Quick question - Quick answer

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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people generally have to pay you to take anti merge which is still not worth it

anyway fonewm is generally just the best force unless you're willing to go hard on fomar (you will need to familiarize yourself with more combo kills that require higher hit gear to achieve to start running with fonm.) the nuances can pretty much always be made up with equipment or don't matter much. or just not be >needed< 90% of the time, like megid piercing and boosted jz)

you can't just skip rare items unless you're looking to actively antagonize everyone else. this is also the case if you try to play a fo without nuking.

fonewearl is generally only better at casting resta and hitting things slightly more often due to her higher ata. while this sometimes matters, it usually isn't enough to justify picking her over a fomar/fonewm. (to be clear - fonewearl is fairly okay because of her massive mst, but 583 atp really hurts her options)

fomar doesnt nuke as well as fonewmn but he gets gifoie/gizonde boost which do a lot of work. thanks to his fairly high atp vs other forces however, he is capable of handling different types of scenarios with melee combo kills. unfortunately fomar is also technically the most expensive class in the game because 163 ata. you want hit more than anyone else because you have the worst ata in the game. with perfect gear fomar is arguably the best force in the game; but anything less and fonewmn is just as capable (usually more so.)

fomarl is just the worst force. full stop. her slicer animation is good/fun and her handgun animation is funny (she hits herself in the head.) however your other melee options are kind of shit (female saber animation) and shes the worst nuker. her shot animation is kind of fucked up (in a good way) and as a result shes also kind of boring: you usually just want to use rambling may if you dont need to do other support.
 
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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.
If Female type FO, This kitty would've suggested 'MARINA'S BAG' for Anti and Resta Range needs~! *Shows herself out!* =3
 
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.
Late, but I didn't mention FOmar because the one I was quoting didn't ask about it. They just asked for a guide/thread "that compares FOmarl vs FOnewearl and FOnewm vs FOnewearl". They also said they didn't want any opinions or guides where a rare is needed*. It is still nice to have details on FOmar, though I do feel the one that I responded to would've asked about Forces in general if they wanted FOmar information as well, rather than being specific about the comparisons.

*(They technically said "where having [insert rare weapon] with 50% hit or more is a pre-requisite" to have "a pragmatic and realistic approach", but I'm treating it as "No opinions/guides that require any rares" to prevent any goalpost-moving, and thus only discussed the strengths and weaknesses of the classes themselves.)
 
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Late, but I didn't mention FOmar because the one I was quoting didn't ask about it. They just asked for a guide/thread "that compares FOmarl vs FOnewearl and FOnewm vs FOnewearl". They also said they didn't want any opinions or guides where a rare is needed*. It is still nice to have details on FOmar, though I do feel the one that I responded to would've asked about Forces in general if they wanted FOmar information as well, rather than being specific about the comparisons.

*(They technically said "where having [insert rare weapon] with 50% hit or more is a pre-requisite" to have "a pragmatic and realistic approach", but I'm treating it as "No opinions/guides that require any rares" to prevent any goalpost-moving, and thus only discussed the strengths and weaknesses of the classes themselves.)
You're right. I'm just a fomar fan.
 
Thank you everyone for your replies! :-)
I excluded the use of [rare weapons with high hit] due to their high PD price and it seems unrealistic to me at the moment to buy melee/ranged rare weapons with 40-60 hit to have fun with a new character in Ult.
My question was thoroughly addressed and was focused on FOnewearls (sorry FOmars!)
 
What is the rate at which weapons are dropped with hit calculated again? I feel like I saw a thread about it once, I just don't remember.
 
What is the rate at which weapons are dropped with hit calculated again? I feel like I saw a thread about it once, I just don't remember.
If I'm reading this Wiki page right, the chance of a weapon dropping with Hit is 5% per attribute rolled on Ultimate (games rolls up to 3 attributes per weapon drop, and duplicate attribute roles are counted as "No Attribute"), and then the amount of hit rolled depends where you are.
 
Hey :)
I have a 75hit Charge Calibur from the anniversary event ages ago. Since I have only been playing forces the last years and i'm thinking of starting a hunter, I wonder if you think it would be more valuable to convert it into darkflow or keep it as it is.
 
Hey :)
I have a 75hit Charge Calibur from the anniversary event ages ago. Since I have only been playing forces the last years and i'm thinking of starting a hunter, I wonder if you think it would be more valuable to convert it into darkflow or keep it as it is.
Dark Flow is very powerful but difficult to use. In your position I would level up my hunter to Ultimate first and try using the Charge Calibur as is along the way before deciding. If you've not played much HU before this will help you find out if you even enjoy it. You could also buy a lower hit DF for practice/testing just to know if you want to use it. Then you could sell the cheaper DF and decide what to do.

*You could also make a sandbox account for testing, though I understand why one might not want to do that.
 
Dark Flow is very powerful but difficult to use. In your position I would level up my hunter to Ultimate first and try using the Charge Calibur as is along the way before deciding. If you've not played much HU before this will help you find out if you even enjoy it. You could also buy a lower hit DF for practice/testing just to know if you want to use it. Then you could sell the cheaper DF and decide what to do.

*You could also make a sandbox account for testing, though I understand why one might not want to do that.
Thank you for the advice, I'll keep it as it is. Less brain, more slaying;)
 
Hey :)
I have a 75hit Charge Calibur from the anniversary event ages ago. Since I have only been playing forces the last years and i'm thinking of starting a hunter, I wonder if you think it would be more valuable to convert it into darkflow or keep it as it is.
Keep it as it is, for God sake. You'll find another Calibur wich is right for you. Just keep looking to the market, at higher levels you might find a 50hit Calibur if you're lucky.
 
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Keep it as it is, for God sake. You'll find another Calibur wich is right for you. Just keep looking to the market, at higher levels you might find a 50hit Calibur if you're lucky.
Your post is so confusing.
He already has 75 hit on the one he's talking about.
 
Your post is so confusing.
He already has 75 hit on the one he's talking about.
MrCornflakes want to start using a new character as a hunter, so basically it is more user friendly a Charge Calibur at low levels than a Dark Flow.
In addiction he might not want to combine the mentioned Charge Calibur neither at high levels, cause it's powerful and it's not so difficult to find another hit+Calibur in the shop as well. Usually you can find all common weapon in the shop with hit+ at high levels of your character (don't know exactly wich is the minimum level required to make strongest common weapons appear in the shop).
 
Ill start first :P ... Is it confirmed that Yellowboze does have a higher chance at finding weapons with HIT% ... ive had so many peeps tell me yes AND no aswell as seeing yes AND no answers on different forum threads.


Also what level do you suggest for each difficulty of BLACK PAPER DEAL. those drops look so good but Id hate to waste a photon crystal trying a difficulty to high for my character. "ps IVE NEVER DONE BPD...EVER"
I don’t know how this thread works, but was told I should post my question here. Is there any setting where if I hold the right mouse button and drag the mouse it moves the camera? While I understand it wouldn’t go up and down, is this possible for left and right?
 
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