Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by Selphea

  1. This is unfortunate and a huge loss to the community. If you're reading this Marm, a person's worth is way more than one project. A project's worth is way more than some stolen files. I have no doubt that it stings right now, and rightfully so given all the years and time put into this. But you'll move on, and you'll have a lot to show for what you've put in. There's a ton of life lessons from how to manage a community, how to run a project, how to communicate to various groups, the important of work-life balance and so on that will stay with you for the rest of your life. No theft can possibly take that from you. As for Gnome and everyone else on the Clem crew, Clem is still the OG. It's not easy to look through someone else's code and make it fly. Right now everyone's accounts are here, their card exchanges are here, their gear is here and so on. As long as the update pipeline is healthy and there's communication with the playerbase, it's going to be very hard for a new server to gain ground unless their approach is different. That's still a lot of work involved, but it's a very comfortable lead.
  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. 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
  11. 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.
  12. Agree with your post but just wanted to ask, what happens when you Ikk Hikk or Longbow a shield buffed enemy? Not saying this should be the long-term solution but just curious about how much of that is coming from the DFP formula.
  13. Crossbow actually only hits 1 target, it's Shotgun that can hit 2 (or 3 with Zagenga). Both are good weapons with their own uses of course. As for Longbow, that's a good point that I haven't thought about. So Zalure will always multiply damage. That's what I mean by sitting on its own multiplicative layer. If your arrow hits for 1000 without Zalure, with Lv41 it will hit 1270. But Ignore Defense means it might also be ignoring the extra defense calculation part of Clem's formula. On most mobs with 350 DFP, 1000 raw damage gets x0.74'd to become 740 damage. If Longbows ignore that 0.74, in theory Longbow they might be doing 35% more damage than retail ! In the same vein, Ikk Hikk too, just that Ikk Hikk has a ton of risk attached since it's slow, close range and has no CC. So with Lv4 Zalure, a solo Guntecher's Longbows might actually be hitting around 58% more damage more than Retail... If that's true I kinda feel like Ignore DFP should be changed to Half DFP. I'm more on the conservative side. Move too many things at the same time and they tend to break each other. To me a "safe" Step 1 would be more Retail-like enemy stats and address some of the outliers caused by changes like SE override, DFP calculation, buff calculation and so on. After that change, check for new outliers -- unexpected side effects will always happen -- then try to change again.
  14. Agree with that on Mizura, I was thinking about the Svaltus spawn. Personally I can't comment too much on things being difficult because I'm working on my Cast gunner right now and there's a lot of ways to avoid taking damage altogether. I can park far away or stand in a blind spot and rifle, I can stun laser, I can strafe-kite, use traps, corner them with grenades, spam MAGA bullet, and Killer Shot deals with a good chunk of the half-guard enemies that I should be respecting and so on. I never played Gunner on retail so there's a lot to learn and it's fun. At any given time either they can't reach me or they're stunlocked. But I know if I said things are easy everyone would tell me to STFU, and justifiably so! When I switch to a melee class I have to respect so many more mechanics and the risk-reward just makes me go "ehh". Looking at the drop distribution though, the good shields like Armas Line, Bugei Senba, components for Divine Shield, even Ouryu to complete the Shijin set are all in robot quests, and if I had to choose whether to run as a Fighter or a Gunner, yes I feel dirty for saying this but of course I'd choose Gunner. I do want to play other classes eventually though, and I'd like for them to be fun to play.
  15. Main takeaway for now is try using Megistaride! Won't completely fix the ridiculous ATP but will mitigate it a bit. If you're AF, Riela's Lance, Promoto Duke, Stec Duke might help a bit too. Not that I advocate using specific gear as a band-aid and not that it will completely fix the problem but I'm a player not a game designer
  16. Agree with the intent, 63% is indeed overkill and I also agree the final numbers should be close-ish to retail. As for the exact numbers, that really depends on what line shield, GAS abilities, units, buffs, debuffs and so on are being considered as the baseline. That's not my decision to make so I won't go into details on that. Ultimately I just want things to be reasonably soloable for all races and classes in decent gear.
