New Genesis: Assault Rifle Photon Arts and Actions

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New Genesis: Assault Rifle Photon Arts
UINGSPhotonArtRazingShot.png Razing Shot UINGSPhotonArtHomingDarts.png Homing Darts UINGSPhotonArtBlazeShot.png Blaze Shot UINGSPhotonArtRevoltAim.png Revolt Aim

Overview

The Ranger's and the Gunner's Assault Rifle possesses accurate attacks, and deals increased damage at long range, compared to other ideal range weapons like Twin Machine Guns or Wired Lance. 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. Users that learn Weapon Action-related skills can also increase the weapon's safety and effectiveness at close range against aggressive enemies.

The Assault Rifle's PAs tend to require commitment from its user, as most of them cannot be canceled once they are fired. Users must also keep in mind the range they are fighting at to ensure they are dealing competitive damage.

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

Features of Assault Rifle

Normal Attacks

Icon Stat NA
NGSUINormalAttackAssaultRifle.png Power 27 x 3
PP Recovery 2 x 3

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
NGSUIWeaponActionAssaultRifle.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 135 6
Step Counter 300 8
Dash Attack 250 18
Dive Attack 200 0
  • 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.
  • 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

Call down an aerial strike of photons to devastate enemies within a large 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.
    • As a result, this Photon Blast is most effective in a mobbing situation.
  • Like all Photon Blasts, you are invincible during its animation.
  • Power Notation: Measured in Power, deals 156 x 25 hits.

Photon Arts

Razing Shot

Icon Name Stat Lv.1
UINGSPhotonArtRazingShot.png Razing Shot Power 180
PP 16
Description
Assault Rifle Photon Art.
Fire shells that explode on impact with the enemy.
The shells spiral and penetrate targets by charging.
  • Shoot two explosive shells uncharged, and a piercing explosive shell charged.
  • Piercing shell decreases in damage the more it pierces a single enemy and explodes for every pierce. Has slower projectile speed compared to uncharged.
    • Most effective to use uncharged on lighter enemies (Bujin, Kelkundo, Ams Kvaris, etc.), and charged on heavier enemies (Daityl-types, Crocodylis, Doldoris, etc.). More specifically, charged is better than uncharged if you can pierce an enemy three or more times.
  • You can walk and jump while using this PA.
  • Can be canceled while charging with Step or Weapon Action.
  • Power Notation: When uncharged, each shell deals 70% + 3% (explosion) of noted power, and when charged, the first pierce is 97% + 3%, second 50% + 3%, third 30% + 3%, fourth 12% + 3%, and fifth onwards 6% + 3%.


Homing Darts

Icon Name Stat Lv.1
UINGSPhotonArtHomingDarts.png Homing Darts Power 330
PP 24
Description
Assault Rifle Photon Art.
Fire special bullets that track multiple enemies in your field of view by charging.
  • Fire bullets that track and home in on enemies in your view.
    • Targets up to 10 enemies.
  • Most effective against groups of enemies. Without lock-on, you can spin around to target enemies.
  • Can be used against larger enemies with more hitboxes, but decreases in damage for each bullet that lands on said enemy.
  • Other enemies can block bullets meant for targeted enemies.
  • You can move and jump while tracking enemies, and you will move in the direction you are inputting after firing the bullets.
  • Can be canceled when targeting enemies with Step or Weapon Action.
  • Power Notation: Deals 100% of noted power per enemy. If the bullets home on one single enemy, damage decreases by roughly x0.4 per bullet (100%, 40%, 16%, 6%, 2% onwards).


Blaze Shot

Icon Name Stat Lv.1
UINGSPhotonArtBlazeShot.png Blaze Shot Power 285
PP 20
Description
Assault Rifle Photon Art.
Fire high-speed volley after a dodge.
By pressing and holding down on the PA button, it will continue to fire until PP is depleted.
  • Perform a dodge and hold the PA button to continuously shoot the enemy until you run out of PP, then shoot a strong bullet.
    • -PP consumption only affects the initial use of the PA.
  • The strong bullet makes up much of the damage this PA deals.
  • The dodge can be useful as a quick reposition, but Weapon Action can provide similar utility.
  • You can only move left or right during this PA, and if used in the air, you will slowly descend.
  • Has poor accuracy against enemies in the air.
  • Provides invincibility at the start of the dodge to when you point the rifle at the enemy, and also at the end of the PA.
  • Power Notation: Each bullet deals 10% of noted power, while the strong bullet deals 110%.


Revolt Aim

Icon Name Stat Lv.1
UINGSPhotonArtRevoltAim.png Revolt Aim Power 660
PP 25
Description
Assault Rifle Photon Art.
Powerfully bombard a location.
The location will be displayed while pressing and holding the button. Release to launch the attack.
  • Shoot bullets that explode at a certain distance and in a small radius. Holding the PA button shows you the distance and radius.
  • Most effective to use against downed enemies, and against enemies where Razing Shot does not pierce more than three times. Revolt Aim's small radius can also precisely hit weak points.
  • Will fail to fire if there is a "hard" obstacle (like walls) in the way.
  • You can move and jump while holding the PA button, but you will stay in place while shooting the bullets.
  • Can be canceled while holding the PA button or before firing the bullets with Step or Weapon Action.
  • Power Notation: Deals 20% x 5 hits of noted power.

References

PSO2 NGS Japanese Swiki: Assault Rifle PAs and Actions