Class Rebalance coming 14th October


As the title says, a class re-balance is on its way and it will be arriving on the 14th. We’ve known for a while that Gunner and Braver were getting tweaked but the finer details weren’t revealed until today. It seems that they’re not the only classes to be getting some adjustments, as others will be too. Let’s go over them, shall we?


Normally I’d do Hunter first but I feel Gunner’s been in the most need of attention since the start of Episode 3. So cutting to the chase:

  • High Time will gain its attack boost more quickly than it does now.
  • Normal attacks will make you start to fall later than it does now.
  • Stylish roll will have the first two parts sped up, there will be no loss in invincibility frames
  • You will be able to change your facing during Sattelite Aim.
  • Shift Period will be sped up and deal more damage. The time when you start to fall will be pushed back.
  • Aerial Shooting, Dead Approach, Messiah Time, Elder Rebellion, Reverse Tap and Heel Stab will be adjusted at a later date.

Being able to change direction during Satellite Aim is more a convenience change than a buff, but a pretty welcome one. It’s also nice to know that invincibility frames won’t be lost in light of the sped up Stylish Roll, making this change an overall buff in my opinion.

Shift Period could arguably have crafted Bullet Squall as its main competition, currently. The area of effect of Shift Period is much higher though, so with its increased speed and damage it may have a use if it doesn’t currently. If it isn’t the case already, I feel like the wider reach of Shift Period would help a lot with Gunner’s mobbing capabilities.

I am surprised to see that Infinite Fire won’t be seeing any adjustment, given how under-used a Photon Art it seems to be currently. It’s a fair shot more obscure than it was back in Stylish Roll Just-Attack Up’s meta days at least!


  • Sonic Arrow will have faster Just-Attack timing and grant more points towards the Gear Gauge. The time when you start to fall from mid-air will be adjusted too.
  • Sacrifice Bite: Parts of the attack will be faster and it will also contribute more points towards the Gear-Gauge.

Something to help sword-users stay mid-air I guess. The boosts to Gear-Gauge acquisition rate are always welcome for Sword seeing as its arguably the most dependent weapon in the game on it. This is likely to be more helpful to Fi/Hu or other x/Hu combinations using swords, as they don’t have access to Fury Gear boost.


  • Weak Bullet something about making it easier to land it?
  • One Point: Damage will be increased and PP consumption reduced.
  • Sneak Shooter: Just-Attack timing will be adjusted and the bullet sped up.
  • Diffuse Shell and Parallel Slider will be adjusted at a later date.

Sneak Shooter was always kind of rough to hit anything with it due to the slow bullet, so that;s a welcome change at least. The weak bullet changes are harder to pin down, it may be a faster bullet or there may be other changes that make it easier to land it, not sure.


  • Double Saber shift action will have its Just-Attack timing adjusted and its cancel timing sped up.
  • Quick March will have its damage increased and its cancel timing sped up. It will also stun enemies instead of launching them.
  • Surprise Dunk will have its damage increased and its hit-stop reduced. The enemy will also be launched slightly by the hit instead of stunned.
  • Deadly Archer will have the timing between each hit adjusted?
  • Orchestra, Illusion Rave and Acro Effect will be adjusted at a later date.


  • Katana damage will be higher based on current gear-gauge level
  • Reducing SP required to max out Katana Combat, Rapid Shoot and Rapid Shoot Mastery
  • Rapid Shoot will no longer have a “wind-up” time.
  • Rapid Shoot Advance requires less points to unlock
  • Bullet Bow Step-Attack will be sped up and have its Just-Attack timing adjusted
  • Stance Critical and Stance Charge have had their places on the skill tree adjusted. You no longer need to put points in Critical to take on Charge.
  • Tsukimi Sazanka will have its PP cost reduced and its ground animation sped up
  • Gekka Zakuro will have its PP cost reduced
  • Sakura Endo will be faster, have its JA timing reduced and have its non-charged damage boosted.
  • Torrential Arrow will have a larger area of effect
  • Million Storm will have its damage increased and its PP cost reduced.

The changes to the skill tree are mostly good, freeing up SP to support more hybridized builds than is currently possible, I’m not sure you’ll be able to max out both Katana and Bulletbow trees while also having a stance still, but having access to more than half the class at a given time will be nice.

The buffs to Torrential Arrow and Million Storm could be an attempt to improve the mobbing capabilities of Bullet Bows, which is something they do need assistance with definitely. They’re already great bossing weapons.


  • Jet Boots Escape will now apply to the shift-action of regular attacks. providing invulnerability during it.
  • Justice Crow will deal more damage and cost less PP
  • Kestrel Rampage will deal more damage
  • Strike Gust will deal more damage
  • Gran Wave will have its hit-stop reduced


  • Weapon shift action will be sped up and the time when you will start falling will be pushed back
  • Regular attacks will have quicker Just-Attack and cancel timing
  • Step attacks will have reduced hit-stop
  • Serpent Air will be sped up, have its Just-Attack timing adjusted and be cancel-able
  • Regenschlag will be sped up and have its Just-Attack timing adjusted

Another attempt to make Gunslashes viable weapons. Good luck, developers and bless you for trying I guess.

Of course, this change will come with free Skill-Tree Reset Passes for all.

Please let me know if there are any inaccuracies in this post.



Heh heh heh.

So yeah, Sega revealed a few trailers and talked about the end of Episode 3. I’ll do what I can in this post to summarise and discuss this stuff. As is usually the case with these posts, some details may be hazy. I do my best to make sure information here is accurate, but if you spot anything factually wrong please let me know.


Just a trailer about the Halloween stuff, including your usual affair of Bingo and a seasonal Emergency Quest.

Trick or Treat 4 is the same old map, but with a selection of new enemies. This includes the Toy Darkers from Kuron (which really are probably the most appropriate Darker type for the season), Falz Dourumble and Zeta Guranz. It also seems to include an emergency trial involving pumpkins, nice.

