|
|
#51 (permalink) | |
|
McFox Sandwich
|
Quote:
Please be patient. |
|
|
|
|
|
|
#52 (permalink) | |
|
Cloud13's Clown
Join Date: Jun 2006
Location: Australia
Posts: 2,815
Reputation: 10
|
Quote:
The time error has a 2 at the end. You can find it in the other thread. (I posted help for it ^^v) |
|
|
|
|
|
|
#53 (permalink) |
|
Luigi’s Pizza
Join Date: Jun 2006
Posts: 134
Reputation: 11
|
Ok so this is odd I was playing fine and everything yesterday, so today i was going to get on but now when i get to the VPN i get a error now Sas Time is wrong from server. heres a picture
![]() So some help would be nice i don't understand whats wrong with it know since it was working yesterday
__________________
Shin Megami Tensei Imagine
DOMO JPN FFXI |
|
|
|
|
|
#58 (permalink) |
|
Super Duper Uber Mega Ultra Extreme
Join Date: Oct 2006
Posts: 895
Reputation: 23
|
Well, it's maint. time right now, and I'm bored so here's some info for people wondering why they aren't doing the damage they think they should be doing (it's funny having a weapon that deals 600-700 damage and it takes a while killing a Dosu Fang [yes, I know it's the wrong name, but I have an easier time remembering the JP names]).
Basically, the way damage is calculated by a little formula which is better explained in these two guides: http://www.gamefaqs.com/portable/psp/file/934395/48311 (for range) http://www.gamefaqs.com/portable/psp/file/934395/50123 (for melee) To summarize though, the biggest things that'll effect how much damage you're dealing are: -The type of damage you're dealing, mainly either cutting, smashing (impact), or piercing (bolts/arrows) -The type of element you're using (some monsters are weaker to certain elements than others, blah blah blah) -Where you're striking the monster -The sharpness of your weapon (only applies to melee) -How far from the monster you are (only applies to range) Oh, and for the melee, the combos deal different damage proportions, which is explained in the melee FAQ above. Which is why say the normal hammer combo (hit W three times) hurts a hell of a lot more than doing a normal S hit or a level 2 charge attack (double swing, no flash). Now, just want to go slightly further into the whole sharpness/range part and also the hitbox part. Sharpness has a big impact on how much damage your weapon deals to enemies, and it has five states, blue (best), green (good), blank (average), chipped (damaged), destroyed (pulsing red). Basically, it's like a balance bar, with blue and green adding damage, and damaged and destroyed taking away damage. So what I'm saying is that maintain you're weapon and try to keep it at least in the average level, although chipped is ok if the target is attempting to limp away and you need to finish it off. Now as for range, this is simple. Closer you are to the target, the more damage you'll deal. The best damage is generally close to melee range, so you have to put yourself in danger for maximum damage output (which makes heavy bowgun life miserable sometimes). An easy way to test this, just go out and engage mobs at different distances, watching the splash effect from the hit and how many darts/arrows it takes to kill 'em. Finally, hitbox stuff. The bosses are more vulnerable in some areas than others, so say slashing at it's tail will do more damage than smashing it in the head. As an example, I'll use a Rioreia (once again, JPN name). If you look at its damage table (the wiki sites given show these), it's weak spots are its head and belly, with its neck and legs as a reasonable substitute. So now you may think 'well if these are its critical spots, lets just hit it hard there', that thinking will end with a team wipe pretty easily. The thing is, is that although they're the monsters weak points, they are usually in areas where you'd rather stay away from until it's either stunned or knocked down. Which leads to another thing, different areas require different amounts of damage to cause the target to stagger. So hack away at its legs in order to knock it down then unleash hell on its exposed head and belly sounds like a good plan. Hammer/war horn users though have a slightly more complicated issue if they want to maximize damage. For those users, they probably noticed that their blows stun mobs if hit enough, and the stun lasts longer than a normal knock down which is awesome. Here's the problem though, with bosses like the Rioreia, you have to smash it in the head enough in order to force it to come down. That's my 2z anyway Final note: this only applies to bowgun users. The exploding darts you get (they stick into targets then after a second explode) can be used as make-shift sound bombs. The problem is that you have to hit the target in the area that is sensitive to sound, so ie a Cuckoo if hit in the head with an explosive dart would react the same way as if hit by a sound bomb.
__________________
Messing around.
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|