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Everything posted by Fyrewolf5
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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.
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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.
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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.
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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.
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Progression flow on Ultima
Fyrewolf5 replied to Climhazzard's topic in Phantasy Star Online BB General
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'. -
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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Ah I see. Guess I should set one up then haha.
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What do you mean by "add it to your forum account"? There isn't really any setting for that on the forum, and you already have the pro gif in your signature under the cloud one.
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Ideas to improve the server - feel free to post!
Fyrewolf5 replied to shion255's topic in Phantasy Star Online BB General
No. State/Maintenance was removed after dreamcast (and sacred guard was altered to not have same effect). You have to decide what cures you need to bring to quests, not going to make one that just does everything. Unfortunately, I don't believe this is possible to do. -
Yes, the 2nd and 3rd attacks in a combo get an accuracy boost. You generally want to lead combos with a normal and follow up with heavy or special afterwards. This is partly because of accuracy, but also can because ranged weapons can have a hard time hitting enemies if you don't due to manual evasion; bullets are only active at the point they are targeted at, and they must strike the center of the monster's hitbox at that point, or else it automatically misses. It's referred to as 'manual evasion', since the bullet literally missed the monster and never even got to do an player accuracy(ATA) vs monster evasion power(EVP) check at all. The subtle part is that if a monster is towards the player, it can pass through the bullet before the active hit check happens, and since heavy and special attacks have an extra charge-up time before firing it can give monster extra time to dodge the bullet, so leading with normal will more likely hit them and make them flinch. There are some more advanced tactics that lead with heavy or special attacks followed quickly by a lesser attack; the accuracy boost updates immediately not just for attack you are doing, but any projectiles still in flight and even melee attacks in progress, so a quick special>normal will update the first bullet to have the accuracy of a 2nd normal instead of a 1st special. It won't work well on fast moving target, but can be useful at higher difficulties on some mobs. But this isn't something you'll have to worry about for a good while into ultimate, just get used to basic mechanics and lead with normal for the most part.
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Yes, this would be quite different from the things on PS2. Phantasy Star Online (PSO or PSOBB) was not on the ps2 (it was dreamcast/gamecube/xbox/pc), with the latest version Blue Burst being pc exclusive but having an extra episode (dreamcast ep 1, gc/xbox ep2, and pc ep 4). Phantasy Star Universe (PSU) was the next series on the ps2, which has a lot of differences to PSO. As for how it works, PSO is a pretty standard hack n' slash Action RPG lootfest. The design is very similar to Diablo 2 in a number of ways, but the combat more closely mimics Dark Souls with its focus on methodically paced, deliberate combat, though pso offers more in the way of buffs/debuffs and healing items are instantaneous. Unlike d2 though, the rare drops are not random; enemies will drop many different common drops but each enemy will drop a specific rare at a specific rate, depending on game difficulty and the room leader's 'section id' (e.g. Ultimate Booma will drop a Dragon Slayer 1/213 rate on Skyly id, or a Final Impact 1/213 on Viridia id, etc.), meaning you can specifically hunt a certain mob to get the rare item you are looking for. The game is pretty open when you play online, as you can choose any episode and immediately go to all areas within each episode with no real restrictions, though creating a room with a higher difficulties will require a higher level. There are a lot of helpful people around that can powerlevel you if you ask around, and experience rates are boosted on this server by default, though you can use a command to go to vanilla exp rate if you want.
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So with combat, there are a number of ways to do things with and without 3rd attack. A 2hit combo is often useful for sure (2nd attack has faster recovery too), but you can do 3hit by using Combo Delay; you have a decent amount of time between an attack to delay the next one, you have from whenever you start an attack motion up until your char actually starts bringing their weapon back to idle position to input the next attack. By doing a N-delay-Heavy-delay-Heavy, you keep the monster perpetually flinching and unable to retaliate. If you just attack as fast as possible, you often hit the monster while it's still flinching (which does not stun it) and it will recover from first flinch to hit you before you get 3rd attack off. Another good tactic is to bait monster attacks and circle them to attack from the flanks or back, leaving you safe to do 3hit combos as fast as you can; monsters also have terrible pathing so you can often get an entire group stuck close to you but facing away and unable to attack you. Dodging attacks takes only a millimeter of movement, so knowing the range and timing they swing at will be helpful. Understanding combo delay and dodging will help you go a long way to better combat as a hunter. Traps are proximity timer based, being i think 11 seconds on normal and 4 seconds on ultimate. Generally you don't want to use the timer though, so detonating them early is done in a few ways. Most often it's just done with a 'trapshoot' which is equipping some kind of gun (preferably handgun type), and simply setting trap and shooting immediately (note: your char will always end up facing south after trapshooting). You can also use Twin Blaze special gifoie to set up ahead of time if you know the spawn, in which case the trap detonates the instant you set it and you can already start an attack combo with main weapon instead of being in handgun recovery. It's a little faster afterwards, but takes more time to set up. It's also possible to chain traps, as a detonating trap will also set off all other traps in range, though this isn't used nearly as often. The game definitely wants you to carry ranged weapons with you even as a hunter (e.g. required recoboxes on the walls in seabed), so having a handgun even just for trapshooting is well worth it.
