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Ultima GM
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Everything posted by Fyrewolf5

  1. 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.
  2. 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.).
  3. 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/
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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!
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. here's how you do custom textures/models https://www.phantasystaronline.net/forum/index.php?/topic/29355-custom-textures-and-other-files/
  15. 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.
  16. yea, that can have an effect. you probably did secret delivery / doc's secret plan on ultimate if that's the case
  17. 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.
  18. 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.
  19. Game account and Forum account are different things. It sounds like you already signed up for a game account (which is done here), but haven't completed validation for that account. You can use this link (https://www.phantasystaronline.net/forum/index.php?/account-management/account-validation/) to resend a validation email, but if it doesn't work then pm Soly about getting it manually validated.
  20. Do you mean forum name, or ingame character name? You can change your ingame characters name every 3 months using the command /changename 'newname' twice in lobby.
  21. Pinkal does not find tech disks better than other ids, not since dreamcast v1. While pinkal does get some of the most basic fo weapons (the elemental wands and clubs), it's pretty garbage at getting anything decent (except when I put event drops in easier locations on it that is), so it's generally passed over in favor of other ids.
  22. There are a number of things that do make it easier, but forces still have a pretty slow start overall. Meseta is easy to come by for fluids, so that's not really an issue. Elenor(ashura) and Mark3 mag cells are usually around for really cheap too, and those can be used to make easy 195 mind mags. Tagging enemies with debuffs (Jellen/Zalure) does give you exp when enemy dies, so you can contribute to a team quite well with just buffs/debuffs/heals without losing out on exp. Glide Divine increases debuff range, but it takes 900mst to wield so it takes some levels before you get that high (though with a 195 mind mag and a set of h/mind or c/mind, you'll get there soon enough, as early as lvl 9-61 depending on which force and cent/heavenly difference even without mind mats), it is huntable in from vhard sand rappy on several id, which is a pretty easy hunt (max attack 4 route a, b, or c; scare 12 rappies and restart). For really high monster counts, you would use Gifoie or Rabarta to hit more of them, as most spells have a target limit of 10 (however, don't spam rabarta in a team game, as spamming spells will cause issues for your teammates, especially so with that one though; one tag is enough to get exp). When you do get to higher level and are able to get ata/atp up, then contributing with Demon's weapons like Bringer's Rifle and Slicer of Fanatic can be very very helpful to a team, allows you to do a lot with what little you have as a force still leveling (demon's don't care about atp and just does -75% current hp damage, so getting just enough atp to use SoF and SN combos to gaurantee hits will work even at low ata, or focusing entirely on ata for bringers rifle w/ smartlink). Note that when you do get to high levels as a force, gameplay is more Red Mage focus than Black Mage, as the latter just isn't really viable except in niche circumstances with a lot of tech boosting gear (mostly ep4, and some early ep1 runs,) and mostly solo runs at that, since it's generally detrimental to teamplay in team games. PSO is a bit biased against magic for actual raw damage, it's more for utility use in teams, and wide but weak aoe coverage in solo.
  23. imo, the original game had an extremely high grind factor, far more than other games in the same genre. If you played vanilla offline on gamecube/xbox, then you could spend multiple hundreds of hours and still not be in ultimate. The drop rates here are pretty similar to gc/xbox for the most part (dreamcast rates were insane, with items in the 1/millions), aside from happy hours and individual rate bonuses making things slightly better than gc/xbox, but the boosted exp really helps you get up to a level where you can get to hunting stuff faster, so the progression feels a lot smoother with actually making gains rather than just a slog to do anything at all. You still have to do work to get your drops, and work to get maxed out on a character, but its not painfully slow. If there is a point where mobs 'feel like sponges' it's probably when you first make the jump to ultimate difficulty; original dc v1 only went to level 100 and no ultimate mode, so when they added in ultimate it's made to scale all the way from 80-200, and thus enemies generally double their hp/stats from what they were in vhard and can be a bit difficult when you first enter it (we've also raised the min level for ultimate in each ep by 10, to 90/100/110 for ep 1/2/4 though, so it's not quite as big a jump as vanilla). With a little bit of effort and maybe some help though you can jump over that gap pretty quickly, leveling up from 90-120 doesn't take all that long when being powerleveled by other players, especially when we run x5 exp events (default exp is x3 up to level 160, then x2 after. The bosses in ep2 have boosted exp as well). We technically also run the exp tables from dreamcast instead of gc/xbox, so the curve and max is a little different, with the midway at lvl172 and 96M maxEXP instead of midway at lvl182 and 83M maxEXP, so it's not exactly that multiplier amount faster. At around 150 you can start setting yourself up to be at top tier effectiveness for the most part depending on gear, but you still got a good bit of level progression to achieve too. Overall it the progression is smoother and accelerated to get to the point where you are potentially 'strong'.
  24. Since you linked a whole playlist I'm not sure which track you mean from it (didn't hear a battle phase at end of first track that played). But anyways, the general answer is both yes and no. It is technically possible, but it's going to be a lot more effort and probably not sound very good. The dynamic music in pso is specifically written for the game so that it can transition at pretty much any point in the song and not just at a specific spot. The way it's set up is that the files are Multi-Stream OGGs, with a whole mess of small streams so it can transition wherever. Both Forest and Caves are 62 streams of ~5seconds each, with 1-25 exploring, 26-31 exploring>fighting, 32-56 fighting, 57-62 fighting>exploring. It is possible to do multi-stream oggs and replace them and the music will be dynamic, but it's highly likely that the song will be a bit choppy when transitions happen, since most songs simply will not be able to transition smoothly like the default music does. I've only tried a few times to do dynamic music, it's tricky to get right. The best types of dynamic music to use for replacement would probably be something that does its dynamic switching through layering more instruments onto their song (exploring being a basic melody, the fighting adds in the percussion and other instruments on top of the existing music but doesn't alter the melody itself), which is a more common way to make dynamic music in games. You could always do the easy thing, just make a single stream loop that includes both regular and battle phase of the song and forget about dynamic changing. If you do want to try doing it dynamically, there is a guide for how to do it (https://oggsource.wordpress.com/), just don't expect it to turn out smoothly.
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