스파클

스파클
스파클명사스파클
소속가면의 우인
희귀도RaritystrRaritystrRaritystrRaritystrRaritystr
운명의 길Class 화합
전투 속성Class 양자
중국어赵爽
영어Lizzie Freeman
한국어성예원
일본어上田麗奈
전용 재료
신용 포인트308K
생각의 가루15
인상의 파편15
꿈 토치65
욕망의 거울 조각15
행적 재료
신용 포인트3M
구름 위 음표18
생각의 가루41
천상의 소절69
인상의 파편56
천외의 악장139
욕망의 거울 조각58
별을 갉아먹고 재앙을 낳는 구악12
운명의 발자취8
메인 스토리「가면의 우인」 멤버 중 한 명, 종잡을 수 없으며 목적을 이루기 위해 수단과 방법을 가리지 않는다.
역할극에 심취한 위험한 연극 대가. 천의 얼굴을 지닌 그녀는 수많은 모습을 가지고 있다.
스파클에게 재물, 지위, 권력 따위는 중요하지 않다. 그녀를 움직일 수 있는 건 오직 「재미」 뿐이다

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보이스
메인 스토리

속성

레벨공격력방어력HP속도치명타 확률치명타 피해도발에너지전용 재료
171.28661901015%50%100110
20139128.73711015%50%100110
신용 포인트4000
생각의 가루5
20+167.51155.14471015%50%100110
30203.15188.15421015%50%100110
신용 포인트8000
생각의 가루10
30+231.66214.56181015%50%100110
40267.3247.57131015%50%100110
신용 포인트16000
인상의 파편6
꿈 토치3
40+295.81273.97891015%50%100110
50331.45306.98841015%50%100110
신용 포인트40000
인상의 파편9
꿈 토치7
50+359.96333.39601015%50%100110
60395.6366.310551015%50%100110
신용 포인트80000
욕망의 거울 조각6
꿈 토치20
60+424.12392.711311015%50%100110
70459.76425.712261015%50%100110
신용 포인트160K
욕망의 거울 조각9
꿈 토치35
70+488.27452.113021015%50%100110
80523.91485.113971015%50%100110
레벨전용 재료
1
20
신용 포인트4000
생각의 가루5
20+
40
신용 포인트16000
인상의 파편6
꿈 토치3
40+
50
신용 포인트40000
인상의 파편9
꿈 토치7
50+
60
신용 포인트80000
욕망의 거울 조각6
꿈 토치20
60+
70
신용 포인트160K
욕망의 거울 조각9
꿈 토치35
70+
80

전투 스킬

모노드라마모노드라마 - 일반 공격 | 단일 공격
에너지 회복 : 20
약점 격파 : 단일 공격 : 30
지정된 단일 적에게 스파클 공격력의 만큼 양자 속성 피해를 가한다

단일 적에게 소량의 양자 속성 피해를 가한다
레벨 10
꿈을 헤엄치는 물고기꿈을 헤엄치는 물고기 - 전투 스킬 | 서포트
에너지 회복 : 30
약점 격파 : 0
지정된 단일 아군의 치명타 피해가 스파클 치명타 피해의 에 를 더한 값만큼 증가한다. 지속 시간: 턴. 또한, 해당 목표의 행동 게이지가  증가한다.
스파클이 자신에게 해당 스킬을 발동하면 행동 게이지 증가 효과가 발동하지 않는다

단일 아군의 치명타 피해가 증가하고, 해당 목표의 행동 게이지가 증가한다
레벨 15
천의 얼굴천의 얼굴 - 필살기 | 서포트
에너지 회복 : 5
약점 격파 : 0
아군의 전투 스킬 포인트를 pt 회복하고 모든 아군이 [기이한 수수께끼] 효과를 획득한다. [기이한 수수께끼]를 보유한 아군은 스파클 특성으로 발동되는 피해 증가 효과가 스택당 추가로  증가한다. 지속 시간: 

아군의 전투 스킬 포인트를 회복하고, 스파클 특성으로 발동하는 피해 증가 효과가 추가로 증가한다
레벨 15
서술 트릭서술 트릭 - 특성 | 서포트
에너지 회복 : 0
약점 격파 : 0
스파클이 필드에 있을 시 전투 스킬 포인트 최대치가 추가로 pt 증가한다. 아군이 전투 스킬 포인트를 1pt 소모할 때마다 모든 아군이 가하는 피해가  증가한다, 해당 효과 지속 시간: 턴, 최대 중첩수: 스택

