Final answer of ZZZ Daze, how does it affect combats?
Proxies have already ushered in the end of version 1.1 unknowingly, before which there have been four stun agents in the city.
Even so, the numeric value of Daze is still hard for proxies to calculate accurately. So, if you want to make your Stun Agents perform better, today we will learn how to actualize the enemy's daze and analyze in detail daze buildup status and the duration of daze in the current version of Zenless Zone Zero. We'll also answer some of your questions along this article.
Before showing the enemy Daze accumulation formula, these are the names and values we need to know:
- Impact(in combat)
- Daze Multiplier
- Increased Daze
- Weakness /Resistance
- Daze Length of Enemies
1. ZZZ Impact(in combat)
Impact is one of the most fundamental values in ZZZ, and it is directly represented on the agents' value panel. Any Agent has a base impact value, which means that any agnet can trigger an Daze on enemies.
a) OffCombat Green Value (Increased Impact off the combat)
In these two values, the OffCombat green value represents the additional impact gained before combat, including the base impact force of Drive Disc, the direct impact increase value of Drive Disc sets, and the base impact value from W-Engine.
b) InCombat Green Value(Increasec Impact in the combat)
InCombat green value represents the additional impact of the agents after entering the combat state, including the impact of the W-Engine skills after triggering, and the impact of the Drive Disc sets.
Then it can be seen that the impact numerical formula during combat should be:
2. Daze Multiplier
The Daze multiplier is easily found in your character's skills' stats.
In general, each part of basic attack has different Daze multiplier.
3. Increased Daze
The Increased Daze is very common, and it is often found in the agents' core skills, some of the W-Emgine skills, and part of the Drive Disc.
The way to calculate the Increased Daze value is an simple addition. For example, when Anby installs Shockstar Disco 4-piece set, Anby's first three basic attack will deal 20% increased Daze. At this point, if Ambi activates Lv.1 core skill (32% increased Daze), the Daze value caused by Basic Attack: Thunderbolt increases by 20%+32%=52%.
4. Weakness /Resistance
In Zenless Zone Zero, enemies usually have weaknesses and resistances. Weakness and resistance are most intuitive in Shiyu Defense, where we can directly find the weakness and resistance of each boss. And weakness and resistance have a direct impact on Daze.
- Weakness: When a agent attacks enemies with the corresponding attribute weakness, the Daze is increased by 20%.
- Resistance: When a agent attacks enemies with the corresponding attribute resistance, the Daze is reduced by 20%.
Q&A:
Does reducing enemy resistance affect the accumulation of daze caused by agents?
At present, there are three types of enemy resistance: daze resistance, damage resistance and anomaly accumulation resistance.
If an enemy has electrical resistance, he will also have electrical daze resistance, electrical damage resistance, and electrical anomaly accumulation resistance. The three resistance are calculated separately, if you only reduce the enemy's electrical damage resistance, it will not affect the accumulation of daze.
5. Daze Length of Enemies
In fact, enemies' Daze has a definite value. This value is not affected by our level, and only depends on the type and level of the enemy. The total length of the Daze may be the same for different types of enemies, but the Daze required for the same type of enemy to enter the stunned state before level 20 remains the same.
Thing you need to notice:
Enemies in Shiyu Denfense are enhanced. For example, the Daze length of Lv.45 Hati of level 7 Shiyu Denfense is longer than that of level 50 of the training place.
After learning how to calculate Daze, I believe proxies will want to know how to increase the damage done by agents during enemies are stunned , or how to maximize the team's benefit from the daze.
So before we get to know the state of daze and the duration of daze, let's start with a few tips:
- There are 7 different daze states on enemies till this version, which will be detailed later.
- Freezing will extend the duration of some daze states until shatter.
- Burn, shock, corruption, and flich effects do not affect daze state recovery time.
- Each enemy has a fixed amount of daze time, and is not affected by agents, level, impact, skill, style, weakness, and resistance.
- When a agent enters chain attack, enemies daze bar stop recovering.
- The daze bar begins to recover 1 second after the chain attack time ends or after the agents selection.
- In the current version, most enemy daze do not decay, and some enemy daze decay over time.
- When trigger a chain attack during hitting BOSS, the time spent by Bangboo's combo is counted in the time of the last agent who triggered the chain attack.
7. Different daze bar states in current version
Lets name these states by the following seven names:
Before you get to these states, here is a note of annotations of some special words used in the followed statement:
- Unisatge Skills: Only one decision damage is triggered when attacking an enemy. For example, Anby's first basic attack.
- Multistage Skills: Trigger two or more decision damages when attacking an enemy. For example, Kaleda's first basic attack.
