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  1. #1
    Forum Otaku Genoa's Avatar
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    Default Character/class info/stat

    Various sources of information have been gathered for my convenience... however I want to be positive all the information I have is valid. This is what I got:
    Code:
    Lvl. 20 Jobs Stats
    ---------------------HP // ATP // ATA // TP // DFP // EVP // MST // STA
    ---------Hunter : 130% // 125% // 94% // 70% // 145% // 80% // 50% // 100%
    ---------Ranger : 104% // 94% // 145% // 75% // 100% // 120% // 60% // 110%
    -----------Force : 90% // 70% // 74% // 130% // 100% // 160% // 150% // 100%
    
    ---Fighgunner : 136% // 154% // 146% // 75% // 140% // 110% // 90% // 120%
    ----Wartecher : 150% // 132% // 110% // 132% // 146% // 180% // 150% // 100%
    ----Guntecher : 118% // 116% // 180% // 140% // 110% // 120% // 130% // 120%
    ---Acrofighter : 144% // 144% // 150% // 155% // 165% // 250% // 120% // 120%
    ---Acrotecher : 122% // 116% // 160% // 150% // 120% // 230% // 200% // 100%
    ---Protranser : 140% // 130% // 120% // 30% // 100% // 100% // 100% // 100%
    
    --Fortefighter: 165% // 185% // 124% // 30% // 180% // 50% // 86% // 100%
    Fortegunner : 126% // 140% // 230% // 75% // 120% // 140% // 86% // 125%
    --Fortetecher : 112% // 70% // 80% // 170% // 80% // 200% // 245% // 100%
    
    --Fighmaster : 150% // 168% // 138% // 30% // 166% // 20% // 135% // 80%
    --Gunmaster : 120% // 136% // 250% // 30% // 110% // 40% // 125% // 80%
    -Masterforce : 85% // 50% // 50% // 152% // 100% // 100% // 254% // 80%
    Code:
    PA Level Caps
    		Skill / Bullet / Atk.Tech / Supp. Tech
    Hunter: 	20 / 	10 / 	X / X
    Ranger: 	10 / 	20 / 	X / X
    Force: 	1 / 10 / 20 / 20
    
    Fighgunner: 	40 / 	30 / 	X / X
    Wartecher: 	30 / 	20 / 	30 / 30
    Guntecher: 	10 / 	40 / 	30 / 30 
    Acrofighter: 	40 / 	30 / 	X / X
    Acrotecher: 	20 / 	20 / 	30 / 50
    Protranser: 	30 / 	40 / 	X / X
    
    Fortefighter: 	40 / 	20 / 	X / X
    Fortegunner: 	20 / 	40 / 	X / X
    Fortetecher: 	10 / 	30 / 	40 / 40
    
    Fighmaster: 	50 / 	X / X / X
    Gunmaster: 	X / 50 / X / X
    Masterforce: 	X / X / 50 / 10
    Class Requirements:
    Hunter: (none)
    Ranger: (none)
    Force: (none)
    Fighgunner: HU 5 (310 MP) // RA 3 (130 MP) [440 MP total]
    Wartecher: HU 5 (310 MP) // FO 3 (130 MP) [440 MP total]
    Guntecher: RA 5 (310 MP) // FO 3 (130 MP) [440 MP total]
    Acrofighter: RA 5 (310 MP) // HU 3 (130 MP) [440 MP total]
    Acrotecher: FO 5 (310 MP) // RA 3 (130 MP) [440 MP total]
    Protranser: HU 5 (310 MP) // RA 5 (310 MP) // FO 5 (310 MP) [930 MP total]
    Fortefighter: HU 10 (1000 MP)
    Fortegunner: RA 10 (1000 MP)
    Fortetecher: FO 10 (1000 MP)
    Fighmaster: FF 10 (8000 MP) // FI 10 (8000 MP) [16000 MP total]
    Gunmaster: FG 10 (8000 MP) // GT 10 (8000 MP) [16000 MP total]
    Masterforce: FT 10 (8000 MP) // WT 10 (8000 MP) [16000 MP total]

    Racial Bonus':
    Bonus for race-to-class is determined by adding the specific bonus (listed below) to the Type (job) percent of each stat THEN applying it against the base stats of the character.
    Human: +2% to stats when HU, RA, or FO. +3% to stats when FI, WT, GT, or PT. +5% to stats when AF or AT
    Newman: +3% to stats when FO, FI, WT, GT, or FT
    Cast: +3% to stats when RA or FG
    Beast: +3% to stats when HU or FF

