New Genesis PSO2

So that was an unexpected surprise during the XBOX show wasn’t it? I’m not even sure I’m going to be able to put together a cohesive blog post sharing the news and my thoughts/speculations on things, but heck I seem to be in the mood for it so why not? Let’s talk about New Genesis.

Now I will lead this article by saying anything I speculate on is really just my own thoughts. I don’t know much more about this game than anyone else! I’m just some guy that likes to write about this game every so often, I’m not involved in anything official nor have the developers/staff ever reached out to me or anything. I do want this post to be informative as well, however, so I’ll try to keep information and thoughts as clearly separate as I can. To that end, let’s summarize the factual information that we know so far about the game:

So What Actually IS New Genesis?

Is it PSO3? Is it an expansion to PSO2? Well… turns out it’s both.

This video came with a blog post on the official site giving a brief rundown as to what’s what.

It should be noted that as this game is still in development some of these points could change! They make a particular point about this with regard to items that may or may not be transferable.

Information Summary

  • New Genesis is a massive update and overhaul to PSO2, both graphically and in terms of gameplay/game systems.
  • Unlike PSO2, it supports massive open fields instead of just smaller segmented maps.
  • Set 1000 years after the events of Oracle (current PSO2 story), so it takes place in the same universe. We’re still ARKS, even!
  • The game is 100% Free to Play with some monetization features. They haven’t said what these are yet.
  • The game will co-exist with current PSO2.
  • PSO2 will be uplifted with New Genesis. This means it’ll gain the graphics and Character Creation overhauls (though the exact details are sketch)
  • PSO2 and New Genesis will have very different game systems. The PSO2 you know will stay the same!
  • NGS will be released on all current and future platforms that PSO2 will be on. For NA this means Xbox and Win10, for JP this means this means PC(Win10 by now), PS4 and Switch. PSO2 is still set to arrive on new platforms (strong suspicion that a Steam version is on its way) and they assured us that NGS will follow suit.
  • NGS is set for a global release (in both JP and NA). They didn’t say if this meant global servers, however!
  • Arks Cash and Stargems are transferable/usable in either game
  • FUN, Meseta, Materials and all other currency items are non-transferable.
  • Characters and their cosmetics are transferable. You can swap back and forth between either game. Cosmetics includes costumes, hair, lobby actions, accessories, etc.
  • Character gear is kind of transferable but will go through substantial changes to fit in with New Genesis’s systems. So stats, potentials, affixes/augments etc will be different to suit the new game. As far as I know the reverse isn’t true? As in gear from NGS may not transfer to PSO2.
  • Character progression does not transfer between either game. This means EXP, classes, skills, Photon Arts, anything like that.
  • Certain items don’t transfer – Includes things like Skill Rings, furniture, consumables.
  • Mags are in, but this time they are cosmetic only. Your current PSO2 mags and their appearances will transfer, but will only have cosmetic function in New Genesis.
  • Units are invisible including the ones you transfer.
  • High rarity gear transferred from PSO2 may be unequippable initially – Either because they have a level requirement you need to meet first or because the classes that equip them aren’t released yet.

To my understanding that’s all the actual information we currently know. The rest of this post I’m gonna go over my thoughts and speculations so if you were just here for information alone, you’re pretty much done here! We’re about to get way less factual with a mix of the above and some trailer analysis.

Reveal Trailer – My Initial Reaction

So this is the trailer that they dropped during the show. At the time, I was kind of half tuned in so I wasn’t really sure what this Xenoblade Chronicles X looking game even was until I saw the character weapons and the UI popping up….

It dawned on me that this is indeed a Phantasy Star, but it looks completely different to the PSO2 I know so this can’t be an update, right? It has to be PSO3? That’s when the title card dropped.

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This is a PSO2 game!? I’m so confused! Is this like a Phantasy Star Nova deal where it’s a side-story?

Anyway so that was more or less my initial reaction. After that video dropped the community kind of exploded and frantically clawed at all sorts of possible explanations as to what exactly it was that we just saw.

Phantasy Star Online 2: New Genesis will be coming in 2021! PSO2: NGS will surpass Phantasy Star Online 2 in every way, offering players limitless adventure and unparalleled character customization. The game has been redesigned as a best-in-class online action RPG experience!

Xbox Youtube channel

So we’d hit up the descriptions on trailer uploads; “newest game in the series”, “surpasses PSO2”, “redesigned”, “massive update”. The terms from official sources were all so confusing, they seemed to contradict each other.

These wide open fields for whatever reason immediately made me think about Xenoblade. It’s possible it was the sci-fi like tech and the animals they showed at the start of the trailer that did it.
They even have the weird faces from Xenoblade! Well OK maybe they look a bit less freakish than that..
I was so half at the wheel that I somehow failed to notice this bit of exposition text at the start… that would have made the penny drop far sooner than it did!

The North American version of PSO2 has only just been released, so the announcement of a sequel so soon caused a bit of an uproar. People had spent real money, afterall! Was PSO2NA just a quick cash grab before they released this game? Because of concerns similar to this I think the developers knew they had to clarify things quickly. The trailer at the top of the post as well as the official blog were released within a day possibly precisely because of these concerns. I’m glad they did that.

The Big Update to PSO2

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So back in March, during the PSO2 Station Plus #5 broadcast it was revealed that instead of a new episode later in the year we’d get a major update instead. It was teased with the comical “NOT EPISODE 7” seen above.

Was this referring to New Genesis? Peronsally I’m not sure. Originally it was teased that this’d happen after August but they didn’t specify precisely when, it was kind of implied that it was happening this year.

Now naturally, a certain worldwide event may have delayed that! Perfectly understandable, of course! But see, if this is in fact the update they were referring to the fact its set to have a global simultaneous release presents a bit of an issue. NGS is going to happen after PSO2NA is all caught up to JP, which isn’t scheduled to happen until early next year.

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Content road-map on PSO2NA.

To me, that left two possibilities as to what the “major update” for PSO2JP was going to be:

  1. NGS is the update.
  2. This is something different, but it was delayed due to world events

It also made me wonder if the big update for PSO2 was just whatever it is that makes it across from NGS, as in the character creation and graphics system overhauls. That, in principal, could still happen this year on the Japanese servers right?

Well later on we got a more detailed content road-map for the Japanese servers. This added some details for things happening between August and November. After which is a section simply labelled ??? with the (google translated) text “An unprecedented super-sized update that replaces the new Ep[isode]”

So I don’t know. It sure seems like NGS is indeed the major update the developers were being coy about the last three months but there could still be some surprises in store for regular old PSO2.

On Characters

So I have a few short thoughts on various parts of characters and how they’ll work between the two games…

First off, I’m thrilled that we’re getting a character creation uplift. Particularly with regard to accessories because I know I’ve bumped into the limitations of the current system way more than I’d like. While this does increase the likely-hood of seeing cocks in the lobby, it also means we could see some real interesting creatures and super-sized casts like we’ve never seen before.

The info trailer made sure to proudly announce that finger animation will finally make it to player characters. However, they did also state that older cosmetics could be used in NGS. I don’t expect them to go back and re-rig every single costume they’ve ever done because well, there’s just way too fucking many of them at this point. But the possibility exists that they could

They demo’d character transfers by showing PSO2’s Ash in-game. Conspicuously, his fingers are not moving…

So costumes, accessories and weapon models will make it over. Cool! But I mean, aren’t they gonna look a little dated in the new engine? The new rendering tech will take some of the edge off them being models made back in 2011 but I still worry a lot of the old stuff is just gonna look out of place and weird in a next-generation game. It’s possible they could just re-export higher resolution models but I don’t expect them to go to that amount of effort somehow… Maybe up-res the textures?

Also how are old cosmetics going to work with the new character models and vice versa? It’s possible they won’t. The info trailer suggests you can “choose which system you prefer”, PSO2’s or NGS’s. To me this could indicate that old cosmetics are incompatible with new character models and new cosmetics in NGS are incompatible with old ones. They don’t show PSO2 Ash wearing NGS clothes nor do they show new Ash wearing PSO2 clothes, so it’s hard to tell.

They do however show what looks like old accessories being used on the right there though. I can’t tell if its a remake of the clinging rappy accessory or if it just looks nicer with the new rendering tech however so I can’t draw anything conclusive from this image personally.

This also begs a huge question regarding collaboration cosmetics. Those are certainly bound by licensing agreements, so will all of those make it across? Which ones won’t?

I am also deeply amused that it turned out that fashion was the true end-game all along!

On Character Classes

Well the classics are in at the very least. We see a sword user which is presumably a Hunter, a rifle user which is presumably a Ranger and a rod user which is presumably a Force.

They did indicate that transferred gear wouldn’t be usable if their class isn’t released yet. So clearly they’re going to stagger the release of the classes as they did for PSO2 but sound like they’ll all make it across eventually. Will this also apply to Hero, Phantom and Etoile? How the heck is summoner gonna work in this regard? I guess we wait and see.

One part of the trailer also showed the character switching from a Sword to a Rifle. That might just be cutscene magic, but maybe it hints that classes are fundamentally different in NGS? Maybe the classes are more fluid in what they can equip like in PSU? Maybe it’s that there is just some base class that can use those weapons? Maybe it’s something like your weapon determines your class and you can always freely swap? Or maybe its just a demo class for the sakes of the trailer. I don’t know, just speculating.

While MAGs may be gone, Photon Blasts are still with us but now they seem to function more like ultimates that our characters use. Well I mean I guess functionally speaking Photon Blasts were always ultimates? Well either way it’s coming from our character now instead of our mags and also has a cooldown applied to it after use (in this case 2 minutes). Unknown if these will replace class-based ultimates or what of course.

Both the “Ranger” and “Force” demos show a grey icon on their weapon pallets. Force’s looks like some kind of shield, but it’s never used in the demo so no clue what that might do (aside, presumably, some form of protection). The one on the assault rifle meanwhile makes it do some kind of elaborate sliding attack. I wonder if the spinning attack that Sword was using multiple times in the trailer is Sword’s equivalent of one of these moves? They never show an icon for it if so.



I’m not entirely sure what the special function of these actions are, all I can tell is they don’t use PP and they don’t appear to have charging or cooldown mechanics applied to them?

Also sword gear is missing! Is this finally the end of that ball and chain for Hunter sword? It’s that or for whatever reason they didn’t take the skill yet.

On Gameplay

Still got good old Just-Attack circles!