아군의 전투 스킬 포인트 최대치가 증가하고, 아군이 전투 스킬 포인트 소모 시 모든 아군이 가하는 피해가 증가한다
레벨 15
공격공격
에너지 회복 : 0
약점 격파 : 단일 공격 : 30
적을 공격하며, 전투 진입 후 적에게 대응하는 속성의 강인성을 감소시킨다

레벨 1
믿을 수 없는 화자믿을 수 없는 화자 - 비술 | 서포트
에너지 회복 : 0
약점 격파 : 0
비술 사용 후 모든 아군이 초 동안 [미혹] 상태에 진입한다. [미혹] 상태에선 적에게 들키지 않으며, [미혹] 중에 전투 진입 시 아군이 전투 스킬 포인트를 pt 회복한다

비술 사용 후 모든 아군이 [미혹] 상태에 진입한다. [미혹] 상태에선 적에게 들키지 않으며, [미혹] 중에 전투 진입 시 아군이 전투 스킬 포인트를 회복한다
레벨 1

행적

세시기세시기
캐릭터를 회 승급해야 합니다 2
일반 공격 발동 시 추가로 에너지를 10pt 회복한다
신용 포인트5000
구름 위 음표3
별을 갉아먹고 재앙을 낳는 구악1
치명타 피해 강화치명타 피해 강화 (치명타 피해)
캐릭터를 회 승급해야 합니다 2
치명타 피해 5.3% 증가
신용 포인트5000
구름 위 음표3
생각의 가루6
HP 강화HP 강화 (HP)
캐릭터를 회 승급해야 합니다 3
HP 최대치 4% 증가
신용 포인트10000
천상의 소절3
인상의 파편3
인조화인조화
캐릭터를 회 승급해야 합니다 4
전투 스킬이 제공하는 치명타 피해 증가 효과가 목표의 다음 턴 시작까지 연장된다
신용 포인트20000
천상의 소절5
운명의 발자취1
별을 갉아먹고 재앙을 낳는 구악1
HP 강화HP 강화 (HP)
캐릭터를 회 승급해야 합니다 4
HP 최대치 6% 증가
신용 포인트20000
천상의 소절5
인상의 파편4
치명타 피해 강화치명타 피해 강화 (치명타 피해)
캐릭터를 회 승급해야 합니다 5
치명타 피해 8% 증가
신용 포인트45000
천외의 악장3
욕망의 거울 조각3
야상곡야상곡
캐릭터를 회 승급해야 합니다 6
모든 아군의 공격력이 15% 증가한다. 아군 파티 중 양자 속성 캐릭터가 1명/2명/3명 존재 시 아군 양자 속성 캐릭터의 공격력이 추가로 5%/15%/30% 증가한다
신용 포인트160K
천외의 악장8
운명의 발자취1
별을 갉아먹고 재앙을 낳는 구악1
효과 저항 강화효과 저항 강화 (효과 저항)
캐릭터를 회 승급해야 합니다 6
효과 저항 6% 증가
신용 포인트160K
천외의 악장8
욕망의 거울 조각8
치명타 피해 강화치명타 피해 강화 (치명타 피해)
캐릭터 레벨 Lv.을(를) 달성해야 합니다 75
치명타 피해 10.7% 증가
신용 포인트160K
천외의 악장8
욕망의 거울 조각8
HP 강화HP 강화 (HP)
캐릭터 레벨 Lv.을(를) 달성해야 합니다 80
HP 최대치 8% 증가
신용 포인트160K
천외의 악장8
욕망의 거울 조각8
HP 강화HP 강화 (HP)
HP 최대치 4% 증가
신용 포인트2500
생각의 가루2
효과 저항 강화효과 저항 강화 (효과 저항)
캐릭터를 회 승급해야 합니다 3
효과 저항 4% 증가
신용 포인트10000
천상의 소절3
인상의 파편3
HP 강화HP 강화 (HP)
캐릭터를 회 승급해야 합니다 5
HP 최대치 6% 증가
신용 포인트45000
천외의 악장3
욕망의 거울 조각3

