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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 Character Sample Builds (Simple) ==
== 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?''<div class="toccolours mw-collapsible mw-collapsed">
There are a number of things that can massively impact the performance of an AI party member:
<div style="font-weight:bold;line-height:1.6;">Baseline (Abilities + Resta)</div>
 
<div class="mw-collapsible-content">
=== '''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, and 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 Effects]] inflicted to them or the player. This includes aliments that are completely inconsequential 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, or 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 highest-healing TECHNIC weapon to minimize [[Resta]] time.
 
It is, however, possible to not give them access to [[Anti]]. While they will not spend time using [[Anti]] for inconsequential statuses anymore, they also can't restore the player or other members of the party out of other potentially problematic [[Status Effects]], 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.
*If the player was a bit far away from the AI while running, the AI will enter a behaviour, where they will run up to the player first before doing anything else. This can result in them running right past enemies, or run ineffectively into a wall, or run into a fence despite having a Ranged weapon and there being an enemy on the other side.
* Even when AIs are using weapons with adequate range (such as a Ranged weapon or [[Slicers]]), 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. This results in behaviours 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 [[Grenade Launchers]]. 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. AI chain-breaking is very unoptimal for a variety of reasons:
 
* 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 Laurent|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.
For small mobs that would die within 1 or 2 chain breaks anyway, this behaviour from the AI is not really an issue. For [[Boss Creatures]] and problematic large enemies, this could easily ruin entire setups.
 
Using '''Follow Shift''' from [[Partner Characters|Quick Order]] can prevent the partners from breaking chains altogether, which can help significantly. However, AIs also attacks significantly less while in Follow Shift, meaning that, to reap maximum potential, we need to restrict their palette as much as possible instead.
 
=== '''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]] at the same time 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]] (Vanguard Lv6) ===
Slots onto the player character, and significantly increases the damage of AI party members. Really helpful for all the reasons you would think.
 
It's recommended to make some room for it most of the time (1 slot is fairly easy to spare). It's ultimately unnecessary for chain-only builds, though.
 
=== [[Abilities#Friendly Defense |Friendly Defense]] (All Types Lv8) ===
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 player builds, and defense is not really necessary in most areas. Run if you've got space, not a big loss if you don't.
 
=== [[Abilities#HP Restore Rate |HP Restore Rate]] (Vanguard Lv3) ===
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 (Vanguard Lv3), this should be the first thing to shoot for when building a support character.
 
=== [[Abilities#Photon Barrier |Photon Barrier]] (Force Lv7) ===
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 HP Restore Rate also helps ignoring chip damage, but HP Restore Rate doesn't prevent flinching, so having both is worthwhile. They compliment each other well, too.
 
=== [[Abilities#Damage Resist |Damage Resist]] (Vanguard Lv2) ===
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]] (All Types Lv5) ===
Slots onto the support character, and hastens the charge rate of Blast Gauge. Especially useful on a support character that wishes to use [[Blast Types|Blasts]] often, such as Beasts or Deumans with their transformation blasts that can deal massive damage. The AI is not half bad with Blasts, either.
 
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, if you allowed them to bring [[Anti]].
 
== 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"
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While we are at it, we can bring some utility TECHNICs as well, such as [[Shifta]], [[Deband]], and [[Zalure]]. All of these TECHNICs are easily accessible from [[Secret Society]], and can be passed between characters via the Shared Storage. Although Vanguard cannot use them at tier 3, it's still convenient to let the AI use them for you.
While we are at it, we can bring some utility TECHNICs as well, such as [[Shifta]], [[Deband]], and [[Zalure]]. All of these TECHNICs are easily accessible from [[Secret Society]], and can be passed between characters via the Shared Storage. Although Vanguard cannot use them at tier 3, it's still convenient to let the AI use them for you.
</div></div>


<div class="toccolours mw-collapsible mw-collapsed">
====Chain Build 1====
<div style="font-weight:bold;line-height:1.6;">Chain Build 1 (Twin Daggers)</div>
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
|+Palette
|+Palette
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* [[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.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed">
==== Chain Build 2 ====
<div style="font-weight:bold;line-height:1.6;">Chain Build 2 (R-Mag + Dagger)</div>
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
|+Palette
|+Palette
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[[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.  
[[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.  
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed">
<u>Variation:</u>
<div style="font-weight:bold;line-height:1.6;">Chain Build 2 Variation (R-Mag + Claw)</div>
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
!Weapon
!Weapon
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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.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed">
==== Chain Build 3 ====
<div style="font-weight:bold;line-height:1.6;">Chain Build 3 (R-Mag + Wand)</div>
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
!Weapon
!Weapon
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[[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]].
[[School Bag]] (Lv20): a DLC wand with a pretty good TEC score. Has a lower TEC than [[Lapis Lazuli's Ordeal]], but empowers healing, if you want to equip it with [[Resta]].


[[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.
</div></div>
=== <u>Full Power Builds</u> ===
 
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight:bold;line-height:1.6;">Did someone say Stunlock (Laser Cannon CS2)</div>
<div class="mw-collapsible-content">
{| class="wikitable"
!Weapon
!Triangle
|-
|[[Laser Cannons]]
|Charge Shot II
|}
''HAHAHAHAHAHAHAHAHAHA''
 
Cheap easy Laser Cannons:
[[Laser Pannon]] (Lv15): Drops from [[Pannon]] and [[Bel Pannon]] at any level.
 
[[Clad 6 Cannon|Clad Cannon]] (Lv20): DLC Laser Cannon.
 
[[Plasma Cannon Neo]] (Lv20): DLC Laser Cannon with longer than usual range.
 
[[Satellite V Cannon]] (Lv20): Password item Laser Cannon.
</div></div>
== Support Characters Concerns ==
There are a number of things that can massively impact the performance of an AI party member:
 
'''1. Chain Breaking'''
 
The most notorious parts of an AI partner, they are prone to using Photon Arts or Charge Shots at seemingly random intervals. AI chain-breaking is extremely bad for a variety of reasons:
 
* AIs inherently have a damage reduction of 75%.
* Chainbreaking is poor if the weapons utilized is poor, which is very common on [[Partner Characters]]. Special shoutout to [[Ursula Laurent|Ursula]] who uses [[Machine Guns]] to break while being a Newman ''Force'', and [[Nagisa]] who uses [[Sabarta]] to break while being a ''Deuman Hunter''.
* AI's timing for chainbreaking is terrible. They do not try to maintain a chain, or attempt to make a long chain. In fact, it's almost like they do not see chains at all.
** This is terrible for bosses and more difficult enemies, who needs long chains to be defeated quickly.
** The issue is amplified 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 be used to prevent this problem. However, AIs also attacks significantly less while in Follow Shift, so it's not the ideal solution.
 
'''2. Various Lags'''
 
The AI has brain freezes 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.
*If the player was a bit far away from the AI while running, the AI will run up to the player first before doing anything else. This can result in them running right past enemies, or run against a wall, or run against a fence despite having a Ranged weapon and there being an enemy on the other side.
* Even when AIs are using weapons with adequate range (such as a Ranged weapon or [[Slicers]]), sometimes they will still run up to enemies before firing.
* AIs does not fire off Ranged weapons as fast or as often as they could.
* While AIs are generally decent with triple-casting projectile-based TECHNICs, sometimes they have issues with other TECHNICs. This results in behaviours such as spamming [[Zalure]] (to no extra effect), or using [[Sazonde]] once and then standing still until it expires.
Of course, we need the AI to have as little downtime as possible.
 
'''3. Durability'''
 
Now, the problem with durability isn't that AI party members can't survive. AI party members, after dying, revive with full HP in around 10 seconds, so whether they are good at surviving isn't very important.
 
The problem is, when AI dips below a specific threshold of HP (usually 40%), they will stand still, swap to their healing weapon, and keep casting [[Resta]] until their HP goes above a specific threshold (usually around 60%).
 
Now, that sounds fairly reasonable, except that '''they stand still the moment they decide they want to heal, oftentimes''' '''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, and especially one with massive hitboxes or one in a small room.
 
Even if the AI does not get damage looped by enemies, AI can need several casts to top themselves off, due to their inflated HP. Recall that it takes them several seconds of lag for weapon swaps, and several seconds per cast, resulting in them spending 20 to 30 seconds casting resta.
 
AIs also has the issue of not trying to cast Resta at all if there's no enemies present, even if they or you or both are in critical HP. And then they will scramble to heal themselves when they actually encounter enemies. I guess you really needed to see all those lags for yourself.
 
