Zenless Zone Zero NEWS {GS}
СтатистикаCanale News di Zenless Zone Zero targato GS ! Vi ricordiamo di entrare nel gruppo chat: @GSZenlessZoneZero
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[ZZZ 3.2] maybe reruns - Nangong Yu - Promeia
✧ #𝐍𝐄𝐖𝐒 ✧ (3.1) Sigrid character demo - "Hoofing It" 🐰 ⭕️ DOPPIAGGIO ENG ⭕️ DOPPIAGGIO JAP Fonte➤ Ufficiale 🗣Gruppo➤ @GSZenlessZoneZero 🔔News➤ @ZenlessNewsGS
[ Zenless Zone Zero - 3.2 Beta ] Claret new Counter Assist
v2 Hotfix Changes Roxy Small tornado duration 8 -> 2 seconds Large tornado duration 8 -> 1 seconds Ultimate now generates 1 Wind Energy Crit Rate required for Core Passive 65% -> 50% Self Anomaly Buildup Rate 60% -> 25%, lasting for 50 seconds EX Special and Ultimate can now trigger Windswept but will also revert Contamination to Windswept (Cleanse), once every 16 seconds but the cooldown can be reduced by 1 second while wxtending Windswept by 1 second by obtaining a Storm Eye. Crit Rate / Crit DMG conversion revealed to be 0.6% / 0.9% per Crit Rate exceeding 50% The Crit Rate / Crit DMG buff will only apply to Cleansed attributes and lasts for 50 seconds M1 DMG and Daze buff 10% -> 15% M2 Daze buff 10%, up to 30% -> 5%, up to 15% M4 Energy generation from Dodge Counter, Entry Skill and Hold Basic 4 -> 2 Each method to generate energy from M4 can now only be triggered once M4 Ultimate DMG buff 10% -> 25% M6 changed to summoning 4 additional large tornados after creating a large tornado via detonating Storm Eyes M6 large tornado DMG Multiplier / Daze 150% / 10% -> 400% / 100% Claret Crit Rate 38.8% -> 43.8% Base Crimson Imprint duration 12.5 -> 13.5 seconds Crimson Imprint duration extension from Chain Attack / Contamination 3 -> 2.5 / 3.5 seconds M1 max Crimson Imprint duration 3.5 -> 2.5 seconds Roxy Sig Trigger condition for team DMG buff and Daze buff revealed to be EX Special dealing Wind DMG v2 Hotfix MV / Daze Changes Roxy Basic Attack Basic 3 316.3% -> 371.2% Daze 84.3% / 114.7% / 153.3% -> 38.4% / 75.6% / 127.8% Basic Attack Meteor Hammer MV 380.6% -> 389.2% Daze 213.4% -> 176.7% Basic Attack Whirlwind Hammer MV 546.9% -> 710.2% Special MV 111.4% -> 158.3% Daze 71% -> 151% EX Special Riding the Wind MV 2419.2% -> 824.6% Daze 1205.8% -> 371.2% Additional MV and Daze per second seems to be extremely bugged Energy Cost 30 + 30 per second EX Special Wind Cannon MV 2419.2% -> 824.6% Daze 1205.8% -> 371.2% Additional MV per explosion 806.4% -> 94.1% Additional Daze per explosion 401.93% -> 66% Storm Eye Detonation MV 131% -> 52.4% Detonation Daze 41.8% -> 99% Small Tornado additional MV per second 338.4% -> 65.5% Small Tornado additional Daze per second 557.2% -> 8.85% Large Tornado additional MV per second 338.4% -> 468.3% Large Tornado additional Daze per second 557.2% -> 58.3% Dodge Counter MV 637.5% -> 784.7% Daze 404.8% -> 421.3% Chain Attack MV 2463.5% -> 2584.7% Daze 410.7% -> 487.3% Ultimate MV 5814.4% -> 5563.4% Daze 1582.9% -> 1529.8% Quick Assist MV 115.7% -> 202% Daze 73.9% -> 128.2% Assist Follow Up MV 1290.8% -> 287.2% Assist Skill MV 140.2% -> 312.2% Daze 82.4% -> 198% Claret Basic Attack MV 98.6% / 133.6% / 201.4% / 619.4% -> 113.6% / 140.1% / 197.7% / 600.5% Daze 47.4% / 59.2% / 85.6% / 285.8% -> 52.3% / 64.9% / 91.7% / 269% Basic - Star Forge Basic 3 Drop MV 351.9% -> 414.8% Maim MV 840.2% -> 1568.3% EX Special Burial Blood Onslaught MV 1247.2% -> 1407.2% Quick Assist BBO MV 180.1% -> 241.1% compiled by JSM
