Maenara
Oct 6, 2014, 11:46 AM
I think we can all agree on something - the status system in PSO2 is complete and utter shit. This is for a wide variety of reasons, including:
•All(Yes, every single one) bosses in the game are completely immune to between 4 and 6 of the following debuffs: Burn, freeze, shock, mirage, panic, and poison.
•For all non-midbosses(And some midbosses too), the status they aren't immune to inflicts a usually completely different effect than what they normally do.
•The above makes it impossible to specialize in any one status, yet it costs 10 SP just to raise a single status' proc chance by 1~4%, making it impossible to generalize too.
•Against normal enemies, normal enemies generally die far too fast for the statuses to mean anything.
•Against normal enemies, normal enemies generally die far too fast for the statuses to even proc with their low rates.
•Against normal enemies, it's impossible to use statuses for mobbing because you have nearly no chance of inflicting a status on multiple enemies simultaneously.
I could make a FO/FI tree which has a 112% chance to proc freeze on enemies with Barta and Rabarta. Does that sound useful to you? Not to me.
To fix the status system, I figure three things should be done, A) Divide each status into five levels with different effects(They're already divided into five levels, but without differing effects, only increased effectivity), B) Eliminate the carpet immunity from bosses, and instead give a maximum effect level for each status and enemy, and C) Raise the proc rate for statuses across the board.
First off, these are the effects at each status level I've devised:
Burn:
[spoiler-box]
I: Singe I: The attack which inflicted this status deals 10% extra damage.
II: Singe II: The attack which inflicted this status deals 25% extra damage.
III: Burn I: Deal damage every tick equal to 50% of the damage dealt by the attack which inflicted this status.
IV: Burn II: Deal damage every tick equal to 100% of the damage dealt by the attack which inflicted this status.
V: Melt: Instantly kill the enemy.[/spoiler-box]
Freeze:
[spoiler-box]
I: Chill I: Slow attacks and movement by 25%.
II: Chill II: Slow attacks and movement by 50%.
III: Freeze I: Freeze solid. Incoming attacks have a 100% chance of removing the status.
IV: Freeze II: Freeze solid. Incoming attacks have a 40% chance of removing the status.
V: Freeze III: Freeze solid. Incoming attacks have a 15% chance of removing the status.[/spoiler-box]
Shock:
[spoiler-box]
I: Charge I: Each tick, deal 100 damage and 100 damage to all targets within 1 meter.
II: Charge II: Each tick, deal 300 damage and 300 damage to all targets within 3 meters. 10% chance of transferring Charge I to damaged targets.
III: Charge III: Each tick, deal 750 damage and 750 damage to all targets within 7 meters. 20% chance of transferring Charge II to damaged targets.
IV: Charge IV: Each tick, deal 2000 damage and 2000 damage to all targets within 12 meters. 30% chance of transferring Charge III to damaged targets.
V: Shock: Each tick, inflict flinch. Each tick, deal 5000 damage and 5000 damage to all targets within 20 meters. 50% chance of transferring Charge IV to damaged targets.[/spoiler-box]
Mirage:
[spoiler-box]
I: Blur I: Outgoing attacks have a 10% chance to miss and cause a visual effect.
II: Blur II: Outgoing attacks have a 25% chance to miss and cause a visual effect.
III: Blur III: Outgoing attacks have a 50% chance to miss and cause a visual effect.
IV: Mirage: Outgoing attacks have a 100% chance to miss and cause a visual effect. 30% chance to degrade to Blur III each tick.
V: Hallucination: Outgoing attacks have a 100% chance to miss and cause a visual effect.[/spoiler-box]
Panic:
[spoiler-box]
I: Confusion I: Outgoing area of effect attacks can damage allies for 50% damage.
II: Confusion II: Outgoing area of effect attacks can damage allies.
III: Panic I: Enemy may target its allies at a 50% lower priority to players.
IV: Panic II: Enemy may target its allies at an equal priority to players.
V: Berserk: Enemy will target the nearest possible target, ally or not, and ignore all others.[/spoiler-box]
Poison:
[spoiler-box]
I: Poison I: Deal damage equal to 00.1% of current HP each second.
II: Poison II: Deal damage equal to 00.25% of current HP each second.