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most likely they and/or you just needed to reload blocks. If someone just left their team, it's needed to update their status as teamless for you.
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So.... does that mean everything is going ok now that you've readded it to dep exceptions? Just want to check in and make sure it's all working now.
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Ideas to improve the server - feel free to post!
Fyrewolf5 replied to shion255's topic in Phantasy Star Online BB General
It's actually not that simple. Replica flowen's is far stronger than nearly all fake flowen models besides the real one, and is technically stronger if you have the set bonus. Real Flowens 300-320atp 85grind 34ata, 490 total atp 3079 Flowen 290-300at 9grind, 25ata, 318 total atp Rep Flowens 230-300atp 21grind 28ata, 342 total atp Set Flowens ??? -450atp, 342 x 1.5 = 513 total atp If minATP is affected equally, then 408-513 total ATP for replica with set, averaging 460atp, whereas real flowens is 480 average, so it's relatively close but replica can hit higher potentially. Similarly, this is true of replica and 3079(second best model) as well, with the 3079 averaging 308atp and replica averaging 307atp, with replica having a larger variable and potentially higher numbers. This is also combined with the fact that you can put charge on replica instead of spirit, allowing use on more hunters and less costly overall (spirit is fluid heavy and becomes unusable below 11 tp). It does however have 6 less ata than the real one and 3 more than the 3079, though it's far more than the other models which have 5, 7, 9, 12, 13, 15, 17, and 19 ata only. As for the DB's sabers, the replica is stronger than most but there is one replica that is comparably strong to it without set, the 3064 model. The ata across the different models is also much better overall (ranging 21, 27, 29, 29, 30, 34, 40, and 48) than with the flowen's which have abysmally low on most of them. DB 3075 300-340atp, 85grind, 40ata, 510 total atp, average 490 DB 3064 289-301atp, 18grind, 48ata, 337 total atp, average 331 DB Saber 200-250atp, 44grind, 43ata 338 total atp, average 313 DB Set ???-375atp, 338 x 1.5 = 507 total atp, average 482 None of the db's weapons have a special on them though, so there is no potential advantage like with flowens. The atp variables are the basically the same for 3075 and replica, and the replica also has more ata than the 3075 by 3 (but falls short of the 2nd best model by 5) so technically the replica with the set has the arguable overall advantage here, as the variable and max atp differences are negligibly small. With both DB's and Flowen's weapons, the 9star replica isn't a bad option overall. They are on par with the 2nd best model without the set, and with the set are raised to be comparable to the best models. They also can be acquired at earlier difficulties and have lower requirements, so they can be used much quicker. If I could do set bonus changes, I would definitely want to extend at least DB's set to include the 3075 model (and create new item sets too). However, I would be hesitant to extend db's set bonus to Zanba (the weapon that the actual DB wields in game when you fight alongside him), and the same goes for Flowen's bonus and the respective 3084, as those swords are already arguably the strongest swords in the game by a wide margin with their sacrificial specials. -
Ideas to improve the server - feel free to post!
Fyrewolf5 replied to shion255's topic in Phantasy Star Online BB General
Again, it's something I do want to do, but without access to the source code it takes time to track these sorts of things down and change them, if it's even feasible to do. My own testing tells me that those set bonuses don't work with any of the weapons that have an actual model number, they only work with the basic 9star replica (the ones that say "Replica of a saber/sword once used by the military. An extremely common replica." and not have any model production year like AUW-3075 or other number or mention of a manufacturer like chris co., torato co., or mick co.). Thus, you can't get a bonus from using flowen's frame+shield with flowens 3084 (the 'real' one that has special, though it's a replica by mick co.), or the same with db's armor+shield with db 3075 which is what I would call the 'real' db (highest requirement/atp/grind, which is same as flowen 3084, same drop rate and id from similar enemy type). There are a couple other set bonuses and boosts. Delsaber's Shield and Delsaber's Buster; when you use those together, you gain double the shield's evp (115>230) and double the atp of the buster (340-350 > 700), which is surprisingly strong for level 41 shield requirement (much lower than crimson coat 101 and red saber's 489 + 78grind x 1.5 crimson bonus for 967atp, another good 'cheap, but strong' combination option, or sweetheart 131 + angel harp for females). Similarly Crimson Coat boosts red saber, red dagger, and red slicer by 50% atp and 22ata (red coat also boosts those weapons, but only 30% atp and 12ata). Thirteen boosts Diska of Braveman, Slicer of Assasin, and Diska of Liberator by 50%atp and 30ata. Blue Odoshi Violet Nimaidou boosts Sange, Yasha, Kamui, and Sange&Yasha by 100atp and 10ata in addition to its 40% attack speed to all weapons (less odoshi armors do not give bonus to any weapon, just lesser attack speed). Sweetheart armor boosts angel harp by 30%atp 12ata and vivi 30% attackspeed, as well as extra resists with safety