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[[File:Chain_example.gif|frame|A player using {{Square}} square attacks, followed by a [[skill]] on {{Triangle}} triangle]]
[[File:Chain_example.gif|frame|A player using Sabarta on {{Square}} to build a chain, then Gidiga on {{Triangle}} to break the chain for extra damage]]


[[File:Chain_comparison.png|frame|Left: Damage with no chain, right: Damage with 3 chain]]'''Chains''' are the main combat mechanic of ''Phantasy Star Portable 2 Infinity'', allowing players to do higher [[damage]] with their [[photon arts]] (excluding [[bullets]]) and [[charge shot]]s by repeatedly hitting a [[creatures|creature]] with {{Square}} attacks first.
[[File:Chain_comparison.png|frame|Left: Damage with no chain, right: Damage with 7 chain]]'''Chains''' are the main combat mechanic of ''Phantasy Star Portable 2 Infinity'', allowing players to do higher [[damage]] with their [[photon arts]] (excluding [[bullets]]) and [[charge shot]]s by repeatedly hitting a [[creatures|creature]] with {{Square}} attacks first.
 
Using a {{Triangle}} attack after building to at least 1 chain on a creature will grant the player a minimum of double damage, with higher damage with a higher chain.


The chain system was introduced in ''Phantasy Star Portable 2'' to incentivise the use of regular {{Square}} attacks alongside {{Triangle}} attacks, as the mechanics and gameplay of ''Phantasy Star Universe'' and ''Phantasy Star Portable'', the game's predecessors, meant that combat was mostly just pressing the same button over and over again.
The chain system was introduced in ''Phantasy Star Portable 2'' to incentivise the use of regular {{Square}} attacks alongside {{Triangle}} attacks, as the mechanics and gameplay of ''Phantasy Star Universe'' and ''Phantasy Star Portable'', the game's predecessors, meant that combat was mostly just pressing the same button over and over again.
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__TOC__
__TOC__
==Overview==
==Overview==
Chains are increased through using multiple {{Square}} attacks on a creature. Once a chain has been built, a {{Triangle}} attack can be used to break the chain, granting all {{Triangle}} attacks extra damage against that creature for a limited time.
Chains are increased through the usage of repeated {{Square}} attacks on a creature, and then used (or broken, as it is more commonly known) by using any {{Triangle}} attack on the creature with the chain counter built. After a chain is broken, any {{Triangle}} attacks will receive a boost in damage for a limited time on the creature depending on how high the chain was built beforehand. {{Square}} attacks will not receive this damage bonus. This means that all [[skills]], charge shots and [[Technics]] linked to {{Triangle}} can receive extra damage from a chain.


The following types of attacks will build chain:
The following types of attacks will build chain:
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* Normal {{Square}} ranged attacks
* Normal {{Square}} ranged attacks
* Technics linked to {{Square}}
* Technics linked to {{Square}}
* [[R-Mags|R-Mag]] shots
* All [[R-Mags|R-Mag]] shots
* [[shields|Shield]] attacks
* All [[shields|shield]] attacks
* The [[mirage blasts]] {{Lightning}} Canna and {{Earth}} Toitoi
* [[SUV-weapons|SUV-weapon]] attacks
 
Any hits that hit a creature on the same frame from the same damage source (e.g. 5 hits from a shotgun) will count as 1 hit for the purposes of chain building.


The following types of attacks will break chains, and benefit from the break:
The following types of attacks will break chains, and benefit from the break:
* Melee photon arts
* All melee photon arts
* Charge shots
* All charge shots
* Technics linked to {{Triangle}}
* Technics linked to {{Triangle}}
* The mirage blasts {{Fire}} Nui and {{Ice}} Kohl


Chains only last a limited amount of time before disappearing. While increasing the chain counter, the chain may disappear if not increased or broken fast enough, with a higher chain giving the players less time before it disappears. After breaking the chain, the amount of time the chain remains in its broken state depends on how high the chain counter was built, with a higher chain lasting for a longer period of time.
Chains are built on a per-creature basis, and any large creatures with multiple hitboxes will share the same chain counter across all of its hitboxes. Furthermore, chains are also shared between all party members, meaning that players can build chain counters together, and when one player breaks a chain, it will break for all players in the party. Therefore it is crucial to work with your party members to build chains quickly, and not break them too early, as all players will be affected by a break.


Chains are shared amongst the party, meaning that players may build chains together, and a broken chain will be broken for all players in the party.
Chains can be built to a maximum of 100.