성혼

불신의 정지불신의 정지불신의 정지
필살기가 부여하는 [기이한 수수께끼]의 지속 시간이 추가로 1턴 증가하며, [기이한 수수께끼]를 보유한 아군의 공격력이 40% 증가한다
실없는 허구실없는 허구실없는 허구
특성의 각 스택 효과는 추가로 아군이 피해를 가할 시 목표의 방어력을 8% 무시하게 한다
몽환의 포영몽환의 포영몽환의 포영
전투 스킬 레벨+2, 최대 Lv.15. 일반 공격 레벨+1, 최대 Lv.10
유희적 인간유희적 인간유희적 인간
필살기가 전투 스킬 포인트를 추가로 1pt 회복시키고, 특성의 전투 스킬 포인트 최대치 증가 효과가 추가로 1pt 증가한다
양면의 진실양면의 진실양면의 진실
필살기 레벨+2, 최대 Lv.15. 특성 레벨+2, 최대 Lv.15
다중 해답다중 해답다중 해답
전투 스킬의 치명타 피해 증가 효과가 스파클 치명타 피해의 30%만큼 추가로 증가한다. 스파클이 전투 스킬을 발동하면, 전투 스킬의 치명타 피해 증가 효과는 [기이한 수수께끼]를 보유한 모든 동료에게 적용된다. 스파클이 필살기 발동 시 단일 아군 중 전투 스킬의 치명타 피해 증가 효과를 보유한 목표가 있으면, 해당 효과는 [기이한 수수께끼]를 보유한 동료에게까지 확산된다

광추

명사희귀도운명의 길공격력방어력HP전투 스킬전용 재료
합창
합창3
RarstrRarstrRarstr
harmony-class317.52264.6846.72전투 진입 후 모든 아군의 공격력이 8% 증가한다. 같은 유형의 스킬 효과는 중복 적용되지 않는다
별들의 악장
철위대 훈장
맞물린 톱니
맞물린 톱니3
RarstrRarstrRarstr
harmony-class317.52264.6846.72장착한 캐릭터가 공격 발동 혹은 피격 후 추가로 에너지를 4pt 회복한다. 해당 효과는 단일 턴 내 중복 발동되지 않는다
별들의 악장
철위대 훈장
어울림
어울림3
RarstrRarstrRarstr
harmony-class317.52264.6846.72전투 진입 시, 모든 아군의 속도가 12pt 증가한다. 지속 시간: 1턴
별들의 악장
꿈틀대는 코어
기억 속 모습
기억 속 모습4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56장착한 캐릭터의 격파 특수효과가 28% 증가한다. 장착한 캐릭터가 공격 발동 후 추가로 에너지가 4pt 증가한다. 해당 효과는 단일 턴 내 중복 발동되지 않는다
별들의 악장
철위대 훈장
행성과의 만남
행성과의 만남4
RarstrRarstrRarstrRarstr
harmony-class423.36330.751058.4전투 진입 후 아군이 장착한 캐릭터와 동일한 속성의 피해를 가할 시 가하는 피해가 12% 증가한다
별들의 악장
짓밟힌 의지
댄스! 댄스! 댄스!
댄스! 댄스! 댄스!4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56장착한 캐릭터가 필살기 발동 후 모든 아군의 행동 게이지가 16% 증가한다
별들의 악장
공조 환류 심장
누월재운의 뜻
누월재운의 뜻4
RarstrRarstrRarstrRarstr
harmony-class476.28330.75952.56전투 시작 시 및 장착한 캐릭터 턴 시작 시 랜덤으로 1개의 효과가 적용된다. 해당 효과 적용 시 이전 효과를 대체하며 이전과 중복되지 않는다. 효과 종류: 모든 아군의 공격력 10% 증가/모든 아군의 치명타 피해 12% 증가/모든 아군의 에너지 회복효율 6% 증가. 같은 유형의 효과는 중첩되지 않으며 장착한 캐릭터가 전투 불능 상태에 빠지면 해제된다
별들의 악장
짓밟힌 의지
아직 전투는 끝나지 않았다
아직 전투는 끝나지 않았다5
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harmony-class529.2463.051164.24장착한 캐릭터의 에너지 회복효율이 10% 증가하고, 아군에게 필살기 발동 시 전투 스킬 포인트를 1pt 회복한다. 해당 효과는 필살기를 2회 발동할 때마다 1회 발동할 수 있다. 장착한 캐릭터가 전투 스킬 발동 후 다음에 행동하는 다른 아군이 가하는 피해가 30% 증가한다. 지속 시간: 1턴
별들의 악장
철위대 훈장
과거와 미래
과거와 미래4
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harmony-class423.36396.9952.56장착한 캐릭터가 전투 스킬 발동 후 다음에 행동하는 다른 아군이 가하는 피해가 16% 증가한다. 지속 시간: 1턴
별들의 악장
꿈틀대는 코어
거울 속 지난날의 나
거울 속 지난날의 나5
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harmony-class529.2529.21058.4장착한 캐릭터의 격파 특수효과가 60% 증가한다. 장착한 캐릭터는 필살기 발동 후 모든 아군이 가하는 피해를 3턴 동안 24% 증가시키며, 장착한 캐릭터의 격파 특수효과가 150% 이상일 경우 전투 스킬 포인트를 1pt 회복한다.
웨이브가 시작될 때마다 모든 아군은 즉시 에너지를 10pt 회복한다. 같은 유형의 스킬 효과는 중복 적용되지 않는다
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메인 스토리

