PSO2 NGS - The Truth Behind Multiweapons

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  • čas přidán 9. 09. 2024
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Komentáře • 372

  • @cacherow
    @cacherow Před 3 lety +78

    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.

    • @Slim_Filthy
      @Slim_Filthy Před 3 lety

      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.

    • @psinjo
      @psinjo Před 3 lety +9

      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

    • @cacherow
      @cacherow Před 3 lety +3

      @@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.

    • @uriel9777
      @uriel9777 Před 3 lety

      @@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

    • @Nephibis
      @Nephibis Před 3 lety +1

      @@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.

  • @ArchDurandal
    @ArchDurandal Před 3 lety +60

    I deeply appreciate that this video is structured like a science paper:
    Intro, background, hypothesis, experiment, results, future experiments, conclusion.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety +7

      Lol thx, its just how my brain puts stuff together

    • @drlca6601
      @drlca6601 Před 3 lety

      @@KronoKatastrophy lol they tried to simplify PSO but it's still PhD stoofz.

    • @thetrader5523
      @thetrader5523 Před 3 lety

      @@KronoKatastrophy can you write some tldr please?

    • @grimmcquade
      @grimmcquade Před 3 lety

      @@KronoKatastrophy This was very informative thank you.

    • @SeraphimxSins
      @SeraphimxSins Před 3 lety

      @@KronoKatastrophy That's exactly why I subbed to you.

  • @megataizack4531
    @megataizack4531 Před 3 lety +18

    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.

  • @WooBunny
    @WooBunny Před 3 lety +20

    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

    • @mathieu499
      @mathieu499 Před 3 lety +2

      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

    • @mathieu499
      @mathieu499 Před 3 lety

      @@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

    • @uriel9777
      @uriel9777 Před 3 lety +2

      @@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.

    • @WooBunny
      @WooBunny Před 3 lety +1

      @@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.

    • @BeekoBaggins
      @BeekoBaggins Před 3 lety +1

      I did that on rifle

  • @GodlyDr4g0n
    @GodlyDr4g0n Před 3 lety +15

    this is why i love u and hate u at the same time good job

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety +3

      I hate me too but it needed to be done D:

    • @CTN404
      @CTN404 Před 3 lety +1

      I just hope other players that knows this information doesn’t give multiple weapon users problems now

  • @FaeraGaelwyn
    @FaeraGaelwyn Před 3 lety +7

    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).

    • @magic_cfw
      @magic_cfw Před 3 lety

      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.

    • @FaeraGaelwyn
      @FaeraGaelwyn Před 3 lety

      @@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!"

  • @polyshader2435
    @polyshader2435 Před 3 lety +5

    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
      @Ailwuful Před 3 lety +1

      Did you see that somewhere?

    • @polyshader2435
      @polyshader2435 Před 3 lety

      @@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.

  • @Tquintv
    @Tquintv Před 3 lety +1

    Credit for kicking a hole in the echo chamber. This was good work. Keep it up.

  • @yahoruz
    @yahoruz Před 3 lety +9

    i absolutely love my multiweapon only for the fact that i can use rods pyro aoe for pse bursts on twin daggers

    • @vyx6005
      @vyx6005 Před 3 lety

      How to do pyro aoe?

    • @Harvey_Dent
      @Harvey_Dent Před 3 lety +2

      @@vyx6005 you spam GiFoie without the charge to create an AoE around the character to hit multiple targets.

    • @vyx6005
      @vyx6005 Před 3 lety

      @@Harvey_Dent oh that one. Thank you

    • @wiredrayne
      @wiredrayne Před 3 lety +1

      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.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      Ye its still a cool system for sure

  • @tufuiegoeris
    @tufuiegoeris Před 3 lety +2

    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.

  • @FateEpsylon
    @FateEpsylon Před 3 lety +6

    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

    • @stymki
      @stymki Před 3 lety +6

      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.

    • @treyatkins4660
      @treyatkins4660 Před 3 lety

      @@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.