Hotfix
v2 Changes (Koleda) Teamwide DMG buff 25% -> 35% Each stack of Furnace Fire now increases the Enhanced Basic 2's DMG by 10% and Daze by 20% Enhanced Basic 2 no longer has additional MV or Daze from consuming Furnace Fire Dodge Counter can now be chained into the enhanced Basic if you have Furnace Fire UP Crit Rate for Armorer / Crit DMG for non-Armorer buff 16% / 32% -> 20% / 35% compiled by JSM
v2 Changes (W-Engine) Roxy Sig 48% DEF -> 60% ER Crit Rate 28% -> 24% Wind RES Ignore 12% -> 15% Team DMG buff 40% -> 20% ER/s removed, changed to a 50 second duration to the DMG and Daze buff, trigger condition currently unknown (thanks Leifa for the clarification) Claret Sig Base DEF 416 -> 431 Passive changed to 25% Crit Rate, 15$ Electric DMG, and 15% Electric Laceration DMG for 40 seconds after EX Special or triggering Maim A Rank W-Engine 1 Base DEF 342 -> 356 DMG Bonus per Crit Rate exceeding 100% 0.4% / 0.46% / 0.52% / 0.58% / 0.64%, up to 20% / 23% / 26% / 29% / 32% -> 0.48% / 0.56% / 0.64% / 0.72% / 0.8%, up to 24% / 28% / 32% / 36% / 40% A Rank W-Engine 2 Base DEF 342-> 356 DEF% 6% / 7% / 8% / 9% / 10% -> 8% / 9% / 10% / 11% / 12% Effect still doubles after EX Special B Rank W Engine Base DEF 267 -> 282# v2 Changes (W-Engine) compiled by JSM
v2 Changes (Claret) Changes Base DEF 376 -> 441 Crit Rate 9.8% -> 14.8% Laceration DMG 120% -> 150% Sharpness Regen 1.5 Basic Attack Star Forge 2 can now trigger Perfect Dodge Basic Attack Star Forge 3 now has increased ItR, 40% DMG Reduction, finishes with a final attack, and can trigger Perfect Dodge which can chain back to Basic Attack Star Forge 3 Basic Attack Crunching Axe can now trigger a Perfect Dodge and chain into Basic Attack Star Forge 3. EX Special Burial Blood Onslaught no longer gives stacking DMG%, now performs 3 hits and can trigger Maim up to 3 times, granting invulnerability after Maim triggers. Maim 3 has higher interruption resistance. Chain Attack now pauses Crimson Imprint duration during it Ultimate no longer applies Gash, but now pauses the duration of Crimson Imprint during it Now start the battle with 60 Sharpness Energy No longer gets 35% Crit Rate in Crimson Imprint Chain Attack Crimson Imprint duration extension 4 -> 3 seconds Triggering Contamination now extends Crimson Imprint duration by 3 seconds DMG Bonus in Crimson Imprint 25% -> 30%, increases by additional 15% after triggering Perfect Dodge during Basic Attack AA completely changed to accumulating Gash when active character attacks (same as the old AA), and granting all Armorer Agents 30% Crit Rate after triggering Maim for 40 seconds M1 changed to +3.5 second max duration to Crimson Imprint, and 25% Laceration DMG for 40 seconds after triggering Maim. M2 changed to 15% Electric RES Ignore in Crimson Imprint, or using Chain Attack, Ultimate, or Assist Follow Up, additionally get 15% Gash Buildup Rate after Sharp Burst M4 changed to allowing Basic Attack Star Forge 3 to be further extended, and the