Right on the nose. We are hoarding meseta right now, why gate this new feature as it is? I suppose to give you something to grind for. But I still don't agree, would rather grind my weapons and armor with my money's.
I want to agree with you, but because almost every class skill is weapon specific and there honestly feels like very little difference between most of the weapon actions (at least half of the weapons in the game have some sort of guard+counter) and the fact that, at 4* your options for combining weapons are painfully slim unless you're just going to use resurgir potential (which i'm not a fan of) i think the multi weapon system is far more limiting than it is interesting. i want to like the system, but i have to see enough options for it to actually be worth engaging in
@@psinjo Multi-weapon makes me think it's what they tried and failed to do with hero, which had a clunky weapon swap mechanic and you had to full upgrade multiple weapons. It is supposed to inspire freedom of choice to the player and I do agree that the current implementation is very limited due to the cost and same weapon type requirement. There is a lot of potential to it moving forward and I'm glad they decided to implement it.
@@cacherow yeah exctly, what do people want? have them remove the feature? The game is not even a month old, with new weapons and some revisions this system could be so cool
@@psinjo Depends on what you want. I have all 3 4 star potentials with my setup and have every weapon I want (Though I wish sword attacked more like the Hero. I feel like Hunter's sword swings are too slow and i'm curious if they add Hero at a later date then how that will apply to the sword with multiweapon). I may trade out the sword for the katana if I like it better when braver arrives. I do agree with you though; I wish you could still use the PA and counter even without the class equipped. With that being said there are benefits.
I deeply appreciate that this video is structured like a science paper: Intro, background, hypothesis, experiment, results, future experiments, conclusion.
As a Fi/Gu class, I can say I love my multiweapons. The knuckles and dagger combine was a blast to use without swapping each weapon pallets. As my sub class, I just use as PP recovery.
13:40 I've tested Techniques with a Wand/Rod on Bujin crits with an 18/18 FoTe, and an uncharged Barta does 169 when the wand form is active, and 186 when the rod form of the multiweapon is active. The weapon changes forms by using standard attacks/weapon actions, and while this is a lot more insidious than weapon PAs since the techs come from the tech list rather than the weapon, the 10% buff to mainclass weapon still exists for techs. In addition, there's a weird effect where the class of the primary form of the multiweapon must be active in order to equip techs - since the weapon is a Wand/Rod, I cannot change my weapon bar setup unless Techter is either the mainclass or subclass, even though I can still cast with the rod when going full FoGu mode after the bar is already set in advance with a Te/X or X/Te switch.
Highly recommend Talis and whatever else if you’re not stuck on anything. Having the element. A pp regeneration weapon action via the turret. Is handy for all classes, the lowered damage is whatever
exactly what i went for, super handy for weapon with high pp consumption or pp consumption over time, the damage loss is widely compensated by the lenght you are now able to keep shooting / using pa
@@reis3542 i didnt really get your question, do ou ask if the talis deals as much dmg as a multi weaponed skill as if u main tech ? i couldnt tell u cause i havent played tech other than a sub because i'm leveling it up. what i can tell u is that with launcher, u throw the talis + sticky bomb and u can enter into fear eraser, and spend 2 COMPLETE PP jauge. if the monster doesnt focus you, in the end it result in 2times the DPS u could have done without the PP management involved, the regen is so good that i even mob trash monster with fear eraser now, the talis attacking multiple ennemy regen so much that once the eraser is done only a few bigger monster remains, and your pp is already full enough to keep spamming PA. now if you do use force you'll even get downed monster regen, wich is even more insane XD during a burst i could basically destroy one of the tall swordman generator on it's back and then cause a stagger by breaking the chest without even stopping fear eraser XD ...i'm pretty sure it can also make rifle fast attacking PA last a lot longer and allow for quick usage of the spread shot .. i wont test cause i already reached 19 as a ranger and i'm not gonna upgrade a rifle to multi weapon it, but i would have 100% done it if i was considering playing rifle
@@mathieu499 talis has 2 new "modes" one being AoE (where you can project an element around you or in 3 bullets in front of you) and one that transforms techniques into single target bullets of the same element. He is asking whether those Elemental bullets you use instead of the techniques have any dps gain versus just using the techniques as themselves.
@@reis3542 Sadly, I don't use Talis much for this, simply as a PP generation thing. From just doing general mobbing, I feel a lot faster/never run out of PP using talis/launcher so far tho.
Unfortunately multiweapon seems to have been implemented as a alternative to swapping weapons, along with mitigating the cost of enhancing and augmenting a second weapon. When you fuse two weapons for multiweapon it's basically storing the subweapon inside the base weapon. You're able to use the subweapon's PAs as well as techs(if applicable) without "switching weapons" but in truth it **is** switching weapons, as it visibly shows, along with the sound effect and particles involved in weapon pallet swap. When you use a PA/Tech of the subweapon It treats it as though you swapped weapons and applies the enhancement level and augments of the base weapon to the subweapon. That's why having melee weapon potency on a melee weapon with a tech weapon subbed doesn't affect the PAs/Techs of the subweapon, because even though the melee weapon is what's equipped it quickswaps to the hidden tech weapon to use its skills and quickswaps back when you use your melee skills or attack. As a result, you don't circumvent the reduced subclass damage. Also Talis PAs to modify techs for a duration break when you use the attack/PAs of your multiweapon's other half because "HURR DUUR YOU SWAPPED WEAPONS". Even though the hovering turret talis doesn't break despite normally breaking on a normal weapon swap (even to another talis pallet).
I feel that the way you have worded is is a little confusing (as I got confused). I hope you don't mind me rephrasing. Multiweapons are an alternative to manually swapping weapons. The subweapon inherits the enhancements of the main weapon, which has the benefit of reducing resources required for augmenting two weapons (namely, capsules). Consider weapon types to belong to a "Class" (i.e. Rifle and Launcher belong to the Ranger Class). So a Sword/Knuckle will be either Hunter or Fighter Class depending on which weapon being actively used. When using an Action, it would check if the current weapon class matches the main class. If they match, no penalty is applied. If they do not, the 10% penalty is applied. This also applies to using a multiweapon of weapons equipable by the same class. So a Hunter using Rifle/Launcher will suffer the 10% reduction, and likewise will not suffer when using a Sword/Partizan. Ultimately, you cannot avoid the subclass damage penalty.
@@magic_cfw I mean, I literally put the TLDR at the top lol. "alternative to swapping weapons, along with mitigating the cost of enhancing and augmenting a second weapon." PREPARE FOR THE WORD DUMP Multiweapon was initially sold as adding weapon category tags to another weapon so that you could use those PAs with the base weapon. And that's how it worked, initially. They even hyped up 'build diversity'. Yeah, thanks sega. Also, your calling the inferior subclass weapon damage a 'penalty' hurts sega's feelings. They "don't want any negativity associated with the game" and "It's not a nerf to subclass, it's a 'nice buff' ". I think they missed the plot on that one. Before, there was no main class potency and the subweapon PAs used the base weapon's stats and augment bonuses regardless of type. (which I guess sega considered a bug and removed.) They added the 10% potency to attacks made with main class weapons (which is a problem) and subweapon PAs no longer use off-type potency that would be applied to the base weapon. I guess they have to give people a reason to use those hybrid potency augments with multiweapon, rather than just having one 'all potency' and simplify things - oh, wait, they do have just plain potency too, so really no reason for this. Also main class potency, so why use inferior subclass multiweapon? The 10% main class weapon potency doesn't sound like a big deal at first. Ok, main class weapons hit a 'little' bit harder than subclass weapons. I mean, I guess no reason to use subclass weapons (which is 90% of the class skill tree) since I'd be gimping myself out of a bit of damage for no reason, but I guess it is more fun to weave more PAs together... Oh wait, potency is multiplicative, not additive. Oh no. Assuming only melee potency and main/sub class multiweapon. Let's say sword + double saber. -------------------------- 35% from augments (after multiplication, this is how much my friend has). 24% from weapon potential. 50% weak point. 20% blight rounds. (some meta ranger chad) 10% (all) food. 5% (weak point) food. 5% region mag. 5% fixa attack. (There are hushed whispers, rumors of its existence. Yet, some believe it to be no more than a myth.) ----------------------- if this were additive it would be 154% (2.54 multi) increased damage, with main class getting 164% (2.64). Attacking with subclass weapons would deal about 4% less damage than main class, not a big deal. (though min-maxers might disagree lol) However, it's actually... 1.35*1.24*1.5*1.20*1.10*1.05*1.05*1.05 = 3.84 now add in that cute little main class potency for the sword. 3.84*1.10 = 4.22 That 10% increase became 38%. Almost four times itself. The more potency you add on, the bigger a difference that main class bonus becomes. For instance... weapon PA skill potency Take sword's 700% potency (8.0 multi) Spiral Edge PA for example. 3.84*8.0 = 30.72 -> *1.10 = 33.79 (a difference of 3.07 multiplier) That 10% is now 307% So now, instead of mixing weapons together to find a play style you enjoy like my dagger/talis (the talis PA interaction is still broken, sigh), sega wants you to only multiweapon use your main class weapons. Like combine Foursis Daggers with Foursis Knuckles. Wait that series has no knuckles, just dag/rifle/rod/wire. Uhh... Cattleya Sword and Spear! Oh, no, spear's in the Vialto series, right. Shit. Fine. Everything Resurgir. Or say screw it like everyone else. Just multi a wire lance onto anything melee and just use its weapon action for mobility, because thanks for the build diversity, sega! "Oh, no! The players are creating too much build diversity! Shut it down! Shut it down now!"
so one of the main take aways would be it doesnt matter which weapon is used as the base weapon when crafting? Since the weapon PAs are treated independently so only main/sub class order is what matters if you really wanna get into maxing damage?
I honestly haven't noticed the difference in damage in my multiweapon since Hunter skills give me tons of potency while using a sword (hunter sub) while also running around as a fighter main punching things.
Edit: NVM apparently it's unchanged from the 10% pre-maintenance. People were thinking it changed to 6% because there's apparently an attack power limit of 900 on lvl 1 enemies.
@@Ailwuful I saw it here twitter.com/theuberclips/status/1405173609329537027?s=21 but actually looks like they confirmed it's unchanged from the 10% before, so you can ignore my first comment.
@@ArchSight Nope. It's actually because Force and Techter both use the same Techniques. So there's no damage loss on Techniques for TE/FO or FO/TE. Subclass weapon Photon Arts (Mace if Techter, Talis is used by both classes so it might carry over the same way as Techs) are a different story.
Zondeclad tap Gizonde, spam Zonde, almost instantly gives you Zondeclad into charged Gizonde does the stonk damage, expecially with PP regen on kill skill. Truly mayhem.
i still can't figure out how to make stupid weapons multi cause if i try on my force hunter i cannot get anything to multi with its 4 star and same with my ranger with the other subs its like 4 star not working or something because when i try to multi no weapons show up
It would’ve been cool if you could use the multi-weapon system to slot a weapon from a third class to allow (limited) PA use. That would allow for ton of build diversity imho
You can add a weapon that's not from your main or sub. This is how techter fighters use wired lance weapon action to gap close. It's limited to normals and weapon action if it's not from main or sub but that opens up utility. Other classes could benefit from adding talis to their main weapon for passive pp regen from weapon action as well.
@@stymki Not really much passive regen that way. From my testing it seems like as soon asyou switch off Talis (inclusing when MW with another weapon) the WA disappears.
From personal experience with several multi-weapon combos, the PAs from the sub-weapon are generally weaker than the main-weapon despite the PA description saying they should be equal or stronger. It seems to me the multi-weapon system is intended to provide utility rather than increase damage. But that said, things like the Wire weapon action offer such great mobility that it does boost effective DPS due to instant gap closing so it's worth making a Wire multi-weapon even if you're not a Hunter.
