Notes From the Chained

Notes From the Chained

Drive Discs Version released: Version 2.7 "Champions Never Fall to the Past"
This set can drop at rarity B, A, or S — the rarity is decided by what you pick up/buy, not fixed per set.

Set effect (official)

2-Pc

Ice DMG +10%.

4-Pc

When the equipper triggers Abloom, their Anomaly Proficiency increases by 48 for 30s; repeated triggers reset the duration. When the equipper triggers a Freeze effect, their All-Attribute Anomaly DMG and Disorder DMG increase by 16% for 30s; repeated triggers reset the duration.

Main stat per slot 1 → 6

Each slot can only roll ONE of the stats listed below — check before farming so you don't level up a slot you can't use.
SlotPossible main stats
Slot 1
HP%, ATK%, DEF%, Impact, Anomaly Mastery, Energy Regen
Slot 2
HP%, ATK%, DEF%, PEN Ratio, Physical/Fire/Ice/Electric/Ether DMG Bonus
Slot 3
HP%, ATK%, DEF%, CRIT Rate, CRIT DMG, Anomaly Proficiency
Slot 4
DEF
Slot 5
ATK
Slot 6
HP

What it costs to max the set (by rarity)

Level cap, total EXP/Denny, and max Plating Agent needed for 1 disc to hit its cap — cross-checked against the site's nurture table (matches 100% at S-rank).
Level capTotal EXPTotal Denny
B +9 8,000 12,000
A +12 24,000 36,000
S +15 48,000 72,000

Max Plating Agent needed for 1 disc

3 Plating Agent tiers convert to different EXP: Molded ×100, Crystallized ×500, Ether ×2000.
MoldedCrystallizedEther
B ×80 ×16 ×4
A ×240 ×48 ×12
S ×480 ×96 ×24
Ether Plating AgentDenny
1 disc to +15 ("graduated") ×25 72,000
Full set of 6 discs to +15 ×150 432,000

Who should wear this set

4-Pc

Sub-stats worth prioritizing

Based on the roles of agents who actually use this set (full weights and methodology on the Drive Disc Score tool).

CRIT RateCRIT DMGATK%ATK (flat)PENAnomaly ProficiencyHP%DEF%
Anomaly 0.40.40.750.3 0.75100
Where to farm
Routine Cleanup (VR Device / Combat Simulation); increase drop rate via Tuning Orientation at Bardic Needle, Sixth Street
Combat Simulation — each Enemy Card costs 20 Battery, up to 5 cards per run (100 Battery for a full run).
Wearing this set? Score it now
Enter your UID and the tool scores every disc you're wearing using the exact sub-stat weights for that agent's role — no manual math needed.
Open the Drive Disc Score tool →

Lore for each piece (6 pieces)

6 official passages, one per piece — exclusive from the developer's archive, not translated in full anywhere else.
Slot 1HP%, ATK%, DEF%, Impact, Anomaly Mastery, Energy Regen

A golden tide surges forth, swallowing the imagined prison garb Beyond the cage, wet snow drifts as warm sunlight hangs low Shackles at the wrists grow light as nothing The self-bound prisoner walks the road home

Slot 2HP%, ATK%, DEF%, PEN Ratio, Physical/Fire/Ice/Electric/Ether DMG Bonus

Trembling fingertips search every inch of every seam No echo of iron, no chill of any lock The gate was never truly closed And so no key or incantation is needed

Slot 3HP%, ATK%, DEF%, CRIT Rate, CRIT DMG, Anomaly Proficiency

Silence crashes like thunder, cold sweat extinguishing the remnants of dreams Deep within the chest, a withered heart begins to beat with unrest— A sudden weariness of this immortal stillness A longing to see once more that sky, both cursed and long forgotten

Slot 4DEF

In shattered mirrors of bygone days, that irreversible loss is reflected One misstep buries countless stars by one's own hand Thus retreat into shadow, a sentence of eternal confinement pronounced Amid the ruins of repentance, that heavy door is sealed shut by one's own hand

