AC SDVX VW: Difference between revisions

30 bytes removed ,  10 August 2023
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The HEXA DIVER folder appears as a sub-folder inside the ''BLASTER'' folder. When playing a song inside the HEXA DIVER folder, the gauge is forced to HEXATIVE RATE on LIGHT START. HEXATIVE RATE depends on the ''HEXA RANK'' set by the player from 1 to 5. Higher HEXA RANKs increase the penalties for ERRORs (and at RANK 5, NEARs) but also increase the damage dealt to the HEXA POINTs as well. In the event of TRACK CRASH, an amount of damage will be factored proportional to the progress made prior to this point.
The HEXA DIVER folder appears as a sub-folder inside the ''BLASTER'' folder. When playing a song inside the HEXA DIVER folder, the gauge is forced to HEXATIVE RATE on LIGHT START. HEXATIVE RATE depends on the ''HEXA RANK'' set by the player from 1 to 5. Higher HEXA RANKs increase the penalties for ERRORs (and at RANK 5, NEARs) but also increase the damage dealt to the HEXA POINTs as well. In the event of TRACK CRASH, an amount of damage will be factored proportional to the progress made prior to this point.


Each song has 10,000 HEXA POINTs; to unlock one of its songs for normal play, players have to reduce the ''HEXA POINT'' of one of its charts to a certain value, starting with NOVICE at 1,000, then ADVANCED at 2,500, EXHAUST at 5,000, and finally, MAXIMUM at 10,000. For any hidden songs, '''''all difficulties'', up to MAXIMUM, of a required song must be unlocked and cleared in order to proceed.'''
Each song has 10,000 HEXA POINTs; to unlock one of its songs for normal play, players have to reduce the ''HEXA POINT'' of one of its charts to a certain value, starting with NOVICE at 1,000, then ADVANCED at 2,500, EXHAUST at 5,000, and finally, MAXIMUM at 10,000. ''All'' difficulties up to MAXIMUM of a required song must be unlocked and cleared in order to proceed.


If a BLASTER PASS is used, any damage dealt to the HEXA POINT is multiplied by 1.5 and players have the option to turn on the ARS on other modes. If the player uses the ARS and clears it under EFFECTIVE RATE, a fixed amount of progress (125) is dealt depending of the selected difficulty and clear (doubles for every one difficulty level higher and if the song is cleared, for up to 2,000 HEXA POINTS), and not by the HEXA RANK.
If a BLASTER PASS is used, any damage dealt to the HEXA POINT is multiplied by 1.5 and players have the option to turn on the ARS on other modes. If the player uses the ARS and clears it under EFFECTIVE RATE, a fixed amount of progress (125) is dealt depending of the selected difficulty and clear (doubles for every one difficulty level higher and if the song is cleared, for up to 2,000 HEXA POINTS), and not by the HEXA RANK.