Title텍스트 언어
n/a「가면의 우인」 멤버 중 한 명, 종잡을 수 없으며 목적을 이루기 위해 수단과 방법을 가리지 않는다.
역할극에 심취한 위험한 연극 대가. 천의 얼굴을 지닌 그녀는 수많은 모습을 가지고 있다.
스파클에게 재물, 지위, 권력 따위는 중요하지 않다. 그녀를 움직일 수 있는 건 오직 「재미」 뿐이다
n/a아이는 버려진 고아였다. 살아는 있지만 자신이 어디에 있는지, 어디에서 온 것인지, 어디로 가야 하는지 몰랐다. 그러던 중 어느 극단이 그녀의 앞을 지나갔다. 달려가 보니 멀리서 검은색 양 갈래 머리를 한 소녀가 물고기처럼 무대 이쪽에서 저쪽까지 헤엄치는 것이 보였다. 소녀는 다양한 가면을 쓰고 있었지만, 그것들은 소녀가 무대에서 울고 우는 것에 방해가 되지 않았다. 관중들이 아무리 멀리 있어도 마치 그들의 눈앞에서 공연을 하는 것 같았으며, 헤엄치는 물고기도 조용히 아이의 앞에서 뛰어올랐다가 다시 물속으로 들어가 물결을 일으켰다.

아이는 그제야 「자신」이 「무대 아래」에서 「공연」을 관람하고 있었다는 것을 점차 깨달았다.

아이는 밤낮을 가리지 않고 여러 번 공연을 보러 갔다. 하지만 그럼에도 아이는 관객일 뿐, 무대 위 스포트라이트는 아이를 비추지 않았다. 공연이 끝난 후 아이는 무대 뒤로 갔고, 검은색 양 갈래 머리의 소녀가 가면 하나를 건넸다.
「제가 할 수 있을까요?」
「안 될 게 뭐 있어? 어차피 가면을 쓰면 사람들은 너를 『스파클』이라 여길 거고, 그럼 그게 사실이 되는 거지. 그러니 어서 가봐」


제4의 벽인 막이 열렸고, 조명은 아직 켜지지 않은 상태였다. 아이는 무대 아래를 바라보았다. 그곳에는 어두운 구멍만 있을 뿐이었고, 가면을 쓰고 있었는데도 불안했다. 어두운 구멍 안에는 사람들이 빼곡하게 앉아, 자신의 말과 행동을 주시하고 있다는 것을 알았기 때문이다. 이에 아이는 「스파클」의 공연을 떠올리며 자신의 동작과 목소리, 자세 등을 가다듬으려고 했다.

「처음 치고는 정말 잘했어」
「하지만 그건 당신의 『스파클』과는… 달랐어요」
「그게 문제긴 한데, 사람들이 모른다면 더 이상 문제가 아니지…. 게다가 극단은 내일이면 떠나. 네가 원한다면, 이곳에선 네가 스파클이고 스파클이 곧 너야. 스파클은 네가 원하는 대로인 거지」

아이가 우물쭈물하자 소녀는 아이의 머리를 쓰다듬었다.
「너 말곤 우리를 보러 오는 사람도 별로 없었어. 별 볼 일 없는 조그만 극단이니까. 우리의 이름을 은하에 알리는 건 바라지도 않아…. 가끔 너 같은 아이가 『스파클』이라는 캐릭터를 기억해 주는 것만으로도 한동안 아주 기쁠 거야…. 자, 울지 말고 이 가면은 네가 가져. 이제 이건 네 가면이야」
아이는 고개를 끄덕였다.
「잘 들어. 가면을 쓰면 너는 누구든 될 수 있고, 또 그 누구도 아닐 수도 있어…. 정말로 연기자가 되고 싶다면, 이런 조그만 무대에만 있지 말고 더 넓은 곳으로 가봐」
n/a아이는 인형 일족의 마지막 후손이라 선택권이 없었다. 그녀는 자신이 받은 가면에 따라 「가면」의 계획대로 그 생을 보내야 했다. 인형은 「가면」의 운반체에 불과했다.

