Lyrise
Sep 25, 2014, 01:31 AM
So since I got a lot of requests from the other scan thread and my PM inbox kinda exploded, I'm posting these scans from last month. This guide comes from a collaboration between the Dengeki staff, and Sega's Phantasy Star Crew. I'll highlight most things, but I'm not posting a full translation at the moment.
Edit: when I say DPS, I mean Dengeki Playstation, not Damage Per Second.
Same disclaimer applies: these scans are fairly large, people with not so good internet speeds beware.
Page 1+2 - Special Interview (including some of the motivations behind the design of TD3) and AIS Attacks.
[SPOILER-BOX]http://stylizedunreality.com/Images/PSO2/DPSScan/DPSAIS1.png[/SPOILER-BOX]
Page 3+4 - Attacks continued, data for Waves 1-7
[SPOILER-BOX]http://stylizedunreality.com/Images/PSO2/DPSScan/DPSAIS2.png[/SPOILER-BOX]
Pages 5+6 - Final Wave data, drop tables, and other tips. Also, left the preview for today's update intact (partially out of laziness).
[SPOILER-BOX]http://stylizedunreality.com/Images/PSO2/DPSScan/DPSAIS3.png[/SPOILER-BOX]
Page 2:
-Recommended AIS priorities (taking into account that there will be single players covering everything else)
Falz Hunar
Goldrahda, Solda Brahda (wizard)
Darker Particle Cannon
Infested VTOL
Darker Walls
Sub-bosses when they come in pairs.
Everything else
Tips with Solid Cannon: Nothing special to be said, 3 attack combo strings, but can be used to change the attack on the sword string (see below)
-Tips with Photon Saber: Every slash costs 15PP. But because the first 2 slashes do 1.54x damage (using a single Solid cannon bullet as the baseline), they're not good at all. The 3rd slash however, does 5.25x damage. Ideally what you want to do, is fire 2 rounds of the solid cannon, and then slash, for maximum output and flexibility.
-Photon Grenade (the missile): 55PP. Use this as much as you can when you are chasing down targets or engaging 1-2 enemies.
-Photon Rush (boost slash): 70PP, recommended for 3+ targets. Use in combination with 2 rounds of Solid Cannon, as the shots will recover enough PP to use Photon Rush. Also very effective against walls as 2 uses combined with Solid cannon will take down a wall.
-Not much to say about boosting and jumping, other than the fact that jumping costs nothing, multiple doublejumps are possible. Use it to clear walls in the corner when collecting crystals rather than breaking it down (unless someone is trapped).
Page 3+4:
-Covers the use of Photon Blaster and Photon Blizzard. Blaster... well you all know what to do with this. Blizzard, just remember that it's reloaded 35 seconds after use, so go ahead and use it on mobs whenever you can.
-Here's where the RNG begins. Airships in the entire EM are largely RNG controlled - a roll to determine when they show up will happen at fixed times, but will ALWAYS show up 30 secons into Wave 3, 10 seconds and 140 seconds into Final Wave. If you're really unlucky, the maximum number of airships you can see is 12.
-Warnings/Boosted waves, are completely RNG, not dependent on anything else you've done or crystals collected. You'll see the likelihood of a warning happening as well as it's type/severity.
-Enemy list - you can see here what enemies show up in every wave; note that some enemy types are random and may or may not show up at all in a certain wave. (Circle is guaranteed, triangle is random chance)
-The tables that you see in each wave description (except for w4) outline when and where a roll for a tower infestation (the giant darker core) will happen. In wave 1, the rolls will happen every 10 seconds, at 10% probability that the corresponding tower will be infested.
-In wave 3, as soon as you slaughter 10 darkers, Ringahda will show up.
-Starting wave 4, at fixed times the game will also roll for a wall to pop up in fixed position possibilities. Possibilities are "through the center" "corner" and "outside the tower perimeter". For example, in wave 4, at 5 seconds, 2 rolls will happen to determine if a wall will pop up somewhere on the tower perimeter. Also note that a corner wall and a perimeter wall is guaranteed to pop up.
-You generally want to have 1-2 AIS or Photon cannons out in the latter half of Wave 6.
-What they also recommend and what I personally find works best is to have 7000 points by w7, and 8k by wave 8. If you have 8k by wave 8, reaching 10k is very likely, and you can just faceroll the entire wave with AIS.
-The table on page 4 will summarize the following:
How many darker walls can be up at one time in a single wave,
How long a darker cannon can last in a single wave (yes even they have time limits in case you don't kill them off immediately)
How many darker cannons can be up at one time in a single wave (again, if you're in the unfortunate MPA that can't seem to off the towers in a timely fashion)
How many sockets will automatically infest at the start of a wave, numbers will also differ when a warning state happens.
How many darker cannons can show up right at the start of each wave, also affected by warning state.
The chance of an infested socket turning into a darker cannon, within 10 seconds of infestation.
Page 5:
-Final Wave: you know the drill, kill Hunar ASAP. Dark Vibras Yuga (and Dark Rinzes Yuga) can fire up to 3 bombs max.
-The drop table: Finishing with a certain rank will affect the number of drops you get from each table; this table only reflects the crystal, not what the Mooks have. Note that Table A can also draw from Table B.
