Just copy/paste and editing of useful tips from my old tournament thread
The Importance Of Percents In Battle:
In normal questing mode, percents play a signficant part in boosting the effectiveness (power basically) of a weapon against certain type of creatures. In battle its the same thing, but what percents affect what type of char (your opponent is)?
Heres the code:
Native: - Human types - Humar, Fomar, Ramar, Fomarl, Ramarl.
Beast: - Newman types - Hunewearl, Fonewearl, Fonewyn
Machine: - Droids/Casts - Hucast, Racast, Hucaseal, Racaseal.
Dark: - NOOBS.
hit percent - makes weapons hit with better certainty especially with the special.
CANES/WANDS/RODS/CARDS - good mainly for some tp free special, and/or tech boost
Club of laconium - very useful if foie is in your tech palette, boosts foie by 40%
Club of zumirian - very useful if zonde is in your tech palette, boosts zonde by 40%
Fire Scepter: Agni - boosts foie, gifoie, rafoie by 20%
Glide Divine - annoyed with that sniping Ranger/Hunter weilding a powerful handgun, then equip this to BOOST DEF by 50, and allows u to easily j/z distanced opponents.
Hilderbear Cane - boosts foie by 30%, and has tp free mid level foie that can be comboed. good if you have battle/unit - can let off fireballs one after the other quickly.
Hilderblue Cane - boosts barta by 30%, and has tp free mid level gibarta that can be comboed. good if you have battle/unit - can let off ice shower one after the other quickly.
Ice Staff: Dagon - boosts barta, gibarta, rabarta by 20%
Mace of Adaman - very useful if barta is in your tech palette, boosts barta by 40%
Magical Piece - Boosts gi-techs by 30%, and has tp free low lv zonde special that can combo
Prophets of Motav (Untekked) - Can be good long range melee weapon provided you have high enough ata, and atp. only then it just whittles away hp. also very hard to obtain.
Sigh of God - Has tp free mid level gizonde - good for whittling away opponents hp and setting up for main tech attack - AND boosts zonde by 30%. Untekked special not really good in battle since fos have generally low atp and ata
Siren Glass Hammer - boosts gibarta by 50%, moderately useful since gibarta is a slow tech to execute and repeat. - low lv grants special
Storm Wand: Indra - boosts zonde, gizonde, razonde by 20%
Summit Moon - boosts, foie, zonde and barta by 30%, useful backup booster should u lose one of your 40% tech booster.
Technical Crozier - tp free mid level barta special - that can be comboed - plus boosts zonde? - can be btained from ultimate mode, one player, quest soul of a blacksmith.
Twinkle Star - increases the power of gi-techs by 20%
CLAWS - awkward animation generally
Rikas Claw - Powerful and has a chance of causing shock with its special
Morning Glory - At the right beat time, this can be a very powerful weapon (dont need morning glory frame to get this effect, but frame does boost atp by 150, and ata by 10)
Daylight Scar - everyone seems to have on these days. anyway DS is one of the most powerful daggers, esp good with hit and high ata due to berserk special
Black King Bar - One of the best double saber types for hunters only.
Demolition Comet - moderately poweful good with hit %
Meteor Cudgeol - moderately powerful, good with hit %
Monkey King Bar - can be used by all hus and ras, better off as bkb if youre a hunter (but 50pds to get blue/black stone from gallons)
Vivienne - One of the best melee equipment for fomarls and Ramarls, and racaseals,
HANDGUNS - Generally moderately powerful, medium ranged tactical weapons
Heaven Punisher -
Heaven Striker - The most powerful Handgun out there - the equaliser for rangers going against powerful hunters - good berserk special for high ata ras (ramars and ramarls) provided you keep out of range and dont get carried away. with striker unit you have a nice alternative spammable special
Ophelie Seize - Gun with good power and Chaos special, good %hit will result in some confused opponents.
Raygun (Various) - One of the better type of guns, non rare too, can be very good with the right special and %s (eg. hell if opponent has low edk, charge, or confuse)
Red Handgun - good power - can be good with tech special if it has high enough hit %s.
