Editing How to setup bots 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 6: | Line 6: | ||
Support characters are greatly useful at just about any stage of the game. With customizable palettes and type abilities, they are much more effective than [[Partner Characters]], and can be built to fit multiple combat roles, the most effective being Chain-building and Damage dealing. Even at a low level without a lot of investment, Support characters can still provide a lot of chains and various utility. A well-invested support character adds chains much more effectively, is effectively untouchable by enemies, and deals great damage to boot. Since they keep their levels, they can help a new character or a freshly rebirthed character easily coast through difficult missions for free EXP. | Support characters are greatly useful at just about any stage of the game. With customizable palettes and type abilities, they are much more effective than [[Partner Characters]], and can be built to fit multiple combat roles, the most effective being Chain-building and Damage dealing. Even at a low level without a lot of investment, Support characters can still provide a lot of chains and various utility. A well-invested support character adds chains much more effectively, is effectively untouchable by enemies, and deals great damage to boot. Since they keep their levels, they can help a new character or a freshly rebirthed character easily coast through difficult missions for free EXP. | ||
== Support | == Support Characters Concerns == | ||
''Somebody has carried me through [[Gurhal Heroes]] exactly twice, and I'm now at Type Level 6, Level 50-ish, no rebirths, and not a whole lot of gear. What to do? | There are a number of things that can massively impact the performance of an AI party member: | ||
=== '''1. Durability''' === | |||
Now, the problem with durability isn't that AI party members can't survive. AI party members takes like 10 seconds to revive with full HP, so whether they are good at surviving doesn't really matter all that much. The problem is that, when AI dips below a specific threshold of HP (usually 40%), they will stand still, swap to their healing weapon (usually a wand for [[Partner Characters]], and keep casting Resta until their HP goes above a specific threshold (usually around 60%). This causes a multitude of issues: | |||
* They stand still the moment they decide they want to heal, often times '''right in front of the enemies.''' This usually results in the AI party members being locked into a loop of Resta-getting hit-Resta-getting hit, until they eventually die, if the enemy's damage outpaces their healing. This happens especially often during boss fights, especially one with massive hitboxes or one in a small room. | |||
* A lot of partner characters heal for a miniscule amount, since a lot of them heal off low-rank [[Wands]] and aren't Forces. Once again, they will heal from below 40% until they hit a specific threshold. Since they don't heal for much, it would take them multiple casts, which can span dozens of seconds for them to start attacking again. The fact that they have four to five times normal HP does not help. By the way, for the duration of this entire Resta period, they will stand still in the same spot, and prone to any attacks, especially the same looping problem as mentioned before. | |||
* AIs are also prone to immediately swapping to Anti in order to remove any status aliment afflicted to them or the player. This includes aliments that are completely inconsequetial to them, such as Burn, Poison, Zalure, and to an extent, Jellen. This will cost several seconds for them to swap into the weapon, cast, swap back to their original weapon. | |||
'''We need to improve the durability of a partner character not because we worry about them dying, rather, we want them to spend as little time casting Resta as possible, in order to maximize their attacking time.''' | |||
Note that we can't avoid this by not giving them access to Resta. In ''Phantasy Star Portable 2 Infinity'', all AI party members, regardless of what type they are, will bring out a [[Wand]] (not the weapon category, the 1* GRM wand) to cast Resta, if they don't have access to one normally. They will bring one out even if their palette was empty, even if their palette was already full. In other words, giving them access to basically any TECHNIC weapon with Resta is better than not, and we need to bring the most healing TECHNIC weapon to minimize Resta time. | |||
It is, however, possible to not give them access to Anti. Note that without Anti, they can't restore the player or other members of the party out of other potentially problematic statuses, such as Stun or Confuse. | |||
=== '''2. Various Lags''' === | |||
The AI is slow at various places: | |||
