Ultimate Amduscia: Thoughts and Tidbits

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Today saw the release of Ultimate Amduscia. So was it worth the year long wait? Is the gear any good? This and other important life questions will be considered momentarily, while also throwing in some actually useful information.

Note that the community is still figuring a fair amount of things out. As such, the contents of this post may change in the coming days.

On an unrelated note, WordPress seems to kill the contents of

tags now. That’s why this post lacks the black bar titles that are in most of my posts these days. I can’t figure out a way to prevent WordPress from modifying my tags, so for now I’m having to use the default headers. Custom CSS is a paid feature so..

The Quest Itself


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So rather than do the circuit-style of the other two quests, we instead have semi-randomized spawns with a fixed layout. The map is split into sections which you teleport to randomly, which then chooses from a small selection of fixed spawns.

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One of these sections is guaranteed to be a Box Duvals and it seems like every run has at least one spawn of Darker Abberations. There’s a chance one of the spawns will be replaced with an additional shot at a  boss.

After going through 4 different sections the big forcefield is dispelled and you’ll face off against either Gruzoras Drago or Drago Deadlion. After defeating them, the new Anga Fundarge spawns and after defeating that the quest is clear. So yes, you will always get an Anga Fundarge and at least one boss here, unlike in previous Ultimate Quests.

An average run should last between 6 to 10 minutes, depending on MPA quality and a bit of luck. Rank is based on time, with an S rank requiring you to clear the quest within 7 minutes. If you manage to do this, you’ll earn a title that rewards you with a Gix unit.

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This room full of archers is arguably the biggest obstacle to getting an S-rank. The archers are spread throughout the room, far beyond Zondeel range. The MPA will need to split up ideally one person per archer.

So yeah, I actually like this approach to the quest to be honest. It’s random enough but it gives you fair shots at just about everything the quest has to offer. This makes filling out the collection files much less frustrating than the Vegas files ended up being.

In terms of difficulty, it’s a little lacking for end-game players. Players at the top end are so well geared that very little gets to live long enough to do anything, but an average MPA may find things hectic enough that you at least don’t feel completely safe. I feel like most deaths will come from getting randomly combo’d in all the chaos.

Oh, and you’ll need to be lv75 on both Main and Subclass in order to participate. I’m not really sure why as the quest’s overall difficulty really doesn’t warrant it, but it’s there so you’re gonna have to deal with it.

New Gear 


The arrival of the Gix series, 12* units and a few other bits and bobs. I’ll go over what’s known here, but be aware that this is still being researched.

Collection Files

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Ultimate Amduscia’s collection files all offer similar sort of gear; an 11* Sun God weapon matching the weapon class of the file and various 11*/10* junk. Each part of the file requires kills of a specific boss in the quest to progress. Essentially, only boss kills will progress you towards completing these files.

Summoner gained collection files for eggs, which is interesting in its own right. It’s also fair, all things considered, as pets are essentially their weapons.

Zinga, Aero and Popple require the same things as the Gix weapons do; kills of various Ultimate Amduscia bosses. They give out various candy board items, including a Spirita Cookie + 3, rolls of various types, 2-layer pancakes and candy canes.

Synchro was added to the Trick or Treat files, offering a 2-layer pancake, Technicookie and Stamina Cookie.

As for wether or not the new pets are any good I’m the wrong person to ask. I simply don’t play summoner enough to say.

Gix Weapons

The Gix series boasts he highest base stats of all weapons in the game. On initial thoughts, the potential was unnerving but as it turns out it’s actually a strong set of weapons overall.

  • Gain a damage bonus that increases in power over time, up to a maximum of 20% at lv3.
  • The base power boost is 6%, though it may he higher at higher levels (up to 8% at Lv3)
  • Weapons that belong to a given attack type all have a mechanism that will reset the currently gained bonus to base.
  • Damage bonus resets to base if a mate item is used. This includes through Automate skills. Takes 70 seconds to fully charge.
    • Sword
    • Wired Lance
    • Partizan
    • Twin Daggers
    • Double Saber
    • Knuckles
    • Katana
  • Damage bonus resets to base if you take any damage. Takes 50 seconds to fully charge.
    • Gunslash
    • Dual Blades
    • Assault Rifle
    • Launcher
    • Twin Machinegun
    • Bullet Bow
    • Wand
    • Jetboots
  • Damage bonus resets to base if you use any evade skills. Takes 60 seconds to fully charge.
    • Rod
    • Talis
  • Swapping weapons will reset the bonus.

These are all conditions that are likely to happen very frequently making it overall impractical to stay at maximum power. That said, due to their high stats their base effectiveness is actually pretty close to Austere (within 2%) and you won’t have to wait too long before the weapon actually out-damages them. You may have to change your game-play approach in order to get the most out of them.