AIs are also prone to immediately swapping to [[Anti]] in order to remove any [[Status Effects]] inflicted to them or the player. This includes aliments that are completely inconsequential to them, such as Burn, Poison, and on occasion, Zalure and Jellen. Once again, this will cost several seconds for them to swap into the weapon, cast, swap back to their original weapon. Inefficiency go brrrrrr!
 
'''4. 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 [[Grenade Launchers]]. The same issue applies to [[Photon Arts]] and Charge Shots as well.
 
'''5. Lack of ability to chain'''
 
To put simply, there aren't a whole lot of weapons in the game that can accumulate chains very quickly. Especially for AIs, to whom applying both [[Deband]] and [[Shifta]] at the same time is a foreign concept. We need to set one up especially for it to chain well, instead of having it flail around ineffectively.
 
== What's wrong with [[Partner characters]]? ==
Partner Characters features almost all of the aforementioned problems, and adds a couple new problems on top.
 
Let's take [[Yut Jun Yunkers]] for an example:
 
Yut's palette consists of Spears, Shields + Slicers, Longbows, and a Rod for healing.
 
Recall that Yut is a Newman Hunter, so his stats are already quite poor: Newmans has low ATK, their high TEC are also diminished by the Hunter Type; their biggest asset, PP regen, does not apply to AIs at all, as they do not have or consume any PP.
 
His weapons of choice are also quite poor:
 
Slicers have low ATK, compensated by their ability to pierce enemies; as an AI, Yut does not make any attempt at piercing enemies, so it stays as a low damage low hit weapon.
 
Longbows are ranged weapons; Partner Character do not have any [[Abilities]], meaning they cannot access Full Charge Shot; Partner Characters also, as a hold over from ''Phantasy Star 2 Portable'', only use Charge Shot I, which is bad for Yut: Longbow CS1 deals much less damage than CS2, compensated by their ability to pierce enemies; similar to Slicers, Yut does not make any attempt at piercing enemies. AIs also cannot access FPS mode for weaknesses or a damage boost; the result of all these issues combined, is the lowest possible performance for a longbow: 1 hit per {{Square}} or {{Triangle}}, with no ability to snipe weaknesses, and no full charge shot. Never mind that Yut, as a Hunter, has lowered TEC and ACC.
 
Spears are alright, if only because it's difficult for him to screw up.
 
However, according to his AI behaviours, he's much more likely to use the much weaker Longbows and Slicers instead, significantly lowering his damage output. As a bonus, he's able to Guard from all three weapons, which causes him to have a lot of extra downtime just holding Guard.
 
For his [[Resta]], he uses a B rank Rod starting from Lv40. As a Hunter, his Resta is capped at lv15. The result of these two factors is that his Resta potential is very low: even at Lv200, he'd be healing around 300 hp per cast, with a max HP of around 5000 to 6000. If he falls below a HP threshold of 40%, it will take him 3 to 4 casts to reach 60% HP, assuming he takes no damage during these Resta casts. Even more if he has to go from, say, 10% HP back to 50%. At that point it's faster to recover that HP if he just died.
 
Of course, since he does not have access to either Shifta, Deband, Zalure, or Jellen, he provides every little utility outside of his two digit damage.
 
From here, let's sum up the issue with Partner Characters:
 
* Poor setup and outdated weapons that plays into all of the AI's weaknesses.
* The lack of vital abilities resulting in severely hampered performance.
* Damage so low you'd prefer them guarding than chain-breaking.
* Support capability so bad that they can barely take care of themselves.
Yut's issues are not isolated; most Partner Characters, even Forces, uses low TEC wands to Resta, and support techs is a highly sought-after rarity. The result is that almost everyone suffers from durability issues. On the damage side, even the most damage-oriented Partner Characters are held back by their lack of abilities and equipment that quickly goes out of date.
 
== How do we fix this with Support Characters? ==
Let's work with each issue one by one:
 
'''1. Chain Breaking'''
 
By not equipping Melee Weapons with Photon Arts, or not linking any Photon Arts to the {{Triangle}} slot on a Technic Weapon, you can remove the AI's ability of breaking chains. This is the easiest and most foolproof method.
 
If you don't mind the AI participating on breaks, you can equip them with the most hard hitting weapons you can find: Axes, Swords, Digas, and keep those as the only things on the palette they can {{Triangle}} with.
 
