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Fyrewolf5

Ultima GM
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Everything posted by Fyrewolf5

  1. You aren't playing this on a console gc/xbox or something like that. You aren't going to be able to manipulate RNG that way. Back on those you mightve been able to do 'some' stuff (e.g. in cmode, record attack hits/miss and restart cmode and change what attack orders you do to get all hits), but you aren't really going to be able to do anything special as soly explained. The real way to get PGF to drop is that you have to not just use red handgun, but ALL the red weapons in the correct order to spell out flowen's name, and then 360 no-scope him with flowen's sword to get him to remember who he is and drop the pgf.
  2. Interesting, I never got around to testing mag resta properties. I know that my force mind mag actually heals a ton of hp when it procs, but idk if it's being affected by charMST, mag mind level, or both. Would be interesting to see if putting a 200 mind mag on a cast would increase the resta for them from <100 to anything useful. I doubt it, but it'd be kinda neat.
  3. The formula is pretty much as was already stated, ((MST+TechPwr) / 5) x (boosts) x (resists), which if you examine it you will see that MST is the least important component, and the most important are the Boosts and Monster Resists (even techpower gains per spell level are much higher than mst gains; e.g. devil/technique is stronger than god/mind does for all spells, until maxing of course). If there were something I would consider tweaking more, it would be the enemy resists in the game, as those are almost exclusively the realm of forces (nobody uses Burning or Tempest specials seriously). When I do changes to things, I'm trying to stay in the realm of what pso already is, I'm not trying to alter it so much that it becomes a different game. It all needs to fit together in the larger scheme so that it's like it could have always been there. In that regard, the game itself was already biased against magic. There are too many instances where you find that enemies have 90+ in all resistances, have specific negative ai reactions to being hit with magic, or other such things. It was never intended for forces to be able to play full black mage through the game and be able to use techniques for all enemies (trying to do olga with only techniques is one of the most painful things haha). In 1p mode they did change some of the resistances to lean more toward that regard since if you are playing 1p you clearly aren't online, but this is an online game first and foremost, so I really don't have any intention of stepping any more away from the base game design in regards to techs. However, I think techs are actually in a pretty good place overall right now. While Psycho Bridge is incredibly difficult to get, it also is incredibly powerful and puts you at really dangerously fast clears in comparison to other classes in a solo setting. Remember that magic is wider aoe and more targets than conventional weapons, cannot miss, and can stunlock enemies. It is meant to be weaker damage to compensate for its inherent advantages. While the ultra-low end is potentially a little lacking, the mid-range got a very significant boost when I upped all the Elemental Cloak boosts to 30% element from 10% (Ignition Cloak, Congeal Cloak, Tempest Cloak. I did not boost Select Cloak, as it would be too similar to MG+). I did a lot of testing on various forces when I wanted to implement this change, and it would pretty consistently shave off 1 spellcast from all mobs whether using pwand + 3seals, or pwand + hylian, or pbridge + hylian, etc. There is also the newer Stellar Shard item which makes two things forces like, the Quasar Staff (60% rf/gz 120%barta) and the Neutron Skin (+250mst armor), and stellar shard itself was a drop most suitable to be hunted with a force, as they are quite a bit more flexible dealing with the awkward nature of ep4 enemies/environments than hunters and rangers, and are more consistent on the boss due to their non-fluctuating tech damage. Glide v00 and Alis' Resolve also make using si- techs to supplement a team much more appealing as well, as that is more beneficial to a team than spamming ra- techs usually, giving some leeway to using techs in a team. Overall techniques can do well in about half of the game (all of ep4, half of ep1). For the rest, forces will be required to use weapons too. Magic is only meant to supplement weapons, not replace them. We've introduced a buttload of gear aimed at forces that help them out on that side as well. Things like 100souls, Lindcray, Blood Sword, Banana Cannon, Sacred Bow, Slicer of Vengeance, Boomerang, Kiss of Death, Ultima Reaper, Sil Dragon Slayer, Stealth Sword, Master Sword, Rage de Glace, Samba Fiesta, Fury of the Beast, many of the Halloween Costumes, Godric's Cloak, etc. There are a lot of things out there to help forces and quite a lot that are exclusive or specifically designed to help them out. For a long time one of their biggest issues was specific bosses more than anything else, but things like dragons, worms, vol opt, gryphon, falz, and olga are less of an issue than they used to be due to the increased toolkit they have now. When played competently and utilizing their entire arsenal, forces are an extremely powerful class. With high buffs to increase their own atp up (fomar s30 has more atp than racast without shifta) and high debuffs to weaken enemies (jellen 30 makes things only tickle), and near limitless healing ability, they are nearly unkillable at high levels. They can do 'good enough' physical damage for the most part with many different weapons, and they're also able to do useful things like aoe stun lilys, or detonate all traps in the room, or kill enemies beyond render range, or first-frame megid kill, or other things with magic besides the obvious ultra-wide high-target aoe damage/clear. In the arguably highest-tier area of the game (Ep2 Tower), forces are one of the most damaging classes, often outshining racast and