Editing How to Force Basically
From PSP2i Wiki
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
== General Gameflow == | == General Gameflow == | ||
''A type that relies on Technics for attacking and providing support. The type's high TEC and MND make it adept with Technic weapons. For advanced players.'' | ''A type that relies on Technics for attacking and providing support. The type's high TEC and MND make it adept with Technic weapons. For advanced players.'' | ||
"haha Sazonde go BRRRRRRR" | "haha Sazonde go BRRRRRRR" | ||
==Perks and Drawbacks == | ==Perks and Drawbacks == | ||
Line 56: | Line 26: | ||
'''Strafing:''' movement while holding L. Some weapons can be used while moving this way, such as [[Handguns]], and, more importantly for us, [[Wands]] and [[Tech-Mags]]. Only the Technic on {{Square}} is usable, though. Some Technics are incompatiable with Strafing. | '''Strafing:''' movement while holding L. Some weapons can be used while moving this way, such as [[Handguns]], and, more importantly for us, [[Wands]] and [[Tech-Mags]]. Only the Technic on {{Square}} is usable, though. Some Technics are incompatiable with Strafing. | ||
'''Strafe Casting:''' A glitch that allows the the player to basically skip the casting time, and quickly spamming | '''Strafe Casting:''' A glitch that allows the the player to basically skip the casting time, and quickly spamming Techinics, by casting while alternating between strafing and not strafing (pressing and not pressing L). Applicable to both [[Wands]] and [[Tech-Mags]], but can only be used with {{Square}}. | ||
'''[Attribute] Hi-Speed/Advance:''' [[Abilities]] which enhances Technics of the mentioned attribute. Hi-speed shortens the casting time of those Technics, and Advance provides a high damage boost. | '''[Attribute] Hi-Speed/Advance:''' [[Abilities]] which enhances Technics of the mentioned attribute. Hi-speed shortens the casting time of those Technics, and Advance provides a high damage boost. | ||
Line 64: | Line 34: | ||
'''Damage Multiplier:''' The TEC % on Technics. | '''Damage Multiplier:''' The TEC % on Technics. | ||
''' | '''Aliment Matching:''' If an enemy has a status aliment, a bonus 35% damage is added to a Technic attack that has an attribute corresponding to that aliment. The corresponding aliments are: | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |||
!Attribute | !Attribute | ||
|Fire | |Fire | ||
Line 75: | Line 45: | ||
|Darkness | |Darkness | ||
|- | |- | ||
! | !Aliment | ||
|Freeze | |Freeze | ||
|Burn | |Burn | ||
Line 397: | Line 367: | ||
<div style="font-weight:bold;line-height:1.6;">Support (Others)</div> | <div style="font-weight:bold;line-height:1.6;">Support (Others)</div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Buffs, Debuffs, Heal, and | Buffs, Debuffs, Heal, and Aliment Restore. Not much else to say besides "Bring them with you!" | ||
</div></div> | </div></div> | ||
Line 447: | Line 417: | ||
</div></div> | </div></div> | ||
=== | === Aliment Matching === | ||
Didn't know where to put this, so here this is. | Didn't know where to put this, so here this is. | ||
If an enemy has a [[Status effects|Status effect]], a bonus 35% damage is added to a Technic attack that has an attribute corresponding to that status | If an enemy has a [[Status effects|Status effect]], a bonus 35% damage is added to a Technic attack that has an attribute corresponding to that status aliment. The corresponding aliments are: | ||
{| class="wikitable" | {| class="wikitable" | ||
!Attribute | !Attribute | ||
Line 460: | Line 430: | ||
|Darkness | |Darkness | ||
|- | |- | ||
! | !Aliment | ||
|Freeze | |Freeze | ||
|Burn | |Burn | ||
Line 468: | Line 438: | ||
|Sleep | |Sleep | ||
|} | |} | ||
The damage bonus is incredibly massive, and can pair with various [ | The damage bonus is incredibly massive, and can pair with various [Aliment] Strike abilities for more damage. However, this mechanic is far too unwieldy: | ||
First, | First, aliments inflicted are dependent on the Technic themselves. Some attribute schools are too spread out aliment wise, and may require the player to use sub-par Technics, which is counter-productive. For example, [[Sabarta]], the best Ice Technic, does not inflict any status aliment at all. For Dark Technics, only [[Megid]] and [[Dammegid]] inflicts Infect; [[Ramegid]], [[Nosmegid]], and [[Megiverse]] have Poison, Rage, and Drain attached respectively instead. | ||
Second, due to the way | Second, due to the way aliments are attached to attribute schools, you may wind up using Technics on enemies of badly matched attributes, which is once again counter-productive. For example, if you want to amplify your Ice Technics on a fire enemy, you'd have to inflict Burn on them, which is only attached to Fire Technics. | ||
Third, | Third, aliment inflict rates are pretty bad and unrealiable. The rates on Technics are generally quite bad, and even weapons with 50% or more status rates, such as the [[Frost Shot]], are still unrealiable. Not to mention a Force needs to go out of their way to set one up. | ||
'''So like, keep this thing in mind. It's an inherent mechanic, so it doesn't cost you anything to use it when it comes up, (in multiplayer especially), but don't dedicate yourself to it.''' | '''So like, keep this thing in mind. It's an inherent mechanic, so it doesn't cost you anything to use it when it comes up, (in multiplayer especially), but don't dedicate yourself to it.''' | ||
