How to Force Basically: Difference between revisions

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'''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.  
'''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.  
'''[Attribute] Hi-Speed/Advance:''' [[Abilities]] which enhances Technics of the mentioned attribute. Hi-speed shortens the casting time of those Technics, and Advance provides a high damage boost. 
'''Empower Attribute:''' Instead of [[Status effects]], Technic weapons have Empower [Attribute] abilities, which provides a flat damage boost to Technics of that attribute.
'''Damage Multiplier:''' The TEC % on Technics.


==Technics==
==Technics==
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!Dark
!Dark
|-
|-
!Projectile
!Projectile  
|Foie
|Foie
|Barta
|Barta
|Zonde
| Zonde
|Diga
|Diga
| Nagrants
|Nagrants
|Megid
|Megid
|-
|-
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|Gibarta
|Gibarta
|Gizonde
|Gizonde
|Gidiga
| Gidiga
|
|
|
|
|-
|-
!Hold for Damage
!Hold for Damage
|Damfoie
|Damfoie  
|Dambarta
|Dambarta
|
|
|Damdiga
| Damdiga
|Damgrants
| Damgrants  
|Dammegid
|Dammegid
|-
|-
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|
|
|
|
|Noszonde
| Noszonde
|Nosdiga
|Nosdiga  
|
|
|Nosmegid
| Nosmegid
|-
|-
!Hold for AOE
!Hold for AOE
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|-
|-
!Persisting Damage
!Persisting Damage
|Foverse
| Foverse  
|Sabarta
| Sabarta  
|Sazonde
|Sazonde
|
|
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|Samegid
|Samegid
|-
|-
!Support
!Support  
|Shifta, Jellen
|Shifta, Jellen  
|Deband, Zalure
|Deband, Zalure
|
|
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''Note: despite the naming convention, Foverse works very differently from Diverse and Megiverse, and is more akin to the Sa-spells.''  
''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.
We will discuss these Technics from two angles: Attributes and Effects.
 
There's a few reasons Attributes are very important for Forces:
 
===Empower Attribute===
Unlike Melee and Ranged Weapons, Technic Weapons does not have attached [[Status effects]], and instead have Empower [Attribute], which boosts the damage of offensive Technics of that Attribute from the weapon. The boost is a flat boost, and applies regardless of enemy attribute. '''Since each weapon only Empowers one attribute at a time, ideally we want to fit multiple Technics of that attribute onto that weapon to maximize the damage boost.'''
 
===Attribute Based Type Abilities===
Forces gain 16 [[Abilities]] related to Attributes: Hi-speed and Advances for offensive Technics of each Attribute, [[Resta]], and Support Technics. Hi-speed shortens the casting time of Technics of the designated attribute, while Advance provides a sizable damage boost to all offensive Technics of the designated attribute. Bringing every attribute ability is not realistic, since we don't have the room to fit all the abilities. '''Instead, we want to focus on a few Technic schools, so we have more room to stack bonses and damage.'''
 
===Attribute Bonus===
Attribute 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 attribute bonus stacking: 
 
#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.
#For each Technic equipped to the weapon that has the same attribute as the Technic used (including itself), a further 5% is added.
#If the attribute of the weapon used is the same as the attribute of the Technic used, the % of the weapon is also added.


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:
Example cases:
{| class="wikitable"
{| class="wikitable"
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!Technic Used
!Technic Used
!Enemy Attribute
!Enemy Attribute
!Result
! Result
|-
|-
!Example #1
!Example #1
| Wand (Neutral 0%)
|Wand (Neutral 0%)
Barta, Foie
Barta, Foie
|Barta
|Barta
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|-
|-
!Example #2
!Example #2
| Wand (Fire 25%)
|Wand (Fire 25%)
Barta, Foie
Barta, Foie
|Barta
|Barta
|Fire
| Fire
|Same reason as above, for 35% boost.
|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.
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
!Example #3
| Wand (Fire 25%)
|Wand (Fire 25%)
Barta, Rabarta
Barta, Rabarta
|Barta
|Barta
|Fire
|Fire
|Barta is the correct matchup against a Fire enemy, thus providing a 30% weapon attack boost.
| 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.
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.
|-
|-
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|Wand (Ice 25%)
|Wand (Ice 25%)
Barta, Rabarta
Barta, Rabarta
|Barta
| Barta
|Fire
|Fire
|Barta is the correct matchup against a Fire enemy, thus providing a 30% weapon attack boost.
|Barta is the correct matchup against a Fire enemy, thus providing a 30% weapon attack boost.
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Since the Wand has the same attribute as the Technic used, the weapon's % is added, for a total of 65% 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
!Example #5  
| Wand (Ice 25%)
|Wand (Ice 25%)
Barta, Rabarta
Barta, Rabarta
|Barta
|Barta
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|0%. Attribute boosts does not apply if the matchup isn't correct.
|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.
 
