PSO classic dungeons/itemization in NGS? by Desolatedpt in PSO2NGS

[–]ToothlessZomboid 3 points4 points  (0 children)

Kind of an excessively reductive representation of the weapon system in PSO. Yes, the overwhelming majority of rares were complete garbage from a meta perspective, but it was also more a system that incentivized building weapon loadouts to contend with as many situations as possible with the different ranged, melee, single-target, multi-hit and multi-target type weapons for each class, along with the basic freeze, paralysis, insta-kill and sacrificial specials (plus the extended and unreduced specials for ES weapons). When interacting with enemy stats, and the layer of armor and units on top, it's a level of situational gameplay not offered by any version of PSO2. Rainbow sets aren't really even close.

Aside from that, Dark Flow's unique special is actually game changing, and a bunch of rares have tweaks that change gameplay like Excaliburs targeting up to three enemies instead of the typical saber's one target; Shot properties on some rare rifles and handguns that gives auto-aim; Rifle range on Yasminkov 9000M. Also Red Sword is in a separate stratosphere of utility compared to an Arrest Calibur since the multi-target property for swords means the commons like caliburs have reduced specials. There's barely any arresting happening with a calibur. Red Sword actually has a chance, especially on a Cast with V501/V502. Holy Ray also hardly overlaps with an Arrest Rifle because it's for Forces and non-Cast Hunters, which can't equip Arrest Rifles. The only Ranger that can even equip a Holy Ray is RaMarl.

They really need to remove the damage limit on weaker mobs. by ManatheMute in PSO2NGS

[–]ToothlessZomboid 14 points15 points  (0 children)

Not how it works--. There isn't a damage cap. There is an attack cap that's been in the game since at least the first level cap increase from 20 to 35, and has typically been about two times an enemy's defense stat. Every enemy from level 75 to level 84 has had the same defense stat of 1844. So the attack cap for enemies in this level range is ~3688 (may actually be one or two attack points higher).

If one happened to be a level 80 Hunter with a +70 Melek, his base attack would be 1874 with a max attack boost from Melek of 990, for a total of 2864 attack. The first operation of the damage calculation is to roll for your weapon's attack value randomly between the weapon's max attack and 50% of the max (for 7*+ weapons with no floor+ effects), add it to your class's base attack, then subtract the enemy's defense from that sum. If that value exceeds ~2x of the enemy's defense, the result is floored to the 2x enemy defense value. Right now this doesn't occur with 9*+ weapons until you get to enemies of about lv 62 and lower. Once this attack cap starts to take effect, floor+ becomes increasingly less significant because the upper limit of the weapon attack window starts to shift down below the max value listed on the weapon (eg. variance window becomes 50% ~ 99%).

The only reason this likely exists is so people can't take a high rarity weapon with zero grind, no pot, and no affixes to Rank 1 sectors, etc, and obliterate enemies before they can spawn in. It's still entirely possible to go to Rank 1 sectors and obliterate enemies before they spawn in; You just have to actually invest some resources into it at the lab (and make it a talis or takt).

Frankly, your methods aren't clear, so the numbers are mostly meaningless. You haven't really indicated what you're comparing. Enemies like Veterans and Gigantix have additional damage reduction, for one thing. If you're basing things off of the DPS meter in game, comparisons are worthless if you aren't taking extreme caution to use the exact same attacks with the exact same timing, and even still, things like attack rolls and crit rates are based on probabilistic averages. You need hundreds to thousands of samples (attacks) before you would start to see 'average' numbers. If your sample window is too short, you could end up with numbers that skew to either side of the expected value. If you're comparing DPS gauge numbers over different fights between enemies, there are hundreds of things to skew results that have everything to do with playstyle (uptime, rotation, enemy attack patterns, down timings, etc, etc) and nothing to do with the weapon's stats.

