Difference between revisions of "User:Corbis"

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=Overview=
 
=Overview=
The [[Portal:New Genesis/Fighter|Fighter's]] Knuckles focuses on dealing quick but powerful blows. Its Sway Weapon Action possesses one of the safest yet strongest counterattacks amongst all weapons.  
+
The [[Portal:New Genesis/Ranger|Ranger's]] and the [[Portal:New Genesis/Gunner|Gunner's]] Assault Rifle possesses accurate attacks, and deals increased damage in ideal range, signified by an orange targeting reticle; it is highly recommended to stay within this range. As a result, it provides a good amount of safety to its user as they would fight at range, in addition to having an evasive slide as its Weapon Action.  
  
As one may assume, Knuckles have the shortest range of all weapons. Nearly all of Knuckles' attacks require you to stay very close to the enemy.
+
The Ranger's PAs tend to need commitment from its user, as most of them cannot be canceled once they are fired.
  
Fighter's weapon PAs are split into two halves, and learning '''Fighter Skip Arts''' allows you to use the first half by inputting a directional key, or to instead skip to the second half by not inputting.<br>
+
Gunner tends to use an Assault Rifle to mainly attack with Spread Shot and the Weapon Action's grenade/mine.
For Knuckles PAs, halves tend to vary in their use, but its second halves deal more damage than the first halves overall.
+
==Features of Assault Rifle==
==Features of Knuckles==
 
 
=== Normal Attacks ===
 
=== Normal Attacks ===
 
<div class="mx-auto table-responsive-md">
 
<div class="mx-auto table-responsive-md">
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! style="width: 80px;text-align:center"| Icon
 
! style="width: 80px;text-align:center"| Icon
 
! style="width: 100px;text-align:center"| Stat
 
! style="width: 100px;text-align:center"| Stat
! style="width: 90px;text-align:center"| NA1
+
! style="width: 90px;text-align:center"| NA
! style="width: 90px;text-align:center"| NA2
 
! style="width: 90px;text-align:center"| NA3
 
! style="width: 90px;text-align:center"| NA4
 
! style="width: 90px;text-align:center"| NA5
 
! style="width: 90px;text-align:center"| Alt.
 
 
|- style="text-align:center"
 
|- style="text-align:center"
 
| rowspan="2" | [[File:UINGSNormalAttackKnuckles.png|link=]]
 
| rowspan="2" | [[File:UINGSNormalAttackKnuckles.png|link=]]
| Power || 55 x 2 || 95 || 95 || 100 || 70 x 3 + 100 || 175
+
| Power || 27
 
|- style="text-align:center"
 
|- style="text-align:center"
| PP Recovery || 2 x 2 || 4 || 4 || 12 || 1 x 3 + 3 || 3
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| PP Recovery || 2
 
|}
 
|}
 
</div>
 
</div>
Punch the enemy with Knuckles using 3 Normal Attacks. '''Knuckle Attack Extra''' adds the 4th and 5th NA. '''Knuckle Attack Alternation''' provides an alternative 5th NA that is faster than the original, sacrificing damage and PP recovery. '''Same Arts Skip Attack - Fighter''' and '''Another Arts Skip - Fighter''' allows you to skip to the 3rd and 4th NAs after using a PA twice or two different PAs, respectively.
+
Fire a 3-round burst with the Assault Rifle. Hold the Normal Attack input to keep firing.
 +
 
 +
Learning '''Slow Landing Attack-Ranger''' allows you to slowly fall while firing. '''Slow Landing Attack-Gunner''' provides the same benefit.
  
 
'''Normal Attacks'''
 
'''Normal Attacks'''
* 3rd NA onwards move you forward towards your target. You can further increase this distance by holding the forward input.
+
* Can be canceled with Step.
* 5th NA performs a leaping punch that hits 3 times, then a slam.
 
* 5th NA autoguards from all directions until you perform the slam. Also provides super armor during the entire animation.
 
'''Alternation'''
 
* A faster version of NA5 that can be performed by not pressing an input during NA5.
 
* Sacrifices some damage, PP recovery, and safety compared to NA5, but is most effective when you're expecting an enemy to move away from you, or to fit in an extra counter that the normal NA5 might've blocked from its autoguard.
 
