PDA

View Full Version : JP PSU JP PC/PS2 content update for May 7



EspioKaos
Apr 28, 2009, 06:12 AM
http://phantasystaruniverse.jp/news/wis/?mode=view&id=894

GUARDIANS Boost Road - Parum Drop Boost 3rd
* May 7 - June 4
* Train Rescue
* Endrum Remnants
* The Dual Sentinel
* Duel in the Ruins

New S3 missions
* All four of the above listed missions will have S3 difficulties added.

New GUARDIANS advanced style additions
* The following type customizations will be added:
- Base HP+
- Base ATP+
- Base DEF+
- Base ATA+
- Base EVA+
- Base TP+
- Base MST+
- Base STA+
- Full Custom Power
- Sword Damage+
- Spear Damage+
- Double Saber Damage+
- Axe Damage+
- Rifle Damage+
- Shotgun Damage+
- Laser Cannon Damage+
- Twin Handgun Damage+
- Rod Damage+
- Wand Damage+
- TCSM Damage+
- Fire TECHNIC LV+
- Ice TECHNIC LV+
- Lightning TECHNIC LV+
- Ground TECHNIC LV+
- Light TECHNIC LV+
- Dark TECHNIC LV+
- Support TECHNIC LV+
* The following style customizations will be added:
- Burn Crusher
- Poison Crusher
- Virus Crusher
- Shock Crusher
- Silence Crusher
- Freeze Crusher
- Sleep Crusher
- Stun Crusher
- Confuse Crusher
- Charm Crusher
- Legsless
- Photon Shield
- Photon Barrier
- Trusty Partner

New items
* Many new weapons will be added.
* Casino rotation.

Chocolate
Apr 28, 2009, 06:20 AM
wow... i totaly didn't expect them to add so much customization. Just wondering if these are gonna use the same 20/15/10 race caps like the PAlvl+

Arika
Apr 28, 2009, 06:26 AM
GUARDIANS Boost Road - Parum Drop Boost 3rd
* May 7 - June 4
* Train Rescue
* Endrum Remnants
* The Dual Sentinel
* Duel in the Ruins

>> no plain overlord S3 yay.



Oh.... so they just doing it base HP+ lv 1 2 3..
instead of let you add +10 per every 2 AP like many other games.

- Full Custom Power
>> sound fishy..

- Trusty Partner
>> NPC smarter or what?

- Ground TECHNIC LV+
>> fT who get it to level 50 might be able to get limit break?

Neith
Apr 28, 2009, 07:11 AM
Dual Sentinel S3? <3

One of my favourite missions, glad to see it getting a higher difficulty added.


Base HP+
Base ATP+

My Newman aF is literally dancing around screaming 'ABOUT TIME' :wacko:


Sword Damage+
- Spear Damage+
- Double Saber Damage+
- Axe Damage+
- Rifle Damage+
- Shotgun Damage+
- Laser Cannon Damage+
- Twin Handgun Damage+

So, GM gets boosted ATP, and now improved damage on weapons (lol shotgun)?. Also, now the Majarra/Jabroga nerfs seem...pretty pointless?

Edit: Also lolwtf 7,000 posts. Somebody stop me kthx

PALRAPPYS
Apr 28, 2009, 07:21 AM
I'm confused on how these things are going to work? Can someone explain? Sounds cool though.

Ethateral
Apr 28, 2009, 08:12 AM
Rod damage+, TCSM damage+, wand damage+, and TECHnic damage+?! D: I wants.

Dhylec
Apr 28, 2009, 08:16 AM
Interesting. Now, let's wait & see how these type & style will be like.

Darki
Apr 28, 2009, 08:22 AM
- Base TP+

- Wand Damage+
- TCSM Damage+

- Fire TECHNIC LV+
- Ice TECHNIC LV+
- Lightning TECHNIC LV+
- Ground TECHNIC LV+
- Light TECHNIC LV+
- Dark TECHNIC LV+

- Support TECHNIC LV+ ~~~~~~~~~~~~~~~~~D: *drools*

This is too good to be true, I wonder how will this really work, if I could get ALL on my WT... D:

Anon_Fire
Apr 28, 2009, 09:55 AM
- Base HP+

- Base ATP+
- Base ATA+
- Base EVA+
- Base MST+
- Base STA+
- Sword Damage+
- Spear Damage+
- Double Saber Damage+
- Axe Damage+
My Fighmaster would pwn anything now :D


- Trusty Partner
My Partner Machine would be more useful now


- Rifle Damage+
- Shotgun Damage+
- Laser Cannon Damage+
- Twin Handgun Damage+

My Gunmaster could use this awesome improvement!!

Ethateral
Apr 28, 2009, 10:17 AM
As if Gunmaster needs more shotty power. D;

Alnet
Apr 28, 2009, 11:14 AM
Those type updates sound absolutely orgasmic.

Oh, and the GBR is ok too, I guess~

Inazuma
Apr 28, 2009, 03:35 PM
The base stat upgrades should help a lot with the R missions. If MF can get enough defense to wear armor, I will be very happy.

As for the normal missions, I'm worried this will further ruin what little challenge we had. We are already to the point where a very small party of decent players can completely slaughter every monster in 2 seconds in even the hardest missions. Lv 180 players with all these upgrades vs a few lv 150 GBR monsters with crappy AI? sigh. The only challenge this game has is trying NOT to clear the mission under 5 minutes.

Why can't we get S5 missions with lv 400+ monsters now? How come we only fight a small handful of weak monsters at a time? Isn't this supposed to be a 6 player game? Hell, I bet even lv 400 monsters would be easy as cake, considering how absurdly powerful everyone is. Even the players who tried to be shitty by playing characters such as newman WT are much stronger now.

For those of you playing eng ver and remember the DC PSO ver 1 days of instantly clearing entire rooms of monsters with spread needles, that's exactly how the JP PSU ver feels now.

Ezodagrom
Apr 28, 2009, 03:40 PM
- Light TECHNIC LV+
Hmm, since there's also a Support TECHNIC LV+...this one is sorta useless, right?
Since Regrants is the only light non support tech...:x

Darki
Apr 28, 2009, 06:21 PM
Hmm, since there's also a Support TECHNIC LV+...this one is sorta useless, right?
Since Regrants is the only light non support tech...:x

Yeah, this is a shyt bonus, at least for me, I don't need the support Lv+, but to use a PAlvl+ for just one tech is...

Inazuma
Apr 28, 2009, 06:42 PM
Yeah, this is a shyt bonus, at least for me, I don't need the support Lv+, but to use a PAlvl+ for just one tech is...

Don't be so quick to dismiss this. If we could make regrants do more damage, we could... uh... kill... ourselves even faster... Ok, guess it is pretty useless. Regrants already drains HP way the hell too easily. We need a customize upgrade to lower the suicide rate, not raise it.

Shou
Apr 28, 2009, 07:05 PM
NEED FACTS NAO!!!

1) What are the limits to these new customization options?
2) Do different races have different customization caps for stat boosts?
3) How much does each stat go up when using each stat customization?

Throw me a bone JP players as soon as the update hits! :wacko:

Edit: That GBR doesn't look very fun lol

Volcompat321
Apr 28, 2009, 07:07 PM
lol....i cant wait til we get all this.

Randomness
Apr 28, 2009, 07:10 PM
lol....i cant wait til we get all this.

Wartecher buff from supplement+ATP/TP boosts+tech cap increases...

I REALLY want this stuff for my main.

Zyrusticae
Apr 28, 2009, 07:12 PM
Okay, I REALLY wanna know how the stat customizations work...

Gawd, it's gonna be a long wait for some real solid info on this stuff.

Volcompat321
Apr 28, 2009, 07:14 PM
lmao, i cant wait! i might play WT on my female cast after we get this! (maybe even GT) but by then, dont we get the GT-WT and whoever else doublesaber update?

PACHI
Apr 28, 2009, 07:26 PM
As if Gunmaster needs more shotty power. D;

Those S3 mission can only get harder sometimes. It'll make your life easier.:-)

Ethateral
Apr 28, 2009, 07:29 PM
Those S3 mission can only get harder sometimes. It'll make your life easier.:-)

No! No more powah! DX We all must have 1 next to all our stats. :<

Shou
Apr 28, 2009, 07:32 PM
Oh just realized. This means that Fortetechers will be able to use fifth tier techs all accross the board!

PALRAPPYS
Apr 28, 2009, 07:37 PM
Hmm, since there's also a Support TECHNIC LV+...this one is sorta useless, right?
Since Regrants is the only light non support tech...:x

Well if I were Segac, I would make the Light TECHNIC Lv+ cause all 6 (including support) light spells count. Only thing is, the support spells of Shifta, Deband, Zodial, Jellen, Zalure, and Dizas are being lost out on this. Which is why Support TECHNIC Lv+ would be better. Unless you're a techer who ONLY uses Resta, Reverser, Giresta, Regrant, Rentis, and/or Retier.

So, it's not technically useless. Unless the other 5 non-support spells aren't included. (Of course I still think it's useless personally.)

PACHI
Apr 28, 2009, 07:46 PM
- Support TECHNIC LV+


And this would increase to LV. 6 support (buff/debuff) and more range for resta/giresta/reverser/support ?!?! WOW!

PALRAPPYS
Apr 28, 2009, 07:48 PM
And this would increase to LV. 6 support (buff/debuff) and more range for resta/giresta/reverser/support ?!?! WOW!

All PA's in the game still cap out at 50. So we're stuck with our uber-leet 30% 6 minute buffs, sorry!

PACHI
Apr 28, 2009, 07:51 PM
All PA's in the game still cap out at 50. So we're stuck with our uber-leet 30% 6 minute buffs, sorry!

So what does it do? just range?

PALRAPPYS
Apr 28, 2009, 07:57 PM
So what does it do? just range?

Let's put it this way... if you're an Acrotecher and you're getting Support TECHNIC Lv+, you're an idiot. AT's Support Techs are already capped at 50, and adding levels to that 50 is going to stay at 50, due to 50 being the cap.

And to your original mentioning of range, that wouldn't be effected of course.

PACHI
Apr 28, 2009, 08:07 PM
Let's put it this way... if you're an Acrotecher and you're getting Support TECHNIC Lv+, you're an idiot. AT's Support Techs are already capped at 50, and adding levels to that 50 is going to stay at 50, due to 50 being the cap.

And to your original mentioning of range, that wouldn't be effected of course.

There has to be something you can have of an advantage for this Lv+. It cant be that pointless. A lot of these LV+ effect your capped PA to do much more damage or more elemental %. MF do more damage with zonde+ megid+ etc. even though their spell was capped at 50.