III: Contagion I: Deal damage equal to 00.5% of maximum HP each second. 15% chance to transfer Contagion I, 35% chance to transfer Poison II, to targets within 5 meters each tick.
IV: Contagion II: Deal damage equal to 1% of maximum HP each second. 25% chance to transfer Contagion II, 25% chance to transfer Contagion I, to targets within 7.5 meters each tick.
V: Pandemic: Automatically kill the afflicted target 10 seconds after infliction. 100% chance to transfer Pandemic to targets within 10 meters each tick.[/spoiler-box]
Some of those status levels might seem very overpowered, but hold your horses, the second part is changing how immunities work.
For extra large bosses(Bal Rodos, Big Vardha, Dark Falz Elder/Loser, etcetera), receiving a status above the following levels only applies a status of the listed level, essentially a 'cap' on the level of the status for that boss.
•Burn: II
•Freeze: I
•Shock: III
•Mirage: I
•Panic: I
•Poison: I
For large bosses(Everything else that's not a midboss), the levels are:
•Burn: III
•Freeze: II
•Shock: IV
•Mirage: IV
•Panic: II
•Poison: II
For midbosses:
•Burn: IV
•Freeze: IV
•Shock: V
•Mirage: V
•Panic: V
•Poison: IV
For bosses which have special reactions to certain statuses, they still do. Normal mobs are all fully vulnerable to all statuses.
As for the chances to inflict status, I'll deal in two types, affixes, and techniques. Affixes are easy to deal with. Affixes of a certain level have a low chance to inflict statuses of that level, and higher chances to inflict statuses of a lower level, as shown:
Affix level: I % / II % / III % / IV % / V %
I: 5% /0% /0% /0% /0%
II: 10% /5% /0% /0% /0%
III: 15% /10% /5% /0% /0%
IV: 20% /12% /8% /4% /0%
V: 25% /17% /12% /7% /1%
Level V status affixes would be 'removed' and only attainable on certain weapons, such as Burn V on Flame Visit.
For techniques... Suffice it to say they follow the same rules as affixes, with each one having unique chances. However, only one technique per element can inflict a level V status, the techniques being Namegid, Ilfoie, Nazan, Ragrants, Sabarta, and Sazonde. I'd do a full list of chances but I feel like that'd make this topic way too long and the list would be fairly incomprehensible anyways.
•All(Yes, every single one) bosses in the game are completely immune to between 4 and 6 of the following debuffs: Burn, freeze, shock, mirage, panic, and poison.
•For all non-midbosses(And some midbosses too), the status they aren't immune to inflicts a usually completely different effect than what they normally do.
•The above makes it impossible to specialize in any one status, yet it costs 10 SP just to raise a single status' proc chance by 1~4%, making it impossible to generalize too.
•Against normal enemies, normal enemies generally die far too fast for the statuses to mean anything.
•Against normal enemies, normal enemies generally die far too fast for the statuses to even proc with their low rates.
•Against normal enemies, it's impossible to use statuses for mobbing because you have nearly no chance of inflicting a status on multiple enemies simultaneously.
I could make a FO/FI tree which has a 112% chance to proc freeze on enemies with Barta and Rabarta. Does that sound useful to you? Not to me.
To fix the status system, I figure three things should be done, A) Divide each status into five levels with different effects(They're already divided into five levels, but without differing effects, only increased effectivity), B) Eliminate the carpet immunity from bosses, and instead give a maximum effect level for each status and enemy, and C) Raise the proc rate for statuses across the board.
First off, these are the effects at each status level I've devised:
Burn:
[spoiler-box]
I: Singe I: The attack which inflicted this status deals 10% extra damage.
II: Singe II: The attack which inflicted this status deals 25% extra damage.
III: Burn I: Deal damage every tick equal to 50% of the damage dealt by the attack which inflicted this status.
IV: Burn II: Deal damage every tick equal to 100% of the damage dealt by the attack which inflicted this status.
V: Melt: Instantly kill the enemy.[/spoiler-box]
Freeze:
[spoiler-box]
I: Chill I: Slow attacks and movement by 25%.
II: Chill II: Slow attacks and movement by 50%.
III: Freeze I: Freeze solid. Incoming attacks have a 100% chance of removing the status.
IV: Freeze II: Freeze solid. Incoming attacks have a 40% chance of removing the status.
