の回折ダメージブーストを付与、{3}秒間持続。"
},
{
"Id": "Skill_1003309_SkillName",
@ -535061,7 +535061,7 @@
},
{
"Id": "Skill_1003401_SkillDescribe",
"Content": "<size=40><color=Title>通常攻撃</color></size>\n最大4段の連続攻撃を行い、<color=Wind>気動ダメージ</color>を与える。通常攻撃4段目が命中すると、命中した目標に風蝕効果を1スタック付与する。\n通常攻撃4段目終了後、シャコンヌは<color=Highlight>ソロ演奏</color>を行う。シャコンヌの通常攻撃4段目と<color=Highlight>ソロ演奏</color>が手動でまたは受動的に中断された時、<color=Highlight>共奏の影</color>を生成し、代わりにシャコンヌの元の行動を続行する。\n\n<size=40><color=Title>重撃</color></size>\nスタミナを消費して目標を攻撃し、<color=Wind>気動ダメージ</color>を与える。\n\n<size=40><color=Title>空中攻撃</color></size>\nスタミナを消費して最大2段の攻撃を行い、<color=Wind>気動ダメージ</color>を与える。\n\n<size=40><color=Title>回避反撃</color></size>\n<color=Highlight>回避</color>成功時、その直後に<color=Highlight>通常攻撃</color>を一回押しすると、目標を攻撃し、<color=Wind>気動ダメージ</color>を与える。\n\n<size=40><color=Title>通常攻撃の特別なメカニズム</color></size>\nシャコンヌが通常攻撃コンボ中に回避を発動した後、その直後に通常攻撃を一回押しすと、通常攻撃の段数カウントがリセットされない。"
"Content": "<size=40><color=Title>通常攻撃</color></size>\n最大4段の連続攻撃を行い、<color=Wind>気動ダメージ</color>を与える。通常攻撃4段目が命中すると、命中した目標に<color=Highlight>風蝕効果</color>を1スタック付与する。\n· 回避で通常攻撃1~3段目のいずれかを中断した場合、その直後に通常攻撃を一回押しすると、通常攻撃を中断された段数から再開できる。この効果は、通常攻撃の各段につき1回発動可能。\n· 通常攻撃4段目終了後、シャコンヌは<color=Highlight>ソロ演奏</color>状態に入る。シャコンヌの通常攻撃4段目または<color=Highlight>ソロ演奏</color>状態が手動で、もしくは受動的に中断された時、<color=Highlight>共奏の影</color>が1体生成される。\n\n<size=40><color=Title>ソロ演奏</color></size>\n固有スキル<color=Highlight>幕間の伴奏</color>発動後、シャコンヌと<color=Highlight>共奏の影</color>がソロ演奏状態に入ると、その近くにいるチーム内全員の気動ダメージがアップする。\n\n<size=40><color=Title>共奏の影</color></size>\n<color=Highlight>共奏の影</color>は最大2体までフィールド上に同時に存在可能。\nシャコンヌの通常攻撃4段目が中断された場合、共奏の影はその代わりに今回の攻撃を完了して<color=Highlight>ソロ演奏</color>状態に入る。\nシャコンヌの<color=Highlight>ソロ演奏</color>状態が中断された場合、共奏の影はその<color=Highlight>ソロ演奏</color>状態を引き継ぐ。\n\n<size=40><color=Title>重撃</color></size>\nスタミナを消費して空中に飛び上がり、目標を攻撃して<color=Wind>気動ダメージ</color>を与える。\n\n<size=40><color=Title>照準攻撃</color></size>\n照準ボタンを一回押しすると、強力な射撃を行える照準状態に入る。\n溜め完了後に目標を攻撃し、<color=Wind>気動ダメージ</color>を与える。このダメージは重撃ダメージと見なされる。\n\n<size=40><color=Title>空中攻撃</color></size>\nスタミナを消費して最大2段の攻撃を行い、<color=Wind>気動ダメージ</color>を与える。\n空中攻撃2段目発動直後に通常攻撃を一回押しすると、通常攻撃4段目を発動する。\n\n<size=40><color=Title>回避反撃</color></size>\n<color=Highlight>回避</color>成功時、その直後に<color=Highlight>通常攻撃</color>を一回押しすると、目標を攻撃し、<color=Wind>気動ダメージ</color>を与える。"
},
{
"Id": "Skill_1003401_SkillName",
@ -535069,7 +535069,7 @@
},
{
"Id": "Skill_1003402_SkillDescribe",
"Content": "一定距離を移動し、目標に<color=Wind>気動ダメージ</color>を与え、命中した目標に風蝕効果を1スタック付与する。\n\n共鳴スキル<color=Highlight>調和の速弾き</color>発動後、一定時間の間、シャコンヌの通常攻撃は2段目から始まる。"
"Content": "一定距離を移動し、目標に<color=Wind>気動ダメージ</color>を与え、命中した目標に<color=Highlight>風蝕効果</color>を1スタック付与する。\n発動直後に通常攻撃を一回押しすると、通常攻撃2段目を発動する。\n· シャコンヌが共鳴スキルを発動して通常攻撃を中断させた時、<color=Highlight>共奏の影</color>を1体生成し、代わりに今回の攻撃を完了する。\n· シャコンヌの共鳴スキルは空中で発動可能。"
},
{
"Id": "Skill_1003402_SkillName",
@ -535077,7 +535077,7 @@
},
{
"Id": "Skill_1003403_SkillDescribe",
"Content": "シャコンヌは<color=Highlight>即興のシンフォニア</color>の演奏を開始する。適切なタイミングでボタンを押すと、手動で<color=Highlight>シンフォニア・主音</color>を生成し、一定量の協奏エネルギーを獲得し、周囲の目標に<color=Wind>気動ダメージ</color>を与え、命中した目標に風蝕効果と騒光効果を1スタック付与する。\n<size=40><color=Title>即興のシンフォニアの特別なメカニズム</color></size>\nシャコンヌが<color=Highlight>即興のシンフォニア</color>を演奏している時に他のキャラクターに切り替えても、シャコンヌの<color=Highlight>即興のシンフォニア</color>は終了せず、自動的に<color=Highlight>シンフォニア・主音</color>を生成できる。\nシャコンヌの<color=Highlight>即興のシンフォニア</color>は固有スキル<color=Highlight>幕間の伴奏</color>を発動可能。"
"Content": "シャコンヌと<color=Highlight>共奏の影</color>が共に<color=Highlight>即興のシンフォニア</color>を演奏し、周囲の目標に<color=Wind>気動ダメージ</color>を1回与え、そして<color=Highlight>リサイタル状態</color>に入る。\n\n<size=40><color=Title>リサイタル状態</color></size>\nリサイタル状態中、音波が判定エリアの範囲内に入った時、緑色または黄色のボタンを一回押しすると、対応する色の<color=Highlight>シンフォニア・主音</color>を生成でき、さらに一定量の協奏エネルギーを獲得する。\n· リサイタル状態発動中、他のキャラに切り替えてもリサイタル状態は終了せず、自動的に<color=Highlight>シンフォニア・主音</color>を生成できる。自動生成される主音の色は、キャラを切り替える前に最後に生成された主音の色によって決まる。ボタン操作で<color=Highlight>シンフォニア・主音</color>を生成せずに直接他のキャラに切り替えた場合、デフォルトで緑色の主音が自動生成される。\n· リサイタル状態発動中、シャコンヌは中断されなくなり、被ダメージが減少する。\n· リサイタル状態発動中、再度共鳴解放を一回押しする、または他のキャラに切り替えた後、再度シャコンヌに切り替えることで、リサイタル状態を終了できる。\n· リサイタル状態は固有スキル<color=Highlight>幕間の伴奏</color>を発動できる。\n\n<size=40><color=Title> シンフォニア・主音</color></size>\n主音が緑色の時周囲の目標に<color=Wind>気動ダメージ</color>を与え、さらに命中した目標に<color=Highlight>【風蝕効果】</color>を1スタック付与する。\n主音が黄色の時周囲の目標に<color=Wind>気動ダメージ</color>を与え、さらに命中した目標に<color=Highlight>【騒光効果】</color>を1スタック付与する。"
},
{
"Id": "Skill_1003403_SkillName",
@ -535085,7 +535085,7 @@
},
{
"Id": "Skill_1003404_SkillDescribe",
"Content": "シャコンヌおよびその<color=Highlight>共奏の影</color>による<color=Highlight>ソロ演奏</color>は、近くにいるチーム内全員に{0}の気動ダメージアップ効果を提供する。最大{1}スタック。"
"Content": "シャコンヌ<color=Highlight>共奏の影</color>による<color=Highlight>ソロ演奏</color>で、近くにいるチーム内全員の気動ダメージが{0}アップ、最大{1}スタック。"
},
{
"Id": "Skill_1003404_SkillName",
@ -535093,7 +535093,7 @@
},
{
"Id": "Skill_1003405_SkillDescribe",
"Content": "重撃・<color=Highlight>四拍子の強拍</color>によるダメージが{0}アップ。"
"Content": "<color=Highlight>重撃・四拍子の強拍</color>によるダメージが{0}アップ。"
},
{
"Id": "Skill_1003405_SkillName",
@ -535101,7 +535101,7 @@
},
{
"Id": "Skill_1003406_SkillDescribe",
"Content": "目標を攻撃し、<color=Wind>気動ダメージ</color>を与え、目標に【風蝕効果】を1スタック付与する。\n\n変奏スキル<color=Highlight>風をまとう旅</color>発動後、一定時間の間、シャコンヌの通常攻撃は3段目から始まる。"
"Content": "目標を攻撃し、<color=Wind>気動ダメージ</color>を与え、目標に<color=Highlight>【風蝕効果】</color>を1スタック付与する。\n発動直後に通常攻撃を一回押しすると、通常攻撃3段目を発動する。"
},
{
"Id": "Skill_1003406_SkillName",
@ -535109,7 +535109,7 @@
},
{
"Id": "Skill_1003407_SkillDescribe",
"Content": "<size=40><color=Title>重撃・四拍子の強拍</color></size>\n【音律】が満タンの時、シャコンヌの重撃が<color=Highlight>重撃・四拍子の強拍</color>に代わる。\n前方に<color=Highlight>重い音符</color>を発射し、<color=Wind>気動ダメージ</color>を与え、周囲の目標を持続的に牽引する。\n\n<size=40><color=Title>音律の獲得方法</color></size>\n【音律】は最大3Pt。\n<color=Highlight>通常攻撃4段目</color>と<color=Highlight>変奏スキル</color>発動時、【音律】を1Pt獲得する。"
"Content": "<size=40><color=Title> 重撃・四拍子の強拍</color></size>\n【音律】を3Pt所持時、シャコンヌの重撃が<color=Highlight>重撃・四拍子の強拍</color>に代わる。\n前方に<color=Highlight>重い音符</color>を発射し、<color=Wind>気動ダメージ</color>を与え、周囲の目標を持続的に牽引し、さらに命中した目標に<color=Highlight>【風蝕効果】</color>を1スタック付与する。\n<color=Highlight>重撃・四拍子の強拍</color>は低空で発動可能。\n\n<size=40><color=Title>【音律】獲得方法</color></size>\n【音律】の上限は3Pt。\n<color=Highlight>通常攻撃4段目</color>、または<color=Highlight>変奏スキル</color>発動時、【音律】を1Pt獲得できる。"
},
{
"Id": "Skill_1003407_SkillName",
@ -535125,7 +535125,7 @@
},
{
"Id": "Skill_1003409_SkillDescribe",
"Content": "範囲内にいる目標が受ける<color=Highlight>風蝕効果</color>のダメージに{0}のダメージブーストを付与する。{1}秒間持続。"
"Content": "範囲内にいる目標が受ける<color=Highlight>【風蝕効果】</color>によるダメージに、{0}のダメージブーストを付与し、{1}秒間持続。"
},
{
"Id": "Skill_1003409_SkillName",
@ -553233,7 +553233,7 @@
},
{
"Id": "ResonantChain_199_AttributesDescription",
"Content": "通常攻撃時、自身の中断耐性アップ。通常攻撃行う時、自身の攻撃力が{0}アップ、{1}秒間持続。"
"Content": "通常攻撃時、自身は中断されない。通常攻撃を行う時、自身の攻撃力が{0}アップ、{1}秒間持続。"
},
{
"Id": "ResonantChain_199_NodeName",
@ -553249,7 +553249,7 @@
},
{
"Id": "ResonantChain_201_AttributesDescription",
"Content": "<color=Highlight>通常攻撃4段目</color>発動時、追加で【音律】を{0}Pt獲得する。共鳴スキル<color=Highlight>調和の速弾き</color>の使用可能回数+1。"
"Content": "<color=Highlight>通常攻撃4段目</color>発動時、追加で【音律】を1Pt獲得する。共鳴スキル<color=Highlight>調和の速弾き</color>の使用可能回数+1。"
},
{
"Id": "ResonantChain_201_NodeName",
@ -553265,7 +553265,7 @@
},
{
"Id": "ResonantChain_203_AttributesDescription",
"Content": "共鳴解放<color=Highlight>歌い手のトリプル・カデンツァ</color>によるダメージが{0}アップ、かつ共鳴解放の近くにいるキャラクターの被ダメージが{1}ダウン。"
"Content": "共鳴解放<color=Highlight>歌い手のトリプル・カデンツァ</color>によるダメージが{0}アップ、かつ共鳴解放の効果範囲内にいるキャラクターの被ダメージが{1}ダウン。"
},
{
"Id": "ResonantChain_203_NodeName",
@ -562833,7 +562833,7 @@
},
{
"Id": "SkillButton_1407200_Name",
"Content": "演奏終了"
"Content": "終了"
},
{
"Id": "Rogue_End_S1_Task_Title",
@ -571269,7 +571269,7 @@
},
{
"Id": "WeaponConf_21040036_Desc",
"Content": "攻撃力{0}アップ。共鳴解放発動時、以下の効果を獲得:自身の与えるダメージが目標の防御力を{1}無視する他、自身が直接与えた【騒光効果】ダメージに{2}のダメージブーストが付く、{3}秒間持続。この効果を再獲得すると、持続時間はリセットされる。"
"Content": "攻撃力{0}アップ。共鳴解放発動時、以下の効果を獲得:自身の与ダメージが目標の防御力を{1}無視する他、自身が直接与える【騒光効果】ダメージに、{2}のダメージブーストを付与する。この効果は{3}秒間持続し、再獲得すると持続時間がリセットされる。"
},
{
"Id": "RogueRes_SkillTree_101_Desc",
@ -571501,11 +571501,11 @@
},
{
"Id": "LongShanTask_3201_TaskName",
"Content": "イベント「ダンゴでダンジョン」の「アブ魔王城」の第8層をクリア"
"Content": "イベント「ダンゴでダンジョン」の「アブ魔王城」の第15層をクリア"
},
{
"Id": "LongShanTask_3202_TaskName",
"Content": "イベント「ダンゴでダンジョン」の「アブ魔王城」の第15層で探索進捗が40%達成"
"Content": "「アブ魔王城真・無双の広間」クリア進捗が40%達成"
},
{
"Id": "ItemInfo_GJ_Name",
@ -572337,7 +572337,7 @@
},
{
"Id": "Skill_1003401_SkillResume",
"Content": "<size=40><color=Title>通常攻撃</color></size>\n<color=Wind>気動ダメージ</color>を与え、目標に<color=Highlight>風蝕効果</color>を付与する。<color=Highlight>共奏の影</color>を生成する。\n<size=10></size>\n<size=40><color=Title>重撃</color></size>\n<color=Wind>気動ダメージ</color>を与える。\n<size=10></size>\n<size=40><color=Title>空中攻撃</color></size>\n<color=Wind>気動ダメージ</color>を与える。\n<size=10></size>\n<size=40><color=Title>回避反撃</color></size>\n<color=Wind>気動ダメージ</color>を与える。"
"Content": "<size=40><color=Title>通常攻撃</color></size>\n<color=Wind>気動ダメージ</color>を与え、目標に<color=Highlight>風蝕効果</color>を付与する。<color=Highlight>共奏の影</color>を生成する。\n<size=10></size>\n<size=40><color=Title>共奏の影</color></size>\n持続的にフィールドに存在し、<color=Highlight>歌唱</color>を行う。固有スキル<color=Highlight>幕間の伴奏</color>発動後、<color=Highlight>歌唱</color>は近くにいるチーム内全員に気動ダメージアップ効果を提供する。\n<size=10></size>\n<size=40><color=Title>重撃</color></size>\n<color=Wind>気動ダメージ</color>を与える。\n<size=10></size>\n<size=40><color=Title>照準攻撃</color></size>\n照準ボタンを一回押しすると、照準状態に入り、<color=Wind>気動ダメージ</color>を与える。このダメージは<color=Highlight>重撃ダメージ</color>と見なされる。\n<size=10></size>\n<size=40><color=Title>空中攻撃</color></size>\n<color=Wind>気動ダメージ</color>を与える。\n<size=10></size>\n<size=40><color=Title>回避反撃</color></size>\n<color=Wind>気動ダメージ</color>を与える。"
},
{
"Id": "Skill_1003402_SkillResume",