Randomness
Apr 28, 2009, 08:18 PM
There has to be something you can have of an advantage for this Lv+. It cant be that pointless. A lot of these LV+ effect your capped PA to do much more damage or more elemental %. MF do more damage with zonde+ megid+ etc. even though their spell was capped at 50.

Those were Limit Breaks. Thats a completely different boost.

Whenever these come out, I'll probably just go and take one cap boost for each element... except lightning. (I don't use zonde-techs) Haha, WT with FT spells!

Inazuma
Apr 28, 2009, 08:19 PM
AT won't even have the option to get Support Lv+ so don't worry. The options available to you are sorted according to type. For example, limit breaks are MF only.

Volcompat321
Apr 28, 2009, 08:35 PM
does this mean i can go GT have level 41+ bullets, and 21+ skill? which would be weird, but good for them getting the doublesabers. lol.

Randomness
Apr 28, 2009, 08:39 PM
You'd cap at 20 skills. Currently, you can only raise a cap by 10.

Volcompat321
Apr 28, 2009, 08:48 PM
aww.....i guess 11+ is better than 1-10....not bad at all though, cause ill love the 41+ bullets, and with the atp of a GT and its guns, i could match (or get close) to a FG's damage..WITH the ability of double-awesome(sabers) lol.

Magus_84
Apr 28, 2009, 08:51 PM
aww.....i guess 11+ is better than 1-10....not bad at all though, cause ill love the 41+ bullets, and with the atp of a GT and its guns, i could match (or get close) to a FG's damage..WITH the ability of double-awesome(sabers) lol.

Remember, this is also coupled with stat increases to most classes.

GT gets an increase to 150% ATP mod after this update, matching GM's new mod.

Though the "ATP of a GT" part of your post makes me think you knew that.

Zyrusticae
Apr 28, 2009, 08:55 PM
Haha, WT with FT spells!

And FT with MF spells. :o

Volcompat321
Apr 28, 2009, 08:57 PM
i do lol. i cant wait, ill actually have fun on my cast GT....although, is it possible to raise the atp, melee to 20 cap, and possibly the buffs to 31+ instead of capping at 30? im not sure the amount of things you can raise on 1 class...cause 31+ support, 41+ bullets (already ridiculous) and on top of that 11+ melee...(which isnt great, but with Doublesabers you only need 11+) IMO.... GT will be great...if only they could use S rank rifles and shottys (even tho, SOME A rank shotty have nice att anyway)

Zyrusticae
Apr 28, 2009, 08:59 PM
How much you can raise your PA levels in one class depends on your race.

It's 20 for humans, 15 for newmans, and 10 for beasts and CASTs, with 2 PA levels per PA LV+, so that's 4 that can be increased by 10 for humans, 3 for newmans, and 2 for beasts.

You'd think people wouldn't be getting so confused over this by now...

Randomness
Apr 28, 2009, 09:00 PM
And FT with MF spells. :o

Personally, I find the former more attractive. Mostly because I'd probably be able to get up to a respectable amount of ATP as well. (Using a newman)

I'm looking at a combination with high marks in every possible category, if the ATP+ one is good enough.

Volcompat321
Apr 28, 2009, 09:00 PM
lol...oops? i havent read much on it, only skimmed through, learning as i post. sorry...and even after reading that, a CAST GT will be good enough, ill keep my melee 1-10, buffs 31+ and raise bullets to 41+...that would work out right?

Randomness
Apr 28, 2009, 09:05 PM
Should. Nice thing about techs and bullets is you only need to raise the cap the first 2 level increment for maximum effect.

Zyrusticae
Apr 28, 2009, 09:10 PM
Personally, I find the former more attractive. Mostly because I'd probably be able to get up to a respectable amount of ATP as well. (Using a newman)

I'm looking at a combination with high marks in every possible category, if the ATP+ one is good enough.

Hell yes.

It's the true return of HUNewearls! Although I'm still wondering exactly how the stat boosts work - as in, how many we're allowed per race (still 20/15/10/10?), how much each boost provides, whether or not we can only get a limited variety (as in, only two or three stats at once, or whatever), and whether or not it's different for each class.

Argh, still waiting for more infos...

PALRAPPYS
Apr 28, 2009, 09:25 PM
AT won't even have the option to get Support Lv+ so don't worry. The options available to you are sorted according to type. For example, limit breaks are MF only.

Can you explain to me exactly what a "limit break" is? As I'm reading it, it appears to be going over your current PA cap.

beatrixkiddo
Apr 28, 2009, 09:27 PM
Then you're reading the wrong stuff.

Limit Break is MF only. It lets Foie and Diga hit extra targets if they're close together, and it makes Megid do more damage.

PALV+ all do the same thing. They raise a Photon Art cap by 2. Knuckles, Shotguns, Fire-category Technic, Support-category Technic, etc.

PALRAPPYS
Apr 28, 2009, 09:28 PM
Then you're reading the wrong stuff.

Limit Break is MF only. It lets Foie and Diga hit extra targets if they're close together, and it makes Megid do more damage.

PALV+ all do the same thing. They raise a Photon Art cap by 2. Knuckles, Shotguns, Fire-category Technic, Support-category Technic, etc.

Ah, gotcha. Never really got the information on limit breaks, and was wondering how I've seen pics of diga hitting four targets at once. Thanks.

Magus_84
Apr 28, 2009, 09:41 PM
Then you're reading the wrong stuff.

Limit Break is MF only. It lets Foie and Diga hit extra targets if they're close together, and it makes Megid do more damage.

PALV+ all do the same thing. They raise a Photon Art cap by 2. Knuckles, Shotguns, Fire-category Technic, Support-category Technic, etc.

This.

PALV+ = For any weapon a class can normally equip, you can buy a PALV+ for it. Each PALV+ is worth 2 PA levels, and takes up one "racial slot". You can buy multiples for a given weapon, up to 5 in one weapon (ten PA levels total). This means that you can only raise a given weapon's PA by 10 levels. So GT could go to level 50 on Shotguns (using five shotgun PA LV+s), but only to 20 on Double Saber (again, using 5 double saber PA LV+s). Each time you buy one, the display changes. So, let's say you have Shotgun PA Lv+ level 1, capping you at level 42. You buy another? Display changes to Shotgun PA Lv+ level 2, and your new cap is 44. So on and so forth, to PA+ level 5, which would be a cap of 50.

The total amount of PA+s you can have at any one time is limited by your race. Humans get 20, Newmen 15, Cast/Beast 10. So Humans can add a total of 40 PA levels. Newmen 30, Cast/Beast 20. You can spread them out amongst every weapon your class can use, or choose to focus on a few weapons, boosting them all the way. For example, a human GT could raise Shotgun, Bow and Laser to 50, and Dagger to 20. A Cast Fortefighter could raise Handgun to 30 and Spear to 50. Or something. Conversely, a GT could raise Crossbow, Mechgun, Laser, Rifle and Dagger by two each, then raise Shotgun, Laser and Bow all to 50.

And I'm not sure how the elemental tech or support tech ones will work, but I assume they'll be similar. I think that Master classes are unable to raise their PA caps, as the current max is still 50.

Limit Break is for Masterforce only. It allows Diga/Foie to hit multiple hitboxes on the same enemy, and gives a static damage boost to Barta/Megid/Zonde (for this, just look for Inazuma's post a bit farther back).

S4CT4L1TY
Apr 28, 2009, 10:18 PM
my mind has been blown away :whip:
awesome update:dead:

beatrixkiddo
Apr 28, 2009, 10:22 PM
I figured they would separate techs by family rather than do PALv+ Wand/Rod/Madoog.

I wasn't expecting them to put support separate though. FT should have to buy Fire/Ice/Lightning/Light to get all 4(5) buffs to 42...

And another side-effect of the way they ended up doing it, is Light PALv+ is nigh pointless. Only one Tech? I'll pass...

(Unless, of course, Fire still boosts Shifta, Light still boosts Resta, etc, despite the buffs being in their own group as well)

unicorn
Apr 28, 2009, 10:23 PM
I might just go Fortetecher!!!

lvl 40 Bows and 50 attack and Support Techs. =O

Volcompat321
Apr 28, 2009, 10:27 PM
I might just go Fortetecher!!!

lvl 40 Bows and 50 attack and Support Techs. =O

this along with my other char as GT will work out welllll!

Deragonite
Apr 28, 2009, 11:34 PM
Am I the only one who feels a lack of incentive to work on AT? FT will have 50 techs and 50 support along with Majarra and whips if they choose to do so.

Only things going for AT is the speed boost and better ATP...

Dark Phoenix5
Apr 28, 2009, 11:38 PM
those japanese get everything gah whats the point in telling us this if we wont even get it in like a year ugh...*throws cell phone*

Dark Phoenix5
Apr 28, 2009, 11:40 PM
But good stuff just wish us americans could get something they dont=P

Unit D79
Apr 28, 2009, 11:49 PM
what is up with the style customizations?
Fire crusher? charm crusher?
what are our regular attacks going to do that now?
sweet :)
all you mage enemies that instakill me all the time... its time for payback...

Dark Phoenix5
Apr 29, 2009, 12:03 AM
i honestly have no clue what all these customizations are......im confused plz explain.i liteally have no clue what this is

Shou
Apr 29, 2009, 12:17 AM
FT is looking like a fun alt class for Shou! That might be the endgame techer class! *you know when everything is out and everyone is capped and has all the items they want and everyone is just playing for shits and giggles*

Can't wait for that day. :wacko:

Zyrusticae
Apr 29, 2009, 12:22 AM
Am I the only one who feels a lack of incentive to work on AT? FT will have 50 techs and 50 support along with Majarra and whips if they choose to do so.

Only things going for AT is the speed boost and better ATP...

Gawd, you people...

Even with a human, you can only max out FOUR PA families at once. That means four attack tech elements, or 3 attack tech elements and support techs, or 2 skills, 1 attack tech, and support techs, and so on.

They CANNOT max them all out. Also, they still have crap for ATP.

Shou
Apr 29, 2009, 12:44 AM
Ooo I just remembered! This might make Fortetecher do more DPS, with dam and nos techs, than Masterforce when using rods!

unicorn
Apr 29, 2009, 01:19 AM
those japanese get everything gah whats the point in telling us this if we wont even get it in like a year ugh...*throws cell phone*

They actually don't tell us. They post it on their JP site in Japanese. Players just translate it and put it up here. Up to you if you wanna see spoilers or not.

But yeah, it is pretty depressing we wont see most of this stuff until like a year (which is a shame since we only got this game 3 months after JP).