V: Freeze III: Freeze solid. Incoming attacks have a 15% chance of removing the status.[/spoiler-box]
Shock:
[spoiler-box]
I: Charge I: Each tick, deal 100 damage and 100 damage to all targets within 1 meter.
II: Charge II: Each tick, deal 300 damage and 300 damage to all targets within 3 meters. 10% chance of transferring Charge I to damaged targets.
III: Charge III: Each tick, deal 750 damage and 750 damage to all targets within 7 meters. 20% chance of transferring Charge II to damaged targets.
IV: Charge IV: Each tick, deal 2000 damage and 2000 damage to all targets within 12 meters. 30% chance of transferring Charge III to damaged targets.
V: Shock: Each tick, inflict flinch. Each tick, deal 5000 damage and 5000 damage to all targets within 20 meters. 50% chance of transferring Charge IV to damaged targets.[/spoiler-box]
Mirage:
[spoiler-box]
I: Blur I: Outgoing attacks have a 10% chance to miss and cause a visual effect.
II: Blur II: Outgoing attacks have a 25% chance to miss and cause a visual effect.
III: Blur III: Outgoing attacks have a 50% chance to miss and cause a visual effect.
IV: Mirage: Outgoing attacks have a 100% chance to miss and cause a visual effect. 30% chance to degrade to Blur III each tick.
V: Hallucination: Outgoing attacks have a 100% chance to miss and cause a visual effect.[/spoiler-box]
Panic:
[spoiler-box]
I: Confusion I: Outgoing area of effect attacks can damage allies for 50% damage.
II: Confusion II: Outgoing area of effect attacks can damage allies.
III: Panic I: Enemy may target its allies at a 50% lower priority to players.
IV: Panic II: Enemy may target its allies at an equal priority to players.
V: Berserk: Enemy will target the nearest possible target, ally or not, and ignore all others.[/spoiler-box]
Poison:
[spoiler-box]
I: Poison I: Deal damage equal to 00.1% of current HP each second.
II: Poison II: Deal damage equal to 00.25% of current HP each second.
III: Contagion I: Deal damage equal to 00.5% of maximum HP each second. 15% chance to transfer Contagion I, 35% chance to transfer Poison II, to targets within 5 meters each tick.
IV: Contagion II: Deal damage equal to 1% of maximum HP each second. 25% chance to transfer Contagion II, 25% chance to transfer Contagion I, to targets within 7.5 meters each tick.
V: Pandemic: Automatically kill the afflicted target 10 seconds after infliction. 100% chance to transfer Pandemic to targets within 10 meters each tick.[/spoiler-box]
Some of those status levels might seem very overpowered, but hold your horses, the second part is changing how immunities work.
For extra large bosses(Bal Rodos, Big Vardha, Dark Falz Elder/Loser, etcetera), receiving a status above the following levels only applies a status of the listed level, essentially a 'cap' on the level of the status for that boss.
•Burn: II
•Freeze: I
•Shock: III
•Mirage: I
•Panic: I
•Poison: I
For large bosses(Everything else that's not a midboss), the levels are:
•Burn: III
•Freeze: II
•Shock: IV
•Mirage: IV
•Panic: II
•Poison: II
For midbosses:
•Burn: IV
•Freeze: IV
•Shock: V
•Mirage: V
•Panic: V
•Poison: IV
For bosses which have special reactions to certain statuses, they still do. Normal mobs are all fully vulnerable to all statuses.
As for the chances to inflict status, I'll deal in two types, affixes, and techniques. Affixes are easy to deal with. Affixes of a certain level have a low chance to inflict statuses of that level, and higher chances to inflict statuses of a lower level, as shown:
Affix level: I % / II % / III % / IV % / V %
I: 5% /0% /0% /0% /0%
II: 10% /5% /0% /0% /0%
III: 15% /10% /5% /0% /0%
IV: 20% /12% /8% /4% /0%
V: 25% /17% /12% /7% /1%
Level V status affixes would be 'removed' and only attainable on certain weapons, such as Burn V on Flame Visit.
For techniques... Suffice it to say they follow the same rules as affixes, with each one having unique chances. However, only one technique per element can inflict a level V status, the techniques being Namegid, Ilfoie, Nazan, Ragrants, Sabarta, and Sazonde. I'd do a full list of chances but I feel like that'd make this topic way too long and the list would be fairly incomprehensible anyways.