Difference between revisions of "Add-On Skills"
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− | '''Add-On Skills''' are a form of skills | + | '''Add-On Skills''' are a form of skills, separate from Class Skills, which 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, and you can switch between results or sets of results at the Class Counter between activities. |
− | Of note is that Add-On Skills are '''always active regardless of current | + | 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 neither your Main Class nor your Sub Class is Gunner. |
− | All Add-Ons generate with 1 Main Effect and 2 out of 4 Sub Effects with level | + | All Add-Ons generate with 1 Main Effect and 2 out of 4 possible Sub Effects, with each effect having a level between 1 and 20. Generating an Add-On Skill for the first time for each Class will also grant you a permanent +1% Tri-Boost. |
== Add-On Skill Creation == | == Add-On Skill Creation == | ||
− | + | Add-On Skills can be created at the Class Counter. Each creation attempt costs {{NGSItem|Icon=NGS Tool|RealName=N-Class-Excube|PageName=Materials_(NGS)#Enhancement_Materials|Amount=1}} of the respective class, as well as N-Meseta. As you generate Add-On Skills, more creation options will become available, with later options costing more N-Meseta but raising the minimum level for all effects in the generated skill. | |
{| class="wikitable" | {| class="wikitable" | ||
− | |||
!Skill Creation Level | !Skill Creation Level | ||
!N-Meseta required | !N-Meseta required | ||
Line 29: | Line 28: | ||
|Create Add-On Skills 20 times | |Create Add-On Skills 20 times | ||
|} | |} | ||
− | Once the Add-On is generated, it | + | Once the Add-On Skill is generated, it must be saved on one of the 3 slots allowed per Class, or else the results will be discarded. You will only gain the permanent Tri-Boost effect for a Class if you have at least one Add-On Skill saved for that Class. |
− | + | Note that the higher-level creation options do not give you a greater chance of getting higher-level effects. For each effect of the Add-On Skill, the game always picks a level between 1 and 20. After that, if the level chosen is below the minimum level you have selected, it is raised to that minimum level. | |
The following table presents the odds of generating levels of the Add-On Skill: | The following table presents the odds of generating levels of the Add-On Skill: | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
− | |||
!Add-On Skill level | !Add-On Skill level | ||
!Odds of generation | !Odds of generation | ||
Line 92: | Line 90: | ||
|0.1% | |0.1% | ||
|} | |} | ||
− | This means generating | + | This means generating Add-On Skills via 2 Skill Creation has a 44% chance of staying at level 5, while Add-On Skills created via 3 Skill Creation have a 74% chance of remaining at level 10. |
== Add-On Skill types == | == Add-On Skill types == | ||
− | Add-On Skills always generate 1 Main Effect and a | + | Add-On Skills always generate 1 Main Effect and 2 of a possible 4 Sub Effects. Each Class has 1 unique Main Effect and 1 unique Sub Effect, with the remaining 3 Sub Effects being shared with other classes. Each Sub Effect has the class's name in parentheses, meaning that they are considered separate boost effects. If you generate the same Sub Effect for multiple Classes, they will stack. |
=== Main Effect === | === Main Effect === | ||
− | Main Effect is the primary effect generated from the Add-On Skill. | + | The Main Effect is the primary effect generated from the Add-On Skill. Each Class has a fixed, unique Main Effect, which is guaranteed to be part of every Add-On Skill created for that class. When creating Add-On Skills, the Main Effect's skill level '''cannot be lower''' then the highest level you have previously generated for that Class- if you have generated a level 12 Gunner Main Effect, your future Gunner Main Effects will always be at least level 12, regardless of which Skill Creation option you choose. |