그들 사이에서는 가면이 인형과 오랫동안 융합될수록 인형이 영혼을 얻게 될 가능성이 커져 「인간」과 다를 바 없는 것처럼 보인다는 전설이 전해져 내려왔다. 하지만 인간의 전설에서는 가면이 죽은 사람을 되살리는 도구가 되었다——그로 인해 그녀의 일족은 점차 줄어들었다.

하지만 그녀는 인간이 되는 것에 관심이 없었고, 그저 주어진 대로 살아가는 인형의 삶도 나쁘지 않다고 생각했다. 가면의 명령을 따르면 쫓기는 삶을 피할 수 없었지만, 가면의 의지는 거스를 수 없었다.

우선은 동작이었다.
그녀는 「가면」의 의지에 따라 기쁠 때는 달콤한 미소를 지었고, 울 때는 이마를 짚었으며, 화날 때는 이를 악물며 말했고, 질투할 때는 눈을 흘겼으며, 절망할 때는 크게 소리를 질렀다. 거기에 트레이드마크 같은 동작들도 있었는데, 눈썹을 살짝 치켜뜰 때는 반드시 상대에게 왼쪽 얼굴을 보인다든지, 또 애정을 표현할 때는 손을 들어 가슴팍을 움켜쥐는 제스처를 취하는데, 아랫입술을 살짝 깨물어야만 진정한 마음을 보여줄 수 있으니 그 후엔 꼭 손을 내려놓아야 한다든지 말이다.

그다음은 목소리였다.
그녀는 「가면」의 의지에 따라 기쁠 때는 목소리 톤을 높였고, 서정적일 때는 부드럽게 말했으며, 진술할 때는 차분하고 일정한 톤을 사용했고, 증오할 때는 이를 갈았으며, 슬플 때는 흐느낌을 절대 빼놓지 않았다.

신기한 건, 그녀는 여러 해 동안 이렇게 살아오면서 주변 환경에 완벽히 녹아들어 극작가가 되었다는 것이다. 아무도 그녀가 가면을 쓰고 있다고 의심하지 않았지만, 그녀는 세상에 또 다른 「가면」이 있는 것은 아닐까 하는 생각이 들었다. 어쩌면 가면을 쓴 사람은 크게 웃으며 복수를 하거나, 뜨거운 눈물을 흘리며 미소를 짓거나, 화가 났을 때 침묵하거나… 평온한 말투로 가장 모진 말을 할지도 모른다고 말이다.

그녀는 「가면」의 의지 때문에 그렇게 할 수 없었다. 하지만 그녀는 극작가였기에 무대 위 캐릭터가 그렇게 연기하게 만드는 것은 식은 죽 먹기였다.

어느 날 아침, 초인종이 울렸다. 하지만 문 앞에 있는 것은 그녀가 알던 집배원이 아니었다.
「스파클 씨, 지금 시간 괜찮으신가요?」
「스파클 씨의 신작을 봤는데, 혹시 『가면』에 대해 아시는 게 있는지 여쭙고 싶네요……」

n/a얼굴이 없는 소녀는 자신이 분명 어떤 저주에 걸렸다고 생각했다. 그게 아니라면 어째서 외부의 그 어떤 자극도 느끼지 못하겠는가? 통각, 미각, 후각은 모두 정상이었지만, 그에 대한 반응은 할 수 없었다. 그렇게 자연스럽게 희로애락도 없어졌고, 감정도 느낄 수 없게 되었다. 그녀는 여러 상황을 가정해 관찰한 후 타인의 기분을 물어보는 것으로 이를 보완하는 수밖에 없었다.

「…만약 엄청 쓴 차를 마신다면, 기분이 어떨 것 같아? 어떻게 마실 거야?」
의자에 묶여 옴짝달싹할 수 없었지만, 왼쪽의 남자 노숙자는 만족한다는 듯 고개를 끄덕였다. 그리고 중간에 있던 여자아이는 울음을 터뜨리며 고개를 저어 거절했고, 오른쪽의 연로한 여자는 싫다는 듯 코를 찡그렸다.

「그럼 만약 엄청 추운 오두막에 있는데, 있는 게 그 차뿐이라면?」
남자의 답은 뻔했고, 여자아이는 한참을 울고불고 난리를 친 후에야 받아들였으며, 여인은 여전히 거부했다.

