Circuit: Difference between revisions

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Revision as of 03:27, 30 January 2018

Circuits are the skill system used in CrossWorlds. They can be activated in the Circuit Menu, which is unlocked at the end of the Rhombus Dungeon. The Circuit Menu is split into five Circuit Trees: a neutral tree, and one for each element. The neutral tree is unlocked by default, and others are unlocked on obtaining that element. Currently, only the neutral and Heat trees are available.

There are two types of Circuits: Passive Circuits and Combat Arts. Passive Circuits provide stat boosts or other background benefits. The Passive Circuits in the elemental trees are only active while in that element mode; those in the neutral tree are always active, but are only half as effective in element modes. Combat Arts are active skills for use in battle, and are mostly detailed on their own page. A circuit can only be unlocked if its parent circuit is already unlocked.

Each tree consists of four major paths, with one associated with each basic Combat skill, and containing circuits geared toward that skill. The four neutral paths are balanced, but each elemental tree has two large paths, and a medium and small path joined at the base, with which is which being based on that element's related skills. For Heat, Melee and Guard are large, Dash is medium and Throw is small.

Branches

The Circuit Trees contain special structures called Branches, which consist of two parallel paths of three skills each, including at least one Combat Art. Although it is not possible to have both paths active at once, once one path is unlocked, the active path can be switched at any time at no cost. This allows the player to easily switch their active Combat Arts to match the situation.

Cross Points

Cross Points, or CP, are used to unlock Circuits. Circuits cost between 1 and 4 Cross Points, with Circuits near the top of their tree being more expensive. Each tree has a separate pool of Cross Points in order to allow the trees unlocked later to be as useful as those unlocked immediately. Cross Points are earned, one for each tree, on gaining a Level. The level cap of 99 means a maximum of 98 CP can be earned in this way. The neutral tree requires 104 CP for full unlocking, while the elemental trees each require 108. The developers have said that 100% completion of the trees will be possible, with the additional 10 CP being obtained through sidequests or story rewards.

List of Passive Skills

The following tables list the Passive Skills available in each skill tree.

Neutral Tree

Skill Description Cost Location
Appetite
  • Unlocks one additional buff slot.
  • 4 CP
  • Dash path, at top
Assault
  • Melee attacks fire additional small projectiles for 20% of the base damage.
  • 2 CP
  • Melee path, on Branch
Attack +
  • Increases Attack by 4%
  • Increases Attack by 6%
  • Increases Attack by 10%
  • 1 CP
  • 2 CP
  • 4 CP
  • Melee path, at base
  • Melee path, on offshoot path
  • Melee path, on offshoot path and at top
Brawler
  • Increases the damage of Melee Attacks by 12%.
  • Increases the damage of Melee Attacks by 22%.
  • 2 CP
  • 4 CP
  • Melee path, on offshoot path
  • Melee path, at top
Bullseye
  • Increases the damage of Critical Strikes by 30%.
  • 2 CP
  • Throw path, on Branch
X(Cross) Counter
  • Increases damage on enemies that are attacking or charging by 40%.
  • 4 CP
  • Melee path, on offshoot path
Defense +
  • Increases Defense by 4%
  • Increases Defense by 6%
  • Increases Defense by 10%
  • 1 CP
  • 2 CP
  • 4 CP
  • Guard path, at base
  • Guard path, on offshoot path
  • Guard path, on offshoot path and at top
Elemental Armor
  • Increases resistance to all Elements by 8%.
  • Increases resistance to all Elements by 16%.
  • 2 CP
  • 4 CP
  • Guard path, on offshoot path and on Branch
  • Guard path, at top
Flash Step
  • Prolongs the invincibility while Dashing by 20%.
  • 2 CP
  • Throw path, on Branch
Focus +
  • Increases Focus by 4%
  • Increases Focus by 6%
  • Increases Focus by 10%
  • 1 CP
  • 2 CP
  • 4 CP
  • Throw path, at base
  • Throw path, on offshoot path
  • Throw path, on offshoot path and at top
Heavy Calibre
  • Increases the knockback distance of charged projectiles by 30%.
  • 2 CP
  • Dash path, on Branch
HP Restoration
  • Regenerates 10% of HP every 10 seconds during combat.
  • 4 CP
  • Dash path, on offshoot end
Iron Stance
  • Increases the immunity to knockback from attacks by 4%, depending on MaxHP.
  • 2 CP
  • Melee path, on Branch
Item Booster
  • Increases the effect of healing and the duration of buffs from items by 25%.
  • 2 CP
  • Dash path, on offshoot path
MaxHP +
  • Increases MaxHP by 4%
  • Increases MaxHP by 6%
  • Increases MaxHP by 10%
  • 1 CP
  • 2 CP
  • 4 CP
  • Dash path, at base
  • Dash path, on offshoot path
  • Dash path, on offshoot path and at top
Pin Body
  • When guarding, reflects 30% of the total absorbed damage back on the attacker.
  • 2 CP
  • Guard path, on Branch
Scope
  • Decreases time needed to aim by 40%.
  • 4 CP
  • Throw path, on offshoot path
Shooter
  • Increases the damage of Ranged attacks by 12%.
  • Increases the damage of Ranged attacks by 22%.
  • 2 CP
  • 4 CP
  • Throw path, on offshoot path
  • Throw path, at top
Solid Guard
  • Decreases damage taken while guarding by 32%.
  • 4 CP
  • Guard path, on offshoot path
Status Surge
  • Increases the recovery speed from all negative status conditions by 30%.
  • 2 CP
  • Dash path, on Branch

