У всех карт есть навыки. Эти навыки могут увеличить получаемый счёт и иметь другие эффекты, как восстановление здоровья или повышение суждения нот, то есть GREAT, GOOD или BAD становится PERFECT. Некоторые навыки имеют требования к жизни или суждениям для получения полного эффекта. От редкости карты зависит эффективность навыка. Например, у нас карты с одинаковым навыком и уровнем навыка. Карта редкости 4☆ увеличит получаемый счёт в большей степени, чем карта редкости 3☆.
Тип навыка карты может быть определён при помощи описания. Чтобы найти описание, найдите в правом нижнем углу карты прямоугольник с надписью "スキル" на зелёном фоне. Справа от текста будет название навыка (не путайте с типом). Ниже будет уровень навыка. И, наконец, под полосой будет описание навыка; внизу можно посмотреть типы навыков и их описания.
Навыки активируются 6 раз за раунд. Время, когда навык активируется, зависит от песни.
Типы навыков
В игре 7 типов навыков. Каждый навык даёт эффект навыка при активации, но такие навыки как perfect scorer и life scorer имеют специальные требования к суждению и жизни, соответственно, для получения полного эффекта. Некоторые навыки также доступны только на определённых редкостях карт.
Тип | Японский | Русский |
---|---|---|
Scorer | 5秒間 スコアがX%UPする | X% увеличения получаемого счёта на 5 секунд. |
Perfect locker | Y秒間 GREATがPERFECTになり、5秒間 スコアがX%UPする | Все GREAT станут PERFECT на Y секунд; X% увеличения получаемого счёта на 5 секунд. |
Y秒間 GOOD以上がPERFECTになり、5秒間 スコアがX%UPする | Все GOOD станут PERFECT на Y секунд; X% увеличения получаемого счёта на 5 секунд. | |
Y秒間 BAD以上がPERFECTになり、5秒間 スコアがX%UPする | Все BAD станут PERFECT на Y секунд; X% увеличения получаемого счёта на 5 секунд. | |
Healer | ライフがY回復し、5秒間 スコアがX%UPする | Восстанавливает Y здоровья; X% увеличения получаемого счёта на 5 секунд. |
Perfect scorer | 5秒間 PERFECTのときのみスコアがX%UPする | X% увеличения получаемого счёта на 5 секунд только для PERFECT. |
Life scorer | 5秒間 発動時ライフが800未満ならスコアがX%UP、 800以上ならスコアがY%UP、更にライフが10増加毎に+1%UPする(最大Z%) |
На 5 секунд, X% увеличения получаемого счёта при здоровье менее 800, или же Y% увеличения получаемого счёта при здоровье 800. За каждые +10 здоровья после 800, получаемый счёт увеличивается ещё на +1% (до Z%). |
Accuracy scorer | 5秒間 スコアがY%UP、 GREAT以下を出すまではスコアがX%UPする |
X% увеличения получаемого счёта. Если вы получите GREAT или хуже, увеличения получаемого счёта будет снижено до Y%. |
Birthday scorer | ライフがY回復し、5秒間 PERFECTのときのみスコアがX%UPする | Восстанавливает Y здоровья; X% увеличения получаемого счёта на 5 секунд только для PERFECT. |
Scorer
Навык "scorer" увеличивает получаемый счёт на 5 секунд. Это увеличение зависит от редкости карты с данным навыком и уровня навыка. Карты редкости от 1☆ до 4☆ могут иметь этот навык. Это единственный навык, который может быть у карты редкости 1☆.
Rarity | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
1☆ | 20% | 25% | 30% | 40% |
2☆ | 30% | 35% | 40% | 50% |
3☆ | 60% | 65% | 70% | 80% |
4☆ | 100% | 105% | 110% | 120% |
Perfect locker
The "perfect locker" skill provides a score boost for 5 seconds and treats non-perfect hits as perfects for a certain duration. The score boost and judgment up duration depend on the rarity of the card that has this skill and the skill level. For 2☆ cards, GREATs become PERFECTs. For 3☆ cards, GOODs and above become PERFECTs. For 4☆ cards, BADs and above become PERFECTs. Cards with rarities 2☆ to 4☆ can have this skill.
Rarity | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
2☆ | 10% | 15% | 20% | 30% |
3☆ | 40% | 45% | 50% | 60% |
4☆ | 80% | 85% | 90% | 100% |
Rarity | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
2☆ | 4.5s | 5s | 5.5s | 6s |
3☆ | 5s | 5.5s | 6s | 6.5s |
4☆ | 5.5s | 6s | 6.5s | 7s |
Healer
The "healer" skill provides a score boost for 5 seconds and recovers life instantly. The amount of score boost and life restored depend on the rarity of the card that has this skill and the skill level. Cards with rarities 2☆ to 4☆ can have this skill.