  • @MasterMkp
    @MasterMkp Před 3 lety +4

    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)

  • @KryyssTV
    @KryyssTV Před 3 lety +3

    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.

    • @dragonmangames2523
      @dragonmangames2523 Před 3 lety

      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.)

  • @Diddykonga
    @Diddykonga Před 3 lety +4

    Just got +40 on my Resugir Twin Daggers / Wand, Techter / Fighter, BIG RIP PepeHands

  • @kelnhide
    @kelnhide Před 3 lety +1

    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.

  • @soulechelon2643
    @soulechelon2643 Před 3 lety +28

    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.

    • @anniedarkheart5224
      @anniedarkheart5224 Před 3 lety +9

      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.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety +10

      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

    • @EpydemicZero
      @EpydemicZero Před 3 lety +3

      @@KronoKatastrophy I have a level 20 force which I often use as a sub class and can verify that techs are much weaker

    • @soulechelon2643
      @soulechelon2643 Před 3 lety +2

      @@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.

    • @soulechelon2643
      @soulechelon2643 Před 3 lety +1

      @@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.

  • @Neraux.
    @Neraux. Před 3 lety +7

    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.

    • @gear-x2012
      @gear-x2012 Před 3 lety +2

      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).

    • @cascade1788
      @cascade1788 Před 3 lety +1

      @@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)

    • @jessetheeternal2201
      @jessetheeternal2201 Před 3 lety

      If you do sword/rifle it should be fine from what I understand. But Rifle/Sword will be affected.

    • @gear-x2012
      @gear-x2012 Před 3 lety

      @@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

    • @cascade1788
      @cascade1788 Před 3 lety

      @@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)

  • @fedesotilpazzo91
    @fedesotilpazzo91 Před 3 lety +4

    btw in tech/force i can conferme that if u use a rod wand mw u dont get dps loss on magic skills

    • @dragonmangames2523
      @dragonmangames2523 Před 3 lety

      @@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.

  • @wingedpartypanties
    @wingedpartypanties Před 3 lety +6

    Appreciate the guide, but as newcomer it took me a couple of minutes to figure out what tmg was. I suggest if you're going to use abbreviations put what they mean on the screen for a few seconds.

  • @mcbro1272
    @mcbro1272 Před 3 lety +3

    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?

  • @Altr3551
    @Altr3551 Před 3 lety +5

    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.

  • @shaece798
    @shaece798 Před 3 lety +1

    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?

  • @Forrest477
    @Forrest477 Před 3 lety +6

    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
      @KronoKatastrophy  Před 3 lety

      Yes and no, you can still do some cool combos

    • @apprenticeofbeleren
      @apprenticeofbeleren Před 3 lety

      @@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

    • @RiorXD
      @RiorXD Před 3 lety

      @@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.

    • @magic_cfw
      @magic_cfw Před 3 lety

      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.

  • @davekaye5483
    @davekaye5483 Před 3 lety

    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.

  • @ZenosOsgorma
    @ZenosOsgorma Před 3 lety

    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.

  • @Zemythian
    @Zemythian Před 3 lety +1

    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

    • @Sammysapphira
      @Sammysapphira Před 3 lety

      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.

  • @dennisl9176
    @dennisl9176 Před 3 lety

    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.

  • @PebkioNomare
    @PebkioNomare Před 3 lety +1

    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.

  • @darksunDS
    @darksunDS Před 3 lety

    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.

  • @jasongibson1225
    @jasongibson1225 Před 3 lety +3

    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.

  • @Mumbles_Odelyn
    @Mumbles_Odelyn Před 3 lety

    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.

