Difference between revisions of "Rifles Photon Arts"
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+ | __NOTOC__ | ||
{{Template:Photon_Arts_Listing}} | {{Template:Photon_Arts_Listing}} | ||
+ | {| class="wikitable mx-auto table-responsive-md" | ||
+ | ! colspan="6" |Rifle Photon Arts | ||
+ | |- | ||
+ | | [[File:UIPAPiercingRound.png|link=]] [[#Piercing Round|Piercing Round]] | ||
+ | | [[File:UIPAGrenadeRound.png|link=]] [[#Grenade Round|Grenade Round]] | ||
+ | | [[File:UIPASteadyShot.png|link=]] [[#Steady Shot|Steady Shot]] | ||
+ | | [[File:UIPADiffusionRound.png|link=]] [[#Diffusion Round|Diffusion Round]] | ||
+ | | [[File:UIPAHomingVolley.png|link=]] [[#Homing Volley|Homing Volley]] / [[#Homing Volley Zero|Zero]] | ||
+ | | [[File:UIPAImpactSlider.png|link=]] [[#Impact Slider|Impact Slider]] | ||
+ | |- | ||
+ | | [[File:UIPAStealthShot.png|link=]] [[#Stealth Shot|Stealth Shot]] | ||
+ | | [[File:UIPASkyfireSalvo.png|link=]] [[#Skyfire Salvo|Skyfire Salvo]] | ||
+ | | [[File:UIPASlideburst.png|link=]] [[#Slideburst|Slideburst]] / [[#Slideburst Zero|Zero]] | ||
+ | | [[File:UIPASatelliteCannon.png|link=]] [[#Satellite Cannon|Satellite Cannon]] | ||
+ | | [[File:UIPAPositronBlast.png|link=]] [[#Positron Blast|Positron Blast]] | ||
+ | | | ||
+ | |} | ||
+ | =Overview= | ||
+ | [[File:UIItemRifle.png|175px|left|thumb|link=|Rifles]]Being one of the Ranger's choice of weapons as well as Gunner's secondary choice, many of its PAs can fire while moving freely, as well as flexibility and generally low PP consumption. In compensation, many of their PAs have slightly lower damage. <br><br> | ||
+ | Some of their PAs have a charging aspect to them that fixes the user in a stationary point, with no safety net of having Super Armor, there is a risk of getting attack while using these PAs. In return they offer high power. <br><br> | ||
+ | Unique to ranged weapons, all of their PAs can score headshots to deal even more damage, but some PAs have distance decay when a certain amount of distance is reached. <br><br> | ||
+ | Although less effective in multiplayer situations, they offer great versatility against one vs one targets. | ||
+ | * Distance Decay <br> Some PAs have their power reduced to 80% when the distance between the enemy and the character is more than a certain distance. Dependent on what PA is used. | ||
− | == | + | =Photon Arts= |
+ | ==Piercing Round== | ||
<div class="mx-auto table-responsive"> | <div class="mx-auto table-responsive"> | ||
− | { | + | {| class="center prettytable" style="width: 100%;" |
− | + | ! style="width: 70px;"| Icon | |
− | + | ! style="width: 150px;"| Name | |
− | + | ! style="width: 70px;"| Stat | |
− | { | + | ! style="width: 150px;"| +1 |
− | + | ! style="width: 150px;"| +17 | |
− | { | + | ! | Description |
− | + | |- | |
− | { | + | | rowspan="3" | [[File:UIPAPiercingRound.png|link=]] |
− | + | | rowspan="3" | Piercing Round | |
− | { | + | | Potency |
− | + | | - | |
− | { | + | | 825 |
− | + | <!--Description--> | |
− | { | + | | rowspan="3" | Load and fire a magazine with high-powered piercing rounds. |
− | + | |- | |
− | { | + | | DEX Correction || colspan="2" | 100 |
− | + | |- | |
− | { | + | | PP || colspan="2" | 20 |
− | + | |} | |
− | { | + | </div> |
− | + | * Due to the nature of penetrating attacks, multiple hits can occur in multiple parts of multiple enemies. | |
− | { | + | * '''Under certain distances, 2 hits is possible even for smaller parts.''' |
− | + | * '''Activating the PA in the air will cause the loading animation to be shorter, allowing for faster PA usage.''' | |
− | + | * To elaborate on the PA, the shot will keep going straight even after hitting a target, and when a certain amount of distance is reached, the shot can hit again. <br> Due to this specification, hitting a large part with this PA can allow the shot to hit the same part twice in one attack. | |
+ | * When performing the PA in the air, Stationary Fire can be activated by continuously attacking. | ||
+ | * '''Power notation of the shot is 100%. No Distance Decay.''' | ||
+ | <br> | ||
+ | ==Grenade Round== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPAGrenadeRound.png|link=]] | ||
+ | | rowspan="3" | Grenade Round | ||
+ | | Potency | ||
+ | | - | ||