 
'''In other words, for optimal damage, we should aim to strap Technics onto [[Rods]] of the same attribute, and then match it up against the correct enemies.''' While it's beneficial to have a lot of Technics with the same attribute for that 5% bonus, it comes up too little and increases so little that the damage is barely noticable, so don't feel obligated to use only one attribute on one Rod.
 
With these, building Technic Setup is fairly straight forward: pick an attribute, fit Technics onto a Rod that empowers that attribute, and equip the appropriate Hi-speed and Advances.
 
Which attribute do we pick then? Technic Schools are not born equal. Some attributes have very good Technics so strong that you'd use them on every enemy, while others either have nothing notable, or barely have one half-way decent one. It's not really worth gimping yourself just to hit Attribute weaknesses, and, if you need to use a specific Technic often, you want to avoid bloating your palette with Technics that you wouldn't usually use.


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.  
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.  
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Nagrants is one of the Technics more efficient than 1 chain per press. Nagrants fires 3 shots, each with piercing, and has an incredibly long range. '''Nagrants is one of the better Technics for chaining, and can be safely spammed from very far distances.''' However, Nagrants has a steeper pp cost than most Technics, which means it needs a bit more workaround than others to spam long term.
Nagrants is one of the Technics more efficient than 1 chain per press. Nagrants fires 3 shots, each with piercing, and has an incredibly long range. '''Nagrants is one of the better Technics for chaining, and can be safely spammed from very far distances.''' However, Nagrants has a steeper pp cost than most Technics, which means it needs a bit more workaround than others to spam long term.


Diga and Foie does not pierce. Instead, they have sky high damage multipliers. Diga in particular has the highest on paper multiplier out of all Technics, '''making it incredibly good as a single-target chain breaker.''' However, it casts slowly and flies slowly. It also flies in a projectile motion curve as opposed to a straight line, which gives it a shorter and weirder effective range than other technics. Foie has lower damage than Diga (still quite high), but is much easier to use, with faster casting, longer range, and a more predictable straight line flying path. '''It's a more reliable chain breaker if you prefer long range combat.'''
Diga and Foie does not pierce. Instead, they have sky high damage multipliers. Diga in particular has the highest on paper multiplier out of all Technics, '''making it incredibly good as a single-target chain breaker.''' It also knocks down enemies it hits, giving it additional utility value. However, it casts slowly and flies slowly. It also flies in a projectile motion curve as opposed to a straight line, which gives it a shorter and weirder effective range than other technics. Foie has lower damage than Diga (still quite high), but is much easier to use, with faster casting, longer range, and a more predictable straight line flying path. '''It's a more reliable chain breaker if you prefer long range combat.'''


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Dam-spells are supposed to be continuously firing attacks. They have a few important properties:
Dam-spells are supposed to be continuously firing attacks. They have a few important properties:


* If the player flinches or gets knocked down during the casting, the Technic cancels.
*If the player flinches or gets knocked down during the casting, the Technic cancels.
*The player needs to hold the button for the attack for continue. If the player only presses the button once, the attack will appear for a second or two and then go away.
*The player needs to hold the button for the attack for continue. If the player only presses the button once, the attack will appear for a second or two and then go away.
* The Technic cannot be triple-casted, and cannot be casted while strafing, even when used with single presses.
*The Technic cannot be triple-casted, and cannot be casted while strafing, even when used with single presses.
* While holding the attack, the player cannot move, use items, guard, or evade.
*While holding the attack, the player cannot move, use items, guard, or evade.
* While holding the attack, the player can use the analog stick to move the attack's hitbox in a fairly sizable range in front of the player. However, the player cannot change its direction.
*While holding the attack, the player can use the analog stick to move the attack's hitbox in a fairly sizable range in front of the player. However, the player cannot change its direction.
* PP is consumed every second, and will be consumed as long as the attack persists. The hit rate of the attack is irrelevant to the consumption of PP.
*PP is consumed every second, and will be consumed as long as the attack persists. The hit rate of the attack is irrelevant to the consumption of PP.
* If the player is knocked down, the attack will be cancelled.
*If the player is knocked down, the attack will be cancelled.
*The attack will automatically go away after being held for a certain period of time.
*The attack will automatically go away after being held for a certain period of time.


