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User:RoloTomassi

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I'm going to list the things I think should change here. I'm playing PS:P, so where it might be confusing that's probably what I'm referring to.

Contents

STATUS EFFECTS

I'm adding this slowly. PSP:Infection, at least, is different than (PSU) Infection. The category (redirect, currently uncreated) is PSP:Status effects.

Traps (G) inflict SE Lv2 (tested: Burn & Virus).

Many remain untested.

It might be nice to later go back and add details for Cause:Enemy attacks and Cause:Environment. Similarly, only the first (lowest) SUV weapon is listed under cause, but it may be both (at least, Meteor Buster/Attacker both cause Confuse, iirc).

Search all status effects for (testified) weapons that inflict that status effect. Some SEs, like Stun, may already have all weapons currently acknowledged as inflicting that status.

FORMULAS

Enemy EXP
  • Base at LvX: (varies)
    • Sword: 1.2 multiplier
    • Shield: 1.2 multiplier
    • Crown: 1.5 multiplier
    • Ally killed: 0.7 multiplier

A good test for these numbers is the Go Vahras in Eco Protection S. These multipliers obtain very close (if not exact) predictions of the experience in the table; depending on when you round a result, you can usually get the exact answer. Usually you can apply all of the multipliers and then round to the nearest number (I think, not sure about Ally) and you'll get the exact experience, but even if not it's only off by 1 that I've seen so far. *This may be because of the experience bonus (from certain titles).

Doesn't work for Pannons (crowns, at least)? (See Cost of Research.)

There may be a base experience for each enemy, and a formula to determine the experience for a particular level, but I don't have the data to find it yet. Looking at the Sendillans in Plant Recovery, it doesn't look like it would be linear, at least.

Weapon Sell Prices
  • Sell prices seem to follow the sell ratio on the PSU Meseta page (though admittedly I've only tested a few weapons; I have no idea about Armor, Items, etc.). This ratio is 20%: the sell price is 20% of the buy price.
  • Base sell price: (varies)
    • Additional price per percent of element: 2% of base_sell

That is, the end sell price of a weapon is: sell_price = FLOOR( base_sell * ( 1 + 2 * elem / 100 ) ). You can go backwards from the end sell price to get the base sell price: base_sell = CEILING( sell_price / ( 1 + 2 * elem / 100 ) ). It would be best to plug the result of the latter formula back into the first formula, to make sure that the end sell price comes out the same; it could feasibly be off by a bit because of all the rounding. If that happened, you could just adjust the base sell price manually to find the real value.

If you take the sell ratio into account (use base_buy * .2 instead of base_sell), there could be some extra decimal places that would influence the end sell price, but I haven't had any problems just using base_sell, without any decimal places (after any rounding that may have happened to get base_sell from base_buy, that is).

I suppose the same formula applies to buy prices (just replace sell_price with buy_price and base_sell with base_buy), but that's a little harder to test than sell prices. I can make a few runs and pick up several weapons, but waiting for shops to change their inventory is...well, it's more boring, though it may actually be less time-consuming.

Concerning PSUPedia: I'm calculating the base sell price when I get a weapon, and placing that on the weapon's page.

Mission Ranks
  • 1000 points is S-rank. (duh)
  • 700 - 990 points is A-rank.
  • 390 - 690 points is B-rank.
  • < 390 is C-rank. (Yes, you can get negative total.)

Points for defeating enemies:

  • 700 - 10 * (number of enemies missed).

Each mission has a number associated with it: let's call this Perfect. Now, when you run a map, you defeat some number of enemies: let's call this Beaten. [Number of enemies missed] is essentially Perfect - Beaten. Since a map + mission level may have more than Perfect enemies, if Perfect - Beaten would be negative, it is counted as 0; that is, you can get at most 700 points.

