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I finally figured to check the PSU [[RCSMs]] page. It has information which seems to correspond to my data below. I'll copy that over to [[PSP:RCSMs]], perhaps in the modified format below (General). | I finally figured to check the PSU [[RCSMs]] page. It has information which seems to correspond to my data below. I'll copy that over to [[PSP:RCSMs]], perhaps in the modified format below (General). | ||
+ | |||
+ | Notes: | ||
+ | * Unconfirmed | ||
+ | ** Rogadukuc fire/ice/lightning | ||
+ | ** Shaguc ice/dark | ||
+ | ** Shag Hoc light | ||
+ | * All Freeze, Shock, Sleep, and Stun levels are an educated guess, based on the patterns established by other, verifiable status effects. | ||
+ | * No S-rank effects or SE levels have been tested. | ||
+ | |||
+ | Firing patterns should be all good. | ||
==General== | ==General== | ||
+ | (The following isn't too pretty, but it is a concise summary of the data.) | ||
+ | |||
+ | ===Pattern=== | ||
+ | Kubara weapons are mostly too few and far between (i.e., there's often only one weapon with the same pattern & interval) to warrant summary in the table; these details will be given on the individual RCSM pages. | ||
+ | |||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
! Mfr !! Rank !! Firing pattern || Interval | ! Mfr !! Rank !! Firing pattern || Interval | ||
|- | |- | ||
− | | rowspan="4" | {{Logo-G}} || {{C}} || One shot || | + | | rowspan="4" | {{Logo-G}} || {{C}} || One shot || 1 seconds |
|- | |- | ||
− | | {{B}} || Two rapid shots || | + | | {{B}} || Two rapid shots || 1.5 seconds |
|- | |- | ||
| {{A}} || Three rapid shots || ~2 seconds | | {{A}} || Three rapid shots || ~2 seconds | ||
Line 13: | Line 28: | ||
| {{S}} || Penetrating laser || ~1 second | | {{S}} || Penetrating laser || ~1 second | ||
|- | |- | ||
− | | rowspan=" | + | | rowspan="3" | {{Logo-T}} || {{C}} || Three-way shot || 1.5 seconds |
|- | |- | ||
− | | {{B}} || || | + | | {{B}} || Four-way shot || ~1 second |
|- | |- | ||
| {{A}} || Five-way shot || 1 second | | {{A}} || Five-way shot || 1 second | ||
|- | |- | ||
− | | {{S}} || || | + | |} |
+ | |||
+ | ===SE ver1=== | ||
+ | The following tables identify the [[PSP:Status effects|Status effect]] that may be inflicted by a weapon with a given element from a given manufacturer. In the "Kubara copies" tables, the manufacturer icon indicates the manufacturer that made the original weapon that Kubara copied (e.g., [[PSP:Graldikuc|Graldikuc]], being a copy of [[PSP:Graldike|Graldike]], would fall under GRM). | ||
+ | |||
+ | Note that unique Kubara RCSMs (the Sega systems, Sonichi, Opaopa, and Preta) do not necessarily conform to the "Kubara copies" tables (the Sega system weapons may correspond to the GRM/Tenora tables (confirmed Shock & Freeze SE)). | ||
+ | |||
+ | {| | ||
+ | {| | ||
+ | |- | ||
+ | | colspan="2" align="center" | GRM / Tenora || colspan="2" align="center" | Kubara copies | ||
+ | |- valign="top" | ||
+ | | | ||
+ | {| class="wikitable" style="text-align:center" | ||
+ | ! colspan="3" | SE | ||
+ | |- | ||
+ | ! Ele. !! {{Logo-G}} ! {{Logo-T}} | ||
+ | |- | ||
+ | | {{Fire}} || colspan="2" | {{Burn icon }} | ||
+ | |- | ||
+ | | {{Ice}} || colspan="2" | {{Freeze icon }} | ||
+ | |- | ||
+ | | {{Lightning}} || colspan="2" | {{Shock icon }} | ||
+ | |- | ||
+ | | {{Ground}} || colspan="2" | {{Poison icon }} | ||
+ | |- | ||
+ | | {{Light}} || colspan="2" | {{Sleep icon }} | ||
+ | |- | ||
+ | | {{Dark}} || colspan="2" | {{Infection icon }} | ||
+ | |- | ||
+ | |} | ||
+ | || | ||
+ | {| class="wikitable" style="text-align:center" | ||
+ | ! colspan="3" | SE Lv | ||
+ | |- | ||
+ | ! Rank !! {{Logo-G}} ! {{Logo-T}} | ||
+ | |- | ||
+ | | {{C}} || 1 || rowspan="4" | 1 | ||
+ | |- | ||
+ | | {{B}} || 2 | ||
+ | |- | ||
+ | | {{A}} || 3 | ||
+ | |- | ||
+ | | {{S}} || 4? | ||
+ | |- | ||
+ | |} | ||
+ | || | ||
+ | {| class="wikitable" style="text-align:center" | ||
+ | ! colspan="3" | SE | ||
+ | |- | ||
