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==Phantasy star Universe Stats== | ==Phantasy star Universe Stats== | ||
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+ | Cry0 | ||
+ | Fortefighter 20 | ||
+ | Beast | ||
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+ | Cry0 V1.337 | ||
+ | Acrofighter 20 | ||
+ | Cast | ||
==Photon Art Reviews== | ==Photon Art Reviews== | ||
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*Style: How badass or funny the PA is. Hey. This is a critical issue. | *Style: How badass or funny the PA is. Hey. This is a critical issue. | ||
− | ==={{Spear icon}}=== | + | ===Spears{{Spear icon}}=== |
====Dus Majarra==== | ====Dus Majarra==== | ||
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− | + | ===Twin sabers{{Twin saber icon}}=== | |
− | ==={{Twin saber icon}}=== | ||
====Assault crush==== | ====Assault crush==== | ||
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− | ==={{Double saber icon}}=== | + | ===Double saber{{Double saber icon}}=== |
====Tornado dance==== | ====Tornado dance==== | ||
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− | ==={{Knuckles icon}}=== | + | ===Knuckles{{Knuckles icon}}=== |
====Bogga danga==== | ====Bogga danga==== | ||
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− | ==={{Sword icon}}=== | + | ===Swords{{Sword icon}}=== |
====Tornado break==== | ====Tornado break==== |
Latest revision as of 14:27, 18 August 2008
Contents
About me
Sorry, accidentally deleted the first 3 chapters of this thing. i'll do it again sometime.
Memoires of "A New Hope"
anh, msb, return of the berserker,...
Phantasy star Universe Stats
Cry0 Fortefighter 20 Beast
Cry0 V1.337 Acrofighter 20 Cast
Photon Art Reviews
Here I will be reviewing photon arts. The guide on psupedia gives hits, %s and who it's useable by, but there are some key properties in a photon art that are not written down anywhere (that I am familiar with). Therefor, I have taken it upon myself to write this guide, and give a deeper understanding of different PA's. Note that the grading here is a bit subjective for the moment, a I have not yet gone through the trouble of actually timing PA's and whatnot. I'll be doing most things from memory, also. Therefor, if there are any inaccuracies, please do note them. However, if there is critique on the grades I give PA's in the different fields, you might be so kind as to keep them to yourself. Each of the PA's I reviewed I have personally trained to lv40, so I know what I'm talking about.
Grading system: In each category the PA can score up to 10 points, and in te end they get a grade out of 100%. if i find the PA to be the best of all PA's in that category, it will get 15/10, and thus, 5 bonuspoints. The categories are the following:
- Damage over time: The amount of damage a PA can rack up over time. This holds into account the amount of targets it can hit, and the PA's accuracy multiplier. It also takes into account how fast the PA does so. This gives an idea of the damage efficiëncy of the PA. This is damage you wil practically be doing.
- Damage over PP: The amount of damage a PA can do in reflection to the PP cost, and thus also the targets it hits. This gives an idea of the brute force of the PA. This is damage you theoretically should be doing.
- Just Attack: How easy this is to just attack (a big time window for the JA), or if this PA gives a significant drop in any other field, if the JA is used.
- Defensive ability: How easy it is to get hit while using this PA; basically, if the PA leaves you open for enemy attacks. This gives an idea on if the PA is agressive (and attacks constantly), or if there are some thwirly moves, which are a waste of time.
- Flexibility: How flexible the PA is. Some PA's can be steered while they are executing, in different degrees. Some PA's move you quite some distances over the battlefield. Some PA's are even so flexible, that you can avoid enemy attacks with them. This gives an idea on how much the PA can move the person over the battlefield. An important property, as this may be used to avoid enemy attacks, while attacking yourself, or if the enemy suddenly moves from his position, still move so that you still hit it.
- Tactical prowess: How the combo of the attack takes into account it's previous moves, and builds up momentum. It holds into account properties like wipeout, launch, blowaway. (eg if you first launch and then blowaway, that is good, if you first blowaway, and then launch, that is not good)
- Team play: How much the team will appreciate this PA.