S-rank Handgun - very good with the right special, eg. jellen, zalure.
agito (any version) - moderate lvl power
guren - extremely powerful short katana - burning special (not too useful)
kamui - powerful and can be boosted by wearing Blue Odoshi Violet Naimodou - special can kill with one hit (i.e. not reliable)
oritiagito - one of the more powerful katanas - special sacrifices hp to launch a straight line wave attack - not really good.
yamigarisu - moderately powerful for a katana, but has hell special that might be useful with high ata or hit% (but dont bet on it)
KNUCKLES - Awkward animations, but have possibly useful boosts
Angry Fist - good atp, and boosts a lot of stats
God Hand - better atp than above, plus better boosts to stats, % hit one is awarded to you after completing government quest in one player ult mode (Soul of blacksmith) using a hunter. (see guides to quest)
Sacred Duster - built in god/battle - might be useful for freeing up a slot
Guld Milla - 2nd most powerful mechs
Mille Marteux - most powerful of the mechs, spammable heaven punisher special.
Rage de Feu - handgun range mechs, with burning special,.. good with high ata and hit%s. special also good if opponent has low fire resist.
Various Vulcans - probably the most useful/accesible mechs - ones with good hit % and the right special (eg. charge, berserk, spirit, confuse) are easily the best
Yasimokov 9k - good for rifle range and moderately powerful.
PARTISANS - Generally faster than swords, but generally less powerful.
Gungirs (Various) - nice non rare oranged boxed wep. can be very good with the right special and %s (eg. Chaos, Blizzard, Hell with 50% hit)
S-rank Partisan - good with right special
S-rank Scythe - good with right special
Soul Banish - Powerful, and can at first suprise/unbalance with its combo-able special of low lv megid
Vyaja - Normally Moderately Powerful. Buts its got the most devastating special (BOOSTED charge). Very good weapon if it has a nice % hit (eg. 30-50)
Yunchang - Probably the most powerful, very hard to find
RIFLES - good long range weps for keeping enemies at distance and tackling tech fos
Anti-Android - Powerful, and has good special (can cause shock) if it has good hit %s
Bringers Rifle - Powerful long range weapon, but special not too useful in battle
Froozen Shooter - Good power, but special can be totaly decisive against those not wearing cure/freeze
Holy Ray - Moderately powerful gun, usable even by hunters and rangers but special is not too useful in battle
Laser (Various) - One of the better type of rifles, extremely good with the right %s and special (hell special with good hit% can be very deadly)
SABERS - potentially the best melee weapon
Ancient Saber - moderately powerful saber, good backup
Delsaber's Buster - good evp boost with delsaber shield
Excalibur - arguably the most powerful wep in game, very expensive too and hard to find. High ata + v502 + berserk special = annoying
Flamberge - possibly third to excal and lavis cannon. its spirit special can make it awesome for those with high, or boosted, ata
Kusanagi - moderately powerful saber type weapon, good backup
Lame D'Argent - sealed excalibur, moderately powerful, better off unsealed
Lavis Cannon - very powerful, with special range attack, might possibly be harder than lame dargent/excalibur to find. Untekked lavis potentially more dangerous given special = hard hit with range of actual special
Red Saber - Possibly the best in terms of power, and accessibility. with crimson coat its a tad more powerful than excalibur, HOWEVER with the lower dfp offered by crim coat you may need a shield with better def OR opt to boost your evp instead
SLICERS - - not really good weps in battle
Diska (Various)- One of the better slicers, really good with high hit% and right special.
Rainbow Baton - Good power and good special, may be not so useful against a mainly tech fo.
Red Slicer - good power slicer, power and ata boosted by crimson coat
Slicer of Fanatic - Good range and power, but low ata and demons special will be hard/impossible to use.
SWORDS - Powerful, but slow and sluggish, be tactical when it comes to using swords
Caliburs (Various) - nice non rare oranged boxed wep. can be very good with the right special and %s (eg. Chaos, Blizzard, Hell with 50% hit)
Chain Sawd - the noise alone can kill
Flowen's Sword - only 3084 could be good.. can be grinded to 85, most powerful of the flowens series, and has spirit special. esp good with hit%
S-rank Sword - good with the right special
Zanba - Best sword to use, Owns with hit %.
:):):)ai - easier to get with BPD quest (shouren and guren combine) one of the best melee weapons,
Sange & Yasha - can be as powerful as :):):)ai with BOVN equipped
Battle Rule 1: Introduction & Basics
0) Know the arena map: http://www.pso-world.com/sections.ph...icle&artid=428
NOTE: in each of the two large rooms (top/left and bottom/right) there are 2 trimates and 1 trifluid hidden in the star shaped boxes. you need to turn on the switches above and below the middle/left room in order to access these boxes.
1) What Mode - Know which mode to play for your level. In ULTIMATE mode you get more out of mates, and fluids.
2) Mates - shorcut as much of your mates (IF you havent already), as you can, for FOs and tech using Hus and Ras, shortcut fluids too. Mates are a good idea, even over using resta for those with techs, since its a LOT faster to use mates and handy in tight situations.