    PP Regeneration:
    PP Regeneration occurs every 5 seconds to the equiped weapon(s)
    The following information is additional PP that is regenerated (every 5 seconds) for certain weapon types combined with certain types (jobs).
    HU: Melee +50%
    RA: Ranged +50%
    FO: Tech +50%

    FI: Melee +50%, Ranged +50%
    GT: Ranged +50%, Tech +50%
    WT: Melee +50%, Tech +50%

    FF: Melee +25%
    FG: Ranged +25%
    FT: Tech +25%

    PT: None

    AF: Melee +80%, Ranged +25%
    AT: Ranged+ 25%, Tech +80%

    FM: Melee +100%
    GM: Ranged +100%
    FM: Tech +100%
    (Soukosa's Information)

    PP Consumption:
    Fortefighters, Fortegunners and Fortetechers have a -20% reduction to PP use (reducing their PP use to 80% of average)
    Fighmasters consume +30% more PP each use (increasing their PP use to 130% of average)
    Gunmasters and Masterforces consume +20% more PP each use (increasing their PP use to 120% of average)

    Increased Melee Speeds:
    Acrofighter, Acrotecher, and Fighmaster (+15%)

    Increased Range Speeds:
    Gunmaster

    Increased Casting Speeds:
    Acrotecher and Masterforce

    Giresta's Auto-HP recover:
    01-10: 1% HP every ~5 seconds for 2 minutes
    11-20: 2% HP every ~5 seconds for 3 minutes
    21-30: 3% HP every ~5 seconds for 4 minutes
    31-40: 3% HP every ~5 seconds for 5 minutes
    41-50: 4% HP every ~5 seconds for 5 minutes

    Shifta/Deband/Zodial/Retier:
    1-10: +11% for 2 minutes
    11-20: +15% for 3 minutes
    21-30: +19% for 4 minutes
    31-40: +23% for 5 minutes
    41-50: +27% for 6 minutes

    Jellen/Zalure/Zoldeel:
    1-10: -11% for 30 seconds
    11-20: -15% for 1 minute
    21-30: -19% for 1 minute and 30 seconds
    31-40: -23% for 2 minutes
    41-50: -27% for 2 minutes and 30 seconds

    Weapon Selection:
    Hunter:
    B rank: Sword / Knuckles / Spear / Twin Sabers / Twin Daggers / Saber / Dagger / Claw / Handgun / Shadoog
    C rank: Machinegun

    Ranger:
    B rank: Saber / Rifle / Shotgun / Grenade Launcher / Twin Handguns / Handgun / Machinegun / Shadoog
    C rank: Spear / Dagger

    Force:
    B rank: Twin Daggers / Saber / Dagger / Bow / Handgun / Shadoog / Rod / Wand / Madoog
    C rank: Spear / Machinegun

    Fighgunner:
    S rank: Double Saber / Twin Sabers / Twin Daggers / Saber / Dagger / Twin Handguns / Handgun / Machinegun
    A rank: Sword / Knuckles / Spear / Twin Claws / Claw / Slicer / Crossbow / Shadoog

    Guntecher:
    S rank: Bow / Twin Handguns / Handgun / Crossbow / Machinegun / Shadoog / Wand
    A rank: Saber / Dagger / Rifle / Shotgun / Laser Cannon / Cards / Madoog

    Wartecher:
    S rank: Knuckles / Twin Daggers / Twin Claws / Dagger / Wand
    A rank: Sword / Spear / Twin Sabers / Saber / Claw / Whip / Bow / Handgun / Card / Shadoog / Madoog

    Fortefighter:
    S rank: Sword / Knuckles / Spear / Axe / Twin Sabers / Twin Claws / Saber / Claw
    A rank: Twin Daggers / Dagger / Slicer / Handgun

    Fortegunner:
    S rank: Rifle / Shotgun / Grenade Launcher / Laser Cannon / Handgun
    A rank: Spear / Saber / Dagger / Twin Handguns / Crossbow / Machinegun / Shadoog

    Fortetecher:
    S rank: Bow / Cards / Rod / Wand
    A rank: Spear / Twin Daggers / Saber / Dagger / Whip / Handgun / Madoog

    Protranser:
    S rank: Sword / Knuckles / Spear / Axe / Saber / Shotgun / Bow / Grenade Launcher / Laser Cannon / Handgun

    Acrofighter:
    S rank: Saber / Dagger / Claw / Slicer / Handgun / Shadoog
    A rank: Knuckles / Twin Sabers / Twin Daggers / Twin Claws / Twin Handguns / Cards

    Acrotecher:
    S rank: Saber / Dagger / Whip / Handgun / Cards / Wand / Madoog
    A rank: Twin Daggers / Twin Handguns / Machinegun / Shadoog

    *Fighmaster:
    S rank: Sword / Spear / Double Saber / Axe

    *Gunmaster:
    S rank: Rifle / Shotgun / Laser Cannon / Twin Handguns

    *Masterforce:
    S rank: Rod / Wand / Madoog

    *NOTE: Fighmaster, Gunmaster, and Masterforce are ONLY able to equip S rank weapons and armors. They may however wear any rank units for their S rank armor.