* When the AIs encounter enemies, it takes them a few seconds to register the enemies exist, and actually run over. | |||
* AIs will stand in place for a second or two when swapping weapons. | |||
*When AIs are using a weapon that can Guard, they will hold Guard for multiple seconds at random intervals. | |||
* Even when AIs are using weapons with adequate range (such as a Ranged weapon or a Slicer), sometimes they will still need to run up to enemies before firing. | |||
* AIs does not fire off ranged weapons as fast or as often as they probably could. | |||
* While AIs are generally decent with triple-casting projectile-based TECHNICs, sometimes they have issues with other TECHNICs, such as spamming [[Zalure]] (to no extra effect), or using [[Sazonde]] once and then standing still until it expires. | |||
Of course, we want the AI to have as little time standing around as possible. This may involve utilizing [[R-mags]], and equipping them with as little gear as possible. | |||
=== '''3. Targeting''' === | |||
Generally, an AI party member would focus on a single enemy at a time, and they won't attempt to line up enemies for either piercing or multi-targets. This makes their multi-lock weapons much less effective, especially ones that are sub-par against single targets, such as [[Whips]] or [[Grenades]]. The same issue applies to [[Photon Arts]] and Charge Shots as well. | |||
=== '''4. Chain Breaking''' === | |||
The most notorious parts of an AI partner, they are prone to using Photon Arts or Charge Shots at seemingly random intervals. Now, chain breaking from AIs is not necessarily an issue, especially for smaller mobs that would die within a chain break or two anyway. Except, the AI has multiple issues with that: | |||
* AIs inherently have a damage reduction of 75%. | |||
* Chainbreaking is poor if the weapons utilized is not great, which is very common on [[Partner Characters]]. Special shoutout to Ursula who uses [[Machine Guns]] to break while being a Newman ''Force'', and Nagisa who uses [[Sabarta]] to break while being a ''Deuman Hunter''. | |||
* AIs don't really have the sense to keep chain up or to hold onto a long chain, which is a significant issue for bosses and more difficult enemies. This is also especially an issue for Rangers, as Charge Shots takes a bit of time to charge, and the chain may expire before the charge shot lands. | |||
Using Follow Shift from [[Partner Characters|Quick Order]] can prevent the partners from breaking chains altogether, which can help significantly. | |||
=== '''5. Lack of ability to chain''' === | |||
To put simply, there aren't a whole lot of weapons in the game that can accumlate chains very quickly. Especially for AIs, to whom applying both Deband and Shifta is a foreign concept. We need to set one up especially for it to chain well, instead of having it flail around ineffectively. | |||
== General Goodies == | |||
=== [[Abilities#Partnership |Partnership]] === | |||
Slots onto the player character, and significantly increases the damage of AI party members. Really helpful for all the reasons you would think it is. | |||
Unnecessary for chain-only builds, though. | |||
=== [[Abilities#Friendly Defense |Friendly Defense]] === | |||
Slots onto the player character, significantly increases the defense of AI party members. The damage reduction is massive, and stacks with [[Abilities#Damage Resist | Damage Resist]] and [[Abilities#Photon Barrier | Photon Barrier]] for even more insanity. However, 2 slots can be a tight fit on some builds, and defense is not really necessary on a lot of areas. | |||
=== [[Abilities#HP Restore Rate |HP Restore Rate]] === | |||
Slots onto the support character, restores 10% of HP every 10 seconds. Since player's other characters have 4 times normal HP, which stacks with HP increment abilities and rebirth bonuses, and that level is kept, HP restore rate can get to some very ridiculous rates. How much HP they get back is just a portion of its usefulness, however. Where HP restore rate really shines for AIs, is that, since it passively recovers HP in-between waves, and heals by percentage, it massively reduces the amount of time that AIs spends on Resta spamming, making it one of the biggest factors that puts player-made characters over [[Partner Characters]], even one that is comparatively significantly less leveled. | |||
Combined with the fact that this ability is very easy to get, this should be the first thing to shoot for when building a support character. | |||
=== [[Abilities#Photon Barrier |Photon Barrier]] === | |||
Slots onto the support character, and negates all damage taken that is below 3% of max HP. You may recall that other characters have 4 times normal HP, which means it's 4 times more effective than when the player uses it. It allows ignoring damage from traps and obstacles, attack from small mobs, and specific enemy attacks (such as [[Orga Angelus]]'s poison pool attack). Reducing damage to 0 also negates the flinch that comes with getting hit, which allows them to spend more time attacking. | |||