@ -572345,15 +572345,15 @@
},
{
"Id": "Skill_1003403_SkillResume",
"Content": "<color=Highlight>強化状態</color>に入り、<color=Highlight>共奏の影</color>を生成する。範囲内のキャラの気動ダメージがアップする。適切なタイミングでボタンを押すと<color=Wind>気動ダメージ</color>を与え、目標に<color=Highlight>風蝕効果</color><color=Highlight>騒光効果</color>を付与する。\n<size=10></size>\n<color=Highlight>強化状態</color>の時、他のキャラに切り替えると、シャコンヌは<color=Highlight>強化状態</color>を維持したまま、自動的に<color=Wind>気動ダメージ</color>を与え、目標に<color=Highlight>風蝕効果</color>と<color=Highlight>騒光効果</color>を付与する。"
"Content": "<size=40><color=Title>共鳴解放</color></size>\n<color=Wind>気動ダメージ</color>を与え、<color=Highlight>共奏の影</color>を生成し、<color=Highlight>強化状態</color>に入る。\n<size=10></size>\n<size=40><color=Title>強化状態</color></size>\n適切なタイミングでボタンを押すと<color=Wind>気動ダメージ</color>を与え、ボタンの色に応じて目標に以下の効果を付与する。\n· 緑色:目標に<color=Highlight>風蝕効果</color>を付与する。\n· 黄色:目標に<color=Highlight>騒光効果</color>を付与する。\n他のキャラに切り替えると、シャコンヌは<color=Highlight>強化状態</color>を維持したまま、自動的に<color=Highlight>強化状態</color>のボタン効果を付与する。"
},
{
"Id": "Skill_1003404_SkillResume",
"Content": "<color=Highlight>共奏の影</color>が1体存在するごとに、近くにいるチーム内全員の気動ダメージがアップする。"
"Content": "シャコンヌと<color=Highlight>共奏の影</color>による<color=Highlight>歌唱</color>で、近くにいるチーム内全員の気動ダメージがアップ。"
},
{
"Id": "Skill_1003405_SkillResume",
"Content": "<color=Highlight>強化重撃</color>ダメージ倍率アップ。"
"Content": "<color=Highlight>強化重撃</color>によるダメージがアップ。"
},
{
"Id": "Skill_1003406_SkillResume",
@ -572365,7 +572365,7 @@
},
{
"Id": "Skill_1003409_SkillResume",
"Content": "<color=Highlight>風蝕効果</color>にダメージブーストを付与する。"
"Content": "範囲内にいる目標が受ける<color=Highlight>風蝕効果</color>によるダメージに、ダメージブーストを付与する。"
},
{
"Id": "BirthdaySet_OpenCondition_Tips",
@ -573509,7 +573509,7 @@
},
{
"Id": "SkillDescription_1407017_AttributeName",
"Content": "スキルダメージ"
"Content": "即興のシンフォニアダメージ"
},
{
"Id": "SkillDescription_1407018_AttributeName",
@ -574737,7 +574737,7 @@
},
{
"Id": "RoleSkillInput_1407_DescList_2",
"Content": "通常攻撃4段目と変奏スキル発動時、特殊エネルギーを1Pt獲得する。\n特殊エネルギーが満タンの時、強化重撃を発動可能"
"Content": "通常攻撃4段目と変奏スキル発動時、特殊エネルギーを1Pt獲得する。\n特殊エネルギーが満タンの時、強化重撃を発動可能"
},
{
"Id": "RoleSkillInput_1407_DescList_3",
@ -574753,11 +574753,11 @@
},
{
"Id": "SkillInput_140702_Description",
"Content": "<color=Highlight>あまねく響き</color>で<color=Highlight>ソロ演奏</color>するコマンド:空中にいる時{0}+{0}+{0}。"
"Content": "<color=Highlight>あまねく響き</color>で<color=Highlight>ソロ演奏</color>するコマンド:空中にいる時{0}+{0}+{0}。"
},
{
"Id": "SkillInput_140703_Description",
"Content": "<color=Highlight>弦の調べ</color>で<color=Highlight>ソロ演奏</color>するコマンド:{1}+{0}+{0}+{0} または 回避反撃後に+{0}+{0}。"
"Content": "<color=Highlight>弦の調べ</color>で<color=Highlight>ソロ演奏</color>するコマンド:{1}+{0}+{0}+{0} または 回避反撃後に{0}+{0}。"
},
{
"Id": "SkillInput_140704_Description",
@ -575413,7 +575413,7 @@
},
{
"Id": "SkillDescription_1507011_AttributeName",
"Content": "【イベント紹介】\n先駆条約主催の第一回「走れ団子ちゃん」運動会が遂に開幕しました十二名の人気団子選手たちが、立場や身分、形式にとらわれることなく、レースでそれぞれの技を競い合いながら、第二ソラリス最速団子の称号をかけて全力で戦います \nレースに直接参加できない方も、がっかりする必要はありません。公式チャンネルを通じて、穴馬候補の選手たちに応援の声を届けることができますまた、先駆条約は大会の全行程をライブ中継いたしますので、ぜひ開催日程をチェックして、お気に入りの選手に熱いエールを送ってください \nこの番組はモンテリ第二ソラ支部、ニューブラックショアのスポンサーの提供でお送りします。\n\n【参加条件】\nユニオンレベル≧8\n\n【説明】\n1.イベント開始後、12名の団子たちは2つのグループに分かれ、トーナメント形式で競い合います。期間中は一日ごとに1レース、合計10レースが行われ、最終的な優勝者が決定されます。\n2.各レースにおいて、漂泊者はサーバー時間8:0019:30の間に、人気値を消費して好きな団子を応援したり、どの団子が今回のレースで優勝するかを予想して、応援することができます。\n3.当日のサーバー時間20:00に、レースがスタートします。漂泊者はイベント画面からレースのライブ中継を視聴し、コメントを送信して団子を応援することができます。\n4.レース終了後、レースの集計を完了するためには、一度イベント画面に移動する必要があります。団子の最終順位及び予想結果に基づき、人気値の報酬が付与されます。\n5.イベントにはリーダーボードが設けられています。B組予選・後半レース終了後、翌日のサーバー時間0:00に初回の更新が行われます。以降は、各レース終了後の、翌日のサーバー時間0:00にリーダーボードが更新されていきます。\n6.決勝戦後半レース終了後、運営チームはメールにて、イベントを解放した全ての漂泊者に記念品を配布します。イベント終了前に、ゲームにログインして記念品お受け取りください。"
"Content": "標準防衛対策ダメージ"
},
{
"Id": "SkillDescription_1507012_AttributeName",
@ -575429,7 +575429,7 @@
},
{
"Id": "SkillDescription_1507015_AttributeName",
"Content": "迅速制圧クールタイム"
"Content": "標準防衛対策クールタイム"
},
{
"Id": "SkillDescription_1507015_Description",
@ -575437,7 +575437,7 @@
},
{
"Id": "SkillDescription_1507016_AttributeName",
"Content": "迅速制圧協奏エネルギー獲得"
"Content": "標準防衛対策協奏エネルギー獲得"
},
{
"Id": "SkillDescription_1507017_AttributeName",
@ -575453,7 +575453,7 @@
},
{
"Id": "SkillDescription_1507020_AttributeName",
"Content": "斬棘状態持続時間"
"Content": "斬棘効果持続時間"
},
{
"Id": "SkillDescription_1507020_Description",
@ -575565,7 +575565,7 @@
},
{
"Id": "SkillInput_150708_Description",
"Content": "通常攻撃・重斬り・長夜:{0}+{0}+{0}または{0}を長押し"
"Content": "通常攻撃・重斬り・長夜:{0}+{0}+{0}または{1}を長押し"
},
{
"Id": "SkillInput_150709_Description",
@ -575573,7 +575573,7 @@
},
{
"Id": "SkillInput_150710_Description",
"Content": "灼焔モードになっていない場合、【リダンダントエナジー】が満タン時、以下のスキルが発動可能になる"
"Content": "灼焔モードでない場合、かつ【リダンダントエナジー】満タン時、以下のスキルが発動可能になる"
},
{
"Id": "SkillInput_150711_Description",
@ -575585,7 +575585,7 @@
},
{
"Id": "Skill_1003309_MultiSkillDescribe",
"Content": "目標に合計{0}倍率の<color=Light>回折ダメージ</color>を与え、目標に付与されている【烈日の残光】を全て解除する。目標がダメージを受ける前に付与された【烈日の残光】の1スタックにつき、このダメージが{1}アップ。このダメージは同時に<color=Highlight>【騒光効果】</color>ダメージとも見なされる。自身を除き、近くのチーム内キャラが【烈日の残光】の付与された目標に与える回折ダメージに{2}のダメージブーストを付ける、{3}秒間持続。"
"Content": "目標にザンニーの攻撃力{0}分の<color=Light>回折ダメージ</color>を与え、目標に付与されている【烈日の残光】を全て消費する。消費された【烈日の残光】の1スタックにつき、このダメージが{1}アップ。このダメージは同時に<color=Highlight>【騒光効果】</color>ダメージとも見なされる。ザンニーを除き、近くにいるチーム内キャラに、【烈日の残光】が付与されている目標に対する{2}の回折ダメージブーストを付与、{3}秒間持続。"
},
{
"Id": "WeaponConf_21040036_TypeDescription",
@ -575593,7 +575593,7 @@
},
{
"Id": "SkillDescription_1407026_AttributeName",
"Content": "Stay tuned"
"Content": "シンフォニア・主音ダメージ"
},
{
"Id": "SkillDescription_1507027_Description",

View file

@ -506221,7 +506221,7 @@
},
{
"Id": "Skill_1003106_SkillDescribe",
"Content": "<size=40><color=Title>잔잔한 물결</color></size>\n목표를 공격하여 <color=Dark>인멸 피해</color>를 입힌다.\n해당 스킬 발동 후 일정 시간내에 <color=Highlight>일반 공격</color>을 짧게 누르면, <color=Highlight>일반 공격 3단</color>을 발동한다. \n<size=10> </size>\n<size=40><color=Title>물결의 추격</color></size>\n<color=Highlight>신기루 상태</color>에 있을 시, <color=Highlight>변주 스킬</color>은 <color=Highlight>물결의 추격</color>으로 대체되며, <color=Highlight>물결의 추격</color>으로 목표 공격 시 협동 공격 3회를 가하여 <color=Dark>인멸 피해</color>를 입힌다. <color=Highlight>물결의 추격</color> 발동 후 일반 공격 <color=Highlight>기이한 환상</color>의 연속 공격 단수는 리셋된다"
"Content": "<size=40><color=Title>잔잔한 물결</color></size>\n목표를 공격하여 <color=Dark>인멸 피해</color>를 입힌다.\n해당 스킬 발동 후 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면, <color=Highlight>일반 공격 3단</color>을 발동한다. \n<size=10> </size>\n<size=40><color=Title>물결의 추격</color></size>\n<color=Highlight>신기루 상태</color>에 있을 시, <color=Highlight>변주 스킬</color>은 <color=Highlight>물결의 추격</color>으로 대체되며, <color=Highlight>물결의 추격</color>으로 목표 공격 시 협동 공격 3회를 가하여 <color=Dark>인멸 피해</color>를 입힌다. <color=Highlight>물결의 추격</color> 발동 후 일반 공격 <color=Highlight>기이한 환상</color>의 연속 공격 단수는 리셋된다"
},
{
"Id": "Skill_1003106_SkillName",
@ -534325,7 +534325,7 @@
},
{
"Id": "ResonantChain_193_AttributesDescription",
"Content": "공명 스킬 <color=Highlight>집중 압박</color> 혹은 공명 스킬 <color=Highlight>습격 반격</color> 발동 시, 회절 피해 보너스가 50% 증가되고, 14초간 지속된다.\n일반 공격 <color=Highlight>중참 · 온밤</color> 발동 시, 상대의 공격에 의해 자신의 공격이 중단되지 않는다"
"Content": "공명 스킬 <color=Highlight>집중 압박</color> 혹은 공명 스킬 <color=Highlight>습격 반격</color> 발동 시, 회절 피해 보너스가 50% 증가되고, 14초간 지속된다.\n<color=Highlight>중참 · 온밤</color> 발동 시, 적의 공격에 의해 중단되지 않는다"
},
{
"Id": "ResonantChain_193_NodeName",
@ -534341,7 +534341,7 @@
},
{
"Id": "ResonantChain_195_AttributesDescription",
"Content": "<color=Highlight>화염 형태</color>에 있을 경우, {0}pt의 「불빛」을 소모할 때마다 이번 공명 해방 <color=Highlight>최후의 순간</color>의 마지막 1단 피해 배율이 {1} 상승하며, 최대 {2} 상승된다"
"Content": "<color=Highlight>화염 형태</color>에 있을 경우, {0}pt의 『불빛』을 소모할 때마다 이번 공명 해방 <color=Highlight>최후의 순간</color>의 마지막 1단 피해 배율이 {1} 상승하며, 최대 {2} 상승된다"
},
{
"Id": "ResonantChain_195_NodeName",
@ -534349,7 +534349,7 @@
},
{
"Id": "ResonantChain_196_AttributesDescription",
"Content": "변주 스킬 <color=Highlight>즉시 집행</color> 발동 시 {0}초간 파티 내 캐릭터의 공격력이 {0} 증가하며, {1}초간 지속된다"
"Content": "변주 스킬 <color=Highlight>즉시 집행</color> 발동 시, 파티 내 캐릭터의 공격력이 {0} 증가하며, {1}초간 지속된다"
},
{
"Id": "ResonantChain_196_NodeName",
@ -534365,7 +534365,7 @@
},
{
"Id": "ResonantChain_198_AttributesDescription",
"Content": "<color=Highlight>화염 형태</color>일 경우, 다음과 같은 효과를 획득한다.\n· <color=Highlight>점등</color> 배율이 {0} 상승된다.\n· 「불빛」이 {1}pt 이하 시 즉시 {2}pt를 회복하며, <color=Highlight>화염 형태</color> 기간 최대 1회 발생할 수 있다.\n· <color=Highlight>화염 형태</color> 진입 후 {3}초 이내에 치명적인 피해를 입을 시 의식을 잃지 않고, 최소 1pt의 HP를 유지한다"
"Content": "<color=Highlight>중참 · 파효</color>, <color=Highlight>중참 · 해오름</color>, <color=Highlight>중참 · 온밤</color>, <color=Highlight>중참 · 섬광</color>의 배율이 {0} 상승한다.\n<color=Highlight>화염 형태</color>일 경우 다음과 같은 효과를 획득한다.\n · 『불빛』이 {1}pt 이하 시 즉시 {2}pt를 회복하며, <color=Highlight>화염 형태</color> 기간 동안 1회 발생할 수 있다.\n · <color=Highlight>화염 형태</color> 진입 후 {3}초 이내에 치명적인 피해를 입을 시 의식을 잃지 않고, 최소 1pt의 HP를 유지한다"
},
{
"Id": "ResonantChain_198_NodeName",
@ -534373,7 +534373,7 @@
},
{
"Id": "Skill_1003301_SkillDescribe",
"Content": "<size=40><color=Title>일반 공격</color></size>\n최대 4단 연속 공격을 가하여 <color=Light>회절 피해</color>를 입힌다.\n<color=Highlight>일반 공격 3단</color> 후 적절한 타이밍에 <color=Highlight>일반 공격</color>을 짧게 누르면 일반 공격 <color=Highlight>핵심적 진전</color>을 발동며, 다시 일반 공격을 짧게 누르면 <color=Highlight>일반 공격 4단</color>을 발동할 수 있다.\n<color=Highlight>일반 공격 3단</color> 후 <color=Highlight>일반 공격 4단</color>이 연되지 않을 경우, 일정 시간 내에 회피 후 <color=Highlight>일반 공격</color>을 짧게 누르면 <color=Highlight>일반 공격 4단</color>을 발동할 수 있다.\n\n<size=40><color=Title>강공격</color></size>\n스태미나를 소모하여 목표를 공격하고 <color=Light>회절 피해</color>를 입힌다.\n\n<size=40><color=Title>공중 공격</color></size>\n스태미나를 소모하여 공중 낙하 공격을 가하고 <color=Light>회절 피해</color>를 입힌다.\n\n<size=40><color=Title>회피 반격</color></size>\n회피 성공 후 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 목표를 공격하여 <color=Light>회절 피해</color>를 입힌다.\n<color=Highlight>회피 반격</color> 후 <color=Highlight>일반 공격 4단</color>이 연결되지 않을 경우, 일정 시간 내에 회피 후 <color=Highlight>일반 공격</color>을 짧게 누르면 <color=Highlight>일반 공격 4단</color>을 발동할 수 있다"
