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How to Not Fail at Sati's Playground
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Jacked Out

Joined: Apr 3, 2006
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I've posted pieces of this in other places, but I'm going to make just one post that people can refer to for when they do Sati's Playground. This is written mainly as a strategy for level 50s, but some of the things apply to all levels. Totally just doing it to be helpful (champagne room plz).

HOW TO GET THE BOXES/TURN IN YOUR ITEMS TO GET CLOTHING
At the Coordinates in the Mara district X:320 Y:1 Z:-140 are the collectors and vendor dealing with Sati's Playground. From the Vendor you may buy the boxes. If you want to trade your Shurikens and tokens for Female gear, use the Kunoichi Playground Assistant collector. For males, use the Shinobi Playground Assistant collector.

LOAD OUTS
So you want to prepare yourself for fighting the higher level NPCs. They seem to have even in the early level 50s a buff that makes their Ballistic Resistance/Defense, Thrown Resistance/Defense, and Viral Resistance/Defense quite a bit higher than an average NPC of that level. When dealing with NPCs level 56+, But, the resistance buff stops being a problem, and you begin dealing the minimum damage you can deal to something. However, their defense buffs all seem to scale with their level, so it gets increasingly harder to hit them if your loadout falls under one of those three categories. But if you've noticed, they get no buff it appears to their Melee Resistance/Defense. So, you're going to want at least one MA fighting the Kunoichi.

Their MA load out I highly recommend to be this (Screen shots for the learning impaired!):

In the Awakened tree:
Hyper Block (Level 5 ability, leveled to level 50)
!NOTICE! There is no evade combat loaded.

In the Corpsman branch:

Combat Training (Level 22 ability)
Revive RSI (Level 24 ability) (Note: This ability is optional. The MA, if there are 3 or more people in this group can take the option to drop this ability and load up Evade Combat or Machine Gun Fist Combo if they so choose to.)

In the Soldier Branch:

Taunt (Level 5 ability)

In the Kung Fu Grandmaster branch:

Wooden Dummy Drill (Level 46 ability)


Now, the person using this load out will be called "It's your fault the NPC killed me" or "The Tank" for short.
To use it, the Tank will want to be the one to drop the box that the team will work to beat. This is because the Kunoichi that pop out of the box will automatically attack the person who dropped the box as soon as they appear. As soon as the Kunoichi appears, the Tank should interlock it and begin beating the Kunoichi senseless. When healed by the other party members(Their load outs detailed later in the guide) the Tank will occasionally need to use the Taunt ability to keep the Kunoichi attacking them, so they don't roll out and attack the other members of the team. As the Tank, it's your job to make sure that the Kunoichi is attacking you, and only you at all times. Occasionally you'll have to roll out and re-apply your Combat Training buff. If you're not slow, you can easily just roll out and get off the CT buff on yourself before the Kunoichi re-interlocks you. If you're having problems getting it off, have someone else from the team interlock the Kunoichi. The Kunoichi will be delayed for a few rounds from rolling out to interlock you again, giving you time to get back IS. As the Tank, it is important that you NEVER SIT EVER unless you can react properly to a Kunoichi rolling out and throwing a Shuriken at you. If you need to re-apply your Combat Training buff, sit on block for a few rounds before rolling out if you are out of IS. With some of the higher level Kunoichi, you might have to occasionally heal yourself while you're in interlock. Simply use the ability "Group Heals 2.0" while in interlock a few times to heal yourself. If your group is on the ball, you should never have to do this.

Now, everyone else in the group will want to be loaded with the following:

In the Awakened Tree:
Evade Combat (Level 1 ability)

In the Corpsman Branch:
Revive RSI (Level 24 ability)
Weapon Boost (Level 28 Ability)

In the SMG Specialist branch:
Full Auto Redux (Level 46 ability)

You will be the "Clamor Spammer". Your job will be oh so difficult. Your job is to sit there shooting the Kunochi with a dual SMG of your choice (Probably the Clamor because they are overpowered and you know it you cheap little...) on speed tactics. When the Kunoichi is dazed, you let off a Full Auto Redux on it. Repeat. Occasionally, your Tank will take damage. It falls upon your duty to use the Group Repairs 1.0 or 2.0 ability to heal them back up. Try and keep the tank topped off at all times. Whenever you run completely out of IS, feel free to sit down and regen your IS back. But, only do this if 1) Your tank is above 3/4 HP and 2) If there are no Kunoichi out of interlock standing around you. If your tank or someone else dies, simply use that Revive RSI ability to pop them back up. Don't forget to actually keep the Weapon Boost buff on yourself at all times, and you'll do just fine.

