Difference between revisions of "User:Corbis"

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=Overview=
 
=Overview=
The [[Portal:New Genesis/Ranger|Ranger's]] Launcher possesses slow attacks, but provides sustainable damage at range, as it doesn't require the user to be in ideal range, and its Weapon Action, the sticky bomb, restores a large amount of PP (50 or 100) based on how many hits you can deal to an enemy it's stuck on.
+
The [[Portal:New Genesis/Ranger|Ranger's]] Launcher possesses slow attacks, but provides sustainable damage at range, as it doesn't require the user to be in ideal range, and its Weapon Action, the sticky bomb, restores a large amount of PP based on how many hits you can deal to an enemy it's stuck on.
 
Learning the active skill '''Launcher Attack Reinforce''' can increase the Launcher's Normal Attack and Step Attack/Counter speed and damage, increasing its effectiveness against aggressive enemies.
 
Learning the active skill '''Launcher Attack Reinforce''' can increase the Launcher's Normal Attack and Step Attack/Counter speed and damage, increasing its effectiveness against aggressive enemies.
  
 
The Launcher's attacks require commitment from its user due to its slow attack speed overall. Compared to the Assault Rifle, the Launcher also lacks against aggressive bosses not only due to its slow attack speed, but its lack of a strong counter attack. Though Launcher Attack Reinforce negates this downside, it has a cooldown.
 
The Launcher's attacks require commitment from its user due to its slow attack speed overall. Compared to the Assault Rifle, the Launcher also lacks against aggressive bosses not only due to its slow attack speed, but its lack of a strong counter attack. Though Launcher Attack Reinforce negates this downside, it has a cooldown.
==Features of Assault Rifle==
+
==Features of Launcher==
 
=== 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"| NA
+
! style="width: 90px;text-align:center"| NA1
 +
! style="width: 90px;text-align:center"| NA2
 +
! style="width: 90px;text-align:center"| NA3
 +
! style="width: 90px;text-align:center"| Charged
 +
! style="width: 90px;text-align:center"| Charged Grouping
 
|- style="text-align:center"
 
|- style="text-align:center"
| rowspan="2" | [[File:NGSUINormalAttackRifle.png|link=]]
+
| rowspan="3" | [[File:NGSUINormalAttackLauncher.png|link=]]
| Power || 27
+
| Power || 210 || 190 || 240
 +
| rowspan="2" | 360 (455)
 +
| rowspan="2" | 324 (410)
 
|- style="text-align:center"
 
|- style="text-align:center"
| PP Recovery || 2
+
| Power (Reinforce) || 280 || 260 || 310
 +
|- style="text-align:center"
 +
| PP Recovery || 10 || 10 || 12 || 15 || 26
 
|}
 
|}
 
</div>
 
</div>
Fire a 3-round burst with the Assault Rifle. Hold the Normal Attack input to keep firing.
+
Fire a rocket at the enemy 3 times. Hold the NA input to charge the Launcher to fire a spread of 5 rockets (1 second charge). Learning '''Launcher Attack Grouping''' tightens the spread of the rockets with a forward input but slightly reduces the rockets' power. '''Launcher Attack Short Charge''' halves the charge time for the charged attack, but also reduces the power of the rockets. Launcher Attack Reinforce increases the damage and speed of NAs.
 +
 
 +
You can move in any direction while firing NAs.
 +
Learning '''Slow Landing Attack-Ranger''' allows you to slowly fall while charging.
 +
 
 +
'''Uncharged'''
 +
* The rocket can hit multiple enemies in a very small explosion radius.
 +
* The rocket will explode after hitting an enemy, obstacle, and at a set distance.
 +
* Due to travel time, the rocket can miss smaller enemies.
  
Learning '''Slow Landing Attack-Ranger''' allows you to slowly fall while firing. '''Slow Landing Attack-Gunner''' provides the same benefit.
+
'''Charged'''
 +
* Number in parenthesis represents the total damage if all 5 rockets hit the same enemy.
 +
** Rockets can hit the same enemy multiple times, but will reduce each succeeding rocket's damage and PP recovery.
  