Should you upgrade from Austere? That’s up to you, personally I’d say refrain if you’re really comfortable with your playstyle. If you don’t have an Austere yet then I’d recommend getting one of these over it as they’re almost as strong at their worst and they’re much, much easier to get.

Due to the mechanics of the potential, melee users who only use one weapon type now benefit greatly from having a dedicated healer in the party. Keep the Gix using melee train topped up with Resta and they’ll be able to maintain max power for longer. The value of support-oriented Friend Partners may have increased a tad…

Of course the fact you can’t swap weapons is a bit of a liability if you’re aiming to keep max power up.

Less mainstream combinations can make use of these weapons; such as the self-healing HuSu as well as HuTe. Any melee combination that has access to Resta, Megiverse or some auto-heal that doesn’t consume Mate items essentially. I guess it’s nice they got chucked a bone, eh? Even with a weapon as strong as this behind it though, the likes of HuSu and HuTe would not be able to compete with HuFi for damage, so it’s really not recommended.

 

I still personally think they look like poorly made hunks of plastic…

Boss Weapons

Names are my own interpretations. Let’s just say I’m no translater, so awaiting better names for em.

Gruzoshoes

  • Drops from Gruzoras Drago
  • Lv3 Potential boosts damage by 6%, reduces incoming damage by 20% and makes you immune to knockbacks.

Deadliogridda

  • Drops from Drago Deadlion
  • Lv3 Potential boosts damage by 6%, reduces incoming damage by 20% and makes you immune to knockbacks.

Box Duvleos

  • Drops from Box Duvals
  • Lv3 Potential boosts damage by 6%, reduces incoming damage by 20% and makes you immune to knockbacks.

Kind of a nifty potential. In fact, the wand would have been pretty amazing were it not for the addition of Form Wand with Vegas a while back. If you missed that gravy train however, this would be a solid wand to pick up. Knockback immunity would be pretty handy for Knuckles too, with the damage resist making you that bit more durable while using Limit Break. I’m not familiar enough with Jet Boots to say if the protection from knockback would be that helpful.

Units and Set Bonuses 


12* units are here and they’re also remarkably underwhelming in terms of stats. We were told a little bit back by the developers that Austere units would not be becoming irrelevant just yet!

Ray Units

  • Individually, they provide 50HP, 9PP, 25 all attack, 2% all resist.
  • They can be dropped by Profound Darkness Lv76+
  • Ray units have a set bonus with Ray weapons, granting you an additional 60 Dexterity…

Gruzoras Unit

  • Rear only.
  • Can be dropped by Gruzoras Drago.
  • Provides 40 T-atk, 15PP, 1% strike resistance and 2% fire resistance.
  • Gruzoras’ unit pairs up with the Jetboots it can drop, granting a measly 40 T-def…

Deadlion Unit

  • Arm only
  • Can be dropped by Dragon Deadlion
  • Provides 150HP, 40 S-Atk, 3% Strike Resist, 2% Fire Resist, 1% Tech Resist.
  • Set bonus currently unknown.

Gix Unit

  • Arm only
  • Title reward for clearing Ultimate Amduscia with an S-rank
  • Can apparently drop, but source is unknown.
  • Provides 50HP, 10PP, +30 all attack.
  • The Gix unit can pair up with any Gix weapon to give you 20 Dex and 2% Light and Dark resistance…

What’s with these limp set bonuses? I know they don’t want to make Austere irrelevant yet but jeez this is treading just a tad too carefully! The bonuses are so bad they may as well not exist. The base stat bonuses they provide are actually pretty alright, with the Ray set being particularly decent.

The main draw to 12* units is of course the ability to socket L / Skill Rings into them, allowing you to effectively equip 5 rings at once (including your R/Ring). While an alluring prospect, it does mean actually obtaining a full set of 12* units, which means you’ll need to re-affix the lot of them. Add in that you’re also losing a potentially decent set bonus and the whole thing is a lot less attractive. It may be better to hold out for a bigger upgrade if you’re already sporting a good set of units (Saiki, Orbit, Austere and a select few others). Again, like with Gix weapons, if you lack such gear then go for it.

So yeah generally an underwhelming update for those ready for the next tier of gear.I mean we don’t really have a new tier of content to use this gear on anyway, but that hasn’t stopped them before!

Thoughts 


So yeah, overall it’s a fun enough quest. I like the approach they took with this one it’s just a shame the gear in it is considered underwhelming for those at the upper end of the gear spectrum. The enemies are fun enough, the bosses are particularly decent.Hopefully the quest doesn’t suffer the same fate as Riding Quests and end up near impossible to get runs going in the near future. However, the quest isn’t so difficult that you couldn’t just get a group of 3 or more people together to get a good clear. That’s at least one positive note with regard to the quest’s overall lack of difficulty.

