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…
Not a lot to go over with this one, honestly. Much of it was just going over stuff we’d already seen from the last broadcast with some additional details along with the new roadmap. An oddly dull set of updates, in my opinion. Episode 4 seems set to go out with a fizzle rather than a bang.
Oh one thing to make clear right at the start is there was no info at all about Episode 5 this time. I expect we’ll get something in the May broadcast.
With thanks to Goukezitsu for uploading these as usual.
Deus Esca, Wedding Lobby and more Design Contest winners and Phaleg fight.
Rainy Season 2017, Episode 4 oufits (Kohri and Enga)
PSO2es May Update. Usual guff, new weaponoids (more male ones at that!).
5 Year anniversary project. Cosmetics and Lobby Actions. An Offline event.
Towards the Fu- I mean Arks Battle Chronicle! Plus new Quna concert
Deus Esca: Grasia
In early May, the Deus Esca raid will be getting a follow-up quest which you gain access to after clearing the raid; a rematch against a tougher version of the boss with 3 other players instead of 11. This requires lv80/80 however, so if you haven’t finished levelling up you might want to abuse the boost week while it’s up.
The 4-man version additionally has a quest fail condition; your party must not suffer more than 5 incapacitations total or the quest automatically fails. Sure hope you don’t get lumped with someone who keeps dying…
The trailer doesn’t really reveal any insights into the boss’s mechanics still. We see it doing a sweeping attack that deals in the region of 60K damage so I guess that’s the good old fashioned Raid-wipe attack. Presumably it also has the damage cap like the regular version of the boss, so SuGu won’t be able to cheese it as hard.
While I do hope it is trickier than the regular raid I kinda hope its not too much. This is content that occurs randomly after all, which in my opinion is an inappropriate place to make content that’s too difficult. What’s more is each character’s individual performance and build becomes much more important when there’s fewer characters in the quest, so any badly geared horror story is going to have much more impact than they would in a full raid… All the more motivation to start making friends!
Weapons and Units
The only thing of note here is confirmation that the difference between Zeinesis and Qliphad weapons is entirely cosmetic. They both have exactly the same stats and presumably will also have the same three potentials. You can even swap Qliphad back to Zeinesis if you prefer the look of it.
Zeinesis to Qliphad requires a Zeinesis weapon and 120 Qliphad Fuses.
Qliphad to Zeinesis requires a Qliphad weapon.
A kind of one-sided exchange considering the only real difference between the weapons is looks, but I guess they intended Qliphad to be kind of the prestige version of the weapon.
You apparently only get one fuse per clear, mind, which means 120 clears of the raid for one weapon. Kinda nasty, but you might get lucky and have a Qliphad drop from Deus Esca Grasia (Zephytos drops Zeinesis).
I actually didn’t cover the weapon potentials when they were announced, so here’s what we know about them from the Arks Live broadcast a while ago:
Boost Affix transfer rate by 10%
Recovers party member HP every 30 seconds and boosts party damage
Doubles the numeric value of affixes (example: Power 3 becomes 60 S-Atk instead of 30)
So lacking some important details. The stat-boost potential might actually be interesting for some classes if it also boosts the affixes on your units (particularly for Katana Braver).
Units on the other hand do appear to have some differences. Qliphad seem to have slightly lower defense and offer no element resistences unlike Zeinesis. At this point we know absolutely nothing about what the units offer but just be aware it does seem like there may be a functional difference between the two. Unit upgrades require 60 Qliphad fuses per unit as well as a Zeinesis unit.
Deus Esca’s rematch is set to arrive in early May.
Phaleg Side Story
They only really announced a couple of tidbits for this quest. Essentially, the only reward for the fight will be a title for the class you cleared the quest on. So really it’s just a bonus Super-Boss style encounter, which is to say it’s entirely optional. As such, they’re free to make the quest as difficult as they like and it certainly does seem like the quest will be extremely difficult if it lives up to the hype.
The quest disables the use of Scape Dolls and Half Dolls, but it also implements the healing reduction that was present in the Odin quest. This means that all sources of healing will be 20% as effective as normal (that is, a Trimate will only heal 20% of your HP and Monomate a mere 6%). You’ll also need to defeat her in 6 minutes or less.
Its kind of hard to gauge how much damage she does, as the test character is using Guard Stance to muddy the waters a bit but she seems plenty aggressive and possibly deals plenty of damage. This combined with the restrictions on healing does have the potential to make the encounter quite a tough one, though much like the Odin quest this does effectively mean class combos with access to Resta will have a pretty huge advantage. I also suspect Megiverse will be entirely useless.
The footage also reveals that Phaleg is weak to ice, which suggests to me that Ice Force combos are going to be the ones that will find this quest the easiest unless she has some modifier for Tech damage..
Phaleg will have the damage cap fix enabled, which means you will not be able to deal more than 999,999 damage to her per hit. This is an attempt to prevent SuGu from cheesing it, but it also affects BrGu and of course main-class Gunner variants as well as class combos that took advantage of Banish/Graptor. That said, 999,999 damage is still quite a lot and honestly if the likes of the Maron revolver still have trouble taking Phaleg down when they can on-demand deal nearly a million damage I dread to think the issues other class combos are going to have against her…
This fight also lacks an HP bar on the enemy, which for a challenging fight is annoying because you’ll have no idea how close you came each time you fail.
You can do battle with the ARKS favorite anime cliche in early May.
Arks Battle Chronicle
For the 5th Anniversary event we’ll be getting a special quest paying tribute to all of the major content updates along the way.
As well as starring the regular encounters from free fields it’ll also be re-using story mode and emergency quest enemies, with Theodore, Aratron and Dark Vibrace being among the long list of enemies to battle your way through. It also has things like Apos Dorios, which I believe is the first time that boss has ever appeared outside of its raid quest.
There’s quite a lot of hefty looking encounters in this quest, to the point where I wonder if what we’re seeing is actually multiple different quests that are all part of the same event? One for each episode, perhaps?
There’s currently no actual date set on this, but I assume it’s arriving in early June.
The Final Roadmap
…For Episode 4. There’s going to be another when Episode 5 hits.
So yeah, Episode 5 is going to hit in the Summer. Other than that, to quote Bumped:
12 Person Raid Boss
Added Emergency Quest Rematch
Design Contest Scratch
Episode 4 Side Story
5th Anniversary Event: Phantasy Star Festa 2017 Online
5th Anniversary Web Event [ARKS BATTLE CHRONICLE]
New LIVE Event
Boosted Raid Boss & Boosted Raid Boss Rematch
Frame Arms and Frame Arms Girl Collaboration
Famous Designer Collaboration Scratch
Tokyo Field Real Store Collaboration Part 3
So yeah, a kind of bare-bones roadmap overall. The only noteworthy item there that isn’t already covered in this post is the possibility that the boosted raid boss is referring to Phantom Ship Yamato. While this could be the case, I’m kind of curious how the rematch quest would work for that, given it’s a 4-man quest and I imagine the missile section would be quite tricky with 4 people…
That said, data-mining supports the hypothesis that it’s a boosted Yamato, as “PhantomShipEx” does exist in the game’s data. “Ex” is a term reserved for boosted versions of raid-bosses in the past.
Seems like a regular set of content updates as far as I’m concerned. New seasonal quest, new event quest, some story stuff and a new raid. That’s not too bad for 2 months all in all, and yet somehow it feels… lacking.
Is any of it interesting? I can’t say I’m jumping for joy at it all, except for the Arks Battle Chronicle cause that looks fun. I think my lack of excitement is just I don’t care a lot about the Raid in terms of the story. Ardem just was not that interesting an enemy; in fact everything past Escafalz Mother feels tacked on to me. The rewards for the raid are also not terribly interesting on the face of it, but that may change as more details are revealed. As for the fight itself, who knows the fight might be fun and it might still drop a decent amount of cubes or something worthwhile.
It could well be that the game is just starting to feel its age. Maybe it’s getting stale or the developers are getting sick of working on it and we the audience are unknowingly sensitive to this.
Or it could be that I and others got themselves hyped up for Episode 5 and felt a bit let down when nothing was said! In fairness, it makes more sense to wait until the actual fifth anniversary before they say something (indeed, I speculated as such some time ago).
It could also just be that the upcoming stuff just feels too by the numbers. We expect a seasonal quest, we expect a raid boss every few months and an event here and there. That they’re delivering on it is absolutely fine (indeed, preferable) but it’s hard to be excited when there are no surprises. I don’t know, I’m theorycrafting here and probably overthinking it.
It’s that time again! The 6th PSO2 Station went out earlier and it introduced a bunch of new trailers and some things to discuss. This time around we have new PVP features, Easter 2017, a glimpse of the new raid-boss Deus Esca Zephyros and the final part of the PSU celebration.
Also, say “エピソード4いよいよ完結” in-game before the 29th to get yourself a bunch of voice tickets!