Dark Phoenix5
Apr 29, 2009, 01:25 AM
i dont know how some of th american users on here can play on the jap servers.I seen the pic of dulk heart and the person who took it is american.. i think lol....I wanna switch to their servers!!!!*wishes*

zandra117
Apr 29, 2009, 01:53 AM
10/10 Sniper + De Colte Line + Common Mastery + Rifle Damage+ = OH GAWD

Will the Sniper be able to outsnipe all the other rifles in the game?

Kazemi
Apr 29, 2009, 11:23 AM
Ooo I just remembered! This might make Fortetecher do more DPS, with dam and nos techs, than Masterforce when using rods!why yes, the massive 2 TP that FT has over MF at lv 180 is really gonna let them do more! oh wait, MF gets rod weapon boosts that are very likely master type only (just like the limit breaks).



10/10 Sniper + De Colte Line + Common Mastery + Rifle Damage+ = OH GAWD

Will the Sniper be able to outsnipe all the other rifles in the game?notice how all of the "damage+" things are for weapons that the master types can use? let's think for a moment that hey, maybe they're only for the masters to help give us a reason to keep using them. makes logical sense after all, right? FF and FG have more ATP than FM and GM respectively and with FF and FG able to get lv 50 skills/bullets... yep.

Arika
Apr 29, 2009, 11:26 AM
I think the Damage+ seem to be for every type more than just master type alone.

I think that master type will have more kind of limit break later.

ShonagarACE
Apr 29, 2009, 11:29 AM
I'm curious, could someone tell me what "Full Custom Power" is?

cwTopCat
Apr 29, 2009, 11:40 AM
why yes, the massive 2 TP that FT has over MF at lv 180 is really gonna let them do more! oh wait, MF gets rod weapon boosts that are very likely master type only (just like the limit breaks).


notice how all of the "damage+" things are for weapons that the master types can use? let's think for a moment that hey, maybe they're only for the masters to help give us a reason to keep using them. makes logical sense after all, right? FF and FG have more ATP than FM and GM respectively and with FF and FG able to get lv 50 skills/bullets... yep.

heh, i didn't notice that untell you pointed it out. You could be right...those things should just be for Masters to keep things balance.

beatrixkiddo
Apr 29, 2009, 11:45 AM
I'm curious, could someone tell me what "Full Custom Power" is?

This update isn't out yet, nobody knows. The only reason people know the other stuff is because the name is self-explanatory.

Shou
Apr 29, 2009, 07:39 PM
why yes, the massive 2 TP that FT has over MF at lv 180 is really gonna let them do more! oh wait, MF gets rod weapon boosts that are very likely master type only (just like the limit breaks).

Dont FT have a Rod damage boost built-in? >_>

Magus_84
Apr 29, 2009, 07:53 PM
Dont FT have a Rod damage boost built-in? >_>

No.

Rods had a 20% damage boost buff given a while back, to the weapon class as a whole. Of course, at that point, only FT and Force could use them. And no one uses Force for long.

ShonagarACE
Apr 29, 2009, 07:56 PM
This update isn't out yet, nobody knows. The only reason people know the other stuff is because the name is self-explanatory.

People are assuming plenty of things about the other ones that aren't part of the name, but ok. I understand that it's not out yet. Thought there might be a shred of info somewhere.

beatrixkiddo
Apr 29, 2009, 08:11 PM
People are assuming plenty of things about the other ones that aren't part of the name, but ok. I understand that it's not out yet. Thought there might be a shred of info somewhere.

Like which ones?

Shou
Apr 29, 2009, 08:15 PM
Oh ok NM I thought it was a FT thing ^_^;

ShonagarACE
Apr 29, 2009, 08:15 PM
Like which ones?

Just assuming the Damage+ ones are for Master Classes only. Which might be a safe assumption, I agree. It was silly of me to ask.

beatrixkiddo
Apr 29, 2009, 08:19 PM
Just assuming the Damage+ ones are for Master Classes only. Which might be a safe assumption, I agree. It was silly of me to ask.

Oh, you're talking about what Kazemi said. I'd say that's not assuming what it DOES, since that's self-explanatory, but Kazemi DID assume it's restricted to masters.

ShonagarACE
Apr 29, 2009, 08:20 PM
Oh, you're talking about what Kazemi said. I'd say that's not assuming what it DOES, since that's self-explanatory, but Kazemi DID assume it's restricted to masters.

Yeah, that's true.

HyperShot-X-
Apr 29, 2009, 09:09 PM
GUARDIANS Boost Road - Parum Drop Boost 3rd

is it 2nd or 3rd Parum GBR? I'd like to clarify this because I want to see Military Subway S2 one of my favorite mission someday before PSU server shuts down for good.

S-T-H
Apr 29, 2009, 09:16 PM
For them it's the third. For us it will be the second.

Deragonite
Apr 29, 2009, 09:23 PM
Where's Psycho Crusher?

beatrixkiddo
Apr 29, 2009, 09:27 PM
For them it's the third. For us it will be the second.

To clarify, JP's first GBR was a Parum one. It was largely just to test the concept, and I don't believe it was very popular. The Moatoob one they got next was our first.

HyperShot-X-
Apr 29, 2009, 10:01 PM
well, fine by me as long as there is still a chance that they saved the best for last on Parum like Sleeping Warrior S3, Lab Recovery S3, Military Subway S2, & then some.

Kazemi
Apr 30, 2009, 03:40 AM
I think the Damage+ seem to be for every type more than just master type alone.then why would they only include the weapons that masters use?


I think that master type will have more kind of limit break later.considering that outside of foie and diga, the limit breaks only boost damage on techs... it'd be essentially the same thing. unless they're gonna give FM "crea" weapons (which are meaningless to skills) and add splash damage to rifles for GM (twin already has a splash bullet and shots do splash already).

Darki
Apr 30, 2009, 04:49 AM
Maybe they included those weapons BECAUSE masters use them. There's no interest on a "whip damage+" for example when there's no master to compare damage whip, so, there are 2 possible explanations:

1.- As you said, it's FOR master classes. It seems logic but a little pointless for me.

2.- it's to pair those weapons damage between expert and master classes, so, it only needs to work with thwe weapons master classes have.

I guess.

Zorafim
Apr 30, 2009, 09:49 AM
I may actually do that STA+ thing. Seems pretty useful.

There's also +HP and +ATP... Shame that the most useful things are the most basic.

Darki
May 2, 2009, 02:20 PM
Now I have a doubt. Would be possible as a human/newman FT, for example, cap ground and fire techs to 50 and THEN use Limit break? or is only for MF?

Inazuma
May 2, 2009, 03:44 PM
Now I have a doubt. Would be possible as a human/newman FT, for example, cap ground and fire techs to 50 and THEN use Limit break? or is only for MF?
Limit breaks are MF only.

Tyreek
May 2, 2009, 03:55 PM
Reading throught this, I realized they don't have RCSM Damage+. Or could it be that the damage from RCSMs are TECHNIC based?

Alnet
May 2, 2009, 03:57 PM
Reading throught this, I realized they don't have RCSM Damage+. Or could it be that the damage from RCSMs are TECHNIC based?
That is the case.

Randomness
May 2, 2009, 06:04 PM
then why would they only include the weapons that masters use?

considering that outside of foie and diga, the limit breaks only boost damage on techs... it'd be essentially the same thing. unless they're gonna give FM "crea" weapons (which are meaningless to skills) and add splash damage to rifles for GM (twin already has a splash bullet and shots do splash already).

There's a crea wand, but I haven't got a clue if it does anything special.

Alnet
May 2, 2009, 06:22 PM
There's a crea wand, but I haven't got a clue if it does anything special.
If you mean Creawand+... it adds to DFP and MST.

... that's... about it. :wacko:

I think Creawand is just terrible, though. Unless that has something even more special.

Darki
May 2, 2009, 06:49 PM
wasn't Creawand grinded so awesomely pwn1ng that was stronger than Psycho Wand or something people was bawwing someday ago here?

Kylie
May 2, 2009, 07:37 PM
Mm, Duel in the Ruins S3. :whip:

Not a bad update at all.

Magus_84
May 2, 2009, 07:40 PM
Limit breaks are MF only.

Is this because MF are, at the moment, the only one with 50 offensive techs, or is it specifically because Masterforces are Masterforces?

Ceresa
May 2, 2009, 07:49 PM
It's because MF is MF. You don't even need the techs at 50 to gain the limit effects.

Suzuka Miyamoto
May 2, 2009, 09:36 PM
Im confused about the tech+ thing.

Does that mean i can use my lv50 giresta has a fortetecher?
Since support techs get capped at 40 on fortetecher.

Ethateral
May 2, 2009, 10:40 PM
wasn't Creawand grinded so awesomely pwn1ng that was stronger than Psycho Wand or something people was bawwing someday ago here?

Uh... Lol? >_> A wand stronger than a rod? (At least for right now at base.) Hmm...

Alnet
May 3, 2009, 12:02 AM
wasn't Creawand grinded so awesomely pwn1ng that was stronger than Psycho Wand or something people was bawwing someday ago here?
I think that person got the PP and TP scores mixed up. Creawand starts out with 1100 PP and 70 TP. And on a Beast/Cast only (!) A-rank wand, that's just miserable.

http://www.pso-world.com/forums/showthread.php?t=156180&highlight=creawand

http://psupedia.info/Creawand

Zarode
May 3, 2009, 12:11 AM
As if Gunmaster needs more shotty power. D;

Look, I'm having a "bad frag shell day," alright? Cut a caseal some slack....





:wacko:

Deragonite
May 3, 2009, 12:15 AM
After seeing this update, I've started playing GM. God, how ridiculous... Oh well, at least I can join in on the ridiculousness soon.

Dymalos
May 3, 2009, 01:46 AM
I think that person got the PP and TP scores mixed up. Creawand starts out with 1100 PP and 70 TP. And on a Beast/Cast only (!) A-rank wand, that's just miserable.

http://www.pso-world.com/forums/showthread.php?t=156180&highlight=creawand

http://psupedia.info/Creawand

Actually it's the ideal wand for casting buffs opposite a TCSM, so that you can put all four buffs on one pallete space.

beatrixkiddo
May 3, 2009, 01:58 AM
Actually it's the ideal wand for casting buffs opposite a TCSM, so that you can put all four buffs on one pallete space.

The racial restrictions kind of limit its use for that though.

Darki
May 3, 2009, 10:33 AM
Actually it's the ideal wand for casting buffs opposite a TCSM, so that you can put all four buffs on one pallete space.

Does anyone still use two pallette spaces for buffing? ._.


Well, just for being sure: Still no clue on when will all this come to our servers?