racaseal, using things like bringer's rifle and samba fiesta and slicer of fanatic to great effect, greatly increasing everyone's output vs ill gills and epsilons, and simply keeping del lily's on lockdown easily. In challenge mode, forces can be incredibly powerful characters to bring along, not just for the smallest of shifta but also for their high damage output. In battle mode forces pretty much decimate all other characters with ease. In normal-vhard of all areas, forces are the undisputed kings. That last one illustrates how dangerous it can be to buff techs too much in this game, if forces are able to actually clear very well, then they will clear the entire room from miles away before anyone else can even reach the enemies at all. I'd would even argue that the most capable class in the entire game is Fomar. Even though they are extremely underplayed, fomar is one of the potentially best classes; if they are a good player and have decent gear, they are perfectly competent at doing anything you could possibly throw at them in the game. They only have 44 less atp than Ramarl, the typical 'solo' class, but have access to better buffs, debuffs and heals. With Godric's Cloak on, they surpass the ata of a hucast. They may not have dark meteor, but they are perfectly capable of doing 'good enough' physical aoe damage, 'good enough' magical aoe damage, strong demons, and will be able to handle pretty much any situation they find themselves in, solo or in teams. Of course there are classes that might excel at certain situations over him, I'm just saying he's more than competent in the most situations of all. Regardless, all forces are not classes to be underestimated just because the game is biased against magic. While going full black mage has some places where it struggles, and going full white mage can be boring and have a lot of downtime, the game is extremely generous in catering towards playing a versatile and competent red mage style, where you can do a good bit of everything well depending on what is needed. While they may not be as flashy as other classes, or put out quite as high numbers flying across the screen, there is a point you can reach where you can say they really do 'good enough' and don't lag behind other classes significantly at specific tasks, and it's at that point where their versatility shines. Sorry for the wall of text there, now as some quick answers for your other questions: Unique Force Weapons - adding in unique things to the game is difficult/impossible. We can't add new mechanics into the game, we have to use what already exists in new ways. Something like the 'bait launcher' you described before would be impossible to do. Wiki Linking to the Drop Table - I really like this idea. Vote Kick Option - Maybe in the new Aselia server software Recycling bad rares - Difficult to do in a way that is balanced. Even old teampoints system, people would just sacrifice hundreds of 1/2 drop 9star rares. Bad rares are going to exist, just throw them away or hand them off to some newbies. Burning Rangers Music Everywhere - this is easily doable by either editing your own files, or I can give you a few hundred burning rangers music disks, which allow you to play the music anywhere. Since burning rangers is already in the game properly looped(HEARTS.ogg), you wouldn't need to do any audio editing, you could simply make tons of copies and rename+overwrite the files for each area. However, it probably would not play properly in ep4 areas if you simply renamed it, as they do their dynamic loop differently and require specially made multistream files to play properly, so if you want to meet up and get music disks let me know. For Freezing, you can also practice instant freeze timings. It's a difficult trick to pull off, but enemies have specific points in their animations where they become 100% vulnerable to freezing with any level gi-/ra-barta. These are generally at the beginning and end of animations, or right as an animation is about to change. The most common one would be right after a monster spawns and is about to activate/aggro/awaken/etc. This trick does require extreme precision and is not easy to do, typically if you are having an off day it's not even worth it to try in a serious game, but with good practice it can be another tool in your arsenal on any fleshy character. It's difficult to describe some of the points where it's possible. Times like right as a delbiter starts/ends charging or stomping, or right as a sinow starts punching, or right after they have finished the second punch and are going back to ready position, or similar times right at start and end of slapper enemy attacks (it's kind of like a dark souls 1 parry, not while they are telegraphing but right as they actually start swinging forward). Basically, when an animation changes/shifts there is usually a vulnerable timing, but it's not always the easiest or most practical thing to hit. Here's a video with many examples of it working:
  4. Because this game was made when dial-up internet was the standard, it came out on the dreamcast originally. Damage cancel exists because each person's client is off doing their own stuff, doing all their own calculations for damage and monster ai and the like, and you send only the bare minimum of data to the other players about things. With how the monster packet gets synced, it's nearly impossible to remove damage cancel from the game, not without completely rewriting the netcode to make the server handle calculations and override the players or something like that. Heck, the game doesn't even send other player's true position all that often, it only does it when it absolutely needs to like when they attack so your client knows where to render a bullet from, hence why people sometimes get stuck on a corner and then warp forward after a few seconds or them doing an attack. Other servers have tried to do band-aid fixes, but they are not a miracle cure and have their own drawbacks that arise from it; damage cancel is basically built into the game, actually truely removing it would be very difficult to do.