DMG dealt by Basic Attack Star Forge 3, Chain Attack and Ultimate increased by 20%. M6 changed to triggering 1 Maim DMG after Chain Attack or Ultimate. MV and Daze Basic Attack Star Forge MV 222.2% / 672.5% / 1024.9% -> 294.6% / 791.3% / 938.5% / 351.9% Daze 71.2% / 219.8% / 343.1% -> 88.5% / 236.9% / 280.5% /124.3% Basic Attack Crunching Axe MV 650.8% -> 699% Daze 214.5% -> 209.7% EX Special Secret Blood Forged Edge MV 1193.7% -> 1288.2% Daze 394.3% -> 385.5% Special Sever Jin Sunder Iron MV 283.8% / 292.3% -> 313.7% / 322.6% Maim MV 1232% -> 840.2% EX Special Burial Blood Onslaught MV 1711.2% -> 1247.2% Daze 838% -> 421.4% Maim MV 1232% -> 840.2% Dash Attack MV 219.7% -> 109.9% Dash Attack BBO Quenched MV 354% -> 278.9% Dodge Counter BBO Returning Edge MV 648% -> 685.5% Chain Attack MV 2162.1% -> 2195% Daze 396% -> 415.5% Ultimate MV 4841.5% -> 4707.6% Daze 608.7% -> 547.4% Quick Assist BBO MV 159.7% -> 180.1% Counter Skill MV 1226.7% -> 3013.3% Daze 638.7% -> 1484.9% compiled by JSM
v2 Changes (Roxy) Changes Base HP 8210 -> 8418 Base ATK 735 -> 741 Base DEF 659 - 641 Crit Rate 5% -> 19.4% Anomaly Mastery 90 -> 110 Anomaly Proficiency 93 -> 63 Entry Skill removed EX Special 1 removed, press condition added to EX Special 2 Storm Eye mechanic changed to summoning a small tornado when hitting less than 3, or a large tornado when hitting 3, lasting for 8 seconds Added Assist Skill Core Passive DEF to ATK / Impact conversion -> **ER to ATK / Impact Conversion (5 ATK and 3.2 Impact per ER exceeding 1.2, up to 960 and 60, probably has a lot of incorrect numbers right now) Gained a excess Crit Rate to teamwide Crit conversion (Crit Rate for Armorer, up to 30%, Crit DMG up to 45%) Added Rupture condition to AA New Mindscapes 1 - +10% DMG and 10% Daze from triggered Storm Eyes. EX Special 3 shreds All-Attribute RES by 15% for 50 seconds 2 - Each Storm Eye triggered increases the next EX Special 2's Daze by 10%, up to 30%. When swapping characters with EX Special 2, it will be extended by 0.5 seconds per Storm Eye triggered, up to 1.5 seconds. EX Special increases Stun Vulnerability by 20%. 3 - Basic Attack restores 2 Energy. Dodge Counter, Entry Skill, and Basic 4 restores 4 Energy. Ultimate deals 10% more DMG and Daze. 4 - Hold Basic triggering a large tornado has its duration extended by 2 seconds and can detonate nearby Storm Eyes, each extending by 1 second. DMG Multiplier and Daze of large tornado increased by 150% and 10%. MV and Daze EX Special 2 Tornado additional MV per second 131.49% Tornado additional Daze per second 50.43% EX Special 3 MV 1612.8% Daze 803.87% Additional explosions are half the MV and Daze Storm Eye MV 131% Daze 41.8% Tornado MV per second 338.4% Tornado Daze per second 557.2% Assist Skill MV 140.2% Daze 82.4% compiled by JSM
[ Zenless Zone Zero - 3.2 Beta ] Evasive Assist Priority Adjustments: - Evasive Assist Agents will no longer turn an enemy’s red flash into a golden flash. - Red flash = Evasive Assist, Golden flash = Defensive Assist. - If your squad has both an Evasive Assist and Defensive Assist Agent, squad order will no longer matter. - Pressing Space will automatically trigger the appropriate Assist based on the flash color.
