SolomonGrundy
Jan 15, 2008, 01:53 PM
While this subject may be somewhat of an opinion, it also contains a healthy amount of fact. The post is about the 8 stats (HP, ATP, ATA, DFP, EVP, TP, MST and stamina). This is also in regards to haveing a SINGLE job - if you wanted more HP, you could always switch to fF, for example, but if you are looking to play FT, then that choice is less than appealing.
Hopefully this will help folks make choices about the class/job they play, and the units they equip. Here goes.
HP: you can't do *anything* to influence HP. So, if you don't like having low HP...don't play a newman FT. There really isn't much more to say on this stat.
ATP: If you feel your ATP is too low, you've got plenty of options. Many weapon have high ATP skills you can use (I belive *every weapon* now has a high attack mod skill). Also, some weapons have high ATP (saber, claw, sword). Take care to grind!! Take DOUBLE notice of elemental % on your weapon.
Units can help to some degree, but honestly, there is something to be said about playing to your strenghts, and if ATP isn't one of them, well...
What WON'T help, is looking at armors that add ATP. the amount they add is a negligible when compared to total ATP. What also tends not to help is zalure. Hits (especially with JA, but also with bullets), simple do not justify the time taken to apply (and reapply in many cases)
ATA: much like weapons with high ATP mods, many folks ignore skills (or bullets, for that matter) with high ATA mods - but they are out there. Range on ATA is one of the more manageble ones - high ATA is 800, and low ATA is 350 (this is for 110/15). If you are serious about ATA you can also add 90 (over 20% for a low ATA class) with a Cati/Hit. It's like having level 30 zodial on all the time. http://www.pso-world.com/images/phpbb/icons/smiles/icon_biggrin.gif
I should mention, though it's common sense: play to your S ranks! Each rank of melee weapon tends to have +50-100 ATA - this can make all the difference!
Armors CAN help here, but the bad news is, you gotta have some ranger in you to take advantage generally - and generally, rangers don't need ATA.
DFP: best case scenario. DFP has the smallest scale, and DFP units give gobs of it. High DFP would be 350, and low DFP would be 100. Consider Tero/Guard gives +48 DFP...well, that's nearly a 50% swing in protection. if you job has a naturally high DFP modifier, you might look into a rainbow unit, as the + elemental % might give you more return on your investment as armor element now works on *your* DFP, rather than the enemies ATP
Better still, Armor DFP has a pretty wide swing as well. -Senba class armors tend to have 50 or more DFP then the lowest DFP armors (Rabol-).
Jellen is also a best case here - why? Because some enemy tech attachs count as physical attack. now you are getting a double benefit: reduced damage from thier 'melee' attacks, and reduced damage from 'tech' attachs. There is an' ultimate' crossbow bullet that inflicts jellen as well, which means that every job except PT, fF, and AF have access to this debuff
EVP: Every job but fF now has a usable EVP modifier. Tenora Armors tend to have high EVP (+50 or more when compared to the lower -senba Armors. the scale is about the same as ATA, but without a % modifier to reduce (or improve) the value. Slot units have nearly the same modifier as DFP, but with the scale being so high, have less absolute value.
Not enough research has been done with ranged weapon/evp armor combos - the theory was that ranged weapon combos increased EVP in the armor, rather than DFP. Have never really investigated this myself, howeever.
On the debuff side, Zodeel can make a difference, and non-techers have access to this via shotguns, which again means that just a very few jobs (fF, AF, and FiG) don't have access. Then agian, if you goal is not to get hit, getting into range for a debuff (of whatever type) seems a bit counter intuative.
TP: *Worst case scenario!* For 1, many techs have nearly indentical damage modifiers. Second, techs also have a speed factor (the /quick units), that confuse the "what's best to use" situation. 3rd. The value of TP is the higest in game, with FTs able to get 2000 TP! The only advice I can give here is if you are unhappy with your TP (or unltimately your tech damage), you probably need to give it up and play FT. This is the only job with access to rods, which add another 20% damage right off the bad (to say nothing of the +element, and the +tech levels).
MST: Though the scale of MST is a lot more reasonable than TP, it is NOT as good as DFP, and the varience is higher (low of 80 to a high of 800). To make matters more vexing, units tend not to give as much +MST, and armors tend not to improve significantly in MST, even when moving from maker to maker. Also, many times it is not the tech itself that is the issue, but the subsequent effect (freeze/burn/shock) that is the annoyance. High element won't really protect you here - even a 50% armor won't bolster a low MST job enough to significantly reduce tech damage. In this case your best defense is a /resist unit, and HP. As luck would have it, almost all the jobs with low MST, also have high HP. Nice how that worked out, isn't in? http://www.pso-world.com/images/phpbb/icons/smiles/icon_biggrin.gif
Stamina: Armor, and unit, armor and unit, armor and unit. I'll say it again 'till I'm blue in the face. Best case Armor and Unit combow gives +9 stamina. That will give any female or any ranger 21+ stamina (the magic number to 100% resist SE1). the best part about this is freeing up you /resist body slot for something else you might want...
