Fire AKA Drazn
Loves Games
- Gender
- Male
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Did you add Hit Material to the client again? Hit Material still has a slot in the drop data as a legacy from V2 that Sega didn't think was worth the trouble to remove when they could just set the rate to 0 without changing the PT format. You can raise the drop rate from 0, but Hit Material itself doesn't exist, so you still can't get it.Materials have been made available (Including Hit Materials)
Did you add Hit Material to the client again? Hit Material still has a slot in the drop data as a legacy from V2 that Sega didn't think was worth the trouble to remove when they could just set the rate to 0 without changing the PT format. You can raise the drop rate from 0, but Hit Material itself doesn't exist, so you still can't get it.
Wow, all of those changes. I really wanna try it out myself.
Of course, I have to try to finish the story the way SEGA intended first.
But, uhm, what about TP? I hadn't seen it anywhere.
Thanks, and thats probably a good idea ;3
TP is tied to your MST stat, I currently can't control it separately. In-fact I lack information on how exactly it's calculated to begin with, none of the materials for the game I've found so far has included it.
Only other TP related thing i can think of is the fact I rebalanced the TP units to give a whole lot more TP to make them actually attractive as a Unit.
You seem to have forgotten about this thread my friendo
https://www.pioneer2.net/community/threads/default-player-level-tables.445/
TP calculation is fairly easy even without looking at the PLT. Hunters and Rangers get 1 TP : 1 MST, whereas Forces get 1.5 TP : 1 MST. Hunters and Rangers also tend to get 1 TP per level up, whereas Forces get 2 TP per level up. Just add 250 to account for TP Materials, and you should be pretty close to each class's maximum TP.
With techs being as efficient as physical damage, then what would be the point to physical damage? The forces would have the room cleared before anyone else could touch a mob.