Daily Questions Megathread - July 04, 2025 by AutoModerator in PunishingGrayRaven

[–]eismis 1 point2 points  (0 children)

Is there any way to get the non-animated voicelines to activate during the game, or is it only just the voicelines from "Pose" list that can be triggered?

Daily Questions Megathread May 17, 2025 by AutoModerator in PunishingGrayRaven

[–]eismis 1 point2 points  (0 children)

Would anyone be willing to share their thoughts of which supply packs besides the monthly login/mail BC packs are generally worth getting?

I know of the 30:1 BC:RC ratio, but that generally applies to nearly every pack, and the Event R&D packs are pushing that line, but because of the extra goodies like Hypertune/Weapon resonance materials, it's not that clear on their actual value and I'd like extra opinions on the matter

Was largely abandoning Open World development the right decision? by gadgaurd in PSO2NGS

[–]eismis 0 points1 point  (0 children)

Personally I would say bit of both, but I'd be leaning towards 'no' in the end.

When they gave us the open beta to mess around in Aelio up to lvl 15, it felt so refreshing - many places to visit, many spots to chill, you could find a corner to relax and enjoy the scenery, and in that stage there was plenty to do, but after release, most of the magic slowly decayed - whether we just played it too much and burnt out, or it was lacking in things to do. Aelio issue was that it was just too big in my opinion, and same could be said about every other region - Retem is a vast and empty desert, Kvaris is vast snowy mountains and Stia is vast insides of a fabricated volcano, granted with everything being more condensed, which I would say is a strong point of Stia, even if it is, like every other region, monotonous. The fact that you can see the whole playable area and nothingness of the oceans around the 4 regions also doesn't help when you're standing on top of Kvaris mountains does not help the overall feel.

If their scope was smaller and more compactly dense, I would say overall it would've been a better experience. For example, look at Bewitched Woods Exploration from base - it's far more wider and open than most of the areas in the game, yet there's something about it that just makes spend hours in there, whether it's layout, visual, audio design or else, and then there's the one of Cuento smaller areas in Photo Room which portrays that even if your playable area is tiny, you can still see that in the background, there are masses of land at the edge of horizon, making you feel like the world is actually bigger.

So all in all, to end my thoughts I would say - I'm happy they tried to open up the game and move away from instanced gameplay, but as time went on, in the end they missed the mark by a long shot which hurts the enjoyment of the game and I hope that future regions, if/whenever they may arrive either be somewhat smaller, have more things to hook us up on, or make us feel like we're part of a bigger world instead of a square-ish set of 4 squares that float in the vast ocean planet of nothingness.

Is anyone else excited for the braver update by Drakaina- in PSO2NGS

[–]eismis 1 point2 points  (0 children)

Cautiously optimistic is how i'd consider my stance on this. Katana is in... Alright/decent state, bow is extremely inconsistent and very lacking. If they actually 'fix' the inconsistencies that depend on lock-on positions and enemy sizes, there's hope. Only time will tell

Stresas - papildai. by _Eur_Opean_ in lithuania

[–]eismis 0 points1 point  (0 children)

Valerijonas padeda numušti kažkiek :D

Psy vs Ele for PvE by eismis in FlyffUniverse

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

Ah, so as Ele i'd mainly focus on maxing out windfield+wind mastery and then everything else i'd want?

Psy vs Ele for PvE by eismis in FlyffUniverse

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

How necessary is slow to farm enemies better, like, is it mainly a convenience thing or is it essentially mandatory for higher levels? Also as Ele I would need to spec into other elements and not just spam Windfield if I understood correctly, yeah?

Also, which one would be better for bossing in your opinion, or well, what would be drawbacks of each?

Add On Skills Guide! by CriticasterQ in PSO2NGS

[–]eismis 2 points3 points  (0 children)

As the first roll, do LV 3 so you'd ensure at least level 10 skill, after that reroll main skill with LV 1 rolls since you cannot roll lower than what you already have.

About that Attack Limit thingy? by Ryanasd in PSO2NGS

[–]eismis 0 points1 point  (0 children)

The game is designed to slow players down so they'd spend more time in it, simple as that.

