Quick question - Quick answer

With Charge Vulcans 50h being so powerful, what situation would someone use twin swords, daggers, or doublesabers over it?
 
Last edited:
A few quickies...

1) What's the name of the Ep4 single-player quest in Japanese? It's a pretty neat quest where you have a choice of bringing Ash, Bernie, Sue or Rupika. Is it a Sega-made quest? It feels like it.
Yes, it's a SEGA quest. The English translation is "To the End of the Wilderness" (or something similar).

3) Every time I have a Hunter level up a Kalki mag (because Estlla is the best opening PB) and evolve it to a stage three mag, it becomes a Mitra, the Ranger evolution, instead of a Marutah, the Hunter equivalent. Is this working as intended?
Yes, mags cannot leave their evolutionary line until 50. It's how SEGA coded it and nothing to do with the server.
 
With Charge Vulcans 50h being so powerful, what situation would someone use twin swords, daggers, or doublesabers over it?
tbh you don't even need to carry single target melee, i often dont to keep my weapon count low for ez/fast switching

sometimes the melee options will be more dmg on a lower ata char if they cant use cvulc nss or hss, esp if high hit or PoSS
the small amount of movement added by melee shit can be useful in some situations to avoid being hit n losing dps by other enemies
cvulcs dont scale with %'s but higher atp single target melee shit scales well
something like bkb devils is worth on epsilon, dorphons, etc. rangers/hucase can make demon srank twins work as well
jizai hell on recoboxes or maybe solo lizards

there's prolly other merits to the melee option but it really comes down to preference
 
Mags cannot leave their evolutionary line until 50.

Thanks for the responses, NDW and Matt! It's funny, even after all these years I'm still learning things about the game that completely slipped by me.

Pertaining to the quest "To the End of the Wilderness," I humbly ask that it be placed on the "to translate eventually" list. Would love to know what they're doing, and the different questions/responses you get for each character when you get to the sparkly stuff.
 
awwwww, oh well guess I better work on earning a soul eater for now instead hehe
Almost forgot, what is the max character length a team name can be on this server?
 
Last edited:
Almost forgot, what is the max character length a team name can be on this server?
The team name is 24 bytes in the database, since it doesn't have any special characters at the beginning of the string it should be 11.
 
Are there any enemies (besides bosses) that demon's or hell doesn't work on?
 
activation rate questions

RAcast + Spread Needle + V501: ?
RAmarl + S-rank Needle (arrest) + V501: ?

thanks smart folk (not including esp just want the base)


edit: feeling hella lazy to check. any difference between slicer and j-cutter atp/ata wise?
 
In what circumstances would you only use the first 2 attacks of a combo? I've seen ppl doing that for TA. Thanks!
 
idk activation rates but hit spread on cast is better than arrest needle afaik

s-rank slicer and j-cutter are same cept jcutter 35 more atp with grinds

In what circumstances would you only use the first 2 attacks of a combo? I've seen ppl doing that for TA. Thanks!
in cmode i get it but otherwise idk, use to reposition and keep from taking damage in cmode at least
maybe if the mob is gonna take 5 hits to kill no matter wat may as well do 2 up front then 3 after?
got vids of it?
 
Last edited:
  • Like
Reactions: CTB
I remember Zack told me that SN needed ~50 hit to be better than Arrest Needle.

But, I was actually asking because I don't want to bother gearing my RAmarl yet if the rate isn't better than the RAcast setup I already have (i am poor and dont play enough right now)
 
if you're gonna have flesies on the same account as the cast may as well use arrest needle imo
unless you're packin hella hit spread already
 
its rly simple. spread needle has higher accuracy(cuz it has hit) and arrest needle has higher activation rate.
i'd use hit sppread for cast and arrest for human
 
  • Like
Reactions: CTB
Hi

I just started so my question is this: Can hardcore player trade with normal player? ty! :)
 
no they cannot trade
and if a hc player joins a normal mode room, the hc cannot pick up items already on the ground

hc can join normal rooms and get its own drops if on the pso2 system tho n.n
normal players cannot join hc rooms
 
Last edited:
activation rate questions

RAcast + Spread Needle + V501: (64% + 30% Android Ultimate Bonus - Enemy ESP %) x 1.5
RAmarl + S-rank Needle (arrest) + V501: (80% - Enemy ESP %) x 1.5

thanks smart folk (not including esp just want the base)

Link to enemy stats:
http://pso.univers-ps.com/bb/monstres/liste.php

Zack and ryopso said:
Spread Needle vs. Arrest S-Rank Needle
There has been some debate over whether spread needle with hit% is more effective than arrest needle on androids. One argument supposes that non-droids are in need of activation, whereas droids require hit% for more accuracy, because their activation bonus is limited to 20% on arrest due to an ingame limit on how frequently arrest can activate (100%). This argument can be considered to rival the information provided on this link.

