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Fyrewolf5

Ultima GM
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Everything posted by Fyrewolf5

  1. Even if you did want to have defense (it's a very weak stat and generally passed over until you max important stats like ata/lck/atp/mst), having it on the mag is inefficient. Mags give 1 dfp per def level, but def mats give 2 dfp per mat. By having more points in power/mind (which gain 2 per mag level), you can actually gain more stats. However, all that is moot because most classes barely have enough room to max important stats anyway, so it's only a few classes that would even consider using def mats for defense.
  2. She'll still be there so long as the room is in multiplayer mode. You cannot do the government quests in oneplayer mode.
  3. It may seem nerdy sure, but it really does help to understand what things are actually important and what things aren't. Things like MST having very little effect on tech damage, luck being critical hit rate (and thus an important part of increasing damage), and how shifta (hucast highest atp solo char by a significant margin even with only having access to level 3 shifta), weapon attributes (best on high atp weapons in low shifta situations), and damage multipliers work (sacrificials reign supreme when even moderate shifta is involved) are all good things to understand. Even if you don't have to get into the actual numbers, the concepts are useful to being a better player.
  4. @Limonada I think dfp is subtracted from atp before it gets divided by 5 actually iirc instead of afterwards, since 5 defense is 1 less damage taken. There's also a few other things missing like Shifta bonus affecting a weapon's ATPVariable but only being applied to the potential maximum and not the base minimum, and things like armor/shield atp being flat bonuses, and the attack multipliers for sacrifical attacks and vjaya (attack multiplier approximations 0.9 normal, 1.89 hard, 3.32 sacrificial, and 5.56 vjaya). I think all of the formulas work quite similarly tbh. The tech formula does the same thing with its ((MST+Techpower)/5) x (boosts) x (Resists) for attack techs and [techpower + [MST / 2]] for resta (MST scales much better for healing, but least important factor in attack tech formula), and I'm pretty sure ata vs evp also does a similar thing with having a /5 in there somewhere. Ata is a bit more complicated though since it does also factor in attack type (100%/70%/50%) and combo bonus (something like 100/125/175 or 100/130/170, not sure exactly) and whether target is frozen/paralyzed/shocked (-30% freeze, -15% other) in there too, but I believe it's something like (ATA x attack type x combo bonus) - ((EVP x status reduction) / 5) = %chance to hit. Luck determines Critical Hit Rate, but I do not know a formula for it; however I have heard that it is 0.5% at base 10 luck, and 20% at 100 luck, and at least the 100 luck value is pretty easy to confirm as being relatively accurate. And for completion sake, the other stats for elemental resist (EFR,EIC,ETH,ELT,EDK) are a simple % damage resist for Fire Ice Thunder Light and Dark (100 resist = 0 damage. Dark is OHKO attack with Power - EDK = %chance to kill, e.g. ep1 Ob Lily level 16megid vs character with 30edk has a 72-30=42% chance to kill). Elemental resists can reduce the chance to be frozen or shocked by some(but not all) attacks that can cause that. There is also the ESP stat which is a stat on enemies to determine their ability to resist status effects like paralysis/confusion/blizzard/etc.; some things bypass this check, such as frozen shooter and traps. So damage formula is probably closer to something like : Maximum Damage (BaseATP x Shifta) + (WeaponATPVariable x Shifta) + ((MaxWepATP+grind) x Attributes) + armoratp + shieldatp = TotalATP Minimum Damage (BaseATP x Shifta) + ((MinWepATP+grind) x Attributes) + armoratp + shieldatp = TotalATP ((TotalATP - DFP) / 5 ) x Attack Type Multiplier x Crit Note: I'm haven't been completely thorough in checking sweetheart's unique special bonus, so I can't say for sure how that fits in exactly, but it appears to boost WeaponATP based on the number of nearby male characters. I have not checked how this is affected by weapon attributes or weaponATPvariable. There's a number of things to take away from this. Firstly, shifta primarily affects a characters base atp, so the more atp a char has, the more shifta affects them (most weapon atpvariables are quite small). 