How to Force Basically

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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.

"haha Sazonde go BRRRRRRR"

Perks and Drawbacks

Termology

Casting Time / Casting Speed: The amount of time between pressing down the button and the Technic coming out.

Tri-casting: By casting multiple Technics in succession, the casting time of the Technics past the first one is shortened. Can apply to a maximum of three presses (hence tri-casting). Applies to Rods and Wands, but does not apply to Tech-Mags. Some Technics are incompatiable with Tri-cast.

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 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.

Technics

Technics are the centerpiece of a Force strategy. Choosing the right Technics is more important than using the right weapons, even.

Technics are separated by elements, and can be loosely categorized based on their effect:

Fire Ice Lightning Ground Light Dark
Projectile Foie Barta Zonde Diga Nagrants Megid
Midrange AOE Rafoie Rabarta Razonde Radiga Grants Ramegid
Close-range AOE Gifoie Gibarta Gizonde Gidiga
Hold for Damage Damfoie Dambarta Damdiga Damgrants Dammegid
Hold for Tracking Noszonde Nosdiga Nosmegid
Hold for AOE Diverse Megiverse
Persisting Damage Foverse Sabarta Sazonde Samegid
Support Shifta, Jellen Deband, Zalure Anti, Resta

Note: despite the naming convention, Foverse works very differently from Diverse and Megiverse, and is more akin to the Sa-spells.

We will discuss these Technics from two angles: Elements and Effects.

Elemental Bonus is a rather big part of damage. By matching up the correct attribute, the player can gain a hefty bonus to their weapon ATK. Unlike other weapons, Technic Weapons has three stages of elemental bonus stacking: first, the attribute of the Technic used is matched with the attribute of the enemy. If the attributes match correctly, the weapon gains a 30% attack boost. second, for each Technic equipped to the weapon that has the same attribute as the Technic used (including itself), a further 5% is added. Lastly, if the attribute of the weapon used is the same as the attribute of the Technic used, the % of the weapon is also added. Example cases:

Weapon Used Technic Used Enemy Attribute Result
Example #1 Wand (Neutral 0%)

Barta, Foie

Barta Fire Barta is the correct matchup against a Fire enemy, thus providing a 30% weapon attack boost.

Since there's 1 Technic equipped with the same attribute as Barta (Barta itself), it gains a further 5% boost,

for a total of 35% boost.

Example #2 Wand (Fire 25%)

Barta, Foie

Barta Fire Same reason as above, for 35% boost.

The attribute of the weapon used is not checked if it's not the same as the Technic used. Even if it's the same as the enemy's.

Example #3 Wand (Fire 25%)

Barta, Rabarta

Barta Fire Barta is the correct matchup against a Fire enemy, thus providing a 30% weapon attack boost.

Since there's 2 Technic equipped with the same attribute as Barta (Barta and Rabarta), it gains a further 5x2% boost, for a total of 40% boost.

Example #4 Wand (Ice 25%)

Barta, Rabarta

Barta Fire Barta is the correct matchup against a Fire enemy, thus providing a 30% weapon attack boost.

Since there's 2 Technic equipped with the same attribute as Barta (Barta and Rabarta), it gains a further 5x2% boost.

Since the Wand has the same attribute as the Technic used, the weapon's % is added, for a total of 65% boost.

Example #5 Wand (Ice 25%)

Barta, Rabarta

Barta Ice 0%. Attribute boosts does not apply if the matchup isn't correct.

For optimal damage, theortically, we should aim to strap Technics onto Rods of the same attribute, and then match it up against the correct enemies. However, that's not necessarily optimal practically. Some schools of elements, due to various reasons, are naturally weaker than others. It's not necessarily worth forcing a weaker element school in an attempt to exploit the attack bonus. In addition, many Technics perform similar actions as each other, bringing more copies of similar Technics may not provide any benefit beyond matching up elements. Instead, bringing more Rods and Technics will bloat the weapon palette, and makes it less efficient to access specific important Technics.

Another thing to mention, is the importance of PA levels for Technics. Technics gets a huge upgrade at Lv11, and another at Lv21. Besides the usual improved damage, they also gain improved range, improved pp efficiency, improved hitbox coverage, and in some cases, improved hit count. This is a big reason why Technics are so much more devastating in the hands of a Force than other types. Obtaining high Lv PAs, then, is incredibly important, and directly affects the viability of many Technics.

Anyway, let's first look over the effects of each technic category and see how they work out.