Easter 2017. Includes the Easter lobby, weapon and costume design contest winners (including Sadinian Suit for you wannabe Argonians out there) and the final chapter of Episode 4. Curiously does not include any Easter Seasonal quest…
A lot of stuff in this next one. Battle arena update, including new weapons and a skill system. Also a mini Rappy suit, the return of Annette and Jean (with Bruno as a new arrival), new Timed Abilities, Fashion catalogue system, furry themed costumes and the new Raid Boss.
For the final part of the Phantasy Star Universe celebration: Laia, Lumia and Beast face.
So yeah, a few bits to go through. I’ll only go over the stuff I personally feel is interesting to talk about, but as always you can find a full recap over at Bumped.
Battle Arena Update
So the update introduces 3 new weapons and an expansion to the system in the form of skills. So yeah, the mode has barely been out and they’re already adding a brand new system to it…
Yeah I know, that sounds like the most pointless whine and it probably is but I feel like for something competitive like this introducing something that can completely shatter the meta so soon after releasing it just feels wrong to me. That said, the mode as it stands does lack depth, so perhaps the addition of the skill system will go some way to address this… maybe. It’s just it feels like rather than this being an update it instead comes across as they released the mode before it was properly finished and are only now rolling out the rest of the features they wanted for it. Maybe I’m overthinking this, though.
The new weapons this time are Bullet Bow and Jet Boots.
Bullet Bows come with Last Nemesis, which is an attack that takes a very long time to charge but hits very hard when it fires. It also has considerable rage in PvE but it remains to be seen how much of that is kept for the PvP version.
I can’t imagine Last Nemesis really successfully hitting many people in battles unless they’re distracted, because the charge time is so long and well telegraphed that outside of corridors people are going to have plenty of opportunity to either head for cover or attack you while it’s charging up. even in a corridor situation, a Sword user could block it and if the latency is low enough it should be trivial to time your i-frames around the fire time.
That said, one thing to remember about Bullet Bows is their normal attack damage is actually quite high. This makes them a potentially powerful ranged attack which doesn’t even require PP to utilize.
Jet Boots are going to be a pretty interesting addition as well. They retain their ability to double-jump, making these the most mobile weapons in the mode so far. It also lets you attack from angles that other weapons currently can’t by allowing you to jump up to areas that are otherwise tricky to access. Effectively they’re gonna be the Genji of this game if that makes any sense to you.
Jetboots come with two Photon Arts: Gran Wave and Strike Gust.
Gran Wave retains its ability to home in on players, though the demo footage suggests it might be tricky to actually land it on people. It could be the demo player was bad at using it but it just seems like it can whiff pretty easily. It also retains its shift action though, which is an absurdly long period of i-frames. This could let you zoom in for an attack then try to use your i-frames to escape. It does not retain its ability to cast Deband, however which would be pretty ridiculous if it could.
Strike Gust shift-action seems like it’s a hard hitter, though it has much smaller range than the likes of Nova Break or Rising Edge. I could maybe see it being used to get a surprise attack from above, but other than that I feel like this PA would be too easy to miss with and might leave you too vulnerable. It does not retain its Shifta effect.
So yeah, the pair of weapons seem like they’ll be interesting additions to the mode at least. Bullet Bows will grant a back-line sniper role that may be more effective than current sniping options and Jetboots seem to suit a more assassin type of playstyle. These are my thoughts of course, it’s hard to tell exactly where these weapons will fit into the meta until people have had the chance to try them.
One downside I can think of is there will be a bigger pool of items that are going to be randomly assigned when you use one of the weapon nodes. This means you’re going to be less likely to get the weapons you want or the ones your team needs than you are currently. This problem will only get worse if they add more weapon in the future (and datamining does suggest there are more to come, including Katana and Launcher if I recall correctly)
PVP Skill System
Either at the start of a Battle or whenever you respawn (it’s not exactly clear) you’ll get the choice between 3 different skills to take. These 3 are randomly chosen out of a pool of 5 different skills, because the game mode needed yet more randomness.
Once you pick a skill, it gets added to your action bar and you can use it a certain number of times. There seems to be no apparent cool-down on these skills.
Massively reduces the amount of damage you take for a period of time.
It’s essentially an on-command use of the spawn-room buff you get whenever you re-spawn. It looks like it reduces damage by around 90% which is pretty crazy as it’d allow you to pretty much tank any attack the game currently has including Rising Edge. Might allow Sword users to jump into a pile of enemies without fear to help break a bunkered team in the rainbow emblem spawn area perhaps.
Increases your movement speed for a short time.
Straightforward ability. The demo footage uses it to get behind enemy lines quickly which is what I imagine the main use of this skill would end up being. It could also be used as an escape tool, though it might not work that well if the enemy is using ranged attacks (or you’re lagging…). Seems to be a pretty minor buff to movement speed, so I don’t know I’m honestly not sure this skill would have much of an impact generally.
Fires a fast moving projectile that inflicts a short duration stun on enemies.
If you want to make PVP an un-fun experience a surefire way to do it is to add crowd-control abilities. Stunning a player successfully pretty much turns it into a guaranteed kill if you have a followup attack to use with it. Combine this with lag and this either has the potential to become one of the most frustrating abilities in the mode or one of the most unreliable. It depends on how it interacts with lag, really.
Massively reduces the PP consumed by Techs and PAs
I feel like the application of this skill should be obvious. The ability to spam your PA without consequence is kind of major.
Recovers HP and cures status effects
Effectively quadruples your HP pool. This could be potentially nasty if combined with the relatively high HP that sword grants but naturally the ability to self-heal is a powerful addition to any weapon type.
I have serious concerns about this system for the health of the mode. Now, my concerns in the past have proven needless before (I will never forget my post on Bouncers..) but I honestly think these skills in general will make the mode more frustrating than it is now.
Now you may rightly point out that other PVP games have skills just like this, what’s the issue? I argue the issue lies in the fact that anyone could have any skill. In other PVP games you can tell either by their class or by the character the enemy is using what skills they’re likely to have at their disposal. So you can potentially bait out dangerous skills or anticipate abilities that might be dangerous to you and decide whether you can countermeasure them or just choose not to engage because you’ll likely lose if you do. You can do that in PvP at the moment because you can see the enemy’s weapon which gives you some idea of how you could go about fighting them. Do they have a Sword? If you have One Point it’s not a wise idea to engage unless there’s considerable distance or they’re distracted. Do you have Piercing Shell? You can greatly cripple their survivability! You can make these kinds of decisions when you have some idea of what abilities the enemy is going to have; you can’t with the skill system because it’s completely random.
It’s also an additional level of RNG at the spawn. What happens if one team ends up with a majority of a skill that the other team rolled no effective counters to? For example, the enemies get majority Cure and none of yours do? One team is likely to utterly stomp the other! This could be a real issue as winning a fight early gives you control over the Rainbow Emblem spawning area, which can be very difficult for the losing team to take back. .
I’m not even going to go into the issues that lag could create with these skills…
But as I said, I’m not sure if these skills are assigned at the start of a match only or if they’re rolled every time you die. It’s also probably not going to be as bad as I suggest it is, honestly.
New Battle Coin Items
You can obtain the new Jet Boots and Bullet Bow as weapon camos. You can also obtain Rappy Suit Mini for the princely sum of 100,000 coins!
I should note that being smaller doesn’t reduce the size of your hitbox in this game, however it might make you harder to spot…
All of this will be arriving late April.
Phantasy Star Universe Part 3
So yeah, data-mining was right about Laia and Lumia joining us in the final part of this event. Laia arrives sporting Guardians Formal and wielding her signature weapon “Laia Axe”, which turned out to be a Partizan. Lumia meanwhile is sporting the Guardians Uniform F and is wielding her rod the Viedima, which is a low-tier rod made by GRM (a weapons company in Phantasy Star Universe).
So in the end it seems they decided to create a new face model type for Laia. I was curious how they were gonna handle her beastly features. I’m also quite glad to see Guardians Formal make its way to PSO2 as it’s one of my favorite outfits from the game and it doesn’t look like they went too nuts with the physics on it. As for how it looks, it does seem rather flat like other PSU model ports, but it’s hard to really tell with compressed video.
Beyond that the event will see the revival of a bunch of different Phantasy Star cosmetics, including a lot of the PSP2 outfits we already have and the addition of the default Beast costumes from PSP2:Infinity among other things.
You’ll also be able to get the Beast face model for your character…. if you’re willing to shell out enough cash because they stuck it in the Bonus Scratch. God damn it.
And that’s it for the Phantasy Star Universe event. In the end it was some crossover characters and a large pile of cosmetics. Pretty nifty as I like the characters and some of the oufits, I’m just a little disappointed that we didn’t get any of the bosses like they did for the PSO event.
The final visit from the Guardians of Gurhal will start mid-April and they’ll be around in the lobby until the 7th of June.
Deus Esca Zephyros
The boss whose name just keeps on growing it seems. The (probably) last raid boss of Episode 4 will be arriving in late April.
Like the Yamato quest, the first part will see the Arks going up against hordes of heavenly Phantom Angel enemies as they climb Yggdrasil. This includes a re-skin of Maxwell’s demons and Kuron’s centaur enemies. All of the minions on the way to Deus Esca seem to be weak to Dark element.
Deus Esca himself however is weak to both Dark and Light which… I don’t understand why we needed yet another Raidboss weak to Light. Guess the Ragrants spam carries on!
It also generally doesn’t appear to hit that hard and no raid-wipe move was demonstrated. It did fire off an attack which did between 1200-2200 damage to anyone it hit, which depending on which stats it scales from could effectively be a raid-wipe but it doesn’t appear to be attached to any mechanics plus you can just move out of the way of it…
Zenesis Weapon Collection
It wouldn’t be a raid-boss post Episode 4 without a weapon collection!
All we really know about the Zenesis series so far is numbers and what they look like. We know absolutely nothing about the weapon potential.
The weapons come with Ability 3, Deus Factor, Stamina 3 and Spirita 3. It can be assumed that Deus Factor will be +20 S-atk, +10 T-atk, +10 R-Atk, 20 HP and 1 PP based on Yamato and Mother Factors. So S-Atk weapons come with +35 attack and all others come with +25. With that information, we know that Zenesis Sword comes with 1232 S-atk at +0, which makes it ever so slightly stronger than Astra Separ and 51 S-atk weaker than Gix Zangulum. As always it really just comes down to whatever its potential turns out to be.
This Collection Sheet does not come with any eggs, but it does have a 13* Tact. You can obtain a 13* Rappy but only as a drop.
They’re units from a Raid Boss. Even if they’re decent they might as well not exist.
I might be a little bitter about unit drops given that I have yet to get a single Mother unit since its been our and I’ve only ever seen one Invade Unit drop.
Aside its appearance though we know nothing about its stats so who knows maybe they’re rubbish anyway.
Speaking of items you will never see, Deus will come with 3 brand new 14* weapons; a DoubleSaber, Wand and Tact. Yes, a 14* Tact.
The Tact seems to be Rykros Baton from Phantasy Star Portable 2. It has the special ability to fire un-charged Megids with each swing.
The Wand seems to be Lavis Cannon. Its special ability seems to be the same as Form Wand in that it can fire shock-waves on each swing.
The Doublesaber however is a mystery. It was initially presumed to be Twin Blaze from Phantasy Star Online but it doesn’t really look very much like it. It’s also unknown what the weapon’s special ability is as they don’t really demonstrate it doing anything unique.
Episode 5 Announced
The teaser at the end of this broadcast actually teased two separate updates; a Chapter EX for Episode 4 and the announcement of Episode 5 in name and vague theme alone.
Phaleg has taken off the training gloves and will be going all out, testing Player-chan for all they’re worth.
The fight seems to play out much like the one we’ve already had with a couple of new moves; a ranged stun combo and a large area-of-effect stomp.
She also seems to pull off a cutscene phoenix-kick attack that nukes the tower platform. It’s not known at this point whether this is a punishment for failing a raid-like mechanic, for running out of time or if she’ll use this move regardless of wether you win or lose because she’s canonically far more powerful than anything else in the current lore (including the player character).
I’m also not entirely sure when this fight is set, because it’s slated as “coming soon”. So this could either be happening before or after Ardem’s defeat, it’s hard to tell at this point.
Here we go, official confirmation that Episode 5 is happening. They didn’t share any details aside some themes however, which are:
A new world
This has led some to worry that the reincarnation system from PSP2:Infinity might be coming back but I think they’re jumping the gun a bit sharply. For one thing, you could equally argue that the theme of Episode 4 (which was “Reborn”) could have been that as well. If I were to hazard a guess, it has something to do with Profound Darkness doing something to finally break free of the time-loop that Persona and Xiao have had it trapped in for the last 2 years. However with so little information to go on I feel like any speculation is no better than a shot in the dark for now.
A new world does suggest we’re heading to a new planet at least, though it might also be referring to the world we knew but changed in some drastic manner. Or indeed the comment thread on the datamining post is on to something and it turns out we’re re-writing Phantasy Star 3…
We should definitely know more before spring is done, mind, as Episode 5 is due for release some time in the Summer.
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).
So yeah, I’ve been away for a while. The main reason is I wanted to focus all of my attention on creating a game for a month-long Game-Jam. I won’t detail as this blog isn’t for promoting myself, but suffice to say it’s my primary hobby and it’s something I wanted to put some serious energy into getting better at. It was a good month, honestly, so fair warning I may do stuff like that in the future. Hopefully I’ll get better at managing my time as I improve but we’ll see.
But yeah, a fair amount happened since my last post. For one thing, pretty much everything from the first PSO2 Station is now live and the Famitsu Cup came and ended. I’m not going to cover everything that happened, but I will go over the things I had thoughts on and any recently useful information I’m aware of.
December So Far
Christmas is here, which for the Arks means killing things but with Christmas-y music in the background. Hey at least it actually is Christmas music this time around and not the Nights credits theme (thank goodness).
Merry Christmas on Ice 2016
The quest itself is the standard fare of run around and kill things to make your points go up. The spawns are slightly mixed up by throwing in special bosses from various seasonal events during this year.
You have the standard PSE Burst from wearing the right costumes, but as usual you really just want to clear the quest as quickly as possible. Bursts slow you down, so you’re better off not wearing your Christmas garb for this quest.
What’s potentially interesting is that it seems the callback bosses drop their unique items from their respective events, such as Rainy Day’s Fang Banther dropping Hyper Sunlight. Other drops include:
Garel Stones and possibly Nemesis weapons from Diabo
Asta Unicorn from White Day Quartz Dragon
Eggscarpe from Easter’s Falz Hunar
Aura weapons from summer’s Chrome Dragon
General Mutation II items from the titled Gal Gryphon
Bloodspear Vlam Bram and Raygun Barrel from Halloween’s Zeta Guranz
Apparently Dio Hunar can drop items from the current collection file
It’s not terribly great EXP but the quest provides shots at a large variety of rare drops, which may be helpful for those who have unfinished weapons from previous seasons. It also seems to have a pretty decent rate of 2016 Weapon Badges, which well this is basically your last chance to do anything with those before presumably 2017 badges are introduced.
Additionally, it has a small chance of spawning Emperappy or Izanekazuchi. The former is useful as ever for its Emperembrace grind fodder but the latter can drop a solid set of units.
Izane’s unit stats at +10 are:
4% Strike, Shoot and Tech resist
+20 all attack
6% Lightning Resist
4% Light Resist
These are the same for all three units. They provide no set bonus either, so you can freely mix and match them with other units as required which is nice. Otherwise this set is clearly defense oriented, providing a large amount of HP and general damage resistance as well as higher defensive stats than any unit in the game so far. The major downside to these units is they provide no passive PP bonuses at all, which may put a lot of people off wanting to use them.
With units of this caliber coming out, it could well be the death of Unit crafting. Arguably that’s been dead for a while but chalk up yet another craft skill that’s becoming useless I guess.
This season offers a small but interesting selection of items.
My favorite Twin Sabers from Phantasy Star Universe are back. What’s interesting about these weapons is they’re equippable by Fighters, which sorta revives the classic Fighter Bouncer from the Gran Fol days. It’s also usable by Forces and comes with a modest amount of T-Atk (1012 at +10). Has Heavenly Kite as an innate Photon Art.
The potential does the normal thing of boosting damage (11% at level 3) but it also has a curious way of doing PP regeneration. It has two separate rates; one for automatic recovery while in the air (100% at lv3) and another for attack recovery while on the ground (40% at lv3). Given normal attacks don’t stop automatic PP regen, it kinda effectively boosts it in both states. In any case, its high base attack and decent unconditional modifier alone makes roughly on par on Austere (it might be slightly stronger), which makes it a pretty nice weapon for Dual Blade mains.
Its Special Ability Factor is Modulator.
The Talis has a curious Potential wherein it boosts damage against enemies weak to Lightning or Light attacks, or the attack’s own element by 14% if the enemy is weak to it. The weapon gives 1% of the damage dealt in healing (up to 50HP) to indicate the potential was active for that attack , much like how the Gryphon NT weapons do.
The power boost on it is slightly conditional, but it’s a significant portion stronger than Austere when active. This is a very strong Talis.
It comes with a Special Ability Factor (need a shorter name for this, maybe just “factor”?) which boosts damage dealt for hitting an enemy with an element they’re weak against by a whopping 2%. While a small number on its own, it does make this weapon a pretty good target for those wanting to min-max elemental damage (though I still think you’re crazy to do this if you’re not a Force!).
This tact allows people sub-classing Summoner to summon pets. It also has a whopping 40 more attack than your regular Talis, making it the best Talis in the game so far! This is arguably the most interesting item in this Collection File as it allows you to try other combinations of Summoner with pets out. Ever wondered how TeSu with a Shifta Strike Marron would perform? Now you can find out! It also makes raising your subclass easier seeing as you don’t need to go grab extra gear for it.
Related to this. Summoner’s Skill Tree has gone through some changes that open up some interesting options in general. I may go over this in its own post.
13* Maron Egg
Useful for those of you who missed out on the Ultimate Lilipa train and still don’t have a 13* Maron. It’s a useful spike damage pet, though it takes some getting used to. I’m a terrible Summoner so I’m bad at using it.
Necky Collection Files
Seeing as we’re talking about collection files I just wanna share a couple quick thoughts on this set too.
Necky’s Challenge is gone, possibly for good. Despite this, his collection files are gonna persist for another week or two, which seems a little odd. You can’t make progress on certain parts of the files without actually running Necky’s Challenge. So the only people who can start or clear Necky files are those with access to the relevant Quest Triggers, but it still feels like a wierd setup.
I also gotta say that I’m not a fan of the temporary nature of Collection Files in general but it feels extra shoddy when it ends up splitting up weapon series. This happened with the Seiga and Quotz series before; where some of the weapons can be obtained via stones but the rest of the series is now confined to drop-only forever. I don’t know why they can’t just leave the files up or at least make the rest of the series available via stone grind.
This is also kind of a shame for Form Weapons, whose files were made unavailable after the last maintenance. Form Weapons have one of the most interesting potentials in the game so it’s a shame to see them relegated to drop-only in a quest that few people run anymore.
At least the recent change to NT weapon drops where weapons can drop with higher element and grind cap does mean you’re not cursed to finding 5 of your desired weapon anymore. That does take a lot of the burden out of completing them, but to me this doesn’t really make up for the temporary nature of Collection Files particularly when they have such potential to give incentive to under-run content.
2nd Broadcast Catchup
To be honest, there wasn’t really a lot that happened during the second broadcast to talk about. It mostly showcased some Christmas stuff which we already have and a bunch of costumes, including a collaboration with Persona 5. It did at least show us a bunch more about the upcoming raid-boss “Esca Falz Mother” and the trinkets she could reward us with.
In any case, in this section I’m going to go over things that were revealed during the broadcast. Seeing as new information has come out since though it’d be inappropriate to go speculating just on the broadcast content alone, so I’ll be including whatever has been revealed since.
The raid itself is a two-part quest, with the first part seeing us chasing Esca Falz around with our Rideroids. The Rideroid automatically moves forward and shoots bullets, but the player will have access to two active skills so you won’t just be spending your whole time dodging obstacles. You’ll have access to a homing missile attack which shoots at desired targets and a spinning melee attack which you can use to hit parts which she er.. offers up to you I guess. You also have access to an “Overboost” which speeds you up if you end up falling behind for whatever reason.
You can take damage from obstacles and her attacks, which can be recovered by flying through the green rings from Las Vegas. As far as I know it hasn’t been said what happens if you run out of health, but presumably you’re given a respawn timer much like with the AIS portions of Magatsu and Yamato.
Here’s the most recent trailer from the official Youtube channel (includes the Persona 5 collab):
The developers have since revealed in a tidbit that your performance in the Rideroid section won’t affect your access to the 2nd part. You’re there to either “shave off her HP” or just wait until time runs out. I’m not sure if this means that your performance in part 1 affects how much HP Mother has in part 2 or if it simply speeds up part 1.
For those unaware, you can actually fight Esca Falz Mother right now if you run the most recent Story Quest (Episode 4 Chapter 7). While naturally she has much less HP in this state, it does at least give you some indication of what to expect during the fight.
Mother uses many mechanics that resemble moves from other Dark Falzes. The two I saw in my encounter were Elder’s arms and meteors as well as a ring of walls from Double. The Double-Wall ring has one open gate which you need to find and exit through quickly or else you’ll take a moderate amount of damage. Datamining suggests she has moves from Apprentice (she does seem to have the bomb-bugs from Mining Base: Demise in the trailer) and Loser, both of which seem to be absent in the single-player version.
She summons Falz Arms during the fight, which act roughly independent of her. They act much like Profound Darkness bits in that if you break all of them, Mother will be stunned for a while and expose a weak-point. She increases the number of Arms each time.
The trailer shows what seems to be your regular raid-wipe move which seems to be absent from the solo encounter. While hard to tell from the limited footage, it seems like you can attack the cubes that are slowing moving towards the epicenter of the attack. It’s possible that this is a DPS check of sorts, but the actual mechanics are unknown for now.
So yeah, kinda neat that we got an interactive preview of the raid this time around!
Mother will be introducing the first 14* weapons, with the Katana “Kasami Notachi” (reminiscent of PSO’s Kasami Bracer ), the Assault Rifle “Spread Needle” and the Rod “Eternal Psychodrive”. These weapons will not have collection files and so will be drop-only. The drop rates are expected to be very low (lower than Austere!), however interestingly they’ve engineered it so you’ll only ever need to get one drop to complete the weapon. They will drop with a +35 grind limit and max element, which means you won’t need to feed it additional copies of itself to finish it. You will need to grind them as you would any other NT weapon otherwise.
Additionally usable by Hunters.
The devs noted that this is also Gunner equip-able, which is kinda a moot point given Gunners can use all Rifles…
There’s an unconfirmed rumour that this weapon may be able to fire multiple bullets per normal shot. If true, I assume it shoots in a spread pattern much like the original Spread Needle.
Usable by Techers.
In essence, these weapons feel like the spiritual successor to the 12* drops from Elder way back in the day; Ultra rare drops that you might only see one of every so often across the entire server! However, they did also say that 12* units would drop less often than Saiki units which much of the player-base came to doubt rather quickly whilst farming Ultimate Amduscia. Of course, we don’t actually know the metric they were using to compare the drop-rate to because if it was comparing it to Giguru Ginnegam’s drop rate…
Assuming the rumour about Spread Needle turns out to be true, I can’t help but ponder if the other two weapons will have unique abilties as well. I couldn’t hazard a guess as to what they’d be, but I’m all for more interesting abilities on weapons that aren’t just power boosts. We need more weapons like the Form series, because it offers up shifts in game-play and increases the functional diversity of weapons in general. If this means fewer weapons that’s fine because PSO2 has too many weapons as it is…
Mother’s collection file introduces an entirely new weapon series to the game; the Astra series. Presumably these can also drop. According to recent information from the developers this series is intended to be a replacement for Austere. I know I’ve defended Austere in the past mostly due to the sheer number of steps you had to go through to get one, but the weapons are now a year old so it really is time to move on. Whether or not they will be a true Austere killer all comes down to their stats and potential of course, which regarding that…
It seems its potential may be as follows:
Lv1. Boosts damage by 6% and increases PP recovered by when attacking by 20%
Lv2. Boosts damage by 9% and increases PP recovered by when attacking by 30%
Lv3. Boosts damage by 12% and increases PP recovered by when attacking by 40%
This data was mined from PSO2es by someone from the Arks Visiphone site. If correct, that does make these weapons particularly useful for the PP-heavy but slow-recovery weapon types such as Sword, Partizan and Knuckles. It’s less useful for those who have no issues recovering PP, although these are still solid weapons in terms of overall damage.
Are they an upgrade from Austere? Well assuming this turns out to be their potential, I feel like if you already have an affixed Austere weapon I reckon you’re fine to stick with what you got unless you main any of the three weapons mentioned earlier. They’d be an upgrade but it’s such a minor one that I’d question if it was worth putting in the Meseta for a new round of Affixes.
We’ll see. I remember speculating that a completely unrelated potential was going to turn out to be for Gix weapons. That’s just one of the pitfalls of Datamining, sometimes you’re left guessing.
Incidentally, much like with Austere weapons, the Collection files will require you to run content outside of the raid to complete. We can see a blurred out Vegas Illusia in the trailer, but according to the update page it involves various enemies from Earth. At the very least you might have to hit up Riding Quests or Vegas Free Field or something.
Mother also drops a unit set, but there’s currently no information about them at all. Hopefully they’re not as rare as Invade units…
The End – For Now
That’s all for now. I was going to write up some stuff about the PVP mode coming up because boy have I got some opinions on that but I’m holding that back because we’re apparently going to get a live demo of that sometime soon. If so, I may as well wait for that to come out before I really talk about it at any length. I will say, my gut feeling is that it’ll be an unbalanced mess but something completely optional that shouldn’t have any major impact on the game as whole. I’m just hoping nothing too valuable ends up attached to it.
Come the 17th, we’ll have the 3rd PSO2 Station. Assuming I’m in good health then I’ll be doing my usual write-up of it when it hits. This one is a potentially interesting one as they’ll be going over some of the January updates as well as I believe they’ll be revealing the next long-term Schedule. Given Episode 4 may be coming to a close in the coming weeks, we may start to see the first shreds of Episode 5 peeking their way around the corner. There’s been nothing mentioned about Episode 5 yet, nor has there been anything particularly tantalizing from data-mining in that regard. This could mean Episode 5 is further off than Episode 4 was this time last year.
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 44th broadcast happened today so let’s get this opinions machine rolling again.
Bumped has its bullet point write-up here as always. As usual, I’ll generally be sharing my opinions on the stuff I care about as well as a gathering spot for the various videos captured from the stream.
Las Vegas Update Trailer 1:
Seems to be a new ranking system in which you’re matched up with 19 other players. If you score well within your league, you can earn prizes like Stargem Tickets and Tri-boosters.