"Content": "<size=40><color=Title>일반 공격</color></size>\n최대 4단 연속 공격을 가하여 <color=Light>회절 피해</color>를 입힌다.\n<color=Highlight>일반 공격 3단</color> 후 적절한 타이밍에 <color=Highlight>일반 공격</color>을 짧게 누르면 일반 공격 <color=Highlight>핵심적 진전</color>을 발동할 수 있으며, 다시 일반 공격을 짧게 누르면 <color=Highlight>일반 공격 4단</color>을 발동할 수 있다.\n<color=Highlight>일반 공격 3단</color> 후 <color=Highlight>일반 공격 4단</color>이 연되지 않을 경우, 일정 시간 내에 회피 후 <color=Highlight>일반 공격</color>을 짧게 누르면 <color=Highlight>일반 공격 4단</color>을 발동할 수 있다.\n\n<size=40><color=Title>강공격</color></size>\n스태미나를 소모하여 목표를 공격하고 <color=Light>회절 피해</color>를 입힌다. 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 <color=Highlight>일반 공격 3단</color>을 발동할 수 있다.\n\n<size=40><color=Title>공중 공격</color></size>\n스태미나를 소모하여 공중 낙하 공격을 가하고 <color=Light>회절 피해</color>를 입힌다.\n일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 <color=Highlight>일반 공격 3단</color>을 발동할 수 있다.\n\n<size=40><color=Title>회피 반격</color></size>\n회피 성공 후 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 목표를 공격하여 <color=Light>회절 피해</color>를 입힌다.\n<color=Highlight>회피 반격</color> 후 <color=Highlight>일반 공격 4단</color>이 연계되지 않을 경우, 일정 시간 내에 지상에서 회피 시 <color=Highlight>일반 공격</color>을 짧게 누르면 <color=Highlight>일반 공격 4단</color>을 발동할 수 있다"
},
{
"Id": "Skill_1003301_SkillName",
@ -534381,7 +534381,7 @@
},
{
"Id": "Skill_1003302_SkillDescribe",
"Content": "<size=40><color=Title>표준 방위 예방책</color></size>\n목표를 공격하여 <color=Light>회절 피해</color>를 입히며 <color=Highlight>공명 스킬</color>을 누를 시 가드 상태에 진입한다.\n일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 <color=Highlight>일반 공격 3단</color>을 연결하여 <color=Light>회절 피해</color>를 입히고, 동시에 목표의 정체시킨다.\n가드 기간 동안 공격을 받으면 이번 피해를 면역하고, 공명 스킬 <color=Highlight>정확한 반격</color>을 발동하여 <color=Light>회절 피해</color>를 입히는 동시에 목표를 정체시키고, 공명 수치를 추가로 {0} 감소시킨다.\n\n<size=40><color=Title>위기 처리 예방책</color></size>\n젠니가 <color=Highlight>화염 형태</color>에 진입하지 않은 상태에서 「잉여 에너지」가 가득 찰 시, <color=Highlight>공명 스킬</color>은 공명 스킬 <color=Highlight>위기 처리 예방책</color>으로 대체된다.\n<color=Highlight>공명 스킬</color>을 누르면 <color=Highlight>준비 태세</color>에 진입할 수 있다. <color=Highlight>준비 태세</color> 기간 동안 손을 떼거나 지속 시간이 종료되면 「잉여 에너지」를 모두 소모하여 공명 스킬 <color=Highlight>집중 압박</color>을 발동하고 <color=Light>회절 피해</color>를 입힌다.\n<color=Highlight>준비 태세</color>에 있는 동안 공격을 받으면, 이번 피해를 면역하고 모든 「잉여 에너지」를 소모하여 공명 스킬 <color=Highlight>습격 반격</color>을 발동하고 <color=Light>회절 피해</color>를 입히는 동시에 목표를 정체시키고, 공명 수치를 추가로 {0} 감소시킨다.\n공명 스킬 <color=Highlight>집중 압박</color> 혹은 공명 스킬<color=Highlight>습격 반격</color> 발동 시, 명중된 목표에게 1스택의 「강렬한 불기운」을 추가한다. 마지막 1단 공격 발동 후 자신의 「불빛」을 회복하고, <color=Highlight>참극</color> 상태를 획득한다.\n\n<size=40><color=Title>참극</color></size>\n자신이 직접 입히는 <color=Highlight>「광학 효과」</color> 피해가 {2} 부스트된다"
"Content": "<size=40><color=Title>표준 방위 예방책</color></size>\n목표를 공격하여 <color=Light>회절 피해</color>를 입히 가드 상태에 진입한다.\n일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 <color=Highlight>일반 공격 3단</color>을 연계할 수 있으며, 명중 시 『잉여 에너지』 10pt를 추가로 획득하고 동시에 목표를 정체시킨다.\n가드 기간 동안 공격을 받으면 이번 피해를 받지 않으며, 공명 스킬 <color=Highlight>정확한 반격</color>을 발동하여 <color=Light>회절 피해</color>를 입히는 동시에 목표를 정체시키고, 공진 수치 {0}을 추가로 감소시킨다. 젠니가 {2}초동안 받는 피해가 {3} 감소된다.\n\n<size=40><color=Title>위기 처리 예방책</color></size>\n젠니가 <color=Highlight>화염 형태</color>에 진입하지 않은 상태에서 『잉여 에너지』가 가득 찰 시, <color=Highlight>공명 스킬</color>은 공명 스킬 <color=Highlight>위기 처리 예방책</color>으로 대체된다.\n<color=Highlight>공명 스킬</color>을 누르면 <color=Highlight>준비 태세</color>에 진입할 수 있으며, <color=Highlight>준비 태세</color> 기간 동안 적의 공격에 의해 중단되지 않는다. <color=Highlight>준비 태세</color> 기간 동안 <color=Highlight>공명 스킬</color>에서 손을 떼거나 혹은 지속 시간이 종료되면 『잉여 에너지』를 모두 소모하여 공명 스킬 <color=Highlight>집중 압박</color>을 발동하고 <color=Light>회절 피해</color>를 입힌다.\n<color=Highlight>준비 태세</color>에 진입 후 일정 시간 내에 적군 목표의 공격을 받을 경우, 이번 피해를 받지 않으며 모든 『잉여 에너지』를 소모하여 공명 스킬 <color=Highlight>습격 반격</color>을 발동하고 <color=Light>회절 피해</color>를 입히는 동시에 목표를 정체시키고 공진 수치 {1}을 추가로 감소시킨다. 젠니가 {2}초동안 받는 피해가 {3} 감소된다.\n공명 스킬 <color=Highlight>집중 압박</color> 혹은 공명 스킬<color=Highlight>습격 반격</color> 발동 시, 명중한 목표에게 1스택의 『강렬한 불기운』을 추가한다. 마지막 1단 공격 발동 후 자신은 『불빛』을 획득하고, <color=Highlight>참극</color> 상태에 진입한다.\n\n<size=40><color=Title>참극</color></size>\n자신이 직접 추가한 <color=Highlight>『광학 효과』</color> 피해가 {4} 부스트된다"
},
{
"Id": "Skill_1003302_SkillName",
@ -534389,7 +534389,7 @@
},
{
"Id": "Skill_1003303_SkillDescribe",
"Content": "<size=40><color=Title>재연소</color></size>\n<color=Light>회절 피해</color>를 입히고 <color=Highlight>화염 형태</color>에 진입하며, 「불빛」의 최대치를 {0}pt에서 {1}pt로 증가시키고 즉시 {2}pt의 「불빛」을 획득한다. <color=Highlight>화염 형태</color> 기간 동안 일반 공격 배율이 상승한다.\n\n<size=40><color=Title>최후의 순간</color></size>\n<color=Highlight>화염 형태</color> 지속 기간 중 「불빛」이 {3}pt 이하 시 혹은 <color=Highlight>화염 형태</color>가 {4}초간 지속된 후, <color=Highlight>공명 해방</color> 공명 해방 <color=Highlight>최후의 순간</color>으로 대체된다.\n공명 해방 <color=Highlight>최후의 순간</color>을 발동하여 <color=Light>회절 피해</color>를 입히고 <color=Highlight>화염 형태</color>를 종료한다"
"Content": "<size=40><color=Title>재연소</color></size>\n<color=Light>회절 피해</color>를 입히고 <color=Highlight>화염 형태</color>에 진입하며, 『불빛』의 최대치를 {0}pt에서 {1}pt로 증가시키고 즉시 {2}pt의 『불빛』을 획득한다. <color=Highlight>화염 형태</color> 기간 동안 일반 공격 배율이 상승한다.\n\n<size=40><color=Title>최후의 순간</color></size>\n<color=Highlight>화염 형태</color> 지속 기간 동안 『불빛』이 {3}pt 이하 시 혹은 <color=Highlight>화염 형태</color>가 {4}초간 지속된 후, <color=Highlight>공명 해방</color> 공명 해방 <color=Highlight>최후의 순간</color>으로 대체된다.\n공명 해방 <color=Highlight>최후의 순간</color>을 발동하여 <color=Light>회절 피해</color>를 입히고 <color=Highlight>화염 형태</color>를 종료한다"
},
{
"Id": "Skill_1003303_SkillName",
@ -534397,7 +534397,7 @@
},
{
"Id": "Skill_1003304_SkillDescribe",
"Content": "변주 스킬 <color=Highlight>즉시 집행</color> 발동 시, 회절 피해 보너스가 {0} 증가고 {1}초간 지속된다"
"Content": "변주 스킬 <color=Highlight>즉시 집행</color> 발동 시, 회절 피해 보너스가 {0} 증가고 {1}초간 지속된다"
},
{
"Id": "Skill_1003304_SkillName",
@ -534421,7 +534421,7 @@
},
{
"Id": "Skill_1003307_SkillDescribe",
"Content": "<size=40><color=Title>강렬한 불기운</color></size>\n\n젠니가 편대에 있을 시, 근처 파티 내 캐릭터가 목표에 <color=Highlight>「광학 효과」</color>를 추가하면, 즉시 모든 스택 피해를 집계하고 동일한 스택의 「강렬한 불기운」으로 전환된다. 전환될 때마다, 젠니는 전환 스택에 따라 「불빛」을 흡수한다. 「강렬한 불기운」은 <color=Highlight>「광학 효과」</color> 스택으로 간주되고 「영원의 광채」 세트 효과를 발생시킬 수 있다\n\n\n<size=40><color=Title>공명 스킬·점등</color></size>\n\n젠니가 <color=Highlight>화염 형태</color>일 시 <color=Highlight>중참·파효</color>, <color=Highlight>중참·해오름</color>, <color=Highlight>중참·하룻밤</color>을 해제하여 <color=Light>회절 피해</color>를 입히고, 해당 피해는 강공격 피해로 적용되는 동시에\n<color=Highlight>「광학 효과」</color>로 간주된다.\n\n「불빛」이 {0}pt를 초과할 시 공명 스킬 <color=Highlight>표준 방위 예방책</color>은 공명 스킬 <color=Highlight>점등</color>으로 대체된다.\n\n<color=Highlight>공명 스킬</color>을 누르면 <color=Highlight>준비 태세</color>로 진입할 수 있다. <color=Highlight>준비 태세</color> 기간 동안 손을 떼고, 「불빛」을 소모하면 <color=Highlight>중참·파효</color>를 발동할 수 있다.\n\n<color=Highlight>준비 태세</color> 기간 동안 공격을 받을 경우, 제어에 면역되며 입은 피해가 감소되고, 「불빛」을 소모하여 <color=Highlight>중참 · 섬광</color>를 발동할 수 있는 동시에 목표를 정지시켜 추가로 공진 수치를 {1} 감소시킬 수 있다.\n\n<color=Highlight>준비 태세</color> 지속 시간 종료 후 <color=Highlight> 중참 · 온밤</color>을 바로 발동할 수 있다. 발동 시 최대 {2}pt의 「불빛」을 소모할 수 있으며, 1pt의 「불빛」을 소모할 때마다 <color=Highlight>중참 · 온밤</color>의 피해 배율을 증가시킨다.\n\n「불빛」이 {3}pt를 초과할 시, <color=Highlight>일반 공격</color>이 <color=Highlight>중참·파효</color>로 대체된다.\n\n<color=Highlight>중참 · 파효</color> 발동 후 <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 해오름</color>으로 대체된다. 「불빛」을 소모하면 <color=Highlight>중참 · 해오름</color>을 발동할 수 있다.\n\n<color=Highlight>중참 · 해오름</color> 발동 후 <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 온밤</color>으로 대체된다. 발동 시 젠니가 보유한 최대 {4}pt의 「불빛」을 소모할 수 있으며, 1pt의 「불빛」을 소모할 때마다 이번 <color=Highlight>중참 · 온밤</color>의 피해 배율을 증가시킨다.\n회피 성공 후, 이때 <color=Highlight>일반 공격</color>이 <color=Highlight>중참 · 온밤</color>으로 대체되지 않았을 경우, 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르고, 불빛을 소모하면 <color=Highlight>중참·섬광</color>이 발동된다.\n\n\n\n<size=40><color=Title>잉여 에너지 획득 규칙</color></size>\n\n「잉여 에너지」 상한은 {5}pt이다.\n\n기본 공격이 목표에 명중 시 「잉여 에너지」를 획득한다.\n\n변주 스킬 <color=Highlight>즉시 집행</color>이 목표에 명중 시 「잉여 에너지」를 획득한다.\n\n공명 스킬 <color=Highlight>표준 방어 예방책</color> 발동 시 「잉여 에너지」를 획득한다.\n\n공명 스킬 <color=Highlight>정확한 반격</color> 발동 시 「잉여 에너지」를 획득한다.\n\n\n\n<size=40><color=Title>불빛 획득 규칙</color></size>\n\n「불빛」이 <color=Highlight>화염 형태</color>가 아닐 시 상한은 {6}pt이며, <color=Highlight>화염 형태</color>일 시 상한은 {7}pt이다.\n\n공명 스킬 <color=Highlight>과격 섬멸 예방책</color> 발동 후 {8}pt의 「불빛」을 획득한다.\n\n<color=Highlight> 「광학 효과」</color> 1스택마다 「강렬한 불기운」으로 전환 시 {9}pt의 「불빛」을 획득한다"
