1. Meta Ghost: Breaking Show
  2. News

Meta Ghost: Breaking Show News

Update Notice Version 0.9.7.4

[p]1. Fusion Drivers Adjustments[/p][p]• Shield Discharge:[/p][p] - Old: Upon entering \[Weakness Space], releases a large electromagnetic wave every 2s, dealing Tech DMG equal to 500% of the combined current HP and Shield.[/p][p]- New: Wave Blade Release: Release Wave Blade to all Corrupted enemies every 5s.[/p][p]• Physical Intrusion:[/p][p]- Old: \[20% Lucky Hit]: When dealing Tech DMG, applies 5 points of Toughness Break. Cooldown: 0.1s.[/p][p]- New: Technical Intrusion: 60% of Toughness Break DMG bonus is now converted into Tech DMG bonus.[/p][p]• Armor Erosion: [/p][p]- Old: For every 1% max HP as Shield, gains 2% more Toughness Break (max 100%).[/p][p]- New: For every 1% max HP as Shield, gains 2% more Orbital Strike DMG.[/p][p]2. Main OS Backend Nodes Adjustments: [/p][p]The final 3 nodes have been adjusted: [/p][p]- Old: ATK +13, DEF +6, HP +30[/p][p]- New: Final DMG +6%, Shield Effect +10%, Weakness Space duration +10%.[/p][p]3. Added red dot notifications for some upgradable player content.[/p][p]4. Added Orbital Strike Damage Multiplier affixes to Cyberwares; removed Corruption Damage Multiplier affixes.[/p][p]5. Adjusted monster spawn points in the final stage in Touring Match for better grouping.[/p][p]6. Optimized skills of some Bosses.[/p][p]7. Fixed a bug where monsters instantly recovered from stagger.[/p][p]8. Fixed a bug where some monsters could be staggered even with a Toughness bar.[/p][p]9. Optimized enemy hit visual effects during Taisuke attacks.[/p][p]10. Optimized the visual effects during Taisuke's Final Strikes.[/p][p]11. Added a new character entrance effect when switching stages.[/p][p]12. Optimized the quit-game prompt to clearly state that stage progress will not be saved.[/p][p]13. Optimized the conditions for unlocking Jean.[/p][p]14. Fixed the effect anormaly of Rose.[/p]

Meta Ghost: Breaking Show | Updates on Engine Upgrade

[p]In this update, we've upgraded the game engine to deliver better visual effects and a smoother gaming experience.[/p][p][/p][previewyoutube][/previewyoutube][h2]Core Upgrade Content[/h2][h3]Fame Rate: [/h3][p]Stable 2K 120HZ and peak 2K 60HZ achievable through combining FSR and specific graphics settings.[/p][h3]Graphics Settings UI: [/h3][p]Added FSR super resolution with three options: Performance/Balanced/Quality[/p][p]Added TAA Anti-Aliasing with three options: High/Medium/Low.[/p][p][/p][p]Added screen space SSAO with On/Off toggle.[/p][p][/p][p]Removed some rendering memu options.[/p][h3]Visuals: [/h3][p]Removed and adjusted certain rendering effects[/p][p]TAA Anti-Aliasing reduces screen noise and enables smoother transitions when enabled at 2K+ resolutions. [/p][p]Recommended for 2K+ resolutions; suggested to disable below 2K.[/p][p][/p][p]If you encounter issues like laggings or crashes, or have further feedback on the experience, feel free to reach out to us anytime. Every piece of your feedback will help us create a better gaming experience![/p][p][/p]

Update Notice Version 0.9.7.3

[p]1. Significantly increased the Toughness break effect of Basic Attacks and Heavy Attacks; slightly reduced the Toughness break effect of Ultimates.[/p][p]2. Jean's Ultimate has been reworked into an instant-cast wide-range AoE skill.[/p][p]Weapon Mod "Villain Is Here!": [/p][p]Old effect: "\[Ultimate] will attack backwards simultaneously."[/p][p]New effect: "After casting \[Ultimate], stacks of \[Assault] will be fully restored."[/p][p]Weapon Mod "Knocking Like Hell!": [/p][p]Old effect: "\[Ultimate] charge time +1s. For every target hit, DMG +10%, up to +100%."[/p][p]New effect: "For every target hit, DMG +10%, up to +100%".[/p][p]3. Fixed the bug where target locking didn't prioritize the mouse direction in keyboard/mouse controls.[/p][p]4. Fixed the abnormal ATK boost bug of Fusion Driver "Data Repair" again (= =!).[/p][p]5. Screen shake is now enabled by default in Settings.[/p][p][/p]

Official Guide | Battle Formulas Instruction(New version)