Since we can't remove {{Triangle}} from Ranged weapons, try to avoid using those as much as possible.
 
'''2. Various Lags'''
 
We can avoid lags by utilizing [[R-Mags]], which fires regardless of the character's input. We will also avoid lags but not giving the AI any weapons it can Guard with.
 
'''3. Durability'''
 
First, we need to give them the best [[Rods]] we can get, especially with Empower Recover. This will allow us to significantly lower the amount of time the AI will need to recover. While we are at it, don't forget to fill the other slots with [[Zalure]], [[Shifta]], and [[Deband]].
 
Second, give them defensive abilities that reduces the amount of damage they take. The most vital ability to take is [[Abilities#HP Restore Rate |HP Restore Rate]] (Vanguard Lv3), which recovers 10% max HP every 10 seconds. On an AI, this is easily several hundred HP every 10 seconds, and is extremely effective in reducing the amount of healing the AI needs. With this on, it's not uncommon for the AI to be around max HP for entire missions.
 
 
Note that we can't avoid AI's Resta spam by not giving them access to [[Resta]]. In ''Phantasy Star Portable 2 Infinity'', all AI party members, if they do not have access to [[Resta]] on their palette, will bring out a [[Wand]] (not the weapon category, the 1* GRM wand) to cast [[Resta]]. They will bring one out even if their palette was empty, or if their palette was already full. In other words, giving them access to basically any TECHNIC weapon with [[Resta]] is better than not.
 
It is, however, possible to not give them access to [[Anti]]. While they will not spend time using [[Anti]] for inconsequential statuses anymore, they also can't restore the player or other members of the party out of other potentially problematic [[Status Effects]], such as Stun or Confuse.
 
'''4. Targeting'''
 
Don't give them weapons that rely on piercing please.
 
'''5. Lack of ability to chain'''
 
Let's get them some better chaining weapons, then.
 
Some good choices are [[Twin Daggers]], [[R-Mags]], [[Daggers]], [[Sazonde]], [[Sabarta]], and [[Nagrants]].
 
== Other General Goodies ==
'''[[Abilities#Partnership |Partnership]] (Vanguard Lv6)'''
 
Slots onto the player character, and significantly increases the damage of AI party members. Really helpful for all the reasons you would think.
 
It's recommended to make some room for it most of the time (1 slot is fairly easy to spare). It's ultimately unnecessary for chain-only builds, though.
 
'''[[Abilities#Friendly Defense |Friendly Defense]] (All Types Lv8)'''
 
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 player builds, and defense is not really necessary in most areas. Run if you've got space, not a big loss if you don't.
 
'''[[Abilities#HP Restore Rate |HP Restore Rate]] (Vanguard Lv3)'''
 
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. For instance, a lv200 Human Hunter without rebirths would have around 5000 HP as a support character, so 500 HP every 10 seconds.
 
Besides the healing itself, HP restore rate really shines for AI behaviours, 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.
 
You may recall that even at Lv200, Yut would Resta for around 300 HP per cast. Which is surpassed by just passive healing from this ability. Yeah.
 
Combined with the fact that this ability is very easy to get (Vanguard Lv3), this should be the first thing to shoot for when building a support character.
 
'''[[Abilities#Photon Barrier |Photon Barrier]] (Force Lv7)'''
 
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. For instance, a lv200 Human Hunter without rebirthes would have around 5000 HP as a support character, so it negates any damage below around 150. 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 HP Restore Rate also helps ignoring chip damage, but HP Restore Rate doesn't prevent flinching, so having both is worthwhile. They compliment each other well, too.
 
'''[[Abilities#Damage Resist |Damage Resist]] (Vanguard Lv2)'''
 
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]] (All Types Lv5)'''
 
Slots onto the support character, and hastens the charge rate of Blast Gauge. Especially useful on a support character that wishes to use [[Blast Types|Blasts]] often, such as Beasts or Deumans with their transformation blasts that can deal massive damage. The AI is not half bad with Blasts, either.
 
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, if you allowed them to bring [[Anti]].
 
== Sample Builds (Full Power) ==
''Wow, somebody actually decided to get their bot character to Level 200, fully rebirthed, and Type Level 50 everywhere? In that case, you've come to the right place!''
''Wow, somebody actually decided to get their bot character to Level 200, fully rebirthed, and Type Level 50 everywhere? In that case, you've come to the right place!''