  • @Beastleo481
    @Beastleo481 Před 3 lety +5

    I've heard that doing a multi for launcher/talis allows for more pa spam via tali weapon action. Seems interesting

    • @rightful4973
      @rightful4973 Před 3 lety +1

      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

    • @Beastleo481
      @Beastleo481 Před 3 lety +1

      @@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
      @rightful4973 Před 3 lety

      @@Beastleo481 same to you! 😄

    • @Xartharos
      @Xartharos Před 3 lety +1

      @@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

  • @Ailwuful
    @Ailwuful Před 3 lety +3

    So basically what we learned is that the sub-class deals less damage than the main class, is that it?

    • @DanielsRiotVan
      @DanielsRiotVan Před 3 lety +2

      Yes, and you can't recover that damage loss using the multi-weapon system.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety +1

      correct, and you cant circumvent that with multiweapon system

    • @drlca6601
      @drlca6601 Před 3 lety +2

      @@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.

    • @Sammysapphira
      @Sammysapphira Před 3 lety

      @@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.

  • @michael22000
    @michael22000 Před 3 lety +3

    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
      @matshbocks Před 3 lety +1

      Yeah, I think that's it.

    • @dragonmangames2523
      @dragonmangames2523 Před 3 lety

      @@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.

  • @coreyhughes1456
    @coreyhughes1456 Před 3 lety

    Great video, thanks for the info.

  • @PST07
    @PST07 Před 3 lety +3

    Question, so it mean that weapon of the main class gain free 10% extra damage?

    • @sami6981
      @sami6981 Před 3 lety

      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

    • @magic_cfw
      @magic_cfw Před 3 lety

      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)

  • @Rayhaku808
    @Rayhaku808 Před 3 lety +1

    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

  • @thelazyfinnian
    @thelazyfinnian Před 3 lety +1

    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.

    • @BloodyDIMISIS55
      @BloodyDIMISIS55 Před 3 lety

      fuuuck.... well thanks for the info. Sword wired it is (wired is probably the only thing with good utility among weapons )

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      Yeah Volk only works with Partisan PAs and Chain only works with TMG PAs

  • @nguyenthong5457
    @nguyenthong5457 Před 3 lety +5

    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 ;)

    • @JayJay-ro3px
      @JayJay-ro3px Před 3 lety

      I want to try this if not all the resources cost.

    • @MrOuksta
      @MrOuksta Před 3 lety +1

      It’s all based on main from what I’ve tested

    • @shanewinslow9221
      @shanewinslow9221 Před 3 lety

      I did this by accident lol it is irrelevant what level the weapon you pick 2nd is

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety +3

      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

    • @trueheart5666
      @trueheart5666 Před 3 lety

      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.

  • @isaacw7479
    @isaacw7479 Před 3 lety +2

    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!!!

    • @TheBlizzG
      @TheBlizzG Před 3 lety +5

      yes there is, its called resurger which gives crit rate on successful dodge

    • @ajest1599
      @ajest1599 Před 3 lety +2

      Resurgir series can work but both the rifle and the launcher are very expensive right now on the market.

    • @iReapez
      @iReapez Před 3 lety +2

      Resurgir has all weapons ^^, and drops in all locations level 2 and resor forest lvl 1

    • @Superschlecht
      @Superschlecht Před 3 lety +1

      the resurgir series is 4* and has all the weapons

    • @isaacw7479
      @isaacw7479 Před 3 lety

      Thanks guys, I didn't notice that somehow.

  • @Kojiro3210
    @Kojiro3210 Před 3 lety +2

    techniques do less damage when used as a subclass too

  • @Josh-sv8nj
    @Josh-sv8nj Před 3 lety

    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?

  • @Eiszahn
    @Eiszahn Před 3 lety +2

    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

    • @Sammysapphira
      @Sammysapphira Před 3 lety +1

      Monsters that are inflicted with "break" receive 2x damage.

    • @Eiszahn
      @Eiszahn Před 3 lety +1

      @@Sammysapphira thats good to know! That more than explains how i got my 1880 hit

  • @Mememan-gl1gy
    @Mememan-gl1gy Před 3 lety +1

    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

    • @dragonmangames2523
      @dragonmangames2523 Před 3 lety +1

      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.

