Zynetic Posted December 26, 2010 Share Posted December 26, 2010 Due to the introduction of an increased cap on the maximum statistics on characters on the 29th of October '10, it's fairly obvious that characters cannot follow the same plans they used before if they want to cap their statistics. Problem being, the material cap wasn't raised (yet, anyway). Added to this, maxing all your stats isn't... useful... at all, unless you want to see pretty yellow numbers (that most of the time, do nothing). So, rather than attempt to max all your statistics, I thought I'd create this guide to max the useful statistics. This means the following statistics would attempt to be maxed: ATP (all characters; up to 580 on FOnewearl) ATA (all characters) MST (not HUmar, HUnewearl, RAmar and androids) LCK (all characters; except FOnewearl) Surely you're wondering why you should bother to only max these statistics. Reason being is because of no extra levels or extra materials (yet), you would need to take points out of DFP and EVP (which are not needed at all, providing you can play, anyway... (EVP is useless even if you can't play well)). Note: I'll attempt to list more than one plan for BOVN use, Red Ring use, Adept usage (on classes that they're useful for; HUmar, HUnewearl, RAmar) and such. Note on any plan which says "no Red Ring" or "No Adepts", you CAN still use them, but they will not count towards your maximum stat plan. Note 2: There may be some extra materials in some plans. If this is the case, feel free to increase your DFP, EVP or MST with these extra materials. It's up to you what you do with them. Or, you could increase your ATP to max at a lower level. Note 3: Will attempt to use the smallest amount of units possible. HUmar No BOVN. No Red Ring. No Adepts. Materials 144 Power Materials 38 Luck Materials + 68 Extra Materials Units V101 Mag 5/126/69/0 BOVN. No Red Ring. No Adepts. Materials 154 Power Materials 45 Luck Materials + 51 Extra Materials Units None Mag 5/123/72/0 No BOVN. Red Ring. No Adepts. Materials 144 Power Materials 28 Luck Materials + 78 Extra Materials Units V101 Mag 5/126/69/0 No BOVN. No Red Ring. Two Adepts. (Only recommended if you want to use Flowen's 3084 Spirit. Otherwise, do not use this plan.) Materials 222 Power Materials (read mag notes below) 28 Luck Materials + 0 Extra Materials (read mag notes below) Units V101 Adept Adept Smartlink -- Sorry folks, if you wanna play well, gotta have this as a Hunter. Mag At least 38 Power. For every extra power level after 38, remove one power from your material usage and count it as an extra material. Note: You do not need any Dex on your mag, but you cannot have 5 Def and 0 Dex. Therefore, make any mag you want as long as it has 38 Power or more. BOVN. Red Ring. No Adepts. Materials 154 Power Materials 35 Luck Materials + 61 Extra Materials Units None Mag 5/123/72/0 BOVN. No Red Ring. Two Adepts. (Only recommended if you want to use Flowen's 3084 Spirit. Otherwise, do not use this plan.) Materials 215 Power Materials (read mag notes below) 35 Luck Materials + 0 Extra Materials (read mag notes below) Units Adept Adept Mag At least 52 Power. For every extra power level after 52, remove one power from your material usage and count it as an extra material. Note: You do not need any Dex on your mag, but you cannot have 5 Def and 0 Dex. Therefore, make any mag you want as long as it has 52 Power or more. No BOVN. Red Ring. Two Adepts. (Only recommended if you want to use Flowen's 3084 Spirit. Otherwise, do not use this plan.) Materials 232 Power Materials (read mag notes below) 18 Luck Materials + 0 Extra Materials (read mag notes below) Units V101 Adept Adept Smartlink -- Sorry folks, if you wanna play well, gotta have one of these as a Hunter. Mag