Perfect may also vary by mode. Plant Recovery has many more enemies in multi mode than in solo mode, so Perfect is different between modes. ...Noting that Desert Terror has the same multi and solo mode rewards whereas Plant Recovery differs, perhaps rewards are dependent on number of enemies beaten, in part on in whole? At least this would explain why Plant Recovery rewards differ.

Points for (not) being incapacitated:

  • 300 - 300 * (number of times incapacitated).

Points for being incapacitated will never be less than -600; that is, if you die more than twice, this will be -600. In Solo Mode, you will always have 300 points for this, since dying aborts the mission.

Incapacitated doesn't count NPC characters; it counts every time a player returns to the city after being killed? (You may not have to return, it could still count as incapacitated if your ally revives you...I haven't tested this.)

LINE SHIELDS

A shield's guard is colored after its manufacturer: R/G/B for T/Y/G.

Check set bonuses. Sweet Line, at least, doesn't have bonuses listed in Comments.

Check drop informations. These aren't templated, so they might be a little erratic. E.g., Brandline says level 1-9.

I'm verifying line shields, but I'm not going to bother with the Line Shields (category) page. Once I've finished everything, I may go back and compare each row with the info on its page.

A new Line Shield page for easy reference.

{{PSP only}}
''(description)''<br/>
{{? stars}}

== Item details ==

== Stats, synthesis, etc. ==
{| border="0" width="100%"
{| border="0" align="center"
|- valign="top"
|
{{LS stats 
|Rarity= 
|Ver.= PSP
|Mfr.= 
|Def.= 
|Eva.= 
|Ment.= 
|End.= 
|Req.= 
|Att.= 
|Acc.= 
|Tech.= }}
||
{{Pricing info (PSP)
|Type= Line shield
|Buy= 
|Sell= 
|Shop= }}
||
|}
|}
{| border="0" width="100%"
{| border="0" align="center"
|- valign="top"
|
{{LS slot info
|Head= o
|Arm= o
|Body= o
|Extra= o}}
||
{{Drop info (PSP)
|Header= Y}}
{{Drop info (PSP)
|Footer= Y
|Source= 
|Level= 
|Battle type= }}
|}
|}

[[Category:Line shields (PSP)]]

And rather than make another section...a unit page.

{{PSP only}}
<!-- Image needed here! [[Image:filename.jpg|thumb|right|Caption.]] -->
''description''<br>
{{? stars}}

==Stats, drops and pricing==
{| border="0" width="100%"
{| border="0" align="center"
|- valign="top"
|
{{Unit stats
|Type= 
|Rarity= 
|Mfr.= 
|Ver.= PSP
|Tech.= 
|Ment.= 
}}
||
{{Pricing info (PSP)
|Type= Unit 
|Buy= 
|Sell= 
|Shop= }}
||
{{Drop info (PSP)
|Header= Y}}
{{Drop info (PSP)
|Footer= Y
|Source= 
|Level= 
|Ver.= PSP
|Battle type= }}
|}
|}
[[Category:Head units (PSP)]]

CLOTHES & PARTS

Might add the Manufacturer icon eventually to each individual clothing/parts page...along with the Type icon (full-set, top, shoes, etc). DONE

For what I've updated on the lists (not to mention what anyone else might update), I'm not guaranteeing the order within rarities.

BULLETS

On individual pages, the stats tables should be reordered so that PP is the second column, not the fourth. This fits better with the TECHNICs pages and with how the game displays the stats. (I'm starting with Boma Duranga, though that doesn't necessarily mean I'll go any farther than that any time soon. =P )

  • This actually applies to the table on the Bullets page as well. It's about as mixed up as possible.

