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Ill Gill is somewhat related to EDK. With enough EDK the scythe does physical damage and doesn't one-shot. But yeah, it acts weird with ennemies.
I feel like it's more it has a flat chance of activating (i.e. 50%), and if it doesn't activate it's just a physical attack.Ill Gill is somewhat related to EDK. With enough EDK the scythe does physical damage and doesn't one-shot. But yeah, it acts weird with ennemies.
You need to be in a team to be able to use the dressing room, and to unlock Point of Disaster, as well as a few other less important thingsWhat's the point of being in a Team? I know there was certain bonuses for being in a team on PSO2, like XP or drop boosts. Is there anything like that for PSO, or is it just a social thing?
For a leveling solo RAmarl using V101/ADEPT/ADEPT, what is better for the 4th armor slot, a V801 or another ADEPT?
1.) Recently I've heard several times in-game that "weapons are more likely to drop with hit in Ruins". As far as I know, this is not the case and there should be a flat 5% chance to get an item with hit. Is this the case or am I absolutely misinformed?
2.) I have also recently heard that Dark Flow uses the ATA of the weapon that is used for conversion as its base ATA (not talking about Hit). Meaning, when using a Sword, for example, the Dark Flow would have lower ATA than using a Calibur. is this true? If so, wow, how did I not know about this all this time.
Thanks!
for the conversion to go through
A correct statement would be "Weapons with a high amount of hit are more likely to drop in ruins"
eg: You're not going to get a 95 hit Calibur in Forest 1.
Thanks for the quick reply!
By saying that, do you mean "never" get one, or just very unlikely? Extremely high Hit Froozer, for example, do exist, so you should be able to find high hit stuff, even there.
There are 6 stat patterns in the .gsl file (or 5... I can't remember if it goes 0-5 or 1-5);
In the areas themselves, the earlier areas will use patterns 2-3, while the later areas use pattern 4. Pattern 2 will have a lower chance of getting a hit high piece of weaponry, and I'm pretty sure it might be impossible to go over 70% (I'd have to double check), but the later areas with pattern 4 can get all the way up to 100 after tekk.
Rares use pattern 5, same table across all areas.
The above patterns are for the likelihood of getting a certain percent number as well, whereas the chance of getting a specific attribute varies on area as well, but it is 5% across all areas here.