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View Full Version : 500 R.Atk with HUmar-FO?



Jim
Feb 5, 2013, 07:10 AM
I'm a HUmar-FO and I want to be able to use this

[SPOILER-BOX]サーハリング
http://live-life.sakura.ne.jp/sblo_files/live-life/image/2012_0726_07.jpg[/SPOILER-BOX]

and, ultimately this.

[SPOILER-BOX]ネグリング
http://pso2.swiki.jp/index.php?plugin=ref&page=%E3%83%8D%E3%82%B0%E3%83%AA%E3%83%B3%E3%82%B0&src=%E3%83%8D%E3%82%B0%E3%83%AA%E3%83%B3%E3%82%B0. jpg[/SPOILER-BOX]

The only problem is that they require 384 and 500 R.Atk respectively. R.Atk goes up so slowly... I'm sure I'll hit 384 (At level 42, I'm at 357), but 500?! Is there a way to get that as a HUmar-FO without changing my class or mag?

Maronji
Feb 5, 2013, 07:14 AM
According to the stat calculations on the skill tree simulator (if I didn't drowsily screw up), you'll eventually get there. It's just that it won't be until both classes are close to Lv55.

So... keep on trucking...? *shrugs*

Soultrigger
Feb 5, 2013, 07:16 AM
http://ryuhiroshi.ry.funpic.de/pso2/skillcalc.html

Not every gunslash is meant to be universal, hence their requirements. (read: without compromising stats, no)

Jim
Feb 5, 2013, 07:16 AM
According to the stat calculations on the skill tree simulator (if I didn't drowsily screw up), you'll eventually get there. It's just that it won't be until both classes are close to Lv55.

So... keep on trucking...? *shrugs*

Oh, I didn't think to try a stat calculator. I'll check out the one on Cirnopedia. As long as I know it's coming some day, I can rest easy. I don't have a problem with the grind; much better than changing my class or mag for one weapon.

Jim
Feb 5, 2013, 07:21 AM
http://ryuhiroshi.ry.funpic.de/pso2/skillcalc.html

Not every gunslash is meant to be universal, hence their requirements. (read: without compromising stats, no)

Yeah, looks like I'm going to have to go with something like R.Atk/Ability/S.Atk 35/20/95 on my mag.

Oh well, it's not THAT big a difference. And I do use the gun in my Gunslash sometimes, so no harm I suppose. It IS a pretty ballin weapon, so it's worth 35 mag points.

Maronji
Feb 5, 2013, 07:26 AM
Yeah, looks like I'm going to have to go with something like R.Atk/Ability/S.Atk 35/20/95 on my mag.

And that, my friends, is why I should've used a fresh tree instead of opening one of my saved ones from my Tab Vault extension in Opera.

I opened one with 45 R-ATK on the mag already. Oops.[spoiler-box]As for why only 45, don't judge! This was before I knew what I was getting myself into (kinda like my first PSO mags)!

...I swear, it's like I'm cursed to repeat the exact same mistakes at the beginning of these games...[/spoiler-box]

Alenoir
Feb 5, 2013, 08:55 AM
My friends have said something about that simulator being incorrect stats-wise, so take that how you will there.

As a side note: 51 FO/51 TE newearl gives around 403 R-ATk. (That stats calc claims I should have 436 instead.)

Jim
Feb 5, 2013, 05:04 PM
My friends have said something about that simulator being incorrect stats-wise, so take that how you will there.

As a side note: 51 FO/51 TE newearl gives around 403 R-ATk. (That stats calc claims I should have 436 instead.)

Oh dear. Guess I'll have to cap my classes first and then worry about a mag build. Then again, 60 is just around the corner; and once the cap is raised a little higher, it'll take care of my problem anyways.

UnLucky
Feb 5, 2013, 05:20 PM
My friends have said something about that simulator being incorrect stats-wise, so take that how you will there.

As a side note: 51 FO/51 TE newearl gives around 403 R-ATk. (That stats calc claims I should have 436 instead.)
What are they individually?

Omega-z
Feb 5, 2013, 07:58 PM
Soultrigger - that's the old Cal. there is a newer one with the higher Lv. stat's, which in the new link doesn't have .ry. part.

http://ryuhiroshi.funpic.de/pso2/skillcalc.html

FO-RA-HUnightv
Feb 5, 2013, 08:27 PM
question is why would you want to be doing this as a force? I really cant see the point in using a gun slash as a force.

Jim
Feb 5, 2013, 08:48 PM
question is why would you want to be doing this as a force? I really cant see the point in using a gun slash as a force.

A HUmar-FO is a Male Human Hunter with Force as a subclass.

oratank
Feb 6, 2013, 01:26 PM
as i see your foece only at lv1
so i guess u can rise force lv for r.atk
3 r.atk per lv for force .

Alenoir
Feb 6, 2013, 03:22 PM
What are they individually?

That will be really hard to tell you, since I can't "unequip" a subclass. (At least, I'm not aware of a way to do it.)

UnLucky
Feb 6, 2013, 03:29 PM
Hm, well if selecting the same class again doesn't work, I guess you could deduce it with some tinkering.

I'll check it out later today.

Alenoir
Feb 6, 2013, 06:58 PM
Huh now that I look at it more it seems I have 437 R-ATK as a FO/TE... Might have been on TE/FO when I was looking at my stats. Sorry for the confusion.

