SWORD ART ONLINE Alicization Lycoris

SWORD ART ONLINE Alicization Lycoris

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Understanding Record
By 总是积极思考
This guide will try to explain about Records and how to utilize it to create chain burst and most importantly help you beat the enemy
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Records
Records are the new mechanism introducing in Alicization Lycoris in order to implement AI learning system.

As the name suggest AI Learning objective is to make AI (computer) learn based on human thinking and actions when facing certain situation.

Therefore Records system will record player actions step by step in certain situation in the game and will repeat those actions in the future when the characters controlled by AI is facing the same condition with the one recorded in the Records of that character.

The records it self consist of 6 Art Codes (one is the primary and the other five are secondary)

Bellow is an example of a character record


Number 0 indicating the primary Art Code which also the character Personality, while number one until five indicating the secondary Art Codes.

The simple example of how this Art Codes works is when one handed sword character controlled by a human player use a sword skill which is inflict effect for example lowering enemy stat (debuff) the actions will recorded in one of the records. Therefore in the future when the character is controlled by AI facing enemy that has no debuff, the character will perform the recorded sword skill to inflict debuff to the enemy.

There is many types of Art Codes with it's requirement to trigger that will be described later on in this guide.

Each Art Code (Primary and Secondary) is consist of segments (with the cap of 22)

Each segments consist of one action with it's conditions.

The conditions are depend on the actions it can be :

1. Distance with Partner (human controlled character).
2. Position related to Partner (Front, Behind, Left, Right)
3. Distance with Enemy
4. Enemy current state (chained, fatal, downed, hazard, enhanced, defensive, has no debuff etc)
5. Party HP value.
6. Enemy not attacking for a set of duration.

It seems since 1.09 update, the healing records it's not worked for several weapons type unless the ex skill of the character is set to healer



Primary Art Codes
Primary Art Code having its unique precondition

Primary Art Code will take the first priority on how AI controlled character will act.

Please see example bellow


  • Belicose has prerequirement "Enemy in chain state" that means this art codes will mainly dictates characters with this personality equipped action when the enemy they are facing is in chain state.

    This Art Codes will records any actions taken against enemy in the chain state.

    If this primary Art Code (Belicose) has any segments in it, it will override all segments in the sub Art Codes with the same requirements (enemy in chain state)
    And as it's said in the description only swords skill that will be recorded.

    Belicose also has passive effect fill art gauge over time, this art gauge will be used to perform powerful skill which are :
    1. Super art skill
    2. Ally Skill (deliberate chain attack with partners)
    3. Finish Art /Perfect Control Weapon Art

  • Considerate has prerequirement Party HP decreased that means this art codes will mainly dictates characters with this personality equipped action when the party HP is decreased

    If this primary Art Code (Considerate) has any segments in it, it will override all segments in the sub Art Codes with the same requirements (Party HP decreased)
    And as it's said in the description only recovery actions will be recorded.

    Considerate has passive skill increase efficacy of Ally HP regen skill based on party member with highest stat

You can check the description to see other Primary Art Codes passive effect and what will be recorded in the game
Secondary Art Codes
Secondary Art Codes will activate based on the priority (From slot 1 to 5) to activate when there is nothing recorded in the Primary Art Code segment or the condition/requirement of Primary Art Code is different with the condition/requirement of the Secondary Art Code.

Each characters has 1 slot of Primary Art Codes and 5 slots of Secondary Art Codes for each weapon type, therefore only Kirito will have different set of codes for each weapon, because only Kirito can wield different type of weapon whereas the other character has their fixed set weapon.

Unlike Primary Art Codes, you can customize this requirements of Secondary Art Codes as the sample bellow


This is the sample options you will get when you choose to customize "Perform Rush Attack" Art Codes

Initially each character has 2 equiped slot of Secondary Art Codes.

Therefore you can record addition codes or you can remove that two equiped codes to empty all the slots and record one your self.

Methods to Records Secondary Art Codes

There are three ways to record Secondary Art Codes :

  1. Manually Record

    You can add Art Codes manually by performing actions that different from the Primary Art Codes requirements. (If the actions you performed is the same with Primary Art Codes, it will be recorded in Primary Art Codes instead)

    Example : You used Character (Kirito) with has Considerate equiped performing Horizontal sword skill which has effect lowering the enemy Attack then the system will record Second Art Codes of Debuff with condition enemy not debuffed with segments Horizontal in it.