So it’s definitely different but also when you look at it pretty closely it’s still largely the same game we know. The action is more or less happening at the same pace, its using the same kinds of attacks we know (although clearly with significant modifications). More or less, it feels like they took the lessons they learned with the later classes in PSO2 and applied them to the older ones.

There is however a completely different sense of scale in NGS – not just due to the size of the map, but the sizes of the enemies they showed and the much greater verticality present in the game.

The game boasts a day/night cycle and even evidently provides an in-game clock to let you track it. The red tick appears to be the current time, the icon in the middle might indicate the weather (though its only ever sun/moon in the footage I’ve seen) and the yellow portion of the bar indicates when it’s day time. Exactly what impact day/night and weather will have on gameplay or if its just for immersion purposes isn’t clear.

While the maps are open, much more open looking than PSO2’s, it doesn’t seem like the game is as open as the likes of FF14 or WoW. There’s a pair of numbers in the top-left corner of the radar. It’s always x/4 in the shots I’ve seen. The x appears to indicate the number of players around, with it turning orange at 8. In PSO2, that number turning orange indicates that the Multi-party is full. That to me says the game is still instanced, so these large fields probably work more like Guild Wars and Monster Hunter World than World of Warcraft. It could also be tied to the encounters themselves of course.

As for the number on the right? I’m not sure. At first I thought it was the number of people in your party (making the number MPA/Party) but it seems to always be 4 even when the player is solo. It could be that this is just an indicator for the maximum party size or it could have some other meaning.

Honestly? I’d prefer it to be instanced for various reasons but I’m not against the idea of it being truly open either. I’m also fine with them reducing the MPA size from 12 to 8, cause it should result in slightly better scaling/balancing. Basically an issue PSO2’s had since the start is it’s hard to balance things for the widely varying firepower that 1-12 people can bring to an instance. The more people you add in a game like this as well, the less of an impact an individual player feels like they have which has soured many a quest for me. So if reducing the cap from 12 to 8 reduces the amount of times I have a strong feeling of “why am I even here” then it’s definitely for the better.

I also hope this isn’t the end of corridor dungeon crawling because for me thats where some of the most fun content is in PSO2. The hand-crafted dungeons anyway, not the random MPA run-in-circle murder trains.

On Enemies

Gilliam giving some stellar advice.

They’re big, they’re glowy, they’re stretchy. Not an enemy type we haven’t seen before in the series by any measure.

They’re called “DOLLS” as if the Xenoblade comparisons didn’t need more fuel and they seem to be NGS’s main antagonistic force akin to Darkers/Falspawn in PSO2, SEED in PSU and D-Cell monsters in PSO.

Bujin
Nagrus

They don’t actually show us many enemies but they do only show big ones which makes me wonder if the emphasis is on larger encounters rather than waves of lesser monsters like in PSO2. It could also just be that those were the only ones they wanted to demonstrate (the original PSO2 trailer focused pretty heavily on Dark Ragne). They did show some endemic life, so I’m sure we’ll be murdering some of those too!

It seems like every DOLL shown so far has a calm and enraged state, incidated by the color of their er, jelly parts? Nagrus above gets considerably more swole when red but it seems like all “enraged” DOLLS may gain new attacks in this state.

At least they’re keeping enemy names short and sweet, so I guess they learned from their mistakes in Episode 3.

Unknown DOLL on the left from NGS. SEED Venas from PSU on the right

This last paragraph is mostly for fun. I couldn’t help but notice the similarities between how some DOLLS look and the SEED and Stateria from Phantasy Star Universe. Does this mean there’s a connection between PSO2 and PSU? Of course it doesn’t. I’m pretty sure all it means is the same designers from PSU are still working for the team.

Final Thoughts

True adventure starts now (in 2021)!

It almost feels like the PSO2 developers played Xenoblade Chronicles X one day and were like “Man remember when we wanted to make PSO2 like this? Maybe we should do that..”.

So it’s a sequel but it’s also not a sequel and monetization currencies count in both games. I’m not sure how to feel about it being a kind of non-committal version of PSO3 but I’m still on board for now. It’s a little concerning that it seems like a kind of “have their cake and eat it” sort of deal I guess.

I still think NGS looks like it could be really good! After playing Monster Hunter World I tended to feel like that was a game which got Free Fields “right” where PSO2 didn’t. Similarly, a friend of mine was hoping for PSO2 to be more like Xenoblade and it looks like we both may have gotten our wishes. Of course we don’t know if our ideas for dream versions of PSO2 will be as fun as we imagined but…

Some of that is just gonna depend on how well they pull off the function of an open world. Is it going to feel good to move around in? Will it have enough things to do to justify the size of the maps or will it feel barren?

There’s plenty of remaining questions concerning the itty gritty of what transfers between the games and what overall impact this is going to have on PSO2 moving forward. Is that it for new PSO2 stuff or is it also going to get an Episode 7 anyway?

Some stuff I’d like to see

While it’s indicated that all of PSO2’s classes may make it across (though how exactly Summoner is gonna work is a huge question) I kind of want to see them come up with new classes and weapon types all the same. There’s a few weapon types from PSO and classic PS that they still haven’t done in PSO2, like claws, slicers, handguns, shotguns, whips, the piles and halos from Nova, sabers and possibly other things I’m forgetting. With the exception of slicers and shotguns (mostly), most other types got re-imagined into other weapon types which is mostly fine as PSU’s large array of weapons resulted in a lot of redundancy. That said, it’s an area they could expand into and definitely something I’d like to see them do.

Other major things I’d like to see them do is to abolish the server structure they have in PSO2, or at least limit the old lobby system to just the social lobbies and have everything else act a bit like their PVP matchmaking system.

I’d also like to see them finally add a re-join match feature so that disconnecting randomly isn’t so devasting!

Also no more Urgent Quests. I hate them.Make the game worth playing and progress-able at all times rather than randomly selected half-hour segments of the day. God do I love putting together a group to run specific content only to have the group fall apart to a UQ announcement because there;s no way to complete what we want to do before it starts… Admittedly this will create a design/incentivization issue if they want to do raids in NGS and honestly for that I don’t have a good answer. I liked the way FF14 handled it that’s about all I can say.

There’s probably other things I wanted to say that I’ve forgotten about but this blog post is far too large as it is. If additional things come up that I can’t just summarize in a twitter post then I’ll do then in future blogposts. I anticipate we’ll hear a few more tidbits about NGS in the upcoming August 7th PSO2 Station.

Also who is gonna be the great great great…. great great grandson of Dudu?

Ultimate Naberius Campaign Quest

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Just a small tidbit from the update site, but it seems that Ultimate Naberius will be getting a boost event starting on the 8th of November and lasting until the 6th of December.

Enemy power will be greatly boosted, but new drops will be added to the quest as incentive. So far, this is all they said about it. We have no idea how much enemies will be boosted or what drops will be added.

Essentially, it sounds like it’ll be the same treatment that Amduscia got so presumably 14* weapons will be added to the pool as well as some other stuff. If I were to hazard a guess, it’ll probably be Akatsuki, Jupiter Tullus and Quelle Windea (the Yamato 14-star weapons as we got the EscaFalz Mother 14-stars for Amduscia). If I’m right of course, this leaves Lilipa to gain Deus Esca’s 14-star weapons at some later date.

Unfortunately, they probably won’t be restoring the old AI and spawn rules so we won’t be able to re-live the days when Ultimate Naberius was new. For those who joined after that, back then you could have up to 4 mini-bosses and a boss at once at one point. It was a mad cluster-fuck of a quest but I sort of miss it.

I am sort of curious as to how it’s gonna work out, because unlike Amduscia this quest isn’t gated by a teleporter and you can even bring Partner Characters. I suspect they’ll at least disable Partner Characters for the duration of the event but otherwise you ought to be able to just hot-join and get straight into the action. For me that’s a good thing, I don’t really care how many people are about as I prefer to play uninterrupted, but for those who like to wait for a full party this might be an issue.

There is also the worry that they might make it so only Anga can drop the 14-stars, resulting in the revival of Anga farming but there’s no way they’d make that mistake again, right? Right?

8th PSO2 Station Writeup

shiteatinggrin

Yeah, I know this post is late, sorry about this. Honestly, I found this broadcast pretty boring to write about. Maybe it being in the shadow of an expansion doesn’t help! Speaking of which, no they didn’t say anything about Episode 5 however they did appear to announce that we’d be getting more information about it on June 10th.

Calling this post a write-up of the broadcast is honestly kind of a misnomer, seeing as the broadcast itself was mostly fluff and the real meat of the presentation was around the upcoming Arks Battle Chronicle event, so this post is mostly going over that.


Update Express

Normally this is where I’d post all the trailers, however Sega has been issuing take-down notices to uploads of footage from streams. Likewise, people caught restreaming have had marks against their accounts. As such, until Sega changes their stance I will no longer be adding trailers to these posts unless Sega uploads them themselves. It sucks, I know, but this is how Sega wants to do things from now on so we’re just gonna have to deal with it.

For now, I’ll share the official upload of the Update Express section of the broadcast which contains all the trailers.

Timecodes:

  • 7:21 – Arks Battle Chronicle Part 1
  • 17:15 – Arks Battle Chronicle Part 2
  • 24:53 – Arks Battle Chronicle Part 3
  • 35:10 – PSO2es 3rd Anniversary

Surprise trailer was an update Phantom Battleship Yamato raid

It certainly is Yamato with extra attacks. Like with previous updates to raid bosses, I worry the fight will end up a clusterfuck of effects and hitboxes however I’ve been wrong every time to far. The real question is how is the rematch version going to work? Presumably it’ll be like Gracia; requiring 80/80 and restricted to a 4-person MPA with some kind of failure condition.

I’m also pondering how it’s going to handle the old Yamato Collection Files. Will they return? Do we even really need them back? Perhaps some kind of Earth weapon upgrade system will arrive with this update allowing you to say turn your Seiga Sword in for some better version of it.

Finally, I hope that the drop rate of gear with Yamato Factor matches the rates of Escafalz Mother and Deus Esca because it’s currently pathetic. The low rates are why Yamato Factor weapons and units are so expensive which makes creating Ether Factor un-necessarily difficult.


Arks Battle Chronicle

The next major web-panel event; a large multi-stage event spanning a number of different quests. It begins with Episode 1 on June 7th and ends on July 26th. Each quest will be up for a week, with the final part presumably covering the rest of the event.

