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* Each hit seems to favor hitting a weakpoint if near the correct height. | * Each hit seems to favor hitting a weakpoint if near the correct height. | ||
* The final hit after charging does linger for awhile despite how the animation looks. This can make it useful in clearing out an area with fixed spawns. | * The final hit after charging does linger for awhile despite how the animation looks. This can make it useful in clearing out an area with fixed spawns. | ||
+ | * Despite charging, it does not trigger the ring [[Skill_Rings#L.2FTech_C_Parrying|L/Tech C Parrying]]. | ||
==Ragrants== | ==Ragrants== |
Revision as of 05:00, 9 March 2017
Overview
- More focused on support as an element, much like its force tree counterpart Ice. With that said...
- Ragrants is a universal high DPS tech, if not the highest. Ilgrants also has some use for dps or status. Resta and Anti are staples to any caster.
- Other damaging techs are typically outdone by alternatives in different elements.
- This is primarily because outside of Ragrants, light's offensive techniques have a default charge of 1.2s instead of a flat 1s.
- Light causes the Panic status effect, which can make enemies target other enemies instead of you.
- This doesn't make you immune from their attacks, however.
- Like other elements, can be used on some bosses for a special effect. In the case of light, it's always a special stun animation for a free exposed weakpoint.
Grants
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Grants.png | Grants グランツ |
Power Accuracy PP Status |
475 100 20 20 |
520 100 20 22 |
550 100 20 22 |
556 100 20 22 |
1.20 sec. | Basic light technique. Crystallizes photons, producing arrows of light that rain down on the target. |
- Has unlimited range if free-aimed. Can hit locked on enemies behind a wall.
- With no valid target, the max range is about 50M charged, and 23-24M uncharged.
- Despite being multi hit, all 5 hits will hit your target even if they move after you cast.
- If another valid target overlaps with the current target, Grants can hit another target. But it's very unlikely.
- Uncharged is 1 hit of 33% listed power. Charged is 5 hits of 20% listed power
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Efficient | 1 | PP Cost -10~1 | Status Effect Rate -20~10% | |
2 | PP Cost -10~1 | Status Effect Rate -15~5% | ||
3 | PP Cost -10~1 | Status Effect Rate -10~3% | ||
Brilliant | 1 | Power +30~60% | Charge Time +0.10~0.30s | |
2 | Power +60~90% | Charge Time +0.05~0.25s | ||
3 | Power +80~110% | Charge Time +0.05~0.20s |
Efficient:
- Reduced PP Cost is never a bad thing. The status effect rate reduction is not too much of an issue either. Gives you a PP efficient light technique if nothing else.
Brilliant:
- Charge time increase isn't that much, but larger increases will effectively offset any DPS gained.
- Brilliant3 and a level 17 grants increases its power by 14.4~19.8%
Gigrants
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Gigrants.png | Gigrants ギ・グランツ |
Power Accuracy PP Status |
488 100 25 20 |
542 100 25 22 |
578 100 25 22 |
584 100 25 22 |
1.20 sec. | Intermediate light technique. Creates a blade of light to drive away surrounding enemies. |
- Uncharged hits 1 time initially, 1 for the "circling blade". Charged hits 1 time initially, 5 hits for the "circling blade".
- The charged version's power is 120% of the listed power. 20% of the listed power for each hit.
- While the attack range is about as shown by the animation, it does reach further down than it does up. Jumping up and casting it still seems to hit enemies below reasonably well.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Brilliant | 1 | Power +30~60% | Charge Time +0.10~0.30s | |
2 | Power +60~100% | Charge Time +0.05~0.25s | ||
3 | Power +70~110% | Status Effect Rate -20~10% | ||
Concentrated | 1 | Charge Time -0.40~0.10s | Power -60~10% | |
2 | Charge Time -0.50~0.20s | Power -50~10% | ||
3 | Charge Time -0.55~0.35s | Power -30~5% |
Brilliant:
- Loss of status rate is a nonissue; there are better techniques for inflicting status if you really need it.
- Brilliant3 and a level 17 tech boosts damage by 12.0~18.8%.
Concentrated:
- This does boost your effective dps, but at the cost of pp.
- Most useful if it's to be used on a thrown talis, since you only have so much time to cast before it disappears.
- Note that because the default charge time for this technique is 1.2s instead of the usual 1s of most other techniques, other elements may still be better should they have a "concentrated" version.