Let me know if any information is wrong in this post. There was still some unknown stuff as of writing this, so as said at the start the post’s content may change.

Gotta Go Fast – Tokyo TA and Tidbits

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The September 21st update added a new time-attack quest set in Tokyo. Just gonna do a brief write-up of it as well as go over some additional tidbits concerning the content update this October.

Tokyo Time Attack


This one is a bit more of a parkour-ish obstacle course than the other time attacks. While there’s no real puzzle to solve, you’re still going to need to learn where enemies spawn particularly for the boost-ring sections. You’ll also need decent platforming and timing skills as well as very high damage output for the final block. This quest is not particularly friendly to certain class combos, particularly anything dependent on striking weak-points.

Enemies will grant EXP but they will not drop anything. As such, they will not count towards collection files. There is also no new Client Order for this quest.

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Enemies are a bit of a mix in terms of stat mods. All enemies placed around boost rings have reduced HP, though for some you’ll still need to have passed between 2 rings in order to one-shot them with the kick. The rest of the enemies have their regular free-field HP (not the slightly reduced Arks Quest variety), which is particularly important for the final block.

Platforming

platforming

There are two sections in the quest which will require you to do some platforming (not counting the first one which is just to introduce you to the concept). The first is easy enough, though the final jump will require you to hit jump at pretty much the last second to make it.

The second is a bit rougher, as you’ll need to avoid being bombarded or you’ll lose your runspeed as well as having to land on much more narrow platforms. Your controller best be in good shape if you’re not using Mouse and Keyboard!

The final block is a fight against Train Ghidoran. As said, this is using Free-Field levels of HP so it is very durable. What’s more is as time goes on more and more enemies will spawn; starting with 2 tanks, then adding in helicopters and roadrollers. The longer the fight is, the harder it’ll be!

Thoughts

It’s a fun enough quest, though it will be particularly rough on some class combos due to the nature of Train Ghidoran and lack of weak-points on many enemies. The quest essentially favours high-burst short attack time classes or any that can crowd-control Ghidoran effectively. As such, the likes of Banish-Graptor combos won’t be of much use here as Train Ghidoran doesn’t really expose itself for long enough for them to even hit.

Is it worth running over others for your weekly TACOs? Honestly no, but it’s short enough that you could run it for something different to do so it’s a bit like Traces of Darkness in that respect. Naberius 2 and Harukotan remain the most efficient ways to do your weeklies for now.

New Skill Rings


 

So turns out there were a bunch of other skill rings announced during TGS that sorta escaped the main show I guess, which Gheaven covered here. Most of them seem to be support oriented, I’ll go over them quickly;

L / Just Reversal JA Combo

  • Just Reversals will gain a Just-Attack window

R / Just Reversal PP Gain

  • Recovers PP on successful Just Reversals.

A lot of Just Reversal oriented rings coming up it seems, two  of which are L / Rings. I doubt that JA Combo will be interesting enough for people to want to socket into 12* units, mind.

R /  Healing Guard

  • Heals you and others close to you when you successfully activate a Just-Guard effect.

Not really sure who this ring is for, as melee-weapon types generally have access to Healing Guard anyway. This ring just enables those who don’t run a Hunter sub to use it I guess.

R / Wide Support

  • Like Techer’s Wide Area Support; greatly increases the area of Resta, Shifta, Deband and Anti.

Again, I’m not sure who this is for. Force typically won’t be able to use it because they run Techer sub and you probably don’t want to get buffed by a Bouncer/Hunter… though I guess any Shifta is better than no Shifta! Pretty sure there are better rings that a Bouncer is much more likely to be wearing, mind.

The most interesting of this bunch is “L/Non Weak Bonus“, which will allow Launcher attacks to count for Weak-Hit Advance bonuses even if they’re not hitting weak spots. This is a significant buff for Launchers as you might expect, though I do wonder what limitations may be put on it. Weak-Hit Advance specifically boosts damage from shooting attacks, but not all Launcher Photon Arts are. Crazy Smash for example is R-Atk scaling striking damage, which may mean it won’t benefit from this ring. In any case, Launcher users rejoice because your weapon is going to be a lot more effective once this ring arrives.

These rings will be added with the rest some time in October.

Custom PA/Tech Details


With the release of the official update page came a few details about the upcoming custom PA/Techs. Lets go over them

Sacrifice Bite: Type Zero

  • Speeds up the photon absorption
  • Boosts the power and range of normal and step-attacks

So that blade-extension effect was not just for show! As a Hunter main I’m obviously fairly eager to see how much of an effect this has on my play-style. The additional range and power should mitigate the PP issues that Sword can suffer from.

Straight Charge: Type Zero

  • Hold the button to continue sailing through enemies while dealing constant damage
  • Constantly drains PP while in use

Nothing really new about this.

