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*As of the 2/21/18 balance update, '''Compound Techniques are set to a 120s cooldown timer after use.''' This means a Compound Technique will require a 120 second recharging period before it can be used again, even if the Compound Technique Gauge is charged before the cooldown has worn off. | *As of the 2/21/18 balance update, '''Compound Techniques are set to a 120s cooldown timer after use.''' This means a Compound Technique will require a 120 second recharging period before it can be used again, even if the Compound Technique Gauge is charged before the cooldown has worn off. | ||
− | ===Compound Technique Gauge=== | + | ====Compound Technique Gauge==== |
* The maximum rate the combo tech gauge can be filled is 4%** per hit. The amount that is filled is directly related to the damage you do with techniques. The damage required for max fill rate corresponds to the level of the enemy. On level 80 targets, it requires roughly 726k total damage to fill the gauge, with maximum fill rate being at 726k/25, or approximately 29040 damage per hit. On level 75 targets, it requires roughly 506k(?) HP of damage to fill the gauge, or approximately 25 hits of 20240 damage or more. | * The maximum rate the combo tech gauge can be filled is 4%** per hit. The amount that is filled is directly related to the damage you do with techniques. The damage required for max fill rate corresponds to the level of the enemy. On level 80 targets, it requires roughly 726k total damage to fill the gauge, with maximum fill rate being at 726k/25, or approximately 29040 damage per hit. On level 75 targets, it requires roughly 506k(?) HP of damage to fill the gauge, or approximately 25 hits of 20240 damage or more. | ||
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* Passive objects that are able to take damage, such as Darker Walls, count as enemies for the purposes of filling the Compound Technique Gauge and will fill the gauge when struck by a Technique. | * Passive objects that are able to take damage, such as Darker Walls, count as enemies for the purposes of filling the Compound Technique Gauge and will fill the gauge when struck by a Technique. | ||
− | ===Properties That Affect Compound Techniques=== | + | ====Properties That Affect Compound Techniques==== |
* T-ATK | * T-ATK |
Revision as of 09:45, 28 June 2018
Fire | Ice | Lightning | Wind | Light | Dark | Compound |
Learning Compound Techniques
To learn a Compound Technique, you must acquire the Disc. Discs may be acquired in two ways.
Compound Technique
- Claris Claes will distribute the following Client Orders if you have any class that is Level 70 or higher.
- Creating a New Technique I: Awards the Zandion Disc.
- Creating a New Technique II: Unlocked by clearing "Creating a New Technique I". Awards the Fomelgion Disc.
- Creating a New Technique III: Unlocked by clearing "Creating a New Technique II". Awards the Baranstion Disc.
- Compound Technique Discs can be purchased from the Photon Exchange Shop for 50 Photon Spheres.
Simple Compound
- Marlu will distribute the Client Order "新たな技術に興味はある?". All Simple Compounds will be automatically learned upon completion.
Mechanics
Compound Technique
- To enable use of a Compound Technique, your Main Class must be Force or Techer. You must be armed with a Rod, Talis, or Wand.
- Compound Techniques are set to your Subpalette and are activated from it.
- Compounds may be used once their Gauge is charged. Inflicting damage to enemies with Techniques will fill the Gauge. Using a Compound Technique will empty the Gauge. This Gauge is shared among all three Compounds.
- Compound Techniques cost 0 PP to cast.
- A Compound Technique must be charged. If the charge is interrupted by taking knockback or dodging, the cast will not be wasted.
- As of the 2/21/18 balance update, Compound Techniques are set to a 120s cooldown timer after use. This means a Compound Technique will require a 120 second recharging period before it can be used again, even if the Compound Technique Gauge is charged before the cooldown has worn off.
Compound Technique Gauge
- The maximum rate the combo tech gauge can be filled is 4%** per hit. The amount that is filled is directly related to the damage you do with techniques. The damage required for max fill rate corresponds to the level of the enemy. On level 80 targets, it requires roughly 726k total damage to fill the gauge, with maximum fill rate being at 726k/25, or approximately 29040 damage per hit. On level 75 targets, it requires roughly 506k(?) HP of damage to fill the gauge, or approximately 25 hits of 20240 damage or more.
- With the wand Magical Piece's potential, 心輝一意の調, it allows you to fill up to 1.7 times the amount per hit. This allows you to fill up to 6.8% per hit. So if you do one hit of 200k damage (say from ilbarta) on a level 80 enemy, you are still limited to filling the gauge by 29000, but that is multiplied by 1.7, which effectively gives you about 49300 damage toward your needed 726k. Doing 10k damage (say from ragrants) on a level 80 enemy fills the gauge by effectively 17k points each hit.
- Damage dealt by Zanverse does not contribute to the Gauge.
- Passive objects that are able to take damage, such as Darker Walls, count as enemies for the purposes of filling the Compound Technique Gauge and will fill the gauge when struck by a Technique.
Properties That Affect Compound Techniques
- T-ATK
- Elemental Weakness
- Various Skills, including Mastery Skills such as Light Mastery I and Fire Mastery I.
- Potentials that boost damage. Potentials that boost Technique damage do not affect Compound Techniques.
- Talis Tech Bonus does not affect Compound Techniques.
- Skills and Potentials that reduce Charge Time do not affect Compound Techniques.
Simple Compound
Compound Techniques
Zandion
Icon | Name | Stat | +1 | Charge | Obtain List | Description |
---|---|---|---|---|---|---|
File:ZandionIcon.png | Zandion ザンディオン |
Power Accuracy PP Status |
3000 100 0 40 |
1.00 sec. | Client Order Reward: Claris Claes Photon Shop (Photon Spheres x50) |
A compound wind and thunder attribute technique. While wearing wings of wind and lightning, lightning strikes will follow in your wake as you charge towards your enemy. |
- 7 hits of wind element, 8 hits of lightning element.
- Despite this, both relevant element masteries from the force and techer trees contribute to the damage of all hits. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
- Each hit is actually 990% power, or 33% of the listed power.
- 15 hits x 990% = 14850% total power
- You are invulnerable for most of the duration. However, you can be knocked out of the cast if you are struck during the brief period between releasing the charge and Zandion's movement, which will waste the cast.
- Moves constantly and will circle targets if the target can be passed through. Can reliably target a single enemy due to its sharp turning speed and radius.
- In a straight line, you move forward about 63-64M. This is approximately the distance of 3 charged ilzondes and 1 uncharged ilzonde.
- While the damage isn't much, having Ramegid type 0 active before you use this might be helpful. If you aren't moving very far, zanverse can help as well.
- This will leave enemies with the shock status effect if they can be afflicted with it.
Fomelgion
Icon | Name | Stat | +1 | Charge | Obtain List | Description |
---|---|---|---|---|---|---|
File:FomelgionIcon.png | Fomelgion フォメルギオン |
Power Accuracy PP Status |
3200 100 0 40 |
1.00 sec. | Client Order Reward: Claris Claes Photon Shop (Photon Sphere x50) |
A compound fire and dark attribute technique. Concentrate fire and darkness into a flame that envelops your target and consumes them. |
- 5 hits of fire, 5 hits of dark by default.
- Despite this, both relevant element masteries from the force and techer trees contribute to the damage of all hits. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
- Each hit is actually 1056% power, or 33% of the listed power.
- Up to 8 additional hits of dark explosions are given along the length of the beam at random.
- 10~18 hits * 1056% = 10560%~19008% total power
- You cannot be knocked back for the duration of Fomelgion. You also cannot dodge. You can be stunned by things like Hagito in Yamato EQ, which will interrupt this before it can finish.
- The length of the beam animation is about 42M long. For quick reference, Foie's max range is about 50M by default.
- Use a charged zanverse before casting this for more damage. Use megiverse to stay healthy.
- Enemies are afflicted with the burn status effect when hit by this, again if they can be afflicted with it.
Barantsion
Icon | Name | Stat | +1 | Charge | Obtain List | Description |
---|---|---|---|---|---|---|
File:BarantsionIcon.png | Barantsion バーランツィオン |
Power Accuracy PP Status |
3600 100 0 40 |
1.00 sec. | Client Order Reward: Claris Claes Photon Shop (Photon Sphere x50) |
A compound ice and light attribute technique. Execute an onslaught of attacks using blades made of ice and light. Your brilliant display of sword mastery will be the last thing they see. |
- 5 hits of ice, 6 hits of light.
- Despite this, both relevant element masteries from the force and techer trees contribute to the damage of all hits. As you get 1.44x damage from one element mastery, you get 1.44 * 1.44 = 2.07x damage on compound tech usage if both masteries are maxed. The elements themselves are only there for the purposes of counting element weakness.
- Each hit is actually 1188% power, or 33% of the listed power.
- 11 hits x 1188% = 13068% total power.
- Grants a super armor effect during the attack. However, you can be struck out of it if you are attacked between releasing the charge and making contact with the target, which will waste the cast. It is possible to evade during the movement step to avoid damage, but this will waste the cast as well.