그녀는 응답자들이 더 이상 버티지 못하고 기절할 때까지 밤낮으로 질문을 계속했다. 그런 다음 그들을 집으로 데려다주었고, 인터뷰할 다른 사람들을 찾았다.

그 당시 마을 주민들은 모두 같은 악몽을 꿨다. 그들은 어떤 곳에 갇혀 있었고, 얼굴이 흐릿한 소녀가 예의 있게 그들에게 질문을 했다. 그들은 거절할 권리가 없었고, 그저 소녀가 디테일 하나하나를 여러 개의 종이 가면에 기록할 때까지 질문에 대답했다. 가면 하나가 가득 차면 다른 가면으로 바꿨다.

그리고 그 악몽은 금세 다른 악몽으로 대체되었다. 주민들은 한밤중에 공중에 종이 가면이 날아다니며 서로 대화를 나누는데, 은은한 빛을 내다가 밤하늘의 불꽃처럼 순식간에 사라졌다고 말했다. 그것들은 마치 마을의 어둠 속에 숨어 사는 주민들처럼 밤마다 나타났다.

그러나 어느 어두운 지하실에 있던 소녀는 그 악몽을 전혀 모르고 있었다. 그녀는 사람들의 세밀한 감정과 사물에 대한 다양한 생각을 수집해 더 많은 종이 가면을 만들어냈다. 자신은 무정하고 눈물도 없지만, 자신이 만든 가면은 피와 살이 있고, 언젠가 진정한 생명이 될 것이라고 그녀는 굳게 믿었다
n/a「몇몇 설정은 특히 인기가 많아」우인의 「술집」에서는 스파클도 인정할 수밖에 없었다. 「좋아하는 것과 믿는 것은 별개지만, 사람들은 늘 자신이 좋아하는 이야기가 진짜라고 믿지」

「거짓말이라고? 이봐, 난 흥미진진한 이야기를 지어내고 사람들의 관심을 끌려는 게 아니야…. 난 나를 위해 상상력을 단련하고 다양한 삶을 상상해서 스릴을 느끼려는 거라고. 그런 다음 최선을 다해 그걸 연기하고 표현하고 재현해서 상상력의 풍선이 터지기 직전에 브레이크를 밟는 거지」

「솔직히 극본만으로는 부족해. 먼저 나부터 내가 연기하는 캐릭터가 정말로 존재한다고 믿어야 하지. 그런 다음 그 캐릭터가 또 어떤 이야기에서 등장할지 상상해야 해. 캐릭터의 동기에 개연성과 감정을 부여하기 위해 난 항상 추가적인 정보를 보충하고 있어」

「그래야 다른 사람의 영향을 받지 않고 그 캐릭터를 파악할 수 있거든. 다른 우인들을 만날 수도 있고, 서로의 신분을 확인하기 전까진 너희들의 의도를 알 수 없으니까. 단순히 캐릭터의 겉모습이 마음에 들어서일 수도 있고, 재미 삼아 해보려는 걸 수도 있지——나도 가끔 그럴 때가 있어」

「물론 연기를 거래 수단으로 삼거나 다른 사람이 되고 싶은 걸 수도 있지. 그럼 가늠할 수 없는 부와 지위, 그리고 권력을 얻을 수도 있으니까…. 어쨌든 내가 말하고자 하는 건, 이런 환경에서 내가 원래의 길에서 벗어나 다른 캐릭터가 되지 않을 거라고 보장할 수 있는 사람이 나 말고 또 누가 있냐는 거야. 아무도 없지! 그래서 난 끊임없이 상상하고 연기해야 해」

「아니, 부정하는 게 아니야…. 아주 중독성 있는 일이라고. 상상을 하면 할수록 그 캐릭터에 몰입하게 되고, 내가 캐릭터를 위해 설계한 아름답고도 비극적인 상황과 거기서 파생된 감정에 빠져들게 된달까……」

「물론, 전에는 그런 삶이 살고 싶었어…. 극단의 배우가 되어 이름 모를 별에 가서 공연하고, 나와 이름이 같은 캐릭터를 만드는 그런 삶 말이야… 하지만 어느 날 갑자기 깨달았지!」

「공연을 한다면, 내 인생보다 더 호소력 있는 무대가 있을까?」
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644 responses to “스파클”

  1. I’ve been using Sparkle and Tingyun with DHIL and it’s nuts. I use every other TY ult on Sparkle and the amount of SP is never ending. Sparkle’s action advance means that DHIL is basically on 2x turns and he gets to use fulgurant leap every single one of them. Insane!