[p]Term Definition: A: Represents the attacker; D: Represents the defender Panel Value: The base stats of players and monsters Final Value: The actual value calculated via the battle formula[/p][p][/p][h2]Ⅰ. Defense Reduction Formulas[/h2][p]Panel Defense: Defender's base Defense.[/p][p]Final Defense: The actual value of defender's Defense after being reduced by calculations involving  attacker's Defense Break and attacker's Ignore Defense %.[/p][p]Panel Damage: The base damage from attacker.[/p][p]Final Damage: The actual damage from attacker after calculating defender's Defense Reduction formula.[/p][p]When attacker deals damage, the system will first calculate the "Panel Damage", then calculate Defense  Reduction based on defender's Defense, converting the Panel Damage into the actual effective damage.[/p][p][/p][p]Final Damage = A's Panel Damage × (1 - D's Defense Reduction)[/p][p]D's Defense Reduction = D's Final Defense / (1300 + D's Final Defense)[/p][p][/p][p]These formulas feature the following traits:[/p][p]1. When Defense is 0, Defense Reduction is 0%.[/p][p]2. Higher Defense means higher Defense Reduction, which, however, is always less than 100%.[/p][p]Here is the deduction logic of Defense Break and Ignore Defense % against Defense:[/p][p][/p][p]D's Final Defense = D's Panel Defense × (1 - A's Ignore Defense %) - A's Defense Break[/p][p][/p][h2]Ⅱ. Panel Damage Calculation Formulas[/h2][p]Panel Damage takes the logic that bonuses within the same multiplier bracket are summed together  (additive), while the totals of different multiplier brackets multiply each other (multiplicative).[/p][h3]1. Multiplier Bracket[/h3][p]Skill Multiplier: Each damaging skill adopts a specific percentage of Attack to calculate damage.[/p][p]If a bonus is described as "XX's skill multiplier increased by X%" or "base multiplier increased by X%", such boosts apply directly to the skill multiplier itself, following the logic of direct multiplication within the  same multiplier bracket.[/p][p]💡Example: If a skill multiplier is 0.7, and weapon modification increases it by 30%, then the final skill  multiplier is 0.7 × (1 + 0.3) = 0.91.[/p][h3]2. Crit Multiplier Bracket[/h3][p]Crit Coefficient: If a damage crits, its crit damage coefficient = crit damage base stat. If damage does not crit, crit damage coefficient = 1.[/p][h3]3. Damage Bonus Multiplier Bracket[/h3][p][/p][p]Damage Bonus Multiplier Bracket = 1 + A's Damage Increase Coefficient[/p][p][/p][p]On dealing a damage instance, the system sums all applicable Damage Boost Effects by damage type to  form its actual Damage Bonus Multiplier Bracket.[/p][p]💡Example: Character Stats: Damage Increase: 30%; Weapon Damage Increase: 20%; Normal Attack  Increase: 50% When the character deals normal attack damage to the monster: Damage Bonus Multiplier = 1 + 0.3 + 0.2 + 0.5[/p][h3]4. Vulnerability Coefficient[/h3][p][/p][p]Vulnerability Multiplier Bracket = 1 + D's Increased Damage Taken[/p][p][/p][p]When a player deals damage to enemies, the total value of the "Increased Damage Taken from XX"  attribute on the enemy is calculated based on the damage type.[/p][h3]5. Exclusive Bonus Multiplier Bracket[/h3][p][/p][p]Exclusive Bonus Multiplier Bracket = 1 + A's Final Damage Increase Coefficient[/p][p][/p][p]Exclusive Bonus Multiplier Bracket (commonly referred to as "Independent Damage Bonus" or "Final  Damage Bonus") comprises stats of all Final Damage Increase. It follows calculation logic similar to regular damage bonuses (additive), yet takes effect after regular damage bonuses and vulnerability effects.[/p][h3]6. Damage Reduction Multiplier Bracket[/h3][p][/p][p]Damage Reduction Multiplier Bracket = (1 - D's Damage Reduction Coefficient 1) × (1 - D's Damage Reduction Coefficient 2) × (1 - D's Damage Reduction Coefficient 3) × ...[/p][p][/p][p]Damage reduction multiplier bracket comprises all Damage Reduction Stats. It follows calculation logic  similar to regular damage bonuses (additive), yet the difference is that damage reduction multiplier  bracket measures the target’s damage mitigation ability, activating after damage boosts and never  directly offsetting any damage bonus effects.[/p][p][/p][h3]Complete Damage Formula[/h3][p][/p][p]Panel Damage = A's Attack × Skill Multiplier × Crit Coefficient × (1 + Damage Increase) × (1 +  Vulnerability Coefficient) × (1 - Damage Reduction) × (1 + Final Damage)[/p][p][/p][h2]Ⅲ. Stats Inheriting Rules of Digiclone[/h2][p]A Digiclone inherits the character's base stats of most multiplier brackets, including:[/p][p]Inherited Stats (will change in real-time): Attack, stats of Damage Bonus Multiplier Brackets,  stats of Exclusive Bonus Multiplier Brackets, Ignore Defense, and Defense Break stat.[/p][p]Conditional Inheriting: Character's Crit Rate and Crit Damage.[/p][p][/p][p]Not Inheriting: Functional effects except "Stats Modification" in set effects, and functional effects except  "Stats Modification" in weapon modification.[/p][p][/p][p][/p]

Update Notice Version 0.9.7.2

[p]1. Memory and Chips can now be reset using Custom Licenses.[/p][p]2. The completion rewards of Bounty Missions have been changed to Custom Licenses.[/p][p]3. Fixed the bug where Fusion Driver "Data Repair" incorrectly increased ATK.[/p][p]4. "Increased damage taken from XX" has been moved out of the damage increase multiplier and made an independent multiplier in the damage formula.[/p][p]5. Slightly increased the damage of monsters in Touring Matches.[/p][p]6. Disabled left-click interaction with interactive objects.[/p]