How to Force Basically: Difference between revisions
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'''Sazonde is extremely broken, Foverse is less broken but still broken, and Sabarta is fine. Also Samegid is completely useless.''' | '''Sazonde is extremely broken, Foverse is less broken but still broken, and Sabarta is fine. Also Samegid is completely useless.''' | ||
Sazonde and Sabarta both deal 5 hits per cast, with a maximum of 3 lock. Sazonde has range similar to Ra-spells, but it automatically tracks instead of requiring L lock-on. Once cast, Sazonde launches all enemies hit into the air, and stuns them until all 5 hits finish. Sabarta instead creates a persisting fan-shaped hitbox at the player's location. | |||
Needless to say, '''5 hits per cast makes Sabarta and Sazonde incredible chain tools, especially with Sazonde that can single-handedly stunlock enemies.''' On top of that, both of them can stack up to 3 times (15 hits in total in a triple-cast), and can be used in combination with other attacks for even more chains. While they have a high PP cost, there's a lot of ways to remedy that, which we will touch on later. | |||
Chaining is not the only benefit to Sazonde, though. Sazonde is also incredible as a chain breaking tool, and absolutely shreds anything with more than 1 target: at 5 hits per cast (can be triple-casted for 15 hits), 3 locks, effectively you can have Sazonde damage resolve on a [[Boss Creatures]], or a group of mobs, 45 times in a simple triple-cast combo. '''As a result, Sazonde is the primary Boss/Mob killer for Forces, while being a little too overkill for single-targets.''' a Sabarta theortically can work as well, but it has a much lower damage multiplier compared to Sazonde, meaning it's not as good. | |||
'''Samegid, on the other hand, is pathetic''' Samegid, when cast, generates a stationary ball where the player is, and deals damage to any enemy that touches it. In theory, this sounds potentially good. Except its hitbox is awfully small (so small that it flinches enemies away from itself), enemies can just go around it (which they will, they are very mobile in this game), and you can only have one of them up at a time. Oftentimes, you would need to run up to an enemy to cast it, and even then it only hits once or twice. For a hefty cost of 50 PP. (For reference, Zonde costs 8 pp, is easier to use, and somehow has higher attack than Samegid does). Theortically you can use it on a stationary enemy, but with a stationary enemy, even triple-casting projectiles is probably more efficient to use, compared to running up to it and casting Samegid. | |||
'''Foverse is one of the most useful Technics in the game, regardless of level or type.''' It creates persisting fireballs around the player which deals damage to any enemy at close range. In other words, it's a Technic that passively adds chains, that can be prepared ahead of time, and can be stacked with other chaining methods. Forces get Lv30 Foverse, which makes Foverse chains significantly faster and persist significantly longer than other types. It can also stack with Sazonde or Sabarta, and works very well with Gi-spells. | |||
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Revision as of 02:41, 28 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.
Once we understood how Technics work out, let's see how each school of attribute performs.