Like other web-panel events, you earn points which unlock prizes by defeating enemies (this time Bosses) in specified quests. Unlike previous events, however, from the 5th of July boosts earned will apply to both Player and Enemy alike. The higher the points, the more difficult and rewarding the quest gets!

These dates are inferred, incidentally. To the best of my knowledge they’re accurate but don’t hold me to them.

Edit: Just as I finally posted this, the update page came out. Kinda excellent timing, but I’m currently not well enough to go making the necessary fixes. Here’s a raw image of the schedule for now, when I’m better I might go and make a separate post about it or just fix this one:

chronicleschedule.jpg

Event Quest Flow:

From 7th June to 14th June – Breakthrough Training: Episode 1

The first quest in the event features enemies from Episode 1 fields and story quests. This includes Rockbear, Vol and Quartz Dragon, Banthers (of at least one flavor), Purple Sword Easy Man (Persona), Chrome Dragon, a special Falz Arms and Hunar and possibly more!

Quite an intense looking quest, overall. In terms of drops, you have a chance to obtain a Coat Edge weapon camo which you can change the Photon Blade colour on. Coat Edge is a nice looking sword and I know a lot of people have been waiting for it to become a camo for some time. I hope I can get one cause damn I like me some lasersword.

From 14th June to 21st June – Breakthrough Training: Episode 2

The second quest in the event features enemies from Episode 2 fields and story quests. Do battle with Org Blan, Bal Rodos, Decol Malluda, Biol Meduna, Vardha Soma, Blu Ringahda, Theodore, Regias and other council members, Persona (Double Saber), Dark Falz Angel and Apos Dorios!

Somehow seems less intense than the first one, but still it’s nice to see that Apos Dorios finally gets to appear in a quest outside of its own raid. The big prize for this one is a recolour-able camo of Coat Doublis. I’m less fond of this weapon myself, but I know some people like it.

From 21st June to 28th June – Breakthrough Training: Episode 3

You get the idea, enemies from Episode 3 fields and story quests. Face off against Giguru Gunnegam, Bal Rodos (again), Nepto Cassadora and Malludarl, Falka Leopard and Leone, Anga Fundarge and Yuga Darkers, ending on a fight against Dio Hunar and Diabo Igrythys. .

The special prize you can obtain from this one is a mini Anga Fundarge Mag Device, d’aww.

From 28th June to 5th July – Breakthrough Training: Episode 4

Now comes Episode 4. Remember Episode 4? Good times.

Kick various phantoms in the face and challenge Train Ghidoran, Devil Trailers, Vegas Illusia, Laplace’s Demon , Anga Fundarge (cat version) with Drago Deadlion and Gruzoras Drago as well as Adam and Deus Hunas.

For the fourth part of the chronicle, you could obtain a camo for Adam’s Rapier (Alchemic Gene: Tact, Wand and Katana camo).

From 5th July to 9th August – Arks Chronicle: Extra Boost

This is when the aforementioned player and enemy boost starts to apply.  I’m not sure why the event boost applies after the event itself has ended though (it’s scheduled to end on the 26th of July) so there might be some extra details that need clarifying there.

Unknown – Breakthrough Training: ALL EPISODE?

We only really know about this one from the original teaser trailer(which curiously, Sega did not issue a take-down for) for the event. Presumably the final quest, it includes battles against enemies from the entire game to date; including Dark Vibrace, Aratron Tolstoy, AIS Exoda and Magastu Sai, Phantom Darker bosses, and ending on Falz Hunar, Angel and Dio Hunar at once.

No word yet on when this quest will arrive or what special prize might be available from it, though I assume it can drop all of the items mentioned so far.

Xie Exchange Shop

During the event, you’ll be obtaining 5th Anniversary Badges which you can trade in for various items from Xie. Xie will hand some out for clearing her Client Orders but presumably you can obtain some by clearing the Limited Event Quests while they’re up.

Below is a composite image of the shop stitched together from the trailer.

xieArksChronicleShop

Xie’s shop includes cosmetic tickets, Lobby Actions,  a music disk, exchanges for old Weapons Badges (2015, 2016 and 2017 badges) and a number of Parfaits. Interestingly this includes Megaton Parfait, which was unique to Challenge Mode. I guess life is going to get a bit easier for those who want to create a Maron revolver build!

Incidentally, who the heck wants Nero stones anymore? Who is still going for Austere weapons or units? Its not that they’re bad, Austere is still solid at endgame but in light of recent gear and PSCrew’s intent to force you to phase them out in favor of 12* units and 13* NT weapons I’m not sure why anyone would bother investing in them anymore.


Thoughts

Let’s face it, it almost doesn’t matter how good this event is because it exists under the shadow of an expansion. Even if there’s not much hype around Episode 5 and that PSO2 Expansions tend to be rather lackluster, it’s still significant enough to pique interest. People wanna know what it’s all about! I wanna know what it’s all about! We want to see the direction the story is gonna take, the new enemies we’re gonna fight, what the heck the new class is gonna be. Beyond that, what mechanics and gimmicks will they introduce and hopefully not immediately forget about?

As of publishing this post, we’re hopefully now about 2 weeks from getting at least a taste of what Episode 5 will offer, though in some ways the fact they’ve said so little about it when its due for release relatively soon is kind of concerning…

5th PSO2 Station Writeup

SakaiDakimakura.jpg

The fifth broadcast rolled out just today and only came with 3 trailers. One of the trailers was particularly packed though so there’s a few things to go over in this post that I have opinions about. As always the complete run-down can be found on bumped here.

Trailers

Some collab no one cares about (OK maybe a few do (a lot)…). If you’re only interested in the Emil Head just say ニーア発売おめでとう in chat before March 1st. But yeah, Nier Automata stuff!

Early March Content – NT Grind change, new custom Photon Arts/Techs, the return of Revolucio Files, Skill rings and Battle Arena stuff.

Late March content – The return of Necky, Aura and Orbit files and Class Level 80

Early March Content

NT Grinding Change

NT Grind limits are now additive. That is, if you use a +32 on a +32 item it’ll push the limit to +35 now rather than +33 (+1 from the weapon itself and +2 from the limit on the ingredient item). Not exactly sure about the intricacies of this system, like if it needs the ingredient item to be fully grinded or if it’s just the limits it’s adding up but either way this is a positive change particularly for those who are grinding collection sheets. You’ll no longer have to hold on to every completed Collection File weapon just in case a weapon drops with a higher grind limit.

Photon Art Customisations

Some new Type-0 Photon Arts and Techs are on their way.

Rodeo Drive Type-0

The rush part of the attack will continue as long as you’re holding the button. Letting go results in a slam-dunk attack.

Sakura Endo Type-0

Changes the animation of the 2nd slash to be the last part of Guren Tessen. It also removes the need to charge the attack, so you’ll be able to spam it mid-air which you currently can’t (you have to drop to the ground while it charges up then jump back up again). Because the charge is removed, it may no longer benefit from Average Stance Charge or Weak Stance Charge so be aware of that.

Sacred Skewer Type-0

Turns it into a chargeable attack and hurls the spear directly in front of the user, striking a large number of enemies at once.

It seems like it does decent damage and has good range but it remains to be seen how it’ll compare to the likes of Slide End and most of Sword’s PAs. With Partizans I’m personally left pondering how it’ll synergise with Vol Graptor which I guess depends on if this attack can hit multiple hitboxes of a single target like other piercing Photon Arts can (like End Attract). If it can, this could be potentially interesting against certain bosses.

Ein Raketen Type-0

Lets you place stationary energy blades that deal damage as enemies wander into them. Kinda wierd and probably awkward to apply consistently.

Gigrants Type-0

Amps up the blender part of the attack by extending it into an attack that revs up over time. At the end of the attack, you wield a sword made of light for one powerful over-end style slash.

It’s always hard to gauge power from the test players that they demo these things with, but I wonder if it could beat out Zondeel + Ragrants for mobbing power? Won’t know until it’s released I guess.

Nabarta Type-0

Replaces the ice stream with a shield that consumes a lot of PP over time and deals damage to enemies that wonder into it. If this doesn’t do pulsing damage this feels like a significant downgrade over the regular Nabarta just due to the sheer increase in PP it drains.

Raging Waltz Type-0

Alters the attack so it can home in on any direction instead of just directly ahead.

I’m honestly not sure this will have any greatly appreciable impact on this attack but I’m not well versed in Daggers.

Revolucio Revival

Revolucio weapons will return with significantly relaxed conditions and with an entire year before they time out. They’re meant to serve as a way for players who don’t have +35 13* weapons to obtain them at any time they like as these sheets are not tied to Emergency Quests. Additionally it includes a 13* Wanda egg.

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The old files required 8 different things to farm, the new ones require only 3. However, one of the requirements teased included lv71+ Fang Banther which are not at all trivial to find. Your options are run Super Hard Advance Quests at +11 risk or higher or run the higher floors of the Sylvan Wyverns Extreme Quests.

New Skill Rings

Sanctum and Kuronia will be getting Gathering spots. With these two areas I believe that is every Free Field area to date covered. I’ll go over my thoughts on each of the rings in this section but be aware they are my speculations, we don’t have any solid numbers so it’s hard to judge a number of the rings fully.

R / HP Restorate

Recovers HP while it’s below a certain value. I’ll with-hold judgement until I see the numbers, but it’s interesting that this didn’t end up being an R/Ring which means it could actually stack with Summoner’s HP Restorate skill… Correction, it was mistakenly noted as a left ring. As it’s an R ring it won’t be usable by Summoner main or sub so it can’t stack with the aforementioned skill.

L / Atomizer Lovers

Like Mate Lovers but for Moon, Star and Cosmo Atomizers (if anyone actually buys those). Like Mate Lovers it boosts the speed of use and the amount of HP recovered.

L / Point Weak Bullet

Turns Weak Bullet into Point Assist basically. It lets you apply the Weak Bullet directly to the currently targeted hitbox regardless of obstacles (including other hitboxes). This actually could be pretty useful for Rangers particularly for the more awkward hit-boxes in the game.

 L / Katana Combat Count Up

Not really sure what this one does… Bumped says “Increases the hit counts for Katana Combat” but I don’t know if that means increasing the limit or increasing the number of counted hits per hit, effectively reducing the number of hits you’d need to do in order to hit maximum power with Combat Finish. I assume it’s the latter but I’m not 100% sure. If it is then it’s a pretty nifty ring I guess because it’d make Katana combat slightly burstier and possibly more practical to use on bosses.

