About: Chain Capacity   Sponge Permalink

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Chain Capacity was introduced with the release of the PlayStation 2 remake of Tales of Destiny as one of several major gameplay renovations designed to modernize the game. The system was later reprised through Tales of Graces and Keroro RPG: Kishi to Musha to Densetsu no Kaizoku, with few changes.

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  • Chain Capacity
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  • Chain Capacity was introduced with the release of the PlayStation 2 remake of Tales of Destiny as one of several major gameplay renovations designed to modernize the game. The system was later reprised through Tales of Graces and Keroro RPG: Kishi to Musha to Densetsu no Kaizoku, with few changes.
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  • Chain Capacity was introduced with the release of the PlayStation 2 remake of Tales of Destiny as one of several major gameplay renovations designed to modernize the game. The system was later reprised through Tales of Graces and Keroro RPG: Kishi to Musha to Densetsu no Kaizoku, with few changes. Chain Capacity provides a way to limit combos by tying most battle actions, including arte use, normal attacks, and special actions such as "Backstep" and "Double Jump", to a cost that consumes the CC gauge. Every action is given a set value that defines how much it drains the gauge, and when the gauge is depleted, no more actions can be performed by the character until the gauge recovers enough to perform a new action. Basic actions such as guarding, running, and standing still do not affect the CC gauge, allowing it to recover as needed while providing options for defensive or evasive movement. This system is based on the Spirit Point system established in Tales of Destiny 2, which also ties artes and most actions to the SP gauge and prevents action when depleted. Compared to the earlier system, however, Chain Capacity recovers at a much faster rate, automatically refilling to its current limit within a few seconds after a character completes his or her actions. This leads to the system being significantly less capable at limiting combos than its predecessor, leading to the common misinterpretation that this system actually encourages combo use. Furthermore, Chain Capacity has no bearing on the arte combo chaining mechanics of any given game, whether it involves tier-based chaining or freely ordered arte chains. This is the function of battle mechanics within the game itself, and Chain Capacity only relates to the cost required to perform the artes used in those chains.
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