+ | | 724 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Loads and fires a round that explodes on impact, with the potential to hit numerous targets with the blast. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 20 | ||
+ | |} | ||
+ | </div> | ||
+ | * A PA with a similar attribute to the Launcher's Normal Attack. Has faster rate of fire than the Launcher and has a launching effect. | ||
+ | ** With its high rate of fire, altitude can be consistently sustained if the PA is repeated in the air. | ||
+ | * When performing the PA in the air, Stationary Fire can be activated by continuously attacking. | ||
+ | * Like the Launcher, the blast is centered on the point of impact. | ||
+ | * '''Power notation of the shot is 100%. No Distance Decay.''' | ||
+ | <br> | ||
+ | ==Steady Shot== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPASteadyShot.png|link=]] | ||
+ | | rowspan="3" | Steady Shot | ||
+ | | Potency | ||
+ | | - | ||
+ | | 2177 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Focused fire at a single point. For as simple as it is, it packs a punch. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 15 | ||
+ | |} | ||
+ | </div> | ||
+ | * A 12-shot attack PA. Like a Normal Attack, it shoots almost instantly, making it easy to hit moving enemies. | ||
+ | * Can move while shooting. If Stationary Fire was active before the activation of the PA, the bonus will not be lost for the entirety of the PA. Can be canceled by dive rolling. | ||
+ | ** When activated in the air, the user becomes stationary in that spot. | ||
+ | * When performing the PA in the air, Stationary Fire can be activated by continuously attacking. | ||
+ | * '''Power notation per shot is 9%. With all 12 shots connecting will result in 108% of the stated power. <br> There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.''' | ||
+ | <br> | ||
+ | ==Diffusion Round== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPADiffusionRound.png|link=]] | ||
+ | | rowspan="3" | Diffusion Round | ||
+ | | Potency | ||
+ | | - | ||
+ | | 1746 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Swap magazines and fire a scatter of bullets with wide range. Can strike many targets at once. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 20 | ||
+ | |} | ||
+ | </div> | ||
+ | * Uses a shotgun round to blast down a small area of enemies on the spot. Range increases as it gets farther, but overall is very short. | ||
+ | * Has an attribute of hitting the nearest part of the enemy when shot. | ||
+ | * When performing the PA in the air, Stationary Fire can be activated by continuously attacking. | ||
+ | * '''Power notation of the shot is 100%. No Distance Decay.''' | ||
+ | <br> | ||
+ | ==Homing Volley== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPAHomingVolley.png|link=]] | ||
+ | | rowspan="3" | Homing Volley | ||
+ | | Potency | ||
+ | | - | ||
+ | | 2138 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Charge up and aim down the weapon's sights to fire a shot that can home in on targets. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 25 | ||
+ | |} | ||
+ | </div> | ||
+ | * Hold down the PA button to lock onto multiple enemies (Up to 6 targets) and fire homing bullets when released. | ||
+ | * Has a launching effect uncharged. | ||
+ | * Unlike normally locking on, individual parts of the same enemy can be targeted. Rather difficult to do without being in over the shoulder mode. | ||
+ | * Immediately after firing, the homing bullets will not track the enemy, but goes straight into the direction of the target. | ||
+ | * '''Power notation per shot is 17%, with all 6 shots connecting results in 102% of the stated power. <br> There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.''' | ||
+ | <br> | ||
+ | ===Homing Volley Zero=== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPAHomingVolley.png|link=]] | ||
+ | | rowspan="3" | Homing Volley Zero | ||
+ | | Potency | ||
+ | | - | ||
+ | | 760 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Instead of locking on to multiple enemies, all homing bullets are fired at a single target, improving long range accuracy. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 25 | ||
+ | |} | ||
+ | </div> | ||
+ | Custom Type 1: Power +0 ~ +52<br> | ||
+ | Custom Type 2: PP Consumption -0 ~ -10 | ||
+ | * 6 homing bullets are simultaneously shot at a single target. | ||