R / Flame Tech S Charge

Speeds up the casting time of fire element techs. Not sure what use this ring serves as any build using fire techs would involve Force and Force won’t be able to use this ring.

Battle Arena (PVP)

Get some friends or strangers together and beat the shit out each other for a brand new currency; Battle Coins! We already know a fair amount of how it works from previous streams so I’ll go over that briefly;

  • Up to 12 players are split into 2 teams for a 6v6 match.
  • At the spawn point, you “mine” for a random weapon. This weapon is effectively your class. There are mining nodes in the arena itself if you want to re-roll.
    • Available weapons are Sword, Assault Rifle and Rod.
    • If you’re defeated you’ll have to mine again to get a new weapon.
    • Whenever an Update message occurs, stronger weapons will become available
  • The match is a point attack. The team with the highest score wins
  • Earn points by collecting emblems in the arena and defeating enemy players
    • Enemy emblems may be worth more points than friendly ones!
    • Occasionally an Emblem Fever will occur that spawns rainbow emblems around the map. These are presumably worth the most points.
  • Three different maps with differing gimmicks
    • Except Forest. Forest is boring.
    • Caverns has a rising lava mechanic. Don’t touch the lava! Good general life tip really.
    • Tokyo is also kind of boring in that its mechanic is it has greater verticality.

While you can kill enemy players, the main objective is about getting points, though I’m not sure how effective it might be to just ignore enemy players and go for emblems over just killing enemy players. Dead enemies can’t collect emblems, afterall.

The weapon mining mechanic makes me think of Overwatch’s Mystery Heroes mode and it might suffer from the same faults. It’s likely that of the weapon types available some will be much more effective than others. This could lead to one team getting an effective team composition off the bat and end up snowballing the other side into submission or indeed bad RNG on weapons screwing a side over generally. In the long run this should work out because both teams have the same chance to be screwed by random numbers anyway.

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There is a progression system in PVP in the form of your own personal rank. Shown ranks were D5 and D4. Presumably this means the highest rank is S1. It doesn’t look like your PVP rank does anything beyond bragging rights. When you win a match you gain ARP (Arena Points). In the demo the winner gained 20 ARP while the loser (in what seemed to be a different game) gained 0. It’s unknown if you can actually lose ARP or not. It’s possible they could use your rank data to try to do some rudimentary matchmaking but I’m not certain on that.

You’ll earn Battle Coins whether you win or lose, however. It seems like you might earn slightly more for winning as well as for being the MVP in various areas but other than that the difference is pretty small in the example.

You can also set up private games which you  can protect with a password. It’s unknown how this affects Battle Coins but presumably you won’t be able to rank up in private games.

PVP Prizes

So what do you get for your efforts? A few things it seems with potentially 2 items that might be more interesting for min-maxers and the rest are kind of cosmetic.

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  • Battle Sword (Sword Camo)
  • Battle Rifle (Assault Rifle Camo)
  • Battle Rod (Rod Camo)
  • Rappy Make-Up
  • Vraolet 4-slot
  • Vraolet 6-slot (details below)
  • Arena Booster
  • Lambda Grinder
  • Extreme Pass
  • Other items not shown.

The Vraolets include Phrase Receptor and Sentence Receptor, which presumably allow you to transfer the various Sentence and Phrase affixes you can only obtain with certain Special Ability Factors. Seeing as these factors typically come from temporarily available Collection Files tied to Emergency Quests this could be a decent way of carrying these factors on to future gear.

Arena Boosters are as you can imagine much like Photon and Weaponoid Boosters in that they grant access to new weapon Potentials on certain weapons. The preview does not show a description of the example potential however, so I can’t speculate on if these are going to be worth the effort or not. The example weapon series shown however is the Aura series, whose current potential only applies to bosses so it could be interesting.

Other cosmetics include costumes and lobby actions as well as 12* “Shine Series” units. Most cosmetic items will be temporarily available because I don’t know fuck you that’s why. This includes the weapon camos mentioned earlier.

Battle Scratch

After a battle, victory or defeat, you’ll have the chance to roll for a random item. Among the potential items you could get include boosters for the amount of coins you gain in the next battle as well as a selection of weapon camos. You also have a low chance of obtaining an item that lets you raise the grind limit of an NT weapon by 1.

You get up to three scratches per battle, though presumably only the first one is free. Additional goes will cost you Stargems.

Just a mechanic to encourage you to play more games I guess. Though I suspect players will be walking away with EXP+3000 tickets more often than not.

Late March Content

Lv80 Class Requirements

Nothing new here, it’s really just confirming that you will indeed be required to clear the titles in order to unlock lv80 for a class. This means you’ll only need to do it once per class per account and not for every single character. This means the guide I made on getting your classes ready for the lv80 cap raise is still accurate.

Quest Abandon Penalty

If you abandon a multi-party raid EQ you’ll be locked out from the quest for the remainder of the EQ period. This is pretty clearly meant to be a punishment for people who’ll join an MPA then abandon if the classes and gear they see don’t meet their expectations or if a run is going poorly. This penalty will apply if you disconnect, too.

This penalty will only apply to the first person who abandons or disconnects and only if the MPA was at full capacity beforehand. This measure means that anyone remaining who ends up screwed by the fact you’re now down a person can safely abandon the quest to queue up again if need be which is a smart measure.

That said, I feel like this penalty is going to be incredibly annoying for those occasions where the quest bugs out and enemies take far longer to spawn than they should. It does also doom random Magatsu MPAs to excessively long runs should they have the misfortune of having no Weak-Bullet.

More Collection Sheet Revivals

The Orbit and Aura weapon collection files will be returning with some slight changes.

Aura sheets will be up until May 2018 which is over a year, while Orbit weapons will be up until the 24th of May this year. Hey that’s longer than they were around for first time, so if you got some Orbits to finish you’re in luck!

Aura sheets will require you to defeat lv70 Dio Hunars, which makes it possible to clear by just running the Level Up Quests (which will be returning once the event is over), even on Super Hard! They no longer require you to defeat Odin.

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Orbit Sheets seem to be largely unchanged however so they will require you to run the upcoming Necky’s Challenge quest.

Really at this point I don’t know why they don’t just ditch the time outs on these files and just leave them up permanently. I guess it would get awkward for files that are tied to seasonal EQs and EQs that only turn up on rare occasions but then I’d argue that’s an issue with them tying Collection Files to Emergency Quests period.

The Return of Necky’s Challenge

Necky’s Challenge is back, baby! Only this time without Necky as Sierra will be the one talking to you throughout the quest. The developers claim it was a popular quest though the reaction from the community was a fairly mixed one as I remember. Of course I’m only exposed to the English speaking community so who knows maybe it really was well recieved over in Japan.

It’ll have some slight differences however as Esca Darkers will be added to the mix of enemies trying to break the towers down.

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Esca Ragnus is seen latching onto and hugging a tower during the trailer (daww). It looks like it might be spinning a web around it…

The old datamined “PhantomBugLegion” (the phantoom version of Damoth) will be showing up in this quest with the name “Esmoth”.

Dataminers might be slightly disappointed that the unreleased Mining Base Defence didn’t turn out to be another fight with Apprentice (presumably her airborne Mothra mode instead of the one we fight deep underground) but honestly I think that boat has long sailed. Depends on exactly where the story goes after Episode 4 I suppose, speaking of which…

Final Episode 4 Raid: Deus Esca

Yggdrasil! The raid appears to function much like Yamato did where players will be fighting through hordes of regular enemies before squaring off against the boss itself. Unlike Yamato though we’ll be doing this on foot.

I have my worries that this boss will function much the same way as Escafalz Mother did, where we’ll be destroying it’s “arms” (more like heads in this case given it’s a Hydra) which will expose the real weak point which we then wail on before it gets up and repeats the process. This phase far out-stays its welcome with Escafalz Mother unless you have a very burst heavy composition so I’d rather not see a repeat of that.

Beyond that, there’s not a lot you can really ascertain from this footage. Presumably we’ll be getting a demonstration before its release.

Incidentally, data-mining doesn’t really hint at much more than this trailer does. From that, all that’s really known is aside all the storm based attacks displayed here it has some attack involving a horn.

With this raid arriving in late April, it seems Episode 4’s story will be coming to its conclusion fairly soon. With that, one is left pondering where the game may go from here and just how long it’ll be before we have announcements concerning Episode 5…

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Also, segways.

PSO2 4th Station

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The fourth PSO2 Station went out today. With it we got a preview of content coming up in February and March, including information about the new level cap requirements, the solo Profound Darkness, 4-player Multi-Quest, Union weapon exchange and some PVP stuff.

Details of this post may change if I notice anything new or of course if I got anything wrong.

Trailers

Wouldn’t be a proper broadcast without em! With thanks to Goukezitsu for uploading these.

Arks New Year Carnival Part 3

Lots of cosmetic stuff, part 2 of Xie’s shop, Solo EQ, Union gear and 4-man Multi Quest! Kinda curious what the background music might be teasing…

Arks New Year Carnival Part 4

White Day, seasonal Emergency Quest and new cosmetics. Chat up all your husbandos in the lobby!

End of Stream Teaser

Battle arena stuff. Zzz.

Level Cap Info

During the stream they confirmed some details that I talked about in my last post, unfortunately.

Koffie will be getting a new Client Order that will require you have completed your class SP orders (all of them) and have one of your class’s main weapons at +35 (Gunslash presumably doesn’t count), 13* rarity or higher. Summoners will need a pet at lv120.

So yeah, Gheaven was right about most of it unfortunately. They were wrong about the affix requirement at least which is a minor relief in the face of now having to grind out additional Collection Files just to get a +35 weapon for potentially every class and subclass of any alts you might want to level to 80. I need someone to check the wording on the condition, otherwise it sounds like Gunner/Ranger and Force/Techer might have it a little easier than other combinations seeing as they share weapons or if indeed said shared weapons won’t count (Rifle and Talis respectively).

Beyond that, my opinions are much the same as in my speculative post on this. This is going to be a significant bump in the road for new players down the line who will now have to be stuck at lv75 grinding out 21 class cubes just so they can earn permission to level up to 76. The +35 13* requirement might also be awkward down the line unless future collection files will still cater well enough to content under lv80.

Still, they’ve been known to relax these kinds of conditions given enough time so it probably will get better in the future. The whole thing seems needlessly clumsy to me but they kinda engineered themselves into this corner.

Solo Emergency Quest

The solo fight against Double and the Profound Darkness will be arriving early February. With it we’ll be seeing the return of the Ray series Collection Files. You’ll need Ray weapons if you want to be able to exchange for Union weapons.

