How to Force Basically: Difference between revisions

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* If the Technic is used by pressing the button once, the beams will fizzle after some distances. If the Technic is used by holding the button down, the beams will persist a longer distance, but not much longer.
* If the Technic is used by pressing the button once, the beams will fizzle after some distances. If the Technic is used by holding the button down, the beams will persist a longer distance, but not much longer.
* The beams are able to travel up or down stairs and slopes, but they are unable to go into the air.
* The beams are able to travel up or down stairs and slopes, but they are unable to go into the air.
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</div>Nosdiga has a quite high damage multiplier and three hits, which totals up to incredible amounts of damage in a single cast. It's also usable at a longer distance than others, and can be used from a variety of angles. It has potential both as a chainbreaker (due to high damage) and a chaining tool (due to high hits per cast).
 
However, it comes with a variety of issues: its inability to be triple-casted means it will be casted less times compared to the Technics that could, its automatic tracking can direct it to the wrong enemies, and it fizzles quickly in tight rooms (such as the corridor at the start of [[Maximum Attack Cross I]]). While being close to the desired enemy allows landing all 3 hits, the Technic fizzles out if the player gets hit during casting time. '''While Nosdiga can be very effective, it's a Technic that needs some practice and easing into.'''
 
Noszonde and Nosmegid, on the other hand, are not just more awkward to use, but also...doesn't really have a purpose. 1 hit per press along with a high flying time makes them very inefficient at both chaining and chain breaker. Not to mention that it takes them extra time to hit closer enemies (due to the spinny property), and it fizzles if you get hit. They can potentially stunlock groups of mobs, but that aspect is overshadowed by the vastly superior Sazonde. They do have a niche in being able to reliably track notoriously difficult to hit [[Boss Creatures]], but since these situations are few and far between, '''Noszonde and Nosmegid are like the hook on a Swiss army knife. It exists, it could be useful, it's just that it's unwieldy for every other purpose.'''
 
Oh yeah, Nosmegid also has Rage effect for some reason, so uhh...Nosmegid Adverse Spirit build when?
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<div style="font-weight:bold;line-height:1.6;">Hold for AOE (-Verse)</div>
<div style="font-weight:bold;line-height:1.6;">Hold for AOE (-Verse)</div>''Note: despite Foverse's naming convention, it function vastly differently from Diverse or Megiverse, and is categorized under Persisting Damage instead.''
 
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Revision as of 22:34, 26 January 2022

General Gameflow

A type that relies on Technics for attacking and providing support. The type's high TEC and MND make it adept with Technic weapons. For advanced players.

"haha Sazonde go BRRRRRRR"

Perks and Drawbacks

Termology

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

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

Strafing: movement while holding L. Some weapons can be used while moving this way, such as Handguns, and, more importantly for us, Wands and Tech-Mags. Only the Technic on Square is usable, though. Some Technics are incompatiable with Strafing.

Strafe Casting: A glitch that allows the the player to basically skip the casting time, and quickly spamming Techinics, by casting while alternating between strafing and not strafing (pressing and not pressing L). Applicable to both Wands and Tech-Mags, but can only be used with Square.

Technics

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

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

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

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

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

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

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

Barta, Foie

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

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

for a total of 35% boost.

Example #2 Wand (Fire 25%)

Barta, Foie

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

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

Example #3 Wand (Fire 25%)

Barta, Rabarta

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

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

Example #4 Wand (Ice 25%)

Barta, Rabarta

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

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

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

Example #5 Wand (Ice 25%)

Barta, Rabarta

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

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

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

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

Projectiles
Midrange AOE (Ra-)
Close-range AOE (Gi-)
Hold for Damage (Dam-)
Hold for Tracking (Nos-)
Nosdiga has a quite high damage multiplier and three hits, which totals up to incredible amounts of damage in a single cast. It's also usable at a longer distance than others, and can be used from a variety of angles. It has potential both as a chainbreaker (due to high damage) and a chaining tool (due to high hits per cast).

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

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

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

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

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

Fire
Ice
Lightning
Ground
Light
Dark

General Tips

Weapons

Other Considerations

Type Abilities

Racial Differences

Notable Weapons

Where to go from here

Other Notes