Slot 5ATK

Thoughts melt like wax, dripping into a bottomless lake The world peels like lacquer, shadows dancing on the ceiling Distant birds sweep past, leaving behind fractured cries Weightless descent blurs the line between dreams and wandering delusion

Slot 6HP

Rust gnaws at time upon the wrists Cold walls stand as the only thing to lean on Long accustomed to this crushing weight Stifled breaths repeat in endless cycles Until worn down into a single grain of decayed dust

Official lore

A mysterious track posted on Inter-Knot by an anonymous creator, inspired by the hallucinations of a lost Hollow wanderer. The melody cuts off abruptly halfway through, yet its hauntingly precise evocation of the despair and disorientation of deep Hollow exploration made it a brief sensation. It is said that an investigator, once lost, abandoned rescue efforts and instead followed the melody as his guide, wandering within the Hollow. The agony brought on by Corruption nearly blinded him, yet the tune continued to echo in his ears. In the end, he miraculously found a way out. Later, this investigator who returned from the abyss became a well-known composer and finished writing the second half of the melody.

How to read this Drive Disc page

The 2-piece effect unlocks once you equip 2 discs from the same set (usually a base stat buff); the 4-piece effect unlocks with 4 discs from the same set (usually stronger, with its own trigger condition — read the exact text above before committing). Since every agent only has 6 disc slots total, you always pick one of two splits: three different 2-piece sets, or one main 4-piece set plus one secondary 2-piece set.

The "who should use this" list below is pulled live from each character's build data: it shows whether this set is used as the 4-piece main pick or the 2-piece secondary pick, plus which other set it's paired with — so the list updates automatically whenever the meta does, it isn't hand-picked. The main stat on the first 3 slots (HP/ATK/DEF) is always fixed no matter the set; only slots 4-5-6 are yours to choose based on role (Crit Rate/Crit DMG for standard DPS, Anomaly Proficiency for Anomaly teams, Impact for Stun-role agents). See the full 6-slot mechanic and the complete set table on the Drive Discs page, or check terms in the ZZZ Glossary.

FAQ

What does the Notes From the Chained Drive Disc set do?

The Notes From the Chained set grants a 2-piece effect (Ice DMG +10%.) and a 4-piece effect (When the equipper triggers Abloom, their Anomaly Proficiency increases by 48 for 30s; repeated triggers reset the duration. When the equipper triggers a Freeze effect, their All-Attribute Anomaly DMG and Disorder DMG increase by 16% for 30s; repeated triggers reset the duration.) once equipped. This is the fixed set bonus shared by all 6 pieces of the same name, independent of main/sub-stat rolls.

Which slot gives which stat on Notes From the Chained?

Slots 1-3 (flat HP/ATK/DEF) are fixed by the game's design, while slots 4-6 unlock more main-stat options — check the "Main stat per slot" table above for the exact list per slot before upgrading, so you don't waste Ether Plating Agent on the wrong slot.

How much does it cost to max Notes From the Chained?

Depends on the rarity it drops at: B caps at +9, A at +12, S at +15. Maxing one S-rank disc needs roughly 48,000 EXP and 72,000 Denny — see the "What it costs to max the set" table above for every rarity and the full 6-disc set.

Who should use the Notes From the Chained set?

The site cross-checks the meta build database to list agents who actually run Notes From the Chained as their main set (4-piece) or secondary set (2-piece) — see the "Who should wear this set" block above, auto-updated with the latest meta.

This is the detail page for ONE specific Drive Disc set: the verbatim 2-piece/4-piece effect text, a live list of characters who should use it pulled from real build data, and the fastest farm route already sit above. What follows fills in what most other set-detail pages skip: how to exchange straight for this set at the Bardic Needle shop instead of waiting on random drops, an exact sub-stat roll table by tier, which rarity is actually worth maxing out, how to weigh this set's 4-piece against a rival set's 2-piece without just eyeballing the printed percentages, and how to read the fine print in the 4-piece effect text above so you know how strong the set really is mid-fight, not just on paper.

