Difference between revisions of "User:Corbis"

From Arks-Visiphone
Jump to navigation Jump to search
m
m
Line 23: Line 23:
  
 
=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 based on how many hits you can deal to an enemy it's stuck on.
+
The [[Portal:New Genesis/Gunner|Gunner's]] Twin Machine Guns revolves around the class's Chain Trigger, focusing on dealing multiple, fast attacks, then performing a combo during Chain Finish's 3 seconds duration to deal increased damage in bursts. Its Weapon Action, Stylish Roll, is overall safe and can also be used to deal damage and build chain, with Gunner's skill tree providing skills that expands its utility. Despite being a ranged weapon, the weapon's ideal range to deal increased damage is close to medium range.
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.
+
Twin Machine Guns deal low damage overall until a sufficient amount of Chain is built up for Chain Finish, making the weapon effective only for Gunner. Performing combos during Chain Finish can be mechanically demanding due to its short duration.
==Features of Launcher==
+
==Features of Twin Machine Guns==
 
=== Normal Attacks ===
 
=== Normal Attacks ===
 
<div class="mx-auto table-responsive-md">
 
<div class="mx-auto table-responsive-md">
Line 36: Line 35:
 
! style="width: 90px;text-align:center"| NA2
 
! style="width: 90px;text-align:center"| NA2
 
! style="width: 90px;text-align:center"| NA3
 
! 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="3" | [[File:NGSUINormalAttackLauncher.png|link=]]
+
| rowspan="2" | [[File:NGSUINormalAttackTwinMachineGuns.png|link=]]
| Power || 210 || 190 || 240
+
| Power || 26 x 4 || 26 x 4 || 27 x 6
| rowspan="2" | 360 (455)
 
| rowspan="2" | 324 (410)
 
 
|- style="text-align:center"
 
|- style="text-align:center"
| Power (Reinforce) || 280 || 260 || 310
+
| PP Recovery || 2 x 4 || 2 x 4 || 3 x 6
|- style="text-align:center"
 
| PP Recovery || 10 || 10 || 12 || 15 || 26
 
 
|}
 
|}
 
</div>
 
</div>
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.
+
Fire a burst of rounds with the Twin Machine Guns.  
 
 
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'''
+
'''Normal Attacks'''
* Number in parenthesis represents the total damage if all 5 rockets hit the same enemy.
+
* NA1 and NA2 can be canceled with Step or Weapon Action.
** Rockets can hit the same enemy multiple times, but will reduce each succeeding rocket's damage and PP recovery.
 
  
 
=== Weapon Action ===
 
=== Weapon Action ===
Line 67: Line 51:
 
{| class="prettytable"
 
{| class="prettytable"
 
! style="width: 80px;text-align:center"| Icon
 
! style="width: 80px;text-align:center"| Icon
! style="width: 100px;text-align:center"| Stat
+
! style="width: 120px;text-align:center"| Stat
! style="width: 90px;text-align:center"| 0 hits
+
! style="width: 110px;text-align:center"| Stylish Roll Attack
! style="width: 90px;text-align:center"| +n hits
+
! style="width: 110px;text-align:center"| Stylish Roll Arts
! style="width: 90px;text-align:center"| 10 hits
+
! style="width: 90px;text-align:center"| Stylish Onslaught
 +
! style="width: 90px;text-align:center"| Stylish Counter Bullet
 
|- style="text-align:center"
 
|- style="text-align:center"
| rowspan="2" | [[File:NGSUIWeaponActionLauncher.png|link=]]
+
| rowspan="2" | [[File:NGSUIWeaponActionTwinMachineGuns.png|link=]]
| Power || 150 || +(n*5) || 200
+
| Power, (Chain Boost) || 20 x 4 (15 x 6) || 25 x 4 (26 x 4) || 135 || 4.5 x 4
 
|- style="text-align:center"
 
|- style="text-align:center"
| PP Recovery || 50 || +(n*5) || 100
+
| PP Recovery, (Chain Boost) || 2 x 4 (1.5 x 6) || -10 || -10 || 0
 
|}
 
|}
 
</div>
 
</div>
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).  
+
Perform a roll on the ground or in the air to evade attacks. You can roll forwards, backwards, left, or right using the respective movement input. Pressing NA input during a roll will fire a burst of rounds. '''Chain Boost''' slightly increases the speed and damage of roll attacks. Skills in the Gunner tree provide additional attacks and utilities to Stylish Roll.
 +
 
 +
'''Stylish Roll'''
 +
* Can be performed consecutively. Successfully dodging an attack will extend invincibility to the end of the roll.
 +
 
 +
'''Stylish Roll Arts'''
 +
* Pressing a PA input during a roll will fire a higher damaging burst of rounds that targets other enemies in a close proximity that consumes 10 PP.
  
* n = number of hits, up to 10.
+
'''Stylish Onslaught'''
* Though the bomb is a relatively fast projectile, missing the bomb will not refund the cooldown.
+
* Pressing the Weapon Action input without movement performs an elbow strike that moves you forward, and consumes 10 PP.
* If the Launcher is multiweapon'd, you can use the other weapon to build up hits.
+
* Moves you forward if you are targeting an enemy. If you are close to the enemy, you will not move forward.
* The bomb disappears if you switch to another weapon type that is not multiweapon'd with a Launcher.
+
* Provides super armor and autoguards from the front during the forward movement.
* 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.
 
  
 +
'''Stylish Roll Counter Bullet'''
 +
* Fires 4 low damage bullets automatically on a successful dodge against an attack; merely provides +4 chain.
 
