42nd Broadcast Thoughts

Claris_Permanent_Kisama

I’m a little salty! I’m not ashamed to admit that. With that in mind, I’m going to go over some thoughts on some of the things they announced today.

As always, a complete list without wordy opinions can be found on Bumped here. I’m just here for a rant mostly.

Summary

To briefly summarize what’s coming up;

  • Limited Quest set in Sanctum and event in June
  • New story stuff
  • Some new PA customizations (!)
  • Stuff about Es but no one cares about PSO2Es
  • A bunch of new costumes, some new but mostly collaborations and Anime crossovers (collabs from FF14 and Sakura Wars)

That’s kinda it really. They didn’t show off a whole lot of actually new stuff.

Trailers:

 

Stargem Shop and Scratch

This is the source of most of the salt I’ve got and most of the salt I’ve seen from the general community. The star gem shop displays a random selection of items at random prices. I’m not sure how often the items are re-shuffled, but it seems you only get 3 items at any given time. It also seems to re-roll the one item you bought, so you can’t just endlessly buy the same item for the same price.

Items so far include:

  • Triboost 100%
  • Mining Base Defense Trigger
  • Magatsu Trigger?
  • All-Candy Remover
  • Multiple of any of the above?

As the prices are randomized, there’s not much point listing them.

So yeah, they’re adding the ability to essentially buy your way into Emergency Quests, effectively turning them into Guardians Cash quests from PSU in a sense. This probably isn’t that big a deal, but for me it sets a worrying precedent when people can directly buy additional goes at lucrative Emergency Quests.

The_salt_factory

Scratch

The Dark Falz outfits are finally being added to the game! But they’re also locked behind the Star Gem grind as part of the Star Gem scratch. This probably caused me the most salt given I was waiting for these outfits to come out and now I’m not sure I can even reliably get them.

But PSO2Blog, you silly sausage, most outfits are part of a random pool of items you have to pay real money to have a go at. Why is this any different? Well, I will tell you!

The biggest problem is they’re untradable. That’s right, they’re account locked. This means that unlike with Arks Scratch Gold or whatever, if you get something you don’t want you can’t sell it off to someone who may want it! This sucks for everyone, because the people willing to pay don’t get to make any Meseta and the people not willing to pay  more than the Premium subscription fee are going to have a significantly harder time getting the outfits they want.

The rest is sort of a compound issue. First, unless you’re willing to spend cash beyond a premium subscription you will be acquiring Stat Gems very slowly. You’ll be getting them faster than you are now at least, as they’ll be changing the login stamp system to include a 5-Stargem ticket every 5 days. This means effectively you’ll be getting 2 per day if premium or 1 per day if freemium. Given it then costs 80 Stargems per attempt, combined with the fact you’re much more likely to get something you don’t want it’s a pretty shit deal.That’s like, one roll every 80 days for freemium and 40 days for premium players, worst case. That’s just to have a try, mind. Remember, it’s random what you get!

Now, we don’t actually know what the odds are for getting the outfits. It’s hard to tell as we don’t know the complete list of items the scratch will include, just that four of them will be outfits. Accessories will presumably be in judging by the fact that Persona’s mark isn’t forced on and there’s a chance that it may include other tickets like makeup or hair.

Ultimately, if you don’t want the Dark Falz outfits anyway you haven’t lost anything, but this situation is a real kick in the teeth for those who have been waiting for them to be released for some time.

I remember when they said that Star Gems would be restricted to stamina bars and things. Either I made that up or they sure turned on that quick…

 

Web Event

We’re going to the Sanctum this time! To fight all the dragons, or well most of the dragons. Also featuring Banthers because why not. This limited quest is the main focus of this years PSO2 anniversary and is your typical “run around until you max out the quest points” affair, with presumably the recent trend of ending the quest with some big encounter (which this time seems to be Goron Zoran plus another boss).

WebEventQuest

Seems like your general Web Event, complete with limited time Xie orders and Bingo cards. The main difference is this time we’ll also have the winners of the Weapon General Election as supposedly all-class 13*s. There is a rumour however that these weapons are incredibly weak (weaker even than Xie’s weapons), though I’m finding it difficult to find a source. They may still potentially fill in some sub-class weapon gaps (at least while Crafting is falling behind).

 

Boosted Profound Darkness

Double and Profound Darkness will be getting the same treatment that Elder got back in the day it seems. It’s a bit more like Loser’s boosted self for Extra Hard in that the pair of bosses have gained a number of new moves. This will also be lacking the Arks Effect buff present in the current quest.

Seeing as I never got round to posting it, here’s the trailer for it from the 41st broadcast.

While this is cool and all, I feel I need to point out that most of the reason Double and Profound Darkness are so easy in their current form is due to the Arks Effect buff trivializing their attacks. The pair are otherwise the most aggressive and among the hardest hitting bosses in the game. Like if you took the buff away, they’d already be considerably more difficult! I’m sure the additional moves will at least revitalize the quest for some people, though I am concerned that much of the new difficulty may be due to the fact that it’s a sea of particle effects making it difficult to actually mitigate incoming damage. Some attacks also seem like they hit excessively hard, like the chest laser Profound Darkness uses. Seriously, 1800+ damage? Why? Most people are running around with <900HP, even the tankier builds tend to not go over 1500. That level of damage seems excessively high, but it may be what’s required to make the boss remotely challenging to a 12-man MPA. Plus the attack does have a long windup, so it’s probably a lot more fair than the trailer makes it seem. Either way, I look forward to trying it out at least!

This will arrive with a new collection sheet for the “Ray Series” weapons. Not a lot to say about them, other than the fact they seem to have a decent amount of attack power and that I’m not really sure why they felt the need to add a new weapon series for this quest. Ray Sword has 1130 attack on it at +0, which puts it slightly above Seiga Sword and slightly below Sword Revolucio. No details at all on its potential, of course.

 

PA Customizations

THEY_REMEMBERED

They remembered this existed! Don’t panic, I’m sure they’ll forget about it again soon. You can see them in action in the first trailer but I’ll go over them briefly.

Other Cyclone Type Zero

Spin to win, baby! Much like with Twister Fall Zero you can hold the button to spin and spin and spin and spin. What’s more, it doesn’t seem to blow enemies away anymore.

Infinite Fire Type Zero

Remember when Infinite Fire was great? Well I’m not sure if this will bring it back into a usable state as I’m not sure how much additional power it’ll get (the notation shown is 2594% (thanks to this tweet), which is quite a bit higher than its current 1526%) . It does root you in place however, which is pretty risky so it had better be worth it.

Kestral Rampage Type Zero

Consume all your weapon’s Gear Gauge and go fucking apeshit with Dual Blades. It’s nice that they finally got an interesting Photon Art after all this time I guess, though honestly it looks so different to vanilla Kestral Rampage that I’m not sure why they didn’t just make this a new Photon Art. It’s not like Bouncer has too many Photon Arts… That said, it’s nice that they finally got a PA customization at all, though Jet Boots are now somewhat left out.

Type Zero Zonde and Type Zero NaZan

This is an interesting turn up. I did not expect techs to start to receive the same treatment as PA customizations. Zonde ends up being turned into something resembling Sattelite Cannon and NaZan changes into a small amount of damage followed by many small hits as the enemy is trapped in a whirlwind. We’ve seen too little of either tech to make any real assumptions as to what their practical uses are going to be, however.

While these are neat, not sure why it it took so long to have only 6 new customizations added. It still leaves this system dreadfully under-utilized which is a shame, but all the same it’s nice that they added any new ones at all. I wonder how long it will be before they add any more…

 

New Skill Rings

OK, it’s been a while since I posted. My last post was about the skill ring system. Since then, they’ve added 4 Skill Rings and now 2 more are on the horizon. The 4 they added before were AIS Exclusive rings and they were almost completely awful. Now they’re adding two more rings at least, both of which relate to resisting Status Effects.

