Difference between revisions of "Portal:New Genesis/Twin Machine Guns Photon Arts and Actions"
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=Overview= | =Overview= | ||
− | The [[Portal:New Genesis/Gunner|Gunner's]] Twin Machine Guns revolves around the class's Chain Trigger | + | The [[Portal:New Genesis/Gunner|Gunner's]] Twin Machine Guns revolves around the class's skill [[Portal:New_Genesis/Gunner#ct|'''Chain Trigger''']] and utilizing Chain Finish's 3 second 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. Despite being a ranged weapon, the weapon's ideal range to deal increased damage is close to medium range (1.2x and 1.1x damage respectively, signified by an orange reticle in target at close 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. | 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. | ||
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|- style="text-align:center" | |- style="text-align:center" | ||
| rowspan="2" | [[File:NGSUIWeaponActionTwinMachineGuns.png|link=]] | | rowspan="2" | [[File:NGSUIWeaponActionTwinMachineGuns.png|link=]] | ||
− | | Potency | + | | Potency;<br>(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 | + | | PP Recovery; (Chain Boost) || 2 x 4 (1.5 x 6) || -10 || -10 || 0 |
|} | |} | ||
</div> | </div> | ||
− | 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 | + | 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. |
− | ''' | + | '''Weapon Action''' |
* Can be performed consecutively. Successfully dodging an attack will extend invincibility to the end of the roll. | * Can be performed consecutively. Successfully dodging an attack will extend invincibility to the end of the roll. | ||
'''Stylish Roll Arts''' | '''Stylish Roll Arts''' | ||
− | * Pressing a PA | + | * Pressing a PA 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''' | '''Stylish Onslaught''' | ||
− | * Pressing the Weapon Action | + | * Pressing the Weapon Action 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. | * 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 auto-guards from the front during the forward movement. | * Provides super armor and auto-guards from the front during the forward movement. | ||
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'''Stylish Roll Counter Bullet''' | '''Stylish Roll Counter Bullet''' | ||
* Fires 4 low damage bullets automatically on a successful dodge against an attack; merely provides +4 chain count. | * Fires 4 low damage bullets automatically on a successful dodge against an attack; merely provides +4 chain count. | ||
+ | |||
+ | '''Related Skills'''<br> | ||
+ | [[Portal:New_Genesis/Gunner#sra|'''Stylish Roll Arts''']]<br> | ||
+ | [[Portal:New_Genesis/Gunner#so|'''Stylish Onslaught''']]<br> | ||
+ | [[Portal:New_Genesis/Gunner#srcb|'''Stylish Roll Counter Bullet''']]<br> | ||
+ | [[Portal:New_Genesis/Gunner#srsb|'''Stylish Roll Strike Back''']]: Successfully dodging an attack with Weapon Action increases the damage, but also PP consumption, of the next PA.<br> | ||
+ | [[Portal:New_Genesis/Gunner#srsba|'''Stylish Roll Strike Back Advanced''']]: The PA with Strike Back's effect will have invincibility until the end of its animation. ''Main Class only.''<br> | ||
+ | [[Portal:New_Genesis/Gunner#cb|'''Chain Boost''']]: Slightly increases the speed and damage of Weapon Action attacks. ''Main Class only.''<br> | ||
+ | [[Portal:New_Genesis/Gunner#cba|'''Chain Boost Advanced''']]: During Chain Boost, increase invincibility time during Weapon Action. Dodging with Weapon Action increases Chain Boost time. ''Main Class only.''<br> | ||
+ | [[Portal:New_Genesis/Gunner#cba|'''Rising Drive''']]: After a Weapon Action, press Normal Attack when your character reveals a purple glow to rise while attacking. ''Main Class only.''<br> | ||
+ | [[Portal:New_Genesis/Gunner#dpg|'''Dodge PP Gain''']]: Recover PP by dodging an attack with Sidestep or Weapon Action.<br> | ||
+ | |||
=== Universal Actions === | === Universal Actions === | ||
<div class="mx-auto table-responsive-md"> | <div class="mx-auto table-responsive-md"> | ||
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</div> | </div> | ||
