Page 279 of 333 FirstFirst ... 179229269276277278279280281282289329 ... LastLast
Results 2,781 to 2,790 of 3323
  1. #2781

    Default

    Ah if the Wiki says 16% then it's probably 16%. Little bit disappointing I guess, but still has potential to beat Aust at 100%

  2. #2782

    Default

    Hmm random philosophical question:

    As a TMG Gu/X with full Chain Trigger and Chain F Bonus in a boss EQ like PD, would it make more sense to YOLO Chain on the easily chainable breakable so the boss staggers faster, but possibly have Chain down when it actually staggers (better support) or save Chain for the staggers (better solo DPS)?

    The former seems to be getting shorter run times for me, but not sure if that's because the rest of the party is good.

  3. #2783
    PSO-W leаder AND оwner Sp-24's Avatar
    Join Date
    Nov 2011
    Location
    On this blue planet
    Posts
    2,284

    Default

    I do that at PD if the MPA I'm in is very good, but if we aren't shooting for the first place, I'd rather top the DPS chart. This choice is a lot harder when there's an obvious Zanverse user around.

    And yes, your chain is basically guaranteed to be down when it's time to pound the core if you do that.

  4. #2784
    Filler-man!! _(:3」 final_attack's Avatar
    Join Date
    Jun 2012
    Location
    home o_o
    Posts
    2,757

    Default

    Quote Originally Posted by Selphea View Post
    Hmm random philosophical question:

    As a TMG Gu/X with full Chain Trigger and Chain F Bonus in a boss EQ like PD, would it make more sense to YOLO Chain on the easily chainable breakable so the boss staggers faster, but possibly have Chain down when it actually staggers (better support) or save Chain for the staggers (better solo DPS)?

    The former seems to be getting shorter run times for me, but not sure if that's because the rest of the party is good.
    I'd go for better DPS ..... since it might be a waste to lose potential Chain damage ...... though helping with 1st / 2nd break imo worth it.
    Still, it should be depends on what boss / personal damage though.

    Spoiler!
    - Ship 2 -
    Ghost - GuHu (Lv100 (current))
    明石篠 - all other classes - currently inactive Alt

  5. #2785

    Default

    Quote Originally Posted by Selphea View Post
    Hmm random philosophical question:

    As a TMG Gu/X with full Chain Trigger and Chain F Bonus in a boss EQ like PD, would it make more sense to YOLO Chain on the easily chainable breakable so the boss staggers faster, but possibly have Chain down when it actually staggers (better support) or save Chain for the staggers (better solo DPS)?

    The former seems to be getting shorter run times for me, but not sure if that's because the rest of the party is good.
    I normally put CT on Profound Darkness' (not Double, but PD itself) very first breakable. With enough Chain count, you can have CT up again when PD's weakpoint is opening. However this is usually a 1-time-chance for the very 1st stagger only, and later openings are more varied in terms of timing, I'd rather not risk CT down at the wrong time to make the most out of my damage.

  6. #2786

    Default

    Does Gunner have any damage potential outside of Chain Trigger?
    Signature? SIGNATURE? How do you add a signature!?

  7. #2787

    Default

    Well tbh everything Gunner has to offer IS damage potential. Gunner tree alone doesn't have any meaningful survivability skill, even.

    With Ranger sub, for example. Outside of WB+CT, all damage multiplying skills combined, you got Zero Range Advance, Zero Range Critical, TMG Mastery, Weak Hit Advance, Standing Snipe, Hightime, Perfect Keeper... You can proc all those simultaneously. If that's not damage potential then I don't know what is.

    Anyway, question.



    What is this supposed to mean? The default Infinite Fire obviously does this, doesn't it?
    Last edited by Seijass; May 25, 2016 at 01:49 AM.

  8. #2788

    Default

    Quote Originally Posted by Seijass View Post
    Well tbh everything Gunner has to offer IS damage potential. Gunner tree alone doesn't have any meaningful survivability skill, even.

    With Ranger sub, for example. Outside of WB+CT, all damage multiplying skills combined, you got Zero Range Advance, Zero Range Critical, TMG Mastery, Weak Hit Advance, Standing Snipe, Hightime, Perfect Keeper... You can proc all those simultaneously. If that's not damage potential then I don't know what is.

    Anyway, question.



    What is this supposed to mean? The default Infinite Fire obviously does this, doesn't it?
    Infinity Fire's regular version allows you to move and shoot until you enter a stance for the final 4 shots, which requires you to stand still. Type Zero sounds like it will force the gunner to sacrifice mobility in exchange for better damage.

  9. #2789
    Filler-man!! _(:3」 final_attack's Avatar
    Join Date
    Jun 2012
    Location
    home o_o
    Posts
    2,757

    Default

    Quote Originally Posted by Seijass View Post
    Anyway, question.



    What is this supposed to mean? The default Infinite Fire obviously does this, doesn't it?
    Quote Originally Posted by Triste View Post
    Infinity Fire's regular version allows you to move and shoot until you enter a stance for the final 4 shots, which requires you to stand still. Type Zero sounds like it will force the gunner to sacrifice mobility in exchange for better damage.
    Well, seems like it'll be 70% damage up, if the power notation behave the same way as current one ......

    Quote Originally Posted by final_attack View Post
    InfinityFire-Type0 seems to be at +70% PowerUp O_O

    1526 → 2594
    with 35 PP. I wonder if it'll have another PP reduction too ......
    - Ship 2 -
    Ghost - GuHu (Lv100 (current))
    明石篠 - all other classes - currently inactive Alt

  10. #2790

    Default

    Yeah, I've read the 70% power up.

    If that's the case, then it looks like Infinity Fire has just found its way into my palettes, since the default one goes against Standing Snipe for GuRa.

Similar Threads

  1. Gunner: 2.0 (Possible Gunner Rework Discussion)
    By Etherwolf in forum PSO2 General
    Replies: 1
    Last Post: Aug 15, 2015, 11:54 AM
  2. GU/FO - The Magical Gunner (Discussion)
    By WNxTyr4el in forum PSO2: Gameplay, Guides & Walkthroughs
    Replies: 130
    Last Post: Mar 21, 2015, 08:47 AM
  3. S>little bit of gunner stuff
    By Tooogar in forum PSU Xbox 360 Trading (Closed)
    Replies: 0
    Last Post: Jul 4, 2011, 09:39 PM
  4. T/O>Gunner stuff
    By ESABON in forum PSU Xbox 360 Trading (Closed)
    Replies: 3
    Last Post: May 18, 2009, 12:24 AM
  5. Price Check Gunner stuff
    By motowngonzo in forum PSU Xbox 360 Trading (Closed)
    Replies: 4
    Last Post: Apr 16, 2009, 08:41 PM

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •