As we all know, ‘hyper’ has been a hot topic for quite some time now. Despite that some evidence of its functionality has already been recognized, there has still be controversy on its true ‘activation’ requirements. It was originally proposed in Strategy 006 that the prerequisites were the following: (1) the accumulation three deaths, (2) expended job abilities, (3) the use of a petra shovel, and (4) being on the losing team. However, from further experimentation, not all of these clauses are true. In fact, it seems as though the requirement of three deaths has been proven otherwise. Time after time, many of us have witnessed players achieving ‘hyper’ in Diorama with only a single death. On the contrary, it is seemingly ‘more difficult’ to achieve hyper in OMs (official matches). It turns out that during the original testing, the match duration was set to one hour while standard Diorama games are either 15 or 20 minutes in length. A plausible explanation is that there is a mathematical relationship between the game duration and the number of deaths required to achieve ‘hyper’. In OMs, perhaps the three deaths rule still holds true, but in Diorama, only one death seems to be necessary to achieve ‘hyper’—at least in terms of obtaining Revitalizers.




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