It’s nice that at least casual players will stand a hope in hell’s chance of actually competing as opposed to a ship-wide ranking. That said, I’m curious if there’s any matchmaking involved or if it’s just completely random.
SG Scratch Recycle
So this was finally shown and no surprise it’s a disappointment. For one thing it requires 40 Stargem Scratch items to be exchanged, which is a huge number of items. Secondly, the selection of items you can exchange for doesn’t include every item in the scratch. In particular, you can only exchange for the default variations of the Dark Falz costumes excluding the battle damaged Apprentice costume. So if you want any color variation or that, you’re still at the mercy of RNG.
To illustrate, you will need 3600 Stargems total (80 * 40), which means you need to be earning 21 Stargems per day (153 days until the scratch expires, so 3600/21). If you’re not, you don’t stand a hope of using this exchange unless they get very liberal with Stargems down the line.
As someone who has been wanting these costumes for nearly 4 years, this system continues to be an insult.
Chat commands to change your facial expression and your fashion preset will be added. Not sure why it took them this long to add these, really.
New story stuff
Seems we’ll be learning more about “Earth Guides”, the resistance force against Mother Cluster. New Unite E-Trials will appear on Earth featuring members of the Earth Guides battling against Phantoms.
During the events, we meet yet another Mother Cluster Apostle, this time an Apostle of Fire named “Phaleg”. She’s demonstrated to have considerable power, which surprises the player even after the tough enemies they’ve had to deal with in the past. Not sure why we needed another apostle introduced so soon seeing as we’ve barely gotten to know the 5 they introduced all at once last time.
Normally I wouldn’t write about this kinda stuff but it’s interesting because the three costumes on the right are the first conversions of old outfits into the Layered wear system. So it seems they are willing to do this after all, which naturally makes me ponder what other outfits are due for conversion.
Las Vegas Part 2
The two main things of note with this update are the new pet and selection of skill rings.
New Pet – Lucari- er Synchro
The main gimmick of this pet is essentially Tech-Arts, in that the pet’s power rises as you combo different PAs together.
Might be interesting, I just personally have no interest in playing Summoner myself so I’ll likely end up sticking to easy-mode Wanda whenever I’m on that alt.
These are the skill rings shown so far (with credit to Bumped for the names).
L / Bullet Bow Homing
L / JB Elemental Keep
L / Standing Sign
L / A Launcher Mode
L / Short Mirage
L / Wand E Change
L / Mate Lovers
R / J Reversal Cover
Ranger finally gets some skill rings!
Another Launcher Mode changes Launcher’s basic attack to be like that of PSU Grenade Launcher weapons. Not sure why you’d do that seeing as I’m fairly sure that would make the weapon much more inconenient to use. Standing Sign on the other hand shows an effect when Standing Snipe is active which… why is this even a ring? Sure, it’s useful but this is a basic gameplay feature they’re relegating to something you have to grind for. I genuinely feel bad for Rangers right now unless those rings have some other bonuses.
Bullet Bow Homing sounds like it might change up Bullet Bow gameplay a bit, depends on how accurate it is.
Mate Lovers has a kinky name, but it’s hard to guess exactly what this ring will do. May be use-time, may be boosted heals, may change the animation, it could be all the above and other things I’m too dumb to think of.
Wand Element Change could be potentially interesting, enabling Wand users to get away with just having a single Wand rather than a rainbow selection of them. Kinda sucks for those players who already gathered a rainbow selection, but at least they have a ring-slot freed up.
Kill enemies to get points, collect emblems to get bonus points. Try to get as high a score as you can within the time limit!
Enemies will still reward drops and exp, however all drops will be pooled into an end-crystal like with the current Odin Limited Quest and Mining Base Defence. The higher the score, the better your rare drop rate will be.
An emergency trial can occur during the quest which is essentially a giant Independence Day reference. Destroy the UFO’s shields before it annihilates the city!
This is a new type of quest which is separate from the Free Field. I don’t know what kind of limitations there’ll be on it if there are any. There is however at least a Klotho Client Order associated with it, though it only pays out a measly 10,000 Meseta. Sugar daddy letting me down.
Las Vegas Field
Las Vegas will first be appearing in story mode, which is slightly unusual for the release of a field but they did do it before with Kuron in Episode 3.
Aside the verticality of the map, the free field seems to be mechanically identical to the Tokyo field in that enemies are pointed out on the radar and you need to grind out quest points to clear. This may, much like Tokyo, make the field tedious to complete solo due to the smaller spawn sizes. The lower point requirement may ablate this somewhat, I also ponder if the boss may be guaranteed to spawn at a certain point quota as with recent event quests.
The map looks alright enough, albeit embarrassingly low poly in places. The most striking thing is how small it feels while riding around on the Rideroid vehicle. On foot, the map feels spacious enough but in the air it ends up feeling really small. It does also seem like it won’t be using the old map-generation system present in other areas.
Es Update: Starring the new character EDGELord and a badly drawn weaponoid made by someone who has never seen a woman in real life or has no understanding of anatomy at all (Whipblade Paratizel). Some pretty dang nicely drawn ones in there as well.
Arks Festival Items: WUB WUB WUB WUB WUB
Live Concerts: Featuring Dark Falz Loser as an old woman firing lasers into the Arks Shopping mall.
I’m afraid this was the surprise trailer, so no grand surprises to talk about this time.
Question and Answers
Once again, thanks to Kami_Pepe on twitter for posting summaries of these. These are interpretations based on machine translation, so please please get in touch if you can provide something more accurate or if I’ve gotten something horribly wrong.
Q: Why can’t we have multiple weapon camos at once?
A: The original implementation of the weapon camo system was clumsy, so we can’t do this for now.
This is reminding a bit of the problem they had back in PSU when they wanted to expand the number of Photon Arts a character could learn but couldn’t due how the game was programmed. One day, Sega will learn how to do basic software engineering I’m sure…
Q: Is it possible you could allow for bulk weapon appraisal?
A: It’s something we’re currently doing a trial and error approach for, we may have something for the end of the year or early next year.
Nice to hear I guess, though I’m not sure how they’d handle the element portion unless people would be fine having bulk appraised weapons all having the same element. For the most part, I would be anyway.
As always, you can read the bullet-point rundown on Bumped here. I’m just gonna be sharing my thoughts on any particular part I feel anything about. So I’m not going to be talking about PSO2es and the additional lolis it’s gaining or the Anime character CD. That said, still quite a lot I want to talk about so strap in and get comfortable if you want to come along for the whole ride.
To start off, here’s a trailer for content coming up in July
Includes a new casino game, yet more Gunner themed outfits and this year’s Beach Wars quest which sees the return of Emperappy as well as a titled Chrome Dragon as its end-boss.
Casino Coins for Star Gems
What’s that? 1 Star Gem per day isn’t enough for you? Fear not, as you’ll soon be able to buy Star Gems with Casino Coins for the following amounts:
5 Star Gems for 5000CC
10 Star Gems for 9,800CC
20 Star Gems for 19,400CC
So you’ll be able to have a free roll at the Star Gem scratch for the low low price of 77,600 Casino Coins! Who knows, you might even get Casino Coins as a prize from the Scratch! You’re always wanted some of those!
So yeah, fairly obviously this is meant to be a bonus and not so you can use the Casino to gamble your way to victory on the SG scratch. That said, it still feels like a steep price for what it is, but I admit that even I’d be tempted to drop excess coins on it unless some good rare-boss triggers came up.
As an aside, in late July it seems you’ll be getting 1 more Stargem per account per day for simply logging into PSO2es. So they do seem intent on adding extra ways for players to earn gems, so over time the scratch may become more viable for free players. Right now the odds are still stacked against you if you want a particular outfit from the scratch.
Final Fantasy 14 Collab Stuff
Miqo’tes, Relic Weapons and more!
Most of the cosmetics stuff looks great and I’m sure this is going to be a popular scratch when it’s out. Again, it’s a bit of a shame there was no female armor among this lot but that would have been a mere cherry on top of a great cake for me.
The Limited Quest
The center of this update is going to be a quest set in the Ruins that’s essentially another all-star dungeon-style quest with set encounters. Featured enemies include Dark Falz Angel, Anga Fundarge and Guar Zigmorde among many others. Odin awaits at the very end of the quest.
Enemy drops are all pooled into a crystal at the end of the quest, much like with the recent Easter quest and the Mining Base Defense quests. That means you must clear the run in order to get any items at all.
Odin himself works much like he does in FF14, with all his AOE and spear mechanics in place. He also retains his Zantetsuken ability, which is an outright DPS race. If the MPA fails the DPS race and Odin gets to use Zantetsuken at all, the quest immediately fails.
Weakbullet is jammed on Odin, which is fast becoming the standard for PSO2 bosses it seems like. Really if they feel that strongly about Weak Bullet I’m not sure why they don’t just give the skill itself a direct nerf, except perhaps because they’d need to rebalance a bunch of existing content which expects Weakbullet at full strength (such as Magatsu).
