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(Christ, try to keep things a bit more formal. Anyway, factified.)
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* Armor - indicates the profiency in synthesizing [[Armors]]
 
* Armor - indicates the profiency in synthesizing [[Armors]]
 
* Production Level (max. 100) - the sum of the four attributes above; PM evolution occurs as the Production Level rises
 
* Production Level (max. 100) - the sum of the four attributes above; PM evolution occurs as the Production Level rises
* Battle Stat (B St.) or Combat Level (max. 100) - dictates a PM's efficiency in combat (presumably only AI and chat lines?) and is rumored to increase overall synthesis proficiency; the increments for its EXP bar increase upon Mission completion, depending ONLY on the overall resultant rank.
+
* Battle Stat (B St.) or Combat Level (max. 100) - dictates a PM's efficiency in combat (presumably only AI and chat lines?) and is rumored to increase overall synthesis proficiency; the increments for its EXP bar increase upon Mission completion, depending ''only'' on the overall resultant rank.
(S rank=about 25%; A rank=about 15%; B rank=about 10%; C rank=about 5%).
 
  
This info was based on several runs with a GH-430 ranged partner machinery..
+
* S rank: about 25%
 +
* A rank: about 15%
 +
* B rank: about 10%
 +
* C rank: about 5%
  
To increase those first four attributes, PMs can be given 100 items before becoming "full"(a status where your PM will refuse to eat for the next 12 hours), but they refuse to eat [[Synthesis Boards]], [[Grinders]] and [[Presents]]. When the Production Level reaches a designated point, the PM will "evolve" into a new form that varies according to the individual attributes that contribute to the Production Level. These distinct PM evolutions each specialize either in Striking, Range or Technic; there are none that specialize in Armor(hopefully there will in later events). Battle-usable evolutions have associated combat behaviour and equipment. Not much is known about their combat stats, other than that they are dependent on the PM's form and Combat Level.
+
To increase those first four attributes, PMs can be given 100 items before becoming 'full', after which it will take 12 hours before they could be fed again. They refuse to eat [[Synthesis Boards]], [[Grinders]] and [[Presents]]. When the Production Level reaches a designated point, the PM will "evolve" into a new form that varies according to the individual attributes that contribute to the Production Level. These distinct PM evolutions each specialize either in Striking, Range or Technic; there are none that specialize in Armor. Battle-usable evolutions have associated combat behaviour and equipment. Not much is known about their combat stats, other than that they are dependent on the PM's form and Combat Level.
  
Only the leader of a party may summon his or her battle-usable PM to combat. The PM is capable of taking damage and dying like any ordinary player as well as reducing final trial rewards through death. PMs affect experience gain in combat in the same way ordinary players do. The PM has no means of healing itself outside of Force spells, area affect items and returning to town. Battle-usable PM's have the luck score of a female cast. Additional combat PM forms with varying sex or race assocations may become available, but this is unlikely as of right now.
+
Only the leader of a party may summon his or her battle-usable PM to combat. The PM is capable of taking damage and dying like any ordinary player as well as reducing final trial rewards through death. PMs affect experience gain in combat in the same way ordinary players do. The PM has no means of healing itself outside of Force spells, area affect items and returning to town. Battle-usable PM's have the luck score of a female cast.
  
 
The item ''PM Device ZERO'' is used to reset each of the PM's stats to zero. Although the PM will reset it's level and any advanced form will be lost, the storage remains unaffected.
 
The item ''PM Device ZERO'' is used to reset each of the PM's stats to zero. Although the PM will reset it's level and any advanced form will be lost, the storage remains unaffected.
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|}
 
|}
 
*On/Off denotes Online and Offline respectivly.
 
*On/Off denotes Online and Offline respectivly.
 
 
----------------------------------------------------------------------------------------------
 
 
Here's a link for way to find out what your PM will become by leveling it's attributes.
 
 
http://www.inconsequentialexistence.com/psu/
 
  
 
== Recommended Diets ==
 
== Recommended Diets ==
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== Fourth-Stage PMs ==
 
== Fourth-Stage PMs ==
  
When PMs evolve to their fourth stage, they will become usable in battle and will grant their owner their own [[Partner Card]] to call upon them at anytime. In any party only the PM of the leader may participate. Like NPCs, PMs will automatically revive in a minute, but their deaths affects Mission results nonetheless unfortunately. In battle, a PM is always ten levels higher than their owner which makes them excellent fighting increments/supporters. As this increases, they will become more powerful like regular characters would. A PM's Production Level and Striking, Ranged, Armor and Technic stats do not have any influence on this.
+
When PMs evolve to their fourth stage, they will become usable in battle and will grant their owner their own [[Partner Card]] to call upon them at anytime. In any party only the PM of the leader may participate. Like NPCs, PMs will automatically revive in a minute, but unfortunately their deaths affects Mission results nonetheless. In battle, a PM is always ten levels higher than their ownerAs this increases, they will become more powerful like regular characters would. A PM's Production Level and Striking, Ranged, Armor and Technic stats do not have any influence on this.
  