==== List of Main Effects ==== | ==== List of Main Effects ==== | ||
− | |||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
!Main Effect | !Main Effect | ||
!Class | !Class | ||
Line 112: | Line 108: | ||
|{{Icons|NGSHunter}}Hunter | |{{Icons|NGSHunter}}Hunter | ||
| +0.25% Melee DMG | | +0.25% Melee DMG | ||
− | | | + | |Not included in your damage boosts in Basic Information. |
|- | |- | ||
|Critical Power Up | |Critical Power Up | ||
Line 122: | Line 118: | ||
|{{Icons|NGSRanger}}Ranger | |{{Icons|NGSRanger}}Ranger | ||
| +0.25% Range DMG | | +0.25% Range DMG | ||
− | | | + | |Not included in your damage boosts in Basic Information. |
|- | |- | ||
|Attack PB Gauge Charge Up | |Attack PB Gauge Charge Up | ||
Line 132: | Line 128: | ||
|{{Icons|NGSForce}}Force | |{{Icons|NGSForce}}Force | ||
| +0.25% Tech DMG | | +0.25% Tech DMG | ||
− | | | + | |Not included in your damage boosts in Basic Information. |
|- | |- | ||
|Natural PB Gauge Charge Up | |Natural PB Gauge Charge Up | ||
|{{Icons|NGSTechter}}Techter | |{{Icons|NGSTechter}}Techter | ||
| +1% Natural PB Gauge Fill | | +1% Natural PB Gauge Fill | ||
− | + | |N/A | |
|- | |- | ||
|Critical Rate Up | |Critical Rate Up | ||
|{{Icons|NGSBraver}} Braver | |{{Icons|NGSBraver}} Braver | ||
| +0.5% CRIT Rate | | +0.5% CRIT Rate | ||
+ | |N/A | ||
|- | |- | ||
|Dash & Glide PP Regeneration | |Dash & Glide PP Regeneration | ||
|{{Icons|NGSBouncer}}Bouncer | |{{Icons|NGSBouncer}}Bouncer | ||
| +5% PP Recovery while in movement | | +5% PP Recovery while in movement | ||
− | | | + | |Enables some of your natural PP regeneration while performing movement actions<br>that would normally disable it, such as Photon Dash and Photon Glide. |
− | |||
− | |||
− | |||
− | and Photon Glide | ||
− | |||
− | |||
|- | |- | ||
|PP Up (Wa) | |PP Up (Wa) | ||
|{{Icons|NGSWaker}}Waker | |{{Icons|NGSWaker}}Waker | ||
| +1 Max PP | | +1 Max PP | ||
− | | | + | |N/A |
− | + | |- | |
+ | |Downed Enemy Critical | ||
+ | |{{Icons|NGSSlayer}}Slayer | ||
+ | | +0.5% CRIT when enemy is Downed. | ||
+ | |Starts at 5% at level 1.<br>Applies to all forms of downs, not just Physical/Special. | ||
|} | |} | ||
=== Sub Effect === | === Sub Effect === | ||
− | Sub Effects are the secondary effect of an Add-On Skill. Each | + | Sub Effects are the secondary effect of an Add-On Skill. Each Class has 1 unique Sub Effect and 3 which are shared with other Classes. Each time you create an Add-On Skill, 2 Sub Effects are chosen at random. |
− | Sub | + | Each Sub Effect has its own level, separate from each other and from your Main Effect. Sub Effect levels are not affected by your Main Effect's minimum level, but are affected by the minimum level of your chosen Skill Creation option. |
− | |||
− | |||
==== Unique Sub Effects ==== | ==== Unique Sub Effects ==== | ||
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|PA Charge Movement Speed Up | |PA Charge Movement Speed Up | ||
|{{Icons|NGSHunter}}Hunter | |{{Icons|NGSHunter}}Hunter | ||
− | | +1% Movement Speed while charging | + | | +1% Movement Speed while charging PAs |
− | |Starts at +11% at level 1 | + | |Starts at +11% at level 1.<br>Applies to all PAs regardless of Class.<br>Does not apply to Normal Attacks and Techniques. |
− | Applies to all | ||
− | |||
− | Does not apply to Normal Attacks and Techniques | ||
|- | |- | ||
|Jump Strength Up | |Jump Strength Up | ||
|{{Icons|NGSFighter}}Fighter | |{{Icons|NGSFighter}}Fighter | ||
| +2-3% Normal Jump Height | | +2-3% Normal Jump Height | ||
− | |Starts at 103% at level 1 | + | |Starts at 103% at level 1.<br>Gives 3% per level for the first 3 levels, then 2% per level.<br>Only applies to your ordinary jump.<br>Does not apply to anything else that takes you up into the air, such as PAs or [[Special Weapons]]. |
