Showing posts with label PSO2. Show all posts
Showing posts with label PSO2. Show all posts

Saturday, June 16, 2012

So I met my first new thing in PSO2...

This fucking monstrosity was met on the way to rockbears.
I t proceeded to go invisible 50% of the time and ram me for 200 damage.
We promptly ran the fuck away instead of trying to kill it.

Friday, June 15, 2012

PSO2 PRE-OBT random

Pre OBT today (lol I can't play) and tomorrow Saturday 6AM to 11AM EST.
Gotta wake up early for VIDEO GAMES.
Also, a semi non-official list of the unique voice seiyuus:
Male:
1. Hiro Shimono
2. Mariya Ise
3. Tetsuya Kakihara
4. Megumi Ogata
5. Ryohei Kimura
6. Tetsuya Kakihara again? Kenji Akabane?
7. Nobuo Tobita
8. Hiro Shimono
9. Tetsu Shiratori
10. Nobuhiko Okamoto
11. Fumihiko Tachiki
12. Yousuke Akimoto
13. Nobuo Tobita
14. Yousuke Akimoto

Female:
1. Hisako Kanemoto
2. Yuka Iguchi
3. Satomi Sato?
4. Mai Kadowaki
5. Kana Hanazawa
6. Kana Ueda
7. Kumiko Watanabe
8. Mariya Ise
9. Kana Asumi
10. Yuka Iguchi
11. Youko Hikasa
12. Megumi Ogata
13. Kumiko Watanabe
14. Yoshiko Sakakibara

Get them flower guns fools.

Sunday, May 06, 2012

I can't sleep

Holy crap I didn't think the withdrawal would be this severe.  Also WTF at new Blogger layout once again.

Wednesday, April 25, 2012

A primer on Phantasy Star Online 2 Equipment Ability Transfer


This will attempt to explain one of the most time-confusing and rather obfuscated systems in Phantasy Star Online 2 Beta, weapon ability transferring.
To start off with, each weapon can have anywhere from 0 to 4 abilities.
The amount of abilities a weapon has is referred to the amount of ability "slots."
To transfer abilities on to a weapon, you MUST have the desired ability on up to two weapons of an EQUAL number of slots (including non-transferable abilities), the exception is if the weapon you are transferring to has 0 abilities, then any weapon with abilities can transfer to a 0 slot weapon.

For example, let us say I have a 2 slot weapon with Burn 1 and Freeze 1, and I want Power 1 and Tech 1 on it.
I need to go find an existing two slot weapon that has Power 1 and Tech 1, or I can find two separate two slot weapons, one with Power 1 + random ability and the other one with Tech 1 + random ability.
Having a one slot weapon with only Power 1 and another one slot weapon with only Tech 1 will not help me, as neither weapon has two slots in total.
Having a weapon with Power 1 + Lucky Raise 1 will help me, even though Lucky Raise 1 is non-transferable, as it counts as a weapon with two slots.

A note on the abilities, all the basic level 1 abilities can combine to make level 2 versions of themselves, and two level 2 basic abilities can combine to make a level 3 version.
This includes Power, Shoot, Technique, Stamina, Spirit, Arm, Body, React, Mind, Burn, Freeze, Shock, Poison, and the resistances.
However the chance to combine successfully while transferring is lower than just transferring.
Whereas transferring a Power 1 over to a weapon might have 100% chance of success and transferring an existing Power 2 might have 60%, combining two Power 1s into a Power 2 might have 50% chance of success.
The exceptions are Lucky Raise 1, which is non-transferable in all cases (as of now), Mutation 1, which requires TWO Mutation 1s to be transferred over and remains at level 1, and monster souls, which also require TWO duplicate souls to transfer over.
YES MONSTER SOULS CAN BE TRANSFERRED.
DO NOT SELL ALL YOUR GARBAGE WEAPONS WITH GOOD SOULS AND MUTATIONS LIKE I DID YESTERDAY, YOU WILL REGRET IT.

Also, a word about extra slots.
When transferring abilities, if the amount of able to be transferred abilities exceeds the amount of slots the weapon currently has, you are offered an "extra slot," aka a chance to increase the number of abilities of the weapon you are transferring to.
However, the downside is that going for "extra slot" significantly lowers the chances of successful transfer of ALL the abilities you are trying to move over.
The easiest example for "extra slot" is a 0 slot weapon.
If I want to transfer a Power 1 to a 0 slot weapon, I need any weapon with a Power 1 ability, and then I get an "extra slot" chance to move it to the new weapon.
Because you are trying to increase the amount of abilities of the original weapon, keep in mind even transferring a measly Power 1 to an empty weapon will have worse chances than if the weapon had a preexisting single ability, such as Mind 1.

So that example was fairly easy, let's start getting into more complicated examples.
This next section is just going to be a bunch of test cases:

Say I have a one slot weapon with only Power 1, and I want a Vol Soul (+30Atk! +20HP!) on it.
I would need two one slot weapons with exactly Vol Soul on each, and no other abilities.
If I have a two or three or four slot weapon with Vol Soul on it, too bad, I can't use it to transfer the ability to my original one slot weapon.
Now let's say I want to take a risk and get two abilities on my Power 1 weapon.
I could then go for Vol Soul on it with the example above, except I can use my "extra slot" chance to add the original Power 1 back in as well.
Keep in mind attempting this drops the chance of transferring the Vol Soul from 50% to something like 30% or so.
In the event you succeed, you have now converted your one slot Power 1 weapon to a double slot Vol Soul + Power 1 weapon.