+ | ! Ele. !! {{Logo-G}} ! {{Logo-T}} | ||
+ | |- | ||
+ | | {{Fire}} || colspan="2" | {{ATP down icon }} | ||
+ | |- | ||
+ | | {{Ice}} || colspan="2" | {{DFP down icon }} | ||
+ | |- | ||
+ | | {{Lightning}} || colspan="2" | {{ATA down icon }} | ||
+ | |- | ||
+ | | {{Ground}} || colspan="2" | {{Stun icon }} | ||
+ | |- | ||
+ | | {{Light}} || colspan="2" | HP steal | ||
+ | |- | ||
+ | | {{Dark}} || colspan="2" | HP affects pwr | ||
+ | |- | ||
+ | |} | ||
+ | || | ||
+ | {| class="wikitable" style="text-align:center" | ||
+ | ! colspan="3" | SE Lv | ||
+ | |- | ||
+ | ! {{Logo-G}} ! {{Logo-T}} | ||
+ | |- | ||
+ | | 2 || 1 | ||
|- | |- | ||
+ | |} | ||
+ | |} | ||
|} | |} | ||
− | == | + | ===SE ver2=== |
− | + | The following tables identify the [[PSP:Status effects|Status effect]] that may be inflicted by an RCSM with a given element from a given manufacturer. | |
− | ===[[Status effects]] | ||
− | + | Note that unique Kubara weapons (the Sega systems, [[PSP:Sonichi|Sonichi]], [[PSP:Opaopa|Opaopa]], and [[PSP:Preta|Preta]]) do not necessarily conform to the "Kubara copies" tables (the Sega system weapons may correspond to the GRM/Tenora tables (confirmed Shock & Freeze SE)). | |
+ | {| | ||
+ | {| | ||
+ | |- | ||
+ | | | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
− | ! | + | ! colspan="6" | GRM / Tenora |
|- | |- | ||
− | + | ! {{Fire}} !! {{Ice}} !! {{Lightning}} !! {{Ground}} !! {{Light}} !! {{Dark}} | |
|- | |- | ||
− | | | + | | {{Burn icon}} || {{Freeze icon}} || {{Shock icon}} || {{Poison icon}} || {{Sleep icon}} || {{Infection icon}} |
|- | |- | ||
− | | | + | |} |
+ | || | ||
+ | {| class="wikitable" style="text-align:center" | ||
+ | ! colspan="6" | Kubara copies | ||
|- | |- | ||
− | + | ! {{Fire}} !! {{Ice}} !! {{Lightning}} !! {{Ground}} !! {{Light}} !! {{Dark}} | |
|- | |- | ||
− | | | + | | {{ATP down icon}} || {{DFP down icon}} || {{ATA down icon}} || {{Stun icon}} || HP steal || HP affects pwr |
|- | |- | ||
− | | | + | |} |
+ | |} | ||
+ | |} | ||
+ | |||
+ | The following table identifies the status effect levels of certain types of RCSMs for a given weapon rank. | ||
+ | {| class="wikitable" style="text-align:center" | ||
+ | ! rowspan="2" | Mfr. !! colspan="4" | Rank | ||
|- | |- | ||
− | + | ! {{C}} ! {{B}} ! {{A}} ! {{S}} | |
|- | |- | ||
− | | | + | | GRM || 1 || 2 || 3 || 4 |
|- | |- | ||
− | | | + | | Tenora || colspan="4" | 1 |
|- | |- | ||
− | | | + | | GRM-based Kubara || colspan="4" | 2 |
|- | |- | ||
− | | | + | | Tenora-based Kubara || colspan="4" | 1 |
− | |||
− | | | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | ==Data== | ||
+ | |||
+ | ===[[Status effects]]=== | ||
+ | |||
+ | This is checking what element does what, and if everything induces a SE. In a couple of cases, I didn't notice any SE. Either that R-Mag doesn't inflict any SE, or I missed it. In these cases, I'll try to get a few more of these R-Mags with different elements and see if I don't get a SE. | ||
+ | |||
+ | (Pertinent and complete data in a text file on my computer. Unconfirmed: Rogadukuc fire/ice/lightning, Shaguc ice/dark, Shag Hoc light. Also, all Freeze, Shock, Sleep, and Stun levels are an educated guess, based on the patterns established by other, verifiable status effects.) | ||
===Firing pattern=== | ===Firing pattern=== | ||
Line 62: | Line 168: | ||
Ideally, shot interval would be defined by frames. "~X sec" means "between X and X+.5 seconds" (X+.25 would probably be a good guess most times, but this is difficult to pinpoint). | Ideally, shot interval would be defined by frames. "~X sec" means "between X and X+.5 seconds" (X+.25 would probably be a good guess most times, but this is difficult to pinpoint). | ||