Not really necessary when equipped with HP Restore Rate, since it also helps ignoring chip damage, but they compliment each other fairly well. | |||
=== [[Abilities#Damage Resist |Damage Resist]] === | |||
Slots onto the support character, and reduces damage taken by 10%. The reduction isn't much, but it stacks with Photon Barrier and Friendly Defense, and indirectly improves the effectiveness of HP Restore Rate. | |||
Not really necessary, but it compliments Photon Barrier and Friendly Defense. | |||
=== [[Abilities#Wild Blast |Wild Blast]] === | |||
Slots onto the support character, and hastens the charge rate of Blast Gauge. Especially useful on a support character that wishes to use Blast often, such as Beasts or Deumans with their transformation blasts to deal massive damage. | |||
While useful, 3 Slots can be tight fit for some setups, especially a Force outfitted with Technic Hi-Speeds and such. | |||
=== [[Abilities#Status Protection |Various Resists]] === | |||
Stun, Sleep, Shock, and Freeze are as much a pain for AIs as they are for players. | |||
It may also be a good idea to protect against Poison, Burn, or Zalure. While these statuses don't really do anything against AIs, it stops the AI from obsessively scrambling to Anti at the thinniest paper cut. | |||
== Potential Builds == | |||
===<u>Budget Builds</u>=== | |||
Somebody has carried me through [[Gurhal Heroes]] exactly twice, and I'm now at Type Level 6, Level 50-ish, no rebirths, and not a whole lot of gear. What to do? | |||
==== Baseline ==== | |||
This should be considered for every character, regardless of build. | This should be considered for every character, regardless of build. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 19: | Line 96: | ||
|[[Zalure]], [[Resta]] (Lv10+), [[Deband]], [[Shifta]] | |[[Zalure]], [[Resta]] (Lv10+), [[Deband]], [[Shifta]] | ||
|} | |} | ||
Abilities: HP Restore Rate, Damage Resist / Wild Blast, HP Boost | |||
It only takes Vanguard Lv3 to get HP Restore Rate. You can also put on Damage Resist (Vanguard Lv2), or HP Boost (Initial). Reaching Vanguard Lv5 | It only takes Vanguard Lv3 to get HP Restore Rate. You can also put on Damage Resist (Vanguard Lv2), or HP Boost (Initial). Reaching Vanguard Lv5 unlocks a fifth slot, which allows fitting all three of these abilities. | ||
You can also replace Damage Resist and HP boost with Wild Blast (any Type Lv5), dependent on | You can also replace Damage Resist and HP boost with Wild Blast (any Type Lv5), dependent on the race and [[Blast Types]] of the character. | ||
Since we cannot avoid the party members bringing [[Resta]], we might as well get them the best [[Rods]] we can to maximize the heal amount ([[Wands]] and [[Tech-Mags]] have a much lower TEC score so they are worse). | Since we cannot avoid the party members bringing [[Resta]], we might as well get them the best [[Rods]] we can to maximize the heal amount ([[Wands]] and [[Tech-Mags]] have a much lower TEC score so they are worse). | ||
Line 35: | Line 112: | ||
* [[Clarita Visas III]] (Lv40), received for free from [[Emilia Percival|Emilia]], with a good TEC score and empower healing. | * [[Clarita Visas III]] (Lv40), received for free from [[Emilia Percival|Emilia]], with a good TEC score and empower healing. | ||
Also shout out to the [[Dengeki Master]]: its [[Resta]] heals for at least 650, regardless of TEC score and [[Resta]] Level, which is a very sizable heal early game, even for AIs with 4 times normal HP. However, its requirement of running [[Infinity Grand Prix]] multiple times through is a bit of a big ask | Also shout out to the [[Dengeki Master]]: its [[Resta]] heals for at least 650, regardless of TEC score and [[Resta]] Level, which is a very sizable heal early game, even for AIs with 4 times normal HP. However, its requirement of running [[Infinity Grand Prix]] multiple times through is a bit of a big ask. | ||
While we are at it, we can bring some utility TECHNICs as well, such as | While we are at it, we can bring some utility TECHNICs as well, such as the buffs and [[Zalure]]. All of these TECHNICs are easily accessible from [[Secret Society]], and can be passed between characters via the Shared Storage. | ||
====Chain Build 1==== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+Palette | |+Palette | ||
Line 54: | Line 128: | ||
|[[Zalure]], [[Resta]] (Lv10+), [[Deband]], [[Shifta]] | |[[Zalure]], [[Resta]] (Lv10+), [[Deband]], [[Shifta]] | ||
|} | |} | ||
If you don't have any [[Photon Arts]] linked, you can't break any chains! | |||