Dymalos
May 3, 2009, 03:18 PM
The racial restrictions kind of limit its use for that though.

Not for my Beast AT/GT/WT.

beatrixkiddo
May 3, 2009, 04:41 PM
Not for my Beast AT/GT/WT.

congrats on being in the minority? ;p my point was that since the majority of techers (not to mention the strongest) are newman, its usefulness is diminished. it regens a lot more pp than normal wands though so i want one for afking techs!

unicorn
May 3, 2009, 06:07 PM
Hmmm. PALV+ goes by race.

Humans = 20
Newmans = 15
Beast/CAST = 10

How will TechLV+ go? Does it use racial slots opposite to PALV+?

EX:

Humans = 15
Newmans = 10
Beast/CAST = 20?


That would actually make sense since Beast/CASTs are the best in hunter/ranger jobs, mostly due to racial ability (not ATP differences are minimal compared to tech differences). Humans/Newmans need the extra PA levels to compete. Now, Newman/Humans tend to be better at techer jobs (sometimes having 1000k+ TP over a Beast/CAST).

Although the PALV+ doesn't really make Newman/Human better than Beast/CAST at melee jobs (mostly because SUV/Nano is always stronger than a couple %s). So I assume Techlv+ works the same. It just lessens racial handicaps is all. But I wouldnt be surprised if Beast/CAST also end up with the least TechLV+ slots too.

AC_Messiah
May 3, 2009, 06:23 PM
If I was on a female cast GT, and took bow and card to 50 then switched to FG, would those PA+ be used up, or is it class specific? I guess what I'm trying to ask is do you get 10 points total, so if you play multiple classes you'd have to spread them out, or do you get 10 per class? Maybe a dumb question...

beatrixkiddo
May 3, 2009, 06:38 PM
it's per type as far as i know.

Dymalos
May 3, 2009, 10:41 PM
Awesome that's some great news. I wasn't looking forward to selecting one type out of the 4 that I regularly play to be the sole beneficiary of my 10 PA Lvl+s.

beatrixkiddo
May 3, 2009, 10:42 PM
But at the same time, you'll have to farm more AP the more types you want to trick out...

FOnewearl-Lina
May 3, 2009, 11:54 PM
How will TechLV+ go? Does it use racial slots opposite to PALV+?
TechLV+ should use the same element/resist column that the limit breaks use. 5 for Human/Newman, 3 for Beast/Cast.

mvffin
May 4, 2009, 12:49 AM
wasn't Creawand grinded so awesomely pwn1ng that was stronger than Psycho Wand or something people was bawwing someday ago here?

You may be thinking of Prestoc, which in JP, had something insane like 999 Tech at 10/10. It was nerfed shortly after, and the original stats never made it to other servers.

AC_Messiah
May 4, 2009, 09:00 AM
it's per type as far as i know.

So if I had used 5 on crossbow and 5 on cards when playing GT, then switched to FG, I would have 10 new PA+ to use? So I would have to get more PA+ to unlock crossbow pas again? If I switched between the classes, they would have their own unique 10 PA+, assigned as I left them?

Magus_84
May 4, 2009, 09:08 AM
TechLV+ should use the same element/resist column that the limit breaks use. 5 for Human/Newman, 3 for Beast/Cast.

Does that count support techs and attack techs, you think?

Kimil Adrayne
May 4, 2009, 11:15 AM
I wonder how the Tech lvl+ could be carried out? I'd see it following the PAlvl+ pattern, that is:

20/15/10

But... this would seem a bit broken. Since, The major changes to Techs (as well as bullets) happen at the X1 levels, X being 1, 2, 3, 4. Even with the lowest PAlvl+, 10, you could bring a fT to 41+ Techs accross the board.

I see to working a little more like...

4/3/2, where each number is equal to 10 PA lvls instead of 2, so people don't abuse the all-useful lvl 42. And I have a feeling, that the numbers will be distributed as:

Hu/Be+Ca/Ne

Darki
May 4, 2009, 01:42 PM
But... this would seem a bit broken. Since, The major changes to Techs (as well as bullets) happen at the X1 levels, X being 1, 2, 3, 4. Even with the lowest PAlvl+, 10, you could bring a fT to 41+ Techs accross the board.

I see to working a little more like...

4/3/2, where each number is equal to 10 PA lvls instead of 2, so people don't abuse the all-useful lvl 42. And I have a feeling, that the numbers will be distributed as:

Hu/Be+Ca/Ne

Broken? Please. Techs are the most underpowered damage dealers in the game, it would be broken NOT to do that. Why am I going to be able to raise the grade of almost 10~20 guns (that number doesn't even exist) for ALL the PAs you can use on them, (For example with a FG you can basically raise the cap of all weapons to 41+ and get all new bonuses), but you say a FT shouldn't be able to raise each element's techs to the new grade? Sorry, but that for me seems utterly unfair.

But, is true that they use a different PAlvl+ count than melee/guns? I though they'd use the same, you'd have 10/10/15/20 and you'd have to use the PAlvl+ for all PA types. I was planning how to place my PAlvl+ between my techs, whip and card, but if we have free PAlvl+ points for them independently from mele+guns, that's a REALLY good news for my Wartecher.

Shou
May 4, 2009, 02:54 PM
Ouch :(

Ceresa
May 4, 2009, 03:00 PM
Type customs aren't saved if you remove them, have to regrind the AP.

Shou
May 4, 2009, 03:02 PM
Do you think it would be better if they saved or do you think that would make things a little too easy?

Ceresa
May 4, 2009, 03:12 PM
Well once you max you can hold 10.999999999 points, and since this game is hotspot dependent, you can change a few slots around right away when the next is released and then grind to optimize the new place and eventually build another 10 AP buffer for the next hotspot.

Or more realistically, just customize for White Beast and call it a day...

Randomness
May 4, 2009, 03:18 PM
If you change class, do you lose the skills of the old one completely, or are they still there when you switch back?

Ceresa
May 4, 2009, 03:33 PM
It's saved to the type, you can change as much as you like and it will remember where they were learned.

FOnewearl-Lina
May 4, 2009, 11:00 PM
I see to working a little more like...

4/3/2, where each number is equal to 10 PA lvls instead of 2, so people don't abuse the all-useful lvl 42. And I have a feeling, that the numbers will be distributed as:

Hu/Be+Ca/Ne
Currently it's 5/3/5 :P

Waki Miko Syamemaru!
May 4, 2009, 11:07 PM
http://phantasystaruniverse.jp/news/wis/?mode=view&id=894

GUARDIANS Boost Road - Parum Drop Boost 3rd
* May 7 - June 4
* Train Rescue
* Endrum Remnants
* The Dual Sentinel
* Duel in the Ruins

New S3 missions
* All four of the above listed missions will have S3 difficulties added.

New GUARDIANS advanced style additions
* The following type customizations will be added:
- Base HP+
- Base ATP+
- Base DEF+
- Base ATA+
- Base EVA+
- Base TP+
- Base MST+
- Base STA+
- Full Custom Power
- Sword Damage+
- Spear Damage+
- Double Saber Damage+
- Axe Damage+
- Rifle Damage+
- Shotgun Damage+
- Laser Cannon Damage+
- Twin Handgun Damage+
- Rod Damage+
- Wand Damage+
- TCSM Damage+
- Fire TECHNIC LV+
- Ice TECHNIC LV+
- Lightning TECHNIC LV+
- Ground TECHNIC LV+
- Light TECHNIC LV+
- Dark TECHNIC LV+
- Support TECHNIC LV+
* The following style customizations will be added:
- Burn Crusher
- Poison Crusher
- Virus Crusher
- Shock Crusher
- Silence Crusher
- Freeze Crusher
- Sleep Crusher
- Stun Crusher
- Confuse Crusher
- Charm Crusher
- Legsless
- Photon Shield
- Photon Barrier
- Trusty Partner

New items
* Many new weapons will be added.
* Casino rotation.

HHHHHNNNNNNNNNNNNNNNNNNNNGGGGGGGGGGGGGHHHHHHHHHH!! !!

I think I need a towel....

Kimil Adrayne
May 5, 2009, 11:49 AM
Currently it's 5/3/5 :P

That's for Limit Break.



After thinking about it, I don't understand why the Tech PAs would get their own pool of max uses to use. I bet that the TECH PA LVL+'s would share the PA LVL+'s max. The 20/15/10/10 maximum.

So, If this is the case, I guess my Characters would get..

F Beast,

WT style
5 PA Lvl+ (Twin Dagger)
1 PA Lvl+ (Bows)
1 PA Lvl+ (Cards)
Fire Tech Lvl+
Dark Tech Lvl+
Support Tech Lvl+

FG style
5 PA Lvl+ (Twin Dagger)
2 PA Lvl+ (Dagger)
1 PA Lvl+ (Twin Handgun)
1 PA Lvl+ (Mechgun)
1 PA Lvl+ (Crossbow)

FOnewearl-Lina
May 5, 2009, 11:59 AM
That's for Limit Break.
Yeah, Tech LV+ falls into either the 'elemental' section (3/3/5/5), or the 'weapons section'(10/10/15/20), which is why I posted those.

Darki
May 5, 2009, 12:16 PM
I doubt they'd get the same pattern as limit breaks... I mean, as I said before, that would be lame, why as a gunner somebody can cap 4 weapons to 40, that is, 24+ PAs to 40, with only 20 PAlvl+, but you can't even get all your element PAs 2 levels higher? It'd be a really r3tarded idea.

Anyways, for me the most logical option is, as they're damn PAlvl+, they'll be as the normal ones and you'll have to choose betqeen melee, bullets or techs, and that's all. I'd love if they'd be treaten as a different cattegory and we could use them independently of tmelee/guns, but well, we will know in 2 days.

Kimil Adrayne
May 5, 2009, 12:18 PM
No duh, Tech LV+ falls into either the 'elemental' section (3/3/5/5), or the 'weapons section'(10/10/15/20), which is why I posted those.
Unless you're implying that it falls into the 'Base Stat' or 'Special Ability' section...

Don't be rude. I wonder now... It would make sense for the TECH Lvl+'s to land in that elemental section... for all of them but Support Lvl+. Also, if this was the case, how would non-techers make use of the "elemental section". I bet they're in the (20/15/10/10).

FOnewearl-Lina
May 5, 2009, 12:24 PM
Don't be rude. I wonder now... It would make sense for the TECH Lvl+'s to land in that elemental section... for all of them but Support Lvl+. Also, if this was the case, how would non-techers make use of the "elemental section". I bet they're in the (20/15/10/10).
But support techs are also elemental techs :o
Currently no other types apart from MF use that section, so it'd make sense to use it for non-MF types rather than stuffing them all into the weapon customisation.