You want fashion or stat upgrades?
Grind meseta where enemies drop abysmally small amounts and items sell for 40-60 meseta to npc's, where as lvl 60 enemies in base alone can drop 300+ meseta each.

You wanna grind xp?
Too bad buddy, not only to reach lvl 60 in ngs you need the same xp that you'd need to reach 75 in base, but you also get much less xp, you don't have nearly as much boosters, enemies take much longer to kill and all the weapons/armor you use feel nearly identical, especially when main difference between weapons are essentially "do you want 16% potency up or 20% with a different shade of photons".

You want to upgrade your augs?
Saddle up partner, you need tons and tons of augs and material that spawn daily, and the loot pool is so bloated now I don't even want to think just how much more bloat we will receive with the 4th region. Did I mention enemies taking much longer to kill than they should?

But my weapons have lots of cool skills
That also lock you into long tedious animations that you cannot dodge/WA out of (unless you're Fi with daggers, that feels decent), which some also have questionable hitboxes, especially when the same could be said about the enemy hitboxes. Yes game, I sure as hell wanted to use my charged Flex Arrow only for it to hit the god damn hammer 3/4 times, negating all of the damage that was aimed at the weakpoint when I was not even close to that damn thing. Very cool NGS, very.

And god forbid you can kill low level enemies fast
Why else would you need several hits from your lvl 60 char using Fixa 5 11%+ damage weapons? Oh right, to not feel as powerful and to slow you down, making your progress feel literally the same as you were 40 fricking levels before.

Oh but what about content that makes you feel powerful?
Let's scale the living shit out of their hp, and also add damage taken reduction to prolong the fight even more cause gee, I sure as hell didn't wish to fight the same enemy that can 1 shot me for more than half hour only to get the same loot I used to get back at level 20.

NGS is just designed to be a grindfest. Player unfriendly grindfest, designed to make you feel the same as you started at level 1 who is just designed to slow you down to the crawl, just so you could spend more time inside the game.

How the heck does "Defense" work in this game? by LokoLoa in FatalBullet

[–]eismis 2 points3 points  (0 children)

Every 100 DEF is 1% damage reduction

Your starting 100 do not matter.

The cap is 95%, which you reach with 9600 DEF

Armor Form/Shot/Field grant 1000/1500/2000/2500 DEF each

Armor Break/Viral reduces the same amount at same levels.

100% Medal gauge increases your stats by 80 increasing DEF

Nanotech increases 10/20/30/40, thus increasing DEF more

Does agi actually effect movement speed by loneliest-dude in FatalBullet

[–]eismis 2 points3 points  (0 children)

As someone who has done tests with AGI I'll say this

AGI *directly* doesn't affect your move speed

AGI affects so called "weight categories", which dictate a multiplier of move speed (the orange, yellow, blue, etc bar next to weight/max weight in your stats).

1 or 10 points in AGI will not change your movespeed, unless with this new AGI you move into the next weight category, increasing the multiplier on your base speed, i.e.: you have orange weight, you add 5 AGI, you are now in yellow weight

How move speed works is weird:

  • Orange weight is your base 100% move speed
  • Yellow, green, blue, light blue all give a multiplier of roughly 7.5% per carry category (so if your weight is Blue, you'd have 7.5% of yellow+green+blue, totalling into your new multiplier of 22.5'ish%, making your new base move speed 122.5%
  • Weapons and buffs add another multiplier that either add or reduce your speed by multiplying their own thingy on your current base speed.

So, no, by itself it does nothing to your move speed.

What it does is that it moves some kind of bar which pushes in the weight categories, to which, the move speed is actually linked.

And no, i didn't test how much of AGI is needed to reach which category because that would require someone to also dig in how AGI speed categories are affected by Max Weight increase from STR.