<font size=-1>[ This Message was edited by: SolomonGrundy on 2008-01-15 10:54 ]</font>
<font size=-1>[ This Message was edited by: SolomonGrundy on 2008-01-15 14:27 ]</font>
Hopefully this will help folks make choices about the class/job they play, and the units they equip. Here goes.
HP: you can't do *anything* to influence HP. So, if you don't like having low HP...don't play a newman FT. There really isn't much more to say on this stat.
ATP: If you feel your ATP is too low, you've got plenty of options. Many weapon have high ATP skills you can use (I belive *every weapon* now has a high attack mod skill). Also, some weapons have high ATP (saber, claw, sword). Take care to grind!! Take DOUBLE notice of elemental % on your weapon.
Units can help to some degree, but honestly, there is something to be said about playing to your strenghts, and if ATP isn't one of them, well...
What WON'T help, is looking at armors that add ATP. the amount they add is a negligible when compared to total ATP. What also tends not to help is zalure. Hits (especially with JA, but also with bullets), simple do not justify the time taken to apply (and reapply in many cases)
ATA: much like weapons with high ATP mods, many folks ignore skills (or bullets, for that matter) with high ATA mods - but they are out there. Range on ATA is one of the more manageble ones - high ATA is 800, and low ATA is 350 (this is for 110/15). If you are serious about ATA you can also add 90 (over 20% for a low ATA class) with a Cati/Hit. It's like having level 30 zodial on all the time. http://www.pso-world.com/images/phpbb/icons/smiles/icon_biggrin.gif
I should mention, though it's common sense: play to your S ranks! Each rank of melee weapon tends to have +50-100 ATA - this can make all the difference!
Armors CAN help here, but the bad news is, you gotta have some ranger in you to take advantage generally - and generally, rangers don't need ATA.
DFP: best case scenario. DFP has the smallest scale, and DFP units give gobs of it. High DFP would be 350, and low DFP would be 100. Consider Tero/Guard gives +48 DFP...well, that's nearly a 50% swing in protection. if you job has a naturally high DFP modifier, you might look into a rainbow unit, as the + elemental % might give you more return on your investment as armor element now works on *your* DFP, rather than the enemies ATP
Better still, Armor DFP has a pretty wide swing as well. -Senba class armors tend to have 50 or more DFP then the lowest DFP armors (Rabol-).
Jellen is also a best case here - why? Because some enemy tech attachs count as physical attack. now you are getting a double benefit: reduced damage from thier 'melee' attacks, and reduced damage from 'tech' attachs. There is an' ultimate' crossbow bullet that inflicts jellen as well, which means that every job except PT, fF, and AF have access to this debuff
EVP: Every job but fF now has a usable EVP modifier. Tenora Armors tend to have high EVP (+50 or more when compared to the lower -senba Armors. the scale is about the same as ATA, but without a % modifier to reduce (or improve) the value. Slot units have nearly the same modifier as DFP, but with the scale being so high, have less absolute value.
Not enough research has been done with ranged weapon/evp armor combos - the theory was that ranged weapon combos increased EVP in the armor, rather than DFP. Have never really investigated this myself, howeever.
On the debuff side, Zodeel can make a difference, and non-techers have access to this via shotguns, which again means that just a very few jobs (fF, AF, and FiG) don't have access. Then agian, if you goal is not to get hit, getting into range for a debuff (of whatever type) seems a bit counter intuative.
TP: *Worst case scenario!* For 1, many techs have nearly indentical damage modifiers. Second, techs also have a speed factor (the /quick units), that confuse the "what's best to use" situation. 3rd. The value of TP is the higest in game, with FTs able to get 2000 TP! The only advice I can give here is if you are unhappy with your TP (or unltimately your tech damage), you probably need to give it up and play FT. This is the only job with access to rods, which add another 20% damage right off the bad (to say nothing of the +element, and the +tech levels).
MST: Though the scale of MST is a lot more reasonable than TP, it is NOT as good as DFP, and the varience is higher (low of 80 to a high of 800). To make matters more vexing, units tend not to give as much +MST, and armors tend not to improve significantly in MST, even when moving from maker to maker. Also, many times it is not the tech itself that is the issue, but the subsequent effect (freeze/burn/shock) that is the annoyance. High element won't really protect you here - even a 50% armor won't bolster a low MST job enough to significantly reduce tech damage. In this case your best defense is a /resist unit, and HP. As luck would have it, almost all the jobs with low MST, also have high HP. Nice how that worked out, isn't in? http://www.pso-world.com/images/phpbb/icons/smiles/icon_biggrin.gif
Stamina: Armor, and unit, armor and unit, armor and unit. I'll say it again 'till I'm blue in the face. Best case Armor and Unit combow gives +9 stamina. That will give any female or any ranger 21+ stamina (the magic number to 100% resist SE1). the best part about this is freeing up you /resist body slot for something else you might want...
<font size=-1>[ This Message was edited by: SolomonGrundy on 2008-01-15 10:54 ]</font>
<font size=-1>[ This Message was edited by: SolomonGrundy on 2008-01-15 14:27 ]</font>