Parallel Slider: Type Zero

  • Allows you to shoot while moving around in a hovering motion.
  • If used mid-air, will allow you to gently fall during the attack.
  • IT’S JUST LIKE ONE OF MY ANIMES

The mid-air detail is new, though I don’t think Ranger really has that much trouble dealing with airborn enemies. Might make the pre-broken knee portion of Magastu more fun if you’re incline to use anything other than End Attract I guess?

Sharp Bomber: Type Zero

  • Allows you to shoot while jumping forward as well as backward.
  • Charging the attack greatly increases its power

Nothing really new about this.

Strike Gust: Type Zero

  • Holding the button extends the rising portion of the attack.
  • Removes the charge portion, so you’ll be able to spam this attack more often

I don’t know enough about Jet-boot usage to really comment on this, though removing the charge portion of the attack does at least give them a directed quick-fire attack which I believe they sorta lacked? Correct me if I’m wrong on this.

Safoie: Type Zero

  • Before casting it closes distance with the target
  • Makes it easier to land the attack
  • More powerful when charged

Ramegid: Type Zero

  • Causes orbs to orbit you
  • Enemies will take damage at set intervals on contact with orbs
  • The charged version will have shorter intervals.

No new details for the techs. Much the same thoughts as before; these are both seemingly engineered to make melee Techer’s life easier.

Class Rebalance


 

So turns out those two new skills heading Summoner’s way in October were indeed not the “Class Rebalance” listed on the long-term schedule. Sega made a post here on their update page for October laying out all of the changes. With thanks to translations provided by this PSOWorld post.

General

  • All stances will have their time limits removed and become infinite.

The main thing I have to say is why the fuck did this change take 4 and a half years to implement? Even more bafflingly so after they introduced this very feature for Wand Lovers all that time ago! Stance skills should have been this way from the start, so this is a welcome quality-of-life adjustment it’s just it kind of makes me despair that it took them this long to realise timers on stances were not a good idea…

Hunter

  • Improved guard-cancel timing on Rising Edge

Should help with preventing incoming damage when using this; as being locked into the animation and having an attack go from tell to finish before you can guard did kind of suck.

  • Larger AoE and slower fall on Nova Strike

Nova Strike already has decent AoE I think, so I’m curious to see how much larger they intend to make it. Not sure what function the slower fall would serve…

  • Improved Just-Attack timing, reduced PP cost and increased speed of Stun Concide

Why?

  • Improved guard-cancel timing on Guilty Break

I guess this adjustment is to make it a better travelling PA as right now it’s a little awkward for this (you can only cancel just after the first strike has started, giving it a kind of stop-start effect.)

  • Improved JA timing on Ignite Parrying

Not entirely sure of the purpose of this change, unless it’s to make it easier to chain Ignite Parrying together.

  • Improved JA and guard-cancel timing on Kaiser Rise. Adjusted timing of attack damage.

Again, I assume this is to make it easier to spam the attack.

Hunter got the most changes of all the classes. All fairly minor changes, eh? This is going to be the trend for the rest of this balance update as you’ll see.

Fighter

  • Improved speed of Surprise Dunk

So double-saber users can throw themselves into the action more quickly I guess.

  • L/Knuckle Chase now affects Quake Howling when used midair

Odd change, not sure why they did this. Perhaps knuckle users would be more informed.

Ranger

  • Improved cancel timing and added i-frames to Impact Slider

Gunner

  • Improved JA timing and Stlyish Roll cancel timing of Dive Roll shoot when using TMGs

Braver

  • Reduced hit-stop of Katana Gear counter

Was this even that big of an issue? I admittedly am only a casual Katana user at best, but compared to the hit-stop I experience on other weapon types I can’t say I ever really noticed this.

Summoner

  • Sped-up attack timing of Cery Chaser
  • Sped up attack timing of Cery Fall and increased period of time enemies are stopped

A bit of help for Cery, which is a pet I just don’t see used that often anymore. Not helped that I believe Maron Chaser is considered superior to Cery Chaser, but I’m not experienced enough to say if that’s true or not.

  • 12* pets can now be raised to Lv110

I take it this means that you’ll be able to visit Pietro for Pet Limit Breaking with 12* pets now. The current cap for 12* pets is lv95 and there’s a fairly significant stat gain between that and 110. Essentially, this is a big buff to 12* pets, though honestly I could swear that 13* pets are more common.

Sakai’s Favorite: Gunslash

Yet more changes for a weapon class that no one uses now and no one will use after.

  • Improved JA timing of Step Attack
  • Improved JA timing and cancel timing of Tri Impact Type Zero
  • Added I-frames to Thrillerplode
  • Improved speed and reduced hit-stop of Slash Rave
  • Improved cancel timing of Kreuzanschlag

All improvements, all things people likely won’t notice because no one uses Gunslashes seriously.