+ | * The homing bullets are spread in a fan shape of about 45 degrees to the left and right side, and flies towards the target. | ||
+ | * The nature of the homing shots themselves hasn't changed, so if there are no locked on targets, no shots will be fired and only PP is consumed. | ||
+ | * '''Power notation per shot is 17%, with all 6 shots connecting results in 102% of the stated power. <br> There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.''' | ||
+ | <br> | ||
+ | ==Impact Slider== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPAImpactSlider.png|link=]] | ||
+ | | rowspan="3" | Impact Slider | ||
+ | | Potency | ||
+ | | - | ||
+ | | 2791 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Spray a hail of bullets during a controlled slide. Doubles as a good mobility option. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 25 | ||
+ | |} | ||
+ | </div> | ||
+ | * After stepping back slightly, shoot 4 shots while sliding and finish off with a roundhouse kick that also launches. | ||
+ | ** The roundhouse kick is a melee type attack that scales on Ranged Power, and has a weak launching effect. | ||
+ | ** Directional input can be made to change the movement distance and direction to some extent. | ||
+ | * The direction of the shots are fixed at the front, but is possible to aim to some extent in OTS view. | ||
+ | * '''Power notation per shot is 25%, and 2% for the roundhouse kick, totaling to 102% of the stated power. <br> There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.''' | ||
+ | * Not inputting any direction will make the PA slide towards the front. | ||
+ | ** Inputting forward will increase the moving distance. Inputting left or right will curve the slide towards that direction. | ||
+ | ** inputting backward will decrease the moving distance. | ||
+ | * Invulnerability frames occur only during the sliding portion of the PA. | ||
+ | <br> | ||
+ | ==Stealth Shot== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPAStealthShot.png|link=]] | ||
+ | | rowspan="3" | Stealth Shot | ||
+ | | Potency | ||
+ | | - | ||
+ | | 1120 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Crawl along the ground and fire a shot when the button is released, allowing you to carry out surprise attacks. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 20 | ||
+ | |} | ||
+ | </div> | ||
+ | * While holding the button down, the user will continuously crawl forward, and when released, a shot is fired. If the PA is pressed at the moment, a stationary laid down shot is fired instead. | ||
+ | ** Invulnerability frames occur when shooting. | ||
+ | * '''Power notation of the shot is 100%. <br> There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.''' | ||
+ | <br> | ||
+ | ==Skyfire Salvo== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPASkyfireSalvo.png|link=]] | ||
+ | | rowspan="3" | Skyfire Salvo | ||
+ | | Potency | ||
+ | | - | ||
+ | | 1770 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Sprays bullets into the sky, sending a seemingly-unending rain of shots down around you. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 20 | ||
+ | |} | ||
+ | </div> | ||
+ | * Hits 10 times in total slowly in a cylindrical range with a radius of about 1m around the user. Has an initial hit when firing into the sky. | ||
+ | * The initial shots into the air cannot be canceled. | ||
+ | * When the PA is activated on the ground, the attacks are made from bottom to top, and when activated in the air, the attacks are made from top to bottom. | ||
+ | * '''Power notation per shot is 10%, for 100% with 10 hits excluding the initial hit, and 110% with 11 including.''' | ||
+ | <br> | ||
+ | ==Slideburst== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPASlideburst.png|link=]] | ||
+ | | rowspan="3" | Slideburst | ||
+ | | Potency | ||
+ | | - | ||
+ | | 1231 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Lock on to your target and dive into a controlled backward or left/right slide while spraying a deadly-effective burst of shots. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 25 | ||
+ | |} | ||
+ | </div> | ||
+ | * After raising the weapon, shoot out while diving left, right, or backwards. The movement direction will be the same as the direction that was input until just before activating the PA. | ||