** Less safe than normal NA5 as its autoguard properties are significantly shortened.
 
 
=== Weapon Action ===
 
=== Weapon Action ===
 
<div class="mx-auto table-responsive-md">
 
<div class="mx-auto table-responsive-md">
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! style="width: 80px;text-align:center"| Icon
 
! style="width: 80px;text-align:center"| Icon
 
! style="width: 100px;text-align:center"| Stat
 
! style="width: 100px;text-align:center"| Stat
! style="width: 90px;text-align:center"| Sway
+
! style="width: 90px;text-align:center"| Slide Shot
! style="width: 90px;text-align:center"| Counter
+
! style="width: 90px;text-align:center"| Grenade
! style="width: 90px;text-align:center"| Counter Plus
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! style="width: 90px;text-align:center"| Mine
! style="width: 90px;text-align:center"| Knuckle Attack Switch
 
! style="width: 90px;text-align:center"| Knuckle Attack Switch Alt.
 
 
|- style="text-align:center"
 
|- style="text-align:center"
| rowspan="2" | [[File:UINGSWeaponActionKnuckles.png|link=]]
+
| rowspan="2" | [[File:NGSUIWeaponActionRifle.png|link=]]
| Power || 170 || 390 || 500 || 90 x 3 + 100 || 250
+
| Power || 25 x 4 || 500 || 760
 
|- style="text-align:center"
 
|- style="text-align:center"
| PP Recovery || 6 || 10 || 10 || 1 x 3 + 3 || 3
+
| PP Recovery || 2 x 4 || 22 || 22
 
|}
 
|}
 
</div>
 
</div>
Duck and sway to dodge attacks from all directions, then follow up with a punch. Skills in the Fighter tree allow you to unleash counterattacks after successfully dodging an attack, as well as following up the counterattacks with an NA5/Alt. attack.
+
Fire a 4-round burst while performing an evasive slide. Skills in the Ranger tree allow you to use grenades and mines, as well as additional invincibility while using the slide, grenades, or mines.
  
'''Counter'''
+
'''Rifle Grenadier'''
* Allows you to automatically counter after a successful dodge.
+
* Hold the Weapon Action input to perform an additional attack based on movement input: with movement, grenade, with none, mine. Has a cooldown of 30 seconds, and indicates when it's finished with a blue circle around your character. Not affected by ideal range.
* You can move a Step forward with a forward input.
+
* Grenade: fire a slow moving grenade towards the enemy. Small explosion radius.
* You are invincible during its animation.
+
* Mine: place a floating mine where you are standing. Creates a grid sphere around it indicating its activation and explosion range. Explodes a second after an enemy steps into it.  
'''Counter Plus'''
+
* Learning '''Rifle Grenadier Quick Reload''' reduces the cooldown time every time you dodge an attack with Weapon Action. At skill level 5, dodging an attack can completely refresh your grenade/mine.
* Allows you to perform another counter with a Weapon Action input after the initial sway counter.  
 
* Slightly stronger than the initial counter.
 
* You can move a Step forward with a forward input.
 
* You are invincible during its animation.
 
'''Knuckle Attack Switch + Alt. Variation'''
 
* Perform a slightly stronger NA5 following a counter (can be either sway counter or sway counter plus) with an NA input. You can stock this attack once and perform it later, if desired. With Knuckle Attack Alternation learned and with no movement input, you can instead perform NA5 Alt.
 
* Besides the difference in damage, it possesses the same PP recovery, autoguard, and super armor properties as the original NA5 and NA5 Alt.
 
* Stocked attack persists even if you switch to a weapon that is multiweapon'd with Knuckles.
 
* Even if you fail to dodge an attack using the Weapon Action, you will not lose the stocked attack.
 
* Replaces one stage of NAs if used in a combo. (Example: PA1 -> PA2 -> KAS -> NA5)
 
  
 +
'''Slide Shot Advanced''' and '''Rifle Grenadier Advanced'''
 +
* Provides invincibility for the entire slide animation, and invincibility while using a grenade or mine, respectively.
 +
* With these skills combined, you can chain grenade/mine attacks and evasions, providing safety and constant damage. This is most apparent on faster enemies like Bujin or Engouku.
  
 
=== Universal Actions ===
 
=== Universal Actions ===
Line 108: Line 89:
 
|}
 
|}
 
</div>  
 
</div>  
* '''Step Attack/Counter:''' After a Step, press Normal Attack to perform a backhand with the Knuckles. If you dodge an enemy's attack with Step, the damage is increased.
+
* '''Step Attack/Counter:''' After a Step, press Normal Attack to fire a shot. If you dodge an enemy's attack with Step, the damage is increased.
* '''Dash Attack:''' Perform a wide hook punch in front of you.
+
* '''Dash Attack:''' Fire a piercing shot.
 
