Weapons (PSO2): Difference between revisions
Line 25: | Line 25: | ||
For example, | For example, | ||
* The Sword [[Dragon Slayer]] currently has the Potential {{ | * The Sword [[Dragon Slayer]] currently has the Potential {{pots|Dragon Hunter}} Lv. 2. If one wishes to switch to the Weaponoid Potential {{pots|封龍の咆哮}}, they must provide a number of Weaponoid Boosters equal to the combined cost of unlocking Lv. 1 and Lv. 2 Potentials, in this case 1 + 3 = 4 Weaponoid Boosters. | ||
* The Jet Boots [[Zeinesis Gear]] currently has the Potential {{ | * The Jet Boots [[Zeinesis Gear]] currently has the Potential {{pots|Guidance of Life}} Lv. 3. If one wishes to switch to the Special Potential {{pots|Anthesis Trainer}}, they must provide Qliphad Fuses equal to the combined cost of unlocking Lv. 1, Lv. 2, and Lv. 3 Potentials, in this case 30 + 40 + 50 = 120 Qliphad Fuses. | ||
==Damage Type== | ==Damage Type== |
Revision as of 04:32, 12 May 2017
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
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.
Two Button and Three Button Weapon Palette
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 via Grinding; after the weapon is grinded to +10, for Old Type Weapons, or if the weapon reached +10, +20, and +30, for New Type Weapons, the Potential of the Weapon can be unlocked. There are five Potential types currently in-game: Normal, Hidden, Weaponoid, and Arena, and Special; 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. Special Potentials, on the other hand, require special dropped items from certain Quests before it can be unlocked; currently, the Zeinesis and Qliphad Weapon Series, which requires Qliphad Fuses, are the known Weapons to use this.
Currently, 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. Special Potentials require varying amounts of items to unlock, the currently known existing Special Potential required 30 Qliphad Fuses for Lv 1, 40 for Lv 2, and 50 for Lv 3.
Potential Switching
Should a weapon have multiple Potentials, an option in the Item Lab is available to switch Potentials. In order to switch Potentials, you must pay a small fee of Meseta as well as provide materials for the switch; the cost to switch a Potential is equivalent to the combined cost of unlocking that Potential up to that Level.
For example,
- The Sword Dragon Slayer currently has the Potential
Dragon Hunter Lv. 2. If one wishes to switch to the Weaponoid Potential
封龍の咆哮, they must provide a number of Weaponoid Boosters equal to the combined cost of unlocking Lv. 1 and Lv. 2 Potentials, in this case 1 + 3 = 4 Weaponoid Boosters.
- The Jet Boots Zeinesis Gear currently has the Potential
Guidance of Life Lv. 3. If one wishes to switch to the Special Potential
<span style="color:orange">Anthesis Trainer</span>, they must provide Qliphad Fuses equal to the combined cost of unlocking Lv. 1, Lv. 2, and Lv. 3 Potentials, in this case 30 + 40 + 50 = 120 Qliphad Fuses.
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.
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.
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 in the table refers to the multi-kick attack performed when activating the Weapon Action after a Normal Attack while the Player is standing still.
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
- The Jet Boots Zeinesis Gear currently has the Potential