'''Normal Attacks'''
 
* Can be canceled with Step.
 
 
=== 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"| Slide Shot
+
! style="width: 90px;text-align:center"| 0 hits
! style="width: 90px;text-align:center"| Grenade
+
! style="width: 90px;text-align:center"| +n hits
! style="width: 90px;text-align:center"| Mine
+
! style="width: 90px;text-align:center"| 10 hits
 
|- style="text-align:center"
 
|- style="text-align:center"
| rowspan="2" | [[File:NGSUIWeaponActionRifle.png|link=]]
+
| rowspan="2" | [[File:NGSUIWeaponActionLauncher.png|link=]]
| Power || 25 x 4 || 500 || 760
+
| Power || 150 || +(n*5) || 200
 
|- style="text-align:center"
 
|- style="text-align:center"
| PP Recovery || 2 x 4 || 22 || 22
+
| PP Recovery || 50 || +(n*5) || 100
 
|}
 
|}
 
</div>
 
</div>
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.
+
Throw a sticky bomb onto an enemy that sticks to them for 20 seconds, with a cooldown of 60 seconds (30 seconds with '''Sticky Bomb Quick Reload'''). Hitting the enemy that has the bomb attached to it will prime the bomb, which will then explode after 10 seconds. Each hit on the enemy will increase its power and PP recovery by 5, maxing out at 10 hits (+50 power and PP recovery).  
 
 
'''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'''
+
* n = number of hits, up to 10.
* Provides invincibility for the entire slide animation, and invincibility while using a grenade or mine, respectively.
+
* Though the bomb is a relatively fast projectile, missing the bomb will not refund the cooldown.
* 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.
+
* If the Launcher is multiweapon'd, you can use the other weapon to build up hits.
 +
* The bomb disappears if you switch to another weapon type that is not multiweapon'd with a Launcher.
 +
* If an enemy has a part that can broken and a sticky bomb is on it, it will stay in the air where the part break took place. It can still restore PP if it hits an enemy.
 +
* Learning '''Sticky Bomb Advance''' will provide invincibility during the throwing animation.
  
 
=== Universal Actions ===
 
=== Universal Actions ===
Line 79: Line 92:
 
! style="width: 100px;| Action !! style="width: 80px;| Power !! style="width: 100px;| PP Recovery
 
! style="width: 100px;| Action !! style="width: 80px;| Power !! style="width: 100px;| PP Recovery
 
|- style="text-align:center"
 
|- style="text-align:center"
| Step Attack || 135 || 6
+
| Step Attack, (Reinforce) || 150 (180) || 5
 
|- style="text-align:center"
 
|- style="text-align:center"
| Step Counter || 300 || 8
+
| Step Counter, (Reinforce) || 300 (360) || 15
 
|- style="text-align:center"
 
|- style="text-align:center"
 
| Dash Attack || 250 || 18
 
| Dash Attack || 250 || 18
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|}
 
|}
 
</div>  
 
</div>  
* '''Step Attack/Counter:''' After a Step, press Normal Attack to fire a explosive shot that has a small radius. If you dodge an enemy's attack with Step, the damage is increased.
+
* '''Step Attack/Counter:''' After a Step, press Normal Attack to fire an accurate laser shot. If you dodge an enemy's attack with Step, the damage is increased. Using Launcher Attack Reinforce increases the damage and speed of Step Attack and Counter.
 
* '''Dash Attack:''' Fire a piercing shot.
 
* '''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 ===
Call down an aerial strike of photons to devastate enemies within a large area.
+
Fire a photon-enhanced rocket that, upon contact with an enemy or obstacle, creates an expanding explosion that then causes a devastating explosion.
* 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.
+
* Damage is inflicted where the rocket hit the enemy, allowing it to hit weakpoints accurately.
** As a result, this Photon Blast is most effective in a mobbing situation.  
+
* Possesses the highest damage-per-second out of all the Photon Blasts.
 
