How to Force Basically: Difference between revisions

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Once we understood how Technics work out, let's see how each school of attribute performs.<div class="toccolours mw-collapsible mw-collapsed" style="width:800px; overflow:auto;">
Once we understood how Technics work out, let's see how each school of attribute performs. Attribute is important to how we distribute Technic setups, weapons with Empower effects, and Attribute Advance/Hi-speed abilities, after all.
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<div style="font-weight:bold;line-height:1.6;">Fire</div>
<div style="font-weight:bold;line-height:1.6;">Fire</div>
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'''Fire, to put simply, is generally competent.''' Foie deals good damage to a single-target, Rafoie and Gifoie are slightly above average damage-wise, and Foverse is incredibly good. This is enough technics to round out a fire-based [[Rods]], with good coverage on different types of targets. Gifoie combos well with Foverse too. All Fire Technics (except for Jellen and Shifta) also has a chance of inflicting Burn, which can complement its damage output.
 
Speaking of Foverse, note that Foverse provides an unique function and cannot be substituted; as such, Foverse will most likely be used against every type of enemy, including Fire ones. It may be a good idea to avoid placing Foverse on a Fire Rod, so that it will suffer less penalities against Fire enemies.
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<div style="font-weight:bold;line-height:1.6;">Ice</div>
<div style="font-weight:bold;line-height:1.6;">Ice</div>
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'''Ice, unfortunately, walks on thin ice.''' Across the board, Ice Technics suffers from lower than average damage scores. Sabarta provides good chains and combos well with Rabarta. Dambarta also can provide some uses in crowd control. '''However, Ice doesn't have a very competent chain-breaker, save for perhaps Gibarta.''' As such, building Ice for damage, even with Empower Ice and Ice Advance, seems underpowered compared to others. Between Zalure, Sabarta, and Dambarta though, it can be a good support attribute to focus around.
 
Ice across the board inflicts Freeze. Due to the fact that Freeze expires after taking three hits, it will most likely disappear during a triple-cast combo, maybe even the same one it was inflicted in, which severely limits its usefulness. Also Sabarta doesn't inflict any special effects for some reason.
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<div style="font-weight:bold;line-height:1.6;">Lightning</div>
<div style="font-weight:bold;line-height:1.6;">Lightning</div>
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'''Sazonde must have a lot of backpain from carrying this attribute.''' Sazonde is nuts both as a chainer and a chainbreaker, thus Lightning Advance and Lightning Hi-speed are often used just to optimize Sazonde. The other spells are an afterthought in comparison.
 
Speaking of which, both Razonde and Gizonde are average, so they produce decent results as an extra on your Sazonde-focused builds. Zonde flies extremely quickly and can be used well when combined with Strafe Casting, but its damage is too low to be notable compared to other projectile Technics.
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Revision as of 05:05, 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.

Projectiles
Midrange AOE (Ra-)
Close-range AOE (Gi-)
Hold for Damage (Dam-)
Hold for Tracking (Nos-)
Hold for AOE (-Verse)
Persisting Damage (Sa-)
Support (Others)

Once we understood how Technics work out, let's see how each school of attribute performs. Attribute is important to how we distribute Technic setups, weapons with Empower effects, and Attribute Advance/Hi-speed abilities, after all.

Fire
Ice
Lightning
Ground
Light
Dark

General Tips

Weapons

Other Considerations

Type Abilities

Racial Differences

Notable Weapons

Where to go from here

Other Notes