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Difference between revisions of "Light Techniques (PSO2)"

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m (→‎Ilgrants: projectile distance and speed)
m (I question what actually goes through my head sometimes when I should be copying numbers over.)
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* The increased projectile speed does not increase the turn radius of the projectiles though. Using it in close range may not be viable anymore.
 
* 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.
 
* 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.
* '''Swift3 increases the speed and max projectile by approximately 36.7~42.5%'''.
+
* '''Swift3 increases the speed and max projectile distance by approximately 36.7~56.7%'''.
  
 
Brilliant:
 
Brilliant:

Revision as of 18:37, 16 November 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.
    • This doesn't make you immune from their attacks, however.
    • Like other elements, can be used on some bosses for a special effect. In the case of light, it's always a special stun animation for a free exposed weakpoint.

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. Can hit locked on enemies behind a wall.
    • With no valid target, the max range is about 50M charged, and 23-24M uncharged.
  • 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.
  • This allows you to hit fast enough to cause enemies that get hit-stunned to slow down their actions drastically.
  • Can very quickly charge your Combo Tech gauge due to multiple hits and high damage per hit.

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 32% of one charged tick (rounded down to the nearest whole number).
  • Base Resta range is approximately 1.5m uncharged, 6m charged.
    • With the Techer skill Territory Burst, range is approximate 3m uncharged, 10m charged. Coupled with the main class techer skill Wide Support, range is 5M uncharged, 13m charged (An uncharged Ilzonde is just inside that range).
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. Unless...
  • 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.
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.
  • Ilgrants' max distance per projectile is about 60M charged or uncharged (and in a straight line). The projectile stays alive for about 2 seconds. Therefore, the speed of the projectile is 30 by default.
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.
  • Swift3 increases the speed and max projectile distance by approximately 36.7~56.7%.

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%.
    • It also decreases the speed and max projectile distance by approximately 56.7~66.7%
      • The lowest speed would make it equal to uncrafted charged Megid, but the projectiles stay alive for half the time.
  • 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.