* 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 156 x 25 hits.
+
* '''Power Notation: Measured in Power, deals 252 x 12 hits + 600.
  
  

Revision as of 07:14, 5 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 Launcher possesses slow attacks, but provides sustainable damage at range, as it doesn't require the user to be in ideal range, and its Weapon Action, the sticky bomb, restores a large amount of PP based on how many hits you can deal to an enemy it's stuck on. Learning the active skill Launcher Attack Reinforce can increase the Launcher's Normal Attack and Step Attack/Counter speed and damage, increasing its effectiveness against aggressive enemies.

The Launcher's attacks require commitment from its user due to its slow attack speed overall. Compared to the Assault Rifle, the Launcher also lacks against aggressive bosses not only due to its slow attack speed, but its lack of a strong counter attack. Though Launcher Attack Reinforce negates this downside, it has a cooldown.

Features of Launcher

Normal Attacks

Icon Stat NA1 NA2 NA3 Charged Charged Grouping
NGSUINormalAttackLauncher.png Power 210 190 240 360 (455) 324 (410)
Power (Reinforce) 280 260 310
PP Recovery 10 10 12 15 26

Fire a rocket at the enemy 3 times. Hold the NA input to charge the Launcher to fire a spread of 5 rockets (1 second charge). Learning Launcher Attack Grouping tightens the spread of the rockets with a forward input but slightly reduces the rockets' power. Launcher Attack Short Charge halves the charge time for the charged attack, but also reduces the power of the rockets. Launcher Attack Reinforce increases the damage and speed of NAs.

You can move in any direction while firing NAs. Learning Slow Landing Attack-Ranger allows you to slowly fall while charging.

Uncharged

  • The rocket can hit multiple enemies in a very small explosion radius.
  • The rocket will explode after hitting an enemy, obstacle, and at a set distance.
  • Due to travel time, the rocket can miss smaller enemies.

Charged

  • Number in parenthesis represents the total damage if all 5 rockets hit the same enemy.
    • Rockets can hit the same enemy multiple times, but will reduce each succeeding rocket's damage and PP recovery.

Weapon Action

Icon Stat 0 hits +n hits 10 hits
NGSUIWeaponActionLauncher.png Power 150 +(n*5) 200
PP Recovery 50 +(n*5) 100

Throw a sticky bomb onto an enemy that sticks to them for 20 seconds, with a cooldown of 60 seconds (30 seconds with Sticky Bomb Quick Reload). Hitting the enemy that has the bomb attached to it will prime the bomb, which will then explode after 10 seconds. Each hit on the enemy will increase its power and PP recovery by 5, maxing out at 10 hits (+50 power and PP recovery).

  • n = number of hits, up to 10.
  • Though the bomb is a relatively fast projectile, missing the bomb will not refund the cooldown.
  • If the Launcher is multiweapon'd, you can use the other weapon to build up hits.
  • The bomb disappears if you switch to another weapon type that is not multiweapon'd with a Launcher.
  • If an enemy has a part that can broken and a sticky bomb is on it, it will stay in the air where the part break took place. It can still restore PP if it hits an enemy.
  • Learning Sticky Bomb Advance will provide invincibility during the throwing animation.

Universal Actions

Action Power PP Recovery
Step Attack, (Reinforce) 150 (180) 5
Step Counter, (Reinforce) 300 (360) 15
Dash Attack 250 18
Dive Attack 200 0
  • Step Attack/Counter: After a Step, press Normal Attack to fire an accurate laser shot. If you dodge an enemy's attack with Step, the damage is increased. Using Launcher Attack Reinforce increases the damage and speed of Step Attack and Counter.
  • 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

Fire a photon-enhanced rocket that, upon contact with an enemy or obstacle, creates an expanding explosion that then causes a devastating explosion.

  • Damage is inflicted where the rocket hit the enemy, allowing it to hit weakpoints accurately.
  • Possesses the highest damage-per-second out of all the Photon Blasts.
  • Like all Photon Blasts, you are invincible during its animation.
  • Power Notation: Measured in Power, deals 252 x 12 hits + 600.


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.