Jump to content

Fyrewolf5

Ultima GM
  • Posts

    2,558
  • Joined

  • Last visited

  • Days Won

    69

Fyrewolf5 last won the day on January 18 2019

Fyrewolf5 had the most liked content!

Reputation

2,009 Popular

About Fyrewolf5

  • Rank
    -Platypus Rappy-
    Red Ring Rico
  • Birthday 10/10/1987

Profile Information

  • Gender
    Male

Recent Profile Visitors

49,020 profile views
  1. I mostly just wanted to point out a cheap alternative for armor. Shouldn't really be difficult to get bulclaws to open on any class though, once they surround you they bite twice then open if still within range. The only real dangerous thing is if bulclaws use their rare 'reduce to 1 hp' attack but it's so uncommon to see. The bigger problem really is how to deal with the claws after without getting blocklocked (hence why I mention traps and force rabarta).
  2. note for those that don't have sta - The second best evp armor is essentially free to get anytime, Stealth Suit is available in Gallon's Plan for 10-20 photon tickets (there's 3 items for 10/15/20 but I don't remember individual price offhand) from an npc in town (quick forest quest, 2 tickets per run on vhard, if you choose to side with npc at the end instead of gallon). It has no resists, 1dfp, but has 300evp making it second most evasive armor in the game, even more so than samurai armor (277), or wedding dress (244-284). It also makes weapons switch instantaneously, so bullets can't misfire. Though it does make items on ground harder to see as you can't see objects through your transparent body. However, in practical terms if you aren't playing one of high evp classes (ramarl/hucaseal mostly), then trying to attain high evp is kinda pointless, as most chars don't have the extra room to raise evp anyway in addition to have significantly less to start with. Likely better to just use Traps on a cast or rabarta on a force rather than boost evp in most cases. Humar is only class that doesn't have traps that could theoretically boost evp a lot, through extra mat space (maxes at 786 for char stat), and through Proof of Sword Saint (with specific katanas, sabers, twin swords, and two kamui) and his 3 free slots (+60evp each, technically higher than ramarl if geared out), though I think only excalibur and orotiagito/raikiri would have aoe potential As this strat is essentially just 'kill lots of weak monsters in high level areas', you can use whatever strategies you feel most suited to, even going full nuke force can work ok enough for just a few rooms like this.
  3. Dark Falz Yellowboze Normal - Bug Catching Net
  4. That's a tricky question, but ultimately not one that actually matters imo. My plans were written before the specific values were readily available, so the gold numbers were the best indicators for making plans (that's also why I referred to the hidden bonus as a 0.5, since could only tell if it's below or above that using units as mentioned). Ata is calculated using all 4 digits I think, but we also see the number turn gold on the stat screen so whether it even does anything after that point isn't something I can answer. Ramar would be the theoretical highest gap at 0.6, with other classes being less or over max anyway. But honestly, even if it does still affect it, that's not enough to make any real difference. The most important part about maxing stats is having those pretty gold numbers anyway. No matter how you choose to max your stats, differences like that aren't going to have any practical effect on how well you can play the game, you can kill things and survive equally well regardless. Even being multiple points off isn't actually a big deal. The actual most important thing to consider in maxing plans is free unit space, as there are tons of utility units that give your character a lot more flexibility.
  5. ATA is actually still a 4 digit number just like every other stat, however the 4th digit gets truncated and never shown to the player (this is why things like c/ability are 30 all stat and 3ata, it's technically just +30 all inside the code). A humar at lvl 200 displays 174 ata with no equips, but its actually something like 1748 in the code (so lets say 174.5). As an example, a v101 give 15 all stats, which means it's actually 1.5 ata, so they will appear to gain 2 ata on the stats screen from equipping one, where some other classes will only appear to gain 1 ata (as their hidden digit is too low). Since the stat screen hides that last digit, it's not something that you would intuitively see without actually testing it directly. The practical advantage of having hidden ata is that those classes will gain their ata on the stat screen with odd mag dex levels rather than even ones, so you are able to squeeze out 1 level more than you would think when doing the math for maxing plans. So yes, exactly, some classes don't need the extra 1 dex on mags so they can use it elsewhere. Edit: fixed example
  6. Unfortunately, swords have garbage base ata for C-Mode, on top of the animations being so slow that you can easily get hit out of them. You are pretty much forced into NN combos only during the stages you start with them, and even then miss the second N often (stage 2, 3, and 7/8 can get Saber 30ata, Brand 33ata, Buster 35ata, but you start with Sword 15ata and Gigush 18ata). If you get one with hit and stats to drop it can be somewhat useful, but ideally you want to use saber type over any other option, as they will always have significantly better overall stats at equal tiers compared to any other option (and furthermore, cmode will often drop saber type that are 1 or 2 tiers above other types, e.g. tier 3 buster vs tier 2 knife). A group properly splitting up to deal with mobs using fast 160atp busters will do better than all using very slow 100atp gigush and damage cancelling each other. Partisan usage is also not worth it; even though they do have better forward reach than swords (swords have more horizontal reach), better ata, and much better animation speed/recovery, they sacrifice far too much atp and you can only get tier 1 partisans 40atp until stage 8, and tier 2 halbert 75atp on stage 9 where tier 4 pallasch with 220atp can drop (that's basically triple the atp with attributes), meaning they are just vastly outclassed. Slicer also is a similar situation but worse, another weapon that has lesser atp than other equal tiered aoe options, but also does not actually drop any good tier in cmode, even in stage 9 you only get tier 1 slicer with 15atp. Handguns vs Rifles also face this issue, rifles actually don't do more damage, as you only get tier 1 rifle until stage 5, and then tier 2 rifle for the rest. Handguns go all the way up to tier 4 quite steadily and always outclass the damage on rifles in every stage they are available except for stage 2, when it's still on tier 1 handgun but tier 1 rifle starts dropping (stage 3 starts getting Autoguns, and even in stage 2, rifle is 10-50atp avg 30, whereas hg is 25-30atp avg 27.5, basically equal). The other issue is actually reaching requirements to use handguns, hucaseal usually is fine, humar often can reach most of the time and in some stages gets nice breakpoints to use hg and mg (humar more atp than hucaseal), but hucast will have issues reaching stat requirements without significant luck for arm unit drops. Mechguns can dish out some serious damage if requirements can be met, but just like handguns it is difficult to do. Their low base ata means they do require decent hit % (attribute unimportant, their weapon atp is so low, it gets all its power from putting your characters atp into 9 attacks). Hucast can be able to reach in 6/7/8 with some lucky arm drops, but otherwise only humar or hucaseal will be able to use them). Daggers also have the caveat that they really require hit to work in cmode. Dagger animation leaves you very vulnerable if not on a hucaseal, but they can combo kill enemies well IF you are actually able to connect consistently. 3rd attack is bad if there will be anything left alive near you when you use it, as the recovery is one of the slowest. It's important to consider what kind of weapon drops in the stages. A direct comparison of types like this does not tell the whole story. Cmode design is not equal, several weapon types do not drop at an actually useful tier in stages. TL;DR Everything is garbage except for Sabers.
  7. I didn't make it, I'm not that good at drawing.
  8. Idea to improve server : Give kondrieu spinners increased hp like shamby's have
  9. Is the amount the run is faster and easier to do with another play not worth enough in relation to drops per time (though if they're not playing with you, remember that they'll still do their own runs too)? Do you think they will actually slow down your runs since you guys are experienced together and have an optimized style, or due to whatever other reason? Are you afraid that if they did get lucky enough to get one before you two, that they would not stick around to help you guys hunt they way you helped them? Are you unsure if you will be able to become friends with them and overcome some issues? Are your lives currently very strained for time and you can't afford to worry about others and have to focus on yourselves alone, thus having to disregard any potential extra speed from partying up since you are too constrained? There's a lot of potential things to consider with how you want to play. But know that it's not always so clear cut, it's not just you as a group of 2 vs as a group of 4, but actually 2 groups of 2 vs 1 group of 4.
  10. The problem of locked rooms was an issue before split drops, it's an issue after, and it'll be an issue no matter what we do. People aren't going to wait around for randoms to join during hh, they're going to go go go. Not everyone even can or want to play with others all the time either. Language barriers, time zones, physical handicaps, anxiety, or any number of personal reasons might prevent people from playing with others. Even if everyone did always want to have a full group, they're still going to pick and choose the ones they want in the room, and it would just be a bunch of 4p locked rooms with randoms still in lobby unable to join them regardless. People will still choose the ones they want to play with first, and still potentially exclude randoms just because they want to play with their friends, or they don't want the random slowing down their run speed, or literally just don't want to be dismayed from seeing someone not in their 'in group' get one in their room before them, or any number of reasons. Players usually have to work out teams in lobby before going to a game, and there's no passwords on the lobby, but it still requires people actually willing to take randoms with them. Tribalism is human nature after all. STA is a poor example, since it's supposed to be arguably the hardest or second hardest thing to get in the entire game (pgf being the other). And I think you are seriously misrepresenting the concepts. If you are doing solo "pod in 12 minutes counter to counter", then you're definitely getting banned for hacking lol. Solo usually will take