Difference between revisions of "Twin Machine Guns Photon Arts"
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{{Template:Photon_Arts_Listing}} | {{Template:Photon_Arts_Listing}} | ||
− | + | {| class="wikitable mx-auto table-responsive-md" | |
+ | ! colspan="6" |Twin Machine Guns Photon Arts | ||
+ | |- | ||
+ | | [[File:UIPAAerialFire.png|link=]] [[#Aerial Fire|Aerial Fire]] | ||
+ | | [[File:UIPABulletHail.png|link=]] [[#Bullet Hail|Bullet Hail]] / [[#Bullet Hail Zero|Zero]] | ||
+ | | [[File:UIPAAssaultAdvance.png|link=]] [[#Assault Advance|Assault Advance]] | ||
+ | | [[File:UIPAChronolapse.png|link=]] [[#Chronolapse|Chronolapse]] | ||
+ | | [[File:UIPAInfiniteStorm.png|link=]] [[#Infinite Storm|Infinite Storm]] / [[#Infinite Storm Zero|Zero]] | ||
+ | | [[File:UIPASatelliteAim.png|link=]] [[#Satellite Aim|Satellite Aim]] | ||
+ | |- | ||
+ | | [[File:UIPATrueEquilibrium.png|link=]] [[#True Equilibrium|True Equilibrium]] | ||
+ | | [[File:UIPAGunslingerSpin.png|link=]] [[#Gunslinger Spin|Gunslinger Spin]] | ||
+ | | [[File:UIPAHeelStab.png|link=]] [[#Heel Stab|Heel Stab]] | ||
+ | | [[File:UIPADesperadoDance.png|link=]] [[#Desperado Dance|Desperado Dance]] | ||
+ | | [[File:UIPAGrimBarrage.png|link=]] [[#Grim Barrage|Grim Barrage]] | ||
+ | | | ||
+ | |} | ||
=Overview= | =Overview= | ||
[[File:UIItemTwinMachineGuns.png|175px|left|thumb|link=|Twin Machine Guns]]Being one of the Gunner's choice of weapons, many of its PAs are intended for short-range stand-alone attacks. Each of the PAs have a clear personality to them and some are easy to maintain altitude with, making them more versatile in the air rather than on the ground.<br> | [[File:UIItemTwinMachineGuns.png|175px|left|thumb|link=|Twin Machine Guns]]Being one of the Gunner's choice of weapons, many of its PAs are intended for short-range stand-alone attacks. Each of the PAs have a clear personality to them and some are easy to maintain altitude with, making them more versatile in the air rather than on the ground.<br> | ||
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|} | |} | ||
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− | = | + | =Photon Arts= |
− | + | ==Aerial Fire== | |
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* '''Power notation for uncharged kick is 33%, and 20% + 40% x 2 for the charged version.''' | * '''Power notation for uncharged kick is 33%, and 20% + 40% x 2 for the charged version.''' | ||
<br> | <br> | ||
− | + | ==Bullet Hail== | |
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** Larger increase with TMG Focus.<br> 133.3% for Focus 2, 200% for Focus 3, and 233.4% for Focus MAX. | ** Larger increase with TMG Focus.<br> 133.3% for Focus 2, 200% for Focus 3, and 233.4% for Focus MAX. | ||
<br> | <br> | ||
− | + | ===Bullet Hail Zero=== | |
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* Total power for Focus 3 is about 2.01x greater than stated (26% kick, 175% shots). | * Total power for Focus 3 is about 2.01x greater than stated (26% kick, 175% shots). | ||
<br> | <br> | ||
− | + | ==Assault Advance== | |
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* '''Power notation of the hit is 100% as shown.''' | * '''Power notation of the hit is 100% as shown.''' | ||
<br> | <br> | ||
− | + | ==Chronolapse== | |
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* ''' If all hits are connected, 5% x 5 hits from the dive shots and 5% x 26 hits of the rotating shots, totaling 31 hits will result in 155% of the stated power.''' | * ''' If all hits are connected, 5% x 5 hits from the dive shots and 5% x 26 hits of the rotating shots, totaling 31 hits will result in 155% of the stated power.''' | ||
<br> | <br> | ||
− | + | ==Infinite Storm== | |
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* '''Power notation per shot is 4% x 4 shots x 5 sets with continuous fire, with the finish having 7% x 4 shots, for a total of 108%. If the PA is tapped repeatedly, the continuous fire is 4% x 6 shots x 5 sets, totaling 148%. <br> There is Distance Decay. Decay occurs from a distance of approximately 2 dive rolls.''' | * '''Power notation per shot is 4% x 4 shots x 5 sets with continuous fire, with the finish having 7% x 4 shots, for a total of 108%. If the PA is tapped repeatedly, the continuous fire is 4% x 6 shots x 5 sets, totaling 148%. <br> There is Distance Decay. Decay occurs from a distance of approximately 2 dive rolls.''' | ||
<br> | <br> | ||
− | + | ===Infinite Storm Zero=== | |
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* '''Power notation per shot is 4% x 8-12 shots, the kick having 2%, and the finish having 50%.''' | * '''Power notation per shot is 4% x 8-12 shots, the kick having 2%, and the finish having 50%.''' | ||
<br> | <br> | ||
− | + | ==Satellite Aim== | |
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* '''Power notation per shot is 50% x 2 shots.''' | * '''Power notation per shot is 50% x 2 shots.''' | ||