So a Foursis Rifle/Wire isn't a bad combo for a Danger Ranger, then. (Rangers who deliberately use parry dodges, apparently so their grenades always fly.)
What if I use Ranger/Force, then I use Rifle/Launcher as the Multi-weapon. Then both weapons won't be having 10% (Buff or debuff) damage than expected right? The less 10% damage is only when I use Force weapon right?
@@matshbocks Yes. Only subclasses have decreased damage output. So if you were Whatever main class/FO sub, Force weapons and Technique PAs would do 10 percent less damage.
Interesting video. Im glad that isn't a thing with it having increased damage. I always had the idea that the multiweapon system was a replication of Hero's weapon swapping PA's mechanic, but just implemented for all classes in NGS. (End gang)
Te/Gu is my main. Using cattleya wand base with tmgs as the multi weapon. Sometimes I need to attack at a distance, so I use techniques and regen pp with tmg basic attack. Sometimes I need to to move in the air and not towards the target, tmg basic and weapon action. Basically I feel like this is the most versatile build for me, allowing me to fight at a distance without using talis, as there is no cattleya talis. Also I save points in techter tree if I don’t use the talis.
i tested rod/talis just for talis weapon action to test the same thing but with force main and it didn't make a difference in the amount of techs i popped, charged and uncharged. Even with the skill that allows me to keep recovering pp while I charge a tech it didn't make a difference but then again force probably eats more pp than ranger so what's not working for me as force main might work for you. all I know is that i wasted my resources but its no biggie lol
@@rightful4973 Ahh that is very informative. I just find the potential of what we can do very intriguing. This is the stuff I love playing the game for. Hope you keep having fun with the game.
@@rightful4973 might be because talis action is considered atack/combat pp instead of natural pp, I mean it is my assumption so maybe using force/gunner for their natural an combat pp Regen my make it more viable
Isn't multiweapon more about ultimately saving a ton of resources? Like your initial investment is much smaller than what you ultimately pay to upgrade 2 weapons?
@@KronoKatastrophy What I really want to know, is does upgrading the fodder at all do anything for multi-weapons? it looks like it stacks the two weapons on top of each other in a sort of "hot swap" mechanic, so im wondering say if I put a +40 wired lance into my +40 daggers, will the wired lance still do the +40 damage like it did? I plan on trying this with my foursis daggers, and if I can get my hands on another set of daggers I can do a proper damage test
@@apprenticeofbeleren you are literally wasting if you add a upgraded weapon to another weapon. I have a wand/twin mech and i have no issue with it and thanks to the money i saved im sitting on 1400 battle power right now and im not even done upgrading everything yet.
a ton? no. as multiweapon is expensive in of itself. It does spare you having to augment two different weapons and saves you on capsules. It saves time more than currency.
Not sure why this lowered damage percentage even exists. They tout how diverse you can be with your weapons and classes in NGS but at the same time punish you for using the systems devoted to it. If you don't mind the lowered damage output, this is fine. But if you do, it forcefully relegates subclass weapons to being utility.
I'd imagine it's for class identity reasons. Why should a Techer main be a more damaging with Hunter weapons than a Hunter? Is it really less diverse and punishing to let that Techer use a Wand/Sword for large area AoEs than without Sword? Is class identity lost by letting a Hunter do a little more damage than a Techer that uses a Sword for AoE? All of that is irrelevant to the issue you're experiencing. When being critical of the statements, start from premise -> argument -> conclusion. Starting from conclusion -> argument -> premise seemed to create error that seems to be a confirmation bias that wasn't confirmed due to a false premise. Premise1 (Irrelevant): Sega says multiweapon is diversity. Premise2 (False): Equal weapon damage % is important for viability. Argument: For diverse multiweapon to be viable they must have equal damage% Conclusion: Therefore logically, multiweapon subs are equal damage. Confirmation Bias (Conclusion): I watched a video stating the truth, even though I've already logically obtained the truth. Counterargument: Testing shows they don't have equal damage. Argument: I don't understand why they wouldn't, Sega says it's diversity. Premise: Well my premise is wrong then, they aren't diverse after all. Sega was wrong. Diversity was premise1, viability is premise2. Premise2 should be reconsidered rather than Premise1. Once Premise2 is removed, everything actually makes sense with evidence-based data: Premise: Sega says multiweapon is diversity. Argument: Other mains won't be strictly better/even with other class's weapons. Conclusion: The benefits of the other weapon must be considered over what is lacking from the main class. This seems to be an evidence-based argument that multiweapon is diverse is a true premise.
While I agree it sucks from a minmax perspective its not a huge deal from a casual perspective. The point of the video was not to discourage the use of multiweapon for interesting combos but to halt the spread of misinformation
@@glenmcl I'm not going to search through random comments just to find your "main comment". You're still doing less damage, whether you're getting a buff or a nerf.
@@anniedarkheart5224 Because being a techter main also means having Shifta/Deband and all the strengths with it. That's what I initially thought was the biggest benefits to using a specific class as your main class - its tree. Weapons imo should be fair game as it promotes build diversity but still allows players to main certain classes for their specific skill-oriented benefits. I now also just realized that since certain class groups have different naming conventions for their weapons, multi-weaponing is even more limited because of this. For example - I wanted sword+talis. I can do that with Primm/Tzvia weapons, but since there are no Trois swords or Theseus talis, you're unable to do that with them even though they're basically the same tier of weaponry. I'm coming to realize there are more limitations than I thought, and I'm not all that happy about it.
I have a question. It's about class skills (traits). So to explain in detail, I'm looking at class skills that specifically say "use by main class/X weapon". Does this mean I must have that class as the main class and use that specific weapon, or either or can be true? So for example lets say (i run Ranger main Gunner sub) I multiweapon my Rifle with a TMG, will i still get the effects of that class skill (trait) that specified "used by main class/X weapon" ? Or, do I need to be Gunner main AND have TMG equipped to get the benefits of that skill?
Sooo what are people thinking would be a good/fun multi for tmgs? I'm pretty new to the whole pso scene, and don't really know much about the weapons outside of rod and tmg. I could see some of the melees having some cool combos, but don't know how they'd mesh with gunner. I thought maybe wired lance since the gap closer is kinda cool, and tmg is still pretty close range; but not sure if it's really that useful on gu.
People were trying to circumvent the damage loss of using subclass weapons by multiweaponing them with a mainclass weapon and this tested that it doesnt work
I have built my way into a hunter ranger, and I use my hybrid rifle launcher almost exclusively. Is the increase in durability from hunter a viable option or am I sacrificing too much? I gotta say its saved my bacon quite a few times and I dont feel underpowered.
Does the upgrades on the sub-weapon (Enhancement, Affixing, Potentials) affect the damage when it got combined into the main weapon? Or it all based on the main? Still confused, waiting for answers ;)
There is no reason to upgrade the weapon that is being added to the main weapon. It takes everything of the base so just add an unupgraded weapon to the base
Well it wouldn't be even possible. The enhanced sub weapon you have will not be able to multi weapon with the base weapon. I tried it too but my +11 sub weap won't appear when I try to combine it with my main weap. I thought something's broken but I tried and non enhanced sub weap and it appeared when I try to multi weap it.
Tbh, having the multiwep system seems useful only when you need to change your strategy. For example pp regen faster via speed attacking or some other skills from subs that i am unaware of at this time. But since the game is still so new, im sure itll become more prevalent later on down the line
Yeah there's no reason to press anything other than your highest damage PA. This game has no mechanics at all, every weapon has it's best PA to spam and there is no justification to use anything else unless it accomplishes a vastly different role. Like single target, aoe, or mobility. This game is just lacking mechanics.
I think the MW system is going to be best for when Braver and Bouncer are introduced, so we can multi-weapon the bullet bow skills with launcher or assault rifle abilities, and add in the jet boot kick moves to the punching arsenal to make Fighter a more "complete" martial arts class. Some of those moves offer supplementary benefits even if the damage isn't as high, and the spinning kick jet boots PA offers more utility for AoE mobbing than anything Fighter has right now. It also presently remains to be seen if sub-classing Summoner and MWing a harmonizer with another weapon will enable the use of support pets alongside the use of a sword, for classes that are otherwise glass cannons and could use the supplementary assists we no longer get through our MAGs. The main problem with your experiment - you're testing for a multi-weapon situation between a melee and a ranged weapon. We need to see if melee and ranged damage calculations or scaling are done differently. A better one to do is Fighter/Hunter for those purposes. The experiment only seems to address the DPS loss of using a melee and ranged multi-weapon with that specific subclass setup, and by your own admission, the testing is limiting because you only have those two maxed out... which itself also raises an issue in the testing because putting points into skill trees raises your battle power. If you wanted to make sure you had a more precise baseline, you should try to use a blank skill tree so you are purely looking at the weapon damage values. Therefore, for a baseline, it shouldn't matter if you don't have the classes leveled up; it would almost be better to compare, say, Force and Techer, if you haven't leveled them at all, and look at the damage scaling between something like a rod/wand and a talis. So, the video title is a bit misleading. When Braver comes out, and you can use bows, it would be better to test on an unleveled Braver/Ranger build and combining the bow with an assault rifle for testing. For multi-weapon testing, it would also be interesting to test situations in which the non-base weapon offered for MW scale their damage off of the base weapon; for example, if your main class is Hunter and you're using a sword, and you MW it with a partisan, does putting points into Volkraptor not scale the damage for the partisan attack if the base weapon itself isn't a partisan? It's also a melee vs melee comparison instead of melee vs ranged damage or melee vs technique damage. Regardless of whether or not the prior few points make a difference, it still loops back to the first point for me. I think that the infrastructure is there in advance of when it's really going to be useful, for when Braver and Bouncer (and possibly Summoner) are introduced.
This killed my ranger/hunter combo , luckily I use palletes to switch in between just to pop blight rounds. I mainly use swords. When you said subclass have -10% compared to main classes it made this variation useless. The others do benefit from the blight rounds but you still lose your own 10% dmg... Dang imma multi-weapon Sword/wired lance instead since its still a great combo.
I'm just curious but if the -10% potency from the subclass PA/Tech is additive with other kind of potency(s) like shifta and blight round, doesnt it mean Ra/Hu will still deal more damage than Hunter main? Because eventhough your Hunter's PA deals 90% of its potency it still get buffed by the blight round, so at the end your total damage is 110% (with red blight round, 115% with purple).
@@gear-x2012 Pretty sure its multiplicative, but even then the boost would still be marginally worth it on paper. The issue is that swapping bars + landing blight + swapping back is more or less 3 missed attacks, which isn't really worth it in most scenarios since the blight round debuff needs refreshing often, and certain boss body parts are only targetable for small amounts of time (Dragon yellow glowing spot for example). Multiweap launcher/rifle as ranger is real nice though, got the best AOE in game with homing darts + full aerial combat (launcher basic attack keeps you airborne, so do all PAs) + pinpoint hits on blight rounded weakspot constantly with the bombardment PA from launcher (this PA will always hit your locked target, regardless of the boss orientation or your position, it can even go through their body and hit the weakspot behind them)
@@cascade1788 Ah I didnt count the missed attacks, yea agree it will lead to dps loss. Appreciate your though on launch/rifle. Swapping weapon now can be done with keyboard shortcut now, you can set it in the option control menu but its locked to 1-0, f1-f12, and numpad. Thx for your opinion :D
@@gear-x2012 Yep, with the keyboard shortcut and good timing you could technically cut it down to only 1 or 2 missed attacks which would be worth it. I'd probably be more inclined to take force as secondary and go the sword/wired route though if melee main, since force not only has huge PP regen with it's active skill (great for boss dps) but also really improves aoe kill time due to eradication (passive refunds 5% pp when anything nearby dies, if you are farming a 15+ area in a group you can spam aoes and the trash kills will refund your PP as you spam)
One thing that kinda sucks right now is limited parings with 4* multi-weapons. I REALLY want to make a 4* rifle/launcher but I don't think there's a matching series!!!