Kimil Adrayne
May 5, 2009, 12:51 PM
But support techs are also elemental techs :o
Currently no other types apart from MF use that section, so it'd make sense to use it for non-MF types rather than stuffing them all into the weapon customisation.

The Support Tech Category has various elements in it, all of them actually. That wouldn't fit with a Specialization category meant for powering specific elements. There already exists a PA lvl + Category, which fits these additions better.

There will probably be more customizations added for the elemental category later. This is only the second set of customizations made known.

FOnewearl-Lina
May 5, 2009, 01:05 PM
there already exists a PA lvl + Category, which fits these additions better.
That section (得意武器 tokui buki) is specifically for the strengthening of weapons, I don't see how support would fit into that :P

Darki
May 6, 2009, 01:00 AM
Support doesn't fit in the elemental part neither as its "elemental" nature is basically something concerning the "role" of each PA, and not their use... Shifta doesn't get any special effect being fire element, they just though it would look l33t.

Striking TECHs, by the way, do fit the PA lvl+ tier too, as they "strenght weapons".

(Woot 100 posts. : D)

FOnewearl-Lina
May 6, 2009, 01:15 AM
Shifta doesn't get any special effect being fire element, they just though it would look l33t.
It adds 4% when linked with other fire techs on the same weapon, there's your special effect.


Striking TECHs, by the way, do fit the PA lvl+ tier too, as they "strenght weapons".
Weapons as in Rod/Wand/Madoog...

Darki
May 6, 2009, 02:31 AM
the 4% for me seems a little crappish, if you're going to use it to get enough fire techs in a weapon and lose time switching between 4 weapons to buff maybe you should think again if you're suited to be a techer. <.< There are enough elemental PAs for each element to fill even a Rod (besides Light, and I believe the only good option here is Resta/Regrants to quick help when you drain too much HP, in a wand).

What I meant was that the element in buffs fits more in a "role playing" mechanics of the game. Shifta is fire because it raises the attack power, and the best element to idealize this use is fire. The elemental boost in weapons it's just a plus. Is like saying Slicer PAlvl+ should be in the elemental section too...

Techs are PAs, same than bullets and skills, so if there's an option to increase PA levels, I don't know why they should be considered as a different kind than others. If that is the case, then same had to happen with bullets, because with 5 PA lvl+ you can raise the cap of 8 PAs per weapon, basically.

Dymalos
May 6, 2009, 02:37 AM
Do you know for sure if a PA Lvl+ for a particular Bullet means that it applies to all bullets for that weapon? I thought that this wasn't the case and you had to raise each Bullet individually.

Darki
May 6, 2009, 02:43 AM
I believe in the older thread the idea was the same than melee: you use PA lvl+ to raise the cap of one weapon, and that implies to raise the cap of all the PAs you can use on them. This way, if you raise the cap of "Saber class" you can use the three PAs at the increased level, same with "Twin Dagger class" and its 4 PAs. For bullets I believe is the same: you level, for example, "Shotgun class" and then you can use the eight PAs at the new cap.

With TECH weapons as they use the same PAs on three classes they can't use this way of levelling, so they go by element, and they work on all weapons.

Another reason that makes me believe TECH should use the same way of PA lvl+ than other weapons it's just that it doesn't make sense that you can increase the cap of more than one weapon to the maximun (let's say 4 weapons on human), for TECHs you should be able to cap AT LEAST oene element to the maximun, and that means a minimun of 5 PA lvl+, so you could possibly use one of them on each element instead of capping one. For me, it's not logical that they let you level the cap only 2~4 levels. ._. I don't think it will be like 1 PA lvl+ for techs means +10 levels out of nothing.

My bet is just that they use the same cattegory and you gotta use the same 10/15/20/20 Pa lvl+ between all 3 types of PAs. We'll see tomorrow or the day after, anyways.

Dymalos
May 6, 2009, 02:45 AM
Still, I'd really like to see this confirmed firsthand from someone who plays on JP PC/PS2. I was darn sure that this wasn't the case. If so then it's great news.

Darki
May 6, 2009, 02:50 AM
I think it's already confirmed. If not, you could only level two or three elemental PAs for one or two ranged weapons, while with melee you'd be able to level ALL PAs for each weapons, and taking in mind that with melee you can freely attach those PAs on any element weapon, so it makes sense that it works for all bullets. if not, it'd be impossible those screenshots of JP players with more than one ranged weapon with all PAs of 2~4 weapons capped 10 levels up.

FOnewearl-Lina
May 6, 2009, 04:20 AM
And for the weapon thing, I suppose you're intelligent enough to understand what I meant and you're replying just because you're bored. Techs are PAs, same than bullets and skills, so if there's an option to increase PA levels, I don't know why they should be considered as a different kind than others. If that is the case, then same had to happen with bullets, because with 5 PA lvl+ you can raise the cap of 8 PAs per weapon, basically.

http://i7.photobucket.com/albums/y274/FoLina/PSU/psu20090506_211237_002.jpg
Elemental/Resist Customisation Menu:

http://i7.photobucket.com/albums/y274/FoLina/PSU/psu20090506_211229_001.jpg
Weapon Customisation Menu:

I suppose you're intelligent enough to interpret these screenshots on your own... Since you're saying they should go under weapon customisation, where would you put them?

Only reply if you're bored...

Shou
May 6, 2009, 04:52 AM
Why does the counter lady look like she is about to explode?

xBladeM6x
May 6, 2009, 04:57 AM
Why does the counter lady look like she is about to explode?
We'll never know what's happening under the counter she stands at.

That's all I have to say on that. XD

Darki
May 6, 2009, 07:20 AM
Only reply if you're bored...

I'd do if I'd understand the screens... <.<

Kimil Adrayne
May 6, 2009, 09:50 AM
I suppose you're intelligent enough to interpret these screenshots on your own... Since you're saying they should go under weapon customisation, where would you put them?

Only reply if you're bored...

Its just so damn nasty talking to you. Grow up.




Back on course... those SE "crusher" customizations. I wonder where they would fit in?

Are they a status effect that would be tied in with normal attacks? Through in charm on a WT's every attack with the evasion-knockdown and 'lure' customizations and you have a wall =D.

... or would they increase your effectiveness (SE level) on existing forms of Application? SE 4 incap on lvl 30 Megid or SE 5 Freeze on lvl 32 Dambarta too?

... I'd like to dream they'd throw in a rez increase to the SE type, making that incap one all the more useful, but I don't think we can even be effected by charm. =/

Kazemi
May 6, 2009, 11:01 AM
I'd do if I'd understand the screens... <.<
he's "showing" that techiques don't show up under the weapon category but the elemental category instead as a means of "proving" his statements. we'll find out soon enough where they go and if they raise any of the caps.



those SE "crusher" customizations. I wonder where they would fit in? it may go into the "special" category which currently doesn't have a cap set.


Are they a status effect that would be tied in with normal attacks? Through in charm on a WT's every attack with the evasion-knockdown and 'lure' customizations and you have a wall =D.

... or would they increase your effectiveness (SE level) on existing forms of Application? SE 4 incap on lvl 30 Megid or SE 5 Freeze on lvl 32 Dambarta too?

... I'd like to dream they'd throw in a rez increase to the SE type, making that incap one all the more useful, but I don't think we can even be effected by charm. =/we won't know exactly what they do til we get the update and someone learns one. ST did mention that there were gonna be abilities to enhance the effectiveness of SEs so it could merely be just that. they'll also be very likely just one SE per learned ability. for incapacitate, there isn't one listed for it so its unlikely that can have any boosts to it.

Ceresa
May 6, 2009, 11:21 AM
I guess Espio was in a hurry way back when he made that first post, no reason to have all the new customizations thrown together in one big category.

It's nicely segregated on the JP homepage.

So we already know, for instance, that ___ Crush abilities are weapon style.

As for the whole techlvl+ thing. The 1st category is [Base], the 2nd is [Special] The 3rd is [Weapon] and the 4th is [Attribute]

Again, look at the list on JP, the 4 sections correspond perfectly, top box lists base stat ups, second section lists full custom power, third lists the weapon dmg+, last lists tech lvl+.

Now let's look at the weapon section, Spear PA+ raises all the spear PAs, Spear dmg+ raises spear damage. Rod dmg+ raises rod dmg. There is no PA that only goes to rods however.

So techs go to...attribute section, along with the other tech modifier stuff, limit break.

Agreeing with Lina from the start is faster btw...

Kimil Adrayne
May 6, 2009, 11:23 AM
we'll find out soon enough where they go and if they raise any of the caps.


I could see them not raising the caps on the 20/15/10/10. But I really hope they do, as a beast Wartecher, 20 PA lvls, across 4 S rank melee weapons, 7 TECH categories, and bazillion (wow, word check says that word exists) A rank weapons, it really wont go far :(

Kimil Adrayne
May 6, 2009, 11:39 AM
I guess Espio was in a hurry way back when he made that first post, no reason to have all the new customizations thrown together in one big category.

It's nicely segregated on the JP homepage.

So we already know, for instance, that ___ Crush abilities are weapon style.

As for the whole techlvl+ thing. The 1st category is [Base], the 2nd is [Special] The 3rd is [Weapon] and the 4th is [Attribute]

Again, look at the list on JP, the 4 sections correspond perfectly, top box lists base stat ups, second section lists full custom power, third lists the weapon dmg+, last lists tech lvl+.

Now let's look at the weapon section, Spear PA+ raises all the spear PAs, Spear dmg+ raises spear damage. Rod dmg+ raises rod dmg. There is no PA that only goes to rods however.

So techs go to...attribute section, along with the other tech modifier stuff, limit break.


So would the crusher stuff take one of the spots of a PAlvl+? Well, considering the spots planned around TECH lvl+ stuff are now cleared up, this shouldn't be a problem.

So the caps on Tech + would be 5/5/3/3, I'm going to guess each would work as full 10 levels of PA. This works better for me since I was only going to use 3 PA points to Techs anyways. I wonder what non-Techers will get out of the attribute section then? I wonder.

New plan...

PA lvl +8 Twin Dagger
PA lvl +4 Dagger
PA lvl +2 Knuckles
PA lvl +2 Cards
PA lvl +2 Bows
PA lvl +10 Fire Techs
PA lvl +10 Ice Techs
PA lvl +10 Support
Charm/Stun Crusher

TRIBLASTER
May 6, 2009, 11:48 AM
I guess the most important question for me is... What SE do lvl 41+ cards have? :o

beatrixkiddo
May 6, 2009, 11:48 AM
So would the crusher stuff take one of the spots of a PAlvl+? Well, considering the spots planned around TECH lvl+ stuff are now cleared up, this shouldn't be a problem.

