This topic is like when someone compares any Touhou boss to Sans from Undertale.
Converse with fellow players
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This topic is like when someone compares any Touhou boss to Sans from Undertale.
For non-premium methods of earning meseta, try this:
Have 3 characters made on one ship, and bring their level to 50 (min). Can make 2 million meseta per character for completing these weekly missions. Yerkis COs can give 600,000 each week per character if you have plenty of those (rare) gathered materials. Check Daily Orders for decent paying orders, like "Suppress: Bar Lodos" (250,000 meseta), and note that you can also do this with each character.
Those are the main methods. If you have Ex-Cubes to burn, can trade them in for FUN points, and can use those to try and scratch for a 3-day Personal Shop pass, where you can put items up in your shop without needing Premium, but those items can be rather rare. Keep in mind that the market changes daily depending on what's being scratched from FUN and AC scratches, what new content is coming, etc.. Best stuff to generally sell would be high slot weapons/units of specific augments. Example: "Quartz Soul" on a 4 slot unit can be a little pricey. It's more of a matter of knowing what augments are worth something, and what aren't. The main rare weapons that are worth selling would be the Slave (Raven), and Nemesis series weapons that drop from Ultimate quests. Of course, it's best having one you want, but for the ones you don't want, can be worth anywhere from 5mil to 30mil meseta. It does require playing a lot of Ult, and a lot of luck to obtain.
If you can find a way to break the player market with augments, rare weapons, or selling old AC items, then you can be making hundreds of millions of meseta easily.
@AiC-L Have you even tried fighting Phaleg? Solo PD isn't too hard, though I did find it harder with certain other classes.
Fighter was pretty good, though I was held back due to having Braver subclass and no Iron Will to lean on; would have had S rank if I passed. Mainly used Knuckles.
I tried Hunter/Fighter, and although I passed, I can't really play Hunter well enough to be good enough for S rank. My DPS and mobility were factors in getting a low rank. I could try mixing up my strategy to try some ranged attacks for Gemini as it moves a lot. I mainly used Sword.
Braver/Hunter was stupidly easy with Katana. It had the mobility, the DPS, and just wrecked both Gemini and PD like it was nothing. Katana Combat is very broken during the Persona phase. Easy S rank.
Force/Techter I only really passed once, and the one time I did pass, I was faster than when I did this as Braver. The issue I have with Force is that I don't have units that would provide a health buff; they're mainly for more tech power and more PP. Some hits PD dishes can kill me in one hit, even if I take a Guts Drink. Getting grabbed by PD sucks. Getting slapped around sucks. It's a good challenge though.
Meanwhile, Phaleg wrecks me in the first 10 seconds. Once I get stunned, I can't move, and I die. Its a fight that I need to learn over constant playing in order to defeat her. I can dish out the DPS, but once I'm hit, I'm done. No scape/half dolls allowed. At least it's not like it's an emergency quest where I lose the ability to try again after it's over; I can just keep hitting my head against the wall until I break my head... or wall... whichever comes first.
I have a better way of leveling a new class/character from 1-80... you know all those EXP tickets we got from campaigns and stuff? I don't use them; I save them for such occasions. Though, if leveling a new character, you don't really need to do anything on the field until at least level 20 to unlock subclass, then do some Hans COs, Class COs for SP COs, and then when you hit lv40, VHAQ in floating facility (with 4 players) all the way to level 75, then use the rest of your Tokyo Gold Keys until level cap. Then level subclass from level 60 to level cap. This process is much quicker on PSO2 Day.
Good job! Sometimes, to save on some meseta, you may need to create augments, like Might III by combining two Might II, and also having a Mutation I augment to help the success rate. Sometimes you'd also need to upslot certain augments, and the success on those can vary...
I read over that other page on affixing, and there are some things I kinda glossed over. So, as a rule of thumb, you'll want to at least have a Soul on the weapon or unit. It generally takes at least 2 of the same Soul to affix that particular Soul (3 to increase success rate), though the Di Soul series is much easier to affix, and generally cheaper overall. Apprentice Soul, while good for its +40 to all attack stats, is usually very expensive for its fodder, and it doesn't give any HP or PP benefits. You can't have more than 1 Soul augment on any weapon or unit.
Another rule of thumb is to have a stat increase augment, like Might III. You can try for Might IV or Might V if you feel like trying your luck. You can't have more than one of the same stat increase augment (ex. a weapon cannot have Might I and Might II; just one or the other), though you can have other stat increase augments on the same weapon/unit, like Spirit, Stamina, etc.. Of course, it's also a good idea to use an Affix Augment item to add Noble Might, or something. There will be better Affix Augment items in the future that can give even better stats, but I'm willing to bet they'd be worth 10's of millions of meseta in the player markets since they're AC Scratch items.