Ranger/Force. I'm saving for my Rifle to become a Multi weapon into Launcher so I can Rotate weapons, into launcher/Talises multi-weapon. Pre setup with Assualt rifle > blight rounds etc for Mobility and use a rifle for mobility purposes only and PP AoE spam for Huge weaker mobs (photon bursts events). leaving launcher for smaller groups 3-4-5. only use the launcher/Talise to set up and put down the Sentry and attack with the normal launcher attack to recharge > (followed up with sub bar slot launcher attacks for AoE or Multi-fire on the launcher and use that shotgun Talise magic attack(it's got more mobility if you can't do the Launcher rapid fire or move quick enough due to low PP) if I'm close to target while stuck in launcher mode get a few extra attacks with the last little bit of PP because it's cheaper than 30pp in before switching back rifle Rapid burst to fast charge pp renewing blight rounds, then repeat. etc using the beam on Bosses , with PP convert+increase recovery to draw it out but I found I can't get the Full beam off without almost dying or only enough time to use half my PP bar before the boss moves out of the beam, so I use the Multi-weapon options for Utility. but my Main class Ranger is still damage main use Rifle> launcher(situational) and force for full support pp recovery. (trying it out on low tier first as its cheaper, basically farming gear while I'm doing the storyline) Launcher + Talise at 20+ and rifle still in the works (as i;m using a pso2 > pso2ng item which is 4 star so it's better than the low level multi-weapon I could make) so saving for a better rifle. I'm sure many people are doing this now. though I do feel Reduant on the force subclass as there's no point in casting Zonde etc, the PP recovery is just too good to pass up for use in Photon burst events.
In your example as you are testing both combination of weapons (DS, TMG), it seems like the base weapon as a main class weapon performs better than the base weapon as a sub class weapon; since both instances you shown the critical damage difference.
No, they are all treated the exact same. In the case of fighter/gunner with a regular ds, a tmg ds, or a ds tmg the damage was all exactly the same. In the case of a gunner/fighter a regular ds, a tmg ds, or a ds tmg again the damage was all exactly the same. fighter/gunner doing more damage in this case since it was a fighter PA then gunner/fighter
I just got a Catt Wand/TMG multi with Te/Fo, used the normal attack to replace the rapid smash on the wand. Very simple too, controller friendly. Use an Xbox and just replaced the Y attack. Ridiculous PP regen, distance closer, change positions easily, and still have access to all the force spells, including the stuff that's good for cc. Highly recommend.
The real benefit of multi-weapon frankly is just the fact that you only need to upgrade/augment one weapon and gain the benefits for 2 and makes switching between them slightly easier. You will save a lot of meseta/resources in the long term since you don't need to unlock multiple potentials. upgrade to +40 and augment a second weapon.
Always good to see some old fashioned video game science. I think part of the misconception was that multiweapon did circumvent the class damage bonus in beta, but then they decided to change it for launch (according to data miners). This was probably to address the issue of hunter main class being underpowered in the beta.
Can someone explain to me if making the multi weapon taps into the subclass skill tree at all ? Like if I go techter/force and then make a wand/rod will I be getting bonuses from my sub force tree because my multi weapon is technically a wand/rod ? Or does it not work like that , only thing I can’t really figure out about multi weapons
Yes. Whatever skills for your multi-weapons you have chosen will work with the multi-weapon. WITH ONE EXCEPTION: If it says Main Class Only, then you have to have that class as your main class to use it, even if you would normally be able to use other skills from/for it. I run Gunner/Hunter for now and use a MG/Sword twin weapon. Why? Because all the Sword Parry skills are sub-class usable, and some enemies are easier to fight with a sword than with machine guns, but by main classing Gunner instead of Hunter, I get access to Chain Trigger. If I swapped that, I could still use my mechgun PAs, but I would lose Chain Trigger and get Hunter Physique and Iron Will, as well as increased damage reduction.
I was wondering if it would be more likely to show the 10% more accuratly if you were able to find a point at which the 2 classes tested were at differnt levels but had the same attack stat or if the level difference would throw off something else
Great vid...but for a sec help me with my old brain here; I have a "tiny question" over something you did cover but my head was busy crying about how even Monster Hunter World wasn't this complicated with their gear...So if I heard you right?... One can take the Cattleya line weapons like lets say the knuckles & multiweapon on the machineguns but in order to appease the Gaming Gods have the Fighter/Hunter class combo for that heath=damage thing with something like a sword on the side in a 2nd palette & still be able to use those machine guns with stuff like the simple attacks for when mobs/bosses are flying around annoyingly out of reach (now, yes the Resurgir line is reigning supreme atm & I wouldn't even have to think about this but having to rely on dodging in order to proc the perks isn't my thing so I'm greatly interested in weapon & class combos to make the most of the Cattleya & Foursis lines)? Sorry for my long windedness here but I wanted to confirm before I blew a few brain circuits & possibly monies on a build idea or two.
If i understood that correctly, what you're trying to ask here is "can I use the Twin Machine Guns' normal attack and weapon action if I use it on a Knuckles/TMGs multiweapon, even if i don't have Gunner as a subclass?", right? If so, the answer is yes, you can
@@RalphieLykin Normal attack and weapon action are thankfully usable by all classes even if the multi-weapon doesn't match the class. Sub-class skills and PAs relevant to the weapon action will not activate unless you're main or sub of that class, so having the weapon being the class does not make. Knowing that, machine guns are probably one of the better choices to use for a melee/ranged multi, even if not Gunner. Because all you're doing is giving yourself uptime when a target is otherwise out of reach.
@@dragonmangames2523 Yep, multi'ed some guns to my knuckles awhile ago after I asked; & use wires to gap close & such as my 2ndary weapon... Those guns have also made it quite nice for Gigantics; I get to step back & still do damage while other melee classes are dead at their feet from the aoe attack lol \o/.
Is it better to upgrade the weapons before making them a multi weapon or after. I have a feeling that the only reason is to upgrade 2 weapons at the same time but haven't been able to grind enough to figure this out myself
Thats what I did. Made a dual saber wand multi and use buffs. Allows me to buff team heal team and still do plenty of dmg with element downs and dual saber abilities
Another thing that people that I know were wondering is how fixa's work with multiweapons. Like, does it only take the main weapon's fixa or just the sub or would it use both together? It would probably take quite some time to get this tested but it is very ambitious idea.
Takes whatever your base weapons affixes are to include fixa's. Anything you have on your weapon that you fuse into your base weapon will disappear to include levels.
No your rifles damage actually will be fine because its treated as the weapon when your using PAs from it however rod normals and tech will do less damage since its the subclass
I heard from one of my alliance members that if you multiweapon a wand into a rod the normal attacks for the forcer rod will increase in damage. I don't know how true this is though as I never got to test it myself. Using Lightweaver rod right now so just stocking up on materials when I can play.
@@KronoKatastrophy Could be incorrect, as everything I heard about the past week was from people testing all different things and features. I'll probably farm up the materials and do some testing myself to see if anything, but I will ask him where he heard about it from.
Why would you mix and match when 1 ability does the most dps? You're just using uneccesary abilities. Objectively, you only press one ability per class.
How do multiweapons work with augments like +melee/tech potency? I assume you would need augments like this for a sword/wand multiweapon. Augmenting just +melee will probably do nothing for the sub wand damage right?
the sub weapon in a multiweapon uses the stats and augments of the primary weapon... so the wand would be counted as if it did the same damage type as the sword.
So essentially, the multiweapon allows you to use two different classes' skills on the same back-palette and primarily it is the skill of the main class that will be likely to do ~8-10% more dmg? Does that mean it is better to just use two separate weapons to do more dmg overall, or I guess in some cases a multi-weapon is practical like the wired-lance PA would be beneficial to combo with certain weapons?
the weapons of subclasses do less dmg in general, meaning if you use a main weapon and then switch to a sub weapon you will still have the 10% dmg loss
@@dembi2770 but what would happen if you combined weapons like rod/talis? would the talis still do 10% less damage considering they are BOTH force weapons?
you get a little bit more base damage for Fi/Gu but Gu/Fi gives you chain trigger which boost potency by alot and boost PA speed! So if you wanna use TMGs Gu/Fi is better IMO
Its 100% better to be Gu/Fi, you also just deal more damage with the PAs but that wasnt the point of the testing here. But yes if you want to use TMGs play Gunner main.
@@KronoKatastrophy thank you for the info, I wasn't trying to take away from the main point btw! This video had all the info needed on multiweapons, it was exactly what I was looking for so thank you!
@@user-xo2og8kv1o I must of missed it then because all I heard is swapping which is the main class and debunking damage reductions. Where did he mention it?
nope. in order to use PAs of a class you need it to be a main or subclass(unless something gets added/patched later). normal attacks and weapon actions will work though.
I main class fighter but accidentally made wired lance - twin daggers (with the wired lance being the base) acc to this I just lost a bit of dmg or smthn?
Your Sub-Class Weapons do less Technique/Photon Arts damage, if your Main Class is Fighter and you mainly use Twin Daggers then your fine, but your Wired Lance will do less damage with abilities, yes.
I mean I just assumed it was going to be utility regardless. Some classes are going to have some better combos then others clearly. Wired lance is going to be huge on gap closes for multiple close ranged classes. I'd assume anyone that picks up Rod as a sub weapon is for just element downs/range. Guns range with melee. Melee utilize either wired lances for mobility or the blocks from swords etc. Guns don't seem to really get anything good imo. But eh. Will have to see what we get when other classes come out tho.
@@KronoKatastrophy it's very good info for sure though. Cause like why add it if it didn't have more to offer then the standard "hey look I have just this" rather then utilizing a full kit.
If multiweapon did allow you to bypass damage loss as sub class techer would be broken. Shifta, Deband, Elemental Weakness, you can use techniques and be able to use other class weapon normal, wa and pa without damage loss.
I believe this is the first video i have seen that actually adresses how strong julians dance is. My highest hit using Julians dance first hit (weakpoint + blightshot) was 1.4k so i do quite like it :) Still i dont really know how the hits sometimes go over 1k as it normally is around 300-800
Just to make sure, using multi weapons is useless? You can just use the other weapon as the second option in the weapon wheel? Using multiweapon makes it so you can only use 3 of each weapons PA's?
Not useless per say, just very limited uses from what people would want. Like for example; having a Wirelance as the 2nd weapon in the multipweapon for classes that do not have a good chase PA or vertical repositioning PA is extremely helpful since a lot of enemies are tall and move around a lot. For Fighters that use either a Gunner or Force sub, the only way to get that Wirelance weapon action is through multi-weapon but using it that way is more of a grappling hook in instead of a 2nd weapon you can use since you only have access to it's normal attacks and weapon action if Hunter isn't your subclass. It's more for the sake of adding utility. Another example would be weapons/classes that have counter attacks as their weapon action. For Ranger, Rifle weapon action is a small burst, Launcher is a sticky bomb and the both have a dodge counter; you can multi-weapon a Knuckle or Sword to add guard/parry capabilities to your arsenal that the main class weapons simply lack; this allows you to stand your ground and counter attack without needing to reposition. While this won't be a problem if you are fast on the shortcut weapon palette switch; but for those that aren't, this is the closest thing to being able to do that.