heart shield equipped (which itself boosts rambling may 30ata). Samurai armor gains +20 all resists with genpei(which has no natural resists, so it only brings you up to 'average' levels tbh) and boosts Agito/Orotiagito by 30%atp and 20ata. Yata Mirror gives 20% attack speed to Kusanagi, which also gets +30ata from unit Yasakani Magatama (does not stack like proof of sword saint which also works on kusanagi iirc). Tellusis mag and Excalibur which gives 20% attack speed and +10edk +10elt when equipped together, and then finally there is the Gratia shield which gives +30ata and 20% attack speed with any yasminkov series (including hand of justice) and -20ata (1 through 4) or -30ata (riv5) with any rianov series. Granted some of these are only 2 part sets, but they are still bonuses that require using specific equipment together. Afaik there is no set bonus for DF Field and DF Shield (it stands for Dark Falz, not Dark Flow in this instance) but info about these items is limited. I was doing some extra testing this morning with Crimson Coat + Red Saber and I can conclude that the bonus 50% atp does affect both grind and attributes, and also reconfirm that attribute do affect grindATP. Tested using normal attacks with red sabe,r with 0% and 100% native, with 0 and 78 grind, with and without crimson coat on. Displayed atp from grind increased from +156 to +234 (50% more) as well as expected damage increase from it. Comparing grind to no grind with 2-3 c/pow on depending on armor (i.e. functionally same atp as the 156/234 atp) yielded different amount of damage bonuses with and without attributes in ranges consistent with the atp of the grind (approx 30/45 more damage with grind vs equivalent c/pow non-grind, 1/5 of the grind atp). When comparing attribute to no attribute, the damage bonus from Crimson Coat increased it +50% (approx. 85/125 extra damage from attribute, 1/5 of atp as expected). I might do more testing on the db and flowen set bonuses in the future but currently working on other things. -
Like I said, it sounds like another peripheral is taking priority and being recognized ahead of the controller. Maybe try disabling other peripherals and then launching until you figure out which one is being recognized ahead of controller. Are you using any program like vjoy which might make extra virtual controllers? It could even be a peripheral you wouldn't normally think of as a controller but the game mistakenly counts it first.
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Ideas to improve the server - feel free to post!
Fyrewolf5 replied to shion255's topic in Phantasy Star Online BB General
We've tried to do this before and it didn't work. Maybe lemon will have better luck figuring it out. -
Ideas to improve the server - feel free to post!
Fyrewolf5 replied to shion255's topic in Phantasy Star Online BB General
You probably aren't missing due to ata, but to manual evasion. When you say "short-range gun with ok damage", I assume you mean Arrest Needle, which is literally on par for dps with dm. As for Le Cogneur, that was by far the most redeemed item in the item ticket event, clearly many people are using it to replace their hell lasers (it does have more ata than a regular laser). Ramar is one of the easiest classes of all to level up to 200 (they actually have a better growth curve than most, low base-max differences with plenty unit space and tons of material space meaning they can much more easily reach endgame level output at lower levels, have s/d, great overall stats at 1stATA 5thATP 4thHP, have many great cheap gear options that they can use better than other classes with their stats, many great clear options, and good tagging ability). If you are 'struggling' even in the best situations, then the problem might lie between the chair and keyboard. I've already told you several times man, I am NOT making a combo unlocked bazooka for rangers. -
Another option is to do the quest Random Attack Xrd. However, the number of rappies varies after the 2nd room depending on which doors open.
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Regarding Gamecube’s stacked item dupe glitch
Fyrewolf5 replied to redria7's topic in Phantasy Star Online BB General
Pretty sure that was fixed back when the Gamecube Ep 1&2+ version came out. The non-plus version is where a lot of gamebreaking glitches were still possible, but in the xbox and gc+ versions most were fixed. -
From the sound of it, some other peripheral is being recognized as the primary controller instead of the one you want (your actual controller).
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Yea, in the pso folder is a folder called teamflag. You make a new flag.bmp file and put it in there. Then, in game at the counter you can go to the Team menu and choose to upload the new pic (if you are the team master, of course).
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Unfortunately we do not do transfers. However, there are many helpful people that will probably help you get some starter gear quick, and we have boosted exp rates so you can level up fast. Mags are often sold cheap and some people may have some random extras laying around. I also plan to do a custom mag minievent soon, so you can get some then too.
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I think he means Crash to Desktop, which is a little odd and isn't quite same as an error 100 which takes you to title screen. Consider adding PSO to the DEP exceptions, it may help for that. That's one of the few things that could cause a crash to desktop.