Thank you, fixed it.
Converse with fellow players
While starting Chain Trigger, Chain Finish automatically will activate and end your Chain Count under any of the following circumstances individually:
You cannot use the category option to search for weapons, as nothing will come up in the results.
Units and other options work just fine, and you can search for weapons by searching for a name or a rarity or whatever, but the category of "Weapons" will return nothing.
On JP it is Nex Aelio (dragon) but on Global it is Varas. This means Global has 2 of the same Dread enemy in different spots, which seems to be unintended.
There's another Varas spawn in North Aelio, which is the same as JP.
Ｍ２５ＳＥミズーリ／リヒト would be awesome to see, but given how damn rare it is on JP, I won't hold my breath for it, I will request it regardless tho
They need to remember low man content is a thing that some people want including myself. In an ideal world, all types of content have reasons to run them, but this is super hard to balance. Currently we don't have any 4 man or lower content that's worth running repeatedly outside of perhaps Tower for speedrunning to show off or somethjing.
Even if this is like, just some sort of end game thing to push our character (like a tower to reach the highest floor, perhaps) that would be awesome. But who knows, I'm just posting wishful thinking.
Deleted my first post to clean this up a bit, so that the 2nd post is an extension of the first.
There's so much misinfo in this thread right now.
"Grinding weapon doesn't really affect damage" yes it does.
"Leveling up doesn't really affect damage" yes it does.
Enemy defense is designed to match your base attack power at that level. Which means if you match the enemy's level, all of your attack power is coming from your weapon. If the enemy is higher level than you, then your weapon's attack power matters even more.
So lets take a Gunner with Chain Boost active using S-Roll. Each normal attack S-Roll is 15 potency per hit. Assuming fighting a level 10 Veteran Ard Banser (534 defense), close range, Precision 3 on all equipped items, 10 meat food (no weak point), fully grinded +30 3* weapon with level 3 potential.
Level 15 Gunner with +30 3* weapon: 19-26 damage per shot to the face.
Level 15 Gunner with +10 3* weapon: 17-23 damage to the face. The +30 weapon is dealing around 12.5% more damage.
Level 10 Gunner with +30 3* weapon: 14-20 damage per shot to the face.
Level 10 Gunner with +10 3* weapon: 13-18 damage to the face.
The impact would show a lot more if I used a Chain Finish PA, such as Point Blank full charge 100 chain (198 potency on first hit):
Level 15 Gunner with +30 3* weapon: 484-642 damage per shot to the face.
Level 15 Gunner with +10 3* weapon: 452-596 damage to the face.
Level 10 Gunner with +30 3* weapon: 372-530 damage per shot to the face.
Level 10 Gunner with +10 3* weapon: 340-485 damage to the face.
And then you fight an enemy that's 4 levels above you and it gets really ridiculous how much the returns on attack power increases get.
Lets put it like this: When your only source of raw attack power is your level and weapon, and enemy defense is higher than it is in PSO2, your raw attack power matters a lot more. Affixes also scale the same no matter what as a result. 2% damage is 2% damage.
TL;DR: Your gear matters a LOT. Your level matters a LOT.
I would love this, especially if you could also set it up to specific endless stages.
A million times yes to this.
Nav Weak Point is already frustrating in Memories. In Rondo it's even worse, basically a massive "get owned" if you get it on lap 3 or beyond because that's where it shows up and it's a diceroll on if you get the Weak Point order or not (and it's one of the hardest orders to complete on top, and everything hurts like hell, and just... yeah its not ok)
As for other bosses, yeah, agreed as well. Honestly, I feel like PSO2 deserves more content like this so people can experience bosses they may have missed if/when the population of PSO2 declines.