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  2. If I have trouble hitting 161 speed, what is the best option for the Sparkle + QQ combo?
    Currently have Sparkle at 145 speed and QQ at 134. Obviously will keep farming though but in the meantime.

      
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    • QQ wouldn’t really need Spd since Sparkle is dragging her forward.
      Also, if Sparkle is too fast your team might struggle generating some spare SP and tiles for QQ. Your other characters could use a good amount of Spd themselves too.

      145 as fine as it is, but it wouldn’t hurt to hit 146 if you want.
      134 and 160 are major breakpoints. 143 is more of an intermediate one and 146 more of a minor one. The benefit they provide is often in further Cycles, which start mattering less the stronger you are.
      I’ve limited my personal AV table to 5 Cycles, so for context 143 Spd moves the double turn from Cycle 4 to Cycle 3, and 146 Spd gains a double turn on Cycle 5.

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      • Thanks for the explanation, I’ll switch to atk boots for QQ first thing
        You’re actually 100% right about the SP thing, I do notice sometimes I run out of SP before her ult can replenish and I’m even using Bronya’s LC

        If 145/146 is OK i think I’ll just leave it at that since there are other things to prioritise stamina usage for. It’s way too hard to have multiple speed rolls in all of your gear for the amount of farming I can do rn

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    • I believe the breakpoint is 160.1 The number is usually round up because is not easy to determinate the decimals. But you can be sure counting the extra turns in MOC content.

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      • Thanks!
        I knew the breakpoint wasn’t *quite* 161 but I didn’t know what I needed
        I’d say 160.8 spd and 185 (+10 from keel) crit dmg is good enough to call built

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  3. Hello guys! Wondering if you can help with this weird comment I keep seeing. I’ve been researching a bit on her synergy with IL and multiple times I’ve come across the sentiment that Sparkle isn’t as profound a matchup for IL E2. Something about her buffs falling off? What the heck are people talking about with this?

      
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    • Since her cdmg buff lasts until the start of the ally’s second turn, it means that IL’s ultimate will be buffed, but his second turn won’t be. They are still gonna be a great duo though

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    • Her buff, the way it works. Last for slightly longer than one turn. Use Sparkle on your dps. Dps takes their turn. Dps moves again before Sparkle, the buff from Sparkle wears off. Could be his turn advancement from his e2, counts as taking a second turn. Leading to the buff from Sparkle wearing off. Not sure about that.

      For when Seele triggers an addition turn from killing a foe with her skill or Ultimate, that all counts as the same turn, letting her maintain her buffs. For her turn has not ended yet.

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    • The trace allows the cdmg buff to remain until the buffed ally’s next turn meaning if il e2 were to eba3 and ult right after only those 2 will receive the buff since when his next turn is here it’ll end just like the trace states until the start of the next turn. it’s more beneficial for fua chars like jy or topaz which bronyas who aren’t e6 can’t buff.

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  4. So with the way Sparkle works, shouldn’t the following team actually work?
    Blade (no spd) + Sparkle (162 spd) + Bronya (161 spd) + sustain
    If so that’s a ridiculous amount of turns and I’m very excited to run it

      
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    • if you can get like atleast 200 cdm with amount of speed on both bronya and sparkle that’s actually really good especially if you have e1 s1 bronya and planning to get e2 s1 sparkle

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    • Yes, it is indeed possible. I’ve already mentioned this in a reply somewhere but couldn’t find it… anyway.

      Theoretically, it’s generally better for Sparkle to be first since it ensures that the DPS doesn’t trail off too far:
      [ Sparkle – DPS – Bronya – DPS ]
      vs
      [ Bronya – DPS – Sparkle – (AV gap) – DPS ]

      But there are situations, typically due to debuffs, where Bronya first is better. If the DPS gets Slowed or CC’d, Bronya can cleanse those first so you wouldn’t miss a turn.

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      • It can just barely manage to sustain itself SP-wise. You’ll definitely need E1S1 Bronya and 4pc Heal Luocha running at the same Speed as the others, if not more. (Heck you can even slap S5 Multiplication on him and he theoretically gets 2 turns per Cycle at 160+ Spd)

        The SP consumption per “rotation” is 2.5 (0.5 from Blade since he takes 2 turns per rot, and 1 each from Sparkle and Bronya) while the SP gain is roughly 2.83 (1.33 from Sparkle Ult, 0.5 from Bronya’s E1, 1 from Luocha). And then there’s the 2 SP from 4pc Heal set and Bronya’s LC (with its abyssmal CD, it practically only triggers once) for some extra leeway early on.