Line 480: | Line 450: | ||
==Weapons== | ==Weapons== | ||
=== Rods === | === '''Rods''' === | ||
''Read More: [[Rods]]'' | ''Read More: [[Rods]]'' | ||
Line 489: | Line 459: | ||
Also, if the R-side of Rods is not linked with any Technics, R would allow the player to Guard instead. Quite a good feature if you like Guarding. | Also, if the R-side of Rods is not linked with any Technics, R would allow the player to Guard instead. Quite a good feature if you like Guarding. | ||
=== Wands === | === '''Wands''' === | ||
''Read More: [[Wands]]'' | ''Read More: [[Wands]]'' | ||
Line 496: | Line 466: | ||
'''Wands are primarily used for Chaining, since they can cast significantly faster than Rods.''' It also pairs well with [[R-Mags]] for passive chain during a Strafe Casting spam session. Another popular choice is [[Shields]], which allows Guarding while strafing. Since chainbreaking damage is better off left to Rods, support Technics such as [[Zalure]] is a popular option for {{Triangle}} on Wands. | '''Wands are primarily used for Chaining, since they can cast significantly faster than Rods.''' It also pairs well with [[R-Mags]] for passive chain during a Strafe Casting spam session. Another popular choice is [[Shields]], which allows Guarding while strafing. Since chainbreaking damage is better off left to Rods, support Technics such as [[Zalure]] is a popular option for {{Triangle}} on Wands. | ||
=== Tech-Mags === | === '''Tech-Mags''' === | ||
''Read More: [[Tech-Mags]]'' | ''Read More: [[Tech-Mags]]'' | ||
Line 505: | Line 475: | ||
'''The biggest problem with Tech-Mags, though, isn't the Tech-Mags themselves, but rather, what to put on the right-hand.''' Right-hand are almost all melee weapons, none of which Forces care about. Save for maybe [[Daggers]] for [[Shisoku Tenkai-zan]] as a travelling PA, or maybe [[Slicers]] in some cases. You can use [[Wands]] too, but in my opinon, at that point you are probably better served by either splitting them up or just use a Rod. | '''The biggest problem with Tech-Mags, though, isn't the Tech-Mags themselves, but rather, what to put on the right-hand.''' Right-hand are almost all melee weapons, none of which Forces care about. Save for maybe [[Daggers]] for [[Shisoku Tenkai-zan]] as a travelling PA, or maybe [[Slicers]] in some cases. You can use [[Wands]] too, but in my opinon, at that point you are probably better served by either splitting them up or just use a Rod. | ||
=== Longbows === | === '''Longbows''' === | ||
''Read More: [[Longbows]]'' | ''Read More: [[Longbows]]'' | ||
Line 520: | Line 490: | ||
The issue with both Longbows and Ranged Weapons on Force in general, is that they require additional resources to optimize that you wouldn't otherwise need to get. Technics don't miss, so there's no reason for Forces to put any [[Rebirth]] into ACC. However, Longbows not only requires ACC to hit things, but also requires it as a part of its damage, meaning to use Longbows long-term, Forces will have to go out of their way to rebirth for a stat they otherwise would never need. At least Full Charge Shot is incredibly easy to get. | The issue with both Longbows and Ranged Weapons on Force in general, is that they require additional resources to optimize that you wouldn't otherwise need to get. Technics don't miss, so there's no reason for Forces to put any [[Rebirth]] into ACC. However, Longbows not only requires ACC to hit things, but also requires it as a part of its damage, meaning to use Longbows long-term, Forces will have to go out of their way to rebirth for a stat they otherwise would never need. At least Full Charge Shot is incredibly easy to get. | ||
=== Cards === | === '''Cards''' === | ||
''Read More: [[Cards]]'' | ''Read More: [[Cards]]'' | ||
Line 599: | Line 569: | ||
If you intend on using [[Longbows]], definitely grab Full Charge Shot (Ranger Lv2) to heavily improve its damage. 1 slot is pretty easy to spare. | If you intend on using [[Longbows]], definitely grab Full Charge Shot (Ranger Lv2) to heavily improve its damage. 1 slot is pretty easy to spare. | ||
=== Half | === Half Guard === | ||
If your HP is above 33%, and take damage that deals more than 50% of your HP, you will be left with 1 HP. Costs 3 slots from Vanguard Lv8. Very convenient ability for Forces, who naturally has very low HP and low DEF. Also allows you to forgo [[Rebirth]] bonuses to your DEF and HP for TEC. | If your HP is above 33%, and take damage that deals more than 50% of your HP, you will be left with 1 HP. Costs 3 slots from Vanguard Lv8. Very convenient ability for Forces, who naturally has very low HP and low DEF. Also allows you to forgo [[Rebirth]] bonuses to your DEF and HP for TEC. | ||
Line 612: | Line 582: | ||
'''If you wanna play Force, you should probably play Newman.''' | '''If you wanna play Force, you should probably play Newman.''' | ||
Unfortunately, Newman does have very poor HP and DEF, which is made especially apparent by Force's low HP and DEF multiplier. Some defensive abilities, such as Half | Unfortunately, Newman does have very poor HP and DEF, which is made especially apparent by Force's low HP and DEF multiplier. Some defensive abilities, such as Half Guard, should be obtained to remedy that. | ||
=== Cast === | === Cast === | ||
Line 646: | Line 616: | ||
==Other Notes== | ==Other Notes== | ||
{{ | |||
{{Navigation}} |