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Difference between revisions of "Dark Techniques (PSO2)"

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** 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 [[Compound Techniques#Fomelgion|Fomelgion compound technique]], which is also one of the more commonly used compound techniques.
 
** 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 [[Compound Techniques#Fomelgion|Fomelgion compound technique]], which is also one of the more commonly used compound techniques.
 
** On that note though, without a proper fire tree, dark can win out against fire in most cases, quirks aside.
 
** On that note though, without a proper fire tree, 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 every. This is similar in effect to burning enemies with Fire Techniques.
+
* 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.
 
** It can cause certain dragons, namely Quartz Dragon from [[Dragonkin#Skyscape|Skyscape]] and Dragon EX from [[Dragonkin#Sanctum|Sanctum]] to take more damage if they are inflicted with it. The part affected by the status will emit a purple looking ooze.
 
** It can cause certain dragons, namely Quartz Dragon from [[Dragonkin#Skyscape|Skyscape]] and Dragon EX from [[Dragonkin#Sanctum|Sanctum]] to take more damage if they are inflicted with it. The part affected by the status will emit a purple looking ooze.
  

Revision as of 17:54, 11 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.
  • 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. 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, 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.
    • It can cause certain dragons, namely Quartz Dragon from Skyscape and Dragon EX from Sanctum to take more damage if they are inflicted with it. The part affected by the status will emit a purple looking ooze.

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.
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.
  • Its max range also increases due to the projectile speed being faster.
  • 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%.

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.

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 is shorter if uncharged; about half charged max range.
    • If the target is out of range, gimegid will just be do its animation as close to the target as possible.
  • 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.
  • 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 Type 0 Nazan, 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 a bit further than what locking onto a target allows.
    • Uncharged, the projectile is much slower, which also decreases the max range.
  • 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.
  • 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.
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

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.
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%

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.
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