* '''Dive Attack:''' Nearly the same across all weapons. Dive deals damage to nearby enemies and restores no PP, and is mainly used to reach the ground faster.
 
* '''Dive Attack:''' Nearly the same across all weapons. Dive deals damage to nearby enemies and restores no PP, and is mainly used to reach the ground faster.
  
 
=== Photon Blast ===
 
=== Photon Blast ===
Focus photons into your Knuckles to perform a single, powerful punch that hits multiple times.
+
Call down an aerial strike of photons to devastate enemies in an area.
* You will move slightly forward during the Photon Blast.
+
* Unlike other Photon Blasts, this attack hits from the top-down. This makes it difficult to attack certain parts of an enemy, like the weakpoints of Nex, Fortos, or Daityl.  
* Similar to much of Knuckles' attacks, it has relatively short range and does not track enemies.
 
 
* Like all Photon Blasts, you are invincible during its animation.
 
* Like all Photon Blasts, you are invincible during its animation.
 
* '''Power Notation: Measured in Power, deals 216 x 11 hits + 1200.
 
* '''Power Notation: Measured in Power, deals 216 x 11 hits + 1200.

Revision as of 20:50, 2 March 2023

Hello, simple user page for now. I often use this wiki and see missing information every so often, so I decided to step in to help out during my free time. Please let me know if you have any concerns about my editing; I've edited on Fandom/Wikia before so I will not be surprised or offended by any edits you may make to my own.

Played a little PSO2 JP in 2018 and stopped until Global came out in 2020, and I've continuing playing ever since. I've played and maxed all of the classes in PSO2 and NGS, but I mostly know what I'm doing for all of NGS's classes, so I have some reasonable knowledge about them. I'm on Global's Ship 2, as catetaro. On Discord, you can find me on the Fleet and Official servers as cate#4502.

Thanks for reading!

Priority List

At the moment, I'm adding details to the PA pages. Even though I take details from the Swiki, I make sure to verify things in-game, as I've already encountered some lost-in-translation specifics using DeepL. Thank you very much for your time Engouku and Frozen Yellow Containers.

  1. (Done) Creating Photon Art pages for each weapon.
  2. (Done) Rename PA pages to fit NGS page name schemes and for accuracy (New Genesis Swords Photon Arts -> Portal:New Genesis/Sword Photon Arts and Actions)
  3. (Done) Including additional information to each weapon's PA (guard, inv. frames, PA cancel opportunities, any extra quirks)
  4. (Done) Updating NGSEquipment template to properly link respective weapons' PA pages.
  5. (WIP) Weapon Action, Normal Attacks, and Photon Blast info on PA pages
  6. Creating Technique pages for each type of technique.
  7. Additional information for techniques.
  8. Dark Falz Aegis/Battle of Halphia Lake strategy and attack patterns.

Test stuff


Trinitas R2 notes

  • Drops all dominas, gigas III-IV, soul IV, secreta III-IV, dread keeper III-IV, stat IV, Tenebrous, Crystia, Justitean, and rare accessory FBP-100 Annihilator

Overview

The Ranger's and the Gunner's Assault Rifle possesses accurate attacks, and deals increased damage in ideal range, signified by an orange targeting reticle; it is highly recommended to stay within this range. As a result, it provides a good amount of safety to its user as they would fight at range, in addition to having an evasive slide as its Weapon Action.

The Ranger's PAs tend to need commitment from its user, as most of them cannot be canceled once they are fired.

Gunner tends to use an Assault Rifle to mainly attack with Spread Shot and the Weapon Action's grenade/mine.

Features of Assault Rifle

Normal Attacks

Icon Stat NA
NGSUINormalAttackKnuckles.png Power 27
PP Recovery 2

Fire a 3-round burst with the Assault Rifle. Hold the Normal Attack input to keep firing.

Learning Slow Landing Attack-Ranger allows you to slowly fall while firing. Slow Landing Attack-Gunner provides the same benefit.

Normal Attacks

  • Can be canceled with Step.

Weapon Action

Icon Stat Slide Shot Grenade Mine
File:NGSUIWeaponActionRifle.png Power 25 x 4 500 760
PP Recovery 2 x 4 22 22

Fire a 4-round burst while performing an evasive slide. Skills in the Ranger tree allow you to use grenades and mines, as well as additional invincibility while using the slide, grenades, or mines.