Now, in my posts about this I voiced concern that their effort would fizzle out on this like it did with PA Customizations. So far, I feel like I’ve been proven pretty correct. The last four rings added literally nothing to the existing classes as they were just for AIS and these new rings will be added without expanding on the gathering system as they use a new event quest exclusive item named “Pure Photon”. Alright, I won’t deny it, my inventory is happy that they’re taking their time adding new gathering items and I’m not really a fan of the gathering system anyway. So my primary concern rests in the lack of new class augmentations that these rings were meant to provide. I mean there’s still nothing for Rangers in the left ring slot!

That said, it’s only been three months. It’s a little soon to be throwing my hands up all “Hah! I knew it was going to go the way of PA Customizations!”. There aren’t any new skill rings on the longterm schedule, but the schedule isn’t actually all-inclusive (as these new rings weren’t on there either). We’ll see! My cynical asshole senses are tingling that’s all.

 

Collaborations

As has been the norm for a long time, the collaborations keep on rolling out. I’m not too fussed mind as Collaborations have produced some genuinely cool outfits and it seems like just about anything fits in PSO2’s setting, so they’re really fairly harmless.

SakuraWars

This time we have Sakura Wars (and also Hagito) and Final Fantasy 14 stuff. Both of which for the most part look generally fantastic, with some great looking weapon camos thrown in for both collabs.

The FF14 selection includes both Miqo’te male and female outfits, as well as the relic outfits and weapons for White Mage, Black Mage, Dark Knight and Pugilist. Not sure on the gender limitations on the last outfits or if they’re Unisex as the trailer didn’t really demonstrate much. Seems like White Mage and Monk are female and Black Mage and Dark Knight male, which is a slight shame as it could have been an opportunity for some cool female armor. That all aside, the FF14 stuff all looks great. They did a fantastic job with this collaboration.

 

Question and Answers

Thanks to twitter user @kami_pepe for re-posting and summarizing the questions and answers during the broadcast I can attempt to post a summary of this section of the broadcast. I am however dependent on Google Translate and Bing so this is really my best interpretation. Let me know if I’m grossly wrong. I won’t re-post anything that gets truly mangled of course.

Q: Why is the post-quest photo-op on the deck of the Yamato after we destroyed it?

A: Cause it’s cool! Also because the photo didn’t fit in the landing craft.

Q: Does breaking the guns on Yamato yield extra drops?

A: No.

Q: What is a summoner’s pet?

A: Artificial life created from Photons. Not to be confused with robots.

Q: What’t the male/female ratio of the development team?

A: About 9:1 male:female.

Q: Are the timelines of PSO2 and the PSO2 Stage Play the same?

A: They’re considered parallel universes.

Q: Will Collection Files come back after they’ve expired?

A: Nope! This will be your only chance to get these weapons via collection files. Once the file expires, it’s gone forever.

I’m tempted to share my thoughts on collection files another time, but suffice to say I’m perplexed by the temporary nature of them. This makes no sense to me, so it’s even more perplexing to hear that they really are a limited-time deal and won’t be available later. 

Q: Is there a plan to add more Ultimate Quests?

A: In the distant future, yes.

Yes there was still no Ultimate Amduscia. Who knows when we’ll see it but this does suggest we will see it at some point at least.

Anyway, this was fun to write. Cheers if you read this far and let me know if I got anything horribly wrong.

 

The Ring System

 

Lisa_in_Tokyo

The Skill-Ring system was one of the things shown during the 38th broadcast and then mildly teased a bit further in the 39th broadcast recently. It seems to be a way to further tweak our characters by augmenting actions and granting access to class skills.

Here I’ll be trying to gather whatever known information there is out there from various sources, including Bumped, Gheaven, analysis of the early March update trailer and wherever else I find information. There’s also going to be some speculation strewn about for good measure. Added some additional notes from this post on PSO-World concerning a newer Gheaven post here. 

Thanks to Mewn and EspioKaos for help with clarifying some details. Thanks also to Agrajag for assistance with obtaining data.

Please let me know if anythings inaccurate or if I’m speculating on stuff that’s been established elsewhere.

Basic Info

Just gonna go over some of the basic stuff here in a kind of sketchy detail.

  • You exchange materials obtained from the gathering system as well as other items and Meseta for rings.
  • You have two ring slots;  a left ring and a right ring. You can only have one of either ring equipped at a time.
  • Left Rings seem to exclusively be action augments of some kind. Things that will alter the way you do things, such as attacking, guarding and even altering class skills
  • Right Rings seem to exclusively be about granting access to off-class skills without requiring you to sub-class for it..For example, it can let you use PP Convert even if you aren’t a Techer main or sub.
  • Rings can be upgraded through fusing materials with them in the Item Lab.
  • Left Rings have stats attached. These stats can be upgraded through the Item Lab.
  • Rings have EXP bars. You earn EXP for your equipped rings by killing monsters. It’s uncertain if Client Orders will also contribute. I don’t know what benefits there are to levelling rings this way.
Materials and Exchanges

ringexchange

They didn’t show many exchanges during the trailer and unfortunately the kanji is kind of blurry so I can’t make out the exact names of some things. Here’s a rough list anyway:

  • L / JG Sonic Arrow – Naberu Rock x 3, Amethyst x 1, 30000 Meseta
  • L / JG Heavenly Fall – Vopal Rock x 3, Sapphire x 1, 30000 Meseta
  • L / JG Rising Flag – Ice Rock x 3, Opal x 1, 30000 Meseta
  • L / DS Whirlwind –   Ice Rock x 3, Opal x 1, 30000 Meseta
  • L / TD Air Chase – Naberu Rock x 3, Emerald x 6, Lambda Grinder x 15, 30000 Meseta

It’s hard to say how expensive these are given we have no idea at present how long it will take to get each material. That said, it seems one of these items is a bit more expensive than the others, for reasons I can’t really pin down. Like the difference in material cost seems almost arbitrary.

I’m uncertain on “Ice Rock” by the way. The only reason I’ve listed it as Ice is its the name that ends up easiest to read for me. It isn’t the usual rendering of “ice” as in romaji the above material is written as  “a-su” whereas ice is “aisu”. Another potential name is “Ace” but that’s rendered as “e-su”. Pronouncing “a-su” is closer to “arse” than any of the above and as amused as I am by the notion of an “Arse Rock”  that’s probably not it either! So yeah, I’m not a translator so suggestions welcome there.

Ring Abilities

ppconvertring

This is a gathering of all the Rings I’ve seen posted around. This may not be a complete list of all the revealed rings and there’s also a chance that some people were bullshitting, so take it with a bit of salt.

Descriptions written in pink are a speculation.

Left Ring

 

  • L / Double Saber Whirlwind  – Automatically activated whirlwind after certain attacks with a Double Saber. This does not consume gear but it’s still bound by whirlwind limit.
  • L / JG Heavenly Fall*  – Activate Heavenly Fall on a successful JG with a Wired Lance
  • L / JG Sonic Arrow* – Activate Sonic Arrow on a successful JG with a Sword
  • L / JG Rising Flag* – Activate Rising Flag on a successful JG with a Partizan
  • L / Hunter Gear Save  – Slows down gear loss for Swords and reduces gear consumed by Hunter weapons. Requires Hunter Gear Boost to be satisfied.
  • L / Knuckle Chase – Automatically moves you towards the target with Knuckle normal attacks while you’re on the ground.
  • L / TD Air Chase – Automatically chase enemies with Twin Dagger while mid-air. Works with normal attacks and some PAs.
  • L / Katana Gear Guard R – Holding guard for 3 seconds will activate Katana Gear even if nothing was blocked. Requires the gauge to be full. Alters the way Gear is consumed if activated this way.
  • L / Short Combat – Attacks during Katana Combat no longer track.
  • L / DB Snatch – Adds a snatch-step effect to Dual Blade’s shift action.
  • L / Tech C Parrying – Just-Guards attacks while charging techs with a tech weapon. Presumably works like Hunter’s Charge Parrying.
  • L / Recast Reverser Field – Reduces the cooldown of Reverser Field.
  • L / High Time Keep – May preserve High Time if you take damage. Only works while Showtime is active.
  • L / Front S-Roll –You can perform a forward S-Roll with TMGs

* Attacks launched this way will count as a Just-Counter and will have all bonuses of a Just-Attack. It isn’t know if they will consume PP.