people closer to 18-20 minutes. Not only will solo be slower, it'll also require significantly more effort from the player as opposed to when in a team. Your idea of the drop rate is also a misrepresentation. You get multiple chances at the drop when the drops are split, there's more chance for the item to spawn, not less. It's more like saying instead of 1/300 (I've never set sta that hard myself) it's now more like 1/125 for it to show up in that room. And that misinterpretation is exactly what I was saying about how split drops doesn't promote playing with others, but only for yourself. If a group is running for it, and it drops 4 times on one players screen, would they give others the extra ones that dropped on their screen? Some might like to think they would, but many others would use the rng drops as a justification for their own selfishness (extreme example, but it absolutely happens to lesser degrees constantly, with all sorts of items). Saying there is a trade off for playing with others is ignoring that the drop chance is rolling multiple times in the room, and ignoring the extra speed, support, and ease you get from being in a team. If you actually account for those things, then a group running together for a drop is actually relatively likely to get a similar amount of them regardless of how they pair up; it does depend on a large number of factors like team pairings, skill, choosing easy vs hard quests, etc., but overall usually is actually pretty close (some things are hard to quantify too, like the ease of not always being surrounded by enemies when in a 2p run splitting up for mobs, or other such things, but the %chance of runs per time is usually close enough to handwave explain minor probability differences). This ties back in to what I said at the start, players usually have to work out teams in lobby before going to a game, and while there are no passwords on the lobby, it still requires people actually willing to take randoms with them. Drop chances are just a convenient excuse, because if they actually did bring along the random and it made their runs faster and easier and everyone was actually working together for drops rather than just for themselves, then it would actually be comparable. That's something that doesn't come across so easily. Drop chance increasing with player count on a scalar rather than a simple chance x playercount increase is the norm for most games, rather than the other way around. Asking for completely unreduced chances is not just 'slightly more easy', but a pretty huge change, that's actually doubling drop rates. Trying to do that and maintain balance would be an absolute nightmare. Even so, I think to get people to actually include randoms regardless of their own personal reasons would require far more of a boost than just 'no reduction', but rather a massive increase just for having the 4th over a 3rd, which I'm not sure how that could even be implemented at all, let alone balanced. Since people will always choose different types of hunting, and it won't always be a choice of 4p, I think the best we can strive for is balance between hunting styles, and I don't believe that unreduced chances are balanced for a game like pso. I'm not convinced that saying 'fuck it' to trying to maintain some semblance of balancing to how you choose to hunt and just doubling drop chances across the board is going to somehow override tribalist human nature. Regardless, I'm just one guy, but I don't think an issue of people hunting with less than max parties is as simple of an issue to fix as just making rates be or sound better (probability is complicated) with a full party. I think having things like quests that actually require 4p and give bonuses to drop rates, like a maximum attack style event or other such things are better options to explore. Edit: I wouldn't also be averse to considering slight tweaks to dar though, like I'm personally considering what it would be like to reduce 2p slightly and increase 4p. I just don't think removing them entirely is a good idea.
  11. well then you guys can easily decide amongst yourselves who gets it and use a random roll die irl or online or any other system you want, be it rotating runs, drop turns, or whatever else. There honestly was never much issue with people ninja-ing drops even before individual drops existed, it was always an extremely rare occurrence and gm could step in if need be. It was always basically a non-issue. We have to remember the pso was not designed to have split drops originally. Everything that has been changed since has only ever made things far easier for players. Removing dar reduction would go even further for making things easier. However, doing that doesn't just pertain to any one item. I'm of the opinion that shared and split dropstyles in games have completely fundamentally different balancing principles. I don't want to push the drops to the point where there is no economy of trading anything and every player is an island isolated from the rest of the community. Part of the identity of pso is that the drops are hard, they take effort and grinding to get, and it's through overcoming that challenge that the rewards are sweeter for it. You gotta be willing to shed some blood, sweat, and tears, but when that red box shine shows up on your screen you feel accomplished. While I do like a lot of the quality of life changes made (like exp rates, rare monster boost, etc.) to reduce a lot of the more tedious parts of grinding that pso originally had, forcing an unreduced split drop system onto a game that was not