Difference between revisions of "Weapons (PSO2)"
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Certain weapons have inherent properties called Potentials which can be considered as an additional skill for the player, so long as the weapon is equipped and drawn out; they range from damage buffs, to utility skills like improving healing items. | Certain weapons have inherent properties called Potentials which can be considered as an additional skill for the player, so long as the weapon is equipped and drawn out; they range from damage buffs, to utility skills like improving healing items. | ||
− | The Potential can be unlocked for the weapon after the weapon is grinded to +10, for Old Type Weapons, or if the weapon reached +10, +20, and +30, for New Type Weapons. There are four Potential types currently in-game: Normal, <span style="color:red">Hidden</span>, <span style="color:green">Weaponoid</span>, and <span style="color:purple">Arena</span> Potential; Normal Potentials require Photon Spheres to unlock, Hidden Potentials require Photon Boosters to unlock, Weaponoid Potentials require Weaponoid Boosters, | + | The Potential can be unlocked for the weapon after the weapon is grinded to +10, for Old Type Weapons, or if the weapon reached +10, +20, and +30, for New Type Weapons. There are four Potential types currently in-game: Normal, <span style="color:red">Hidden</span>, <span style="color:green">Weaponoid</span>, and <span style="color:purple">Arena</span> Potential; Normal Potentials require Photon Spheres to unlock, Hidden Potentials require Photon Boosters to unlock, Weaponoid Potentials require Weaponoid Boosters, and Arena Potentials require Arena Boosters. |
− | + | Potentials can reach a maximum level of Lv. 3. To unlock Normal, Hidden, and Arena Potentials, 3 Spheres/Boosters are required to unlock Lv. 1, 4 are required to unlock Lv. 2, and 5 are required to unlock Lv. 3. In the case of Weaponoid Potentials, 1 Weaponoid Booster is required to unlock Lv. 1, 3 Boosters to unlock Lv. 2, and 5 Boosters to unlock Lv. 3. | |
Should a weapon have multiple Potentials, an option in the Item Lab is available to switch Potentials. | Should a weapon have multiple Potentials, an option in the Item Lab is available to switch Potentials. | ||
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*The parenthesized values for Bullet Bows are values when the attack is charged. | *The parenthesized values for Bullet Bows are values when the attack is charged. | ||
*The Dodge-Attack of Wands can only be done if Wand Lovers is activated. | *The Dodge-Attack of Wands can only be done if Wand Lovers is activated. | ||
− | *The Jet Boots Weapon Action is the | + | *The Jet Boots Weapon Action is the multi-kick attack performed when activating Branched Action from the user's Normal Attack. |
==Normal Attack Magnification== | ==Normal Attack Magnification== | ||
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| style="text-align: center;" | Bare Hand PA: 250% | | style="text-align: center;" | Bare Hand PA: 250% | ||
|- | |- | ||
− | | rowspan="2"| {{icons|Swords}} Sword | + | | rowspan="2" | {{icons|Swords}} Sword |
| style="text-align: center;" | Aerial | | style="text-align: center;" | Aerial | ||
| style="text-align: center;" | 154% | | style="text-align: center;" | 154% | ||
Line 225: | Line 225: | ||
| style="text-align: center;" | - | | style="text-align: center;" | - | ||
|- | |- | ||
− | | rowspan="2"| {{icons|Twin Daggers}} Twin Daggers | + | | rowspan="2" | {{icons|Twin Daggers}} Twin Daggers |
| style="text-align: center;" | Aerial | | style="text-align: center;" | Aerial | ||
| rowspan="2" style="text-align: center;" | 42% x2 | | rowspan="2" style="text-align: center;" | 42% x2 | ||
Line 236: | Line 236: | ||
| style="text-align: center;" | 45% x2 | | style="text-align: center;" | 45% x2 | ||
|- | |- | ||
− | | rowspan="2"| {{icons|Double Sabers}} Double Sabers | + | | rowspan="2" | {{icons|Double Sabers}} Double Sabers |
| style="text-align: center;" | Aerial | | style="text-align: center;" | Aerial | ||
| style="text-align: center;" | 56.3% x2 | | style="text-align: center;" | 56.3% x2 | ||
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| style="text-align: center;" | Katana Counter: 100% / 120% / 200% / 250% <br> (Gear 1 / 2 / 3 / MAX) | | style="text-align: center;" | Katana Counter: 100% / 120% / 200% / 250% <br> (Gear 1 / 2 / 3 / MAX) | ||
|- | |- | ||
− | | rowspan="2"| {{icons|Dual Blades}} Dual Blades | + | | rowspan="2" | {{icons|Dual Blades}} Dual Blades |
| style="text-align: center;" | Aerial | | style="text-align: center;" | Aerial | ||
| style="text-align: center;" | 56.3% | | style="text-align: center;" | 56.3% |
Revision as of 05:39, 26 March 2017
Sword | Wired Lances | Partizans | Twin Daggers | Double Sabers | Knuckles | Katanas | Dual Blades | Gunslashes |
Assault Rifles | Launchers | Twin Machine Guns | Bullet Bow |
Rods | Talises | Wands | Jet Boots | Takts |
Overview
The use of Weapons allows the players to do a Photon Art or a Photon Technique effectively. Although in the case for Photon Techniques, the Player can still perform them with their bare hands, albeit ineffectively.