 

Right Ring

Right Rings have so far exclusively been class skills. These will allow you to use the skill attached to them on other classes, though there are apparently restrictions still. You cannot use a Skill Ring on the class from which the skill was taken (for example, a Hunter cannot use the Massive Hunter ring). There is no mention if this applies to sub-class Hunter. The skills match their class skills, so there’s no need for a description of them.

  • R / Killing Bonus  – Cannot be equipped by Ranger.
  • R / Massive Hunter – Cannot be equipped by Hunter.
  • R / PP Convert – Cannot be equipped by Techer.
  • R / Attack Advance – Cannot be equipped by Braver
  • R / Boost Slayer (Gathering Order reward) – Deal bonus damage to and take less damage from boosted enemies.
  • R / Critical Strike Melee
  • R / Critical Strike Ranged
  • R / Critical Strike Tech
    • The above three rings cannot be equipped by Fighter.
  • R / Perfect Keeper Melee
  • R / Perfect Keeper Ranged
  • R / Perfect Keeper Tech
    • The HP threshold is unspecified. These cannot be equipped by Gunner.
  • R / Photon Flare – Cannot be equipped by Force
  • R / Element PP Restore Field – Cannot be equipped by Bouncer

Boost slayer is an interesting one, for reasons I’ll go into later in the post.

Unknown

I haven’t seen anything to confirm which ring slot these go into, though you can likely speculate given the established rings so far.

Ring Stats

Left rings seem to be the only ones to have stats on them. They also seem to be limited to boosting three stats in particular. Going down the list once more:

  • L / JG Sonic Arrow – S-Atk, R-Atk and Dex
  • L / JG Heavenly Fall – S-Atk, R-Atk and Dex
  • L / JG Rising Flag –  S-Atk, R-Atk and Dex
  • L / DS Whirlwind –  S-Atk, T-Atk and Dex
  • L / TD Air Chase – S-Atk, T-Atk and Dex

The sample size is small, but so far it seems to be focused on attack power and the pattern is consistently 2 attack stats and Dexterity.

 

Ring Upgrading

duduring

Yeah, you gotta take your rings to Dudu and you’ll also note that the success rating is in blue so there’s a chance to fail as well. This particular ring (L / DS Whirlwind) requires 3x Ice Rock and 5x Grinder as well as 30,000 Meseta. Not cheap for a grind but not that expensive. Again, it’s difficult to pass judgement as we don’t know how long it will take to get the rocks required.
ringupgradestats

Note that when you grind a ring, at least a left ring anyway, you can select which stat you wish to level in the first drop-down menu on the left. After you’ve done so, you’re presented with the above window, showing you the change you’re about to apply.

In the case of DS Whirlwind, you can choose between S-atk, R-atk and  Dexterity.

Note that the upgrade also raises the level of the ring’s ability by 1 as well.

It isn’t known what the cap is on ring upgrading, but pictures so far have shown Lv20 rings so that might well be it. Notably the text next to the level is orange when they’re lv20 as well. As you can only choose one stat per upgrade I’d imagine it’d be smart to just focus on one stat for any ring as you probably won’t have enough room to make it a good hybrid. I mean Mags go up to lv200 and you still can’t make an adequate hybrid so…

It’s speculated that rings gain EXP through killing monsters, but there’s no indication as far as I know as to what Ring EXP actually does. Grinding and levelling ring abilities and stats seems to be separate from Ring EXP, so I’m at a bit of a loss here.

 

Datamining

No, there’s no data in the client telling us what the rings all are. However, some old data may well be relevant again for this system and I’ll explain why in this section.

Remember R / Boost Slaying from earlier? Well it and L / Tech C Parrying seem to be revivals of unreleased class skills that have been in the client for some time. Specifially, Fighter’s “Boost Slayer” skill and Force’s “Rod Charge Guard”, although in the latter case it seems the Rod requirement may have been dropped.

As such, I think it’s reasonable to assume that other unreleased skills may well see themselves being turned into Rings. I mean they’ve done this before with weapon potentials too, with Fighter’s “GiantKilling” skill being turned into the potential for Ideal-series weapons. So in this section I’m going to list a number of unreleased skills for speculation.

Where possible, I’ve made notes next to skills I feel are unlikely to be added, skills that are similar to skills possessed by other classes and skills that were turned into potentials already. I’ve also omitted any skills that were just upgrades of currently existing skills, such as Guard Stance Advance 2 and Zero Range Advance 3, as I feel they’re almost certainly not getting revived. This list is mostly just to stimulate speculation on potential future rings. Note that these are internal names, not the names you end up seeing in-game.

Bouncer

Bouncer has no unreleased skills at all. Ho hum.

Braver

  • Victim Likely abandoned. 
  • VictimBomb Likely abandoned. 

Braver only has two skills which seem to belong to an abandoned idea for a mechanic. Who knows what this could have ended up being, but given the skills are dependent on each other it seems unlikely to return in ring form.

Fighter

  • AirStrike – Not to be confused with the Bouncer skill of a similar name. This is an unreleased Fighter skill, but odds are it’s now abandoned.
  • BoostKilling – This has actually been revealed in the teased content so far. 
  • BreakMaster – Not to be confused with the Bouncer skill of a similar name. This is an unreleased Fighter skill, but odds are it’s now abandoned.
  • ElderSlayer Likely abandoned. 
  • GiantKilling – Turned into the weapon potential for the Ideal series weapons. 
  • None_Guard Likely abandoned. 
  • NotoriousnessKilling Likely abandoned. 
  • PotentialBlowFighter Likely abandoned. 
  • RareBoostFighterDoubleSaber Unlikely. 
  • RareBoostFighterGunSlash Unlikely.
  • RareBoostFighterKnuckle Unlikely.
  • RareBoostFighterTwinDagger Unlikely.
  • RareEnemyKlling Likely abandoned. 
  • ThirdAct Likely abandoned. 

Fighter has a number of skills, one of which is confirmed as a Skill Ring. The rest were either re-worked for other classes or turned into potentials. “ThirdAct” is likely an abandoned mechanic for the class and it doesn’t even have any data to suggest what it might have been.

Force

  • BlastForce
  • DarkTechnicShortCharge
  • ElectroPress
  • ElectroShock
  • ForceAssist
  • ForceSense
  • IceTechnicShortCharge
  • LightTechnicShortCharge
  • MassiveFlare
  • MirageEscapeAdvance
  • PhotonCircle
  • PotentialForceForce Likely abandoned. 
  • PPRegenerate – Not to be confused with the Techer skill of a similar name. This is an unreleased Force skill, but odds are it’s now abandoned.
  • RapidBlast – Not to be confused with the Bouncer skill of a similar name. This is an unreleased Force skill, but odds are it’s now abandoned.
  • RareBoostForceGunSlash  Unlikely. 
  • RareBoostForceRod  Unlikely. 
  • RareBoostForceTalis  Unlikely. 
  • RodChargeGuard – This has actually been revealed in the teased content so far. 
  • RodKeepBonus
  • Spread
  • TechNonChargeSave
  • ThunderTechnicShortCharge
  • WindTechnicShortCharge

Force has a large number of unreleased skills that could be turned into rings. As they’re tech element specific, it could mean Force may have yet another tremendous gear treadmill to look forward to. Hopefully not, but it would be kind of business as usual for Forces.

Gunner

  • ChainFinishStar
  • DanceTime
  • PotentialShootGunner Likely abandoned. 
  • RareBoostGunnerGunSlash  Unlikely. 
  • RareBoostGunnerTwinMachineGun  Unlikely. 
  • SRollStar
  • TwinmachinegunGearPlus

While Gunner has fewer unreleased skills, I feel a number of these could potentially be revived as rings, especially if some of these kills augment showtime in various ways.