"Content": "<size=40><color=Title>강렬한 불기운</color></size>\n젠니가 파티에 있을 시, 근처 파티 내 캐릭터가 목표에게 <color=Highlight>『광학 효과』</color>를 추가하면, 즉시 모든 스택 피해를 입히고 동일한 스택의 『강렬한 불기운』으로 전환된다. 전환될 때마다, 젠니는 전환 스택에 따라 『불빛』을 흡수한다. 『강렬한 불기운』 스택 최대치는 {0}스택이며, 스택마다 {1}초간 지속된다. 해당 스택은 「영원의 광채」 세트 효과를 발생시킬 수 있다.\n\n<size=40><color=Title>점등</color></size>\n젠니가 <color=Highlight>화염 형태</color>에 있을 시 <color=Highlight>중참 · 파효</color>, <color=Highlight>중참 · 해오름</color>, <color=Highlight>중참 · 온밤</color>, <color=Highlight>중참 · 섬광</color>을 해제하여 <color=Light>회절 피해</color>를 입히고, 해당 피해는 강공격 피해로 적용되는 동시에 <color=Highlight>『광학 효과』</color> 피해로 간주된다.\n『불빛』이 {2}pt를 초과할 시, 공명 스킬 <color=Highlight>표준 방위 예방책</color>은 공명 스킬 <color=Highlight>점등</color>으로 대체된다.\n<color=Highlight>공명 스킬</color>을 누르면 <color=Highlight>준비 태세</color>로 진입할 수 있으며, <color=Highlight>준비 태세</color> 기간 동안 적의 공격에 의해 중단되지 않는다. <color=Highlight>준비 태세</color> 기간 동안 <color=Highlight>공명 스킬</color>에서 손을 떼면 <color=Highlight>중참 · 파효</color>를 발동할 수 있으며 『불빛』이 소모된다.\n<color=Highlight>준비 태세</color>에 진입 후 일정 시간 내에 적군 목표의 공격을 받을 경우, 이번 피해를 받지 않으며 <color=Highlight>중참 · 섬광</color>을 발동하고 『불빛』이 소모되는 동시에 목표를 정체시키고 공진 수치 {3}을 추가로 감소시킨다. 젠니가 {4}초동안 받는 피해가 {5} 감소된다. <color=Highlight>중참 · 섬광</color> 발동 후, <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 온밤</color>으로 대체된다. 발동 시 젠니가 보유한 최대 {6}pt의 『불빛』을 소모할 수 있으며, 1pt의 『불빛』을 소모할 때마다 이번 <color=Highlight>중참 · 온밤</color>의 피해 배율을 상승시킨다.\n<color=Highlight>준비 태세</color> 지속 시간 종료 후, 즉시 <color=Highlight>중참 · 온밤</color>을 발동한다. \n『불빛』이 {2}pt를 초과할 시, <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 파효</color>로 대체된다. <color=Highlight>화염 형태</color> 진입 후, 즉시 <color=Highlight>일반 공격</color>을 발동하면 이번 <color=Highlight>일반 공격</color>은 공명 스킬 <color=Highlight>점등</color>으로 대체되고, <color=Highlight>일반 공격</color>을 누르면 <color=Highlight>준비 태세</color>에 진입할 수 있다.\n<color=Highlight>중참 · 파효</color> 발동 후 『불빛』이 {2}pt를 초과할 시, <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 해오름</color>으로 대체되고, <color=Highlight>중참 · 해오름</color>를 발동할 수 있으며 『불빛』이 소모된다.\n<color=Highlight>중참 · 해오름</color> 발동 후 <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 온밤</color>으로 대체된다.\n회피 성공 후, 이때 <color=Highlight>일반 공격</color>이 <color=Highlight>중참 · 온밤</color>으로 대체되지 않았을 경우, 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면, <color=Highlight>중참 · 섬광</color>을 발동할 수 있으며 『불빛』이 소모된다.\n\n<size=40><color=Title>잉여 에너지 획득 규칙</color></size>\n『잉여 에너지』 최대 누적 가능: 100pt\n기본 공격이 목표에 명중 시 『잉여 에너지』를 획득한다.\n변주 스킬 <color=Highlight>즉시 집행</color>이 목표에 명중 시 『잉여 에너지』를 획득한다.\n공명 스킬 <color=Highlight>표준 방위 예방책</color> 발동 시 『잉여 에너지』를 획득한다.\n공명 스킬 <color=Highlight>정확한 반격</color>이 목표에 명중 시 『잉여 에너지』를 획득한다.\n\n<size=40><color=Title>불빛 획득 규칙</color></size>\n젠니가 <color=Highlight>화염 형태</color>가 아닐 시 『불빛』의 최대치는 100pt이다.\n젠니가 <color=Highlight>화염 형태</color>에 있을 시 『불빛』의 최대치는 150pt이다.\n공명 스킬 <color=Highlight>위기 처리 예방책</color> 발동 후 『불빛』 10pt를 획득한다.\n1스택의 <color=Highlight> 『광학 효과』</color>가 『강렬한 불기운』으로 전환할 때마다 「불빛」 5pt를 획득한다"
},
{
"Id": "Skill_1003307_SkillName",
@ -534429,7 +534429,7 @@
},
{
"Id": "Skill_1003309_SkillDescribe",
"Content": "목표를 공격하여 젠니 공격력의 {0}에 해당하는 <color=Light>회절 피해</color>를 입히고 보유한 「강렬한 불기운」이 모두 제거된다. 피해를 입히기 전 목표가 1스택의 「강렬한 불기운」을 보유할 때마다 받는 해당 피해가 {1} 증가하고, 이번 피해는 동시에 <color=Highlight>「광학 효과」</color> 피해로 간주된다. 파티 내 젠니를 제외한 캐릭터가 「강렬한 불기운」을 보유한 목표에게 입히는 회절 피해가 {2} 부스트되고, {3}초간 지속된다"
"Content": "목표를 공격하여, 젠니 공격력의 {0}에 해당되는 <color=Light>회절 피해</color>를 입히고 보유한 모든 『강렬한 불기운』을 제거한다. 피해를 입히기 전 목표가 1스택의 『강렬한 불기운』을 보유할 때마다 받는 피해가 {1} 증가하고 해당 피해는 동시에 <color=Highlight>『광학 효과』</color> 피해로 간주된다. 파티 내 젠니를 제외한 캐릭터의 『강렬한 불기운』을 보유한 목표에 대한 회절 피해가 {2} 부스트되고, {3}초간 지속된다"
},
{
"Id": "Skill_1003309_SkillName",
@ -535061,7 +535061,7 @@
},
{
"Id": "Skill_1003401_SkillDescribe",
"Content": "<size=40><color=Title>일반 공격</color></size>\n최대 4단 연속 공격을 가하여 <color=Wind>기류 피해</color>를 입힌다. 일반 공격 4단은 명중된 목표에게 풍식 효과 1스택을 추가할 수 있다.\n일반 공격 4단 종료 후, 샤콘은 <color=Highlight>음률의 독주</color>를 진행한다. 샤콘의 일반 공격 4단과 <color=Highlight>음률의 독주</color>가 주동 혹은 피동으로 중단될 시, <color=Highlight>합주의 그림자</color>가 생성되어 샤콘의 기존 행위가 계속 진행될 수 있게 한다.\n\n<size=40><color=Title>강공격</color></size>\n스태미나를 소모하여 목표를 공격하고 <color=Wind>기류 피해</color>를 입힌다.\n\n<size=40><color=Title>공중 공격</color></size>\n스태미나를 소모하여 최대 2단 공격을 가하고 <color=Wind>기류 피해</color>를 입힌다.\n\n<size=40><color=Title>회피 반격</color></size>\n<color=Highlight>회피</color> 성공 후, 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 목표를 공격하여 <color=Wind>기류 피해</color>를 입힌다.\n\n<size=40><color=Title>일반 공격 추가 메커니즘</color></size>\n샤콘이 다단 일반 공격에서 회피를 발동한 후, 일반 공격을 짧게 누르면 일반 공격의 단수는 리셋되지 않는다"
"Content": "<size=40><color=Title>일반 공격</color></size>\n최대 4단 연속 공격을 가하여 <color=Wind>기류 피해</color>를 입힌다. 일반 공격 4단은 명중된 목표에게 <color=Highlight>『풍식 효과』</color> 1스택을 추가할 수 있다.\n· 회피로 일반 공격 처음 3단 중단 시, 일정 시간 내에 일반 공격을 짧게 누르면 해당하는 단수의 일반 공격을 발동하며, 해당 메커니즘은 일반 공격 다단을 발동할 때마다 1회만 적용한다.\n· 일반 공격 4단 종료 후, 샤콘은 <color=Highlight>음률의 독주</color> 상태에 진입한다. 샤콘의 일반 공격 4단 혹은 <color=Highlight>음률의 독주</color>가 주동 혹은 피동으로 중단될 시, <color=Highlight>합주의 그림자</color> 1개가 생성된다.\n \n<size=40><color=Title>음률의 독주</color></size>\n고유 스킬 <color=Highlight>막간의 반주</color> 활성화 후, 샤콘과 합주의 그림자가 음률의 독주 상태에 진입할 시 자신을 중심으로 근처 파티 내 모든 캐릭터의 기류 피해 보너스를 증가시킨다.\n \n<size=40><color=Title>합주의 그림자</color></size>\n필드에는 최대 2개의 <color=Highlight>합주의 그림자</color>가 존재할 수 있다.\n샤콘의 일반 공격 4단이 중단되면 합주의 그림자는 샤콘을 대신하여 해당 공격을 완료하고 <color=Highlight>음률의 독주</color> 상태에 진입한다.\n샤콘의 <color=Highlight>음률의 독주</color> 상태가 중단되면 합주의 그림자는 샤콘을 대신하여 <color=Highlight>음률의 독주</color> 상태를 지속한다.\n \n<size=40><color=Title>강공격</color></size>\n스태미나를 소모하여 공중으로 뛰어올라 목표를 공격하고 <color=Wind>기류 피해</color>를 입힌다.\n \n<size=40><color=Title>조준 공격</color></size>\n조준 키를 짧게 눌러 조준 상태에 진입하면 더욱 강력한 사격을 진행할 수 있다.\n차지 완료 후 목표를 공격하여 <color=Wind>기류 피해</color>를 입히며, 해당 피해는 강공격 피해로 적용된다.\n \n<size=40><color=Title>공중 공격</color></size>\n스태미나를 소모하여 최대 2단 공격을 가하고 <color=Wind>기류 피해</color>를 입힌다.\n공중 공격 2단 발동 후 일정 시간 내에 일반 공격을 짧게 누르면 일반 공격 4단을 발동할 수 있다.\n \n<size=40><color=Title>회피 반격</color></size>\n<color=Highlight>회피</color> 성공 후, 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 목표를 공격하여 <color=Wind>기류 피해</color>를 입힌다"
},
{
"Id": "Skill_1003401_SkillName",
@ -535069,7 +535069,7 @@
},
{
"Id": "Skill_1003402_SkillDescribe",
"Content": "일정 거리를 이동하여 목표에게 <color=Wind>기류 피해</color>를 입히고, 목표 명중 시 1스택의 풍식 효과를 추가한다.\n\n공명 스킬 <color=Highlight>하모니의 속주</color> 발동 후 일정 시간 동안 샤콘의 일반 공격이 일반 공격 2단부터 시작된다"
"Content": "일정 거리를 이동하여 목표에게 <color=Wind>기류 피해</color>를 입히고, 목표 명중 시 1스택의 <color=Highlight>『풍식 효과』</color>를 추가한다.\n발동 후 일정 시간 내에 일반 공격을 짧게 누르면 일반 공격 2단을 발동할 수 있다. \n· 샤콘이 공명 스킬로 일반 공격을 중단시킬 경우 <color=Highlight>합주의 그림자</color> 1개를 생성하여 샤콘을 대신해 해당 공격을 완료한다.\n· 샤콘의 공명 스킬은 공중에서 발동할 수 있다"
},
{
"Id": "Skill_1003402_SkillName",
@ -535077,15 +535077,15 @@
},
{
"Id": "Skill_1003403_SkillDescribe",
"Content": "<size=40><color=Title>가수의 화려한 세 겹 빛깔</color></size>\n 샤콘이 『즉흥 교향시』를 진행 시, 적당한 타이밍에 일반 공격을 클릭하여 『교향시 · 주음』을 생성하여 주변 목표에게 기류 피해를 입히고 명중한 목표에게 1스택의 풍식효과와 광학 효과를 추가한다.\n 샤콘이 『즉흥 교향시』를 진행 시, 다른 캐릭터로 교체하면, 샤콘의 『즉흥 교향시』는 종료되지 않고 자동으로 『교향시 · 주음』을 생성한다"
"Content": "샤콘과 <color=Highlight>합주의 그림자</color>는 함께 <color=Highlight>즉흥 교향시</color>를 연출하여 주변 목표에게 <color=Wind>기류 피해</color>를 1회 입히고 <color=Highlight>연출 상태</color>에 진입한다.\n\n<size=40><color=Title>연출 상태</color></size>\n연출 상태에서 음파가 판정 범위에 진입할 경우, 초록색 혹은 노란색 버튼을 짧게 누르면 해당하는 색깔의 <color=Highlight>교향시 · 주음</color>을 생성하고, 일정량의 협주 에너지를 회복할 수 있다.\n· 연출 상태가 지속되는 동안, 다른 캐릭터로 전환하여도 연출 상태는 종료되지 않으며 자동으로 <color=Highlight>교향시 · 주음</color>을 생성할 수 있고, 자동 생성된 주음의 색상은 캐릭터 전환 전 마지막으로 생성된 주음의 색상에 의해 결정된다. 버튼을 클릭하지 않고 <color=Highlight>교향시 · 주음</color>을 생성 시, 즉시 다른 캐릭터로 전환하면 자동으로 초록색 주음이 생성된다.\n· 연출 상태가 지속되는 동안, 샤콘은 적의 공격에 의해 자신의 공격이 중단되지 않으며 받는 피해가 감소된다.\n· 연출 상태가 지속되는 동안, 공명 해방을 다시 한 번 짧게 누르거나 다른 캐릭터로 전환 후 다시 샤콘으로 전환하면 연출 상태가 즉시 종료된다.\n· 연출 상태는 고유 스킬 <color=Highlight>막간의 반주</color>를 발동할 수 있다.\n\n<size=40><color=Title>교향시 · 주음</color></size>\n주음이 초록색일 경우: 주변의 목표에게 <color=Wind>기류 피해</color>를 입히고 명중한 목표에게 1스택의 <color=Highlight>『풍식 효과』</color>를 추가한다.\n주음이 노란색일 경우: 주변의 목표에게 <color=Wind>기류 피해</color>를 입히고 명중한 목표에게 1스택의 <color=Highlight>『광학 효과』</color>를 추가한다"
},
{
"Id": "Skill_1003403_SkillName",
"Content": "가수의 화려한 세 겹 빛깔"
"Content": "트리오의 카덴차"
},
{
"Id": "Skill_1003404_SkillDescribe",
"Content": "샤콘 및 그녀가 소환한 <color=Highlight>합주의 그림자</color>의 <color=Highlight>음률의 독주</color>는 근처 파티 내 캐릭터에게 기류 피해 보너스를 {0} 제공하며, {1}pt 중첩이 가능하다"
"Content": "샤콘 <color=Highlight>합주의 그림자</color>의 <color=Highlight>음률의 독주</color>는 근처 파티 내 모든 캐릭터에 대해 기류 피해 보너스를 {0} 증가시키며 {1}스택 중첩이 가능하다"
},
{
"Id": "Skill_1003404_SkillName",
@ -535093,7 +535093,7 @@
},
{
"Id": "Skill_1003405_SkillDescribe",
"Content": "<color=Highlight>강공격 · 사중 박자</color>가 입히는 피해가 {0} 증가한다"
"Content": "<color=Highlight>강공격 · 네박자 중주</color>가 입히는 피해가 {0} 증가된다"
},
{
"Id": "Skill_1003405_SkillName",
@ -535101,7 +535101,7 @@
},
{
"Id": "Skill_1003406_SkillDescribe",
"Content": "목표를 공격하여 <color=Wind>기류 피해</color>를 입히고, 목표에게 「풍식 효과」 1스택을 추가한다.\n\n변주 스킬 <color=Highlight>바람 속의 음유시인</color> 발동 후 일정 시간 내, 샤콘의 일반 공격은 일반 공격 3단으로 시작된다"
"Content": "목표를 공격하여 <color=Wind>기류 피해</color>를 입히고, 목표에게 1스택의 <color=Highlight>『풍식 효과』</color>를 추가한다.\n발동 후 일정 시간 내에 일반 공격을 짧게 누르면 일반 공격 3단을 발동할 수 있다"
},
{
"Id": "Skill_1003406_SkillName",
@ -535109,7 +535109,7 @@
},
{
"Id": "Skill_1003407_SkillDescribe",
"Content": "<size=40><color=Title>강공격 · 사중 박자</color></size>\n「음률」이 가득찰 시, 샤콘의 강공격은 <color=Highlight>강공격 · 사중 박자</color>로 대체되며, 전방에 <color=Highlight>중주 음표</color>를 발사하여 <color=Wind>기류 피해</color>을 입히고, 주변 목표를 지속적으로 끌어당긴다.\n\n<size=40><color=Title>음률 획득 규칙</color></size>\n「음률」 최대 누적 가능: {3}칸\n<color=Highlight>일반 공격 4단</color>과 <color=Highlight>변주 스킬</color> 발동 시, 「음률」 1칸을 획득할 수 있다"
"Content": "<size=40><color=Title>강공격 · 네박자 중주</color></size>\n『음률』 3칸을 보유 시, 샤콘의 강공격은 <color=Highlight>강공격 · 네박자 중주</color>로 대체되며, 전방에 <color=Highlight>중주 음표</color>를 발사하여 <color=Wind>기류 피해</color>를 입히고, 주변 목표를 지속적으로 끌어당기며, 명중한 목표에게 1스택의 <color=Highlight>『풍식 효과』</color>를 추가한다.\n<color=Highlight>강공격 · 네박자 중주</color>는 낮은 공중에서 발동할 수 있다.\n \n<size=40><color=Title>『음률』 획득 규칙</color></size>\n『음률』 최대 누적 가능: 3칸\n<color=Highlight>일반 공격 4단</color>과 <color=Highlight>변주 스킬</color> 발동 시, 『음률』 1칸을 획득할 수 있다"
},
{
"Id": "Skill_1003407_SkillName",
@ -535121,11 +535121,11 @@
},
{
"Id": "Skill_1003408_SkillName",
"Content": "Stay tuned"
"Content": ""
},
{
"Id": "Skill_1003409_SkillDescribe",
"Content": "근처 범위 내의 목표가 받는 <color=Highlight>풍식 효과</color>의 피해가 {0} 부스트 되고, {1}초간 지속된다"
"Content": "근처 범위 내의 목표가 받는 <color=Highlight>풍식 효과</color>의 피해가 {0} 부스트되고 {1}초간 지속된다"
},
{
"Id": "Skill_1003409_SkillName",
@ -553233,7 +553233,7 @@
},
{
"Id": "ResonantChain_199_AttributesDescription",
"Content": "일반 공격 시, 자신의 경직 저항력이 증가된다. 일반 공격 발동 시, 공격력이 {0} 증가하며 {1}초간 지속된다"
"Content": "일반 공격은 적의 공격에 의해 중단되지 않는다. 일반 공격 발동 시, 자신의 공격력이 {0} 증가하며 {1}초간 지속된다"
},
{