  • @baked2522
    @baked2522 Před 3 lety

    I respect the due diligence and also suck at this game and need guidance… subbed!

  • @kingarucard
    @kingarucard Před 3 lety

    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

  • @valroniclehre193
    @valroniclehre193 Před 3 lety

    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.

  • @artemsolis3887
    @artemsolis3887 Před 3 lety +1

    So it doesn't even matter which weapon is the base of the multi weapon??

  • @Don-Keedik
    @Don-Keedik Před 3 lety +1

    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

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety +1

      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.

    • @Don-Keedik
      @Don-Keedik Před 3 lety

      @@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!

  • @guillermomorata
    @guillermomorata Před 3 lety +2

    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.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety +7

      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!

    • @MWRWarrior
      @MWRWarrior Před 3 lety +2

      @@KronoKatastrophy nice to see a youtuber wanting the best for subs. made me sub for that comment

    • @guillermomorata
      @guillermomorata Před 3 lety

      @@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

  • @Ndom93
    @Ndom93 Před 3 lety

    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.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      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

  • @fidoisherechaos535
    @fidoisherechaos535 Před 3 lety +4

    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
      @KronoKatastrophy  Před 3 lety

      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.

    • @fidoisherechaos535
      @fidoisherechaos535 Před 3 lety

      @@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.

    • @onigojira
      @onigojira Před 3 lety

      It might just be your play style. I consistently get put on my ass if I use anything other than the rifle.

  • @xaiyeon_xiuzhen
    @xaiyeon_xiuzhen Před 3 lety

    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.

    • @drlca6601
      @drlca6601 Před 3 lety +1

      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.

  • @vyx6005
    @vyx6005 Před 3 lety +13

    Good! These multi weapons should have these limitations. I don't want any dirty non-bouncer mains using my jet boots!

  • @drlca6601
    @drlca6601 Před 3 lety +4

    lol Gu is so broke with that sideflip verticality.

  • @czffaffsafsafa8136
    @czffaffsafsafa8136 Před 3 lety +2

    I play ranger/force rod/rifle and launcher back up

  • @yohanesalexander5915
    @yohanesalexander5915 Před 3 lety

    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?

  • @spicoli2801
    @spicoli2801 Před 3 lety +1

    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.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      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

    • @Stompehhh
      @Stompehhh Před 3 lety +1

      But seriously… what should we add onto our tmg gunner mains

    • @WooBunny
      @WooBunny Před 3 lety

      @@Stompehhh talis? May as well get the secondary pp and force options?

  • @AnDrU085
    @AnDrU085 Před 3 lety +3

    Just when i combined my wired with a fixa 4 dagger for my hunter...

  • @mikegoldfinch
    @mikegoldfinch Před 3 lety

    Tbh the only community I’m part of is the official pso2 discord which is super active and it’s been known that a multi weapon is a dmg loss so it was kind weird hearing from you that people thought otherwise and I feel bad for the people that committed those resources. Nonetheless, your awesome for putting together this valuable information and I look forward to all of your content.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety +4

      People say its known however when id ask for actual numbers proof its always word of mouth. The point was to show with actual tested proof it was the case.

    • @drlca6601
      @drlca6601 Před 3 lety

      I wish you didn't have to drop 120k on MW to advance story lol. SEGA you absolute trolls!

    • @Wishuponapancake
      @Wishuponapancake Před 3 lety

      @@drlca6601 lol i'm sorry to tell you this in advance but since rod force doesn't really have a good MW I just multiweapon'd a random primm set for 50k instead lol

  • @steppenwolf53
    @steppenwolf53 Před 3 lety +1

    Not much else to say besides good job.

  • @guiltycross
    @guiltycross Před 3 lety +2

    I'll just make a sword-wired lance then XD

  • @osoevil9153
    @osoevil9153 Před 3 lety +2

    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.