  5. .It can't be set to 2tp per second. You set the # of seconds per 1 tp, not the number of TP per second. You can't put it at 0.5 sec / tp, lowest it goes is 1 or 0 (which is not a viable option as I described). There are some barriers and frames that regen tp actually. Barriers there is Regenerate Gear Adv (restores 5% hp+tp on block, 92-97evp, no resists) and Regenerate Gear BP (restores 2% hp+tp on block, 181evp, 15 all resists), though those really aren't too useful in Ultimate difficulty as blocking is difficult to do (and the lesser "Regenerate Gear" is weaker than both and only hp); they can be quite effective in normal-vhard though, quickly filling up all hp and tp in a few seconds. Red Ring also regenerates hp and tp over time while equipped. As for frames, Spirit Garment and Spirit Cuirass restore TP (they have counterpart Revival Garment/Cuirass that do hp too), and Aura Field drains tp over time. There are also some select weapons that have regeneration on them, such as Madam's Umbrella (1 tp per 4 seconds), and s-ranks have the option to add it as a c-rank special, (though idk why you would). Glide Divine and Glide Divine v00 also have the special effect of getting a unique 'use' option after 10 minutes of being equipped which reduces hp to 1 and restores all tp. Honestly there, there is one item in the game that is greater than any tp steal/regenerate weapons, tp regeneration units, tp regenerating frames, or tp regenerating barriers. It can completely restore any and all tp missing from a character instantaneously with no animation and no menuing, with no ill effects or prerequisites like glide does. These items may have faded into legend, but I assure you they are no myth; perhaps one day you might obtain the fabled Trifluid for yourself.
  6. The problem is, you can't really set it to a value that's actually 'good' without being broken. For the regen units, the value on them is the # of seconds to generate 1 hp/tp/pb, so either it's set as low as 1 per second (still not great), or it's set at 0 which causes it to fill up every frame as if you were standing in a heal ring. Even if it were at 1/sec, that would be paltry compared to just whipping out a mahu or tyrfing or chameleon scythe and stealing 500-3000 tp in a combo. If you want good tp regen, then you'll have to play a newman character and stand still.
  7. When using hell, you'll want to wear a v502 unit. v502 will give 2x chance of hell activating on an attack(and increase paralysis/confuse/freeze specials by 1.5x), so it's quite potent. That will take the activation chance against Gee from 43% on hit to 86% on hit [ ((baseActivation - edk) x v502), or (93-50) x2 ]. That should make things far more consistent for you.
  8. The cone of all of those weapons is identical. They all use Shot targeting cone for their range (though asteron striker normal and hard use rifle range, the special is shot range and targeting). A good Hell Laser or Raygun is useful to have too, as you don't always want autotargeting. Then there are other things like Kiss of Death (slicer, same stats as s-rank j-cutter hell), Ultima Reaper (partisan extended range and 15 target), and Outlaw Star (launcher, can spawnkill). They all have their uses depending on the situation. For example, in seabed you don't really want autotarget so much, so a hell laser is useful, and many spawns there are quite good to use Outlaw Star launcher type on. Ep 4 you have lizards which can't be hit by ranged attacks from the front, so Ultima Reaper is extremely useful, and for eclairs you generally want to target them with a quick pinpoint weapon like a laser, or potentially a yas7k depending on positioning but it can be more difficult. Seaside will be where autotarget is great and asteron striker / yas7k will shine a lot, with many gee popping down in spread out locations. Against something like monests and mothmants, a shot or slicer will work good especially when there is more than one, but a regular laser to snipe down the nest itself quickly is great too. It depends a lot on the situation. Baranz launcher actually has some atp for %s to work on, but vulcans have almost none. % other than hit will do basically nothing for vulcans, as it will only add on that % of the WeaponATP extra. High atp weapons will scale much more with %, and even then charge weapons are usually going to shine when you have high shifta to give yourself enough atp anyway, so for the most part it's better to use on other things that give you a bit of a boost when you don't have shifta (e.g. high atp mechs like psycho raven, dual birds, mille faucille, rage de glace, etc.).
