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Showing content with the highest reputation on 06/29/2020 in all areas

  1. INTRODUCTION Let's keep this short and sweet. This is the biggest PPP/Max Stat mag sale ever. Don't expect another dump like this anytime soon. If you're buying a lot of mags, please sphere your PDs before you come to my shop, or use DTs (I'm gonna spend a lot of time in Gallon's Shop otherwise). FAQ Q: Do you do discounts? A: If you buy enough, we can work something out. On single mag purchases, no. Q: Do you accept DTs? A: Yes! DTs are preferred. Rate is 7:1. Q: Why aren't all the mags level 200? A: I did this in order to reach more people! You'll see many of the mags have 2 classes. This is because their max stat plans are very close to each other. In every case, I will indicate how to feed the mag to finish off the last few levels. All mags are at least level 193. If you can't be bothered to feed a mag 7 levels, I don't know what to tell you. Q: Will you finish feeding the mag for me? A: No. If 90 people asked me to finish their mags, I would screw some of them up. Q: Why are all the mags red? A: All PPP mags are red. Q: Why do your Max Pow and Max Def mags have 1 Dex? A: Because that's what's required to have a Photon Blast. Feeding them is a pain in the ass but is worth it to get access to triggers and Photon Blasts. Q: Why do your mags have a bunch of different Photon Blasts? A: Because I am a responsible mag breeder. If I am releasing nearly 100 mags into the wild, I don't want to get people stuck in a party where everyone has the same 3 Photon Blasts. Q: Why isn't my class listed here? A: Sorry, I couldn't do everything. Maybe another time. Q: Are you doing custom mags? A: Uhhhhh.... Ask me later. Q: But why make all these mags and sell them? A: I want to buy a PGF. If you're selling, PM me. Q: Why are your mags so expensive? A: There are some very very unpleasant methods required to make a lot of these mags. For example, the RAmar/RAcaseal and Max Pow/Def mags have to be traded between every single feed for the first 10 levels. The RAmar/RAcaseal mags take another 8-10 hours of feeding to get from level 35 to level 50. The price of the mags reflects the cost of the mag cell, the PPP mag, and my pain and suffering. MAGS FOnewm/FOnewearl - Max Mind Mags w/ Photon Blast HUmar/FOmarl - Feed Dimates to 0/128/72/0 for HUmar. Feed Difluids to 0/126/72/2 for FOmarl. HUnewearl/HUcaseal - Feed Antidotes to 0/146/54/0 for HUnewearl. Feed Dimates to 0/153/47/0 for HUcaseal. HUcast - Congratulations! You don't need to feed it! RAmar/RAcaseal - Feed Dimates to 0/180/20/0 for RAmar. Feed Antidotes to 0/174/26/0 for RAcaseal.
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  2. I'd say that's pretty low, even during the event. I see them go for 80- 90 PD's usually, which is 10-12 dts. I mean, I'm down for those low prices shiiit, I'd buy em all for 5 DTS/35 PD's a piece lol
    2 points
  3. The Sunniest event of Ultima has come! Summer Items Centurion/Legs - 75 EVP Centurion/TP - 125 TP Centurion/Technique - 5 Technique Levels Trap Search - Makes traps visible Zanbacon - Delicious sword Summer Main Items Blood Sword Do not underestimate the power of blood... Soul Booster Need a boost on Excalibur? Combine them to obtain Hundred Souls. Psycho Black Crystal Give to your Master Raven the ability to curse your enemies with death by making it Psycho Raven. Or upgrade your Sword of Ultima to Ten Years Blades. Centurion/Battle Is this game too slow for you? Then this item is gonna be your best friend! +110% Attack Speed Alis' Resolve Foie +35% Barta +35% Zonde +35% Serene Swan Shoots 3x4 bullets per combo. Has a rifle range. Can be used by any Hunter or Ranger. This item can now be found in episode I as well, in case you get bored of Spaceship. ____________________________________ Event is active until July 26, 2020 Thanks to @Yannv for the portuguese addition Credits to @FALC0N for the Banner Good Luck / Bonne Chance / Buena Suerte / Boa Sorte !
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  4. Pretty sure while the event is active, it's 5 dts. Even after event, it's like 10 dts
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  5. Yep, for some reason in EP2, the chance to get a weapon with hit is not like it is in EP1, its always 1% chance. The only exception happens to be Yellowboze who apparently has around 3% drop rate? I don't know if any of these numbers are confirmed but this is what people seem to have discovered. Section ID's do have unique properties to them like chance of finding dagger class weapons and things like that but besides Yellowboze there are no bonus' related to hit% chance on any other section ID. Normally It would be best to farm for Hit% weapons on EP1 ultimate because they allegedly have a 5% chance to have hit, But Bloody art does not drop on Ultimate. With all that being said, I had determined the best way to farm Bloody Art was EP2 Very hard mode Hildeblues, because the drop rate on them is very high (7/8) and Hildeblues and other rare mobs spawn more frequently during green name times. I don't know if green name times are on right now during this event because I haven't played in a while. If they aren't then a different farming method might be better. Hope that helps!