So yeah, overall these are a bunch of minor tweaks and quality of life changes. Slightly disappointing as there’s a bunch of Hunter and general issues I’m aware of that I’m sad they didn’t address and I’m sure those more specifically experienced with other classes feel similarly. I guess I expect a class balance to shake up the meta slightly, which in this case the only two classes this may have a chance of happening for are Hunter and Summoner I feel. Wether the changes for either class will turn out to be all that significant or not we won’t know until they’re out I guess.

Of course, while the class balance changes are mostly minor the addition of L/Non Weak Bonus and some of the Photon Art crafts may shake things up significantly enough on their own! That’s all for this post; it ended up a bit longer than I intended but there were a fair number of little tidbits this time. As always, let me know if there’s anything I got particularly wrong.

 

The Stargem Scratch – PostRelease

Qounah_Banner

Figured I’d be done with this but I guess this is what happens when you get invested into something made by professional disappointment merchants.

Alright so the SC Scratch is out. So how is it? Was all my ranting for nothing? No! Because it turns out it’s a complete shitshow so much of what I ranted about before remains valid. Because of that, there’s basically no need to rant again as I still feel the same way.

What we can do however is whine about the odds of getting what we want, as Sega now has to list the actual percentage chance of getting each individual item on their scratches. You can find the complete list here on the official site but here’s a summary:

  • 20.8% – Fenale Costume
  • 14.4% – Male Costume
  • 5.6% – Hair/Accessory
  • 12.8% – Music/Voice/Sticker
  • 4% – Affix item
  • 36% – Booster Item
  • 8% – 120 Casino Coins

For these numbers, I rounded up to 1 decimal place. Due to rounding issues, the total won’t be exactly 100%. Now I want to say I appreciate Sega doing this but I have a feeling that they may have been forced to do it…

Additionally, none of the costumes are recolourable. So if you get a colour you don’t want you’re stuffed. I dreaded this could be the case due to them not aligning with the known colour channel I’d seen on Persona’s outfit. That’s such a scummy limitation to place on something you can’t trade away.

What’s more, you may have noticed that they added Affixing items into the mix. This is in addition to the filler they announced before, which means they thought that the filler I was on about last time wasn’t enough!

…Anyway, it’s tempting to rant again. If you really want that rant go read my last post, cause I’m basically about to repeat what I said then.

 

The Sacrificial Whale

Over in Japan, one whale decided to take one for the team and roll 108 attempts at the scratch. These 108 attempts netted them at least one of every item and they helpfully decided to post the quantities of everything they got.

It’s er… it’s not terribly pretty. Especially when you consider that all those attempts set them back about 228 quid ($324) in StarGems. Holy shit.

Out of their 108 attempts, they got 44 filler items, 34 costumes and 30 items related to Dark Falz that I can’t be arsed to categorize. So they were on the lucky side if my odds posted above are an accurate reflection but they weren’t too far off. Also the highest count for an individual item is 12 Casino Coin tickets. Yikes.

So yeah, it seems like even for whales this system is genuinely shitty. I don’t think I’ve seen one positive reaction to this scratch, but of course the system isn’t going to change as long as whales like the above are actually willing to throw down cash on it anyway. If it turns out they’re not, then we might see a change…

In the meantime? This fucking blows. They’re taking the piss with the 80 SG cost, trade limitations, the filler items and the odds they’ve set with all this. I’m hesitant to even drop my free SG on this and I really want some of these outfits, but I know plenty of people are rolling which means things are going to remain this bad probably.

Ring System Release Info

screams_internally

This is just gonna act as an information gathering spot for ring abilities and what their numbers and requirements are. As information is still being found out, expect the contents of the post to change dramatically throughout the coming days.

Feel free to share any information and to let me know if there’s anything wrong in this post.

Let’s just hope that this system doesn’t get abandoned like Photon Art customization I suppose!

Gathering 

fishin

  • Gathering is the only way to get materials for both cooking and ring crafting/upgrading. You’ll typically need planet rocks and a specific gem to craft a ring.
  • You get 100 stamina for Fishing and 100 stamina for Mining per character.
  • Each action consumes 10 stamina from their respective bars.
  • The stamina is only consumed once you actually get the item. If you’re interrupted for whatever reason, you won’t lose any.
  • There’s a small chance for a “One More” to occur. This is RNG giving you a free gathering attempt.
  • The bars take roughly 5 hours to fully recharge, meaning you can get 3 free gathering attempts per character in a given 10 hour window of time.
  • This amounts to around 30 Mining and 30 Fishing attempts per day for free. 10 more if you’re willing to push to 15 hours.
  • You can restore Stamina through the use of “Stamina Drinks”, which can be obtained in-game and bought for Arks Cash
  • Levelling up either gathering skill restores 100 stamina for them. This can overfill, so no excess stamina is lost this way.
  • The cost of a Stamina Drink via Arks Cash increases wich each purchase. The first two cost 50AC. The ninth costs 350AC and the tenth onwards costs 750AC each. The price resets at midnight JST.

