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?
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.
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.
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:
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.
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.
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…
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.
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.
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.
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 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.
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.
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.
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.
Battle Sword (Sword Camo)
Battle Rifle (Assault Rifle Camo)
Battle Rod (Rod Camo)
Vraolet 6-slot (details below)
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.
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.
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.
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…
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.
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.
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.
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.
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.
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.
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.
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…
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.
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).
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.
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.
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.
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.
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.
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?
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.
Xie offers two units at 50 gold each. Like the weapons, their usefulness is questionable.
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.
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
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.
November updates: Famitsu Cup
Necky in the lobby, with Client Orders and Exchange shop
Event specific gathering tools
Gravity Daze collab and various outfits.
Annette from PSO2es making her way to PSO2.
Vehicle lobby actions for casts.
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.
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
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).
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:
A weapon for every class, pretty much! There are no collection sheets for the currently available Orbit weapons however.
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.
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:
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.
We’re finally getting bulk Tekking! A much needed quality of life change.
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”.
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)
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.
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.
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.
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:
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.
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.
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.
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.
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
Rejoice, 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”.
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.
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?
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.
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 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.
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.
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.
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!