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 27/8/2015 "Watermelonium"

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LazFlamme
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PostSubject: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 11:04 am

Hello from the CosmicBreak Service Team.

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Collect Juicy Watermelons for Malca Campaign




Speak to Malca in the Central Area to trade the Juicy Watermelons for prizes.

Where do Juicy Watermelons drop?
Union Wars Arena: 70% chance of Juicy Watermelon x1 dropping. (10 Players must be in the room.)
Epoch Battles: 70% chance of Juicy Watermelon x1 dropping.
Chaos Rooms: 70% chance of Juicy Watermelon x1 dropping if your Team wins.
Legion Rooms: Sometimes will drop Juicy Watermelon x1 Quest Arcantus, Missions: Sometimes will drop Juicy Watermelon x1.
Quest Bastagant: Sometimes will drop Juicy Watermelon x1. Regeneration Level must be higher than 1.

(You must join the room before the match begins.)
(Team Fights, Training Arena, Clan Fights: Do not drop Juicy Watermelons.)

This campaign runs until 9/3.

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Coin Shop Parts Updated!





These parts will be available until 9/17.

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Bazaar!


We will be holding a Bazaar Event: 9/5, 9/19.
Trade away stuff you don't need and pick up anything you do! Also,

IMPORTANT NOTE: Since the addition of Bazaar to the game, we have been receiving an increased number of reports regarding accounts being stolen and/or cleared out due to password sharing. REMEMBER, NEVER TELL ANYONE YOUR PASSWORD!!! If you lose items/robots from your account because you told somebody else your password, it is highly unlikely that we will be able to help you, especially if the incident involves said items being traded away via the Bazaar. Thank you in advance for your understanding. Happy trading!

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Clan Fight System


Clan Fight is a game mode that allows clans to compete against each other every week! Check it out by clicking on the Clan Fight Info button underneath Epoch Battle on the Arena menu.

The Regular Clan Fights scheduled are 9/6, 9/12, 9/20, 9/26 at 19:00 - 20:30 server time. To participate, register your team from the Clan Fight screen after the event has started. Teams that register will be automatically matched up with each other.

For more information about prizes and more specific rules, click here.
*Regular Clan Fights give out 3 Clan Coins to Winners! You will receive 1 Clan Coin, even if your team loses!

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Other!


- NOTES: Dense Cosmos Fragments will be dropping until 9/3 Maintenance.
- There was an error in the 8/6 Summer Mega Update article: The prize Deluxe Coins/Sylvia's Delegation won from the Union Wars Campaign will be deleted during 9/3 Maintenance. Not 8/20.
- Ocean Garapon is now available in SHOP for a limited time until 9/3! Until 9/10, New Weapons from the Ocean Coin Garapon will give your robot a +10 HP.

- x2 Ocean Coins will be dropping until 9/3!
- Bikini Girls Garapon will be available until 9/3!

■ BALANCE
・Trizelion BD's "TYPECHANGE" has been changed so that it no longer consumes charges on use. As a result, all charges have been removed from the part.
・Trizelion BD's "SPECIALSHOOT" has been adjusted as follows:
- Increased base ammunition capacity. Additionally, applying the Enhance Internal Weapon cartridges will increase its ammunition capacity.
Capacity: (No cartridges) 9 -> 10 | (1 cartridge) 10 -> 14 | (2 cartridges) 14 -> 20
- Removed global cooldown after use.
- Lock-on speed increased.
- Lock-on capacity reduced to single-target.
- Reduced charge time before firing and added stun immunity for the duration of the animation.
- Attempting to fire when the weapon has 0 charges left now ends the animation immediately.

・Trizelion's Trisword has been adjusted as follows:
- Increased hitbox size.
- Trizelion BD's W and S key actions during "TYPE CHANGE" have been adjusted so that the fire sword will feature improved targeting and shorter cooldowns.
- Trizelion BD's A key action during "TYPE CHANGE has been adjusted so that the wind sword's combination attack will begin sooner and on a shorter cooldown.
- Trizelion BD's D key action during "TYPE CHANGE" has been adjusted so that the lightning sword will feature improved targeting and a shorter animation lock if the combination attack is aborted after the first hit.

・Agnizyne's AM@ "FLAME BAZOOKA" has been adjusted as follows:
- Speed: 290 -> 320
- Range: 264 -> 320
- Interval: 1000 -> 700
- The projectile and explosion graphical effects have been adjusted, but the hitbox size has not.