Of course, Gal Gryphon will also be attending this quest. Seems it’s gonna just be thrust into any Emergency quest from now on. Well, for as long as its weapons are relevant I suppose. Not really an issue.

Some new 12* and 13* weapons will be obtainable during the quest, including Daggers of Serafi that are actually daggers instead of boots this time.

Halloween festivities are set to arrive in PSO2 mid-October.

Additional Power – Main Class Weapon Boost

Similar to the class-boost titles, there will be titles added for finding a certain number of rare weapons of a given selection of categories. As it’s a title, it’s expected to be account-wide just like the class-cap titles.


They only show the requirement and numbers for Hunters during the trailer. While it’s likely safe to assume the power boost will remain the same for all classes, apparently the number of weapons required will vary per class. I assume this is to offset that some classes have fewer main-class weapon types than others. Here is a rundown of the values shown for Hunter:

  • 20 7-9* Hunter weapons: 2.5% boost in power when using Hunter weapons as a Hunter.
  • 25 10-12* Hunter weapons: 2.5% boost in power when using Hunter weapons as a Hunter.
  • 40 10-12* Hunter weapons: 2.5% boost in power when using Hunter weapons as a Hunter.
  • 70 10-12* Hunter weapons: 2.5% boost in power when using Hunter weapons as a Hunter.
  • Total: 20 7-9* weapons, 135 10-12* weapons, 10% boost in power when using Hunter weapons as a Hunter.

Will this help classes stand out I wonder? In particular I’m thinking about Bouncer as a main class for either of its weapons, as it’s currently inferior to sub-class combos such as Fighter/Bouncer. Or perhaps Hunter main using Partizans or Wired Lance, where again Fighter/Hunter out-paces it in terms of raw damage. Or Braver main Katana instead of… Fighter/Brave- basically Limit Break kind of trumps a lot of main-class weapon load-outs. Note that I’m not having a go at Limit Break, I actually don’t have a problem with it, just pointing out that it does seem to have this effect.

10% certainly will go some way to help close the gap, but the attack bonus from Limit Break as well as other modifiers available to Fighter main helps it edge out still. That said, this may well change as additional weapons arrive in the game, with a particular weapon series announced that I’ll go over later in this post.

Braver and Gunner Balance Changes

This has been something a lot of players seem to have been anticipating, probably Gunners more than anything given how they were treated in Episode 3.



  • Katanas will be stronger as the Gear Gauge increases.
  • Rapid Fire will no longer have that “wind up” time. This is a really good change in my opinion, that wind-up made no fucking sense.
  • Skill point requirements relaxes for Katana Combat and Rapid Shoot. This should make builds that take both weapons more viable at least.
  • Some Katana and Bullet Bow PAs will be buffed.


  • Increase the rate at which High Time accumulates power. Yay?
  • S-roll speed increased for the first and second parts. I’m not sure this is an improvement, it entirely depends on how the i-frames are affected I guess.
  • Buffs to nearly all of the Twin Machinegun PAs. Probably what Gunner needed most out of these to be honest.

Braver’s changes are more interesting overall than Gunner’s, which I have to say sound a little weak. It adds little incentive to play as a Gunner main and does almost nothing to encourage using it as a subclass. Though I guess to be fair, potentially nether does Braver’s changes in that respect.

This re-balance is set to arrive mid-October.

Dress Up!

Fairy Tail Collaboration

I like Fairy Tail and even I don’t care about this. Moving on.

New Costumes and Nostalgia

Well most are new, we’ve got the Halloween costumes and some ninja costumes coming up.


Halloween costumes are set to arrive mid-October.


Ninja and oriental themed costumes are set to arrive late October.

I actually quite like the ninja outfits, it’s somewhat unusual for their style. Notably, we also seem to be set to get two uniforms that were previously regional exclusives.

Those regional exclusives do make me wonder what the NA/EU ones might have turned out to be if they had followed through with that localisation…

They’re also continuing their PSO nostalgia series of costumes, this time finishing off the selection of Casts.


Perhaps a little more surprisingly, there will be item codes for Rico and Flowen stuff. This includes costumes, accessories and hairstyles. Attendees of the Sympathy 2015 concert in Japan will receive item codes for all of these.

More Anime Collabs

Other collabs coming up include another with 7th Dragon III, Aria the Scarlet Ammo Double AA (what?), The Legend of Heroes: Sen no Kiseki II,  and even Disgaea 5. This game is anime collaborations featuring PSO2 at this point…

Double and Profound Darkness

Much like the previous Dark Falz raid Emergency Quests, this will be a two parter. Unlike previous ones however, Dark Falz is the first part and the Profound Darkness is the second. Makes sense in terms of hierarchy I guess.


Double and the Profound Darkness’s quest is apparently a “once per account” affair, where the fight will get easier as time progresses. Once Double has been defeated, you move straight on to the Profound Darkness.

It seems that both Dark Falz Double and the Profound Darkness both may have countermeasures against Weakbullet. Double’s comes in the form of a “jammer”, no real details on how that works and the Profound Darkness apparently will punish players who use it. Again, no real details. This could use some clarity.

The theme for the Profound Darkness appears to be a straight up remix of its theme “Ooze” from Phantasy Star 4.

Get ready to wrestle this dynamic duo late October. This will seemingly arrive close to if not at the same time as the release of the final chaper of Episode 3’s story.

Dark Falz Apprentice – Mining Base Defense 4

It took what felt like an age but she’s finally gotten her full body back. Bad news for you is you’re her first target (you ought to be used to this from the Falzes by now though).

As predicted, she is a part of the fourth Mining Base Defense quest, though whether she’s part of the one quest or if she’s a separate part in a quest series I don’t know.


Unlike the previous Mining Base quests, this one is set underground. The Darkers are bringing their entire arsenal that they deployed in other quests up til now, with the addition of Dark Falz Dourumble and Angel. In fact, aside Persona the entire Dark Falz family has come out for this one. Additionally, as seen above, the Darkers have learned to imitate even the AIS. These corrupted AIS have all the same abilities as the player ones do, including the photon cannon.

Apprentice’s trailer theme is a remix of IDOLA The Strange Fruits from PSO Episode 3. 

It looks like it’ll be fun, I just worry about the players going into it. If it’s too difficult for people, it’s just going to lead to chain-abandoning and people getting left out. At the very least, I can’t wait to be frustrated by people who are either inadequately geared for Extra Hard or simply don’t know how to play leading to catastrophic failures. Hey, at least those failures are set to look amazing if the trailer is anything to go by!

The queen of the bugs is set to grace our servers some time in December.

Weapon Exchanges

12* Exchanges


Zieg has had additional 12*s added to his Client Orders, to cover a few Falz weapons not previously covered for whatever reason.

The weapons include:

  • Serpent Grigoros (Live Radle, Live Spat, Live Rias)
  • God Hand (Live Dogaut, Live Fanger, Live Pyrus),
  • Celestial Laser (Live Zect, Live Slidawn, Live Trina)

Invader and Austere

A new selection of 13* weaponry is to arrive in a new exchange shop also hosted by Zieg. This will require a large selection of items, possibly meant as a way to encourage people to play a wider variety of the game’s content as the wait for Episode 4 to begin has started.

These new weapons will arrive late October.

This exchange comes in two parts; the Invader series and the Austere series. Austere is an upgrade to the Invader series.


The Invader weapons require 100 Caligula stones and 100 Excubes. As we don’t know how many Caligula stones are rewarded for clearing the Profound Darkness Emergency Quest it’s impossible to say how long it will take to get these weapons.


Austere weapons on the other hand require a huge selection of materials.Only the sword is shown so only its materials will be listed.

  • 1 Invader Caliber
  • 100 Caligula Stones
  • 100 Nero Stones
  • 50 Yurlunger Godstones
  • 50 Garel Godstones
  • 5 Heart Key Stones
  • 5 Blood Moon Stones
  • 5 Phantom Night Stones
  • 10 Photon Boosters
  • 300 Excubes

That’s some list. You’ll note that the weapon comes with 30% element as well and you know that what means. You’re going to need two to finish the weapon! So if we include the materials to buy the Invade Calibers necessary, the total comes to:

  • 400 Caligula Stones
  • 200 Nero Stones
  • 100 Yurlunger Godstones
  • 100 Garel Godstones
  • 10 Heart Key Stones
  • 10 Blood Moon Stones
  • 10 Phantom Night Stones
  • 20 Photon Boosters
  • 800 Excubes

Some of these numbers may seem intimidatingly high, but remember we know the approximate acquisition time of most of these materials. This is naturally going to vary based on the parties you find (the Excubes may be 4 Magatsu sessions or 12 depending on your luck with randoms) as well as availability of Extreme Quest passes. Yurlungur and Garel stones both have daily Client Orders to help you obtain those more quickly, so those shouldn’t take terribly long to get.

Arguably the Extreme Quest stones may be the most irritating to get, as a full clear nets you 25 of the 2nd tier stones and you require 30 for a single tier 3 one. This means you’ll need to do 36 full clears (or 12 of each quest) in order to get the stones you need. Of course, this is a worst case scenario as it doesn’t include any of the stones acquired during the quest itself.

If you were starting from scratch and depended on only the daily passes, let’s assume the absolute worst case scenario for these calculations:

  • 1 full clear of a single XQ requires 14 passes.
  • To get 10 of its respective stone, you need to clear it 12 times, totalling 168 passes
  • To get all three required for the weapon, you will need 504 passes total.

That’s only around 1.4 years! Of course Extreme Passes can be obtained in other ways now, plus you get additional passes for clearing the weekly Client Orders associated with them.

So how strong are they? This is also difficult to pin down exactly, but they do appear to be stronger than Ares weapons. Austere Caliber starts at 1244 S-atk. Now, we can take away Power III (30), Vinculum (20) and Mutation I (10) to bring it down to 1184 S-atk (a fair sight stronger than Ares at 1083), but it isn’t known what Darkness Soul contributes to this total. In any case, this means at +10 it can be roughly projected to be around 1657 S-atk, though this total is being calculated off the lowest value we have right now. There is also no information with regard to its potential. This notably puts it on roughly equal footing with the Invader weapon, which is displayed as being 1666 S-atk wth all its affixes. However it may be that Invader weapons don’t have a potential.

Essentially, the Austere weapon series appears to be aimed at people who have been playing most of the game’s content for some time now. Those who are starting fresh may have some difficulty obtaining some of the materials required for these weapons I feel.

That’s all for this broadcast. Seems like Episode 3 will have some sprinklings of interesting content to end on. I’m a bit disappointed that the main focus seems to be on 12-man Emergency Quests but oh well. This hasn’t covered everything there was on the recent long-term schedule, leaving the exact nature of the Extreme Quest update and the new Time Attack Quest a bit of a mystery. We’re also due a new Limited Quest at some point and of course Ultimate Amduscia still hasn’t been mentioned. We’re not done with news about Episode 3 just yet, it seems.

PS4 Version Trailer: Improved Graphics


Fresh from TGS 2015 is a small trailer showing off the game to its future brand-new PS4 audience.

Update: Additional trailer shown last night:

So it seems they changed a few things and it does at least seem like an overall improvement to me, you may not agree. I’m gonna go over a few things but this won’t be a long post because for one I’m not a graphics expert so there are some things I’m not gonna be able to comment on and for another there’s not really a lot to cover anyway.

Gameplay Demo and Details

Below is a 15 minute playthrough of a quest just for TGS to demonstrate the changes to the graphics.

Gonna pop some details that were revealed during the TGS presentation as well:

  • Japan only. I don’t know where people got the idea that a PS4 version meant a US release was imminent but there, just in case you needed it confirmed.
  • Free to download and play.
  • Servers and updates are shared with the PC and PS:Vita versions.
  • Supports PS:Vita Remote Play.
  • Plans for SHARE and Touchpad support
  • Arks Cash may be purchasable from the Playstation Store (in planning, this may not happen)
  • The new graphics will be available on PC under “setting 6” in the options.

This isn’t something entirely alien to some members of the PSO2 playerbase. If you’re unaware, some people like to use tools such as RadeonPro and SweetFX to tweak the graphics of PSO2. Naturally, these mods can’t do anything much about the textures, but they can fuck around with the lighting and shaders. The result is often screenshots with excessive amounts of bloom and lolis that glow like the sun. I guess some people like their women like their lightbulbs; incandescent. I can’t criticize too heavily, I’ve also changed some settings in SweetFX enhance the visuals so to speak. I feel my settings are kind of marginal though, I’m not a fan of the look some players go for but that’s not really what we’re talking about in this post. Point is messing with the shaders is a pretty easy-ish way to drastically alter the look of the game.

So yeah, the first thing any veteran PSO2 player should notice from the trailer is that they’ve clearly done something to the shaders. Things are much more strongly lit. What’s more, it seems like some of the textures may have been changed and the normal maps on the environments are much more pronounced than they are currently (if they even exist at all right now).

Comparison Shots

Words are fine and all, but let’s compare screen-shots from my game to any shots we can from the trailer and elsewhere.

Evidently the colours are more vibrant and the grass has a greater sense of detail to it. The walls also have a texture to them, though whether that’s an improvement or not is going to be up to the individual. The area also appears to have more depth to it, with objects further away having the appropriate blue tint to it along with some desaturation.

The rest of this post will have additional comparisons, but this is likely the only fair comparison that can be made at the moment. The rest are screenshots taken from the trailer earlier in this post, which is compressed video so certain details can’t be appreciated.

You can see that the brightness is considerably higher on the PS4 version. The water texture also seems like it might be higher quality.

The glare on Tranmizer seems a little excessive here, but it does highlight its details quite nicely. The textures seem to be about the same quality, however.

Additional Shots – Post TGS Stream

Adding them here rather than making a new post.


The HUcaseal in her slightly higher res glory. The character does seem to look a bit nicer. The ground also seems to have higher quality textures applied to it as well as the addition of bump-maps.

Notably the environment textures seem to be the same resolution here, but they may not have gotten around to this area yet. The main focus of this image is the sword’s photon blade effect, which is visibly glowing more on the PS4 image. This one is a bit of a wierd point for me, because really I never got why these weapons didn’t glow in the first place. Afterall, they did in Phantasy Star Universe, so that they couldn’t do a similar effect in a more advanced graphics engine is something I always found a little curious.

Tundra is both really bright and really blue…


Overall, the colours seem to be set to become more vivid, more saturated and a whole lot brighter in general. Possibly too bright in places. The textures might be better quality or they might not be, there’s not really enough to compare yet to say for sure. It seems environments have gained normal maps and interact with lighting more strongly. Details on the enemies seem to be better defined than in the current engine, likely just an effect of the improved shaders. Like I said, I’m not a graphics expert, so some of this I’m not too certain about.

What I can say is I’m not terribly surprised that the poly-count doesn’t seem to have improved any. That would be a considerably more daunting task to undertake than to address texture and shader problems, as changing the models would also mean re-rigging, re-doing UVs and probably other stuff I’m not aware of for every single model in the game. As someone who has frequently dug into the game’s files I can assure you there are way too many models they’d need to do this for to be done within a reasonable amount of time. If they really are upgrading textures, that’s already a tough job. I’ve experienced how half-assed “HD Texture Packs” look in games like Oblivion, Skyrim or Fallout 3/New Vegas. Anyone can take a texture and quadruple its resolution, it’ll still look like shit if it isn’t done properly.

While this is fine and dandy for the PS4 version, what are the odds that these changes will make it to the PC version? Fairly decent I feel, as the trailer is using the new PSO2 logo intended for Episode 4. As such, I expect that these graphics changes will be arriving on the PC with the Episode 4 update, whenever it decides to show itself. Hopefully, the graphics options will allow players to stick with something more akin to what we have now should people prefer the current look. Update: It was confirmed during the TGS stream that these graphics will be arriving on PC as well, under “setting 6”. This means that these new effects are entirely optional.

All of this is currently a work in progress, apparently. Frankly, while a graphics face-lift is appreciated I’m much more concerned about improvements to the game outside of this. Things like alterations to the item upgrade system, questing system, client orders and currency items/inventory as well as business model changes would be far more interesting to me than this.

We may learn more about this during the next live broadcast set to take place on the 20th of September (12:40-13:50 JST).

Challenge Quest 2 and Other Update Stuff


This update saw the arrival of a new Challenge Quest, new Levelup Quest and a few other new things that I’ll be going over in this post. I won’t cover the scratch, that’s Bumped’s deal and they always do a great job for that.

Mission: Decision

The first thing to note is that you can’t access the 2nd Challenge Shop at all until you’ve cleared Mission 3 of Decision. Don’t worry, this isn’t a particularly difficult task so you should be able to access the shop fairly quickly.

Unlike Start, Decision is only 5 missions long. It also gives out a mere 2500 miles for completing it, assuming your party opts for VR capsules instead of Mile crystals. Decision’s main gimmick is like the name suggests, a decision as to which resource to take. Seemingly, the true challenge of the quest will be clearing without taking any of the optional VR capsules at all, with the possible exception of the one at the end of mission 4.

So how is the quest? In some ways easier in other ways kind of more frustrating if you ask me. It’s easier in the sense that it requires less coordination than Mission: Start, but it’s more difficult in that not being able to communicate with other players may deny you some builds entirely. Drop rates for consumables seems to be worse than in Start, and weapon drops are nonexistent outside of boxes which seem to love giving me Assault Rifles and Gunslashes. The first two boxes are at least guaranteed to give you a weapon and two random PAs, but you might not get a PA you can use which may lock you into using normal attacks for the first two missions unless you can ask for a disc. In terms of overall difficulty, the community reaction is that it’s too easy which they might be correct about. That said, I feel the fact that we’re used to what challenge mode requires of us may have contributed to how easily people are handling this one.

I have a horrible feeling that this quest is going to end up more irritating to do pick-up group runs of than Start is, because players may have severe differences down the line as to when to pick up miles or when to go for VR capsules. That said, I feel like Mission: Start was a clusterfuck of different strategies until the community seemed to nail down a particular strategy so maybe I’ll turn out to be wrong. The same will probably happen for this one.

As more information is discovered about this quest, I may make a separate post detailing some potential tactics but for now it’d be irresponsible to do so.

Level Up Quest

It’s the Darkernest mission from Maximum Attack! Just in case you missed having Nyau screaming in your ears every 5 minutes.

Again, not really sure of the point of this quest when we have Advance Quests in the state they are, but this could be a way to complete some Client Orders or upcoming Bingo Orders. It will be a decent way to farm for Nyau’s fever affixes at least, but those are relatively valueless anyway nowadays.

Badge Exchange Shop


Xie’s weapon shop is still here, sortof. It’s moved to the badge counter, so you can still spend badges on weapon camos and the Yozakura series weapons. The consumables are all gone, however.

Ideal Units

So now we can get them, are they any good? The answer is, “ish”. They’re inferior to Saiki, but Saiki units are currently considered the best units in the game. The main reason for this is unit crafting makes nearly all units equivalent in terms of stats and hidden bonus stats. It effectively gives every unit in the game 100 HP or 10 PP along with various resistances, which leaves set bonuses as the only differentiating factor. Therefore, unless the unit’s passive bonuses can best crafting their set bonus really is all that matters and right now Saiki provides the best one.

Native Stats:

  • 206 S-def, 202 R-def, 202 T-def at +0
  • 288 S-def, 282 R-def and 282 T-def at +10
  • Rear Unit: +100 HP
  • Arm Unit: +10 PP
  • Leg Unit: +100 HP

So essentially equivalent to crafted units in terms of bonus stats, but a little weaker than crafted in terms of base stats even at the typical Ex8 that people tend to go for. It is stronger than Ex3 but not by much. Ultimately its going to be a preference thing, but a lot of players tend to craft for extra PP instead of HP, rendering 2 of the units needing to be crafted for those players if they were to use these units at all.

Set Bonus:

We knew about this already but for the sake of information:

  • Leg and Rear: +50 HP, +5 PP, +75 all attack, +40 Dex, +80 Rdef and Tdef, +2 Ice, Wind and Dark resist.
  • Weapon and Arm: +8 PP, +75 all attack, +40 Dex, +80 Sdef, +4 Fire, Lightning and Light resist
  • Total (excluding elements): 50HP, 13PP, 150 all attack, 80 Dex, 80 all defense.

Compared to Saiki, which gives:

  • 25PP, 60 all attack, 80 Dex

At first glance this may appear less impressive, but it’s that 12 additional PP plus the fact you can use any weapon with this set which is what makes it so desirable. That said, for bossing the complete Ideal set would likely edge out in terms of power, but only if an Ideal weapon is the best choice for your class combination.

The sketchy side of this is you will need to re-affix your Ideal units to get the most out of them. This presents a major barrier for a lot of people, given that it’s expensive to affix units so it may be hard to justify the cost for such a niche set.

For example, let’s compare my using an Ideal sword with my current Saiki set with the same and an Ideal set. Overall, I would gain 90 S-atk for using the Ideal set while losing 12PP. Given matching the affixes I have would cost me something near 10 million meseta per unit, I’m not really sure that 90 extra attack against bosses is worth it.


With the release of Photon Boosters, a bunch of weapons gained new potentials. Some of these potentials are absurdly powerful while others leave something to be desired. This section will list all of the known ones with their weapons. It’ll be updated as new information is gathered.

Notes: Photon boosters are required in varying amounts depending on the level of the Potential you’re about to unlock (3 for Lv1, 4 for Lv2 and 5 for Lv3). They cost 3500 miles each and you’ll need 12 to max your weapon. Seeking confirmation for this.

  • Psycho Wand: Boost tech damage by 10%/12%/15% and reduce PP consumption for techs by 10%/12%/15%
  • Blitz Fender: Boost critical rate and critical hit damage.
  • Lavis Blades: Boost frontal damage during Brave Stance by 12%/20%/23%
  • Sange and Yasha: Recover 0.4%/0.6%/1% of damage dealt as HP to a maximum of 30 HP per attack.
  • Ely Sion (Sword): Boost HP Recovery by 20%/25%/30%, boost attack PP recovery by 30%/45%/60% and boost damage by 10%/12%/15%
  • Magical Piece: Boost Compound Technique gauge fill rate by 50%/ 60%/70%.
  • Yasminkov7000V: Boost shooting damage while moving by 25%/ 27%/30%.
  • Red Weapons: Boosted damage if this weapon is crafted by 14%/15%/16%

Still seeking confirmation for a few things in this post. Let me know if there’s anything wrong.

End of Episode 3: Thoughts on The 34th Broadcast


The 34th live broadcast just ended on a somewhat limp note it has to be said. Overall, given that it was allegedly meant to be the host of some major news I feel the show was kind of disappointing for it. They did however reveal some things, so I’ll discuss some of those and maybe look at some of the things they didn’t announce with relation to things found in the data. Not gonna cover all of it though, because no one cares about the collabs.

A summary re-cap can be found on Bumped here.

Ultimate Changes: Giving You a Reason to Run Naberius Again 

Yes, Ultimate Naberius will become relevant once more. How will this be achieved? By adding yet another currency of course as well as adding in a few more 12* weapons. On top of this, they’ll be adding Hans and Franka orders akin to the ones that already exist for Kuron. These will reward you with Yurlunger stones from Lilipa as well as the new “Garrel” stones that will be obtainable from Ultimate Naberius required for the new 13* “Nemesis” series of weapons.

Skip to 2:00 to get to the Ultimate stuff.

This is a welcome-ish change. I’ve said before that it was a daft decision to leave Ultimate Naberius in the dust like they did with both the Ultimate Lilipa and Free-Field Kuron updates. That said, I fear for my inventory space if they continue to add all these currencies to solve the problem. This is also an age-old complaint of mine, one they have not only not addressed but continue to make worse.



This road-map covers Autumn and early Winter it appears.

For this Autumn we’ve got:

  • New Story Quest
  • New Dark Falz
  • New 12 Person Boss Battle
  • New Anime Collaboration Scratch
  • Limited Quest

Somewhat confusingly they list the new Dark Falz and 12-person boss battle as separate items. I’d figure they’d be related, given there’s nothing else in the data to suggest a new raidboss that isn’t a Falz. This could be referring to Dark Falz Abyss and the 12-man is Dark Falz Double seeing as technically Double isn’t a new Dark Falz. But then, Dark Falz Abyss could well be the Profound Darkness (or a simulacrum) which also isn’t a Dark Falz! A might confusing.

For the Winter we’ve got:

  • New Video Game Collaboration Scratch
  • New Time Attack Quest
  • New Mining Base Defense
  • Extreme Quest Expansion
  • A new legend..

Mining Base Defense 4 has been known about for some time. It’s possible that this is where Dark Falz Apprentice may make her full form known, as she’s finally gained a full form in the client’s data. It’s also nice to see that Extreme Quests will get some attention again, as they’re among my favorite quests in the game. While I feel like it’s likely to get the Extra Hard treatment that Advance Quests got a while back, there has been nothing said about it so far, I’m expecting either additional floors with Lv80 enemies or an entire new Extreme Quest that includes Harukotan enemies. Good chance that Ultimate enemies might well sneak their way into the quests, though perhaps not as I’ll elaborate in this next bit…

Things Not Said.

No mention of Ultimate Amduscia. The data-miners have known about the area for a long time now, we know it’s coming but it’s seemingly mentioned nowhere on the road-map. This could put the addition of the quest after the Extreme Quest expansion and thusly some time in early 2016. All we know is that they’re counted as “Episode 3” enemies, so they ought to be out before the expansion at least, but who knows. So while Ultimate Naberius and Lilipa enemies could sneak their way into the first two Extreme Quests, the second may be missing its Ultimate Dragonkin equivalents. Likewise, the third quest would be lacking any Ultimate bird Darkers or Oceanids, if an Ultimate Vopar is ever to be an area anyway.

There was also no mention of Dark Falz: Apprentice. Or at least so it would appear. Curious given how big a deal Apprentice finally having a form should be, but then again mentioning her at all could spoil the contents of the quest.

There was also no mention of the Episode 4 content, though that’s somewhat understandable.

End of Episode 3


Like the blog title suggests, Episode 3 is indeed drawing to a close. Following that will of course be Episode 4, entitled “Reborn” for now. That’s essentially all that has been announced for it, aside that the logo is the same as the one used in the upcoming PSO2 anime. Trailer for the end of Episode 3 below:

So yeah, that’ll be the Dark Falz Abyss model extracted a while back. It also seems that the next Story Quest will be set on Corrupted Naberius, possibly confirming the link between the Profound Darkness and those areas. I mean that and the rough similarity in appearance between Abyss and Anga Fundarge anyway!

As a side note, I’m getting increasingly irritated at their insistence of showing the trailer characters constantly dying in all their trailers. It does less to make the content seem more intimidating and does more to just annoy, I feel. Especially as most of them seem like they’re deliberately walking into certain doom just for the trailer footage.

So with Episode 4 officially announced for 2016, what do we know about it so far? Nearly fuck all! The only real snippets in the client are references to a “phantom” series of enemies, which are specifically noted as Episode 4 enemies. With enemies like “Phantom Rex”, “Phantom Man Assault”, “Phantom Man Gun” and “Phantom Heli” you might be forgiven for thinking it’s a bizarre Metal Gear Solid crossover. Unfortunately, it’s no longer possible to ascertain if a new planet is coming. As mere speculation, they could be a new Darker Type, a new form of corrupted ARKS or something entirely unrelated.

PSO2 on the PS4

Yo, remember when they said that a console version wasn’t gonna happen? Well I guess that went out the window! To be fair, it was already out of the window when they released the PS:Vita version of the game. Do I really care? No, though the only real concern is similar to the concerns they had before; where developing and managing the game for multiple platforms may make things more difficult for them. Perhaps the relative success of the game since has granted them the resources to cope now, who knows.

PS4 players will be welcomed to the world of PSO2 some time in 2016. It will be playable at this year’s Tokyo Game Show.

And yes, still no word on an NA/EU release. Did you really expect it?

Class Cap Bonuses and Mission: Decision


The official page for the next series of updates is up here. This post is just gonna share information on the class cap bonuses and anything else I deem interesting.

For the unaware, getting a class to lv75 will make all characters on your account eligable for these bonuses. You won’t have to cap every class on all of your characters.

The bonuses are as follows:

  • Hunter – +50 HP, +15 R-atk, +40 S-def
  • Ranger – +20 R-atk, +15 T-atk, +40 R-def
  • Force –  +15 R-atk, +20 T-atk, +40 T-def
  • Fighter – +2 PP, +50 S-atk, +15 T-atk, +10 T-def
  • Gunner – +2 PP, +15 S-atk, +50 R-atk, +10 S-def
  • Techer –  +2 PP, +15 S-atk, +50 T-atk, +10 R-def
  • Braver – +2 PP, +20 S-atk, +20 R-atk, +30 Dex
  • Bouncer –  +2 PP, +20 S-atk, +20 T-atk, +30 Dex

Totals for all classes capped on at least one character:

+50 HP, +10PP, +120 S-atk, +120 R-atk, +120 T-atk, +60 Dex, +50 S-def, +50 R-def, +50 T-def

Roughly the stats you might get from a selection of good all-round affixes on units. It’s not a bad boost overall. In order to claim your stat boost, you will need to collect it from the title counter upon reaching level 75. This rules out the danger of these bonuses stacking (as in getting multiple characters to say, lv75 Braver to stack the bonuses).