At least 28 Power. For every extra power level after 28, remove one power from your material usage and count it as an extra material. Note: You do not need any Dex on your mag, but you cannot have 5 Def and 0 Dex. Therefore, make any mag you want as long as it has 28 Power or more. BOVN. Red Ring. Two Adepts. (Only recommended if you want to use Flowen's 3084 Spirit. Otherwise, do not use this plan.) Materials 225 Power Materials (read mag notes below) 25 Luck Materials + 0 Extra Materials (read mag notes below) Units Adept Adept Mag At least 42 Power. For every extra power level after 42, remove one power from your material usage and count it as an extra material. Note: You do not need any Dex on your mag, but you cannot have 5 Def and 0 Dex. Therefore, make any mag you want as long as it has 42 Power or more. HUnewearl -- Two Adepts are a neccessity for HUnewearl. She needs a humungous 62 ATA at 200 to reach her maximum and therefore mustuse ATA units to increase this. At least this lets you use 3084 Spirit whenever you wish. (Random note: HUnewearl's new max ATP is 1337. ) No BOVN. No Red Ring. Materials 80 Power Materials 28 Luck Materials + 42 Extra Materials Units V101 Adept Adept Smartlink -- Sorry folks, if you wanna play well, gotta have one of these as a Hunter. Mag 5/154/41/0 BOVN. No Red Ring. Materials 90 Power Materials 35 Luck Materials + 25 Extra Materials Units Adept Adept Mag 5/151/44/0 No BOVN. Red Ring. Materials 80 Power Materials 18 Luck Materials + 52 Extra Materials Units V101 Adept Adept Smartlink -- Sorry folks, if you wanna play well, gotta have one of these as a Hunter. Mag 5/154/41/0 BOVN. Red Ring. Materials 90 Power Materials 25 Luck Materials + 35 Extra Materials Units Adept Adept Mag 5/151/44/0 HUcast (I hate this guy when maxing now...) No BOVN. No Red Ring. Materials 130 Power Materials 8 Luck Materials + 12 Extra Materials Units V101 Centurion/Ability Centurion/Ability Smartlink -- Sorry folks, if you wanna play well, gotta have one of these as a Hunter. Mag 5/124/71/0 BOVN. (Red Ring makes no difference) Materials 125 Power Materials + 25 Extra Materials Units Centurion/Ability Centurion/Ability Centurion/Ability Smartlink -- Sorry folks, if you wanna play well, gotta have one of these as a Hunter. Mag 5/127/68/0 No BOVN. Red Ring. Materials 130 Power Materials + 20 Extra Materials Units V101 Centurion/Ability Centurion/Ability Smartlink -- Sorry folks, if you wanna play well, gotta have one of these as a Hunter. Mag 5/124/71/0 HUcaseal No BOVN. No Red Ring. Materials 112 Power Materials 23 Luck Materials + 15 Extra Materials Units V101 Centurion/Ability Mag 5/116/79/0 BOVN. No Red Ring. Materials 101 Power Materials 15 Luck Materials + 34 Extra Materials Units Centurion/Ability Centurion/Ability Mag 5/119/76/0 No BOVN. Red Ring. Materials 112 Power Materials 13 Luck Materials + 25 Extra Materials Units V101 Centurion/Ability Mag 5/116/79/0 BOVN. Red Ring. Materials 101 Power Materials 5 Luck Materials + 44 Extra Materials Units Centurion/Ability Centurion/Ability Mag 5/119/76/0 RAmar No Red Ring. No Adepts. Materials 130 Power Materials 38 Luck Materials + 82 Extra Materials Units V101 Mag 5/140/55/0 Red Ring. No Adepts. Materials 130 Power Materials 28 Luck Materials + 92 Extra Materials Units V101 Mag 5/140/55/0 No Red Ring. Two Adepts. (Only recommended if you want to use Spirit Needle. Otherwise, do not use this plan.) Materials 222 Power Materials (read mag notes below) 28 Luck Materials + 0 Extra Materials (read mag notes below) Units V101 Adept Adept Mag At least 38 Power. For every extra power level after 38, remove one power from your material usage and count it as an extra material. Note: You do not need any Dex on your mag, but you cannot have 5 Def and 0 