Difference between revisions of "Portal:New Genesis/Launcher Photon Arts and Actions"

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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 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 Sidestep 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.
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|- style="text-align:center"
 
|- style="text-align:center"
 
| rowspan="3" | [[File:NGSUINormalAttackLauncher.png|link=]]
 
| rowspan="3" | [[File:NGSUINormalAttackLauncher.png|link=]]
| Power || 210 || 190 || 240
+
| Potency || 210 || 190 || 240
 
| rowspan="2" | 360 (455)
 
| rowspan="2" | 360 (455)
 
| rowspan="2" | 324 (410)
 
| rowspan="2" | 324 (410)
 
|- style="text-align:center"
 
|- style="text-align:center"
| Power (Reinforce) || 280 || 260 || 310
+
| Potency (Reinforce) || 280 || 260 || 310
 
|- style="text-align:center"
 
|- style="text-align:center"
| PP Recovery || 10 || 10 || 12 || 15 || 26
+
| PP Recovery || 10 || 10 || 12 || 15 || 15+5+3+2+1<br>(Total 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 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 to 75% of its original damage. Launcher Attack Reinforce increases the damage and speed of NAs.
  
 
You can move in any direction while firing NAs.
 
You can move in any direction while firing NAs.
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|- style="text-align:center"
 
|- style="text-align:center"
 
| rowspan="2" | [[File:NGSUIWeaponActionLauncher.png|link=]]
 
| rowspan="2" | [[File:NGSUIWeaponActionLauncher.png|link=]]
| Power || 150 || +(n*5) || 200
+
| Potency || 150 || +(n*5) || 200
 
|- style="text-align:center"
 
|- style="text-align:center"
 
| PP Recovery || 50 || +(n*5) || 100
 
| PP Recovery || 50 || +(n*5) || 100
 
|}
 
|}
 
</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).  
+
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 potency and PP recovery).  
  
 
* n = number of hits, up to 10.
 
* n = number of hits, up to 10.
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<div class="mx-auto table-responsive-md">
 
<div class="mx-auto table-responsive-md">
 
{| class="prettytable"
 
{| class="prettytable"
! style="width: 100px;| Action !! style="width: 80px;| Power !! style="width: 100px;| PP Recovery
+
! style="width: 100px;| Action !! style="width: 80px;| Potency !! style="width: 100px;| PP Recovery
 
|- style="text-align:center"
 
|- style="text-align:center"
| Step Attack, (Reinforce) || 150 (180) || 5
+
| Sidestep Attack, (Reinforce) || 150 (180) || 5
 
|- style="text-align:center"
 
|- style="text-align:center"
| Step Counter, (Reinforce) || 300 (360) || 15
+
| Sidestep 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 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.
+
* '''Sidestep Attack/Counter:''' After a Sidestep, press Normal Attack to fire an accurate laser shot. If you dodge an enemy's attack with Sidestep, the damage is increased. Using Launcher Attack Reinforce increases the damage and speed of Sidestep 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.
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=== 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 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.
+
* Damage is inflicted where the rocket hit the enemy, allowing it to hit weak points accurately.
 
* Possesses the highest damage-per-second out of all the Photon Blasts.
 
* 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 252 x 12 hits + 600.
+
* '''Power Notation: Measured in Potency, deals 252 x 12 hits + 600.
 
=Photon Arts=
 
=Photon Arts=
 
==Fallen Impact==
 
==Fallen Impact==
 
<div class="mx-auto table-responsive">
 
<div class="mx-auto table-responsive">
{| class="center prettytable" style="width: 100%;"
+
{| class="center prettytable"
 
! style="width: 80px;"| Icon
 
! style="width: 80px;"| Icon
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Stat
 
! style="width: 160px;"| Stat
! | Lv.1
+
! style="width: 160px;" | Lv.1
 +
! style="text-align:center;" | Description
 
|-
 
|-
 
| rowspan="2" | [[File:UINGSPhotonArtFallenImpact.png|link=]]
 
| rowspan="2" | [[File:UINGSPhotonArtFallenImpact.png|link=]]
 
| rowspan="2" | Fallen Impact
 
| rowspan="2" | Fallen Impact
| Power
+
| Potency
 
| 500
 
| 500
 +
| rowspan="2" | Launcher Photon Art.<br>Drop down an explosive shell in front of you.
 
|-
 
|-
 
| PP || 25
 
| PP || 25
|-
 
! style="text-align:center;" colspan="4"| Description
 
|-
 
| colspan="4" | Launcher Photon Art.<br>Drop down an explosive shell in front of you.
 
 
|}
 
|}
 
</div>
 
</div>
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* Can hit unintended parts of a larger enemy if targeting a lower part; if you aim for a Daityl's foot, you may hit its arm instead.
 