KNOW YOUR ENEMY
The Kunoichis have only one out-of-interlock attack: A Shuriken (DPS aprox 121). They can only use this out of interlock, so the key to beating them is to have them always in interlock, with the Tank taunting every couple of rounds. It has a  use timer of 1 second, and a re-use timer of 3 seconds. That means, expect a shuriken tossed at your poor character every 5 seconds if it's out of interlock. In the low 50s they do 600-700 damage per toss. They increase in damage by about 20 points with every level increase of the Kunoichi. The level 100, by contrast, does an average of 1600 damage per throw.

In interlock, they use the Karate Martial arts. They do at about level 55 250 damage speed attacks in interlock (against someone with maxed Melee resistance). They have access to every interlock ability that a Karate Grandmaster would have. Their damage average increases by about 10-20 points per level. For an exact breakdown of the points they get added per level, here's it is(Note: The math is slightly off):

Melee Defense (+0.92pts)
Contested Withdraw (+1.46pts)
Thrown Defense(+0.92pts)
Melee Accuracy(+1.3pts)
Viral Defense(+0.92pts)
Melee Damage(+0.58pts)
Ballistic Defense(+0.92pts)

For an idea of what you're fighting I'll break down the stats I obtained "through fighting them" >_>

Thrown Accuracy (+3pts)
Thrown Resistance (+8pts)
Movement Speed (+0.50%)
Thrown Damage (+4pts)
Viral Resistance (+8pts)
Thrown Defense (+2pts)
Viral Defense (+2pts)
Sneak Attack Detection (+4%)(maybe)
Ballistic Damage Resistance (+8pts)
Stealth Detection (+2%)(maybe)
Ballistic Defense (+2pts)

These bonuses are per level. So, you need to plan accordingly. To view everything you have in points, while in game press "P" (default key) and goto bonuses. You'll be mostly interested in the things with "pts" next to it, not "%". There's not many ways around this, but the load outs I have stated above seem to be the most efficient load outs in terms of taking them down.

LOOTING

If you're having problems with the loot drop rate, just get a few lower-level players affectionately called  "Lowbies" to attack the Kunoichi.

If you have say, a level 1 and a level 50 attack a level 25 Kunoichi, you get the drop as if a level 25-ish killed the Kunoichi. The trick is the Lowbie has to hit the Kunoichi at least once for the drop rate to be affected. The Lowbie does not have to be on your team for this to work. This will only work for getting Shurikens from lower level boxes as a 50, and does not seem to increase the drop rate of Shurikens for the Black Kunoichis.

The Average drop-rate for a Kunoichi Grandmaster box is 10 Shurikens per box. That, for the mathmatically challenged, means 1 out of 2 Black Kunoichis have a Shuriken on them.

ZOMG HOW TO GET THE PINK BOX AND YOUR *CENSORED* PINK GI
You'll need the Daimyo box for this, the load outs and strategies mentioned above, and 2-3 hours of free-time on your hands. The Kunoichi increase in level with each successful wave completed. As they increase in level, their Ballistic, Viral, and Thrown defense will increase and their Melee and Thrown damage will increase. If you're the tank, get your Melee and Thrown resistances as close to 200 as possible.

Alternatively instead of another Clamor spammer, you may substitute in an Upgrade Master instead. Their job will be to make sure the Tank stays topped off in health and that every person attacking the Kunoichi has the Upgrade Master and Efficiency buff on them.

