Quick question - Quick answer

In Random attack under event in episode 1 quests it states if you do not have a red player do not continue, what does that mean and what rewards can i get out of this? Red as in Redria char?
 
New just starting on the server, kinda testing things out. Do you think i'd be better off as a first character Purplenum RAmarl, or a Yellowboze HUcast? What are a few universal mags i could make to have around for the future, i'm already making a 5/150/45/0 but i'm not sure what to make. I figure i should just make a few though while i kinda AFK feed them. Are the bosses or anything gameplay wise changed from GC episode 1 and 2? When trying out HUcast, it seems hard to activate my traps quickly since my melee weapons can't hit them, any tips? That should be all for now, thanks in advance!
 
In Random attack under event in episode 1 quests it states if you do not have a red player do not continue, what does that mean and what rewards can i get out of this? Red as in Redria char?

I am assuming red gem (if you create a game you are red) then > green > yellow > blue. When a player leaves the next person joining would take that colour before going back to order, and the leader (creator) becomes the next (green). I really have no idea why not having a red player would effect the quest. I've never had any issues but I guess I never tested it without. (as game creator us always red).

This is shown on your HUD left of HP/TP and arrow on your map/mini-map to differentiate the players.

New just starting on the server, kinda testing things out. Do you think i'd be better off as a first character Purplenum RAmarl, or a Yellowboze HUcast? What are a few universal mags i could make to have around for the future, i'm already making a 5/150/45/0 but i'm not sure what to make. I figure i should just make a few though while i kinda AFK feed them. Are the bosses or anything gameplay wise changed from GC episode 1 and 2? When trying out HUcast, it seems hard to activate my traps quickly since my melee weapons can't hit them, any tips? That should be all for now, thanks in advance!

1.) hucast is the 'best' class in game and Ramarl is one of the 'easiest' plus has a support role so both very good choices. I say play both and see what you prefer.

2.) The gameplay is the same, though new areas/mobs/bosses have been added since GC.

3.) That mag is fine for starter mag, it's best to look into mat plans and Base your character mags around those plans.

4.) You can 'Trapshoot'. This essentially means if you have a gun of any kind, set a trap and shoot it instantly to deal with enemies. If you go into a game and at a trap off (do not move) you'll notice while it bounces above your head a target shows up around it. This means you can shoot it without moving, the very instant it is set. This is Trapshooting. It's very good for controlling spawns, position yourself, get s gun out (any Handgun works great), trap shoot and then change wep to fight Frozen/confused spawn etc.
 
If i were to make a max single stat mag for ATP and use only power mats would my damage be higher than that of a character following grifter's max char mat and mag plan? I'm guessing not since there is a max on stats but wanted to be sure
 
A character can not go over its max stats. Having more mats and pow on a mag will mean at earlier levels you will be more powerful and max earlier. But once you are max, that's it.

I personally ignore DFP/EVP and max ata/atp/Luck/Mind and use extra for early lvls/maxing stats earlier (I feel it's efficient). If i have spare after I'm satisfied I'd look into DFP afterwards possibly. But EVP is pretty useless outside of using Estilla and the only reason to follow a max stat plan is if you want your stats to show gold and have that 'complete feel' IMO.
 
1.) hucast is the 'best' class in game and Ramarl is one of the 'easiest' plus has a support role so both very good choices. I say play both and see what you prefer.

What makes HUcast even considered "best" in the game?

Can i feed a pure mind mag to switch and learn techs earlier on my RAmarl or will that ruin my techs?
 
A character can not go over its max stats. Having more mats and pow on a mag will mean at earlier levels you will be more powerful and max earlier. But once you are max, that's it.

I personally ignore DFP/EVP and max ata/atp/Luck/Mind and use extra for early lvls/maxing stats earlier (I feel it's efficient). If i have spare after I'm satisfied I'd look into DFP afterwards possibly. But EVP is pretty useless outside of using Estilla and the only reason to follow a max stat plan is if you want your stats to show gold and have that 'complete feel' IMO.

Most groups can streamroll anything in the game past level 160ish, no matter their stats. You might have the occasional hiccup, like the Ill Gill spam at the end of PW4, but you absoluatly do not have to max your stats to overcome those hurdles. A decent mag, some materials, and a good unit or two are more than enough to get the stats you need to destroy the game.

What makes HUcast even considered "best" in the game?

Can i feed a pure mind mag to switch and learn techs earlier on my RAmarl or will that ruin my techs?

His attack power is insane and his traps give him excellent crowd control ability. If you give him Shifta, he becomes even stronger. Pair him up with a Force or a Ranger with Arrest or Demon's and it's GG for anything in the game.
 
What makes HUcast even considered "best" in the game?

