Huh, I though FI/BOs are still running around with 100% crit chance?
Also more crit chance equals better Vol/Banish combo (much more than other types of damage with Inevitable Strike) so it's not very bad to stack them.
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Huh, I though FI/BOs are still running around with 100% crit chance?
Also more crit chance equals better Vol/Banish combo (much more than other types of damage with Inevitable Strike) so it's not very bad to stack them.
There's no point for increasing the level cap if we don't have the content for it. A good chunk of quests are still stuck on SH level anyway...
Imo, increasing the cap to 80 would make sense if we were to get lvl 81-85 range enemies, or something like that. It feels unnecessary for the current state of the game though. I'd rather get new quest modes (especially for single parties) over new difficulty modes and lvl caps.
The Rico sprite in the pictures look well drawn. Are those from old PS games?
It's from PSP2i. The author uses her as his avatar of sorts in his articles.
Ahh. I want to play that game just from looking at the character sprites.
On the skill rings, can someone compile them (left and right)?
It's interesting how the rings will improve gameplay by having access to skills not available with cookie cutter builds.
TD Air Chase is definitely interesting to me, but...
I really, really, really, really, really, really, really do not want to waste my time mining.
I'm sure that any upcoming content will assume you have this stuff, though, so it will become mandatory.
If SEGA's clever (if), gathered materials will be sold by players who don't mind spending time doing that - some players even enjoy it. It's the case in a lot of other games, and it works well.
Here we go:
Left Hand Rings:
01: DBスナッチ (Dual Blade Snatch)
Seems to add a "snatch" effect similar to Snatch Step to the DB shift action.
02: ハンターギアセイブ (Hunter Gear Save)
Slows down Sword Gear gauge's reduction and reduces the consumption of Wired Lance and Partisan Gears. Only works when conditions for Hunter Gear Boost are met (when one of the stances is active, i.e., literally all the time). No word on whether you need to actually learn the skill.
03: カタナギアガードR (Katana Gear Guard Release)
Holding the guard button for 3 seconds activates Katana Gear even if you haven't guarded any attacks. You still need the full gear gauge. The gear cannot be recovered at all if it's released this way, and apparently the consumption rate is also different, though it hasn't been clarified in what way.
04: ショートコンバット (Short Combat)
Changes the Katana Combat skill. Your regular attacks in Katana Combat don't track enemies anymore.
05: DSカマイタチ (Double Saber Cutting Wind (Kamaitachi for weebs))
Automatically activates Double Saber's gear action at the end of any Double Saber PA other than Chaos Riser or Hurricane Sender. It's activated without any additional animations and without consuming the gear gauge. It still counts against the maximum number of Kamaitachis active, probably related to whatever issue they had with that saber that recovered gear too fast. This ring skill's activation may be a random chance below 100%.
06: ナックルチェイス (Knuckle Chase)
You home in on your target when attacking while on the ground.
07: TDエアチェイス (Twin Dagger Air Chase)
You home in on your target when attacking while in the air.
08: JGソニックアロウ (Just Guard Sonic Arrow)
Successful Just Guard with a Sword makes you perform Sonic Arrow. This Sonic Arrow is treated as if launched off Just Counter, so it gets all JA bonuses. It is unknown if it will consume any PP and if it will still launch when PP is at 0.
09: JGヘブンリーF (Just Guard Heavenly Fall)
Successful Just Guard with Wired Lances executes Heavenly Fall. Blah blah blah, JA, PP.
10: JGライジングF (Just Guard Rising Flag)
Just Guarding with a Partisan makes you perform Rising Flag. Details and lack of them are same as above.
11: ハイタイムキープ (High Time Keep)
Only works when Showtime is active, just like High Time itself. When hit during Showtime, there is a chance, as in probability under 100%, that High Time's damage bonus will not reset. Will not affect One More Time in any way.
12: フロントSロール (Front Stylish Roll)
Lets you perform S-Roll forward. It "changes" the S-Roll action, which may or may not mean that you lose the backwards roll.
13: テックCパリング (Tech Charge Parrying)
When equipped with Rod, Talis, Wand or Jet Boots, you receive Guard Point frames at the start of casting animation.
14: RRフィールド (Please Use Recast Reverser Field)
When Reverser Field is activated with the ring on, its 10 minute cooldown is shortened.
Right Hand Rings:
15: ブーストスレイヤー (Boost Slayer)
Increases damage dealt to boosted (infected) enemies and reduces damage taken from them.
16: Cストライク打撃 (Critical Strike Melee)
Increases the critical hit chance and critical damage for melee attacks. Cannot be equipped by Fighters, no word if it only applies to main-class Fighter.
17: Cストライク射撃 (Critical Strike Ranged)
Increases the critical hit chance and critical damage for ranged attacks. Cannot be equipped by Fighters, no word if it only applies to main-class Fighter.
18: Cストライク法撃 (Critical Strike Technique)
Increases the critical hit chance and critical damage for technique attacks, because you need three separate skills for this. Cannot be equipped by Fighters, no word if it only applies to main-class Fighter.
19: Pキーパー打撃 (Perfect Keeper Melee)
Increases the damage dealt by melee attacks when HP is above certain unspecified threshold. Cannot be equipped by Gunners, no word if it only applies to main-class Gunner.
20: Pキーパー射撃 (Perfect Keeper Ranged)
Increases the damage dealt by ranged attacks when HP is above certain unspecified threshold. Cannot be equipped by Gunners, no word if it only applies to main-class Gunner.
21: Pキーパー法撃 (Perfect Keeper Technique)
Increases the damage dealt by technique attacks when HP is above certain unspecified threshold. Cannot be equipped by Gunners, no word if it only applies to main-class Gunner.
22: マッシブハンター (Massive Hunter Portable)
Same effect as the Massive Hunter skill. Cannot be equipped by Hunters, no word if it only applies to main-class Hunter.
23: アタックアドバンス (Attack Advance: The Ring)
Same (or similar) effect as the Attack Advance skill. Probably made for Wand Techers who wish they could sub Hunter. Cannot be equipped by Bravers, not that they'd want to.
24: EPPRフィールド (Elemental PP Restorate Field)
Same effect as the Elemental PP Restorate skill. Now you can not wear something you didn't put points into.
25: キリングボーナス (Killing Bonus)
Same effect as the Killing Bonus skill. Rangers can't equip it, Rico wonders if sub Rangers can.
26: フォトンフレア (Photon Flare)
Same effect as the Photon Flare skill. Forces can't equip it.
27: PPコンバート (PP Convert)
Same effect as the PP Convert skill. Techers obviously can't equip it.
So if I am a ranger, which rings are a must for me?