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  6. Many thanks for announcing that there are 64 minutes remaining of HH
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  7. Hey you two, I'm online now. Room, as always, is Mag Sale.
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  8. Please stop posting unnecessary comments in the HH thread. Next Happy Hour should start in 2 hours.
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  9. Off for the night. Feel free to post and I'll respond in the morning.
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  11. Yeah 15 PDs is enough for a sato or nidra with a non-PPP mag and not much else. And certainly not a custom.
    1 point
  12. In room called Mag Sale. Gonna be there until next HH or dinner prolly. And just a heads up, I'm gonna have to dip out periodically to make spheres.
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  13. Phew, it's finally done. The massive mag sale is up and ready for customers. (sell me a PGF)
    1 point
  14. That feeling when you lose at the "easy part" of a song on Beat Saber. Not sure if I'll keep practicing this one.
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  15. I WAS BORED (it was a jokkeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee) No offend to offenders plz
    1 point
  16. After a first run with my teammates I really enjoyed the ride... This quest is hella refreshing! Even with our top notch gear the difficulty felt great and challenging, there is a lot of smart ideas in game-design that will trick your brain for a second (or a bit more if you are a slow one like me). The work on ligthing is noticeable and create beautiful new moods to the well known EPII... I could even felt like I was in Mine 2 at one point! Also the post final battle scenes has such a strong cinematic feeling, it's awesome.
    1 point
  17. Ah, think you can stop us from doing Illegal stuff, huh? But what If... What'chu gonna do about It? [Also, It's Code Ment Abridged the webpage doesn't reproduce the original unless It discriminates me xD]
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  18. Introduction Made your force. Got some spells. Time to go blow shit up! Stop. Stop right there. Here's my suggestion if you want to do this: Play another game. Phantasy Star Online is extremely biased against Force offense, as once you hit the Ultimate game, tech resistances are far too high to do decent damage, and there's the existence of damage cancel. (If two attacks hit at rougly the same time, one or all of damage is cancelled. The window of time for damage cancel depends on the players' latency to the server. The better, the less damage cancel.) That being said, techs can be decent in the Episode 4 environment with the correct tech boosts (solo'ing only!), as can Simple techniques on a max-MST FOnewearl. This guide will outline what you need to do be a good Force, and what you should do on each force to reach their maximum potential without slowing your team members down with techniques. Each setup on a force (support, melee and nuking) should be utilised for the different situations your force will encounter, with support being the most important (and only requires pieces of equipment) then melee and then nuking (solo only for nuking). All you need to do to switch from a melee to a nuking setup is just change your units and mag with the correct material setup. Starting as a Force Recommendation: Do not make your first character a force. Doing this is counter-productive, as the new player has little meseta for fluids, which are required to do your jobs. First things first, the force is a support class. No buts, no ifs. If you are preparing to play a Force, you must be prepared to support your parties. This is relatively easy to do, all you'll need is Shifta, Deband, Jellen, Zalure, Resta and Anti disks (I don't really recommend Reverser, but that will come later. I will leave a general tips section at the end). To start off, (make sure you have your mind mag for technique learning, and techniques from your higher character (20+ supports recommended at least) find some friends, party up and level up by tagging each enemy with Zalure (and maybe Jellen if your party requires it). Doing this should net you quick levels, as you'll receive 80% EXP of all enemies in the room when they die. With the 3X EXP here, this should be relatively quick. Obviously this is very boring, but if you lack the proper equipment for force offense, it's the best thing to do for now. And this is just the basics of being a good force. Join party, cast your supports, keep your party topped up on HP (unless there is a HUcast who knows how to use Dark Flow) and watch things drop dead. Force Support FOmarl > FOnewearl > FOmar > FOnewm. The tiers of support. But don't fret, being a FOnewm doesn't mean all is bleak. You're still able to support a party as well as a FOmarl or FOnewearl, it's just not as easy. The general stages of support is: Shifta/Deband at start of quest (and during corridors! Don't let it run out), Zalure every spawn (Jellen if anybody suffers knockdown) and top of damage / berserk drops. As a random note, Jellen and Zalure cause DAMAGE CANCEL, and they are always the things to cancel (due to doing a damage of 0). Try to cast the two as fast as possible when a spawn spawns to minimize this. In terms of equipment, every force should carry the following for supports (listed in terms of usefulness from left to right): Clio (100% extra Zalure range) OR Dark Bridge (200% Extra Zalure range) OR Glide Divine (most useful, 100% to Jellen and Zalure range) (Female Forces) Madam's Parasol and Madam's Umbrella (100% to Shifta/Deband / 100% to Resta/Anti) OR Striker of Chao and Marina's Bag (100% to Shifta/Deband / 100% to Resta/Anti) OR