AC SDVX VW: Difference between revisions

No change in size ,  21 December 2021
m
→‎HEXA DIVER: typo, its 125 base value
m (→‎HEXA DIVER: typo, its 125 base value)
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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. The higher the HEXA RANK, the harder the gauge during play and more damage to the HEXA POINT of the played chart.
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. The higher the HEXA RANK, the harder the gauge during play and more damage to the HEXA POINT of the played chart.


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 (150) 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.


The amount of HEXA POINT damage required to unlock a chart is as follows:
The amount of HEXA POINT damage required to unlock a chart is as follows:
3,192

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