Name: Keilyn 
Date: 03/20/2015
Guide: "Anga Farming" (Version 1.0)

Section 1 - Introduction
Anga is currently the only way to have a chance at a 13* weapon drop, and predominantly the reason most parties play Ultimate Quest (UQ) in Phantasy Star Online 2. Due to the fact that Anga appears as part of an Emergency Code, the community has developed a method for hunting down and destroying Anga. 
This guide is about learning about Anga Farms and Surviving
Section 2 - Location and Party Formatting
Ultimate Quest (UQ) Blocks are currently blocks 25, 26, and 27. When UQ originally was released, the community chose block 27 as their main stomping ground for Anga Farms. 
In order to create an Anga Party, the community has decided on a formatting pattern as a form of inclussion towards anyone in the block who is Anga Hunting.
The format is: 
アンが　or あんが　
followed by a colon (:) and two letters, either X or O. X means that Anga has NOT been found, while O means that ANGA has been found. If Anga has been found, one uses 24 hour clock and Japanese Time to identify the time Anga was sighted. 
An example of this at 1PM Japanese time would be the party name reading as 
アンが:O (13:00)
otherwise, a lot of party names would be simply 
アンが:X
This is done for two reasons. 
a) Solo Runners will search for Anga, attempting to cover the map. If a runner encounters Diabo, or an Omen, then the runner will throw a telepipe and restart the run from the campship. 
b) Many Anga Farms involve multiple sightings of Anga simultaneously. The time record is there to make sure that one can keep track of the sightings in progress. One can see as many as three seperate sightings of Anga occuring at the same time. 
Party Comments: 
In my original scatterbrained guide on PSO-W, I had forgotten the party-formatting for the comment section. PSO-W Member Shinamori posted to put the following in the party comment: "10人↑　2５０ポイント　ぱす： あんが".
Shinamori is correct on this. Without this party description, the players do not know what is being attempted, and must accompany the party name. 
Party Password: 
Many Parties use Anga, A or AAA written in hiragana, such as, あんが、あ、あああ
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Section 3: Running Anga Farms 
If one encounters Anga, they are to change the party name from the "searching/not found" status to the "found" status. 
The founder is required to wait in the campship until there are at least eight or ten players in order to minimize the time used on buffs. Most players will be gathered at the beginning of the map. This is the perfect time to buff and run together. 
Players MUST acquire 250 points ONLY from killing Monsters. Completing Emergency Codes ADD to the Total Number of Acquired of points, but only kills against monsters will allow for the maximum drop capacity and rate from Anga. This was implemented by SEGA in order to force players into actually playing the map. In other words, players used to just rush and kill Anga, and SEGA felt the need to punish players by thinking that adding a Kill Requirement would stop players from doing the absolute minimum to farm Anga. 
An example....
If a player or party is up to 200 points and an Emergency Code is completed awarding 500 points, thus bringing the tally to 700; the player still must obtain 50 points in order to reach the 250 points required from only killing monsters. (Note: I did not want to write monster kill, because I would feel inclined to think this was Unreal Tournament and was killing plenty of enemies at the same time) 
Weapon Recommendations:
Players will be required to bring a Light Element weapon for fighting Anga and darkers, as well as Ice Element weapons for dealing with the transformed native mobs. All mobs are altered versions with similar, but faster behavioral patterns and response time than their non-UQ counterparts. The way the mobs are staggered are generally the same, but with one major change...
UQ is designed for 12 players, and so all mobs have the equivalent health to bosses in 12 man EQs. Expect twelve times more health per enemy faced. 
Advice on Encounters:
UQ-Gorangos: These enemies are responsible for killing most players. A simple Nazan or Gunslash PA will Stagger them. They recovered from staggered quickly! These enemies can and will spin as much as possible in an endless cycle unless staggered. 
UQ-Mammoth: Lots more health, defeated in the same way as regular mammoths. Do hit their weak points as much as possible. They have a ton of health. 
UQ-De Mammoth: Usually one fights two of these at the same time. Everytime they land on the ground it counts as a stomp that hits for AoE damage. Like their non-UQ counterparts, they also have a charge attack. Fight these enemies on Uneven ground to prevent their stomps and swipes from killing you. These bosses have been responsible for killing my character with Deband Toughness/Cut and runnign with 1800 - 2000 health, all due to the fact that one can sustain multiple hits without being in a downed-state from these enemies. 
UQ-Rockbears: These enemies have Bayari Souls. They are faster and usually attack in groups of three from what I've seen. They are very fast and getting between two of them is not a good idea unless you have an attack planned. Also, they can be locked on by ranged players which is a really big help at striking weak points from a distant. 
Diabo: Encountering Diabo or rare variant is a signal to restart the map. 