Zack wrote:

You don't see many enemies with more than 50 ESP, but many areas have enemies with well over 35 ESP that you want to paralyze. In order to achieve 100% activation rate, you need V501/2 and the android bonus in ultimate against enemies with 30 or less ESP with a Spread Needle. For Arrest, you need enough ATA to hit (which you get plenty of on the third attack of a combo, which already has almost universally has 100% hit rate, and against frozen groups of enemies on the second or third attack with RAcast/RAcaseal freeze traps you are guaranteed to hit). Spread Needle with ~50% Hit can also achieve this without the freeze trap, and that is the advantage of it. However, against anything with more than 30 ESP, the Arrest Needle is better.


Long Story short: Against weak enemies, Spread Needle is better (less than 30 ESP) on androids. Against all enemies, Arrest Needle is better on fleshies. Against strong enemies, Arrest Needle is better (more than 30 ESP) on androids.


Most groups of enemies involve at least one type of enemy with over 30 ESP (usually around 35-45 ESP) and you cannot achieve 100% activation against them with a Spread Needle although the ATA on it will connect every time due to its Hit%. The Arrest Needle, on the other hand, achieves 100% activation on damn near every enemy in Episode I and its accuracy "problem" is *more* than augmented by the Freeze Trap's massive EVP reduction. The S-Rank Needle is better because it can make up for its weakness with something as simple as laying a freeze trap.


Spread Needle, on the other hand, can't even achieve 100% activation against the wolves in Forest 1. (64 + 30 - 35) x 1.5 = 88% paralysis chance against wolf

While an Arrest Needle has enough activation to handle anything up to and including the later stuff in Desert. Its activation rate is 100% on EVERY DAMN ENEMY EXCEPT THE MERISSAS. 100% means it does not fail to activate. No enemy (except Del Rappy) has enough EVP to dodge an s-rank needle attack while frozen. They will get paralyzed.

With an S-Rank Arrest Needle, you get:
(80 + 30 - 21) x 1.5 = 100% paralysis chance on Goran
(80 + 30 - 32) x 1.5 = 100% paralysis chance on Pyro Goran
(80 + 30 - 36) x 1.5 = 100% paralysis chance on Goran Detonator
(80 + 30 - 41) x 1.5 = 100% paralysis chance on Girtablulu
(80 + 30 - 45) x 1.5 = 100% paralysis chance on Sand Rappy
(80 + 30 - 58) x 1.5 = 78% paralysis chance against Merissa A, hardest thing to paralyze in EpIV


compared to Spread Needle's ****:
(64 + 30 - 21) x 1.5 = 100% paralysis chance on Goran (don't get used to it)
(64 + 30 - 32) x 1.5 = 93% paralysis chance on Pyro Goran
(64 + 30 - 36) x 1.5 = 87% paralysis chance on Goran Detonator
(64 + 30 - 41) x 1.5 = 79% paralysis chance on Girtablulu
(64 + 30 - 45) x 1.5 = 73% paralysis chance on Sand Rappy (...)
(64 + 30 - 58) x 1.5 = 54% paralysis chance on Merissa A

Conclusion: Spread Needle sucks.

ryopso wrote:

From what I have read, the final success rate of the special is calculated using the following formula:

("Special Success Rate" - "Monster's ESP" + "Class Bonus") x "Unit Bonus" = "Final Success Rate of Special"

Notes:
1. Special Success Rate can be checked here
2. Monster's ESP can be found in the Beastiary section in PSO-World
3. Class Bonus = 30 for Andriod in Ulimate, else = 0
4. Unit Bonus = 1.5 if V501/2 is equipped, else = 1

Example: Using arrest on a monster with 50 ESP with a RAcast in Ult

Special Success Rate: 80
Monster's ESP: 50
Class Bonus: 30

80 - 50 + 30 = 60 (%)

If v501/2 is used:

(80 - 50 + 30) x 1.5 = 90 (%)

Source:
https://sites.google.com/site/psowiki/home/assorted-information



edit: feeling hella lazy to check. any difference between slicer and j-cutter atp/ata wise?
S-Rank Slicer:
Min ATP - 10
Max ATP - 10
Max Grind - 140
Max ATP - 290
Base ATA - 35

S-Rank J-Cutter:
Min ATP - 25
Max ATP - 25
Max Grind - 150
Max ATP - 325
Base ATA - 35

TL;DR: Same ATA, J-Cutter has more ATP.
 
Back
Top