Gigrants Type 0
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Gigrants.png | Power Accuracy PP Status |
? | ? | 1841 100 20 22 |
1859 100 20 22 |
1.8s? | Create a multiple blades of light which encircle you. After photons condense enough, release for a finishing blow. (Unofficial description) |
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Type 0 | Power +0~185% | PP +0~10 |
- The default PP drain rate is approximately 25 PP/second. You cannot regain PP while holding this.
- Is affected by PP cost reduction potentials and Drink effect.
- This applies to both the drain and the initial cost, much like Nabarta Type 0
- Also like Nabarta0, seems TAJA PP save does not affect the drain cost, only the initial cost.
- This applies to both the drain and the initial cost, much like Nabarta Type 0
- Surrounds you with light blades as you charge it. You can move while it charges.
- If used with a thrown talis, surrounds the thrown talis instead, which locks it in place.
- Each tick of gigrants type 0 seems to hit in approximately 0.35-0.40s intervals (very slightly slower than Ramegid Type 0)
- The charge takes a bit under 2 seconds to charge from the moment you press the button. Factoring in the time it takes before the blades start spinning, the actual charge time is roughly 1.5-1.6s.
- From the moment you cast it, it takes just over 5 ticks to have it fully charge. If you constantly hit enemies from the moment you cast it, you can release it on/just before the 6th tick.
- The force skill Charge Escape does not work here, much like Namegid and Compound Techniques
- PP doesn't actually start draining until the blades extend out and start spinning. You can start hitting before this point.
- You can hold the charge beyond the point it's done charging to keep doing the minor hits.
- Each hit seems to do approximately 10% of the listed power per tick, with the final hit doing about 50% of the listed power
- Will have to test this again later, but this assumes the ticks are not affected by Tech Charge Advance in the force skill tree, while the final hit is.
- Each hit seems to favor hitting a weakpoint if near the correct height.
- The final hit after charging does linger for awhile despite how the animation looks. This can make it useful in clearing out an area with fixed spawns.
- Despite charging, it does not trigger the ring L/Tech C Parrying.
Ragrants
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Ragrants.png | Ragrants ラ・グランツ |
Power Accuracy PP Status |
1003 100 30 20 |
1102 100 30 22 |
1168 100 30 22 |
1180 100 30 22 |
1.00 sec. | Intermediate light technique. Crystallize photons to form a single lance of light that is fired forward. |
- Light's highest DPS technique.
- Does 1 hit if uncharged, 5 hits if charged. Charged power is as listed.
- When uncharged, it seems to only hit once even if multiple targets are available.
- Once cast, the beam of light lingers to do its hits. The user can move or cast something else (even ragrants again) with no issue.
- There is a slight delay before the hits do damage. However, if you cast right by (/on top of) the target, the slight delay seems to disappear.
- Despite what its range looks like from the side (somewhat long beam), the actual effective range is approximately half of that (before it tapers off to a thin lance).
- Also despite how it looks, it does have decent attack width, again contrary to its animation.
- Using this with a talis to hit where you want is ideal.
- Specifically, when charged, the max range is about 13m (possibly 14, but target hitboxes can be weird).
- It's close to the distance of an uncharged Ilzonde.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Brilliant | 1 | Power +30~70% | PP Cost +3~10 | |
2 | Power +90~150% | PP Cost +2~9 | ||
3 | Power +140~210% | PP Cost +1~8 | ||
Concentrated | 1 | Charge Time -0.60~0.30s | Power -65~50% | |
2 | Charge Time -0.65~0.35s | Power -60~40% | ||
3 | Charge Time -0.70~0.40s | Status Effect Rate -20~10% |
Brilliant:
- Brilliant3 and a level 17 ragrants effectively boosts its damage by 11.9~17.8%.
- Anything higher than a +4 PP cost effectively nullifies most of the damage per PP though.
Concentrated:
- This craft allows ragrants to be the highest dps tech you can cast, regardless of element, with a good craft.
- If you're a force, a maxed pp convert or ketos proi is needed to maintain your PP
- As status effect rate is mostly negligible, you can effectively ignore it for ragrants.
- This allows you to hit fast enough to cause enemies that get hit-stunned to slow down their actions drastically.
- Can very quickly charge your Combo Tech gauge due to multiple hits and high damage per hit.
Resta
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Resta.png | Resta レスタ |
Power Accuracy PP Status |
100 100 30 0 |
109 100 30 0 |
115 100 30 0 |
116 100 30 0 |
1.00 sec. | Health restoration technique. Heals wounds and restores lost health with photon energy. |
- Shifta + Shifta drink both affect resta's healing amount per tick.
- The exact formula for how much each charged tick heals is (total t-atk** / 4) * resta's power (%) * resta advance * potential effect * PSE effect.