A lof of trash mobs can be pulled with lesser effect on Zondeel. Having players who have a high proc rate of freeze really helps as well as Shock. Ultimate Quests have a very high ceiling on the maximum amount of on-screen mobs that can exist at the same time. It becomes extremely easy and common for fifteen to twenty enemies to be on-screen at the same time including bosses. Clearing mobs is important as mobs will get the MPA killed if they are ignored. 
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Section 4 - Fighting Anga 
Once all players obtain 250 points, they announce it in Area Chat. When everyone is ready, the players head together to fight Anga. 
Anga has the capability of ADAPTING to three attacks. Usually the most frequent and most powerful attacks are what Anga Chooses. This can include Weapons, or Elements themselves.
Confusion status from illgrants WILL stagger the boss, causing Anga to fall on the ground and its weak points exposed for the world to attack with ease. However, be careful as too much illgrants will cause Anga to adapt to Light Element, meaning all weapons that hit Anga will function as Neutral Weapons. 
The one attack that players really have to watch out are the Gravity Wells. Eventually Anga will generate gravity wells that are very wide, causing a ton of damage. This is by far the most damaging attack in the entire MPA. This is the one attack that even with 1800 - 2000 health and max buffs can actually down me pretty quickly. Find an invulnerability and escape from it. My advice is to watch the area under your feet. 
Also, Anga loves to move around meaning that a good way to minimize movements is to fight Anga in a tunnel or against a wall. While players are more vulnerable to area damage in this state, players can easilly focus Anga while the techers focus on keeping the health of the party up. 
Also, attacking the Orbs/Disks around Anga disrupts its attacks, abilities and most of all, its ability to adapt to attacks.
Also, one kicker to mention which I did not before.....Anga can show you extreme hate by locking weak bullet to a player. This is usually done to players who have aggro. Unless this player has high health and good defense while Weak Bullet, stay away from Anga. Of course, if the player is running Limit Break and would die from one hit anyway....Keep on going since the situation for that player does not change regardless if weak bullet is on the player or not. 
Anga is like Cougar NX where it will "Die" once signalling the beginning of the second phase. Best Advice I've given is to be aware of your surroundings, have a good party composition and trap it and one can slay Anga in as little as two minutes done right.
Ok, so what does this all  mean? 
Example: 
Anga attacks, and 10 DPS Techer/Bravers appear....We now see around 10 Katanas attack Anga at the same time. Now Anga Adapts to Katana turning all your katana-based damage into kitty litter. Of course, you still have bows, wands, and illgrants. Anga can only adapt to three attacks at a time. 
If you are in a wide place Anga can move around forcing the party to move to Anga's Location. If the party can knock it down with Illgrants, one can slay it pretty quickly. However, now Anga Adapts to Light....
One way to fight Anga is to also TRICK Anga into adapting to useless weapons. All one has to do is use a shit weapon or element to eliminate its resistances. I've seen players fool it into adapting to Ice because of players using Ice weapons around Anga to kill mobs. Just remember that MOBS around Anga SHOULD BE DEAD prior to fighting Anga!
Anga is dead...Now what? 
Do not shatter the crystal yourself unless you are a designated crystal breaker. Some Anga Farms will have a person geared to Shatter the crystal to provide max drops and chances for players to gain things. Also, five or ten seconds usually are given to players so they can apply their Rare Drop Rate buffs. This is done so that players can maximize buffs by starting a buff AFTER killing Anga, and not before. 
After Anga is dead and the code is completed, stay on the map. There is a chance another ANGA will spawn that is even more powerful and yield a higher drop rate. Players will not need to attain another 250 points in order to receive maximum drops from a second Anga. 
If the second anga spawns, go for it!
Otherwise, please be sure to reset your room name to "X" status and start another run. In short it will be named アンが:X again.
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Section 5: CheckList on Boosts
1. Timed Abilities on Units (Nab Ultimate) - Rare Boost + HP
2. Premium Drink 
3. +250% Boost
4. Daily Boost at 30%
5. Triboost +100%
6. Both Charms from Zieg + Vraolet and Monkey King Bar in Inventory 
7. At least one player with Umbral Stick who will shatter the Crystal
8. Main weapon with Lucky Rise
9. DO NOT BRING LUCKY RISE UNITS that have not been Grinded or Crafted to Legitimate Defense Standards. Japanese players can, and will blacklist for that. It is considered a type of leeching when that is done. Save that for Team Runs where the team coordinator actually allows it.
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Questions for future versions:
1) Does Ideal weapon potential work on Ultimate Quest Bosses?
2) Will SEGA add the token system to Nab UQ eventually? 

