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Selphea

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Selphea last won the day on September 10

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  1. It makes a lot of sense to split it like this. Systems tend to take a while to develop but having new features will impact the server greatly. On the other hand Content needs to keep moving even if the underlying systems will take a while to update. So right now it sounds like there's a Content team working on new missions, events etc and a Systems team on the back end. It's a good idea really! On grinding, Personally, 10 and 11 tend to be weaker than 9, while S grinders tend to be more expensive and rarer than As. I think 12 weapons and above should have lower chances of success than 9, but 10 and 11 should be higher, even if it sounds counterintuitive. Not really a huge impact either way though, realistically even if I could 10/10 a 10 easily I'd probably go for a better weapon anyway especially in S3.
  2. For S3 drops, if possible, when in the planning stage maybe do a table of all bosses, as well as essential drops (techer head unit, good arm unit options, line shields, new weapons for the next tier etc) and then do a matching exercise such that each boss has a good distribution of what fighters, gunners, and techers would want. The missions without bosses can have alternate options like weapons in the same power tier but different stats, or nice-to-haves like MST head units. Maybe they could have higher rates of previous tier drops, like an easy Rabol Bistat drop or something for newbie gearing. If I had to be specific I'd really rather not see a class' essential item stuck in Lab Recovery S3 since the number of boxes at the end of that mission is just pathetic. No comment on PA boosted weapons, Special Rank Weapons and Prototypes for now. I need to see how The Upgrade Device and stuff like 0/15 protos land first, but I do think PA boost weapons shouldn't have protos.
  3. Selphea

    Melee PAs

    It's because Retsuzan is really fast. Suppose the animation was doubled, like the first part throws 4 times for the same damage per hit as right now, then the 2nd part throws 4 times for the same damage per hit right now. So the total animation time is doubled but DPS is actually the same. Would that feel better to use? That's the situation Retsuzan is in right now. AF speedboosted Retsuzan non-JA 1 followed by JA2 vs WT non-speedboosted normal into JA Dezza is very similar, just that the AF presses buttons 4 times compared to WT's 2.
  4. Probably not everything at once, since boosts can also be a way to concentrate players in one place. Maybe a Clementine Day or Clementine Week on a rotation, like this week is PA boosts, next week is EXP and MP, the one after that is Grinding boosts and 2x Olpad/Copernia/Grinder Base drop rate off a specific quest, maybe one week can be 2x BT Frag/PA Frag and so on. In a way it helps with forming parties since the thing that gets boosted will have more people wanting to run it.
  5. Selphea

    Melee PAs

    For Retsuzan, 1700 and 3000 sounds like you're JAing the first part. It's more of a straight spam PA where the first part is non-JA'd. In the span of a Blade Destruction you can do 2 Retsuzans that way. JA 1 is more for PP efficiency but gives up quite a bit of DPS since part 1 is kind of not worth JAing.
  6. It's not so much that the first part hits harder, but that the last part on PAs tends to blow stuff up. Like on Evolution's path in the last room, when something dies, chances are it's because a Fighmaster Spinning Break'd it with the 3rd part. When averaged out, Striking DPS is good but that's because JA 2 and JA 3 make up for a non JA'd 1.
  7. To my understanding, the numbers right now are balanced around the first part being non-JA which is part of playing melee IMO. It starts off meh so that the damage can be loaded at the end to give those satisfying last hits. And it's also partly about giving choice, like do you want to start with a normal to be more PP efficient, or go straight to part 1 for higher DPS but burn PP on low damage with part 1. Auto JA is also going to be really tough to balance for 1 part PAs like Jabroga, Grand Crusher, Vivi Dezza and Cyclone Dance.
  8. Selphea

    Melee PAs

    Before I ask Jess I want to figure out how to make it work first. Actually let me edit the first post, it should be more about how to use them than whether they need changes. Moubu for example is really nice now. It's very consistently hitting 2 parts on Rol Le. Just need to figure out how to use the others. For sure, I'm just 1 player and I'll gladly admit I haven't tried a lot of PAs extensively yet. it seems like there isn't a lot of gameplay talk that's why I thought I'd start a thread about it. Let me try Senten more. For bosses, I know the dragons tend to have tight hitboxes but how about the others? Is there somewhere to stand to make it work on Fakis 2 / Falz 2? I've tried it a bit more and from the looks of it, 5 targets on Navals is possible in a narrow space. On mid-size targets like Vanda, 4 seems to be the average. On large targets like Drua Gohra it's seems very difficult to hit more than 3 spots. The mini gap close is nice though.
  9. Selphea