Heat Tree

Skill Description Cost Location
Assault
  • Not implemented!
  • Not implemented!
  • 2 CP
  • 3 CP
  • Melee path, halfway up
  • Dash path, at top
Attack +
  • Increases Attack by 4%
  • Increases Attack by 7%
  • Increases Attack by 10%
  • 1 CP
  • 2 CP
  • 4 CP
  • Guard path, on bottom offshoot path and first Branch; Dash and Throw path shared base; Melee path, on bottom offshoot path and first Branch
  • Guard path, on second Branch; Melee path, on second Branch
  • Dash path, at top
Berserker
  • Not implemented!
  • 2 CP
  • Guard path, on second Branch
Brawler
  • Increases the damage of Melee Attacks by 8%.
  • Increases the damage of Melee Attacks by 15%.
  • Increases the damage of Melee Attacks by 22%.
  • 1 CP
  • 2 CP
  • 3 CP
  • Guard path, on bottom offshoot path; Melee path, on bottom offshoot path
  • Dash path, on second Branch
  • Melee path, at top
Bullseye
  • Increases the damage of Critical Strikes by 15%.
  • Increases the damage of Critical Strikes by 30%.
  • Increases the damage of Critical Strikes by 45%.
  • 1 CP
  • 2 CP
  • 3 CP
  • Melee path, on first Branch
  • Melee path, on second Branch
  • Melee path, on third Branch
Burn Rush
  • Not implemented!
  • Not implemented!
  • 2 CP
  • 3 CP
  • Melee path, on bottom offshoot path
  • Melee path, on third branch
Burn Window
  • Not implemented!
  • Not implemented!
  • 2 CP
  • 3 CP
  • Guard path, on bottom offshoot path
  • Guard path, on third branch
Cold Armor
  • Increases resistance to Cold by 10%.
  • Increases resistance to Cold by 16%.
  • Increases resistance to Cold by 24%.
  • 1 CP
  • 2 CP
  • 3 CP
  • Guard path halfway up; Dash path on first Branch; Throw path halfway up
  • Dash path on second Branch
  • Guard path on third Branch
Cross Counter
  • Not implemented!
  • 2 CP
  • Melee path, on top offshoot path
Defense +
  • Increases Defense by 4%
  • Increases Defense by 7%
  • 1 CP
  • 2 CP
  • Guard path, on bottom offshoot path; Throw path, at base; Melee path, on bottom offshoot path
  • Throw path, at top
Elemental Balance
  • Slows down the Elemental Overheat by 10%.
  • Slows down the Elemental Overheat by 20%.
  • Slows down the Elemental Overheat by 40%.
  • 1 CP
  • 2 CP
  • 3 CP
  • Melee path, halfway up
  • Dash path, on second Branch
  • Dash path, at top
Extra Dash
  • Not implemented!
  • 2 CP
  • Guard path, on top offshoot path
Flash Step
  • Prolongs the invincibility while Dashing by 20%.
  • 2 CP
  • Guard path, on second Branch
Focus +
  • Increases Focus by 4%
  • Increases Focus by 7%
  • 1 CP
  • 2 CP
  • Dash path, on first Branch; Melee path, at base, on bottom offshoot path and first Branch
  • Melee path, on bottom offshoot path and on second Branch
Heat Armor
  • Increases resistance to Heat by 5%.
  • Increases resistance to Heat by 9%.
  • Increases resistance to Heat by 14%.
  • 1 CP
  • 2 CP
  • 3 CP
  • Guard path, on bottom offshoot path and first Branch; Dash path, at base and on first Branch
  • Guard path, halfway up; Dash path, on second Branch
  • Guard path, at top
Heavy Calibre
  • Increases the knockback distance of charged projectiles by 30%.
  • 2 CP
  • Melee path, on second Branch
HP Restoration
  • Increases the HP Regeneration by 2%, depending on MaxHP.
  • 1 CP
  • Guard path, on first Branch
Iron Stance
  • Increases the immunity to knockback from attacks by 12%, depending on MaxHP.
  • 3 CP
  • Guard path, on third Branch
Legwork
  • Not implemented!
  • 3 CP
  • Melee path, on third Branch
MaxHP +
  • Increases MaxHP by 4%
  • Increases MaxHP by 7%
  • 1 CP
  • 2 CP
  • Guard path, at base, on bottom offshoot path and first branch; Dash path, on first branch
  • Guard path, on bottom offshoot path and second branch
Once More
  • Not implemented!
  • 3 CP
  • Melee path, on third branch
Scope
  • Decreases time needed to aim by 20%.
  • 1 CP
  • Melee path, on bottom offshoot path
Shooter
  • Increases the damage of Ranged attacks by 8%.
  • Increases the damage of Ranged attacks by 15%.
  • 1 CP
  • 2 CP
  • Melee path, on bottom offshoot path and first branch
  • Melee path, on second branch
Solid Guard
  • Decreases damage taken while guarding by 20%.
  • 3 CP
  • Guard path, on third Branch
Status Surge
  • Not implemented!
  • 1 CP
  • Guard path, on bottom offshoot path
Steady Shot
  • Not implemented!
  • 2 CP
  • Guard path, on top offshoot path