It’s worth noting that even if you don’t want Union weapons you may want to run this quest just to complete Ray files as its Special Ability Factor is Astral Soul.

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This quest is only available on Extra Hard and requires your Main and Subclass to be Lv75. The enemy is lv80.

You’ll have 20 minutes to clear the quest. While it was fairly obvious they’d reduce the boss’s HP I feel this detail confirms it because I just can’t imagine them expecting you to defeat a boss intended for 12 players in 1/3rd of the time.

Looking through the trailer, it seems like the boss is using the newer AI but it also has the old behavior where it rests its head on the arena. It also seems like its attacks don’t hit nearly as hard as in the full raid on Extra Hard (I believe the fly-by attack deals roughly 1200 damage in the raid, 550 or so in the trailer) though of course it’s hard to tell how the test player’s build is interacting with that. They’re not running Guard Stance at least.

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Xie’s weapons will be getting a 2nd potential which will help you clear the quest more easily. It appears to boost damage dealt and reduce damage received while running this quest, but the numbers are hidden so it’s hard to tell how good this is.

 

Quest Trigger

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They’re going to be adding a Quest Trigger for the solo Emergency Quest for 50 Gold Badges a shot. Not too bad! I guess there’s a use for medals now outside of getting the dance lobby actions.

Union Exchange

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In order to upgrade from a Ray weapon or unit to a Union weapon you’ll need 5 Union Boosters. You’ll get one Union Booster per clear of the solo EQ as well as an additional one for each S-rank.

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When you upgrade, the item will retain all the upgrades you applied to the old item (so element, grind, affixes etc).

It seems Union Sword has 1215  S-Atk, which if true makes it the 4th strongest sword in terms of raw attack power. If it retains the Ray potential this just means that it’s a slightly weaker Astra weapon though it does offer some damage resistance which Astra doesn’t.

4-Man Multiparty

A short romp through all the Ultimate area bosses! Presumably it’ll let you have shots at their gear and affixes should you even want them by this point, though their rates might be even lower than their regular counterparts because…

Enemy Lv75

The enemies in the quest are lv75. I don’t understand why they felt the need to do this. Is it because they don’t want to make the current Ultimate Quests redundant? I mean in many respects they already are so I’m not sure what this decision is for.The exception is for Ultimate Amduscia enemies I guess, which could still drop 12* units and Gix weapons which are still relevant for now. Beyond that though I’m certain they can’t be being too wary that we might get Ares weapons too often!

I’m sure they have a good reason for it and ultimately I don’t think it’ll take too much away from the quest itself. What’s worth noting is that most of the bosses seem to have titles, so it might offset their droprates towards something a bit more reasonable. I’m looking forward to getting a couple friends together to smash some boss’s faces in whatever the case may be.

Scaling Stats

Apparently, if you run the quest by yourself the enemy’s stats will be adjusted. Pretty neat if so because I believe this would make this the first quest with actual scaling in it, which is something I’ve felt the game’s been in need of for years…

Weapon/Unit Pass Change

In the near future, you will no longer be required to have 10-12* weapon passes or 10-11* unit passes in order to be able to buy those items. This has been a long time coming as it’s felt wrong to have most of this gear which has been years out of date to be locked behind a paywall.

The upside is this means it will be easier for new players to get kitted out with 12* items and Affix fodder items wont be restricted to 9* and below anymore. The downside is those of you who converted 12* gear into passes will have potentially lost out.

I’m curious if this means we will be seeing 13* weapon and 12* unit passes soon? It might make +35ing weapons significantly easier for paid users at least though that might make the requirement all the more irritating for free players.

Over for Now!

So that’s it really. The surprise trailer was just showing that Battle Arena will have at least 3 maps with one set in Amduscia’s Cauldron and the other in Tokyo. I was actually hoping they’d at least give some more details about things surrounding the PVP mode (like if any items can be earned).

 

 

ARKS New Year Carnival 2017

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A little more than a week into 2017 sees the addition of 2017 Weapons Badges and a brand new web-panel event. Just gonna go over some potentially useful data and share a couple thoughts here and there. Because some stuff is still being discovered some of the post contents might change over time.

Limited Quest

It’s your standard run about and kill monsters from various fields affair. The most interesting parts about the selection this time is it is for now the only reliable source of Esca Darkers in the game. The quest advances based on E-trial clears and ends on a titled Dark Falz Dourumble with either Giguru Gunnegam or Zeta Garanz.

Unlike previous years, where you could get Weapon Badges from drops and Etrial clears this one only gives you them for clearing the quest. How many you get depends on your rank and the current difficulty.

Known values:

  • Normal: 1 for S-Rank
  • Hard: 2 for S-Rank
  • Very Hard: 3 for S-Rank
  • Super Hard: 4 for S-rank
  • Extra Hard: 10 for S-rank, 8 for A-Rank.

You’ll need to clear the quest within 15 minutes for an S-Rank.

Like Riding Quests, all drops are pooled together into a crystal that spawns in the center of the map. You aren’t warped there however, you’ll have to get there by foot. Do not take the telepipes that spawn, because if someone breaks the crystal while you’re on the Campship you won’t get any drops at all! This actually has a negative effect when Emperappy shows up, as its drops end up having to compete with the rest of the drops which can potentially drastically reduce the number of Emperembrace items you’d normally get.

It’s an alright enough quest it just really needed some additional polish to help it out. Like I don’t know why they didn’t just warp you to the drop crystal at the end like they do for Riding Quests. The quest is kind of easy with enemies like Anga Fundarge having severely reduced HP but the primary purpose of the quest is to grind out items for welfare weapons anyway so I didn’t expect the quest to be terribly difficult.

They did seem to do a good enough job of covering as much ground as they could with run-boost rings and jump-pads to make the map as painless to navigate on foot as they could. I’m kinda glad they took this approach with the map, because I like that I get to run around and appreciate Vegas more than I could saddled up on a Rideroid.

 

Xie’s Back!

It’s been a little while, but that woman that stands around in the lobby wearing outfits from the future has returned. She has a brand new selection of utterly useless items.

2017 Badges

This year, there are no Silver Badges. They’ve done away with the latter tiers entirely which I don’t really fault them for. Fewer items taking up space in my inventory is appreciated.

What’s curious is so far they haven’t added any kind of exchange to turn in older badges for 2017s. They also haven’t updated the Pyroxene exchange, which still offers 2016 badges in exchange for 100 of any Pyroxene. They also took Levelup Quests out of circulation, which means for now the only source of 2017 badges is the current Limited Quest.

I guess they wanted attention focused entirely on the event quest, so all alternative ways of getting badges might be being put off til after it’s over.

Weapons

Boasting as much attack power as Ray weapons, these are fair sight behind the Astra series on offer from Escafalz Mother. They require 200 gold Weapon Badges each and come with 30% element. This means you’ll need 400 for each 60% weapon and 1200 if you want to +35 them. The question is of course, would you want to?

Potential

Boosts power and chance to inflict status effects as well as deals extra damage to enemies suffering from status effects. At lv3 it’s a 10% base power boost and an additional 10% if the enemy has an SE. Allegedly, it boosts the infliction rate of status effects by 70-75% which if true does potentially make Chase a more reliable skill while using these weapons. The power boosts are multiplicative, so if an enemy is suffering from a status effect the total damage bonus is 21% which is pretty solid!

While a strong boost, it’s still a situational potential as it can only be used at its fullest against enemies that can have proper status effects inflicted on them which makes the potential worthless on every boss in the game! So it’s primarily going to be useful for mobbing (particularly on Ultimate) and against most mini-bosses. Assuming this works with techs, classes that have access to more status effects at once get better mileage out of them (classes that can use Techs really), where classes that have to rely on a status effect being affixed to the weapon might have to get one for each of them.

The wand may be useful for those running Te/Fi who make use of Wand Gear Element and Chase Advance skills but aside that I can’t really see these being useful for anyone. Combined with their low-ish attack power Xie’s weapons kind of continue this trend of being kinda useless overall.

What’s also a shame is the weapons have a kind of neat aesthetic to them. I kinda like them and once again I’m sad that there’s no mechanic in PSO2 that lets you take any weapon and turn it into a camo or else I’d grab a few weapons just for their skins.

Curiously, it was hinted this weapon series would make the solo Emergency Quests a little easier. Given the only known one is Profound Darkness and Dark Falz Double I’m not sure how a Chase Advance potential is meant to really help. Being able to inflict Panic more reliably would help out a little bit I suppose…

Special Ability Factor

At +35 you’ll unlock Phrase Chase, which boosts the effectiveness of Chase Advance by 5%. So really much like similar Phrase SAFs it just boosts the effectiveness of the weapon potential. Unlike the others I’m not sure you’d want to transfer this to another weapon though.

Units

Xie offers two units at 50 gold each. Like the weapons, their usefulness is questionable.

Stats (+10):

  • 257 def
  • 80 HP
  • 5PP
  • 2% all resist
  • +10 all atk

That said, they are 12* units so if for whatever reason you absolutely must have some budget units you can stick some Skill Rings into then I guess these are OK.

Skill Rings

This update saw the addition of quite a few Skill Rings.

L / Step JA Combo

Adds a Just-Attack circle during a Step.

This also works on Bouncer’s Mirage Step. The main use of a ring like this would be to reduce the amount of time before you can do a Just-Attack out of a dodge and in cases where doing a step into Just-Attack would be faster than doing a normal attack or some other ability into one.

So does it do this? Well it’s kinda hard to call. The JA circle appears very late into the Step, later than even Braver’s Snatch Step JA. Here’s a video demo posted on Twitter:

Still if it does shorten the time to a Just-Attack it’s a potentially extremely useful ring which has the added bonus of being usable at lv1.

L / Mag Excite

Increases the power and frequency of your Mag’s normal attacks.

  • 150% and 80% internal attack cooldown at lv1
  • Unknown final numbers, 220% and 58% at lv12

This has no effect on trigger or SP actions. Mag normal attacks do so little damage that even if the numbers work out 300% power and 50% cooldown at lv20 (effectively 6 times the damage output) it’s going to make no noticeable impact. This ring seems like a complete waste of space.

L / Just Reversal B

Damages enemies around you when you pull off a successful Just Reversal.

  • 100% power and 100% attack range at lv1
  • Unknown final numbers. 450% power and 160% range at lv13.

This works with L / Air Reversal.