"Id": "ResonantChain_199_NodeName",
@ -553241,15 +553241,15 @@
},
{
"Id": "ResonantChain_200_AttributesDescription",
"Content": "공명 해방 <color=Highlight>가수의 화려한 세 겹 빛깔</color> 지속 기간 동안, 파티 내 캐릭터의 기류 피해 보너스가 {0} 증가한다"
"Content": "공명 해방 <color=Highlight>트리오의 카덴차</color> 지속 기간 동안, 파티 내 캐릭터의 기류 피해 보너스가 {0} 증가된다"
},
{
"Id": "ResonantChain_200_NodeName",
"Content": "사계절의 레카토 소리"
"Content": "사계절의 레가토"
},
{
"Id": "ResonantChain_201_AttributesDescription",
"Content": "<color=Highlight>일반 공격 4단</color> 발동 시, {0}칸의 「음률」을 추가로 획득하며, 공명 스킬 <color=Highlight>하모니의 속주</color> 사용 횟수가 1회 증가다"
"Content": "<color=Highlight>일반 공격 4단</color> 발동 시, {0}칸의 『음률』을 추가로 획득하며, 공명 스킬 <color=Highlight>하모니의 속주</color> 사용 횟수가 1회 증가다"
},
{
"Id": "ResonantChain_201_NodeName",
@ -553257,7 +553257,7 @@
},
{
"Id": "ResonantChain_202_AttributesDescription",
"Content": "강공격 <color=Highlight>네박자 중주</color>와 공명 해방<color=Highlight> 가수의 화려한 세 겹 빛깔</color>로 피해를 입힐 시, 적 방어력의 {0}를 무시한다"
"Content": "강공격 <color=Highlight>네박자 중주</color>와 공명 해방<color=Highlight> 트리오의 카덴차</color>로 피해를 입힐 시, 적 방어력의 {0}를 무시한다"
},
{
"Id": "ResonantChain_202_NodeName",
@ -553265,7 +553265,7 @@
},
{
"Id": "ResonantChain_203_AttributesDescription",
"Content": "공명 해방 <color=Highlight>가수의 화려한 세 겹 빛깔</color>이 입히는 피해가 {0} 증가하고, 공명 해방 근처 범위 내에 있는 캐릭터가 받는 피해가 {1} 감소한다"
"Content": "공명 해방 <color=Highlight>트리오의 카덴차</color>가 입히는 피해가 {0} 증가하고, 공명 해방 근처 범위 내에 있는 캐릭터가 받는 피해가 {1} 감소한다"
},
{
"Id": "ResonantChain_203_NodeName",
@ -553273,7 +553273,7 @@
},
{
"Id": "ResonantChain_204_AttributesDescription",
"Content": "공명 해방 <color=Highlight>가수의 화려한 세 겹 빛깔</color>로 피해를 입힐 시, 크리티컬 피해가 {0} 증가한다"
"Content": "공명 해방 <color=Highlight>트리오의 카덴차</color>로 피해를 입힐 시, 크리티컬 피해가 {0} 증가된다"
},
{
"Id": "ResonantChain_204_NodeName",
@ -562833,7 +562833,7 @@
},
{
"Id": "SkillButton_1407200_Name",
"Content": "공연 종료"
"Content": "종료"
},
{
"Id": "Rogue_End_S1_Task_Title",
@ -562961,7 +562961,7 @@
},
{
"Id": "WeaponConf_21030026_Desc",
"Content": "공격력이 {0} 증가된다. 목표에게 「풍식 효과」를 추가 시, 자신의 기류 피해 보너스가 {1} 증가되고, {2}초간 지속된다. 공격으로 「풍식 효과」가 있는 목표를 명중 시, 목표의 기류 저항을 {3} 감소시키고, {4}초간 지속된다"
"Content": "공격력이 {0} 증가된다. 목표에게 『풍식 효과』 추가 시, 자신의 기류 피해 보너스가 {1} 증가되고 {2}초간 지속된다. 공격으로 『풍식 효과』가 있는 목표 명중 시, 목표의 기류 저항을 {3} 감소시키고, {4}초간 지속된다"
},
{
"Id": "WeaponConf_21030026_ObtainedShowDescription",
@ -571269,7 +571269,7 @@
},
{
"Id": "WeaponConf_21040036_Desc",
"Content": "공격력이 {0} 증가다. 공명 해방 발동 시 다음과 같은 효과를 획득한다. 자신이 입히는 피해가 목표의 {1} 방어력을 {1} 무시하며, 동시에 자신이 직접 입히는 「광학 효과」 피해를 {2} 부스트하고, {3}초간 지속된다. 중복 획득 시, 지속 시간이 리셋된다"
"Content": "공격력이 {0} 증가다. 공명 해방 발동 시 다음과 같은 효과를 획득한다. 자신이 입히는 피해가 목표의 방어력을 {1} 무시하며, 동시에 자신이 직접 추가한 『광학 효과』 피해를 {2} 부스트하고, {3}초간 지속된다. 중복 획득 시, 지속 시간이 리셋된다"
},
{
"Id": "RogueRes_SkillTree_101_Desc",
@ -571501,11 +571501,11 @@
},
{
"Id": "LongShanTask_3201_TaskName",
"Content": "이벤트 「데굴데굴 빙글빙글」 중 포포 마왕성 8층 클리어"
"Content": "이벤트 「데굴데굴 빙글빙글」 중 포포 마왕성 15층 클리어"
},
{
"Id": "LongShanTask_3202_TaskName",
"Content": "이벤트 「데굴데굴 빙글빙글」 중 포포 마왕성 15층 진도 40% 달성"
"Content": "「뿌뿌 마왕성 진 · 무쌍층」 진도 40% 달성"
},
{
"Id": "ItemInfo_GJ_Name",
@ -572337,7 +572337,7 @@
},
{
"Id": "Skill_1003401_SkillResume",
"Content": "<size=40><color=Title>일반 공격</color></size>\n<color=Wind>기류 피해</color>를 입히고, 목표에게 <color=Highlight>풍식 효과</color>를 추가한다. <color=Highlight>합주의 그림자</color>가 생성된다.\n<size=10></size>\n<size=40><color=Title>강공격</color></size>\n<color=Wind>기류 피해</color>를 입힌다.\n<size=10></size>\n<size=40><color=Title>공중 공격</color></size>\n<color=Wind>기류 피해</color>를 입힌다.\n<size=10></size>\n<size=40><color=Title>회피 반격</color></size>\n<color=Wind>기류 피해</color>를 입힌다"
"Content": "<size=40><color=Title>일반 공격</color></size>\n<color=Wind>기류 피해</color>를 입히고, 목표에게 <color=Highlight>풍식 효과</color>를 추가한다. <color=Highlight>합주의 그림자</color>가 생성된다.\n<size=10></size>\n<size=40><color=Title>합주의 그림자</color></size>\n필드에 남아 <color=Highlight>작은 음악회</color>를 펼친다. 고유 스킬 <color=Highlight>막간의 반주</color>를 활성화 후, <color=Highlight>작은 음악회</color>는 근처 파티 내 모든 캐릭터의 기류 피해 보너스를 증가시킨다. \n<size=10></size>\n<size=40><color=Title>강공격</color></size>\n<color=Wind>기류 피해</color>를 입힌다.\n<size=10></size>\n<size=40><color=Title>조준 공격</color></size>\n조준 버튼을 짧게 눌러 조준 모드에 진입하여 <color=Wind>기류 피해</color>를 입히며, 해당 피해는 <color=Highlight>강공격 피해</color>로 적용된다.\n<size=10></size>\n<size=40><color=Title>공중 공격</color></size>\n<color=Wind>기류 피해</color>를 입힌다.\n<size=10></size>\n<size=40><color=Title>회피 반격</color></size>\n<color=Wind>기류 피해</color>를 입힌다"
},
{
"Id": "Skill_1003402_SkillResume",
@ -572345,15 +572345,15 @@
},
{
"Id": "Skill_1003403_SkillResume",
"Content": "<color=Highlight>강화 상태</color>에 진입하여 <color=Highlight>합주의 그림자</color>를 생성하고, 적당한 타이밍에 버튼을 클릭하면 <color=Wind>기류 피해</color>를 입힐 수 있으며 목표에게 <color=Highlight>풍식 효과</color>와 <color=Highlight>광학 효과</color>를 추가한다.\n<size=10></size>\n<color=Highlight>강화 상태</color>에 있을 경우, 다른 캐릭터로 교체하면 샤콘은 <color=Highlight>강화 상태</color>를 유지하는 동시에, 자동으로 <color=Wind>기류 피해</color>를 입히고 목표에게 <color=Highlight>풍식 효과</color>와 <color=Highlight>광학 효과</color>를 추가한다"
"Content": "<size=40><color=Title>공명 해방</color></size>\n<color=Wind>기류 피해</color>를 입히고 <color=Highlight>합주의 그림자</color>를 생성하며 <color=Highlight>강화 상태</color>에 진입한다.\n<size=10></size>\n<size=40><color=Title>강화 상태</color></size>\n적절한 타이밍에 버튼을 클릭하면 <color=Wind>기류 피해</color>를 입히고 클릭한 버튼의 색깔에 따라 다른 효과를 추가한다.\n· 초록색: 목표에게 <color=Highlight>풍식 효과</color>를 추가한다.\n· 노란색: 목표에게 <color=Highlight>광학 효과</color>를 추가한다.\n다른 캐릭터로 교체 시 샤콘은 <color=Highlight>강화 상태</color>를 유지하며, 자동으로 <color=Highlight>강화 상태</color>의 버튼 클릭 효과가 발동된다"
},
{
"Id": "Skill_1003404_SkillResume",
"Content": "1개의 <color=Highlight>합주의 그림자</color>가 존재할 때마다, 근처 파티 내 모든 캐릭터의 기류 피해 보너스를 증가시킬 수 있다"
"Content": "샤콘과 <color=Highlight>합주의 그림자</color>의 <color=Highlight>작은 음악회</color>는 근처 파티 내 모든 캐릭터의 기류 피해 보너스를 증가시킬 수 있다"
},
{
"Id": "Skill_1003405_SkillResume",
"Content": "<color=Highlight>강화된 강공격</color>의 피해 배율이 상승된다"
"Content": "<color=Highlight>강화된 강공격</color>이 입히는 피해가 증가한다"
},
{
"Id": "Skill_1003406_SkillResume",
@ -572365,7 +572365,7 @@
},
{
"Id": "Skill_1003409_SkillResume",
"Content": "<color=Highlight>풍식 효과</color> 피해가 부스트된다"
"Content": "근처 범위 내의 목표가 받는 <color=Highlight>풍식 효과</color> 피해가 부스트된다"
},
{
"Id": "BirthdaySet_OpenCondition_Tips",
@ -573509,7 +573509,7 @@
},
{
"Id": "SkillDescription_1407017_AttributeName",
"Content": "1단 피해"
"Content": "즉흥 교향시 피해"
},
{
"Id": "SkillDescription_1407018_AttributeName",
@ -573529,7 +573529,7 @@
},
{
"Id": "SkillDescription_1407022_AttributeName",
"Content": "사중 박자 피해"
"Content": "네박자 중주 피해"
},
{
"Id": "SkillDescription_1407023_AttributeName",
@ -573649,7 +573649,7 @@
},
{
"Id": "Skill_1003302_SkillResume",
"Content": "<size=40><color=Title>공명 스킬</color></size>\n<color=Light>회절 피해</color>를 입힌다. 누르면 공격을 가드 할 수 있고, 공격을 받을 시 반격하여 목표를 제어한다.\n<size=10></size>\n<size=40><color=Title>특수 에너지 메커니즘</color></size>\n· 일반 공격, 공명 스킬로 <color=Highlight>특수 에너지</color>를 획득할 수 있다. \n· <color=Highlight>특수 에너지</color>가 가득 찰 시, <color=Highlight>강화된 공명 스킬</color>을 발동할 수 있으며, <color=Light>회절 피해</color>를 입히고 자신의 <color=Highlight>광학 효과</color> 피해를 부스트한다.\n<size=10></size>\n<size=40><color=Title>강화된 공명 스킬</color></size>\n· 누르면 공격을 가드할 수 있고, 공격을 받을 시, 반격하여 목표를 제어한다.\n· 발동 버튼을 놓으면 목표를 공격할 수 있다"
"Content": "<size=40><color=Title>공명 스킬</color></size>\n<color=Light>회절 피해</color>를 입힌다. 누르면 공격을 가드 할 수 있고, 공격을 받을 시 반격하여 목표를 제어한다.\n<size=10></size>\n<size=40><color=Title>특수 에너지 메커니즘</color></size>\n· 일반 공격, 공명 스킬로 <color=Highlight>특수 에너지</color>를 획득할 수 있다. \n· <color=Highlight>특수 에너지</color>가 가득 찰 시, <color=Highlight>강화된 공명 스킬</color>을 발동할 수 있으며, <color=Light>회절 피해</color>를 입히고 자신의 <color=Highlight>광학 효과</color> 피해를 부스트한다.\n<size=10></size>\n<size=40><color=Title>강화된 공명 스킬</color></size>\n· 누르면 공격을 가드할 수 있고, 공격을 받을 시 반격하여 목표를 제어한다.\n· 발동 버튼을 놓으면 목표를 공격할 수 있다"
},
{
"Id": "Skill_1003303_SkillResume",
@ -573669,11 +573669,11 @@
},
{
"Id": "Skill_1003307_SkillResume",
"Content": "<size=40><color=Title>강화된 특수 에너지 메커니즘</color></size>\n· 주변 파티 내 캐릭터가 목표에게 <color=Highlight>광학 효과</color>를 추가하면 즉시 피해를 입히고, 목표에게 <color=Highlight>강렬한 불기운</color>를 추가하며, 젠니는 <color=Highlight>강화된 특수 에너지</color>를 획득한다.\n· 공명 해방, <color=Highlight>강화된 공명 스킬</color>도 <color=Highlight>강화된 특수 에너지</color>를 획득할 수 있다.\n· <color=Highlight>강화 상태</color>에 있을 경우, <color=Highlight>강화된 특수 에너지</color>를 소모하여 <color=Highlight>강화된 일반 공격</color>을 발동할 수 있으며 <color=Light>회절 피해</color>를 입히고, 해당 피해는 <color=Highlight>강공격 피해</color>로 적용되며, 동시에 <color=Highlight>광학 효과 피해</color>로 간주된다.\n<size=10></size>\n<size=40><color=Title>강렬한 불기운</color></size>\n<color=Highlight>강렬한 불기운</color>은 <color=Highlight>광학 효과</color> 스택으로 간주되어 「영원의 광채」 세트 효과를 발생할 수 있다.\n<size=10></size>\n<size=40><color=Title>강화된 일반 공격</color></size>\n· 일반 공격을 짧게 누르면 목표를 공격할 수 있다\n· 공명 스킬을 누르면 공격을 가드 할 수 있고, 공격을 받을 시 반격하여 목표를 제어한다.\n· 공명 스킬 발동 버튼을 놓으면 목표를 공격할 수 있다"
"Content": "<size=40><color=Title>강화된 특수 에너지 메커니즘</color></size>\n· 주변 파티 내 캐릭터가 목표에게 <color=Highlight>광학 효과</color>를 추가하면 즉시 피해를 입히고, 목표에게 <color=Highlight>강렬한 불기운</color>를 추가하며, 젠니는 <color=Highlight>강화된 특수 에너지</color>를 획득한다.\n· 공명 해방, <color=Highlight>강화된 공명 스킬</color>도 <color=Highlight>강화된 특수 에너지</color>를 획득할 수 있다.\n· <color=Highlight>강화 상태</color>에 있을 경우, <color=Highlight>강화된 특수 에너지</color>를 소모하여 <color=Highlight>강화된 일반 공격</color>을 발동할 수 있으며 <color=Light>회절 피해</color>를 입히고, 해당 피해는 <color=Highlight>강공격 피해</color>로 적용되 동시에 <color=Highlight>광학 효과 피해</color>로 간주된다.\n<size=10></size>\n<size=40><color=Title>강렬한 불기운</color></size>\n<color=Highlight>강렬한 불기운</color>은 <color=Highlight>광학 효과</color> 스택으로 간주되어 「영원의 광채」 세트 효과를 발생할 수 있다.\n<size=10></size>\n<size=40><color=Title>강화된 일반 공격</color></size>\n· 일반 공격을 짧게 누르면 목표를 공격할 수 있다\n· 공명 스킬을 누르면 공격을 가드 할 수 있고, 공격을 받을 시 반격하여 목표를 제어한다.\n· 공명 스킬 발동 버튼을 놓으면 목표를 공격할 수 있다"