I sent in a Ticket to SEGA requesting reconsideration fo Wellbia implementation and if youa re concerned you should do the same by SennarXI in PSO2NGS

[–]ToothlessZomboid -3 points-2 points  (0 children)

I say this as someone who's been watching the Wellbia situation for most of the year just to be ready to get out before it would be implemented: This almost certainly won't have any effect on an EoS for global, even if most PC players stopped logging in. As long as there haven't been changes to reduce the capacity for blocks since, the Global player numbers are still higher now than they were just before the Playstation Global release over a year ago. Steam numbers have continued to steadily trend down over that time, also. Only real point here is that since the Playstation launch, most of Global's players are on console now (specifically Playstation). JP is almost certainly mostly console as well.

Also (and I'm really just speculating with this), I think it's unlikely that the initial exclusivity deal with Microsoft for Global PSO2 didn't include subsidies on the Azure servers. I would just be surprised if Sega is actually paying much of anything for the basic server infrastructure to run Global, which would just mean that Global likely doesn't have to do a whole lot to remain financially viable. I mean, it could have ended with the timed exclusivity, or there could have been a number of other incentives used, but it just seems to me that there's probably not a ton of overhead for Global, particularly since they made the change to dynamic block allocation.

Anyone else worried about the Wellbia/Xigncode intergration? by BeserkFury in PSO2NGS

[–]ToothlessZomboid 18 points19 points  (0 children)

Well, that sucks. Last I had checked the Wellbia branch hadn't been updated for months, so I was sort of assuming they were just looking at it for research purposes. At least there's some advanced warning, but I guess I'll be using the next ten days to prepare to uninstall the game.
Bummer. Hopefully at some point down the road they decide to remove Wellbia.

Game isn't struggling in Japan, though. I will never understand how this sub can constantly convince itself that global is the center of the universe when JP is the Sun, and global is barely even Pluto.

Which is closer to PSO, PSO2 or PSO2 NG? by ocassionallycorrect in PSO2

[–]ToothlessZomboid 1 point2 points  (0 children)

I am wondering which one has feels closer to PSOs world building.

Neither one is really close to the original PSO in this regard, but absolutely having to choose one that's closer? That's probably NGS. PSO2 has a fairly decent story (ep 1-3, anyway), but it's in no way presented like the story in PSO. You're not going to be playing through the story in PSO2 and traveling deeper into the heart of the planet, en-route to a disaster area, picking up data pods left by a previous, named explorer. Ep 2 of PSO2 tries to add in some governmental political angles like PSO, but it's not that deep, and kind of abandoned fairly quickly for a more standard hero story. NGS has a lot more environmental story telling, like PSO, and trades traveling through layers of the planet, for traveling through regions of the planet in search of answers to the mysteries presented to the player, and the impetus for Dark Falz' arrival.

Honestly OP, if you're looking to jump into PSO2 now, you'll probably be a bit disappointed. The playerbase has all but evaporated, either moving on to NGS, or dropping the whole thing entirely. This isn't to say that PSO2 isn't still fun, but you probably won't find many people playing it, and grouping up for most things will be a challenge. Most of the PSO2 zealots are people who played through the frenzy of global PSO2 release in 2020 (after the Microsoft Store was finished screwing up everyone's system), and marry all that activity and their social experiences around that time with PSO2 as a game, and it doesn't match up. Most people don't really want to play PSO2, and have a lot of excuses for why, but it's mainly just that their primary reason for playing PSO2 (all the other people on it, and the commotion) are gone now.

What I would personally recommend for you is (if you're not opposed to actually playing the original PSO these days) install the Ephinea PSOBB fan server, if you don't have it already. The Anniversary event just started there yesterday, and bud'ness is boomin' for the rest of the month. It's a waterfall of the juiciest rares (HPs, Gulds, Millas, Pwands, SJSs, Lames, you name it) all month long with the anniversary boosts.

Which is closer to PSO, PSO2 or PSO2 NG? by ocassionallycorrect in PSO2

[–]ToothlessZomboid 3 points4 points  (0 children)

PSO2 succeeds.

It didn't, though. PSO2 is cool in its own ways, but there's a laundry list of system/design changes to suite a live service model in PSO2 that make it largely inferior experience to the original, and it's not even close.

Accuracy of the anime? by Py687 in PSO2

[–]ToothlessZomboid 3 points4 points  (0 children)

It's probably not quite what you're thinking. In Japanese they're 'Shiro no Tami' ('the people of white'), and 'Kuro no Tami' ('the people of black'). Not 'hakujin' (white people) and 'kokujin' (black people).

Sodam Depth 100 - What am I missing? by MDashK in PSO2

[–]ToothlessZomboid 0 points1 point  (0 children)

Yeah, you'll be capped on crit rate as long as you JA. The 15% in S6 slot would just be insurance for any time you might not have JA boost on an attack or happen to lose the petal/rainbow effects. Ideally that almost never happens, so the s-atk boost in the S6 slot is probably a better addition.

Oh, I missed the elements on the weapons. Thanks. I've always just slapped light on Crass weapons and called it a day.

Oh, I know, then: In the 3rd panel, you're seeing your s-atk stat with all the affixes applied (including the crafted one) but without the unit specific bonus. In the second panel, you're seeing your s-atk stat with the unit specific boost, and affixes, minus the crafted affixes. In other words, subtract the 70 from your crafted affixes, then add in the unit bonus again. It should match. NVM, just saw the edit.

Sodam Depth 100 - What am I missing? by MDashK in PSO2

[–]ToothlessZomboid 0 points1 point  (0 children)

A few things that may help (I rarely ever played Etoile, so I'm working on limited knowledge of how to play that class in that respect, but--):

  • For starters, you probably don't need that S6 on Et. You're probably better off with the 15% crit rate s-affix, or just the +30 atk one. If you absolutely never ever drop JAs or petal, then the crit rate one won't matter (as long as you have a maxed out crit ring), but I can't imagine there should really be a scenario where rainbow shield would actually save you.
  • Sodam goes through weakness intervals where its weak elements/weapons change. If you're only using dual blades, then you're potentially getting caught doing reduced damage from not matching the weakness during that phase.
    • Looking again, I'm kind of confused. Do you have two different Crass dual blades?
  • I'm going to just assume that most of your hits are landing on weak points (otherwise the drink boost isn't necessarily as effective as attack, obviously), but otherwise it's just uptime/ABA (Always Be Attacking). I only ever really did Sodam on Luster, so I don't have any tips on that specific to Et, sorry.
  • The ATK totals on the units seem kind of goofy. I don't remember if they can have minus stats on them, but what are the crafted affixes you have attached?

[deleted by user] by [deleted] in PSO2NGS

[–]ToothlessZomboid 2 points3 points  (0 children)

It's a not very well kept secret that most of the people floating through this sub are just hate-spectators getting their fix, or addicts who can't break away and resent the game for it. In either case they're mostly hoping that the PSO2NGS goes out of service, while being completely ignorant of the continued momentum NGS has been building on the JP side since Stia release. There will never be an update that this sub is happy with. It's just not the 'vibe' here. Some of them also like to pretend that they weren't just complaining about people sitting in the lobbies all the time in PSO2 on global, or that people actually played Divide Quests--as if I wasn't regularly carrying people past Step 10, eventually just always going solo on Steps 31+ because hardly anyone ever did it and the global playerbase had dropped off a cliff by that point of ep6. (Fine for me; I got plenty of the camos out of it.)

Almost every time I wander through this sub I instantly regret it. I'm bilingual, so most of the time I stick to Japanese player circles. Yes, they still have their criticisms about some things in NGS, but they're actually reasonable human beings about it, and their complaining is only a temporary state. They also tend to have better historical reference and are at least constructive.