Hunter

  • AdvanceGuard
  • BlowAssist
  • BraveGuard
  • GuardAbsorber
  • GuardStanceAutoMate
  • GuardStanceHeal
  • HoldDiffence
  • JustGuardAdvance
  • JustGuardMaster
  • JustGuardStan
  • PotentialBlowHunter Likely abandoned. 
  • RareBoostHunterGunSlash   Unlikely. 
  • RareBoostHunterPartisan   Unlikely. 
  • RareBoostHunterSword   Unlikely. 
  • RareBoostHunterWiredLance   Unlikely. 
  • Sacrifice
  • StrikeSense
  • SweetMate
  • WarHowl
  • WarSpirit

Hunter competes with Force for number of unreleased skills and number of potential rings. Some of these are legacy skills from the 2nd Alpha, but could easily come back.

Ranger

  • BulletKeepGs – THIS THING.
  • Concentrate
  • Engineer
  • OneMoreTrap
  • PotentialShootRanger Likely abandoned. 
  • RareBoostRangerGunSlash  Unlikely. 
  • RareBoostRangerLauncher  Unlikely. 
  • RareBoostRangerRifle  Unlikely. 
  • ReloadBindAdd
  • ReloadWeakAdd
  • ShootAssist
  • ShooterSite
  • ShootingSense
  • SupportFire
  • TrapFlashCustom
  • WeakSnipeAddPB
  • ZeroRangeBonus1  – Not to be confused with the Gunner skill of a similar name. This is an unreleased Ranger skill, but odds are it’s now abandoned.

Another class with a large selection of potential skill rings. Though a number would augment bullet skills that no one in their right mind should be using anyway!

Summoner

  • AllJAComboUp
  • AllJAUp
  • SummonerJAPPSave  – Nope.
  • TamingMaster

As Summoner can’t Just-Attack, you can guess that most of these aren’t ever arriving as class skills. That said, I could see potential rings that boost all power when landing a Just Attack. TamingMaster is a bit more difficult to call..

Techer

  • DebandProtection
    • Grants a iron will effect to those affected by the user’s Deband.
  • MirageAdvance
  • PanicAdvance
  • PoisonAdvance
  • PoisonIgnitionUP
  • PotentialBlowTecher Likely abandoned. 
  • PotentialForceTecher Likely abandoned. 
  • PPConvertForce Likely abandoned. 
  • PPConvertStrike Likely abandoned. 
  • RareBoostTecherGunSlash Unlikely. 
  • RareBoostTecherTalis Unlikely. 
  • RareBoostTecherWandUnlikely. 
  • TerritoryBurstAdvance
  • TerritoryPower

Like Force, Techer has some potential in its unreleased skills That said, Territory Burst is no longer an active skill like it used to be, so I’m not sure the augments for it are really applicable any more.

That’s all for the data. Remember, odds are a lot of the skills I didn’t tag as “likely abandoned” probably are abandoned and may not return as skill rings. Also note that Summoner and Bouncer lack the RareBoostClassWeapon skills as well as Potential skills, suggesting that those are abandoned ideas unlikely to return. If it’ll help, I may go over this list in the future and make an attempt to describe what some of these skills do based on their stats. There are no official descriptions for almost all of these and the stats listed under the skill may not be adequate enough to guess what the skill does.

Thoughts

I gotta say, this is about the only system in PSO2 as of late that I’ve had any genuine interest over. Some of the skill rings revealed such as Knuckle Chase could significantly alter how you use the weapons and thus have a measurable impact on the gameplay. Anything like that is welcome to me, as long as it’s well thought out of course!

I’m not so sure about the stat augments on the left rings and having to level them up in a Mag-like fashion. That said, the stat bonuses seem to be pretty low so I doubt they’re really worth worrying about.

As always with any new system involving items comes the question of how much of a grind is it going to be. Let’s just save comment on that until the system it out in a couple of weeks, eh?

I still maintain some cynicism about the release schedule of the content however, as the gathering system will only apply to four areas of the game out of the fifteen or so that are available for them to put things in. While the data-mining may suggest that there’s a good amount of material to expand into, this could still end up like Photon Art Customization did and that would be a real shame for something with such interesting potential.

Of course I also suspect that it’ll soon be established which Skill Ring may be the one ring to rule them all, the one ring to find them, the one ring to bring them all and in the meta bind them. It could well be that it may be beneficial to swap out rings mid-run however for various reasons, which if so I hope we get some kind of command to do it via a hotkey or macro.

38th Broadcast Writeup

HAPPYCLARIS

The 38th broadcast went out last night. Being the final broadcast before the actual expansion, its time to iron out any remaining questions surely? Well of course not, while some details are fresh we mostly got stuff we already knew about.

As usual, this post will be a gathering of the various trailers shown throughout as well as sharing my thoughts. Bumped has done their summary of the broadcast as usual, and will cover some details that I won’t. If you’re interested in taking part in the PS4 beta in particular, check it out. Naturally I’ll be talking about some things Bumped didn’t as well as sharing my own dumb thoughts cause that’s what I do here.

First off; Henri is BACK, motherfuckers!

henriiii

Was worried he’d drowned in pussy or something, welcome back you… guy who walked back and forth in the lobby! You’ll notice the area he’s wandering around in is new: more on that in a moment.

Gathering – Phantasy Runescape Online 2

I guess this explains the inventory expansion. I think I’d be livid if they introduced an entire new way to fill your bag up with no expansion to help you out.

Much like with other games, you essentially seem to walk up to a node and press buttons to make a thing happen and you get an item. Fishing requires at least some timing it appears, for which I assume you’re just pressing a button when a fish bites I guess.

fishing_star_online

This potentially re-defines “Phishing” I suppose.

Gathering is limited via a stamina bar. It isn’t certain exactly how this works, but i feel confident in saying that Arks Cash will probably be the miracle cure for fatigue.

So what do you do with these newly acquired materials taking up all that additional inventory space you just got? Why, you take them to Franca’s Cafe turn them into cuisine and rings of course! You know, your regular jeweler in the Cafe. That’s where Henri is wandering about earlier in the post, by the way. That handsome devil.

We’ll be gaining 2 equipment slots in which we can equip said rings. Presumably Rings will be made from metals and such, but some will also need Lambda Grinders. They’ll be in the armor and costume menu. Rings seem to mostly augment class skills, but they can also raise stats. Some mentioned include:

  • Double Saber Whirlwind Lv. 1
  • JG Heavenly Fall Lv. 1
  • JG Sonic Arrow Lv. 1
  • DB Snatch Lv. 1
  • KA Gear G Release Lv. 1
  • Killing Bonus Lv. 1

The skill augments are potentially interesting I suppose, but I can’t help feeling that at some point there’s gonna be some straight up damage boosting rings and those are going to be the only ones worth going for. Unless they keep them strictly utility of course, in which case it mostly won’t be worth bothering with unless the augments really are interesting. I’m being cynical here I know, but I’m so used to them half-assing systems they’ve introduced before. Yes, the skill augments could be interesting but remember when Photon Art customization came out? Remember how that “could” have been interesting? What about Timed Abilities?

Rings seem to have something like a grind value (they’re pictured at +1) but they also have an EXP bar. How this EXP is acquired, who knows. It’d be easy to assume its just via killing enemies and such, but it could also be feeding it materials for all we know right now. They also seem to be restricted to the right or left ring slots, though I don’t know the significance of this yet. As in, what trends might right-slot rings have that left doesn’t and vice versa.

Cuisines are gonna work like the food items we can get now I would assume, so essentially stat boosters. The food shown lasts 1 minute and 5 minutes though, which is kind of a tiny period of time. I assume higher ranked food lasts longer, but who knows.

This system is set to arrive in March. Why so long after the expansion starts? Cause I have no idea, gotta spread it out or something. While on this cynical bent I guess I would say that they’ll probably only release 10 rings and 10 foods initially or something too, then six months later remember they started this project and bother to add some more things. Prove this cynical shithead wrong, Phantasy Star Crew, see your system through!

Other Trailers

We got a good selection of videos this broadcast, but unfortunately the vast majority of the time they don’t really show anything we didn’t already know. As such, I feel the best I can really do here is comment on various tidbits after the trailers.