  9. You can find the account recovery and password change pages here https://www.phantasystaronline.net/forum/index.php?/account-management/account-recovery/ https://www.phantasystaronline.net/forum/index.php?/account-management/password-change/
  10. I made all my plans before it was easy to see what the hidden truncated value actually was, so I was having to do things like put on a v101 and see if it increased ata value by 1 or 2 (it adds 1.5). I honestly wouldn't sweat too hard over 0.1 ATA though, that won't really change your accuracy much (that's less than 0.1% on first and second attacks using heavy or special). On a class like Ramar that has a lot of extra room (if he's not trying to reach holy ray that is), then it's not so bad, but some other classes are already pretty strained for space so it might be more difficult to make them work. The more important thing to think about in these plans is the power of free unit space. Whether you go for min-max or not, by and large a char will have the same performance regardless; a few atp or ata isn't really going to change how effectively and quickly you kill monsters at. Free unit space however, lets you use a myriad of utility items that can much more significantly impact your performance. And this is a case where I'd have to disagree with using any stat unit on Ramar. He's one of the 2 rangers that doesn't need a stat unit (and doesn't need smartlink either, unlike the 1 hunter that needs no stat unit). That means he can do crazy things like wear Wedding Dress, RR, and 3 Divine Protections to reach 99 edk and 40efr for doing Tower runs. You can easily throw a cure/confuse on for runs where other classes can't spare the room. You can even roll with 3 pb/increase and reach full bar insanely fast (that's extra 39 pb in the 4 minutes that a solo twins lasts alone). For players that haven't reached max level yet, the extra room helps you still perform at max potential long before then (a 150 ramar that throws on a c/arms and 2c/pow can keep up with a 200ramar). Unit space actually has a significant impact on gameplay, whereas 10atp or 1ata or things of that nature really don't in the end. While I did spend a lot of time making good maxing plans, it's important to temper that with the knowledge of what actually matters. PSO is a game where good teamplay, prioritization, and positioning can increase your output an order of magnitude greater than mere stat min-maxing.
  11. I'm pretty sure Lemon was just joking and it wasn't meant to be arrogant (he's a very chill guy), I'm sorry you took it that way. As for custom weapons, my new designs simply were not ready for this one. We wanted to do something since 10 years of active server is a big milestone, but I simply did not have solid designs for an all-class weapon to add in until it was too late. It's difficult to create new weapons that fit in to the rest of the game well and fill gaps that are lacking. I've done a buttload of weapons before now and was running a little dry on ideas, for this event I simply could not get my new concepts ready in time, so I'm sorry for that. That being said, 10 year blades looks incredibly good to me as a weapon; it has great stats even if the skin is a little borked atm, but there will be a new skin for it soon that looks really cool.