L / Another Rod Shoot Mode

Changes rod shoot to fire a slow moving projectile instead. This projectile will speed up and home in on a target after 1s. On contact with an enemy it explodes, dealing damage to all enemies in range. The hitbox seems to roughly match Launcher normal attacks in range at Lv1.

  • 50% power and 100% Explosive range at lv1
  • 110% power and 150% Explosive range at lv20

Swiki notes that due to how slow the projectiles are, in an MPA most enemies may be dead before they get to do anything. As such, this ring may only be practical solo.

R / Poison Guard, R / Panic Guard, R  / Mirage Guard and R / Shock Guard

Like the other Guard rings, reduces the likely-hood you’ll be inflicted with the specified status effect. Presumably to 100% at lv20 like the others but it hasn’t been confirmed.

Useful but very situational. The specific status effect would have to be a significant enough threat to warrant wearing one over a more useful ring.

R / Critical Field

Works the same way as Bouncer’s Critical Field. Creates a field around you, boosting yours and anyone else’s critical hit rate by a certain amount. Cannot be used by Bouncer main or sub.

  • Boosts critical hit rate by 10%, lasts for 20 seconds and has a recast of 120 seconds at lv1
  • Unknown maximum, but is 22%, 30s uptime and 100s recast at lv13
  • Seems to cap at 30s up and 100s recast, so has a 30% uptime

Could be helpful to classes that need the additional crit rate. Fighter/Hunter springs to mind, though they can also utilize the class rings for a permanent 10% crit rate boost.

R / Quick Mate

Works like Braver’s Quick Mate. Boosts the speed of using healing items.

  • Boosts use speed by 2% at lv1
  • Unknown maximum, but is 28% at lv12. Possible max of 140% but it could spike up towards lv20 so we’ll see

The effect stacks with L / Mate Lovers. If you want a build around extremely fast healing item use time the pair of rings could work well but honestly I feel like Mate Lovers does the job well enough on its own. Having both would be excessive in my opinion.

So yeah a couple of interesting rings here and one or two kind of useless ones. There’s been a better selection but there’s been worse too. The thoughts I’ve shared on them are mostly first impressions so they could change as people work out their nuances or any other details change my perception on them

1st PSO2 Station Writeup

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The first in the successor to the old PSO2 Broadcast aired earlier today. With it, they released a few new trailers and otherwise kind of dicked around doing a lot of nothing for 2 hours. Not sure I’m a huge fan of the new format, but if I’m honest the old one had a lot of the same faults too.

As usual, I’ll be going over the bits I found interesting or had any real thoughts on. The complete summary is on Bumped as per usual.

Trailers

November updates: Famitsu Cup

  • Necky in the lobby, with Client Orders and Exchange shop
  • Event specific gathering tools
  • Gravity Daze collab and various outfits.

Late November

  • Annette from PSO2es making her way to PSO2.
  • Vehicle lobby actions for casts.
  • Story stuff
  • Phantom Darkers
  • Various quality of life changes

Early November: Famitsu Cup Event

All-star Mining Base Defense

In a new twist to the event-specific all-star quest the enemies from far and wide will be being hurled at towers  This takes place on the first Mining Base Defense map; Invasion. This will be the main focus of the Famitsu Cup, though as will soon become apparent the event permeates quite a lot of the game’s content.

Nothing really new could be gleaned about this quest that wasn’t already known as far I can tell.

Exchange Shop:

Throughout this event, you’ll be collecting “Gavas Tickets” from various sources. They’re the currency that’s used in Necky’s exchange shop for a variety of items.

You can obtain Gavas Tickets by:

  • Clearing the special Mining Base quest
  • Clearing the Rideroid quest
  • By using Gathering nodes with Famitsu picks and fishing rods
    • Not sure if it was explained exactly how you get these tools, mind.
  • By playing certain content in PSO2es

FamicupExchange.jpg

Included is Necky’s costume as well as some Famitsu shirts (which are notably outer-wear) among other cosmetic items. Somewhat interestingly it also includes two 12* units; Rear / Heavenly Ring and Leg / Mini Nyau (not sure on the Kanji).

nyau_units.jpg

While that makes these the first 12* units obtainable via currency it does seem that much like the 11* units Xie supplied before their stats are awful. At least their base defensive stats, anyway. Their bonus stats are unknown as well as any set bonuses they may have.

Orbit collection files

For many, this is likely the really interesting stuff. With the Famitsu Cup we’ll see the addition of a large number of Orbit weapons. Sighted are:

  • Wired Lance
  • Partizan
  • Daggers
  • Double Saber
  • Katana
  • Assault Rifle
  • Jet Boots
  • Wand
  • Gunslash

A weapon for every class, pretty much! There are no collection sheets for the currently available Orbit weapons however.

orbit_files

It seems they come with Ability III, Vinculim, Spirita III and Mutation I. This means they have 45 attack in affixes. Judging by that then, Orbit Wired Lance has 977 S-atk at +0. This puts it behind Seiga Shield in terms of raw attack,  but the potential is slightly stronger in terms of a damage bonus. This makes these weapons fairly average although Orbits typically aren’t taken for their power in any case.

Their chief use is as a method for quickly refilling your PP bar, which can be useful for certain classes that have trouble regenerating PP or for those whose mechanics prevent the from doing so normally (such as Ranger with weak bullet loaded). Assuming they still have this latent, that means that for a lot of people they may be good just completing a single file once and being done with it. For a lot of people this may well be Orbit Gunslash, though Ranger may want to consider Orbit Rifle particularly if they never got themselves an Orbit Launcher. In fact, the Rifle may be decent enough to use an attacking weapon, though it will still be some way behind Gix in that regard.

Of course, there may be other reasons you might want to +35 these weapons. If you want to find out about that now, skip ahead to the “New Type Affixing” section.

Late November Content

Aside waifubait Annette joining the lobby with partner card and accessories, the 2nd Update trailer was a particularly interesting one with a lot of things to go over.

Phantom Darkers

They were data-mined a while back but they were finally revealed with the 2nd trailer. Phantom Lanz Vareda, Bonta Bearadda, Dagacha, Goldrahda and Decol Malluda. They’ll be arriving along with Episode 4 Chapter 6.

As well as appearing in the story mission, these Phantom Darkers seem set to appear on Earth fields in general.

In addition to looking different (Phantom Goldrahdas in particular!), it seems Phantom Darkers will also have unique moves. Phantom Bonta Bearadda for example appears to summon tiny versions of itself which it then commands to explode. Pretty nice to see that they’ve gone this far with them rather than just do a recolour (I know a certain someone who still hasn’t forgiven them for Caterdra’nsa).

Datamining does suggest there are other Phantom Darkers either waiting to be revealed or they may have been dropped. These include:

  • Dark Ragne
  • Vid Luda
  • Damoths
  • Pitta Wadda/Parata Picoda? (the one that shoots missiles, I never remember which is which)

As I say though, who knows if these will make it to release. Kinda want to see what Phantom Dark Ragne looks like…

Collection File Change

Collection files will now display a GET message instead of 100%. A minor interface improvement I guess, though I wish this meant you got the item at 100% instead of having to find an additional target enemy to kill, which can be irritating for certain kinds of targets.

Tekker Changes

 

bulk_appraisal

We’re finally getting bulk Tekking! A much needed quality of life change.

13star_icon

13* weapons will have a different icon while they’re unidentified, which should hopefully mitigate accidentally tekking them the wrong element while mass-tekking other items.

Now you might have noticed those prices. Don’t panic, those belong to a new feature known as “Advanced Item Appraisal”.

supertekker

While much more expensive than regular appraisal, it boosts your chances at getting better affixes and evidently may raise your chances at getting a high % element on the weapon.

Gathering on Hulkotron and Tunnels

We can finally go mining in the mine. No one cares abour Shironia.
But yes with new gathering spots comes new rings, so the important question is are they any good?

  • L / PB Homing
    • Delays the blades firing for a small amount of time, but they’ll home in on enemies after

Not sure if this ring will see much uptake as the main point of Photon Blade Fever is to spam blades as fast as possible to maximize your DPS. That delay is going to cause a significant drop in damage, even if it does mean the blades are more likely to hit.

  • L / Jumping Dodge
    • It makes you jump really high.

Kind of an interesting one. Could help the airborne classes get set up more easily as well as making certain bosses even more trivial to deal with (looking at you, Malmoth and Plosiorgles). There’s possibly some other gameplay altering effects this ring could have that I’m not considering (I wonder if it boosts the jump in the Magatsu fight?).

  • L / Slow Fi Action
    • Slows down the speed of Fighter weapon actions

I assume this will also extend the I-frames much like Slow Dive Roll does. Potentially powerful ring to aid in Fighter survivability (as if they didn’t have enough I-frames through Deadly Circle).

  • L / Near Auto Target
    • Pets automatically attack nearby enemies

Tired of having to press buttons as a Summoner? Worry no more! Get your normal-attack boosting Parfaits and you can just walk right on through stages.

  • L / Peace Zondeel
    • Prevents you from detonating Zondeel fields

Handy for those who wish to use lightning techs on enemies while retaining the suction effect of Zondeel.

Overall, a sorta interesting bunch of rings. The only one I can’t really think of a good use for is PB Homing but maybe I’m being short-sighted with it who knows.

New Type Affixing

This is an interesting change indeed. I’ll go over what I can gather from the trailer.

Essentially, getting a new-type weapon up to +35 will unlock a special ability on it. This ability can be transferred in the regular affixing process with a 100% chance of success. Now we don’t yet know all the nuances of this upcoming system but here’s what I can gather from just looking at it:

  • These are only available on +35 NT weapons.
    • Shown weapons are at least 11* rarity, but it may be available for weapons of all rarities…
  • The usual rules of affixing seem to apply. You’ll still need to have your fodder items with an equal or greater number of slots than your target item.
  • The target item’s own special affix counts towards the system, giving you a total of 6 potential high-end affixes you can slot at once.
  • Each weapon has its own unique ability.
    • Ray Sword gets Astral Soul at +35.
    • D-AIS Saber gets Spirita V at +35
    • The other weapons are unknown as the trailer skips through. Can’t even hazard a guess as there’s no guarantee they chose them in order and the affixes have shifted between the edit.
      • Coat Edge Ver2, DaisyChain NT, Sega Shield and  “幻創艦砲甲” (I can’t interpret this one) grant access to Power V, Stamina V, Alter Arma and Spirita Alpha.
  • While all are at 100%, presumably the same rules apply for up-slotting

So yeah, this mostly just seems like an incentive to grinding out collection sheets in order to obtain high grade affixes for the gear you actually want to use. Especially as you’d have to complete a collection sheet 6 times in order to +35 a weapon.