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        • I do not own Luocha!!
          But I could run bailu or Lynx sp positive ig
          It seems like a fun Blade team if you can make it work (I’m missing Bronya’s E1 unfortunately but it’s at least an interesting idea)

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          • Yeah Lynx should work perfectly fine and might be the better choice in fights with cc casting foes.

  5. I am Sparkle or are you Sparkle? In any case here come Sparkle release, just a few days away.

      
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  6. So given she is near to release. Which would you guys go for. Her lightcone or E1? Given that crit bonus from her lightcone does seem tempting. To avoid the whole, fail to crit moments.

      
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    • lc, mainly cause the chances are better for it and it’s strong ofc.. i mean i would, if i didnt wanna pull for fc too, but yeah.

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      • That a fair point. In terms of rolls. Given most would be limited by them. Might want to try for the lightcone, over the e1. Given even with the worst luck. It would be cheaper. in terms of rolls.

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    • I’m going for LC, love the consistency and synergy with her kit and more easily bringing up characters to their planetary ornament breakpoints especially for Rutilant Arena.

      E1 is pretty good, depends on the team though, and how important having 100% uptime on 48% dmg and 40% ATK is.

      Sparkle is quite suited to slow carries who will probably be using ATK boots and rope already, in which case 40% ATK is already going to be buffing a relatively smaller amount, ie. going from 4k ATK to 4.5k ATK is only a 12% ish increase.

      Kinda neat synergy with ATK scaling supports like Luocha tho

      Moreso I see it as a stepping stone for further eidolons personally however

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      • There is a benefit to her light cone. That crit rate. Which if your running Fu xuan as well. That would be like 22% crit rate. Which can turn a 70% crit rate into a 92% crit rate. That or 80% one into 100% crit rate. Which given, I have not seen anyone reach 100% crit rate. Without giving up a fair bit of crit damage. There is that benefit to it. For seen some 200 crit damage builds with 82% crit rate. Which could be nice, just to ensure you always get that crit off.

        Of course the downside to her light cone is. It only seem suitable for her, to such a degree. It hard to think of anyone else that could use this lightcone and have 100% up time on its buff.

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      • Which the Lc will most likely be cheaper. Given she is a newer character. She will most likely get a rerun sooner rather than later, once the remaining older characters get their reruns. So if you already got all the characters you need for a solid account. Should be easy to save up for e1 and e2 on her rerun.

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    • her lightcone looks more valuable for your DPS, cuz we already have a lot of atk% bonus for the team in her talents, and that crit rate from the LC is very good so you can use 2pc Rutilant Arena with 60 CR.
      Unless you want to pull for her E2 which is better than the LC.

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      • That’s heavily dependent on the DPS’s stat distrib imo.
        But looking at my E1 DHIL sheet… E1 Sparkle with 10 CDmg subs (intent is for her to focus on Spd subs) using Bronya LC (or P&F for f2ps) is much better than E0S1. Even when averaging Crits, E1+BronyaLC is slightly better.

        You might be overestimating the amount of CDmg given by Sparkle’s S1 when CDmg is generally saturated even more so than Atk% or Dmg%. Well-invested hypercarries aim for 200% CDmg by themselves, and Sparkle adds ~100% to that even before the LC.

        Not to mention, E1 adds 1 turn to her Ult for better uptime.

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        • *E1S1 DHIL. Also in that scenario he’s rolling with triple Atk%, though Img Orb would work just as well (practically no difference). I normally run him with Bronya and have a better Atk% orb (since I never had a good Img orb drop at all) so I stuck with the calc there.

          Anyway, it all goes back to how it depends on your DPS of choice’s stat distrib.

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      • Yeah think I will personally go with the lightcone. Due to my personal needs, of wanting a bit more crit rate in my build along with crit damage. than go for extra copies of her when she gets a rerun.

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    • imo e1 should be roughly as strong as her LC, difference is that the LC comes with an opportunity cost i.e. other light cones. I think Bronya’s LC or DDD + e1 is stronger than Sparkle’s LC.

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      • that a fair point. If your lacking in lightcone choices. Lightcone banner might be a better idea. Not just for Sparkle but to stock up on a few others. To give you a greater variety. So you always have a decent choice of four star lightcones. Letting you use something that is likely much better for the character in question. Unless it something super good like mashing cogs.

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