3) useful shortcuts - What else is best to shorcut for which character type
For all characters - Try not to shortcut powerful/useful attacks on the control pad 2nd palete - since this will get coverd by pb options when mag reaches full pb.
Droids - shortcut as much of your mines as you can (if you havent already)
Humars, Ramars - shortcut your jellen/zalure (theyre weak but may just make a slight difference - unless u have s-ranked weapons with jellen or zalure special) and anti too
Fomar/Fomarls, Hunewearl and Ramarls - shorcut cut as much of the s/d j/z techs as you can, and if possible anti and sols too. the amount of which you have to shortcut depends on who youre opponent is, eg. for a Ramarl its not beneficial to shortcut j/z when fighting a FO.
Fonewyn,Fonewearls - shorcut deband, and jellen. you have no need of shifta or zalure (since u wont be doing damage by weapons - unless youre a fonewyn with v502 and excal with 100% native). mines could be a good idea to shortcut especially if you want to slow down hunters chasing you.
4) Star atomisers - Also use star atomisers, as you will need these when u run out of mates. but be careful, this will also fully restore your opponents HP if youre close enough to them.
5) Sol atomisers - can be quite useful, very useful if youre a droid. Getting rid of shock is the main purpose for them (unless you can waste time to run away and wait for it to run out). They can also get rid of j/z (any level) if your a droid and dont have lv7 anti.. or just a faster way of getting rid of j/z (or confuse ailments) then using anti.
6) waste of time/space = trap vision, antiparalysis. Unless of course someone you know likes to layout traps a lot
7) invest on - cure/freeze, cure shock, and perhaps cure confuse.
8] also invest on - some resists, Fos need to do that too when fighting other Fos, also for FOs - invest in some body units to boost def against hunters.
9) musical slots - you can only fit 4 units at most in any armour. Try to be good at switching units around for different situations.
10) musical shields - same thing with shields/barriers, and merges. eg. a FO at range can opt to wear a yellow merge and zonde opponent from afar, then switch to stronger def shield when opponents gets near, or higher resist shield (such as attribute wall) when on receiving end of tech spam.
11) Mag going 100 and PHOTON BLASTS - releasing PBs is generally not a good idea IMHO - unless you want to waste time or you want s/d from twins. reasons being that your opponent can be in another room when your pb goes off. meaning he/she will be unaffected and can possibly attack/kill (depending on lag) you while your doing pb.
another reason is due to del spawn. you might well pb in/near a del saber spawning area when pb goes off - del appears and finds you attractive and youll be helpless to do anything.
Also watch out for some who use this tactic of drawing del out, come near you and pb. Will likely result in del attacking you, leaving your opponent alone, while u cant do anything but watch and die.
Another very bad thing is that your opponent could have their pb PRIMED. So that if you let off your pb (maybe to recover hp - leila - or to just waste time) they use their TWINS. meaning they get boosted S/D which even lv 30 j/z cant overcome.
Best thing to do with pbs IMO is to not use any. IF your mag goes 100, unless it does invincibility, is to DE-EQUIP and RE-EQUIP quickly (1 second is all it takes). IF it does invincibility make sure some of your more powerful attacks are not in the 2nd palete (and thus covered by pb attack options) and capitalize on your current invulnerability. After invincibility runs out then quickly find a safe area and de-equip and re-equip your mag.
12) back up weapons try to carry more then 1 weapon. its good to have reserve/secondory/backup armaments in case your opponent picks up your weapon (very likely) - or to prevent your prized weapon from dropping try to switch to another weapon just before you die.
13) elemental RESISTS - when fighting a fo, or a tech proficient Ra/Hu its a good idea to carry these things in the form of units or shields
some recommended units and shields are
resist/storm - boost lighting resist by 15 - good against zonde based attacks
resist/blizzard - boost ice resist by 15 - good against barta based attack
resist/burning - boost fire resist by 15 - good against foie based attack
resist/devil - boost dark resist by 15 - good against megid users
perfect/resist - recommended resist unit (unless you can anticipate your opponents tech preference) - boosts ALL resist by 9
Attribute Wall - barrier useable by any class - boosts basic resists by 30, and dark by 5
Secret Gear - boosts fire and lighting resisty by 30, ice resisty by 20
Delsaber Shield, Light Relief, Rupika - boost dark resist by 25
Crimson Coat - a recommended frame against forces- has the highest resists boost of all frames, but fairly low def. But also boosts red saber and red slicer power and ata pretty well.
for more useful items, such as frames with good def, evp, and/or resists check out the item databases at www.ragol.co.uk or www.pso-world.com
16) Other useful equipment
Adept- Hard to obtain, but useful in reducing tp usage (25%), so effectively you have 12.5 of all types of fluids instead of 10, also boosts all resists by 6, and base ata by 20 (doesnt go over max though)
Cure/Freeze - prevents being frozen, especially good against freeze mines, froozen shooter, and barta based tech attacks
Cure/Shock - prevents from being shocked
Cure/Confuse - prevents from being confused, good against weps with chaos special.