− | I tried a few times to average some number of shots over the time to fire them all (e.g., 5 shots in 5 seconds), but I didn't usually get results that corresponded well to the singular measurements. I don't entirely trust the online | + | I tried a few times to average some number of shots over the time to fire them all (e.g., 5 shots in 5 seconds), but I didn't usually get results that corresponded well to the singular measurements. I don't entirely trust the online stopwatch I was using (at least over those longer intervals), but I don't currently have the means to effectively create my own solution. Also, as I mentioned above, the interval should be defined in frames, so IMO some inaccuracy is acceptable as long as we're using the less ideal measurement. |
Pen = penetrating<br/> | Pen = penetrating<br/> |
Latest revision as of 03:23, 3 May 2009
I finally figured to check the PSU RCSMs page. It has information which seems to correspond to my data below. I'll copy that over to PSP:RCSMs, perhaps in the modified format below (General).
Notes:
- Unconfirmed
- Rogadukuc fire/ice/lightning
- Shaguc ice/dark
- Shag Hoc light
- All Freeze, Shock, Sleep, and Stun levels are an educated guess, based on the patterns established by other, verifiable status effects.
- No S-rank effects or SE levels have been tested.
Firing patterns should be all good.
General
(The following isn't too pretty, but it is a concise summary of the data.)
Pattern
Kubara weapons are mostly too few and far between (i.e., there's often only one weapon with the same pattern & interval) to warrant summary in the table; these details will be given on the individual RCSM pages.
SE ver1
The following tables identify the Status effect that may be inflicted by a weapon with a given element from a given manufacturer. In the "Kubara copies" tables, the manufacturer icon indicates the manufacturer that made the original weapon that Kubara copied (e.g., Graldikuc, being a copy of Graldike, would fall under GRM).
Note that unique Kubara RCSMs (the Sega systems, Sonichi, Opaopa, and Preta) do not necessarily conform to the "Kubara copies" tables (the Sega system weapons may correspond to the GRM/Tenora tables (confirmed Shock & Freeze SE)).
GRM / Tenora | Kubara copies | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|
SE ver2
The following tables identify the Status effect that may be inflicted by an RCSM with a given element from a given manufacturer.
Note that unique Kubara weapons (the Sega systems, Sonichi, Opaopa, and Preta) do not necessarily conform to the "Kubara copies" tables (the Sega system weapons may correspond to the GRM/Tenora tables (confirmed Shock & Freeze SE)).
|
|
The following table identifies the status effect levels of certain types of RCSMs for a given weapon rank.
Mfr. | Rank | |||
---|---|---|---|---|
! ! ! | ||||
GRM | 1 | 2 | 3 | 4 |
Tenora | 1 | |||
GRM-based Kubara | 2 | |||
Tenora-based Kubara | 1 |
Data
Status effects
This is checking what element does what, and if everything induces a SE. In a couple of cases, I didn't notice any SE. Either that R-Mag doesn't inflict any SE, or I missed it. In these cases, I'll try to get a few more of these R-Mags with different elements and see if I don't get a SE.
(Pertinent and complete data in a text file on my computer. Unconfirmed: Rogadukuc fire/ice/lightning, Shaguc ice/dark, Shag Hoc light. Also, all Freeze, Shock, Sleep, and Stun levels are an educated guess, based on the patterns established by other, verifiable status effects.)
Firing pattern
Ideally, shot interval would be defined by frames. "~X sec" means "between X and X+.5 seconds" (X+.25 would probably be a good guess most times, but this is difficult to pinpoint).
I tried a few times to average some number of shots over the time to fire them all (e.g., 5 shots in 5 seconds), but I didn't usually get results that corresponded well to the singular measurements. I don't entirely trust the online stopwatch I was using (at least over those longer intervals), but I don't currently have the means to effectively create my own solution. Also, as I mentioned above, the interval should be defined in frames, so IMO some inaccuracy is acceptable as long as we're using the less ideal measurement.
Pen = penetrating
Burst = X shots in quick succession
Kubara R-Mags