[[Twin Daggers]] are the fastest chaining striking weapon in the game as well, and even faster in the hands of an AI, since they don't have hitlag. However, the AI may hold guard on twin daggers. Picking Melee Shift from [[Partner Characters|Quick Orders]] can help reduce the amount of time they choose to Guard. | [[Twin Daggers]] are the fastest chaining striking weapon in the game as well, and even faster in the hands of an AI, since they don't have hitlag. However, the AI may hold guard on twin daggers. Picking Melee Shift from [[Partner Characters|Quick Orders]] can help reduce the amount of time they choose to Guard. | ||
Line 62: | Line 136: | ||
* [[Twin Kunai]] (Lv20), a DLC twin daggers with pretty good ATK and absurdly high ACC, allowing it to deal damage to enemies far above its level. | * [[Twin Kunai]] (Lv20), a DLC twin daggers with pretty good ATK and absurdly high ACC, allowing it to deal damage to enemies far above its level. | ||
* [[Play Blu Edge]] (Lv20), a password twin daggers with pretty good ATK and ACC. | * [[Play Blu Edge]] (Lv20), a password twin daggers with pretty good ATK and ACC. | ||
==== Chain Build 2 ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+Palette | |+Palette | ||
Line 71: | Line 143: | ||
!Photon Arts | !Photon Arts | ||
|- | |- | ||
|R-Mag + Dagger | |||
|N/A | |N/A | ||
|- | |- | ||
Line 84: | Line 156: | ||
GRM lines, such as [[Yactdike]] and [[Galdike]]: Buyable from shop, provides 2~3 successive shots on fire, averages to 1 shot per second. Good for chain building, but they fall off fairly quickly due to low-rank [[R-Mags]] not having a lot of ACC. | GRM lines, such as [[Yactdike]] and [[Galdike]]: Buyable from shop, provides 2~3 successive shots on fire, averages to 1 shot per second. Good for chain building, but they fall off fairly quickly due to low-rank [[R-Mags]] not having a lot of ACC. | ||
Easily accessible decent [[Daggers]]: | Easily accessible decent [[Daggers]]: | ||
[[Kunai]] (Lv20): a DLC dagger. Similar to its twin dagger counterpart, it has good ATK and absurdly high ACC, and good for use for a good long while. | |||
Variation: | |||
{| class="wikitable" | {| class="wikitable" | ||
!Weapon | !Weapon | ||
!Photon Arts | !Photon Arts | ||
|- | |- | ||
| | |R-Mag + [[Ga-Misaki]] | ||
|N/A | |N/A | ||
|- | |- | ||
Line 109: | Line 178: | ||
Since the damage provided can be quite good, feel free to equip [[Ga-Misaki]] with a Claw Photon Art of your choice for them to provide chain break damage. | Since the damage provided can be quite good, feel free to equip [[Ga-Misaki]] with a Claw Photon Art of your choice for them to provide chain break damage. | ||
==== Chain Build 3 ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
!Weapon | !Weapon | ||
!Photon Arts | !Photon Arts | ||
|- | |- | ||
| | |R-Mag + Wand | ||
|[[Sazonde]] / [[Sabarta]] / [[Nagrants]] (Square), [[Jellen]] / [[Zalure]] / [[Resta]] (Triangle) | |[[Sazonde]] / [[Sabarta]] / [[Nagrants]] (Square), [[Jellen]] / [[Zalure]] / [[Resta]] (Triangle) | ||
|} | |} | ||
Turns out some TECHNICs are super OP for chaining. Thanks SEGA! | |||
Here's some differences between the TECHNICs of choice: | Here's some differences between the TECHNICs of choice: | ||
Line 126: | Line 193: | ||
<u>Square:</u> | <u>Square:</u> | ||
[[Sazonde]]: deals 5 hits per cast. Launches the enemies hit, and thus provides the player a lot of safety. However, an enemy being launched can cause hitbox to not connect with the enemies, ridding the player of chains and potentially significant damage. This issue applies for most Striking Weapons, some Ranged weapons, and not at all TECHNICs. Therefore, avoid | [[Sazonde]]: deals 5 hits per cast. Launches the enemies hit, and thus provides the player a lot of safety. However, an enemy being launched can cause hitbox to not connect with the enemies, ridding the player of chains and potentially significant damage. This issue applies for most Striking Weapons, some Ranged weapons, and not at all TECHNICs. Therefore, avoid Sazonde if playing on [[Hunter]], or to an extent, [[Ranger]] and [[Vanguard]]. Also, the AI isn't keen on triple-casting Sazonde, so its effectiveness isn't as significant as they are on the player. Furthermore, importantly, bringing three Sazonde casters, and with Sazonde flying everywhere, can cause [[Animation Cancel]], which would render many TECHNICs and attacks completely useless. Avoid capping out on Sazonde AIs as [[Force]]. | ||
[[Sabarta]]: deals 5 hits per cast. Only flinches the enemies hit, instead of launching them. More helpful for [[Hunter]], but less useful for [[Force]] and to an extent, [[Vanguard]]. The damage from Sabarta is lower than Sazonde, so it falls off earlier compared to Sazonde. Also, the AI isn't keen on triple-casting Sabarta, so its effectiveness isn't as significant as they are on the player. | [[Sabarta]]: deals 5 hits per cast. Only flinches the enemies hit, instead of launching them. More helpful for [[Hunter]], but less useful for [[Force]] and to an extent, [[Vanguard]]. The damage from Sabarta is lower than Sazonde, so it falls off earlier compared to Sazonde. Also, the AI isn't keen on triple-casting Sabarta, so its effectiveness isn't as significant as they are on the player. | ||