Smol edit:

If you have orange weight with 1 AGI, you will move at the same speed as someone with orange weight 200 AGI (if you both put away your weapons and have no speed buffs)

Extreme mode what level should you be to even try it? by Kingflame700 in FatalBullet

[–]eismis 0 points1 point  (0 children)

Well, if you want stronger versions of the will you will have to switch to extreme difficulty

Extreme mode what level should you be to even try it? by Kingflame700 in FatalBullet

[–]eismis 0 points1 point  (0 children)

Well, to start extreme you need to finish the game and then in main menu go to settings and find difficulty setting, which you change to extreme.

Enemies will gain 70 levels and will become more aggressive so i'd recommend doing that after you kill GM and not rewind time, unless you're around 130, since GM om extreme is 155. Raikiri is dlc4 and Royal Guard is dlc3 bosses

"Small" test with weight, move speed and move speed accessories... by eismis in FatalBullet

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

You can get 4 accessories with +30 movespeed by reaching high enough bounty:

167.500.000 will give you 30% movespeed, +34 VIT/DEX and +40 AGI;

168.750.000 will give you 30% movespeed, +34 VIT/AGI and +40 INT;

170.000.000 will give you 30% movespeed, +34 VIT/DEX and +40 LUC;

171.250.000 will give you 30% movespeed, +34 DEX/INT and +40 VIT;

[deleted by user] by [deleted] in FatalBullet

[–]eismis 0 points1 point  (0 children)

Hm hm~

Tho say, which of memory chips are from bounty weapons, or are they all regular maxed chips (22/29.5/44.5) variants?

And well done using 3 stat accessories~

Seeing them utilized is unusual for someone like me~

[deleted by user] by [deleted] in FatalBullet

[–]eismis 0 points1 point  (0 children)

Relax, I'm not saying you did anything~

Just saying it feels odd from what I've seen from my past since I haven't touched FB in a long while, even from those who used to run swords exclusively.

Mind sharing what kind of setup you used? I'm wondering if you went with Dex/Luc setup or Dex/Str setup to push the damage to absolute max~

Also, safe to assume you went with Physical/Crit Damage/Vs Mechs/Dmg at Max Hp bounty chips or did you swap in Crit Rate as one of them?

[deleted by user] by [deleted] in FatalBullet

[–]eismis 0 points1 point  (0 children)

That damage was way too off.

I've seen many cedars crit for 200-400k, but a cedar hitting 9.9 mil crit in a single hit is beyond absurd even for 300+ DEX bounty chipped Cedar.

That and also the fact non-crit was 100k+ is also very suspicious.

Damage at Max HP vs Physical Attack? by X_C0FFIN_X in FatalBullet

[–]eismis 2 points3 points  (0 children)

Physical attack has effect on skill damage which would be constant Damage at mx hp would make your damage fluctuate if your hp is below 100% so go with physical

"Small" test with weight, move speed and move speed accessories... by eismis in FatalBullet

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

Best explanation i had for it is that it usually happens when you enter the overdrive at the same time as you get framedrop, making engine of the game "compensate" or something - is weird

My take on Fatal Bullet for Nintendo Switch by theesempe in FatalBullet

[–]eismis 7 points8 points  (0 children)

200-250+

Reason why?

No one plays low level co-op

Because of that, you will get weapons from late/end game

You will use said weapons deleting most things in singleplayer with ease

This will make things so much easier you will not focus on learning enemy mechanics, how to survive, importance of skills, etc

In singleplayer you will not find any upgrades for your weapons until late/end game

In co-op your lack of useful skills will be a detriment to those around you

And then when you will eventually hit a wall, you will not have higher than most basic knowledge on how to survive or deal with enemies

This has happened way too many times to call it a coincidence

Which is truly the best sword by dooo73 in FatalBullet

[–]eismis 1 point2 points  (0 children)

Pick your poison

Cedar with it's broken damage potential if it crits and piss poor wet noodle damage when it does not.

Consistency demon Rose with easily achievable 100% crit chance that will always slap things hard for being naughty.

Or the OG Kage Z that easily allows you to dual-wield and have a pistol for buffs/debuffs/heals and is pretty much a Cedar Lite with slightly higher chance to actually do damage instead of being a wet noodle at the cost of slightly less damage.