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✧ #𝐍𝐄𝐖𝐒 ✧ (3.2) Drip marketing di Roxy, Rank S, Wind Stun Fonte ➤ Ufficiale 🗣Gruppo➤ @GSZenlessZoneZero 🔔News➤ @ZenlessNewsGS 🎮 Discord➤ https://discord.gg/cJyUCdXFfP
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✧ #𝐍𝐄𝐖𝐒 ✧ (3.2) Drip marketing di Claret, Rank S, Electro Armorer Fonte ➤ Ufficiale 🗣Gruppo➤ @GSZenlessZoneZero 🔔News➤ @ZenlessNewsGS 🎮 Discord➤ https://discord.gg/cJyUCdXFfP
[Zenless Zone Zero] Armorer Data Update Hey everyone! We've updated the following pages to add the data for the new Armorer Specialty, links below: [Agents] Claret |- Chinese: (Full) |- English (Full)
[3.2.1] First Showcase - Claret Roxy Rina - 3.2 Boss M0P1 Claret - 4pc Thorned Rose 2pc CR M0P1 Roxy - 4pc Astral Voice 2pc CR M0P1 Rina - 4pc Moonlight Lullaby 2pc PEN As agreed upon with other TCers, scores are hidden to focus on showcasing the characters rather than PvPing scores of an early unfinished Specialty. Run isn't perfect as usual but this boss is kind of annoying to get perfect RNG on, but its also one of the only "good" test grounds for Armorer Agents right now in my opinion. Will give some extended thoughts at a later date, enjoy! catbox.moe
[ZZZ 3.2+] About Severian - Will appear in the 3.2 story and event - Will have a new model - Will be playable
Gash and Maim Explained When Armored Agents attack enemies, they slowly build up Gash on the enemy. Up to a maximum of 3 Gash Stacks can exist on an enemy at a time. When Armored Agents trigger specific attacks, they consume 1 Gash Stack to trigger Maim. Maim is a separate DMG instance listed in Claret's EX Special Attack. As far as I can see, this has no unique properties and is purely an extra instance of DMG with a special text pop up that can be checked for to trigger separate effects. Claret also allows for Stun Agents to trigger Maim on their Special and EX Special Attacks. Overall, it is a resource for Armored Agents that can be used to trigger additional effects. In Claret's case, when Stun Agents trigger Maim, it initiates a Quick Assist back to Claret and provides a buff that can be shared around the team. Gash and Maim appear to have no special properties by themselves but Armored Agent kits will most likely be centered around filling up Gash Stacks and triggering Maim to deal extra DMG and trigger additional effects in their kit. This is most likely why Claret has "Same Specialty" as one of her Additional Ability conditions, as two Armored Agents would allow for faster Gash Stacks, meaning more frequent uptime on their respective Maim effects. If I figure anything else out I'll mention it but for now this is what exists.
Laceration Multiplier Explained Compared to other Specialties, Armored Agents have access to two CRIT Checks rather than one. The 1st CRIT Check happens between 0% and 100% CRIT Rate as normal. If this check succeeds, Armored Agents instead multiply DMG by a new stat, Laceration DMG Bonus. As a result, Armored Agents do NOT use traditional CRIT DMG stats. For average DMG, the CRIT Multiplier would look like: *(1 + MIN(MAX(CRIT Rate,0),100%) * Laceration DMG) For Armored Agents, their 2nd CRIT Check happens between 100% and 200% CRIT Rate. dubbed the "Laceration Check". For this check to occur, the CRIT Check must have succeeded previously. The CRIT Rate of the attack is reduced by 100% and then rolled. If this check succeeds, their DMG is again multiplied by their Laceration DMG Bonus stat. Again for average DMG, the "Laceration Multiplier" would look like: *(1 + MIN(MAX(CRIT Rate-100%,0),100%) * Laceration DMG) Having higher than 200% CRIT Rate does NOT result in a 3rd CRIT Check. Attacks succeeding the CRIT Check will have two exclamation marks after the DMG value. Attacks succeeding the Laceration Check will have three exclamation marks after the DMG value. Currently, Claret has 120% Laceration DMG Bonus at base, and gains an extra 30% from her Core Passive. There are no other existing ways to increase Laceration DMG.
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