This doesn’t bode especially well for weapons that belong to collection sheets that expired, as their abilities will be difficult to out-right impossible to obtain. Guess we’ll have to wait and see what the list of affixes turns out to be on the more common weapons, but at least a few of the abilities they teased for us are on this list (Ray, AIS weapons, Seiga). For me this only further rubs salt in the wound that is the temporary nature of collection files..

It’s interesting, but in many respects I kind of just wish they’d do away with the current affixing system entirely. It’s one of the most convoluted and un-fun upgrade systems I’ve ever seen, though thankfully due to stat inflation on weapons it’s much less necessary than it used to be.

At the very least, I won’t be bothering to affix my weapons in the meantime!

Heaven and Hell 2 (Not official name)

prepare_to_hug

So the promised “harder than Heaven and Hell” Extreme quest is heading our way with the late November update. There seems to be at least a couple of differences..

First is that it seems it’s only 1 pass per attempt instead of the 5 per attempt that the first one is. There’s no mention of a weekly limit either…

Second is that the enemy pool will be pulling mostly from Episode 4 enemies This includes Phantoms and the recently introduced Dragonkin Aberrations.

Observed floors:

  • 4 Emperappies
  • Falka Leopard, Falka Leone and Goronzoran
  • Hagito Phamut and various Phantoms
  • Drago Deadlion and Dragon Ex
  • Dourumble and Guar Zigmorde
  • Vegas Illusia and Laplace’s Demon
  • Devil Trailer and various Vegas Phantoms
  • 2 x Box Buvals and Zeta Guranz
  • Anga Fundarge (Beast mode)

It looks about as hectic as the first Heaven and Hell, which means it’ll likely favor classes built for durability over other things (or Fighters spamming Deadly Circle Type-0). That said, at least the lower entry fee and thus slightly lower risk factor might not put off the more fragile builds quite so much. Hopefully the floors are engineered in such a way that tactical decisions can make the floors less risky rather than it just being a case of throwing as many enemies at you they feel they can get away with.

Your prize this time, should you be lucky enough to earn it, is a material used to make a special Skill Ring which has a visual effect upon equipping it. There are no details whatsoever about what abilities this ring imparts.

Other than that, the quest demo didn’t seem to drop anything at all. I assume they’re keeping those secret for now, though I do wonder what they’d even potentially give out. It can’t be stones anymore, because they’re not utilized much at all in endgame gear now…

December Raid Boss

After what felt like enough teasing, we finally got to enjoy a  trailer for the next raid boss as promised. This time, we head to the moon to take on something strongly resembling a Dark Falz…

The first part involves chasing the boss in a stage resembling a Star Fox level while the 2nd part is the usual “fighting a space god on a see through disc” deal we’ve had since PSO.

The chase section is presumably the data-mined “DPP1 Chase” that had us so baffled from a week ago. Seem pretty arcade-y, with plenty of obstacles to avoid while you’re chasing the phantom around various parts of Mother Cluster’s moon base. Seem’s the boss itself has a bunch of orbs that you’re going to need to break. Beyond that, not a lot to tell from it. I find the Rideroid controls awkward, though presumably they’re a little different in this quest.

The second phase is a chaotic mess of blue and bloom (bluem?) but other than that seems like your standard Phantasy Star Falz-like boss. It reminds me of a kind of amalgamation between Dark Falz 3 from PSO and Orga Angelus from PSP2. In fact it does seem to take some pretty strong design cues from Dark Falz 3 in general…

We know from datamining its AI that tbe boss uses a number of attacks borrowed from Dark Falz Elder, Double, Apprentice and Loser, though it also boasts some of its own unique attacks. Unfortunately due to the quality of the video and how bright everything is I couldn’t really pick out anything in particular.

Aside the excessive brightness though looks pretty good! I gotta say its pretty cool how after all this time they can still produce content that genuinely surprises me. Unlike the Profound Darkness fight, this one seems like at least the first half will be completely unique and stand out against the other raid bosses. Of course we have no idea at all how difficult it will be, so I guess we’re gonna have to wait for the inevitable play-demo down the line where they deliberately fail the quest.

That’s all for this post. These are largely my thoughts and interpretations of what I’ve seen so I may be wrong about some things. Let me know if there’s anything particularly wrong, because I don’t want to misinform people.

TGS Day 4 Trailer Analysis

ash_and_friends_hanging_out

The 4th day of TGS saw the reveal of a couple of new trailers for content coming up in October. I’ll be going over the bits I’ve got any thoughts on. The complete summarized rundown is on Bumped as always. Despite there being only two trailers (of the main things, anyway) there’s quite a lot to go through.

The Trailers


Just including the main two  trailer that will form the bulk of this post in this section. There’s a third more minor one I’ll go over at the end.

Early October Update:

Late October Update:

PA/Tech Customizations


While only the usual handful they add in these kinds of updates I think they’re an interesting handful in my opinion.

Sacrifice Bite Type Zero:

Speeds up the photon art and strengthens normal attacks. It seems like normal attacks gain an extended photon blade during the attack animation, though it’s hard to tell from the demo if this actually increases range or if it’s just for show. It would have been nice if the demo had used it on an enemy that didn’t have super-armor frames on to see how the full charge looks now.

expand_sword

If it does significantly increase normal attack range, then this is a good buff for swords in general as their normal attacks always had plenty of power but surprisingly small reach for how large the weapon is. This would also greatly help with the PP issues that sword can have, as you should more reliably tag enemies for PP recovery as long as the buff is up.

Straight Charge Type Zero:

Hold down the button to go sailing through enemies. It drains PP as you’re channeling it, so it’ll possibly last as long as your PP does. It’s one of those silly looking customizations that I can’t help but like.

Strike Gust Type Zero:

Kick up and up and up and up. Holding the button down extends the length of the rising part of the attack, which could be very irritating for other party members.

Parallel Slide Type Zero

Finally you can be like Giliam in the original PSO2 OP movie. Aside that, having a controllable high-mobility PA on Rifles might be interesting. Might look a bit derpy on non-cast characters, mind.

Sharp Bomber Type Zero

No longer launches you backwards and greatly increases its power when charged. Bullet Bows are still lacking in good AoE attacks, so this should be a welcome addition for those specializing in them.

Safoie Type Zero

Moves you towards the target before casting and is more powerful when charged. That’s about it, not a hugely interesting customization on the surface of it. However, it may be useful for melee-Techers as a gap-closing skill as presumably the gap-closing part won’t require you to charge the PA. If it does then it’s a bit less useful for that.

Ramegid Type Zero

Surrounds you with dark orbs which deal pulsing damage to enemies on contact. Could be a interesting addition to a melee Techer’s arsenal, though it depends on how long the orbs persist for. The orbs do flinch enemies, so it may also be a handy protective barrier against trash mobs for all casting types.

I think Ramegid and Sacrifice Bite got the most interesting changes, because both of them will potentially have a large impact on game-play. It’ll be more clear when these are released and we can experiment with them.

New Skills: Summoner Quality of Life.


Summoner will be gaining two new skills; Share Assist and Long Distance Love (daww).

Share Assist appears to allow support effects to transfer between pets when you swap pets or weapons. Not sure how big an issue this was for Summoners, but it may mean you won’t have to re-cast support techs as much.

Long Distance Love is probably the most major one, as it allows you to initiate Pet Sympathy without having to recall your pet to you to get it inside Shifta/Resta range.

new_pet_ui

Another major quality of life fix is your pet’s HP and status effects will display on the palette. I’m not sure why this wasn’t a feature from the beginning, as you’d think this is the kind of thing that’d come up during play-testing. It’s great that they’re finally implementing it, but all the same it’s baffling that it took them this long to do it.

I’m not sure if this is the “Skill re-balance” they were hinting towards on the long term schedule, but if it is I’m kind of disappointed. Not because these are bad changes because Summoner needed some help and I like what they’ve proposed. It’s just the name indicates that there’d be changes to most if not all classes, not just the one. We’ll see I guess.

Evolved Summoner Pets


The three basic pets; Wanda, Torim and Ceri will be gaining upgraded versions of themselves.

jinga
Jinga, the upgraded Wanda. It appears to gain a zig-zag motion, possibly extending the width of its dashing attack.

aero
Aero, the upgraded Torim. Aero Spiral seems to have a larger range than Torim Spiral.

popru
Popple, the upgraded Ceri. Popple-plode seems to have a larger radius than Ceri-plode.

Beyond that, it’s not really known how these pets are superior to the old versions. I’m not sure if you can just consume the upgraded egg or if you have to feed it to the base version to “evolve” it. However the demo shows them using a 7* Jinga egg to upgrade a 6* wanda, so it may have similar restrictions to the pet-ability swap/rarity upgrade mechanic. That is to say; you may need an egg of equal or greater rarity. If this is true, it’s going to be awkward to upgrade any 13* pets you currently have.

Skill Ring Update


 

There’s a couple of parts to this; one is the addition of 4 new rings to go with the addition of Caves and Tundra as gathering spots. Gonna go over the new rings here, with descriptions sourced from Bumped’s post:

L/Jet Boots Tech Arts SC

  • Reduces charge times when you combo from a PA to a Technic.

I can’t see this being terribly useful for BoHu or really in general. Seems like a waste of space, but maybe Jet Boot mains can correct me on this.

L / Air Reversal

  • Allows you to perform an air reversal in the air.

This could be really useful. While Just Reversal is trivial enough with practice, its main weakness is it leaves you vulnerable to being juggled to death. This ring should prevent that, by turning a knock-back into i-frames, which mechanically should greatly increase your survivability as long as you’re paying attention.

L / Slow Dive Roll

  • Extends the duration by slowing the Dive Roll speed.

I’m not sure of the use of this ring, unless it’s just to extend the i-frames on Dive Roll. Lord knows Dive Roll needs all the help it can get…

L / Step Jump

  • Increases movement speed if you jump during the [Step] action.

The video demonstration shows it’s a fairly large increase in movement speed. Could this be the return of step-jump for faster movement over long distances? Hopefully not, but the increase in melee mobility is always welcome  It’d be a fair boon if this ring allowed you go skip straight to maximum running speed upon landing, mind! Unfortunately the demo doesn’t show this either way.

