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Difference between revisions of "Light Techniques (PSO2)"

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* The sphere of light lasts for roughly 2 seconds uncharged, 6 seconds charged.
+
* Generates a field of light energy that repeatedly hits anything that approaches it or within the field itself.
** 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.
+
** Hits for '''15% of its power notation per hit''', regardless of charge.
***'''Each hit does 15% of the listed power, charged or uncharged'''.
+
** Uncharged cast hits 3 times for 2s of uptime. Charged cast hits 7 times for 6s of uptime.
* Target priority is things closer to center (for enemies that have multiple parts; doesn't hit multiple parts though).
+
** Strikes targets closer to the point of origin; does not hit multiple enemy parts simultaneously.
* 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.
+
** Significant hitstop and stagger with each hit. Viable for trapping smaller enemies or "walling" them.
** Conversely, you might not get the full number of hits because of this effect if you're using it for damage.
+
** Slightly smaller radius than Gifoie.
* Its horizontal range is a bit less than [[Fire Techniques#Gifoie|Gifoie]].
+
** Each Nagrants cast will have full effectiveness, regardless of the number deployed at any given instance.
* This is not considered a support technique, so territory burst doesn't affect it.
+
** Its effects will cease if the current weapon is switched, similar to a Support Technique.
* 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.
 
  
 
{{TechniqueQuickMerit/Header}}
 
{{TechniqueQuickMerit/Header}}
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Multi-Hit:
 
Multi-Hit:
  
* The 2 extra hits of Multi-Hit3 can make this a better "wall" to keep enemies back.
+
* Increases maximum effective ticks per cast in exchange for increased charge time. Also gives a Status Rate boost at Multi-Hit 3.
** The increased status rate also helps with this behavior
+
* Extra hits increase effective DPS by 28.6% and increases stagger/hitstop frequency.
* 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:
 
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.
+
* Brilliant 3 Craft increases raw power by roughly 8.2~12.9% when paired with Lv. 17 Nagrants. Brilliant 3 Demerit can be ignored due to Ilgrants' use as a Panic setter.
** On that note, Multi-Hit3 can be better in the damage department despite its slightly increased charge time.
+
* Not particularly viable due to Nagrants' overall low DPS despite solid DPP; outpaced by Multi-Hit 3 in DPS due to Multi-Hit 3's additional hits per cast.
* With Brilliant3 and Nagrants17,  damage is increased by 8.2~12.9%.
 
  
 
==Ilgrants==
 
==Ilgrants==

Revision as of 05:50, 11 October 2017

Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound

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. Gigrants Type 0 can have some use where Zondeel doesn't work so well/ at all. 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 Description
File:GrantsIcon.png
Grants
グランツ
Basic light technique. Crystallizes photons, producing arrows of light that rain down on the target.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop: Techer Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 475 480 485 490 495 500 505 510 515 520 525 530 535 540 545 550 556
Status (%) 20 21 22
PP Cost 20
Video Accuracy (%) 100%
Link Charge 1.20 Sec
  • 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 Description
File:GiGrantsIcon.png
Gigrants
ギ・グランツ
Intermediate light technique. Creates a blade of light to drive away surrounding enemies.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop: Techer Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 488 494 500 506 512 518 524 530 536 542 548 554 560 566 572 578 584
Status (%) 20 21 22
PP Cost 25
Video Accuracy (%) 100%
Link Charge 1.20 Sec
  • Summons blades of light surrounding the caster or Talis that strikes all nearby targets repeatedly.
    • Uncharged hits 1 time initially, 1 for the "circling blade". Charged hits 1 time initially, 5 hits for the "circling blade".
    • Each hit of the charged version hits for 20% of its power notation, for a total 120% power.
    • Possesses slightly disjointed vertical reach beneath the point of casting. Viable if casting in mid-air or free-aimed with Talis.
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:

  • Max possible power boost for Brilliant 3 is 12.0~18.8% when used on a Lv. 17 Gigrants.
  • Status Rate demerit can be ignored due to Ilgrants' usage as a Panic setter.

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
1.7s 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
  • Surrounds the caster or Talis with spinning blades of light while charging. When fully charged, releasing the charge causes a massive blade of light to emerge and strike all nearby targets.
    • Consumes 20 PP on startup, then continuously drains 10 PP/sec while charging.
      • Charge Revival has no effect while charging this Technique.
      • Initial PP cost can be reduced by PP cost reduction effects such as Tech Arts PP Save and Drink effects.
    • Unaffected by Charge Escape, L/Tech C Parrying, and L/Jet Boots TA Short Charge.
    • Each tick deals 10% of its power notation during charge. Final blade deals 50% of its power notation.
      • Spinning blades qualify as "normal Techniques" for the purposes of specific Skills and Potentials that increase its power, such as Normal Tech Advance and the Potential.png Innocent Appearance potential. The final hit is counted as charged, so skills like Tech Charge Advance for force only affects the final hit.
      • Each tick of this Tech hits in roughly 0.35-0.40s intervals (very slightly slower than Ramegid Type 0).
    • Final blade has a deceptively wide, lingering hitbox, disjointed vertical reach, and knocks down on hit.
    • Most viable in mobbing situations where Zondeel fails, such as certain large enemies unaffected by vacuum effects or where Ultimate Infection Cores are involved.

Ragrants

Name Description
File:RaGrantsIcon.png
Ragrants
ラ・グランツ
Intermediate light technique. Crystallize photons to form a single lance of light that is fired forward.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Crys Draal Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 1003 1014 1025 1036 1047 1058 1069 1080 1091 1102 1113 1124 1135 1146 1157 1168 1180
Status (%) 20% 21% 22%
PP Cost 30
Video Accuracy (%) 100
Link Charge 1.00 Sec
  • 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.

Nagrants

Name Description
File:NaGrantsIcon.png
Nagrants
ナ・グランツ
Advanced light technique. Create an extremely dense sphere of light which automatically reacts to enemies.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Noire Draal Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 724 732 740 748 756 764 772 780 788 796 806 812 820 828 836 844 852
Status (%) 20 21 22
PP Cost 20
Video Accuracy (%) 100
Link Charge 1.20 Sec
  • Generates a field of light energy that repeatedly hits anything that approaches it or within the field itself.
    • Hits for 15% of its power notation per hit, regardless of charge.
    • Uncharged cast hits 3 times for 2s of uptime. Charged cast hits 7 times for 6s of uptime.
    • Strikes targets closer to the point of origin; does not hit multiple enemy parts simultaneously.
    • Significant hitstop and stagger with each hit. Viable for trapping smaller enemies or "walling" them.
    • Slightly smaller radius than Gifoie.
    • Each Nagrants cast will have full effectiveness, regardless of the number deployed at any given instance.
    • Its effects will cease if the current weapon is switched, similar to a Support Technique.
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:

  • Increases maximum effective ticks per cast in exchange for increased charge time. Also gives a Status Rate boost at Multi-Hit 3.
  • Extra hits increase effective DPS by 28.6% and increases stagger/hitstop frequency.

Brilliant:

  • Brilliant 3 Craft increases raw power by roughly 8.2~12.9% when paired with Lv. 17 Nagrants. Brilliant 3 Demerit can be ignored due to Ilgrants' use as a Panic setter.
  • Not particularly viable due to Nagrants' overall low DPS despite solid DPP; outpaced by Multi-Hit 3 in DPS due to Multi-Hit 3's additional hits per cast.

Ilgrants

Name Description
File:IlGrantsIcon.png
Ilgrants
イル・グランツ
Advanced light technique. Crystallizes photons into droplets of light which pursue targets and explode.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
SH Advance Quest: Skyscape Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 758 766 774 782 790 798 806 814 822 830 838 846 854 862 870 878 887
Status (%) 30 32 35 40
PP Cost 25
Video Accuracy (%) 100
Link Charge 1.20 Sec
  • Fires multiple bullets of light that pursue targets. Possess an especially high rate of inflicting Panic.
    • Uncharged Ilgrants strikes for 7% of its notation for 3 hits. Charged cast strikes for 12% of its power notation for 10 hits.
    • Bullets will track your target, but will immediately disperse upon colliding with a valid target or obstacle.
      • Has minor spread if fired while using Lock-On. This issue can be resolved by using Free-Aim or jumping before casting. Talis users can also Free-Aim the Talis skyward to cast it from elevation.
      • Bullets can miss if the target is too flighty or too close to the origin of cast.
    • 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 30m/s by default.
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:

  • Boosts travel speed of the bullets and reduces charge time in exchange for Status Rate. Increases maximum effective range with a Swift 3 Craft by roughly 36.7~56.7% and also boosts DPS, but reduces usability at close range. Also reduces its usability as a status infliction Tech.

Brilliant:

  • Boosts raw power in exchange for bullet speed. Significantly reduces overall viability despite the increase in power, due to the projectiles inability to hit in close range and lower maximum effective range. Outpaced in DPS by a comparable Swift Craft due to Swift 3's -0.25s charge time reduction.
  • Brilliant 3 Craft boosts raw power by roughly 4.5~6.8% when paired with a Lv. 17 Ilgrants and decreases maximum effective range by 56.7~66.7%.

Resta

Name Description
File:RestaIcon.png
Resta
レスタ
Health restoration technique. Heals wounds and restores lost health with photon energy.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Apos Dorios
Red Containers
EC Reward
Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116
Status (%) -
PP Cost 30
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • Generates a field that heals players within its area of effect.
    • Heal scales off your base T-ATK. This includes your MAG, all T-ATK Up Skills, and increases to your base T-ATK, such as Photon Flare and Shifta, but excludes your weapon.
    • Calculation for Resta's charged heal per tick is equal to (T-ATK/4)*(Resta Power %)*(Resta Advance)*(Potential).
      • Uncharged heal per tick is equal to ~32% of one charged heal tick.
    • Like most other support techniques, casting any support technique that isn't Zondeel prematurely stops the field's effects, despite the animation still playing.
    • Specifically Shifta, Deband, Zanverse, Resta, Anti, and Megiverse share this behavior.
    • Base Resta range is approximately 1.5m uncharged, 6m charged. Territory Burst boosts range to roughly 3m uncharged, 10m charged, and Wide Support further boosts range to 5m uncharged, 13m 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:

  • Trades a bit of power for one extra tick per charged cast, boosting effective charged healing by 14.2~21.8%

Brilliant:

  • PP cost increase can be nullified by a low Demerit and Territory PP Save.
  • Brilliant 3 increases healing by roughly 51.7~77.6% when paired with a Lv. 17 Resta.

Anti

Name Description
File:AntiIcon.png
Anti
アンティ
Status ailment cure technique. Through the purifying effects of photons, remove contaminants from the body.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Apos Dorios
Red Containers
EC Reward
Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 100
Status (%) -
PP Cost 25
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • Generates a field that cures status conditions. This field heals off all status conditions except for Jellen, Stun, and Weak Bullet.
    • Ticks similarly to Resta, Shifta, and Deband, despite only applying its effect once. Can be deployed early if you predict getting inflicted with the Freeze status, which you are unable to heal out of by yourself normally.
    • Possesses powerful synergy with the Techer Skill "Super Treatment".
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:

  • Viable for Forces or Techers that have learned the Super Treatment Skill.
  • PP cost increase can be offset with a low Demerit and Territory PP Save.

Efficient:

  • Viable for casting on yourself.
Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound