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Reload this Page Guides > Orange's Guide To Maximizing Your FOmar's Stats Without Armor Units

Guides > Orange's Guide To Maximizing Your FOmar's Stats Without Armor Units

Orange's Guide To Maximizing Your FOmar's Stats Without Armor Units

WHAT: A guide on how to come as close as possible to maxing your stats without using armor units.

WHY: This will leave valuable space open to equip battle, TP-regen, HP-regen, or cure units while still having excpetional character stats.

HOW: I have researched how to use specific mag and material stat bonuses to boost stat efficientcy.

FOR: The FOmar class. It is possible that I will write similar guides for other classes later, but FOmars are one of the closest classes to maxing stats without additional units.

DRAWBACKS: If you decide to abort from the guide, depending on how far along you are, you may not be able to switch and use a more traditional stat-maxing guide, due to the exhaustion of available materials. This guide also requires extensive knowledge of raising mags so exact specifications and it is possible that begginers will make several bogus mags in an etempt to create mags whose stats match those listed. (In other words, it may be a significant investment of time!)

NOTES: At first my research into the subject consisted of making a seperate guide that would focus on maxing all stats but with one deficency, where no resources would be used to improve the stat condition. After the inital set of guides was created, I narrowed them down to 2 version of the same 2 guides, each accomodating the 3 different FOmars types: Pure Force, Force-Hunter hybrid, and Force-Ranger hybrid. 2 Versions of these two sonfigurations are given. Why? the two versions are a mag-based stat increase and a material-based stat increase, so that players can choose to have the majority of their stat boost transferable (by switching to a different mag, when using a mag-based stat increase) or based on character (to keep the most valued stat near full power in the event of switching mags).

The two guides are for a Power deficient FOmar or a Magic deficient FOmar. Here's why:
With a power deficiency, the FOmar has maxed luck and accuracy, so his hits with melee weapons or TP stealing handgun/mechgun attacks will not only have the highest chance of connecting, but also have a high probability of being critical, making up for any lack of power (NOTE: The deficiencies are not even that big really).

With a magic deficiency, the FOmar inflicts the maximum amount of damage, with the highest accuracy, and the greatest chance of scoring a critical hit. His defense and evasion are still maxed to protect him in melee situations. Although his magic power is slightly lower it is still high enough to use techniques VERY efficiently and deal an ENORMOUS amount of damage. in this way a FOmar can be a melee or ranger Force wothout compromising his powerful magic attacks.

Another Breif Note: You will notice that each guide has Luck, Evasion, and Defense maxed entirely with materials. This is because Luck and Evasion can only be increased using materials. For defense, I have come to an important conclusion: Adding 1 point of DEF to a mag increases your characters DEF by 1. However using 1 DEF material increases your characters DEF by 2 points. By keeping DEF boosts all in materials and none in mag (except the 5 given), stat efficiency is increased by 50%. That is why I highly reccomend that with any classes stat-maxing guise, you try to use as many DEF mats as possible.

If you with to max stats completely with this guide, or even boost the weakest stat, you can use GOD/POWER or GOD/MIND units. Equiping 3 will max the stat in the deficient field, but 1 or 2 will give a significant improvement.

Character Stats
FOmar LVL 200 BASE FOmar LVL 200 MAX
ATP 0753 ATP 1002
DFP 0321 DFP 0470
MST 0990 MST 1340
ATA 0138 ATA 0163
EVP 0551 EVP 0651
LCK 0010 LCK 0100
Power Deficiency Version 1
STAT DIFF MAG+ DIF2 MAT+ FINAL DIF
ATP 250 050/+100 150 000/+000 150
DFP 150 005/+005 145 075/+150 000
MST 350 095/+190 160 080/+160 000
ATA 025 050/+025 000 000/+000 000
EVP 100 000/+000 100 050/+100 000
LCK 090 000/+000 090 045/+090 000

Material Distribution
DFP 250 - 075 = 175
EVP 175 - 050 = 125
LCK 125 - 045 = 080
MST 080 - 080 = 000
Power Deficiency Version 2
STAT DIFF MAG+ DIF2 MAT+ FINAL DIF
ATP 250 000/+000 250 050/+100 150
DFP 150 005/+005 145 075/+150 000
MST 350 145/+290 060 030/+060 000
ATA 025 050/+025 000 000/+000 000
EVP 100 000/+000 100 050/+100 000
LCK 090 000/+000 090 045/+090 000

Material Distribution
DFP 250 - 075 = 175
EVP 175 - 050 = 125
LCK 125 - 045 = 080
MST 080 - 030 = 050
ATP 050 - 050 = 000

Power Deficienty Final Stats
ATP 0852
DFP 0470
MST 1340
ATA 0163
EVP 0651
LCK 0100
Magic Deficiency Version 1

STAT DIFF MAG+ DIF2 MAT+ FINAL DIF
ATP 250 095/+190 060 030/+000 000
DFP 150 005/+005 145 075/+150 000
MST 350 050/+100 250 050/+100 150
ATA 025 050/+025 000 000/+000 000
EVP 100 000/+000 100 050/+100 000
LCK 090 000/+000 090 045/+090 000

Material Distribution
DFP 250 - 075 = 175
EVP 175 - 050 = 125
LCK 125 - 045 = 080
MST 080 - 030 = 050
ATP 050 - 050 = 000
Magic Deficiency Version 2
STAT DIFF MAG+ DIF2 MAT+ FINAL DIF
ATP 250 125/+250 000 000/+000 000
DFP 150 005/+005 145 075/+150 000
MST 350 020/+040 310 080/+160 150
ATA 025 050/+025 000 000/+000 000
EVP 100 000/+000 100 050/+100 000
LCK 090 000/+000 090 045/+090 000

Material Distribution
DFP 250 - 075 = 175
EVP 175 - 050 = 125
LCK 125 - 045 = 080
MST 080 - 080 = 000

Magic Deficienty Final Stats
ATP 1002
DFP 0470
MST 1190
ATA 0163
EVP 0651
LCK 0100


Guide by Orange

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