Line 134: | Line 201: | ||
<u>Triangle:</u> | <u>Triangle:</u> | ||
[[Jellen]]: Reduces attack of all enemies in range. The attack reduction is somewhere around 5 | [[Jellen]]: Reduces attack of all enemies in range. The attack reduction is somewhere around 5 to 7% if Jellen is below Lv21, which is pretty pitiful, but can still be helpful if you are really concerned for your safety. You can also bring a character with Jellen in combination with a character with Zalure to easily hit both effects. (Besides, it's not like two zalures stack with each other). | ||
[[Zalure:|Zalure]]: Reduces defense and evasion of all enemies in range. The reduction starts from 21%, which is quite massive, and a great help towards player's damage. It's also quintessential when fighting enemies above player level, since it reduces evasion and allows attacks to connect easier. | [[Zalure:|Zalure]]: Reduces defense and evasion of all enemies in range. The reduction starts from 21%, which is quite massive, and a great help towards player's damage. It's also quintessential when fighting enemies above player level, since it reduces evasion and allows attacks to connect easier. | ||
[[Resta]]: Saves the character from bringing | [[Resta]]: Saves the character from bringing a Rod, and thus saves the character from spending time swapping weapons, providing more time for attacking and chaining. However, no access to [[Shifta]] / [[Deband]] / [[Zalure]] / [[Jellen]] means a lot more work from other characters and the player. Also note that since [[Wands]] heals for less than [[Rods]], which can result in longer HP restore period. Can be remedied via [[Abilities#HP Restore Rate |HP Restore Rate]] and other defensive abilities, but may require more investment than otherwise. | ||
Line 144: | Line 211: | ||
[[Lapis Lazuli's Ordeal]] (Lv20): a DLC wand with a great TEC score, and empowers Light for more damage on [[Nagrants]]. | [[Lapis Lazuli's Ordeal]] (Lv20): a DLC wand with a great TEC score, and empowers Light for more damage on [[Nagrants]]. | ||
[[Magic Focus]] (Lv50): Obtained via the title [[Titles|Super Hero]]. Empowers Lightning for [[Sazonde]], and comes with a good lightning %. Also looks quite nice. | [[Magic Focus]] (Lv50): Obtained via the title [[Titles|Super Hero]]. Empowers Lightning for [[Sazonde]], and comes with a good lightning %. Also looks quite nice. | ||
== | === <u>Full Power Builds</u> === | ||
Wow, somebody actually decided to get their bot character to Level 200, fully rebirthed, and Type Level 50 everywhere? You've come to the right place! | |||
====Races & Types==== | ====Races & Types==== | ||
Line 341: | Line 225: | ||
[[Races#Human |Human]]: Highest DEF scores (which doesn't mean much). Has access to Mirage Blast [[Blast Types#Canna |Canna]] like newmans, but also has access to [[Blast Types#Kun'ne |Kun'ne]], which provides a general attack speed boost. It helps immensely with melee chaining, but doesn't help much with TECHNIC chaining. | [[Races#Human |Human]]: Highest DEF scores (which doesn't mean much). Has access to Mirage Blast [[Blast Types#Canna |Canna]] like newmans, but also has access to [[Blast Types#Kun'ne |Kun'ne]], which provides a general attack speed boost. It helps immensely with melee chaining, but doesn't help much with TECHNIC chaining. | ||
[[Races#Cast |Cast]]: Has the lowest TEC score, thus lowest damage from TECHNICs. Has access to a few notable [[Blast Types#SUV Weapons |SUV Weapons]]: [[Exusia Fluge]]: heals full room, revives anybody dead (potentially includes the player), and is the only source of Tier 5 buffs in the game; [[Eternal Cataract]]: deals 6 hits to all enemies in the room, and almost always freezes all of them; [[Rafal Burst]]: deals 10 hits to all enemies in front of character for respectable damage. | [[Races#Cast |Cast]]: Has the lowest TEC score, thus lowest damage from TECHNICs. Has access to a few notable [[Blast Types#SUV Weapons |SUV Weapons]]: [[Exusia Fluge]]: heals full room, revives anybody dead (potentially includes the player), and is the only source of Tier 5 buffs in the game; [[Eternal Cataract]]: deals 6 hits to all enemies in the room, and almost always freezes all of them; [[Rafal Burst]]: deals 10 hits to all enemies in front of character for respectable damage. | ||