After this point, the rest of the slots on a weapon are generally special augments. Arks Fever is rather easy to affix (and upslot if need be), though with 3 of them, it can create a new augment called ARKS MAX, which grants +25 to all attack stats. Generally the fodder for Arks Fever is cheaper on and a little after PSO2 Day (2nd & 22nd of each month), when Arks Rappies can be farmed.
For those who have the patience and meseta, Aether Factor on a weapon or unit is very good, but the process of getting there requires passing a success rate of 10% 5 times to get 4 Factor Catalyst fodder, and 1 Aether Soul fodder. It's basically a super augment that adds +30 to all attack, +10 HP, and +6 PP. I had some chart to be able to make Guardian Soul (which can't be made currently), and the whole process of it is basically like trying to decipher blueprints to some ancient spell that has very low chances of success, and the ingredients to make can be stupidly expensive.
We do currently have SAFs (Special Ability Factors), which when you have a +35 weapon, it unlocks an augment that can be transferred with 100% success. Stuff like Sentence Triple (on Clifard/Zeinesis series weapons) can add yet another +30 to all attack, and the success rate when used as a base or fodder is 100%, but the weapon needs to be +35 first. It can be an expensive investment to use those weapons as fodder, but can be worth it to some people.
This will be more important with the Episode 5 update, but soon we'll have SSAs (S-class Special Abilities), which range from S1 through S5 for Weapons, S6 for Back unit, S7 for Arm unit, and S8 for Leg unit. When a weapon has a purple outline around the weapon icon, that means it has the capability to hold certain SSA augments. You can check the second tab of that weapon to see which SSAs it can use. The nice thing with SSA is that some of those augments can increase damage POTENCY, which is generally better than adding flat stats. There are other abilities that can reduce damage taken, reduce PP costs, increase PP recovery, increase elemental damage, increase critical rate/damage, etc.. There's a lot of SSA augments, and it'd take forever listing them all. The other nice thing with SSAs is that once a weapon has an SSA on it, it has a 100% success rate even when you try upslotting with it, which can really come in handy if a weapon can hold onto multiple SSAs. Assuming a weapon is capable, you can only have one S1 augment, one S2 augment, one S3 augment, etc.. You just need to pay attention to the base weapon to see if it's capable of affixing specific SSAs.
And then... the Transfer Augment service isn't something I've used yet, but in order to even use it, you'll need Augment Transfer Passes, which can only be obtained by trading in Class Ex-Cubes from the Swap Shop Specialist, and you can only get a limited amount each month. This can be used for some crazy weapon/unit builds, but this service hasn't been around long enough for people to get hundreds of passes to be able to transfer 8 slot weapon/unit augments. You can only get 30 (per month), and they cost 2 Class Ex-cubes each. 10 passes from Hunter/Ranger/Force set, 10 passes from Fighter/Gunner/Techter set, and 10 passes from Braver/Bouncer/Summoner set. After we get Hero (also Phantom and Etoile) class, you would be able to get an additional 10 passes each month if you have those Class Ex-cubes.
In summary, you'll mainly want to have a Soul augment on a weapon/unit, and a stat increase augment or two (depending on how you want to build it). The arks-layer affix simulator does provide information about all the augments, including what stats it adds, how it affects affixing certain augments, etc., though it pretty much is just like looking at a blueprint to a spaceship. For now, get comfortable with simply using Soul augments, and simple stat enhance augments until you think it's worth trying for something more.
Alright, I've gathered you're a TeHu (from the other thread). You're right that PP isn't something that you'd terribly need on your weapon, though more HP wouldn't hurt. Your units would also help build your stats up as well, so they'd have similar augments.
As TeHu, your power comes from using physical wand attacks, which if you're using Wand Lovers + Wand Reactor skills, then melee is your primary attack.
On each of your units, depending on meseta budget, try to get at least +80 Melee Power from augmentations.
Alles Di Soul (MEL +25, RNG +25, TEC +25, HP +35, PP +3) Might Boost (MEL +25) Might III (MEL +30) Stamina III (HP +50)
The fodder required for this would be:
Vol Soul | Escarde Soul | Stamina III | Might III x | x | x | x x | x | x | x x | x | x | x Items: Affix Augment (Melee), Augmentation Aid +30%
I've already explained this... but I'll mention it again. A (large) Free Field boss Soul augment and an Episode 4 Soul augment (Escarde/Eastern/Fullvegas) can be used together to make Alles Di Soul, Acto Di Soul, Tir Di Soul, and Magi Di Soul. Free Field (Exploration) boss augments include: Fang Soul, Vol Soul, Snow Soul, Varder Soul, Quartz Soul, X Soul, Shraider Soul, X Soul, Bar Soul, Ringa Soul, Meduna Soul, Gunne Soul, Nept Soul, and Jigmol Soul. Sub-boss Soul augments and Raid Boss Soul augments don't count towards creating Alles Di Soul. The only reason I'm choosing Vol Soul for this specifically is because it provides an affix boost towards affixing Might III and Stamina III.