− | Gives 3% | ||
− | |||
− | Does not apply to | ||
− | |||
− | |||
|- | |- | ||
|Photon Blast Power Up | |Photon Blast Power Up | ||
|{{Icons|NGSRanger}}Ranger | |{{Icons|NGSRanger}}Ranger | ||
| +0.5% DMG while using Photon Blast | | +0.5% DMG while using Photon Blast | ||
− | + | |N/A | |
|- | |- | ||
|Attack PP Recovery Up | |Attack PP Recovery Up | ||
|{{Icons|NGSGunner}}Gunner | |{{Icons|NGSGunner}}Gunner | ||
| +0.5% Attack PP Recovery | | +0.5% Attack PP Recovery | ||
+ | |N/A | ||
|- | |- | ||
|PP Regeneration Up | |PP Regeneration Up | ||
|{{Icons|NGSForce}}Force | |{{Icons|NGSForce}}Force | ||
|<nowiki>+0.5% Natural PP Recovery</nowiki> | |<nowiki>+0.5% Natural PP Recovery</nowiki> | ||
+ | |N/A | ||
|- | |- | ||
|Damage Reduction Up | |Damage Reduction Up | ||
|{{Icons|NGSTechter}}Techter | |{{Icons|NGSTechter}}Techter | ||
| +0.5% DMG Resistance | | +0.5% DMG Resistance | ||
− | | | + | |Not included in your Damage Resistance in Basic Information. |
|- | |- | ||
|Resta Sign Recovery Up | |Resta Sign Recovery Up | ||
|{{Icons|NGSBraver}} Braver | |{{Icons|NGSBraver}} Braver | ||
− | | +0.5% HP | + | | +0.5% HP healed from Resta Signs |
|N/A | |N/A | ||
|- | |- | ||
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|{{Icons|NGSBouncer}}Bouncer | |{{Icons|NGSBouncer}}Bouncer | ||
| +1% DMG when landing on top of an enemy | | +1% DMG when landing on top of an enemy | ||
− | |Starts at 5% at level 1 | + | |Starts at 5% at level 1.<br>If, during a Photon Dash jump, you land on top of an enemy, you will jump again, damaging the enemy in the process.<br>There is no limit to the number of times you can do this per jump.<br>Does not work on destructible objects, only enemies. |
− | |||
− | If during a Photon Dash jump you land on top of | ||
− | |||
− | enemy, you will jump again | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|Standing HP Recovery | |Standing HP Recovery | ||
|{{Icons|NGSWaker}}Waker | |{{Icons|NGSWaker}}Waker | ||
| +0.25% HP Recovery while standing | | +0.25% HP Recovery while standing | ||
− | | | + | |Takes effect after you stand still with your weapon sheathed for 5 seconds.<br>Recovers a percentage of your maximum HP each second. |
− | + | |- | |
− | + | |PB Cooldown | |
− | + | |{{Icons|NGSSlayer}}Slayer | |
+ | | -1% Photon Blast Cooldown | ||
+ | |Starts at 5% at level 1.<br>Every -% gained shortens the cooldown by 1.8 seconds. | ||
|} | |} | ||
==== Shared Sub Effects ==== | ==== Shared Sub Effects ==== | ||
+ | Each Class has its own version of each of these effects, such as HP Up (Hu) and HP Up (Ra). If you have the same effect from multiple Classes, they will stack. | ||
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
!Sub Effect | !Sub Effect | ||
!Class | !Class | ||
Line 249: | Line 231: | ||
|All Classes | |All Classes | ||
| +1 Max HP | | +1 Max HP | ||
− | | | + | |N/A |
− | |||
|- | |- | ||
|Trial HP Recovery | |Trial HP Recovery | ||
Line 256: | Line 237: | ||
{{Icons|NGSBraver}} Braver,{{Icons|NGSWaker}}Waker | {{Icons|NGSBraver}} Braver,{{Icons|NGSWaker}}Waker | ||
| +0.5-1% Max HP recovered on Trial Start | | +0.5-1% Max HP recovered on Trial Start | ||
− | | rowspan="2" |Starts at 5% at level 1 | + | | rowspan="2" |Starts at 5% at level 1<br>Gives 1% per level until level 10, then 0.5% per level.<br>Applies to all Trial start effects, including Field Races and Gigantix appearance. |
− | Gives 1% until level 10, then 0.5% | ||
− | |||
− | Applies to all | ||
− | |||
− | and Gigantix | ||
|- | |- | ||
|Trial PP Recovery | |Trial PP Recovery | ||
− | |{{Icons|NGSFighter}}Fighter,{{Icons|NGSGunner}}Gunner,{{Icons|NGSTechter}}Techter,{{Icons|NGSBouncer}}Bouncer | + | |{{Icons|NGSFighter}}Fighter,{{Icons|NGSGunner}}Gunner,{{Icons|NGSTechter}}Techter, |