 

Fever

Each gathering attempt has a chance to trigger a Fever. Each time you gather increases your “combo” meter, which increases the chance of triggering a Fever. If you hit 25, a Fever is guaranteed.

During a fever, a gathering node will not expire. You’ll also get more materials per attempt and have a greater chance at rare materials. Attempts still cost Stamina, however.

Fever combos can be built via either fishing or mining.

Given it costs 10 stamina per attempt you have a total of 20 attempts in which to trigger a fever per session. As it requires 20-25 to stand a good chance of getting a fever, you’ll often either be out of Stamina or very low on it by the time you actually trigger a fever. It’s arguably the most irritating part of the system’s design.

Due to the above, t’s recommended that you drain your fishing bar before you start mining. This will give you the best chance to trigger a fever while mining, which is preferable as you’ll need rare mining materials for rings.

Naturally as those spending Arks Cash can get higher combos, they’ll have a significant advantage with regard to getting rare materials quicker. As such, they’ll also be able to max out their rings faster than non-paying players. While annoying, it has yet to be seen how significant a time advantage this is. Let’s just hope the whales share data on the skill rings they rushed to max out so the rest of us can learn which rings are terrible and which aren’t.

Ring Material Costs

  • L / JG Sonic Arrow
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • L / JG Heavenly Fall
    • Vopal Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • L / JG Rising Flag
    •  Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • L / DS Whirlwind
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • L / TD Air Chase
    • Naberu Rock x 3, Forest Emerald x 6, Lambda Grinder x 15, 30000 Meseta
  • L / Knuckle Chase
    • Naberu Rock x 3, Ruins Amethyst x 6, Lambda Grinder x 15, 30000 Meseta
  • L / Front Stylish Roll
    • Earth Rock x 3, Forest Emerald x 1, 30000 Meseta
  • L / Katana Gear Guard Release
    • Vopar Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • L / Tech Charge Parrying
    • Earth Rock x 3, Forest Emerald x 1, 30000 Meseta
  • L / Recast Reverser field
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • L / Hunter Gear Save
    • Naberu Rock x 3, Forest Emerald x 1, 30000 Meseta
  • L / High Time Keep
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • L / Short Combat
    • Naberu Rock x 3, Ruins Amethyst x 6, Lamda Grinder x15, 30000 Meseta

Right Rings

  • R / Massive Hunter
    • Vopar Roxk x 3, Coast Sapphire x 1, 30000 Meseta
  • R / Crit Strike Striking
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Crit Strike Ranged
    • Vopar Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • R / Crit Strike Tech
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • R / Killing Bonus
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Perfect Keeper Striking
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • R / Perfect Keeper Ranged
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Perfect Keeper Tech
    • Earth Rock x 3, Forest Emerald x 1, 30000 Meseta
  • R / Photon Flare
    • Vopar Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • R / Attack Advance
    • Earth Roxk x 3, Forest Emerald x 1, 30000 Meseta
  • R / Ele PP Restore Field
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Boost Slayer
    • Earth Rock x 3, 3000 Meseta
Ring Ability Information

Information on this section is still coming out.

For Right-rings, be aware that if your main or sub-class has the ring-skill, the ring’s effect will not apply.

Some of this data was obtained through data-mining and may not match the numbers shown in-game. The numbers themselves should however be accurate. This is particularly relevant to the Crit rings as there seem to be rounding issues with the displayed numbers.

L / Twin Dagger Air Chase

  • Twin-Dagger normal attacks and some PAs will chase the currently targeted enemy as long as you’re mid-air

L / Knuckle Chase

  • Knuckle normal attacks and some PAs will chase the currently targeted enemy as long as you’re on the ground

L / Front S-Roll

  • Allows you to perform a front Stylish Roll with Twin Machineguns
Power 101% 102% 103% 104% 105% 106% 107% 108% 109% 110%
111% 112% 113% 114% 115% 116% 117% 118% 119% 120%

L / JG Rising Flag, Sonic Arrow and Heavenly Fall

  • Activates a PA on a successful Just-Guard
  • Swords get Sonic Arrow
  • Partizans get Rising Flag
  • Wired Lances get Heavenly Fall
PP Consumed on use 20 19 18 17 16 15 14 13 12 11
10 9 8 7 6 5 4 3 2 0
Power 175% 176% 177% 178% 180% 182% 184% 186% 188% 190%
192% 194% 196% 198% 200% 204% 208% 212% 216% 220%