Dex. Therefore, make any mag you want as long as it has 38 Power or more. Red Ring. Two Adepts. (Only recommended if you want to use Spirit Needle. Otherwise, do not use this plan.) Materials 232 Power Materials (read mag notes below) 18 Luck Materials + 0 Extra Materials (read mag notes below) Units V101 Adept Adept Mag At least 28 Power. For every extra power level after 28, remove one power from your material usage and count it as an extra material. Note: You do not need any Dex on your mag, but you cannot have 5 Def and 0 Dex. Therefore, make any mag you want as long as it has 28 Power or more. RAmarl -- Only one plan will be listed for RAmarl. Red Ring 100% of the time is unadvised incase you need to support a party (Clio and Resta Merge setup, I'm sure you want max MST and LCK with this) and Spirit is also unadvised due to alot of TP, restricting the use of Difluids for TP restoration. Materials 74 Power Materials 162 Mind Materials 8 Luck Materials + 6 Extra Materials Units V101 Centurion/Ability Centurion/Ability V502 or V801 (801 in areas you do not require Arrest or Hell) Mag 5/140/55/0 RAcast No Red Ring. Materials 118 Power Materials 8 Luck Materials + 24 Extra Materials Units V101 Centurion/Ability Centurion/Ability Mag 5/140/55/0 Red Ring. Materials 118 Power Materials + 32 Extra Materials Units V101 Centurion/Ability Centurion/Ability Mag 5/140/55/0 RAcaseal No Red Ring. Materials 111 Power Materials 38 Luck Materials + 1 Extra Material Units V101 Mag 5/132/63/0 Red Ring. Materials 111 Power Materials 28 Luck Materials + 11 Extra Materials Units V101 Mag 5/132/63/0 FOmar -- Only one plan will be listed for FOmar, as you may want to equip a Resta merge while melee'ing. Materials 18 Power Materials 203 Mind Materials 23 Luck Materials + 6 Extra Materials Units V101 Centurion/Ability Mag 5/134/61/0 (Use Mind Mag before level 200 if you wish to nuke) FOmarl -- Only one plan will be listed for FOmarl, as you may want to equip a Resta merge while melee'ing. Materials 210 Mind Materials 38 Luck Materials + 2 Extra Materials Units V101 Mag 5/118/69/8 (Use Mind Mag before level 200 if you wish to nuke) FOnewm -- FOnewm requires two mags; one for nuking and one for melee'ing. Materials 48 Power Materials 66 Mind Materials 33 Luck Materials + 4 Extra Materials Units (for melee) V101 Adept Units (for nuking) None Mags 5/114/81/0 (Maxes ATP/ATA/LCK with melee units) 15/0/0/185 (Maxes MST with nuking units) FOnewearl -- FOnewearl is good in party play with Demon's and support gear (Tyrell's Parasol), so she needs 580 to access the required equipment. She will also use two mags, one for nuking and one for supporting with Demon's. LCK is also unneccessary. Materials 150 Mind Materials Units (for Demon's support) V101 Units (for nuking) None Mags 5/49/126/20 (Mind is unneccessary, but she will max with 5/49/126/0, so might as well add 20 to Mind for abit more Resta power) At least 175 Mind on the nuking mag. And that's everything. This guide may be made redundant once/if Larva comes out with a patch to raise the maximum material cap. If that is the case, I honestly suggest Larva to offer material resets... even if just for donators. [This took way too long to write. I'm so sad. I don't even play here. Oh well. xD] [if you notice any errors (even grammatical or spelling), please notify me.] 19 Link to comment Share on other sites More sharing options...
SunnyD Posted December 26, 2010 Share Posted December 26, 2010 Very nice + Rep but i do enjoy all my stats being yellow (and since i cant go back in time and prevent myself from using any materials to max before the new update) ill stay as i am Anywho i loved the work you did here, interesting read. Link to comment Share on other sites More sharing options...
SunnyD Posted December 26, 2010 Share Posted December 26, 2010 to much luck mats D: (btw luck mats dont drop in this server) and why did you not max the 3 class that can have max stats They do drop since i already have 6. Link to comment Share on other sites More sharing options...
kairi Posted December 26, 2010 Share Posted December 26, 2010 where? Link to comment Share on other sites More sharing options...
Zynetic Posted December 26, 2010 Author Share Posted December 26, 2010 (edited) and why did you not max the 3 class that can have max stats edit: and why sorry you just want help the users here I did not fully max those classes as maxing those classes uses at least 3 units, taking up space for the good units like 801, 50x, Cures, Sword Saint, Smartlink, etc. It's better to have some freedom with your units rather than none just for yellow numbers. Although HUcast is screwed no matter what I guess because of his insane ATP. Needs V101+2x Cent or 3x Cent. ;; Though before the update, some classes could max all with free slots, like HUcast, FOmarl, RAmar, maybe some more. And I have no idea why I'm posting anything. To waste time, I guess? xD EDIT: Thanks Sunny. o.o I'm one of those players who would prefer to do well than have aesthetically pleasing things, you see. =p Edited December 26, 2010 by Zynetic 1 Link to comment Share on other sites More sharing options...
Dizzak420 Posted December 26, 2010 Share Posted December 26, 2010 umm i dunno about all the other characters but for FOnewm you should never use pow mats on them that would be dumb, its the only character that cant melee (unless u have pow/mag, units and excalibur). same goes with fomearl 1 Link to comment Share on other sites More sharing options...
Zynetic Posted December 26, 2010 Author Share Posted December 26, 2010 FOnewm melee: Max ATP (is obtained through the plan) Max ATA (is obtained through the plan) Max LCK (is obtained through the plan) Weaponry: Excalibur Slicer of Fanatic Bringer's Rifle 50H Sacrifical Mechguns Girasole (due to 10 ATA increase, could be good in later areas with a Red Ring... this is if it's obtainable. o.o) Diska of Braveman (with Thirteen) -- Sacrifical Slicer is too weak for FOnewm. Glide Divine Striker of Chao Units: V101 Adept Smartlink Free [Arm unit before 200, maybe pow unit, 801 at 200] Armour: Aura Field / Lafuteria / Garb / Thirteen (Diska of Braveman) Hm, I don't know. I think you should use Power Materials on a FOnewm... ...Just my take on things, though. I have a 198 FOnewm who can melee and nuke, I think I know what I'm doing, sorry to say. I understand I'm sounding bigheaded, but there we go. I also have a decent levelled FOmarl and FOnewearl (which are you talking about?), and both benefit from ATP. FOmarl for melee equipment and FOnewearl for Demon's and Tyrell's Parasol. 1 Link to comment Share on other sites More sharing options...
SunnyD Posted December 26, 2010 Share Posted December 26, 2010 Actually Dizz both can and should melee in certain circunstances. Link to comment Share on other sites More sharing options...
Dizzak420 Posted December 27, 2010 Share Posted December 27, 2010 a FOnewm can't melee(unless he has a 30 hit excalibur and pow mag) even then it would be a pain to switch equips. so i completely disagree with ur fonewm part of the guide and the equips u have for fonewm are terrible lol! 1 Link to comment Share on other sites More sharing options...
Zynetic Posted December 28, 2010 Author Share Posted December 28, 2010 (edited) -- Read latest post. Edited December 28, 2010 by Zynetic 1 Link to comment Share on other sites More sharing options...
sheldama Posted December 28, 2010 Share Posted December 28, 2010 Dizz has a lvl 200 FOnewman... just throwing that out there 1 Link to comment Share on other sites More sharing options...
