Latest video for Xenoblade Chronicles 3, showcasing Chain Attacks!

Xenoblade Chronicles 3 comes out on July 29th worldwide, exclusively on Nintendo Switch!

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23 Comments

  1. Chain attack tutorial was informative, especially the chain attack of bullshit on my nintendo store 🙂

  2. Seems like its the same principle as XC1 gem crafting. Get as close to 100% initially, then have your last choice be someone who can get the TP gauge near 200%.

  3. Ah yes, glorious soundtrack update with gameplay added on top lol
    But yeah pretty curious to learn how this chain attack really works when the game comes out in LESS THAN A MONTH

  4. TPやOCGのようなメモリはギアカウントに見え、それはクロニクルシリーズ三作の融合です

  5. So after watching this video a lot. I have a feeling I kind of get how chain attacks work. The chain attack mechanics in this game look like they combine the best of both worlds.

    In XC1 chain attacks are used mostly to topple enemies and tank fatal attacks. The damage multiplier was fairly useless early game because chain links are heavily reliant on RNG and affinity. This makes them frustrating to deal big damage but also feels great those few times it actually activates. Because of the multiplier nature of chain attacks, the powerful arts were saved when the party reached a max multiplier to get the most damage out of their art. These strong arts were usually the talent arts and if chain links didn't happen, you rarely got to use it during a chain attack.

    Next we have XC2. XC2 chain attacks are much more different, you're locked to blade specials that gain levels as rounds extend and burst element orbs to extend chain attack rounds because rounds are guaranteed upon bursting an elemental orb. dealing damage in XC2 using chain attacks is substantially easier and very satisfying and the full burst mechanic as well as being able to mail your opponent with level 3 blade specials made this variation of the chain attack very cool. There are 2 drawbacks to this however, the first being that building up lots of orbs is tedious and takes up most of the fights you'll be a part of assuming you don't end up killing the enemy first. The second being that it feels less intense than the first game because you had to plan out which arts you used well in advance and getting a chain link was a coin flip even during endgame and with affinity skill trees but when it happened, it's an adrenaline spike.

    As mentioned in another comment, chain attacks seem to be similar to gen crafting from XC1. You purify and isolate gems of a desired type then use the resulting cylinders to get as close to 200% then craft and pray you hit 300% to get 2 ranked up crystals at max value. You don't want to waste any unrefined crystals or cylinders and you can salvage any extra cylinders from a crafting session depending on how much the cylinder gauge has been filled allowing you to recycle cylinders. In XC3, it seems you similarly choose an order which is a big attack of some sorts, this is great because it mimics the arts talent arts from XC1 and blade specials from XC2. Orders are random but it's implied that they can be influenced to some degree by the developers. I theorize that using an order with a specific character increases the chance of the pair of that character appearing in the second order (Noah and mio, lanz and Sena, eunie and taion). Upon performing the first and second orders with a pair of characters, the third order has an increased or maybe even a guaranteed chance of having that pair's ouroboros form appear as an order.

    Upon choosing an order, the player is presented with their party each having a set amount of TP (they likely all start with the same amount). You can perform a maximum of 3 orders. Successfully completing orders restores the party Guage somewhat as seen in the video. The player can pick a character and use any art, however that character cannot be used again for the rest of the order or in the following order unless they were the one who execute the order. TP is obtained as character use arts, reaching 100 TP performs the selected order and returns the party member who used the order for use in the next order along with their total TP. Upon completing the second order, the game will return any characters used in the first order along with their total TP pretty much guaranteeing a successful third order. Going over the 100 TP limit increases the overall damage of the attack. Failing to complete an order after using all available characters terminates the chain attack.

    I believe the TP system works on how much damage you deal per hit during an order with the max amount being 9 TP per hit, TP is doubled for an art if any bonus effects are activated. For example Sena dealt over 10k damage but she gained 9 TP, the second attack which was 8.5k granted her an extra 8 TP, add that to her initial 15 and you get 32. Next we have Taion performing a healing attack. He dealt 6.6k so the game rounded up to 7 TP, add that to his initial 35 TP and we get 42 TP. Lastly we have Noah, he uses an attack that deals extra damage from behind dealing 14k, however he gains 18 TP, as stated before the max for an initial attack is 9 but activating an art bonus effect doubles the TP earned so 9 * 2 = 18. He then gains an additional 6 TP when the second hit of the art (no bonus effect) deals 6.3k damage. 46 + 18 + 6 = 70 TP. I believe this is how it's calculated because the system will stay consistent whether you're low level or end game. Towards the beginning of the game, gaining TP will be more reliant on activating arts bonus effects to successfully complete orders. For a good portion of the beginning where you're dealing damage in the hundreds, you will have to use all your party members just to use the first order. You will struggle to get a second or third order completed early game but will become easily more accessible as your damage increases. This system retains the sense of growth from XC1 while also making the player more tactful on how they approach a chain attack where positioning and status effects can mean the difference between winning or losing.

    So with all this info. You want to select an order with a character with the intention of using the ouroboros pair for good damage. You then try to activate the order using the minimum number of characters possible while also trying to exceed the 100 TP limit as much as possible. You then pick a second order, again with the intention of getting the ouroboros and execute that order, minimum characters used while getting over the 100 TP limit as much as possible. Third order, you pick the most powerful order, most likely ouroboros, complete it with the only goal being to go as much over the 100 TP limit possible.

    The best part of this system is how it allows you to perform cool attacks like in XC2 while also making round extensions less RNG reliant and much more strategy oriented.

  6. The chain attacks look very cool! I just think I'm going to miss Xenoblade 2's elemental orb bursts whenever a blade combo is made.

  7. Im 80 hours in this game and I did not realize you can pick which character goes. This makes it 10 times better

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