    This is the easy way to record Secondary Art Codes.

    Just by performing swords art combo you like it will be recorded based on what the combo you are using

  2. Copying from other character with the same weapon type.

    You can copy a Secondary Art Codes from other character that use the same weapon by selecting copy to copy that Art Code to storage and then you open the record of the character you want and on the empty space you chose storage and chose the art code that you already copy to the storage as the sample bellow :


    You can preview each code stored in the storage first before decide to copy it.

  3. Using available Preset Art Codes

    You can add new Art Codes from Preset by selecting Record New option at empty secondary art codes slot.

    Then you will get list of Preset Art Codes you can use along with it's prerequirements that you can choose depend on which one you want to get. The Preset of Art Codes option you will get is as the sample bellow


    Upon choosing any Preset Art Codes you can choose it's requirement and one of the Art to perform that will be in the first segment at the Preset Code you choose.
Understanding Enemy State
Normal Enemy Status
The enemy in the game can be in different state which will require different sword skill to counter it

  1. Defensive Formation
    The enemy create blue shield that raise its def.
    Actions to counter : guard break, remove def.
  2. Enhance formation
    Enemy surrounded by blue aura that raise its ATK rate and movement speed.
    Actions to counter : remove Enhance.
    Example :
  3. Finisher formation
    Enemy surround by black aura and charging powerful attack.
    Actions to counter : Perfect guard/deflect or finisher removal (well timed countless spikes)
  4. Rilled up formation
    Enemy eyes glow brightly (they will use very powerful skill)
    Actions to counter : rilled up removal skill.
    Example :
  5. Imprevious Formation
    Enemy summon white barrier surround it which nullify damage.
    Counter : Flame Burst (level 2 chain attack - you need to raise it from level 1 chain burst,
    existing level 2 chain burst can't interrupt imprevious formation)

The most efficient way to create a Record is to do combo attack that counter when the enemy in that specific state therefore in the future when the enemy is in that certain formation your partner will instantly perform combo that counter that formation.

For example when enemy in defensive formation, your partner immediately do Guard break/defense removal skill.

This will recorded as Attack and Break enemy formation.

Other thing that you want is when your partner meet enemy they immediately do debuffing combo that will reduce enemy stat (ATK/DEF/EVD/ACC/SPD)

Enemy with downed (debuffed) stat represent with red icon with symbol in it :

1. Sword means atk down
2. Foot means speed down
3. Shield means def down
4. Mark sign means acc down

For example see the image bellow


Three swords in red icon means the atk is down by three.
One shiled in red icon means the def is down by one.

Vulnerable Enemy Status (Break,Fatal, Down)

When enemy guard is destroy enemy will enter broken/break status.

Enemy with break status is more vulnerable to attack and can be launched up to the air (Airborne State)

Airborne enemy can be fatalize using skills that capable capable fatalize target.
Fatalize enemy can be downed by skill that capable to down enemy.

Downed enemy will suffer greater damage so it's very useful if we can create combo chain that will break, fatal and down enemy --> this will be registered as :

1. Attack and break enemy formation (use to break Enemy)
2. Launch staggered enemy (use to Fatalized broken enemy)
3. Effective attack on airborne enemy (use to Downed Fatalized Enemy)

Chained Enemy

Enemy can be chained when it's hitted by several skills that create chain, hitting chained enemy will cause more damage.
For example Kirito do final revolution and after that Asuna follow with Spica Caliber this will create chain level 1 then if Leafa follow with horizontal it will raise the chain level to level 2 and so on.

There is 4 level of chains, you have three level initially but you will get skill later on that unlock level 4 chain.
You can attach beauty incarnation to your party armor to unlock level 4 chain

Therefore Records you need to prepare to counter Enemy are :

  1. Attack and Break Enemy Formation (set party to counter enemy special state)
    a. Defense
    b. Rilled Up
    c. Enchance
  2. Launch staggered enemy (makes Party always launch Hazarded enemy)
  3. Effective attack on airborne enemy (makes Party will always downed fatalized enemy)
  4. Debuff Strong Enemy (make Parties always debuff enemy)
  5. Never miss chain opportunity/work to create chain (makes Party to always take any chain opportunity)

Please Note that only characters that using weapon with has launch skill or downing skill that will able to get Launch staggered enemy or Effective attack on airborne enemy Art Codes.

