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** You do have regular Megid for that though, and it will likely out-damage ilmegid and for less PP. | ** You do have regular Megid for that though, and it will likely out-damage ilmegid and for less PP. | ||
* With Umbral3 and Ilmegid17, damage is increased by 11.3~14.4%. | * With Umbral3 and Ilmegid17, damage is increased by 11.3~14.4%. | ||
− | * ''' | + | ** In addition, '''the projectile speed is decreased by approximately 26.66~40%'''. I don't have the craft to test, but I suspect that this lowers the max effective range by the same amount. |
[[Category:Techniques]] | [[Category:Techniques]] | ||
[[Category:Incomplete]] | [[Category:Incomplete]] |
Revision as of 17:58, 16 November 2016
Overview
- Dark is a quirky element, similar to its force tree's counterpart Lightning. It's also relatively PP inefficient, much like Lightning without Bolt Tech PP Save or Fire.
- Gimegid has the highest potential DPS for dark techs, but with massive, almost crippling quirks.
- Most of its techniques are "useful in certain situations", Gimegid inclusive. Not that they can't be used everywhere, but most shine primarily in specific scenarios. Outside of them, they may be difficult to get full damage with each cast. Thus, don't see widespread use.
- This is also due to Dark, skill tree wise, commonly being taken with Fire from the force tree. Fire has more universal utility and can heavily out-dps dark in most cases. Both help out the Fomelgion compound technique, which is also one of the more commonly used compound techniques.
- On that note though, without a proper fire tree with Flame Tech S charge specifically, dark can win out against fire in most cases, quirks aside.
- Dark causes the poison status effect. For normal mobs/ bosses that are affected by it, they take damage every few seconds for a % of their max health. This is similar in effect to burning enemies with Fire Techniques.
Megid
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Megid.png | Megid メギド |
Power Accuracy PP Status |
414 100 20 20 |
450 100 20 22 |
474 100 20 22 |
479 100 20 22 |
1.00 sec. | Basic dark technique. Photons are condensed and track the target, exploding on contact. |
- The projectile has a somewhat weak homing capability which can be outrun by faster mobs.
- The homing only works if you target a valid target/ enemy. You can use this to your advantage by targeting the ground to hit an area.
- When uncharged, the projectile moves faster but has a smaller explosion. Charged, the projectile moves slower, but has a larger explosion.
- The explosion at the end has a fairly generous radius. You can use it to hit a loosely grouped set of mobs.
- The explosion also lingers around in a similar manner to Rafoie. This lets it spawn kill if multiple mobs spawn from the same location in a TA (like Kuron TA for example).
- If you set this to your friend partner, it does not ever have its homing ability.
- Max projectile distance when charged is about 40M, and takes approximately 4 seconds to traverse. Uncharged, it's about 30M in approximately 2 seconds.
- Going by calculations regarding the changed speed craft, Megid's default projectile speed is 10 when charged, 15 when uncharged.
- As a fun fact, the charged projectile speed is about 10% slower than your max normal run speed. This places your movement speed at about 11.
- Going by calculations regarding the changed speed craft, Megid's default projectile speed is 10 when charged, 15 when uncharged.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Umbral | 1 | Power +30~50% | PP Cost +3~10 | Speed +6.00 |
2 | Power +60~90% | PP Cost +2~9 | Speed +8.00 | |
3 | Power +90~120% | PP Cost +1~8 | Speed +10.00 | |
Efficient | 1 | PP Cost -10~1 | Speed -4.00~2.00 | |
2 | PP Cost -10~1 | Speed -4.00~2.00 | Charge Time -0.05s | |
3 | PP Cost -10~2 | Speed -3.00~1.00 | Charge Time -0.06s |
Umbral:
- With a low PP demerit craft, this can improve megid's usability by a lot.
- Note though that for faster targets, you have other techniques with homing capability that can fill this purpose too.
- Note though that while the speed increases, the homing capability doesn't. This means a fast-moving small target can still completely avoid Megid despite the increased speed.
- With Umbral3 and Megid17, damage increases by about 18.8~25.1%.
- The max distance of the projectile is now approximately 80M. Uncharged is about 50M. The charged projectile speed is doubled, while the the uncharged projectile speed is increased by about 2/3rds.
Efficient:
- This can make Megid your least PP costly dark tech. Given Dark's relatively high PP costs, this may be a good thing. As a bonus, you get a slight charge time reduction (which is realistically hard to notice).
- The reduced speed isn't too much of a difference compared to uncrafted Megid. As stated before, if you need slightly faster projectiles, you have other options for dark techs.
- Based on distance testing, Efficient3 would lower projectile speed and effective max distance by approximately 10-30% for charged, 7-20% uncharged compared to the uncrafted version.
Gimegid
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Gimegid.png | Gimegid ギ・メギド |
Power Accuracy PP Status |
890 100 20 38 |
980 100 20 40 |
1040 100 20 40 |
1050 100 20 40 |
0.8 sec. | Intermediate dark technique. Condensed photons seek your target and rain destruction down on them. |
- Dark's potentially highest dps technique
- Has a maximum range, even if free-aimed. Also cannot hit a locked-on target behind a wall.
- The max range of Gimegid is roughly 22M
- The max range of uncharged is half that.
- If the target is out of range, gimegid will just be do its at the 22M mark/ as close to the target as possible.
- The max range of Gimegid is roughly 22M
- One hit if uncharged, 3 hits if charged.
- Each hit does 33.3% of the listed power.
- The attack range of each hit is incredibly small and it takes about half a second for Gimegid to hit. In that time, mobs that move away may be missed entirely.
- In fact, even if they just suffer from knockback, that may be enough to cause one of gimegid's hits to miss.
- If not for all these limitations, Gimegid would be far better.
- Note that its status effect rate is actually divided between each hit. That means each hit has approximately a 13.33% chance to inflict the status instead of 40% per hit.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Concentrated | 1 | Charge Time -0.40~0.10s | Status Effect Rate -20~10% | |
2 | Charge Time -0.45~0.15s | Status Effect Rate -20~10% | ||
3 | Charge Time -0.50~0.20s | Status Effect Rate -18~6% | PP Cost -3 | |
Umbral | 1 | Power +30~80% | Charge Time +0.10~0.20s | |
2 | Power +80~120% | Charge Time +0.10~0.20s | ||
3 | Power +120~150% | Charge Time +0.08~0.16s |
Concentrated:
- This guarantees Gimegid being dark's highest DPS tech... if all casts hit in full.
- It would only be slightly behind a similarly good craft of Ragrants.
- The reduced PP cost also a nice bonus.
- Status effect rate lowering is not much of an issue, given how the chance per hit is 1/3rd of what's listed.
Umbral:
- The charge time increase will still allow it to be cast faster than most techs, having a charge time still under 1.00s.
- With Umbral3 and Gimegid17, damage per cast is increased by 11.4~14.3%.
- The concentrated craft increases effective DPS far more
Ramegid
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Ramegid.png | Ramegid ラ・メギド |
Power Accuracy PP Status |
984 100 25 18 |
1092 100 25 20 |
1164 100 25 20 |
1176 100 25 20 |
1.00 sec. | Intermediate dark technique. A mass of condensed photons pours out of the sky and gathers all around you. |
- 5 separate falling projectiles if uncharged, 10 projectiles if charged
- Each hit is 11% of the listed power
- Doesn't have much range per projectile. Can hit higher targets.
- The projectiles do explode upon hitting the ground though, but the radius is still small. Very hard to actually hit a target while the projectiles are still in the air.
- Each projectile's fall location is completely random within its radius
- Therefore, there is no reliable way to get consistent damage, especially on smaller targets.
- The status rate is inaccurate. The specific poisoning chance is believed to be about 1/5th the listed chance per projectile (4%).
- Due to the long animation, it's best used in predicting where a larger target will be once this is cast.
- The high PP cost, low ease of use, and randomness make this not very good unfortunately. At best, probably best for inflict status on something larger.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Concentrated | 1 | Charge Time -0.40~0.10s | PP Cost +3~10 | Status Effect Rate +15% |
2 | Charge Time -0.45~0.15s | PP Cost +2~9 | Status Effect Rate +15% | |
3 | Charge Time -0.50~0.20s | Power -60~40% | Status Effect Rate +15% | |
Umbral | 1 | Power +20~40% | Status Effect Rate -20~10% | |
2 | Power +40~60% | Status Effect Rate -20~10% | PP Cost -2 | |
3 | Power +50~70% | Status Effect Rate -18~9% | PP Cost -3 |
Concentrated:
- The higher status rate and lowered charge time makes this decent at inflicting status. Higher chance per projectile and more projectiles in a period of time.
- Each projectile is now about 7% status rate per hit. Possibly 10%. Not enough testing done.
- Concentrated3 lowers the power, but 1 & 2 increase the PP cost. The PP cost is already quite high to begin with, and the power lost isn't that much.
Umbral:
- If you intend to use this for damage only, this might be good.
- Lowered PP cost helps its longevity.
- The status effect rate effectively becomes nil however. Plus, the DPS is lower than concentrated.
- With Umbral3 and Ramegid17, damage is increased by 4.3~6.0%
Ramegid Type 0
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Ramegid.png | Ramegid ラ・メギド |
Power Accuracy PP Status |
? | ? | 4341 100 25 20 |
4384 100 25 20 |
0.50 sec. | Call forth orbs of darkness that circle around you and hits foes for its duration. (unofficial description) |
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Type 0 | Power +0~438% | PP +0~10 |
- Unaffected by talis and any talis related skills; when cast, the orbs will always surround the user.
- When charged, 5 orbs surround you for about 20 seconds total. It hits in roughly 0.33s intervals for a total of about 66 hits. Each hit does roughly 1.5% of the listed power.
- You will be hard pressed to get all those hits in though. Also, the total hits can be as high as about 70 if you get hits in during its initial cast animation.
- Uncharged, 3 orbs surround you for about 10 seconds total, doing about 20 hits total.
- The status effect rate is also extremely low. It's guessed that the status effect rate is divided into each hit, which is roughly 0.3% chance per hit.
- If you cast it again, the previous cast is eliminated. So you cannot stack its effect.
- Casting other things do not affect it though
- If you switch weapons, no matter what it looks like (assuming a weapon camo), the effect will disappear.
- Produces a hitstun effect (which mostly affects non-bosses). Does not cause any knockback though, so it simply "slows" mob movements as they are hit.
- Coupled with fast hitting techs, such as Ragrants or Nazan Type 0, you can slow down enemies massively if they are in range of both. This requires you to stay right next to mobs though.
- It's mostly used to help guarantee safety while doing damage. Examples include having it active before a zondeel. Maybe before Zandion as well for a tiny bit of extra damage while on the move.
- The uncharged version can help build up the chain count for Chain Trigger as well. This assumes you are the one who cast it; otherwise, the charged version can help build chain rather fast.
Samegid
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Samegid.png | Samegid サ・メギド |
Power Accuracy PP Status |
605 100 23 20 |
668 100 23 22 |
710 100 23 22 |
717 100 23 22 |
1.00 sec. | Intermediate dark technique. Several condensed photon masses relentlessly track your target. |
- 3 projectiles with low homing capabilities (similar to Megid) track your target. The projectiles themselves move much faster than Megid. Only 1 projectile starts aimed at your target.
- Thus, using this in close/melee range to full effect is impossible for smaller targets. While the projectiles will attempt to hit the intended target after missing initially, they will disappear before this is possible or hit the wall/ground.
- Contrary to how it looks too, the projectiles are small enough and start far enough apart that you cannot "shotgun" most targets with it, unlike what you can do with Zan.
- Note that you can "forcefully obtain" long range by using this with a talis. Throw it up in the air or behind you (or both) before casting.
- The listed power assumes all 3 projectiles hit a target.
- The maximum range is 60M, which is a bit further than what locking onto a target allows (about 50M).
- Uncharged, the projectile is much slower, which decreases the max range to about 20M (with no target)
- Other targets/walls can interfere with each individual projectile.
- Not having a valid target at the time of casting makes the projectiles have no homing capabilities. Also, possibly travel a bit slower.
- The projectiles do not cause any explosion too. Once they hit a target, the projectile is gone.
- The status effect rate is quite high. Good for inflicting poison on a single target.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Umbral | 1 | Power +20~40% | PP Cost +3~10 | |
2 | Power +40~60% | PP Cost +2~9 | Status Effect Rate +10% | |
3 | Power +60~80% | PP Cost +2~8 | Status Effect Rate +11% | |
Concentrated | 1 | Charge Time -0.30~0.10s | Status Effect Rate -20~10% | |
2 | Charge Time -0.40~0.20s | Status Effect Rate -20~10% | ||
3 | Charge Time -0.45~0.25s | Status Effect Rate -20~10% | PP Cost -3 |
Umbral:
- The increased status effect rate makes this the custom to use for single target poisoning. 33% chance per projectile is quite good.
- The PP cost increase is quite heavy though, considering it already is higher than most techs at 23PP without crafting.
- With Umbral3 and Samegid17, damage is increased by about 8.4~11.2%.
Concentrated:
- Concentrated3's decreased PP cost and decreased charge time heavily increases its DPS capabilities.
- However, several other options exist for those purposes, most of which are not Dark-specific.
- You can use this with a combination of Megid and possibly Gimegid to fight with just dark techniques though. Wouldn't be the best, but it would work. Assuming you're primarily using a rod.
- Huge status effect rate loss though. You can designate a different technique to use for poisoning if you need it that much.
