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Difference between revisions of "Add-On Skills"

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'''Add-On Skills''' are a form of skills that are seperate from Class Skills that can be generated from the Class Counter. They grant many benefiting effects upon generation. You can keep up to 3 Add-On Skill results per class, which you can change in Class Counter between activites.  
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'''Add-On Skills''' are a form of skills that are seperate from Class Skills that can be generated from the Class Counter. They grant many beneficial effects upon generation. You can keep up to 3 Add-On Skill results per class, which you can change in Class Counter between activities.  
  
Of note is that Add On Skills are '''always active regardless of current class combination'''. This means that for instance, {{Icons|NGSGunner}}Gunner's Add Ons will be active even if class combination is 2 seperate classes, like {{Icons|NGSBouncer}}Bouncer/{{Icons|NGSWaker}}Waker.
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Of note is that Add On Skills are '''always active regardless of current class combination'''. This means that for instance, {{Icons|NGSGunner}}Gunner's Add-Ons will be active even if class combination is 2 separate classes, like {{Icons|NGSBouncer}}Bouncer/{{Icons|NGSWaker}}Waker.
  
 
All Add-Ons generate with 1 Main Effect and 2 out of 4 Sub Effects with level from 1 to 20. After generation is complete, they also grant effect of +1% Tri-Boost per class that has Add -n Skills generated.
 
All Add-Ons generate with 1 Main Effect and 2 out of 4 Sub Effects with level from 1 to 20. After generation is complete, they also grant effect of +1% Tri-Boost per class that has Add -n Skills generated.
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|Create Add On Skills 20 times
 
|Create Add On Skills 20 times
 
|}
 
|}
Once the Add-On is generated, it has to be saved on one of the 3 slots allowed per class or results have to be discarded. Only saved Add-On Skills grant the Triboost effect.  
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Once the Add-On is generated, it has to be saved on one of the 3 slots allowed per class or results have to be discarded. Only saved Add-On Skills grant the Tri-Boost effect.  
  
 
Please note that a higher skill creation generation '''does not''' change the odds of the higher level of an Add-On Skills, the odds are always the same regardless of the creation level used. Should a lower-level Add-On be generated with a higher creation level, it shall be brought up to that level.  
 
Please note that a higher skill creation generation '''does not''' change the odds of the higher level of an Add-On Skills, the odds are always the same regardless of the creation level used. Should a lower-level Add-On be generated with a higher creation level, it shall be brought up to that level.  
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== Add-On Skill types ==
 
== Add-On Skill types ==
Add-On Skills always generate with 1 Main Effect and a selection of 2 from 4 Sub Effects. Each class has 1 unique Main effect and 1 unique Sub Effect, with reminder 3 being shared amongst all classes with some deviations.  
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Add-On Skills always generate 1 Main Effect and a selection of 2 from 4 Sub Effects. Each class has 1 unique Main effect and 1 unique Sub Effect, with reminder 3 being shared amongst all classes with some deviations.  
  
 
=== Main Effect ===
 
=== Main Effect ===
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| +0.5% Attack PP Recovery
 
| +0.5% Attack PP Recovery
 
|-
 
|-
|PP RegerationUp
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|PP Regeneration Up
 
|{{Icons|NGSForce}}Force
 
|{{Icons|NGSForce}}Force
 
|<nowiki>+0.5% Natural PP Recovery</nowiki>
 
|<nowiki>+0.5% Natural PP Recovery</nowiki>
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If during a Photon Dash jump you land on top of the
 
If during a Photon Dash jump you land on top of the
  
enemy, you will jump again and enemy shall be dealt DMG.
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enemy, you will jump again and the enemy shall be dealt DMG.
  
You can keep doing so infintely.
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You can keep doing so infinitely.
  
Will not work on objects, only enemies.
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Will not work on objects however, only enemies.
 
|-
 
|-
 
|Standing HP Recovery
 
|Standing HP Recovery
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|All Classes
 
|All Classes
 
| +1 Max HP
 
| +1 Max HP
|The parenthesis are only to diffirentiate between  
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|The parenthesis are only to differentiate between  
 
classes who have the same skill.
 
classes who have the same skill.
 
|-
 
|-

Revision as of 20:25, 7 March 2023

Add-On Skills are a form of skills that are seperate from Class Skills that can be generated from the Class Counter. They grant many beneficial effects upon generation. You can keep up to 3 Add-On Skill results per class, which you can change in Class Counter between activities.

Of note is that Add On Skills are always active regardless of current class combination. This means that for instance, Gunner (NGS)Gunner's Add-Ons will be active even if class combination is 2 separate classes, like Bouncer (NGS)Bouncer/Waker (NGS)Waker.

All Add-Ons generate with 1 Main Effect and 2 out of 4 Sub Effects with level from 1 to 20. After generation is complete, they also grant effect of +1% Tri-Boost per class that has Add -n Skills generated.

Add On Skill Creation

To generate Add-On Skills, you have to access a Class Counter. This will allow you to begin creating them. Each creation always costs Tool (NGS) N-Class-Excube ×1 of the respective class, but the amount of N-Meseta used in the process as well as the guaranteed level generated will differ based on the creation level.

Skill Creation Level N-Meseta required Minimum Level of Add-On Skills Unlock requirements
1 Skill Creation 5000 N-Meseta 1 Available from the start
2 Skill Creation 10000 N-Meseta 5 Create Add On Skills 5 times
3 Skill Creation 50000 N-Meseta 10 Create Add On Skills 20 times

Once the Add-On is generated, it has to be saved on one of the 3 slots allowed per class or results have to be discarded. Only saved Add-On Skills grant the Tri-Boost effect.