+ | * When activated by left or right input while locking on, the user will dive around the locked on target. | ||
+ | * Unlike Impact Slider, there is no roundhouse kick. | ||
+ | * Left and right dives has a longer movement distance and more shots than diving backwards. | ||
+ | ** 10 shots when diving backwards and 13 shots when diving left or right. | ||
+ | * When activated in the air, the user stands up passively after shooting. | ||
+ | * '''Power notation per shot is 10%, with 100% total for 10 hits while diving backwards and 130% for 13 hits while diving left or right. <br> There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.''' | ||
+ | <br> | ||
+ | ===Slideburst Zero=== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPASlideburst.png|link=]] | ||
+ | | rowspan="3" | Slideburst Zero | ||
+ | | Potency | ||
+ | | - | ||
+ | | 1457 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | A run-and-gun assault on captured targets. Holding down the button allows you to move in any direction while firing. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 20 | ||
+ | |} | ||
+ | </div> | ||
+ | Custom Type 1: Power +0 ~ +82<br> | ||
+ | Custom Type 2: PP Consumption +0 ~ +10 | ||
+ | * When holding down the PA button, the user will continuously shoot and move freely.<br> If the PA is tapped slightly, no shots are fired and the user will do the end of the animation. | ||
+ | ** PP Consumption is as shown at the same time as activation. Afterwards, holding down the PA will consume PP at a rate of about 7.5PP per second, consuming 1PP each. | ||
+ | * Invulnerability frames occur during the activation just before the start of firing shots. | ||
+ | * '''Power notation per shot is 10%, with the rate of fire having 7.5 shots per second.<br> There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.''' | ||
+ | <br> | ||
+ | ==Satellite Cannon== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="4" | [[File:UIPASatelliteCannon.png|link=]] | ||
+ | | rowspan="4" | Satellite Cannon | ||
+ | | Potency | ||
+ | | 5349 | ||
+ | | 6272 | ||
+ | <!--Description--> | ||
+ | | rowspan="4" | Fire a powerful blast from the sky above your target. Can be charged to increase intensity. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | Charge Time || colspan="2" | 1.5s / 3.0s | ||
+ | |- | ||
+ | | PP || colspan="2" | 32 | ||
+ | |} | ||
+ | </div> | ||
+ | * A chargeable PA that can be released to fire a shot from the sky. Two levels of charging are possible, with more damage, hits and shorter range at each level. | ||
+ | ** '''Power notation of uncharged is 5% x1, 30% x 2 for level 1 charge, and 20% x 5 for level 2 charge. No Distance Decay.''' | ||
+ | * While very powerful, the PA has some drawbacks. | ||
+ | ** Cannot be canceled after the PA is activated along with no Super Armor for the duration. | ||
+ | ** The user cannot move at all during the PA, and the turning rate is greatly reduced. | ||
+ | ** Large ending lag after releasing the shot (Can be shortened by jumping or dive rolling). | ||
+ | ** After firing, there is a delay until the attacks hit, allowing enemies to quickly avoid the attack. | ||
+ | <br> | ||
+ | ==Positron Blast== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="4" | [[File:UIPAPositronBlast.png|link=]] | ||
+ | | rowspan="4" | Positron Blast | ||
+ | | Potency | ||
+ | | 1552 | ||
+ | | 1820 | ||
+ | <!--Description--> | ||
+ | | rowspan="4" | Fire a massively-powerful piercing shot. Can be charged to increase it's piercing power. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | Charge Time || colspan="2" | 1.0s / 2.0s | ||
+ | |- | ||
+ | | PP || colspan="2" | 30 | ||
+ | |} | ||
</div> | </div> | ||
+ | * A chargeable PA that fires a large photon penetrating shot. Can be charged up to 2 levels. | ||
+ | ** When uncharged, the shot is fired immediately. Has the same property as Piercing Round. | ||
+ | ** When charged, the attack range expands to a spherical shape. Similar to Foie. | ||
+ | ** The shot will continue to penetrate until it hits an obstacle. Not only suitable for enemies that are lined up, but also against larger enemies with multiple parts. | ||
+ | ** The user cannot move while charging, and the turning speed is greatly reduced. | ||