[[Races#Beast |Beast]]: Has the highest HP, thus gets the highest effects out of the type abilities previously mentioned. ACC issues are negated since TECHNICs does not check for accuracy. [[Blast Types#Nanoblast |Nanoblast]] doesn't chain well, but can do a shitton of damage | [[Races#Beast |Beast]]: Has the highest HP, thus gets the highest effects out of the type abilities previously mentioned. ACC issues are negated since TECHNICs does not check for accuracy. [[Blast Types#Nanoblast | Nanoblast]] doesn't chain well, but can do a shitton of damage. This allows for using [[Partner Characters#Quick Order |Blast Charge]] to hold nanoblast, and throw them at difficult enemies or bosses via [[Partner Characters#Quick Order |Blast Release]]. Nanoblast is invinicible too, so they just thrash and trash with reckless abandon. Note that specific Nanoblasts may enter Rage Form, which will damage the player once entered. | ||
[[Races#Deumans |Deumans]]: Has the second highest TEC. Having the lowest defensive capabilities does make them a bit more painful compared to other races, but the combination of various defensive type abilities and 4 times normal HP is so strong that they aren't much worse in that aspect. [[Blast Types#Infinite Blast|Infinite Blast]] does a stupid amount of damage, especially on [[Types#Hunter|Hunter]] or [[Types#Force|Force]]. Unlike [[Blast Types#Nanoblast |Nanoblasts]], though, Deumans | [[Races#Deumans |Deumans]]: Has the second highest TEC. Having the lowest defensive capabilities does make them a bit more painful compared to other races, but the combination of various defensive type abilities and 4 times normal HP is so strong that they aren't much worse in that aspect. [[Blast Types#Infinite Blast|Infinite Blast]] does a stupid amount of damage, especially on [[Types#Hunter|Hunter]] or [[Types#Force|Force]]. Unlike [[Blast Types#Nanoblast |Nanoblasts]], though, Deumans are prone to flinching, which may lower their damage output on particular bosses who likes doing a lot of attacks or step on things. | ||
====Baseline==== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+Palette | |+Palette | ||
Line 366: | Line 248: | ||
[[Divine Amaterasu]] (Lv160): Can be extended for Empower Healing, and becomes the Best Healing Rod once done so. | [[Divine Amaterasu]] (Lv160): Can be extended for Empower Healing, and becomes the Best Healing Rod once done so. | ||
====Chain Build==== | |||
{| class="wikitable" | {| class="wikitable" | ||
!Weapon | !Weapon | ||
Line 385: | Line 262: | ||
<u>How to pick TECHNICs:</u> | <u>How to pick TECHNICs:</u> | ||
Same as above | Same as above. | ||
<u>Notable [[R-Mags]]:</u> | <u>Notable [[R-Mags]]:</u> | ||
[[Elenor]] (Lv150): 3 shots per 2.5 seconds and Piercing gives Elenor the best chain rates out of all R-mags, and especially useful on groups of mobs | [[Elenor]] (Lv150): 3 shots per 2.5 seconds and Piercing gives Elenor the best chain rates out of all R-mags, and especially useful on groups of mobs. | ||
[[Clad 6 Shag]] (Lv160): 3 shots per 2.5 seconds just like Elenor, but trades Piercing for more damage. Significantly worse than groups, but better on single targets. Also has Stun. | [[Clad 6 Shag]] (Lv160): 3 shots per 2.5 seconds just like Elenor, but trades Piercing for more damage. Significantly worse than groups, but better on single targets. Also has Stun. | ||
[[Eye of Rykros]] (Lv150): 2 shots per 2 seconds is a worse rate than the other two, but it has Incap. | [[Eye of Rykros]] (Lv150): 2 shots per 2 seconds is a worse rate than the other two, but it has Incap. Granted, the rates is incredibly low. | ||
[[Opa Opa]] (Lv80): 3 shots per 2.2 seconds is a faster rate than the others, but a low level means an Extend is required for the R-Mag to keep up with higher leveled enemies. Also the highest level R-Mag to have access to Zalure special effect (If Ice), and the Taunt special effect (If Ground), which can provide additional utility depending on build | [[Opa Opa]] (Lv80): 3 shots per 2.2 seconds is a faster rate than the others, but a low level means an Extend is required for the R-Mag to keep up with higher leveled enemies. Also the highest level R-Mag to have access to Zalure special effect (If Ice), and the Taunt special effect (If Ground), which can provide additional utility depending on build. | ||
[[Dark Falz Dust]] (Lv160): 1 shot per 1 seconds is a worse rate than the others, but it deals the highest damage out of all R-Mags. Reflect damage is negligible. | [[Dark Falz Dust]] (Lv160): 1 shot per 1 seconds is a worse rate than the others, but it deals the highest damage out of all R-Mags. Reflect damage is negligible. | ||
Line 409: | Line 286: | ||
<u>How to pick abilities:</u> | <u>How to pick abilities:</u> | ||
Pick Hi-speeds and Advances according to the offensive TECHNIC of choice. | Pick Hi-speeds and Advances according to the offensive TECHNIC of choice. | ||
