Noise Level: Difference between revisions

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The '''Noise Level''' (ノイズりつ Noise Rate) gauge will appear in [[Mega Man Star Force 3]] battles while a Noise Control Program, AceProgram or JokerProgram, is equipped. When it’s first obtained, normal form Mega Man can use it. However, once a [[Noise Change]] is obtained, it’ll be impossible for normal form Mega Man to have a Noise Level gauge.
==Noise Level Colors==
*0% (green gauge): Noise does nothing.
*0% (green gauge): Noise does nothing.
*50% (orange gauge): The Noise Change will go into Vibrant Form and it gains those abilities
*50% (yellow gauge): The Noise Form will go into Vibrant Noise and it gains those abilities.
*100% and higher (red gauge): The effects of Noise is unleashed. Mega Man's cards all pierces invis, cards that push now pull and vice-versa. Random panels will get covered up and it won't be possible to see the panel type. If a battle end with the Noise Gauge over 100%, the next battle will start with 50%.
*100% and higher (red gauge): The effects of Noise is unleashed. Mega Man's cards all pierces invisible, cards that knocks back now pulls in and vice-versa. Random panels will get covered up and it won't be possible to see the panel type. If a battle end with the Noise Level over 100%, the next battle will start with 50%.
**In VS Matches, the red gauge effect won't occur until 200%.
**In VS Matches, the red gauge effect won't occur until 200%.
*200% and higher: Mega Man can perform [[Finalization]].


===Raising the Gauge===
===Raising the Gauge===
*Virus battles: Non-elemental cards that do massive damage raises the Noise Gauge. In these cases, stronger attacks are more effective in raising noise.
*Virus battles: Non-elemental cards that delete viruses will raise the Noise Level. It will raise according to the difference between the Battle Card’s Attack Power and the virus’ HP upon deletion.
*Boss battles: Non-elemental cards that hit the boss will raise the Noise Gauge by half the attack power.
*Boss battles: Non-elemental, non-dimming cards that hit the boss will raise the Noise Level by half the damage it does.
*VS Matches: Attacks that hit using the Mega Attack raises the Noise Gauge by half the attack power. The attack can be of any element just as long as it hits. Additionally, Mega Cards adds 20% to the Noise Gauge. Giga Cards add 30%.
*VS Matches: Any attacks that hit using the Mega Attack raises the Noise Level by half the damage it dealt. The attack can be of any element just as long as it hits. Additionally, Mega Cards adds 20% and Giga Cards adds 30% after they are used, regardless if they hit or not.
**MilliKick Battle Card will gain Noise through the Mega Attack, then a +30% gain after the animation ends uninterrupted.
 
===Losing the Gauge===
*Over time, the Noise Level will drop by itself.
*When Mega Man's is hit by a weakness of his active Vibrant Noise, he will lose all Noise %.
**Base form Mega Man and Rogue Noise does not have a weakness, therefore cannot lose their Noise %.
**Since Mega Man's state is reset when he loses his weakness, if he was to receive a status effect due to the weakness, the status will be cancelled.
 
==Battle Reward==
{{Main|Illegal Data}}
When you finish a battle with high Noise, 100% or higher, and without ZennyFinder and CardFinder W.E. Data on, you will receive Illegal Data instead of a regular battle drop. Which Illegal Data you receive is based on a number of factors. The number of cards are dependent on the Noise Level % at the end of the battle.
*100%-199%: 1 card
*200%-299%: 2 cards
*300+%: 3 cards


[[Category: Mega Man Star Force 3]]
[[Category: Mega Man Star Force 3]]

Latest revision as of 12:41, 21 July 2024

The Noise Level (ノイズりつ Noise Rate) gauge will appear in Mega Man Star Force 3 battles while a Noise Control Program, AceProgram or JokerProgram, is equipped. When it’s first obtained, normal form Mega Man can use it. However, once a Noise Change is obtained, it’ll be impossible for normal form Mega Man to have a Noise Level gauge.

Noise Level Colors

  • 0% (green gauge): Noise does nothing.
  • 50% (yellow gauge): The Noise Form will go into Vibrant Noise and it gains those abilities.
  • 100% and higher (red gauge): The effects of Noise is unleashed. Mega Man's cards all pierces invisible, cards that knocks back now pulls in and vice-versa. Random panels will get covered up and it won't be possible to see the panel type. If a battle end with the Noise Level over 100%, the next battle will start with 50%.
    • In VS Matches, the red gauge effect won't occur until 200%.
  • 200% and higher: Mega Man can perform Finalization.

Raising the Gauge

  • Virus battles: Non-elemental cards that delete viruses will raise the Noise Level. It will raise according to the difference between the Battle Card’s Attack Power and the virus’ HP upon deletion.
  • Boss battles: Non-elemental, non-dimming cards that hit the boss will raise the Noise Level by half the damage it does.
  • VS Matches: Any attacks that hit using the Mega Attack raises the Noise Level by half the damage it dealt. The attack can be of any element just as long as it hits. Additionally, Mega Cards adds 20% and Giga Cards adds 30% after they are used, regardless if they hit or not.
    • MilliKick Battle Card will gain Noise through the Mega Attack, then a +30% gain after the animation ends uninterrupted.

Losing the Gauge

  • Over time, the Noise Level will drop by itself.
  • When Mega Man's is hit by a weakness of his active Vibrant Noise, he will lose all Noise %.
    • Base form Mega Man and Rogue Noise does not have a weakness, therefore cannot lose their Noise %.
    • Since Mega Man's state is reset when he loses his weakness, if he was to receive a status effect due to the weakness, the status will be cancelled.

Battle Reward

Main page: Illegal Data

When you finish a battle with high Noise, 100% or higher, and without ZennyFinder and CardFinder W.E. Data on, you will receive Illegal Data instead of a regular battle drop. Which Illegal Data you receive is based on a number of factors. The number of cards are dependent on the Noise Level % at the end of the battle.

  • 100%-199%: 1 card
  • 200%-299%: 2 cards
  • 300+%: 3 cards