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[[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 during Blast are prone to flinching, which may lower their damage output on particular bosses who likes doing a lot of attacks or step on things.
[[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 during Blast are prone to flinching, which may lower their damage output on particular bosses who likes doing a lot of attacks or step on things.


<div class="toccolours mw-collapsible mw-collapsed">
====Baseline====
<div style="font-weight:bold;line-height:1.6;">Baseline (Abilities + Resta)</div>
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
|+Palette
|+Palette
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Also, absolutely consider using [[Abilities#Wild Blast |Wild Blast]] for Blasts you may want to happen more frequently. (Especially things like [[Exusia Fluge]].)
Also, absolutely consider using [[Abilities#Wild Blast |Wild Blast]] for Blasts you may want to happen more frequently. (Especially things like [[Exusia Fluge]].)
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" >
====Chain Build====
<div style="font-weight:bold;line-height:1.6;">Chain Build (R-Mag + Wand)</div>
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
!Weapon
!Weapon
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<u>How to pick TECHNICs:</u>
<u>How to pick TECHNICs:</u>


Same as above (Chain Build 3 (R-Mag + Wand)).
Same as above.


<u>Notable [[R-Mags]]:</u>
<u>Notable [[R-Mags]]:</u>
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Various HP Boosts: Recall that these are 4 times as effective, and they stack with each other! Not necessarily better than Resists dependent on Area.
Various HP Boosts: Recall that these are 4 times as effective, and they stack with each other! Not necessarily better than Resists dependent on Area.
 
====Janky Status Aliment Builds====
</div></div>
 
 
====Janky [[Status effects]] Builds====
 
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Frost Shot</div>
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
!Weapon
!Weapon
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|[[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]]
|}
|}
'''<u>[[Frost Shot]] provides a 50% chance to inflict Freeze,</u>''' 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.  
[[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. [[Abilities#Freeze Strike|Freeze Strike]] is also difficult to utilize, since it only applies to a maximum of 3 hits before the Freeze expires.
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. [[Abilities#Freeze Strike|Freeze Strike]] is also difficult to utilize, since it only applies to a maximum of 3 hits before the Freeze expires.


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.  
</div></div>


<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight:bold;line-height:1.6;">Charm Strike</div>
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
!Weapon
!Weapon
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|[[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]]
|}
|}
'''<u>[[Poron Poron]] provides a 60% chance to inflict Charm</u>''', 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.
[[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.  
It may also be worthwhile to extend the [[Poron Poron]], and change its special effect from Charm to Sleep. Applying Sleep at 60% or 84% rate can potentially be very useful, and argubly even better than Charm.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight:bold;line-height:1.6;">Charm Strike 2</div>
<div class="mw-collapsible-content">
{| class="wikitable"
!Weapon
!Photon Arts
!Abilities
|-
|[[Zooming Scissor]]
|N/A
|[[Abilities#Elemental Hit |Elemental Hit]], [[Abilities#Longbow Advance |Spear Advance]], [[Abilities#Charm Strike |Charm Strike]]
|}
'''<u>Alternative Charm Build #1.</u>''' [[Zooming Scissor]] has Charm Lv3 and a very high charm rate (50%, 70% with Elemental Hit). While it has a lower rate and effect level than the [[Poron Poron]], it's still a very respectable rate, and [[Spears]] are a far better weapon in the hands of an AI compared to [[Longbows]]. If you are more dedicated to inflicting Charm, it may be worth equipping a [[Photon Arts]] to maximize your chances, since [[Photon Arts]] apply [[Status effects]] and deals multiple hits.
Ultimately [[Spears]] are not amazing for chaining, though.
It may also be worthwhile to extend the [[Zooming Scissor]], and change its special effect from Charm to Sleep. Applying Sleep at 50% or 70% rate can potentially be very useful, and argubly even better than Charm.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight:bold;line-height:1.6;">Charm Strike 3</div>
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
!Weapon
!Weapon
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|[[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]]
|}
|}
'''<u>Alternative Charm build #2.</u>''' Performs a bit better compared to the other three builds, 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.
Alternative Charm build. Performs a bit better compared to the other two builds, 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 somewhat improves the damage from the [[Opa Opa]]. Both damage and chaining speed from the whip itself is quite poor, though.
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 somewhat improves the damage from the [[Opa Opa]]. Both damage and chaining speed 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.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight:bold;line-height:1.6;">Burn Strike</div>
<div class="mw-collapsible-content">
{| class="wikitable"
!Weapon
!Photon Arts
!Abilities
|-
|[[R-Mags]] + [[Gigadrill]]
|N/A
|[[Abilities#Elemental Hit |Elemental Hit]], [[Abilities#Claw Strike|Claw Strike]], [[Abilities#Burn Strike|Burn Strike]]
|}
'''<u>[[Gigadrill]] has a 50% chance to inflict Burn!</u>''' Burn adds additionally passive damage, which can be quite good for large enemies with a big HP pool.
The reason I didn't specify any [[R-Mags]] is because there isn't great [[R-Mags]] that have access to Burn. [[Landale Shag]] is actually quite decent, but its value lies in free launching for free hits rather than its Burn aliment or its chain speed. Or you can extend one of the A-rank GRM [[R-Mags]] with Fire element, which is not really great, soooooooo yeah.
Just equip whatever is generally more effective instead.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight:bold;line-height:1.6;">Incap</div>
<div class="mw-collapsible-content">
{| class="wikitable"
!Weapon
!Photon Arts
!Abilities
|-
|[[Magana Slayer]]
|N/A
|[[Abilities#Elemental Hit |Elemental Hit]], [[Abilities#Sword Strike|Sword Strike]]
|}
'''<u>[[Magana Slayer]]'s got 20% Incap rate</u>''', the highest Incap rate in the game! Isn't that awesome!
Since Incap doesn't have provide any indicator for when it procs or not, I have no idea whether it's actually affected by Elemental Hit or how often it procs.
But since [[Magana Slayer]] is A-rank, an Extend is required to make it catch up to later ranks.
</div></div>