God,Heavenly/Battle - good for faster gun/melee weapon strikes, helps u overwhelm opponents who dont have such units or slower ones.
God,Heavenly/Body - good for increasing def (unless base is maxed) and being able to surive strong attacks from Hunters, and rangers with powerful guns.
God,Heavenly/Luck - can be useful if your luck is low, used to increase probability of attacking with a critical hit.
God,Heavenly/Mind - good for increasing mst (unless base is maxed) and allows u to reduce the hp of your opponent more using techs
God,Heavenly/Power - goood for increasing atp (unless base is maxed) and allows u to reduce the hp of your opponents more using weapons.
God,Heavenly,Centurion/Ability - good for increasing all stats.
Proof of Sword Saint - good increase in ata for certain katanas and twin katanas
v101 - Battle unit that also boosts other stats, very useful
v502 - considerably increases chance of special hitting.
v801 - Helps a lot in tech based battle, overwhelm other casters by faster repeated casting. can be good to overwhelm distanced rangers an d hunters, using poweful guns with battle units, using techs.
for more useful items, such as frames with good def, evp, and/or resists check out the item databases at www.ragol.co.uk or www.pso-world.com
15) Armour up best defence armour is not always the best depending on who you fight but heres a quick list of some useful armours/shields
Attribute Wall - boosts are 30/30/30/5/5/ one of best anti-tech fo shields around, but doesnt protect much against megid
Aura Field - can have really good stats, max stats ones are hard to find (oran temple mil lilly) and you also need to be lv152+.. also depletes tp over a period - doesnt matter much in battle lasting only 10mins though
Black Hound Cuirass - highest def in game, 300 def, but drops evp by 200.
DF Field - can have up to 253 def, and no ill effects, very good if youre lv121+
Loveheart - Essential for battle females fighting against male Hus, melee Male Ras, and melee fomars and fonewyns.. why? def increases to 294 when close to male.
Merges - red merge, yellow merge, blue merge - good for forces for elemental boost IN addtion to boosts given by certain canes, rod etc (as detailed in weapons list for forces), though its best to use merges at range away from Hu-ra opponents, and quickly switch to stronger shield when they get near - low def.
Ranger Wall - good for ata boost, esp good if you have powerful wep with powerful special (eg heaven striker).. but poor def means you have to stay away from power melee hus/ras unless your frame can compensate.
Regenerate Gear B.P - adequate def, but with the special ability of returning both hp and tp to you for each time you deflect a hit.
Ricos Earings, Secure Feet, Striker+ - good evp boosters, for those with already high evp u can further increase evp that you become hard to hit (by guns/melee weapons)
Rupika - Highest def shield for fos, also boost edk by +25 i.e. 12/12/12/0/25
Star Cuirass - one of the better frames for casts that want to focus on def boost (250 def)
Stand Still Shield - probably one of the best hunter/ranger shields out there.. high def with some adequate resists.
16) KNOW YOUR CHARACTER - in battle, its important to know your opponent, but equally important to know your own character, its strength and weakness, in order to capitalize or compensate, and take a style of play suitable to your character. Here are some basic styles of play for each type of characer
Hucast - Tremendously powerful, the highest atp in the game, effective when aggressive. even better with j/z s-ranks. Use sol/atomisers to get rid of j/z, but pace yourself with them cos you only have 10, and try to capitalize immediately after using one since u might be j/zed again.
HUmar - great atp, good for aggressive play with melee weapons, and can off balance using guns, and even techs. esp good if you have s-rank with j/z on them.
Hucaseal - High Evp of this char makes it good to go up against powerhouses like Humar and hucast. use sol/atomisers to get rid of j/z, but pace yourself with them cos you only have 10, and try to capitalize immediately after using one since u be might j/zed again.