[[Abilities#Technic Hi-speed + |Technic Hi-speed +]] is slower than regular hi-speed, in exchange for covering more TECHNICs. It's a consideration for Forces normally, but not worthwhile for bots as they usually do not bring more than three schools of TECHNICs. Feel free to bring [[Abilities#Assist Hi-Speed|Assist Hi-Speed]] or [[Abilities#Follow Hi-Speed|Follow Hi-Speed]] to hasten Buffs or [[Resta]] respectively. | [[Abilities#Technic Hi-speed + |Technic Hi-speed +]] is slower than regular hi-speed, in exchange for covering more TECHNICs. It's a consideration for Forces normally, but not worthwhile for bots as they usually do not bring more than three schools of TECHNICs. Feel free to bring [[Abilities#Assist Hi-Speed|Assist Hi-Speed]] or [[Abilities#Follow Hi-Speed|Follow Hi-Speed]] to hasten Buffs or [[Resta]] respectively. | ||
Line 417: | Line 294: | ||
[[Abilities#Elemental Hit|Elemental Hit]]: Improves the proc rate of special effects. Always a consideration when it comes to builds. However, neither [[Nagrants]] nor [[Sabarta]] applies any special effects, and [[Sazonde]]'s Shock applies shockingly little (and is pretty redundant anyway, given what the TECHNIC itself does). Generally useless for these builds. | [[Abilities#Elemental Hit|Elemental Hit]]: Improves the proc rate of special effects. Always a consideration when it comes to builds. However, neither [[Nagrants]] nor [[Sabarta]] applies any special effects, and [[Sazonde]]'s Shock applies shockingly little (and is pretty redundant anyway, given what the TECHNIC itself does). Generally useless for these builds. | ||
====Janky Status Aliment Builds==== | |||
====Janky | |||
{| class="wikitable" | {| class="wikitable" | ||
!Weapon | !Weapon | ||
Line 436: | Line 305: | ||
|[[Abilities#Elemental Hit |Elemental Hit]], [[Abilities#Freeze Resist |Freeze Resist]], [[Abilities#Rifle Advance |Rifle Advance]], [[Abilities#Full Charge Shot|Full Charge Shot]] | |[[Abilities#Elemental Hit |Elemental Hit]], [[Abilities#Freeze Resist |Freeze Resist]], [[Abilities#Rifle Advance |Rifle Advance]], [[Abilities#Full Charge Shot|Full Charge Shot]] | ||
|} | |} | ||
[[Frost Shot]] provides a 50% chance to inflict Freeze, which is improved to 70% by the power of [[Abilities#Elemental Hit|Elemental Hit]]. Freeze not only stops the enemy from moving, but also cancels their current action, which can quite helpful if the player is a [[Hunter]] or [[Vanguard]] in close-range situations. Note the [[Abilities#Freeze Resist |Freeze Resist]]: this is used to bypass the [[Frost Shot]]'s side effect. The [[Freeze Resist]] module does not work, as Partner Characters do not retain non-blast module effects. | |||
The actual effectiveness of this setup is middling. Even at 70%, it has troubles freezing bigger or boosted enemies, and the fact that AI does not have the highest fire rate does not help either. Freeze Lv1 only last for a few seconds, and breaks upon 3 hits, so its value is not so much stunning the enemy for openings, but in providing small windows for the player to use [[Consumables]] or heal up. It's pretty funny to see huge ice blocks, though. And it can be really funny with a full team of [[Frost Shot]] users | The actual effectiveness of this setup is middling. Even at 70%, it has troubles freezing bigger or boosted enemies, and the fact that AI does not have the highest fire rate does not help either. Freeze Lv1 only last for a few seconds, and breaks upon 3 hits, so its value is not so much stunning the enemy for openings, but in providing small windows for the player to use [[Consumables]] or heal up. It's pretty funny to see huge ice blocks, though. And it can be really funny with a full team of [[Frost Shot]] users. | ||
Don't forget to use [[Partner Characters#Quick Orders|Follow Shift]] to prevent Charge Shots during mobs, since Charge Shots do not inflict status effects. | Don't forget to use [[Partner Characters#Quick Orders|Follow Shift]] to prevent Charge Shots during mobs, since Charge Shots do not inflict status effects. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Weapon | !Weapon | ||
Line 455: | Line 320: | ||
|[[Abilities#Elemental Hit |Elemental Hit]], [[Abilities#Longbow Advance |Longbow Advance]], [[Abilities#Charm Strike |Charm Strike]], [[Abilities#Full Charge Shot|Full Charge Shot]] | |[[Abilities#Elemental Hit |Elemental Hit]], [[Abilities#Longbow Advance |Longbow Advance]], [[Abilities#Charm Strike |Charm Strike]], [[Abilities#Full Charge Shot|Full Charge Shot]] | ||
|} | |} | ||
[[Poron Poron]] provides a 60% chance to inflict Charm, which is improved to 84% by the power of [[Abilities#Elemental Hit|Elemental Hit]]. Charm forces the inflicted mobs to attack the AI, which can be helpful at times, especially if the player is weak defensively. [[Abilities#Charm Strike |Charm Strike]] increases damage dealt to Charmed enemies by 30%, which is a MASSIVE boost. The player can equip [[Abilities#Charm Strike |Charm Strike]] to reap the benefits as well. | |||