- Chain points: The maximum number of chain attack chances an enemy can trigger. For example, if a BOSS can trigger three chain attacks when there are three of agends in the team, we can treat the BOSS as having three combo points.
a. Initial state
The Initial state is when the daze number is 0 or the daze bar is empty. It usually occurs with enemies who have just met and are recovering from an Stunned state.
As shown below,
b. Normal state
When both the daze bar and the number of daze are displayed in yellow and normal which means enemies are in Normal state. This is the process by which an enemy accumulates daze when attacked in its Initial state.
As shown below,
Q&A:
When imposing a physical anomaly effect on a monster, an additional flinch effect will be added to the enemy. What effect will the flinch effect have on the accumulation of enemy daze?
Flinch effect has a 7.5% increase in enemy daze accumulation. This lift does multiplication with the W-engine, the Drive Disc and the core skill of agents.
c. Critical state
When the enemy daze bar accumulates to 100% from Normal state, it will enter Critical state, and the enemy moves as usual and will not take extra damage.
Critical state is represented by the daze bar constantly changing between red and yellow. The daze number keeps flashing. An enemy that enters Critical state will be immediately stunned and enter the next state when attacked.
As shown below,
To enter this state from Normal state, some conditions must be met:
- Situation 1. Daze reach 100% with non-damage skills.
- Situation 2. Daze just reach 100% with damage skills.
- Situation 3. Daze reach 100% with non-final attack of multistage skills.
d. Verge state
When unistage skills and multistage skills daze an enemy to 100% while using a non-heavy attack skill. The enemy will skip the Critical state and goes straight from Normal state to Verge state or Pre-stunned state.
The daze bar flashes and the daze value is a chaotic value are the signs of enemy which in Verge state. Enemies in this state are incapacitated and taking more damage.
This state can be transformed from a Critical state or Breakdown state and lasts for 1 second. The duration can be extended by the freezing effect. When the duration ends, it changes to the Breakdown state, in which the heavy attack can enter the agents selection of chain attack . When the chain attack time is over, if the enemy still has the chain points, it will re-enter the Verge state. If there is no chain point, Pre-stunned state is entered.
As shown below,
Q&A:
How is the number of chain attacks calculated when enter chain attacks by hit on multiple enemies?
Chain attacks belong to heavy attack. Unleashing chain attacks can be seen as unleashing a heavy attack. When face to multiple enemies, if chain attacks turn one of enemies into an stunned state, it will enter a new chain attack circulation again. It depends on the actual situation how many times it can be triggered.
e. Breakdown state
Breakdown state shows that the daze bar keeps flashing and decreasing, and daze number keeps decreasing. Enemies in this state are incapacitated and taking more damage. This state changes from the Near state, and the daze value will continue to decrease. If daze decrease to 0%, the enemy will return to the Initial state.
During Breakdown state, agents will enter chain attack. At the end of the chain attack, if the enemy still has the chain point, it will return to the Verge state. Otherwise, it will enter the Pre-stunned state with no chain point.
As shown below,
Q&A:
If the enemy repeatedly enters Breakdown states a regular basis, can it carry out seven or eight chain attacks?
No, you can't. Under normal situation, a three-person team can only attack three times by chain attack in a BOSS battle.
f. Pre-stunned state
Enemies in this state are incapacitated, the daze bar becomes light gray and the daze number becomes a chaotic number.
The duration of this state is 1 second and can be extended by the freezing effect.
In general, a Pre-stunned state changes from Verge or Breakdown state. In rare situations. Sometimes it is possible to change from the Normal state, provided that the daze accumulates to 100% when there is only one agent in team.
As shown below,
g. Stunned state
Stunned state shows that the daze bar is light gray and the daze number gradually decreases. Enemies in this state cannot move normally and also taking more damage. It will be changed to the initial state when daze decrease to 0%.
As shown below,
Q&A:
Does the amount of enemy health affect how long it takes for the daze accumulation to decrease?
The amount of health does not affect the time to decrease the accumulation of daze.
Does the destruction of some enemy parts affect the time the enemy's daze accumulation decreases?
The desruction of the parts does not affect the reduction time of daze accumulation.
Summary:
- When the agents chain attack is less than one second, the release will not cost the enemy daze bar recovery time.
- Freezing can extended durations of Verge, Breakdown, Pre-stunned, and stunned states.
- Enemies' daze bar recovery stops when enter the chain attack.
- The duration of the last Bangboo chain attack of three chain attack triggered after BOSS is stunned is calculated in the time of the last agent chain attack.
Overview of all state relationships,
That's all for Daze. After that, We really hope that this article will provide you with a better understanding of Daze and a more effective planning agent development. If there is a new Daze mechanism in the future in ZZZ, we will analyze and write detailed data in the first place.
Here we will put a temporary end to Daze buildup, I believe you have learned a lot of knowledge about Daze!
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