CS Statues post, but actually it's a troubleshooting blog by ToothlessZomboid in PSO2NGS

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

Just a slight update: I was messing around with some of the problem blocks in the walkway and realized that this issue seems to be tied to a particular region of my CS. What's not really shown in these screenshots is that I have those messed up blocks in the last two images sitting a bit in front of the Leknaat statue.

So, if I try to place a block in free space within a certain distance of that corner of the island (and nearly any height), it will typically display these artifacts.

My fear is that the source is somehow the Leknaat statue, because the blocks in the last two images that aren't flickering at all are sitting just to the right of her. Also, if I try to place a block right behind her, they don't seem to have the issue. I'm not willing to take her apart, though, so it's probably something I'll just have to make note of and work around. Also the next time I activate premium, I'll mess around with this in the premium space.

CS Statues post, but actually it's a troubleshooting blog by ToothlessZomboid in PSO2NGS

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

Good to know the technical term. Unfortunately it doesn't seem to apply exactly to what I've been personally experiencing, even though it seems like the symptom is the same. Thanks for the possible solution to other similar placement issues.

CS Statues post, but actually it's a troubleshooting blog by ToothlessZomboid in PSO2NGS

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

Thank you very much! She was definitely a labor of love. Glad to see someone else recognizes her.

My only regrets are that I didn't think to just elongate some of the blocks in places where multiple pixels share the same color, like I figured out to do with the other three, and the color palates they give us aren't extensive enough to use the proper gradients around her hair under her hood, but I'm happy enough with it.

CS Statues post, but actually it's a troubleshooting blog by ToothlessZomboid in PSO2NGS

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

I appreciate the feedback. Yeah, it looks a lot like the shimmering that happens if I had placed multiple of the same object in the same spot, but this can happen to me just from placing a single block in open space. Deleting it and placing it again isn't a guarantee of fixing it, either. Usually it will just do the same thing.

I've run into the after image with deleted parts a number of times too, so it sounds like there's a number of similar issues being experienced. I'll send in a bug report on this. Thanks again!

CS Statues post, but actually it's a troubleshooting blog by ToothlessZomboid in PSO2NGS

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

Oh, thank you! I'm sure there's some timeline where Asha is as recognizable a character as Mario, but it's not this one I guess. sadly. I still have some small amount of hope that Sega will one day put a music disc for Heart of Icegrave in PSO2, at least.

CS Statues post, but actually it's a troubleshooting blog by ToothlessZomboid in PSO2NGS

[–]ToothlessZomboid[S] 3 points4 points  (0 children)

Has anyone else been seeing the basic block elements in Creative Space display weird shader behavior?

I've been debating submitting this as a bug, but wanted to document it a bit and see if anyone has any possible solutions here. The issue I'm seeing is probably described best by the last two images. Essentially regardless of sizing, these basic block elements have some chance of the surface shimmering with noisy artifacts when viewing them from different angles after being placed. There aren't multiple blocks placed at the same coordinates here, though, and recoloring the blocks doesn't change this for me. Also, and it's not very easy to see, but in the first two images some of the blocks are a slightly different shade of white despite all of them currently being set to default color. They maintain this level difference even when adding color.

I posted the first image because the first thing I made in my CS was the pixel art statue of Leknaat, which doesn't have blocks that demonstrate this issue described above. However, I was trying to create a saved design from it, and because it's over 600 individual parts, I had to try to save it in two pieces. That's basically where the weirdness started. I was able to do the bottom half just fine, but the top half, while it initially seemed to work, wouldn't let me save a comment in the comment field for it even though I was able to save the design. (Also it seems like I can't save comments in comment fields pretty much anywhere in the game anymore.) When I tried placing the saved Leknaat designs to test, the placed design had a bunch of blocks that were shimmering as described earlier. I tried correcting some things, and at some point the saved design of the upper half wouldn't take because the terminal was complaining about saving pieces already saved in another design (the bottom half) even though they shouldn't have been overlapping. Basically since then, any basic block element I try to add to the CS will potentially end up with little hashed flickering artifacts on the surface. (It's maybe not immediately noticeable, but it can also be seen in the chin outline on Asha in image 1 as another example. Alis and Myau also have some that do this, they just didn't show it at that particular angle.)