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*During the attack, the player cannot move, use items, guard, or evade.
*During the attack, the player cannot move, use items, guard, or evade.
*During the attack, the player can use the analog stick to move the weapon in their stance, similar to Dam- spells. This doesn't do anything.
*During the attack, the player can use the analog stick to move the weapon in their stance, similar to Dam- spells. This doesn't do anything.
*If the player is knocked down during the attack, the attack fizzles.
* If the player is knocked down during the attack, the attack fizzles.
*The attacks used will automatically attempt to track enemies, and can go a whole different direction, including behind the player.
*The attacks used will automatically attempt to track enemies, and can go a whole different direction, including behind the player.


Noszonde and Nosmegid shoots an orb which tracks enemies. They have similar properties:
Noszonde and Nosmegid shoots an orb which tracks enemies. They have similar properties:  


* When casted, an orb will automatically track the nearest enemy, and can be detonated to deal damage and launching them when it reaches that enemy.
*When casted, an orb will automatically track the nearest enemy, and can be detonated to deal damage and launching them when it reaches that enemy.
*The player is unable to switch the target of the orb.
*The player is unable to switch the target of the orb.
*The orb can track enemies regardless of Z axis. It can track enemies down the stairs, or into the air, or up platforms, or even outside of player accessible areas (such as outside of an [[Onmagoug]] arena), as long as there's no walls in the way.
*The orb can track enemies regardless of Z axis. It can track enemies down the stairs, or into the air, or up platforms, or even outside of player accessible areas (such as outside of an [[Onmagoug]] arena), as long as there's no walls in the way.
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*If the Technic is used by holding the button down, the orb will persist an incredibly long distance. Long enough to follow [[Onmagoug]] around the entire arena a few times. The orb will also only detonate when the player lets go of the button. If the player does not let go of the button, the orb will simply spin around the bottom the enemy.
*If the Technic is used by holding the button down, the orb will persist an incredibly long distance. Long enough to follow [[Onmagoug]] around the entire arena a few times. The orb will also only detonate when the player lets go of the button. If the player does not let go of the button, the orb will simply spin around the bottom the enemy.
*If the Technic is used by pressing the button once, while no enemies are in range, the orb will fly a long straight line before automatically detonating.
*If the Technic is used by pressing the button once, while no enemies are in range, the orb will fly a long straight line before automatically detonating.
* If used by holding the button down, while no enemies are in range, the player can remotely detonate the orb by letting go off the button, but it can only be detonated after passing the automatic detonation distance.
*If used by holding the button down, while no enemies are in range, the player can remotely detonate the orb by letting go off the button, but it can only be detonated after passing the automatic detonation distance.
*When used on a enemy closer to the player, the orb will spin under the enemy for a bit before detonation. This occurs regardless of automatic or remote detonation. The closer the enemy is to the player, the longer period of time it spends spinning.
*When used on a enemy closer to the player, the orb will spin under the enemy for a bit before detonation. This occurs regardless of automatic or remote detonation. The closer the enemy is to the player, the longer period of time it spends spinning.


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*When casted, three explosion beams will automatically track the nearest enemy, dealing damage and launching them on contact.
*When casted, three explosion beams will automatically track the nearest enemy, dealing damage and launching them on contact.
*The three beams fan out in a wide shape at the beginning. If any of the beams hit an obstacle, it will fizzle, while the others will persist.
* The three beams fan out in a wide shape at the beginning. If any of the beams hit an obstacle, it will fizzle, while the others will persist.
*It's possible for each of the beams to hit a different enemy.
*It's possible for each of the beams to hit a different enemy.
* 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.
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Both Megiverse and Diverse has a few properties:
Both Megiverse and Diverse has a few properties:
*When casted, the first hit takes a second or two to appear. The hits afterwards are significantly faster.
*When casted, the first hit takes a second or two to appear. The hits afterwards are significantly faster.
*If the player casts the Technic by pressing the button once, the attack will finish after the first hit.
* If the player casts the Technic by pressing the button once, the attack will finish after the first hit.
*If the player hold the Technic by holding the button, the attack will automatically disappear after a long period.
*If the player hold the Technic by holding the button, the attack will automatically disappear after a long period.
*During the attack, the player cannot move, use items, guard, or evade.
*During the attack, the player cannot move, use items, guard, or evade.
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<div style="font-weight:bold;line-height:1.6;">Ground</div>
<div style="font-weight:bold;line-height:1.6;">Ground</div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
'''Ground is generally assumed to be the best attribute.''' It has access to huge damage dealers like Diga and Nosdiga, as well as above-average damage on Gidiga and Radiga. There's also aplenty of annoying lightning enemies that you might to need to throw rocks against.  
'''Ground is generally assumed to be the best attribute.''' It has access to huge damage dealers like Diga and Nosdiga, as well as above-average damage on Gidiga and Radiga. Overall it has good coverage, good damage, and can be used against most enemies. Since Ground is the opposing attribute matchup to Lightning, it also complements your Lightning Rods well.
 