3 shifta is 12.6%, 7 shifta is 17.8%, 15 shifta is 28.2% , 20 shifta is 34.7%, 30 shifta is a 47.7% bonus to atp, and 81shifta is a 114% bonus to atp. Hucast benefits tremendously from shifta because of his massive atp pool, s-reds level 3 shifta gives him almost 160 more atp than a hunewearl with 20shifta. Secondly, while shifta bonus does affect weapon atpvariable and may appear to make some weapons scale well with shifta, this only affects the maximum and does not affect the minimum. Something like a Meteor Cudgel with an unusually high variable (300-560atp, +15grind) may appear to gain a lot of atp after a strong shifta (124atp from 30shifta), it would make it go from 300-560 to 300-684; a demolition comet (530-530atp, 25grind) will not scale on shifta at all. However, even though the meteor cudgel appears stronger without shifta and appears to scale massively higher with shifta (displaying a whopping 856atp with 4way pb), it will still have lower average damage than the demolition comet (578 vs 580), and be very unreliable, since on each attack it will pick somewhere between 300 and 856 as the atp for damage calculation. Potentially can hit more than a demolition comet if you pray to rng, but a 556 atp difference means your damage numbers will fluctuate wildly, whereas demolition comets complete lack of atpvariable will give the exact same number on every hit. Thirdly, Weapon Attributes are dependent on the WeaponATP. So a relatively weak weapon like a charge vulcan or yasminkov9000 w/charge will not benefit much from attributes, as those weapon aren't dealing damage because of their innate atp, but rather because they are transforming the characters baseATP into 9 attacks with a high sacrificial attack multiplier. Finally, there is the distinction between flat damage additions and multiplicative damage increases. If you simply do not have access to the multiplicative increases, then high atp weapons with good attributes will add a significant bit of damage. However, as soon as you start to get even a decent amount (read : lvl 20+) of base atp through shifta's multiplicative increase, the higher attack multipliers of charge/berserk/spirit sacrificials will significantly outscale any paltry extra flat additions you would get from equipping a stronger weapon or having more attributes. Shifta adds so much atp that adding just a little more from weaponATP or attributes isn't actually all that much comparatively to your total, but the higher attack multiplier of sacrificial attacks cannot be matched.
  5. It could only have as much stat as the variance of the Spirit Garment, which is not very much (7def, 5evp). Hunting a Brightness Circle itself for stats is much more difficult, with the best drops being from skyly deldepth 1/2560 and redria zol gibbon 1/2100 ish. Neutron skin has very good base stat though, and honestly extra dfp/evp doesn't do all that much overall. I would suggest simply hunting a Spirit Garment at around 1/46 from vhard gibbles (red and yellow i think), than to actually hunt the brightness circle. Star Amplifier can drop from Pal Rappy on some id, so that is fairly common. The extra stats you could get from using a good brightness circle is more a bonus for people who get lucky in finding one, but it certainly doesn't make or break anything. Far easier to just get a spirit garment for it. Lindcray is a bit slow on fomarl since she has really poor rifle animation, but it can still do some damage when you need the range. Instead she should use Rambling May with shot animation mos of the time though, which is incredibly fast on fomarl. In general, fomarl is better for atp damage, while fonewearl is better for demon damage and tech damage. Most of fomarl's attack animations are slower than other classes, but ones which are notable for being good are her shot, slicer, and twinsword ones. Some of her cast animations are better than fonewearls (doublesaber is fast on fomarl and medium on fonl, but unarmed and sword/partisan are quite bad on fonl while being decent on fomarl). Fomarl is generally easier overall since she has better growth and does not need two mags for maxing plans, fonewearl is better at a lot of specific things and can really excel over fomarl when played well but it's more tricky to do so and she gets pigeonholed a bit at times. Psycho bridge is very strong, but most people aren't very good at using techs well. If you do a lot of solo ep4, it is very nice to have.
  6. I've never heard of an issue like this before. Is he using controller or keyboard?
  7. The area beyond that room is not required to beat the quest. There are some of the gov quests that do have 4p switch doors, but it is never required to go through them. Those are also the only doors whose switches do not stay pressed down; there are several 2 switch doors but their switches will stay pressed after you walk off them, so you can open those doors solo regardless.