* '''Sidestep Attack/Counter:''' After a Sidestep, press Normal Attack to fire a 4-round burst. If you dodge an enemy's attack with Sidestep, the damage and PP recovery is increased. | * '''Sidestep Attack/Counter:''' After a Sidestep, press Normal Attack to fire a 4-round burst. If you dodge an enemy's attack with Sidestep, the damage and PP recovery is increased. | ||
+ | ** [[Portal:New_Genesis/Gunner#dpg|'''Dodge PP Gain''']] restores additional PP if you successfully dodge an attack. | ||
** Sidestep Counters during a Chain Finish can deal massive damage. | ** Sidestep Counters during a Chain Finish can deal massive damage. | ||
* '''Dash Attack:''' Fire a piercing shot. Not affected by ideal range. | * '''Dash Attack:''' Fire a piercing shot. Not affected by ideal range. | ||
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* Builds chain, but is not affected by ideal range, Chain Boost, or Chain Finish. | * 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. | * 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 | + | * Like all Photon Blasts, you are invincible until the end of its animation. |
− | * ''' | + | * '''Potency Notation: Deals 120% x 22 hits (ricochet) + 1200% (explosion). |
=Photon Arts= | =Photon Arts= | ||
==Bullet Rave== | ==Bullet Rave== | ||
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* Fire three long-range bursts of bullets, then finish with a powerful shot. Can be charged for 0.7 seconds to increase damage. | * Fire three long-range bursts of bullets, then finish with a powerful shot. Can be charged for 0.7 seconds to increase damage. | ||
** Bursts in PA order: 4 + 4 + 8 hits (total of 16 hits), then 5 hits for the finishing shot (grand total of 21 hits). | ** Bursts in PA order: 4 + 4 + 8 hits (total of 16 hits), then 5 hits for the finishing shot (grand total of 21 hits). | ||
− | * You can move in any direction during each burst by roughly a | + | * You can move in any direction during each burst by roughly a Sidestep. |
* Go-to PA for building chain against single targets, especially if canceled before the finishing shot. | * Go-to PA for building chain against single targets, especially if canceled before the finishing shot. | ||
* Can be canceled with Sidestep or Weapon Action after each burst. Can be canceled with a PA before the finishing shot. | * Can be canceled with Sidestep or Weapon Action after each burst. Can be canceled with a PA before the finishing shot. | ||
** Sidestep can be used to cancel bursts slightly earlier than Weapon Action. | ** Sidestep can be used to cancel bursts slightly earlier than Weapon Action. | ||
− | * ''' | + | * '''Potency Notation: If uncharged, deal 3.6% for 2 x 4 hits for the first and second bursts of noted potency, 2.5% x 8 hits for the third burst, 27% for the finishing shot, and 2% x 4 for the additional hits soon after the finishing shot. If charged, instead deal 5.5% for 2 x 4 hits, 2.5% x 8 hits, 28%, and 4% x 4 hits, respectively.''' |
<br> | <br> | ||
==Aimless Rain== | ==Aimless Rain== | ||
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** You will stay still once you start placing bullets around you. | ** You will stay still once you start placing bullets around you. | ||
* Can be canceled after moving, and until the finish with Sidestep, Weapon Action, or PA. | * Can be canceled after moving, and until the finish with Sidestep, Weapon Action, or PA. | ||
− | * Effective for building chain or for Chain | + | * Effective for building chain or for Chain Finish against groups of enemies. |
− | * ''' | + | * '''Potency Notation: When uncharged, the moving shot deals 5% x 4 + 10% of noted potency, placing the bullets deals 8% x 3, and the finishing shot deals 27%. If charged, instead deal 8% x 4 + 15%, 8% x 3, and 29%, respectively.''' |
<br> | <br> | ||
==Point Blank== | ==Point Blank== | ||
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** The movement at the beginning of the PA cannot move you vertically. | ** The movement at the beginning of the PA cannot move you vertically. | ||
* Can be canceled before the second shot with Sidestep or Weapon Action. | * Can be canceled before the second shot with Sidestep or Weapon Action. | ||