Understanding Sword Skill and Its Effects
Now that we need to counter enemy specific state, we need to know which skill used for what before create decent combo records

  • One Hand Sword

    1. Sonic Leap - Remove Def
    2. Vertical - Remove Enhance
    3. Vorpal Strike - Remove Def + Rilled (Aimed at Enemy Eyes)
    4. Snakebite - Paralyze + Fatal Airborne
    5. Horizontal - Atk Down
    6. Photon Eraser - Counter Projectiles
    7. Savage Fulcrum - Interrupt enemy
    8. Nova Ascension - Special Skill, Def Down + Secret Skill

    Therefore good combo for one hand sword is :

    1. Horizontal + Horizontal Arc + Horizontal Square + Nova Ascension (ATK + DEF down) --> Debuff enemy
    2. Vertical + Vertical Arc + Vertical Square + Nova Ascension -> Attack and Break Enemy formation (Enhance)
    3. Vorpal Strike Charge + Vorpal Strike + Nova Ascension -> Attack and Break Enemy formation (Defense/Rilled)
    4. Savage Fulcrum + Nova Ascension (Interrupt + Def Down) -> Interfere to Enemy Attack
    5. Snake Bite + Nova Ascension -> Effective Attack on Air Borne enemy

    Note :
    Debuff skill such as Child of Chaos can be inserted so the combo become :
      Child of Chaos + Horizontal + Horizontal Arc + Horizontal Square + Nova Ascension

  • Rapier

    1. Linear - Remove Def
    2. Quadruple Pain - Remove Enhance
    3. Folium - Remove Enhance
    4. Spica Caliber - Opener + Speed Down
    5. Star Spalsh - Down air borne
    6. Raging Valkyrie - Counter + Remove enhance
    7. Shooting Star - Fatal Broken + Remove Rilled Up
    8. Flashing Penetrator - Remove Def + Enhance + Secret Skill

    Therefore good combo for rapier is :

    1. Flashing Penetrator + Spica Caliber + Shooting Star Charge + Shooting Star 3 -> Attack and Break Enemy formation (Enhance/Defense/Guard)
    2. Shooting Star Charge + Shooting Star 3 + Flashing Penetrator -> Attack and Break Enemy formation (Rilled Up)
    3. Raging Valkyrie + Spica Caliber + Flashing Penetrator -> Interrupt Enemy Attack
    4. Folium 1 + Folium 2 + Star Splash + Flashing Penetrator -> Launch Staggered Enemy
    5. Star Splash + Flashing Penetrator -> Use Effective Attack on Airborne Enemy

    Therefore in my opinion, rapier is good for chain attack and specifically launch enemy because the skill can be easily connected with other weapon combo like sword, katana and bow and has all skill to launch, fatal and down enemy.

    Look at this following decent attack sequence :


    As you can see at the beginning Asuna that prioritize find chain opportunity use spica caliber to open the attack that followed by Leafa which set to debuff with Horizontal + Ascension then Sinon which has chain Art Codes follow with AIm & Shoot which result in flowing attack that create chain burst

    This is done without soul linking but using presets of art codes
    Notice the icon before Asuna, Leafa and Sinon that represent which art codes they are using
    (Asuna - Belicose -> Enemy in Chain, Leafa - Debuff, Sinon - Chain)

  • Dagger

    1. Rapid Bite - 2x Down + Immune to Projectile
    2. Armor Pierce - Def Down + Remove Def
    3. Cross Edge - Remove enhance
    4. Rapid Raid - Fatal airborne + Remove Rilled (Aimed) + Enhance
    5. Tri Pierce - Down Def + Remove enhance
    6. Shadow Stich - Speed Down
    7. Fad Edge - Remove Enhance + Fatal Airborne
    8. Eternal Cyclone - AOE + Secret Skill