IMPORTANT: As of writing this guide, the boxes are bugged. If you want to get the reward from this box, you will need to complete this box in 91 minutes. That means you need to spend no more than 3 minutes per spawn. To do this, you're going to need TWO teams to complete it within that time limit, if not more people.

After completing the Daimyo box successfully within the time limit, you will get from the safe at the end that contains the pink box. Drop it, kill each spawn wave, and you will be rewarded at the end of THAT box with a Pink Kunoichi doll. Goto the collector location mentioned above in the guide to get the Pink Gi. Yay. No, it doesn't sparkle. Yes, it has pants on it.

A vury special thank-you to Mathalos for co-formulating strategies to effectively fight the Kunoichis. And thank you me for taking the time to type up this guide.

Message edited by Zudrag on 07/07/2008 23:02:14.


Fansite Operator

Joined: Jun 17, 2006
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Awesome guide SMILEY



Vindicator

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Nice Guide! SMILEY



Virulent Mind

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Yes, nice guide! It worked well tonight.  Also had the majority (if not whole) of the roof covered with clamor spammers!   =P  SMILEY

 

SMILEY


Message edited by ANGEIiS on 07/06/2008 22:27:43.



Transcendent

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Nice Guide.

 Now to improve upon it.

Ok i pretty much took this guide which is very good and improved on it.

 Basically you can do the boxes in about 50-55 mins with a 3 man team

Team structure

1 Full Kungfu GM with piston kicks and Wooden Dummy and also ki charged punch in karate load any other ma abils you want but make sure you have taunt

1 Full SMG specialist for this load you dont need to bother with side abils or any of that just straigh smg with FAR and FA loaded and sniper buff and first rifle man ability and first gunman ability at least then load what ever after that

1 Upgrade Master with Combat Aura 1.0 and also area heals.

ok heres the key the um should wear all the IS regen gear he has and always keep combat aura running its best the UM is stated for ma as the acc boost is based on the UMs stats so stated as an Ma give Ballistic accuracy and melle accuracy.

then all you do is UM and efficiency buff the gunman and health regen 2.0,  efficiency and um buff the ma then ma interlocks while um and gunman shoot, gunman on power, UM on speed. so you can get both dazed and staggered states. this allows you to get more specials in.  UM needs to keep the combat aura up at all times as this is effectivally the same as the patcher hybrids zudrag mentioned.  if the UM needs to regen IS sit for short spaces of time i find the pecks shirt is very good for IS regen and also the prison mastery device. keep killing and voila youll eat through a GM box in 50-55 mins with 3 members.  To add more members just keep adding gunmen as zudrag mentioned


Message edited by ExternalError on 07/07/2008 01:33:22.



Femme Fatale

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That way will work also but the problem is you'd have to keep the entire team very close to the UM in order for it to work.  Also if the UM takes a break to sit and gets hit by an unlucky shuriken, everyone else is left high and dry.  The advantage of Zudrag's method is not only room to move but that every team member has the ability to support the others via Revive and Heals. 



Transcendent

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thats what taunt is for the loadout works so far weve done about 15 boxes with no wipe yet

Message edited by ExternalError on 07/07/2008 04:11:39.



Jacked Out

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Straight SMG loads on power don't have nearly the same accuracy as a Gun CT sitting on speed.  Same with the MA CT, if you hit less you do damage slower as well as not getting that many states.

As for the UM, loading bolster health for the gunmen is pointless as the higher level ninjas will kill you in 2-3 hits anyways.  Not to mention that this is quickly remedied by loading rez.

Message edited by Tenshi on 07/07/2008 05:44:27.


Transcendent

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1 bolster health is for MA and its there just to give the UM a little breathing room for heals and such

Gunmen only have UM and efficiency

2 combat aura makes up for the hybrid loadout run it and see have a UM with combat aura stated as an ma you will get pretty much the same acc as you would running patcher fu with more damage and more state specials to use for combos.  also 1 UM gives a full team of gun men and ma the same buff as combat aura 1.0 gives both ballistic and melle acc.