First is a trailer showing us essentially everything we know about so far. This is a long one and it does show quite a lot of things, worth watching for a refresher and for the adorable emperor Rappy rolling around.

Next is a shorter trailer showing off the Valentines update.

We’re getting a new character creation demo, complete with new bench-marking test video. As always with these, I’m kinda saddened we don’t get cutscene’s this dramatic in-game. That said, maybe I just like over the top cheesy things I don’t know. The demo is slated for release in late February.

Gameplay Demo

Just a couple of videos demonstrating Summoner game-play as well as showing off the Tokyo field. Skip about 5 minutes in to get to actual game-play.

I don’t know, the class looks kind of awkward to me still. Maybe it’ll feel OK to actually play it, but it just seems like you don’t really have as much control over your pacing as this class as you would for all the others. It seems like the game-play would just be too passive for my liking, though this style may well appeal to some. It’s only a little over a week before we get to try the class for ourselves, so we’ll see soon I guess. More importantly we can finally start to answer some questions the developers never seem to, such as how certain class skills interact with pets and how summoner skills may interact with other weapon types (if at all).

Notably, Train Ghidoran doesn’t seem to be the boss of the Free Field on Tokyo. Instead, it;s the boss of what seems to be the 2nd Arks Quest. I doubt the Free Field has a new boss, so instead I have to ponder if the quest itself essentially just functions like an Ultimate Quest; where it ends once you’ve reached the quest point quota. As they didn’t demonstrate it, I can only guess for now.

Tidbits

As we know, the character storage box starts at 300 items but can be expanded to 1000. It seems that you can increase it in 50 item increments for 800 AC each. This brings the total cost of expansion per character to 11,200 AC. That’s kind of expensive, but then +50 personal storage costs 1600AC right now.

Mutation II is coming out. It’s been in the client data for as long as I can remember. You can obtain it from a special titled Diabo Igrythis that only appears in a seasonal Emergency Quest. You can also create it yourself from 5 Mutation I at a 50% success rate. Mutation I boosts the fusion success rate of stat II into stat III. Its more advanced form will do the same for III to IV.

more_pso_nostalgia_stuff

2016 Weapons Badges are coming out. You can get camos of various PSO weapons with them, that’s about it. You can exchange 2015 for 2016 badges at a 10:1 rate. Given you need 350 just for one camo, that exchange might be a little harsh but then if you got your entire badge supply from the get-go it might impact the upcoming event. The badges will primarily be available during a Limited Quest set on Vopar’s Facility field for the PS Festa event. This will be a full on web-event, so there’s a chance of event bonuses that can be earned as well. Rico and Flowen seem set to turn up, but who cares about them.

There will be a bingo card for this event, but so far the rewards on it look pretty unremarkable compared to previous offerings.

There’s a rumour that soul fusion was mentioned during the show, involving things like Vol Soul and Vardha Soul. Essentially it’s a new Astral Soul type of soul fusion, only with different results. One of the alleged results is an R-atk +35 PP + 3 soul. I have no solid source for this however, so treat it as a rumour.

Tokyo Weapons

Seems Tokyo weapon potentials are out. Seiga series weapons regenerate HP over time and boost outgoing damage by 11%. Earth series weapons grant a 6% damage boost and a 10% damage boost for critical hits. There’s also the Quartz series weapons, which apparently have increased PP regen on attack and a damage bonus when above 30% PP. Unsure on source, so treat this information tentatively.

These are some strong potential abilities if they turn out to be true, possibly even trumping Austere weapons depending on how exactly they work and how strong the weapons themselves end up being.

Seiga Sword is listed as having 1152 attack. As the weapons appear to come with Ability III, Mutation I and Stat III, you can take away 55 attack from them.  This brings Seiga Sword’s base attack down to 1097. This puts it at slightly better than Orbit but inferior to Invade and Austere in terms of raw attack.

The 13* exchange weapons seem to cost 200 Kagaseo stones, so I expect that the overall acquisition rate is going to match Kuron exchange weapons just-about.

Thoughts

 

Still no Ultimate Amduscia! I’m starting to wonder if the area got scrapped. It’s likely more a case of bad timing, as you probably don’t want Ultimate Amduscia coinciding with the release of a new area and a web event. It’s that ever persistent fear of splitting up the player-base that modern MMOs seem to have, but they may have this “fear” for a very good reason. As a reminder, Ultimate Amduscia isn’t on the schedule between now and late Spring.

Overall, between the pets, rings and the associated gathering systems it seems we’re gaining a number of new grinding treadmills. It’s difficult to pass judgement on them completely until the systems have arrived, and much of it won’t be until Spring starts. For all I know, these systems might well boost the experience but maybe it’s my overly cynical mood today but I’m just not convinced.

There’s really not a lot else to say I don’t think, so I’ll end the post there for now. I know this has come across as cynical and I’m sorry for that. Just consider that I’m a bit burned by the developers introducing new systems before, full of promises that then kind of fell flat. For all I know, these systems really could be good, Summoners could be fun to play and pets won’t be irritating to raise. PSO2 may be a better game with all this stuff, or it could be really about the same as it is now. We’ll see.

Road to Episode 4

rappy_anus

With the very last update of the expansion now out, Episode 3 is finally coming to an end. Since we learned more about the expansion after the 37th broadcast the reaction from the fan-base has been generally positive. Well, it’s more either one of excitement, one of bewilderment or one of utter hatred that I’ve seen, though I’ve not seen many people react as negatively at that. It did lead to some forum-based comedy but this blog isn’t the place for that so, ahem. In around 10 days, we’ll be… doing largely what we do now only in a new place I guess.

Just gonna verbally vomit about some of the things that have recently been shaping the PSO2 experience and having thoughts on where the game may be going next, based on what we know so far.

 

Phantasy Stones Online 2

 

I’d relate this to my inventory woes if they weren’t giving us a significant expansion soon. PSO2 has had stone exchanges for some time, dating all the way back to Dark Falz Elder when it was initially released. Then of course Advance Quests added stones for each of its fields which would be doubled later down the line and Extreme Quests added its three sets of three tiers of stones. Dark Falz Loser, Ultimate Quests, Profound Darkness, eventually the Mining Base Defense quests and even  a Free Field all added their own stones.

moarstonesplease

It’s not a wonder people’s inventories are struggling so much currently with the sheer volume of stone currencies available and the new stones we have yet to get. Nagoya’s event revealed that there are at least two more currency items; Tokyo’s area weapons and a new currency attached to the featured quest system.

I don’t actually mind currency grinds necessarily, they do offer a sense of progression after all and aren’t usually as subject to the whims of poor luck. It’s a system of “get lucky or get the gear eventually anyway”, which is generally something I approve of as it mixes progression with the thrill of chance. I also think it’s a good thing that, overall, it’s a lot easier for people to get themselves some decent gear for the sake of making MPA raid quests more… consistent. The issues with the grinds we have come down to the already mentioned inventory woes and the fact that most progression systems in PSO2 are time gated. There’s also the uncomfortable fact that a few progression chains are absurdly grindy, particularly the Ultimate Quest weapon grinds. I’m not gonna say what an “acceptable” grind is however, as it hugely varies from person to person.

But yeah, Advance Quests are gated behind caps, Extreme Quests behind a daily pass (although there are a number of ways you can get additional passes now at least) and of course the likes of Austere and Orbit are both hidden behind Emergency Quests, which is the style I detest the most. While many stone drops are RNG themselves, I can’t help but feel that gating stones behind an RNG schedule somewhat defeats the purpose of them; especially the sheer number of runs they seem to expect players to put in.

I still believe that these currencies really should have their own dedicated storage; entirely separate from our regular inventories. Anyway, whether you like them or not stone grinds seem to be something that is only going to be expanded upon rather than go away anytime soon.