    Melee PAs

    Just starting a thread to talk about how to use some of the PAs that were recently buffed. Moubu is really good now. I've been using the movement and side hitboxes on large enemies that need to turn to hit you so the extra hitbox width is really helping. It also hits 2 spots on Rol Le nicely where previously the movement would make it miss sometimes. There are a few PAs that I'm trying to figure out. One is Rising Crush which was buffed to hit 4 targets. However the animation is short-ranged so to me it feels more like a Hishou or Rising Strike type PA for staggering single large targets like Svaltus. Has anyone figured out how to make it hit 4 targets? Another is Senten Kanzan-ga where the 2nd part was buffed. But trying it out, it seems difficult to hit 5 targets with especially compared to much wider PAs like Bukuu Saien-zan or Tornado Break. It feels like a slower Shunbu. Is there a way to make it reliably hit 4 and 5?
  10. Coming back to this as the weeklies and dailies were brought up on Discord, so... Personally, I think the quests should be a welfare mechanic for players without much time to avoid falling too far behind. If I want 20,000 meseta, I can run most S2 missions with a boss at the end, get a bunch of drops, sell them off and make more than 20k in a single run. But if someone on C or without good gear wants 20k, they probably have a tougher time. If I want 24 PA Fragments, I can run 12 De Ragans and get that in about 2 hours. But if someone can't clear S boss quests quickly then it won't be as easy. To me that should be the baseline. A daily or weekly shouldn't be slower than regular mission runs. Of course it's possible to stack both missions and daily/weekly so that it's a BOGO, but that's only once a day or week. Chances are I'll still want to run more than 1 mission a day or 12 a week because I want something besides meseta and PA frags. I also feel Grinding could be part of the daily quests. That would ease up on Grinder Base S shortage as well as sink some meseta. Something like "Craft an S Grinder to get 3 Grinder Base S daily". So that encourages sinking 50k meseta every 5 days and helps ease up the rarity of Grinder Base S.
  11. Gearing a Techer has very steep power bumps. Rods and Wands are high TP weapons, so going from a cheap weapon to a rare BiS is a difference of hundreds of TP. Units also feel quite extreme. There's Har / Quick or Har / Smart where there's a penalty like -100 TP or reduced range, then the next step up is Hyakka which is +200 TP but SR. I feel there should be a head unit in between Har and Hyakka, in the 10★ to 12★ range, with a similar rarity to Vijeri / Resist or Paradi Cataract, so that Techer players can hunt that before Hyakka if they want a somewhat smoother gear curve. Though possibly with drawbacks if there's concerns about maintaining Hyakka's market value. A couple ideas: Lumirus / Kaos Mage (11★) An experimental GRM upgrade unit. Lowers MST (mental strength) but increases TECHNIC speed and power. +120 TP -100 MST 300% TECHNIC Speed Lumira / TECH Blitz (11★) Upgrade unit for armor. Increases PP usage and boosts TECHNIC speed and power. +135 TP 150% TECHNIC PP Consumption 300% TECHNIC Speed
  12. The point of the item breaking is to reduce it's market value so that they can go on the market for cheap and the people who want items to break can buy those. The point of them being fixable is the same as the point of re-hunting a copy of the same item. Either way you spend time to get another chance to 10/10 it.
  13. Agree with most of your post but just wanted to say Grinder Base A is already in the synth shop for 1000 each. I've been buying batches of them to make and grind my As.
  14. If The Upgrade Device is coming, the people who want broken weapons can have broken weapons, the people who want to 10/10 every weapon will be able to 10/10 every weapon by fixing the heck out of it. It seems like that should make both sides happy. On grinders being usable, I have an unpopular opinion about that. I would rather have +10 grinders be the only usable ones if that means we spend 90% less time at the NPC. If the idea is we need to trash a lot of grinders to 10/10 a weapon I'd rather trash them all at the same time at the NPC shop than 1 at a time at an NPC with a slow ass loading bar. Right now it's just ridiculous, even getting something to +6 it breaks so darn often and you have to sloooowly climb back up from 0. It's not even a risk getting to +6, just a waiting game.
  15. The missions with a boss seem to have nice drops and are pretty profitable. Some missions like Lab Recovery though, you wade through all those Mizura and Jarba and Polavohras just for 4 boxes at the end. That's a huge oof right there.
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