- Level speed: How fast it levels. Note that this is a measurement for how long it would take to level, if you just battle with it, not if you use special fast levelling techniques.
- Obtainability: How easily the PA is obtainable.
- Style: How badass or funny the PA is. Hey. This is a critical issue.
Spears
Dus Majarra
Property | Grade | Comment |
---|---|---|
Dam/Time | A lot of damage in a short amount of time, despite accuracy. | |
Dam/PP | Accuracy modifier is on the low side, pretty cheap. | |
Just Attack | Easy to learn, and you'll never miss it. | |
Defense | Each attack immediately flows over in the next. However, the first 2 attacks have no melee effect. | |
Flexibility | The first attack makes it easy to move to the enemy's rear. | |
Tactics | Not applicable, but not hinderable either. | |
Team Play | Useful everywhere and always. Better not use it when other people try to level though. | |
Level Speed | Levels too fast. 'nuff said. | |
Obtainability | 30 frags. This should be your first melee frag PA. | |
Style | There's nobody I've ever heard say they don't like the look of it. Who needs gravity, anyway? | |
Total | 94% | One of the best you'll get. Top tier competitor. |
Dus Robado
Property | Grade | Comment |
---|---|---|
Dam/Time | A decent amount of damage in a decent amount of time. | |
Dam/PP | Accurate, and normal pp usage. | |
Just Attack | Not hard by any means, but you might miss it occasionally, through the small time window and weird timing. | |
Defense | Initially and between each part of the attack, there is an opening. | |
Flexibility | Not applicable, because it hits everything around you, anyway. if the target runs though, then you won't be going after it. | |
Tactics | No blowaway on the first 2 parts (no wipeout either, though), and blowaway on the last, as it should be. | |
Team Play | No-one will complain, unless you always blow away. And through it's high number of hits, it might save someone. | |
Level Speed | Levels good. | |
Obtainability | Cheap to get in the shop. | |
Style | Come and taste my spear! Looks pretty good. Major photon effects, too. | |
Total | 80% | Good PA, albeit with a bit of openings. |
Dus daggas
Property | Grade | Comment |
---|---|---|
Dam/Time | Too low for a 'heavy' weapon. | |
Dam/PP | Accurate, and cheap pp usage. Still weak though | |
Just Attack | The JA slows the combo down noticeably. That's a nono. | |
Defense | Leaves a lot of openings on the sides. | |
Flexibility | Decently aimable, but you won't be going anywhere far. | |
Tactics | No melee-effect until the final hit, which takes a while. Not good. | |
Team Play | No-one will complain. They might laugh at you though. But you won't save anyone from future harm with this either. | |
Level Speed | Levels meh. | |
Obtainability | Doesn't come cheaper then this. (except your one free skill...) | |
Style | To tell the truth, it doesn't look half bad! Like a frantic attack series with the spear. | |
Total | 69% | Might have been good, once... Now it's overshadowed, though. |
Twin sabers
Assault crush
Property | Grade | Comment |
---|---|---|
Dam/Time | A lot of damage in a short amount of time. | |
Dam/PP | Not PP friendly. The damage is in the last hit. | |
Just Attack | JA slows it down, but not drastically. | |
Defense | The attack is fast enough, not to leave you open. However, the first to parts can only make one enemy flinch. | |
Flexibility | You move plenty, and fast. | |
Tactics | The first 2 parts could have used wipeout, but still a nicely built combo. | |
Team Play | Doesn't bother anyone, and only helps with launch. | |
Level Speed | Levels 1-20 will make you cry. After that it becomes a lot easier though. | |
Obtainability | Buy in store, not cheap though. | |
Style | It just oozes badass. Quick swordsmanship, like a ninja (there, I said it). My personal favorite. | |
Total | 87% | Fast, good-looking, damaging. What more do you want? |
Rising crush
Property | Grade | Comment |
---|---|---|
Dam/Time | A lot of damage in a decent amount of time. | |