    Dagger will be updated later

  • Katana
    1. Zekku - Fatal Airborne + Def Down
    2. Ukifune - Interrupt + Can Launch to Air borne
    3. Tsujikaze -Remove enhance
    4. Shinonome - Atk Down
    5. Tsumuji guruma - Fatal Air Borne + Immune to projectile
    6. Gengetsu - Remove Def
    7. Hiougi - Down 2x
    8. Sanka - Secret Skill + Block + Remove Enhance

    Katana Combo :
    1. Interfere with Enemy Attack
      Ukifune Charge + Ukifune + Zekku Charge + Zekku 3 + Sanka
    2. Attack and Break Enemy Formation
      Gengetsu + Zekku Charge + Zekku 3 + Sanka
    3. Effective Attack on Airborne Enemy
      Ukifune Charge + Ukifune + Zekku Charge + Zekku 3 + Tsumujiguruma
    4. Debuff Powerful Enemy
      Shinonome + Zekku Charge + Zekku 3 + Sanka
    5. Follow up on Downed Enemy
      Hiougi +Ukifune Charge + Ukifune + Sanka

  • Mace
    1. Double Cleave - Def Down + Def Up + Remove Enhance
    2. Mjolhir Hammer - Remove Enhance
    3. Admiration Aura - Fatal Down Airborne + Projectile Proof
    4. Rouse Power - Launch Hazard + Atk Up
    5. Diastrophism - HP Regen + Combo Attack
    6. Heart Strike - Launch + Remove enhance
    7. Affinity Rain - -
    8. Variable Blow - Secret Skill + Atk +

    Mace will be updated later

  • Whip
    1. Tact Strike - Remove Enhance + Evade Down
    2. Catch Move - Remove Rilled up
    3. Turn Over - Guard break + Def Down + 2x Down
    4. Swing Whip - Atk Down
    5. Roaring Beast - Acc Down
    6. Dance of Madness - Fatal + Down Enemy
    7. Sonic Beast - Projectile counter
    8. Drop Crush - Acc Down, Fatal Air Borne

    Decent Whip Combo :
    Tact Strike + Swing Whip + Turn Over (Evade Down, Enhance, Guard Break, Def Down)

  • 2 - Handed Sword
    1. Cyclone - AOE
    2. Cataract - Launch Hazard
    3. Meteor - Fatal air borne/launched
    4. Astral Hell - Launch hazard
    5. Calamity - Secret Skill + down 2X
    6. Avalanche - Interrupt + Insta down
    7. Lost Arc Avenger - Counter + Remove Enhance
    8. Backlash - Counter + Remove Enhance

    2 Handed Sword will be updated later (under testing)

  • Dual Wielding
    1. Inferno Raid - Att Down (level 1)/Def Down (level 2)/Eva Down (level 3)
    2. Final Revolution - AOE + 2x Air Borne
    3. Countless Spikes - Deflect + Remove Finisher
    4. Black Howling Assault - Launch Hazard
    5. Moment Bite - Hazard + Remove Def
    6. Shine Circular - 2X down
    7. Nightmare Rain - Remove Enhance + Air Borne 2X
    8. Star Bust Stream - Ultimate Attack + Secret Skill

    Therefore good combo for dual wielding is :

    1. Moment Bite + Black Howling Assault + Nightmare Rain + Star Bust Stream -> Attack and Break Enemy formation (Defense)
    2. Countless Spikes + Black Howling Assault + Star Bust Stream -> Interfere to Enemy Attack
    3. Black Howling Assault + Nightmare Rain + Starbust Stream -> Launch staggered enemy
    4. Final Revolution/Countless Spikes + Moment Bite + Nightmare Rain + Starbust Stream -> Perform Rush Attack
    5. Inferno Raid 1 + Inferno raid 2 + Inferno Raid 3 + Starbust Sream -> Debuff Strong Enemy

  • Bow
    1. Aim + Shoot - Jump Back + Launch Hazard
    2. Correct Aim - Fatal Air borne + Remove Def + Enhance (level 3)
    3. Strike Nova - Fire lots of arrow in succession
    4. Hail of Bullets - Down Air Borne
    5. Fix Peer - Secret Skill + Acc Down