* Can hit unintended parts of a larger enemy if targeting a lower part; if you aim for a Daityl's foot, you may hit its arm instead.
 
* Effective against enemies that do not move much.
 
* Effective against enemies that do not move much.
* Can be canceled before firing the shell with Step.
+
* Can be canceled before firing the shell with Sidestep.
 
* '''Power Notation: Deals 12.5% x 8 hits of noted power.'''
 
* '''Power Notation: Deals 12.5% x 8 hits of noted power.'''
  
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==Fear Eraser==
 
==Fear Eraser==
 
<div class="mx-auto table-responsive">
 
<div class="mx-auto table-responsive">
{| class="center prettytable" style="width: 100%;"
+
{| class="center prettytable"
 
! style="width: 80px;"| Icon
 
! style="width: 80px;"| Icon
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Stat
 
! style="width: 160px;"| Stat
! | Lv.1
+
! style="width: 160px;" | Lv.1
 +
! style="text-align:center;" | Description
 
|-
 
|-
 
| rowspan="2" | [[File:UINGSPhotonArtFearEraser.png|link=]]
 
| rowspan="2" | [[File:UINGSPhotonArtFearEraser.png|link=]]
 
| rowspan="2" | Fear Eraser
 
| rowspan="2" | Fear Eraser
| Power
+
| Potency
 
| 1600
 
| 1600
 +
| rowspan="2" | Launcher Photon Art. Fire a high-powered photon laser.<br>By pressing and holding down the PA button, it will continue to fire until PP is depleted.<br>A follow-up attack will be added when used continuously for a certain amount of time.
 
|-
 
|-
 
| PP || 35
 
| PP || 35
|-
 
! style="text-align:center;" colspan="4"| Description
 
|-
 
| colspan="4" | Launcher Photon Art. Fire a high-powered photon laser.<br>By pressing and holding down the PA button, it will continue to fire until PP is depleted.<br>A follow-up attack will be added when used continuously for a certain amount of time.
 
 
|}
 
|}
 
</div>
 
</div>
 
* Fire a laser as long as you are holding the PA button and have PP. When you let go/run out of PP after dealing 7 hits, you will fire a finishing blast.
 
* Fire a laser as long as you are holding the PA button and have PP. When you let go/run out of PP after dealing 7 hits, you will fire a finishing blast.
 +
** Consumes 1 PP per 0.1 seconds (or 10 PP per second).
 
** Hit interval is once every 0.5 seconds.
 
** Hit interval is once every 0.5 seconds.
 
** You will also see your character flash and make a confirming "click" sound when you can fire the finishing blast.
 
** You will also see your character flash and make a confirming "click" sound when you can fire the finishing blast.
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* Has good horizontal range, but cannot hit enemies above or below you. You can slowly turn while firing to adjust your range.
 
* Has good horizontal range, but cannot hit enemies above or below you. You can slowly turn while firing to adjust your range.
 
* Highly recommended to use when the enemy is downed.  
 
* Highly recommended to use when the enemy is downed.  
* Provides super armor, and auto-Guards from the front when firing the finishing blast.
+
* Provides super armor, and auto-guards from the front when firing the finishing blast.
* Can be canceled before firing the laser with Step.
+
* Can be canceled before firing the laser with Sidestep.
 
* '''Power Notation: The laser deals 12.5% per hit of noted power, and the finishing blast deals 25%.'''
 
* '''Power Notation: The laser deals 12.5% per hit of noted power, and the finishing blast deals 25%.'''
  
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==Multi-launch==
 
==Multi-launch==
 
<div class="mx-auto table-responsive">
 
<div class="mx-auto table-responsive">
{| class="center prettytable" style="width: 100%;"
+
{| class="center prettytable"
 
! style="width: 80px;"| Icon
 
! style="width: 80px;"| Icon
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Stat
 
! style="width: 160px;"| Stat
! | Lv.1
+
! style="width: 160px;" | Lv.1
 +
! style="text-align:center;" | Description
 
|-
 
|-
 
| rowspan="2" | [[File:UINGSPhotonArtMultiLaunch.png|link=]]
 
| rowspan="2" | [[File:UINGSPhotonArtMultiLaunch.png|link=]]
 
| rowspan="2" | Multi-launch
 
| rowspan="2" | Multi-launch
| Power
+
| Potency
 
| 1150
 
| 1150
 +
| rowspan="2" | Launcher Photon Art.<br>Fires a continuous volley of explosive shells ending in a devastating blast.<br>Can be fired while moving or stationary.
 
|-
 
|-
 
| PP || 30
 
| PP || 30
|-
 
! style="text-align:center;" colspan="4"| Description
 
|-
 
| colspan="4" | Launcher Photon Art.<br>Fires a continuous volley of explosive shells ending in a devastating blast.<br>Can be fired while moving or stationary.
 
 
|}
 
|}
 
</div>
 
</div>
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* Effective for hitting specific parts of the enemy or a moving enemy; the shells will track to hit them.
 
* Effective for hitting specific parts of the enemy or a moving enemy; the shells will track to hit them.
 
* Can collide with "hard" objects (like walls). The final shell is slightly slower than the rest of the shells, so it may miss faster enemies.
 
* Can collide with "hard" objects (like walls). The final shell is slightly slower than the rest of the shells, so it may miss faster enemies.
* Provides invincibility when firing the final shell, and auto-Guards from the front afterwards until the end of the PA.
+
* Provides invincibility when firing the final shell, and auto-guards from the front afterwards until the end of the PA.
* Can be canceled after firing the first shell and before the final shell with Step.
+
* Can be canceled after firing the first shell and before the final shell with Sidestep.
 
* '''Power Notation: Shells deal 8% x 8 hits of noted power, and the final shell deals 36%.'''
 
* '''Power Notation: Shells deal 8% x 8 hits of noted power, and the final shell deals 36%.'''
 
<br>
 
<br>
 
==Divine Impact ==
 
==Divine Impact ==
 
<div class="mx-auto table-responsive">
 
<div class="mx-auto table-responsive">
{| class="center prettytable" style="width: 100%;"
+
{| class="center prettytable"
 
! style="width: 80px;"| Icon
 
! style="width: 80px;"| Icon
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Stat
 
! style="width: 160px;"| Stat
! | Lv.1
+
! style="width: 160px;" | Lv.1
 +
! style="text-align:center;" | Description
 
|-
 
|-
 
| rowspan="2" | [[File:UINGSPhotonArtDivineImpact.png|link=]]
 
| rowspan="2" | [[File:UINGSPhotonArtDivineImpact.png|link=]]
 
| rowspan="2" | Divine Impact  
 
| rowspan="2" | Divine Impact  
| Power
+
| Potency
 
| 570
 
| 570
 +
| rowspan="2" | Launcher Photon Art. Fires a blast in front of you.<br>The recoil causes you to move back. Charging it will launch a powerful grenade instead.
 
|-
 
|-
 
| PP || 28
 
| PP || 28
|-
 
! style="text-align:center;" colspan="4"| Description
 
|-
 
| colspan="4" | Launcher Photon Art. Fires a blast in front of you.<br>The recoil causes you to move back. Charging it will launch a powerful grenade instead.
 
 
|}
 
|}
 
</div>
 
</div>
* When uncharged, fire a blast in front of you, with a shockwave that moves you back. When charged for 1 second, fire a grenade that explodes in a large radius.
+
* When uncharged, fire a blast in front of you, with a shockwave that moves you back. When charged for 1 second, fire a grenade that explodes in a large radius that also moves you back.
 
** Can launch smaller enemies into the air.
 
** Can launch smaller enemies into the air.
 
* The charged grenade can collide with "hard" objects (like walls).
 
* The charged grenade can collide with "hard" objects (like walls).
 
* Most effective against groups of enemies when charged.  
 
* Most effective against groups of enemies when charged.  
 
* Auto-Guards from the front when releasing the attack either uncharged or charged.
 
* Auto-Guards from the front when releasing the attack either uncharged or charged.
* Can be canceled while charging with Step.
+
* Can be canceled while charging with Sidestep.
 
* '''Power Notation: When uncharged, the blast and shockwave deals 50% and 45% of noted power respectively, and when charged, the explosion deals 100%.'''
 
* '''Power Notation: When uncharged, the blast and shockwave deals 50% and 45% of noted power respectively, and when charged, the explosion deals 100%.'''
 
