Quick question - Quick answer

Section IDDifficultyEnemyDrop Rate
Skyly
Ultimate1/394
Bluefull
Ultimate1/788
Pinkal
Ultimate1/700
Redria
Ultimate1/700

[td]
Delbiter

[/td]
[td]
Deldepth

[/td]
[td]
Sinow Spigell

[/td]
[td]
Sinow Spigell

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Which is the easiest ID/class to hunt for a soul banish?
Skyly Ranger I guess?
Fastest one is probably going to be the spigell one because it’s a lot easier to farm the actual spawn faster despite the rate being better on delbiter. I like doing the clear first 4 waves hunt in mae:gdv for it solo.
Does anyone use the MagFeeder.ahk script by Beev to Farm Mags?

Is there a guide somewhere that will help me figure it out?
We used to be allowed to use macros for mags but they changed the rules and made it a bannable offense
 
Is there a way to make enemy difficulty scale with the number of players?

My partner and I just started and are playing with just us, but the enemies have *so* much HP and hit really hard. We're still having fun but it would be nice if they would scale down slightly.

Is there a setting somewhere we may have missed?
Late answering this question, but no. There is no way to scale difficulty based on party for multiplayer. Normal Mode and Challenge Mode expects you to be in a team of up to 4, which has the potential to easily bring down enemies with cooperation. As such, Sega set the enemy stats to account for this, and Ephinea keeps it this way. That being said, it's still possible to clear with teams of 2 instead of 4 (or even by yourself, if you're insane enough to do Normal Mode solo on Ultimate difficulty) - you just have to be more cautious with how you approach groups of enemies until you're strong enough and have powerful enough equipment to more easily manage them.

As an additional note: if you set up a lobby in One Person Mode, enemy stats will be decreased to account for the fact that you're going into combat alone (outside of Side Story quests where you get NPC allies). This is the only situation where the game adjusts enemy stats with party size. As implied above, this does not apply if you're in a Normal Mode room by yourself and fighting monsters.
 
That's unfortunate, since we duo everything it's basically putting ourselves on hard mode just from lack of scaling :x We're progressing okay but everything just takes forever to kill with so much HP! (and we hit a wall with the Ruins difficulty spike. Back to leveling I guess lol)

Thanks for the information though!
 
I've heard PSO's game logic is tied to frame rate. Is this true? If so, what functions would be affected if PSO's frame rate was uncapped?
 
I've heard PSO's game logic is tied to frame rate. Is this true? If so, what functions would be affected if PSO's frame rate was uncapped?
It's true, and the short answer is everything.

Animation strides are done per frame, and they're done in both the update and render logic. Enemy and player actions can change based on their animation (again in both the update and render logic). Many attacks and objects in the game count frames to know when to change (also in both update and render). Photon Bullets for example calculate their frame lifetime as distance divided by bullet velocity.

The camera and photon trails are linearly interpolated per frame.

An approach to separate the update and render logic is also a lot of work because there is a lot of 'update' logic done in the render portion. I started working on a very small subset of this a few months ago, but things are still really buggy and it's a massive time sink.

There's another problem where a lot of animations have a small number of frames, so they look the same when going to higher FPS. However, the improvements to the camera alone are probably worth this work (if I ever get the time and desire to finish it).
 
It's true, and the short answer is everything.

Animation strides are done per frame, and they're done in both the update and render logic. Enemy and player actions can change based on their animation (again in both the update and render logic). Many attacks and objects in the game count frames to know when to change (also in both update and render). Photon Bullets for example calculate their frame lifetime as distance divided by bullet velocity.

The camera and photon trails are linearly interpolated per frame.

An approach to separate the update and render logic is also a lot of work because there is a lot of 'update' logic done in the render portion. I started working on a very small subset of this a few months ago, but things are still really buggy and it's a massive time sink.

There's another problem where a lot of animations have a small number of frames, so they look the same when going to higher FPS. However, the improvements to the camera alone are probably worth this work (if I ever get the time and desire to finish it).
Thank you, this is both educational and saddening. I think I've read Matt mention it in passing before in relation to why we don't have 60+ FPS PSO yet—like mag timers are affected by FPS—but I had no idea about the sheer scope of the issue. You make it sound like achieving 60+ FPS (without fake frames) would be a monumental undertaking, or something. :(
 
Hey guys! I wanted to ask a question/advice on a solid long range power weapon for my hucast. Excluding slicers and mechguns, what’s a solid mid to long range weapon to invest in? I heard L&K38 with good hit slaps on hucast. It has some good range too! Or should I invest in a charge handgun for good damage? I already have a good charge mech but I’m hoping to find something with more range. Is it even worth investing in or is charge mech/ diska of braveman really the only solid range options for hucast?
 
Hey guys! I wanted to ask a question/advice on a solid long range power weapon for my hucast. Excluding slicers and mechguns, what’s a solid mid to long range weapon to invest in? I heard L&K38 with good hit slaps on hucast. It has some good range too! Or should I invest in a charge handgun for good damage? I already have a good charge mech but I’m hoping to find something with more range. Is it even worth investing in or is charge mech/ diska of braveman really the only solid range options for hucast?
Charge mech + L&K38 + Smartlink = BOOM. Also Drill Launcher is a good option.
 
Does using Photon Booster on a Frozen Shooter with a weapon heart applied result in a Snow Queen retaining the skin?
 
Does using Photon Booster on a Frozen Shooter with a weapon heart applied result in a Snow Queen retaining the skin?
Yes. But as always, you should check this in sandbox in case it doesn't. It will take less than 5 minutes to make the sandbox account, create a RA, /levelup 200, and make the items to verify.