@@ResearcherReasearchingResearch Furthermore I am on controller and only have scroll down on sub-pallete in order to accommodate other mappings. This means I am not good with switching weapons, physically but also mechanically, but having a MW sub-pallete would allow me to circumvent this limitation. If only I had one more button lol!
@@KronoKatastrophy That would be broke if you could IMO. I'm still over here wishing race stats still existed, just not the negative ones. Lack of race-stats and focus is my biggest gripe with NGS as it departs from traditional PSO mechanics lasting over two decades.
@@drlca6601 literally no game uses race mechanics anymore. They're awful and literally just shoe horn you into a race that you don't want to play if you want to be optimal.
So i actually made multiweapon partisan/ds for my curiosity. (Such waste of meseta tho) Volk won't build the damage and the spear will disappear if only using ds attacks, only attacks from partisan can build up the damage and explode.
pretty sure that the blue numbers are attacks to an enemies weak spots though I am not sure if the extra damage you do is the same amount as the rangers targety bullet skill or not since I believe attacking a rangers target also shows blue
Multiweapon is really great but only a few choices for weapons types. If only we can combine different types of weapons for multiweapon it would be really great. for ex. Cattleya Sword w/ Fourist Dag for Hu/Fi which I cannot do .
i think the best combo is ranger, fighter XD ranger for weak bullet, then double saber power, not sure how much % weak bullet is, but probably makes up and more for loss of 10% dmg on double saber... I don't have any tests, but from playing it seems to be viable, than other combinations of classes using multi weapon. Great video too! Same can be said for ranger, force. Ranger weak bullet, and elemental damage to the monster of what it is weak to. So, ranger, fighter and ranger, force seem to be the only two combinations I see, that benefit from multi-weapon, but that is my opinion and observation.
I'm Ra/Hu rn. I am enjoying it immensely. After I max I will probably focus on RaFo or RaFi. I have never played Fi before in PSO2 and people gush over it... and people say there is a lack of content lol. I just wish that there were at least two additional PA for every class... I wouldn't care if they were ripped from Classic, I just would like a little more diversity. That being said, I find the vanilla PAs very fun and satisfying to use, although I still don't understand partisan weapon action lol.
@@hardcorejumpengaming8493 you could level sub to 20 as well, just need to switch it as main to get the level up. can also fight with main's weapon if you'd like
Great content! This video turned out to be longer, but I understand the issue at hand demands so. Keep videos short and synthesised and i'll sub forever.
While ill always appreciate the support my vids to tend to be a bit on the longer end. If you looking for something shorter my buddy BlactoBasics does really good quickfire content. He might be more your speed. Thanks for the kind words tho!
@@KronoKatastrophy I got into pso2 thanks to blactobasics, i then faced him on Battle Mode a couple times hahaha But yeah didn't want to sound mean or deconstructive! Just some feedback that came to mind! I play Fo/Te right now, just got my 4star rod
So I saved up all that meseta struggling to get it because of how hard it is to find and make a launcher/saber just for it to do 10% less DPS I'm def upset about it
As a new player, multi weapons is confusing as fuck. And not from damage stand point but from what's the point point? If we can swap weapons with palettes wheel, why do I need multiweapons?
I think it's only useful in a handful of options so that you can save a few seconds and instantly access some skills, like Wired grapple or people getting PP increase for PA spam.
you cant swap weapons mid combo. you can do that with Multiweapon. so for example i can use Wired lance to pull me into the enemy and instantly swing my sword when i get there using wired to pull me in THEN flipping through the menu to switch to sword will drop me to the ground before i can even switch.
Long-term investment. Upfront cost to combine two weapons, in exchange for all future costs (enchancements, potentials, augments) counting towards both. Lack of delay can also help DPS. Also I just really hate switching weapons.
have PAs set to the weapon palette and techs to the subpalette. using techs to trigger element down and fighter defeat advantage to deal basically all your damage. I recommend a [fighter]/talis set up as talis will give you access to elements as well as passive damage via talis weapon action. This allows you to use Rod in another slot as an exclusive ranged option. For the fighter weapon, choose which ever one is your favourite. Fun > Meta
the game lagged out on you from 1:36 - 2:30. Almost an entire minute of nothing registered. They really need to get this fixed. Btw, good video. I learned a lot lol
multi weapons arent useless it just requires a bit more thought in "why are you combining" if you just want to use two weapons then no its not as useful but if the two weapons synergize together in some way then multi weaponing becomes very different
Not the 3% but i think you should have tested a similar class since fi melee is higher and gu is ranged base class. I think there wont be much difference when you fihu and hufi since both are melee based class.
my hunter wasnt 20 and seeing as there is no longer a separation between the attack types its not a huge deal. The same thing would have happened, I had a friend check for hu vs fi and fi still had a bit more damage also.
Correct me if I'm wrong but I thought crits in base pso2 essentially ignored the damage differential so you always hit that 100% of damage for the weapon. And in ngs instead it's just whatever damage you did plus 20%. It would be weird to have augments that shorten the damage differential if crits just got to continue to ignore that. Also if crits are just bigger white numbers than what are blue numbers because I see those a lot. Finally this isn't a call out against you but rather a statement in general but I don't like people saying they're doing 10% less. The main class bonus is just that. A bonus. Which makes it 110%. You're doing full damage with your weapon if it's a subclass weapon.
@@KronoKatastrophy hmm, in that case would it be optimal to then use two different multi-weapons of one class respectively to be able to have fewer skill restrictions?
@@KronoKatastrophy I noticed Julien Dance is broken at the minute, but they know about this now and plan on nerfing it. My question is, do you think even after the nerf it will be worth using it? Was going to make a multiweapon Dagger/Sabers.
Has Anybody done Partisan + anything, and Does Vulkraptor work while using the other subweapon???? im gona try out Sword + Partisan and use Swords big DPS with Vulcraptors 50% damage on top of it.
I play Fo/Hu with Rod/Partisan, and while I can definitely confirm Volkraptor is useable as a Subclass/Multi-Weapon, I'm not sure how it interacts with Techs. It almost always seems to detonate 100% of the time when I get up close to hit with a charged Partisan PA, but when hitting an enemy with Barta Blot detonation alongside other Techs, it doesn't seem to do so nearly as often. There could be some subtleties or limitations to Volkraptor I don't know about that's causing that, so again, I'm not sure.
@@KronoKatastrophy That would do it. Is there a reason it always detonates early on into the PA or is that just me hitting its current damage cap that fast before the full PA can play out? It never detonates for more than 400 damage in my experience, so the 60s cooldown is kind of a lot for just around 3-400 damage extra.
Hitting the jump before you hit the ground or after you flipped in mid air will perform a just recover in which you can quickly recover and dodge out the way after. Spamming the button is not needed and learning the timing will help make this an easy method form recover from mistakes
I think it’s cool for people who want to mess around with different skill combos and things like that, but for me, if I want to use other weapon skills, I’ll just switch to that weapon.
Multi-weapon makes ngs way more entertaning than anything pso2 has done gameplay wise, in my experience. If only it wasn't so bloody expensive.
Right on the nose. We are hoarding meseta right now, why gate this new feature as it is? I suppose to give you something to grind for. But I still don't agree, would rather grind my weapons and armor with my money's.
I want to agree with you, but because almost every class skill is weapon specific
and there honestly feels like very little difference between most of the weapon actions (at least half of the weapons in the game have some sort of guard+counter)
and the fact that, at 4* your options for combining weapons are painfully slim unless you're just going to use resurgir potential (which i'm not a fan of)
i think the multi weapon system is far more limiting than it is interesting.
i want to like the system, but i have to see enough options for it to actually be worth engaging in
@@psinjo Multi-weapon makes me think it's what they tried and failed to do with hero, which had a clunky weapon swap mechanic and you had to full upgrade multiple weapons.
It is supposed to inspire freedom of choice to the player and I do agree that the current implementation is very limited due to the cost and same weapon type requirement. There is a lot of potential to it moving forward and I'm glad they decided to implement it.
@@cacherow yeah exctly, what do people want? have them remove the feature? The game is not even a month old, with new weapons and some revisions this system could be so cool
@@psinjo Depends on what you want. I have all 3 4 star potentials with my setup and have every weapon I want (Though I wish sword attacked more like the Hero. I feel like Hunter's sword swings are too slow and i'm curious if they add Hero at a later date then how that will apply to the sword with multiweapon). I may trade out the sword for the katana if I like it better when braver arrives. I do agree with you though; I wish you could still use the PA and counter even without the class equipped. With that being said there are benefits.
I deeply appreciate that this video is structured like a science paper:
Intro, background, hypothesis, experiment, results, future experiments, conclusion.
Lol thx, its just how my brain puts stuff together
@@KronoKatastrophy lol they tried to simplify PSO but it's still PhD stoofz.
@@KronoKatastrophy can you write some tldr please?
@@KronoKatastrophy This was very informative thank you.
@@KronoKatastrophy That's exactly why I subbed to you.
As a Fi/Gu class, I can say I love my multiweapons. The knuckles and dagger combine was a blast to use without swapping each weapon pallets. As my sub class, I just use as PP recovery.
yeah system is still pretty cool
Yes because you dont have to have a 2nd armor
13:40 I've tested Techniques with a Wand/Rod on Bujin crits with an 18/18 FoTe, and an uncharged Barta does 169 when the wand form is active, and 186 when the rod form of the multiweapon is active. The weapon changes forms by using standard attacks/weapon actions, and while this is a lot more insidious than weapon PAs since the techs come from the tech list rather than the weapon, the 10% buff to mainclass weapon still exists for techs.
In addition, there's a weird effect where the class of the primary form of the multiweapon must be active in order to equip techs - since the weapon is a Wand/Rod, I cannot change my weapon bar setup unless Techter is either the mainclass or subclass, even though I can still cast with the rod when going full FoGu mode after the bar is already set in advance with a Te/X or X/Te switch.
Highly recommend Talis and whatever else if you’re not stuck on anything. Having the element. A pp regeneration weapon action via the turret. Is handy for all classes, the lowered damage is whatever
exactly what i went for, super handy for weapon with high pp consumption or pp consumption over time, the damage loss is widely compensated by the lenght you are now able to keep shooting / using pa
@@reis3542 i didnt really get your question, do ou ask if the talis deals as much dmg as a multi weaponed skill as if u main tech ? i couldnt tell u cause i havent played tech other than a sub because i'm leveling it up. what i can tell u is that with launcher, u throw the talis + sticky bomb and u can enter into fear eraser, and spend 2 COMPLETE PP jauge. if the monster doesnt focus you, in the end it result in 2times the DPS u could have done without the PP management involved, the regen is so good that i even mob trash monster with fear eraser now, the talis attacking multiple ennemy regen so much that once the eraser is done only a few bigger monster remains, and your pp is already full enough to keep spamming PA. now if you do use force you'll even get downed monster regen, wich is even more insane XD during a burst i could basically destroy one of the tall swordman generator on it's back and then cause a stagger by breaking the chest without even stopping fear eraser XD ...i'm pretty sure it can also make rifle fast attacking PA last a lot longer and allow for quick usage of the spread shot .. i wont test cause i already reached 19 as a ranger and i'm not gonna upgrade a rifle to multi weapon it, but i would have 100% done it if i was considering playing rifle
@@mathieu499 talis has 2 new "modes" one being AoE (where you can project an element around you or in 3 bullets in front of you) and one that transforms techniques into single target bullets of the same element. He is asking whether those Elemental bullets you use instead of the techniques have any dps gain versus just using the techniques as themselves.