 

Content Expansion

 

One new field. Singular. So far, this means that Episode 1 is the only time the game has arrived with multiple fields, although even it started off with just 2 fields back in the Alpha days. Overall the number of fields added over a given time period seems to have gone down; Despite it lasting longer than Episode 2, both it and Episode 3 added a total of four fields to the game, three of which are accessible all the time in each. Not a bad thing if those few areas are more compelling, after-all Desert was kind of incredibly dull.

oversized_wifi_router.jpg

Turns out the mysterious blue tower seen in promo material is just an over-sized Wi-Fi router. Hope future wireless is a lot better than what we have currently…

If Episode 4 lasts one year, its plausible that it too will end up adding 3 fields, with a 4th one walled behind an Emergency Quest or something. We know we’re at least getting 1 other field on Earth, but it doesn’t seem to be on the current long-term schedule at least. As the anime and in-game stories move on, it may be easier to speculate where we’re headed next, although the giant blue tower (that may belong to the ESC-A OS company) seems a tad suspect.

Related to fields, we still have the fact that no areas before Kuron have Extra Hard difficulty yet either, though in part that may be due to the developers wanting some incentive to run Emergency Quests and the fact they’ve sort of designed themselves into a corner. If they want to release an Extra Hard difficulty for any field, they’d have to add a new currency and some exchange weapons for them to keep them relevant, which is not only awful for our inventories but a pretty taxing task on their end too.

There will be new story quests, fairly expected. Who knows if they’ll be any good, its hard for me to judge not understanding the language. In fact, between now and Summer we seem to be set to get three story chapters. We’ll still only have the one field for all of these, although presumably one of those chapters will have to do with the raid boss (assumed to be the data-mined “Phantom Goddess”). Interestingly the schedule lists “Story Board events” separately. The Story Board is the spiritual successor to the Matter Board, but it otherwise hasn’t been explained how the new system may be different to the old one if at all.

Incidentally. selecting Episode 4 when you log in will only prevent you from playing the story quests for Episode 1 to 3.

 

Summoner 

 

There’s still some missing information regarding Summoners, but we do know a fair sight more than we did. Bumped did a large write-up here, which explains the upgrade and customization process for your pets. I’ll summarize a bit below.

candyboardthing.jpg

So you customize your pets through use of Candies. These candies are placed on a grid, which contain caramel cubes, jelly cubes and paper cubes that occupy space on the grid and prevent you from placing candies there. You can use caramel crushers to get rid of the caramel cubes, but to get rid of the jelly cubes you’ll need to level up. You can’t get rid of paper cubes. To level up, you need to perform Egg Synthesis, which is time-gated much like feeding a Mag is. Candies themselves can be upgraded through grinding, with higher rank candies requiring lambda grinders. This is sounding rather time consuming, which isn’t a bad thing in and of itself. My bigger concern is the candies and eggs are going to take up even more inventory space!

Thankfully, you shouldn’t notice unless this system adds an absurdly high number of items. With the arrival of Summoner we’ll be getting a free character slot and each character has a personal expandable storage of 300 slots. So you can easily roll a mule if you need to.

I talked about the skill tree before., but some information has since come out for a couple of skills. For one, it’s “Dear Master” not “Tear”, but I couldn’t make out the “de” from the low res pic I was working with.

Dear Master is effectively Summoner’s Iron Will as I understand. There’s a chance you won’t die if you take lethal damage (your pet takes it instead). Handy for the more fragile classes I guess, depends on if there are points left over to spend on insurance skills like this. Trouble is, Summoner seems to have a fairly high HP pool by default..

Alter Ego boosts the power of your pet, but damage your pet recieves will be shared with you. Could be useful for more durable classes to take.

Point Assist is a personal Weak Bullet that only works for your pet and your pet only.

Pet Sympathy increases the effectiveness of Shifta or Resta depending on your pet’s demands. Sounds kinda too unpredictable to be useful…

Hp Restorate gradually recovers HP if it falls below a certain amount. The amount isn’t specified but it sounds like this skill could clash with Automate Halfline and the likes.

Subclass Grow Up is possibly the dumbest skill I’ve ever heard of, as all it does is boost the EXP given to your subclass. That’s it. So what use is it once your subclass has hit its cap? Oh and it’s a main-class only skill, so you won’t be able to use it to level up Summoner!

As far as I know there’s still been no mention how pets behave without a baton or if they can even be used without them. The majority of Summoner’s class skills are still not terribly well understood either, which limits speculation on subclass viability.

Update: Just found out there’s a note at the bottom of one of Shougai PSO’s posts noting that pets are main-class only. Shougai is a very trustworthy site, so I have little reason to doubt them. If they’re right, then this really impact’s Summoner’s viability as a subclass, especially due to how many skills are dependent on a pet and the arrangement of its skill tree.

 

The End Of This Post

anime.jpg

All in all, I’m interested enough to see where the game goes. Yes the story has some cheesy roots in a very average Anime but that we’re leaving Dark Falz and friends behind (even if temporarily) does make me ponder about what kind of direction the game’s story will take. This is both for now and after the adventures of some high school kids no one cares about. They gotta do something with it, after-all we’re still a fair sight away from the 10 year projection Sakai wanted for the game some time back!

The decisions about the game itself have been equally strange, with half implemented systems from way back getting little attention and the new summoner skill tree baring an unsettling resemblance to Episode 2’s design philosophy…

This post was originally considerably longer would you believe, but seeing as the 38th broadcast is tonight, I figure I might as well wait to discuss certain things. I speculated on a lot more things in the draft, essentially. Hopefully more information about Summoners comes out seeing as they’re getting shown off and maybe, just maybe we’ll get some hint about Ultimate Amduscia?

Some images in this post were taken from Dengeki scans uploaded by Manta here. Click the link to check the rest out!

Extreme Quest Expansion

afin_the_dorf_whisperer

It’s something we’ve known was coming for some time, but the exact nature of the update was left purely to speculation. A certain shot from a teaser trailer for unrelated content showed us a later version of the title counter, which seemed to suggest that we would be getting one new XQ and possibly new floors for the existing ones.

Dengeki recently posted an article talking about the January update, including information on scratches and other uninteresting stuff. This is concerning early January, so presumably these are the final Episode 3 updates.

Extreme Solo

On January 13th, a new Extreme Quest will be added, with a few restrictions.

doublefalz_not_falzdouble

It consists of a mere 10 floors and can only be cleared once per week. It also costs 5 Extreme Passes to run at all and as the subtitle suggests it can only be run solo. Clearing the quest will give you a chance at earning a class sticker. That’s it.

No information on new stones or new weapons, so it seems it isn’t quite the Extreme Quest update I was expecting at least. The quest itself does appear to be tough at a glance, with Ultimate bosses being hurled at you along with the above pictured brawl with both Angel and Hunar.

looks_kinda_anyau-ing

Not sure what’s going to be more annoying here, the Nyaus or Karin…

While it’s nice to see a new quest aimed at solo players, it’s a little irritating that such a strict limit  and steep cost seems to be placed on it. There’s a chance that once the reward is better understood that this limit may prove necessary. The rewards hinted at so far also don’t seem to justify the apparent difficulty and cost of the quest. Maybe they haven’t revealed all the details yet, but at this point I’m cynical enough to believe that they think a random chance at a bit of aesthetics you can barely see is reward enough.

If this is all there is to the XQ update then I would say I’m extremely disappointed… heh heh… heh.

Thanks to EspioKaos for some clarification.

Profound Update: Addendum

gimme_a_hug

Just a short post to clarify some information from the previous post about this update, either to clarify some uncertainties or to share some other useful related information which has been discovered since the update’s release.

Progeny of the Apocalypse

Double Tidbits

Double’s wall attack can be evaded through i-frames but it cannot be blocked. Not sure why this is. If you see it coming, switch to a mirage escape weapon if you don’t think step will cover it. Double’s rush attack can be blocked, but if you’re not confident enough you can just run to any corner of the map and it can’t hit you anyway.

Ultimate Buster and Profound Darkness’s Type

PFD

The Profound Darkness is classed as a Darker Aberration. This means that Nemesis Weapons and Coat Doublis can do additional damage to it but regular anti-darker weapons won’t. As an aberration, it’s also susceptible to Ultimate Buster. While this doesn’t matter terribly as the fight is a pretty much guaranteed win anyway, this may be useful to know if you’re aiming to maximize your DPS against it. Remember, Ultimate Buster cannot be put onto 13* weapons.