==Chain building tips==
==Chain duration==
As creature stats in ''Phantasy Star Portable 2 Infinity'' are designed around chain multipliers, it is very important for players to be able to build their chains quickly and easily.  
After a chain has begun on a creature, there is a set amount of time for players to continue to build the chain or break the chain before it disappears and must be built from zero again. The amount of time the chain counter will last for before disappearing can be calculated with the below formula in seconds:
 
Below are common methods used for chain building:


* Using a Technic weapon ({{rod}} [[rods]], {{wand1}} [[wands]], or {{tech-Mag1}} [[Tech-Mags]]) with either {{Fire}} [[Foverse]], {{Ice}} [[Sabarta]], or {{Lightning}} [[Sazonde]] bound to {{Square}} square.
<math>{\color{White}\approx3.\dot3 - (Chain/30)}</math>
** {{Fire}} Foverse builds chain passively while close to creatures. Foverse can be paired with any other chain builder.
** {{Ice}} Sabarta builds chain on up to 3 creatures in front of the user. Ideal for groups of small creatures.
** {{Lightning}} Sazonde builds chain on up to 2 creatures, and will also stagger most creatures. Ideal for single larger targets, as small creatures will become untargetable if hit by Sazonde.
* {{R-Mag1}} [[R-Mags]] fire automatically and will build chain passively while the player uses their right-hand [[weapon]], such as a {{wand1}} wand or {{dagger1}} [[daggers|dagger]]. A fast R-Mag such as [[Opaopa]] or [[Elenor]] are ideal.
* {{Machine gun1}} [[Machineguns]] with [[Meseta Fever]] allow the player to build chain quickly for no PP cost.
* Melee weapons, such as {{twin saber}} [[twin sabers]], {{twin dagger}} [[twin daggers]], or {{twin claw}} [[twin claws]], can build chain quickly on single targets.
* {{Twin handgun}} [[Twin handguns]] are also an effective method of building chain on a single target, and are great for many with [[T. Heaven Punishers]].
* [[Partner characters]], especially [[support characters]] built for chain, are helpful for building chain. If the follow command from the quick orders menu is used, partner characters will only use {{Square}} square attacks and never break chain.


==Chain duration==
For example, a chain of 10 will disappear after 3 seconds, a chain of 30 will disappear after 2.3 seconds, and a chain of 80 will disappear after 0.63 seconds.
===Pre-break===
When a chain is started on a creature, there is a set time before the chain must be increased or broken, or it will disappear and must be built again. The timer is reset when a chain is increased by 1, but the amount of time there is to increase the chain further or break it is lower the higher the chain.


{| class="wikitable" style="text-align:center;"
Once a chain has been broken, it will last for a certain amount of time, depending on the chain counter. The amount of time the chain will remain in its broken state before disappearing can be calculated with the below formula in seconds:
!colspan="2"|Formula
|-
|colspan="2"|<math>{\color{White}3.\dot3 - (Chain/30)}</math>
|-
!Chain No.
!Duration (s)
|-
|10
|3.00
|-
|30
|2.33
|-
|80
|0.67
|}


Because of this, a chain at 100 will instantly disappear before a player can increase it, or break it, giving the chain system a maximum of 100.
<math>{\color{White}2 + (Chain/10)}</math>
===Post-break===
Once a chain has been broken, it will flash for a certain amount of time, depending on the final chain amount.


{| class="wikitable" style="text-align:center;"
For example, a chain of 10 will last for 3 seconds, a chain of 30 will last for 5 seconds, and a chain of 80 will last for 10 seconds.
!colspan="2"|Formula
|-
|colspan="2"|<math>{\color{White}2 + (Chain/10)}</math>
|-
!Chain No.
!Duration (s)
|-
|10
|3.00
|-
|30
|5.00
|-
|80
|10.00
|}


==Chain damage==
==Chain damage==
The amount of damage multiplier provided by a chain break depends on whether there is more than one party member (including [[Non-player characters|NPC]]s, meaning that solo play with only NPCs follows the multiplayer formula) and the number of the chain counter at the time of break.
The amount of damage multiplier provided by a chain break depends on whether there is more than one party member (including [[Non-player characters|NPC]]s, meaning that solo play with only NPCs follows the multiplayer formula) and the number of the chain counter at the time of break.


In layman's terms, any chain at all will double all damage, with a further 12.5% or 7.5% extra damage per chain count, depending on player count.
{| class="wikitable"
 
!Player amount
{| class="wikitable" style="text-align:center;"
!Formula
!colspan="4"|Formula
|-
!colspan="2"|1 player
!colspan="2"|2-4 player
|-
|colspan="2"|<math>{\color{White}Damage \times \big[2+(0.125\times Chain)\big]}</math>
|colspan="2"|<math>{\color{White}Damage \times \big[2+(0.075\times Chain)\big]}</math>
|-
!Chain No.
!Damage
!Chain No.
!Damage
|-
|10
|3.25×
|10
|2.75×
|-
|-
|30
!1 player
|5.75×
|<math>{\color{White}Damage \times \big[2+(0.125\times Chain)\big]}</math>
|30
|4.25×
|-
|-
|80
!2-4 players
|12.00×
|<math>{\color{White}Damage \times \big[2+(0.075\times Chain)\big]}</math>
|80
|8.00×
|}
|}
Put simply, the existence of a chain by itself will double all damage, while every extra chain count will increase damage by a further 12.5% or 7.5%, depending on player count.


{{Mechanics}}
{{Mechanics}}
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