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  1. #1

    Default SP Tech / Focus (Mag Lv. 200 Auto Action)

    Facts:
    * Becomes usable after 120 seconds on field (not effected by Energy)
    * Requires Energy to trigger (not charge)
    * Will only be triggered when boss type enemy is present
    * May be fed during boss battle for activation
    * Must deal damage to activate
    * Non-damage moves such as Banishing Arrow will not trigger SP
    * Not usable alongside photon blast / beast (will prevent activation or cancel SP)
    * CAN stack with PP Restore J (both active at same time)
    * Creates a visual circle around character similar to Ketos Proi
    * Reduces all tech charge times by 20%
    * Does not effect compound tech or Namegid
    * Does NOT restore pp on technique damage
    * Lasts 20 seconds
    * Becomes usable again after 120 seconds from use

    Purple aura:
    If mag has energy, will glow purple to indicate SP is ready.
    Has been tested and does NOT increase passive pp regen.
    If mag hits 0% Energy during "purple glow" the visual will disappear HOWEVER SP remains fully charged and may be activated during boss when fed.

    Other notes:
    PP Restore J can trigger at same time if it's conditions are also met.
    20% Reduction appears to apply after all other reduction modifiers (verified with Flame Tech S Charge 50% reduction)
    1.5 cast reduces to 1.20
    1.0 cast reduces to 0.80
    0.5 cast reduces to 0.40

    Uses:
    FO/TE : For solo or certain situations you can pre-build compound tech, and SP with mag energy 0%. Open with photon flare & compound then feed mag to trigger SP, and restore J. After J use PB so it is still between the 120 seconds window of SP. After PB go into PP conversion. The 2nd compound should be able to finish off the enemy (if not already dead). I use this rotation for big hp mobs such as vibras in td or if I need to solo an MPA tier boss.

    Other ideas:
    The 20% reduction may be more valuable on longer casting moves. Further abuse may be viable with squeezing techs into a Banishing Arrow. Being able to lay down a zanverse faster to catch more hits in an mpa is HUGE, also may be viewed as additional 20% shock for gal / df or outright applying status effects. It also see it being very helpful during Magatsu.

    Please feel free to test other techs or combos.
    Last edited by Loucia; Jul 24, 2015 at 05:15 PM.

  2. #2

    Default

    Na Megid's charge time can't be reduced in any manner.

    I assume it's because it doesn't follow the same rules as a standard tech, which is also why it can't be stored with Charge Escape.

  3. #3

    Default

    Good to know how it actually works.

    @Rakurai There is one potential on some seasonal weapons that reduce Na Megid charge time by 19% (but only that tech is affected).


    Also, uploading some PSO2 musics on Youtube when i got enough time to do it, i might have what you're looking for : https://www.youtube.com/channel/UCHr...C9cNXO0AjuItAA

  4. #4

    Default

    That potential reduces the charge time of all dark techs except Na Megid.

  5. #5

    Default

    Does it do anything else but speed up tech charging?

  6. #6

    Default

    Quote Originally Posted by the_importer_ View Post
    Does it do anything else but speed up tech charging?
    To be honest I'm not sure, I didn't measure damage or crit ratio or anything else when I was testing, I was just looking for the current claims (reduction and pp restore) and trying to figure out it's behavior. You are welcome to test it out and post your findings and I will add it to the OP.

    I do notice the activation once damage is dealt is near instant, so like you can do the first JA to damage the boss and go into your rotation.
    Ship 10 || Loucia || Team Monomate

  7. #7

    Default

    Quote Originally Posted by Loucia View Post
    To be honest I'm not sure, I didn't measure damage or crit ratio or anything else when I was testing, I was just looking for the current claims (reduction and pp restore) and trying to figure out it's behavior. You are welcome to test it out and post your findings and I will add it to the OP.

    I do notice the activation once damage is dealt is near instant, so like you can do the first JA to damage the boss and go into your rotation.
    You mean SEGA released something in the game without giving us details on what it does?

  8. #8

    Default

    Quote Originally Posted by the_importer_ View Post
    You mean SEGA released something in the game without giving us details on what it does?
    Well yes, however, it does appear to be useful. Hence the creation of the thread to discuss uses and features.
    Ship 10 || Loucia || Team Monomate

  9. #9

    Default

    Quote Originally Posted by Loucia View Post
    Well yes, however, it does appear to be useful. Hence the creation of the thread to discuss uses and features.
    We should browse Japanese forums to see what they've found.

  10. #10

    Default

    I'll be honest, it certainly doesn't feel like it is shortening the charge times on techs. I couldn't notice any difference at all when casting Resta during the boss E-Trials on Beach Wars earlier, even after I had used a damaging tech to change my boots element. I'm assuming the bell ringing sound effect is indicating when it has activated?

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