 Im not slating Zudrags loadout as its a good load what im doing is trying to improve on it so that its more versatile with what people can load.  for instance not everyone has every ability lvled my way they can focus on what abilitys they have best.  and pluss what damge do you get on your FAR as a gunmen against the lvl 70 my best is 162 without od dana with zudrags load i was getting 116 so thats 46 damage a hit which is about 1.5% of the npc health doesnt sound like much but it knocks time off over all. plus the does more damage also because he has full load and acc buff from combat aura 1.0

 tenshi before you knock something get your facts right if you knew the buff combat aura gives your argument would be null and void. Cadsuane at least came up with a constructive argument.


Message edited by ExternalError on 07/07/2008 06:10:02.



Systemic Anomaly

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Nice work, Zudrag.



Jacked Out

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Yeah you can use that, but you have no redundancies. That's the problem. You NEED other people with rez and heals, because stuff happens. The higher level NPCs can and will throw out a Ki-charged foot sweep and a wrist throw, insta-dead player. When having some kind of system, I like to put in redundancies. If one fails, there's others to back it up. So not just one player is the healer, not just one is the rezzer, not just one is the DPS, ALL of them are. It's very, very hard to mess it up.

We do a GM box fine in about 50-60 minutes with just a Kung Fu/CT and SMG/Weapon boost with only 3 people.

Message edited by Zudrag on 07/07/2008 09:55:23.


Jacked Out

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ExternalError wrote:

1 bolster health is for MA and its there just to give the UM a little breathing room for heals and such

Gunmen only have UM and efficiency

2 combat aura makes up for the hybrid loadout run it and see have a UM with combat aura stated as an ma you will get pretty much the same acc as you would running patcher fu with more damage and more state specials to use for combos.  also 1 UM gives a full team of gun men and ma the same buff as combat aura 1.0 gives both ballistic and melle acc.

 Im not slating Zudrags loadout as its a good load what im doing is trying to improve on it so that its more versatile with what people can load.  for instance not everyone has every ability lvled my way they can focus on what abilitys they have best.  and pluss what damge do you get on your FAR as a gunmen against the lvl 70 my best is 162 without od dana with zudrags load i was getting 116 so thats 46 damage a hit which is about 1.5% of the npc health doesnt sound like much but it knocks time off over all. plus the does more damage also because he has full load and acc buff from combat aura 1.0

 tenshi before you knock something get your facts right if you knew the buff combat aura gives your argument would be null and void. Cadsuane at least came up with a constructive argument.

Your post says health regen for the gunmen which i mistook for bolster health, as for getting breathing room for heals one of the advantages to a gun CT is that they all have heals loaded, should the UM ever need help with them any one in the group can pop a group repairs 2.0.  You said UM would load only Combat Aura 1.0, I know what buffs those give as we used to do Raeder with a few gunmen and a healer loaded with both combat auras.  I don't know what clothing/guns your using but the gun CT's were getting around 145 - 160 dmg. 

I do know my facts and I'm not knocking anything, merely pointing out some apparent flaws to improve upon your load, please save the hostility as it would be a shame to get this thread locked/deleted.

Message edited by Tenshi on 07/07/2008 12:47:59.


Virulent Mind

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Zudrag wrote:
Your job is to sit there shooting the Kunochi with a dual SMG of your choice (Probably the Clamor because they are overpowered and you know it you cheap little...) on speed tactics.

Zudrag accusing other people of being cheap, lawl.  Seriously though, thanks for posting this, it's a nice guide.  However, there is one comment I'd like to make.

If you're doing the box with the NPCs that go from level 51-70, I don't think it's really necessary for the MA/tank to have Combat Training loaded, as long as he or she has MA stats.  I did one of them using the same MA loadout that I use for PvP (which does not include Combat Training), and my state specials almost never missed.  Also, since I was using a full MA loadout, I could use stagger and off-balance specials sometimes, and it wasn't quite as boring as using WDD and Dim Mak over and over again.




Jacked Out

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You just have a better chance of hitting it with MA/CT, and don't sacrifice that much damage.


Jacked Out

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Updated the guide with a new section: Know your enemy.

Edit: Added the Karate increase per level thingamajig.

Message edited by Zudrag on 07/07/2008 17:25:23.
 
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