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(Notes on each tech. Still need to make ice, lightning, and dark. Touch up fire and wind too.) |
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** All of your t-atk (affixes inclusive) from everything EXCEPT your weapon's base t-atk value (the value before affixes). | ** 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 30% of one charged tick(?). | ** Uncharged resta heals for 2 ticks of 30% of one charged tick(?). | ||
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{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} |
Revision as of 19:55, 22 October 2016
Overview
- More focused on support as an element. Not very useful for doing damage, except...
- 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.
- Light causes the Panic status effect, which can make enemies target other enemies instead of you.
- Like other elements, can be used on some bosses for a special effect. In the case of light, it's typically a special stun animation for free damage.
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.
- Despite being multi hit, all 5 hits will hit your target even if they move after you cast.
- 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:
Brilliant:
- 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.
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:
- 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.
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.
- The range is very short. Using this with a talis to reach larger boss weakpoints is the ideal.
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.
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 30% of one charged tick(?).
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.
- 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 created does slowly push enemies out of its range.
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:
- At Multi-Hit3 and level 17 tech, a charged nagrants has its damage effectively increased by 28.6%.
Brilliant:
- At Brilliant3 and level 17 tech, a charged nagrants has its damage 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.
- 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 are not released in a straight line initially.
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.
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%.
- 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.