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 five 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> | + | 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 five 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>, and <span style="color:yellow">Qliphad</span>; Normal Potentials require Photon Spheres to unlock, Hidden Potentials require Photon Boosters to unlock, Weaponoid Potentials require Weaponoid Boosters, Arena Potentials require Arena Boosters, and Qliphad Potentials require Qliphad Fuses. |
− | 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. | + | 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. To unlock Qliphad Potentials, 30 Fuses are required for Lv. 1, 40 for Lv. 2, and 50 for 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. |
Revision as of 15:51, 22 April 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
Weapons are the means by which players are able to fight and perform Photon Arts and Techniques. By equipping a Weapon, you will gain stats to battle enemies. Weapons are also unique in the sense that each of them possess inherent properties called Potentials, as well as other features that set them apart. By gaining stronger and stronger weapons, you are able to combat stronger foes and reach new heights.
Using Weapons
To use a Weapon, it must be set to your Palette. There are initially 3 Palette Slots, but this value can be expanded to 6 by completing a certain Client Order. Weapons equipped to your Palette appear on your person, and will be used when you press any Attack button. Weapons have two capabilities: Normal Attacks and Photon Arts/Techniques. Normal Attacks are basic attacks used to recover your Photon Points (PP). Photon Arts/Techniques are special moves that the player can use through their weapon; by pressing a button assigned to a Photon Art or Technique, you can cast a special move at the cost of some of your PP. These are typically much stronger than your normal attacks and your primary means of dealing damage.
Upgrading Weapons
Grinding
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 five Potential types currently in-game: Normal, Hidden, Weaponoid, and Arena, and Qliphad; Normal Potentials require Photon Spheres to unlock, Hidden Potentials require Photon Boosters to unlock, Weaponoid Potentials require Weaponoid Boosters, Arena Potentials require Arena Boosters, and Qliphad Potentials require Qliphad Fuses.
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. To unlock Qliphad Potentials, 30 Fuses are required for Lv. 1, 40 for Lv. 2, and 50 for Lv. 3.
Should a weapon have multiple Potentials, an option in the Item Lab is available to switch Potentials.
Affixing
Attribute
Attribute is an Elemental value that most weapons are tagged with. Attribute may come pre-installed on a weapon, or can be added manually through the Attribute Grinding process. To add or increase the Attribute Value on Old Type weapons, you must use Attribute Grinding.
To Attribute Grind, you must select a target weapon from the Attribute Grind menu. You will then be taken to a list containing all of the weapons in your inventory that are compatible with the target weapon. The weapons selected will be destroyed in the Attribute Grinding process. For a weapon to be counted as compatible, it must be of the same Rarity and Weapon Type. Once you have selected all the weapons you wish to sacrifice, you will then be taken to the Grind confirm menu, which will request a certain number of Synthesizers and Meseta; the requisite value of both is relative to the number of fodder sacrificed and the Rarity of the target weapon.
Increasing Attribute is as follows:
- Same Rarity/Different Weapon: +1 Attribute, regardless of the fodder's Attribute.
- Same Rarity/Same Weapon/Different Element: +10 Attribute, regardless of the fodder's Attribute.
- Same Rarity/Same Weapon/Same Element: The Attribute of the fodder is added to the Attribute of the target.
- Attribute Support Items will also increase the target weapon's Attribute in addition to the bonus granted by the initial fodder.
Note that NT weapons increase Attribute through the normal Grinding system and follow the same rules as normal Attribute Grinding; however, the fodder is fed to the target via NT Grinding, and no Synthesizers are used.
Photon Color
Certain pieces of equipment have an ability known as Photon Color. This is signified by a small color palette icon at the bottom left of the equipment's icon. The Item Lab is able to change the color of the target equipment at no cost.
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 |