  • @rexnfield
    @rexnfield Před 3 lety

    Fi hu fist and twin dagger combo. You can mix and match those high dps skill without changing weapon.

    • @Sammysapphira
      @Sammysapphira Před 3 lety

      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.

  • @sylveharper565
    @sylveharper565 Před 3 lety

    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

  • @ShiniDoesDubz
    @ShiniDoesDubz Před 3 lety +3

    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

    • @marycorn3621
      @marycorn3621 Před 3 lety

      All you have to do is weekly quests to get meseta

  • @ShanaGartrex
    @ShanaGartrex Před 3 lety

    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
      @KronoKatastrophy  Před 3 lety +1

      I would ask them to show where they got that info because basically everything I just showed in this video proves that incorrect

    • @ShanaGartrex
      @ShanaGartrex Před 3 lety

      @@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.

  • @YashaMikage
    @YashaMikage Před 3 lety

    I was like number 666, woot.

  • @FullchanAnon
    @FullchanAnon Před 3 lety +2

    So would it be possible for Techter to close that 10% debuff for DS via S/D?

    • @CarlosGonzalez-lc8tu
      @CarlosGonzalez-lc8tu Před 3 lety

      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

  • @kinyami3052
    @kinyami3052 Před 3 lety

    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

  • @grimm4927
    @grimm4927 Před 3 lety

    How are your ears wiggling?! I need this power...🥺👉👈

    • @toastehisback
      @toastehisback Před 3 lety

      Pretty sure they are called Perky Cat Ears or something like that. Can buy them from regular PSO2 but I believe they are quite expensive. Think there is a bunny ear variant too.

    • @grimm4927
      @grimm4927 Před 3 lety

      @@toastehisback Any idea what their name is? I'm looking through the regular PSO2 market and cant seem to find them, unless they just aren't available anymore. Any info is appreciated- I'll mindlessly grind the base game if its possible to get them. 🥺

  • @Trendy-Trims
    @Trendy-Trims Před 3 lety

    Fi/Hu , Da/Wi the best

  • @Trerax
    @Trerax Před 3 lety

    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?

  • @salaheddinemorchid7966
    @salaheddinemorchid7966 Před 3 lety +2

    What would you suggest as a sub class to knuckles ?

    • @salaheddinemorchid7966
      @salaheddinemorchid7966 Před 3 lety

      @@user-xo2og8kv1o oh okay i tought this game had combos with classes so i guess just pick whatever feels fun ?

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      If your only focused on knuckles either Force for PP convert or Gunner for the PP regen on normals

  • @rijinn727
    @rijinn727 Před 3 lety +1

    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.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      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.

    • @anniedarkheart5224
      @anniedarkheart5224 Před 3 lety

      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.

  • @Jerson_Go
    @Jerson_Go Před 3 lety

    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 .

  • @gkagara
    @gkagara Před 3 lety +1

    Well I am using 3* wep with hunter wep so I can cast magic at will playing as Techer I don't like wand that much.
    Sword wand 😂😂

  • @antonkatsu6266
    @antonkatsu6266 Před 3 lety

    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?

    • @arcanumelite4853
      @arcanumelite4853 Před 3 lety +1

      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.

  • @nottobay6768
    @nottobay6768 Před 3 lety

    Yah I've been playing with wand/rod recently, and that's felt good.

  • @christopherrDH
    @christopherrDH Před 3 lety

    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?

    • @dembi2770
      @dembi2770 Před 3 lety

      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

    • @christopherrDH
      @christopherrDH Před 3 lety

      @@dembi2770 I see, thanks

    • @arcanumelite4853
      @arcanumelite4853 Před 3 lety

      @@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?

    • @drlca6601
      @drlca6601 Před 3 lety

      Not if you want seamless PAs and WAs without frantically changing SPs. It's a minor difference but it does count.