Let's say you want a Shot 3 Rocket Launcher, which currently has no abilities on it.
You have multiple ways to do this, but let's say you like seeing the risks at the beginning rather than at the end.
You can find two weapons with any amount of abilities that both have Shot 2, use the "extra slot" feature, and combine both Shot 2s to attempt to make a Shot 3 right from the start.
However, the penalty from using "extra slot," plus combining 2 level 2 techs, will make the percentage of success in this case something abysmal like 10% or below (I haven't actually tried)
Let's say instead you want to work your way up.
Your first job should be transferring a common level 1 skill to your Rocket Launcher just so it has at least one ability so you are not forced to use "extra slot" and get a huge penalty on the final upgrade.
Any weapon with like a random Mind 1 will do.
You'll still have an "extra slot" penalty for trying to transfer a single Mind 1 onto your Rocket Launcher, but the percentage won't be as terrible as attempting Shot 3 because Mind 1 is merely a level 1 ability and thus has a naturally higher success rate than Shot 3.
Anyway now you have a one slot Mind 1 rocket launcher.
To get Shot 3 now, you would need two one slot weapons with Shot 2 on them, as remember this is now a launcher with one ability and thus can only transfer from other one slot weapons.
However, you wouldn't have to risk further decreases in your chances of combining Shot 2s into a Shot 3 by using "extra slot."
Let's say you have no Shot 2s.
If you think a little it should be readily apparent what you have to do.
Just do the above except replace all mentions of Shot 3 with Shot 2, and Shot 2 with Shot 1.
So transfer or combine four one slot Shot 1 weapons to make two one slot Shot 2 weapons, then try to transfer the Shot 2s onto your Rocket Launcher.

Real life (my current HU weapon) example.
You have a two slot Alba Partisan with Lucky Raise 1 (nontransferable) and Mutation 1.
You want Vol Soul and Mutation 1.
You will need two separate two slot weapons, 3 out of 4 of the skills must be: Vol Soul, Vol Soul, Mutation 1.
The last ability can be anything.
If you wanted to risk it you could use the last ability in "extra slot" to make a three ability weapon, however I did not think the risk was worth it, as Mutation 1 and Vol Soul both start at 50% success rate and just go down from there.
Theoretically, if the Lucky Raise 1 was a Power 2 and the four skills of the two other weapons were Vol Soul, Vol Soul, Mutation 1, and Power 2, I could have tried for a Power 3, Vol Soul, Mutation 1 spear.
It would probably fail every single skill transfer though!

Anyway that's a not-so-short summation of how ability transfer works in this game.
SAVE THOSE SOUL WEAPONS.

Thursday, April 19, 2012

Phantasy Star Online 2 Closed Beta starts

Mizuumi is on Ship 5.
If you want to join 4chan go to Ship 4 Channel 4.
If you want to join the PSOW people and most? of the EN userbase go to Ship 2.

Anyway, old/new impressions:
Areas have been redone again, everything is now MORE HUGE (and easier to get lost)
Story sequences/tutorial/blah blah blah didn't care let me hit shit.
Seems even less? stable than Alpha 2, disconnects everywhere regardless of Ship number or how congested a particular server is.
Tons of unique seiyuu voices! Spot the Hanazawa voice (it's unique voice 5)
Starting off as HUmarl this time because HU is the only class I didn't get to 20 in the Alpha cause I sucked and did it last.
I fucking love the new partisan weapon, so strange for a spear weapon.
Absurdly fast cancel windows and attack animations, like the just frames are really close together instead of spaced out extremely far apart (allowing monsters to hit your face for free in between them), all the attacks including the techs have near instant dash cancel windows, the weapon lets you remain mobile like crazy while mashing shit.
Definitely my favorite weapon so far, probably won't even look at wirelance this time around.

Friday, January 27, 2012

Phantasy Star Online 2 Alpha 2 starts

■開催期間
2012年1月27日(金)16:00~23:00
2012年1月28日(土)18:00~26:00
2012年2月1日(水)16:00~23:00
2012年2月3日(金)15:00~2012年2月4日(土)23:00

As you can see, these are some phenomenally shitty times for someone on the east coast!
To reiterate:
January 27th, Friday (today), 2am to 9am EST
January 28th, Saturday, 4am to 12pm EST
February 1st, Wednesday, 2am to 9am EST
February 3rd, Friday, 1am EST to February 4th, Saturday, 9am EST
Incidentally, today I slept at 6:30AM :V
And woke up at 8 to go to work.
Shhhh...

Anyway let's see:
CONCEPTS that are familiar to me from PSP2i:
Weapon elements.
Fusing weapons together to increase the element.
Upgrading weapons.
Shared storage among characters.
Missions.
Hunter/Force/Ranger.
Skill disks.
Individual drop system along with the same color coding.

New or different stuff:
Weapon mods, sort of like extra stats or perks to a weapon.
Destroying a weapon with a desirable mod to put onto another weapon.
Multi-party missions. (Seems you can link up to 3 full parties or so at once.)
Class system seems to have skill trees and builds now, I already wasted some RA points on accuracy up.
The character creation, I think I spent an hour with the 9000 sliders.


Anyway, hesitant to put vids up cause Sega might drop a meteor on all the gaijins playing.
But yeah it's pretty familiar and cool at the same time.