Self-DPS Check

start_hitting_yourself

When persona attacks you during the penultimate phase of the fight, it seems to be a DPS check. Persona’s HP and status is shared across the entire multi-party, so it’s a raid-wide DPS check not a personal one. This means that, occasionally, you could be doing as much DPS as you could possibly pump out and still fail because the rest of your multi-party wasn’t pulling their weight. The attack Persona uses cannot be evaded (at least not easily), just-guarded (the guard will land but you’ll take damage anyway) or mitigated by any skill in the game except for Iron Will and possibly Katana Combat (need confirmation). It can be avoided by using a Photon Blast however, so if Persona is about to use the attack (you’ll know because you’ll no longer be able to target them but they won’t be incapacitated).

That said, recently I was in a group filled with Techers who were constantly using Shifta/Deband and Megiverse yet somehow we still managed to pass this check. This makes me wonder about the party I was in which managed to fail it…

According to a note on Swiki, it’s possible the damage that Persona deals is relative to the amount of damage you inflict upon it during this phase. This video certainly seems to support this notion. While cool to know, it seems if you’ve been attacking it much at all that the power scales so sharply that you’re almost certainly going to get one-shot by the attack.

Astral Soul

As mentioned before, Astral Soul requires you to combine four Soul Catalysts and a Darkness Soul. Soul Catalysts require you to combine Elder, Loser, Apprentice, Double and Persona souls (combines at a 10% success rate so good luck..).

The fusion rate of Astral Soul has been found to be 60% which means yes you can raise it to 100% by spending 100 Excubes for a 40% booster.

Astral Soul can be transferred using a Soul Receptor, but only at a 10% success rate.

It still isn’t worth all this effort in my opinion.

Darkness Soul and Returner

Through experimentation, the player-base has noticed that Darkness Soul boosts the fusion success rate and transfer rate of Returner. It seems to boost it by around 10%, but could use confirmation that this is the same across all levels and case scenarios.

Invade/Austere Exchange Stone Rate

So now it’s been a week’s worth of defeated Doubles and Profound Darkness as well as random encounters with Elder and Loser. We now have a much better idea of how many stones we seem to be able to get from each boss.

Rates are dependent on the good old random number generator and are affected by rare drop-rate boosters. For Nero, it seems the enemy needs to be lv76 or higher. Rates are based on things I’ve observed myself and rates I’ve seen reported on forums/twitter etc, so they may not be 100% accurate. Treat it as more a guide.

Boss/Raid Emergency Quests

  • Double and Profound Darkness:
    • 0-6 Caligula (dependent on luck and boosters. Lowest I’ve ever seen is 3, but it may be possible for them to be lower if your luck is bad)
    • 0-3 Nero
  • Dark Falz Elder
    • 0-2 Nero
  • Dark Falz Loser
    • 0-5 Nero
      • I’ve seen a maximum of 5 reported but I’ve only ever gotten 3 at most myself.
    • Note: Experience suggests you only need to run Apos Dorios once in order to obtain all the Nero stones you can get from Loser. Please let me know if your experience has differed with this.
  • Profound Invasion
    • 0-2 Nero

Dark Falz humanoids

  • Dourumble
    • 0-3 Nero
  • Hunar
    • 0-2 Nero
  • Angel
    • 0-1 Nero

Double and the Profound Darkness seem to have the worst Nero drop rate of any of the emergency quest bosses, with myself having gone multiple runs with 350% rare drop rate boosters active without seeing a single Nero. They are however the only source of Caligula stones, so you’ll need to run it if you want the weapons.

While you can get Neros from the Falz humanoids, the only place to reliably encounter them is in high-risk Super Hard Advance Quests. As running these by yourself is still a relatively expensive endeavor and you still might not see Dark Falz Angel that much it already isn’t the most enticing option. Doesn’t help that their drop rate is reportedly abysmal, with reports of only getting a single stone per four encounters with boosters running. According to Swiki, they can drop from lv71+.

Elder and Loser’s own individual Emergency Quests seem to be by far the best way to obtain Nero stones, boasting a better drop rate and with the additional advantage of being able to run the quest multiple times (if you have lv70+ alts anyway).

So how long will it take to get that Austere weapon of your dreams? Well I cant necessarily say for all cases, but I can comment on my own personal progress. Currently I have 91 Caligula and 56 Nero. Assuming the Emergency Quest schedule remains somewhat similar to this, as a player bound to one Ship I’m looking at a little over a month to get one. Though take into account that I also have all the other materials required already, but those can be obtained at your leisure for the most part anyway. This rate also requires you to be able to attend every instance of Progeny of the Apocalypse and any Nero-dropping EQs (the random Falzes at least), of which I think I’ve only missed one this week. That’s a fairly tall order for anyone with a life, work, school, etc…

As Nero can be obtained in decent quantities from two other Emergency Quests, it’s possible that Caligula may be the tougher material for more hardcore single-ship players to obtain seeing as it only comes from a scheduled one. This won’t be an issue for those running characters on other ships for the sole purpose of getting additional Progeny of the Apocalypse runs. Of course, given that both Elder and Loser’s individual EQs can happen randomly on different ships, multi-shippers will also have more chances at the Neros from those quests too. Indeed, multi-shippers have gotten 60% Austere weapons already, although this was through trading for one then using Ideal/Gold Badge weapons to max out their element. A bit annoying for those of us who don’t feel like spending money on top of the money we’ve already been spending on the game for essentially a shortcut to the best gear.

36th Broadcast Trailers, Info and Thoughts

I_come_with_gifts_loljk

The monstrous 36th broadcast has just drawn to a close. This won’t be a complete run-down of things (you can find a summary on Bumped here), it will instead be a collection of trailers and things I thought were worth commenting on.

Update Trailers

First, the return of Arks Ship Fire Swirl! Put out the people on fire by shooting them, awh yeah! No lies I actually quite liked this quest so I’m glad to see it making a return. It’s good to have more quests which have goals other than “kill things” or “kill things quickly”.

Also featured is a 4-man Challenge Mode Quest which features pre-set class builds for you to pick from. Unlike other Challenge Mode Quests, it won’t feature multiple stages or shops and unfortunately is only a temporarily available quest as part of the Arks GP contest. Pity.

MORE school girl outfits. Does the player-base not have enough? Will they ever be satiated!?

On a more positive note, seems Zieg will offer weapon camos of the genesis weapons and various legendary weapons wielded by the council and other NPCs. Some pretty cool weapons among them. You will apparently need an item to exchange for them that you can only get from clearing all of an episode’s Matterboards to 100%.

Harukotan is also getting a time attack quest. Seems I might finally need to work out how to kill Anjhadu-lili quickly. It also features Gal Gryphon, making it the first permanently available quest that will feature the boss. Lv70 should be below the drop tier that includes its 13*s though, so no need to get excited. Of course it comes with its own Time Attack Client Order, rewarding 160,000 Meseta.

I WANT TO COMMIT GENOCIDE AGAINST THAT SMALL BOY AND HIS PEOPLE. HOLY BALLS. I have seen a few seconds of him and I already hate him more than I hate Matoi.

New Story and Christmas quest

Meet Aurora, because none of the lolis in PSO2 were loli enough! As it seems, she is the previous host of Apprentice before it tried to take over the young Eucrita. Might explain her obsession with youth I guess. It seems this episode may act as a story explanation for either Ultimate Lilipa or some extra exposition for Mining Base Defense. Could just be Lilipa in general I guess.

Interested enough to see what’s going on, anyway. This chapter will be an extra chapter for Episode 3, possibly acting as a prologue to Episode 4. Plus there might be the chance of obtaining Eucrita’s partner card which should get certain people excited (if only she was wearing her Falz dress…).

Speaking of which, seeing as the Dark Falz story is done where are the Falz avatar outfits? I want to wear Persona’s coat, damnit! Gimme gimme gimme!

Also some collaboration stuff but who cares.

