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  1. #51

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    Quote Originally Posted by XrosBlader821 View Post
    The problem with capture is that the enemy dies before you notice you're supposed to capture it because the E-Trials are delayed af in this game. For some reason wee need to waste a few seconds on the operator saying stuff before the E-Trial animation pops up and if you have overlapping E-Trial animations this delay can be extended by dozens of seconds.
    Nah the map can show it just fine. It's just we're used to kill it before we see it, and we've also learned and are used to ignore capture code completely.

    Quote Originally Posted by XrosBlader821 View Post
    Also neither Capture, Collect nor escort compliments the gameplay style of UQ-like maps where you run around commiting genocide to the map. You need to stop whatever you're doing to deal with them slowly and the rewards aren't breathtaking either. Overall flawed and outdated concepts.
    I agree with this.

    Quote Originally Posted by ZerotakerZX View Post
    Hey, fellas. I need someone's opinion to help my decide.

    New weapon series seems to have intersting latent, kinda stimulate you to be a bit more skillful about your combat behaviour. But those stones a bitch to collect, since I don't all that much time, plus my main (Fi) have all the weapon types 14* already. Minus Zere weapons don't have as much native attacks.

    So... if someone obtained and grinded a Zeres how does it feel, compared to current mid-pretop 14*? Worth to invest time into, could it make fights more engaging due to it's dynamic pot?
    Just to be sure, they're event-based weapons right? grain of salt but, after years I never take them seriously anymore unless they can give me a quite long-lasting 100% gimmick latent. Weapon cycles very quickly, and the ones coming from the real bosses usually more worth it when it comes to general latent.
    Last edited by SteveCZ; Nov 8, 2018 at 06:20 AM.
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    Phantomized. All aboard the hype train!

  2. #52

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    Quote Originally Posted by SteveCZ View Post
    Just to be sure, they're event-based weapons right? grain of salt but, after years I never take them seriously anymore unless they can give me a quite long-lasting 100% gimmick latent. Weapon cycles very quickly, and the ones coming from the real bosses usually more worth it when it comes to general latent.
    for once the stones are reaaally easy to get and for once tri-boosters are useful since they give you better stone rate. you need 1500 (assuming you're buying all your Ceres since it's 100 per 0 cap one + 900 for the upgrade). Depending on burst and similar events, you'll get between 500 and 600 per hour.

    Their pot is pretty solid : 10% base power + 7.5% for 40 seconds after 50 hits for the barrier to appear (15 hits for 8 seconds for pot 1). It should be noted power increases gradually by 1.5% every 10 hits (3 hits for pot 1) so you're not exactly waiting until that big power spike happens either. Barrier stays up and is refreshed every 50 hits, also granting you super armor and damage resist. Similarly to red petal, game still keeps track of the number of hits you had stocked up before losing the barrier, so if you were at 45 hits, it will re-appear after 5 hits extra EDIT nvm you do lose the barrier fully and have to rebuild from scratch if you don't keep meeting the requirement, or switch weapons/change areas. Don't know how different Zaras would interact tho

    Shien was very tech-oriented, Zara is straight up designed for melee, and is an incredible boon to FI and Hero (and GU to some extent, time to play GU/FI like you're playing GU/HU with that Sturdy recovery S2), as they compensate their slight damage deficit compared to Ares with Helix buff or Phobos with sheath boost by having a much easier and reliable conditional, on top of a literally free and constant MH as long as you're in the fight with a fast hitting class.

    TL;dr, if you're Hero or FI I'd definitely consider investing into that weapon for its high return/low time investment ratio
    Last edited by Zephyrion; Nov 8, 2018 at 10:50 AM.

  3. #53

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    so anyone done the 14* exchange yet ??

  4. #54

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    Quote Originally Posted by vantpers View Post
    "I entered a field on a difficulty called Extra Hard that was specifically tailored towards 12 max level players and the level 85 boss didn't just bend over and die as fast as the previous spawn. How could it happen? "


    I was basically saying that enemies from other XH Free Field (as well as ARK Quests and most EQ) don't need that many hits to die, so soloing XH is easy enough nowadays. They should have called these "New" XH or something just for the simple fact that the level structure changed from the original.
    Fan Art of my Character & Matoi Defending a City
    Spoiler!

