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*A Compound Technique must be charged. If the charge is interrupted by taking knockback or dodging, the cast will not be wasted.
 
*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 ''EPISODE 5'' update, '''all Compound Techniques are set to a 120s global cooldown timer after use.''' This means that no Compounds can be used after using any Compound, regardless of which Compound was cast.
  
 
===Compound Technique Gauge===
 
===Compound Technique Gauge===

Revision as of 07:03, 11 October 2017

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

Learning Compound Techniques

To learn a Compound Technique, you must acquire the Disc. Discs may be acquired in two ways.

  • When playing in EP1~3 Mode, Claris Claes will distribute the following Client Orders if you have a Force or Techer whose Level is at least 70 and any EPISODE 3 Matter Board is set as active.
    • 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.
  • When playing in EP4 Mode, they can be purchased from the Photon Exchange Shop for 50 Photon Spheres.

Mechanics

  • 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 EPISODE 5 update, all Compound Techniques are set to a 120s global cooldown timer after use. This means that no Compounds can be used after using any Compound, regardless of which Compound was cast.

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, Potential.png 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.

Zandion

Icon Name Stat +1 Charge Obtain List Description
File:ZandionIcon.png Zandion
ザンディオン
Power
Accuracy
PP
Status
2500
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 825% power, or 33% of the listed power.
  • 15 hits x 825% = 12375% total power
  • You are invulnerable for most of the duration.
  • Very hard if not impossible to target one specific part, let alone enemy since you are constantly moving forward and have limited turn 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.
  • While attacking, you have super armor. Similar to fomelgion.
    • However, at any point before that, you can be knocked back or out of it. This includes the middle of movement to your target. This will use up your compound tech gauge.
  • You can dodge out early if it's unsafe. Doing this still consumes your combo tech gauge though.
  • Place zanverse before casting to increase damage. You can also do this with megiverse to stay healthy. This assumes the target isn't too far away initially.
  • You travel about 17.75M (the distance of a charged Ilzonde) toward your target.
    • Targets further away than that will not even be hit.
    • With that said, I swear I've moved about double that distance on larger targets. I'm not sure why this is.
  • I believe enemies are actually afflicted by the freeze status effect with this. However, your damage is so high and fast that they tend to break out instantly if not already dead.
Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound