Event overview: Design of Strife
Event | Overview | Medals |
Design of Strife is a simulated battle pitting the player against reconstructions of past conflicts in Terra's history divided into two groups.
Formulative Battlerealm
Formulative Battlerealm is divided into four areas: C, B, A, and S, each having three operations with the third being a "turning point" featuring a boss enemy. The operations can be runned in any order, but clearing a higher operation will also cause the lower ones to be cleared as well (e.g. clearing the A-3 operation will cause A-1 and A-2 to be cleared as well).
Combat Buffs will be available when the player fails an F.B. operation, providing different beneficial effects to make the operations easier, but using up Immersion which will lower the rewards; each F.B. operation has its own Immersion cap. Clearing an area without using any Combat Buffs at all is required to unlock the next area.
Parallel Optimization | ||
---|---|---|
Buff | Effect | Immersion |
Assault Array I
|
Sniper and Medic Operators gain +10 ASPD | −10 |
Assault Array II
|
Sniper and Medic Operators gain +15 ASPD | −15 |
Assault Array II
|
Sniper and Medic Operators gain +25 ASPD Available in the second week
|
−30 |
Adaptation Mod I
|
Caster and Supporter Operators gain +10% ATK | −10 |
Adaptation Mod II
|
Caster and Supporter Operators gain +15% ATK | −15 |
Adaptation Mod III
|
Caster and Supporter Operators gain +20% ATK, Caster Operators deal 10% more damage Available in the second week
|
−30 |
Stamina Reserves I
|
Defender and Specialist Operators gain +10% Max HP | −10 |
Stamina Reserves II
|
Defender and Specialist Operators gain +15% Max HP, Defender Operators gain +15% DEF | −15 |
Stamina Reserves III
|
Defender and Specialist Operators gain +20% Max HP, Defender Operators gain +25% DEF Available in the second week
|
−30 |
Skill Iteration I
|
Guard and Vanguard Operators gain increased natural SP recovery rate by +0.1/second | −10 |
Skill Iteration II
|
Guard and Vanguard Operators gain increased natural SP recovery rate by +0.15/second | −15 |
Skill Iteration III
|
Guard and Vanguard Operators gain increased natural SP recovery rate by +0.2/second Available in the second week
|
−30 |
Parametric Perturbation | ||
Buff | Effect | Immersion |
Splash Targeting I
|
Enemies take 100% more damage from <Lava Fissure> | −10 |
Splash Targeting II
|
Enemies take 150% more damage from <Lava Fissure> | −15 |
Solid Corrosion I
|
<Lava Fissure> increases enemies' Arts Vulnerability further by 10% | −10 |
Solid Corrosion II
|
<Lava Fissure> increases enemies' Arts Vulnerability further by 20% | −15 |
High-Altitude Freezer I
|
Allied High Ground Operators take 15% less damage from <Lava Fissure> | −10 |
High-Altitude Freezer II
|
Allied High Ground Operators take 25% less damage from <Lava Fissure> | −15 |
Fire Resist I
|
Allied Ground Operators take 15% less damage from <Lava Fissure> | −10 |
Fire Resist II
|
Allied Ground Operators take 25% less damage from <Lava Fissure> | −15 |
Trauma Intervention
Trauma Intervention functions as a wave survival mode, wherein which the player is tasked to survive a given amount of time against each endlessly spawning wave. At the end of a wave's timer, the entire wave despawns and leaves place to the next wave.
T.I. operations and are unlocked periodically during the event.