There are currently 18 Weapon Types in the game with 9 Melee, 4 Range, and 5 Technique Weapon Types.
Potentials
Certain weapons have inherent properties called Potentials which can be considered as an additional skill for the player, so long as the weapon is equipped and drawn out; they range from damage buffs, to utility skills like improving healing items.
The Potential can be unlocked for the weapon after the weapon is grinded to +10, for Old Type Weapons, or if the weapon reached +10, +20, and +30, for New Type Weapons. There are four Potential types currently in-game: Normal, Hidden, Weaponoid, and Arena Potential; Normal Potentials require Photon Spheres to unlock, Hidden Potentials require Photon Boosters to unlock, Weaponoid Potentials require Weaponoid Boosters, and Arena Potentials require Arena Boosters.
Potentials can reach a maximum level of Lv. 3. To unlock Normal, Hidden, and Arena Potentials, 3 Spheres/Boosters are required to unlock Lv. 1, 4 are required to unlock Lv. 2, and 5 are required to unlock Lv. 3. In the case of Weaponoid Potentials, 1 Weaponoid Booster is required to unlock Lv. 1, 3 Boosters to unlock Lv. 2, and 5 Boosters to unlock Lv. 3.
Should a weapon have multiple Potentials, an option in the Item Lab is available to switch Potentials.
Damage Type
There are about three types of Damage in-game: Striking, Ranged, and Technique Damage.
Certain skills can only work for the specific Damage Type, like Limit Break from the Fighter Skill tree, so understanding and knowing which attacks does the type of damage can be crucial at times.
PP Recovery
Weapon | 1st Attack | 2nd Attack | 3rd Attack | Dodge-Attack | Weapon Action |
---|---|---|---|---|---|
Bare Hands | 5 | 6 | 9 | 5 | - |
Sword | 9 | 9 | 10 | 5 | - |
Wired Lance | 7 | 5+5 | 11 | 3+3 | - |
Partizans | 6 | 6 | 9 | 5 | - |
Twin Daggers | 3+2 | 3+3 | 5+5 | 5 | 2+2 |
Double Sabers | 2+2 | 3+3 | 9+9+9 | 5+5+5 | - |
Knuckles | 5 | 6 | 10 | 5 | - |
Gunslash | 5 | 6 | 9 | 5 | - |
Katana | 6 | 6 | 6+6 | 5 | 0 |
Dual Blades | 7 | 8 | 10+10 | 4+4 | 1+1, 4 |
Assault Rifle | 2+2+2 | 2+2+2 | 2+2+2 | 1+1+1 | - |
Launcher | 2 | 2 | 3 | 1 | - |
Twin Machineguns | 1+1+1+1 | 1+1+1+1 | 1+1+1+1+1 | 1+1 | 2+2+2 |
Bullet Bow | 3 (9) | 3 (9) | 3 (9) | 5 | - |
Rod | 5 | 6 | 9 | - | - |
Talis | 5 | 6 | 9 | - | - |
Wand | 5 | 7 | 9 | 7 | - |
Jet Boots | 5 | 6+6 | 9 | 6 | 10+10+10+10 |
Takt | 0 | 0 | 0 | - | - |
Notes:
- The Katana's Counter does not give any PP recovery unless the skill Counter Bonus is taken.
- The Dual Blades' PP recovery is separated for the Photon Blades and for the attack done after a DB Snatch Step.
