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1 | Change log: 7/22/2025 - Finally started work on TACs. Braver is complete, more to come. 4/10/2025 - Updated Potency Numbers for all. Amy Lee hasn't got to the TACs still 5/6/2024 - Working on tech arts customisations, updates since last change. 6/11/2023 - 2nd Anniversary Update. some minor things to check still. 4/15/2023 - Slayer Update, will finish the rest later. 12/10/2022 - Stia Update, Launcher speed normals is nigh impossible to do because of the charge normals btw. 10/5/2022 - Lvl 65 Balance Patch. Blaze Shot is no longer a meme. 9/5/2022 - Looked into Wand WA Counter during Wand Lovers. Has a very odd bug attached to it still. 8/10/2022 - Looked into BHS due to kvaris purple fi vid, turns out it's an i-frame counter in specific situations. 8/5/2022 - Waker Release 6/13/2022 - Kvaris Update, will do non-dps stuff later. 4/22/2022 - Looked at some Hu stuff 4/20/2022 - Surging Impulse Nerf 4/8/2022 - Lvl 45 Balance Patch, aka 4th PA day. 2/9/2022 - Gunner ninja buff - Step Counter affected by Chain Boost 12/24/2021 - Retem Update, will organize techs later (look in Talis for now). Need to look at a few things still. 11/14/2021 - Looked at DB/SB WA in detail. 11/9/2021 - DB/SB WA dmg change. 10/20/2021 - Was told DA hitcount was wrong. It is now Fixed. 10/13/2021 - Bouncer Release Bullet Rave full duration frames: 185 -> 171 | max chain boost - 154 -> 142 8/6/2021 - Fixed some damage values and almost every uncharged attack. Now the sheet should be 99.99% correct. 8/5/2021 - Braver Release 7/18/2021 - PBs corrected. 6/30/2021 - Julien nerf 6/24/2021 - Did PBs. I hate it. 6/9/2021 - NGS Release 5/16/2021 - NA CBT | PSO2: | PSO2 Frame Data | |||||||||||
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3 | More Info: | Attack Data Tables by Deathcream | ||||||||||||
4 | Refer to this ^^^ regarding information about PB and down specifics. | |||||||||||||
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7 | Unfortunately, I am moving on from PSO2NGS as I am no longer interested in it. You can use Flower's verification sheet for any future versions of the game. Good Luck. | |||||||||||||
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9 | Flower's Sheet: | NGS Data Verification Storage by Flower | ||||||||||||
10 | Thank you to everyone who has supplied information. | |||||||||||||
11 | I will make very occasional and selective updates to this - Emily(エミリ) | |||||||||||||
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13 | If you would like to help fill in missing names, feel free to let me know. | |||||||||||||
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16 | Context: • Attacks that are chargeable require less than a 1 frame input (>16ms) in order to do their fastest uncharged version. ○ A good player will probably be able to do it within 5 frames conciously. ○ Otherwise, you are generally looking at around 10~20 frames added to it. ◘ No spam clicking does not work for this. In fact, it'll be longer. ○ Using a macro is generally how you get this 'frame perfect' release. ◘ Using a macro is against ToS now. Use at your own risk. ○ I'd recommend against using uncharged attacks if you aren't quick as even a 5 frame difference (74ms, 0.074 seconds) can be anywhere from a 5% dps decrease to 20%. ◘ The same can be said with charged attacks... because you can hold them for longer than their charge. ◙ Yes, chargeable attacks suck. • Certain attacks have a # + # on their Frames column. ○ This is because the attacks require more than 1 input, and only 1 input has an actual damage value attached to it. ◘ They are separated because humans make mistakes. We aren't robots who can do everything frame perfectly. ○ In regards to guard counters, there is a 12 frame delay (hit stop) from receiving an enemy attack. ◘ Of course, there are a few exceptions. ◙ TD, GB and Katana do not have this delay, SB is 11 frames, and WL is 10 frames. | |||||||||||||
17 | Naming Settings (incomplete. no on both = fan patch. only for DL) | |||||||||||||
18 | Official EN | Official JP | ||||||||||||
19 | yes | no | ||||||||||||
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22 | Note: The Frame rate is 60 per second. It is the standard that the old JP data people used. If you want to calculate the Frames yourself, I will recommend you to set your game at the maximum frame rate the game allows you. This should ideally give you a constant frame count during your video playback... because if you don't, then you shouldn't be counting frames. That being said, the frame count for each animation is static; you shouldn't be getting any variance whatsoever. Do not set your game at 60 FPS or lower. You WILL get the wrong frame count no matter what you do. Lastly, make sure you are hitting something, as hitlag is a very real thing. However, some things don't have it (i.e ranged attacks and PBs). You will need a recording program that can record at a constant rate, ideally at 60 FPS. You should also have a decent/good video editing program to count the frames as well. | |||||||||||||
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