Exchange this set directly at Bardic Needle — skip the random-drop grind

Beyond waiting on a random drop from Routine Cleanup, the set on this page can also be exchanged directly at the Bardic Needle shop using Plating Agents — you can't hand-pick every set this way, but at least it isn't blind grinding. Plating Agents come in the same rarity tiers as discs: B-tier drops straight from the same Routine Cleanup stage that drops this set, while A- and S-tier build up much slower — mainly from Rally Commissions, disassembling (scrapping) spare discs you don't need, and the seasonal City Fund reward track.

Since Plating Agents accumulate over time regardless of which stage you're farming, the efficient approach is running Routine Cleanup for direct drops while banking whatever Plating Agents you collect for whichever set or slot you're actually missing at the shop — the two sources complement each other rather than compete.

Exact sub-stat roll table — S-rank (reference, single source, not fully cross-verified)

The table below is the gain PER upgrade roll (not the total), for an S-rank disc, based on Korean community reporting — a single source, NOT yet cross-verified against official game data, so treat it as a relative reference rather than an exact match to your own rolls:

Sub-statPer roll (S-rank)
CRIT Rate+2.4%
CRIT DMG+4.8%
ATK%+3%
DEF%+4.8%
HP%+3%
ATK (flat)+19
DEF (flat)+15
HP (flat)+112
PEN+9
Anomaly Proficiency+9

One note on the last row: the original source labeled it 'Anomaly Mastery,' but cross-checked against the sub-stats that actually exist on discs in-game, this is really Anomaly Proficiency — the two names are notoriously easy to mix up across languages, see the ZZZ Glossary for the full breakdown. B- and A-rank discs roll within a similar range but at lower values — no confirmed exact table for those two tiers yet.

How far is worth maxing — which rarity earns the full upgrade

Only an S-rank disc reaches the full +15 cap — the same threshold GameVika's own disc-scoring page uses as the 'graduated' mark, where a disc is good enough to stop swapping. B- and A-rank discs cap out well below that, so long-term, serious upgrade materials are only worth pouring into S-rank pieces; treat any B/A drop as a placeholder, or scrap it back into Plating Agents for something more useful instead of forcing it to full level.

Quick checkpoint at +9: if both rolls so far landed on the stats you actually want (say, CRIT Rate/CRIT DMG for a crit DPS), it's worth pushing on to +15. If most rolls went the wrong direction, stop at +9 and redirect materials to a disc that deserves it more instead of forcing a full set.

This set's 4-piece vs another set's 2-piece — don't just compare printed percentages

If a rival set's 2-piece effect adds a flat, fixed number, while this page's 4-piece effect stacks in LAYERS (a percentage per layer, sometimes counted separately per attack type, sometimes capped at a max stack count), resist the urge to compare the printed percentage at max stacks directly. Ask three questions before deciding which set is actually 'stronger':

  • In a real combo or rotation, how many layers do you realistically hold on average — not the theoretical max you'd only hit with a flawless, uninterrupted string of hits?
  • Does the buff RESET when you swap characters mid-combo, or when your attack rhythm breaks (dodging, getting knocked around, waiting on cooldowns)?
  • Does the 4-piece effect require a specific condition (landing a crit, a specific attack type) that your team's playstyle can't reliably hit?

A 4-piece set that looks strong on paper but can't hold its layers in a real fight can absolutely lose out to a lower flat 2-piece bonus that's simply always active — this is exactly why communities across languages still argue over which set is 'actually better' even when both percentages are printed in black and white.

Read the fine print in the 4-piece effect text above

A few phrases in the 4-piece effect box above this section get skimmed past but completely change its real combat value — read them carefully before judging the set:

  • 'Calculated separately per skill': the buff from Basic Attacks, Dodge Counters, and EX Special Attacks stacks INDEPENDENTLY, not off one shared counter — meaning alternating between attack types can hold more total layers than you'd expect from spamming just one.
  • 'Up to N stacks': a hard cap for that specific layer type — landing more triggers past the cap refreshes the duration but adds nothing further.
  • Duration measured in seconds: it always resets from the most recent qualifying hit (usually a crit), not fixed for the whole combo — standing idle or missing the trigger condition past that window drops the layer, and that's not a display bug.

Get these three right before comparing which set is 'stronger' just by eyeballing the percentage.

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