On the chart I made, there are x's on it to show that each fodder has a minimum of 4 slots, and it does not matter what any of the other augments on the fodder have.
Assuming your base unit already has 4 slots (with junk augments), then it's just a process of just selecting your unit, selecting the fodder to use, selecting the Affix Augment item, and selecting the Augments you want on your unit. Then you use your Augmentation Aid +30%, then it should be guaranteed to succeed with a 100% success rate. Rinse and repeat for each of your main units. You can also do this for your wand too, but I personally go for 5 slots at minimum. My other post talked about affixing ARKS MAX, which recommends 3 fodder to have Arks Fever to make (it only requires 2, but then success is only 40% on ARKS MAX).
What does Might do for you on a TEC weapon? Another one of those things that I am not understanding.
Honestly, this weapon is nothing but fodder for an even grander augmentation on a weapon. There is something that I do regret not having on this weapon, and that would be Precision III, but that can be on some other fodder weapon.
If there's Might III, Casting III, and Precision III in the mix, Mastery III can be made with 60% success, which can add stats to All +15 (melee, ranged, technique, dex, mel def, rng def, tec def). There are better augments than Mastery III for better stats, but these all stack, so I could have something like "Casting III, Mastery III" on the same weapon. If I have other weapon fodder with Casting III on them, I could affix Casting IV, which is just more technique power.
The more confusing part of the weapon I made was the fact I used a SAF (Special Ability Factor) from the Ray weapon (Astral Soul) to guarantee an augment affix for that. SAF become available when you grind a weapon to +35, and most weapons have one. You can get crazy stuff like "Sentence Triple" and have it guaranteed to successfully affix.
The other confusing part, Aether Factor, was the biggest pain in the ass to affix. It requires 4 Factor Catalyst, which requires combining Mother Factor, Yamato Factor, and Deus Factor, and each time you attempt to make Factor Catalyst, it's a 10% chance at success. Sure, you can boost it by 30%, or 40%, but it doesn't really do enough. On top of the 4 Factor Catalysts, you'd also need to make 1 Aether Soul on a weapon, and this one requires combining Eastern Soul, Escarde Soul, and Fullvegas Soul, and it's another 10% chance at success. After you have all 5 pieces, it's a 60% chance at making Aether Factor.
Despite this weapon only being a fodder for something much grander, it has +100 melee power, +100 technique power, +45 HP, and +16 PP. This fodder is used to make crazy stuff that can give +200 to stats, though I'm waiting for Episode 5 and Episode 6 augments to do so. Guardian Soul is the endgoal here.
@Furious I laid out the blueprints of a spaceship, and I have explained how it works. Do I really need pictures for assistance?
I guess my question for you is "What weapon are you trying to affix augments to?" Sword? Rifle? Rod? If you can answer that, then we can move on to what kind of stats you would like to see, like more attack power and more PP from the weapon, or something. Also plan on how much you're willing to spend affixing augments, because the process of getting all the fodder together can be pricey. If cost is not an issue, then it would be patience, as upslotting your weapon to hold more augments can take try after try of throwing away all your meseta, and bashing your head against a wall until Dudu/Monica stops failing to affix augments.
I will say that there is a rite of passage for "expert matchmaking" in PSO2JP, and the option is there on NA, but no way to currently get the titles for it to unlock. It generally requires doing a Solo Extreme Quest that starts with Deus Esca, has Phaleg as Stage 3, and Omega Hyunal for Stage 5. It also required completing a solo Mother+Deus trigger with S rank. I think requirements have changed since I did this, but that was something I had to do, and then I could select an option to only match myself with other people who have completed these.
This has to do with Crafting. If you have any PA/Tech disk that's level 11+, you can go to your Personal Quarters, use the PQ terminal, select Crafting, DIY Crafting, and dismantle those items for PA Fragments. PA Fragments are generally used for PA and Technique Crafting, which is also done in your Personal Quarters.
I haven't run this on NA yet, but on JP, I had to get past a few failed runs before eventually succeeding.
Having at least 1 Techter in your party would mean everyone can get a Shifta and Deband buff that is a little more effective than if any other class does it (deband will add more HP assuming the Techter built their skill tree towards support). Also, I'd recommend getting a Guts Drink for this quest if you have low HP in general. I mean, you'll be level 80/80 in the rematch, but some people still only have 1000HP, and some attacks from the boss can do way more than that. Affix some simple and effective augments to units, and grind your gear. It shouldn't be an "elitist only" thing to have decent gear, and knowing how to use it.
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