Can i feed a pure mind mag to switch and learn techs earlier on my RAmarl or will that ruin my techs?

Hucasts atp is something like 200 atp above the rest. It's insanely op to the point he can solo with no SDJZ needing to be cast. He can use traps for EVP reduction and controlling spawns and sranks for Zalure where needed.His ata may suck but his atp is so broke that it's not even 'too much' off an issue. Just hunt more hit.

Yes, you can do that, just means you'll have higher Techs than you lvl intended thus draining TP fast and using more fluids. But since its Ramarl and not a FO shouldn't be using too many Techs, just support and the odd one. I do this on all chars at lvl 1.
 
The ATA problem can also be fixed with freeze traps. Freezing (and paralying) decrease an enemy's EVP by 30%, making it much easier to hit most enemies and makes critters with high EVP, like Lizards and Seabed Sinows, much more managable.
 
So a friend @Zero641 found an SJS with 0/0/10/30. Cg wew.

He was curious if he could tekk it down and sphere another %. I am pretty sure the % is still 'in the weapon' so other %'s are blocked. However being unsure I tested in SB for him.

SJS being a sealed weapon and unable to receive photons from paganini I tested the same stats on a HS. He let me add 30 to native after tekking down to 0.0.0.20 however the dark glitches and went poof. I am assuming this means I was correct in assuming it is still within the weapon and by trying to force it, became broken. Can anyone confirm this or did it just bug out meaning it is possible?

Edit: Discussion in lobby confirmed it's stuck MD Forever and I bugged it out by forcing. But apparently HIT % in BB can be tekked down and removed for another.
 

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So a friend @Zero641 found an SJS with 0/0/10/30. Cg wew.

He was curious if he could tekk it down and sphere another %. I am pretty sure the % is still 'in the weapon' so other %'s are blocked. However being unsure I tested in SB for him.

SJS being a sealed weapon and unable to receive photons from paganini I tested the same stats on a HS. He let me add 30 to native after tekking down to 0.0.0.20 however the dark glitches and went poof. I am assuming this means I was correct in assuming it is still within the weapon and by trying to force it, became broken. Can anyone confirm this or did it just bug out meaning it is possible?

Edit: Discussion in lobby confirmed it's stuck MD Forever and I bugged it out by forcing. But apparently HIT % in BB can be tekked down and removed for another.
I would test that last point in sandbox mode as well, because that doesn't sound right.
Items tekked down to 0% hit still show hit on the stats page, which might indicate it's still "being used" even tho it's 0.
It should behave similar to the machine you tekked down.
 
Each percentage on a weapon occupies two bytes. One byte defines the area (00-05 for None/N/A/M/D/H) and one byte defines the value (-128 - +127%). In order to have a percentage show on the weapon's stats, you must have a non-zero area defined, as well as a non-zero percentage value. Tekking down from 5 or 10 to 0 changes the value to 0, but the area is still set as 1-5, and Paganini can only add percents to a new area if there is at least one area byte that's still 0. If a weapon drops with a specific attribute, you can't get rid of it by tekking down to 0. You need to set the area byte to 0, and the Tekker only lets you modify the value byte.
 
So a friend @Zero641 found an SJS with 0/0/10/30. Cg wew.

He was curious if he could tekk it down and sphere another %. I am pretty sure the % is still 'in the weapon' so other %'s are blocked. However being unsure I tested in SB for him.

SJS being a sealed weapon and unable to receive photons from paganini I tested the same stats on a HS. He let me add 30 to native after tekking down to 0.0.0.20 however the dark glitches and went poof. I am assuming this means I was correct in assuming it is still within the weapon and by trying to force it, became broken. Can anyone confirm this or did it just bug out meaning it is possible?

Edit: Discussion in lobby confirmed it's stuck MD Forever and I bugged it out by forcing. But apparently HIT % in BB can be tekked down and removed for another.

Keep as swag hell sword and never unseal? lel
 
I'm certainly in no rush to unseal. I think it looks better sealed lol

You should be in a rush.

We're on track to hit 110% this week, which is cutting it really close. We need all the help we can get.

See below:

https://www.pioneer2.net/community/...reporting-valentines-edition.5201/#post-52709
Right now we're on track to reach 110% when the buzzer sounds, which is enough to get 2x EXP for another week, but that's cutting it too close. We gotta pump those numbers up, guys!

65096364.jpg
 
I would test that last point in sandbox mode as well, because that doesn't sound right.
Items tekked down to 0% hit still show hit on the stats page, which might indicate it's still "being used" even tho it's 0.
It should behave similar to the machine you tekked down.

I have no desire to test hit as I have nothing I want to tekk down. But @Bagarozy said hit value can be tekked down and unused unlike other %.

Example: 10H SJS > 0hit and sphere 2% on TJS.
 
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