Hunewearl - like Humar, but less atp, but with lv20 s/d can be stronger, and can even be used like a fo at times (with lv20 zonde, foie), provided the opponent has low tech resists. Use anti or sol atomizers to get rid of j/z
Racast - Highest Hp, and good atp and def, good for ranged tactics, and fairly does well at melee. use sol/atomisers to get rid of j/z, but pace yourself with them cos you only have 10, and try to capitalize immediately after using one since u might be j/zed again.
Ramar - much like the racast, but less hp, atp, and def. but has the added bonus of j/z and other techs. can melee ok with the right weapons but its best bet of winning its high ata (highest in game) with ranged tactics with powerful guns (heaven striker special).
Racaseal - Highest def in the game, makes up for its moderate lv attacks, but with the right weapon it can tear through ranks. best used for range tactics, and only melee when opponent nearby. use sol/atomisers to get rid of j/z, but pace yourself with them cos you only have 10, and try to capitalize immediately after using one since u might be j/zed again.
Ramarl - very much like the Hunewearl, can be better at meleeing due to evp which can be boosted to ridiculous levels using the right equipment. Range attacks can also be good with its lv20 shifa and keeping out of range of j/z from opponent. Use anti or sol atomizers to get rid of j/z
Fomar - Highest atp Fo in game, can be good with melee esp with lv 30 s/d. but be careful to make sure you j/z opponents first. also good to attack and off balance with lv 30 attack techs, especially with its gi-tech boosts. Use walls to hide behind and cast gi-ra techs to hit opponents through barriers.
Fonewyn -High mst, moderate def for Fo, and high evp. Not for meleeing, but good for keeping out of range and teching. has sufficient lv def that can ensure certainty of survivial in case a hunter gets too close. Only encountered one effective melee fonewyn - who used excal and v502, h-arms, but low chance of obtaining these items, and they can be countered by using high enough def and evp shield/armour that can be obtained with moderate difficulty. Use walls to hide behind and cast gi-ra techs to hit opponents through barriers. Make sure you have Hu and Ra (and melee Fo) opponents under j/z as much as possible
Fomarl - Highest def and Hp of all Fos, but low level base atp and the lowest mst of all fos. atp can be significant with lv30 shifta. and lv30 debands helps it to melee a little. best to use techs at range, and melee only when necessary. can be good meleer with the right weapons (AND BATTE UNIT). Use walls to hide behind and cast gi-ra techs to hit opponents through barriers. Make sure you have Hu and Ra (and melee Fo) opponents under j/z as much as possible
Fonewearl - Low def, low atp, fo with highest evp and mst. Best to keep out of range of Hunters, Rangers and melee fomar/fomarls, and use techs. Using melee weapons & guns would be unrealistic unless using guns to keep away opponents through deflections. Use walls to hide behind and cast gi-ra techs to hit opponents through barriers. Make sure you have Hu and Ra (and melee Fo) opponents under j/z as much as possible
always have a cure/freeze handy against Rangers
17) Melee - short guide - try not to melee opponents head on, especially ones who will likely be using battle units. Good Meleeing is not straightforward - you have try find an opening for a strike that will allow for further strikes in the form of a combo. Sometimes techs or mines can be used to allow for an opening. Its generally best, with melee, to try and start an attack from the sides or rear while trying to avoid your opponents range of attack beforehand.
18] Knockdowns - good or bad? - an opponent can be knocked down with a powerful enough strike, or tech. Good thing about this is that a good chunk of his/her hp is taken away, Bad thing is that he/she is invulnerable while he/she is down - AND for a short while - while getting up. Meaning your opponent could take this opportunity to recover and in some cases strike back at you. Is it better to use weaker attacks and techs? Maybe. A good tip is to repeat/combine attacks that while not powerful, can reduce your opponent's hp at a fast rate, and then striking with a strong attack (when your opponent's hp is sufficiently reduced) before your opponent can recover with resta or mates.
1) high atp weapon, do light jabs, followed by hard strike when their hp is low enough.
2) techs - arm a good tech booster like club of laconium, but first whittle away their hp with zonde (if it doesnt knockdown), razonde, or rabarta (good if theyre near enough and rabarta never knocks down even if powerful) then position yourself so you get a clear shot at your opponent while spamming those techs, and then fire laconium enhanced foie when their hp is low enough. If opponent isnt dead then hopefully hes knocked down (unless hes/she got real good resists) then you can reposition yourself at range and start process over again.
Sometimes it can be good to first knock down an opponent if you have real good timing. You can position yourself (i.e. behind or the side of the opponent) before continuing to melee attack with a combo on top of the opponent just before he/she gets up - this has a good chance of hitting and knocking down the opponent again - cheesy but works.