- All of your t-atk (affixes inclusive) from everything EXCEPT your weapon's base t-atk value (the value before affixes).
- Uncharged resta heals for 2 ticks of 32% of one charged tick (rounded down to the nearest whole number).
- Like most other support techniques, casting any support technique that isn't Zondeel prematurely stops the field's effects, despite the animation still playing.
- Base Resta range is approximately 1.5m uncharged, 6m charged.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Multi-Hit | 1 | Hit Interval -0.30s | Power -20~10% | (Max charged hits +1) |
2 | Hit Interval -0.30s | Power -15~5% | (Max charged hits +1) | |
3 | Hit Interval -0.30s | Power -10~3% | (Max charged hits +1) | |
Brilliant | 1 | Power +20~40% | PP Cost +3~10 | |
2 | Power +40~60% | PP Cost +2~9 | ||
3 | Power +60~90% | PP Cost +1~8 |
Multi-Hit:
- This does weaken your uncharged resta by a small amount.
- Multi-Hit3 and level 17 resta boosts effective charged healing by 14.2~21.8%
Brilliant:
- PP cost is affected by territory pp save, so the cost of this can be effectively negated if playing with that class.
- Brilliant3 and level 17 resta boosts healing by 51.7~77.6%.
Anti
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Anti.png | Anti アンティ |
Power Accuracy PP Status |
100 100 25 0 |
100 100 25 0 |
100 100 25 0 |
100 100 25 0 |
1.00 sec. | Status ailment cure technique. Through the purifying effects of photons, remove contaminants from the body. |
- While this does cure all status conditions, it does not remove effects such as stun or being hit by a weak bullet.
- Note you also cannot use it to remove freeze from yourself, as you're frozen and can do nothing. Unless...
- As the field does stay for a couple of seconds, you can cast this before a status effect attack hits to be cured from it immediately.
- If you have the techer skill "super treatment", this helps in maintaining your PP. Other players' too possibly.
- An example of this is during the Dark Falz Elder fight. As it transitions to phase 2, you can intentionally get hit by one of its giant ice rocks that are guaranteed to freeze you. If you put up an anti field a bit before it hits, you will be cured and get "free" increased pp regen... as long as you don't die through the initial hit.
- If you have the techer skill "super treatment", this helps in maintaining your PP. Other players' too possibly.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Concentrated | 1 | Charge Time -0.40~0.10s | PP Cost +3~10 | |
2 | Charge Time -0.50~0.20s | PP Cost +2~9 | Range +1.50m | |
3 | Charge Time -0.50~0.20s | PP Cost +1~8 | Range +2.00m | |
Efficient | 1 | PP Cost -10~1 | Charge Time +0.20~0.30s | Range +1.00m |
2 | PP Cost -10~1 | Charge Time +0.15~0.25s | Range +1.00m | |
3 | PP Cost -10~1 | Charge Time +0.10~0.20s | Range +1.00m |
Concentrated:
- The increased range and quick charge make this most useful to techers (or forces with techer sub) that have the Super Treatment skill.
- As with resta, the pp cost can effectively be negated with a good craft and territory pp save.
Efficient:
- Most useful if meant to only be used on yourself.
Nagrants
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Nagrants.png | Nagrants ナ・グランツ |
Power Accuracy PP Status |
724 100 20 20 |
796 100 20 22 |
844 100 20 22 |
852 100 20 22 |
1.20 sec. | Advanced light technique. Create an extremely dense sphere of light which automatically reacts to enemies. |
- The sphere of light lasts for roughly 2 seconds uncharged, 6 seconds charged.
- You get 3 hits max uncharged, 7 hits max charged. One hit when it's cast, then one hit per second until it expires. The last hit is as the animation disappears.
- Each hit does 15% of the listed power, charged or uncharged.
- You get 3 hits max uncharged, 7 hits max charged. One hit when it's cast, then one hit per second until it expires. The last hit is as the animation disappears.
- Target priority is things closer to center (for enemies that have multiple parts; doesn't hit multiple parts though).
- Does push enemies out of its range with each hit, if they can be knocked back by hits. Can be useful as a "wall" for these types of enemies.
- Conversely, you might not get the full number of hits because of this effect if you're using it for damage.
- Its horizontal range is a bit less than Gifoie.
- This is not considered a support technique, so territory burst doesn't affect it.
- You can put out multiple of these at one time and each will run for its full duration.