+ | {{Icons|NGSBouncer}}Bouncer,{{Icons|NGSSlayer}}Slayer | ||
| +0.5-1% Max PP recovered on Trial Start | | +0.5-1% Max PP recovered on Trial Start | ||
|- | |- | ||
Line 270: | Line 247: | ||
|{{Icons|NGSHunter}}Hunter,{{Icons|NGSBraver}} Braver | |{{Icons|NGSHunter}}Hunter,{{Icons|NGSBraver}} Braver | ||
| rowspan="6" | +1% Status Resistance to the respective | | rowspan="6" | +1% Status Resistance to the respective | ||
− | status | + | status. |
− | | rowspan="6" |Starts at 30% Resistance at level 1 | + | | rowspan="6" |Starts at 30% Resistance at level 1.<br>Not included in your status resists in Basic Information. |
− | |||
|- | |- | ||
|Freeze Resistance Up | |Freeze Resistance Up | ||
Line 281: | Line 257: | ||
|- | |- | ||
|Mirage Resistance Up | |Mirage Resistance Up | ||
− | |{{Icons|NGSGunner}}Gunner | + | |{{Icons|NGSGunner}}Gunner,{{Icons|NGSSlayer}}Slayer |
|- | |- | ||
|Panic Resistance Up | |Panic Resistance Up |
Latest revision as of 15:12, 12 April 2023
Add-On Skills are a form of skills, separate from Class Skills, which 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, and you can switch between results or sets of results at the 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's Add-Ons will be active even if neither your Main Class nor your Sub Class is Gunner.
All Add-Ons generate with 1 Main Effect and 2 out of 4 possible Sub Effects, with each effect having a level between 1 and 20. Generating an Add-On Skill for the first time for each Class will also grant you a permanent +1% Tri-Boost.
Add-On Skill Creation
Add-On Skills can be created at the Class Counter. Each creation attempt costs N-Class-Excube ×1 of the respective class, as well as N-Meseta. As you generate Add-On Skills, more creation options will become available, with later options costing more N-Meseta but raising the minimum level for all effects in the generated skill.
Skill Creation Level | N-Meseta required | Minimum Level of Add-On Skills | Unlock requirements |
---|---|---|---|
1 Skill Creation | 5000 | 1 | Available from the start |
2 Skill Creation | 10000 | 5 | Create Add-On Skills 5 times |
3 Skill Creation | 50000 | 10 | Create Add-On Skills 20 times |
Once the Add-On Skill is generated, it must be saved on one of the 3 slots allowed per Class, or else the results will be discarded. You will only gain the permanent Tri-Boost effect for a Class if you have at least one Add-On Skill saved for that Class.
Note that the higher-level creation options do not give you a greater chance of getting higher-level effects. For each effect of the Add-On Skill, the game always picks a level between 1 and 20. After that, if the level chosen is below the minimum level you have selected, it is raised to that minimum 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-On Skills via 2 Skill Creation has a 44% chance of staying at level 5, while Add-On Skills created via 3 Skill Creation have a 74% chance of remaining at level 10.
Add-On Skill types
Add-On Skills always generate 1 Main Effect and 2 of a possible 4 Sub Effects. Each Class has 1 unique Main Effect and 1 unique Sub Effect, with the remaining 3 Sub Effects being shared with other classes. Each Sub Effect has the class's name in parentheses, meaning that they are considered separate boost effects. If you generate the same Sub Effect for multiple Classes, they will stack.
Main Effect
The Main Effect is the primary effect generated from the Add-On Skill. Each Class has a fixed, unique Main Effect, which is guaranteed to be part of every Add-On Skill created for that class. When creating Add-On Skills, the Main Effect's skill level cannot be lower then the highest level you have previously generated for that Class- if you have generated a level 12 Gunner Main Effect, your future Gunner Main Effects will always be at least level 12, regardless of which Skill Creation option you choose.