Ring Selling/Trading

skill_ring_selling.jpg

The other side of this is you can buy and sell skill rings, which is interesting. I’m not sure what kind of restrictions might be put in place on them, if any. This could work out great for players who are willing to spend the extra time gathering for profit and for those players who just plain don’t want to gather. Given the cost of creating and upgrading rings however, it remains to be seen what kind of profit margin people might be able to make with this.

To The Moon! -Story Board Chapter 5


moon_baseRejoice, those who despise Episode 4 for going to Earth because we’re heading back to something resembling the science fiction setting again. The next chapter of the story quest is set on a moon base, where Hitsugi is currently being held captive. Battle your way past Mother Cluster apostles such as Phul and Och, possibly Kohri based on the data-mining and who knows who else!

The moon base itself doesn’t seem like a terribly complicated map, given it’s just a straight corridor. That said, I guess it’s reasonable for a field that’s only going to be available in a story quest. The background music incorporates Beethoven’s “Moonlight Sonata”.

hi_mom
The quest will see Mother’s face finally revealed. I’m surprised they showed it in a teaser trailer really, as I’d figure this kind of thing would be better saved for the actual quest itself. Still, it does confirm that data-mining was right about her appearance at least. She also doesn’t seem terribly perturbed that her sworn enemies are bashing her door down…

Later on in the month, additional story board events will be added including a fight between Huey and Phaleg and finally re-uniting with Matoi.

This reminds me, I am actually considering doing story summary posts now thanks to story translation efforts by multiple people. More details on that when the time comes.

Ultimate Amduscia: New Info


The second trailer showed some new bits about Ultimate Amduscia.

Quest Teleporter.

Boooo. The inclusion of a teleporter is bad news in my opinion, because with it the quest will likely never get started once interest wanes over time. Initially it won’t be a problem because people will be running them a lot, but let’s see if that’s still the case 3 months down the line.

Presumably they felt the need to include this because they wanted to prevent the return of Anga farming. By syncing up all the players at the start, you can put Anga at the end of the quest, making sure you can’t just shortcut your way to it. The downside however will be you can’t join the quest once its begun, nor can anyone join you after you begin it. The result is if your MPA isn’t full you get to sit there and wait, which is something you don’t suffer from for the other Ultimate Quests. Good luck getting randoms to agree to go in with lower numbers! Anyone who’s had issues getting Riding Quests, Challenge Quests or the recent Odin Limited Quest started should know what I’m worried about.

The Quest Itself

It looks like it might be a fixed-layout quest, which I don’t mind. It does run counter to the spirit of the other Ultimate Quests however which functioned more like free fields and it may have the unfortunate effect of making the quest much more repetitive. However, a fixed layout does give them the potential to engineer more interesting encounters than a random number generator could create, so I’m interested to see how it all works out. Curiously, if you follow the trailer you’ll note that they’re at varying point totals at different parts of the map between obviously different runs. Maybe the route through the quest is randomized even if the map isn’t?

lightning_weakness
The main enemies are weak to lightning element. 

Much like the other Ultimate Quests, you’ll need to amass around 2000 points to clear. It seems the encounters during the quest are randomized enough, though the demo seems to show that a boss encounter happens in the same place (the center of the map) with Deadlion, Gilzoras Drago and the new Anga Fundarge. These all seem to occur around the 1200 point mark. It may pick a random boss to have as the final encounter in the quest if defeating it earns the rest of the points, which should be OK. I don’t think we’ll be in danger of people abandoning the quest if Anga doesn’t spawn as long as the collection files are relevant or their drops are decent.

New Gear

Speaking of drops, this is no doubt what a lot of people were most eager to find out. What kind of gear can we get?

As was expected , the quest will come with a new collection file with which you can obtain the “Gicks” series of weapons. Though along with these, apparently other 13* weapons will also drop from the quest.

gicks_sword_file

Gicks Sword comes with a rather impressive 1333 attack, though it’s unknown exactly how much of that is made up by affixes. If we assume that Deadlion Soul comes with the standard +35 S-atk then its +50 attack with Ability 3, bringing it down to an estimated 1283 attack which is still huge. Austere Calibur in comparison has 1161 S-atk at +0, so its looking like these will be making the Austere series obsolete if they come with a solid potential.

12* Units

After many years of 11* units, we’re finally making the transition to 12*. It appears that there’ll only be 1 complete set and a bunch of boss parts for others. While their stats are unknown, the blue-wing unit appears to start with 225 S-Def which puts it on par with the Tagami units if so. This potentially makes Saiki and Austere units superior for defense in terms of raw stats, but of course we don’t know what set bonuses they may come with or what inherent bonuses they may have. What we do know if that even if they’re statistically weaker they come with one very important mechanic that makes them blow all 11* units out of the water; you can slot L / skill rings into them.

ring_slotting

Take one ring, 100,000 Meseta and 1 Lambda Grinder to fuse a ring with your unit. Once you fuse the ring, the ring is consumed and you won’t be able to get it back. Note that this only works with Left rings and it will also bind the unit to you.

This is a game-changer in terms of the builds that people could go with, as it allows you to essentially equip up to 4 left rings at once! The big issue is going to be that you’ll need to do an additional upgrade step every time they release a new unit set now, which will be irritating as you’ll have to re-gather and grind up a new ring each time. Though I guess the ability to buy and sell rings may help in that regard…

As an aside, the blue units appear to be Ray units. They’re similar to Ray weapons in appearance and have “ray” in their names. As far as I know it isn’t confirmed if they’ll have a set bonus with Ray weapons, but even if they do the presence of the Gicks series may topple the urge to wear them together…

Phantasy Star Universe Part 2


 

Alright, there’s one more trailer to go over quickly! The 2nd part of the Phantasy Star Universe anniversary crossover thingamajig was revealed.

This time, the focus is on the Phantasy Star Portable games mostly, also featuring a shirtless Howzer because why not. Shirtless Howzer is kinda awesome to be honest, he reminds me a bit of Liquid Ocelot  You’ll be able to get Helga, Vivienne and Emilia costumes and accessories. Howzer and Helga’s costumes will be layered wear.

This time, the lobby NPCs will be Emilia and Vivienne. They’ll come with the usual Client Orders, obtainable Partner Cards and  obtainable 13* weapons, with Clarita Visas NT and Vivienne. Both weapons will have editable photon colours.

emilia_and_vivi

What’s new and fairly interesting about this pair is that they both seem to come with their own fully voiced cutscenes. I’m not sure if these will be special story board events or what triggers them. I’m interested to see what they have to say, mind, though I’m not expecting them to do something silly like trying to make a canonical link between PSU and PSO2…

Anyway, looks like that’ll be all for the Phantasy Star Universe anniversary. Kind of a shame we didn’t see anything Laia turn up but that’s how it goes. I originally thought there were going to be three parts based on the fact that we had three major characters on the promotional artwork, but there’s nothing on the schedule for it. Kind of a blow for fans of the Guardians Formal outfit.

That’s finally all I have to write about! Long post, but there was a lot of stuff they revealed on the 4th day of the TGS. As far as I know there’s nothing else to announce, but i could be wrong. Let me know in the comments if I got anything wrong or if you have any observations of your own you’d like to add. Thanks for reading!

Upcoming Event: Famitsu Cup

100_percent_ridiculous

The Tokyo Game Show has seen a few tidbits released for PSO2, including a couple of collaborations no one cares about (alright, the Persona 5 collaboration has stirred up a bit of a reaction..) and the announcement of a classic Phantasy Star event, the Famitsu Cup. This event will be a full on web-event and is starting some time in November. Reposting the trailer:

That thing that looks like a failed attempt at a 90s console mascot is Famitsu’s own mascot “Necky”. Unfortunately you’re presumably going to have to interact with it during the event.

gatheringticket

Details are a little thin on the event for now, but it does seem that it’ll involve the gathering system at least. Gathering items net you “Gabasu Tickets”, though it doesn’t give any indication what these tickets are for. If it’s always 4 per gathering attempt, that is quite a lot of tickets you could acquire if you have a large number of alts…

Special Mining Base Defense


The Famitsu Cup will come with a slight new twist on the all-star style of event quest by setting it in Mining Base: Invasion’s map; an Emergency Quest named “Challenges from Necky”. You’ll need to fend off Gal Gryphon, Kuronites, Lilipa Mechs and even Aberrations. We’ve only been shown a tiny snippet of it, but it seems hectic enough.

Update: As pointed out, it’s Invasion’s map not Despairs. Guess I’m the one despairing.

miningbarrier

Aside the towers being threatened by enemies they’ve never seen before, it seems at least one new mechanic is added as well in the form of a barrier. This barrier seems to be protecting AIS Exoda as they charge their cannons, which makes it a significant threat.

I’m pretty interested in how this quest will play out, as I’ve pondered before how some non-darker enemies might function mechanically in a tower-defense style quest. Barbarillipas for example could be pretty destructive if ignored, what with their very long range and constant attacks. Gryphon tornadoes, lightning and general charging about could be tricky to deal with. Falka Leopard and Zeta Guranz with their huge amount of missiles and potential for collateral damage (especially Zeta Guranz’ spinning laser attack) present a potentially interesting positioning problem. I also can’t help but ponder what might happen if the attacking waves end up turning on each other (as Darkers and non-Darkers will fight each other) but I kind of doubt they will due to how the aggro mechanics work; it can be hard enough for a player to peel mobs off the towers and they do a lot more damage.

The quest will apparently award collaboration items.

So far, that’s all the information about the event that I’m aware of. Not much to go on, really, but at least the emergency quest looks like it’ll be fun. Kind of hoping the rest of the event isn’t based on gathering items, mind…

Lambda Grinder Eggschange

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Rejoice! For all those egg drops you get when you’re not playing summoner will actually have a purpose. From the 24th of August you’ll be able to exchange 10 x 10* or 11* eggs in for 1 Lambda Grinder. Fancy!

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Official announcement on this was posted here. The image is from Gheaven’s tweet on it here.

I mean the fact that 11* eggs are subject to the same exchange rate as 10* despite being rarer is a little strange, but they’ve done this kind of thing before with 10 and 11* weapons and units. The two are effectively considered the same category, despite one still being visibly less common than the other.

The upside is you can gain something from picking up all those SPECIAL EGG?s laying around at the end of emergency quests with the minor downside that you’re going to have to pay to untek them for the pleasure. It’s gonna be up to you whether you think Lambda Grinders are still worth picking up this way or not.