  12. DFP does not matter all that much in general. For physical attacks, the damage you take will be something like ((ATP - DFP) / 5), with the potential for a critical hit dealing bonus 50% more damage (enemies don't have normal/hard/sacrificial attack multipliers like the player does, but it's basically the same formula). Thus, every 5 dfp will reduce damage by 1, which isn't very much honestly. You don't usually get huge jumps in dfp from anything, and even if you do compare something like Stealth Suit 1dfp vs STA 500dfp, the amount of damage it reduces is going to be less than a decent Jellen will (even just s-rank jellen or humar jellen) will do against most enemies outside of the most extreme cases (most of the time your armor will give you 200+dfp anyway, Stealth Suit is an exception, and even then only against forest level enemies would sta potentially do more than 15 jellen). The bigger concern is Set Damage attacks. DFP does very little for physical damage as is, and Jellen 30 will reduce enemy attacks to mere tickles anyway, but the damage that will actually threaten your char will be Elemental or Set damage in nature usually. Set Damage cannot be blocked, cannot crit, and cannot be reduced in any way, it just always does the exact same # damage regardless of gear/level/etc. An example would be like Dark Falz slap, which does 1090 damage (all of Falz is set damage actually, so jellen has no effect on him and deband is worthless in that fight). Shambertin tornadoes are set damage as well. Personally I think being between 1500 and 1600 hp is helpful, as shambertin tornado does 400 per hit (hits greater than 1>4th hp result in knockdown, so it multihits at 1600+ hp). Bringer laser does 1400 damage and vol opt's laser is like 15xx damage, Falz's blue balls can sometimes doublehit you for 1500 (750 x2), so you can survive the biggest attacks at that range, without being too vulnerable to others due to lack of knockdown (e.g. >1680hp vs many gilchic/morfos lasers). Then there's also setups you can do where you utilize set damage attacks to try to trigger mag invincibility to proc, using things like Delbiter Charge (720) or Laser (680), Gibbles Drop (700), Bringer Charge (700) or Laser (700/1400), Gilchic Laser (420 ep1), Dubchic Laser (400 ep1), Morfos Laser (420), Gi Gue Bomb (900), Del Lily Scream (set to 1hp) or Suicide (700??), Recon Bomb (500), etc. Depending on the situation, you can use lavis blade / inferno girasole / gal wind / etc. to lower hp as needed to get a 2hit to put you <1/10th hp for mag trigger. This hp amount is just a personal opinion though, choose your own range that suits your playstyle. More hp could survive some attacks I don't care about surviving as much, such as Kondrieu Body Crit, or have an extra 0.x seconds to hit trimate when surrounded by enemies and being stunlocked, or other such things.
  13. It's the other way around, 20 for stealth suit, and 10 for lollipop iirc. It is in "Gallon's Plan" which is an ep1 1p quest (you can get 2 tickets on vhard/ult, and 1 ticket on normal/hard). Pretty short to run though. Stealth suit has 1dfp, 300evp, and 0 resists. The evp is very high on it, and low dfp is mitigated by just having good dodging and jellen so it's a bit moot. It's possible to play around having low dark resist too (the main resist you would get from armor). The real reason it's one of the top tier options though is because the unique effect of making you transparent has a side effect of removing weapon switch delay. It is impossible to slingshot bullets when you wear stealth suit, as you don't have to wait for your weapon model to load in after switching weapons and can instantly fire them. Normally, if you switch to a weapon and fire before the model has loaded in, your bullets do not fire correctly, delaying by 5-10 seconds and then flying in from point 0, 0 instead of from your actual char, often missing because of the weird angle. If you are a good player, then stealth suit lets you quite literally play faster, by being able to switch weapons faster as the situation calls for it. You also can't see any sprites when looking through your transparent body, so you can look through locked doors haha.
  14. Regular Mags will evolve at every level multiple of 5 if the class, id group, or stat balance changes. You would have to feed it up to 51 before moving it back, but then it would change again at 55 if those things still were the same. Ila is a better feeding group than Kaitabha anyway though (dimates 16p vs 11p, antidote 14d vs 16d), so you might as well just feed it on your hu. Technically you didn't even need to give it to Ranger at all either, Ila gets twins pb just like Kaitabha. Just keep feeding it up and it should all be fine (just dont feed it to 45p 45d or it might get a little confused, recommend going to only 44dex and leaving that as the last level for evolving to nidra at 99>100). Good Luck!
  15. I can give you an extra charge raygun 50h (these appear in the shop every so often; I can also hunt you some h/arms to replace the g/arms tommorow), using a quick SNS or SHS at range can net you good hits do to ata glitching, or just NSS/NHS at short range. A hand of justice or asteron striker will have good accuracy for just regular hard attacks, which helps hucast save on ata too. Bombchu is great for flying bosses on hucast too, but you'd have to find someone willing to trade it since triforce event is over. If you have good timing, both boomerang and ultima reaper can actually hit gal gryphon on his flyover, though twin blaze is far easier with its gifoie special just to tag even if it won't do much damage (it's also indispensible on casts for trapping). Technically, there are 2 shields you can access for a boost, s-parts 2.01 (15ata, cast only, normal gilchics at difficult rate), and Gratia shield (available in black paper deal 2, very cheap to get) does work on Hand of Justice to give it +30ata, so even a no hit hoj+gratia would be more ata than a 50h charge raygun, and would be more useful for hard attacks too. There is also the cheap Thirteen armor(available in bpd) and Diska of Braveman combo (13 gives dob 30ata and 50% atp, and good hit dob are very easy to hunt / cheap to trade for), and slicers are very easy to ata glitch. DoB is also not to be underestimated for damage even at max level, it can be a killer ranged aoe weapon on hucast.