− | ** Due to the short duration, power, and relatively easy cancels of this PA, the PA can be used as filler for Step Counters for Chain | + | ** Due to the short duration, power, and relatively easy cancels of this PA, the PA can be used as filler for Step Counters for Chain Finish. |
− | * ''' | + | * '''Potency Notation: If uncharged, the first shot deals 25% of noted potency, and the second shot deals 38%. If charged, instead deal 60% and 40%, respectively.''' |
<br> | <br> | ||
==Infinite Ricochet== | ==Infinite Ricochet== | ||
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* Can hit multiple enemies; most effective for building chain against enemies that are lined up in front of you. | * Can hit multiple enemies; most effective for building chain against enemies that are lined up in front of you. | ||
* Can be canceled until near the end of the PA with Sidestep or Weapon Action. | * Can be canceled until near the end of the PA with Sidestep or Weapon Action. | ||
− | * ''' | + | * '''Potency Notation: If uncharged, deals 70% of noted potency. If charged, deals 100%.''' |
=References= | =References= | ||
[https://pso2ngs.swiki.jp/index.php?%E3%83%84%E3%82%A4%E3%83%B3%E3%83%9E%E3%82%B7%E3%83%B3%E3%82%AC%E3%83%B3%2F%E3%82%A2%E3%82%AF%E3%82%B7%E3%83%A7%E3%83%B3%E3%83%BBPA PSO2 NGS Japanese Swiki: Twin Machine Guns PAs and Actions] | [https://pso2ngs.swiki.jp/index.php?%E3%83%84%E3%82%A4%E3%83%B3%E3%83%9E%E3%82%B7%E3%83%B3%E3%82%AC%E3%83%B3%2F%E3%82%A2%E3%82%AF%E3%82%B7%E3%83%A7%E3%83%B3%E3%83%BBPA PSO2 NGS Japanese Swiki: Twin Machine Guns PAs and Actions] | ||
<br> | <br> | ||
{{NGS Navbox}} | {{NGS Navbox}} |
Revision as of 03:58, 11 April 2023
New Genesis: Photon Arts and Actions | |||
---|---|---|---|
Hunter | Sword | Wired Lance | Partisan |
Fighter | Twin Daggers | Double Saber | Knuckles |
Ranger | Assault Rifle | Launcher | |
Gunner | Twin Machine Guns | ||
Force | Rod | Talis | |
Techter | Wand | ||
Braver | Katana | Bow | |
Bouncer | Soaring Blades | Jet Boots | |
Waker | Harmonizer | ||
Slayer | Gunblade |
New Genesis: Twin Machine Guns Photon Arts | |||
---|---|---|---|
Bullet Rave | Aimless Rain | Point Blank | Infinite Ricochet |
Overview
The Gunner's Twin Machine Guns revolves around the class's skill Chain Trigger and utilizing Chain Finish's 3 second 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. Despite being a ranged weapon, the weapon's ideal range to deal increased damage is close to medium range (1.2x and 1.1x damage respectively, signified by an orange reticle in target at close 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 |
---|---|---|---|---|
Potency | 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 Sidestep or Weapon Action.
Weapon Action
Icon | Stat | Stylish Roll Attack | Stylish Roll Arts | Stylish Onslaught | Stylish Counter Bullet |
---|---|---|---|---|---|
Potency; (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.
Weapon Action
- Can be performed consecutively. Successfully dodging an attack will extend invincibility to the end of the roll.
Stylish Roll Arts
- Pressing a PA 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 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 auto-guards 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 count.
Related Skills
Stylish Roll Arts
Stylish Onslaught
Stylish Roll Counter Bullet
Stylish Roll Strike Back: Successfully dodging an attack with Weapon Action increases the damage, but also PP consumption, of the next PA.
Stylish Roll Strike Back Advanced: The PA with Strike Back's effect will have invincibility until the end of its animation. Main Class only.
Chain Boost: Slightly increases the speed and damage of Weapon Action attacks. Main Class only.
Chain Boost Advanced: During Chain Boost, increase invincibility time during Weapon Action. Dodging with Weapon Action increases Chain Boost time. Main Class only.
Rising Drive: After a Weapon Action, press Normal Attack when your character reveals a purple glow to rise while attacking. Main Class only.
Dodge PP Gain: Recover PP by dodging an attack with Sidestep or Weapon Action.