},
{
"Id": "Skill_1003309_SkillResume",
"Content": "<color=Light>회절 피해</color>를 입히고 목표가 보유한 <color=Highlight>강열한 불기운</color>의 스택이 높을수록 이번에 받는 피해도 높아진다.\n해당 피해는 <color=Highlight>광학 효과 피해</color>로 적용된다.\n파티 내 다른 캐릭터가 <color=Highlight>젠니 표식</color>을 보유한 목표에게 입히는 회절 피해가 부스트 된다"
"Content": "<color=Light>회절 피해</color>를 입히고 목표가 보유한 <color=Highlight>강열한 불기운</color>의 스택이 높을수록 이번에 받는 피해도 높아진다.\n해당 피해는 <color=Highlight>광학 효과 피해</color>로 적용된다.\n파티 내 다른 캐릭터가 <color=Highlight>강렬한 불기운</color>을 보유한 목표에게 입히는 회절 피해가 부스트 된다"
},
{
"Id": "Skill_1003408_SkillResume",
@ -574749,19 +574749,19 @@
},
{
"Id": "SkillInput_140701_Description",
"Content": "<color=Highlight>희음</color>을 사용하여 <color=Highlight>음률의 독주</color> 진행: {0}+{0}+{0}+{0} 혹은 변주 스킬+{0}+{0}"
"Content": "<color=Highlight>희소한 소리</color>를 사용하여 <color=Highlight>음률의 독주</color> 진행: {0}+{0}+{0}+{0} 혹은 변주 스킬+{0}+{0}"
},
{
"Id": "SkillInput_140702_Description",
"Content": "<color=Highlight>환향</color>을 사용하여 <color=Highlight>음률의 독주</color> 진행: 공중에서: {0}+{0}+{0}"
"Content": "<color=Highlight>맴도는 울림</color>을 사용하여 <color=Highlight>음률의 독주</color> 진행: 공중에서: {0}+{0}+{0}"
},
{
"Id": "SkillInput_140703_Description",
"Content": "<color=Highlight>주현</color>를 사용하여 <color=Highlight>음률의 독주</color> 진행:{1}+{0}+{0}+{0} 혹은 회피 반격 후+{0}+{0}"
"Content": "<color=Highlight>현의 가락</color>을 사용하여 <color=Highlight>음률의 독주</color> 진행:{1}+{0}+{0}+{0} 혹은 회피 반격 후+{0}+{0}"
},
{
"Id": "SkillInput_140704_Description",
"Content": "강공격 · 사중 박자: 특수 에너지가 가득 찰 시, {0} 길게 누르기"
"Content": "강공격 · 네박자 중주: 특수 에너지가 가득 찰 시, {0} 길게 누르기"
},
{
"Id": "SkillInput_140705_Description",
@ -575585,7 +575585,7 @@
},
{
"Id": "Skill_1003309_MultiSkillDescribe",
"Content": "일정 범위내의 목표에게 {0} 배율의 <color=Light>회절 피해</color>를 입히고 소유중인 모든 『강렬한 불기운』이 제거된다. 피해를 입히기 전 목표가 1스택의 『강렬한 불기운』을 보유할 때마다 받는 피해가 {1} 증가하고 해당 피해는 <color=Highlight>『광학 효과』</color>로 적용된다. 근처 파티내에서 자신을 제외한 캐릭터는 『강렬한 불기운』을 보유한 목표에 대한 회절 피해가 {2} 부스트되고, {3}초간 지속된다"
"Content": "목표를 공격하여, 젠니 공격력의 {0}에 해당되는 <color=Light>회절 피해</color>를 입히고 보유한 모든 『강렬한 불기운』을 제거한다. 피해를 입히기 전 목표가 1스택의 『강렬한 불기운』을 보유할 때마다 받는 피해가 {1} 증가하고 해당 피해는 동시에 <color=Highlight>『광학 효과』</color> 피해로 간주된다. 근처 파티 내 젠니를 제외한 캐릭터의 『강렬한 불기운』을 보유한 목표에 대한 회절 피해가 {2} 부스트되고, {3}초간 지속된다"
},
{
"Id": "WeaponConf_21040036_TypeDescription",
@ -575593,7 +575593,7 @@
},
{
"Id": "SkillDescription_1407026_AttributeName",
"Content": "후속 피해"
"Content": "교향시 · 주음 피해"
},
{
"Id": "SkillDescription_1507027_Description",

View file

@ -534325,7 +534325,7 @@
},
{
"Id": "ResonantChain_193_AttributesDescription",
"Content": "施放共鸣技能<color=Highlight>集中压制</color>或共鸣技能<color=Highlight>破袭反击</color>时,衍射伤害加成提升50%持续14秒。\n施放<color=Highlight>重斩·终夜</color>时免疫打断。"
"Content": "施放<color=Highlight>集中压制</color>或<color=Highlight>破袭反击</color>时,衍射伤害加成提升{0},持续{1}秒。\n施放<color=Highlight>重斩·终夜</color>时免疫打断。"
},
{
"Id": "ResonantChain_193_NodeName",
@ -534333,7 +534333,7 @@
},
{
"Id": "ResonantChain_194_AttributesDescription",
"Content": "暴击提升{0}。\n共鸣技能<color=Highlight>集中压制</color>、共鸣技能<color=Highlight>破袭反击</color>倍率提升{1}。"
"Content": "暴击提升{0}。\n<color=Highlight>集中压制</color>、<color=Highlight>破袭反击</color>倍率提升{1}。"
},
{
"Id": "ResonantChain_194_NodeName",
@ -534341,7 +534341,7 @@
},
{
"Id": "ResonantChain_195_AttributesDescription",
"Content": "处于<color=Highlight>灼焰形态</color>时每消耗{0}点【焰光】,本次共鸣解放<color=Highlight>终绝将至之刻</color>最后一段伤害倍率增加{1},最多增加{2}。"
"Content": "处于<color=Highlight>灼焰形态</color>时每消耗{0}点【焰光】,共鸣解放<color=Highlight>终绝将至之刻</color>最后一段倍率增加{1},最多增加{2}。"
},
{
"Id": "ResonantChain_195_NodeName",
@ -534365,7 +534365,7 @@
},
{
"Id": "ResonantChain_198_AttributesDescription",
"Content": "处于<color=Highlight>灼焰形态</color>时获得以下效果:\n·<color=Highlight>引燃明灯</color>倍率提升{0}。\n·【焰光】低于{1}点时立即回复{2}点,<color=Highlight>灼焰形态</color>期间可触发1次。\n·进入<color=Highlight>灼焰形态</color> 后{3}秒内受到致死伤害时不会倒下最少保留1点生命值。"
"Content": "<color=Highlight>重斩·破晓</color>、<color=Highlight>重斩·将明</color>、<color=Highlight>重斩·终夜</color>、<color=Highlight>重斩·闪裂</color>倍率提升{0}。\n处于<color=Highlight>灼焰形态</color>时获得以下效果:\n·【焰光】低于{1}点时立即回复{2}点,<color=Highlight>灼焰形态</color>期间可触发1次。\n·进入<color=Highlight>灼焰形态</color> 后{3}秒内受到致死伤害时不会倒下最少保留1点生命值。"
},
{
"Id": "ResonantChain_198_NodeName",
@ -534373,7 +534373,7 @@
},
{
"Id": "Skill_1003301_SkillDescribe",
"Content": "<size=40><color=Title> 普攻</color></size>\n进行最多4段的连续攻击造成<color=Light>衍射伤害</color>。\n<color=Highlight>第3段普攻</color>后恰当时机短按<color=Highlight>普攻</color>,将施放普攻<color=Highlight>突破性进展</color>,之后短按普攻可施放<color=Highlight>第4段普攻</color>。\n<color=Highlight>第3段普攻</color>后若未衔接<color=Highlight>第4段普攻</color>,则一定时间内,闪避后短按<color=Highlight>普攻</color>将施放<color=Highlight>第4段普攻</color>。\n\n<size=40><color=Title> 重击</color></size>\n消耗耐力攻击目标造成<color=Light>衍射伤害</color>。一定时间内短按<color=Highlight>普攻</color>将会施放<color=Highlight>第3段普攻</color>。\n\n<size=40><color=Title> 空中攻击</color></size>\n消耗耐力进行空中下落攻击造成<color=Light>衍射伤害</color>。一定时间内短按<color=Highlight>普攻</color>将会施放<color=Highlight>第3段普攻</color>。\n\n<size=40><color=Title> 闪避反击</color></size>\n成功闪避后一定时间内短按<color=Highlight>普攻</color>,将会攻击目标,造成<color=Light>衍射伤害</color>。\n<color=Highlight>闪避反击</color>后若未衔接<color=Highlight>第4段普攻</color>,则一定时间内,地面闪避时短按<color=Highlight>普攻</color>将施放<color=Highlight>第4段普攻</color>。"
"Content": "<size=40><color=Title> 普攻</color></size>\n进行最多4段的连续攻击造成<color=Light>衍射伤害</color>。\n<color=Highlight>第3段普攻</color>后恰当时机短按<color=Highlight>普攻</color>,将施放普攻<color=Highlight>突破性进展</color>,之后短按普攻可施放<color=Highlight>第4段普攻</color>。\n<color=Highlight>第3段普攻</color>后若未衔接<color=Highlight>第4段普攻</color>,则一定时间内,闪避后短按<color=Highlight>普攻</color>将施放<color=Highlight>第4段普攻</color>。\n\n<size=40><color=Title> 重击</color></size>\n消耗耐力攻击目标造成<color=Light>衍射伤害</color>。一定时间内短按<color=Highlight>普攻</color>将会施放<color=Highlight>第3段普攻</color>。\n\n<size=40><color=Title> 空中攻击</color></size>\n消耗耐力进行空中下落攻击造成<color=Light>衍射伤害</color>。一定时间内短按<color=Highlight>普攻</color>将会施放<color=Highlight>第3段普攻</color>。\n\n<size=40><color=Title> 闪避反击</color></size>\n成功闪避后一定时间内短按<color=Highlight>普攻</color>,将会攻击目标,造成<color=Light>衍射伤害</color>。之后恰当时机短按<color=Highlight>普攻</color>,将施放普攻<color=Highlight>突破性进展</color>。\n<color=Highlight>闪避反击</color>后若未衔接<color=Highlight>第4段普攻</color>,则一定时间内,地面闪避时短按<color=Highlight>普攻</color>将施放<color=Highlight>第4段普攻</color>。"
},
{
"Id": "Skill_1003301_SkillName",
@ -534381,7 +534381,7 @@
},
{
"Id": "Skill_1003302_SkillDescribe",
"Content": "<size=40><color=Title>标准防卫预案</color></size>\n攻击目标造成<color=Light>衍射伤害</color>并进入格挡状态。\n一定时间内短按<color=Highlight>普攻</color>可衔接<color=Highlight>普攻第3段</color>造成<color=Light>衍射伤害</color>,同时停滞目标。\n若格挡期间受到攻击免疫此次伤害并施放共鸣技能<color=Highlight>精准反击</color>,造成<color=Light>衍射伤害</color>同时停滞目标并额外削减其{0}共振度。赞妮在{2}秒内受到伤害降低{3}。\n\n<size=40><color=Title>危机处理预案</color></size>\n赞妮未进入<color=Highlight>灼焰形态</color>且【冗余动能】充满时,<color=Highlight>共鸣技能</color>替换为共鸣技能<color=Highlight>危机处理预案</color>。\n按住<color=Highlight>共鸣技能</color>可进入<color=Highlight>准备架势</color>。<color=Highlight>准备架势</color>期间松开<color=Highlight>共鸣技能</color>或持续时间结束后,消耗全部【冗余动能】施放共鸣技能<color=Highlight>集中压制</color>造成<color=Light>衍射伤害</color>。\n若处于<color=Highlight>准备架势</color>期间受到攻击,免疫此次伤害并消耗全部【冗余动能】施放共鸣技能<color=Highlight>破袭反击</color>,造成<color=Light>衍射伤害</color>同时停滞目标并额外削减其{1}共振度。赞妮在{2}秒内受到伤害降低{3}。\n施放共鸣技能<color=Highlight>集中压制</color>或共鸣技能<color=Highlight>破袭反击</color>时对命中的目标附加1层【烈阳余烬】。最后一段攻击施放后自身获得【焰光】并进入<color=Highlight>斩棘</color>状态。\n\n<size=40><color=Title>斩棘</color></size>\n自身直接造成的<color=Highlight>【光噪效应】</color>伤害加深{4}。"
"Content": "<size=40><color=Title>标准防卫预案</color></size>\n攻击目标造成<color=Light>衍射伤害</color>并进入格挡状态,若切换至其他角色则提前退出。\n一定时间内短按<color=Highlight>普攻</color>可衔接<color=Highlight>普攻第3段</color>命中时额外获得10点【冗余动能】同时停滞目标。\n若格挡期间受到敌方目标攻击此次伤害降低100%同时停滞周围的目标,并施放<color=Highlight>精准反击</color>,造成<color=Light>衍射伤害</color>,额外削减其{0}共振度。赞妮在{2}秒内受到伤害降低{3}。\n\n<size=40><color=Title>危机处理预案</color></size>\n赞妮未进入<color=Highlight>灼焰形态</color>且【冗余动能】充满时,<color=Highlight>共鸣技能</color>替换为共鸣技能<color=Highlight>危机处理预案</color>。\n按住<color=Highlight>共鸣技能</color>可进入<color=Highlight>准备架势</color><color=Highlight>准备架势</color>期间免疫打断,若切换至其他角色则提前退出。<color=Highlight>准备架势</color>期间松开<color=Highlight>共鸣技能</color>或持续时间结束后,消耗全部【冗余动能】施放<color=Highlight>集中压制</color>造成<color=Light>衍射伤害</color>。\n若进入<color=Highlight>准备架势</color>一定时间内受到敌方目标攻击此次伤害降低100%同时停滞周围的目标,并消耗全部【冗余动能】施放<color=Highlight>破袭反击</color>,造成<color=Light>衍射伤害</color>,额外削减其{1}共振度。赞妮在{2}秒内受到伤害降低{3}。\n施放<color=Highlight>集中压制</color>或<color=Highlight>破袭反击</color>时对命中的目标附加1层【烈阳余烬】。最后一段攻击施放后自身获得【焰光】并进入<color=Highlight>斩棘</color>状态。\n\n<size=40><color=Title>斩棘</color></size>\n自身直接造成的<color=Highlight>【光噪效应】</color>伤害加深{4}。"
},
{
"Id": "Skill_1003302_SkillName",
@ -534405,7 +534405,7 @@
},
{
"Id": "Skill_1003305_SkillDescribe",
"Content": "<color=Highlight>灼焰形态</color>期间,受到伤害降低{0}。"
"Content": "<color=Highlight>准备架势</color>期间,受到伤害降低{0}。"
},
{
"Id": "Skill_1003305_SkillName",
@ -534421,7 +534421,7 @@
},
{
"Id": "Skill_1003307_SkillDescribe",
