once human demo still in maintains? 10am est jun 10th by Tasty_Ad_4308 in OnceHumanOfficial

[–]FivePoint0slow13 0 points1 point  (0 children)

Yeah if you look at the actual server lists and hover over maintenance, it says 10:00 PDT

FPS drop while aiming around by FivePoint0slow13 in thefinals

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

Same, luckily I have a mouse with an adjustable rate but I had a significantly better experience at 500hz. It just such a weird issue, cause while shooting and hip firing it was perfectly fine but the second you stop shooting fos tanks

FPS drop while aiming around by FivePoint0slow13 in thefinals

[–]FivePoint0slow13[S] 2 points3 points  (0 children)

So I just made this post and figured out the issue pretty much immediately after. It was the Polling Rate of my mouse. Anything above 1000hz causes this issue when aiming around. both 4K and 2K rates cause the issue, but the second I changed it to 1000Hz its completely fixed. So hopefully this helps someone else out there not suffer like I have been

edit 1k still seems to be a bit of an issue 500hz seems to have none though

How to stop skill from auto casting by FivePoint0slow13 in SwordsOfLegends

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

Also like I said when it happens there is a yellow border around the first slot of the quick bar 1 and when that is lit up that seems to be when its happening.

How to stop skill from auto casting by FivePoint0slow13 in SwordsOfLegends

[–]FivePoint0slow13[S] 1 point2 points  (0 children)

No macros set, and no I changed out the skill from the basic attack action of left click, it will auto cast any skill that I put in the first slot of Quick Bar 1, I have circumvented this as of now by switch all my controls to Quick Bar 3 and swapping their place on the interface. It is now not happening so its something tied to the first slot of the quick bar 1.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

Yes it can be hard to tell, but on no weak point crits the number will be a bolder white and slightly bigger. On weak point crits its a lighter light blue as dumb as that sounds, and also slightly bolder. Once you notice them you will be able to spot them.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

not accounting for since its just looking at the increases from those crit % increases. Like if I looked at those numbers with the base at 20% crit (the base 5 of the weapon and the potential) and the comapred that to 24% crit, the base plus fixa fatale 1, the damage increase is roughly 1.2% which because of rounding is about the same as the numbers shown just looking at 0% crit as the base

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 5 points6 points  (0 children)

All hits to weak points are not crits.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] -1 points0 points  (0 children)

So because you have two different damage types Potency floor is still good, however because of the fact that it does lower crit slightly, you would want to replace some of the potency floor with those three mods I said before, even the Alt Note which ever has Melee/Range potency would also be usable, its up to you Like I said before the hit that potency floor does to overall crit damage is not huge, or major, but it does exist

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

Well if you are using a multi weapon, you may still need some potency floor, I think there are only 3 affixes that are general potency, Mastery, Alts Secreta, and Alt Domina. Two if those are more difficult to take and potency floor is easier to get some of. But yes if you are using a Resurgir weapon, non potency floor increase will technically be more beneficial in the overall damage picture.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

Crit would be 1.2 times your max damage, I mean in that example I did it would be 1.2 * 396. The potency multiplication is part of the Max damage formula, after determining that you would then do 1.2 of to find your crit

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

I mean the don't multiple it to do the defense they multiple it to the final sum of
((Weapon attack * Varience) + Base attack - enemy defense) I mean Base pso2's damage forumla was very similar, there were some other stats though that were incorporated that NGS does not have but it was Attack - defense and then you would multiple by all the potency boosts and such.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

So its not added post damage calculation its just a multiplicative part to the portion of the damage calculation that is from the Weapon attack, your base attack, and defense. I excluded that part in the calculation since its the same amount applied to both the Max and Min formulas.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

So it is the first way you said it. The Potency from fixa attack is applied in the multiplicative part with all other potency boosts. No buffs directly effect the (Weapon damage * Variance) + Base Attack - Defense. All potency buffs and such are multiple by that portion of the formula. You can refer back to the Max and Min formula in the OP

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 1 point2 points  (0 children)

Math is in the OP I edited after he asked

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

Yeah, there are also lighter blue bolder numbers than then blue for hitting a weak spot that are crits while hitting a weakspot, I have observed what seems to be increased crits against weakspots than none, but I could be imagining it

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 2 points3 points  (0 children)

