【PSO2NGS】Techter Build + Quick Tips to Compare Weapons

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  • Опубліковано 22 лип 2024
  • 00:00 Intro
    01:28 The Build
    05:36 Damage Factors
    07:58 Calculating Variance
    11:19 Comparing Weapon Fixa
    17:46 Augments
    19:43 Unit Fixa
    21:56 Outro
    TeFi Tree: bit.ly/3IiD5wQ
    TeFo Tree: bit.ly/3VHfsRo
    TeBo Tree: bit.ly/3WUa5PS
    (C)SEGA 『PHANTASY STAR ONLINE 2』公式サイト pso2.jp/
    #PSO2 #NGS #DeepDive #NewGenesis #PSO2NGS
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КОМЕНТАРІ • 45

  • @Einhander
    @Einhander  Рік тому +5

    Slight mistake that doesn't change the order of Fixa value. Crit damage like potency should be multiplication. If you factor this in, fixa termina clearly beats fixa attack.

  • @Zeomantic
    @Zeomantic Рік тому +7

    Love seeing more people push this class to its limits.

  • @superbabef3500
    @superbabef3500 Рік тому +1

    So nice !!! Thanks a lot for all of those information !!!

  • @Sol-ev6dv
    @Sol-ev6dv Рік тому

    Thanks for following through with this

  • @Iridyon_M
    @Iridyon_M Рік тому +1

    Stellar work as always! I myself have finally started building an Eclaireur set and was able to improve my A-Rank time by a minute when I replaced one Vida with an Eclaireur. I can't run more than 1 yet though because then I end up dying too much which of course completely negates the damage bonuses. Was not aware Guard was so useful though. My fixas are Natura and Performa on the two I have aug'd up, may have to try a couple Guard units and see if there's an improvement for me.

    • @Einhander
      @Einhander  Рік тому

      You will quickly notice how the difference of as little as 1% can mean for times. For people who are overly defensive it can shake them up a bit.

  • @Axonn1018
    @Axonn1018 Рік тому +1

    I tried to build variance and potency because I'm planning to stick with the Kouklo Fixa Attack since I try to work with the "earnable" gear. Variance stacking past 6*s looking rough atm though.
    Then again I'm not building for solo speedrunning, however it is nice to see things like this laid out. Thanks!

  • @frommyhighhorse
    @frommyhighhorse Рік тому +1

    very interesting

  • @salinalee2613
    @salinalee2613 Рік тому +2

    blessed rng, lmao.
    it's funny how similar our builds are, more or less. similar mindset too about survivability, although I think I lean a bit more towards defense than you, for sure lol. I don't like being killed in less than 2-3 hits, b/c sometimes enemies do goofy things, smh.
    I still have efitus armors, with no fixas though :( . I didn't want to do the giga armors b/c at the time I ain't wanna deal with getting a replacement for mastery 4, but my potency is pretty close, at around 88% for range and tech. I'm probably ~2-3% away, because you have ice exploit, but it didn't feel worth the cost to chase it.
    I'm also still using rugged weapons with fatale 2s, although I kinda regret not going fatale 3 when I had the chance since they're supposed to be stronger than kuklo weapons even with the active potential. I used to want to do a full elemental set, but I don't know b/c they be playing games about which weapons get elemental weapons. And I'm assuming it's ice/fire exploit 2 that makes those weapons better, right?
    Your *variance* is definitely better than mine though b/c I'm using addi guaratechs. there's some things I'm looking out for with tomorrows update that *might* make me redo my gear IF I think it'll be worth it. Depending on what happens, like whether we get another slot, or what new caps we may get, things could get super interesting.
    anyways, this post is getting long af, so I'm gonna stop for now. thanks for these vids. they're really helpful, clear, and inform players in a way that doesn't downplay the benefits of gearing up but also doesn't pressure people to overextend themselves on some foolishness, lol.

    • @Einhander
      @Einhander  Рік тому +1

      Yep ice/fire exploit make those weapons better as long as the fixa is comparable. I think kouklophis beats them without a fixa because if it's attack three but a fatal 3+ will do the trick. Fatal 5 being around 2%+ stronger.
      Fatal 3 rugged chase beats kouklophis but barely you really need 4+ for it to be meaningful if I remember correctly.

  • @absolstoryoffiction6615
    @absolstoryoffiction6615 Рік тому

    I would pick up the recent new armor before Dark Falls Aegis came out, for max damage.
    I would only use Floor Potency if I don't have Fixa Fatal or if the Potential lacks or has no Crit Rate.
    Then go full Potency and be careful about Augmenting since many Potency Augments, such as Tri Potency, have better or worst versions of a +2.0% Potency.
    As for Subclass to the Techture... Pick Force or Hunter. Force for PP regen at the cost of HP, or Hunter for Defence Boost + Defence Shield during a Photon Art.
    Funny thing is... Techture can also be your Subclass and you can rock Fighter for Overload on a Multiweapon. Or, Ranger for Blight etc. Since the 2nd weapon carries over the +10% Potency for Main Class weapons.
    As for multi weapon... Both the Talis and the Wand can combo well with almost any other weapon from the Sub or Main class, or by itself.
    I wouldn't recommend multi weaponing two Technique Elemental Casting weapons since you will have to perform a Weapon Action/Photon Art of the Base weapon in order to cast those elements with the base weapon.
    Although... Unless you're rocking Bouncer or Braver as your Main Class for their recently new Potential Damage Swap Passive. You may need a dual or a tri Potency Augment. Braver (Melee/Range) and Bouncer (Melee/Tech) can go from +80% up to +100% Potency Boost on all weapons because of their new Passive.