Healing effects are also reduced during the fight, which I assume is an attempt to make the encounter feel a bit closer to how it was in Final Fantasy 14. If it’s just using the same method they use for Extreme Quests however the likes of Megiverse and HP-steal weapons shouldn’t be affected. Automate Users may want to be aware, however.
I’m really not a fan of the way this guest is engineered. Because the quest fails when Zantetsuken fires and because items are only handed out for clearing you will lose an entire quest’s worth of drops. Given this is a DPS check right at the end of the quest, for me this seems far too punishing. My worry is if the DPS check is too brutal, then after a short while it’ll be extremely difficult to actually get a run going at all as people furiously check each other’s gear and quit out of panic.
Could you blame people if they did that though? It’s not a short quest, so embarking with a group you know might fail the DPS check is a potential complete waste of your time and boosters! You will gain no items for doing so and you will make no progress with Collection Files either. If the DPS check is brutal, this is a disaster waiting to happen. If it’s forgiving however, it might be alright. The encounter looks fun enough without the DPS check. Yeah, you may argue what’s the point in a DPS check you barely notice as why have the check at all and I actually agree with you! Mostly because I detest DPS checks, however. For PSO2, this normally boils down to “how many people can get away with carrying the entire MPA”, as in how many people with the optimal builds and great gear are needed before the quest isn’t doomed from the start. Or I suppose the inverse question would be “how many people in terrible gear can the DPS check tolerate”?
In short, Sega better be careful about the design of this quest as could create an extremely toxic environment with the wrong numbers.
Odin will also spawn outside of the quest in regular Free Fields. Not sure if his Zentetsuken remains in-tact and I certainly hope it doesn’t retain its quest-fail mechanic! As someone pointed out on Bumped, it sure would suck to spawn into a map where a random Odin somewhere in the area uses Zentetsuken, resulting in an instant quest fail the moment you warp down there. I mean even if it doesn’t fail, getting randomly one-shot because an Odin across the map got to use the move would still be very irritating.
The relic weapons themselves are going to be camos, not drops. There is going to be a weapon collection for this quest however and it’s a new weapon series called the “Aura” series.
What’s interesting about these weapons is more the implications it has for the game than their power. In terms of attack, they sit about the same level as Revolucio weapons. I judge this based on the Wired Lance shown, which boasts 1350 S-Atk at +35 (after removing affixes). Their latent is entirely focused on bosses however, offering a 12% boost to damage dealt to and a 15% damage reduction from bosses.
As you can imagine, this makes them relatively useless weapons in general but the interesting part of this is that they directly compete with Ideal weapons. In the case of the wired lance, the difference between Ideal Scissors and Aura Wired Lance (can’t interpret its name) is about 142 S-atk. Of course, the Ideal weapon latent is 18% damage to bosses vs Aura’s 12%. So does 142 S-atk cover the difference of about 6% damage? I’m not expert enough in the damage formula to say, but gut feeling says that the two weapons would end up fairly comparable. That fact alone is interesting, because it makes Ideal weapons redundant; at least for as long as this collection file is active (until late August it seems).
While challenge mode has had a bit of an incentive issue for a while now (Ideal weapons are already outclassed by other weapons even for bossing) to have yet another thing come along and erode it even further is kind of sad. Some of my fondest memories of PSO2 come from Challenge Mode…
AMERICA – FUCK YEAH
So yeah, they teased the next field and it turns out it’s Las Vegas in the good old USA. I’d joke that PSO2 is finally coming to America but I already did that. So did literally everyone else so… ahem.
Based on the enemies we’d seen in the data, Las Vegas was a strong guess and it turned out that one was correct! Other guesses were just America in general, Paris and Akihabara. I would not have been surprised with any of those outcomes.
Anyway, it’s just as crazy as the Tokyo reveal and I adore it, check out the trailer:
The music is “Neon Days” by a group named Rumblebee, who seemingly previously did music for Sonic Riders.
The chief thing you’re going to notice (besides all the FREEDOM) is that this map has more vertical space than any map released so far. Seeing as the ARKS can’t fly, in order to facilitate this they’ve introduced a chicken-walker style mech called the “Rideroid” that you can use to fly around the map. Vegas also seems to be enormous compared to what we’ve had so far, though that may be a misleading artifact due to the way the trailer was shot.
Given the nature of the map, I’m pondering if it might not have the same random generation that all maps have had so far or even any at all. I’m not against this idea, as a properly hand-crafted map would be a refreshing change for PSO2, it’s just this seems like it might be the death of the old style of Free Field quest.
I should say, I don’t think the old style of Free Field quest is perfect by any stretch. I always felt like a free field shouldn’t even have a boss and should instead just be about freely wandering an area til you get bored. The boss arenas should go to a set map like they did with Train Ghidoran’s Arks Quest. In my opinion, the Kuronia and Tokyo fields becoming point grinds was not the right direction to take them as it runs counter to the philosophy of “run at your own pace”, never-mind the really irritating way Tokyo handles its spawns. Hopefully Las Vegas doesn’t handle its spawns in the same way, and with the shift from grinding stones to doing collection sheets there should be no need for a point system.
As is tradition, let’s take still shots from the best video we can find and have a look at the enemies and, where possible, try to match them to data-mined names. As is always the case, these are caps taken from a live-stream so the quality of the images is going to be very muddy.
Let’s start with the first enemy shown, which is a thing walking on a ball. There is one enemy with AI that has a ball and that’s Phantom Pierrot A. The AI file suggests it also has a knife attack.
That thing in the bottom right seems to be a cow’s skull. While this could be Phantom Buffalo, it seems Buffalo’s AI includes the ability to stomp. I guess a skull could stomp, but these are phantom enemies so for all I know the little guy could suddenly grow a ghost body or something.
Clowns and Jesters
By appearance, I would assume this pair of clowns are the two Phantom Pierrot variants. There do seem to be two different enemies here, with the red jester in both of them.
Judging by the AI, however, it seems that both of them are in fact Phantom Pierrot B, as it’s the only one with a chainsaw attack and balloons. Unless one is a rare variant or they decided to split this into two enemies I’m not sure why the two are different colours.
In case you don’t know, a “pierrot” is essentially an old pantomime character which was a kind of sad clown.
I did not expect this to be a rabbit riding the sign for a gun shop, but then who would have? There are two variants of this little guy, one of which seems to be the sniping variant we see above and the other can fire rockets. We only seem to see the sniping kind in the trailer.
Big beards, mullets and leather. Just about everything I wanted out of this enemy.
The AI for this guy is surprisingly complicated, but despite this there’s only really a couple of methods that stand out. It seems to have dashing attacks as well as the attack it uses in the trailer, which I assume is it’s “drift cutter” ability.
Now, I’m making an educated guess that this enemy is caravan as it aligns with the overall circus theme the map seems to have going for it. Do a Google image search for “Circus Caravan” and you’ll see what I mean.
It has an attack where it fires something, a “cracker” attack and some slashing attacks. It also may be able to grab the player. It’s possible that it’s using the firing attack during the trailer, where it seems to be shooting balls all over the place.
The boss is Lady Liberty riding a Sphinx. I mean, we had various guesses as to what “PhantomGoddess” would turn out to be but I don’t think any of us expected this! It’s dumb as hell and I love it.
Now, PhantomGoddess is one of the earliest datamined enemies for this area and is in fact the source of the speculation that this field would take place in Las Vegas. In particular, she has a number of attacks based on Roulette, attacks involving the Eiffel Tower (seemingly using it as a lance) and of course the Sphinx. These and of course the statue herself were all things present on the Vegas strip, which is where the assumption that the next field may have been Vegas came from. From the AI I’ve seen so far, I don’t see any suggestions as to what status effect it might be weak to however it’s a boss so naturally its AI is long and complicated so I may have missed something. It does appear to have a phase shift at 60% HP.
The rest of the enemies in this section are enemies that are presumed to belong to this field either thematically or because they arrived in the data at around the same time. However, they seemed to be missing from the teaser.
Has “red shot”, “blue shot” and it may have some self destruction mechanic. Beyond that, I really don’t have a clue what kind of enemy this could be. I just can’t associate “Maxwell” with anything related to the theme of the field and googling so far hasn’t turned up anything.
At least, it didn’t turn up anything for those themes. What it did turn up however was a scientific concept known as “Maxwell’s Demon“. I won’t detail too much, but the important thing is that it’s concerned with violation of thermodynamics by way of separating out hot and cold particles. There was a game based on this concept called “Maxwell’s Maniac” in which the goal was to separate red and blue molecules into color coded chambers. I suspect it’s not a coincidence that this enemy has red and blue shots!
Again, much like Maxwell, “Laplace” as a name just doesn’t ring any bells for the overall themes of “America” and “Circus”.
Laplace does seem to have quite a number of abilities however, including a barrier of some kind, slashing and shooting attacks, the ability to summon things (summons “N” and “B”) and routines to keep track of and to go to its summons. It appears the summons are either Maxwells or it’s just that it has special routines for Maxwells in particular, I’m not sure. The complexity of its AI honestly puts it as a fairly good candidate as a mini-boss or even a boss.
So yeah, evidently Laplace and Maxwell are fairly closely related. So the question is raised, “Does Laplace turn up when I search up scientific stuff?”.Well, it doesn’t turn up in science (outside of the concept of “Laplace pressure”) so much but it does seem to come up a lot in mathematics. In particular, probabilities and statistics.
So we have potentially a mathematician/scientist theme with Laplace and Maxwell. This seems to be a fairly sharp departure from the overall themes in Las Vegas which makes me ponder if this pair of enemies may actually belong to a future field. Notably, Laplace has some routines specific to story mode.
Notably, Och Miller is a member of Mother Cluster who is a progeny mathematician. So odds seem pretty good that this pair of enemies are related to her.
Seems to have the ability to stick to targets and may include group-AI abilities. It contains a few grouping methods, but it’s possible that instead of having an enemy with actual flocking behavior it may be.that it’s spawned by a commanding enemy, similar to how Vardha summons Kindidds and Angel summons birds which he subsequently commands to explode.
I guessed a long time ago that there was a good possibility that this would be an american themed field. With that in mind, I figured “track” was meant to be “truck”, especially given we already had a train in Tokyo. Its just “a” in Japanese sounds more like the “uh” sound in how most english speakers would say “Truck”, hence why they might spell it as “track”.
However, I didn’t take into account that roller-coasters were a thing, and seeing the focus on one during the trailer did make me consider the possibility that it’d be a bunch of rollercoaster cars attacking us or something. However looking at the AI it does seem like it is indeed a truck, in particular a circus truck. Its AI file is big compared to regular enemies, suggesting it may be a mini-boss. It attacks with its “carrier car”, has a “horn bazooka” and can drift. It also has methods “Circus” and “Circus Attack”.
Las Vegas is a city in the state of Nevada. Another thing that exists in Nevada is “Area 51”, so yes UFOs are quite thematically appropriate for this field. So while no UFOs showed up in the teaser I’m fairly sure this will be in Vegas.
Phantom UFO has a number of abilities, including multiple laser attacks, a method named “UFOCatch” and a “LittleGrey”. In case you’re unaware, Greys are very much a pop-culture icon in the US and the most common depiction of aliens in that region. Though the greys themselves don’t seem to be separate entities from the UFO, they do have attacks and theres a few routines for their height as well as “greydown”. Given how a common depiction of flying saucers has them grabbing things with tractor beams I’m surprised there don’t seem to be any grab or hold attacks.
Bark! The AI has a dash attack and a “fire” attack.
It has an AI file but it’s completely empty. While it’s true that Goldrahda-type enemies are all labelled “Roach” as well, it’s likely that in this case it means an actual cockroach. This enemy was only recently added, so there’s a chance this won’t show up in Vegas.
Much like last time, Twitter user @kami_pepe reposted the summaries of the questions and their answers. Special thanks to Mewn and Espiokaos for help interpreting these. Let me know if theres anything drastically wrong.
Q: How do you know the breast-size of characters for the Arks Report?
A: It’s stored on characters as numerical data, so we just calculate the size based on that!
I’m glad the Japanese are asking the important questions.
Q: Sachiko has moving fingers! Will you be adding finger posing to PSO2 anytime soon?
A: There are no plans to implement this.
Presumably the main problem is they would have to add finger bones and rigging for every single outfit in PSO2, which would be a massive undertaking for such a relatively minor feature in the grand scheme of things. They’d also have to animate the fingers for most existing animations, which is a fair amount of work in its own right but not as taxing as rigging the 100s of costumes they’ve released. This I’m afraid is just going have to be something you’ll have to hope is present in PSO3 instead, whenever that happens.
Q: Why can’t we trade SG items?
A: There are two reasons for this.
Because if we didn’t, people with multiple accounts would take advantage of it given we distribute SG for free.
SG Scratch is aimed at only a portion of the userbase, so allowing trades would go against our intents.
Their first reason seems a little nonsensical to me. For one thing, you can already do this with FUN points. I mean, I guess FUN Scratch doesn’t typically last for 6 months, nor does it ever contain costumes but it can occasionally contain desirable haircuts, accessories and such, all of which are trad-able.
For the second reason, it’s possible that the system is engineered so that people are meant to log in every day. Letting people trade would mean people would just buy what they wanted instead. If this interpretation is accurate, it’s an irritating reason indeed especially given that right now even if people did log in every day they wouldn’t have nearly enough Star Gems for the amount of attempts they’d need to get what they want.There is of course the possibility that it’s aimed at whales which has its own unfortunate set of implications… Either way, I’m more convinced by their second reason than I am their first one and indeed I feel it explains their motivations for the first. A system that wants you to log in every day would potentially fall apart if you allowed people to trade.
Q: What are we supposed to do with duplicate items from the SG Scratch?
A: We plan to implement a way for you recycle duplicate items at a later date. For now,keep any spare items you have in storage! We’re sorry about this, there’s no excuse for expecting you to hold on to duplicate items.
So yeah, if you have any duplicate items or just generally SG items you don’t want I guess, hold onto them! I mean goodness knows what the eventual recycling items will end up being, but it’s better to hold on and be disappointed than to destroy your items and regret it later.
It’s anyone’s guess as to what items they’ll introduce into such a recycling shop however. I severely doubt it’ll result in a trade-in for additional Stargems, but hey that’d be appreciated!
Q: Why is there a 120 Casino Coin ticket in the SG Scratch?
A: The scratch will be up for six months, so it’s going to be a long-term thing. As you can get SG for free, you’ll have plenty of time to amass the Star Gems you require.
This is a particularly funky answer as it doesn’t really address the question at all… Assuming interpretations are correct it seems that the intention is for you to take an exceedingly long time to get what you want from the scratch. Unfortunately, as I’ve pointed out many times now, if you’re depending on the login bonuses logging in every day will give you an uncomfortably small shot at getting what you want.
Generally, I’m not at all satisfied with their answers justifying this terrible system they’ve concocted. However, as said elsewhere in this post, it’s plausible we may gain more ways to get Star Gems at time goes on, which may bring things into the realms of obtainable for dedicated players. As of right now, it doesn’t matter how dedicated you are as even if you used all the currently available methods to get Gems and logged in every day for the whole 6 months, you still basically have a small chance of getting what you want. That alone is criminal, and I hope the Japanese continue to pressure Sega over this system.
There was no mention of Ultimate Amduscia, but fear not because it definitely is not canned.
As of the latest patch, PSO-World user Shadowth117 was able to piece together this shot by swapping out some of the client’s files with some recently added assets for Ultimate Amduscia.
As you may recognize, it seems to resemble Caves 3 from PSO. Of course, this is a work that is still heavily in progress and the file-swap may have altered the look of the area in unintentional ways, so this does not represent the final product at all. The little glimpse is appreciated, however.
Another thing that was added which suggests they’re working on it still is a new enemy showed up in the client, named “ult_waker_beast”. “Ult Waker” is the internal name given to Anga Fundarge, which may suggest that Ultimate Amduscia may arrive with a brand new variant. All the data can tell us is that it has a tail, has biting attacks and still uses bits like Anga Fundarge does. “Beast” is normally used to describe creatures similar to Rockbear (such as Wolgahda) but given it has a tail and bites, it may not be or resemble a Rockbear re-model at all.
So yeah, it’s still being worked on. Who knows, we may well be getting a teaser trailer for it in a live broadcast or two! Will be interesting to see what they intend to do with it with the apparent death of the stone grind post Episode 4.
I’m a little salty! I’m not ashamed to admit that. With that in mind, I’m going to go over some thoughts on some of the things they announced today.
As always, a complete list without wordy opinions can be found on Bumped here. I’m just here for a rant mostly.
To briefly summarize what’s coming up;
Limited Quest set in Sanctum and event in June
New story stuff
Some new PA customizations (!)
Stuff about Es but no one cares about PSO2Es
A bunch of new costumes, some new but mostly collaborations and Anime crossovers (collabs from FF14 and Sakura Wars)
That’s kinda it really. They didn’t show off a whole lot of actually new stuff.
Stargem Shop and Scratch
This is the source of most of the salt I’ve got and most of the salt I’ve seen from the general community. The star gem shop displays a random selection of items at random prices. I’m not sure how often the items are re-shuffled, but it seems you only get 3 items at any given time. It also seems to re-roll the one item you bought, so you can’t just endlessly buy the same item for the same price.
Items so far include:
Mining Base Defense Trigger
Multiple of any of the above?
As the prices are randomized, there’s not much point listing them.
So yeah, they’re adding the ability to essentially buy your way into Emergency Quests, effectively turning them into Guardians Cash quests from PSU in a sense. This probably isn’t that big a deal, but for me it sets a worrying precedent when people can directly buy additional goes at lucrative Emergency Quests.
The Dark Falz outfits are finally being added to the game! But they’re also locked behind the Star Gem grind as part of the Star Gem scratch. This probably caused me the most salt given I was waiting for these outfits to come out and now I’m not sure I can even reliably get them.
But PSO2Blog, you silly sausage, most outfits are part of a random pool of items you have to pay real money to have a go at. Why is this any different? Well, I will tell you!