"Content": "<size=40><color=Title>烈阳余烬</color></size>\n赞妮处于编队时附近队伍中的角色对目标附加<color=Highlight>【光噪效应】</color>时,将立刻结算全部层数伤害并转化为相同层数的【烈阳余烬】。每次发生转化,赞妮根据转化层数汲取【焰光】。【烈阳余烬】层数上限为{0}层,每层持续{1}秒。该层数可触发「此间永驻之光」 合鸣效果。\n\n<size=40><color=Title>引燃明灯</color></size>\n赞妮处于<color=Highlight>灼焰形态</color>时,解锁<color=Highlight>重斩·破晓</color>、<color=Highlight>重斩·将明</color>、<color=Highlight>重斩·终夜</color>、<color=Highlight>重斩·闪裂</color>,造成<color=Light>衍射伤害</color>,此次伤害为重击伤害,同时视为<color=Highlight>【光噪效应】</color>伤害。\n【焰光】大于{2}点时,共鸣技能<color=Highlight>标准防卫预案</color>替换为共鸣技能<color=Highlight>引燃明灯</color>。\n按住<color=Highlight>共鸣技能</color>可进入<color=Highlight>准备架势</color>。<color=Highlight>准备架势</color>期间松开<color=Highlight>共鸣技能</color>,可施放<color=Highlight>重斩·破晓</color>并消耗【焰光】。\n若<color=Highlight>准备架势</color>期间受到攻击,免疫此次伤害,可施放<color=Highlight>重斩·闪裂</color>并消耗【焰光】,同时停滞目标并额外削减其{3}共振度。赞妮在{4}秒内受到伤害降低{5}。\n<color=Highlight>准备架势</color>持续时间结束后,直接施放<color=Highlight>重斩·终夜</color>。施放时可以消耗赞妮至多{6}点【焰光】每消耗1点【焰光】使本次<color=Highlight>重斩·终夜</color>的伤害倍率增加。\n\n【焰光】大于{2}点时,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·破晓</color>。按住<color=Highlight>普攻</color>可进入<color=Highlight>准备架势</color>。\n施放<color=Highlight>重斩·破晓</color>后,若【焰光】大于{2}点时,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·将明</color>,可施放<color=Highlight>重斩·将明</color>并消耗【焰光】。\n施放<color=Highlight>重斩·将明</color>后,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·终夜</color>。施放时可以消耗赞妮至多{6}点【焰光】每消耗1点【焰光】使本次<color=Highlight>重斩·终夜</color>的伤害倍率增加。\n成功闪避后若此时<color=Highlight>普攻</color>没有替换为<color=Highlight>重斩·终夜</color>,则一定时间内短按<color=Highlight>普攻</color>,可施放<color=Highlight>重斩·闪裂</color>并消耗【焰光】。\n\n<size=40><color=Title>冗余动能获取规则</color></size>\n【冗余动能】上限100点。\n常态攻击命中目标时获得【冗余动能】。\n变奏技能<color=Highlight>即刻执行</color>命中目标时,获得【冗余动能】。\n施放共鸣技能<color=Highlight>标准防卫预案</color>时,获得【冗余动能】。\n施放共鸣技能<color=Highlight>精准反击</color>时,获得【冗余动能】。\n\n<size=40><color=Title>焰光获取规则</color></size>\n赞妮未处于<color=Highlight>灼焰形态</color>时【焰光】上限为100点。\n赞妮处于<color=Highlight>灼焰形态</color>时【焰光】上限为150点。\n施放共鸣技能<color=Highlight>危机处理预案</color>后获得10点【焰光】。\n每1层<color=Highlight>【光噪效应】</color>转化为【烈阳余烬】时获得5点【焰光】。"
"Content": "<size=40><color=Title>烈阳余烬</color></size>\n赞妮处于编队时附近队伍中的角色对目标附加<color=Highlight>【光噪效应】</color>时,将立刻结算全部层数伤害并转化为相同层数的【烈阳余烬】。每次发生转化,赞妮根据转化层数汲取【焰光】。【烈阳余烬】层数上限为{0}层,每层持续{1}秒。该层数可触发「此间永驻之光」 合鸣效果。\n\n<size=40><color=Title>引燃明灯</color></size>\n赞妮处于<color=Highlight>灼焰形态</color>时,解锁<color=Highlight>重斩·破晓</color>、<color=Highlight>重斩·将明</color>、<color=Highlight>重斩·终夜</color>、<color=Highlight>重斩·闪裂</color>,造成<color=Light>衍射伤害</color>,此次伤害为重击伤害,同时视为<color=Highlight>【光噪效应】</color>伤害。\n【焰光】大于{2}点时,共鸣技能<color=Highlight>标准防卫预案</color>替换为共鸣技能<color=Highlight>引燃明灯</color>。\n按住<color=Highlight>共鸣技能</color>可进入<color=Highlight>准备架势</color><color=Highlight>准备架势</color>期间免疫打断,若切换至其他角色则提前退出。<color=Highlight>准备架势</color>期间松开<color=Highlight>共鸣技能</color>,可施放<color=Highlight>重斩·破晓</color>并消耗【焰光】。\n若进入<color=Highlight>准备架势</color>一定时间内受到敌方目标攻击此次伤害降低100%同时停滞周围的目标,可施放<color=Highlight>重斩·闪裂</color>并消耗【焰光】,额外削减其{3}共振度。赞妮在{4}秒内受到伤害降低{5}。施放<color=Highlight>重斩·闪裂</color>后,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·终夜</color>。命中时可以消耗赞妮至多{6}点【焰光】每消耗1点【焰光】使本次<color=Highlight>重斩·终夜</color>的伤害倍率增加。\n<color=Highlight>准备架势</color>持续时间结束后,直接施放<color=Highlight>重斩·终夜</color>。\n【焰光】大于{2}点时,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·破晓</color>。进入<color=Highlight>灼焰形态</color>后,若立即施放<color=Highlight>普攻</color>,此次<color=Highlight>普攻</color>替换为共鸣技能<color=Highlight>引燃明灯</color>,若按住<color=Highlight>普攻</color>可进入<color=Highlight>准备架势</color>。\n施放<color=Highlight>重斩·破晓</color>后,若【焰光】大于{2}点时,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·将明</color>,可施放<color=Highlight>重斩·将明</color>并消耗【焰光】。\n施放<color=Highlight>重斩·将明</color>后,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·终夜</color>。\n成功闪避后若此时<color=Highlight>普攻</color>没有替换为<color=Highlight>重斩·终夜</color>,则一定时间内短按<color=Highlight>普攻</color>,可施放<color=Highlight>重斩·闪裂</color>并消耗【焰光】。\n\n<size=40><color=Title>冗余动能获取规则</color></size>\n【冗余动能】上限100点。\n常态攻击命中目标时获得【冗余动能】。\n变奏技能<color=Highlight>即刻执行</color>命中目标时,获得【冗余动能】。\n施放共鸣技能<color=Highlight>标准防卫预案</color>时,获得【冗余动能】。\n<color=Highlight>精准反击</color>命中目标时,获得【冗余动能】。\n处于<color=Highlight>灼焰形态</color>时,无法获得【冗余动能】。\n\n<size=40><color=Title>焰光获取规则</color></size>\n赞妮未处于<color=Highlight>灼焰形态</color>时【焰光】上限为100点。\n赞妮处于<color=Highlight>灼焰形态</color>时【焰光】上限为150点。\n施放<color=Highlight>集中压制</color>或<color=Highlight>破袭反击</color>后获得10点【焰光】。\n每1层<color=Highlight>【光噪效应】</color>转化为【烈阳余烬】时获得5点【焰光】。\n施放共鸣解放<color=Highlight>重燃</color>时获得50点【焰光】。"
},
{
"Id": "Skill_1003307_SkillName",
@ -535061,7 +535061,7 @@
},
{
"Id": "Skill_1003401_SkillDescribe",
"Content": "<size=40><color=Title> 普攻</color></size>\n进行最多4段的连续攻击造成<color=Wind>气动伤害</color>。普攻第4段可为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n·夏空在普攻连段中施放闪避后,一定时间内短按普攻,普攻段数不会被重置。\n·普攻第4段结束后夏空会进入<color=Highlight>音律独奏</color>状态。夏空在主动或被动打断普攻第4段<color=Highlight>音律独奏</color>状态时,会生成一个<color=Highlight>合奏音影</color>。\n\n<size=40><color=Title>音律独奏</color></size>\n在激活固有技能<color=Highlight>幕间伴奏</color>后,夏空与合奏音影在进入音律独奏状态时能够以自身为中心,使附近队伍中所有角色的气动伤害加成提升。\n\n<size=40><color=Title>合奏音影</color></size>\n场上最多存在2个<color=Highlight>合奏音影</color>。\n若夏空的普攻第4段被打断,合奏音影将代替夏空完成这次攻击,并进入<color=Highlight>音律独奏</color>状态。\n若夏空的<color=Highlight>音律独奏</color>状态被打断,合奏音影将代替夏空继续<color=Highlight>音律独奏</color>状态。\n\n<size=40><color=Title>重击</color></size>\n消耗耐力并跃向空中攻击目标造成<color=Wind>气动伤害</color>。\n\n<size=40><color=Title>瞄准攻击</color></size>\n短按瞄准键进入瞄准状态可以进行更强力的射击。\n蓄力完成后攻击目标造成<color=Wind>气动伤害</color>,此次伤害为重击伤害。\n\n<size=40><color=Title>空中攻击</color></size>\n消耗耐力进行最多2段的攻击造成<color=Wind>气动伤害</color>。\n\n<size=40><color=Title>闪避反击</color></size>\n成功<color=Highlight>闪避</color>时,一定时间内短按<color=Highlight>普攻</color>,将会攻击目标,造成<color=Wind>气动伤害</color>。"
"Content": "<size=40><color=Title> 普攻</color></size>\n进行最多4段的连续攻击造成<color=Wind>气动伤害</color>。普攻第4段可为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n·使用闪避打断普攻前三段时,一定时间内短按普攻,将会施放对应段数的普攻。\n·普攻第4段结束后夏空会进入<color=Highlight>音律独奏</color>状态。夏空在主动或被动打断普攻第4段<color=Highlight>音律独奏</color>状态时,会生成一个<color=Highlight>合奏音影</color>。\n\n<size=40><color=Title>音律独奏</color></size>\n夏空与合奏音影在进入音律独奏状态时能够以自身为中心使附近队伍中所有角色的气动伤害加成提升24%,该效果不可叠加。\n\n<size=40><color=Title>合奏音影</color></size>\n场上最多存在2个合奏音影。\n若夏空的<color=Highlight>普攻第4段</color>被打断,合奏音影将代替夏空完成这次攻击,并进入<color=Highlight>音律独奏</color>状态。\n若夏空的<color=Highlight>音律独奏</color>状态被打断,合奏音影将代替夏空继续<color=Highlight>音律独奏</color>状态。\n通过<color=Highlight>共鸣技能</color>生成合奏音影时,除上述两种情况外,合奏音影将代替夏空完成这次攻击,但不进入<color=Highlight>音律独奏</color>状态。\n\n<size=40><color=Title>重击</color></size>\n消耗耐力并跃向空中攻击目标造成<color=Wind>气动伤害</color>。\n\n<size=40><color=Title>瞄准攻击</color></size>\n短按瞄准键进入瞄准状态可以进行更强力的射击。\n蓄力完成后攻击目标造成<color=Wind>气动伤害</color>,此次伤害为重击伤害。\n\n<size=40><color=Title>空中攻击</color></size>\n消耗耐力进行最多2段的攻击造成<color=Wind>气动伤害</color>。\n施放第2段空中攻击后一定时间内短按普攻将会施放第4段普攻。\n\n<size=40><color=Title>闪避反击</color></size>\n成功<color=Highlight>闪避</color>时,一定时间内短按<color=Highlight>普攻</color>,将会攻击目标,造成<color=Wind>气动伤害</color>。"
},
{
"Id": "Skill_1003401_SkillName",
@ -535069,7 +535069,7 @@
},
{
"Id": "Skill_1003402_SkillDescribe",
"Content": "进行一段位移,对目标造成<color=Wind>气动伤害</color>,为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n施放后一定时间内短按普攻将会施放第2段普攻。\n·夏空使用共鸣技能打断普攻时,可生成一个<color=Highlight>合奏音影</color>代替夏空完成这次攻击。\n·夏空的共鸣技能可以在空中施放。"
"Content": "进行一段位移,对目标造成<color=Wind>气动伤害</color>,为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n施放后一定时间内短按普攻将会施放第2段普攻。\n·夏空使用共鸣技能打断普攻、重击、空中攻击和<color=Highlight>音律独奏</color>状态时,可生成一个<color=Highlight>合奏音影</color>代替夏空完成这次攻击。\n·夏空的共鸣技能可以在空中施放。"
},
{
"Id": "Skill_1003402_SkillName",
@ -535077,7 +535077,7 @@
},
{
"Id": "Skill_1003403_SkillDescribe",
"Content": "夏空与<color=Highlight>合奏音影</color>共同演绎<color=Highlight>即兴的交响诗</color>,对周围目标造成一次<color=Wind>气动伤害</color>并进入<color=Highlight>演绎状态</color>。\n\n<size=40><color=Title> 演绎状态</color></size>\n演绎状态下当音波进入判定圈范围时短按绿色或黄色按钮可生成对应颜色的<color=Highlight>交响诗·主音</color>,并回复一定协奏能量。\n·演绎状态持续期间切换至其他角色不会结束演绎状态并可自动生成<color=Highlight>交响诗·主音</color>,自动生成的主音的颜色由切换角色前最后一个生成的主音的颜色决定。在未通过按钮交互生成<color=Highlight>交响诗·主音</color>时直接切换至其他角色,默认自动生成绿色的主音。\n·演绎状态持续期间夏空免疫打断受到的伤害降低。\n·演绎状态持续期间再次短按共鸣解放或在切换至其他角色后再切换至夏空可提前结束演绎状态。\n·演绎状态可触发固有技能<color=Highlight>幕间伴奏</color>。\n\n<size=40><color=Title> 交响诗·主音</color></size>\n主音为绿色时对周围的目标造成<color=Wind>气动伤害</color>,并为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n主音为黄色时对周围的目标造成<color=Wind>气动伤害</color>,并为命中的目标添加一层<color=Highlight>【光噪效应】</color>。"
"Content": "夏空与<color=Highlight>合奏音影</color>共同演绎<color=Highlight>即兴的交响诗</color>,对周围目标造成一次<color=Wind>气动伤害</color>并进入<color=Highlight>演绎状态</color>。\n\n<size=40><color=Title> 演绎状态</color></size>\n演绎状态下当音波进入判定圈范围时短按绿色或黄色按钮可生成对应颜色的<color=Highlight>交响诗·主音</color>,并回复一定协奏能量。\n·演绎状态持续期间切换至其他角色不会结束演绎状态并可自动生成<color=Highlight>交响诗·主音</color>,自动生成的主音的颜色由切换角色前最后一个生成的主音的颜色决定。在未通过按钮交互生成<color=Highlight>交响诗·主音</color>时直接切换至其他角色,默认自动生成绿色的主音。\n·演绎状态持续期间夏空免疫打断受到的伤害降低{0}。\n·演绎状态持续期间再次短按共鸣解放或在切换至其他角色后再切换至夏空可提前结束演绎状态。\n·演绎状态下的<color=Highlight>合奏音影</color>可触发<color=Highlight>音律独奏</color>的气动伤害加成提升效果。\n\n<size=40><color=Title> 交响诗·主音</color></size>\n主音为绿色时对周围的目标造成<color=Wind>气动伤害</color>,并为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n主音为黄色时对周围的目标造成<color=Wind>气动伤害</color>,并为命中的目标添加一层<color=Highlight>【光噪效应】</color>。"
},
{
"Id": "Skill_1003403_SkillName",
@ -535085,7 +535085,7 @@
},
{
"Id": "Skill_1003404_SkillDescribe",
"Content": "夏空与<color=Highlight>合奏音影</color>的<color=Highlight>音律独奏</color>能使附近队伍中所有角色的气动伤害加成提升{0},可叠加{1}层。"
"Content": "夏空施放共鸣解放<color=Highlight>歌者的三重华彩</color>时,获得一个自身生命上限{0}的护盾,持续{1}秒,该护盾在切换至其他角色时不会继承。"
},
{
"Id": "Skill_1003404_SkillName",
@ -535101,7 +535101,7 @@
},
{
"Id": "Skill_1003406_SkillDescribe",
"Content": "攻击目标,造成<color=Wind>气动伤害</color>,为目标加一层<color=Highlight>【风蚀效应】</color>。\n施放后一定时间内短按普攻将会施放第3段普攻。"
"Content": "攻击目标,造成<color=Wind>气动伤害</color>,为目标加一层<color=Highlight>【风蚀效应】</color>。\n施放后一定时间内短按普攻将会施放第3段普攻。"
},
{
"Id": "Skill_1003406_SkillName",
@ -535121,11 +535121,11 @@
},
{
"Id": "Skill_1003408_SkillName",
"Content": "test/生活技能"
"Content": "dnt/巧手烹调"
},
{
"Id": "Skill_1003409_SkillDescribe",
"Content": "附近范围内的目标受到<color=Highlight>【风蚀效应】</color>的伤害加深{0},持续{1}秒。"
"Content": "队伍中登场角色周围的目标受到<color=Highlight>风蚀效应</color>的伤害加深{0},持续{1}秒。"
},
{
"Id": "Skill_1003409_SkillName",
@ -553233,7 +553233,7 @@
},
{
"Id": "ResonantChain_199_AttributesDescription",
"Content": "普攻时免疫打断;施放普攻时自身攻击提升{0},持续{1}秒。"
