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Thread: About forces.

  1. #11

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    Yeah, hit% is really significant. It's not like the other percents, which are a multiplier to the base stats of the weapon. Hit is actually added to your ATA, flat over the top. A weapon with 15 hit is as good as a God/Arm. A weapon with 50 hit bought from the shops? Better than three God/Arms.

    That'll make a significant difference for mechguns and handguns alike. Handguns are better for their range and higher base ata, but mechguns are better because they're way flashier and sound cooler. You know what you have to do.

    Also, if you start finding multiple TP absorb mechguns with varying hit percents go with the one with better ATA. Hitting more is a lot more important than absorbing a tiny bit more.

    Casts need an HP handgun or mechgun on hand because they don't have resta, so I suspect the parallels are pretty similar here.

  2. #12
    Hunters Guild Hunter AlexCraig's Avatar
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    Well, the more you know Just glad we could help

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  3. #13

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    It is very informative. Nice work!

  4. #14
    Last Pureblooded ß-type Mystil's Avatar
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    Quote Originally Posted by May0 View Post
    Forces aren't my favorite class but I still play them among other classes that use techs. End game forces have a bigger pool of TP to draw from so its not as much of an issue for them.
    No, it's still an issue. It never ends. Even with 2400TP, you will plow through fluids like no tommorow.

  5. #15
    Win or lose, thats life Konan's Avatar
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    Yeah TP consumption is a problem with forces of all levels, especially in areas like Seabed and Ruins, I have found ways to use TP sparingly so I don't need to buy any til I kill the boss in the area ( or right before Olga Flow or Dark Falz ) it's all about learning weakness and exactly how many of what tech can kill enemies faster while still saving TP

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