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<small><div class="wiki"noexcerpt>< Return to [[Jizai]]</div></small>
<small><div class="noexcerpt">< Return to [[Jizai]]</div></small>


The following breakpoints and analysis assume usage of a level 200 HUcast with at least one Proof of Sword-Saint and {{Shield|rare|Red Ring}}.
This guide details required [[Attributes|attribute]] (both enemy and Hit) percentages for effective use of an {{Note|Normal attack, hard attack, hard attack|NHH}} combo from {{Sword|rare|Jizai}} on certain enemies--specifically, guaranteeing both that {{H2}} in the combo ''lands'', and that the full combo results in a kill every time.
Given NHH is the most important combo on Jizai, this analysis will look at breakpoints revolving around {{H2}} on highly evasive enemies.
 
These values are based on usage by a [[HUcast]] at level 200 with {{Shield|rare|Red Ring}} and one {{Unit|rare|Proof of Sword-Saint}} equipped, and do not apply in other circumstances. Only one Proof of Sword-Saint is used as the majority of these enemies are in Episode 2, and a free slot is allowed for the usage of {{Unit|rare|V502}} with the [[Weapons#Instant kill|hell]] special.


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|[[Ul Gibbon]]
|[[Ul Gibbon]]*
|15
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|[[Ul Gibbon]]
|[[Ul Gibbon]]*
|15
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*Ul Gibbons can be killed with the combo NH, not requiring the third hit of the combo. The attribute % breakpoints for them seen in the above table reflects this combo.
''Note: The attribute percentage breakpoints for Ul Gibbons in the above table reflect the combo {{Note|Normal attack, hard attack|NH}}, as they can be killed without a third hit.''


==Breakpoint analysis==
==Breakpoint analysis==
The reasoning behind one Proof of Sword-Saint and not two is because many of these enemies are in Episode 2, where a HUcast would optimally have a V502 for Hell utility. This only leaves one free slot for Proof of Sword-Saint.
===Ill Gill===
===Ill Gill===
It is commonly advised not to sphere Jizai with less than 35 Hit. This is entirely due to the dreaded Ill Gill, shown in the bottom row of the above table.  
It is advised only to [[Gallon's Shop#Adding attributes to weapons|sphere]] Jizai of 35 [[Weapon attributes|Hit]] or greater due to its usability on [[Ill Gill|Ill Gills]]. Being able to cleanly defeat an unfrozen Ill Gill is a significant option to have, as making quick work of an isolated Ill Gill allows for the conservation of [[Traps#Freeze trap|freeze traps]] and thus better trap management overall.


Although Ill Gills require more damage to kill than Jizai can deal with Shifta 20 and 15, this damage can be covered by laying a [[Trap#Damage trap|damage trap]] before the combo, which deals 305 damage to Ill Gills in Ultimate difficulty.
Although Ill Gills require more damage to kill than Jizai can deal with [[Shifta]] 20 and 15, this damage can be accounted for by laying a [[Traps#Damage trap|damage trap]] before the combo, which deals 305 damage to Ill Gills on Ultimate difficulty.


Being able to defeat an unfrozen Ill Gill is a crucial option to have, allowing for conservation of [[Trap#Freeze trap|freeze traps]] and thus greater trap management overall. Jizai can make quick work of a lonely Ill Gill without the use of valuable resources.
Even if an Ill Gill ''is'' [[Freeze (status)|frozen]], Jizai is still a consistent choice, as Ill Gills may sometimes enter animation states in which they will be immune to the special attack of {{Sword|rare|Dark Flow}} (and remain as such for the duration of the freeze). Reacting to this and swapping to Jizai solves this problem, as it has no such targeting issue and will combo-kill an Ill Gill before the freeze status ends. While the same result can be achieved with {{Sword|rare|Vjaya}} or {{Sword|rare|Excalibur}}, Jizai requires neither [[Meseta]] nor [[Weapons#Sacrificial damage increase|Berserk]] to accomplish this, cementing itself as an excellent low-cost option in this scenario.


Jizai additionally proves itself as a consistent choice even when an Ill Gill is [[frozen]]. Ill Gills may sometimes enter animation states that will cause them to be immune to {{Sword|rare|Dark Flow}}'s special attack while they're frozen. Reacting to this state and quickly swapping to Jizai will remedy this, as it has no such targeting issue and can easily kill an Ill Gill before the freeze status ends. The same can, of course, be done with {{Sword|rare|Vjaya}} or {{Sword|rare|Excalibur}}; however, Jizai requires neither Meseta nor Berserk to succeed in this scenario, further cementing itself as an excellent low-cost option in this scenario.
===Sinows (E2)===
===Sinows (E2)===
Sinows in Episode 2 have spawn animations where they fall slowly. It's during this animation that Jizai works well, allowing a freshly spawned Sinow to be burst down before it can act. Although Dark Flow provides a much faster solution for Sinow Zele and Sinow Spigell, it isn't consistent enough to be used against the more evasive Sinow Zoa and [[Sinow Berill]]; the latter two enemies are not guaranteed kills with Dark Flow unless frozen, even with 100 Hit. Jizai once again opens up a trap management option in this scenario, allowing the player to conserve a freeze trap at the cost of a slightly slower kill.
Sinows in Episode 2 have spawn animations where they fall slowly. It's during this animation that Jizai works well, allowing a freshly spawned Sinow to be burst down before it can act. Although Dark Flow provides a much faster solution for Sinow Zele and Sinow Spigell, it isn't consistent enough to be used against the more evasive Sinow Zoa and [[Sinow Berill]]; the latter two enemies are not guaranteed kills with Dark Flow unless frozen, even with 100 Hit. Jizai once again opens up a trap management option in this scenario, allowing the player to conserve a freeze trap at the cost of a slightly slower kill.