  5. #55

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    Quote Originally Posted by Zephyrion View Post
    Their pot is pretty solid : 10% base power + 7.5% for 40 seconds after 50 hits for the barrier to appear (15 hits for 8 seconds for pot 1). It should be noted power increases gradually by 1.5% every 10 hits (3 hits for pot 1) so you're not exactly waiting until that big power spike happens either. Barrier stays up and is refreshed every 50 hits, also granting you super armor and damage resist. Similarly to red petal, game still keeps track of the number of hits you had stocked up before losing the barrier, so if you were at 45 hits, it will re-appear after 5 hits extra
    What's the 2nd pot?

  6. #56

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    Quote Originally Posted by ralf542 View Post
    What's the 2nd pot?
    the 2 pots are the same, only changing things are number of hits to get barrier and how long it lasts

    -Pot 1 10% base 15 hits to activate barrier, +1.5% every 3 hits until you reach 15 (7.5% max). Barrier activates and lasts for 8 seconds, then you have to hit 15 times every 8 seconds or you fully lose the barrier and need to rebuild it from the start.

    -Pot 2 10% base 50 hits to activate barrier, +1.5% every 10 hits until you reach 50 (7.5% max still. Barrier activates and lasts for 40 seconds, you have to hit 50 times every 40 seconds or you fully lose the barrier and need to rebuild it from the start.
    Last edited by Zephyrion; Nov 8, 2018 at 10:57 AM.

  7. #57
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    Quote Originally Posted by Zephyrion View Post
    the 2 pots are the same, only changing things are number of hits to get barrier and how long it lasts

    -Pot 1 10% base 15 hits to activate barrier, +1.5% every 3 hits until you reach 15 (7.5% max). Barrier activates and lasts for 8 seconds, then you have to hit 15 times every 8 seconds or you fully lose the barrier and need to rebuild it from the start.

    -Pot 2 10% base 50 hits to activate barrier, +1.5% every 10 hits until you reach 50 (7.5% max still. Barrier activates and lasts for 40 seconds, you have to hit 50 times every 40 seconds or you fully lose the barrier and need to rebuild it from the start.
    You don't have to hit 15 times in 8 seconds for the first potential to maintain it, nor do you have to hit 50 times in 40 seconds to maintain it. That is only upon initial activation of the barrier. They will disappear after 8 seconds and 40 seconds of your last hit respectively. You only have to hit once within those 8 seconds or 40 seconds to maintain the barrier.

    Feel free to count the amount of times I've hit below, tested both potentials but this one is for the second potential.
    Spoiler!


    Also, these weapons are amazing for rifle and launcher. The rifle especially is much better than Atra Rifle. I've made one specifically for glory rain spamming in certain solo situations.
    Spoiler!

  8. #58

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    Quote Originally Posted by Bellion View Post
    You don't have to hit 15 times in 8 seconds for the first potential to maintain it, nor do you have to hit 50 times in 40 seconds to maintain it. That is only upon initial activation of the barrier. They will disappear after 8 seconds and 40 seconds of your last hit respectively. You only have to hit once within those 8 seconds or 40 seconds to maintain the barrier.

    Feel free to count the amount of times I've hit below, tested both potentials but this one is for the second potential.
    Spoiler!


    Also, these weapons are amazing for rifle and launcher. The rifle especially is much better than Atra Rifle. I've made one specifically for glory rain spamming in certain solo situations.
    Spoiler!
    I wonder if Mag Action maintains this as well. According to Swiki both Poison and Burn count towards the pot as well.

  9. #59

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    Quote Originally Posted by Bellion View Post
    You don't have to hit 15 times in 8 seconds for the first potential to maintain it, nor do you have to hit 50 times in 40 seconds to maintain it. That is only upon initial activation of the barrier. They will disappear after 8 seconds and 40 seconds of your last hit respectively. You only have to hit once within those 8 seconds or 40 seconds to maintain the barrier.

    Feel free to count the amount of times I've hit below, tested both potentials but this one is for the second potential.
    Spoiler!


    Also, these weapons are amazing for rifle and launcher. The rifle especially is much better than Atra Rifle. I've made one specifically for glory rain spamming in certain solo situations.
    Spoiler!
    Nice correction, thanks ! If you ever make rifle + launcher, could you tell me how the barriers work upon switching ?

  10. #60
    Direct Assault Bellion's Avatar
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    Mag actions do not count towards maintaining the barrier nor towards the initial barrier setup, knew I forgot something in that post. I'm working on getting that launcher soon so I'll see.

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