Zynetic Posted December 28, 2010 Author Share Posted December 28, 2010 Then he must be playing him wrong or used a bad material plan. Though, I shouldn't have been stressing I had a 198 FOnewm -- level doesn't really mean much in terms of experience. [Was just kind of using it as that I've played that class for a long time -- on 1X EXP, no less.] FOnewm is perfectly acceptable to melee, even before the statistic upgrade (which gave him 100 ATP and 10 ATA more than usual!), as it will always do more damage than his techniques in party play, and significantly more if you use Demon's / Excalibur with good statistics. Even a simple Girasole will do more singular damage on an enemy, as well as 50H+ Sacrifical Mechguns, while a Braveman with Thirteen will do quite abit of damage on groups. (As the 50% ATP increase from Thirteen also applies to Grinders and percents on the weapon, with 30 ATA to boot.) Saying FOnewm cannot melee is saying that a RAmarl can't support, simply because they are inferior compared to something else. Sure, you can't combo kill everything on a FOnewm like you can with a HU/RA, but this doesn't mean he's bad. He might take one or two more combos; it's part of being a FO. You'll do less damage than your counterparts in the HU/RA department, but you'll have much better supports for other people. And really, how is using Demon's not being able to melee? Demon's removes 75% HP from an enemy, and the ranged glitch with slicers makes Fanatic even better (if you set off a second attack while the first has not connected, the first attack will have the ATA of the second attack: SNS is the best combo to use), while you're able to PC a Bringer's Rifle up to 50H. I wouldn't bother arguing to me that a FOnewm cannot melee, as he can. If switching units and mag is too hard for you when you go play in a party, don't bother melee'ing then, just stick to pure support. But do know a FOnewm is much, much more useful in a party if he can melee, even if that melee is only Demon's. And as I have stated before, I have used FOnewm with melee, and I do say he's very useful. You don't even need a hit Excalibur, unless you're anal about NSS combos or so. 5 Link to comment Share on other sites More sharing options...
SunnyD Posted December 28, 2010 Share Posted December 28, 2010 (edited) Guys why are you -REPing Zynetic hes right >.< The diferrence is dizz doesnt play solo. (except maybe ep IV) Dizz has a lvl 200 FOnewman... just throwing that out there Uhm does that mean anything? Level doesnt = gameplay Edited December 28, 2010 by SunnyD Link to comment Share on other sites More sharing options...
sheldama Posted December 28, 2010 Share Posted December 28, 2010 Question of the day = whats up with the -rep for mentioning dizz has a 200 fonewman? Seriously are we third graders? /endrant Uhm does that mean anything? Level doesnt = gameplay And some people that play a lot are still bad players. It is a circular logic that we don't need to get into. The point of playing PSO is to have fun right? I play a FOnewarl and I honestly will never equip a weapon on her. Not because she cannot melee at all, but because I decided her role is to be support. I roll with a glide, resta merge, all lvl 30 support techs and Sacred Cloth so i dont get paralyzed vs. lilies. I love it. If someone is rollin with Demons and whatnot, great. You helped your other teammates kill something they were going to kill in like 5 seconds anyway. But I am not going to argue over who is right or has the "best setup." I mean.. I have an excel spreadsheet with all my characters and a plan to max all the important stats including current matusage for example and target mat usage along with current mag and the mag i need for when i ding lvl 200 so it isn't like I have no idea what is going on. I prefer to think of each job as a rolefiller. If you play other Mmos then you know that not all classes are Damage dealers. Some are tank, and some are Support. If you solo a lot then maybe the melee is more useful but in a party I think it is more than acceptable to let the FOs blow stuff up and support and let the RA/HU do the damage 5 Link to comment Share on other sites More sharing options...
SunnyD Posted December 28, 2010 Share Posted December 28, 2010 (edited) The thing is... how do you solo? I mean good luck killing volt opt or falz (only going on ep I for now) with techs? That takes forever. Edited December 28, 2010 by SunnyD Link to comment Share on other sites More sharing options...
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