    Therefore good combo for bow is :

    1. Aim + Shoot + Hail of Bullets + Strike Nova + Fix Peer -> Launch staggered enemy
    2. Correct Aim 2 + Hail of Bullets + Fix Peer -> Effective Attack on Air Borne Enemy
    3. Correct Aim 3 + Hail of Bullets + Strike Nova + Fix Peer -> Attack & Break Enemy Formation
    4. Strike Nova + Fix Peer -> Followed up on Downed Enemy
Non Aggressive Art Codes
There is also some non Aggressive Codes that is suitable for Healer, Buffer, Support etc

The codes are : (As far I discovered)
  1. Taunt enemies (Tanker)
    Will be recorded when performing skill that taunt enemy such as Infernal Eye
  2. Reduce Damage (Defender/Tanker)
    Will be recorded when performing skill that reduce damage such as unbreakable wall
  3. Evading Attack (Defender/Tanker/Marksman)
    Will be recorded when performing evading attack such as step/perfect step/ aim & shoot (bow)
  4. Prioritize Defense (Defender/Tanker)
    Will be recorded when performing skill that raise defence
  5. Perform recovery actions (Healer)
    Will be recorded when performing healing arts/skill (echo of life, luminous etc)
  6. Power up Allies (Buffer/Support)
    Will be recorded when performing skill that power up allies such as firebolt
  7. Buff Allies (Buffer/Support)
    Will be recorded when performing skill that give buff to allies such as Godrobe Warrior and Hand of the Abbys
  8. Recover SP (Buffer/Support)
    Will be recorded when performed skill that Raise SP Generation such as Soul Resonance

The one that I found useful is Perform recovery actions, because if the character has this equiped they can be your additional healer.

* Marksman is role I used as Bow user is not Tanker/Defender but marksman that capable to hit enemy from point blank range.

* As stated above, you can combine non aggressive codes with some sword art so it's become like this


As you can see after use the buff skill the character (Ronnie) will use sword art combo horizontal followed by nova acension, this is very useful in raid provided you have good special accuracy and dex.

You can also makes good bow support using codes like this :



This chain of codes will makes Bow user execute accelerator followed up with hail of bullets, strike nova and fix peer, the distance can be tweaked depend on the play style whether you like to stay close or keep distance (>15 m) from the enemy.
Record Art Codes Manually
As explained in the Secondary Art Codes Art Codes (Primary and Secondary) can be recorded
when performing certain skill during combat each step/action performed will be recorded as segment

Primary Art Codes can't have the requirements customized but can be filled with segments when the character performing actions/step that match the requirement of that Primary Art Codes for example Belicose will records actions that performed on chained enemy because Belicose prerequirement is enemy in chain state

When a character performed another set of actions that matched the requirement of the existing art codes it will be recorded but as a branch.

For example when a character already has debuff Art Codes with Horizontal + Nova Ascensions and during battle you use Nova Ascension + Horizontal with that character then it will be recorded on Debuff Art Codes but with different branch

Like This


To avoid that, you need to always perform Nova Ascension after Horizontal, because Nova Ascension also has debuff effect (Def Debuff)

Here is example of one hand sword full debuff set



Debuff and Rush attack are easy to record, but for Rilled Up, Enhance, Defensive,Staggered, Hazard, Air Borne you need to wait until the enemy in that particular formation, so you will get like this sample


This is simple example of segments you get when you perform Rilled removal sword skill (I performed Shooting Star) when enemy is in Rilled Up state, therefore in the future when the enemy is in Rilled Up state, AI with this art code will immediately looks to remove that Rilled up.

Look at two set of codes bellow to remove guard and defensive with bow



Both have same skill set but have different condition one is guard and the other is defensive, because the game treated defensive and guard differently, so you need to set both conditions chains of records.

Here is the sample when you performed launch and fatal skill.



In this example when enemy is hazard, the character will use folium followed by folium 2 which launch hazarded enemy
then will use either star splash (down fatal), shooting star (remove rilled up) or flashing penetrator (destroy guard and remove defense)



In this example if the enemy is fatalize then star splash will be excuted to down enemy followed up with flashing penetrator that deals high damage when the enemy is downed to the ground.
But if the enemy in the air not yet fatalize then folium will be executed follow up with star splash if the enemy is fatalized and follow up with flashing penetrator.