Dam/PP | PP friendly. | |
Just Attack | JA slows it down, to the point of noticable openings. | |
Defense | When you start, and when you JA there are openings, however, due to the constant launch, this effect is minored. | |
Flexibility | You move around a bit, and the PA can turn somewhat. | |
Tactics | Constant launch, allowing for continuous stalling, resulting in blowaway. Brilliant. | |
Team Play | Saves lives due to stalling. | |
Level Speed | Not as fast as you might think. | |
Obtainability | Buy in store, cheap. | |
Style | Some acrobatics, and flashy swordwaving. | |
Total | 84% | Very useful and powerful for a cheap shop PA. |
Cross hurricane
Property | Grade | Comment |
---|---|---|
Dam/Time | A lot of damage over a considerable period of time. | |
Dam/PP | Not PP friendly. Accurate and powerful, though. | |
Just Attack | JA slows it down, but not drastically. It's slow already anyway. | |
Defense | Why not just paint a bullseye on your forehead? Seriously, lots of open time. | |
Flexibility | It's reasonably aimable; you ain't going nowhere, though. | |
Tactics | It just looks like a bunch of weird moves thrown together. No coherence whatsoever. | |
Team Play | Improves if other teammembers keep enemies busy. You do it for them in turn. Definately a team PA. | |
Level Speed | Normal. | |
Obtainability | 70 frags? Well, I suppose, if you got nothing better to spend 'm on. | |
Style | You look like a clown, kicking sephiroth's ass. Both weird, funny and badass at the same time. Still wonder how they pulled that off. | |
Total | 73% | Pretty strong, both in looks and damage output. Leaves you wide open due to it's slowness though. |
Splendor crush
Property | Grade | Comment |
---|---|---|
Dam/Time | A lot of the damage will go undone, alas. None too fast, either. | |
Dam/PP | Normal PP usage. | |
Just Attack | JA has nearly no effect on it's execution speed. | |
Defense | The first two parts leave you wide on the sides, even though you move around. The last part totally covers you, though. | |
Flexibility | The first 2 parts are very agile. The last part lacks any sort of agility, though. | |
Tactics | The first two parts are useless, and the last part launches enemies to a place where they can not be touched by the blowaway. | |
Team Play | Doesn't bother anyone, and only helps with launch. | |
Level Speed | Levels slowly, due to the fact that you won't be making full advantage of the last part's total hits. | |
Obtainability | 50 frags? For this? | |
Style | The first 2 parts look like you're falling down the stairs. The final hit on the last part has a cool effect though. | |
Total | 65% | Due to inefficiëncy in the execution buildup, this PA is not what it could have been. |
Double saber
Tornado dance
Property | Grade | Comment |
---|---|---|
Dam/Time | A fair amount of damage, fast. | |
Dam/PP | Uses up a significant amount of PP, unfortunately. | |
Just Attack | Since this is a one-hitter, trying to JA it takes a huge toll on it's effectiveness. | |
Defense | You're untouchable (well, nearly) during execution. | |
Flexibility | You can actually make a 360° spin. | |
Tactics | All blowaway is both good, and bad, depending on the enemy. | |
Team Play | Don't use it in teams, unless it's on solid enemies like jarbas or carriguines. I said don't. | |
Level Speed | Levels very fast. | |
Obtainability | 99 frags. Doesn't come worse then this. | |
Style | Whee! I can fly! Looks great, and gets you around the level fast, too. | |
Total | 80% | Has both evident strengths and weaknesses. |
Spiral dance
Property | Grade | Comment |
---|---|---|
Dam/Time | A fair amount of damage. | |
Dam/PP | Cheap on PP. | |
Just Attack | Slows it down a bit, but nothing radical. | |
Defense | First hit hits a lot of targets and has wipeout, which is sheer brilliance. Other parts leave minor openings at the beginning. | |
Flexibility | You move around a lot, and can steer it very well. | |
Tactics | A prime example of consecutive melee effects. The only shame is the blowaway on part 2. That can be avoided though. | |