I play with keyboard.
Is there a way to assign the camera zoom to the keyboard?
The mouse wheel zoom? No.
If you want to effectively disable the camera zoom levels, you can modify the CameraZoom1 to CameraZoom5 parameters in advanced_config.txt and set them all to whichever zoom level you're using.
 
The mouse wheel zoom? No.
If you want to effectively disable the camera zoom levels, you can modify the CameraZoom1 to CameraZoom5 parameters in advanced_config.txt and set them all to whichever zoom level you're using.
Thank you for reply.
I meant the mouse wheel zoom.
I emulated the mouse wheel on my keyboard, but it didn't work right.
The best way is to use the mouse wheel.
 
Feel like I should know this but here goes. When hunting a rare weapon, does DAR matter more or RDR more? Like, would it be more likely to drop if the rate at which anything drops is higher, or if the RDR is higher.
 
its only different if the DAR would go over 100% otherwise they are the same. 125% DAR on a 80% DAR enemy will put it at 100%.
 
I'm looking for a guide / a thread that compares FOmarl vs FOnewearl and FOnewm vs FOnewearl both with a solo and party gameplay perspective, with a focus on level 100+ where role of FO expands beyond just trying to nuke everything at every possible second (like Resta + SD/JZ support, Demon's / Hell special).

To have a pragmatic and realistic approach, I am not willing to consider opinions or guides where having [insert rare weapon] with 50% hit or more is a pre-requisite.

Do you think such thing exists?
Thanks in advance!
 
I'm looking for a guide / a thread that compares FOmarl vs FOnewearl and FOnewm vs FOnewearl both with a solo and party gameplay perspective, with a focus on level 100+ where role of FO expands beyond just trying to nuke everything at every possible second (like Resta + SD/JZ support, Demon's / Hell special).

To have a pragmatic and realistic approach, I am not willing to consider opinions or guides where having [insert rare weapon] with 50% hit or more is a pre-requisite.

Do you think such thing exists?
Thanks in advance!
There's not really a cover-all guide for it, as far as I'm aware. But generally, FOmarl is going to cover almost everything if you're not looking to nuke and don't want to rely on rares, considering she gets natural boosts to Resta, Anti, and S/D range. The problem is that her only damage boost is Grants, so she's heavily reliant on her equipment for technique damage outside of that (longer kill times = greater risk of team wipe). Also, her low ATA means that high Hit% is necessary to reliably land Demon's/Hell specials (she can't even use ES Mechgun, which, despite your aversion to reliance on rare weapons, should still be noted - it highlights just how few reliable options she has for Demon's/Hell use, since regular mechguns have reduced specials that are only 33% as effective as usual).

As for FOnewm and FOnewearl, they're...not hugely good from a support perspective without some help from rares (in particular, either Striker of Chao or Tyrell's Parasol). FOnewearl does have boosted Resta/Anti Range, but no other support boost, in addition to only having basic technique boosts and Megid pierce; meaning she does a bit of a worse job of supporting than FOmarl naturally, and basic techniques and piercing Megid are only effective in specific scenarios. FOnewm, on the other hand, has no support technique range boost, but his boosted Gi/Ra technique damage can help to clear out enemies quickly. All that said, FOnewm and FOnewearl both do have high ATA for Forces, meaning that they can more reliably work with Demon's/Hell specials compared to FOmarl (both can even use ES Mechgun for reliable Demon's usage against single targets).

You probably notice that I didn't include Jellen and Zalure, and that's because a rare weapon (namely, Glide Divine) is required to boost the range for those - no Force has naturally-boosted J/Z range.

(Edit: Just cleaning this up a little bit.)
 
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There's not really a cover-all guide for it, as far as I'm aware. But generally, FOmarl is going to cover almost everything if you're not looking to nuke and don't want to rely on rares, considering she gets natural boosts to Resta, Anti, and S/D range. The problem is that her only damage boost is Grants, so she's heavily reliant on her equipment for technique damage outside of that (longer kill times = greater risk of team wipe). Also, her low ATA means that high Hit% is necessary to reliably land Demon's/Hell specials (she can't even use ES Mechgun, which, despite your aversion to reliance on rare weapons, should still be noted - it highlights just how few reliable options she has for Demon's/Hell use, since regular mechguns have reduced specials that are only 33% as effective as usual).

As for FOnewm and FOnewearl, they're...not hugely good from a support perspective without some help from rares (in particular, either Striker of Chao or Tyrell's Parasol). FOnewearl does have boosted Resta/Anti Range, but no other support boost, in addition to only having basic technique boosts and Megid pierce; meaning she does a bit of a worse job of supporting than FOmarl naturally, and basic techniques and piercing Megid are only effective in specific scenarios. FOnewm, on the other hand, has no support technique range boost, but his boosted Gi/Ra technique damage can help to clear out enemies quickly. All that said, FOnewm and FOnewearl both do have high ATA for Forces, meaning that they can more reliably work with Demon's/Hell specials compared to FOmarl (both can even use ES Mechgun for reliable Demon's usage against single targets).

You probably notice that I didn't including Jellen and Zalure, and that's because you absolutely require a rare weapon (namely, Glade Divine) to boost the range for those - no Force has naturally-boosted J/Z range.
You have not mentioned Fomar's utility in a party. He has natural S/D range boost, good GI-level spells and Grants and can use Demon from Bringer's rifle (that can also have a boost to hit% through a quest). He only lacks Resta/Anti range boost, for wich you should make a Resta or Anti Merge. These are rare items but they worth it.
 
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