Main Page

Compound Techniques (PSO2)

From Arks-Visiphone
Revision as of 02:07, 10 October 2016 by Sneakilydeaky (talk | contribs)
Jump to navigation Jump to search

Base mechanics

  • Must be main class force or techer to use them.
  • Must also be equipped with a rod, talis, or wand.
  • Set them to your subpalette.
  • Fill the gauge to be able to use them. You fill it by doing damage with your techniques.
  • Must be charged to use them. If you dodge before unleashing it, you do not waste it.

Fill rate

  • 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.
  • I believe zanverse does not contribute to this gauge filling.
    • With the wand Magical Piece's potential, 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.

What influences their power

  • Total t-atk
  • Element weakness

Skills

  • Talis Tech bonus from the force skill tree does not apply to any compound tech.
  • Compound tech power is affected by skill points into each element. It is also affected by JA bonuses, charged tech bonuses, elemental conversion, techer shifta. Essentially everything minus talis tech bonus.

Potentials

  • Some potentials do not boost compound tech damage. Such as psycho wand's hidden potential. Most others, like the Ray series, do boost it.
  • As each hit of a compound tech does count for an individual element, element specific damage boosts do help.

Zandion

Icon Name Stat +1 Charge Obtain List Description
File:Zandion.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.
  • Each hit is actually 825% power, or about 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.

Fomelgion

Icon Name Stat +1 Charge Obtain List Description
File:Fomelgion.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.
  • Each hit is actually 1056% power, or about 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.

Barantion

Icon Name Stat +1 Charge Obtain List Description
File:Barantsion.png Barantion
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.
  • Each hit is actually 1188% power, or about 33% of the listed power.
  • 11 hits x 1188% = 13068% total power.
  • No special properties; you can be knocked back, stunned, take damage, etc.
  • You can dodge out early if it's unsafe. Doing this still consumes your combo tech gauge though.