@@reis3542 Sadly, I don't use Talis much for this, simply as a PP generation thing. From just doing general mobbing, I feel a lot faster/never run out of PP using talis/launcher so far tho.
I did that on rifle
Unfortunately multiweapon seems to have been implemented as a alternative to swapping weapons, along with mitigating the cost of enhancing and augmenting a second weapon.
When you fuse two weapons for multiweapon it's basically storing the subweapon inside the base weapon. You're able to use the subweapon's PAs as well as techs(if applicable) without "switching weapons" but in truth it **is** switching weapons, as it visibly shows, along with the sound effect and particles involved in weapon pallet swap.
When you use a PA/Tech of the subweapon It treats it as though you swapped weapons and applies the enhancement level and augments of the base weapon to the subweapon. That's why having melee weapon potency on a melee weapon with a tech weapon subbed doesn't affect the PAs/Techs of the subweapon, because even though the melee weapon is what's equipped it quickswaps to the hidden tech weapon to use its skills and quickswaps back when you use your melee skills or attack.
As a result, you don't circumvent the reduced subclass damage. Also Talis PAs to modify techs for a duration break when you use the attack/PAs of your multiweapon's other half because "HURR DUUR YOU SWAPPED WEAPONS". Even though the hovering turret talis doesn't break despite normally breaking on a normal weapon swap (even to another talis pallet).
I feel that the way you have worded is is a little confusing (as I got confused). I hope you don't mind me rephrasing.
Multiweapons are an alternative to manually swapping weapons. The subweapon inherits the enhancements of the main weapon, which has the benefit of reducing resources required for augmenting two weapons (namely, capsules).
Consider weapon types to belong to a "Class" (i.e. Rifle and Launcher belong to the Ranger Class). So a Sword/Knuckle will be either Hunter or Fighter Class depending on which weapon being actively used.
When using an Action, it would check if the current weapon class matches the main class. If they match, no penalty is applied. If they do not, the 10% penalty is applied. This also applies to using a multiweapon of weapons equipable by the same class. So a Hunter using Rifle/Launcher will suffer the 10% reduction, and likewise will not suffer when using a Sword/Partizan.
Ultimately, you cannot avoid the subclass damage penalty.
@@magic_cfw I mean, I literally put the TLDR at the top lol.
"alternative to swapping weapons, along with mitigating the cost of enhancing and augmenting a second weapon."
PREPARE FOR THE WORD DUMP
Multiweapon was initially sold as adding weapon category tags to another weapon so that you could use those PAs with the base weapon. And that's how it worked, initially. They even hyped up 'build diversity'. Yeah, thanks sega.
Also, your calling the inferior subclass weapon damage a 'penalty' hurts sega's feelings. They "don't want any negativity associated with the game" and "It's not a nerf to subclass, it's a 'nice buff' ". I think they missed the plot on that one.
Before, there was no main class potency and the subweapon PAs used the base weapon's stats and augment bonuses regardless of type. (which I guess sega considered a bug and removed.)
They added the 10% potency to attacks made with main class weapons (which is a problem) and subweapon PAs no longer use off-type potency that would be applied to the base weapon. I guess they have to give people a reason to use those hybrid potency augments with multiweapon, rather than just having one 'all potency' and simplify things - oh, wait, they do have just plain potency too, so really no reason for this. Also main class potency, so why use inferior subclass multiweapon?
The 10% main class weapon potency doesn't sound like a big deal at first. Ok, main class weapons hit a 'little' bit harder than subclass weapons. I mean, I guess no reason to use subclass weapons (which is 90% of the class skill tree) since I'd be gimping myself out of a bit of damage for no reason, but I guess it is more fun to weave more PAs together...
Oh wait, potency is multiplicative, not additive. Oh no.
Assuming only melee potency and main/sub class multiweapon. Let's say sword + double saber.
--------------------------
35% from augments (after multiplication, this is how much my friend has).
24% from weapon potential.
50% weak point.
20% blight rounds. (some meta ranger chad)
10% (all) food.
5% (weak point) food.
5% region mag.
5% fixa attack. (There are hushed whispers, rumors of its existence. Yet, some believe it to be no more than a myth.)
-----------------------
if this were additive it would be 154% (2.54 multi) increased damage, with main class getting 164% (2.64). Attacking with subclass weapons would deal about 4% less damage than main class, not a big deal. (though min-maxers might disagree lol)
However, it's actually...
1.35*1.24*1.5*1.20*1.10*1.05*1.05*1.05
= 3.84
now add in that cute little main class potency for the sword.
3.84*1.10 = 4.22
That 10% increase became 38%. Almost four times itself.
The more potency you add on, the bigger a difference that main class bonus becomes. For instance... weapon PA skill potency
Take sword's 700% potency (8.0 multi) Spiral Edge PA for example.
3.84*8.0 = 30.72 -> *1.10 = 33.79 (a difference of 3.07 multiplier)
That 10% is now 307%
So now, instead of mixing weapons together to find a play style you enjoy like my dagger/talis (the talis PA interaction is still broken, sigh), sega wants you to only multiweapon use your main class weapons.
Like combine Foursis Daggers with Foursis Knuckles. Wait that series has no knuckles, just dag/rifle/rod/wire.
Uhh... Cattleya Sword and Spear! Oh, no, spear's in the Vialto series, right. Shit. Fine.
Everything Resurgir.
Or say screw it like everyone else. Just multi a wire lance onto anything melee and just use its weapon action for mobility, because thanks for the build diversity, sega!
"Oh, no! The players are creating too much build diversity! Shut it down! Shut it down now!"
so one of the main take aways would be it doesnt matter which weapon is used as the base weapon when crafting? Since the weapon PAs are treated independently so only main/sub class order is what matters if you really wanna get into maxing damage?
if they don't display crits as blue what are the blue numbers when you attack the weak spots, just an indication you hit the weak spot?
Credit for kicking a hole in the echo chamber. This was good work. Keep it up.
I honestly haven't noticed the difference in damage in my multiweapon since Hunter skills give me tons of potency while using a sword (hunter sub) while also running around as a fighter main punching things.
Edit: NVM apparently it's unchanged from the 10% pre-maintenance. People were thinking it changed to 6% because there's apparently an attack power limit of 900 on lvl 1 enemies.
Did you see that somewhere?
@@Ailwuful I saw it here twitter.com/theuberclips/status/1405173609329537027?s=21 but actually looks like they confirmed it's unchanged from the 10% before, so you can ignore my first comment.
btw in tech/force i can conferme that if u use a rod wand mw u dont get dps loss on magic skills
@@ArchSight Nope. It's actually because Force and Techter both use the same Techniques. So there's no damage loss on Techniques for TE/FO or FO/TE.
Subclass weapon Photon Arts (Mace if Techter, Talis is used by both classes so it might carry over the same way as Techs) are a different story.
this is why i love u and hate u at the same time good job
I hate me too but it needed to be done D:
I just hope other players that knows this information doesn’t give multiple weapon users problems now
i absolutely love my multiweapon only for the fact that i can use rods pyro aoe for pse bursts on twin daggers
How to do pyro aoe?
@@vyx6005 you spam GiFoie without the charge to create an AoE around the character to hit multiple targets.
@@Harvey_Dent oh that one. Thank you
Zondeclad tap Gizonde, spam Zonde, almost instantly gives you Zondeclad into charged Gizonde does the stonk damage, expecially with PP regen on kill skill. Truly mayhem.
Ye its still a cool system for sure
Question, so it mean that weapon of the main class gain free 10% extra damage?
nope, it's just that the weapon of the sub class loses 10%, the damage done by the main class weapon is the correct one
talking math, the subclass is penalised by 10% compared to main. inversely, the mainclass deals 11.1% extra compared to sub (100/90, see for yourself)
i still can't figure out how to make stupid weapons multi cause if i try on my force hunter i cannot get anything to multi with its 4 star and same with my ranger with the other subs its like 4 star not working or something because when i try to multi no weapons show up
It would’ve been cool if you could use the multi-weapon system to slot a weapon from a third class to allow (limited) PA use. That would allow for ton of build diversity imho
You can add a weapon that's not from your main or sub. This is how techter fighters use wired lance weapon action to gap close. It's limited to normals and weapon action if it's not from main or sub but that opens up utility. Other classes could benefit from adding talis to their main weapon for passive pp regen from weapon action as well.
@@stymki Not really much passive regen that way. From my testing it seems like as soon asyou switch off Talis (inclusing when MW with another weapon) the WA disappears.
From personal experience with several multi-weapon combos, the PAs from the sub-weapon are generally weaker than the main-weapon despite the PA description saying they should be equal or stronger. It seems to me the multi-weapon system is intended to provide utility rather than increase damage.
But that said, things like the Wire weapon action offer such great mobility that it does boost effective DPS due to instant gap closing so it's worth making a Wire multi-weapon even if you're not a Hunter.
So a Foursis Rifle/Wire isn't a bad combo for a Danger Ranger, then. (Rangers who deliberately use parry dodges, apparently so their grenades always fly.)
What if I use Ranger/Force, then I use Rifle/Launcher as the Multi-weapon. Then both weapons won't be having 10% (Buff or debuff) damage than expected right? The less 10% damage is only when I use Force weapon right?
Yeah, I think that's it.
@@matshbocks Yes. Only subclasses have decreased damage output. So if you were Whatever main class/FO sub, Force weapons and Technique PAs would do 10 percent less damage.
Interesting video. Im glad that isn't a thing with it having increased damage. I always had the idea that the multiweapon system was a replication of Hero's weapon swapping PA's mechanic, but just implemented for all classes in NGS. (End gang)
Te/Gu is my main. Using cattleya wand base with tmgs as the multi weapon. Sometimes I need to attack at a distance, so I use techniques and regen pp with tmg basic attack. Sometimes I need to to move in the air and not towards the target, tmg basic and weapon action. Basically I feel like this is the most versatile build for me, allowing me to fight at a distance without using talis, as there is no cattleya talis. Also I save points in techter tree if I don’t use the talis.
I've heard that doing a multi for launcher/talis allows for more pa spam via tali weapon action. Seems interesting
i tested rod/talis just for talis weapon action to test the same thing but with force main and it didn't make a difference in the amount of techs i popped, charged and uncharged. Even with the skill that allows me to keep recovering pp while I charge a tech it didn't make a difference but then again force probably eats more pp than ranger so what's not working for me as force main might work for you. all I know is that i wasted my resources but its no biggie lol
@@rightful4973 Ahh that is very informative. I just find the potential of what we can do very intriguing. This is the stuff I love playing the game for. Hope you keep having fun with the game.
@@Beastleo481 same to you! 😄
@@rightful4973 might be because talis action is considered atack/combat pp instead of natural pp, I mean it is my assumption so maybe using force/gunner for their natural an combat pp Regen my make it more viable
Isn't multiweapon more about ultimately saving a ton of resources? Like your initial investment is much smaller than what you ultimately pay to upgrade 2 weapons?
Yes and no, you can still do some cool combos
@@KronoKatastrophy What I really want to know, is does upgrading the fodder at all do anything for multi-weapons? it looks like it stacks the two weapons on top of each other in a sort of "hot swap" mechanic, so im wondering say if I put a +40 wired lance into my +40 daggers, will the wired lance still do the +40 damage like it did? I plan on trying this with my foursis daggers, and if I can get my hands on another set of daggers I can do a proper damage test
@@apprenticeofbeleren you are literally wasting if you add a upgraded weapon to another weapon. I have a wand/twin mech and i have no issue with it and thanks to the money i saved im sitting on 1400 battle power right now and im not even done upgrading everything yet.
a ton? no. as multiweapon is expensive in of itself. It does spare you having to augment two different weapons and saves you on capsules. It saves time more than currency.
