Hacking Phantasy Star Portable 2 Infinity - English Translation

Mage-Andrey

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Metastase... you're a maniac! xD
Anyway, back on topic.
psp2 lvl 30 damgrants - 100% / 15 pp ; psp2i lvl 30 damgrants - 90% / 6pp, don't know how you can consider this to be 30% loss of power, yes there's 10% loss but i doubt you could spam it the way you now can in infinity, not to mention CAST crappy TEC. Newman ACC has 3rd place = it's decent. You can play ranger without problems. Mech gun though? when there are laser cannons and grenade launchers for MASS OBLITERATION?! .. oh well to each his own.

Next wands. Too much playing of psp1 made me look down on Rods (cough shag hejiz cough). Guess they're alright for buffs like foverse but whatever. To be the Kamehama master of the galaxy (using wand) you'll probably want 'Divine Staff Tsukuyomi' , 835 TEC fully extended, +20% emp. light. Uzume is viable too since it empowers all techs, but eats 20% more PP, +20% fire emp. 806 TEC fully extended.
If going rod - Divine Staff Amaterasu, 90% pp, 110% pa, +20% light emp. 1262 TEC fully extended.
http://kizuna-infinity.net/psp2i - jap psp2i wiki, google translates bit crappy, but still better than nothing.
 
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Shizuru

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@Weyu

Thanks for the answer Weyu.

@metastase

I can make some tests for you i have been doing some missions on Infinity rank and i can look if i have a Mechgun with same stats
or another one with close stats to the one you used, my female hunter have 397 ACC so maybe my char can be a reference for you
figure out if Mechguns will work for you on Infinity.
 

Fefo

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Hit Fever (MG's Bullet) should fix that at 140% ACC. You might lose damage or waste more PP, but consistency is valuable. However you are reaching my levels of near-OCD with character planning. I hope you don't fancy dumping entire playthroughs over minor things too :P
 

ArtyMarty

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Hit Fever (MG's Bullet) should fix that at 140% ACC. You might lose damage or waste more PP, but consistency is valuable. However you are reaching my levels of near-OCD with character planning. I hope you don't fancy dumping entire playthroughs over minor things too :P
Whaaat, this is one of the least-pidgeonholing customization games around though! That's what makes me come back to it over PSO2, a game where the farther you progress, the less versatile your character becomes. In PSP2&i you just gain more and more options to reconfigure as you feel like on a given day.
 

metastase

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@Shizuru

I don't want to abuse your generosity but I'll be thankful if you can test Mechgun performance against enemies with levels higher than what is available on PSPo2 (over 200). My gut feeling tells me that 397 ACC is going to be trash for this though.

@Mage-Andrey

Every Force is a maniac. Pyromaniac. lol

Thx, I couldn't find info on Damgrants Lv.30 in Infinity. So it turns out it's only a 10% loss, easily corrected by the difference between Cast and Newman base TEC. So thankfully I'm free to use any Wand I want and I can in fact go with Focaseal if I really need that extra ACC.

As for why I use Mechs on vanilla, they give me infinite PP (without ever resorting to melee) to break with Damgrants indefinitely, while inflicting Zalure against anything that doesn't die to small chains and I have no downtime on ranged chaining that's almost as fast as Twin Handguns thx to being mobile the whole time I chain.

I do like using Massacre Bunker but enemies can physically block grenade launcher shots in PSPo2 (on top of their natural EVA), Forces have the worst ACC mod in that game, they don't have PP to spam Grenades indefinitely and while the charge shot is awesome for crowd control it makes enemies fly all over the place, slowing things down. Honestly, I think any Force is better off spamming RA Techs for AoE than using Grenade shots in PSPo2, even Focaseal. And I imagine this is a non-issue for Infinity where constant Tech spam is actually possible.

@Fefo

I dunno how bullet PP consumption was scaled on Infinity but I can't afford to use Hit Bullets on Mechs in PSPo2 (not even PP Save Bullets). I don't think Infinity will change that unless the new PP regen is so absurd to the point where constant spam of Mech with hit bullet doesn't even drop the PP bar.

Speaking of OCD, the fact I main Focaseal on PSPo2 says it all. Probably the 2nd worst race/class combo in the game and I had to delete my high lvl Fonewhearl to free this character slot. If you think that's crazy, I don't use Partner NPCs either so it's all solo Focaseal action. I Extended 1 Reol Variant grenade just because I realized it's unique and has improved range compared to other launchers. lol

I agree with ArtyMarty, if we just wanted some hack and slash action we could be playing God of War or something.


I know the answer is going to be no, but I have to ask: can we strafe using DAM Tecs and Wands in Infinity?
And can anyone confirm if that Red Ring Rico DLC cosplay outfit isn't available for female Casts?
 

