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 are equipped with Part Traits, providing varieties of unique passive bonuses that are activated during combat. This section is dedicated in providing a better knowledge on each Part Trait's requirements, functionalities and differences. Note that some of the descriptions may not be final and prone to change due to difficulty in testing their effects.

Most Part Traits comes with Conditions to activate,and how to activate their Effects, making it trickier to use them together for synergy.

Conditions:

With Speed/Technique/Power attribute (self)

Requires the player to activate the Gunpla's Attribute by equipping at least five Gunpla Parts with the same Attribute.

With XX Category equipped

Requires the player to equip specific type of Gunpla Parts. Refer to "Weapons" on [Parts/Items and Combat Guide].

All-Rounder / Defender / In-Fighter / Out-Fighter / Middle-Shooter / Long-Shooter / Supporter Job

Requires the player to use an AI Pilot with the corresponding Job License to activate the trait's effects.

When attacking with Physical/Beam

Every Weapons and EX Skills have a category indicating between Physical/Beam and it must correspond to this trait's demands to activate its effects.

When Armor is XX% or less/more

Requires the player's Gunpla to match the trait's Armor percentile condition to activate the trait's effects.

With "XX" enemy

Requires the enemy to be using specific Word Tags in order to activate the trait's effects. In Missions, every stage has a line of "Main Enemy Main Word Tag:" during the Sortie Squad interface to identify the enemies' Word Tags. However in Arena, identifying the enemy's Word Tags becomes a guesswork (unless it's one of those Word Tag-specific Arena).

While "XX"

Requires the player's Gunpla to be using specific Word Tags in order to activate the trait's effects.

When XX is under XX

Requires the Gunpla to have a certain Parameter / CPWR to be below the declared threshold.

Against a large enemy

Most likely triggered against MG enemies. It is unknown whether the PG enemies are included or not.

Effects:

[Melee / Shooting / Strong Melee / Sp. Shot / AllPower 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 increases all manners of ranged attacks, while Sp. Shot Power boost only affecting Sp.Shot attacks.

This direct Power boost behaves like a passive Buff that's immediately activated when entering combat, making this Part Trait particularly powerful and highly sought after (especially with Melee/Shooting Power). They are essential traits when considering for building DPS-type Gunplas.

EX Skill [Piercing / Powerboosted XX%

Directly increases the effect of offensive EX Skill's Pierce / Power. These Part Traits' effects scales better with lower base grades due to their flat +% boost on top of initial numbers.

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

The inverse of 'boosted' Part Trait where it decreases enemy's ATK values when they use corresponding attack types. The damage reduction has been estimated to cut off direct % as indicated, making this Part Trait incredibly powerful in nullifying the enemies' high-damage attacks.

Enemy EX Skill penetration reduced XX%

The inverse of 'Piercing boosted' Part Trait where it decreases the enemy's EX Skills' Pierce values when attacking the player's Gunpla. A more niche defensive Part Trait compared to 'Power reduced', but nonetheless useful.

[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 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 (refer to this GBGW Guide's Combat -> Weapons -> LR Weapon on the explanation for Close/Mid/Long Range). EX Skills are not affected by this Part Trait as they have no damage falloff, with their maximum range as long as the displayed textures/projectiles.

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:

"Last Shooting Lvl1" Base CD 120s + EX Skill CD reduced 24% = 120 - [120x0.24] seconds = 91.2 seconds

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.

"Last Shooting Lvl1" Initial CD 30s + Initial EX Skill Charge boosted 24% = 30 - [120x0.24] seconds = 1.2 seconds

[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)

EX Buff Effect boost applies to buffs you USE and those extend to the whole squad.

USE: Player1 (EX Skill Effect up 20% & Combat Stance y) + Player2 (Archer Stance y)

EFFECT: Player1 ( [Combat Stance y+20%] & [Archer Stance y] )  ,  Player2 (Combat Stance +20%y & Archer Stance y)

Buff EX Skill time up XX%

Increases the Buff EX Skills' duration time in %. It also seems to increase the timer on Secondary Effects as well.

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. Requires more extensive testing with other effects.

Projectile Speed boosted XX%

Increases travelling velocity of all projectiles fired. Not very noticeable on fast travelling 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%

Decreases projectile spread with shot attacks that has a natural projectile spread; from both EX Skills and weapons like Gatling Gun.

XX% chance to not recoil

Prevents long stuns by certain chance. There are two types of stuns: short or long. Short stuns are applied with most attacks which can be recovered immediately (0.1s ish), while only selective number of attacks and EX Skills applies long stuns with a much longer recovery time (0.6s ish).

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 from all sources.

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 immediately in front of the enemy (repeats this process after each combo), 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 stuns 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 stuns during Normal melee attacks, increases Melee ATK.

Hovers towards 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 but running out of ammunition will cause a high-speed movement into the enemy.

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 towards 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 towards enemies and holds onto long-range, runs away from enemies when approached and actively avoids melee unless auto-triggered, rarely uses Steps, occasionally uses Sp. Shots, retreats back to long-range after forced to do a 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 towards enemies and holds onto long-range, runs away from enemies when approached and actively avoids melee unless auto-triggered, rarely uses Steps, uses Charge whenever range weapon magazine is depleted, retreats back to long-range after forced to do a normal melee combo.

Author(s)

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