  • @nogamingz2785
    @nogamingz2785 Před 3 lety

    How do you hide your chat and hp all

  • @OmegaDerrick
    @OmegaDerrick Před 3 lety +2

    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 🙃

    • @ricoronie9846
      @ricoronie9846 Před 3 lety

      Wait wdym first half of its pa

    • @OmegaDerrick
      @OmegaDerrick Před 3 lety

      @@ricoronie9846 here you go. ngs.pso2.com/news/announcements/announcement202106162

    • @ricoronie9846
      @ricoronie9846 Před 3 lety

      @@OmegaDerrick smh man there goes my damage

    • @ricoronie9846
      @ricoronie9846 Před 3 lety

      @@OmegaDerrick that's pretty weird tho cuz I was playing this morning and my flat value was 340 and it was yesterday too

    • @freeme123go8
      @freeme123go8 Před 3 lety +1

      and there I was, using skip arts like an idiot the entire time. Well, at least I wont notice the nerf now.

  • @ravinhunter1016
    @ravinhunter1016 Před 3 lety

    Rifle and launcher multi weapon is fun. But the 4stars won't multi

  • @sombrego2260
    @sombrego2260 Před 3 lety +5

    I'm really annoyed that sub class weapons deal less damage. Not only the game never tells you about that but on top of that it kind of ruins the entire purpose of using the sub class PA and attacks.
    Let's give the player customization but make only very few options significantly stronger than the others ... great idea.
    I guess I'll just use Talis 24/7 ... woohoo.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      Yeah I would have liked for this to work out tbh but atleast through my testing it wasnt the case. You can still do some cool stuff with multiweaponing in your mainclass like the crazy knuckle/doublesaber combo thats being used right now or tacking on wired lance to a bunch of weapons for gapclose utility but thats about it

    • @rijinn727
      @rijinn727 Před 3 lety +1

      Talis main ftw, tho i am a multi weap user talis+ds i use ds when the boss is down. Also so i have a guard and a counter. That's the most important function for me i think.

    • @CTN404
      @CTN404 Před 3 lety

      The game just started so there could be updates to balance these numbers in the future!

  • @flameninja_
    @flameninja_ Před 3 lety

    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.

    • @joshuasmith1597
      @joshuasmith1597 Před 3 lety +1

      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.

    • @flameninja_
      @flameninja_ Před 3 lety

      @@joshuasmith1597 so it just doesn't count the sub weapons fixa at all, just the main one, got it. Thanks for the info.

  • @BernatNacente
    @BernatNacente Před 3 lety

    So, it's basically to be able to use another weapon PA without changing weapons.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      another weapons PA, normal attacks, and weapon action yes.

  • @PoisonedIV
    @PoisonedIV Před 3 lety

    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?

    • @Diddykonga
      @Diddykonga Před 3 lety

      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.

  • @onrev
    @onrev Před 3 lety

    There is a minor math error in your video if current data mines are to be believed. From what I saw passed around, it isn't a 10% dmg decrease for using non main class weapons. It is a 10% damage INCREASE for using main class weapons. This distinction is important. Lets say we deal 100 base dmg (perfect world where we can gaurentee a 100% potency hit non crit). We would expect the main class to deal 110 dmg. Going from 110 to 100 isnt a 10% dmg loss, that would require you to drop down to 99 dmg. Instead you lose 9.09% dmg. Which helps account for your rounding errors. The 3 extra dmg also probably adds slightly to the discrepancy.
    Overall this doesn't change the outcome of your video, just helps to account for the inconsistency in your believed numbers to your tested numbers.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      yeah so realistically it would account for the slight variance I was getting which does matter however it also depends on how the game handles rounding and I didnt do nearly enough testing for that

  • @immortaltg7283
    @immortaltg7283 Před 3 lety

    I'm a knuckles user. What's a good weapon to make multi with knuckles?
    I got the catta series knuckles

    • @Sammysapphira
      @Sammysapphira Před 3 lety

      Anything with good aoe. Rod, sword, wires, etc.

  • @HavocDarkRed
    @HavocDarkRed Před 3 lety +8

    So Multi-weapon is a waste of time and resources, got it!