<br> | <br> | ||
− | + | ==True Equilibrium== | |
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* '''Power notation per shot is 10% for the 1st to 6th shots, 12% for the 7th and 8th shots, and 16% for the 9th shot.<br> There is Distance Decay. Decay occurs from a distance of approximately 2 dive rolls.''' | * '''Power notation per shot is 10% for the 1st to 6th shots, 12% for the 7th and 8th shots, and 16% for the 9th shot.<br> There is Distance Decay. Decay occurs from a distance of approximately 2 dive rolls.''' | ||
<br> | <br> | ||
− | + | ==Gunslinger Spin== | |
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* '''Power notation per hit is 25% x 4 hits.''' | * '''Power notation per hit is 25% x 4 hits.''' | ||
<br> | <br> | ||
− | + | ==Heel Stab== | |
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* '''Power notation of the heel drops are 22% and 30% regardless of charge. 8% x 6 for the additional shots added by charge. With the charge and all hits connecting will result in 100% as shown.''' | * '''Power notation of the heel drops are 22% and 30% regardless of charge. 8% x 6 for the additional shots added by charge. With the charge and all hits connecting will result in 100% as shown.''' | ||
<br> | <br> | ||
− | + | ==Desperado Dance== | |
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* '''Power notation per hit is 8% x 6 for the scattered bullets and 18% x 3 for the finish. Totaling to 102% of the stated power.''' | * '''Power notation per hit is 8% x 6 for the scattered bullets and 18% x 3 for the finish. Totaling to 102% of the stated power.''' | ||
<br> | <br> | ||
− | + | ==Grim Barrage== | |
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* '''Power notation is 21% for 2 shots and 14.5% for 4 shots. With all 6 shots connecting will result in the power as shown.''' | * '''Power notation is 21% for 2 shots and 14.5% for 4 shots. With all 6 shots connecting will result in the power as shown.''' | ||
<br> | <br> | ||
+ | {{PSO2 Navbox}} |
Latest revision as of 14:02, 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 |
Twin Machine Guns Photon Arts | |||||
---|---|---|---|---|---|
Aerial Fire | Bullet Hail / Zero | Assault Advance | Chronolapse | Infinite Storm / Zero | Satellite Aim |
True Equilibrium | Gunslinger Spin | Heel Stab | Desperado Dance | Grim Barrage |
Overview
Being one of the Gunner's choice of weapons, many of its PAs are intended for short-range stand-alone attacks. Each of the PAs have a clear personality to them and some are easy to maintain altitude with, making them more versatile in the air rather than on the ground.
In addition, many of the PAs can be canceled by Stylish Roll in most timings, providing excellent evasion.
Many of the PAs have faster animation when activated in the air compared to on the ground.
Certain PAs can launch enemies as well.
All of the PAs allow the user to not be staggered during their animations, and will not be interrupted except for incapacitation, stun, or freeze.
This in turn offers airborne stability and prowess when dealing with Chain Finishers.
A few PAs offer guard frames too (but limited to strictly melee based PAs).
Regarding Melee Based PAs
For melee based attacks in certain PAs, their specifications are slightly different than normal. This includes Aerial Fire, Bullet Hail (kickdown), Assault Advance, Gunslinger Spin, and Heel Stab (heel drop).
Attribute | Element | Explanation |
---|---|---|
Attack Power | RNG | The damage increases as the stated power increases. No effect if it is not the stated power. |
Enemy Defense Power | RNG Def | The damage decreases as the stated defense increases. No effect if it is not the stated defense. |
Weapon Element Damage | RNG | The weapon's Element Value is applied to both attributes. If you attack the enemy with Fire weakness with a Fire Element weapon, the damage will be increased accordingly. |
Part Boost | Melee | The damage dealt by the player increases or decreases depending on the enemy's Melee part multiplier. Attacking the enemy's head will not trigger a "headshot" as it is not a Ranged part multiplier. |
Final Attack Type | Ranged | Class skills, skill rings, potentials, etc. are determined in this category. For example, Point Blank Boost and etc. are applied. On the contrary, the melee potency of Fury Stance is not applied, but the ranged potency is applied. |
Photon Arts
Aerial Fire
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Aerial Fire | Potency | 1414 | 1643 | Launch your target into the air with a mighty kick. Add a follow-up assault by charging the attack before use. | |
DEX Correction | 100 | ||||
Charge Time | 0.5s | ||||
PP | 15 |
- Advance towards the target at high speed and kick them upwards. Additional hits are added by charging, and while kicking up, the user also flies into the air.
