Cashflow Supervision
A floating device that can monitor certain phenomena. It was picked up and modified to serve other purposes following its abandonment.
Summary stats
| Base ATK | 47.54 |
|---|---|
| Secondary Stat |
CRIT Rate 4.8% |
| Passive Name |
Golden Blood-Tide |
| Passive Description |
ATK is increased by 16%. When current HP increases or decreases, Normal Attack DMG will be increased by 16% and Charged Attack DMG will be increased by 14% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 8%. |
Refinement / passive
ATK is increased by 16%. When current HP increases or decreases, Normal Attack DMG will be increased by 16% and Charged Attack DMG will be increased by 14% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 8%.
ATK is increased by 20%. When current HP increases or decreases, Normal Attack DMG will be increased by 20% and Charged Attack DMG will be increased by 17.5% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 10%.
ATK is increased by 24%. When current HP increases or decreases, Normal Attack DMG will be increased by 24% and Charged Attack DMG will be increased by 21% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 12%.
ATK is increased by 28%. When current HP increases or decreases, Normal Attack DMG will be increased by 28% and Charged Attack DMG will be increased by 24.5% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 14%.
ATK is increased by 32%. When current HP increases or decreases, Normal Attack DMG will be increased by 32% and Charged Attack DMG will be increased by 28% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 16%.
Stat progression
Values by promotion phase and level (from game data).
Promotion 0 — 90 steps
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| 89 |
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| 90 |
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Ascension
| Phase | Level cap | Bonuses / costs |
|---|---|---|
| 1 | 20 |
Mora: 10,000 Materials (data)
|
| 2 | 40 |
Mora: 20,000 Materials (data)
|
| 3 | 50 |
Mora: 30,000 Materials (data)
|
| 4 | 60 |
Mora: 45,000 Materials (data)
|
| 5 | 70 |
Mora: 55,000 Materials (data)
|
| 6 | 80 |
Mora: 65,000 Materials (data)
|