Section 6 - A parting gift from myself to you
(THIS SECTION NEEDS TO NOT BE READ IF YOU ARE IN A HURRY. THIS IS A GIFT FROM ME TO YOU. ONE DOES NOT HAVE TO ACCEPT A GIFT. ^_^)
Due to this UQ being about controlling spawns through conditions as well as working with drop rate, I am going to teach you a mathematics formula that is MEANT to be used with Calculators. I explain this formula to many students because it teaches counter-logic and reversals. 
In short, we are approaching a problem by solving for its OPPOSITE in a very neat way that exists in Mathematics as well as investigative services, and strategem training. (all of which I excel at) 
In probability we calculate the odds of a single occurence by multiplying all percentages as decimal point numbers or fractions.
For example: If we have two paths to choose from and a 50% chance that entering one path will give us a rare boss. The chances for us finding that rare boss is 1/2 * 1/2 = 1/4 or .5 * .5 = .25 
However, the question that every gamer asks when dealing with drop rates or conditions has always been: 
For Conditions: 
"If I hit an enemy with a condition-causing tech X amount of times at Y percentage chance of proc'ing, what are the chances the condition will PROC AT LEAST ONCE?" 
We look for "At least once" because "once is all we need"
For DROP RATE its 
"Given that I kill an enemy X amount of times, and the drop I want from the enemy has Y percentage-chance of dropping, what are my chances that I will see that drop at least once?" 
We all want to know this...for time calculation, as well as build min-maxing.
Once is ALL THAT WE NEED. We get happy and feel accomplished every single time we win against RNG, so take it one step at a time. 
Here is how we calculate our drop rate...

1. We have to realize that we are going to use Counter-Logic. In short, we are going to solve this problem by actually SOLVING FOR THE OPPOSITE. In Math we use parenthesis to prioritize what is inside. 
This is because there are always two questions:
Asking me "What are the ODDS that X will occur?" is the very same as asking me "What are the ODDS that X WILL NOT occur?" The two go hand in hand since percents go to 100. In the above example, with the two paths we knew we had a 25% chance of occuring. This also means we had a 75% chance of NOT occuring. 
2. In Calculators we use the "^" sign to mean an exponent:
In the above example we have:
(50/100)^2 = .25
Suppose we used a Tech with a 20% chance at proc'ing a condition.
We know that we have an 80% chance of failure as well...
3. I now will introduce you to REVERSAL, opposites, Counter-Logic. In Mathematics we use "1 - " and its pronounced as "One minus" 
Check this out: 
1 - (80/100) = 20/100 (or 20% chance of occurence)
Isnt that neat? 
Now that we have parenthesis, instead of making some super long binomial series, we can actually simply just multiply exponentially the amount of times we tried BASED ON FAILURE RATE rather than success rate and since we have "One minus" in the beginning to reverse things...we end up with our answer. 
So now lets have some Math Fun....
In all of these ENTER THESE ON CALCULATORS. This formula is INTENDED to be used on Calculators. In Calculators you will be using a Key that reads as X^y (notice I explained what ^ is earlier. It is the symbol for exponent, and it should be treated as X raised to the Y power. X is the number that you currently entered and Y will be the power itself. All of these work on WINDOWS CALCULATOR
This first Argument is highly common due to how logical it sounds, however this is not the case when math is applied. I am sure everyone who reads this has seen or heard this argument at least once. 
Argument 1: 
Hey!!! If an item has a 10% drop rate, meaning 1/10th, if I kill the enemy 10 times, it should be 10/10 and I should at least see the drop once, right? 
Lets set up the problem: 
1 - (Percentage of Failure)^(# of attempts) = ??? 
1 - (90/100)^10 = 0.6513
Multiply by 100 (or move the decimal point to places over) and we end up with: 
65.13%
This is also the SAME ANSWER if you used a tech with 10% condition proc rate to hit an enemy 10 times with it. It is also 65.13% chance to see it proc at least once.
So it does not drop, the player wonder "What gives????What the hell?" So the player decides to try two things. He or she will run 10 more runs...hoping to get lucky. 
1 - (90/100)^20 = 87.84%
This is a much better chance, but we know how drop rates can really be screwy too. 
What if we used a 100% booster to double our chances? and we ran 10 times? 
1 - (80/100)^10 = 89.26% 
(I guess boost week is better :) ) 

Argument 2: A friend once made an argument with me. A type of craft, has a 35% chance of victory against another. For years this was the case on a certain scenario that plagued the strategem in armored combat. The question was raised "cant we just fight back to back?" and I said 
1 - (65/100)^2 = 57.75% which the odds are good,
unfortunately there is a fallacy involved with this and it deals with environments and situations. An attack has to hit, and it has to cause damage, and we assume that the 57.75% odds exist because the first armor hit the enemy before it was destroyed. If the armor was destroyed before it could hit the enemy, the attempt does not count and both units will be destroyed. 