- The PA only travels forward when activated on the ground.
- When activated in the air regardless of charge, the user will not move forward and only kicks upwards.
- There are guard frames during the initial kick and the follow-up hits in the charged version.
- Power notation for uncharged kick is 33%, and 20% + 40% x 2 for the charged version.
Bullet Hail
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Bullet Hail | Potency | - | 2598 | Knock your target to the ground, then follow up with a hail of gunfire. Repeatedly pressing the button will increase the number of hits. | |
DEX Correction | 100 | ||||
PP | 30 |
- Kick down and shoot directly from above. The shots can increase up to 25 times by repeatedly pressing the PA button.
- The kick has a knockdown effect.
- Power notation for the kick is 20% and 3% per shot. With all hits connecting will result in 95% of the stated power.
- Larger increase with TMG Focus.
133.3% for Focus 2, 200% for Focus 3, and 233.4% for Focus MAX.
- Larger increase with TMG Focus.
Bullet Hail Zero
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Bullet Hail Zero | Potency | - | 2677 | Knock your target to the ground, then rain down a hail of gunfire. Repeatedly pressing the button will increase the number of attacks. | |
DEX Correction | 100 | ||||
PP | 40 |
Custom Type 1: Power +0 ~ +144
Custom Type 2: PP Consumption -0 ~ -10
- Allows for directional input to move around in the air while shooting.
- Total power for Focus 3 is about 2.01x greater than stated (26% kick, 175% shots).
Assault Advance
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Assault Advance | Potency | 534 | 613 | Rapidly close the distance to your target and hammer them with a powerful ramming attack. | |
DEX Correction | 100 | ||||
PP | 15 |
- A body tackle that travels a short distance at high speed.
- Sustains altitude when used in the air.
- Can stun enemies and has guard frames from the moment the PA is activated to the middle of the rush.
- Power notation of the hit is 100% as shown.
Chronolapse
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Chronolapse | Potency | - | 3249 | Take a slow motion dive and perform a dance of bullets. | |
DEX Correction | 100 | ||||
PP | 30 |
- After a short pause, the user fires forward while diving, then fires in a clockwise direction while turning horizontally. Only the user and the bullets are in slow motion.
- Directional input can be made to slightly turn while diving. The bullets can penetrate through enemies and obstacles.
- After diving and shooting, the PA can be canceled with a Stylish Roll.
- Invulnerable against all attacks during the slow motion.
- Invulnerability is temporarily lost when transitioning from the dive to the rotating shots.
- When the PA is activated on the ground, the animation is slightly longer during the rotating shots.
- When the PA is activated in the air, the animation for the rotating shots changes into an upside down version instead, being slightly faster than the grounded version.
- Power notation per shot is 5%, with 20 hits connecting resulting in 100% as shown.
- If all hits are connected, 5% x 5 hits from the dive shots and 5% x 26 hits of the rotating shots, totaling 31 hits will result in 155% of the stated power.
Infinite Storm
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Infinite Storm | Potency | - | 1984 | Fire off an unending volley of bullets as you move. Repeatedly pressing the button will increase the number of hits. | |
DEX Correction | 100 | ||||
PP | 35 |
- Shoot 4 shots at a time for a total of 5 sets, and shoot another 4 shots at the end with enhanced power and attack range.
- By tapping the PA button, the number of shots per set increases to 6 shots. Up to 34 consecutive shots including the end are possible.
- Movement speed and range during the rapid fire are the same as Normal Attacks.
- Can move and jump freely during the PA until the final burst.
- The four-shot finish has a longer range and can knockback enemies.
- Can be canceled at any time with a Stylish Roll or dive rolling.
- Cannot be dive roll canceled during the final burst.
- Power notation per shot is 4% x 4 shots x 5 sets with continuous fire, with the finish having 7% x 4 shots, for a total of 108%. If the PA is tapped repeatedly, the continuous fire is 4% x 6 shots x 5 sets, totaling 148%.
There is Distance Decay. Decay occurs from a distance of approximately 2 dive rolls.
Infinite Storm Zero
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Infinite Storm Zero | Potency | - | 3267 | Hold down the button to release a wild barrage of gunfire. Finally, focus accumulated photons to release a powerful attack on your target. | |
DEX Correction | 100 | ||||
PP | 35 |
Custom Type 1: Power +0 ~ +235
Custom Type 2: PP Consumption +0 ~ +10
- Changes to an immovable held down PA that shoots for about 2 seconds, and finishes with a kick and a photonic blast. The user does not fall in the air.