Rarity | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
2☆ | 10% | 15% | 20% | 30% |
3☆ | 40% | 45% | 50% | 60% |
4☆ | 80% | 85% | 90% | 100% |
Rarity | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
2☆ | 150 | 200 | 250 | 300 |
3☆ | 250 | 300 | 350 | 400 |
4☆ | 350 | 400 | 450 | 500 |
Perfect scorer
The "perfect scorer" skill provides a score boost for 5 seconds only for notes with the PERFECT judgment. Only 4☆ cards can have this skill.
Rarity | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
4☆ | 110% | 115% | 120% | 130% |
Life scorer
The "life scorer" skill provides a score boost based on the player's current life for 5 seconds. Players with less than 800 life will have the lower score boost value. Players with 800 or more life will have the higher score boost value, increasing by 1% for every 10 life above 800. This additional score boost is capped at 1000 life. Only 4☆ cards that were released on limited colorful festival banners can have this skill.
Life threshold | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
< 800 | 70% | 75% | 80% | 90% |
800 | 100% | 105% | 110% | 120% |
>= 1000 | 120% | 125% | 130% | 140% |
Accuracy scorer
The "accuracy scorer" skill provides a score boost for 5 seconds. The players will have higher score boost value as long as all notes have the PERFECT judgment. Once a note has the GREAT or worse judgment, the player will have the lower score boost value for the remainder of the skill duration. Only 4☆ cards that were released on limited colorful festival banners can have this skill.
Judgement | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
While perfect | 120% | 125% | 130% | 140% |
Otherwise | 70% | 75% | 80% | 90% |
Birthday scorer
The "birthday scorer" skill provides a score boost for 5 seconds only for notes with the PERFECT judgment and recovers life instantly. It combines the "perfect scorer" judgment requirement and "healer" life recovery into a single skill. Only cards with the birthday rarity can have this skill.
Effect | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
Life recovered | 700 | 750 | 800 | 850 |
Score boost | 60% | 65% | 70% | 80% |
Skill levels
Skill level costs
The cost of leveling up a skill is dependent on the rarity of the card. The higher the rarity, the more expensive it is to level up a skill.
Rarity | Level 2 | Level 3 | Level 4 | Total |
---|---|---|---|---|
1☆ | 1 | 2 | 2 | 5 |
2☆ | 5 | 10 | 10 | 25 |
3☆ | 25 | 75 | 150 | 250 |
Birthday | 500 | 1500 | 3000 | 5000 |
4☆ | 1000 | 3000 | 6000 | 10000 |
Leveling up skills
Skills are leveled up using skill up scores, fragments of feelings, or pure crystals of feelings. There are three variants of skill up scores: beginner, intermediate, and advanced. The following table shows the amount of exp each item contributes toward leveling up a skill.
Thumbnail | Item | Exp |
---|---|---|
Skill up score (beginner) | 1 | |
Skill up score (intermediate) | 50 | |
Skill up score (advanced) | 250 | |
Fragment of feelings | 1 | |
Pure crystal of feelings | 2000 |
The following steps detail how to level up a card's skill:
- Open the character menu by tapping on the button labeled "メンバー"
- Tap on the button labeled "Training"
- Tap on the button labeled "スキルアップ"
- Tap on the card to be trained
- Select the items to be used and confirm
When viewing a specific card, the are two tabs on the right side. The "想いの結晶" tab is for fragments and pure crystals of feelings. The "スキルアップ用スコア" tab is for skill up scores. The buttons on the bottom "リセット", "おすすめ", "決定" are reset, recommended, and confirm, respectively. The recommended button automatically chooses the least items needed for the highest skill level. The number of items consumed can be manually changed in 5 ways:
- "«" button: resets the number to 0
- "−" button: decreases the current number by 1
- text input: sets the number of items to any integer
- "+" button: increases the current number by 1
- "»" button: sets the number to the minimum needed for the highest skill level, or maximum available
Items will only be consumed after the confirm button is pressed.
Skills in single player
In solo and challenge lives, the score boost and any other effects are based on a card's skill. Skills will activate in a random order for the first 5 activations. Every skill is guaranteed to activate at least once. The last skill will always be the skill of the leader of the party.
Skills in multiplayer
Skill effects and activations operate differently in multi lives and cheerful lives. Rather than using the skills of the cards themselves, the skill effects are based on each player's party. The non-score boost effect is based on the leader of each player's party. The score boost effect is calculated with the following formula: [1], where skill1 is the card in the first position of that player's party (i.e. the leader), skill2 is the card in the second position of that party, and so forth. Any judgement or life requirements for each skill must still be met. For example, the score boost of a card with the perfect scorer skill when hitting a GREAT would be 0% for that note.
The skill activation order in multiplayer is always Player 2, Player 1, Player 4, Player 5, Player 3, and finally the player with the highest score.
References
- ↑ Duruga [@DurugaGame] (September 26, 2021). "~プロセカ内部値~ 計算式は以下の画像です。 アプデ前と後で同じ編成,同じ支援パの方のタイミングで検証してあります。 20%ダウンとのことでしたが,自分の検証では40%ダウンでした。" (Tweet) – via Twitter.