Diverse? What's diverse?
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<div style="font-weight:bold;line-height:1.6;">Light</div>
<div style="font-weight:bold;line-height:1.6;">Light</div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
'''Light is good, but suffers from not having enough Technics.''' Nagrants is very good, both Grants and Damgrants can be good in situations. But none of them are broken enough to justify focusing around, and there's not enough of them to really build Light setups around. Not really gonna dedictate two slots and Empowers just for two or three Technics, since none of them are Sazonde.
'''Light is good, but lacks enough Technics.''' Nagrants is very good, both Grants and Damgrants can be good in various situations. But they lack the utility or the coverage to be really good: the lack of a Gi-spell, and the lack of a good single-target breaker (Damgrants can fulfill this purpose but might be too risky due to requiring the player to be close up and standing still). The Technics themselves are individually good and can have good uses, but as a technic school it's difficult to build around.
 
While there are many annoying Dark [[Boss Creatures]], none of the Light Technics are particularly good against them, especially when compared to Sazonde. Light technics are quite good on annoying Dark mobs, though.
 
 
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<div style="font-weight:bold;line-height:1.6;">Dark</div>
<div style="font-weight:bold;line-height:1.6;">Dark</div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
'''Despite having a large number of Technics, Dark is, to put simply, quite poor.''' Megid is slow and low damage, Ramegid is only average, Nosmegid is too situational, Samegid is borderline useless, Megiverse is competent but risky to use, and Dammegid is Megiverse but almost strictly worse. Unlike Light which lacks some important coverage, Dark lacks basically everything.


It's a shame too, since so many high level [[Rods]] insist on having Empower Dark.
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Revision as of 01:19, 29 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.

[Attribute] Hi-Speed/Advance: Abilities which enhances Technics of the mentioned attribute. Hi-speed shortens the casting time of those Technics, and Advance provides a high damage boost.

Empower Attribute: Instead of Status effects, Technic weapons have Empower [Attribute] abilities, which provides a flat damage boost to Technics of that attribute.

Damage Multiplier: The TEC % on Technics.

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: Attributes and Effects.

There's a few reasons Attributes are very important for Forces:

Empower Attribute

Unlike Melee and Ranged Weapons, Technic Weapons does not have attached Status effects, and instead have Empower [Attribute], which boosts the damage of offensive Technics of that Attribute from the weapon. The boost is a flat boost, and applies regardless of enemy attribute. Since each weapon only Empowers one attribute at a time, ideally we want to fit multiple Technics of that attribute onto that weapon to maximize the damage boost.

Attribute Based Type Abilities

Forces gain 16 Abilities related to Attributes: Hi-speed and Advances for offensive Technics of each Attribute, Resta, and Support Technics. Hi-speed shortens the casting time of Technics of the designated attribute, while Advance provides a sizable damage boost to all offensive Technics of the designated attribute. Bringing every attribute ability is not realistic, since we don't have the room to fit all the abilities. Instead, we want to focus on a few Technic schools, so we have more room to stack bonses and damage.

Attribute Bonus

Attribute 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 attribute bonus stacking:

  1. 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.
  2. For each Technic equipped to the weapon that has the same attribute as the Technic used (including itself), a further 5% is added.
  3. 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.


In other words, for optimal damage, we should aim to strap Technics onto Rods of the same attribute, and then match it up against the correct enemies. While it's beneficial to have a lot of Technics with the same attribute for that 5% bonus, it comes up too little and increases so little that the damage is barely noticable, so don't feel obligated to use only one attribute on one Rod.

With these, building Technic Setup is fairly straight forward: pick an attribute, fit Technics onto a Rod that empowers that attribute, and equip the appropriate Hi-speed and Advances.

Which attribute do we pick then? Technic Schools are not born equal. Some attributes have very good Technics so strong that you'd use them on every enemy, while others either have nothing notable, or barely have one half-way decent one. It's not really worth gimping yourself just to hit Attribute weaknesses, and, if you need to use a specific Technic often, you want to avoid bloating your palette with Technics that you wouldn't usually use.

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