 
{| border=1 cellspacing=0
 
{| border=1 cellspacing=0
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| GH-410 || Striking || Near owner || Always stays near owner, good with 2-handed swords. || Sword ([[Hanzo]] with [[Spinning Break]]), Twin Saber ([[Sharp Twins]] with [[Assault Crash]]), Wand ([[Batnara]] with [[Resta]])
 
| GH-410 || Striking || Near owner || Always stays near owner, good with 2-handed swords. || Sword ([[Hanzo]] with [[Spinning Break]]), Twin Saber ([[Sharp Twins]] with [[Assault Crash]]), Wand ([[Batnara]] with [[Resta]])
 
|-
 
|-
| GH-420 || Strike || Independent || Wanders around the battle and attacks enemies with claws.(attacks opponents independantly) || Claw (Dark-[[element]] [[Ga-Misaki]] with [[Senten Kanzan-ga]]), Twin Dagger ([[Shintsuki-zashi]] with ?), Wand
+
| GH-420 || Strike || Independent || Wanders around the battle and attacks enemies with claws. || Claw (Dark-[[element]] [[Ga-Misaki]] with [[Senten Kanzan-ga]]), Twin Dagger ([[Shintsuki-zashi]] with ?), Wand
 
|-
 
|-
| GH-430 || Firearms || With group || Team player who enjoys working with her owner.(after a few BT stat lvls,it will fire with range) || Rifle (Burst with [[Lv.4 Frozen Shot]]), Handgun ([[Beamgun]] with [[Frozen Hit]]), Wand ([[Sceptara]] with [[Resta]])
+
| GH-430 || Firearms || With group || Team player who enjoys working with her owner. || Rifle (Burst with [[Lv.4 Frozen Shot]]), Handgun ([[Beamgun]] with [[Frozen Hit]]), Wand ([[Sceptara]] with [[Resta]])
 
|-
 
|-
 
| GH-440 || Firearms || Calculating || Uses a shotgun to attack enemies with wild abandon. || Shotgun ([[Shigga Amza]] with [[Barata Inga]]), Twin Handgun ([[Evil Twins]] with [[Twin Plasma]]), Wand ([[Canara]] with [[Resta]])
 
| GH-440 || Firearms || Calculating || Uses a shotgun to attack enemies with wild abandon. || Shotgun ([[Shigga Amza]] with [[Barata Inga]]), Twin Handgun ([[Evil Twins]] with [[Twin Plasma]]), Wand ([[Canara]] with [[Resta]])
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| GH-450 || TECHNIC || Support (TECHNICs: Atk/Heal) || Heals owner and attacks enemies. || Rod ([[Meirod]]), Rod ([[Hajirod]]), Wand ([[Crozara]] with [[Resta]]); PAs: [[Foie]], [[Rafoie]], [[Gifoie]], [[Jellen]], [[Gibarta]], [[Ramegid]], [[Megiverse]]
 
| GH-450 || TECHNIC || Support (TECHNICs: Atk/Heal) || Heals owner and attacks enemies. || Rod ([[Meirod]]), Rod ([[Hajirod]]), Wand ([[Crozara]] with [[Resta]]); PAs: [[Foie]], [[Rafoie]], [[Gifoie]], [[Jellen]], [[Gibarta]], [[Ramegid]], [[Megiverse]]
 
|}
 
|}
 +
 +
=== Combat behaviour ===
 +
 +
; Calculating
 +
: ?
 +
; Cover fire
 +
: ?
 +
; Front lines
 +
: ?
 +
; Independent
 +
: ?
 +
; Support
 +
: ?
 +
; With group
 +
: ?
 +
; With owner
  
 
== Feeding Increments ==
 
== Feeding Increments ==
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== Currently Unobtainable PMs ==
 
== Currently Unobtainable PMs ==
  
There are currently 28 unattainable PM evolutions. There is a number of items similar to the 'PM Device Zero' that mentions all PMs including these in their descriptions, so it seems credible to assume that these are to be the key in obtaining these new PMs.
+
There are currently 28 unattainable PM evolutions, linked to 'PM Evolution Devices'. For example, using a 'PM 411 Device' on a GH410 will evolve the PM into the corresponding evolution. It is unclear whether one would need multiple devices to obtain, say, a GH412. Details about GH305~7 and GH461~5 are still unclear.
 
