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번역 관련 문제 보고
Point 3 is wrong. It can both down or increase the meter, I've done both.
Like it needs so much work to do that. . .
Also i never liked that we cannot see what's the HP from mobs, so we know if it's worth our time hitting it.
There are boss monsters in base Pso2 that you have to hit them solo for 20+ minutes straight, even if your attack is over 6.000.
Edit : Propably Pso2 is the only MMO game where we are not allowed to see the mobs HP.
But o hey let's keep hitting that mob for 10 hours until it finaly enters phase 2 and keep hitting it for another 10 hours until it's dead.
Even on resurgir it's worse than attack and fatale. Termina will only be good when we can get 30-35%+ crit chance.
Anyway PSE BURST! It's always about situational awareness, if you see white dots not moving on map or away from the pack = high chance of meter down if they killed something away from the E/T nodes previously for some time. It might increase the meter a bit if you kill correct mobs according to weather but if away from an E/T node for too long, it triggers a drain on the meter.
Next is the weather, it's more than just the rainy/thunder weather. It affects the down factor on killing certain mob types. Those spray and pray people, stop spam aoe killing especially on bright sunny weather. Worst situation I see is a T, single mini-boss with yellow dots(non-target) close by, 4 bars and ready to pop. Here comes johnny spam and kill everything and meter went down to 3 or 2.
Complete your daily, immediately warp out or stay till it bursts... Thanks. Then I can only hope incoming new players don't mess the rhythm...See 8/8 on zone, but 6 white dots at E = here we go again as meter starts to tick down. Frankly I don't care much now since lv20 across all classes, storage full of golden primms, and it's pretty easy for me to get 3 PSE bursts for weekly. So whatever.
Not to add to the derailing, but.. it's true. As of right now, Termina is the worst weapon Fixa by a pretty large margin. 15% Critical Potency is nice, but with 5% base critical rates.. and no way other than Fixas to increase it.. you're better off with 5-13% Critical or 5% Potency. Even L1 Attack is 2% Potency, which is basically an extra Potency augment.
This will change, though. When we can reach sustainable critical levels of 50%+, Termina will be the best hands down.
As a general rule of thumb, current stat weights are as follows:
1. Base damage
2. Potency
3. Critical (Fixa only, though)
Potency Floor is basically DEX from base PSO2, and the worst thing of all to gear towards right now. Instead of raising overall damage, it simply makes your current damage less sporadic without raising the ceiling.
Yes, this means that Dread Keeper II is bad. It will be even worse if we see weapons follow the same pattern as high-rarity weapons from the base game. The need for DEX disappeared entirely (except for skill tree/unit/weapon equip requirements) with.. 13-star? weapons, as they innately had no damage range like everything below them. (DEX's purpose was to narrow that gap, as Potency Floor does in NGS.)
pretty sure 13-15 stars had 90-100 variance, but the rest of what you said is accurate. At 90-100 variance (which iirc was the cap anyway, dex didnt do anything beyond that lmaoo) it had way too little value, and since base pso2 crits were just 100 variance, those also had little value unless you got enough things that boosted both your crit rate and crit potency (the latter was quite hard to get, though).
Follow E to kill= increase or drop
Clear all mobs in E before move on= increase or drop
Kill until E changes to new location and leave leftover mobs= increase or drop
Kill mobs outside of E or T= increase or drop
The most consistent way is to kill mobs (either in E or not) until there's 4 bars/ heavy rain giving 4 bars and immediately go for T. Even then clearing T also can drop your bar, though quite rarely, but you won't be having this issue during heavy rain as the PSE bar is locked at 4. Faster kills can somewhat improve your burst chance since the bars are moved more frequently but sometimes the game just go "Oh I see you wanted to burst, lemme reduce your bar by 3".
Big nono to this, as soon as the E moves you should stop attacking and move to the new E, killing random stuff is TERRIBLE for the bar, in every situation. The E and T have a increased bar lvl up chance, nothing else does, so by killing things without the boost you are hurting everyone in the room.
And mobs outside of E and T do lv up or decrease the bar as with those within E and T. I've tried it dozens of times. It just all seems to be RNG at work.
Anything can increase or decrease the bar. However it is best to kill the ones that have boosted chance at least no point in the others, which is ONLY the ones near a current E or T marker.
Gotta agree with this. That's what I experienced so far. Maybe in the future someone will try it out "scientifically?" to show the data.
So even if we don't know the variables we can assume x+% is better than x+0.
So please no more killing random stuff (x+0), only kill near E and T (x+%).
^^