Quick question - Quick answer

I tried the search for this question to no luck

On Ultimate Falz Phase 2 I keep getting 1-shotted by the Barta from the left claw. How much EIC or HP do I need to survive this thing?
 
I tried the search for this question to no luck

On Ultimate Falz Phase 2 I keep getting 1-shotted by the Barta from the left claw. How much EIC or HP do I need to survive this thing?

It depends, but the quick answer is probably just equip a Cure/Freeze and not worry about those stats too much.

This is because of how the Freeze (status) works, suppressing flinching animations and invulnerability frames. The fixed damage on Dark Falz's Rafoie is actually a bit higher here, but since it fires a line of attacks, the number of Rabarta instances you could be hit with simultaneously are an important factor too. I noted at least three instances hitting me with some quick Sandbox mode testing. Not to mention the three Darvants that spawn on you afterwards. Similar to how having too much DFP can work against you, knockdown can be beneficial in this case. EIC reduces the fixed damage of each instance by an equivalent percent, and above 75 EIC you're also immune to the freeze status. So 100 EIC will negate 100% of the damage, but you'll still flinch which will interrupt your attacks or techniques.
 
Last edited:
It hardly drops in VH, it's more likely to drop in U. Anyway, try to hunt it in EP4, like Crater interior. I found some there in U.
I'm a bit stubborn and remember years ago finding it in VH mode, so I partly want to keep looking in VH but it's starting to exhaust me. If I was determined to keep searching in VH what would be the most efficient area and quest to utilize?
 
I'm a bit stubborn and remember years ago finding it in VH mode, so I partly want to keep looking in VH but it's starting to exhaust me. If I was determined to keep searching in VH what would be the most efficient area and quest to utilize?
Wikis say that is a Redria exclusive. Redria/Crater interior or Redria/Desert is the best for high level armors imo.
 
Last edited:
Is there any reason why THIS QUEST has not yet been fully translated to English when we have people like @Gori ?
Probably because no one has ever asked him to?

Probably because we don't make assumptions that, just because we have people who can speak and read Japanese on our staff, that they should just make sure that everything that is still in Japanese is translated to English for English players?

I mean, have YOU yourself ever asked him nicely to help translate this quest instead of just wondering out loud why Gori hasn't done something you expected him to do? (I mean, you tagged him on this and it reeks of entitlement. It's a bad look.)

Just FYI, if you ever do politely ask, he may say no, so be prepared for that.
 
Probably because no one has ever asked him to?

Probably because we don't make assumptions that, just because we have people who can speak and read Japanese on our staff, that they should just make sure that everything that is still in Japanese is translated to English for English players?

I mean, have YOU yourself ever asked him nicely to help translate this quest instead of just wondering out loud why Gori hasn't done something you expected him to do? (I mean, you tagged him on this and it reeks of entitlement. It's a bad look.)

Just FYI, if you ever do politely ask, he may say no, so be prepared for that.
I'm sorry if this sounded like I was criticizing anyone. I was merely trying to ask in a curious manner and evidently came across in an entirely different way.
 
It's technically faster to do the timing mini-game if you can consistently land the full amount of points from being exact every time, but there's a bit of a delay (or timing disparity otherwise) between when you need to press the button and when it seems like you'll need to press the button to get it perfectly, which can be difficult to intuit and then execute consistently.

Staff have previously mentioned that hold-for-rapid-fire controller/keyboard functions are allowed, so doing the button-mashing minigame like this is generally going to be more immediately consistent and doesn't take that much longer.
 
Hello Fellow hunter ^w^,
I've ended Maximum Attack 4th Stage -1R- solo several times now, but Dark Falz never drops any items !
Has anyone else noticed this? Does it depend on the route chosen with Momoka ( i always chosse Caves A -> Mines B -> Ruins C ) ? Do I need to get the maximum number of kills ?
Or is it a bug ?
 
Will there be a summer event?
anniversary event augustish as usual, no exact dates, gonna be different from previous years

I tried the search for this question to no luck

On Ultimate Falz Phase 2 I keep getting 1-shotted by the Barta from the left claw. How much EIC or HP do I need to survive this thing?
I know you received an answer a post after yours, but I just wanted to come back to this and let you know that I since wrote a whole section about the attack on the wiki, which might help you to understand the attack and how not to get killed by it (it's not 100% reliable and no HP/EIC breakpoint is present since the attack is complicated)

link (too lazy to format stuff atm): https://wiki.pioneer2.net/w/Dark_Falz#Rabarta
 
How best to measure distance in PSO?

I found a coordinate viewer addon, but I'm having trouble correlating its values with known horizontal ranges of weapons documented on the wiki.

For example, a handgun has 170 horizontal range, which I gather comes directly from the ItemPMT. But enabling /pk between two players standing at the far edge of target acquisition for each other, the addon shows coordinates (747, 173) and (948, 157). That's more like a distance of 200, or 30 more than I would expect.
 
How best to measure distance in PSO?

I found a coordinate viewer addon, but I'm having trouble correlating its values with known horizontal ranges of weapons documented on the wiki.

For example, a handgun has 170 horizontal range, which I gather comes directly from the ItemPMT. But enabling /pk between two players standing at the far edge of target acquisition for each other, the addon shows coordinates (747, 173) and (948, 157). That's more like a distance of 200, or 30 more than I would expect.
Weapon and tech targeting don't work from 'player position' to 'target position.' It's more like 'weapon or tech cast position' to 'at least one hitbox of target'.

Coordinate viewer addon is showing the player position, which is basically center of where the player stands. Weapon targeting uses the position of the weapon (the first node in the model IIRC, can't check right now). So there's already additional range for most things because weapons are usually held or fired a bit in front.

The next part is to the target hitbox. Most hitboxes are treated as spheres/cylinders where the hitbox radius is just added to the targeting range, so that's an additional extra bit of range.

Additionally, ignore what the wiki says about vertical height/distance targeting. That's just wrong. It's more like a 'pull back' value for the targeting frustum where the same range is added after the pull back. So it's more like the targeting frustum starts behind the weapon/cast position, which I guess Sega did to make it more intuitive for targeting enemies that are close but slightly off to the player's side. This paragraph is not directly related to what you asked, but it is in the same area and something that makes no sense once you start digging into the targeting.
 
Last edited:
Weapon and tech targeting don't work from 'player position' to 'target position.' It's more like 'weapon or tech cast position' to 'at least one hitbox of target'.

Coordinate viewer addon is showing the player position, which is basically center of where the player stands. Weapon targeting uses the position of the weapon (the first node in the model IIRC, can't check right now). So there's already additional range for most things because weapons are usually held or fired a bit in front.

The next part is to the target hitbox. Most hitboxes are treated as spheres/cylinders where the hitbox radius is just added to the targeting range, so that's an additional extra bit of range.

Additionally, ignore what the wiki says about vertical height/distance targeting. That's just wrong. It's more like a 'pull back' value for the targeting frustum where the same range is added after the pull back. So it's more like the targeting frustum starts behind the weapon/cast position, which I guess Sega did to make it more intuitive for targeting enemies that are close but slightly off to the player's side. This paragraph is not directly related to what you asked, but it is in the same area and something that makes no sense once you start digging into the targeting.

Aha, so it is more nuanced. This makes sense, especially given the consistent +10–30ish horizontal range I was seeing across all of my Recobox-whacking melee weapon tests too.

Always appreciate your willingness to share game mechanics and details here. Thank you Ender.
 
Back
Top