+ | *** Charging in the air will allow the user to remain stationary without losing altitude. | ||
+ | * Regardless of charge, air or ground, the user will move back in recoil of the shot, making Stationary Fire inapplicable for the next Perfect Attack. | ||
+ | * '''Power notation for the shot is 55% for uncharged, 90% for level 1 charge, and 100% for level 2 charge. Charging makes it easier to achieve multiple hits. No Distance Decay.''' | ||
+ | * '''The maximum number of hits is 3 for uncharged and 5 for level 1 and 2 charge.''' | ||
+ | ** Since the power notation is '''per hit''', the power shown is (power X number of hits). | ||
+ | <br> | ||
+ | {{PSO2 Navbox}} |
Latest revision as of 14:01, 6 July 2021
Photon Arts | |||
---|---|---|---|
Hunter | Swords | Wired Lances | Partisans |
Fighter | Daggers | Double Sabers | Knuckles |
Ranger | Rifles | Launchers | |
Gunner | Twin Machine Guns | ||
Techter | Wands | ||
Braver | Katanas | Bows | |
Bouncer | Soaring Blades | Jet Boots | |
Hero | Swords | Twin Machine Guns | Talis |
Phantom | Katanas | Rifles | Rods |
Etoile | Double Sabers | Soaring Blades | Wands |
Luster | Gunblades | ||
All Class | Gunblades | ||
Buildup Photon Arts |
Rifle Photon Arts | |||||
---|---|---|---|---|---|
Piercing Round | Grenade Round | Steady Shot | Diffusion Round | Homing Volley / Zero | Impact Slider |
Stealth Shot | Skyfire Salvo | Slideburst / Zero | Satellite Cannon | Positron Blast |
Overview
Being one of the Ranger's choice of weapons as well as Gunner's secondary choice, many of its PAs can fire while moving freely, as well as flexibility and generally low PP consumption. In compensation, many of their PAs have slightly lower damage.
Some of their PAs have a charging aspect to them that fixes the user in a stationary point, with no safety net of having Super Armor, there is a risk of getting attack while using these PAs. In return they offer high power.
Unique to ranged weapons, all of their PAs can score headshots to deal even more damage, but some PAs have distance decay when a certain amount of distance is reached.
Although less effective in multiplayer situations, they offer great versatility against one vs one targets.
- Distance Decay
Some PAs have their power reduced to 80% when the distance between the enemy and the character is more than a certain distance. Dependent on what PA is used.
Photon Arts
Piercing Round
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Piercing Round | Potency | - | 825 | Load and fire a magazine with high-powered piercing rounds. | |
DEX Correction | 100 | ||||
PP | 20 |
- Due to the nature of penetrating attacks, multiple hits can occur in multiple parts of multiple enemies.
- Under certain distances, 2 hits is possible even for smaller parts.
- Activating the PA in the air will cause the loading animation to be shorter, allowing for faster PA usage.
- To elaborate on the PA, the shot will keep going straight even after hitting a target, and when a certain amount of distance is reached, the shot can hit again.
Due to this specification, hitting a large part with this PA can allow the shot to hit the same part twice in one attack. - When performing the PA in the air, Stationary Fire can be activated by continuously attacking.
- Power notation of the shot is 100%. No Distance Decay.
Grenade Round
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Grenade Round | Potency | - | 724 | Loads and fires a round that explodes on impact, with the potential to hit numerous targets with the blast. | |
DEX Correction | 100 | ||||
PP | 20 |
- A PA with a similar attribute to the Launcher's Normal Attack. Has faster rate of fire than the Launcher and has a launching effect.
- With its high rate of fire, altitude can be consistently sustained if the PA is repeated in the air.
- When performing the PA in the air, Stationary Fire can be activated by continuously attacking.
- Like the Launcher, the blast is centered on the point of impact.
- Power notation of the shot is 100%. No Distance Decay.
Steady Shot
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Steady Shot | Potency | - | 2177 | Focused fire at a single point. For as simple as it is, it packs a punch. | |
DEX Correction | 100 | ||||
PP | 15 |
- A 12-shot attack PA. Like a Normal Attack, it shoots almost instantly, making it easy to hit moving enemies.