Whew. That's it from me. At least I was listening to the Sen no Kiseki OST (second game out today!) while typing this out, so it wasn't a total bore at all. I may go back and revisit anything I didn't get the first time like the interview, but pretty unlikely. If anyone else wants to do it, by all means go for it.
Edit: when I say DPS, I mean Dengeki Playstation, not Damage Per Second.
Same disclaimer applies: these scans are fairly large, people with not so good internet speeds beware.
Page 1+2 - Special Interview (including some of the motivations behind the design of TD3) and AIS Attacks.
[SPOILER-BOX]http://stylizedunreality.com/Images/PSO2/DPSScan/DPSAIS1.png[/SPOILER-BOX]
Page 3+4 - Attacks continued, data for Waves 1-7
[SPOILER-BOX]http://stylizedunreality.com/Images/PSO2/DPSScan/DPSAIS2.png[/SPOILER-BOX]
Pages 5+6 - Final Wave data, drop tables, and other tips. Also, left the preview for today's update intact (partially out of laziness).
[SPOILER-BOX]http://stylizedunreality.com/Images/PSO2/DPSScan/DPSAIS3.png[/SPOILER-BOX]
Page 2:
-Recommended AIS priorities (taking into account that there will be single players covering everything else)
Falz Hunar
Goldrahda, Solda Brahda (wizard)
Darker Particle Cannon
Infested VTOL
Darker Walls
Sub-bosses when they come in pairs.
Everything else
Tips with Solid Cannon: Nothing special to be said, 3 attack combo strings, but can be used to change the attack on the sword string (see below)
-Tips with Photon Saber: Every slash costs 15PP. But because the first 2 slashes do 1.54x damage (using a single Solid cannon bullet as the baseline), they're not good at all. The 3rd slash however, does 5.25x damage. Ideally what you want to do, is fire 2 rounds of the solid cannon, and then slash, for maximum output and flexibility.
-Photon Grenade (the missile): 55PP. Use this as much as you can when you are chasing down targets or engaging 1-2 enemies.
-Photon Rush (boost slash): 70PP, recommended for 3+ targets. Use in combination with 2 rounds of Solid Cannon, as the shots will recover enough PP to use Photon Rush. Also very effective against walls as 2 uses combined with Solid cannon will take down a wall.
-Not much to say about boosting and jumping, other than the fact that jumping costs nothing, multiple doublejumps are possible. Use it to clear walls in the corner when collecting crystals rather than breaking it down (unless someone is trapped).
Page 3+4:
-Covers the use of Photon Blaster and Photon Blizzard. Blaster... well you all know what to do with this. Blizzard, just remember that it's reloaded 35 seconds after use, so go ahead and use it on mobs whenever you can.
-Here's where the RNG begins. Airships in the entire EM are largely RNG controlled - a roll to determine when they show up will happen at fixed times, but will ALWAYS show up 30 secons into Wave 3, 10 seconds and 140 seconds into Final Wave. If you're really unlucky, the maximum number of airships you can see is 12.
-Warnings/Boosted waves, are completely RNG, not dependent on anything else you've done or crystals collected. You'll see the likelihood of a warning happening as well as it's type/severity.
-Enemy list - you can see here what enemies show up in every wave; note that some enemy types are random and may or may not show up at all in a certain wave. (Circle is guaranteed, triangle is random chance)
-The tables that you see in each wave description (except for w4) outline when and where a roll for a tower infestation (the giant darker core) will happen. In wave 1, the rolls will happen every 10 seconds, at 10% probability that the corresponding tower will be infested.
-In wave 3, as soon as you slaughter 10 darkers, Ringahda will show up.
-Starting wave 4, at fixed times the game will also roll for a wall to pop up in fixed position possibilities. Possibilities are "through the center" "corner" and "outside the tower perimeter". For example, in wave 4, at 5 seconds, 2 rolls will happen to determine if a wall will pop up somewhere on the tower perimeter. Also note that a corner wall and a perimeter wall is guaranteed to pop up.
-You generally want to have 1-2 AIS or Photon cannons out in the latter half of Wave 6.
-What they also recommend and what I personally find works best is to have 7000 points by w7, and 8k by wave 8. If you have 8k by wave 8, reaching 10k is very likely, and you can just faceroll the entire wave with AIS.
-The table on page 4 will summarize the following:
How many darker walls can be up at one time in a single wave,
How long a darker cannon can last in a single wave (yes even they have time limits in case you don't kill them off immediately)
How many darker cannons can be up at one time in a single wave (again, if you're in the unfortunate MPA that can't seem to off the towers in a timely fashion)
How many sockets will automatically infest at the start of a wave, numbers will also differ when a warning state happens.
How many darker cannons can show up right at the start of each wave, also affected by warning state.
The chance of an infested socket turning into a darker cannon, within 10 seconds of infestation.
Page 5:
-Final Wave: you know the drill, kill Hunar ASAP. Dark Vibras Yuga (and Dark Rinzes Yuga) can fire up to 3 bombs max.
-The drop table: Finishing with a certain rank will affect the number of drops you get from each table; this table only reflects the crystal, not what the Mooks have. Note that Table A can also draw from Table B.
Whew. That's it from me. At least I was listening to the Sen no Kiseki OST (second game out today!) while typing this out, so it wasn't a total bore at all. I may go back and revisit anything I didn't get the first time like the interview, but pretty unlikely. If anyone else wants to do it, by all means go for it.