 
RUMOR(as continued from above in a shorter aspect): It is assumed by many people that some kind of "PP evolution kit/PM cell" would influence the evolution of the same type of PM to its alternate counterpart..
 
 
 
EX: GH-430 + some kind of kit(feed)= GH-433
 
  
 
{|
 
{|

Revision as of 12:03, 19 December 2006

GHX-005, also known as 'Pete'.
Red: Online specific information.
Blue: Offline specific information.

Partner Machineries (パートナーマシナリー), or PMs (パシリ) for short, are floating pet robots, and can be found in the player's room. In Story Mode, Ethan's PM is called 'Pete', but in Extra Mode and Network Mode players are able to choose and change their PM's names. A PM's Luck is equal to that of Female Cast characters.

PMs have several functions, including:

  • Item Storage (~300 items)
  • Item Synthesis
  • Engaging in combat as a sidekick (fourth-stage only)
  • Providing plot information and hints (Story Mode)
  • Shopkeeper (Online)

PMs have specific attributes, as well:

  • Striking - indicates the profiency in synthesizing Melee Weapons
  • Ranged - indicates the profiency in synthesizing Ranged Weapons
  • Technic - indicates the profiency in synthesizing Casting Weapons
  • Armor - indicates the profiency in synthesizing Armors
  • Production Level (max. 100) - the sum of the four attributes above; PM evolution occurs as the Production Level rises
  • Battle Stat (B St.) or Combat Level (max. 100) - dictates a PM's efficiency in combat (presumably only AI and chat lines?) and is rumored to increase overall synthesis proficiency; the increments for its EXP bar increase upon Mission completion, depending only on the overall resultant rank.
  • S rank: about 25%
  • A rank: about 15%
  • B rank: about 10%
  • C rank: about 5%

To increase those first four attributes, PMs can be given 100 items before becoming 'full', after which it will take 12 hours before they could be fed again. They refuse to eat Synthesis Boards, Grinders and Presents. When the Production Level reaches a designated point, the PM will "evolve" into a new form that varies according to the individual attributes that contribute to the Production Level. These distinct PM evolutions each specialize either in Striking, Range or Technic; there are none that specialize in Armor. Battle-usable evolutions have associated combat behaviour and equipment. Not much is known about their combat stats, other than that they are dependent on the PM's form and Combat Level.

Only the leader of a party may summon his or her battle-usable PM to combat. The PM is capable of taking damage and dying like any ordinary player as well as reducing final trial rewards through death. PMs affect experience gain in combat in the same way ordinary players do. The PM has no means of healing itself outside of Force spells, area affect items and returning to town. Battle-usable PM's have the luck score of a female cast.

The item PM Device ZERO is used to reset each of the PM's stats to zero. Although the PM will reset it's level and any advanced form will be lost, the storage remains unaffected.

Partner Machinery Evolutions

File:PMs.jpg

Stage Level On/Off Name Appearance Evolves from with stats (On/Off)
1 0-19, 0-9 GH-101 Red Orb n/a (Online)
GHX-005 GH-101 with arms n/a (Offline)
2 20-49, 10-19 GH-201 Blue Orb with arms Stage 1 Striking >= 10/3
GH-202 Green Orb with arms Stage 1 Striking < 10/3
3 50-79, 20-29 GH-301 Dragon GH-201 Striking >= 20/8
GH-302 Cat GH-201 Striking < 20/8
GH-303 Angel GH-202 Technic < 20/8
GH-304 Bird GH-202 Technic >= 20/8
4 80-100, 30-100 GH-410 Maid (Swords) GH-301 Striking >= 30/15
GH-420 Gypsie (Claws) GH-301
GH-302
Striking < 30/15
Ranged < 30/15
GH-430 girl (Handguns) GH-302
GH-303
Ranged >= 30/15
GH-440 girl (Shotguns) GH-303
GH-304
Ranged < 30/15
Technic < 30/15
GH-450 girl (Rods) GH-304 Technic >= 30/15
  • On/Off denotes Online and Offline respectivly.

