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Zeta last won the day on November 18

Zeta had the most liked content!

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  1. Twice in the last two days I've had Rumbling Ruins S2 glitch up on me and become incompletable. Both times it's happened in the south area (the one with the laser fences around the edges of the room) - enemies simply wouldn't spawn, and I couldn't do anything but abandon the mission. Both times were fairly late in the mission, too. I've ran Rumbling Ruins fairly heavily in the past and never had this happen before, so I suspect it's the result of a recent update (though I can't be 100% sure). Will post again if I figure out how to reliably reproduce this. Edit: Just happened to me a third time, this time in the east area. Edit #2: And then it happened three runs in a row, all in different blocks. Guess it's time to find another mission to run. Also, this fail condition isn't working If any party members are incapacitated without Scape Dolls, the mission will end. I can die, go back to lobby and re enter the mission fine (well, 'fine' - it causes infinite loading unless I was in the final room already, in which case it does let me re enter fine).
  2. The wiki claims Version Ambition of the Illuminus But at the same time I can't find anything about it on Re-PSUPedia or any old videos on youtube. Just looking for quick confirmation on if this is an original SEGA developed mission, or if it's a new Clementine custom mission.
  3. Thanks for the progress update.
  4. I wouldn't mind the rare mission rate boost staying on forever, given that rare missions are incredibly rare and I've still only seen one rare mission despite playing daily all event. Rare enemies are similarly something you rarely see in regular play, so wouldn't mind that either. I also wouldn't mind the grind success chance staying. The existence of 'grind boost events' just encourages people to never grind anything unless it's a grind boost event (or to only do very small amounts of grinding outside boost events). And 'nope, shouldn't grind my weapon now better to leave it at 0/10 until boost event' isn't really fun. Voloyal coins, whatever. Even the meseta boost I'm not opposed to, because it helps offset the cost of consumables for non-tech using classes (though I'd prefer just addressing the cost directly). EXP, MP, PA EXP - please do not. Some of us enjoy leveling progression and maxing PAs/types and do not want to be rushed through it with globally boosted exp rates. Events once in a while are one thing, but always on fast progression is another. I could maybe see a small exp boost given to missions that are currently bad for exp, since it would mean you could level on maps other than Fantastic Voyage or Rumbling Ruins without it taking too much longer. There's a fairly large gap between optimal exp missions and the rest, and I wouldn't mind seeing that evened out a bit.
  5. Zeta

    Melee PAs

    Comparing Blade Destruction to Retsuzan Souhi-jin feels a bit odd to me. It's kind of apples and oranges. Blade Destruction is a 3-4-4 target melee attack. Retsuzan Souhi-jin is an infinite target ranged attack. If you've got 3-4 enemies right in front of you, Blade Destruction absolutely should be better. If you've got 5+ enemies spread out in a line across the room, then Retsuzan should be better than having to run around and individually blade destruction things (or lure them into melee, etc). Now, if it actually is faster to run around and individually Blade Destruction 5+ spread out mobs then yeah maybe that needs looking at.
  6. Zeta

    Melee PAs

    Yeah, there are a lot of striking PAs, and experimenting with them involves getting a full set of the relevant weapon + getting the PA to level 40, and dealing with the fact that there's a 36 PA limit. The game isn't really set up to allow you to try everything out easily. There's a fair chunk of PAs I'm not too familiar with either. Anyway, Senten Kazan-ga works great against dragons. I generally hug the neck / front body and go ham on it (just be careful on Zoal Goug since its neck can block you from moving under it during some animations.) Falz/Fakis Final, I typically use other PAs - though since the recent buff I've been playing around using Senten some. If you can get underneath the thing on Falz/Fakis' tail (dunno what it's called), you should be able to hit 4-5 hitboxes without too much trouble.
  7. Zeta