balanced for it will just make a broken mess that no longer resembles the original game. I really don't want to put in the effort of going through and changing every drop on every difficulty to try to keep the spirit of the game just because people want even easier drops. People always want easier drops. And they're already pretty easy, whenever I've set up the event tables it's usually been with respect that people are playing a game in their free time, so the rates are such that if they put in a couple of hours each week through the event, they can reasonably expect to be rewarded for their effort. And with the split dropstyle, you do get a very significant boost over playing solo, it's hard to call it a reduction when you are getting multiple drop chances from a each monster, while also enjoying the benefit of a team supporting you to make things easier and going through more difficult quests faster. I don't think individual drops with no reduction promotes people working together more, but rather the opposite. It promotes hoarding of any drop you see, it doesn't make you work 'with' others to get drops (can't even help someone get a banner), but rather work for yourself and yourself alone without regard to others (hey, maybe the force might really like that trifluid that dropped on your screen, but no, it's obviously 'yours' because the rng rolled it for you so they don't deserve it). It makes every player into an island with little need to interact with others. You aren't supposed to get everything by yourself, that's why mechanics like section IDs exist. You help each other get things, are able to trade helping for one thing for getting help on another, and are able to trade the things you don't need for things you do. Even ignoring the idea of the issue (or non-issue) that a split drop system is supposed to solve, a fully unreduced one is both incongruent with how all of the item rates were designed to be, and not in line with the spirit of the game. Sorry about wall of text, but the issue is very complex, couldn't find too many unnecessary ideas to trim out.
  12. To expand upon the point #2 I made, dropping items near door is usually fine, but directly on the border between rooms is a bad idea. Whereas normally the game just kinda freezes you for a second and doesn't drop the item, occasionally it instead does drop the item, but it's a strange ghost item that no one can pick up. D/C always follows within a few minutes of that happening every time. I've had it happen the most in 2c1, especially where you have the small maze rooms (especially area 4 by the 4 laser gates, I've failed many runs to dropping items poorly there). I don't drop items in there anymore, I just wait until next room instead. I have heard before that it's an issue in nmode too, though never personally had it happen (but I don't usually drop like that in nmode).
  13. @Yannv Disconnects in cmode is almost entirely an item desync issue. It can be avoided by 1: not picking up items at the exact same time as another player (this leads to both players thinking they have the item, but when the one that doesnt actually have it uses it, they dc), and 2: dropping item directly on a room border (game doesn't know which room it's in, leading to d/c then or later). Avoiding those things has cut out >90% of all d/c of runs I've done since. I hope that helps you for any future runs. 2c3 is definitely kinda rng, but alot is the rushing strats (it's the ttf of cmode stages, can skip areas 16+17+18+19), basically no farming even though ep2 attributes are any stat, and a boss with small attacking window that likes to waste time. Other than 2c3 though, I've never failed a stage only due to weapons, 5/6 are slowed more due to excessive baranz/dubchic spawns rather than weapon %, and stage 9 if one gets any pallasch to drop (attribute more important than hit) then one can do fine on falz. 2c4 deldepths are also not something you use Hit% for, since you actually want to Miss Miss Hit if not using traps on them (they're reverse cave slimes, instead of 3rd hit split, they're 3rd hit stay up and do nothing). All delbiters in cmode are avoidable or rampable (I think there's < 3 you actually have to kill?), which makes them unable to hit you while you kill them freely. You've had a pallasch drop in mines with abeast? And that sort of thing happened more than once? That... shouldn't be possible. Pallasch should only drop in 1c9, and I've never personally seen or heard of any reports of false attribute in ep1 either, nor does anything come up in forum search. If you have any more info on the incidents or can point me in the right direction I'd like to look into it, that sounds like a pretty crazy bug. As for titles, iirc the title is the last stage you did, so if you want it to be the stage 9 title, even if you've completed cmode you can simply replay 1c9 and get that title instead (if anything, this lets people pick the title they want to have). The extremely rare 'not getting reward' bug is something we will fix for players manually since the benefit of being able to play stages out of order is an extraordinarily huge boon for cmode. For example if someone were to d/c at the end of a stage, suddenly they wouldn't be able to continue with their group normally. IMO being able to play any stage at any time is not something that should be changed if it can be avoided. I do appreciate the feedback, and I really hope the tips to avoid d/c help. If you got some free time in this event I'd love to do some hunts (or even cmode) with ya again.
×
×
  • Create New...