This combo is useful against strong enemy, because flashing penetrator is ex skill so if it's connected using skill connect ex then the damage deal will be massive (especially if the agility is very good)
Understanding Art Codes
As mentioned above, each Art Codes codes consist of segments which represent the actions taken.

Art codes always start with thinking, the AI is analyze situation and decide which codes to use

For example see this


As you can see as all character has debuff top priority, they will immediately do debuff actions that recorded when battle starts represent by debuff Art Codes icon beside their name that inform that the debuff art code is currently active on them

Art Codes also can have multi branch when the same effect/purpose action is performed but with different skill/ same skill but with different order from already recorded or when the situation is different .

For example, look at this code


As you can see Asuna has two set of different move
Spica Caliber follow up with Quadruple Pain and Star Splash followed with Folium, this happened because Asuna already has enemy in chain record with segments Spica Caliber follow up with Quadruple Pain but during combat using Asuna, we perform Star Splash + Folium when enemy in chain state therefore the latest action set will be recorded as a new branch

Branch also can happen if for example Asuna use Spica Caliber, but after that not Quadruple Pain but Shooting Star then Quadruple Pain, therefore the records will have Branch like this

Spica Caliber has two branch :
-> Quadruple Pain
-> Shooting Star -> Quadruple Pain

Therefore is important to check whether your existing worked Art Codes is altered or not when you have done battle and the system recorded something after that such as this one.


As you see the system Recorded something related to debuff, therefore you should check the records of all characters in that battle to see if there is unwanted alteration in their records that may alter the AI moves in the next battle.

Also if you turn the option in the system menu, the system will give icon beside the skill used by AI that represent which Art Code is used at that time, for example Leafa use Vorpal Strike based on her Belicose Art Code which is at slot 0

Editing, Tweaking Art Codes to Create Flowing Attack
Now that you understand how the codes works, you can tweak each code segments in order to create flowing attack.

Perfect flowing attack will require opening, hazard, launch then down so it's will flow as sequence
and has high chance triggering Chain Burst level 3
This can be happen when this triggering in the row

1. Rush Attack (create opening)
2. Debuff/Attack and Break Enemy Formation (this makes enemy state to Hazard)
3. Launch staggered enemy (this makes enemy Hazarded change to Fatalized)
4. Effective attack on Air Borne Enemy (this makes enemy Fatalized change to Downed)

but you can also create flowing attack against Hazarded enemy

1. Launch staggered enemy (this makes enemy Hazarded change to Fatalized)
2. Effective attack on Air Borne Enemy (this makes enemy Fatalized change to Downed)
3. Follow up on downed enemy (this will makes Enemy Downed received more damage)

Bellow is the other example of decent flow attack sequences


  1. Leafa (set with debuff code in slot 1) see enemy not have atk debuff and do Nova Ascension followup with Horizontal


  2. Asuna (Belicose equiped) see possibility of chain, follow up Leafa with Quadruple Pain before Leafa execute Horizontal then follow up with Star Splash



  3. Sinon which set for never miss chain follow up with Strike Nova

With some try, you can makes even better flowing attack and combo than example above

Additional Note :

Setting up her codes like this will makes Leafa as second healer


As you can see she starts heal when needed, because her second slot Art Codes which is Perform recovery Actions is active (You can also do this with other character too)


Narrative explanation about Records can be found in this video also little experiment


Video regarding my attempt to tweaking Katana Records can be found bellow :

Forming Good Party Team
We can bring 3 partner including Kirito

In order to do flowing attack, we should always form party then has record skill for all required roles :
  1. Skill to Hazard enemies, if Kirito current weapon has this skill then you don't need partner with this skill
  2. Skill to break Defense, if Kirito current weapon has this skill then you don't need partner with this skill
  3. Skill to launch hazard enemy, if Kirito current weapon has this skill then you don't need partner with this skill
    Note : I used Liena often to keep having launcher in my team as Liena has Cataract and Astral Hell to launch enemy
  4. Skill to fatal air borne enemy, , if Kirito current weapon has this skill then you don't need partner with this skill
  5. Skill to down fatalized enemy, if Kirito current weapon has this skill then you don't need partner with this skill
  6. Skill to debuff enemy (very important), this to keep enemy stat debuffed esp atk and def, having more than one is good as debuff can be stacked.