TITLES

Unverified (none are verified for reward or boost bonus, but the text bits I can verify)

  • Bil De Golus Slayer
  • Alteraz Slayer
  • Fakis 2nd Slayer
  • Creature Master
  • Guardian Hero
  • Ultimate Guardian
  • Skill Master
  • Hurricane Striker
  • Light Speed Killer
  • Stealthy Tactician
  • Explosive Maestro
  • Willing Martyr
  • Sword/Knuckle/Spear/D. Saber/Axe/T. Saber/T. Dagger/T. Claw/Saber/Dagger/Claw/Whip/Slicer/Rifle/Shotgun/Longbow/Grenade/Laser/T.H. Gun/Handgun/Crossbow/Card/M. gun/R Mag/TECH Mag Collector
  • Colony/Parum/Neudaiz/Moatoob Tourist
  • PS Perfect

TYPES

When Tencho hits lvl 100, I can fill in the Male CAST stats for Gunmaster and Fighmaster (not to mention verify the stats for other types).

  • Male Beast, Female Newman, and Male Newman max stats are empty for all types.
  • Female Beast max stats are only filled in for Protranser.
  • Female CAST max stats are only filled in for Gunmaster.
  • Male Human and Female Human max stats are filled in for all types.

Individual types need a link back to the Types page.

WEAPONS

Where did the Weapon images ever come from? ...Because Alseva Cresa is missing its image.

Dreamcast was recently (May 16, '09) edited for a status effect. At this point, I've yet to add a status effects blurb to the RCSMs page, so I'll leave it as is for now (change it later, rather than make a change now that's either A) only a minor (lateral) improvement or B) not much different from what I'd put on the RCSMs page eventually); not to mention I'm not positive how the Sega system SEs work, and I don't think I can contact the editor (user) to confirm his element.

MISSIONS

Speaking of Missions...I think each mission should (perhaps at the top of Mission Notes) make explicit whether it's an online (DLC), multi-mode, story, or (single-player/other/standard) free mission. It should also say where it is (Moatoob/Neudaiz/Colony/Parum).

Pages for different mission categories (Story/Free/Download) are slightly inconsistent as concerns "See other missions...". In any case, the links look bad so close to the Table of Contents, but they don't look much better with an extra line between the last link and the ToC, either. I think there should be a See Also section at the bottom. (It's much more obvious/intuitive, for one (I didn't notice the links immediately, myself); and it's also (likely to be) prettier.)

Mission pages (e.g., Plant Recovery) need a ToC?

As a point of interest (since US PS:P doesn't have them), DLC missions have rather odd categories...and no link back to DLC in general.

Are the buffed Pannons in Plant Recovery only on the multi-mode maps? Only in one of the maps, even? (The map that needs 4 keys for the first gate is the only place I've seen the buffed Pannons.)

On Free missions, I want to add notes saying when missions become available in Story Mode. In Multi Mode, missions are available based only on your level and the mission's least level requirement.

  • Complete Chapter 1 -> Plant Recovery.
  • Complete Chapter 2 ->
  • Complete Chapter 3 ->
  • Complete Chapter 4 ->
  • Complete Chapter 5 ->
  • Complete Chapter 6 ->
  • Complete Chapter 7 ->
  • Complete Chapter 8 ->

An empty rewards table I can copy anytime...I'll need to fix the requirements of course.

{| class="wikitable" style="text-align:center"
|-
! rowspan="2" | LV !! rowspan="2" | Req. LV !! rowspan="2" | Enemy LV !! colspan="2" | Rank S !! colspan="2" | Rank A !! colspan="2" | Rank B !! colspan="2" | Rank C
|-
! Meseta || Points || Meseta || Points || Meseta || Points || Meseta || Points
|- 
| rowspan="2" | C || rowspan="2" | 1 || rowspan="2" | 1+ || -- || -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- 
|- 
| colspan="2" | [[PSP:Upgrade Grinder|Upgrade Grinder]] x1
|- 
| rowspan="2" | B || rowspan="2" | 10 || rowspan="2" | 20+ || -- || -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- 
|- 
| colspan="2" | [[PSP:Upgrade Grinder|Upgrade Grinder]] x1
|- 
| rowspan="2" | A || rowspan="2" | 25 || rowspan="2" | 40+ || -- || -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- 
|- 
| colspan="2" | [[PSP:Upgrade Grinder|Upgrade Grinder]] x1
|- 
| rowspan="2" | S || rowspan="2" | 40 || rowspan="2" | 60+ || -- || -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2" | -- || rowspan="2"| -- || rowspan="2" | -- || rowspan="2" | -- 
|- 
| colspan="2" | [[PSP:Upgrade Grinder|Upgrade Grinder]] x1
|}
* Multi mode rewards are given in parentheses.