Not sure why this lowered damage percentage even exists. They tout how diverse you can be with your weapons and classes in NGS but at the same time punish you for using the systems devoted to it. If you don't mind the lowered damage output, this is fine. But if you do, it forcefully relegates subclass weapons to being utility.
I'd imagine it's for class identity reasons. Why should a Techer main be a more damaging with Hunter weapons than a Hunter? Is it really less diverse and punishing to let that Techer use a Wand/Sword for large area AoEs than without Sword? Is class identity lost by letting a Hunter do a little more damage than a Techer that uses a Sword for AoE? All of that is irrelevant to the issue you're experiencing.
When being critical of the statements, start from premise -> argument -> conclusion. Starting from conclusion -> argument -> premise seemed to create error that seems to be a confirmation bias that wasn't confirmed due to a false premise.
Premise1 (Irrelevant): Sega says multiweapon is diversity.
Premise2 (False): Equal weapon damage % is important for viability.
Argument: For diverse multiweapon to be viable they must have equal damage%
Conclusion: Therefore logically, multiweapon subs are equal damage.
Confirmation Bias (Conclusion): I watched a video stating the truth, even though I've already logically obtained the truth.
Counterargument: Testing shows they don't have equal damage.
Argument: I don't understand why they wouldn't, Sega says it's diversity.
Premise: Well my premise is wrong then, they aren't diverse after all. Sega was wrong.
Diversity was premise1, viability is premise2. Premise2 should be reconsidered rather than Premise1. Once Premise2 is removed, everything actually makes sense with evidence-based data:
Premise: Sega says multiweapon is diversity.
Argument: Other mains won't be strictly better/even with other class's weapons.
Conclusion: The benefits of the other weapon must be considered over what is lacking from the main class.
This seems to be an evidence-based argument that multiweapon is diverse is a true premise.
While I agree it sucks from a minmax perspective its not a huge deal from a casual perspective. The point of the video was not to discourage the use of multiweapon for interesting combos but to halt the spread of misinformation
@@KronoKatastrophy I have a level 20 force which I often use as a sub class and can verify that techs are much weaker
@@glenmcl I'm not going to search through random comments just to find your "main comment". You're still doing less damage, whether you're getting a buff or a nerf.
@@anniedarkheart5224 Because being a techter main also means having Shifta/Deband and all the strengths with it. That's what I initially thought was the biggest benefits to using a specific class as your main class - its tree. Weapons imo should be fair game as it promotes build diversity but still allows players to main certain classes for their specific skill-oriented benefits.
I now also just realized that since certain class groups have different naming conventions for their weapons, multi-weaponing is even more limited because of this. For example - I wanted sword+talis. I can do that with Primm/Tzvia weapons, but since there are no Trois swords or Theseus talis, you're unable to do that with them even though they're basically the same tier of weaponry. I'm coming to realize there are more limitations than I thought, and I'm not all that happy about it.
I have a question. It's about class skills (traits). So to explain in detail, I'm looking at class skills that specifically say "use by main class/X weapon". Does this mean I must have that class as the main class and use that specific weapon, or either or can be true? So for example lets say (i run Ranger main Gunner sub) I multiweapon my Rifle with a TMG, will i still get the effects of that class skill (trait) that specified "used by main class/X weapon" ? Or, do I need to be Gunner main AND have TMG equipped to get the benefits of that skill?
Sooo what are people thinking would be a good/fun multi for tmgs? I'm pretty new to the whole pso scene, and don't really know much about the weapons outside of rod and tmg. I could see some of the melees having some cool combos, but don't know how they'd mesh with gunner.
I thought maybe wired lance since the gap closer is kinda cool, and tmg is still pretty close range; but not sure if it's really that useful on gu.
People were trying to circumvent the damage loss of using subclass weapons by multiweaponing them with a mainclass weapon and this tested that it doesnt work
But seriously… what should we add onto our tmg gunner mains
@@Stompehhh talis? May as well get the secondary pp and force options?
I have built my way into a hunter ranger, and I use my hybrid rifle launcher almost exclusively. Is the increase in durability from hunter a viable option or am I sacrificing too much? I gotta say its saved my bacon quite a few times and I dont feel underpowered.
Does the upgrades on the sub-weapon (Enhancement, Affixing, Potentials) affect the damage when it got combined into the main weapon? Or it all based on the main? Still confused, waiting for answers ;)
I want to try this if not all the resources cost.
It’s all based on main from what I’ve tested
I did this by accident lol it is irrelevant what level the weapon you pick 2nd is
There is no reason to upgrade the weapon that is being added to the main weapon. It takes everything of the base so just add an unupgraded weapon to the base
Well it wouldn't be even possible. The enhanced sub weapon you have will not be able to multi weapon with the base weapon. I tried it too but my +11 sub weap won't appear when I try to combine it with my main weap. I thought something's broken but I tried and non enhanced sub weap and it appeared when I try to multi weap it.
Just got +40 on my Resugir Twin Daggers / Wand, Techter / Fighter, BIG RIP PepeHands
Tbh, having the multiwep system seems useful only when you need to change your strategy. For example pp regen faster via speed attacking or some other skills from subs that i am unaware of at this time. But since the game is still so new, im sure itll become more prevalent later on down the line
Yeah there's no reason to press anything other than your highest damage PA. This game has no mechanics at all, every weapon has it's best PA to spam and there is no justification to use anything else unless it accomplishes a vastly different role. Like single target, aoe, or mobility.
This game is just lacking mechanics.
I think the MW system is going to be best for when Braver and Bouncer are introduced, so we can multi-weapon the bullet bow skills with launcher or assault rifle abilities, and add in the jet boot kick moves to the punching arsenal to make Fighter a more "complete" martial arts class. Some of those moves offer supplementary benefits even if the damage isn't as high, and the spinning kick jet boots PA offers more utility for AoE mobbing than anything Fighter has right now. It also presently remains to be seen if sub-classing Summoner and MWing a harmonizer with another weapon will enable the use of support pets alongside the use of a sword, for classes that are otherwise glass cannons and could use the supplementary assists we no longer get through our MAGs.
The main problem with your experiment - you're testing for a multi-weapon situation between a melee and a ranged weapon. We need to see if melee and ranged damage calculations or scaling are done differently. A better one to do is Fighter/Hunter for those purposes. The experiment only seems to address the DPS loss of using a melee and ranged multi-weapon with that specific subclass setup, and by your own admission, the testing is limiting because you only have those two maxed out... which itself also raises an issue in the testing because putting points into skill trees raises your battle power. If you wanted to make sure you had a more precise baseline, you should try to use a blank skill tree so you are purely looking at the weapon damage values. Therefore, for a baseline, it shouldn't matter if you don't have the classes leveled up; it would almost be better to compare, say, Force and Techer, if you haven't leveled them at all, and look at the damage scaling between something like a rod/wand and a talis. So, the video title is a bit misleading. When Braver comes out, and you can use bows, it would be better to test on an unleveled Braver/Ranger build and combining the bow with an assault rifle for testing.
For multi-weapon testing, it would also be interesting to test situations in which the non-base weapon offered for MW scale their damage off of the base weapon; for example, if your main class is Hunter and you're using a sword, and you MW it with a partisan, does putting points into Volkraptor not scale the damage for the partisan attack if the base weapon itself isn't a partisan? It's also a melee vs melee comparison instead of melee vs ranged damage or melee vs technique damage.
Regardless of whether or not the prior few points make a difference, it still loops back to the first point for me. I think that the infrastructure is there in advance of when it's really going to be useful, for when Braver and Bouncer (and possibly Summoner) are introduced.
This killed my ranger/hunter combo , luckily I use palletes to switch in between just to pop blight rounds. I mainly use swords. When you said subclass have -10% compared to main classes it made this variation useless. The others do benefit from the blight rounds but you still lose your own 10% dmg... Dang imma multi-weapon Sword/wired lance instead since its still a great combo.
I'm just curious but if the -10% potency from the subclass PA/Tech is additive with other kind of potency(s) like shifta and blight round, doesnt it mean Ra/Hu will still deal more damage than Hunter main? Because eventhough your Hunter's PA deals 90% of its potency it still get buffed by the blight round, so at the end your total damage is 110% (with red blight round, 115% with purple).
@@gear-x2012 Pretty sure its multiplicative, but even then the boost would still be marginally worth it on paper. The issue is that swapping bars + landing blight + swapping back is more or less 3 missed attacks, which isn't really worth it in most scenarios since the blight round debuff needs refreshing often, and certain boss body parts are only targetable for small amounts of time (Dragon yellow glowing spot for example).
Multiweap launcher/rifle as ranger is real nice though, got the best AOE in game with homing darts + full aerial combat (launcher basic attack keeps you airborne, so do all PAs) + pinpoint hits on blight rounded weakspot constantly with the bombardment PA from launcher (this PA will always hit your locked target, regardless of the boss orientation or your position, it can even go through their body and hit the weakspot behind them)
If you do sword/rifle it should be fine from what I understand. But Rifle/Sword will be affected.
@@cascade1788 Ah I didnt count the missed attacks, yea agree it will lead to dps loss. Appreciate your though on launch/rifle. Swapping weapon now can be done with keyboard shortcut now, you can set it in the option control menu but its locked to 1-0, f1-f12, and numpad. Thx for your opinion :D
@@gear-x2012 Yep, with the keyboard shortcut and good timing you could technically cut it down to only 1 or 2 missed attacks which would be worth it. I'd probably be more inclined to take force as secondary and go the sword/wired route though if melee main, since force not only has huge PP regen with it's active skill (great for boss dps) but also really improves aoe kill time due to eradication (passive refunds 5% pp when anything nearby dies, if you are farming a 15+ area in a group you can spam aoes and the trash kills will refund your PP as you spam)
One thing that kinda sucks right now is limited parings with 4* multi-weapons. I REALLY want to make a 4* rifle/launcher but I don't think there's a matching series!!!
yes there is, its called resurger which gives crit rate on successful dodge
Resurgir series can work but both the rifle and the launcher are very expensive right now on the market.
Resurgir has all weapons ^^, and drops in all locations level 2 and resor forest lvl 1
the resurgir series is 4* and has all the weapons
Thanks guys, I didn't notice that somehow.
So it doesn't even matter which weapon is the base of the multi weapon??
Ranger/Force.
I'm saving for my Rifle to become a Multi weapon into Launcher so I can Rotate weapons, into launcher/Talises multi-weapon. Pre setup with Assualt rifle > blight rounds etc for Mobility and use a rifle for mobility purposes only and PP AoE spam for Huge weaker mobs (photon bursts events). leaving launcher for smaller groups 3-4-5.
only use the launcher/Talise to set up and put down the Sentry and attack with the normal launcher attack to recharge > (followed up with sub bar slot launcher attacks for AoE or Multi-fire on the launcher and use that shotgun Talise magic attack(it's got more mobility if you can't do the Launcher rapid fire or move quick enough due to low PP)
if I'm close to target while stuck in launcher mode get a few extra attacks with the last little bit of PP because it's cheaper than 30pp in before switching back rifle Rapid burst to fast charge pp renewing blight rounds, then repeat.
etc using the beam on Bosses , with PP convert+increase recovery to draw it out but I found I can't get the Full beam off without almost dying or only enough time to use half my PP bar before the boss moves out of the beam, so I use the Multi-weapon options for Utility. but my Main class Ranger is still damage main use Rifle> launcher(situational) and force for full support pp recovery.
(trying it out on low tier first as its cheaper, basically farming gear while I'm doing the storyline)
Launcher + Talise at 20+ and rifle still in the works (as i;m using a pso2 > pso2ng item which is 4 star so it's better than the low level multi-weapon I could make) so saving for a better rifle.