So the caps on Tech + would be 5/5/3/3, I'm going to guess each would work as full 10 levels of PA. This works better for me since I was only going to use 3 PA points to Techs anyways. I wonder what non-Techers will get out of the attribute section then? I wonder.

New plan...

PA lvl +8 Twin Dagger
PA lvl +4 Dagger
PA lvl +2 Knuckles
PA lvl +2 Cards
PA lvl +2 Bows
PA lvl +10 Fire Techs
PA lvl +10 Ice Techs
PA lvl +10 Support
Charm/Stun Crusher

Weapon style is not the same category as Type customize.

http://psupedia.info/GAS

Type customize are the ones with caps based on race.
Weapon style/body style/extra style are all one-slot only, and do different things.

Darki
May 6, 2009, 12:11 PM
Then, beasts/CASTs can only level 3 TECH elements to the next cap?

Oh damn. That's so retarded. So I can level all the guns with all the PAs of the game basically to the next rank being a Beast/CAST, but I can't level tem even 2 little levels each. -.-


he's "showing" that techiques don't show up under the weapon category but the elemental category instead as a means of "proving" his statements. we'll find out soon enough where they go and if they raise any of the caps.

I admit my "defeat", but only because JP update proved it, it doesn't make sense that way of setting the levels. So, is already confirmed? You use them EXACTLY as limit breaks, and only 1 tech PAlvl+ raises tech level by 10? ._.

I dunno why I don't get used already to ST crap way of doing things. ._.

FOnewearl-Lina
May 6, 2009, 05:49 PM
Its just so damn nasty talking to you. Grow up.
Incase you just happened to missed something... I was mimicking Darki's post. Yknow, the one that has "Last edited by Dhylec; Today at 02:06 AM.. Reason: flame-bait " below it. :-?
Anyway... lol


Its just so damn nasty talking to you. Grow up.
So would the crusher stuff take one of the spots of a PAlvl+? Well, considering the spots planned around TECH lvl+ stuff are now cleared up, this shouldn't be a problem.[/quote]
Bea already mentioned this but it's a style customisation, which is seperate from type customisations, and remains constant even when you change Types, whereas type customisations are seperate for each type and do not carry over to other types when you change at 5F.


I admit my "defeat", but only because JP update proved it, it doesn't make sense that way of setting the levels. So, is already confirmed? You use them EXACTLY as limit breaks, and only 1 tech PAlvl+ raises tech level by 10? ._.
Maintenance hasn't even started yet, we'll know in 10 and a half hours.
Anyway Tech PALV+ shouldn't go in the same category (Weapon customisation) because it's not grouped by weapon but by element, it makes perfect sense since there isn't even any room for them in weapon customisation; Where would you stick them? under rod? under wand? under Madoog?


Agreeing with Lina from the start is faster btw...
It's more fun to argue.

Darki
May 6, 2009, 08:04 PM
Just to make it clear, I never meant to "flame-bait" as the edit says, and I'm very sorry if it looked that way because I am not stupid to argue for real about something wasn't out before. All I was saying was that at that time we were discussing something based on our own oppinions, maybe with a little sarcasm on it but with no intention to insult/offend anybody. If that's the case, I'm sorry.

Anyways, on topic:


Maintenance hasn't even started yet, we'll know in 10 and a half hours.
Anyway Tech PALV+ shouldn't go in the same category (Weapon customisation) because it's not grouped by weapon but by element, it makes perfect sense since there isn't even any room for them in weapon customisation; Where would you stick them? under rod? under wand? under Madoog?

For me it makes sense that it went in the same part as "weapon customisation" not by the grouping but the way it works. Melee and guns PA lvl+ are under that cattegory, and for me it's much more logical that TECH PA lvl+ works the same way as they're still PA lvl+. If you ask me, I'd put them all under the "PA lvl+" cattegory and everybody happy. xD For the elemental thing, and under what weapon to go, well, you're right there, but anyways TECH weapons never acted like the other two types.

As I've been saying, for me it seems a little unfair that in the case of ranged weapons you can basically level ALL PAs for 4 weapons (in case human). That is, basically, 32 PAs if you wanna cap them all, and you could level up the cap for 2 levels (getting into the new "rank") to basically more gun types that the game offers, and even in case of a CAST/Beast you can do that for all existing ranged weapons in the game.

BUT, if it follows the same mechanic than Limit breaks for TECH PA lvl+, you wouldn't be able to get even 2 more levels only on all elements. Why a FG is able to raise the cap of ALL it's PAs, but a FT, even a Newman one, can't get at least all elements 2 levels up?

That's what I mean with the whole thing.

It makes sense what you say about the elemental thing and whatever you want, but it doesn't make sense IF they don't give the option to use them like the rest of the PA lvl+.

So, if by being in the "elemental customisation" cattegory means that, then it is WRONG. If, even being there, they work like melee/ranged PA lvl+ and they raise 2 levels per use, to any element you want, and they let at least newmans the option to level up all their TECHs at least 2 levels, then it's RIGHT (once again, in my oppinion).

FOnewearl-Lina
May 6, 2009, 08:12 PM
You were telling me to rethink playing a force if I was planning on using a fire buff to up the % on my rod :P Anyway no probs :)

Fairness aside, there isn't any room for Element PALV+ in the Weapon Customisation menu, it lists all weapons and then has 2 more options for single handed and double handed wielding. If you stuck them on the 3 force weapons that'd be fine but it makes more sense to make Element PALV+ cost 10 AP and give 10 lvls in the other menu.

Also, what if you're already used up all your weapon customs prior to update? Better to add the new customs to an unused area than to make them delete old customs.

Bottom Line: Right now, GAS is a big steaming mess right now with most customs going to options that lead nowhere.

Ceresa
May 6, 2009, 08:21 PM
So, if by being in the "elemental customisation" cattegory means that, then it is WRONG. If, even being there, they work like melee/ranged PA lvl+ and they raise 2 levels per use, to any element you want, and they let at least newmans the option to level up all their TECHs at least 2 levels, then it's RIGHT (once again, in my oppinion).

Humans and Newmans get 5 slots, even if the techlvl+ only raises by 1-2 levels, you can still hit all 5 elements and get the 31/41 candy.

Of course you can't get all 5 offense elements and support, but going for the 5 elements covers 3 buffs and Deezas at least...

Darki
May 6, 2009, 08:41 PM
I suppose you can't ue the elemental ones for support since there's a Support Pa lvl+, and you need to use also the support one, so you'd get only 4 elements and support in case you wanted.

Am I really the only one that sees this a little poor? I don't need the support part, and I'm a beast so I'm not saying I want all techs for mine because I'm not stupid, but c'mon, why a fucking AT can level up all their skills to 21+ to get the full combo, why anybody will be able to get the new rank for all guns they want, but NOBODY will be able to get all the offensive techs at least 2 miserable levels up?

This is the never ending story. Techs are the most underpowered source of damage in the game, the "it would be br0ken" doesn't work in this case. It doesn't make any sense that you SHOULD get limited your element selection on techs but you can get whatever shyt you want on the other categories.

FOnewearl-Lina
May 6, 2009, 08:47 PM
I guess Espio was in a hurry way back when he made that first post, no reason to have all the new customizations thrown together in one big category.

It's nicely segregated on the JP homepage.

Yeah, rushed so that Ar●k○m▲ wouldn't beat him to it :P

http://i7.photobucket.com/albums/y274/FoLina/PSU/psu20090507_133446_000.jpg
Here's the segregation next to the status screen, Type Custom on the left, Style Custom on the right.

Type Customisation:
Fundamental Ability
Unique Ability
Weapon Forte
Attribute/Resist Forte

Style Customisation:
Weapon Style
Shield Style
Extra Style

For those wondering what all that moonspeak means

Zarode
May 6, 2009, 09:25 PM
Lina, is this actually making the game fun or not? :wacko:

Lsbd
May 6, 2009, 09:43 PM
Ahh...i feel left out...Japenese servers..>_<

Inazuma
May 6, 2009, 10:22 PM
Lina, is this actually making the game fun or not? :wacko:

I'm not Lina sama but let me put in my 2 cents on this. All these new customize abilities are fun and exciting and all that, but they are making the players way the hell too powerful in comparison to the weak and pathetic monsters. I bet we could be fighting monsters that are lv 300 and it would STILL be way too easy.

The R missions do actually have challenge if you play as MF, since you can't equip any armor, but it's a big waste of time since you pretty much get nothing for all your hard work. Earning enough pts to buy dizas is just tedious as all hell. Give me dizas so I can get the fuck outta there and never return.

FOnewearl-Lina
May 7, 2009, 12:18 AM
Lina, is this actually making the game fun or not? :wacko:
What midori said.

The players get stronger and stronger but the enemies stay the same lvl 145 crap we've been fighting for over a year, all the new additions are total grindfests that require you to put in so much work to accomplish little -for example 1000 AMP for a tech that absorbs damage that you don't even need since the enemies are already so weak (deezas), 800 AMP for an SUV which is just an S rank version of the A rank SUV freely available from the NPC shop.
Rough estimate, 1000 AMP takes around 15-20 hours and over 80 R mission runs.

BTW midori, don't forget you'll have to do more R missions when Rentis comes out, you're not done just yet :)

HienkyakuX
May 7, 2009, 12:28 AM
What this game need is a change in enemies stats. Ok if they don't want to increase their lv cuz that is the drops control on items. But if they lets say double the hp/pow/def and other stats of all enemies no matter what lv/rank they are. Then maybe it will be challenging.

Alnet
May 7, 2009, 12:31 AM
What this game need is a change in enemies stats. Ok if they don't want to increase their lv cuz that is the drops control on items. But if they lets say double the hp/pow/def and other stats of all enemies no matter what lv/rank they are. Then maybe it will be challenging.
One would have thought they were doing this at the beginning of AOI, since they redid the hitboxes (making sidestepping attacks actually possible) and most of the class stats.

FOnewearl-Lina
May 7, 2009, 02:31 AM
Maintenance over...

Better have a seat, you probably won't like this..

http://i7.photobucket.com/albums/y274/FoLina/PSU/psu20090507_192540_000.jpg

*Support Technique PALV+ is MF ONRY and uses the same customisation slots as limit break AND costs 10 AP!(told ya so :P)The elementals are available for the other Tech-types and start at 3 AP each, and as far as I can tell you gotta use 5 slots if you wanna get any specific element +10 levels... However I just noticed that they did increase the number of customisation slots with this update.