Projectiles

Projectile Technics, in general, throws a thing straight for a very small PP use on press. However, there's a lot of distinct differences between each Technic, which results in them having different uses.

Barta, Zonde, and Megid all goes in a straight line and pierces enemies. However, all three of them has low damage multiplier, so they aren't great for damage output. While they are in theory useful for putting chains on multiple enemies, there're plenty of Technics more efficient than 1 chain per press. Especially for Megid, which casts slower and flies slower than the other two, further hindering its efficiency.

Nagrants is one of the Technics more efficient than 1 chain per press. Nagrants fires 3 shots, each with piercing, and has an incredibly long range. Nagrants is one of the better Technics for chaining, and can be safely spammed from very far distances. However, Nagrants has a steeper pp cost than most Technics, which means it needs a bit more workaround than others to spam long term.

Diga and Foie does not pierce. Instead, they have sky high damage multipliers. Diga in particular has the highest on paper multiplier out of all Technics, making it incredibly good as a single-target chain breaker. However, it casts slowly and flies slowly. It also flies in a projectile motion curve as opposed to a straight line, which gives it a shorter and weirder effective range than other technics. Foie has lower damage than Diga (still quite high), but is much easier to use, with faster casting, longer range, and a more predictable straight line flying path. It's a more reliable chain breaker if you prefer long range combat.

Midrange AOE (Ra-)

Ra-spells in general hits a short to mid-range away, and has 3 locks. Generally they have middling damage multipliers, and average casting speed. They are fine but nothing to write home about, basically. Since they have 3 lock, they can do decent work against enemies with multiple targets (Boss creatures) or groups of enemies. But due to being 1 hit per lock, it's not great against single targets.

Damage-wise, Radiga has a slightly higher multiplier than other Ra-s, while Rabarta and Grants have slightly lower multipliers.

However, Ra-spells also has issues with connecting with enemies closer to the player than the default range. The L lock-on is recommended. Notably, Grants, unlike other Ra-spells, can hit enemies even at melee range just fine.

Close-range AOE (Gi-)

Gi-spells in general takes a longer casting time, but hits up to 4 targets within a short range centering the player. They usually have respectable damage, and works well against groups of enemies. However, it being 1 hit per lock makes it not great against single targets. While being theortically good against enemies with multi-locks, such as Boss creatures, it being close-range and requiring a longer casting time can make it risk to use, especially against Dragon-Type bosses.

Note that, prior to Lv21, Gi-spells have very small range that makes them quite poor to use. A below Lv21 Gizonde, in particular, has the chance of whiffing its hitbox even if the player is right up to the enemy.

All Gi-spells knocks down enemies, which makes them quite good against groups of enemies, allowing safe tri-casts or running away in a pinch.

Hold for Damage (Dam-)

Dam-spells are supposed to be continuously firing attacks. They have a few important properties:

  • If the player flinches or gets knocked down during the casting, the Technic cancels.
  • The player needs to hold the button for the attack for continue. If the player only presses the button once, the attack will appear for a second or two and then go away.
  • The Technic cannot be triple-casted, and cannot be casted while strafing, even when used with single presses.
  • While holding the attack, the player cannot move, use items, guard, or evade.
  • While holding the attack, the player can use the analog stick to move the attack's hitbox in a fairly sizable range in front of the player. However, the player cannot change its direction.
  • PP is consumed every second, and will be consumed as long as the attack persists. The hit rate of the attack is irrelevant to the consumption of PP.
  • The player doesn't get super armor during the cast, and being damaged will cancel the attack.
  • The attack will automatically go away after being held for a certain period of time.

Dam-spells are...unwieldy. Their hit rates aren't great, their range is short and wonky, and there's a lot of ways to whiff with it. The pp cost can also quickly stack up for races with lower PP regen rates. They can be useful for chaining or breaking in some situations, since quickly stacking up hit count is always good, but they are generally overshadowed by vastly better Techs (especially the Sa-spells).

Out of these ones, notably, Dambarta has a decent freeze rate, and has a fairly wide hitbox, even able to hit behind or besides the player sometimes. It can be fairly useful for crowd control purposes. Damgrants has a much longer hitbox than others, and has a higher hit rate and faster casting time, but has issues connecting with enemies right up to the player, which is very problematic.

