>>1015985
Kinda fun in a way, reminds me of Monster Hunter. Sucks that it's another thing to grind for.
To activate the passives on the left you need to reach a certain amount of points in a given class effect to activate them, which is done by equipping those flower/crystal thingies. Levels give stats and unlock more passives to activate, which is nice to have, but isn't the most useful part of this whole thing.
Passives somewhat vary between units, but for the most part it's broken down like this:
>Lvl1: dps gain +5% dmg, tanks gain +5% durability, supports either grant allies +3% dmg or +8% healing received while <50% HP
>Lvl2: all gain +5% DR against Physical and Phase dmg
>Lvl3: +5% dmg
>Lvl4: dps gain +10% dmg, tanks gain +10% durability, supports grant allies +dmg that stacks per other unit with this effect (1x= +4%, 2x= +7%, 3x = +9%)
>Lvl5: dps gain +8% Atk, tanks gain +8% HP/Def, supports gain +4% Atk and HP
>Lvl6: dps gain +12% dmg, tanks grant allies a stacking +2% DR up to +6%, supports either gain +12% healing or grant the 2 highest Atk dolls +3% Atk
How these effects actually work can be slightly different (at lvl1 QJ gets +5% support attack dmg while Kluk gains +5% dmg against enemies with Corrosion debuffs) and there's a lot of variance at lvl6 (Andoris gains +12% HP, Peri gains +12% dmg, Vanguards like Daiyan/Vepley gain 1-2 instances of 3-6 bonus Stability dmg) but for the most part these are accurate. More importantly, they stack, so if you can reach lvl6 your dps can get a conditional +27% dmg.
There's also the equipment themselves, which you should at least look at because a lot of them are element-restricted and you can stack up 3 sources of +5% dmg or CritDmg or even Thorns which does have an impact. One thing to look out for though is only having 1 of each aura (like granting all allies +hp%) on each element team because those DON'T stack.
While it's nice they put a small amount of thought into what buffs are given where, I feel like these changes disproportionately affect certain dolls. Water/Phys teams rely on Springfield/Yoohee and multiple different +dmg buffs so another additive buff is less valuable, while Electric/Corrosion teams which benefit from debuffs and dmg amp will get far more value out of these changes. Might not matter if we get more buffers for each element tho.