The biggest problem is they’re untradable. That’s right, they’re account locked. This means that unlike with Arks Scratch Gold or whatever, if you get something you don’t want you can’t sell it off to someone who may want it! This sucks for everyone, because the people willing to pay don’t get to make any Meseta and the people not willing to pay more than the Premium subscription fee are going to have a significantly harder time getting the outfits they want.
The rest is sort of a compound issue. First, unless you’re willing to spend cash beyond a premium subscription you will be acquiring Stat Gems very slowly. You’ll be getting them faster than you are now at least, as they’ll be changing the login stamp system to include a 5-Stargem ticket every 5 days. This means effectively you’ll be getting 2 per day if premium or 1 per day if freemium. Given it then costs 80 Stargems per attempt, combined with the fact you’re much more likely to get something you don’t want it’s a pretty shit deal.That’s like, one roll every 80 days for freemium and 40 days for premium players, worst case. That’s just to have a try, mind. Remember, it’s random what you get!
Now, we don’t actually know what the odds are for getting the outfits. It’s hard to tell as we don’t know the complete list of items the scratch will include, just that four of them will be outfits. Accessories will presumably be in judging by the fact that Persona’s mark isn’t forced on and there’s a chance that it may include other tickets like makeup or hair.
Ultimately, if you don’t want the Dark Falz outfits anyway you haven’t lost anything, but this situation is a real kick in the teeth for those who have been waiting for them to be released for some time.
I remember when they said that Star Gems would be restricted to stamina bars and things. Either I made that up or they sure turned on that quick…
We’re going to the Sanctum this time! To fight all the dragons, or well most of the dragons. Also featuring Banthers because why not. This limited quest is the main focus of this years PSO2 anniversary and is your typical “run around until you max out the quest points” affair, with presumably the recent trend of ending the quest with some big encounter (which this time seems to be Goron Zoran plus another boss).
Seems like your general Web Event, complete with limited time Xie orders and Bingo cards. The main difference is this time we’ll also have the winners of the Weapon General Election as supposedly all-class 13*s. There is a rumour however that these weapons are incredibly weak (weaker even than Xie’s weapons), though I’m finding it difficult to find a source. They may still potentially fill in some sub-class weapon gaps (at least while Crafting is falling behind).
Boosted Profound Darkness
Double and Profound Darkness will be getting the same treatment that Elder got back in the day it seems. It’s a bit more like Loser’s boosted self for Extra Hard in that the pair of bosses have gained a number of new moves. This will also be lacking the Arks Effect buff present in the current quest.
Seeing as I never got round to posting it, here’s the trailer for it from the 41st broadcast.
While this is cool and all, I feel I need to point out that most of the reason Double and Profound Darkness are so easy in their current form is due to the Arks Effect buff trivializing their attacks. The pair are otherwise the most aggressive and among the hardest hitting bosses in the game. Like if you took the buff away, they’d already be considerably more difficult! I’m sure the additional moves will at least revitalize the quest for some people, though I am concerned that much of the new difficulty may be due to the fact that it’s a sea of particle effects making it difficult to actually mitigate incoming damage. Some attacks also seem like they hit excessively hard, like the chest laser Profound Darkness uses. Seriously, 1800+ damage? Why? Most people are running around with <900HP, even the tankier builds tend to not go over 1500. That level of damage seems excessively high, but it may be what’s required to make the boss remotely challenging to a 12-man MPA. Plus the attack does have a long windup, so it’s probably a lot more fair than the trailer makes it seem. Either way, I look forward to trying it out at least!
This will arrive with a new collection sheet for the “Ray Series” weapons. Not a lot to say about them, other than the fact they seem to have a decent amount of attack power and that I’m not really sure why they felt the need to add a new weapon series for this quest. Ray Sword has 1130 attack on it at +0, which puts it slightly above Seiga Sword and slightly below Sword Revolucio. No details at all on its potential, of course.
They remembered this existed! Don’t panic, I’m sure they’ll forget about it again soon. You can see them in action in the first trailer but I’ll go over them briefly.
Other Cyclone Type Zero
Spin to win, baby! Much like with Twister Fall Zero you can hold the button to spin and spin and spin and spin. What’s more, it doesn’t seem to blow enemies away anymore.
Infinite Fire Type Zero
Remember when Infinite Fire was great? Well I’m not sure if this will bring it back into a usable state as I’m not sure how much additional power it’ll get (the notation shown is 2594% (thanks to this tweet), which is quite a bit higher than its current 1526%) . It does root you in place however, which is pretty risky so it had better be worth it.
Kestral Rampage Type Zero
Consume all your weapon’s Gear Gauge and go fucking apeshit with Dual Blades. It’s nice that they finally got an interesting Photon Art after all this time I guess, though honestly it looks so different to vanilla Kestral Rampage that I’m not sure why they didn’t just make this a new Photon Art. It’s not like Bouncer has too many Photon Arts… That said, it’s nice that they finally got a PA customization at all, though Jet Boots are now somewhat left out.
Type Zero Zonde and Type Zero NaZan
This is an interesting turn up. I did not expect techs to start to receive the same treatment as PA customizations. Zonde ends up being turned into something resembling Sattelite Cannon and NaZan changes into a small amount of damage followed by many small hits as the enemy is trapped in a whirlwind. We’ve seen too little of either tech to make any real assumptions as to what their practical uses are going to be, however.
While these are neat, not sure why it it took so long to have only 6 new customizations added. It still leaves this system dreadfully under-utilized which is a shame, but all the same it’s nice that they added any new ones at all. I wonder how long it will be before they add any more…
New Skill Rings
OK, it’s been a while since I posted. My last post was about the skill ring system. Since then, they’ve added 4 Skill Rings and now 2 more are on the horizon. The 4 they added before were AIS Exclusive rings and they were almost completely awful. Now they’re adding two more rings at least, both of which relate to resisting Status Effects.
Now, in my posts about this I voiced concern that their effort would fizzle out on this like it did with PA Customizations. So far, I feel like I’ve been proven pretty correct. The last four rings added literally nothing to the existing classes as they were just for AIS and these new rings will be added without expanding on the gathering system as they use a new event quest exclusive item named “Pure Photon”. Alright, I won’t deny it, my inventory is happy that they’re taking their time adding new gathering items and I’m not really a fan of the gathering system anyway. So my primary concern rests in the lack of new class augmentations that these rings were meant to provide. I mean there’s still nothing for Rangers in the left ring slot!
That said, it’s only been three months. It’s a little soon to be throwing my hands up all “Hah! I knew it was going to go the way of PA Customizations!”. There aren’t any new skill rings on the longterm schedule, but the schedule isn’t actually all-inclusive (as these new rings weren’t on there either). We’ll see! My cynical asshole senses are tingling that’s all.
As has been the norm for a long time, the collaborations keep on rolling out. I’m not too fussed mind as Collaborations have produced some genuinely cool outfits and it seems like just about anything fits in PSO2’s setting, so they’re really fairly harmless.
This time we have Sakura Wars (and also Hagito) and Final Fantasy 14 stuff. Both of which for the most part look generally fantastic, with some great looking weapon camos thrown in for both collabs.
The FF14 selection includes both Miqo’te male and female outfits, as well as the relic outfits and weapons for White Mage, Black Mage, Dark Knight and Pugilist. Not sure on the gender limitations on the last outfits or if they’re Unisex as the trailer didn’t really demonstrate much. Seems like White Mage and Monk are female and Black Mage and Dark Knight male, which is a slight shame as it could have been an opportunity for some cool female armor. That all aside, the FF14 stuff all looks great. They did a fantastic job with this collaboration.
Question and Answers
Thanks to twitter user @kami_pepe for re-posting and summarizing the questions and answers during the broadcast I can attempt to post a summary of this section of the broadcast. I am however dependent on Google Translate and Bing so this is really my best interpretation. Let me know if I’m grossly wrong. I won’t re-post anything that gets truly mangled of course.
Q: Why is the post-quest photo-op on the deck of the Yamato after we destroyed it?
A: Cause it’s cool! Also because the photo didn’t fit in the landing craft.
Q: Does breaking the guns on Yamato yield extra drops?
Q: What is a summoner’s pet?
A: Artificial life created from Photons. Not to be confused with robots.
Q: What’t the male/female ratio of the development team?
A: About 9:1 male:female.
Q: Are the timelines of PSO2 and the PSO2 Stage Play the same?
A: They’re considered parallel universes.
Q: Will Collection Files come back after they’ve expired?
A: Nope! This will be your only chance to get these weapons via collection files. Once the file expires, it’s gone forever.
I’m tempted to share my thoughts on collection files another time, but suffice to say I’m perplexed by the temporary nature of them. This makes no sense to me, so it’s even more perplexing to hear that they really are a limited-time deal and won’t be available later.
Q: Is there a plan to add more Ultimate Quests?
A: In the distant future, yes.
Yes there was still no Ultimate Amduscia. Who knows when we’ll see it but this does suggest we will see it at some point at least.
Anyway, this was fun to write. Cheers if you read this far and let me know if I got anything horribly wrong.