Megiverse
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Megiverse.png | Megiverse メギバース |
Power Accuracy PP Status |
100 100 20 0 |
100 100 20 0 |
100 100 20 0 |
100 100 20 0 |
1.00 sec. | Basic dark technique. A thin field of condensed photons create a zone that benefits your allies. |
- When cast, a field centered around the user/ talis is created. All players and friendly npcs in the field's range recover HP equal to 1/4th of the damage done.
- In the case of a summoner, summoners do not recover damage their pets do, and pets do not recover HP for damage they do unless it's from inside the field.
- Damage caused by your poison or burn status effects do heal you too.
- The vertical coverage of this technique is rather large. Especially compared to Resta.
- This can be a good substitute for Resta if everyone nearby is attacking anyway.
- It can also be useful as a substitute to using an uncharged resta on yourself. Throw out uncharged Megiverse and quickly hit with something to recover a large amount.
- The field lasts for about about 1.5 seconds if uncharged, and roughly 5 seconds if charged.
- Note that the animation will end a bit earlier than the field effect actually expiring. You have about half a second after it starts disappearing/ disappearing before the effect actually expires.
- If you use another support technique that isn't Zondeel after already casting Megiverse, Megiverse's effect ends prematurely. The animation will still play out in full though.
- The level affects the range of Megiverse.
- Note that you don't necessarily need to hit an enemy to recover HP. Hitting a switch while in a Megiverse field allows you to recover HP. Several other objects allow healing when hit.
- Is affected by Techer's Territory Burst. It is not affected by wide support.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Concentrated | 1 | Charge Time -0.30~0.10s | PP Cost +3~10 | |
2 | Charge Time -0.40~0.20s | PP Cost +2~9 | ||
3 | Charge Time -0.50~0.30s | PP Cost +1~8 | ||
Efficient | 1 | PP Cost -10~1 | Charge Time +0.10~0.20s | |
2 | PP Cost -10~1 | Charge Time +0.08~0.18s | ||
3 | PP Cost -10~4 | Charge Time +0.06~0.16s |
Concentrated:
- Most helpful if you're using it in a group. Its large range and long lasting field is an alternative to Resta.
- As with other support techniques, especially if your main or subclass is techer, the increased cost can effectively be negated by Territory PP Save.
Efficient:
- The charge time increase is not that much realistically. Though compared a concentrated craft, it's definitely far longer.
- Compared to Zanverse's Efficient equivalent, Megiverse has an overall better PP cost reduction range and a lower charge time increase. Both makes it easier to have a better craft.
- Most useful if you want to use it for quick healing. In fact, with a maxed Territory PP save, it can be as cheap as 3 PP.
- A uncharged Megiverse > uncharged low PP technique, like Efficient3 Sazan for example, will likely top off your HP for less than it costs to cast a resta. Even if neither are their best crafts.
- Also has some potential use in "dashing" to cancel the animation of Guren Tessen, but that's a very specific application.
Namegid
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Namegid.png | Namegid ナ・メギド |
Power Accuracy PP Status |
2759 100 60 20 |
3047 100 60 22 |
3239 100 60 22 |
3271 100 60 22 |
5.00 sec. | Advanced dark technique. Constantly condense photons into a specific point to release an extremely powerful explosion. |
- Does nothing if there's no target (except waste a lot of PP).
- With a valid target and charging the technique, dark magic circles start appearing around the target. Once the animation is complete, you will automatically release the charge and do a hit of the listed power.
- Releasing early does 30% of the listed power, and counts as an uncharged tech.
- Because it is released automatically, pay attention to not start charging it again from holding the button too long. It can waste PP for one, and second, even if you do want to charge another one, it won't have any just attack damage bonuses.
- You can mitigate the issue by switching to a different pallette (or to the front/back of the current pallette) and having normal attack in its place.
- Once the magic circles start appearing, you do not need to remain locked on to the target for Namegid to keep charging the current hit.
- If you attempt to charge it while moving away from the target, the magic circle may disappear if you are too far away however.
- This distance is approximately the same as your target lock distance, 50M.
- It takes a little over half a second (0.55s) to actually have the magic circles start appearing. If you release the charge during this time, nothing will happen except wasting your PP, even if you're locked onto the target.
- If you free aim it, you have to aim at one specific part for 0.55s before it starts charging. If a target is moving erratically, this may not be possible to do. Once the circle starts charging, it will keep going even if you stop aiming at it, as previously said.
- If a target is invisible, like the Seglez'n, you cannot get the magic circle to appear, even if free aimed.
- Even if you free aim it, the effective range is limited to about 50M. The charging animation doesn't play past that distance.