- The PP recovered for the Photon Blades is +1, an additional +1 PP is recovered if the point of attack has a blade stuck on it. Should multiple blades are stuck, it just overwrites it and only counts as 1.
- Launchers gain PP per enemy hit. If the Normal Attack hits two enemies in its AoE, the player would recover 4 PP for the first attack and so-on.
- The parenthesized values for Bullet Bows are values when the attack is charged.
- The Dodge-Attack of Wands can only be done if Wand Lovers is activated.
- The Jet Boots Weapon Action is the multi-kick attack performed when activating Branched Action from the user's Normal Attack.
Normal Attack Magnification
Weapon | Position | 1st Attack | 2nd Attack | 3rd Attack | Dodge Attack | Others |
---|---|---|---|---|---|---|
Bare Hands | Aerial & Ground | 91% | 125% | 123% | 65% | Bare Hand PA: 250% |
Sword | Aerial | 154% | 128% | 175% | 100% | - |
Ground | 133% | 132% | 138% | |||
Wired Lance | Aerial & Ground | 105% | 69% x2 | 144% | 55% x2 | - |
Partizan | Aerial & Ground | 88% | 87% | 85% | 80% | - |
Twin Daggers | Aerial | 42% x2 | 44% x2 | 66% x2 | 68% | TD Spin : 20% x2 |
Ground | 45% x2 | |||||
Double Sabers | Aerial | 56.3% x2 | 52.5% x2 | 59.5% x3 | 32% x3 | DS Whirlwind: 55% / 82.5% / 110% x8 (Gear 1 / 2 / 3) |
Ground | 50% x2 | 45% x2 | 55% + 55% + 59.5% | |||
Knuckles | Aerial & Ground | 84% | 118% | 116% | 73.5% | - |
Gunslash | Aerial & Ground | 104% | 96% | 90% | 77% | Gunslash Shoot: 60% |
Katana | Aerial & Ground | 90% | 88% | 88% + 85% | 85% | Katana Counter: 100% / 120% / 200% / 250% (Gear 1 / 2 / 3 / MAX) |
Dual Blades | Aerial | 56.3% | 52.3% | 59.5% x2 | 32% x2 | Photon Blades: 100% |
Ground | 50% | 45% | 55% x2 | |||
Assault Rifle | Aerial & Ground | 24% x3 | 24% x3 | 24% x3 | 10% x3 | - |
Launcher | Aerial & Ground | 119% | 125% | 130% | 50% | - |
Twin Machineguns | Aerial & Ground | 13.8% x4 | 15.9% x4 | 15.78% x5 | 10% x3 | S-Roll Shoot: 13.8% x3 |
Bullet Bow | Aerial & Ground | 72% (200%) | 100% | - | ||
Rod | Aerial & Ground | 105% | 104% | 108% | - | - |
Talis | Aerial & Ground | 58% | - | - | ||
Wand | Aerial & Ground | 224% | 200% | 264% | 100% | Wand Tech-Explosions: 160% |
Jet Boots | Aerial & Ground | 60% | 106% x2 | 115% | 100% | Weapon Action: 56% x4 JB Step Jump: 160% |
Takt | Aerial & Ground | 10% | - | - |
Notes:
- Although the Bare Hand PA resembles the Knuckles PA, Ducking Blow, it does not share its multiplier.
- The Gunslash Shoot is consistent on its damage Multiplier throughout the three Attack Animations.
- The multiplier for Photon Blades are obtained per Blade, and not the cumulative damage dealt.
- The parenthesized value for Bullet Bow is for its charged Normal Attack.
- Rod Normal Attacks are S-ATK based.
- Wand Tech Explosions are T-ATK based.
- The Explosion that happens when the Player performs during a JP Step Jump is not dependent on the weapon.
- Skills that modifies the Normal Attack of the Player are not considered in this table.
- While placed in the table, special Weapon Traits are not considered as Normal Attack by skills like Attack Advance on the Braver Skill Tree. These are solely placed for documentation and comparison.
- Certain Equipments provide additional skills for the Player like the "Form" Weapon Series. They are not considered as a Normal Attack.
- Rod Shoot projectiles are not Normal Attacks.
Sword | Wired Lances | Partizans | Twin Daggers | Double Sabers | Knuckles | Katanas | Dual Blades | Gunslashes |
Assault Rifles | Launchers | Twin Machine Guns | Bullet Bow |
Rods | Talises | Wands | Jet Boots | Takts |