"Content": "施放共鸣技能<color=Highlight>谐律速奏</color>时,夏空获得免疫打断的效果,持续{0}秒;施放普攻时,夏空的攻击提升{1},持续{2}秒。"
},
{
"Id": "ResonantChain_199_NodeName",
@ -553249,7 +553249,7 @@
},
{
"Id": "ResonantChain_201_AttributesDescription",
"Content": "施放<color=Highlight>普攻第4段</color>时可额外获得1格【音律】;共鸣技能<color=Highlight>谐律速奏</color>可使用次数增加1次。"
"Content": "施放<color=Highlight>普攻第4段</color>时可额外获得{0}格【音律】;共鸣技能<color=Highlight>谐律速奏</color>可使用次数增加1次。"
},
{
"Id": "ResonantChain_201_NodeName",
@ -553273,7 +553273,7 @@
},
{
"Id": "ResonantChain_204_AttributesDescription",
"Content": "共鸣解放<color=Highlight>歌者的三重华彩</color>造成伤害时的暴击伤害提升{0}。"
"Content": "夏空与<color=Highlight>合奏音影</color>在进入<color=Highlight>音律独奏</color>状态时可以对周围目标造成{0}的<color=Wind>气动伤害</color>,该伤害视为共鸣解放伤害,该效果每{1}秒可触发一次。"
},
{
"Id": "ResonantChain_204_NodeName",
@ -562833,7 +562833,7 @@
},
{
"Id": "SkillButton_1407200_Name",
"Content": "结束演出"
"Content": "结束"
},
{
"Id": "Rogue_End_S1_Task_Title",
@ -571501,11 +571501,11 @@
},
{
"Id": "LongShanTask_3201_TaskName",
"Content": "在活动「团团团团转」中通关咘咘魔王城第8层"
"Content": "通关「咘咘魔王城」第15层"
},
{
"Id": "LongShanTask_3202_TaskName",
"Content": "在活动「团团团团转」中咘咘魔王城第15层进度达到40%"
"Content": "「咘咘魔王城真·无双层」的进度达到40%"
},
{
"Id": "ItemInfo_GJ_Name",
@ -572337,7 +572337,7 @@
},
{
"Id": "Skill_1003401_SkillResume",
"Content": "<size=40><color=Title>普攻</color></size>\n造成<color=Wind>气动伤害</color>,对目标附加<color=Highlight>风蚀效应</color>。生成<color=Highlight>合奏音影</color>。\n<size=10></size>\n<size=40><color=Title>重击</color></size>\n造成<color=Wind>气动伤害</color>。\n<size=10></size>\n<size=40><color=Title>空中攻击</color></size>\n造成<color=Wind>气动伤害</color>。\n<size=10></size>\n<size=40><color=Title>闪避反击</color></size>\n造成<color=Wind>气动伤害</color>。"
"Content": "<size=40><color=Title>普攻</color></size>\n造成<color=Wind>气动伤害</color>,对目标附加<color=Highlight>风蚀效应</color>。生成<color=Highlight>合奏音影</color>。\n<size=10></size>\n<size=40><color=Title>合奏音影</color></size>\n可留在场上<color=Highlight>演唱</color>。夏空与<color=Highlight>合奏音影</color>的<color=Highlight>演唱</color>可使附近队伍中所有角色的气动伤害加成提升。\n<size=10></size>\n<size=40><color=Title>重击</color></size>\n造成<color=Wind>气动伤害</color>。\n<size=10></size>\n<size=40><color=Title>瞄准攻击</color></size>\n短按瞄准键进入瞄准状态可造成<color=Wind>气动伤害</color>,此次伤害为<color=Highlight>重击伤害</color>。\n<size=10></size>\n<size=40><color=Title>空中攻击</color></size>\n造成<color=Wind>气动伤害</color>。\n<size=10></size>\n<size=40><color=Title>闪避反击</color></size>\n造成<color=Wind>气动伤害</color>。"
},
{
"Id": "Skill_1003402_SkillResume",
@ -572345,15 +572345,15 @@
},
{
"Id": "Skill_1003403_SkillResume",
"Content": "进入<color=Highlight>强化状态</color>,生成<color=Highlight>合奏音影</color>,在恰当时机点击按钮可造成<color=Wind>气动伤害</color>,对目标附加<color=Highlight>风蚀效应</color>与<color=Highlight>光噪效应</color>。\n<size=10></size>\n处于<color=Highlight>强化状态</color>时,切换至其他角色,夏空将保持<color=Highlight>强化状态</color>,并自动造成<color=Wind>气动伤害</color>,对目标附加<color=Highlight>风蚀效应</color>与<color=Highlight>光噪效应</color>。"
"Content": "<size=40><color=Title>共鸣解放</color></size>\n造成<color=Wind>气动伤害</color>,生成<color=Highlight>合奏音影</color>,进入<color=Highlight>强化状态</color>。\n<size=10></size>\n<size=40><color=Title>强化状态</color></size>\n在恰当时机点击按钮可造成<color=Wind>气动伤害</color>,并根据点击按钮颜色附加效果:\n·绿色对目标附加<color=Highlight>风蚀效应</color>。\n·黄色对目标附加<color=Highlight>光噪效应</color>。\n切换至其他角色夏空将保持<color=Highlight>强化状态</color>,自动触发<color=Highlight>强化状态</color>的点击按钮效果。"
},
{
"Id": "Skill_1003404_SkillResume",
"Content": "每存在一个<color=Highlight>合奏音影</color>,附近队伍中所有角色气动伤害加成提升。"
"Content": "施放共鸣解放时,获得护盾。"
},
{
"Id": "Skill_1003405_SkillResume",
"Content": "<color=Highlight>强化重击</color>伤害倍率提升。"
"Content": "<color=Highlight>强化重击</color>造成的伤害提升。"
},
{
"Id": "Skill_1003406_SkillResume",
@ -572365,7 +572365,7 @@
},
{
"Id": "Skill_1003409_SkillResume",
"Content": "<color=Highlight>风蚀效应</color>伤害加深。"
"Content": "附近范围内的目标受到<color=Highlight>风蚀效应</color>伤害加深。"
},
{
"Id": "BirthdaySet_OpenCondition_Tips",
@ -573529,7 +573529,7 @@
},
{
"Id": "SkillDescription_1407022_AttributeName",
"Content": "四拍奏伤害"
"Content": "四奏伤害"
},
{
"Id": "SkillDescription_1407023_AttributeName",
@ -573645,23 +573645,23 @@
},
{
"Id": "Skill_1003301_SkillResume",
"Content": "<size=40><color=Title>普攻</color></size>\n造成<color=Light>衍射伤害</color>。\n<size=10></size>\n<size=40><color=Title>派生普攻</color></size>\n施放普攻第3段,恰当时机短按<color=Highlight>普攻</color>可施放<color=Highlight>派生普攻</color>,造成<color=Light>衍射伤害</color>。\n<size=10></size>\n<size=40><color=Title>重击</color></size>\n造成<color=Light>衍射伤害</color>。\n<size=10></size>\n<size=40><color=Title>空中攻击</color></size>\n造成<color=Light>衍射伤害</color>。\n<size=10></size>\n<size=40><color=Title>闪避反击</color></size>\n造成<color=Light>衍射伤害</color>。"
"Content": "<size=40><color=Title>普攻</color></size>\n造成<color=Light>衍射伤害</color>。\n<size=10></size>\n<size=40><color=Title>派生普攻</color></size>\n施放普攻第3段,恰当时机短按<color=Highlight>普攻</color>可施放<color=Highlight>派生普攻</color>,造成<color=Light>衍射伤害</color>。\n<size=10></size>\n<size=40><color=Title>重击</color></size>\n造成<color=Light>衍射伤害</color>。\n<size=10></size>\n<size=40><color=Title>空中攻击</color></size>\n造成<color=Light>衍射伤害</color>。\n<size=10></size>\n<size=40><color=Title>闪避反击</color></size>\n造成<color=Light>衍射伤害</color>。"
},
{
"Id": "Skill_1003302_SkillResume",
"Content": "<size=40><color=Title>共鸣技能</color></size>\n造成<color=Light>衍射伤害</color>。按住可格挡攻击,受到攻击时,反击并控制目标。\n<size=10></size>\n<size=40><color=Title>特殊能量机制</color></size>\n·普攻、共鸣技能可获得<color=Highlight>特殊能量</color>。\n·<color=Highlight>特殊能量</color>满时,可施放<color=Highlight>强化共鸣技能</color>,造成<color=Light>衍射伤害</color>,自身<color=Highlight>光噪效应</color>伤害加深。\n<size=10></size>\n<size=40><color=Title>强化共鸣技能</color></size>\n·按住可格挡攻击,受到攻击时,反击并控制目标。\n·松开可攻击目标。"
"Content": "<size=40><color=Title>共鸣技能</color></size>\n造成<color=Light>衍射伤害</color>。一定时间内可格挡攻击,格挡成功时,受到伤害降低,并进行反击。\n<size=10></size>\n<size=40><color=Title>特殊能量【冗余动能】</color></size>\n·<color=Highlight>常态攻击</color>、<color=Highlight>共鸣技能</color>、<color=Highlight>变奏技能</color>可获得<color=Highlight>【冗余动能】</color>。\n·<color=Highlight>【冗余动能】</color>满时,可施放<color=Highlight>强化共鸣技能</color>。\n<size=10></size>\n<size=40><color=Title>强化共鸣技能</color></size>\n·按住<color=Highlight>共鸣技能</color>可进行<color=Highlight>蓄力</color>,期间免疫打断。一定时间内可格挡攻击,格挡成功时,受到伤害降低,并进行反击。提前松开或<color=Highlight>蓄力</color>结束后可直接攻击目标。\n·造成<color=Light>衍射伤害</color>,对目标附加<color=Highlight>【烈阳余烬】</color>,自身<color=Highlight>【光噪效应】</color>伤害加深。"
},
{
"Id": "Skill_1003303_SkillResume",
"Content": "<size=40><color=Title>共鸣解放</color></size>\n造成<color=Light>衍射伤害</color>,进入<color=Highlight>强化状态</color>可施放<color=Highlight>终结共鸣解放</color>。\n<size=10></size>\n<size=40><color=Title>终结共鸣解放</color></size>\n造成大量<color=Light>衍射伤害</color>,退出<color=Highlight>强化状态</color>。"
"Content": "<size=40><color=Title>共鸣解放</color></size>\n造成<color=Light>衍射伤害</color>,进入<color=Highlight>强化状态</color>普攻倍率提升,解锁<color=Highlight>重斩</color>和<color=Highlight>终结共鸣解放</color>。\n<size=10></size>\n<size=40><color=Title>终结共鸣解放</color></size>\n特殊能量<color=Highlight>【焰光】</color>低于刻度线或<color=Highlight>强化状态</color>持续一段时间后可释放,造成大量<color=Light>衍射伤害</color>退出<color=Highlight>强化状态</color>。"
},
{
"Id": "Skill_1003304_SkillResume",
"Content": "施放变奏技能时,衍射伤害加成提升。"
"Content": "施放<color=Highlight>变奏技能</color>时,衍射伤害加成提升。"
},
{
"Id": "Skill_1003305_SkillResume",
"Content": "处于<color=Highlight>强化状态</color>时,受到伤害降低。"
"Content": "<color=Highlight>蓄力</color>时,受到伤害降低。"
},
{
"Id": "Skill_1003306_SkillResume",
@ -573669,11 +573669,11 @@
},
{
"Id": "Skill_1003307_SkillResume",
"Content": "<size=40><color=Title>强化特殊能量机制</color></size>\n·附近队伍中的角色对目标附加<color=Highlight>光噪效应</color>将立即结算伤害,并对目标附加<color=Highlight>烈阳余烬</color>赞妮获得<color=Highlight>强化特殊能量</color>。\n·共鸣解放、<color=Highlight>强化共鸣技能</color>也可获得<color=Highlight>强化特殊能量</color>。\n·处于<color=Highlight>强化状态</color>时,消耗<color=Highlight>强化特殊能量</color>,可施放<color=Highlight>强化普攻</color>,造成<color=Light>衍射伤害</color>,此次伤害为<color=Highlight>重击伤害</color>,同时视为<color=Highlight>光噪效应伤害</color>。\n<size=10></size>\n<size=40><color=Title>烈阳余烬</color></size>\n<color=Highlight>烈阳余烬</color>可视为<color=Highlight>光噪效应</color>层数触发「此间永驻之光」套装效果。\n<size=10></size>\n<size=40><color=Title>强化普攻</color></size>\n·短按普攻可攻击目标\n·按住共鸣技能可格挡攻击受到攻击时反击并控制目标。\n·松开共鸣技能可攻击目标。"
"Content": "<size=40><color=Title>特殊能量【焰光】</color></size>\n·附近队伍中的角色对目标附加<color=Highlight>光噪效应</color>将立即结算伤害,并对目标附加<color=Highlight>烈阳余烬</color>同时赞妮获得<color=Highlight>【焰光】</color>。\n·<color=Highlight>共鸣解放</color>、<color=Highlight>强化共鸣技能</color>也可获得<color=Highlight>【焰光】</color>。\n·处于<color=Highlight>强化状态</color>且<color=Highlight>【焰光】</color>高于刻度线时,可施放<color=Highlight>重斩</color>。\n<size=10></size>\n<size=40><color=Title>【烈阳余烬】</color></size>\n用于提高延奏技能的伤害。该层数可触发「此间永驻之光」合鸣效果。\n<size=10></size>\n<size=40><color=Title>重斩</color></size>\n·可通过短按<color=Highlight>普攻</color>或按住<color=Highlight>共鸣技能</color>施放。\n·按住<color=Highlight>共鸣技能</color>可进行<color=Highlight>蓄力</color>,期间免疫打断。一定时间内可格挡攻击,格挡成功时,受到伤害降低,并进行反击。提前松开或<color=Highlight>蓄力</color>结束后可直接攻击目标。\n·造成<color=Light>衍射伤害</color>,此次伤害为<color=Highlight>重击伤害</color>,同时视为<color=Highlight>【光噪效应】伤害</color>。"
},
{
"Id": "Skill_1003309_SkillResume",
"Content": "造成<color=Light>衍射伤害</color>,目标<color=Highlight>烈阳余烬</color>层数越高,受到本次伤害越高。\n此次伤害为<color=Highlight>光噪效应伤害</color>。\n队伍中其他角色对拥有<color=Highlight>赞妮印记</color>目标造成衍射伤害加深。"
"Content": "造成<color=Light>衍射伤害</color>,目标<color=Highlight>烈阳余烬</color>层数越高,受到本次伤害越高。\n此次伤害同时视为<color=Highlight>光噪效应伤害</color>。\n队伍中其他角色对拥有<color=Highlight>【烈阳余烬】</color>的目标造成的衍射伤害加深。"
},
{
"Id": "Skill_1003408_SkillResume",
@ -574761,7 +574761,7 @@
},
{
"Id": "SkillInput_140704_Description",
"Content": "重击·四拍奏:特殊能量满时,长按{0}。"
"Content": "重击·四奏:特殊能量满时,长按{0}。"
},
{
"Id": "SkillInput_140705_Description",

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