L / Hunter Gear Save

  • Reduces the gear loss rate of all Hunter weapons
  • Fury Gear’s conditions must be satisfied for this to work
  • Sword Gear takes longer to decrease. Wired Lance and Partizan consume less gear.
Gear Loss rate 75% 74% 73% 72% 71% 70% 69% 68% 67% 66%
65% 64% 63% 62% 61% 60% 59% 58% 55% 50%

L / Double Saber Whirlwind

  • Certain Double-Saber PAs will have a chance to activate a whirlwind
  • Bound by the whirlwind limit.
Probability 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

L / High Time Keep

  • Has a chance to prevent a single hit from deactivating High-Time’s bonus.
  • It won’t protect from additional hits.
  • If you get hit at all, it won’t preserve your eligibility for One More Time
Activation Chance 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

L / Tech Charge Parrying

  • Nullifies incoming damage for a period of time while charging a tech with a Rod, Talis, Wand, Jet Boots or Tacts.
Duration(s) 0.03 0.06 0.09 0.12 0.15 0.18 0.21 0.24 0.27 0.3
0.33 0.36 0.39 0.42 0.45 0.48 0.51 0.54 0.57 0.6

L / Katana Gear Guard R

  • Allows you to activate Katana Gear by holding Guard for 3 seconds
  • Gear loss rate is increased if activated this way
  • Gear gain rate is massively reduced if activated this way
Gear loss rate 300% 290% 280% 260% 240% 220% 200% 180% 160% 150%
150% 150% 150% 150% 150% 150% 150% 150% 150% 150%
Gear gain rate 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%
1% 2% 3% 4% 5% 6% 7% 8% 9% 10%

L / DB Snatch 

  • Adds damage to DB’s movement shift actions
Power (Unsure of notation) 4 5 6 7 8 9 10 11 12 13
13.5 14 14.5 15 15.5 16 16.5 17 17.5 18

L / Recast Reverser Field

  • Reduces the re-cast time for Reverser Field
Recast time reduced to 70% 69% 68% 67% 66% 65% 64% 63% 62% 61%
60% 59% 58% 57% 56% 55% 54% 53% 52% 50%

 

R / Massive Hunter

  • Makes you immune to flinch, knock-back, knockdown and launch while active
  • Also reduces incoming damage
  • Cannot be used if Hunter is your main or sub-class.
Active Time (s) 15 15 15 15 15 16 17 18 19 20
20 20 20 20 20 21 22 23 24 25
Recast (s) 120 118 116 114 112 100 100 100 100 100
100 100 100 100 100 95 94 93 92 90
Incoming Damage Reduced to 99% 99% 99% 99% 99% 99% 99% 99% 99% 99%
95% 94% 93% 92% 91% 90% 90% 90% 90% 90%

R / Perfect Keeper Strike, Range and Tech

  • Boosts damage as long as your HP percentage is above the border
  • Skills that reduce your Max HP such as Limit Break and PP Convert will not break this skill as long as your HP percentage is above the border of your new Max HP.
  • Cannot be used if Gunner is your main or sub-class
Damage Boosted to 101% 101% 101% 101% 101% 102% 102% 102% 102% 102%
103% 103% 103% 103% 103% 103% 103% 103% 103% 103%
HP Border 100% 99% 98% 97% 96% 96% 95% 94% 93% 92%
92% 90% 88% 86% 84% 82% 80% 78% 76% 75%

R / Killing Bonus

  • Restores PP for each enemy that dies within range
  • The data lists this as 5 units. I don’t know how big a unit is in-game.
  • Cannot be used if Ranger is your main or sub-class.
PP Gained 1 1.2 1.4 1.6 1.8 2 2.2 2.4 2.6 2.8
3 3.2 3.4 3.6 3.8 4 4.2 4.4 4.6 5

 

R/ Critical Strike Strike, Ranged and Tech

  • Increases critical hit damage and critical hit rate
  • Cannot be used if Fighter if your main or sub-class
Critical Damage boost % 0 0 0 0 0 1 1 1 1 1
2 2 2 2 2 2 2 2 2 3
Critical rate increase % 1 1.5 3 3.8 4.8 5.8 7.8 8.8 9.8 10.8
11.8 12.8 13.8 16.8 17.8 18.8 19.8 19.8 19.8 19.8

R / Boost Slayer

  • Increases damage dealt to and reduces damage received from boosted enemies.
Damage boosted by 1% 1% 1% 1% 1% 2% 2% 2% 2% 2%
3% 3% 3% 3% 3% 3% 3% 3% 3% 3%
Damage reduced by 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
11% 12% 13% 14% 15% 16% 17% 18% 19% 20%