====Damage Build====
====Damage Build====
''Axe (with [[Anga Grudda]]) go BRRRRRRRRRRRRRRRR.''
''Axe go BRRRRRRRRRRRRRRRR.''


== Friend Characters ==
== Friend Characters ==
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***For Humans, Newmans, and Casts, it's possible for their [[Shield-weaves]] to scale down, which will lose them their access to [[Blast|Blasts]]. In other words, for these three races, if their [[Shield-weaves]] levels is high, their [[Blast]] cannot be accessed until the player hits that level. In some extreme cases, this level can be absurdly high (a Lv175 [[Infinite Armor]], for example), which severly hampens that character's usability. This also affects Beasts to a small extent: Blast Badges whose level requirement is higher than the player's cannot be accessed. Although, Blast Badges cap at Lv50, so they are guaranteed to have it once the player hits Lv50. Deumans are not affected at all as their [[Blast]] can be used past Lv10 with no other requirements.  
***For Humans, Newmans, and Casts, it's possible for their [[Shield-weaves]] to scale down, which will lose them their access to [[Blast|Blasts]]. In other words, for these three races, if their [[Shield-weaves]] levels is high, their [[Blast]] cannot be accessed until the player hits that level. In some extreme cases, this level can be absurdly high (a Lv175 [[Infinite Armor]], for example), which severly hampens that character's usability. This also affects Beasts to a small extent: Blast Badges whose level requirement is higher than the player's cannot be accessed. Although, Blast Badges cap at Lv50, so they are guaranteed to have it once the player hits Lv50. Deumans are not affected at all as their [[Blast]] can be used past Lv10 with no other requirements.  
* Since a Friend Character has 5 times normal HP instead of 4 like an Other Character, they will be better than an Other Character of the equivalent level and set-up. This means that Friend Characters are significantly more powerful in late-game where the player character is at a high level, and Other Characters do not have the advantages of Level and equipments. Although, well-setup characters are so powerful that, while the difference is noticable, Other Characters are not much worse and are perfectly viable in their own right.
* Since a Friend Character has 5 times normal HP instead of 4 like an Other Character, they will be better than an Other Character of the equivalent level and set-up. This means that Friend Characters are significantly more powerful in late-game where the player character is at a high level, and Other Characters do not have the advantages of Level and equipments. Although, well-setup characters are so powerful that, while the difference is noticable, Other Characters are not much worse and are perfectly viable in their own right.
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