I'm sure many people are doing this now.
though I do feel Reduant on the force subclass as there's no point in casting Zonde etc, the PP recovery is just too good to pass up for use in Photon burst events.
In your example as you are testing both combination of weapons (DS, TMG), it seems like the base weapon as a main class weapon performs better than the base weapon as a sub class weapon; since both instances you shown the critical damage difference.
No, they are all treated the exact same. In the case of fighter/gunner with a regular ds, a tmg ds, or a ds tmg the damage was all exactly the same. In the case of a gunner/fighter a regular ds, a tmg ds, or a ds tmg again the damage was all exactly the same. fighter/gunner doing more damage in this case since it was a fighter PA then gunner/fighter
I just got a Catt Wand/TMG multi with Te/Fo, used the normal attack to replace the rapid smash on the wand. Very simple too, controller friendly. Use an Xbox and just replaced the Y attack.
Ridiculous PP regen, distance closer, change positions easily, and still have access to all the force spells, including the stuff that's good for cc.
Highly recommend.
The real benefit of multi-weapon frankly is just the fact that you only need to upgrade/augment one weapon and gain the benefits for 2 and makes switching between them slightly easier.
You will save a lot of meseta/resources in the long term since you don't need to unlock multiple potentials. upgrade to +40 and augment a second weapon.
Always good to see some old fashioned video game science. I think part of the misconception was that multiweapon did circumvent the class damage bonus in beta, but then they decided to change it for launch (according to data miners). This was probably to address the issue of hunter main class being underpowered in the beta.
Can someone explain to me if making the multi weapon taps into the subclass skill tree at all ? Like if I go techter/force and then make a wand/rod will I be getting bonuses from my sub force tree because my multi weapon is technically a wand/rod ? Or does it not work like that , only thing I can’t really figure out about multi weapons
Yes. Whatever skills for your multi-weapons you have chosen will work with the multi-weapon.
WITH ONE EXCEPTION: If it says Main Class Only, then you have to have that class as your main class to use it, even if you would normally be able to use other skills from/for it.
I run Gunner/Hunter for now and use a MG/Sword twin weapon. Why? Because all the Sword Parry skills are sub-class usable, and some enemies are easier to fight with a sword than with machine guns, but by main classing Gunner instead of Hunter, I get access to Chain Trigger. If I swapped that, I could still use my mechgun PAs, but I would lose Chain Trigger and get Hunter Physique and Iron Will, as well as increased damage reduction.
How do you hide your chat and hp all
I was wondering if it would be more likely to show the 10% more accuratly if you were able to find a point at which the 2 classes tested were at differnt levels but had the same attack stat or if the level difference would throw off something else
Great vid...but for a sec help me with my old brain here; I have a "tiny question" over something you did cover but my head was busy crying about how even Monster Hunter World wasn't this complicated with their gear...So if I heard you right?... One can take the Cattleya line weapons like lets say the knuckles & multiweapon on the machineguns but in order to appease the Gaming Gods have the Fighter/Hunter class combo for that heath=damage thing with something like a sword on the side in a 2nd palette & still be able to use those machine guns with stuff like the simple attacks for when mobs/bosses are flying around annoyingly out of reach (now, yes the Resurgir line is reigning supreme atm & I wouldn't even have to think about this but having to rely on dodging in order to proc the perks isn't my thing so I'm greatly interested in weapon & class combos to make the most of the Cattleya & Foursis lines)? Sorry for my long windedness here but I wanted to confirm before I blew a few brain circuits & possibly monies on a build idea or two.
If i understood that correctly, what you're trying to ask here is "can I use the Twin Machine Guns' normal attack and weapon action if I use it on a Knuckles/TMGs multiweapon, even if i don't have Gunner as a subclass?", right?
If so, the answer is yes, you can
@@daiki7139 yes it is... you put that much more simply than I did lol.. and Thanx \o/
@@RalphieLykin Normal attack and weapon action are thankfully usable by all classes even if the multi-weapon doesn't match the class. Sub-class skills and PAs relevant to the weapon action will not activate unless you're main or sub of that class, so having the weapon being the class does not make.
Knowing that, machine guns are probably one of the better choices to use for a melee/ranged multi, even if not Gunner. Because all you're doing is giving yourself uptime when a target is otherwise out of reach.
@@dragonmangames2523 Yep, multi'ed some guns to my knuckles awhile ago after I asked; & use wires to gap close & such as my 2ndary weapon... Those guns have also made it quite nice for Gigantics; I get to step back & still do damage while other melee classes are dead at their feet from the aoe attack lol \o/.
what happen if i add enhanced or augmented or even unlock potential weapon as my sub/additional? does it have effect on my main weapon?
Is it better to upgrade the weapons before making them a multi weapon or after. I have a feeling that the only reason is to upgrade 2 weapons at the same time but haven't been able to grind enough to figure this out myself
So would it be possible for Techter to close that 10% debuff for DS via S/D?
Thats what I did. Made a dual saber wand multi and use buffs. Allows me to buff team heal team and still do plenty of dmg with element downs and dual saber abilities
Another thing that people that I know were wondering is how fixa's work with multiweapons. Like, does it only take the main weapon's fixa or just the sub or would it use both together? It would probably take quite some time to get this tested but it is very ambitious idea.
Takes whatever your base weapons affixes are to include fixa's. Anything you have on your weapon that you fuse into your base weapon will disappear to include levels.
@@joshuasmith1597 so it just doesn't count the sub weapons fixa at all, just the main one, got it. Thanks for the info.
What would you suggest as a sub class to knuckles ?
@@user-xo2og8kv1o oh okay i tought this game had combos with classes so i guess just pick whatever feels fun ?
If your only focused on knuckles either Force for PP convert or Gunner for the PP regen on normals
i am confused. So if i am a main ranger and sub force, and use a multiweapon with a ROD base and RIFLE fodder, does my rifle do less dmg?!
No your rifles damage actually will be fine because its treated as the weapon when your using PAs from it however rod normals and tech will do less damage since its the subclass
@@KronoKatastrophy ok, thank you!
I heard from one of my alliance members that if you multiweapon a wand into a rod the normal attacks for the forcer rod will increase in damage. I don't know how true this is though as I never got to test it myself.
Using Lightweaver rod right now so just stocking up on materials when I can play.
I would ask them to show where they got that info because basically everything I just showed in this video proves that incorrect
@@KronoKatastrophy Could be incorrect, as everything I heard about the past week was from people testing all different things and features.
I'll probably farm up the materials and do some testing myself to see if anything, but I will ask him where he heard about it from.
so all this means is that stick to your main class's weapon then multi it to other weapons to give it a buff or nah?
Fi hu fist and twin dagger combo. You can mix and match those high dps skill without changing weapon.
Why would you mix and match when 1 ability does the most dps? You're just using uneccesary abilities. Objectively, you only press one ability per class.
How often do urgent quests pop up?
How do multiweapons work with augments like +melee/tech potency? I assume you would need augments like this for a sword/wand multiweapon. Augmenting just +melee will probably do nothing for the sub wand damage right?
the sub weapon in a multiweapon uses the stats and augments of the primary weapon... so the wand would be counted as if it did the same damage type as the sword.
So essentially, the multiweapon allows you to use two different classes' skills on the same back-palette and primarily it is the skill of the main class that will be likely to do ~8-10% more dmg? Does that mean it is better to just use two separate weapons to do more dmg overall, or I guess in some cases a multi-weapon is practical like the wired-lance PA would be beneficial to combo with certain weapons?
the weapons of subclasses do less dmg in general, meaning if you use a main weapon and then switch to a sub weapon you will still have the 10% dmg loss
@@dembi2770 I see, thanks
@@dembi2770 but what would happen if you combined weapons like rod/talis? would the talis still do 10% less damage considering they are BOTH force weapons?
Not if you want seamless PAs and WAs without frantically changing SPs. It's a minor difference but it does count.
As a Ra/Fo I found that using multi weapons was very useful. But if I were to play as Te/Fo I wouldn’t use a multi weapon.
you get a little bit more base damage for Fi/Gu but Gu/Fi gives you chain trigger which boost potency by alot and boost PA speed! So if you wanna use TMGs Gu/Fi is better IMO
Its 100% better to be Gu/Fi, you also just deal more damage with the PAs but that wasnt the point of the testing here. But yes if you want to use TMGs play Gunner main.
@@KronoKatastrophy thank you for the info, I wasn't trying to take away from the main point btw! This video had all the info needed on multiweapons, it was exactly what I was looking for so thank you!
I play ranger/force rod/rifle and launcher back up
wait, if my Talis is a multi-weapon of a [Talis x Dagger], Can I still use the [dagger PA] without having fighter as a class equipped?
@@user-xo2og8kv1o I must of missed it then because all I heard is swapping which is the main class and debunking damage reductions. Where did he mention it?
the answer is no, only weapon actions and normal attacks. Not PAs. But yeah he said that pretty clearly in the video
Nope lol
@@polyshader2435 I see, I guess I’m stupid for missing it; Multi-tasking would be an excuse so I’ll just call myself an idiot, sorry for the trouble
nope. in order to use PAs of a class you need it to be a main or subclass(unless something gets added/patched later). normal attacks and weapon actions will work though.
I'm a knuckles user. What's a good weapon to make multi with knuckles?
I got the catta series knuckles
Anything with good aoe. Rod, sword, wires, etc.
I main class fighter but accidentally made wired lance - twin daggers (with the wired lance being the base) acc to this I just lost a bit of dmg or smthn?
Your Sub-Class Weapons do less Technique/Photon Arts damage, if your Main Class is Fighter and you mainly use Twin Daggers then your fine, but your Wired Lance will do less damage with abilities, yes.
I mean I just assumed it was going to be utility regardless.
Some classes are going to have some better combos then others clearly.
Wired lance is going to be huge on gap closes for multiple close ranged classes.
I'd assume anyone that picks up Rod as a sub weapon is for just element downs/range. Guns range with melee. Melee utilize either wired lances for mobility or the blocks from swords etc. Guns don't seem to really get anything good imo. But eh.
Will have to see what we get when other classes come out tho.
Yeah we will have to see but this theory came up alot and I wanted an actual answer if I was going to give anyone any information about it.
@@KronoKatastrophy it's very good info for sure though.
Cause like why add it if it didn't have more to offer then the standard "hey look I have just this" rather then utilizing a full kit.
It might just be your play style. I consistently get put on my ass if I use anything other than the rifle.
If multiweapon did allow you to bypass damage loss as sub class techer would be broken. Shifta, Deband, Elemental Weakness, you can use techniques and be able to use other class weapon normal, wa and pa without damage loss.
except Gu sub i guess xD
I believe this is the first video i have seen that actually adresses how strong julians dance is.
My highest hit using Julians dance first hit (weakpoint + blightshot) was 1.4k so i do quite like it :)
Still i dont really know how the hits sometimes go over 1k as it normally is around 300-800
Monsters that are inflicted with "break" receive 2x damage.
@@Sammysapphira thats good to know! That more than explains how i got my 1880 hit
Just to make sure, using multi weapons is useless? You can just use the other weapon as the second option in the weapon wheel? Using multiweapon makes it so you can only use 3 of each weapons PA's?
Not useless per say, just very limited uses from what people would want. Like for example; having a Wirelance as the 2nd weapon in the multipweapon for classes that do not have a good chase PA or vertical repositioning PA is extremely helpful since a lot of enemies are tall and move around a lot. For Fighters that use either a Gunner or Force sub, the only way to get that Wirelance weapon action is through multi-weapon but using it that way is more of a grappling hook in instead of a 2nd weapon you can use since you only have access to it's normal attacks and weapon action if Hunter isn't your subclass. It's more for the sake of adding utility.