- If in close proximity to the target prior to casting, Zanverse can be thrown to increase damage, or Megiverse to give sustain.
- The movement step of this Compound travels about 17.75m (the distance of a charged Ilzonde), give or take, toward your target. Anything farther away will cause the Compound to whiff.
- Inflicts Freeze if possible. However, this attack's strength and behavior usually either breaks the Freeze status or kills the target outright.
Simple Compounds
Re Zandia
Icon | Name | Stat | +1 | Charge | Obtain List | Description |
---|---|---|---|---|---|---|
File:ReZandiaIcon.png | Re Zandia レ・ザンディア |
Power Accuracy PP Status |
1373 100 66(+16/s) 30 |
N/A | Marlu (Client Order Reward) |
- Combination Wind/Bolt Technique. Summon a whirlwind that pulls enemies toward it while dealing Wind and Bolt damage. Finish enemies with a lightning strike that can inflict Stun.
- Wind and Bolt damage alternates between hits.
- Talis Tech Bonus applies if possible at the start of the Technique cast. This is the only Compound that can do this.
- Consumes 66 PP on Technique activation and causes the player to enter a charge phase. Once activated, the player may not move or evade during the Tech cast.
- Whirlwind originates from Talis card position if cast from a thrown Talis. Whirlwind otherwise originates from locked-on target.
- You will maintain your height if airborne until the end of the Tech cast.
- Release PA button to summon a whirlwind with potent suction and a Stun effect. After the PA button is released, pressing the PA button continuously will sustain the whirlwind.
- Consumes PP at a rate of ~16PP per second. Mashing the PA button increases the PP consumption speed.
- PA will automatically stop after ~90PP is consumed after the initial charge and cast the finisher.
- Upon completion of the Tech cast (if the button is not mashed, player runs out of PP, or reaches time limit), a bolt of lighting appears and strikes the center of the whirlwind. Lightning bolt is hybrid Wind/Bolt damage.
- Invulnerability and Super Armor are not granted during cast.
- Unaffected by Bolt Tech PP Save.
Re Fomelgia
Icon | Name | Stat | +1 | Charge | Obtain List | Description |
---|---|---|---|---|---|---|
File:ReFomelgiaIcon.png | Re Fomelgia レ・フォメルギア |
Power Accuracy PP Status |
887 100 50(+9) 40 |
N/A | Marlu (Client Order Reward) |
- Combination Fire/Dark Technique. Charge forward with a lance made of pure concentrated energy. Finish enemies with an elemental explosion.
- Fire and Dark damage alternates between hits.
- Upon PA button hold, move forward at average speed while holding a spear. Coming into contact with a valid target will inflict damage.
- PA consumes 50 PP on activation and ~9 PP per second. The PP consumption of this Technique can be offset with certain effects, allowing you to maintain activation near-indefinitely.
- Upon button release, jump backwards a certain distance and strike all targets in a fan-shaped area in front of you. You have invulnerability during the backstep.
- Technique gives full Super Armor during cast.
Re Barantsia
Icon | Name | Stat | +1 | Charge | Obtain List | Description |
---|---|---|---|---|---|---|
File:ReBarantsiaIcon.png | Re Barantsia レ・バーランツィア |
Power Accuracy PP Status |
919 100 30(+?) 30 |
N/A | Marlu (Client Order Reward) |
- Combination Ice/Light Technique. Take to the skies and shower bullets Ice and Light upon your foes. Finish with a blast that can Freeze enemies.
- Bullets alternate between Ice and Light damage. Final hit is two hits of hybrid Ice/Light damage.
- Bullets inflict 20% power notation per bullet, final hit is 30% power notation for two hits.
- Upon Technique activation, the player summons wings of Ice and Light and begins flying.
- If this Technique is activated on the ground, the player leaps into the air before flying.
- Activation animation has invulnerability frames.
- Holding the PA button allows you to move around in midair while slowly descending. Bullets are continuously shot at targets during flight.
- PA consumes 30 PP on activation and drains PP at ~6 PP per second.
- Rate of descent is similar to charging a Technique with Jet Boots or Hero Talis while in midair.
- Invulnerability and Super Armor are not given during cast time.
- Tech cast duration can be supplemented with effects that regenerate PP during Technique activation.
- Release the PA button to unleash a shockwave around you.
- You have Super Armor during the finish animation.
- Endlag animation can be cancelled with any other action, including normal attacks, Mirage Escape, or other Techniques.
- Valuable in maintaining height and can be used to continue attacking while dodging certain ground-based attacks.
Fire | Ice | Lightning | Wind | Light | Dark | Compound |