Divine Punishment/Guide

From Ephinea PSO Wiki
Revision as of 23:26, 23 August 2024 by Sundark (talk | contribs)
< Return to Divine Punishment

Is it Worth it?

Is it worth making a "pure" (or at least high) MIND Mag icon.pngStriker Unit?

Yes, sort of. It can be, if:

  1. You have a second POW/DEX mag for other uses;
  2. You are exclusively using Striker Unit for Divine Punishment;
  3. And you value the amount of attacks you conserve via maximizing its output at lower levels (it can reduce required hits to kill by around 25%; from 8 attacks down to 6 in an example below).

OR

  • You have specific solo hunts planned that you intend to purely DP through for a long time.

If Striker Unit is your only mag, probably make it RAmarl's suggested mag stats on her guide page (5/149/46/0). This lets you access all of the important weaponry on any Ranger and deal physical damage at reasonably low levels, allows for "minimum" (it's not too far from maximum) effectiveness DP damage output, and also allows a level 200 RAmarl with Min-Max build to have fully maximized DP damage output while maintaining max ATP and ATA, and 2 free unit slots.

Pros & Cons

Pros

  • High DP output for sub-Ultimate difficulties and Gun icon.pngHeaven Striker equippable as early as level 14 (4x Unit icon.pngHeavenly/Arms units).
  • High DP output for sub-Ultimate difficulties with Unit icon.pngHeavenly/Battle attack speed at level 42.
  • High DP output (only -141 MST from RAmarl's cap) and Heavenly/Battle attack speed at level 80.
  • Max DP output as early as level 105.
Note: Levels assume 5/7/34/154 mag listed below, Heavenly units, and completed Important Stats Only materials used (0 Tool icon.pngMind Materials).

Neutral

  • Demon's weapons are still effective. Sword icon.pngSlicer of Fanatic ATP requirement (570 ATP) already barely achieved at level 80.
  • Handgun animation (especially RAmarl's) is already so fast. Is it really worth investing so heavily, and losing so heavily on ATP and ATA that are very important for other weapons / other types of content and gameplay, just to save around two handgun attacks per wave?
    • DP solo episode 4 strats are typically understood to be easy and low focus anyway, and in multiplayer it's typically used in conjunction with other player(s) DP or FO techs. Outside of Time Attack, DP is not some precisely calculated attack method--it's just a "spam until they're dead" kind of thing--so being slightly slower on killing things isn't a big deal or very noticeable.

Cons

  • Low ATP and ATA throughout leveling; physical damage and your ability to use other weapons will be very weak until very high levels.
  • A lot of MST is wasted as overcapped points at very high levels.

Other thoughts

  • Ideally/Optimally, you could carry two mags and magswap during the quest, but I don't expect most players to want to do this sort of effort (and lose any accumulated PB gauge).
  • If there are example quests that are high efficiency to 100% DP through, then the high MIND Striker Unit is more appealing. I can't think of any though--there seems to always be some spawns that are inefficient to purely DP through, but are much easier to purely physically damage through or Demon's -> damage (or maybe DP) cleanup.

MST Breakpoints for Shots-to-Kill Examples

Divine Punishment deals 400 base damage, and gains 1 point of damage per 5 points of MST.

Assuming Ultimate difficulty, One Person mode, attacking a Yowie in Crater, which has 2040 HP and 40 ELT:

  • 0 MST: 400 damage before ELT -> 240dmg = 9 shots to kill
  • 279 MST: 455 damage before ELT -> 273dmg = 8 shots to kill
  • 351 MST: 470 damage before ELT -> 282dmg = 8 shots to kill
  • 665 MST: 533 damage before ELT -> 319dmg = 7 shots to kill
  • 1031 MST: 606 damage before ELT -> 363dmg = 6 shots to kill

Now, given high MIND investment on Mag + Important Stats Only materials:

  • 890 MST: 578 damage before ELT -> 346dmg = 6 shots to kill
    • (Exclusively for maxing DP uses; sacrifices a lot of ATP and ATA, making other weapons far less effective)

Mag Feeding Guides/Examples

Mag plans done using the Magatama tool

Fast and Easy 5/7/34/154 (Leilla.pngLeilla, Pilla.pngPilla, Mylla & Youlla.pngMylla & Youlla

It would be sorta nice to have Estlla PB from first evolution on a Ranger to help with an ep4 boss cave strategy, but Divine Punishment works pretty good for evenly damaging the crystals anyway, and the feeding tables are more of a pain on the RA-evolved first and second mag evos.

It is also slower to level them up and harder to reach required stats for DEX > POW > MIND Mag icon.pngIla or Mag icon.pngKaitabha (Twins PB) and Mag icon.pngGaruda (Tool icon.pngHeaven Striker Coat mag cell prerequisite).

  • Tool icon.pngAntidote to level 10 on FO (Leilla PB) - Mag icon.pngVritra 5/1/4/0
  • Antidote to level 35 (Pilla PB) - Mag icon.pngAshvinau 5/7/23/0
  • Tool icon.pngAntiparalysis to level 49 - Ashvinau 5/7/33/3
  • HU ViridiaSkylyPurplenumRedriaYellowboze DEX > POW > MIND feeds final Antiparalysis to level 50 (Mylla & Youlla / Twins PB) - Ila (5/7/34/4)
  • any HU/FO GreenillBluefullPinkalOranWhitill DEX > POW > MIND feeds any single item (Difluid is fine) - Garuda 5/7/34/4
  • use Heaven Striker Coat - Striker Unit 5/7/34/4
    • to this point: 79 Feeding Cycles, 276.5 Minutes, 15,220 Meseta icon.pngMeseta
  • Fluid icon.pngDifluids to level 200 - Striker Unit 5/7/34/154
    • to this point: 279 Feeding Cycles, 976.5 Minutes, 314,720 Meseta
  • Tool icon.pngSol Atomizers (or Tool icon.pngMoon Atomizers) to Synchro 120
    • total: 291 Feeding Cycles, 1018.5 Minutes, 325,420 Meseta

Slow but with Estlla PB 5/15/16/164 (Estlla, Pilla, Mylla&Youlla)

for comparison, check the Feeding Cycles, Minutes, and Meseta used on this other more complicated build from another player, which DOES get Estlla:

  • Fluid icon.pngMonofluid to level 10 on RA (Estlla PB) - Kalki 5/0/0/5
  • Alternate between a few Fluid icon.pngTrifluids until DEF almost levels up, followed by MANY Antiparalysis to lower DEF. Repeat to level 35 (Pilla PB) - Mag icon.pngMitra 5/0/16/14
  • Mate icon.pngMonomates to level 49 - Mitra 5/14/16/14
  • RA GreenillBluefullPinkalOranWhitill DEX ≥ POW > MIND feeds final Monomate to level 50 (Mylla & Youlla / Twins PB) - Mag icon.pngKaitabha 5/15/16/14
  • any HU/FO GreenillBluefullPinkalOranWhitill DEX > POW > MIND feeds any single item (Difluid is fine) - Garuda 5/15/16/14
  • use Heaven Striker Coat - Striker Unit 5/15/16/14
    • to this point: 213 Feeding Cycles, 745.5 Minutes, 101,110 Meseta
  • Difluids to level 200 - Striker Unit 5/15/16/164
    • total: 413 Feeding Cycles, 1445.5 Minutes, 401,110 Meseta

RAmarl

Important Stats Only + quick high MIND Striker Unit mag

5/7/34/154 Striker Unit mag.

(Min-Max materials will only be slightly quicker to max MST, with an additional 39 Mind materials = 78 MST. around 10-25 levels in early Ultimate when it is very quick to level up already)

Important Stats Only

5/149/46/0 mag.

aims to max ATP and ATA early, does not max MST, DFP, or EVP at level 200

Min-Max

5/149/46/0 mag, same as ISO.

(aims to max ATP+ATA+MST at level 200 with 2 free unit slots and extra mats dumped into Defense)

Credit for this page and guide goes to Thunder