    Melee PAs

    I don't necessarily think you're wrong overall - it's definitely a good thing to keep an eye on this. If a PA doesn't have the hitbox to reliably hit its new target count, buffing the target count won't help too much. However, in the specific case of Senten Kazan-ga... I've been using that PA as my main AoE on Acrofighter since the level cap was 59 and making it 3 hitbox would completely kill it. If other people are having trouble hitting things with Senten then I'd much rather see it gain a slightly more generous hitbox instead of it becoming yet another 3 hitbox PA. It isn't hard to hit all 5 targets with the second part of Senten. The first part is a bit more difficult to land but it's possible too, especially if you're using Senten on bosses.
  8. Having something in between Gratia and Red / Knight would be nice too.
  9. If we go back to the old system of weapons breaking, can we at least keep the 'grinders below +10 are actually usable' bit of the current one? A big part of the reason I never touched grinding S rank weapons before the change was the fact that only +10s were worth using, which is a huge problem when you're playing a striking class and need to grind like 6x (7x if including neutral) as many weapons as tech or ranged focused characters do.
  10. Hype levels rising. Can't wait to get my hands on them. Pretty cool. Time to farm some sabers for Infinity Storm.
  11. Well it'd ignore the boosted DFP, so it'd just be like if you were attacking an enemy without a shield buff... though you'll still have to deal with the boosted EVP that (some?) shield enemies get. Gaozoran's entry claims that it halves ranged damage instead of boosting EVP but I'm guessing that's an odd special case. Does Ikk Hikk ignore DFP? Because it doesn't say anything about that on the wiki.
  12. As a striking player, the things I'd like to see are: - Address the 'meseta cost per run' of being unable to use support TECHNICs. On a run with my AF I could spend up to 10k on consumables. On a run with my WT I often spend 0 meseta on consumables, sometimes 1k or 2k on photon charges alone. The cost of buff items has been significantly increased from retail. Agataride et al used to be 150 meseta, whereas Megistaride was 300. At the very least this should be reverted. A reduction in the cost of trimates would also be nice (to 300, maybe?) - A Level 150 enemy on retail has 1017 EVP. A level 150 enemy on Clementine has 1117. So the enemies have boosted base EVP, which when combined with enemy levels generally being higher in Clementine results in too many zeroes. At the least we should revert enemy base EVP to retail values. Maybe even a touch lower than retail to make up for the boosted enemy levels. - Shield buff and strike resist should not stack (probably true for bullet resist too). Doing half damage against something is one thing, doing one third damage is another. There's just no reason for this. Strike resist alone is enough to encourage you to use a different damage type (and or status ailments / SUV). - Spread the line shields out to missions that are not filled with strike resist bots. It's fine to have different types do better with different missions, but when striking does badly on pretty much every mission that drops the best line shields... yeah it sucks. Buffs to lesser used/weaker striking PAs would be nice too.
  13. Nah, I go without deband on some easier missions. Stuff like Unsafe Passage S2 or Scarred Planet S2 are fine with no deband. Saves meseta and means I don't have to deal with the backlash damage of megistaride, which is definitely more annoying when you're not a techer with (gi)resta. I've swung around some Kronos Scythes on my low leveled FM (leveling on White Beast) and it's nice when it procs. Not really into the 'spam off element incap attacks just for the incap proc' gameplay but I'll probably cave on that eventually and buy megid for WT. Might farm Demonic Muramasa sometime, but getting a whole set in acceptable element%s will be a pain. Though that's just life as striking. I main Human Acrofighter actually. I have a Newman Wartecher (ex-Masterforce) that I made because some missions just aren't reasonably doable as a striking class (that and because I just like leveling new characters and trying different types.) Striking main is pretty much playing PSU on Hard Mode. Harder to gear, harder to play, meseta inefficient because of consumables. I love it anyway but some parts of the striking experience are not exactly great right now. And this is one of them.
  14. Ah okay. I thought I saw you post a screenshot in another thread where you had no buffs on so I wasn't sure. And using Agatarides to save meseta on easier missions is a legit enough strategy.
  15. Oh, I forgot to mention this in my previous post but I think 'enemy EVP' is one of the things that could use looking at. It does feel like there are a lot of zeroes in general, even when using fairly accurate options (I'm still using my old Gratia unit on my Acrofighter tbh). From what I hear Clem has higher enemy levels and higher base EVP than retail did? And Lupophobia, do you use buff items? Just Agatarides? Megistarides? If you're not that'd definitely be making things harder on you. (And trust me I understand if you feel like you can't afford to chug megistarides. Double Time GAS can't come quickly enough).
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