    Type MP requirements:
    Simple Classes (to 10...) [HU/RA/FO]
    1>2: 60
    2>3: 70
    3>4: 80
    4>5: 100
    5>6: 120
    6>7: 130
    7>8: 140
    8>9: 150
    9>10: 150
    (so from lvl.1 - 10, you need 1000 MP)

    For Expert Classes [FI/WT/GT/FF/FG/FT/PT/AF/AT]
    1>2: 400
    2>3: 500
    3>4: 600
    4>5: 750
    5>6: 1500
    6>7: 750
    7>8: 1000
    8>9: 1000
    9>10: 1500
    10>11: 1500
    11>12: 1500
    12>13: 1500
    13>14: 1500
    14>15: 1500
    15>16: 1500
    16>17: 1500
    17>18: 1500
    18>19: 2000
    19>20: 2000
    (so from lvl.1 - 20, you need 24,000 MP)

    For Master Classes:
    (it requires 2000 MP to level every level from 1-20, meaning from 1-20 you would need a total of 40,000 MP)

    Traps:
    Class trap availability:
    RA: Damage / Burn / Freeze / Poison / Damage G / Burn G / Freeze G / Poison G
    FI: Damage / Burn / Freeze / Poison, Confuse / Sleep / Damage G / Burn G / Freeze G / Poison G / Confuse G / Sleep G
    GT: Damage / Burn / Freeze / Poison / Confuse / Sleep / Damage G / Burn G / Freeze G / Poison G / Confuse G / Sleep G
    FG: Damage / Burn / Freeze / Poison / Confuse / Sleep / Virus / Shock / Silence / Damage G / Burn G / Freeze G / Poison G / Confuse G / Sleep G / Virus G / Shock G / Silence G
    PT: (access to all traps ; exclusive access to EX traps)
    AF: Damage / Burn / Poison / Virus / Damage G / Burn G / Poison G / Virus G
    AT: Damage / Freeze / Confuse / Sleep / Shock / Silence / Damage G / Freeze G / Confuse G / Sleep G / Shock G / Silence G
    FM: Freeze G / Confuse G / Sleep G
    GM: Burn G / Poison G / Virus G

    Trap Damage Calculation:
    Standard Traps:
    Damage: 325 +3 dmg per level
    Virus, Shock, Silence: 282 + 2.7 dmg per level + SE lvl.1
    Burn, Freeze, Confusion, Sleep: 238 + 2.4 dmg per level + SE lvl.1
    Poison: 238 + 2.4 dmg per level + SE lvl.1 + wipeout effect

    G Traps:
    Damage G: 198 + 2 dmg per level AoE + Blowout effect
    Virus G, Shock G, Silence G: 178 + 1.8 dmg per level AoE + SE lvl.3
    Burn G, Freeze G, Confusion G, Sleep G: 158 + 1.6 dmg per level AoE + SE lvl.3
    Poison G: 158 + 1.6 dmg per level AoE + SE lvl.3 + wipeout effect

    Launch: Causes target to fly vertically into the air, and crashes down in the same spot.
    Wipeout: Causes target to fall to the floor where they stand.
    Blow away: Sends target flying across the room in the opposite direction of where they were struck.

    [EDIT: EX Trap info has been deleted due to it's invalidity]

    Trap info:
    A trap's SE is guaranteed to succeed as long as the enemy does not have immunity to the specific SE you're trying to apply. This means you can apply an SE to any creature (without a complete immunity to it) regardless of the creatures SE level requirement.
    The SE levels of a trap remain the same regardless of the players level or type.
    Trap damage is non-elemental damage.
    Traps can increase a beast nanoblast gauge and a CAST SUV gauge.
    Protransers recieve a +50% bonus to damage with Standard and G traps and have exclusive access to EX traps.