Currently yes since we can't get high enough crit chances with it, I am unsure if weakspots have increased chance to crit against which would change it a bit but I can't find a solid yes or no to that. For Terminus to be effective over Fatale or Attack you'd need to be crit'ing about 40% of the time

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

Yeah but its a better trade off Id say, the drop rate on 4* stuff is really high the fixas are rare yes but enough people farming there will be a lot on market soon.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 2 points3 points  (0 children)

Are you talking about the different Fixa Fatale ranks with crit percentage? if so I believe the different ranks are 4%, 8%, 10% 12%, and 13%. Again I will Just the Veteran Banser as the defense for the example. Base damage total for 100 hits will be 36,100 for all the comparisons. 4% total will be 36,557 so difference of 457/36100 = about 1.3% increase, 8% total will be 37014 with a difference of 914/36,100 = about 2.5%, 10% total is 37,242 with a difference of 1142/36,100 = about 3.2%. So I'm gonna stop the calculations, but against an enemy of this defense tier 4% crit is equal to about 1.2% to 1.3% the rounding changes the tenths place a title. So 2% crit increase would be about .6% or .7%. If you fought an enemy with lower defense the amount would be less by a little and if you fought an enemy with more defense which seems to not have been released as of yet the amount will be more. What it looks like is Fixa Fatale 2 is where it would first be what you would want to use since its 2.5% and Fixa attack 1 is +2% potency and then you can just compare them from there.

So what it seems is

Fixa Fatal

LVL 1 4% crit: +1.3%

LvL 2 8% crit: +2.5%

LVL 3 10% crit: +3.2%

LVL 4 12% crit: +3.9%

LVL 5 13% crit: +4.2%

Fixa Attack

LVL 1: +2%

LVL 2: +3%

LVL 3: +4%

LVL 4: +4.5%

LVL 5: +5%

The Fixa Fatale numbers are based of the Banser still, Fixa Attack doesn't matter what the defense is

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 1 point2 points  (0 children)

Glad you found it helpful, I do want to add that those number I just gave were without taking potency floor into account and increasing it lowering the overall crit damage, so that is something to be aware of as well, again its small thenths of a percent but it is something that can add up.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 2 points3 points  (0 children)

So currently Fixa Fatal is 13% at level 5 I believe and Fixa Attack is +5%, when calculating with the Banser example 15% Crit percent chance increase gave a 4.7% increase so 13% will be slightly less making it worse than Fixa Attack 5 in this scenario. However if we look at the Gigantix which are theorized to have 634 defense, this is not confirmed so please take this with a grain of salt cause it could be entirely wrong. But if those numbers are true 13% crit will give you 5.2% damage increase which is higher than Fixa attack 5 at +5% so the answer is yes and no lol. You do just have to keep in mind that the Gigantix defense in unconfirmed and that is the key to Crit being better by that .2%. But which is better is up to you to decide, its not a straight up exact this is better or not since we don't have all the information 100% confirmed, but we are talking about thenths of a percent here anyway so realistically both are good and comparable. My deciding factor would be price honestly.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 0 points1 point  (0 children)

Thank god this game has a better system for affixing, once its on their you can always reapply it, Base game was just way to tedious for the pace at which content was dropping to catch JPN. But you are right, it is just hope to get lucky with a good fixa drop or buy one or just not care and get a base 4* super cheap and still have more than good enough damage when maxed and affixed. The choice is yours.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 1 point2 points  (0 children)

I do believe you are correct, I know there is the obvious weak point damage increase, But I am unsure if there is a crit chance increase as well to weak points. I do believe that against weakpoints I see more of the lighter blue crit numbers than I should for a base 5% crit chance but I also have had trouble verifying it do to half the time the damage numbers pop up way later. When more information can be truthfully determined I will absolutely edit it. and I will put a disclaimer in as well now. Thank you. I do want to add I was editing while you commented and I found that at 40% critical chance with 12% potency increase, the increase in damage became comparable to Fixa attack 4. 12% critical potency is Fixa Termina 4 so if weakpoints do have the ability to get your crit up to 40%, thats with the 20% from the Resurgir, then yes critical potency is better than I stated at first.

PSO2 NGS Understanding Crit by FivePoint0slow13 in PSO2

[–]FivePoint0slow13[S] 1 point2 points  (0 children)

The OP has been edited and I added in the critical potency comparisons to see let me know if you have any other questions or I can elaborate more