(looking at you tank build)
Shield as sword:
Convert x% of def into dmg.
My pain, your pain:
Add the last taken damage number to your Atk. An attack that resulted in death does not count.
(looking at you tank build)
Shield as sword:
Convert x% of def into dmg.
My pain, your pain:
Add the last taken damage number to your Atk. An attack that resulted in death does not count.
Didnt read all 3 pages, but here's my 2cents.
I think for the most part everyone agrees that the latent feature for weapons is cool but wasn't implemented to its fullest potential(hehe). A lot of them are really just not useful at all. (like the one that HAS A CHANCE to make traps for the ranger SLIGHTLY better? like wtf is that shit)
I think they could save the "Potential" feature if they just tweak values of the effects. Like any potential that makes a PA better should make it a LOT better by the 3rd lv Potential.
What would have been REALLY cool is if they had potentials that added bonus affects (and effects!) to current PAs. For instance making the bullet travel time of Concentrate One twice as fast, or extend Over Ends range by 50%, or make a charge up ability not have to charge up to do full damage. There are SO many effects they could have implemented.
tldr: make sad
Increase the damage of Shunka Shunra by 16%
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Wands that use gear to force meteor shower/aurora/no weather. Possibly other weather effects too if damage boosting potentials for them are ever made. Idk, might be an interesting support role.
Rod Latent - Reverse Dimension
Lv 1: Swaps HP and PP pools with a 50% reduction to both.
Lv 2: Swaps HP and PP pools with a 25% reduction to both.
Lv 3: Swaps HP and PP pools with a 15% reduction to both.
Gunslash Latent - Variant Style
Lv 1: Grants a 10% boost to S-ATK or R-ATK when switching between slashing and shooting mode for 15 seconds, with a 40 second cooldown before it will trigger again.
Lv 2: Grants a 20% boost to S-ATK or R-ATK when switching between slashing and shooting mode for 20 seconds, with a 30 second cooldown before it will trigger again.
Lv 3: Grants a 30% boost to S-ATK or R-ATK when switching between slashing and shooting mode for 25 seconds, with a 25 second cooldown before it will trigger again.
Hunter weapons Latent - Hunter Target
Lv 1 - Grants a 5% damage bonus when attacking an enemy that is the same species that you last killed.
Lv 2 - Grants a 10% damage bonus when attacking an enemy that is the same species that you last killed.
Lv 3 - Grants a 15% damage bonus when attacking an enemy that is the same species that you last killed.
Rifle Latent - Eagle Trigger
Lv 1 - Grants a 1% damage bonus every time you perform a normal attack up to 5% maximum, so long as you do not miss a shot (missing resets the bonus).
Lv 2 - Grants a 1% damage bonus every time you perform a normal attack up to 10% maximum, so long as you do not miss a shot (missing resets the bonus).
Lv 3 - Grants a 1% damage bonus every time you perform a normal attack up to 15% maximum, so long as you do not miss a shot (missing resets the bonus).
Weapon Latent: Bloody Hunter ( Rod )
A portion of your S-atk is added to your rod when your hp is below 50%
lv 1: 20%
lv 2: 30%
lv 3: 40%
How about some Unit latents:
Vardha / King Vardha Units : Machine Ruler: Decreases damage done by machine type enemies lv 1: 3% per unit. 5% added if set bonus
Dragon Ex / Noire Units : Dragon Ruler: Decreases damage done by dragonkin type enemies lv 1 : 3% per unit. 5% added if set bonus
Vol / Burn Units: Underworld Ruler: Boosts damage of fire attribute weapons by lv 1: 3%. 5% added if set bonus
Last edited by cheapgunner; May 2, 2014 at 05:18 PM. Reason: add-on
Unlocked set effects:
70% chance of reducing 25% of any damage source
100% chance of reducing damage by 30%, but 3% of that damage is drained from PP.
take 700 dmg, lose 21 PP and only take 490 dmg.
Melee weapon latent: Unlimited Combo Works: Melee attacks cause a chain trigger(like Gunner) that keeps on racking until PA is used. PA is boosted by combo number and duplicated again to damage target.
- Boosts Fighter and quick melee attacks to build up chain.
- Most likely will be on td, wl, or ds.
Melee weapon Latent: How to Skin a cat: melee weapons cause a minor weak bullet effect, this effect is increased by using multiple melee weapon types to stack.
- Switch up weapons
- Cooperative melee action
- Useless if everyone is katana
Range weapon latent: Sniper's Bravado: Hitting weakpoint with PA activates this. Hitting weakpoint will grant pp per hit to weakpoint. A miss or not hitting weakpoint will deduct 100 pp of player.
- Aim carefully
- shoot with precision
- Not reliable with gunner
Force Weapon Latent: Kaleidoscope Oath: Boost elemental damage of technics by 200%. After technic hits, mob is now resistant to element by 500% for 50 seconds.
- Multispec forces required (Fire, Lightning, Wind, Dark, Light, Ice)
Force Weapon Latent: Omniscient Flare: Now Photon Flare is passive along with the hp reduction. The after burst is now added into the new passive flare.
- Boosts Photon Flare
- Actually makes Photon Flare more useful
- People will actually use Photon Flare
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