    END

    Corrections and/or additional information that you think should be added to my specific topics and even additional topics that you think should be added to this mess of nerdy goodness will be appreciated.
    Last edited by Genoa; Apr 22, 2009 at 05:36 AM. Reason: fix table

  2. #2

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    Wow, that's one intimidatingly huge post lol. I didn't go through all of it but what I looked through seemed ok...can't you check it on psupedia?
    (360) If you have a Love Inferno that you're thinking of selling, PM me pleeeeeease.

  3. #3

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    Well, that's a good start. Gather some more info/ useful tidbits & it'll go up on the guide list soon.
    Blink & you might miss it! ;3

    Oh, keep sig at 600x180 px & 49KB, yah?

  4. #4

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    Quote Originally Posted by Special K View Post
    PP Regeneration:
    PP Regeneration occurs every 5 seconds to the equiped weapon(s)
    +25% bonus to PP Regeneration on Melee Weapons: Hunters, Fighgunners, Wartechers and Fortefighters.
    +25% bonus to PP Regeneration on Ranged Weapons: Rangers, Fighgunners, Guntechers and Fortegunners.
    +25% bonus to PP Regeneration on Casting Weapons: Forces, Guntechers, Wartechers and Fortetechers.
    I have a question about this part. Are you talking about the time between regeneration or the amount regenerated? If it's the amount, Fortetechers do not get a bonus on Wands and TCSM. There's no way to check if they get a bonus on Rods since no other class that can use rods. Acrotechers actually regen more PP per tic on wands and TCSM than Fortetecher.

    Also if you have a card (range weapon) and wand (tech weapon) equiped on a fortetecher/acrotecher/wartecher, it seems that both the wand and card will regen at the same time (although for different amounts). If there was a time difference on the regen, the wand and card should regen at different rates for all classes that can use both except for guntecher.

  5. #5

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    PP Regen goes off at the same tick. There's no bonus to make it go faster so all bonuses are an increase to the amount it regains. The bonus is to the base amount which for tech weapons, no job uses so FT does indeed have a small bonus to it. The bonuses however vary much more than that post-Illuminus and its much more complicated. AFAIK, no one has completely figured out entirely how it works yet.

  6. #6
    Forum Otaku Genoa's Avatar
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    Default

    Thanks for organizing it xD It was a bit of a mess =/

    I was a little curious on the PP regen myself post-Illuminus D:
    EDIT: Added Class Weapon Selections
    Last edited by Genoa; Sep 18, 2008 at 11:11 PM.

  7. #7

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    HU: Melee +50%
    RA: Ranged +50%
    FO: Tech +50%

    FI: Melee +50%, Ranged +50%
    GT: Ranged +50%, Tech +50%
    WT: Melee +50%, Tech +50%

    FF: Melee +25%
    FG: Ranged +25%
    FT: Tech +25%

    PT: None

    AF: Melee +80%, Ranged +25%
    AT: Ranged+ 25%, Tech +80%

    FM: Melee +100%
    GM: Ranged +100%
    FM: Tech +100%

    Not entirely sure on the master jobs. Like I mentioned its not quite so simple and those bonus rates won't give the exact PP regen most of the time. I'll have to look into it since I have an idea how it is but I'm busy with other projects currently.

  8. #8
    Forum Otaku Genoa's Avatar
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    Thanks for the info ;D added it in
    I also added info on traps... not entirely sure of it's accuracy, and EX traps need work

  9. #9

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    I'm a Human Protranser 140/20 and I can definitely say that Freeze EXs do not last for more than ten seconds.

    I'd say about eight or ten seconds but it's hard to properly tell on a PS2 when the numbers lag on top of each other. Hopefully, someone else will clarify this completely but the damage per tick with my Freeze EXs are usually around 238 a hit. It changes with the enemy and I think I heard that MST plays a part in the damage calculations.

    But I'd like to say thank you very much for all of this information collected! It's really handy to know all of this - all it's missing now is the EXP required to level every PA but that's a hard task to do - and I think it's in the PSU Perfect Bible but... only up to Lv. 30 as well...

    *Need to update myself with the AotI one...*

  10. #10
    Forum Otaku Genoa's Avatar
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    I didn't think EX Traps last that long either (psupedia >_>), and I'm on PC where I don't lag. I have also heard that TP plays a role in damage calculation (if that's what you mean, however you said MST... unless that IS what you meant, in that case I haven't heard that)
    If TP does take a part in trap damage... this would be a small advantage the human PT would have over Beast/Cast PT's.

    However, I do believe that Freeze and Stun EX traps last longer than Burn EX traps, but I haven't taken the time to check... I haven't been PT in a while, something I might look in to in the name of Science!

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