The Christmas quest seems to be the same fair as last year, only this time it has gained Gal Gryphon because it needs to be in EVERY EQ for some reason. It will also be the first quest to feature the humanoid form of the Profound Darkness outside of the story; Dio Hunar. Actually every single Falz humanoid can spawn in this quest, making it potentially a good place to obtain Nero stones from for Austere weapons.

Ares Weapon Exchange

The interesting thing here is that they will be adding a new exchange shop for Ares weapons. With 60 Ares stones you can obtain a 20% Ares weapon, meaning you’ll need 180 for a complete weapon. Of course, Dio Hunar can drop them, but you can also get them by exchanging unwanted Ares Weapons for 20 stones per weapon. Not the greatest exchange rate but it’s nice that you can do something with the unwanted weapons. I bet the people who threw away Ares weapons for inventory space are feeling a bit sour, though…

Theory Time

This is just a thought I had, but given that Apprentice was seemingly adept at summoning things to an ability that far out–classes the other Dark Falzes and seeing as both of the Apptentice hosts have decided to show up, I can’t help but speculate that this is how the Summoner class may be introduced into the story.

It’s possible that they were already summoners and that Apprentice simply used their powers for its own gain, or that the pair may have gained some abilities from Apprentice allowing them to create a new class. Suppose we may see in a couple of months… It’s just a thought, it could be complete bullshit.

Mining Base Defense 4: Demise

This is the final Mining Base Defence quest and it promises to be the hardest yet. The very first wave had a Dark Vibrace spawn! Additionally, all three Dark Falz humanoids will be joining the fight, making for an incredibly intense quest.

By wave 3, corrupted AIS will start attacking the towers. These corrupted AIS seem to be resistant to Weak Bullet, not sure if this weakness applies to other enemies. The corrupted AIS can seemingly deal massive amounts of damage to towers if they’re allowed to, but they don’t seem to be particularly durable. They also give a fairly long time before they fire their photon cannons, though they do seem to fire them upon spawning.

The quest also features a new enemy, “Damoth” (internally referred to as buglegion”). As their internal name might suggest, they’re small but swift swarming enemies. The demonstration seemed to imply they have a very low amount of HP each, making me wonder if they’re actually a mob that players should prioritise instead of AIS going after them.

Of course, this is also going to be Apprentice’s full form’s debut. During the final wave, Apprentice will smash its way onto the arena and give you all an earful.
Remember, you’re still in a Mining Base Defense quest, and Dark Falz is as eager to destroy them as it was to prey upon small girls. It can seemingly summon
corrupted AISes, small bombs and possibly other things not shown as well as throw a considerable number of its own attacks at players. It also features a giant
laser beam, because everything is better with giant lasers. The actual mechanics of this beam aren’t that well understood as far as I know, though the trailer
does show what amounts to a Dragon Ball Z-like energy beam battle between Apprentice and a giant laser cannon.

Notably it’s called “DF Apprentice Gia”. Not sure what the significance of this is, but it might have to do with the seeming reality that Apprentice currently lacks a host and by this point also lacks a creator as the Profound Darkness has been repelled. It could be that the body is acting on it’s own accord, but this is just speculation.

The quest looks like it’ll be a hectic experience at least, which is fine. My worry is just that the inherent lack of teamwork present in random groups is going to create considerable annoyance in trying to get any good items from the quest. Remember, Mining Base Defense scales its drop rolls depending on how well you do. Though anything better than a C-rank was fine in previous quests.

Also oh dear at that lobby action… oh dear indeed. I assume they’re syncing up character actions there because if you can just perform romantic domination on anyone you feel like it could get a might uncomfortable in the lobbies!

Episode 4 Tidbits

The first bit of news is the next episode will be arriving on the 27th of January. For something releasing in a mere three months I feel we have shockingly little information about it but hey, they have time to say things. They did at least unveil a couple of new things; additional character customization options and a new class.

Before that, a short tidbit about characters and storage. Character warehouse storage can be taken up from 300 to 1000 slots through Arks Cash. The character’s inventory (item pack) can be expanded to 150 slots through Arks Cash.

The first revealed feature is that a number of new customization options will be added to the game, including accessory rotation and scaling. Additionally, you will be able to finally adjust your character’s waist, butt size, neck size and head size. These are nice to see as it’s currently nearly impossible to adjust these parts of your character without altering too much of the rest of their build. There’s also a modifier added for the head and neck, allowing you to scale both. The absolute monstrosities this will allow players to create should be impressive, but I am pleased they added these.

A second body paint has been added, allowing you to combine body paints.

You can also preview your character in different locations in the game and adjust
the lighting conditions. The latter I’m particularly impressed by as its something so few character creators do, which can create some annoying discrepancies between
what you see in the character editor and what you end up seeing wandering around in the world. The perfectionist is due to get some powerful tools to help them out soon!

Finally, you can adjust the position of your weapon on your back. No longer will you have to put up with your weapons mysteriously floating 3 feet behind you! Potentially, anyway.

Overall gotta say I’m impressed, although those bothered by silly-looking characters might not like the monstrosities these new features are sure to spawn. I’m sure
there are going to be a good number actually nice-looking combinations.

I also have no real clue what the trailer music may be. It could be a theme of the boss of whatever area the phantom-type enemies belong to, but that’s kind of a shot in the dark.

New Class: Summoner

Seems the data-mining was on the money with this one, as the Summoner class was confirmed. As the name suggests, it’s a pet-based class with a number of Pokemon-like critters at its disposal. The summoner directs their minion around using a weapon akin to an orchestra conductor’s baton.

Beyond that, there isn’t a terribly large amount known about how the class will work. Presumably we’ll be getting details at a later date. At the very least,
like other classes it will come with its own outfit. I suspect it may be an AC item like Bouncer’s class outfit turned out to be…

The summons themselves are kind of sickeningly cutesy, which is fine. There’s nothing wrong with that, but given the diversity our characters can show
it might be nice to have some more bad-ass or outright monstrous summons as well. I’m sure they haven’t shown every single kind of summon the class has
at its disposal.

Besides the aesthetics of the class summons, I’m a bit concerned with how this class is going to fit into a game such as PSO2. PSO2 is a fairly intense action game, so having a class where your character is essentially just standing around may feel jarring. That said, it does seem to behave as a weapon rather than an independently functioning entity, so the class’s performance won’t necessarily be dependent on random number making the AI do the right things at the right time. I’m also curious to know if the summons are tied to the weapons or if a Summoner can freely use other weapons alongside their summons. If they can’t, this could seriously impact the class’s viability as a sub-class, as it may not offer any useful skills to them while also potentially denying them the ability to summon. If they can, it wasn’t demonstrated. Their un-named weapon seems to allow them to use something like Mirage Escape (the sound, speed and visual effects seem different to it). They were not demonstrated as being able to cast Techs.

I’m also disappointed that the summoner is more Pokemon and less Jojo’s Bizarre Adventure.I guess I’m not going to go dropping a steamroller on a Rockbear anytime soon…

They also don’t really seem like the R-atk T-atk hybrid that people were assuming was going to happen. The assumption was that they might end up with a magic pistol or something which isn’t something without precedent. Persona 3 let you summon things with pistols! Having your character shooting themselves in the head might not be terribly appealing I guess.

I’m willing to give the class a chance, so I guess in the meantime we’re just going to have to wait until they reveal more information about it.

Things not said

Still no Ultimate Amduscia! For that matter, nothing on Extreme Quests either, however it was noted by a user of PSO-World that the titles shown during one of the trailers suggested that we would be getting a new Extreme Quest as well as new floors. This is because each quest has 5 different tiers of Stage Order titles. While cool, guess you can say goodbye to 4 more inventory slots, potentially!

Other than that I believe we’re pretty much set for the road towards Episode 4. We don’t know terribly much about it yet, but I imagine we’ll be due another broadcast soon tat will reveal more. Hopefully not another 15 hour one, though. Those poor people by the end looked like they wanted to just keel over and die…

Let me know if I got any information wrong or if any looser parts were in fact clarified during the stream and I just missed it.