    • @pwnmclovin1
      @pwnmclovin1 Před 3 lety +2

      You can use a combined launcher for the weapon action and get free pp

    • @CTN404
      @CTN404 Před 3 lety +2

      I wish he could have just said that and ended the video.

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      Nope its still useful just not in the theory that was going around

  • @Don-Keedik
    @Don-Keedik Před 3 lety

    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?

    • @ResearcherReasearchingResearch
      @ResearcherReasearchingResearch Před 3 lety +1

      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.

    • @drlca6601
      @drlca6601 Před 3 lety

      @@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!

  • @RalphieLykin
    @RalphieLykin Před 3 lety

    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.

    • @daiki7139
      @daiki7139 Před 3 lety +1

      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
      @RalphieLykin Před 3 lety +2

      @@daiki7139 yes it is... you put that much more simply than I did lol.. and Thanx \o/

    • @dragonmangames2523
      @dragonmangames2523 Před 3 lety +1

      @@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.

    • @RalphieLykin
      @RalphieLykin Před 3 lety

      @@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/.

  • @heatherdeep8367
    @heatherdeep8367 Před 3 lety

    I use my knuckles with dagger multi weapon to gain a range attack and a dash(that doesn't use pp)

  • @shadow_wolfe563
    @shadow_wolfe563 Před 3 lety

    How often do urgent quests pop up?

  • @arzog6446
    @arzog6446 Před 3 lety

    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?!

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety +1

      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

    • @arzog6446
      @arzog6446 Před 3 lety

      @@KronoKatastrophy ok, thank you!

  • @peacechan4500
    @peacechan4500 Před 3 lety

    Wait so what is the blue damage that I keep getting? Weak bullets damage number?

    • @sylveharper565
      @sylveharper565 Před 3 lety

      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

  • @mongrelshadow14
    @mongrelshadow14 Před 3 lety

    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.

    • @kevang7373
      @kevang7373 Před 3 lety

      Blue numbers are you hitting the target's weak spot.

    • @mongrelshadow14
      @mongrelshadow14 Před 3 lety

      @@kevang7373 ty

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      crits are max damage x 1.2

    • @mongrelshadow14
      @mongrelshadow14 Před 3 lety

      @@KronoKatastrophy so what base did but also damage on top? Interesting. Perhaps I just misunderstood the explanation from someone else.

  • @remvilliers
    @remvilliers Před 3 lety +3

    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?

    • @remvilliers
      @remvilliers Před 3 lety +2

      @@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?

    • @polyshader2435
      @polyshader2435 Před 3 lety +1

      the answer is no, only weapon actions and normal attacks. Not PAs. But yeah he said that pretty clearly in the video

    • @ricoronie9846
      @ricoronie9846 Před 3 lety

      Nope lol

    • @remvilliers
      @remvilliers Před 3 lety +1

      @@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

    • @alexpham9061
      @alexpham9061 Před 3 lety +1

      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.

  • @LeizXD
    @LeizXD Před 3 lety

    So funny wired lance goes swish ? Probably the only one i planned on using as sub multi weapon for gap close

    • @KronoKatastrophy
      @KronoKatastrophy  Před 3 lety

      Actually alot of people have thought of this, it works well

  • @clockhanded
    @clockhanded Před 3 lety +3

    Multi weapon has been useless for me. Hu / Gunner. I'll switch to TMG sometimes if I get tired of eating attacks cause I suck at guarding with partisan.

    • @violetziegler
      @violetziegler Před 3 lety

      Hu/Ra for me its ok til now for me, the Launcher Weapon Action fills my pp

    • @shaece798
      @shaece798 Před 3 lety

      I'm a Hu / Ranger, instead of using partisan why not try swords? blocking with a sword is nice and can be held for as long as you want, if you do a perfect block it becomes a parry taking no damage and allows you to counter attack, but even if you mess up and block too early you eat reduced damage instead of full damage.