Please note that a higher skill creation generation does not change the odds of the higher level of an Add-On Skills, the odds are always the same regardless of the creation level used. Should a lower-level Add-On be generated with a higher creation level, it shall be brought up to that level.

The following table presents the odds of generating levels of the Add-On Skill:

Add-On Skill level Odds of generation
1 11.0%
2
3 8.0%
4
5 6.0%
6
7
8
9
10
11 5.5%
12 5.0%
13 4.0%
14 3.5%
15 3.0%
16 2.0%
17 1.4%
18 1.0%
19 0.5%
20 0.1%

This means generating add ons via 2 Skill Creation has a 44% chance of staying at level 5 and ones created via 3 skill addition have a 74% of remaining at level 10.

Add-On Skill types

Add-On Skills always generate 1 Main Effect and a selection of 2 from 4 Sub Effects. Each class has 1 unique Main effect and 1 unique Sub Effect, with reminder 3 being shared amongst all classes with some deviations.

Main Effect

Main Effect is the primary effect generated from the Add-On Skill. It is always set to be the same for every class and will always roll every Add-On Skill creation. Of note is that Main Effect skill level cannot be lower then the previously known highest generated result- if it generated a level 12 Main Effect, it will always at minimum generate that, regardless of creation level used.

List of Main Effects

Here is the list of the all possible Main Effects:

Main Effect Class Boost per level Remarks
Striking Weapon Power Up Hunter (NGS)Hunter +0.25% Melee DMG Does not show on the Basic Information
Critical Power Up Fighter (NGS)Fighter +0.5% CRIT DMG N/A
Shooting Weapon Power Up Ranger (NGS)Ranger +0.25% Range DMG Does not show on the Basic Information
Attack PB Gauge Charge Up Gunner (NGS)Gunner +1% Attack PB Gauge Fill N/A
Technique Weapon Power Up Force (NGS)Force +0.25% Tech DMG Does not show on the Basic Information
Natural PB Gauge Charge Up Techter (NGS)Techter +1% Natural PB Gauge Fill N/A
Critical Rate Up Braver (NGS) Braver +0.5% CRIT Rate
Dash & Glide PP Regeneration Bouncer (NGS)Bouncer +5% PP Recovery while in movement Level 1 allows you to recover PP while in

all forms of movement, not just Photon Dash

and Photon Glide.

Counts as Natural PP Recovery.

PP Up (Wa) Waker (NGS)Waker +1 Max PP The parenthesis are only to diffirentiate between

classes who have the same skill.

Sub Effect

Sub Effects are the secondary effect of an Add-On Skill. Each class has 1 unique Sub Effect and 3 that are shared amongst each other. Every creation, 2 subs are chosen at random to join Main Effect in the Add-On Skill creation.

Sub Level and the type of subs will always be rerolled upon new Add-On Skill creation.

Here's the list of all possible Sub Effects:

Unique Sub Effects

Sub Effect Class Boost per level Remarks
PA Charge Movement Speed Up Hunter (NGS)Hunter +1% Movement Speed while charging PA's Starts at +11% at level 1

Applies to all PA's regardless of class

Does not apply to Normal Attacks and Techniques

Jump Strength Up Fighter (NGS)Fighter +2-3% Normal Jump Height Starts at 103% at level 1

Gives 3% at first 3 levels, then 2%

Does not apply to any other causes of going mid-air,

including special weapons.

Photon Blast Power Up Ranger (NGS)Ranger +0.5% DMG while using Photon Blast N/A
Attack PP Recovery Up Gunner (NGS)Gunner +0.5% Attack PP Recovery
PP Regeneration Up Force (NGS)Force +0.5% Natural PP Recovery
Damage Reduction Up Techter (NGS)Techter +0.5% DMG Resistance Does not show on the Basic Information
Resta Sign Recovery Up Braver (NGS) Braver +0.5% HP Healed from Restasigns N/A
One More Jump Bouncer (NGS)Bouncer +1% DMG when landing on top of an enemy Starts at 5% at level 1

If during a Photon Dash jump you land on top of the

enemy, you will jump again and the enemy shall be dealt DMG.

You can keep doing so infinitely.

Will not work on objects however, only enemies.

Standing HP Recovery Waker (NGS)Waker +0.25% HP Recovery while standing Must stand still with weapon sheathed for 5 seconds for

it to take effect.

Based current on max HP.

Shared Sub Effects

Sub Effect Class Boost per level Remarks
HP Up All Classes +1 Max HP The parenthesis are only to differentiate between

classes who have the same skill.

Trial HP Recovery Hunter (NGS)Hunter,Ranger (NGS)Ranger,Force (NGS)Force,

Braver (NGS) Braver,Waker (NGS)Waker

+0.5-1% Max HP recovered on Trial Start Starts at 5% at level 1

Gives 1% until level 10, then 0.5%

Applies to all trial start effects, including Field Race start

and Gigantix apperances.

Trial PP Recovery Fighter (NGS)Fighter,Gunner (NGS)Gunner,Techter (NGS)Techter,Bouncer (NGS)Bouncer +0.5-1% Max PP recovered on Trial Start
Burn Resistance Up Hunter (NGS)Hunter,Braver (NGS) Braver +1% Status Resistance to the respective

status

Starts at 30% Resistance at level 1

Does not show on the Basic Information.

Freeze Resistance Up Fighter (NGS)Fighter,Bouncer (NGS)Bouncer
Shock Resistance Up Ranger (NGS)Ranger,Waker (NGS)Waker
Mirage Resistance Up Gunner (NGS)Gunner
Panic Resistance Up Force (NGS)Force
Poison Resistance Up Techter (NGS)Techter