Similar to the above build, the effectiveness is middling, since even at 84%, it has troubles charming bigger or boosted enemies. The AI not having a high fire rate does not help either. Once inflicted, however, Charm Lv4 lasts for a fair amount of time (16 seconds), and can provide a big damage boost with [[Abilities#Charm Strike |Charm Strike]]. | Similar to the above build, the effectiveness is middling, since even at 84%, it has troubles charming bigger or boosted enemies. The AI not having a high fire rate does not help either. Once inflicted, however, Charm Lv4 lasts for a fair amount of time (16 seconds), and can provide a big damage boost with [[Abilities#Charm Strike |Charm Strike]]. | ||
Don't forget to use [[Partner Characters#Quick Orders|Follow Shift]] to prevent Charge Shots during mobs, since Charge Shots do not inflict status effects. | Don't forget to use [[Partner Characters#Quick Orders|Follow Shift]] to prevent Charge Shots during mobs, since Charge Shots do not inflict status effects. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Weapon | !Weapon | ||
Line 495: | Line 334: | ||
|[[Abilities#Elemental Hit |Elemental Hit]], [[Abilities#Saber Advance|Saber]]/[[Abilities#Whip Advance|Whip Advance]], [[Abilities#Charm Strike |Charm Strike]] | |[[Abilities#Elemental Hit |Elemental Hit]], [[Abilities#Saber Advance|Saber]]/[[Abilities#Whip Advance|Whip Advance]], [[Abilities#Charm Strike |Charm Strike]] | ||
|} | |} | ||
Alternative Charm build. Performs a bit better normally, as [[Opa Opa]] + right-hand is a decent chaining tool as is. However, the rates are lower, so it's less likely for Charm to occur. | |||
The [[Amore Rose]] has a 30% Charm rate, and has multi-lock to hit more enemies with. However, since it starts at A-rank, it requires an Extend to be viable at higher levels. As a [[Whips|Whip]], it provides category bonus of TEC, which | The [[Amore Rose]] has a 30% Charm rate, and has multi-lock to hit more enemies with. However, since it starts at A-rank, it requires an Extend to be viable at higher levels. As a [[Whips|Whip]], it provides category bonus of TEC, which improves the damage from the [[Opa Opa]]. The damage from the whip itself is quite poor, though. | ||
The [[Innocent Mari]] is the better weapon, with higher stats, and provides +100 ATK if the user is a different gender from another member in the party. As a Saber, it also swings faster than a Whip does. However, both its Charm Level (Lv2) and Charm rate (20%) are lower, which makes it worse for Charm Dedication. Note that the [[Innocent Mari]] does not make a set with the [[Loveheart Line]], even though the [[Bloody Mari]] does. | The [[Innocent Mari]] is the better weapon, with higher stats, and provides +100 ATK if the user is a different gender from another member in the party. As a Saber, it also swings faster than a Whip does. However, both its Charm Level (Lv2) and Charm rate (20%) are lower, which makes it worse for Charm Dedication. Note that the [[Innocent Mari]] does not make a set with the [[Loveheart Line]], even though the [[Bloody Mari]] does. | ||
====Damage Build==== | |||
== Friend Characters == | |||
Ideally, the bots we use should come from the Friend Characters, as they use the far bigger Friend Character slots instead of the player's own saveslots, and it allows the player to freeload off other people's work. | |||
Friend Characters are worse than player characters normally, since they scale to player level. This means that they cannot be extremely overleveled and stomp over enemies for the player, unless the player is already doing that. However, this also means that the player can use them instead of any of the player's own characters that are not well set-up or not up to the player's current character's level. | |||
Since a Friend Character has 5 times normal HP instead of 4, they will also be better than an Other Character of the equivalent level and set-up. | |||
Note that, since Equipment does not scale upwards, a low-level Friend Character scaled up to a high level will still perform poorly, as their equipments aren't good enough to keep up. | |||
' | |||
Also, for Friend Characters, equipments scale down as levels go down. This heavily affects builds that requires specific weapons, such as any build involving high-level [[R-Mags]] (their lower-level versions are significantly less useful), and any weapons that relies on its inherent properties, special effects, or set bonuses. TECHNIC weapons are less affected, however, since their usefulness is more from the TECHNICs equipped rather than the properties of the weapon. | |||
Friend | If a Friend Character is leveled enough to be fully set up (for example, at Lv160, which allows equipping basically anything), they can just auto-leveled the rest of the way, since their equipments won't change regardless. a Lv160 Friend Character is the same as a Lv200 Friend Character, if they have the same equipment. | ||
{{Navigation}} | |||
{{ |