    Why because as I mentioned above the flowing attack will deal max damage if we can manage to down enemies at the end or we can hit when enemy is down as enemy in down status will suffer more damage that's why it's really the best if you can chain/combo downed enemy too with your partners.

    Remember enemy status will always going from Hazard (need launch skill to make it air borne), then fatal (need skill to fatal it) and then need skill down it after it's at fatal state.

    You can hazard enemy by deflecting, counter with correct timing (interfere with enemy attack art code), break guard (attack and break enemy formation)

    Note

    Due to game static combat system it very advisable that your team always consist of 2 support (having codes to cast reaper with born leader as main record) and 1 debuffer (much advised) when you challenge end game content such as raid.
From the Author
That's all that I can Share about Records and how to utilize it

I will update this guide when I found the key for other weapon types (Mace, Dagger, 2 Hand Sword,m Whip and Katana)

Please leave comment bellow if you have something to ask or if there is mistake in this guide, and I will try my best to give the answer. and fixed any mistakes.

Thank you.


Change Log
15 August 2020
Updated One Hand Sword, Rapier, Bow and Dual Wielding section
3 October 2020
Updated Bow and Katana Combo, video added for Katana
7 October 2020
Updated Non Aggressive Art Codes
12 October 2020
Rapier Combo Updated
7 March 2021
Add additional information regarding current record state and latest combat system.

Planned Test
2 Hand Sword
13 Comments
总是积极思考  [author] 20 Oct, 2020 @ 1:46am 
@Lonely I don't know but I managed to do it for accelerator, what character you attempt to record accelerator to ?
Lonely 20 Oct, 2020 @ 1:45am 
I found out it is kind of annoying or difficult to use the record system. Is it the problem of the design of the system, or my problem...?
总是积极思考  [author] 20 Oct, 2020 @ 12:01am 
@Lonely quick solution is set them to buffer and have the record I posted above for bow user (you need both charge and use of the accelerator or it won't work), but the problem buffer don't get extra ATK, so in raid you can assign buffer role for person you want to charge accelerator. Because Attacker/Berserker is more focus on attack and intercept enemy so they less likely will charge accelerator.
Lonely 19 Oct, 2020 @ 4:38pm 
How can I record an art code so they can charge and use Wind Lv3? Sometime they don't charge., sometime they don't use...It takes so long, while don't even know whether it is working or not...
总是积极思考  [author] 30 Aug, 2020 @ 5:46am 
Thank you for the thumbs up and even award, I am really glad that my guide is useful for you
总是积极思考  [author] 15 Aug, 2020 @ 9:09am 
@Lonely You are welcome, feel free to ask if you have another thing to ask
Lonely 15 Aug, 2020 @ 6:30am 
Thank you answering my question in detail~ I will give it a try~
总是积极思考  [author] 15 Aug, 2020 @ 4:14am 
@Lonely Grey out is to disable that segments but not delete it, so it won't activated during battle. It's very useful if you already has 1 combo but you discover new skill and want to create another combo but don't one to delete your previous combo. That way you can test those combo and decide which one to keep.
About distance is depend on your play style and what the skill is, for example guard breaking skill should not performed up close because you need to charge it to it's highest level, that's why the default set is 10 m or more.
For healing skill setting different amount of distance for two healing skill can alter the AI to do two healing skill at once battle, for example Light of Gods when 60 m and Luminous when 20 m or so
Lonely 15 Aug, 2020 @ 2:04am 
Oh, then how about the grey out option???
And do you have any idea how to know how many meter should we set? As there are 2 radius showed on the segment.
总是积极思考  [author] 15 Aug, 2020 @ 12:55am 
@Lonely Usage rate means how many times that segments has been performed by that character (if its only copied from the other character then it should be zero). Lock segment use to prevent segments to be over write by new segments when the same actions is taken by that particular character but with different order/condition.
If you check regularly you will notice that even the first segments of Art Codes has new label on it, means it's just recently overwritten by recent actions.