*So in order of Base/Special/Weapon/Attribute Customisation Limits:
Human: 8/1/20/20 (Fuck this, I'm making a human...)
Newman: 6/1/15/15
Beast: 6/1/10/15
Cast: 4/1/10/15


*BaseStat+ cost 1AP for the first lvl, and currently has 2 levels. (After adding 2 levels to ATP, gained +60 to ATP).
*Full Custom Power cost 4AP and appears to increase the benefit you gain from high-grind on your weapons(?).
*WeaponDamage+ cost 2AP are MASTER ONRY for now.
*The new SE-crush Weapon Styles cost 3 AP each.
*Photon Shield and Barrier raise DFP and MST respectively.
*Trusty Partner (5AP) increases the amount of damage partner characters deal (useless?).


And this is what my GM status looks like after getting a few of the new customs:
http://i7.photobucket.com/albums/y274/FoLina/PSU/psu20090507_195346_002.jpg

Okay, off to play some GBR...

Kazemi
May 7, 2009, 03:07 AM
enemy levels for new S3s:
train resue: 150
endrum: 155
dual sentinel: 140
duel in relics: 145

ST really loves their low enemy levels, don't they? >.>

FOnewearl-Lina
May 7, 2009, 03:08 AM
enemy levels for new S3s:
train resue: 150
endrum: 155
dual sentinel: 140
duel in relics: 145

ST really loves their low enemy levels, don't they? >.>
omg... 140...

Alnet
May 7, 2009, 03:10 AM
Still no LV150 De Ragnus? What a killjoy. De Ragnus is one of my favorite enemies in the game. I'd like to see it using extreme prejudice sometime.

Owait, the boss is LV150 exactly at Duel in the Ruins. Not enough prejudice to be "extreme," but it's an effort...

LLSmoothJ
May 7, 2009, 04:01 AM
Hmm... I'm gonna give it a shot to see if I'm using the type customization system right. I'll just use a Newman Masterforce as an example.

Newman: 6/1/15/15

Base: HP+x3, DEF+x3
Special: Full Custom Power
Weapon: Rod+x5, Wand+x5, TCSM+x5
Attribute: All Limit Breaks, Support TECHNIC Lv+ x10

So with that I would be able gain all limit breaks and increase my support techs up to 30 (If LV+ increases by 2) if I'm doing this correct, am I right?

Oh, and while I think the Type customization just applies to class, does the Style customization apply just to the class as well, or to the character overall?

Kazemi
May 7, 2009, 05:14 AM
you're not taking into account the max levels of the styles. so it'd be like this:

base: HP+ lv2, DFP+ lv2 (2 points left)
weapon: rod+ lv1, wand+ lv1, madoog+ lv1 (12 points left)
attribute: limit breaks lv1, support tech lv+ lv1 (4 points left)

all customizations are bound to the job type only.

Ceresa
May 7, 2009, 05:39 AM
2610 Megid to S Frogs before
2630 with Madoog Dmg+ lol
2660 with Full Custom Power on a 10/10 weapon

Hope this shit is buffing weapon atp/tp so it carries into /R missions...

Base stats, dfp gets +10, hp+50, sta+1, carries over to /R

Deragonite
May 7, 2009, 05:40 AM
tbh, i'm happy that Support+ is on MF only. Otherwise it would really make AT a lot more useless. Though this doesn't mean that other classes won't get it later...

Shou
May 7, 2009, 05:41 AM
enemy levels for new S3s:
train resue: 150
endrum: 155
dual sentinel: 140
duel in relics: 145

ST really loves their low enemy levels, don't they? >.>
So stupid... WTF now is there gonna be S5 and S6 missions then? Spreading out the population even MORE?!?!?! We are still sooooooo far away from end-game content.

Shou
May 7, 2009, 05:44 AM
2610 Megid to S Frogs before
2630 with Madoog Dmg+ lol
2660 with Full Custom Power on a 10/10 weapon

Hope this shit is buffing weapon atp/tp so it carries into /R missions...

Base stats, dfp gets +10, hp+50, sta+1, carries over to /R
How much for TP? +30 per lvl I'm guessing. So newmans can raise their base stats 6 times and humans 8 times?

edit: Ya double post so shoot me.

xBladeM6x
May 7, 2009, 05:44 AM
So stupid... WTF now is there gonna be S5 and S6 missions then? Spreading out the population even MORE?!?!?! We are still sooooooo far away from end-game content.
There actually might be. With the way it looks, it's possible. But meh. At some point they will have to rebalance the entrie game in terms of mission's monsters levels, drops, exp, mp, and rewards.

Simple solution = make the game AOTI only. Then all missions are AOTI effected. :D

Darki
May 7, 2009, 06:11 AM
So, I'm confuzzled now. Does that mean that beasts/CASTs have 15 PAlvl+ TECH points to spend between all tech elements? if that's so, I'll be happy.

For the support one, it's lame. SEGAC keeps trying to make a nurse out of all techers. I understand that giving the possibility of 41+ support to FT would be br0ken, but GT really deserves a bump in support, that's really pathetic. Support techlvl+ should be GT onry in any case,, if you ask me. For WT, I wasn't even interested so well, k.

LLSmoothJ
May 7, 2009, 07:15 AM
you're not taking into account the max levels of the styles. so it'd be like this:

base: HP+ lv2, DFP+ lv2 (2 points left)
weapon: rod+ lv1, wand+ lv1, madoog+ lv1 (12 points left)
attribute: limit breaks lv1, support tech lv+ lv1 (4 points left)

all customizations are bound to the job type only.

Oh I see, so the level increases of PAs is based on style level (I.E. LV2 would increase by 4). Well that's too bad. Maybe they'll increase the level later.

Musekaze
May 7, 2009, 07:23 AM
Simple solution = make the game AOTI only. Then all missions are AOTI effected. :D

Completely viable, since only 3 people play the original online anymore >.>

Kimil Adrayne
May 7, 2009, 10:06 AM
So Support + is MF onry eh? This was checked with GT and WT too? not just fT? (obviously ruling out AT) Even so, I'm perfectly fine with level 30 Support on Wartecher and Guntecher. I wonder if I should put all 6 of my stat custom to Tech? hmm...

Neith
May 7, 2009, 10:11 AM
Only Lv140+ enemies for Ragnus missions?

:disapprove:

So aside from possible boss drops, the mission drops still suck? Also, Lv140 enemies with what, a 180 or so cap?

So, so stupid. :disapprove:

FOnewearl-Lina
May 7, 2009, 11:36 AM
OAlso, Lv140 enemies with what, a 180 or so cap?

So, so stupid. :disapprove:
Yep, 6 players too... :disapprove:

EspioKaos
May 7, 2009, 11:46 AM
As far as new weapons go, there are four PSP whips.

* Splasher (http://psupedia.info/Splasher) (GRM, 6★)
* Splac (http://psupedia.info/Splac) (Kubara, 7★, 5 base ATP :lol:)
* Peace Breaker (http://psupedia.info/Peace_Breaker) (GRM, 9★)
* Bloody Shower (http://psupedia.info/Bloody_Shower) (GRM, 11★)

Also, the double saber Ragan-Ragan was released finally. It's a De Ragnus drop (LV150+, I think).

Inazuma
May 7, 2009, 11:53 AM
Any info on how much defense you get from Photon Barrier? If Ragan's breath gives 200 HP, I would assume that Photon Barrier would give at least 200 defense. I wanna use armasline armors as MF in the R missions.

Darki
May 7, 2009, 11:58 AM
As far as new weapons go, there are four PSP whips.

* Splasher (http://psupedia.info/Splasher) (GRM, 6★)
* Splac (http://psupedia.info/Splac) (Kubara, 7★, 5 base ATP :lol:)
* Peace Breaker (http://psupedia.info/Peace_Breaker) (GRM, 9★)
* Bloody Shower (http://psupedia.info/Bloody_Shower) (GRM, 11★)

Also, the double saber Ragan-Ragan was released finally. It's a De Ragnus drop (LV150+, I think).

I don't really like those whips, I guess I'll stick with the Tenora ones.

Arika
May 7, 2009, 12:07 PM
As far as new weapons go, there are four PSP whips.

* Splasher (http://psupedia.info/Splasher) (GRM, 6★)
* Splac (http://psupedia.info/Splac) (Kubara, 7★, 5 base ATP :lol:)
* Peace Breaker (http://psupedia.info/Peace_Breaker) (GRM, 9★)
* Bloody Shower (http://psupedia.info/Bloody_Shower) (GRM, 11★)

Also, the double saber Ragan-Ragan was released finally. It's a De Ragnus drop (LV150+, I think).

It is weird tho, all of them are GRM A rank in PSP : 7*,8*,9* and kubara 8*. But ST changed them to cover B rank, A rank, S rank. <,<;

I remember that the 8* A rank tenora shadog in PSP become 9* too. I guess that the 9* A rank tenora shadog in PSP will be 11* here also.

FOnewearl-Lina
May 7, 2009, 12:12 PM
Any info on how much defense you get from Photon Barrier? If Ragan's breath gives 200 HP, I would assume that Photon Barrier would give at least 200 defense. I wanna use armasline armors as MF in the R missions.
Photon Barrier's decription states that it strenghtens the ability of your armor, not your base stats. So I wouldn't bet on being able to equip Armasline in R missions anytime soon (unless for some wierd reason it adds to your base stats instead of % based on your armor).

Darki
May 7, 2009, 12:15 PM
But, there are 4 whips, and here:[spoiler-box]http://img150.imageshack.us/img150/6398/48394258.jpg[/spoiler-box]Are FIVE G.R.M. ones. So, or the PSUpedia is mistaken, or there's something wrong somewhere, or I forgot how to count.


About the PAlvl+, I'm still confuzzled. :( Will I be able to level all my offensive techs to at least 32? :(

Arika
May 7, 2009, 12:20 PM
The S rank GRM (PSP) one isn't released in online yet.
I think it will be 13* when it arrive here.

Darki
May 7, 2009, 12:23 PM
The S rank GRM (PSP) one isn't released in online yet.

But that doesn't mean they won't, or does? o_o It's like if they made the Caliburns S rank before the release of Huge Cutter or something like that, it's a little crap... I guess there's no other option except to stay with the Tenora ones then, and leave those to ATs.

Oh man, ST is getting so cheap.

Magus_84
May 7, 2009, 01:21 PM
But that doesn't mean they won't, or does? o_o It's like if they made the Caliburns S rank before the release of Huge Cutter or something like that, it's a little crap... I guess there's no other option except to stay with the Tenora ones then, and leave those to ATs.

Oh man, ST is getting so cheap.