R / Photon Flare

  • Increases T-ATK for a limited time
  • Cannot be used if Force is your main or sub-class
T-ATK boosted by 150 150 150 150 150 150 150 150 150 150
155 160 165 170 175 180 185 190 195 200
Recast (s) 100 95 90 85 80 80 80 80 80 80
80 80 80 80 80 74 73 72 71 70
Active Time (s) 20 20 20 20 20 21 22 23 24 25
25 25 25 25 25 26 27 28 29 30

R/ Attack Advance

  • Increases damage of normal attacks
  • Cannot be used if Braver is your main or sub-class
Normal Attack Damage boosted by 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
11% 12% 13% 14% 15% 16% 17% 18% 19% 20%

R / Element PP Restorate Field

  • Activates a field that increases PP recovery for hitting an enemy with their elemental weakness
  • Cannot be used if Bouncer is your main or sub-class
PP Gain 1 1 1 1 1 1 1 1 1 1
1.2 1.4 1.6 1.8 2 2.2 2.4 2.6 2.8 3
Active Time (s) 20 20 20 20 20 25 26 27 28 29
30 30 30 30 30 35 36 37 38 40
Recast (s) 120 118 116 114 112 100 100 100 100 100
100 100 100 100 100 90 88 86 84 80

 

R/ PP Convert

  • Decreases Max HP and increases passive PP recovery rate while active
  • Cannot be used if Techer is your main or sub-class
PP recovery rate 1 1 1 1 1 1 1 1 1 1
1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2
Max HP set to 75% 75% 75% 75% 75% 75% 75% 75% 75% 75%
74% 73% 72% 71% 70% 70% 70% 70% 70% 70%
Recast (s) 130 128 126 124 122 120 120 120 120 120
120 120 120 120 120 118 116 114 112 110
Time (s) 10 10 10 10 10 11 12 13 14 15
15 15 15 15 15 16 17 18 19 20
Upgrading your Rings

 


To upgrade your rings you’ll need to do two things:

  • Get EXP to raise the soft level-cap on your rings (to the hard cap of lv20)
  • Take your ring to Dudu with materials, grinders and of course your meseta.

Rings gain 5% of any EXP you get. You’ll need around 31M EXP to max out a single ring (which translates to about 1.6M Ring EXP). Note that the Ring EXP display doesn’t update live. You will need to change area in order for it to update.

Upgrade materials match whichever materials the ring required you to gather to create it in the first place. If it needed Earth Rocks and an Opal to make, it’ll need those materials again to grind it.

  • Lv1 – Lv5 require 3 x Rocks and 5 x Grinders
  • Lv5 – Lv10 require 3 x Rocks, 1 x Gem and 5 x Grinders
  • Lv11 – Lv20 require 3 x Rocks, 1 x Gem, 5 x Grinders and 3 x Lambda Grinders
  • All levels also cost 30,000 Meseta per attempt (except R / Boost Slayer)
  • Materials are lost on failure.

 

Sources

 

Where possible I’ll link sources. Some information is skimmed from forums and chatrooms and some is from in-game observations. Other information still is from data-mining.

Bumped.org Gathering Mini-Guide

Fulldive.nu – Skill Ring Info

Swiki page on Skill Rings

Summoner Skill Tree

 

G-heaven just posted this up today. It’s a composite screen-cap from the trailer showing all the skills Summoner is set to have. With a little help from EspioKaos, I’ve put together a basic edit to show the skills in English:

SummonerSkills

This mostly makes me ponder its viability as a sub-class, given it has a couple of all-round attack and stat-boosting skills. Assuming the All-Attack Bonus skills are percentage based and their numbers are decent, it could effectively work for any class. Classes are a little more than stats though, there’s certain functionality too (such as Weak Bullet for GuRa or Chain for BrGu and so on) and as far as I know it wasn’t explained whether or not a Summoner could use pets without using their Baton weapons. If they can’t, then that makes a large number of these skills fairly useless for sub-classing.

As for what could sub-class Summoner, I’m really just going to have to guess on this one as there’s still a lot not really known. If your pets can benefit from other class skills, melee type pets would benefit potentially massively from Fighter as a sub-class. If there are more tech-oriented pets to be added down the line, it’s possible Braver may be better to take advantage of elemental weakness.  If you can keep a pet out without a Baton, then Ranger or Gunner as subs could offer significant burst as well.

Those are just some thoughts, anyway. More hardcore players may have some more solid ideas of where this class could end up fitting as a sub or what could be a decent subclass for it.

 

 

Extreme Quest Expansion

afin_the_dorf_whisperer

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

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

Extreme Solo

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

doublefalz_not_falzdouble

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

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

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

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

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

Thanks to EspioKaos for some clarification.

Class Cap Bonuses and Mission: Decision

redbotbanner

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

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

The bonuses are as follows:

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

Totals for all classes capped on at least one character:

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

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

Challenge Quest: Mission: DECISION 

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

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

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

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

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

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

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