・Agnizyne AM@'s "FLAME ATTACK" has been adjusted as follows.
- Improved targeting when used while airborne.
- When volatility is maxed, the the hitbox will be larger and apply the Melt effect. On use, Agnizyne will lose one stack of volatility.

・Agnizyne's Hyper Radiator cartridge has been adjusted so that the Melt effect applied by maximum volatility stacks will not slow the player as much as a normal Melt effect. Melt inflicted by other players will still apply the standard slowing effect.

・Raclaboros LG's "SHOCK BAZOOKA" has been adjusted as follows:
- Extended the duration of the shock effect inflicted.
- The attack will now lock-on to targets near or around the targeting reticule.
・Raclaboros LG's "SHOCK TAIL" has been adjusted as follows:
- Extended the duration of the shock effect inflicted.
- When performing a combo attack with over 1 charge remaining, the 1st and 2nd hits will be performed more quickly.
- The the 3rd hit of the combo attack will activate earlier in the animation.

・Tierouge LG's "TORNADO KICK" has been adjusted as follows.
- Cooldown before reuse has been shortened.
- Targeting improved. Can no longer be stunned during the animation.
- The shockwave that occurs when used on the ground will now stun afflicted enemies for a long period of time.

・Shana BS3's "LIGHTNING GUN" has had its ammunition capacity increased:
- Ammunition capcity: 150 -> 300

・Shana BS2's "LIGHTNING GUN" has had its range increased:
- Range: 360 -> 410

・Sylvia Paladin has been adjusted as follows:
- Lengthened the attack blocking period granted by the Wonder Bit [AURA System] and Chivalry Aegis' "GUARD"
- The custom Dash action [Assault Step] may now be applied and used from Lv0. To accompany this adjustment, its capacity cost was increased.
- COST adjustment: 445 -> 460 | CAPA adjustment: 875 -> 890

・Saya BS' "BEAM MISSILE" has had its maximum simultaneous lock-on count increased.

■ Bugfixes
・A bug in which some the following attacks were used with Sylvia Paladin's AURA System & Chivalry Aegis' "GUARD" would change their element to Blast for the duration of the attack-blocking effect. They will now deal their intended melee damage.
- The shockwave which occurs during Sylvia AM7's "SPIN ATTACK"
- The shockwave which occurs when attacking with Sylvia Paladin's Chivalry Sword.
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VeryMelon
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 11:21 am

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Astral_Dono
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 11:48 am

TRIZELION BUFF HYPE FUKKK
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LazFlamme
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 12:00 pm

Just realized that Sylvia Paladin got a buff as well.
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Frizz
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 12:04 pm

>juice watermelons
hehe
Anyone for chaos room for fast melons?
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 12:16 pm

@Frizz wrote:
Anyone for chaos room for fast melons?


No one. They simply forgot there's a Chaos room.
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VietPho
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 3:27 pm

I hope they extend this event because I'm on 1 week vacation
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 3:48 pm

why malca need those watermelons anyways , she already have 2 with her ... :v
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Zwiebel Force
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 4:40 pm

2 is not enough.
triple bossom fury moe when?
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 4:56 pm

・Agnizyne's AM@ "FLAME BAZOOKA" has been adjusted as follows:
- Speed: 290 -> 320
- Range: 264 -> 320
- Interval: 1000 -> 700


whats the interval?
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Kuzuha
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 5:00 pm

Nance wrote:
・Agnizyne's AM@ "FLAME BAZOOKA" has been adjusted as follows:
- Speed: 290 -> 320
- Range: 264 -> 320
- Interval: 1000 -> 700


whats the interval?

The delay of the next projectile/melee to be used (e.g. Machine guns have very short intervals)
> Not the exact meaning but somewhat like that.
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 5:12 pm

its just reload time , something like that

iirc 1000 means 1sec , so 700 means 0.7 sec

when you fire gun and you take the "interval" time to reload to use it again
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 5:18 pm

Considering how the closest thing to reload that we have is the cooldown or a couple of subweapons that restore some main's ammo, you can just say that it's the interval between projectiles (in the same clip). And then you have a million weapons that have this stat for nothing because they either doesn't use it (1 shot clip) or have some mechanic that goes around it (Holx, School Lily, Homura).
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 5:34 pm

- When volatility is maxed, the the hitbox will be larger and apply the Melt effect. On use, Agnizyne will lose one stack of volatility.

what about this? Thank you for explaining to me guys, you very helpful #em3
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 5:40 pm

Eh...did CS EN forgot the rest of saya buffs in the patch notes?

Or is it EN got a partial saya buff?