    • @Einhander
      @Einhander  Рік тому +1

      There's a lot to unpack here but in short I can honestly tell you most of what you have written is not ideal.
      Yes yiy are correct eclair armor us the go to as Ajax from a power standpoint is a step back.
      You should always go floor pot, you don't have 1) enough crit or 2) enough crit damage right now to be able to rely on crit.
      Hunter as a subclass is just a bad idea as it provides relatively nothing. It's either bouncer sub, force or fighter. Element revoke pushing fighter sub further down the ranks these days.
      You arent understanding the 10% main class potency system. If techter is your subclass it gets no benefits. Overload only works on Fi weapons. Blight will carry over but you still lose that 19% class bonus for wand
      I don't know who told you all of this but they are misinformed, greatly.

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому

      @@Einhander
      Doesn't multi weapon carry over the 10% Potency for Main Class Weapons (if it's the Base weapon) into the material weapon (outside of the few glitched ones)? So you could go Bouncer / Techture with a multi weapon Blade or Boots with Wand or Talis. While not losing 10% Potency... Unless that has changed recently.
      I use every class and multiweapon every weapon. So there are some combos which are better or worst.
      For the Techture...
      Braver or Bouncer / Techture multiweapon is the best for max Potential. Since Braver (Melee/Range) and Bouncer (Melee/Tech) will swap potency based on the highest one. But if you're using a Wand that isn't a multiweapon with Braver or Bouncer weapons. While the base is a Wand. Then you will get a weaker Potency swap and no potency boost (unless you used Boots as the material but you would still lose 10% Potency since the Base is a Wand.).
      Force / Techture and Techture / Force is solid for both self PP regen, team survivability, and 3 dual elemental specials. One favors spamming elemental photon arts while the other favors the Wand.
      Techture / Hunter has access to Hunter Physique. It's the passive bubble which shows up during any Photon Art. This is great for damage mitigation during the Photon Art, especially for Talis and casting elementals.
      But Hunter / Techture is also good. Sword + Wand, Wires + Talis, and Spear + Launcher, all together, has it's benefits under Tri Potency.
      With the current augments... 85% single potency min max / 75% single weapon potency + tri potency units / 65% all tri potency... Are the best ones to build into.
      Crit Rate only depends on the Fixa and/or Potential, currently. If you have Crit Rate which hits consistently, then you can forgo Floor Potency. If not, then get Floor Potency. Especially if the Potential lacks Crit Rate and/or getting a Fixa version is extremely rare or expensive.
      (Multi weapons can carry over effects and damage between the Base and the Material. But Overload and Blight Rounds might be specific even when it is multiweaponed.)

    • @Einhander
      @Einhander  Рік тому +1

      No, main class bonus only carries over to the main class weapon regardless if it is the main weapon or sub weapon in a multiweapon.
      All I can say is everything you have written here is incorrect. Floor matters always regardless of crit. Crit rate also depends on add on skills. The max being 43% for a weapon that is no longer best in slot. Also the single potency min max now will be around 104%.

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому

      @@Einhander
      I see.

  • @tbc1880
    @tbc1880 Рік тому

    If you don't buy adi augments what would be better: tech 4 or deft tech?

  • @f2p_felix
    @f2p_felix Рік тому

    ...Weren't crits reworked in NGS to just be a 20% boost of whatever your roll is on variance?

    • @Einhander
      @Einhander  Рік тому +1

      No they boost your max damage. When you crit your number will always be the same against that particular enemy, as defense still factors in.

    • @f2p_felix
      @f2p_felix Рік тому

      @Einhander Ah, OK. Interesting! Could've sworn my crits would do different damage values on repeatable enemies like UQ bosses... (Jet Intensity final kick damage values are very noticeable)
      Has it always been like this?

    • @Einhander
      @Einhander  Рік тому +1

      Yep, they will do different values because bosses have different defense stats. But whe you crit on one boss with X attack you will see X is the same value.