The top whips in that section are the Tenora C and B-ranks. The bottom are the three GRM A-Ranks and the Kubara.

The ones on the right page are Sonic Splendor and...whatever that mace thing is. Gigas Spinner.

JP just got the first wave of GRM whips. They probably won't get the rest for quite a while, at the rate they're releasing items. Doesn't mean we won't get them. One of the items that was specifically mentioned as being ported from PS:P to PSU was the Amore Rose, an S-rank whip. It was even shown on the website.

Yet it's not yet been released. Does that mean "OMFG SEGA IS SO CHEAP/CRAPPY DEY WILL NEVAR RELEASE ANYTHING?!1"

No. It means they're going to continue with their traditional method of drip-feeding new items. They've just switched to a bigger tube.

Relax. The SEs on the GRM whips, if they remain consistent with P:SP, still suck anyway. Low-SE Jellen/Zalure/Zoldeel on a weapon class that, by default, is only available to those classes who can cast them naturally? When debuffs suck anyway? >_>


The tech element thing is said to be like the PA+, in terms of how many one costs and how many PA levels it raises.

Yes, you can get a Beast WT to have at least 32 techs for all the elements. Or for the five that actually have attack techs worth counting, anyway. Assuming I'm understanding Lina's explanation properly.

You get 15 points as a Beast. 2 PA levels on a given element costs 1 point. So you could get two elements to 40 (10 of your 15 points used), two elements to 34 (4 of your remaining 5 points used) and one element to 32 (last of the 15).

Slightly on-topic:

I can understand why they kept Support+ MF-ONRY, I guess. They seem to be of the mindset that AT is underpowered, and people only use it for the buffs. Works for me. :( at not getting up to 32 support techs for GT, but eh. It'd mainly be good for extra duration.

With that said, a Style customization to increase buff duration would be awesome.

Darki
May 7, 2009, 01:33 PM
I think you didn't understand my last topic. They're taking the lower GRM whips, which are supposed to be A rank, and they turned one B rank and another S rank. Or so it seems.

Which means if for some reason you'd like to use a nice set of A-rank GRM whips as a WT or FT (that I don't), you gotta go shit and forget because one of them is supposedly S rank.

What I meant is that instead of doing it like they did when AotI came, for example with Yohmei Double sabers, they released the 3 A rank ones and then the S, but now they did something weird.

For the techs, I just have something to say: YAY! xD

str898mustang
May 7, 2009, 02:36 PM
the whips drop with thise high of percent? O.o

http://www.psuxxx.info/uploader/src/up1592.jpg

PALRAPPYS
May 7, 2009, 02:59 PM
I'm more curious what the purple weapons mean than a high percent whip.

EspioKaos
May 7, 2009, 03:03 PM
I'm more curious what the purple weapons mean than a high percent whip.

It means it's locked. Basically, it's a function that prevents you from accidentally selling precious items to an NPC vendor.

milranduil
May 7, 2009, 03:30 PM
the whips drop with thise high of percent? O.o

http://www.psuxxx.info/uploader/src/up1592.jpg

That's a lot of techers. Rawr MF when we get supplemental update :wacko:

Dymalos
May 7, 2009, 06:15 PM
Speaking of %'s on dropped weapons. I read somewhere that JP has all AoTI weapon drops with variable %'s up to 50%? Any speculation on when the N.A./E.U. servers will see this update? I'm very dissapointed that the Vish Diragacs are dropping with such crummy %'s in the Magashi Plan.

Ceresa
May 7, 2009, 06:24 PM
Only the new PSP weapons drop up to 50%.

Dymalos
May 7, 2009, 06:31 PM
Huh. Alright, thanks for specifying that. While I do look forward to getting a high % Bloody Shower and Peacemaker. I'm kind of bummed that Blackheart will continue to remain the best saber for a seemingly indefinite period of time.

Inazuma
May 8, 2009, 01:13 AM
Wow, this GBR is such a pile of shit. Not only is it easy beyond absurdity, but if you choose to do it, you essentially get punished in various ways.
- exp penalty if you are lv 180
- no rare missions if you clear under 5 mins (which is horribly easy to do)
- shit for items (it's mostly the same old garbage items as before)

Back to seed express for Midori

Darki
May 8, 2009, 01:54 AM
... lol? don't be so mad then and let the time count, 5 minutes is not that bad time... <.<

Hiero_Glyph
May 10, 2009, 11:37 PM
Any more info on this update? Or can someone explain in more detail how the customization options work.

Darki
May 11, 2009, 12:29 AM
Hmmm I'd like to know better if that chat command thing was implemented already. In theory there would be a way to change armors and stuff with it but since that thing was announced, nothing has come out yet here. So, Does this work? How?

Ceresa
May 11, 2009, 01:34 AM
Any more info on this update? Or can someone explain in more detail how the customization options work.

Anything specific you want to know? Most of it was covered somewhat already.

As for armor changing, it's as simple as /sl 闇 or /sl 光 or whatever element you want.

Darki
May 11, 2009, 02:01 AM
it works only for armors? or is there any other functions?

Hiero_Glyph
May 11, 2009, 12:02 PM
Anything specific you want to know? Most of it was covered somewhat already.

Sure, can you summarize which advanced styles are available in each of these categories:


*So in order of Base/Special/Weapon/Attribute Customisation Limits:
Human: 8/1/20/20 (Fuck this, I'm making a human...)
Newman: 6/1/15/15
Beast: 6/1/10/15
Cast: 4/1/10/15


I am curious because there is never a mention of which styles are under which category. I would assume that Weapon is for Weapon Damage+ for Masters or PALV+/Technic LV+ for the rest, but is this correct? Basically I would like a listing of each style available in each category with notes if any are restriected by type (i.e. Master only). As of yet, no one has done this.

Ceresa
May 11, 2009, 12:21 PM
Base Abilities 8 / 6 / 6 / 4
Stat customizations go here, 2 levels per stat
Per level: HP+50, ATA+15, STA+1, DFP+10, ATP/TP/MST/EVP+30

Special Abilities 1 / 1 / 1 / 1
So far, only Full Custom Power goes here (5% increase to weapon atp/tp at 10/10)

Weapon Specialty 20 / 15 / 10 / 10
PA lvl increases for Skills and Bullets
Weapon Dmg+ for Masters only, 1% dmg per level

Attribute Specialty 20 / 15 / 15 / 15
PA lvl increases for techs
Support+ is MF only
Limit Breaks, also MF only

Darki
May 11, 2009, 02:21 PM
So, then, attribute thingy goes like weapon ones in the PA lvl+, finally? Can I use, for example, 2 on each element and be happy? xD

Zyrusticae
May 11, 2009, 03:14 PM
Y'know, I never did understand how DFP and ATP worked.

I know that it's something like ATP/5 for damage, but what about DFP? Does it subtract from opposing ATP? Opposing damage? Does it divide by five like ATP?

RemiusTA
May 11, 2009, 03:41 PM
nobody knows, but whatever it's SUPPOSED to do, it completely fails at.

Zyrusticae
May 11, 2009, 03:47 PM
Sigh... Great. So it not only gives a lower numerical bonus than the other attributes, but also nobody has any idea as to exactly how much of an effect it actually has. Based on experience, though, with +20 it's not likely to even make the enemy have to hit you an extra time on S, much less S2...

Hiero_Glyph
May 11, 2009, 06:17 PM
Weapon Specialty 20 / 15 / 10 / 10
PA lvl increases for Skills and Bullets
Weapon Dmg+ for Masters only, 1% dmg per level

Any idea what the Weapon Dmg+ caps at on each weapon? I am curious because each Master type only has 3-4 weapons. This means that if it caps at 5 a Human MF cannot use the remaining 5 points, while if it caps at 10 then there is very little points for both a Beast and a CAST to use.

Deragonite
May 11, 2009, 06:24 PM
for the 8/6/6/4 stat boost category, it goes:
Human/Newman/Beast/Cast?

And wow, +1 Stamina o_O;; Humans can be immune to essentially all status effects like this.

Ceresa
May 11, 2009, 06:29 PM
Weapon dmg caps are currently at lvl 1.

Probably caps at 5, someday...next year...

Deragonite
May 11, 2009, 06:30 PM
Lol 1% Damage per level is pretty insignificant for FM.

Though it is significant for GM. More GM power ftw? And the +120-240 atp with the stat boosts is going to push GM beyond the limits of PURE 150% BROKEN!!!!!

Magus_84
May 11, 2009, 07:02 PM
Y'know, I never did understand how DFP and ATP worked.

I know that it's something like ATP/5 for damage, but what about DFP? Does it subtract from opposing ATP? Opposing damage? Does it divide by five like ATP?

Well, based on the damage calculator at calc.psupedia.info (which is character damage calculation), it seems that 5 points of enemy DFP = 1 less damage. After all other mods are in place. This ratio stays the same at both 50% element and 0% element.

I'd assume it works the same way for player characters. Or at least similarly. The DFP seems to be factored in after the elemental calculations, ATP, criticals and all that other junk are in. My own testing of Deband seems to back this up, as it reduces a roughly static amount of damage no matter what elemental relationship you have and what % it is.

Basically, Remius' assumption was correct. DFP fails. >_>

Two of the DFP boosts would reduce the damage you take by about 4 points, give or take. However! 20 DFP is a very, very big help in equipping higher-level armors, so it's not a total loss. Just only useful if you're doing the /R missions and want some better armor (which I would assume is its intended use).

Kazemi
May 11, 2009, 08:39 PM
And wow, +1 Stamina o_O;; Humans can be immune to essentially all status effects like this.
you can only gain 2 STA from it right now though.

highest STA from a job: 15
+2 from this = 17
+4 from armas = 21
+10 from hizeri/red stamina = 31

you can still status enemies with that much STA :p i believe even SE 3 will land on such, not to mention stuff like the debuffs.

mvffin
May 12, 2009, 01:19 AM
Wow, all this stuff looks pretty good now, are the JP servers still just as empty as before the supplemental updates started?

FOnewearl-Lina
May 12, 2009, 06:23 AM
Yeah they're still pretty empty right now, GBR servers' the only one that has more than 1 star at 4 right now.
Doesn't help that all the new weapons are PSP whips and the enemies are lvl 140, variety much?

Arika
May 12, 2009, 07:54 AM
Wow, all this stuff looks pretty good now, are the JP servers still just as empty as before the supplemental updates started?

I was empty at that time, and then it became more populated during the big update and those ability update. AP and AMP are surely a good reason to make people busy.
However, this GBR is just a failure to keep server populated. ( they really need to just released all the lv 150 missions at once, and start lv 200 one already.)