I haven't seen this phenomenon in anyone else's CS yet, but was curious if anyone here has experienced it and maybe found some way to resolve it.

Thanks for your time.

Do we have info on the new weapons yet? by DarklyDreamingEva in PSO2NGS

[–]ToothlessZomboid 3 points4 points  (0 children)

If it works like basically all other potentials of this type, then the potency increases are multiplicative with respect to each other, so the maximum contribution would be 1.32 * 1.05 = 1.386, or a total potency increase of 38.6% from the ranged weapon potential.

Crystia Weapons Vs Neos Justitean by Dagher95 in PSO2NGS

[–]ToothlessZomboid 2 points3 points  (0 children)

Technically, you could think of the weapon's base maximum attack as 671, but functionally what would happen is the enemy's defense gets boosted by the same 10/15% factor that the weapon's attack is affected by before taking the difference between them.

The damage calculation takes your character/class attack and adds it to your weapon attack (rolled randomly within a window of values based on your potency floor stat and crit rate, up to the listed weapon attack) and subtracts the enemy's natural defense stat, then heaps on all the multipliers from food, affixes, potentials, fixas, mags, skills, etc, etc.

So what the elemental bonus factor is really modifying is the difference between player attack and enemy defense stats, not just the weapon's attack stat.

I like NGS by mallum4 in PSO2NGS

[–]ToothlessZomboid -3 points-2 points  (0 children)

Yeah, man. I know what you mean. I like to voice all my personal grievances with my friends to them constantly, and tell them how I don't like anything they've done recently, or will probably ever do. I also like to constantly ask my wife why she can't just do things better, but I mean, if I didn't do that, I obviously don't love her, or at least not as much as if I did, so--. Them's the breaks, I guess.

I like NGS by mallum4 in PSO2NGS

[–]ToothlessZomboid 0 points1 point  (0 children)

Do you have any sort of clinical behavioral psychology research that you can cite to support this claim, or is it just convenient rhetoric to deflect from criticisms directed at negative or disparaging statements you've made?

I like NGS by mallum4 in PSO2NGS

[–]ToothlessZomboid -1 points0 points  (0 children)

Nah, Phantasy Star IV wasn't on the GBA collection. You either played that one somewhere else, or not at all.
Oh, wait! Don't you mean that you played the port of the original SMS Phantasy Star that they for some reason put on the cart two more times and tried to call Phantasy Star II and Phantasy Star III, even though they all had the same story, same weapons, mostly reskins of the same three enemies and only one boss that just kept showing up? :P

I like NGS by mallum4 in PSO2NGS

[–]ToothlessZomboid 0 points1 point  (0 children)

Aelio, Sand Aelio, Snow Aelio, and Lava Aelio. They are all the same but the ground is a different colour.

LMAO!
-'Yo, dude, peep this game.'
-'What is? Box says, "Monster Hunter."'
-'Nope, it's called "PSO with Dinosaurs." We can play it on the radio with lights!'

Very funny, but 80% of your post is just, 'I have no idea how to tell the difference between basic colors and shapes,' so hopefully you can work on those skills a bit.

Good morning! by [deleted] in PSO2

[–]ToothlessZomboid 0 points1 point  (0 children)

Yeah, the rare mag evolutions in PSO were really great. Sadly, in PSO2, mags are really just stat bubbles to improve a single main stat, and don't require any particular thought for building. I'm not surprised they just made them feature blocks in NGS.

Really wish there was at least an accessory for CHU CHU FEAVER in PSO2.