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! Reward Modifier |
! Reward Modifier |
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|- bgcolor= white |
|- bgcolor= white |
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+ | | Positive |
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− | | positive |
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| +0% |
| +0% |
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|- bgcolor= white |
|- bgcolor= white |
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− | | |
+ | | Neutral |
| +10% |
| +10% |
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|- bgcolor= white |
|- bgcolor= white |
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− | | class="tablecurve-l" | |
+ | | class="tablecurve-l" | Negative |
| class="tablecurve-r" | +25% |
| class="tablecurve-r" | +25% |
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|}{{spacer}} |
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Revision as of 15:45, 17 March 2020
Mixers are an optional addition to co-op mode that can make a co-op match easier or harder, added in Version 2.7. Mixers are essentially optional field events that the player can select to activate before a co-op match begins.
Every day, one to three mixers are chosen randomly and then applied to all co-op games that take place on that day. This is on a server-side basis and not user-side, meaning that a day's Mixers will be the same for everyone. Mixers reset every day at 00:00 PST and cannot be altered by the user, but they can be turned off if the player does not wish to use them.
Mixer Reward Modifier
Mixers have reward modifiers that enable players to receive more oranges and co-op role experience at the conclusion of a co-op match, based on the difficulty of the mixers. However, Mixers do not increase the amount of experience gained toward the player's online level and the player will only earn more oranges from mixers in online play (with at least 1 other person). There are three mixer difficulties and each provides its own reward modifier value:
Type | Reward Modifier |
---|---|
Positive | +0% |
Neutral | +10% |
Negative | +25% |
All modifier bonuses are summed together and combined with the boss's difficulty modifier creating the final modifier total the player will receive. For example, the maximum modifier the player can get is a co-op match on Hyper difficulty with three negative modifiers. This would yield 150% + 25% + 25% + 25% resulting in a modifier of 225%. As a result, the player can earn the same amount of experience and oranges playing co-op on casual difficulty with three difficult mixers as they can by playing hyper difficulty without mixers.
Mixers List
Below is the complete list of mixers:
Name | Chapters | Effect | Type |
---|---|---|---|
Air Raid
|
5 | All units will take 1 damage at the beginning of the Chapter.
|
Neutral |
Amplify
|
6 | Neutral | |
Backtrack
|
8 | All players move in the reverse direction. This effect lasts for the duration of the Chapter.
|
Neutral |
Bomber
|
2 | A visible bomb is placed on a random panel. The bomb will explode within 1 to 4 Chapters, and units within 2 panels in a cross-shaped area of the bomb panel will take damage.
|
Neutral |
Charity
|
5 | All players will receive 1 card at the beginning of the Chapter.
|
Positive |
Confusion
|
7 | All player's cards are rearranged and put face-down, making the cards unreadable to both the owner and other players. This effect lasts for the duration of the Chapter.
|
Negative |
Freeze
|
5 | Neutral | |
Minelayer
|
3 | A Trap card (
, , or ) will be set on a randomly determined panel. (These are not affiliated with the Center Deck's contents) |
Negative |
Miracle
|
5 | Positive | |
Random Warp
|
5 | Each player will be warped to a randomly chosen panel at the beginning of the Chapter.
|
Negative |
Regeneration
|
5 | All units will recover 1 HP at the beginning of the Chapter.
|
Positive |
Sprint
|
6 | All players roll double dice for movement. This effect lasts for the duration of the Chapter.
|
Neutral |
Treasure
|
1 | Positive | |
Healthy Boss
|
Continuous | Boss has an additional 10 HP. (For
, this only applies to its first life.) |
Negative |
Star-chaser
|
Continuous | All players gain double stars on Bonus panels.
|
Positive |
Beggar
|
Continuous | All players drop double stars on Drop panels.
|
Negative |
Aggressive Heroes
|
Continuous | All players gain an additional +1 to ATK.
|
Positive |
Defensive Heroes
|
Continuous | All players gain an additional +1 to DEF.
|
Positive |
Evasive Heroes
|
Continuous | All players gain an additional +1 to EVD.
|
Positive |
Blazing
|
Continuous | All units will gain +1 ATK and -1 DEF.
|
Neutral |
Menacing Boss
|
Continuous | The Boss gains an additional +1 to ATK.
|
Negative |
Hard-shelled Boss
|
Continuous | The Boss gains an additional +1 to DEF.
|
Negative |
Slippery Boss
|
Continuous | The Boss gains an additional +1 to EVD.
|
Negative |
Joker
|
Continuous | All cards can be played for no cost.
|
Positive |
Bankrupt
|
Continuous | All card costs are increased by 10 stars.
|
Negative |
Flipped
|
3 | Unit base stats will be reversed at the start of battle. (All positive values will become negative and vice versa.) Stock effects will apply before stats are flipped.
|
Neutral |
|