List of Main Effects
Main Effect | Class | Boost per level | Remarks |
---|---|---|---|
Striking Weapon Power Up | Hunter | +0.25% Melee DMG | Not included in your damage boosts in Basic Information. |
Critical Power Up | Fighter | +0.5% CRIT DMG | N/A |
Shooting Weapon Power Up | Ranger | +0.25% Range DMG | Not included in your damage boosts in Basic Information. |
Attack PB Gauge Charge Up | Gunner | +1% Attack PB Gauge Fill | N/A |
Technique Weapon Power Up | Force | +0.25% Tech DMG | Not included in your damage boosts in Basic Information. |
Natural PB Gauge Charge Up | Techter | +1% Natural PB Gauge Fill | N/A |
Critical Rate Up | Braver | +0.5% CRIT Rate | N/A |
Dash & Glide PP Regeneration | Bouncer | +5% PP Recovery while in movement | Enables some of your natural PP regeneration while performing movement actions that would normally disable it, such as Photon Dash and Photon Glide. |
PP Up (Wa) | Waker | +1 Max PP | N/A |
Downed Enemy Critical | Slayer | +0.5% CRIT when enemy is Downed. | Starts at 5% at level 1. Applies to all forms of downs, not just Physical/Special. |
Sub Effect
Sub Effects are the secondary effect of an Add-On Skill. Each Class has 1 unique Sub Effect and 3 which are shared with other Classes. Each time you create an Add-On Skill, 2 Sub Effects are chosen at random.
Each Sub Effect has its own level, separate from each other and from your Main Effect. Sub Effect levels are not affected by your Main Effect's minimum level, but are affected by the minimum level of your chosen Skill Creation option.
Unique Sub Effects
Sub Effect | Class | Boost per level | Remarks |
---|---|---|---|
PA Charge Movement Speed Up | Hunter | +1% Movement Speed while charging PAs | Starts at +11% at level 1. Applies to all PAs regardless of Class. Does not apply to Normal Attacks and Techniques. |
Jump Strength Up | Fighter | +2-3% Normal Jump Height | Starts at 103% at level 1. Gives 3% per level for the first 3 levels, then 2% per level. Only applies to your ordinary jump. Does not apply to anything else that takes you up into the air, such as PAs or Special Weapons. |
Photon Blast Power Up | Ranger | +0.5% DMG while using Photon Blast | N/A |
Attack PP Recovery Up | Gunner | +0.5% Attack PP Recovery | N/A |
PP Regeneration Up | Force | +0.5% Natural PP Recovery | N/A |
Damage Reduction Up | Techter | +0.5% DMG Resistance | Not included in your Damage Resistance in Basic Information. |
Resta Sign Recovery Up | Braver | +0.5% HP healed from Resta Signs | N/A |
One More Jump | 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 an enemy, you will jump again, damaging the enemy in the process. There is no limit to the number of times you can do this per jump. Does not work on destructible objects, only enemies. |
Standing HP Recovery | Waker | +0.25% HP Recovery while standing | Takes effect after you stand still with your weapon sheathed for 5 seconds. Recovers a percentage of your maximum HP each second. |
PB Cooldown | Slayer | -1% Photon Blast Cooldown | Starts at 5% at level 1. Every -% gained shortens the cooldown by 1.8 seconds. |
Each Class has its own version of each of these effects, such as HP Up (Hu) and HP Up (Ra). If you have the same effect from multiple Classes, they will stack.
Sub Effect | Class | Boost per level | Remarks |
---|---|---|---|
HP Up | All Classes | +1 Max HP | N/A |
Trial HP Recovery | Hunter,Ranger,Force,
Braver,Waker |
+0.5-1% Max HP recovered on Trial Start | Starts at 5% at level 1 Gives 1% per level until level 10, then 0.5% per level. Applies to all Trial start effects, including Field Races and Gigantix appearance. |
Trial PP Recovery | Fighter,Gunner,Techter,
Bouncer,Slayer |
+0.5-1% Max PP recovered on Trial Start | |
Burn Resistance Up | Hunter, Braver | +1% Status Resistance to the respective
status. |
Starts at 30% Resistance at level 1. Not included in your status resists in Basic Information. |
Freeze Resistance Up | Fighter,Bouncer | ||
Shock Resistance Up | Ranger,Waker | ||
Mirage Resistance Up | Gunner,Slayer | ||
Panic Resistance Up | Force | ||
Poison Resistance Up | Techter |