Challenge Quest: Mission: DECISION 

The next challenge quest is set to arrive on the 26th of August and will feature Tundra, Tunnels and Skyscape areas, this was already known so there’s no need to go into detail here. What’s more interesting to me is how they’ve decided to handle a poential flaw in having multiple Challenge Quests.

Challenge Quests are best run by organised groups, but most people don’t have this option. Most of us are gonna have to run with randoms, and randoms will typically refuse to even attempt the quest if there are less than 12 people there. So having multiple Challenge Quests would be an issue, as it’d split the player-base and in theory make it more difficult to start the run you’d like to do. This is just my theory-crafting of course, there are other reasons this could be problematic; such as one quest being easier than the other causing the more difficult one to become a ghost town as everyone takes the path of least resistance.

Anyway their solution is to seemingly alternate a boost between the two quests on a weekly basis. The boosted quest will pay out more Miles, giving incentive to people to run it. Is this a good solution? It’ll probably prevent the player-base being split up at least.

Mission: Decision will be boosted between 26th Aug to 1st Sep.

Mission: Start will be boosted between 2nd Sep to 8th Sep.

These could of course be one offs or just done every so often.

Mission: Decision is incidentally not necessarily the name the patch team will go with. If they choose a different name I’ll edit this post to reflect it.

PSO2 News: The Gathering 6th Aug


With yesterday’s update, we could finally journey freely into the lands of Kuron. Bunch of other things have arrived too, some of which I have mixed opinions about so hey let’s have a look at some of them. Odd tidbits of information came out elsewhere so let’s gather some of those up too because why not.



I do like this field’s aesthetic quite a bit, it’s certainly got a distinct colour theme to it and a few of the map pieces are quite interesting looking. It has both indoor and outdoor areas, with architecture in various states of disrepair with a natural cloud-top mountainous backdrop.

Hit the right head and make me scream!

Hit the right head and make it scream!

The enemies that wander Kuron are certainly a varied bunch, from ghosts to clown cars. The centaur enemies also boast their own e-trials, with various (if simple) mechanics attached to them. The doll-house “Orota Biketta” is itself a mini-game of sorts, where you have to hit the correct head in order to have an available weakspot. Get the wrong head three times and it’ll enrage.

Oh and everything screams. EVERYTHING.

Overall however it still suffers from the same issues some other maps do; the enemies are too sparse for the size of the area. It’s quite spacious, so it’s incredibly noticeable if you’re running the field by yourself, as you have these massive areas populated by about 2 or 3 enemies…

Unique Qualities

Well, beyond enemy types which are often unique enough for every field there are some truly unique things about Kuron, at least for now. For one, it’s the only field in the game with a permanent Extra Hard difficulty attached to it.

Presumably, this was to support the next unique thing about the field; it is the only non-Ultimate field to give a currency. You are rewarded with 2 Chandra stones for clearing Extra Hard with an S-rank as well as a chance of obtaining one by clearing e-trials. Hans also offers two daily orders which can grant you 6 Chandra stones per day per character, assuming your alts can handle Lv70 Kuronites. This currency can be spent on a selection of 12* and 13* weaponry, making it the only area where you can earn items over time.


It’s also the only Free Field in which you’re forced to get 500 quest points before you’re granted access to the boss. This I guess is to mete out the quest currency at a relatively controlled pace. Related, it’s the only field where you can opt to never fight the boss at all if you want, as getting 1000 points clears the quest.

Finally, and something I feel somewhat strongly about, it’s the only field in which you’re allowed to go back to the campship and re-engage the boss where you left off should you die to it, even if you’re solo. This is for me, quite irritating as it’s one of those things that I always felt was un-necessarily punishing for solo players. While I’m happy they finally broke their own stupid rule on this, I wonder why this hasn’t been applied to the other fields and boss areas? It perhaps makes sense for some bosses (especially Advance Quests, where after all it is a risk that you need to consider), but given the fact you’re solo means you’re already having a harder fight and that your rank will go down if you return to the campship upon death, why was there any need to then tack on additional punishment by making them go back to the beginning of the stage?

In general, some of these unique qualities I have mixed feelings about. I love that you can actually work towards something and not depend entirely on random numbers, but I don’t love that this is yet another currency eating yet more of my inventory up. This is also why I’d be mixed about them retroactively adding these to the other fields, as while it would curb some of the RNG and make progression a thing, that’d be 13 more inventory spots eaten up by yet more currencies. If they’re going to do this, I feel the developers should seriously consider adding a currency storage of some kind.

Codotta Idetta

Opens up by donning its armor assembled from various toys and then screams at you. Because this is Kuron, you have to scream.

An interesting boss, but not at all a difficult one. Just break its limbs and while it’s down just kill it. If your gear is remotely up to scratch you should one-cycle this boss, even on Extra Hard.

Guar Zigmorde


The first yokai boss in the game (the other being a miniboss). How is she? Aggressive would be my choice of word. Low-hp characters may find her attacks difficult to dodge with how frequent they are, however she’s overall not that difficult a boss. She does frequently use a stunning attack and when she’s in phase 2 she can inflict injury with a number of her attacks as well as stun, so those depending on Massive Hunter might want to be wary. The frequency of her attacks can cause injury to stack dangerously high surprisingly quickly.

You can break her tails and her mirror. Breaking the tails reduces the number of projectiles she fires (though her tail projectiles aren’t usually a threat anyway) and breaking the mirror will expose a weak-spot.

The primary mechanic teased about her when Kuron was being discussed before was her curse of death. She will perform a pulling area-of-effect that will end with a pulse. If any player is hit with this pulse, they’ll have a blue orb floating above their head. I believe after a certain period has passed this orb will turn purple, making you eligible for execution. When she does this, any players eligible will be instantly incapacitated. This sounds threatening but in practice it really isn’t, as all you need to do is break her glowing thorax when anyone is cursed. This will break the curse and it has very low HP, even on Extra Hard, so this mechanic shouldn’t be a threat…ever. Her fast-stacking Injury de-buff is far more threatening in my opinion.