=References=
 
=References=

Revision as of 02:27, 13 March 2023

New Genesis: Launcher Photon Arts
UINGSPhotonArtFallenImpact.png Fallen Impact UINGSPhotonArtFearEraser.png Fear Eraser UINGSPhotonArtMultiLaunch.png Multi-launch UINGSPhotonArtDivineImpact.png Divine Impact

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 Sidestep 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 Potency 210 190 240 360 (455) 324 (410)
Potency (Reinforce) 280 260 310
PP Recovery 10 10 12 15 15+5+3+2+1
(Total 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 to 75% of its original damage. 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 Potency 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 potency 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 Potency PP Recovery
Sidestep Attack, (Reinforce) 150 (180) 5
Sidestep Counter, (Reinforce) 300 (360) 15
Dash Attack 250 18
Dive Attack 200 0
  • Sidestep Attack/Counter: After a Sidestep, press Normal Attack to fire an accurate laser shot. If you dodge an enemy's attack with Sidestep, the damage is increased. Using Launcher Attack Reinforce increases the damage and speed of Sidestep 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 weak points 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 Potency, deals 252 x 12 hits + 600.

Photon Arts

Fallen Impact

Icon Name Stat Lv.1 Description
UINGSPhotonArtFallenImpact.png Fallen Impact Potency 500 Launcher Photon Art.
Drop down an explosive shell in front of you.
PP 25
  • Fire a shell into the air that drops onto the marked area moments after.
    • Functions even with an object above you.
  • Can hit unintended parts of a larger enemy if targeting a lower part; if you aim for a Daityl's foot, you may hit its arm instead.
  • Effective against enemies that do not move much.
  • Can be canceled before firing the shell with Sidestep.
  • Power Notation: Deals 12.5% x 8 hits of noted power.


Fear Eraser

Icon Name Stat Lv.1 Description
UINGSPhotonArtFearEraser.png Fear Eraser Potency 1600 Launcher Photon Art. Fire a high-powered photon laser.
By pressing and holding down the PA button, it will continue to fire until PP is depleted.
A follow-up attack will be added when used continuously for a certain amount of time.
PP 35
  • Fire a laser as long as you are holding the PA button and have PP. When you let go/run out of PP after dealing 7 hits, you will fire a finishing blast.
    • Consumes 1 PP per 0.1 seconds (or 10 PP per second).
    • Hit interval is once every 0.5 seconds.
    • You will also see your character flash and make a confirming "click" sound when you can fire the finishing blast.
  • The laser can only hit an enemy once every interval, but can pierce through to hit other enemies with no damage decrease.
  • Has good horizontal range, but cannot hit enemies above or below you. You can slowly turn while firing to adjust your range.
  • Highly recommended to use when the enemy is downed.
  • Provides super armor, and auto-guards from the front when firing the finishing blast.
  • Can be canceled before firing the laser with Sidestep.
  • Power Notation: The laser deals 12.5% per hit of noted power, and the finishing blast deals 25%.


Multi-launch

Icon Name Stat Lv.1 Description
UINGSPhotonArtMultiLaunch.png Multi-launch Potency 1150 Launcher Photon Art.
Fires a continuous volley of explosive shells ending in a devastating blast.
Can be fired while moving or stationary.
PP 30
  • Fire accurate explosive shells and finish off with a stronger shell.
    • You can move during this PA until the final shell. If fired in the air, you will also stay in the air until the end of the PA.
  • Effective for hitting specific parts of the enemy or a moving enemy; the shells will track to hit them.
  • Can collide with "hard" objects (like walls). The final shell is slightly slower than the rest of the shells, so it may miss faster enemies.
  • Provides invincibility when firing the final shell, and auto-guards from the front afterwards until the end of the PA.
  • Can be canceled after firing the first shell and before the final shell with Sidestep.
  • Power Notation: Shells deal 8% x 8 hits of noted power, and the final shell deals 36%.


Divine Impact

Icon Name Stat Lv.1 Description
UINGSPhotonArtDivineImpact.png Divine Impact Potency 570 Launcher Photon Art. Fires a blast in front of you.
The recoil causes you to move back. Charging it will launch a powerful grenade instead.
PP 28
  • When uncharged, fire a blast in front of you, with a shockwave that moves you back. When charged for 1 second, fire a grenade that explodes in a large radius that also moves you back.
    • Can launch smaller enemies into the air.
  • The charged grenade can collide with "hard" objects (like walls).
  • Most effective against groups of enemies when charged.
  • Auto-Guards from the front when releasing the attack either uncharged or charged.
  • Can be canceled while charging with Sidestep.
  • Power Notation: When uncharged, the blast and shockwave deals 50% and 45% of noted power respectively, and when charged, the explosion deals 100%.

References

PSO2 NGS Japanese Swiki: Launcher PAs and Actions