=== Universal Actions ===
 
=== Universal Actions ===
 
<div class="mx-auto table-responsive-md">
 
<div class="mx-auto table-responsive-md">
Line 92: Line 83:
 
! 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, (Reinforce) || 150 (180) || 5
+
| Step Attack || 39 x 4 || 3 x 4
 
|- style="text-align:center"
 
|- style="text-align:center"
| Step Counter, (Reinforce) || 300 (360) || 15
+
| Step Counter || 78 x 4 || 5 x 4
 
|- style="text-align:center"
 
|- style="text-align:center"
 
| Dash Attack || 250 || 18
 
| Dash Attack || 250 || 18
Line 101: Line 92:
 
|}
 
|}
 
</div>  
 
</div>  
* '''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.
+
* '''Step Attack/Counter:''' After a Step, press Normal Attack to fire a 4-round burst. If you dodge an enemy's attack with Step, the damage and PP recovery is increased.
* '''Dash Attack:''' Fire a piercing shot.
+
** Step Counters during a Chain Finish can deal massive damage.
* '''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.
+
* '''Dash Attack:''' Fire a piercing shot. Not affected by ideal range.
 +
* '''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. Not affected by ideal range.
  
 
=== Photon Blast ===
 
=== 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.
+
Fire ricocheting bullets that hit enemies in a wide area in front of you that then explodes.
* Damage is inflicted where the rocket hit the enemy, allowing it to hit weakpoints accurately.
+
* Builds chain, but is not affected by ideal range, Chain Boost, or Chain Finish.
* Possesses the highest damage-per-second out of all the Photon Blasts.
+
* Can be difficult to land on specific parts of the enemy; being at a lower elevation than the part and being somewhere near the edge of ideal range can help target specific parts.  
 
* 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 252 x 12 hits + 600.
+
* '''Power Notation: Measured in Power, deals 120 x 22 hits (ricochet) + 1200 (explosion).
  
  

Revision as of 02:03, 6 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 Gunner's Twin Machine Guns revolves around the class's Chain Trigger, focusing on dealing multiple, fast attacks, then performing a combo during Chain Finish's 3 seconds duration to deal increased damage in bursts. Its Weapon Action, Stylish Roll, is overall safe and can also be used to deal damage and build chain, with Gunner's skill tree providing skills that expands its utility. Despite being a ranged weapon, the weapon's ideal range to deal increased damage is close to medium range.

Twin Machine Guns deal low damage overall until a sufficient amount of Chain is built up for Chain Finish, making the weapon effective only for Gunner. Performing combos during Chain Finish can be mechanically demanding due to its short duration.

Features of Twin Machine Guns

Normal Attacks

Icon Stat NA1 NA2 NA3
NGSUINormalAttackTwinMachineGuns.png Power 26 x 4 26 x 4 27 x 6
PP Recovery 2 x 4 2 x 4 3 x 6

Fire a burst of rounds with the Twin Machine Guns.

Normal Attacks

  • NA1 and NA2 can be canceled with Step or Weapon Action.

Weapon Action

Icon Stat Stylish Roll Attack Stylish Roll Arts Stylish Onslaught Stylish Counter Bullet
NGSUIWeaponActionTwinMachineGuns.png Power, (Chain Boost) 20 x 4 (15 x 6) 25 x 4 (26 x 4) 135 4.5 x 4
PP Recovery, (Chain Boost) 2 x 4 (1.5 x 6) -10 -10 0

Perform a roll on the ground or in the air to evade attacks. You can roll forwards, backwards, left, or right using the respective movement input. Pressing NA input during a roll will fire a burst of rounds. Chain Boost slightly increases the speed and damage of roll attacks. Skills in the Gunner tree provide additional attacks and utilities to Stylish Roll.

Stylish Roll

  • Can be performed consecutively. Successfully dodging an attack will extend invincibility to the end of the roll.

Stylish Roll Arts

  • Pressing a PA input during a roll will fire a higher damaging burst of rounds that targets other enemies in a close proximity that consumes 10 PP.

Stylish Onslaught

  • Pressing the Weapon Action input without movement performs an elbow strike that moves you forward, and consumes 10 PP.
  • Moves you forward if you are targeting an enemy. If you are close to the enemy, you will not move forward.
  • Provides super armor and autoguards from the front during the forward movement.

Stylish Roll Counter Bullet

  • Fires 4 low damage bullets automatically on a successful dodge against an attack; merely provides +4 chain.

Universal Actions

Action Power PP Recovery
Step Attack 39 x 4 3 x 4
Step Counter 78 x 4 5 x 4
Dash Attack 250 18
Dive Attack 200 0
  • Step Attack/Counter: After a Step, press Normal Attack to fire a 4-round burst. If you dodge an enemy's attack with Step, the damage and PP recovery is increased.
    • Step Counters during a Chain Finish can deal massive damage.
  • Dash Attack: Fire a piercing shot. Not affected by ideal range.
  • 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. Not affected by ideal range.

Photon Blast

Fire ricocheting bullets that hit enemies in a wide area in front of you that then explodes.

  • Builds chain, but is not affected by ideal range, Chain Boost, or Chain Finish.
  • Can be difficult to land on specific parts of the enemy; being at a lower elevation than the part and being somewhere near the edge of ideal range can help target specific parts.
  • Like all Photon Blasts, you are invincible during its animation.
  • Power Notation: Measured in Power, deals 120 x 22 hits (ricochet) + 1200 (explosion).


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.