STORY MISSIONS

Hive Inflitration 3 "Item drops" section includes enemies that supposedly don't appear. Verify which enemies appear in HI3. In the meantime, I generally refrain from updating the story mission links for the HI3 enemies. (I.e., once verified, verify HI3 story mission links for all HI3 enemies.)

Why in the world are item drops separated into tables for each type (HU/RA/FO/Hybrid-types)? Machine Frenzy 1 shoves all of the drops into one table. Either MF1 is non-standard, or it would arguably be better to have all of the types in one table (this also obviates the need for a "Lvl C" column).

WEAPONS

Where did the Weapon images ever come from? ...Because Alseva Cresa is missing its image.

ENEMIES

Enemy pages should have the description from the Creature Log.

I like the status effect susceptibility on the PSU enemy pages (e.g., Deljaban). The other stats I wouldn't know how to figure out, but Traps should allow me to determine susceptibility for most of the effects except Shock, Poison, Sleep, and Incapacitate (and the debuffs, of course, but those are also easy).

Refer to a PSU page (Deljaban) for comparison. The PS:P page has none of the info the PSU page has at right. At very least the Element should be immutable (the element is given on mission pages, under Enemy information (e.g., see Plant Recovery for Deljaban)).

Enemy drop charts include links to missions...I assume these are missions where the enemy might drop something. For the bosses, it may be impossible to get any drop either because the mission ends immediately or...something. But even if they don't/can't drop anything in the mission, I'd like to see a mention of their appearance (like SEED-Helga), sans drop, somewhere on the page.

No Bil De Vear in Rogue Recon 2? (RR2 mission link removed from drop chart until verification proves otherwise.)

TRAPS

Trap pages (e.g., Burn Trap G) need links back to the Traps category.

  • They should also be more specific than "Not always available in stores." (I.e., they're available after completing some Story Mission.)
  • The cost and carry limit should be in a table for quicker comprehension.
  • The proficiency (what classes can use it (see Traps category)) should also be on each trap page.
  • No picture?

In the Traps category...methinks the Ver column is unnecessary.

TEMPLATES

Who'd'a thunk it? There's a Templates category. I think there's a number of templates that aren't in there (e.g., LS stats, Pricing info, etc.).

Deprecated pages. I've created these pages, and they've either served their function or are otherwise obviated. I'll ask someone to delete them eventually. I may revisit these for one reason or another, so they don't need to be deleted until I make my own request. This list is mostly so I don't forget one when I do ask. Also, before they're deleted, it might be a good idea to check "What links here", mostly for redirects that may have happened (at least one did).

Something that occurs to me vaguely in line with the above: there may be defunct redirect pages. (A search for "redirect" in redirect pages. (It's a lot, but...) The idea is: open each page and click "What links here": if there's none, it should probably be deleted; if there's some, then possibly they should be renamed and then the redirect page deleted. At time of writing, there are more than 200 pages that contain "redirect" but aren't caught by that search.)

Add a bunch of templates to Category:Icon templates.

Arguably Template:Grade doesn't need to be used in some of the places it's included (e.g., PSP:Traps, PSP:Skills).

Template:Bar should be replaced by Template:!. Unfortunately, {{bar}} is used in a number of places.

Remove Category:Userbox templates? (Don't forget to remove this from Template:Character Profile.)

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