Universal Actions
Action | Potency | PP Recovery |
---|---|---|
Sidestep Attack | 39 x 4 | 3 x 4 |
Sidestep Counter | 78 x 4 | 5 x 4 |
Dash Attack | 250 | 18 |
Dive Attack | 200 | 0 |
- Sidestep Attack/Counter: After a Sidestep, press Normal Attack to fire a 4-round burst. If you dodge an enemy's attack with Sidestep, the damage and PP recovery is increased.
- Dodge PP Gain restores additional PP if you successfully dodge an attack.
- Sidestep 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 until the end of its animation.
- Potency Notation: Deals 120% x 22 hits (ricochet) + 1200% (explosion).
Photon Arts
Bullet Rave
Icon | Name | Stat | Lv.1 | Description |
---|---|---|---|---|
Bullet Rave | Potency | 670 | Twin Machine Guns Photon Art. Launch a powerful focus shot after loosing fire intermittently. Charging increases the potency. | |
PP | 22 |
- Fire three long-range bursts of bullets, then finish with a powerful shot. Can be charged for 0.7 seconds to increase damage.
- Bursts in PA order: 4 + 4 + 8 hits (total of 16 hits), then 5 hits for the finishing shot (grand total of 21 hits).
- You can move in any direction during each burst by roughly a Sidestep.
- Go-to PA for building chain against single targets, especially if canceled before the finishing shot.
- Can be canceled with Sidestep or Weapon Action after each burst. Can be canceled with a PA before the finishing shot.
- Sidestep can be used to cancel bursts slightly earlier than Weapon Action.
- Potency Notation: If uncharged, deal 3.6% for 2 x 4 hits for the first and second bursts of noted potency, 2.5% x 8 hits for the third burst, 27% for the finishing shot, and 2% x 4 for the additional hits soon after the finishing shot. If charged, instead deal 5.5% for 2 x 4 hits, 2.5% x 8 hits, 28%, and 4% x 4 hits, respectively.
Aimless Rain
Icon | Name | Stat | Lv.1 | Description |
---|---|---|---|---|
Aimless Rain | Potency | 660 | Twin Machine Guns Photon Art. Pelt the surrounding enemies with a hail of bullets as you spin round and round. Charging increases the potency. | |
PP | 25 |
- Move as you shoot before locking yourself in place to shoot and place bullets around you, then finish by firing them all off at once. Can be charged for 0.7 seconds to increase damage.
- You will stay still once you start placing bullets around you.
- Can be canceled after moving, and until the finish with Sidestep, Weapon Action, or PA.
- Effective for building chain or for Chain Finish against groups of enemies.
- Potency Notation: When uncharged, the moving shot deals 5% x 4 + 10% of noted potency, placing the bullets deals 8% x 3, and the finishing shot deals 27%. If charged, instead deal 8% x 4 + 15%, 8% x 3, and 29%, respectively.
Point Blank
Icon | Name | Stat | Lv.1 | Description |
---|---|---|---|---|
Point Blank | Potency | 360 | Twin Machine Guns Photon Art. Quickly close in on enemies and hit them with a powerful blast. Charging increases the potency. | |
PP | 20 |
- Move a short distance to blast enemies with two concentrated shots. Can be charged for 0.7 seconds to increase damage.
- The movement at the beginning of the PA cannot move you vertically.
- Can be canceled before the second shot with Sidestep or Weapon Action.
- Due to the short duration, power, and relatively easy cancels of this PA, the PA can be used as filler for Step Counters for Chain Finish.
- Potency Notation: If uncharged, the first shot deals 25% of noted potency, and the second shot deals 38%. If charged, instead deal 60% and 40%, respectively.
Infinite Ricochet
Icon | Name | Stat | Lv.1 | Description |
---|---|---|---|---|
Infinite Ricochet | Potency | 360 | Twin Machine Guns Photon Art. Fire ricocheting bullets to your front as you dance gracefully. Charging increases the potency. | |
PP | 21 |
- Jump and dance in the air to fire bullets in front of you. Can be charged for 0.7 seconds to increase damage.
- You can slightly adjust your aim horizontally, but not vertically.
- Can hit multiple enemies; most effective for building chain against enemies that are lined up in front of you.
- Can be canceled until near the end of the PA with Sidestep or Weapon Action.
- Potency Notation: If uncharged, deals 70% of noted potency. If charged, deals 100%.
References
PSO2 NGS Japanese Swiki: Twin Machine Guns PAs and Actions
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