- Can move while shooting. If Stationary Fire was active before the activation of the PA, the bonus will not be lost for the entirety of the PA. Can be canceled by dive rolling.
- When activated in the air, the user becomes stationary in that spot.
- When performing the PA in the air, Stationary Fire can be activated by continuously attacking.
- Power notation per shot is 9%. With all 12 shots connecting will result in 108% of the stated power.
There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.
Diffusion Round
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Diffusion Round | Potency | - | 1746 | Swap magazines and fire a scatter of bullets with wide range. Can strike many targets at once. | |
DEX Correction | 100 | ||||
PP | 20 |
- Uses a shotgun round to blast down a small area of enemies on the spot. Range increases as it gets farther, but overall is very short.
- Has an attribute of hitting the nearest part of the enemy when shot.
- When performing the PA in the air, Stationary Fire can be activated by continuously attacking.
- Power notation of the shot is 100%. No Distance Decay.
Homing Volley
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Homing Volley | Potency | - | 2138 | Charge up and aim down the weapon's sights to fire a shot that can home in on targets. | |
DEX Correction | 100 | ||||
PP | 25 |
- Hold down the PA button to lock onto multiple enemies (Up to 6 targets) and fire homing bullets when released.
- Has a launching effect uncharged.
- Unlike normally locking on, individual parts of the same enemy can be targeted. Rather difficult to do without being in over the shoulder mode.
- Immediately after firing, the homing bullets will not track the enemy, but goes straight into the direction of the target.
- Power notation per shot is 17%, with all 6 shots connecting results in 102% of the stated power.
There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.
Homing Volley Zero
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Homing Volley Zero | Potency | - | 760 | Instead of locking on to multiple enemies, all homing bullets are fired at a single target, improving long range accuracy. | |
DEX Correction | 100 | ||||
PP | 25 |
Custom Type 1: Power +0 ~ +52
Custom Type 2: PP Consumption -0 ~ -10
- 6 homing bullets are simultaneously shot at a single target.
- The homing bullets are spread in a fan shape of about 45 degrees to the left and right side, and flies towards the target.
- The nature of the homing shots themselves hasn't changed, so if there are no locked on targets, no shots will be fired and only PP is consumed.
- Power notation per shot is 17%, with all 6 shots connecting results in 102% of the stated power.
There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.
Impact Slider
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Impact Slider | Potency | - | 2791 | Spray a hail of bullets during a controlled slide. Doubles as a good mobility option. | |
DEX Correction | 100 | ||||
PP | 25 |
- After stepping back slightly, shoot 4 shots while sliding and finish off with a roundhouse kick that also launches.
- The roundhouse kick is a melee type attack that scales on Ranged Power, and has a weak launching effect.
- Directional input can be made to change the movement distance and direction to some extent.
- The direction of the shots are fixed at the front, but is possible to aim to some extent in OTS view.
- Power notation per shot is 25%, and 2% for the roundhouse kick, totaling to 102% of the stated power.
There is Distance Decay. Decay occurs from a distance of about 6 dive rolls. - Not inputting any direction will make the PA slide towards the front.
- Inputting forward will increase the moving distance. Inputting left or right will curve the slide towards that direction.
- inputting backward will decrease the moving distance.
- Invulnerability frames occur only during the sliding portion of the PA.
Stealth Shot
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Stealth Shot | Potency | - | 1120 | Crawl along the ground and fire a shot when the button is released, allowing you to carry out surprise attacks. | |
DEX Correction | 100 | ||||
PP | 20 |
- While holding the button down, the user will continuously crawl forward, and when released, a shot is fired. If the PA is pressed at the moment, a stationary laid down shot is fired instead.
- Invulnerability frames occur when shooting.
- Power notation of the shot is 100%.
There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.
Skyfire Salvo
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Skyfire Salvo | Potency | - | 1770 | Sprays bullets into the sky, sending a seemingly-unending rain of shots down around you. | |
DEX Correction | 100 | ||||
PP | 20 |
- Hits 10 times in total slowly in a cylindrical range with a radius of about 1m around the user. Has an initial hit when firing into the sky.