Tyrell's Parasol (most useful, 100% to Shifta/Deband/Resta; Anti range is not needed) (Male Forces) Striker of Chao (100% to Shifta/Deband) Support Merges for Resta and Shifta. Learn to swap weapons (and shields) quickly for each situation. Equip your SD range increasers when you want to SD, JZ increasers when you want to JZ, etc. A party loves a support Force who can support well, and they also love forces who can use offense well... Force Offense Depending on the force you choose to play, your method of offense will be different (yet similar), as each class gets different equipment, while the ATP/ATA differences also differentiate the choices that you should choose. Generally, FOmar/l and FOnewm use ATP offense (mostly Demon's, though, since this is better the higher HP targets) and FOnewearl exclusively uses Demon's offense (Si techs can be used to the finish the job, if you wish). To melee well, you will need good equipment, sphered in some cases (Excalibur, Rambling May, Vivienne, Diska of Braveman, etc...), sometimes with hit (not always, though. Despite FOs have low ATA, hit is not required that much) and definitely a set of Demon's equipment (Bringer's Rifle and Slicer of Fanatic). To quote myself from another topic, here are the entire equipment sets I think a FO should have: When melee'ing as a FO, be careful! Your damage will obviously be much, much less than other characters, which means you're just a damage canceller if you do not control your attacks. This means attack enemies which aren't being attacked, or Demon's them if all are being attacked (since 75% of total HP will always be more than the others are doing). Unlike techs though, melee can be controllable to avoid damage cancel, which is always good. Demon's offense most of the time is recommended to actual offense if your party is good, as they'll be doing 99% of the damage, even if you try to intervene with your Rambling May or vulcans or whatever. Force Nuking Advisable only for Episode 4 solo, but may be neccessary on FOnewm/newearl for E1/2 maps (I don't recommend it if you can help it though). The power of nuking is large, but comes at a cost of large damage cancel in parties (parties will always kill faster than a solo FO nuke, though a solo FO nuke is faster than other classes in Episode 4). For nuking, you will need the general nuking equipment, which is: Summit Moon (+30% to Simple Techniques) Magical Piece (+30% to Normal Techniques) Psycho Wand (+30% to Hard Techniques) Mercuricus Rod/Dark Bridge (+30%/+40% to Grants) Demonic Fork/Dark Bridge (Piercing Megid) The numerous merges (One for each attack technique, bar Grants/Megid, and one for each element, which is 10% weaker than the separate merges). If you want to nuke well, you will most likely want to play a FOnewearl or a FOnewm. FOnewm gets a natural +30% boost to Gi/Ra techniques, while FOnewearl gets a natural +30% boost to Simple techniques AND EXTREMELY HIGH MST. When you are nuking, be sure to learn to switch weapons and shields quickly for maximum damage. Note: Generally, Rafoei is always better than Gifoei, but on certain spawns with Lizard/Merissas next, Gifoei can spawn damage these enemies, effectively cutting down on time. In parties, attack techniques can still be useful if you use them correctly and not spam them. There are numerous uses, such as stunning things (lilies, Meris), stopping charges (Zu, Bringer, Spawning Dorphon/Delbiter) and other numerous uses (such as finishing off a Demon's strike). Megid is a good technique for certain Episode 2 enemies and Lizards in Episode 4, but otherwise it isn't recommended. Other random tips If possible, always wear a V801. This cuts down on casting time rather effectively. It won't look like much, but use it for a week and then take it off. It will feel slow. For example, V801 allows you to stunlock Gorans in desert if you keep them at range. Adept is not recommended for TP Reduction, only stats on FOnewm/newearl. Generally, TP Reduction is useless as if you have 2,000+ TP, all you need to do is pop a Trifluid every five minutes or more (plus approximately 9% chance of finding one from an enemy when you kill it). Solferino is not recommended for Resta spamming. You might think "Oh, free TP! Faster Resta casting!", sure. The problem with Solferino is it ignores all Resta boosts, including natural boosts. You'll see the boosted effects, but the Resta will not apply to your team members. Always carry Moons. They are instantaneous and less dangerous than Reverser is. Sure, Reverser is free, unlimited revival, but if a Moon can do it faster, why bother? I only see Reverser as a spell if you run out of Moons. Don't Rabarta spam to try and be useful. It's much better to just cast your supports and use Demon's, as if people want freeze, they can use Frozen Shooter, Rabarta themselves or Freeze Traps. Rabarta'ing alot will only cause damage cancel. Don't Jellen Gal Gryphon unless you are with three very high level CASTs (sans HUcaseal) who have defense and HP. If you are with three high level casts, they will be combo'd regardless. Do not try to do things pre-emptively as a FO (or try to be the first in rooms to do things). Always leave this to the HUs/RAs, as they can do starter things much better. You being first will only mess things up. (As I've learned recently. xD) For certain Delbiter (4 Delbiter Spawn in PW4 20F) or Dorphon spawns (5 Dorphon spawn in MaxC E4), it's better to use Merc Rod gifoei to stop their charges rather than a normal gifoei, as this will allow RAs/HUs to use multi arrest weapons / freeze traps easier on the mobs. May put more here... I understand this guide is structured badly, but I do hope it helps somebody. If you have any questions, please ask.
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