Team Play | Multiple blowaways? I guess... | |
Level Speed | Levels. Nothing more. | |
Obtainability | Cheap in the shop. | |
Style | Looks pretty neat. | |
Total | 88% | Excells in all departments. Top notch. |
Gravity dance
Property | Grade | Comment |
---|---|---|
Dam/Time | Attack with the normal attack. | |
Dam/PP | Why does this cost so much PP? | |
Just Attack | Slows it down. | |
Defense | The first attack leaves you open because it only hits 2 targets. The last part takes a while too. | |
Flexibility | Not appliccable, hits all around you. You aint going nowhere though. | |
Tactics | No melee effect, except the last attack. | |
Team Play | Nice, doesn't hurt the team, and launches. | |
Level Speed | Levels slow. | |
Obtainability | 36000?! What the...?! | |
Style | You look like you're drunk. And not in a good way. | |
Total | 67% | Avoid. |
Absolute dance
Property | Grade | Comment |
---|---|---|
Dam/Time | It does good damage, but why does it take so long? | |
Dam/PP | Too expensive for what it is. But double sabers recover PP fast anyway. | |
Just Attack | Actually doesn't worsen the combo whatsoever. Easy to hit, too. | |
Defense | Makes you look like a masochist. The final part is nigh-on useless because of this. | |
Flexibility | You move around and can steer well. | |
Tactics | Ok, in truth, the buildup of melee effects is good, but that is kind of negated by the duration of the last part.. | |
Team Play | Nice, doesn't hurt the team, and launches. | |
Level Speed | They'll have found a cure for cancer by the time this hits 40. | |
Obtainability | 50 frags. Not unworthy of it's price. But still too much if you can't be bothered. | |
Style | It looks neat. | |
Total | 73% | Bleh. Kind of a useless add-on to double saber PA's. |
Knuckles
Bogga danga
Property | Grade | Comment |
---|---|---|
Dam/Time | A very nice amount of damage in a decent amount of time. | |
Dam/PP | Cheapest knuckle PA in terms of PP. | |
Just Attack | Might be a little tricky to find it at first, but it doesn't create huge openings. | |
Defense | When using JA it becomes a little open, but otherwise it's rock-solid defense. | |
Flexibility | The last part is flexible, the others less so, but not stiff. | |
Tactics | Very good! Knockback and going after it. The only thing that's silly is that the first hit of the last part will hardly ever connect. | |
Team Play | Jup, great team PA. | |
Level Speed | Not fast. | |
Obtainability | Huzzah! Bogga danga for everyone! | |
Style | Flashy, fast, and hard-hitting. Nice. | |
Total | 89% | A very good PA. In practice however the final hit has a low efficiency hit rate. |
Bogga robado
Property | Grade | Comment |
---|---|---|
Dam/Time | A very nice amount of damage in a decent amount of time. | |
Dam/PP | PP unfriendly for what it is. | |
Just Attack | Easy and no downsides. | |
Defense | The beginning and middle leave holes on the side. | |
Flexibility | Your reach falls somewhat short at times, and it's not very steerable. | |
Tactics | The launch on the second part can be both very good or very bad, depending on the enemy. | |
Team Play | More a solo PA. But it doesn't hurt the team. | |
Level Speed | Normal. | |
Obtainability | 75 frags, but probably worth it. | |
Style | Not much robado about it, although the last part is funny. | |
Total | 77% | A good PA, that has it's uses. |
Bogga zubba
Property | Grade | Comment |
---|---|---|
Dam/Time | A lot of damage, in a shorter time then you'd think possible. | |
Dam/PP | Not the kindest of knuckle PA's on PP. | |
Just Attack | Since this is a one-hitter, this takes a toll. However, knuckles are fast enough that it matters little. | |
Defense | The beginning leaves you open (but not really THAT long, unlike anga jabroga), the ending makes you nigh on invincible. | |
Flexibility | Not the most steerable, but it has a decent reach. | |
Tactics | It hits fast enough to hit the target with all 4 hits before it's to high (because of the launch) so that you can't hit it anymore. | |
Team Play | Saves lives and doesn't annoy. | |
Level Speed | Not fast. | |
Obtainability | Cheap fast one-hit PA? Yes please! | |
Style | Not much to look at. | |
Total | 85% | A useful, strong PA. |
Ikk hikk
Property | Grade | Comment |
---|---|---|
Dam/Time | Press PA button. Go make coffee. Press PA button. Get crackers. Finish PA. It's slow. | |
Dam/PP | Most damage per PP. Fully levelled you'll be doing about 30,000 damage per JA button press. | |
Just Attack | Not easy to just attack, rather hard actually. However, it has next to no effect on it's speed, since it's slow already. | |
Defense | Bottom feeder. Just pray your character doesn't evade the attacks, and just takes them. | |
Flexibility | Quite flexible, however the reach is sometimes a bit short. | |
Tactics | It would have been better if the first attack had 3 targets, and the second 2. Ah well. Next to no melee effect though. | |
Team Play | Sure, why not? | |
Level Speed | Near the end you'll be thinking about eating a bullet. | |
Obtainability | 30 frags. Worth it? | |
Style | Drunken boxing? Yes please. | |
Total | 74% | Funny, but no real strategical value. |
Swords
Tornado break
Property | Grade | Comment |
---|---|---|
Dam/Time | A good amount of damage to a lot of targets. | |
Dam/PP | Really low PP cost PA. | |
Just Attack | It's a bit tricky to get sometimes, and it does slow it down, althought hat doesn't have big side effects. | |
Defense | Both good and bad. It makes a lot of targets flinch, but with JA, it leaves quite the opening. | |
Flexibility | Not appliccable, you hit everything around you. You're not going anywhere though. | |
Tactics | Make flinch until blowaway. Couldn't be simpler. | |
Team Play | Sure, why not? Although you do blow away a lot of targets, which is not always the best of things. | |
Level Speed | Due to it's many targets, it levels fast. | |
Obtainability | Might as well give it to you for free. | |
Style | Not much to look at. | |
Total | 80% | Rather useful sword PA. Won't find many of these around. |
Spinning break
Property | Grade | Comment |
---|---|---|
Dam/Time | It's really fast, with a good amount of damage. Although you won't hit much of it's potential. | |
Dam/PP | Sucks PP like a vampire, due to it's fastness. | |
Just Attack | Has next to no effect on the PA. Easy to hit, too. | |
Defense | Sides are always unguarded. The jumping around helps. | |
Flexibility | Very flexible, but why does it have such a small hitbox? That kills this PA. | |
Tactics | Flinch 'till blowaway. But since you move around, this may make you miss, which isn't good. | |
Team Play | Oh yeah sure, good team PA. | |
Level Speed | Faster then a scatman on crack. | |
Obtainability | Available in shop... | |
Style | Not much to look at. | |
Total | 86% | Would have been a perfect PA if it wasn't so hard to hit with it's full potential. |
Absolute break
Property | Grade | Comment |
---|---|---|
Dam/Time | Finally, a good sword PA. Rejoice! The accuracy is a downer, though. | |
Dam/PP | Pretty costly on the already low PP swords. | |
Just Attack | The JA is very hard to get, but it comes at nearly the exact time of finishing your move, and thus, making this very fast. | |
Defense | The first part requires time to charge, as does the last attack. Blowdown on the second reduces this though. | |
Flexibility | The first part is flexible and moves your around, but the other ones are stern and require dedicated aim. | |
Tactics | Get to their back, blow them down, blow them away. Couldn't be better. | |
Team Play | Always useful, but don't overuse in a team. | |
Level Speed | They'll have cured cancer by the time this reaches level 40. | |
Obtainability | 99 frags, but worth it. | |
Style | Link roundhouse slash, lightning fast cross slashes and Blue moon fang. They've digitalised ejaculation. | |
Total | 81% | Top tier PA, despite it's flaws out of the battlefield. |
99 PA Fragments
Combines weapon and soul, to unleash a flurry of attacks.
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