  8. This is something that has been considered, but it's not as easy to implement as you would think, could take a full rewrite of how shop works. The shops have like 1000 set lists of items and it randomly selects one when you enter pioneer2. This is why you can sometimes find the same weapons in the shop if you spam it, as there is a list with charge gatlings 50hit, a list that has charge calibur 40d 50h, etc.
  9. I can help you with this tommorow when you are available
  10. Honestly though, Arrest Needle has such a high base ata on it that you don't actually need much hit on it, 30 is plenty enough to hit everything in the game with no issues (50 can 2nd hit arrest deldepths, which is not supposed to happen, the game design for them is clearly 'only 3rd attack hits' kind of thing).
  11. Welcome to Ultima! I hope you enjoy it here!
  12. I'm signing on now, I'll fix you up if you are around.
  13. 25 would be a bit much for that anyway... (i'd personally say closer to 10), but as you wish, i will close this
  14. I believe it's /exp 1 to set it to 1x rate. /exp 0 would be server default rates (x3 up to 160, x2 after that, random x5 exp events). You can find a list of commands here https://www.phantasystaronline.net/forum/index.php?/tool-box/commands/
  15. Slicer of fanatic is way better than assassin. Slicer of assassin is pretty bad, it's reduced hell, while fanatic is unreduced demons. It is possible to get slicer of fanatic in Black Paper Deal Vhard Zu route. Even without hit, with good sn usage it can be decently effective
  16. The issue with this (and your other one) is that you have to use a unit for stats to achieve it, and that is not worth it on forces. Forces already have their unit space extremely limited, so having one for stats alone is crippling. Force using melee will pretty much always have battle unit, smartlink, and v801 on regardless, leaving only 1 slot for v502 / cures / trapsearch / resists/ etc. (also v502 does not affect demons, it only affects hell/paralyze/freeze/confuse specials; smartlink on the other hand is worth more than a c/arms even at only mech range, it's basically a mandatory unit). Making the armor a actual part of the build is questionable when you could be using armors like kroes or sweetheart which much more significantly boost your stats overall. Being able to max dfp/evp on fomarl is completely irrelevant as not only are those stats are basically just as weak or weaker than mst is, raising her already low evp won't make any difference at all, and she has the naturally highest hp of the forces anyway as an actual defensive stat. Fomarl can max all her important stats regardless (ata, lck, atp, mst) without having to rely on neutron skin, and fonewearl isn't going to be able to use it to substitute needing 2 mags really. If you actually know how the tech formula works, mst is actually kind of a joke in what it really does for your techs (it's the least significant thing in the tech formula), the only place it's actually sorta valuable for is resta healing (only 2mst for 1 heal on resta, but a whole 5mst for 1 damage on tech before boosts and resists are applied, so effectively less gain than that usually), the 10ata from kroes or the ~50-200atp from a sweetheart is far more valuable than the mst from neutron skin for the most part. It is a very good armor still, not only for a low level force needing extra mst to equip support gear like glide, but also at high levels when you want a more support focused armor to give you some extra resta range and power on fonewm/fonewearl/hunewearl/ramarl or even humar/ramar, but the having the extra mst, whether it be from wearing neutron skin or from not wearing a mind mag in a 2mag plan, is not what is going to make or break techs being useful in casting role, that isn't nearly as important as just equipping the right techboost gear (e.g. if in ep4, I decide to help team by nuking down lizards, simply equipping hylian + pwand/quasar/pbridge is enough without having to switch to mind mag for it). I only touched on a few of the nuances on how certain stats work/don't work and maxing principles, but I hope it helps explain things a bit anyway.
  17. Wat? Please meet up with me so I can look into it.
  18. Generally people will create a new character and take the mag off it. This way you can choose the color of the mag, which is based on the outfit you select for the character (e.g. row 1 costume 1 is always red, row 2 costume 1 is always orange, etc.) Mags do technically drop from mines boxes on normal and hard I believe, but nobody ever does it like that.
  19. I'm in, and scott18 can too probably
  20. Momoka's Shop has now Re-Opened!
  21. Enough trolling, this should be a topic to help someone out, not to mess with them.
  22. you know i'm always down, just hit me up
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