- Charge PP Revival from the force skill tree does work while this charges. You can get a large portion of your PP back after this is done charging. (Base PP regen is about 5/ second. With the techer skill PP restorate, it's about 7/second).
- On that note though, Charge Escape and Rod Keep Bonus both do not work. The charge state is not kept at all. It's better to just release it uncharged before dodging if you must before it's finished.
- Namegid actually does have an area of effect. However, the time the explosion lasts isn't very long.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Umbral | 1 | Power +50~300% | PP Cost +16~26 | |
2 | Power +300~600% | PP Cost +8~18 | ||
3 | Power +450~750% | PP Cost +5~15 | ||
Wide | 1 | Range +1.00~2.00m | Power -800~450% | |
2 | Range +1.10~2.20m | Power -700~400% | ||
3 | Range +1.50~2.50m | Power -600~300% |
Umbral:
- More power per cast is never a bad thing. While the PP cost increases, you will already be using a large amount anyway. An amount which may or may not recover that much while charging.
- With Umbral3 and Namegid17, damage is increased by about 13.8~22.9%.
- The PP efficiency is actually worse than non-custom Namegid.
Wide:
- While it does let you hit more enemies, there are very little, if none at all in a group scenario, practical situations where you can actually utilize the increased range. 5 seconds is a long time for things to become scattered or outright killed off.
- Also lowers the power by a somewhat large amount.
- This craft is thus not recommended.
Ilmegid
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Ilmegid.png | Ilmegid イル・メギド |
Power Accuracy PP Status |
825 100 35 5 |
906 100 35 10 |
960 100 35 10 |
970 100 35 10 |
1.00 sec. | Advanced dark technique. Condenses photons into a dark arm that pursues targets one after the other. |
- When cast without a valid target, the projectile does not immediately go for any target; it behaves like a straight projectile. While locked onto a valid enemy, it will have homing and seek the next closest target it hasn't hit yet and repeat until the projectile expires.
- If it hits a wall, obstacle (even destructible), or the ground while in a non-homing state, it will disappear.
- If there is only one target, ilmegid will, after a slight delay (due to looking for other valid targets besides the one it just hit), turn around to hit the target again.
- If ilmegid's target dies after it has homed in on it, but doesn't hit, it will cease all homing capabilities.
- The projectile's homing has a limited turn radius. In some cases, this can cause it to circle around its target endlessly until it expires.
- The projectile, once its homing is activated, can get stuck behind a wall, piece of terrain, or other obstruction too.
- Each hit does 34% of the listed power when charged. Uncharged hits for 1/3rd of that.
- Multiple ilmegids can exist simultaneously.
- Remember though that if an ilmegid's chosen target dies before it hits again, the projectile loses its homing capabilities.
- Note that some specific enemy parts, like malmoth's body or Goronzoron's chair, can cause the projectile to disappear despite being valid targets. Most enemies are fine however.
- Also note that if a exploding gilnas etrial shows up, ilmegid will target the gilnas and cause it to blow up.
- While this technique in theory sounds good, it's rather weak and PP costly compared to many options you have. Outside of getting the attention of some scattered targets, there are several stronger alternatives for any actual damaging purposes.
- In a straight line, its max distance is about 90M charged. Uncharged is about 60M.
- The projectile itself stays for 3 seconds charged, 2 seconds uncharged. Therefore, the default speed of the projectile is 30.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Efficient | 1 | PP Cost -10~1 | Charge Time +0.30~0.50s | |
2 | PP Cost -11~2 | Charge Time +0.20~0.40s | ||
3 | PP Cost -12~2 | Charge Time +0.15~0.25s | ||
Umbral | 1 | Power +40~70% | Speed -8.00~4.00 | |
2 | Power +70~100% | Speed -10.00~6.00 | ||
3 | Power +110~140% | Speed -12.00~8.00 |
Efficient:
- The charge time increase is never a good thing. However, in the case of ilmegid, it costs 35 PP by default. This is a very large amount for how little damage it does. Taking Efficient3 with a good craft makes it far more usable in the long run.
Umbral:
- The lowered speed makes it hard to keep up with faster targets.
- However, the homing capability does not change. Because the projectile is slower, it can be used in closer ranges and more reliably for tightly packed mobs.
- You do have regular Megid for that though, and it will likely out-damage ilmegid and for less PP.
- With Umbral3 and Ilmegid17, damage is increased by 11.3~14.4%.
- In addition, the projectile speed is decreased by approximately 26.66~40%. I don't have the craft to test, but I suspect that this lowers the max effective range by the same amount.