  • @josephsanchez1668
    @josephsanchez1668 Рік тому +4

    Isn't pursuit fatale 5 stronger than the tenebrous? And what about your food buff 10 percent damage 5 percent weak point potency? Or 9.8 damage 5 percent weak point and 5 percent damage resistant? I try to to survive 1 hit also that's all that really matters so I usually go 9.8 potency,5 weak point, and 5 damage resistant
    By the way can you make a video on which is better hp or damage resistant. I'm pretty sure its damage resistant but I would like to know how much hp equals 1 percent damage resistant. Ps your the best content creator out there. I'm trying to spread the word about you to get those subscribers up ;)

    • @Einhander
      @Einhander  Рік тому +1

      Technically fatal 5 rugged chase is stronger on paper but there are a few problems with it. 1. Good luck finding one that isn't 30 million. 2.ice weaker 2 puts it on par if not better. 3 be sure of crit teneb would be more reliable. 4. If you are techter you need jetboots st this point in time and pursuit forces you into talis.
      I've been running full potency food buff, but sometimes will go 9.8 pot and +10 pp. You could go damage reduction.
      I'm actually not too knowledgeable on hp vs defense se stuff but I do value damage reduction and armor stat over health. Over the years I noticed small increases In Def being quite noticeable.

    • @josephsanchez1668
      @josephsanchez1668 Рік тому +1

      True u need jet boot with pretty much every weapon. But I main rod. Force/techter now. So I go talis pursuit chase. Force/techter compound Technique is op I'm getting a compound every 30 sec and my photon blast regenerates before the time is up. With my testing I believe techter is meta sub on force over fighter an bouncer now.

    • @Einhander
      @Einhander  Рік тому +1

      Because how you need to use compound techs having a faster rate is not that great.
      Without jetboots te/bo falls off but I think te/fi edges out tefo because when using compounds optimally the compound rate difference doesn't matter.

    • @josephsanchez1668
      @josephsanchez1668 Рік тому +1

      I here you brother but I was talking about force/techter. Not techter force. But yes I believe techter/bouncer is meta and I think force/ techter is meta now due to the compound techniques. Or am I just confused. I don't mean to bother you this will be my last question pinky promise :) I main force you main techter I'm just trying to get a opinion on sub meta for force.. ps you should put donations up I'd throw you a few bucks for this great info your giving everyone

    • @Einhander
      @Einhander  Рік тому +1

      I think the same would apply to force as well, with force fighter. The issue is timing in many situations.
      Compounds aren't that great when it comes to dps in the grand scheme ND because of their multiple hits they can't rely on crit other than fomelgion. So it needs to be used during and times that don't interfere with counter attacks element bullet etc.
      So even though fo/te builds faster you are likely still using it in the same spots as fo/fi except fi gives that down damage dps. And would be about 8-9 slower compound building.
      Techter pb skills are good but you get gated by the 2 min cooldown.
      Now FoBo with jetboots gets tricky because your damage takes a 10% hit with JB ND I'm not sure if it's still as powerful as it is in techter granted it provides options, which is always good.
      Also no worry about asking questions.

  • @BigBeerus
    @BigBeerus Рік тому

    As far as gunblaze goes its seems worth it for ranged weapons, talis is good with it tbh cause the potential, just turns the game into dark souls-esque dodging sim against lvl 70. Gotta git gud.

    • @Einhander
      @Einhander  Рік тому

      The issues with talis is that it's damage will always be sub par no matter the weapon.

  • @onlyquirk8921
    @onlyquirk8921 Рік тому

    The only thing that whopping my ass with the class still is the counter which is hella wonky for me but I’m still working on it

    • @Einhander
      @Einhander  Рік тому +1

      Keep it up!

    • @onlyquirk8921
      @onlyquirk8921 Рік тому

      I just don’t know when to use the counter or the dodge mechanic because I always get caught in animation lock

  • @holonholon1141
    @holonholon1141 Рік тому

    Great video, although I do have a tangential nitpick I'd like to discuss. You reiterated community wisdom that "multiplicative bonuses have diminishing returns" but I don't believe that's true. Both spreadsheeting concrete numbers and going through a calculus proof, multiplicative stats exhibit exponential growth, and the marginal benefit is actually bigger each time. I'm pretty confident in this but maybe I've convinced myself of a falsehood.
    The actual problem with Dread Keeper isn't diminishing returns, it's that the damage bonus per augment is tiny; although the situation is improved if you don't have a Fixa Fatale available.

    • @Einhander
      @Einhander  Рік тому +1

      Yes its fair to say I misused the term diminishing return as an over-simplistic way to illustrate the value lack value from over investing in Dread Keeper. This different from damage reduction.

    • @holonholon1141
      @holonholon1141 Рік тому

      @@Einhander great, thanks for the response! Was wondering if I'd managed to gaslight myself since I'm going against what a lot of people seem to think.

  • @Hestiaworks
    @Hestiaworks Рік тому +2

    came for the thumbnail, extremely disappointed. 😭
    good video though!

    • @Einhander
      @Einhander  Рік тому

      Lol what were you expecting?

    • @Hestiaworks
      @Hestiaworks Рік тому

      @@Einhander base pso2

    • @Einhander
      @Einhander  Рік тому +2

      @@Hestiaworks unintentional nostalgia clickbait.... Noted