Hold for Tracking (Nos-)

Nos-spells track enemies while the button is held down. They have a few important properties:

  • If the player flinches or gets knocked down during the casting, the Technic resolves but goes into the ground (thus fizzles).
  • The Technic cannot be triple-casted, and cannot be casted while strafing.
  • The attack fizzles when it hits an obstacle or stage element, such as a wall.
  • During the attack, the player cannot move, use items, guard, or evade.
  • During the attack, the player can use the analog stick to move the weapon in their stance, similar to Dam- spells. This doesn't do anything.
  • If the player is damaged during the attack, the attack fizzles.
  • The attacks used will automatically attempt to track enemies, and can go a whole different direction, including behind the player.

Noszonde and Nosmegid shoots an orb which tracks enemies. They have similar properties:

  • When casted, an orb will automatically track the nearest enemy, and can be detonated to deal damage and launching them when it reaches that enemy.
  • The player is unable to switch the target of the orb.
  • The orb can track enemies regardless of Z axis. It can track enemies down the stairs, or into the air, or up platforms, or even outside of player accessible areas (such as outside of an Onmagoug arena), as long as there's no walls in the way.
  • If the Technic is used by pressing the button once, the orb will fizzle after some distances. It will automatically detonate upon coming into contact the enemy. It will also not detonate anywhere else, including at the end of its travel distance.
  • If the Technic is used by holding the button down, the orb will persist an incredibly long distance. Long enough to follow Onmagoug around the entire arena a few times. The orb will also only detonate when the player lets go of the button. If the player does not let go of the button, the orb will simply spin around the bottom the enemy.
  • If the Technic is used by pressing the button once, while no enemies are in range, the orb will fly a long straight line before automatically detonating.
  • If used by holding the button down, while no enemies are in range, the player can remotely detonate the orb by letting go off the button, but it can only be detonated after passing the automatic detonation distance.
  • When used on a enemy closer to the player, the orb will spin under the enemy for a bit before detonation. This occurs regardless of automatic or remote detonation. The closer the enemy is to the player, the longer period of time it spends spinning.

Nosdiga, on the other hand, works far differently:

  • When casted, three explosion beams will automatically track the nearest enemy, dealing damage and launching them on contact.
  • The three beams fan out in a wide shape at the beginning. If any of the beams hit an obstacle, it will fizzle, while the others will persist.
  • It's possible for each of the beams to hit a different enemy.
  • If the Technic is used by pressing the button once, the beams will fizzle after some distances. If the Technic is used by holding the button down, the beams will persist a longer distance, but not much longer.
  • The beams are able to travel up or down stairs and slopes, but they are unable to go into the air.


Nosdiga has a quite high damage multiplier and three hits, which totals up to incredible amounts of damage in a single cast. It's also usable at a longer distance than others, and can be used from a variety of angles. It has potential both as a chainbreaker (due to high damage) and a chaining tool (due to high hits per cast).

However, it comes with a variety of issues: its inability to be triple-casted means it will be casted less times compared to the Technics that could, its automatic tracking can direct it to the wrong enemies, and it fizzles quickly in tight rooms (such as the corridor at the start of Maximum Attack Cross I). While being close to the desired enemy allows landing all 3 hits, the Technic fizzles out if the player gets hit during casting time. While Nosdiga can be very effective, it's a Technic that needs some practice and easing into.

Noszonde and Nosmegid, on the other hand, are not just more awkward to use, but also...doesn't really have a purpose. 1 hit per press along with a high flying time makes them very inefficient at both chaining and chain breaker. Not to mention that it takes them extra time to hit closer enemies (due to the spinny property), and it fizzles if you get hit. They can potentially stunlock groups of mobs, but that aspect is overshadowed by the vastly superior Sazonde. They do have a niche in being able to reliably track notoriously difficult to hit Boss Creatures, but since these situations are few and far between, Noszonde and Nosmegid are like the hook on a Swiss army knife. It exists, it could be useful, it's just that it's unwieldy for every other purpose.

Oh yeah, Nosmegid also has Rage effect for some reason, so uhh...Nosmegid Adverse Spirit build when?

Hold for AOE (-Verse)
Note: despite Foverse's naming convention, it function vastly differently from Diverse or Megiverse, and is categorized under Persisting Damage instead.
Persisting Damage (Sa-)
Support (Others)

Once we understood how Technics work out, let's see how each school of attribute performs.

Fire
Ice
Lightning
Ground
Light
Dark

General Tips

Weapons

Other Considerations

Type Abilities

Racial Differences

Notable Weapons

Where to go from here

Other Notes