As of November 11, 2012, the PSUPedia and its affiliated wikis have made the transition to read-only mode. While edits can no longer be made, we hope you will continue to enjoy the data collected by the community for years to come!
From The PSUPedia
- Rogadukuc fire/ice/lightning
- Shaguc ice/dark
- Shag Hoc light
- All Freeze, Shock, Sleep, and Stun levels are an educated guess, based on the patterns established by other, verifiable status effects.
- No S-rank effects or SE levels have been tested.
Firing patterns should be all good.
(The following isn't too pretty, but it is a concise summary of the data.)
Kubara weapons are mostly too few and far between (i.e., there's often only one weapon with the same pattern & interval) to warrant summary in the table; these details will be given on the individual RCSM pages.
|One shot||1 seconds|
|Two rapid shots||1.5 seconds|
|Three rapid shots||~2 seconds|
|Penetrating laser||~1 second|
|Three-way shot||1.5 seconds|
|Four-way shot||~1 second|
|Five-way shot||1 second|
The following tables identify the Status effect that may be inflicted by a weapon with a given element from a given manufacturer. In the "Kubara copies" tables, the manufacturer icon indicates the manufacturer that made the original weapon that Kubara copied (e.g., Graldikuc, being a copy of Graldike, would fall under GRM).
Note that unique Kubara RCSMs (the Sega systems, Sonichi, Opaopa, and Preta) do not necessarily conform to the "Kubara copies" tables (the Sega system weapons may correspond to the GRM/Tenora tables (confirmed Shock & Freeze SE)).
|GRM / Tenora||Kubara copies|
The following tables identify the Status effect that may be inflicted by an RCSM with a given element from a given manufacturer.
Note that unique Kubara weapons (the Sega systems, Sonichi, Opaopa, and Preta) do not necessarily conform to the "Kubara copies" tables (the Sega system weapons may correspond to the GRM/Tenora tables (confirmed Shock & Freeze SE)).
The following table identifies the status effect levels of certain types of RCSMs for a given weapon rank.
This is checking what element does what, and if everything induces a SE. In a couple of cases, I didn't notice any SE. Either that R-Mag doesn't inflict any SE, or I missed it. In these cases, I'll try to get a few more of these R-Mags with different elements and see if I don't get a SE.
(Pertinent and complete data in a text file on my computer. Unconfirmed: Rogadukuc fire/ice/lightning, Shaguc ice/dark, Shag Hoc light. Also, all Freeze, Shock, Sleep, and Stun levels are an educated guess, based on the patterns established by other, verifiable status effects.)
Ideally, shot interval would be defined by frames. "~X sec" means "between X and X+.5 seconds" (X+.25 would probably be a good guess most times, but this is difficult to pinpoint).
I tried a few times to average some number of shots over the time to fire them all (e.g., 5 shots in 5 seconds), but I didn't usually get results that corresponded well to the singular measurements. I don't entirely trust the online stopwatch I was using (at least over those longer intervals), but I don't currently have the means to effectively create my own solution. Also, as I mentioned above, the interval should be defined in frames, so IMO some inaccuracy is acceptable as long as we're using the less ideal measurement.
Pen = penetrating
Burst = X shots in quick succession