  17. From various threads this is what I gather: Seo plays AT, can solo fine Zeta plays WT, can solo fine, switched away from MF because MF was dying Lupo plays FM and AF, dying You're playing MF, dying I said previously, if it was just the DFP change, that wouldn't be so bad. It's around the 10% you described. It's DFP change and Buffs sitting on a multiplicative layer and there's dummy thicc DFP classes with self-buffs on top. To me the solution should be Enemy ATP should go down a lot Deband and Jellen should go down somewhat Makes sense?
  18. 1 - buff mod is 1 - 0.27 = 0.73 is it not? So if I buff Deband as AT and take 730 damage, the person who didn't buff took 1000 damage = 37% more damage than me.
  19. From the looks of it, a Cast with Shijin set (+75 DFP set on the highest DFP line in the game) can indeed get >700 DFP. Based on Clem wiki it looks like buffs are on a separate multiplicative layer, so they work like Deband Cut on PSO2. For instance AT buffs it's not even 27% less damage, it's (1 / (1 - 0.27)) = 37% less damage. So taking your example, against a Lv165 Bead Groode with 8260 ATP and assuming 62% Ele Line Shield between Rainbow unit and Line Shield element: A Cast FM with Shijin set for 727 DFP, partied with an AT takes: x0.84 damage from the Total Enemy ATP - DFP part of the formula x0.73 damage from the (2000 / 2000 + DFP) part of the formula which is unique to Clem x0.73 from Deband Lv5 which again is unique to Clem So x0.44 total A solo Newman MF with Feril Line for 402 DFP and using Megistaride takes x0.91 damage from the Total Enemy ATP - DFP part of the formula x0.83 damage from the (2000 / 2000 + DFP) part of the formula which is unique to Clem x0.85 from Deband Lv2 which again is unique to Clem So x0.64 total So a solo Newman MF takes about 45% more damage on top of having almost half the HP. If it was the DFP change alone from the 2000 / 2000 + DFP part, maybe it's not so bad. If it was the only the change of Deband from subtracting DFP to a multiplicative reduction, again maybe it's not so bad. But if they're compounded, and on top of existing race differences, class differences, it's huge. I don't think the tanky classes need to take less damage than they did on official. Frankly if I have an easy time before and I still have an easy time after, why should I care? But all the little extras here and there do add up for the squishy classes.
  20. If I get this right, you're saying stacking more DFP has more impact than retail, so tankier classes don't feel a damage increase as much but squishy classes feel it a lot. That's what I've been trying to say since the start of this thread. If things are balanced such that the gap between the top and the bottom is wider, and content is designed for the top (e.g. solo WT or party with AT buffs), then the bottom (e.g solo Masterforce with no Lv5 buffs, low DFP) is screwed.
  21. Pretty much, I ran through Military Subway with Killer Shot and I was like "haaaa this thing is broken "! Would have taken a lot longer without. Try it! This might be a "was" rather than "is" a legit strategy. Retail Deband Lv2 reduced the damage you took by around 5% depending on a few factors. Clem Deband Lv2 reduces the damage you take by a multiplicative 15% based on the new damage formula (it's DEFENSE BUFF MOD there). I have a feeling things are balanced around the new multiplicative formula hence you need to stack more things than retail.
  22. I bet the devs are sick of reading my posts but I guess I'll reply. On "easy" It's very hard to make PSU difficult. It cannot possibly be a Soulslike. At the system level heals are just about free flow and have no cast time or recovery. I can even use mates while rolling on the floor. Also unlike a Soulslike there's no dodge button, and yet there's a lot of wide attacks like Bead Groode napalm. That makes for a lot of unavoidable damage, but unavoidable damage and oneshot combos are pretty much the only way to kill a player, otherwise they can just spam mates and resta. And then at the character level... Wartecher and Gunmaster exist, and Casts and Beasts exist. Wartecher is beefy, has high DFP, MST, HP, can self buff, can debuff, can Resta. If Orcdillan charges and Galdeen spinballs were rebalanced to murder a self-buffed Cast or Beast Wartecher in melee, the game will be unplayable for Newman Masterforce. Gunmaster by design is a long range class with mobility. I can park behind an enemy's max spawn range and hold the turbo button with very little risk. If there's a lot of 2000 damage Foies to dodge, a Gunmaster is going to feel challenged but it's going to toast the Techers and Slicer throwers and slower Gunners, or the Fighters that need to get close and commit to a PA animation. I'm not saying those classes are OP, but that by design they're hard to kill. To make things "challenging" for them, content needs to be designed such that a Gunmaster or buffed Wartecher has a risk of getting oneshotted 6 times - 5 times to empty the Scapes, then 1 time to Game Over. Near-death isn't enough, they can just Trimate right back. It's possible to do it, but imagine any other class trying to run a mission like that! The way Sega balanced them was to make them lower risk / reward. Wartecher was decent but most of the time attacks came from Fighmaster, Acrofighter, Masterforce... the classes that had to take risks. So the challenge came from thinking of new ways to clear faster and optimize runs. On staying engaged For me it's not about easy or hard, it's about depth. PSU may be "easy" but it's also deep because I had a lot of choices to make. On Retail I played more than one class because it was fairly easy to gear classes decently and there were always new event missions or boost events. It was fun to try a new mission out and test different strategies and classes. If a friend was playing AF or FM I'd run AT to buff them, or I might be running AF with a WT friend. And it was balanced around Lv180 so it was easy to find parties because just about everyone was 180. And there were regular balance changes so the meta was fluid. Wartecher especially, at the start of vanilla it was a complete joke on the damage front (though hard to kill) but it eventually became really strong on JP. Buffs and debuffs, namely the DFP ones, Deband and Zalure, were buffed but it does have a compound effect with Shifta and Jellen. Personally, if the cost of buffing buffs/debuffs is enemy stats need to be raised ridiculously, then I think buffs/debuffs have too much of an impact. Ideally it should be that every class is nice to have in a party rather than a must-have so it's about reaching a point where having a buffer/debuffer is attractive but you're not screwed if you don't have them. And I would personally prefer if the value of the buff/debuff class wasn't just buffs and debuffs. If they bring good damage or control to the table besides buffs and debuffs, they'd still be a good addition to a party. Kind of like how GT brings 2 incap attacks and a 100% point blank stun and boom headshot ability besides it's buffs. If tomorrow enemy HP, ATP and TP goes down 35%, but to compensate, Lv41 Shifta, Deband, Jellen, Zalure gets adjusted to 15% up and 15% down from the current 27%. And in return Acrotecher receives Single or Ra LB and Lv21 Skills, I would still play Acrotecher. An AoE 15% is still a lot. As for Incap, again it's a question of, if I don't use it, how much worse off am I? Right now, a lot worse off because of higher enemy HP + SE override + bigger risk of leaving them alive. Personally I'd prefer to remove SE Override and rework it to either work like Final Fantasy's Demi or PSO1's Devil's (removes 25% of remaining HP on proc) or an Execute (instakill on proc if target is <30% HP). On both player and enemy side. In return make it work against all the enemies it used to work on it Retail. That's one change I'm happy to deviate from against retail. So generally speaking, it's okay for something to feel strong but it's always relative. The answer to "if I don't use it, how much worse off am I?", shouldn't be "a lot worse off", whether it's about a class or a BiS item or anything else.
  23. Actually the gap still would be massive. For instance a level 165 Dark Falz 2 with a 280% ATP modifier gains 4480 ATP compared to retail, based on the current stat adjustments.
  24. I'm referring to the upcoming change where you won't hit 0s anymore, so the impact of each ATA point is lower. As for EVP, what I mean is enemy ATA is so high that what used to give you a 50% chance to evade may only give 40%, so the impact of each point of EVP is lower. We're saying the same thing really.
  25. For the record I'm okay with stuff dying fast. It's what makes TAs fun to watch. Parties will always clear fast because missions were designed to be soloable. I would be very concerned if 6 players can't clear a soloable mission fast! Unless it's something like Ohtori but that should be party-focused content. The main issue I have is (A)TP's value keeps getting preserved or going up but the value of every other stat is dropping. The other issue i have is that enemy levels and HPs are getting inflated to compensate for the lack of DFP and MST scaling. I would rather see enemies with lower level but with DFP and MST scaling slightly. At least there's less chance of ATA / EVP / etc breakage.
  • Create New...