What’s fun is the curse of death is currently disabled on the boss because apparently it was causing people to disconnect from blocks. I don’t even know how they managed this fuckup, this is possibly as funny as the old “chairs cause lag” issue from way back…

Weapons of Kuron

Here I’ll go over the exchange weapons added with Kuron and purchasable with Chandra stones. Are they any good? Judge for yourself:

The 12*s:

  • Sword [イクサコウシャ]: 15%/17%?/20%? increased damage for attacks activated with a just-counter.
  • Daggers [センノシュウハ]: Potential currently unknown.
  • Double Saber [ イダテン]: 6%/8%/10% bonus damage for attacking while mid-air.
  • Bullet Bow [ハマノゲンシ] – Chase Arrow PP consumption reduced by 35%/50%/65%
  • Wand  [メイセン] – 17%/19%/21% bonus damage to enemies inflicted with status effects
  • Jet Boots [ハクジレンセイ] – 10%/15%/20% bonus damage and ?/?/150% PP recovery when striking breakable points.

The 13*s:

  • Knuckles: [グリダフヘクス] – Reduce PP consumption from PAs and Techs by 20/25/30% but reduces damage by 5%
  • Katana: [ベクスダグーナ] – Reduce PP consumption from PAs and Techs by 20/25/30% but reduces damage by 5%
  • Gunslash: [スカルシュクター,] – Weakpoint Damage increased by 7/?/?%
  • Rifle: [スカルソーサラー] – Weakpoint Damage increased by 7/?/?%
  • Twin Machinegun: [スカルフェジサー] – Weakpoint Damage increased by 7/?/?%
  • Talis: [ベクリュサバーカ] – Reduce PP consumption from PAs and Techs by 20/25/30% but reduces damage by 5%

No Partizans, Wired Lances, Launchers, Rods or Dual Blades. They made sure to add yet another Katana though! That said, it appears no class was entirely left out this time.

In terms of attack stats, the 13*s typically seem to sit at stronger than Ares (just) and are slightly weaker than Slave weapons. That said, Ares Weapons are still better than most of them in terms of damage, in part thanks to latents. Rifle and Twin Machinegun might be stronger against weak points, not sure.

Note that 12* weapons come with 20% element and cost 80 Chandra stones, meaning you’ll need 240 to 50% one (at worst). 13* weapons cost 200 Chandra stones and come with 15% element, meaning you’ll need 800 Chandra stones at worst to 60% one. Notably, all of these weapons can drop in the quest. So it’s the “get lucky or get one eventually anyway” approach which I’m quite in support of.

Ideal Units

G-heaven posted up the Ideal Set bonus stats here. Re-posting the numbers below:

Set Bonus:

  • Leg and Rear: +50 HP, +5 PP, +75 all attack, +40 Dex, +80 Rdef and Tdef, +2 Ice, Wind and Dark resist.
  • Weapon and Arm: +8 PP, +75 all attack, +40 Dex, +80 Sdef, +4 Fire, Lightning and Light resist
  • Total (excluding elements): 50HP, 13PP, 150 all attack, 80 Dex, 80 all defense.
  • Unfortunately, the element icons are too blurry to tell total elements. Thanks to a video uploaded just today, it seems the units come with 5% ice, 5% fire and… 5% ice. I don’t know if those are inherent or if the units come with any element resist affixes though.

Each unit costs 20,000 miles, for a total of 60,000 for all armor, 240,000 for a weapon and 600,000 for all units and a maxed element weapon.

So a total of 150 all attack. Not bad, but the loss in PP has made the set rather unattractive for those already in possession of a Saiki set. The only remaining unknown factor is what stats each unit provides (not even element or the displayed Sdef really, as those could be affixes) That said, it doesn’t appear to be a bad armour set either and those who use Ideal weapons should certainly consider it, though affixing is afterall expensive and this set is only at its best with Ideal Weapons, which themselves are only good for killing bosses. It’s a niche set, so those not willing to spend the Meseta may want to pass these units by.

Level Up Quests

A new-ish feature. Truthfully, all these are are re-labelled Limited Quests but with a permanent +50% exp boost applied to them. Like Limited Quests they’re only going to be around for a limited time, but their primary intention is to help with levelling from 1 to 70.

So are they any good at this? Not when compared to other options, no. It could be an alright way to level up from 1-45, but beyond level 45 it’s likely better to just run Advance Quests. Since the entry requirement to Advance Quests is minimal, the permanent 100% exp boost is pretty much always available to you, so in light of this why would anyone run the Level Up Quest from 45 onwards? I mean with Advance Quests you can even work towards 12* weapons, as if the superior EXP wasn’t enough.

For that matter, new players are likely going to be carried to level 30 or so just by unlocking areas. It’s been a while since I ran a new character, so I don’t know the exact level you might end up at, but regardless this makes the actually useful window for the Level Up quest ever smaller…

PSO2 Anime

In case you forgot that was a thing (I know I did), looks like we got a promo image of the anime land some details about the staff involved located here at Crunchyroll. Reposting below cause that host seems to load slow as hell for me.


Guess this confirms the idea that it’s set on earth. Beyond that, still very little is know about the animation and is frankly likely to stay that way until it’s out. What a painful wait it will be.

34th Broadcast

Finally, the 34th broadcast is coming up. It’s on Nico which is a shithole of a website, but you should be able to find re-streams on the day. Of note, we seem to be getting a schedule detailing a series of “Large Updates” over a period of six months and there’s going to be a “major announcement” regarding the story. We’re also going to get a preview of the content for this fall.

The broadcast is set to happen on the 16th of August.

That’s all for this post! Maybe I should consider splitting these up in future… As always, give me a poke if there’s anything wrong in this post or if you have additional information.