Another example would be weapons/classes that have counter attacks as their weapon action. For Ranger, Rifle weapon action is a small burst, Launcher is a sticky bomb and the both have a dodge counter; you can multi-weapon a Knuckle or Sword to add guard/parry capabilities to your arsenal that the main class weapons simply lack; this allows you to stand your ground and counter attack without needing to reposition. While this won't be a problem if you are fast on the shortcut weapon palette switch; but for those that aren't, this is the closest thing to being able to do that.
@@ResearcherReasearchingResearch Furthermore I am on controller and only have scroll down on sub-pallete in order to accommodate other mappings. This means I am not good with switching weapons, physically but also mechanically, but having a MW sub-pallete would allow me to circumvent this limitation. If only I had one more button lol!
How do you get to show that chain beside you character?
Play gunner
It's unique to Gunner
So basically what we learned is that the sub-class deals less damage than the main class, is that it?
Yes, and you can't recover that damage loss using the multi-weapon system.
correct, and you cant circumvent that with multiweapon system
@@KronoKatastrophy That would be broke if you could IMO. I'm still over here wishing race stats still existed, just not the negative ones. Lack of race-stats and focus is my biggest gripe with NGS as it departs from traditional PSO mechanics lasting over two decades.
@@drlca6601 literally no game uses race mechanics anymore. They're awful and literally just shoe horn you into a race that you don't want to play if you want to be optimal.
So i actually made multiweapon partisan/ds for my curiosity. (Such waste of meseta tho)
Volk won't build the damage and the spear will disappear if only using ds attacks, only attacks from partisan can build up the damage and explode.
fuuuck.... well thanks for the info. Sword wired it is (wired is probably the only thing with good utility among weapons )
Yeah Volk only works with Partisan PAs and Chain only works with TMG PAs
techniques do less damage when used as a subclass too
Wait so what is the blue damage that I keep getting? Weak bullets damage number?
pretty sure that the blue numbers are attacks to an enemies weak spots though I am not sure if the extra damage you do is the same amount as the rangers targety bullet skill or not since I believe attacking a rangers target also shows blue
Multiweapon is really great but only a few choices for weapons types. If only we can combine different types of weapons for multiweapon it would be really great. for ex. Cattleya Sword w/ Fourist Dag for Hu/Fi which I cannot do .
would be way to easy to break unfortunately
i think the best combo is ranger, fighter XD ranger for weak bullet, then double saber power, not sure how much % weak bullet is, but probably makes up and more for loss of 10% dmg on double saber... I don't have any tests, but from playing it seems to be viable, than other combinations of classes using multi weapon. Great video too! Same can be said for ranger, force. Ranger weak bullet, and elemental damage to the monster of what it is weak to. So, ranger, fighter and ranger, force seem to be the only two combinations I see, that benefit from multi-weapon, but that is my opinion and observation.
I'm Ra/Hu rn. I am enjoying it immensely. After I max I will probably focus on RaFo or RaFi. I have never played Fi before in PSO2 and people gush over it... and people say there is a lack of content lol. I just wish that there were at least two additional PA for every class... I wouldn't care if they were ripped from Classic, I just would like a little more diversity. That being said, I find the vanilla PAs very fun and satisfying to use, although I still don't understand partisan weapon action lol.
Is there a sub class xp penalty and level limit in NGS like PSO2?
I wanna say Yes. Haven't changed from hunter fighter. Been 20/16 for a few days now
@@hardcorejumpengaming8493 you could level sub to 20 as well, just need to switch it as main to get the level up. can also fight with main's weapon if you'd like
Great content!
This video turned out to be longer, but I understand the issue at hand demands so.
Keep videos short and synthesised and i'll sub forever.
While ill always appreciate the support my vids to tend to be a bit on the longer end. If you looking for something shorter my buddy BlactoBasics does really good quickfire content. He might be more your speed. Thanks for the kind words tho!
@@KronoKatastrophy nice to see a youtuber wanting the best for subs. made me sub for that comment
@@KronoKatastrophy I got into pso2 thanks to blactobasics, i then faced him on Battle Mode a couple times hahaha
But yeah didn't want to sound mean or deconstructive! Just some feedback that came to mind!
I play Fo/Te right now, just got my 4star rod
So I saved up all that meseta struggling to get it because of how hard it is to find and make a launcher/saber just for it to do 10% less DPS I'm def upset about it
All you have to do is weekly quests to get meseta
The - 10% is only for multi weps on sub or just in general?
in general
So funny wired lance goes swish ? Probably the only one i planned on using as sub multi weapon for gap close
Actually alot of people have thought of this, it works well
As a new player, multi weapons is confusing as fuck. And not from damage stand point but from what's the point point? If we can swap weapons with palettes wheel, why do I need multiweapons?
I think it's only useful in a handful of options so that you can save a few seconds and instantly access some skills, like Wired grapple or people getting PP increase for PA spam.
you cant swap weapons mid combo. you can do that with Multiweapon. so for example i can use Wired lance to pull me into the enemy and instantly swing my sword when i get there using wired to pull me in THEN flipping through the menu to switch to sword will drop me to the ground before i can even switch.
Long-term investment. Upfront cost to combine two weapons, in exchange for all future costs (enchancements, potentials, augments) counting towards both. Lack of delay can also help DPS.
Also I just really hate switching weapons.
@@explosiveturkey4706 hahaha and yes number one reason. pressing F-F-Click then PA is so gooodang annoying haha
Does anyone have any tips for fighter/force multiweapon pas?
have PAs set to the weapon palette and techs to the subpalette. using techs to trigger element down and fighter defeat advantage to deal basically all your damage. I recommend a [fighter]/talis set up as talis will give you access to elements as well as passive damage via talis weapon action. This allows you to use Rod in another slot as an exclusive ranged option.
For the fighter weapon, choose which ever one is your favourite. Fun > Meta
julien got nerfed right? Is it still as OP as it was before?
No its power got cut in half, it was doing double damage and no longer does.
@@Ikrium right Soo.. basically a nerf? Less dmg so maybe not worth it anymore?
it is still unchanged. its being worked on but its know a known bug that its damage multiplier was higher then intended.
the game lagged out on you from 1:36 - 2:30. Almost an entire minute of nothing registered. They really need to get this fixed. Btw, good video. I learned a lot lol
Can we have a TL:DR version in the video description plz~
multi weapons arent useless it just requires a bit more thought in "why are you combining" if you just want to use two weapons then no its not as useful but if the two weapons synergize together in some way then multi weaponing becomes very different
@@KronoKatastrophy Thanks, can we also have a TL:DR of how the damage/crit multiplier works plz~
So if crits are big white numbers what are the blue numbers?
blue is when you hit weakpoint
@@gensorensa ah... duh.. lol now I feel stupid
Not the 3% but i think you should have tested a similar class since fi melee is higher and gu is ranged base class. I think there wont be much difference when you fihu and hufi since both are melee based class.
my hunter wasnt 20 and seeing as there is no longer a separation between the attack types its not a huge deal. The same thing would have happened, I had a friend check for hu vs fi and fi still had a bit more damage also.
Hunter and Fighter has a 4 attack difference. Fighter and Gunner has a 3 attack difference. There would be even more variation, melee or not.
Ps Julien Dance was bugged n doing unintentional damage for the first half of its PA. They fixing the bug n announced it on last night’s maintenance 🙃
Wait wdym first half of its pa
@@ricoronie9846 here you go. ngs.pso2.com/news/announcements/announcement202106162
@@OmegaDerrick smh man there goes my damage
@@OmegaDerrick that's pretty weird tho cuz I was playing this morning and my flat value was 340 and it was yesterday too
and there I was, using skip arts like an idiot the entire time. Well, at least I wont notice the nerf now.
Could we make a multi weapon with three or more weapons?
nope. going through the process again will overwrite the previous multi.
Correct me if I'm wrong but I thought crits in base pso2 essentially ignored the damage differential so you always hit that 100% of damage for the weapon. And in ngs instead it's just whatever damage you did plus 20%. It would be weird to have augments that shorten the damage differential if crits just got to continue to ignore that.
Also if crits are just bigger white numbers than what are blue numbers because I see those a lot.
Finally this isn't a call out against you but rather a statement in general but I don't like people saying they're doing 10% less. The main class bonus is just that. A bonus. Which makes it 110%. You're doing full damage with your weapon if it's a subclass weapon.
Blue numbers are you hitting the target's weak spot.
@@kevang7373 ty
crits are max damage x 1.2
@@KronoKatastrophy so what base did but also damage on top? Interesting. Perhaps I just misunderstood the explanation from someone else.
Great video, thanks for the info.
Also, are you able to make a multi-weapon using two weapons of the same class?
Yes fighters currently are using knucles and double sabers together to use knuckle normals and sway with doublesaber PAs since Julien Dance is broken
@@KronoKatastrophy hmm, in that case would it be optimal to then use two different multi-weapons of one class respectively to be able to have fewer skill restrictions?
@@KronoKatastrophy I noticed Julien Dance is broken at the minute, but they know about this now and plan on nerfing it. My question is, do you think even after the nerf it will be worth using it? Was going to make a multiweapon Dagger/Sabers.
If larger white numbers are crits, what are blue numbers?
Weak point hit
yeah weakpoint hits
I use my knuckles with dagger multi weapon to gain a range attack and a dash(that doesn't use pp)
WL is a good choice for that too
Has Anybody done Partisan + anything, and Does Vulkraptor work while using the other subweapon???? im gona try out Sword + Partisan and use Swords big DPS with Vulcraptors 50% damage on top of it.
I play Fo/Hu with Rod/Partisan, and while I can definitely confirm Volkraptor is useable as a Subclass/Multi-Weapon, I'm not sure how it interacts with Techs. It almost always seems to detonate 100% of the time when I get up close to hit with a charged Partisan PA, but when hitting an enemy with Barta Blot detonation alongside other Techs, it doesn't seem to do so nearly as often. There could be some subtleties or limitations to Volkraptor I don't know about that's causing that, so again, I'm not sure.
Volk only works with Partisan PAs and Chain only works with TMG PAs
@@KronoKatastrophy That would do it. Is there a reason it always detonates early on into the PA or is that just me hitting its current damage cap that fast before the full PA can play out? It never detonates for more than 400 damage in my experience, so the 60s cooldown is kind of a lot for just around 3-400 damage extra.
Rifle and launcher multi weapon is fun. But the 4stars won't multi
Do I have to multi class to progress
you have to make one for a quest but thats about it. i made a 1star one to complete that
Good! These multi weapons should have these limitations. I don't want any dirty non-bouncer mains using my jet boots!
Ewww
peepoGun
@@KronoKatastrophy 😂😂😂
is there a method to quickly recover from knockback?
Press space
@@KronoKatastrophy Spam* space. I suck at this personally.
@@KronoKatastrophy what about for Xbox?
Hitting the jump before you hit the ground or after you flipped in mid air will perform a just recover in which you can quickly recover and dodge out the way after. Spamming the button is not needed and learning the timing will help make this an easy method form recover from mistakes
@@trueheart5666 It's whatever your jump button is.
I respect the due diligence and also suck at this game and need guidance… subbed!
I think it’s cool for people who want to mess around with different skill combos and things like that, but for me, if I want to use other weapon skills, I’ll just switch to that weapon.
Just when i combined my wired with a fixa 4 dagger for my hunter...
Get rekt
So, it's basically to be able to use another weapon PA without changing weapons.
another weapons PA, normal attacks, and weapon action yes.