Rifle Grenadier

  • Hold the Weapon Action input to perform an additional attack based on movement input: with movement, grenade, with none, mine. Has a cooldown of 30 seconds, and indicates when it's finished with a blue circle around your character. Not affected by ideal range.
  • Grenade: fire a slow moving grenade towards the enemy. Small explosion radius.
  • Mine: place a floating mine where you are standing. Creates a grid sphere around it indicating its activation and explosion range. Explodes a second after an enemy steps into it.
  • Learning Rifle Grenadier Quick Reload reduces the cooldown time every time you dodge an attack with Weapon Action. At skill level 5, dodging an attack can completely refresh your grenade/mine.

Slide Shot Advanced and Rifle Grenadier Advanced

  • Provides invincibility for the entire slide animation, and invincibility while using a grenade or mine, respectively.
  • With these skills combined, you can chain grenade/mine attacks and evasions, providing safety and constant damage. This is most apparent on faster enemies like Bujin or Engouku.

Universal Actions

Action Power PP Recovery
Step Attack 170 6
Step Counter 450 10
Dash Attack 280 15
Dive Attack 200 0
  • Step Attack/Counter: After a Step, press Normal Attack to fire a shot. If you dodge an enemy's attack with Step, the damage is increased.
  • Dash Attack: Fire a piercing shot.
  • Dive Attack: Nearly the same across all weapons. Dive deals damage to nearby enemies and restores no PP, and is mainly used to reach the ground faster.

Photon Blast

Call down an aerial strike of photons to devastate enemies in an area.

  • Unlike other Photon Blasts, this attack hits from the top-down. This makes it difficult to attack certain parts of an enemy, like the weakpoints of Nex, Fortos, or Daityl.
  • Like all Photon Blasts, you are invincible during its animation.
  • Power Notation: Measured in Power, deals 216 x 11 hits + 1200.


Crawford: Okay, everyone. We've detected Dark Falz in the immediate vicinity of Halphia Lake.
We'll commence our assault once it materializes.
We need you to keep it tied up while we get Central Cannon online and ready.
Support units will be deployed to the rear.
Give this everything you've got.

Aina: Can you hear me? I guess we'll be fighting separately this time...
Manon: We'll be here providing support.
Aina: We'll provide the best support anyone's ever seen. Good luck.
Ran: High energy signal! Incoming!

Ran: Dark Falz sighted!
Crawford: Now, commence the assault!
Ran: It's surrounded numerous other enemies!
Please engage them while keeping sight of the target.

Ran: High energy reading from Dark Falz detected!
Aim for all targets deployed in the area!

Ran: Special equipment now available!
Summon what you need from the teleporter!

Ran: Central Cannon final launch sequence commencing.
Crawford: Just a little bit longer, everyone!

Ran: Central Cannon launch sequence complete!
Ilma: It's ready, Crawford!
Crawford: Roger! Prepare to fire!
Ran: Direct hit! Dark Falz is incapacitated.
Crawford: Prepare to fire!
Ilma: Huh...? The output is unstable. Hold on. I'll make some adjustments.
Crawford: Hurry! All ARKS defenders, do not let up!

Ran: Dark Falz has recovered!
High energy reading from Dark Falz detected! Powerful attack incoming! Take cover now!

Ran: Special equipment unavailable! I'm working on it...
Crawford: All rear guard units, I need you to support as soon as possible.

Glen: I'm moving to support.
Hit it once for us, too.


Nadareh: Time for me to make my appearance.

Ilma: I'm moving out!
We've never tested it, but it should be okay...

Aina: This is Aina. Moving to support!
Manon: You got it worked out just in time.

Features of Sword

  • Normal Attacks:
Icon Step NA1 NA2 NA3 NA4 NA5 Alt.
NGSUINormalAttackSword.png Potency 135 145 135 160 500 480
PP Recovery 7 7 8 15 3 15

Photon Arts

Spiral Edge

Icon Name Stat Lv.1
UINGSPhotonArtSpiralEdge.png Spiral Edge Power 800
PP 25
Description
Sword Photon Art. Rise in a vertical slashing, spiral ascent.
Charging increases the potency.
  • Performs two vertical slashes while moving upwards that can hit enemies above you and somewhat below you. Can be charged for 0.7 seconds to increase damage and amount of hits, causing a hitstop effect and "grinding" sound effect on initial hit.
  • Provides super armor.
  • Can be canceled with Weapon Action at any time.
    • If charged and hitting an enemy, you cannot Guard for a moment the "grinding" effect occurs.
  • Power Notation: If uncharged, the first slash deals 22%, second 28% of noted power. If charged, the first slash deals 6% over 12 hits, and 28% for the second slash.