- By holding down the PA, the behavior changes in 3 stages: 8 shots + kick, 10 shots + kick, 12 shots + kick + finish.
- The held down shooting part is skipped when Twin Mach. Guns Stylish Charge is applied, allowing the kick and finish to only be performed.
- Power notation per shot is 4% x 8-12 shots, the kick having 2%, and the finish having 50%.
Satellite Aim
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Satellite Aim | Potency | - | 942 | Move down low and fire powerful shots that seem as though they might pierce the sky itself. | |
DEX Correction | 100 | ||||
PP | 20 |
- Fires off two powerful shots that can launch the enemy. Can be canceled with a Stylish Roll immediately after the first shot.
- Has slightly slower animation when activated on the ground, and faster and more stationary when activated in the air.
- Conical attack range, short forward and long upward.
- Can hit multiple enemies in range.
- Power notation per shot is 50% x 2 shots.
True Equilibrium
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
True Equilibrium | Potency | - | 3046 | Get up close with your target, firing off a volley of shots as your body and your weapons work in perfect harmony. | |
DEX Correction | 100 | ||||
PP | 32 |
- Has a launching effect.
- Shoots 9 consecutive shots while moving on the ground and stationary in the air.
- The first 9 shots are single shots with normal range. The last 3 shots have longer range and higher damage.
- The 1st to 6th shots have a small knockback effect. The 7th and 8th shots have a launching effect, and the 9th shot has a large knockback effect.
- When activated on the ground, the PA can be forcibly interrupted if the user falls off a cliff.
- When activated in the air, the user is stationary.
- The first 9 shots are single shots with normal range. The last 3 shots have longer range and higher damage.
- Can be canceled with a Stylish Roll only.
- Power notation per shot is 10% for the 1st to 6th shots, 12% for the 7th and 8th shots, and 16% for the 9th shot.
There is Distance Decay. Decay occurs from a distance of approximately 2 dive rolls.
Gunslinger Spin
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Gunslinger Spin | Potency | - | 1384 | Spin into a handstand, unleashing a whirlwind of kicks around you. | |
DEX Correction | 100 | ||||
PP | 20 |
- A roundhouse kick that spins 180 degrees and hits 4 times.
- Slight movement can be done during the PA, and the user will elevate slightly after the PA.
- Has a suction effect wider than the PA range.
- Causes Stun I with probability.
- Guard frames occur on every hit of the PA, but limited to the horizontal direction. Vertical direction of the guard frames is very narrow.
- Power notation per hit is 25% x 4 hits.
Heel Stab
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Heel Stab | Potency | - | 2485 | Take foes by surprise with a devastating axe kick. Can be charged to add a spray of gunfire as a follow-up. | |
DEX Correction | 100 | ||||
Charge Time | 0.5s | ||||
PP | 20 |
- Approaches the enemy and hits them twice with the heel drop of the user.
- By charging, a light launching effect is added to the second heel drop, and an additional 6 shots are fired.
- The second heel drop has an all around range.
- The shooting portion has a longer range.
- Can be canceled with a Stylish Roll after the first heel drop.
- Can also be canceled with a dive roll around the third shot of the additional shots.
- Power notation of the heel drops are 22% and 30% regardless of charge. 8% x 6 for the additional shots added by charge. With the charge and all hits connecting will result in 100% as shown.
Desperado Dance
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Desperado Dance | Potency | - | 1839 | Form a wall of bullets around your body, and then fire them all off at once. | |
DEX Correction | 100 | ||||
PP | 30 |
- The user surrounds themselves with stationary bullets before finishing off and releasing the bullets all around.
- Can be canceled with a Stylish Roll after the bullets are scattered.
- Power notation per hit is 8% x 6 for the scattered bullets and 18% x 3 for the finish. Totaling to 102% of the stated power.
Grim Barrage
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Grim Barrage | Potency | 1011 | 1500 | Fling yourself towards an enemy like a corkscrew, and then follow up with a rush of gunfire. | |
DEX Correction | 100 | ||||
PP | 10 |
- After flying towards the enemy in a corkscrew fashion, 2 and then 4 shots are fired afterwards.
- When activated on the ground, the user follows the terrain.
- When activated in the air, the user rushes horizontally. If the user is locked onto a target, the PA will track towards it.
- The range of the shots are short and narrow.
- Perfect Attack windows occurs twice. After the 2nd and 4th shots.
- Can be canceled by dive rolling after the 2nd and 4th shots. For Stylish Roll, it can be canceled at any point.
- Power notation is 21% for 2 shots and 14.5% for 4 shots. With all 6 shots connecting will result in the power as shown.
|