Gundam Battle Gunpla Warfare Guide: Part Traits and Job Licenses

Gundam Battle Gunpla Warfare Guide: Part Traits and Job Licenses

- Breakdown of Part Traits mechanic and how to use them

- Extensive overview of AI patterns and exclusive abilities between different Job Licenses

GBGW Guide Series

Part Traits

When Parts do not have an EX Skill, they instead are equipped with Part Traits with varieties of unique passive bonuses that are activated during combat. This section is dedicated to provide an insight to exactly how each Part Trait functions and differs to each other. Note that some descriptions are not final and may be changed in the future due to difficulty in testing their effects.

Here are some common terminologies that the game uses:

"Strong Melee" = Powerful melee attacks from double tapping after normal melee combo or after a Step (quick dashes) with In-fighter/Out-fighter Job Licenses

"Sp. Shot" = Middle-Shooter/Long-Shooter exclusive attacks firing charged range attacks by tap-holding the range button.

"Self / Ally / Squad" = Yourself / Teammates / Entire Team

"Step" = Quick dashes when swiping right/left/up/down

"High-speed movement" = Long dashes when swiping twice up/down

Glossary

[Melee / Shooting / Strong Melee / Sp. ShotPower boosted XX%

Increases ATK values when the corresponding attack types are used. The damage boost gained from this Part Trait is applied before attacking as long as the activation requirements have been fulfilled. This Part Trait behaves very similarly to how 'Power' in EX Skills increases the damage dealt.

Melee Power boost has been proven to increase the damage on all manners of melee attacks: Normal, Strong Melee and Melee-Based EX Skills. But Strong Melee Power boost only increases Strong Melee damage and is only useful for niche builds. Going by the same reasoning, Shooting Power boost should increase all manners of ranged attacks, with Sp. Shot Power boost only affecting the Sp.Shot attacks.

This direct Power boost takes in effect before the buffs from all sources, making this Part Trait particularly powerful and highly sought after (especially with Melee/Shooting Power).

EX Skill [Piercing / Powerboosted XX%

Directly increases the effect of EX Skill's Pierce / Power. However, community tests have shown that this Part Trait has diminishing returns with its boosts when applying this Part Trait with Pierce / Power grades above 'A'.

Enemy [Melee / Shooting / Strong Melee / Sp. Shot / EX Skill / All] Power reduced XX%

The inverse of previous Part Trait where it decreases enemy's ATK values when they use corresponding attack types. The damage reduction should be applied when two conditions are met: enemy is targeting the player and using the corresponding attack type.

Enemy EX Skill penetration reduced XX%

The inverse of previous Part Trait on Pierce where it decreases the enemy's EX Skills' Pierce values when attacking the player's Gunpla. The Power equivalent of this Part Trait would be the Enemy EX Skill Power reduced.

[Melee / Shooting / Strong Melee / Sp. Shot / EX Skill / All] DMG Output boosted XX

Increases the damage values by flat amount when the corresponding attack types are used. The flat addition of damage is applied after the calculation of enemy's defensive Parameters, making it particularly effective with multi-hitting attacks.

[Melee / Shooting / Strong Melee / Sp. Shot / EX Skill / All] DMG Taken reduced XX

The inverse of previous Part Trait where it reduces incoming damage by a flat amount against corresponding attack types. Similarly to boosting, the flat reductions are particularly effective with multi-hitting attacks.

[Melee / Shooting / Strong Melee / Sp. Shot / All] CRIT Rate boosted XX%

Community tests have shown that CRITs only affect Normal, Strong Melee and Sp. Shot attacks, and only increase the overall damage values by 10%. It also does not stack with EX Skills as no damage fluctuations were observed. The general consensus is that CRITs slightly bypasses enemy's defensive Parameters in similar manner to EX Skills, the reason being that attacks with CRITs have the same yellow highlighted numbers as EX Skills.

[Close / Mid / Long] Shot Attack raised XX%

This game has a range detector that measures whether the Gunpla is at Melee/Close/Mid/Long/Out-of-Range distances from the enemy, with each category of range being divided into sections of distances. Each time the targeting cursor changes its shape, it is an indication of the player navigating between said sections of distances. Note that each range weapon has different effective ranges between Unsuitable/Suitable/Optimal distances from the enemy.

This particular Part Trait increases both Normal and Sp. Shot attacks while staying in the corresponding Close/Mid/Long Range sections of distance, with damage increase behaving similarly to Shooting / Sp. Shot Power boost. EX Skills are not affected and has no damage falloff, hitting the enemy at constant values as long as the EX Skill's animation allows it.

EX Skill CD reduced XX%

Reduces the cooldown of an EX Skill after it has been used at least once. Reduction values are calculated by taking the % of the base CD value:

"Bisect" 120 (30) + EX Skill CD reduced 24% = "Bisect" (120 - [120x0.24] ) (30)

Initial EX Skill Charge boosted XX%

Reduces the initial cooldown of an EX Skill before its use; the numbers indicated with (X) next to cooldown.

"Bisect" 120s (30s) + Initial EX Skill Charge boosted 24% = "Bisect" 120 (30 - [120x0.24] )

[Buff / Debuff] EX Skill Effect up XX%

Increases the Buff / Debuff EX Skills' effects by increasing their capabilities in direct addition.

Buff (39% Melee ATK) + Buff EX Skill Effect up 10% = Buff (49% Melee ATK)

The increased effect however is not transferred for Ally / Squad based Buff EX Skills and instead only impact the player.

This Part Trait seems to also apply on Secondary Effects on offensive EX Skills.

Buff EX Skill time up XX%

Increases the Buff EX Skills' duration time in %.

EX Skill Recovery boosted XX(%)

Boosts the amount of Recovery done with Recovery-Category of EX Skills. It is either applied in flat amount or in percentile.

Recover XX Armor gradually

Gunpla regains Armor in amount indicated; does not stack with other Recovery-related Part Traits.

Projectile Speed boosted XX%

Increases travelling velocity of all projectiles fired. A great combination to use with a Gunpla mainly using slow projectiles.

Shot Guidance boosted XX%

The general consensus believes that this Part Trait adds a homing capability with all forms of projectile-based shot attacks.

Shot Spread reduced XX%

There are two opinions on this Part Trait, either it decreases projectile spread with shot attacks that has a natural projectile spread (mostly EX Skills), or alternatively stabilizes the randomized damage numbers with any shot attacks.

XX% chance to not recoil

Prevents long stuns by certain chance. There are two types of stuns: 'Flinch' and 'Recoil'. Flinches are applied with most attacks almost immediate recovery, while Recoil happens with selective sources of attacks with a much longer time to recover.

Job Gauge Increase boosted XX%

Increases the rate of filling the Job Gauge in percentile. At 10% increase, Job Gauge will fill 1.1 times faster.

XX% chance to survive fatal blow

The Gunpla gains a chance to survive after receiving enemy attacks that would've completely depleted the Armor. It is particularly effective against powerful single-hit EX Skills.

[Beam / Physical] ranged weapon magazine boosted XX%

Increases the range weapon's magazine in % of its maximum capacity. Range weapon such as Long Rifle with 8 total shots would gain 2 more shots with 25% magazine boost.

[Beam / Physical] ranged weapon reload speed boosted XX%

Increases the range weapon's reloading speed when the magazine is 'Empty'.

Vernier Recovery Rate boosted XX%

Increases the recovery speed of Gunplas boost gauge.

Vernier Consumption reduced XX%

Decreases the amount of boost gauge consumption with Steps (quick dashes) and High-Speed-Movement (long dashes forward/backward).

XX% chance to prevent vernier consumption when stepping

The Gunpla may not consume boost gauge from using Steps by certain chance. Particularly useful with Job Licenses that Guards during Steps.

XX% chance of attacks penetrating super armor

Even after multiple tests against PG RX-78-2, its effect is still shrouded in mystery. It may be effective against raid-type bosses in Multi-Mission.

Job Licenses

Each Job License has their own unique effects, abilities and patterns:

- Parameter boost (directly reflected during Gunpla Build, similar to how Word Tags behave)
- Abilities in Battle
- Limit Break (from reaching 100% of Job Gauge and activating it)
- AI behaviour/pattern

All-Rounder

- No Parameter boost
- No additional abilities
- No Limit Break

The AI behavioural pattern is dictated by its AI-Type: Short/Mid/Long-Range. Short-Range behaves similarly to Defender/In-fighter, Mid-Range to Out-Fighter/Mid-Shooter, Long-Range to Long-Shooter/Supporter.

Defender

- Increases Armor and DEF by 5%.
- Guards during Steps, omnidirectional Guard.
- Limit Burst = Unbreakable & always active Guard. Using Guard in this state activates a stronger pink Guard.

High-speed movement into the enemy and Guards everytime, rarely uses Steps, occasionally uses range attacks during high-speed movement or at melee range.

In-Fighter

- Increases Melee ATK by 10%.
- Strong Melee attack after a Step by double tapping, Charge (fills Job Gauge 5%/sec) replaces Guard.
- Limit Burst = Prevents Flinches during Normal melee attacks, increases Melee ATK.

High-speed movement into the enemy and immediately attacks, frequently uses Steps at melee range followed by Strong Melees, sometimes uses Charge after attacks briefly, occasionally uses range attacks during high-speed movement or at melee range.

Out-Fighter

- Increases Melee ATK by 10%.
- Strong Melee attack after a Step by double tapping, Guards during Steps.
- Limit Burst = Prevents Flinches during Normal melee attacks, increases Melee ATK.

Hovers into enemies and alternates between mid-range and melee, frequently uses Steps at any range followed by Strong Melees, always uses range attacks whenever the enemy is within range.

Middle-Shooter

- Increases Shot ATK by 10%.
- All ranged weapon attacks become effective from mid-range, Sp. Shot when holding down shoot, Guards during Steps.
- Limit Burst = Greatly increases reload speed.

Hovers into enemies and holds onto mid-range, engages into melee when the enemy actively approaches, rarely uses Steps, occasionally uses Sp. Shots, retreats back to mid-range after normal melee combo.

Long-Shooter

- Increases Shot ATK by 10%.
- All ranged weapon attacks become effective from long-range, Sp. Shot when holding down shoot.
- Limit Burst = Greatly increases reload speed and shooting range.

Hovers into enemies and holds onto long-range, runs away from enemies and actively avoids melee unless auto-triggered, rarely uses Steps, occasionally uses Sp. Shots, retreats back to long-range after normal melee combo.

Supporter

- Reduced player's cooldown on Buff/Debuff/Recovery EX Skills by 50%.
- Charge replaces Guard.
- Limit Burst = Greatly reduces the cooldown of player teammates’ EX Skills while active.

Hovers into enemies and holds onto long-range, runs away from enemies and actively avoids melee unless auto-triggered, rarely uses Steps, uses Charge whenever range weapon magazine is depleted, retreats back to long-range after normal melee combo.

Author(s)

A Gundam enthusiast who enjoys quality visual media and making videos on Youtube.

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