Highlighting doesn't work on figuring out your base stats, sadly. (The game will just switch your main and sub around and give you the stats for that.)

Anyways, more stats for TC to play around with:

47 HU subbing 51 FO is 427 R-ATK. Probably still wouldn't have enough R-ATK by the time you 55/55 them, but maybe it's possible by lv60.

Maronji
Feb 6, 2013, 09:16 PM
Based on my calculations (using the modified base stats and cross-referenced data from Cirnopedia), HUmar and FOmar both have 391 R-ATK.

391 + (391 * 0.2) = 469.2 = 469 (I think the decimal is rounded down)

So you'd need a mag with at least 31 R-ATK on it if all the data adds up.

SociableTyrannosaur
Feb 6, 2013, 09:36 PM
Based on my calculations (using the modified base stats and cross-referenced data from Cirnopedia), HUmar and FOmar both have 391 R-ATK.

391 + (391 * 0.2) = 469.2 = 469 (I think the decimal is rounded down)

So you'd need a mag with at least 31 R-ATK on it if all the data adds up.

That's exactly what the skill simulator says

Jim
Feb 6, 2013, 09:42 PM
Either way, the cap's going up to 60 in a week, and according my projections based on every calc I've seen, I'll break 500 R.atk at HUmar-FO 60/60

http://cdn.hotstockmarket.com/0/00/300x300px-LL-00609b55_50914.jpeg

Maronji
Feb 6, 2013, 09:43 PM
That's exactly what the skill simulator says
I guess that answers my question about this comment, then:

My friends have said something about that simulator being incorrect stats-wise, so take that how you will there.

UnLucky
Feb 7, 2013, 01:43 AM
Hm, well if selecting the same class again doesn't work, I guess you could deduce it with some tinkering.

I'll check it out later today.
Skill calc and cirnopedia tables are fine.

For me:
50/25 Fo/Te = 416 R-Atk
50/30 Fo/Hu = 425 R-Atk
30/25 Hu/Te = 342 R-Atk

Stat calc says 415, 425, and 341.

Solving a system of three equations with three unknowns gives:
50 Fo = 366.5, 25 Te = 247.5, 30 Hu = 292.5

Cirno says 367, 244, and 293. But 247 for Te at 26, hmm

Soultrigger
Feb 7, 2013, 08:45 AM
http://dl.dropbox.com/u/9259868/pso2_final/pso2_2013_01_23_base_stats.txt

Take x as your level.

Primary Attack/Primary Defense
0 < x <= 20 -> 90 + 10(x-1)
20 < x <= 100 -> 280 + 4(x-20)

Secondary Attack
0 < x <= 20 -> 81 + 9(x-1)
20 < x <= 50 -> 252 + 3.6(x-20)
50 < x <= 100 -> 360 + 4(x-50)

Tertiary Attack/Secondary Defense
0 < x <= 20 -> 72 + 8(x-1)
20 < x <= 50 -> 224 + 3.2(x-20)
50 < x <= 100 -> 320 + 3(x-50)

Final Calculation
(Main Stat + 0.2 Sub Stat) * Race/Gender Multiplier + Skill Tree Passives

Although for some veery odd reason, Hunter gets an additional TATK at level 50.

Gardios
Feb 7, 2013, 09:17 AM
Skill sim stats can be off by 1 due to rounding. I'm not sure how to fix this yet because no matter what kind of rounding I use (floor/round/ceil), some stat can be 1 higher/lower which drives me crazy.

Soultrigger
Feb 7, 2013, 10:12 AM
I believe the game always rounds down (floor) after applying race/gender multiplier to base stat (main+sub).

The Hunter having 1 additional TATK is actually a quirk from the game, not the simulator. I had someone verify it using a 50HU/50FI Newman. Normally, Base TATK with 50HU/50FI should be 320+0.2*360 = 320 + 72 = 392. If you apply Newman multiplier of 1.08, this should be 423.36, or 423. However, Newman 50Hu/50Fi is 424.

If you look at the final level 100 stats of every class in the datamined log, there's a pattern of 600/560/470. Oddly, Hunter has 471 instead of 470.

I forgot to mention this as well, but the oddity also occurs for Hunter's RDEF and TDEF. So Hunter's have a hidden +1 stat at level 50, then an additional +2 at 51 (the DEF oddities occur at 51 instead). heh, SEGA logic.

Gardios
Feb 7, 2013, 01:10 PM
The skill sim uses something like stat = mainclass stat + floor(subclass stat*0.2) for the stat calculation, with the stat values taken from the game as class/race combo (here (http://ryuhiroshi.ry.funpic.de/pso2/classstats.js)).

First value is what you see ingame, second value is the value shown in the skill calc (using floor), third using round, and fourth using ceil. Values underlined are those that differ from the ingame value.

FO/HUmar Lv40/38:
420 419 420 420 HP
372 372 372 373 SATK
399 398 398 399 RATK
416 416 416 417 TATK
322 321 322 322 ABL
376 375 376 376 SDEF
344 344 344 345 RDEF
416 416 416 417 TDEF

So in short, I have no idea what the game does for the stat calculation.

EDIT: Ah, looks like the game only rounds once while I round twice due to using class/race combos instead of plain class... probably.