- Like any other technique, switching weapons will end the effects of the technique immediately. The animation will play out, but not actually do anything.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Multi-Hit | 1 | Hit Interval -0.30~0.20s | Charge Time +0.20s~0.30s | (Max charged hits +1~2) |
2 | Hit Interval -0.30~0.20s | Charge Time +0.15s~0.25s | (Max charged hits +1~2) | |
3 | Hit Interval -0.30s | Charge Time +0.10s~0.20s | Status Effect Rate +10% (Max charged hits +2) | |
Brilliant | 1 | Power +30~60% | PP Cost +3~10 | |
2 | Power +60~100% | PP Cost +2~9 | ||
3 | Power +70~110% | Status Effect Rate -20~10% |
Multi-Hit:
- The 2 extra hits of Multi-Hit3 can make this a better "wall" to keep enemies back.
- The increased status rate also helps with this behavior
- There is an increased charge time, which doesn't help the higher-than-normal 1.2s base charge time.
- With Multi-Hit3 and Nagrants17, a charged nagrants has its max damage effectively increased by 28.6%.
- Keep in mind that with more hits, there's more knockback.
Brilliant:
- Lowered status effect rate isn't much of an issue in this case. However, using Nagrants for actual damage isn't a great option. It's PP efficient, but the DPS is not that high. Brilliant3 is effectively a better version of the uncrafted original if you're going to use it for damage.
- On that note, Multi-Hit3 can be better in the damage department despite its slightly increased charge time.
- With Brilliant3 and Nagrants17, damage is increased by 8.2~12.9%.
Ilgrants
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Ilgrants.png | Ilgrants イル・グランツ |
Power Accuracy PP Status |
758 100 25 30 |
830 100 25 35 |
878 100 25 40 |
887 100 25 40 |
1.20 sec. | Advanced light technique. Crystallizes photons into droplets of light which pursue targets and explode. |
- Uncharged damage is 3 hits of 7% listed power. Charged is actually 10 hits of 12% listed power each.
- The projectiles home in on the target you aimed at initially. Objects or other enemies can get in the way.
- If you're using this while locked on to a target, the projectiles start more spread out than if you were to free aim it. It's spread out enough that some of the projectiles can immediately hit the ground.
- Thus, you may need to jump up before casting if using it with a rod and are not free aiming it.
- If you're using it with a talis, there is no issue at all if you throw the talis skyward before casting. Might even help hit your desired target.
- A fast moving enemy may cause ilgrants to miss altogether.
- A target that is too close may not end up taking all hits of ilgrants either. The projectiles may try to turn and hit the target, but end up hitting the ground or a wall instead.
- If you're using this while locked on to a target, the projectiles start more spread out than if you were to free aim it. It's spread out enough that some of the projectiles can immediately hit the ground.
- Ilgrants' max distance per projectile is about 60M charged or uncharged (and in a straight line). The projectile stays alive for about 2 seconds. Therefore, the speed of the projectile is 30 by default.
- Ilgrants' status effect rate is very high. I don't think each projectile has the full listed status effect rate, but causing Panic with the uncharged version works reliably on most targets.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Swift | 1 | Speed +8.00~13.00 | Status Effect Rate -40~20% | Charge Time -0.10s |
2 | Speed +10.00~15.00 | Status Effect Rate -38~18% | Charge Time -0.15s | |
3 | Speed +11.00~17.00 | Status Effect Rate -20~10% | Charge Time -0.25s | |
Brilliant | 1 | Power +10~30% | Speed -14.00~12.00 | |
2 | Power +30~50% | Speed -16.00~14.00 | ||
3 | Power +40~60% | Speed -20.00~17.00 |
Swift:
- The projectile speed increase does allow it to have more max range, being able to reach its target faster.
- The increased projectile speed does not increase the turn radius of the projectiles though. Using it in close range may not be viable anymore.
- Be aware ilgrants is good to use if you need to apply the panic status to a target. A swift craft may not be good for that purpose. It does help with increasing ilgrants' dps though.
- Swift3 increases the speed and max projectile distance by approximately 36.7~56.7%.
Brilliant:
- The projectile speed decrease lowers its effective range by a lot. Not to mention on targets that move, it may have trouble hitting at all.
- Brilliant3 and a level 17 ilgrants boosts damage by 4.5~6.8%.
- It specifically decreases the speed and max projectile distance by approximately 56.7~66.7%
- The lowest speed would make it equal to uncrafted charged Megid, but the projectiles stay alive for half the time.
- Due to the lowered charge time of the Swift3 craft though, this still loses out in DPS.
- It specifically decreases the speed and max projectile distance by approximately 56.7~66.7%
- Thus, it's not recommended to take this at all for how much it limits your Ilgrants. Sure, you could still use it in melee range, but if you're there, Ragrants likely would be better. Unless you're specifically going for status.