  16. I do have something planned for it, but tracking down the code to change I want to do to it has been taking some time.
  17. Those 3 already have the longest range of all the spells (I think it's foie>zonde>grants>barta). You can hit an enemy with foie from so far away the game won't even render the damage numbers. That's plenty enough distance. The range scales with the level of the technique so a level 10 tech won't go as far as a level 30. @Saber +7 If you want a ring model then do a custom model swap. Part of the reason for the costumes is to have variety not just in gear options but also in looks, so that not every single hunter is wearing a ring on their arm. @Noob Saibot The descriptions all do say stuff about the rings purpose, other than ylvis and bewbs costume which originally had different stats (ylvis had extra evp/less dfp and bewbs costume had extra fire resist. however, since the trap/search effects were actually unintended byproducts of the code and one of the original concepts for shields anyway, they were redone to include that). Frank the bunny costume 'terrifies your enemies' (increased debuff range), Catscratch 'incites allies into berserk rage' (buff range), Guardian Angel is self explanatory (I didn't write that one myself), Agent K costume is 'most effective at night' (increased edk), Minecraft costume 'don't let the darkness penetrate home defenesssSSS' (dark technique megid penetrates). As for the name of that one, 'Rainbow Ring' is the name of another server's ring (though it is a very different thing), and the texture's blocky pixelated look led to the Minecraft name being attached to it instead. There's no shame in using it over another ring just for looks. The costume effects are minor bonus extras which are not required, and halo souls are purposefully very easy to get so you can change if you want.
  18. Laconium Axe only hits 1 target. AoE options include Excalibur (3 targets), Ultima Reaper (15 targets, extended range), Zanba/Flowens 3084/Yunchang/Great Fairy Sword/Tyrell's Parasol (sacrificial), Vjaya, Crimson Sword (chromatic orb + red sword), Red Sword, Sil Dragon Slayer (blue-black stone + dragon slayer), Master Sword, Tsumikiri J-Sword, etc. (all standard swords/partisans are 10 targets). In a pinch you can even use chain sawd if you have to. Ultima Reapers without hit are usually fairly cheap, and making Sil Dragon Slayer is also pretty cheap in general. You can also get 40hit vjaya from government quest 6-5 ult as a hunter. Red Sword can also be obtained in Black Paper Deal 1 Hard Dorphon route, though it won't have any attributes, but it still is 715atp, so pretty strong regardless.
  19. That is a summer event item, so it'll be back then. Card with power/accuracy based on mst isn't possible. There are no plans currently for a second barrier to boost basic attack spells, you'll just have to make do with merges until next year or try to trade for an alis' resolve from another player, which honestly probably wouldn't be too expensive.
  20. here's how you do custom textures/models https://www.phantasystaronline.net/forum/index.php?/topic/29355-custom-textures-and-other-files/
  21. Usually relatively cheap. DFP/EVP range from low-tier rare armor (e.g. db's armor) to high tier rare armor (aura field, bovn). Notable for having ice resistance, above average dark resistance, and giving +30 to luck. Not as much luck as samurai armor, but it actually has dark resist. Designed to be good for mid-level characters.
  22. yea, that can have an effect. you probably did secret delivery / doc's secret plan on ultimate if that's the case
  23. This means that you haven't done Doc's Secret Plan yet, which is a ruins quest so it requires government quest 4-1 to be unlocked as well as the Secret Delivery 1p quest. Once you do that, the doc owes you one for helping him out in those two quests (secret delivery and doc's secret plan) and will convert weapons for you. The full requirements are as follows: 1. Unlock government quest 4-1 2. Complete 1p quests Battle Training, Claiming a Stake, Magnitude of Metal, Secret Delivery (requires 2-1), and Doc's Secret Plan (requires 4-1 and secret delivery) 3. Go to Dr. Osto's Research to convert items.
  24. Kind of a poor comparison. They do completely different roles. Heaven striker is high atp and berserk special, for quick high single-target damage. Asteron striker is low atp and hell special, for hell use (like clearing out gee in seaside) and occasionally for rifle range damage w/ normal and hard attacks on hunters (mostly hucast, as non-cast can use holy ray, females can use angel harp and hunewearl can use lindcray) when they really need rifle range over handgun range, which isn't all that often.
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