- The initial shots into the air cannot be canceled.
- When the PA is activated on the ground, the attacks are made from bottom to top, and when activated in the air, the attacks are made from top to bottom.
- Power notation per shot is 10%, for 100% with 10 hits excluding the initial hit, and 110% with 11 including.
Slideburst
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Slideburst | Potency | - | 1231 | Lock on to your target and dive into a controlled backward or left/right slide while spraying a deadly-effective burst of shots. | |
DEX Correction | 100 | ||||
PP | 25 |
- After raising the weapon, shoot out while diving left, right, or backwards. The movement direction will be the same as the direction that was input until just before activating the PA.
- When activated by left or right input while locking on, the user will dive around the locked on target.
- Unlike Impact Slider, there is no roundhouse kick.
- Left and right dives has a longer movement distance and more shots than diving backwards.
- 10 shots when diving backwards and 13 shots when diving left or right.
- When activated in the air, the user stands up passively after shooting.
- Power notation per shot is 10%, with 100% total for 10 hits while diving backwards and 130% for 13 hits while diving left or right.
There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.
Slideburst Zero
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Slideburst Zero | Potency | - | 1457 | A run-and-gun assault on captured targets. Holding down the button allows you to move in any direction while firing. | |
DEX Correction | 100 | ||||
PP | 20 |
Custom Type 1: Power +0 ~ +82
Custom Type 2: PP Consumption +0 ~ +10
- When holding down the PA button, the user will continuously shoot and move freely.
If the PA is tapped slightly, no shots are fired and the user will do the end of the animation.- PP Consumption is as shown at the same time as activation. Afterwards, holding down the PA will consume PP at a rate of about 7.5PP per second, consuming 1PP each.
- Invulnerability frames occur during the activation just before the start of firing shots.
- Power notation per shot is 10%, with the rate of fire having 7.5 shots per second.
There is Distance Decay. Decay occurs from a distance of about 6 dive rolls.
Satellite Cannon
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Satellite Cannon | Potency | 5349 | 6272 | Fire a powerful blast from the sky above your target. Can be charged to increase intensity. | |
DEX Correction | 100 | ||||
Charge Time | 1.5s / 3.0s | ||||
PP | 32 |
- A chargeable PA that can be released to fire a shot from the sky. Two levels of charging are possible, with more damage, hits and shorter range at each level.
- Power notation of uncharged is 5% x1, 30% x 2 for level 1 charge, and 20% x 5 for level 2 charge. No Distance Decay.
- While very powerful, the PA has some drawbacks.
- Cannot be canceled after the PA is activated along with no Super Armor for the duration.
- The user cannot move at all during the PA, and the turning rate is greatly reduced.
- Large ending lag after releasing the shot (Can be shortened by jumping or dive rolling).
- After firing, there is a delay until the attacks hit, allowing enemies to quickly avoid the attack.
Positron Blast
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Positron Blast | Potency | 1552 | 1820 | Fire a massively-powerful piercing shot. Can be charged to increase it's piercing power. | |
DEX Correction | 100 | ||||
Charge Time | 1.0s / 2.0s | ||||
PP | 30 |
- A chargeable PA that fires a large photon penetrating shot. Can be charged up to 2 levels.
- When uncharged, the shot is fired immediately. Has the same property as Piercing Round.
- When charged, the attack range expands to a spherical shape. Similar to Foie.
- The shot will continue to penetrate until it hits an obstacle. Not only suitable for enemies that are lined up, but also against larger enemies with multiple parts.
- The user cannot move while charging, and the turning speed is greatly reduced.
- Charging in the air will allow the user to remain stationary without losing altitude.
- Regardless of charge, air or ground, the user will move back in recoil of the shot, making Stationary Fire inapplicable for the next Perfect Attack.
- Power notation for the shot is 55% for uncharged, 90% for level 1 charge, and 100% for level 2 charge. Charging makes it easier to achieve multiple hits. No Distance Decay.
- The maximum number of hits is 3 for uncharged and 5 for level 1 and 2 charge.
- Since the power notation is per hit, the power shown is (power X number of hits).
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