Recommended Diets

Striking
Quick: Fruit Juice (5☆ synthesizable) and 1☆ Melee Weapons (1:3 ratio)
Cheap: Monomates and 1☆ Melee Weapons (1:1 ratio)
Ranged
Quick: 5☆ Traps
Cheap: 2☆ Traps
Technic
Quick: 1* Technique Disks and Dimates
Cheap: Starting Force Weapons (create new characters) and Dimates
Armor
Quick: 1☆ Units
Cheap: Cast Parts (create new characters)
battle-usable rush (impure)
Online: Monomates to L80 (GH410)
Offline GH410: Monomates to L30
Offline GH420: Monomates to L14, Damage Traps to L20, then Monomates to L30
Offline GH430: Damage Traps to L15, then Monomates to L30
Offline GH440: Damage Traps to L6, then Monomates to L30
Offline GH450: Megid disks to L6, then Monomates to L30

Fourth-Stage PMs

When PMs evolve to their fourth stage, they will become usable in battle and will grant their owner their own Partner Card to call upon them at anytime. In any party only the PM of the leader may participate. Like NPCs, PMs will automatically revive in a minute, but unfortunately their deaths affects Mission results nonetheless. In battle, a PM is always ten levels higher than their ownerAs this increases, they will become more powerful like regular characters would. A PM's Production Level and Striking, Ranged, Armor and Technic stats do not have any influence on this.

Evolution Syn. Trend Combat Behavior In-game Description Weapons and Photon Arts
GH-410 Striking Near owner Always stays near owner, good with 2-handed swords. Sword (Hanzo with Spinning Break), Twin Saber (Sharp Twins with Assault Crash), Wand (Batnara with Resta)
GH-420 Strike Independent Wanders around the battle and attacks enemies with claws. Claw (Dark-element Ga-Misaki with Senten Kanzan-ga), Twin Dagger (Shintsuki-zashi with ?), Wand
GH-430 Firearms With group Team player who enjoys working with her owner. Rifle (Burst with Lv.4 Frozen Shot), Handgun (Beamgun with Frozen Hit), Wand (Sceptara with Resta)
GH-440 Firearms Calculating Uses a shotgun to attack enemies with wild abandon. Shotgun (Shigga Amza with Barata Inga), Twin Handgun (Evil Twins with Twin Plasma), Wand (Canara with Resta)
GH-450 TECHNIC Support (TECHNICs: Atk/Heal) Heals owner and attacks enemies. Rod (Meirod), Rod (Hajirod), Wand (Crozara with Resta); PAs: Foie, Rafoie, Gifoie, Jellen, Gibarta, Ramegid, Megiverse

Combat behaviour

Calculating
 ?
Cover fire
 ?
Front lines
 ?
Independent
 ?
Support
 ?
With group
 ?
With owner

Feeding Increments

Online

Item Type Stat 1★ 2★ 3★ 4★ 5★ 6★ 7★ 8★ 9★ 10★ 11★ 12★
Restoratives /
Booster Items /
Foods /
PA Fragments
Striking +4 +6 +8 +10 +12 +14 +16 +18 +20 +22 +24 +26
Technic +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Traps Ranged +4 +6 +8 +10 +12 +14 +16 +18 +20 +22 +24 +26
Technic -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Melee Weapons Striking +4 +8 +12 +16 +20 +24 +28 +32 +36 +40 +44 +48
Technic -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6
Ranged Weapons Ranged +4 +8 +12 +16 +20 +24 +28 +32 +36 +40 +44 +48
Armor -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6
Casting Weapons Striking -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6
Technic +4 +8 +12 +16 +20 +24 +28 +32 +36 +40 +44 +48
Armors Striking -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6
Armor +6 +9 +12 +15 +18 +21 +24 +27 +30 +33 +36 +39
Units Ranged -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6
Technic -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6
Armor +4 +6 +8 +10 +12 +14 +16 +18 +20 +22 +24 +26
Clothes Armor +4 +6 +8 +10 +12 +14 +16 +18 +20 +22 +24 +26
Parts Technic -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Armor +5 +8 +10 +13 +15 +18 +21 +24 +27 +30 +33 +36
Ingredients Striking -1 -1 -1 -1 -2 -2 -2 -2 -3 -3 -3 -3
Ranged +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Skill Disks Striking +6 +9 +12 +15 +18 +21 +24 +27 +30 +33 +36 +39
Technic -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Bullet Disks Ranged +6 +9 +12 +15 +18 +21 +24 +27 +30 +33 +36 +39
Armor -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Technique Disks Striking -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Technic +6 +9 +12 +15 +18 +21 +24 +27 +30 +33 +36 +39
Ornaments Armor +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13