Latest revision as of 16:23, 26 January 2024

< Return to Jizai

This guide details required attribute (both enemy and Hit) percentages for effective use of an NHH combo from Sword icon.pngJizai on certain enemies--specifically, guaranteeing both that H2 in the combo lands, and that the full combo results in a kill every time.

These values are based on usage by a HUcast at level 200 with Shield icon.pngRed Ring and one Unit icon.pngProof of Sword-Saint equipped, and do not apply in other circumstances. Only one Proof of Sword-Saint is used as the majority of these enemies are in Episode 2, and a free slot is allowed for the usage of Unit icon.pngV502 with the hell special.

Enemy Hit Attribute %
Dark Bringer 0 55
Sinow Spigell 0 55
Ul Gibbon* 15 55
Zol Gibbon 25 0
Sinow Zoa 30 0
Sinow Zele 30 50
Ill Gill 35 85

Enemy Hit Attribute %
Dark Bringer 0 80
Sinow Spigell 0 80
Ul Gibbon* 15 80
Zol Gibbon 25 0
Sinow Zoa 30 20
Sinow Zele 30 70
Ill Gill 35 110

Enemy Hit Attribute %
Dark Bringer 0 90
Sinow Spigell 0 90
Ul Gibbon* 15 90
Zol Gibbon 25 5
Sinow Zoa 30 35
Sinow Zele 30 85
Ill Gill 35 120

Note: The attribute percentage breakpoints for Ul Gibbons in the above table reflect the combo NH, as they can be killed without a third hit.

Breakpoint analysis[edit | edit source]

Ill Gill[edit | edit source]

It is advised only to sphere Jizai of 35 Hit or greater due to its usability on Ill Gills. Being able to cleanly defeat an unfrozen Ill Gill is a significant option to have, as making quick work of an isolated Ill Gill allows for the conservation of freeze traps and thus better trap management overall.

Although Ill Gills require more damage to kill than Jizai can deal with Shifta 20 and 15, this damage can be accounted for by laying a damage trap before the combo, which deals 305 damage to Ill Gills on Ultimate difficulty.

Even if an Ill Gill is frozen, Jizai is still a consistent choice, as Ill Gills may sometimes enter animation states in which they will be immune to the special attack of Sword icon.pngDark Flow (and remain as such for the duration of the freeze). Reacting to this and swapping to Jizai solves this problem, as it has no such targeting issue and will combo-kill an Ill Gill before the freeze status ends. While the same result can be achieved with Sword icon.pngVjaya or Sword icon.pngExcalibur, Jizai requires neither Meseta nor Berserk to accomplish this, cementing itself as an excellent low-cost option in this scenario.

Sinows (E2)[edit | edit source]

Sinows in Episode 2 have spawn animations where they fall slowly. It's during this animation that Jizai works well, allowing a freshly spawned Sinow to be burst down before it can act. Although Dark Flow provides a much faster solution for Sinow Zele and Sinow Spigell, it isn't consistent enough to be used against the more evasive Sinow Zoa and Sinow Berill; the latter two enemies are not guaranteed kills with Dark Flow unless frozen, even with 100 Hit. Jizai once again opens up a trap management option in this scenario, allowing the player to conserve a freeze trap at the cost of a slightly slower kill.

Gibbons[edit | edit source]

Gibbons are another highly evasive enemy that almost always require a freeze trap to handle. Jizai provides a great solution when you find a Gibbon by itself in the rare cases where they do spawn alone.

Attribute priority[edit | edit source]

Given the above analysis, Dark is an excellent first choice for an attribute % to sphere on Jizai. Ill Gills are the primary reasoning behind utilizing not just Jizai, but Twin Swords as a whole.

A good second choice would be either Machine or Native. Deciding between these ultimately comes down to preference; however, Machine has more use case evidence as alternative options for Sinows are somewhat higher risks. For instance, attempting to use Dark Flow on a spawning Sinow Berill can prove fatal when it partially misses. The Sinow may flinch and immediately punch the player, or warp and cast Rafoie.pngRafoie. When attempting to do the same on a Gibbon, partially missing is not the end of the world. The Gibbon will likely get hit by at least one wave and won't attack immediately, allowing for a follow-up with another option. It also only takes three waves of a fully sphered Dark Flow to connect and kill an Ul Gibbon.

Last in place would be A.Beast, having no notable evasive enemies that require this amount of single-target damage output.