This is an example of considering other variables in play. Attacking an enemy from outside their detection range seriously changes things as well as environment type. 
The reason the question "can't we just fight 2vs1?" was never asked was due to one armor blocking the firing rate of the second. 
So why is this important? 
The answer is that PSO-2 has several builds and  while some builds have a 90%+ chance against certain enemies, the numbers are different for each enemy faced. I made a Kill-Table in Guild Wars 1 due to the fact a single-class in the first Guild Wars has more build possibilities than all the classes in PSO-2 Combined.....
My chances to kill a rockbear are much higher than to kill a Falz Angel on the build I run. In fact, my build really is a nice subboss/mobbing build that also has boss slaying capabilties but not on the level of Ranger/Braver, or Techer/Braver...
Obviously those numbers are going to be different...
One can min/max based on Encounter itself (meaning we max our chances vs a specific encounter. We do this with trees and weapons....Our 50 - 60% weapons, Units, Trees...like if you change your Tree to Fire Force Tree + Techer Wind Tree as Fo/Te and enter the Forest with your Fire and Wind Weapons, you are Maxing on Encounter.
If a build does not change trees but changes weapons, one still is maxing on encounter, but this creates flexibility. A build that functions on one tree, per class but with different set of weapons for an area is said to have versatility and flexibility. 
By knowing which bosses and situation we perform the least we can decide on what to improve from ourselves. :) However, the only real way to know what a weakness is to actually encounter an enemy, fight it without outright destroying it and seeing how well we can cope. 
Lately I've been Maxing on Encounter for XH. I don't care about Maxing for SH because anything can melt SH and my rates are high there. 
A build weakness is reached if we reach and encounter or situation in which every time it reoccurs we find ourself at a disadvantage no matter what we try in the box. This is when we think out of the box to see if we can find a way to solve that problem. This is where utiity weapons come into play. I use them to get myself out of jams I can't get out of with my primary weapons. They work and are always in my pallete.
Question 3: 
The first base defense is always the toughest. No one knows what to do, how to act, nor how to truly fight. Suppose a base defended itself four times, each time it defended itself the odds of the base being lost to enemy attack was reduced by 4% on top of everything else. The base was defended six times. Initially the base itself had a 10% chance of being retained...
What are the chances that an enemy will capture the base on the seventh attack? 
Answer: 
To solve this first we know we had a 10% initial base. This means we have a 1 - (96/100)^6 = 15.06%  Now we have multipliers because I said "on top of everything" which includes the base rate. If it was NOT on top of the base rate, then it would be additive and use different formulas. 

If it were additive, it would be 15.06 + 10% = 25.6%, so an enemy will have 74.4% chance to retake the base. Much tougher than a 90% chance of taking the base. 
However we are talking about multipliers. In defending a zone, values tend to be multiplicative. 1.15 x 1.1 = 1.265. In short, we have 26.5%, meaning 73.5%
What this means is that the group itself defending the base has gotten a lot better. Has gained a lot of experience. Its a hell of a lot better than having a 90% chance to lose a base. An enemy group will think twice about attacking simply because a base was retained six times..
Why is this Important? 
The answer is because we are currently going through challenge and the longer the group stay together and works together, the farther that they get. Also, regardless how good a group can be, one can hit a ceiling.
There are ceilings in ultimate mode but those are being broken due to 13* weapons and better gear appearing all the time. Fighting an Enemy 1 v 1 and knowing individual rates is one thing. Analizing the rate of a group vs group encounter in a defensive or offensive zone is another thing altogether. 
Going back to challenge...Notice that on Day 1 the average group managed to get to Area 5. Today, the odds of finding a challenge group that can make it to A8 - A9 is a lot higher than on Day 1 due to the average person's experience increasing and getting to know the area, adapting and composition. 
Why do I need all three examples? 
Our probabilities to find a drop, proc a condition...along with our probabilities and chances against enemies 1v1 and our chances Group vs Group. This is extremely important in challenge and it becomes intuitive at one point. However, not everyone thinks the same way. Basically information such as this can point out in Challenge (and other areas) wether composition is the problem, Individuals are the problem (not pulling their own weight), if the run is worth the time or the build is worth the time...and can lead to determining ones level of contribution. 
There are games where I've loved builds and found mathematically that as much as I love a build or a weapon that I WAS THE PROBLEM on why a group was not moving forward, and against my better JUDGEMENT had to actually play a style I did not want in order to WIN. 
This is a primary reason why I left Guild Wars 2, and there are many events in many games I do not run. I love playing support and many games are ditching support for pure DPS. 

YAY I'M DONE~~!!!!
*Does the Pouncy-Pounce!* 
Friend: What the hell happened? We had a full bar in A5...and lost~!
Me: Forget Otsukaresama Deshita!!! That run deserves a FakkuiuuSama Deshita!