Mage-Andrey

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Probably i don't understand something, but mech gun would drain you PP, not restore it. As far as i know only bladed (melee) weapons restore pp (+ possibly slicer). Laser cannon and grenade suggestion was for ranger gameplay. Forces got card and bow bullets up to lvl 30, so, as a ranged option i would use those, especially since they scale off TEC.
No, you cannot strafe with Dam-techs.
 

Fefo

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Meseta Fever maybe, so no PP spent (instead it's my munnies, you monster).

Fashion always suffer on minmaxers Arty. But, as you said, no changes are definitive and most is hot-swappable.

Meta, you shouldn't be able to put a tape on attack and forward, but I found PP costs less strict in general (I needed Save Bullets on my PSP2 CF but could use then with Hit on my PSP2i HF) . I'll see if I can test PP regens on PSP2 later to a better view.
Meatshields are worthless, git gud and you're set.
 
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Shizuru

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@metastase

Don't worry about it i want to help you and maybe other people who have the same worry about hit high level foes on Infinity Rank but i done some tests here.
I used this Mechgun here which are the closest one i have from the ACC of the one you used:

NPJH50332_00001.jpg


I made the tests against Boomas on Level 235 and with this Weapon i got around 60 to 80 damage
on then but would do 0 damage if the Boomas were guarding , then i tested with Jellen which are limited on level 15 because hunter class and i got around 100 to 120 damage. Later i used 4 of my
best ACC increase units and got these stats:

NPJH50332_00002.jpg


And the damage increased to around 100 to 105, later cast Jellen on Boomas around 115 to 140 and
the last test i extended the weapon with both extend code and extend code infinity and also continued
to use the ACC increasing Units:

NPJH50332_00003.jpg


Then my damage was around 95 to 115, with Jellen around 135 to 175, and all the test was made
with Level 15 Shifta/Deband and with the normal shot of the Mechgun. I noticed i would do 0
damage only while the Boomas were guarding.
 
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Shizuru

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Mech gun is a machinegun if i'm not mistaken. What you're showing is a twin handgun.

You are right i don't noticed my mistake here, i didn't paid enough attention and made this stupid slip here, but i will make the tests again here with the
Machinegun although Twin Handgun have close ACC so will be interesting see if i get around the same damage, anyway sorry about this guys.
 

Weyu

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Whoa, Dios Despertar. I farmed for those for so long and I never got them. Closest I got was the single sabre version. :(
 

Shizuru

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Ok now here goes the tests i done with Machinegun and this and i used this one here:

NPJH50332_00000.jpg


This time i done the tests against Go Boomas on Level 235 and got around 41-50 damage on then with that Machinegun and using
Zalure against damage was around 78-86. Later i fully extended the machinegun with both extend codes and extend codes infinity
and also increased my ACC by 60 with units and got these stats:

NPJH50332_00005.jpg


Damage this time was around 75-90 and with Zalure cast on Go Boomas 110-140, also on both tests i was using Shifta/Deband. Now i checked
my earlier post i noticed i also confused Jellen with Zalure, sorry for all this mess i made here.
 
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Shizuru

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Whoa, Dios Despertar. I farmed for those for so long and I never got them. Closest I got was the single sabre version. :(

Well not sure if you also attempt that but for hunting this one i used Rare Item Boost skill and also was getting blessings from Sayo the Mystic all the runs
was trying to get it and sometimes i also got her rare item drop rate boost, but still took several runs for get a single one. 16 starts weapons are hard to
get but these things i done for increase the drop rate helped me.
 

Shizuru

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I agree with you is about luck, but i tried these things hoping it would give me more chance to get then, if i recall well
you can also increase the drop rate on some Infinity Missions but i'm not sure how much then helps as i don't have idea
of the chance you have to get a certain item. But now i wonder if these resources for increase the drop rate really helps.
 

Fefo

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I never saw any drop rate/pool data, so for now I assume you are increasing your chances for 0,001 to 0,002%, at best. Better kill things faster and keep praying.
 

Weyu

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It's even worse than that, since the item boost ability only gives 25% increased drop chance. In the past it was really bad since it took half of your ability slots. Now it takes 1/3 which is still bad— I wouldn't use it with how many good 1-2 slot abilities there are now.
The XP boost one is different though, since you actually get a tangible increase there.

And yep IMs are the best source for specific weapons if you're hunting something, because you can get 2 block maps which are much shorter than regular open missions (which often have 3 blocks on top of that). And there's the drop boost of course.
 

Shizuru

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It's worse than i imagined honestly, and well i used the item boost ability just in specific times but i will just leave it as
are pretty much useless, and someone knows a source for more information about IMs?
 

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