Offline

Item Type Stat 1★ 2★ 3★ 4★ 5★ 6★ 7★ 8★ 9★ 10★ 11★ 12★
Restoratives /
Booster Items /
Foods
Striking +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13
Ranged -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Technic +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13
Armor -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Traps Ranged +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13
Technic -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Melee Weapons Striking +4 +8 +12 +16 +20 +24 +28 +32 +36 +40 +44 +48
Ranged -1 -1 -1 -1 -2 -2 -2 -2 -3 -3 -3 -3
Ranged Weapons Striking -1 -1 -1 -1 -2 -2 -2 -2 -3 -3 -3 -3
Ranged +4 +8 +12 +16 +20 +24 +28 +32 +36 +40 +44 +48
Casting Weapons Technic +4 +8 +12 +16 +20 +24 +28 +32 +36 +40 +44 +48
Armor -1 -1 -1 -1 -2 -2 -2 -2 -3 -3 -3 -3
Armors Technic -1 -1 -1 -1 -2 -2 -2 -2 -3 -3 -3 -3
Armor +8 +12 +16 +20 +24 +28 +32 +36 +40 +44 +48 +52
Units Striking -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6
Ranged -1 -1 -1 -1 -2 -2 -2 -2 -3 -3 -3 -3
Armor +5 +8 +10 +13 +15 +18 +21 +24 +27 +30 +33 +36
Clothes Armor +14 +21 +28 +35 +42 +49 +56 +63 +70 +77 +84 +91
Parts Armor +4 +6 +8 +10 +12 +14 +16 +18 +20 +22 +24 +26
Ingredients Striking +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Ranged +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Technic +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Armor -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6
Skill Disks Striking +3 +5 +6 +8 +9 +11 +12 +14 +15 +17 +18 +20
Armor -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Bullet Disks Ranged +3 +5 +6 +8 +9 +11 +12 +14 +15 +17 +18 +20
Armor -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Technique Disks Technic +3 +5 +6 +8 +9 +11 +12 +14 +15 +17 +18 +20
Armor -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7
Ornaments Striking -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13
Ranged +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13
Technic +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13
Armor +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13

Currently Unobtainable PMs

There are currently 28 unattainable PM evolutions, linked to 'PM Evolution Devices'. For example, using a 'PM 411 Device' on a GH410 will evolve the PM into the corresponding evolution. It is unclear whether one would need multiple devices to obtain, say, a GH412. Details about GH305~7 and GH461~5 are still unclear.

GH 410 - Swords
With owner
Striking
GH 411 - Swords
With owner
Striking
GH 412 - Sabers
Independent
Striking
GH 413 - Daggers
With group
Striking
GH 414 - Dbl. Sabers
Front lines
Striking
GH 420 - Claws
Independent
Striking
GH 421 - Claws
Support
Striking
GH 422 - Knuckles
Front lines
Striking
GH 423 - Spears
With group
Striking
GH 424 - Axes
Independent
Striking
GH 430 - Handguns
With group
Firearms
GH 431 - Handguns
With owner
Firearms
GH 432 - Crossbows
Cover fire
Firearms
GH 433 - Mechguns
With group
Firearms
GH 434 - Rifles
Support
Firearms
GH 440 - Shotguns
Calculating
Firearms
GH 441 - Shotguns
Independent
Firearms
GH 442 - Longbows
Cover fire
Firearms
GH 443 - L. Cannons
With owner
Firearms
GH 444 - Launchers
Support
Firearms
GH 450 - Rods
Support
TECHNIC (Atk/Heal)
GH 451 - Wands
Independent
TECHNIC (Ice Type)
GH 452 - Wands
Support
TECHNIC (LTNG/support)
GH 453 - Cards
Cover fire
Firearms
GH 454 - Wands
With owner
TECHNIC (Support)
GH 461 - Tw. Sabers
Independent
Striking
GH 462 - Tw. Daggers
Front lines
Striking
GH 463 - Tw. Claws
With owner
Striking
GH 464 - Wands
Front lines
TECHNIC (ATK/Buff)
GH 465 - Tw. Handguns
Cover fire
Firearms

External Links


Gameplay

Photon arts | Skills | Bullets | TECHNICs | Item synthesis | Weapon grinding | Set bonuses | Partner machines | Elements | Status effects | Stats | Formulae | Enemies | Enemy spawn charts | Photon Fortune