Im pretty sure JP increased her ammo too to fit her extra max amount of targets.
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 6:04 pm

someone01 wrote:
Eh...did CS EN forgot the rest of saya buffs in the patch notes?

Or is it EN got a partial saya buff?

Im pretty sure JP increased her ammo too to fit her extra max amount of targets.

It's the same thing that she got in JP, she did not get an ammo buff.
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 6:23 pm

@God is a Cat Girl wrote:
someone01 wrote:
Eh...did CS EN forgot the rest of saya buffs in the patch notes?

Or is it EN got a partial saya buff?

Im pretty sure JP increased her ammo too to fit her extra max amount of targets.

It's the same thing that she got in JP, she did not get an ammo buff.

Eh...the jp post had translations:

jp news post wrote:
Shana Modifications

• For "LIGHTNING GUN" of Shanna BS3, we had to adjust to increase the number of bullets.
- The number of bullets: 150 → 300

- Shanna for "LIGHTNING GUN" of BS2, we have to adjust to increase the range.
- Range: 360 → 410

--------------------------------------

Since NA patch notes don't include that (and haven't seen saya yet) i wanted to know if we got all changes or just extra targets.
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 6:26 pm

Nance wrote:
- When volatility is maxed, the the hitbox will be larger and apply the Melt effect. On use, Agnizyne will lose one stack of volatility.

what about this? Thank you for explaining to me guys, you very helpful #em3

You know that when agni goes full fire melt and slows down? yea well if you have an agni AM equipped you can use the melee attack to inflict melt on enemies and go back to burning status (the level where you can use burning runner, which you should have, cmon agni and burning runner should be mandatory)

Normally you'd use the BD laser to reset all the way to the start in the case of volatility. So the new AM buff is a nice option to have to stay more consistently in burning runner mode especially for those than don't want to use or rely on agni laser but you'll have sacrifice the 105 cost for getting at least 1 agni AM on Agni.
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 6:32 pm

someone01 wrote:
@God is a Cat Girl wrote:
someone01 wrote:
Eh...did CS EN forgot the rest of saya buffs in the patch notes?

Or is it EN got a partial saya buff?

Im pretty sure JP increased her ammo too to fit her extra max amount of targets.

It's the same thing that she got in JP, she did not get an ammo buff.

Eh...the jp post had translations:

jp news post wrote:
Shana Modifications

• For "LIGHTNING GUN" of Shanna BS3, we had to adjust to increase the number of bullets.
- The number of bullets: 150 → 300

- Shanna for "LIGHTNING GUN" of BS2, we have to adjust to increase the range.
- Range: 360 → 410

--------------------------------------

Since NA patch notes don't include that (and haven't seen saya yet) i wanted to know if we got all changes or just extra targets.

There's Saya, and there's Shana, both got buffs in this patch. Those are Shana's buffs, Saya's was the increased lock on number.

NA patch notes do include the buffs to both units.
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 7:01 pm

Nance wrote:
- When volatility is maxed, the the hitbox will be larger and apply the Melt effect. On use, Agnizyne will lose one stack of volatility.

what about this? Thank you for explaining to me guys, you very helpful #em3

From my understanding, the scope of the laser will be bigger and anyone hit by it will be inflicted with melt status. As for the second sentence, he goes back to burning status after using the the laser and melee.
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 7:14 pm

@God is a Cat Girl wrote:


There's Saya, and there's Shana, both got buffs in this patch. Those are Shana's buffs, Saya's was the increased lock on number.

NA patch notes do include the buffs to both units.

Ah i see.

Must have misread.
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 7:21 pm

@Kuzuha wrote:
Nance wrote:
- When volatility is maxed, the the hitbox will be larger and apply the Melt effect. On use, Agnizyne will lose one stack of volatility.

what about this? Thank you for explaining to me guys, you very helpful #em3

From my understanding, the scope of the laser will be bigger and anyone hit by it will be inflicted with melt status. As for the second sentence, he goes back to burning status after using the the laser and melee.

no, the quote is from the AM buffs, laser wasn't touched at all still works the same. only the melee from the AM will inflict melt. when in max volatility the reach of the melee attack also increases slightly.
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 10:41 pm

But his arms are so costly
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PostSubject: Re: 27/8/2015 "Watermelonium"   Thu Aug 27, 2015 11:02 pm

then don't use it
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PostSubject: Re: 27/8/2015 "Watermelonium"   Fri Aug 28, 2015 12:15 am

I honestly feel like you should leave at least one equipped if for nothing other than its utility.
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