Jump to content

Fyrewolf5

Ultima GM
  • Posts

    2,587
  • Joined

  • Last visited

  • Days Won

    72

Posts posted by Fyrewolf5

  1. 1 hour ago, Maxwell said:

    Been on the team for like 4 years now, but don't know how to add it to my forum account, any idea?

    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.

  2. On 10/28/2018 at 3:53 AM, ipolyr said:

    Release a Cure/All medical unit!

    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.

    13 hours ago, Psoangel said:

    Perhaps find a way to include a setting that lets us log out of a specific charater rather then the whole game in order to swap characters

     

    Unfortunately, I don't believe this is possible to do.

    • Like 1
  3. 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.

    • Like 1
  4. 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.

    • Like 2
  5. 3 hours ago, HydeLyde said:

    Couple questions about combat mechanics from a new player.

     

    1.) So as a hunter it seems like I almost NEVER want to use my 3rd attack in a combo. So far all the weapons have huge openings in their 3rd move that get me hit. Should I just always be doing 2 attack combos?

    2.) How exactly are cast traps triggered? I've been trying to use them, but enemies often just walk right through them without triggering them. They often explode well after everything has walked beyond their range.

    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.

    • Like 1
  6. 1 hour ago, Trigunman said:

    Argh, figures...  Those bonuses only work with the armor on with the non-special/weaker variants of those swords.  *facepalm*

    Still, it's something to look forward to in the future it seems as Saith is on it.  ^_^

    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.

    • Thanks 2
  7. 1 hour ago, Trigunman said:

    I have absolutely wonderful idea, how about giving the entire DB set some SET BONUSES, same goes for the intended set bonus for the Flowens gear.(that sadly still doesn't work to this day)

    We have tons of great gear on the server, instead of mixing and matching as an option, give some set bonuses to matched armor and weapons like every other action RPG out there. (This means creating some new sets too!) This will certainly encourage the use of some of the weaker armor pieces out there, as well as the weapons.

    I see on PSO-world.com's database, both of those sets are supposed to have a "50% boost in power" when all are equipped:

    http://www.pso-world.com/items.php?op=viewarticle&artid=170&sortby=name

    http://www.pso-world.com/items.php?op=viewarticle&artid=141&sortby=name

    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 2
  8. 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.

  9. 22 hours ago, Emewn said:

    New exclusive aoe gun for flesh rangers:

     

    50h Charge/shot is something I use only for grinding to lv90, because it misses too much in Ultimate. Thats the point. Flesh rangers need an alternative aoe gun that has high base damage. Its uncool that RAmars get gud after getting a Dark Meteor in most cases.

    To be honest, I hope to see a new exclusive gun introduced to this server again.

     

    Special attacks miss way too much.

    DM is too hard for most RAmars to get before reaching lv200,

    So grinding to lv200 is mad struggles as a RAmar. Might as well cut off RAmar's nuts if all he has is a short range gun that can stop enemies and deal ok damage.

    Meanwhile you got us forces with the Banana Cannon coming through with one of the top mob killing guns; basically putting RAmars to shame lol.

    This server has seen some fairly big changes. I don't understand why people hate the idea of adding an additional weapon for rangers to use.

     

    I'm not suggesting to take away Banana Cannon, but to give RAmar/Ramarl a new aoe gun with high base damage so that new players can better enjoy using their RAmars.

    I already have much of the gear I wanted too, but it isn't about us. Think of the new players that join this server. Play with them. See for yourself.

     

    On a side note:

     

    Another great idea would be to make the gun Le Cogneur usable by more characters besides rangers. Le Cogneur really doesn't replace a 50h hell/demon laser which can be obtained through the solo quest The Restless Lion. So I think it'd be nice if we could do more with the Le Cogneur.

     

    Sent from my SM-J727T1 using Tapatalk

     

     

     

     

    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.

    • Like 2
    • Thanks 3
  10. 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).

    • Thanks 1
  11. On 9/28/2018 at 3:56 AM, SuperHobbit said:

    Is there a special trick to getting the Government Quests progress to sync with everyone in a multiplayer game? I ask because I started the 1-1 Government Quest with one of my friends in multiplayer mode, and a 2nd friend joined us halfway through. We completed the quest successfully, but after doing so and receiving our reward, we were sent back to the lobby so I had to re-create the game. When all three of us joined back up and checked the Government Quests, 1-1 was the only quest available.

    All players have to reach the final room. If someone joins partway through and doesn't go down to the surface to at least enter the final room, then they don't get credit. Often it's impossible to set pipes in the final room, so any ones would have to be set before then (usually there's a warp before the final). You also have to actually talk to the principal after the quest and not just leave via /lobby or other such means.

     

    1 hour ago, babyfeeg said:

    Is there anyway to use an xbox controller rather than the keyboard?

    Any standard controller should be recognized as long as it's plugged in before launching the game. Sometimes people will use something like xpadder or joytokey to supplement their controls for more options.

  12. 38 minutes ago, babyfeeg said:

    Isnt there a way to change your section ID?

    Section id is based on the name you chose for the character. It is possible to add extra letters/symbols to change it up sometimes. Only 9 letters display in game but it lets you enter 10, so if you need to you can do something like 'Ranger   X' and no one would see the X; there is a section id calculator to help players determine their name. There is also the /changesectionid command which players can use once every 3 months.

    • Like 1
  13. On 9/23/2018 at 9:56 AM, jmanof08 said:

    Dude, could you try converting some of the Sword Art Online soundtrack? I especially want Swordland and We Have to Defeat It 

    It's so I can replace some of the themes in the forest, the caves and some of the boss fights

     


    Done. This one really didn't have any good points for looping it, so it mostly just plays through with only minor edits. You can download it and rename it to whatever area suits your preference (forest is slbgm_forest, caves is slbgm_cave, etc.), and just drop it in your ultimapsobb/data/ogg folder.

    www.mediafire.com/file/36t7m5f5mr32t5b/SAO-Swordland+Looped.ogg

  14. Run the Launcher.exe as an admin (right click, run as administrator). If that doesn't work, you can also download the latest patch on the downloads page too. This bug happens because we add new items to the game periodically. Thus if you do not update, the names will all be shifted down the list according to what items we added and where they go.

×
×
  • Create New...