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Weapons (PSO2): Difference between revisions

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| {{icons|Swords}} Sword
| {{icons|Swords}} [[Swords]]
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| {{icons|Wired Lances}} Wired Lance
| {{icons|Wired Lances}} [[Wired Lances]]
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| style="text-align: center;" | 8+8
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| {{icons|Partizan}} Partizans
| {{icons|Partizan}} [[Partizans]]
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| style="text-align: center;" | Twirl: 10/30
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| {{icons|Twin Daggers}} Twin Daggers
| {{icons|Twin Daggers}} [[Twin Daggers]]
| style="text-align: center;" | 2+2
| style="text-align: center;" | 2+2
| style="text-align: center;" | 3+3
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| {{icons|Double Sabers}} Double Sabers
| {{icons|Double Sabers}} [[Double Sabers]]
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| style="text-align: center;" | 5+5
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| {{icons|Knuckles}} Knuckles
| {{icons|Knuckles}} [[Knuckles]]
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| {{icons|Gunslash}} Gunslash
| {{icons|Gunslash}} [[Gunslashes]]
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| {{icons|Katana}} Katana
| {{icons|Katana}} [[Katanas]]
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| {{icons|Dual Blades}} Dual Blades
| {{icons|Dual Blades}} [[Dual Blades]]
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| {{icons|Assault Rifle}} Assault Rifle
| {{icons|Assault Rifle}} [[Assault Rifles]]
| style="text-align: center;" | 5x3
| style="text-align: center;" | 5x3
| style="text-align: center;" | 5x3
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| {{icons|Launcher}} Launcher
| {{icons|Launcher}} [[Launchers]]
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| {{icons|Twin Machineguns}} Twin Machineguns
| {{icons|Twin Machineguns}} [[Twin Machineguns]]
| style="text-align: center;" | 1x4
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| style="text-align: center;" | 1.1x4
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| {{icons|Bullet Bows}} Bullet Bow
| {{icons|Bullet Bows}} [[Bullet Bows]]
| style="text-align: center;" | 6 (18)
| style="text-align: center;" | 6 (18)
| style="text-align: center;" | 6 (18)
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| {{icons|Rods}} Rod
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| {{icons|Talis}} Talis
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| {{icons|Jet Boots}} Jet Boots
| {{icons|Jet Boots}} [[Jet Boots]]
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| {{icons|Takt}} [[Takts]]
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| {{icons|Hero}}{{icons|Sword}} Sword (Hero)
| {{icons|Hero}}{{icons|Sword}} [[Swords]] (Hero)
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| style="text-align: center;" | 4x5 (uncharged) / 10 (Lv. 1 charge) / 0 (Lv. 2 charge)
| style="text-align: center;" | 4x5 (uncharged) / 10 (Lv. 1 charge) / 0 (Lv. 2 charge)
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| {{icons|Hero}}{{icons|Twin Machineguns}} Twin Machineguns (Hero)
| {{icons|Hero}}{{icons|Twin Machineguns}} [[Twin Machineguns]] (Hero)
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| style="text-align: center;" | 20/s (20 + 40/s)
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| {{icons|Hero}}{{icons|Talis}} Talis (Hero)
| {{icons|Hero}}{{icons|Talis}} [[Talises]] (Hero)
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| {{icons|Phantom}}{{icons|Katana}} Katana (Phantom)
| {{icons|Phantom}}{{icons|Katana}} [[Katanas]] (Phantom)
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| {{icons|Phantom}}{{icons|Assault Rifle}} Assault Rifle (Phantom)
| {{icons|Phantom}}{{icons|Assault Rifle}} [[Assault Rifles]] (Phantom)
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| {{icons|Phantom}}{{icons|Rods}} Rod (Phantom)
| {{icons|Phantom}}{{icons|Rods}} [[Rods]] (Phantom)
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Revision as of 19:39, 1 March 2021

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.

Weapon Types

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

There are two possible control schemes: Two Button and Three Button. The active control scheme can be changed in the Options menu. PS Vita players cannot change to Three Button. If a MySet from a different control scheme is loaded, the equipped Photon Arts and Techniques on that weapon will be removed.

Two Button is the traditional method of control. It features two buttons whose functions depend on the weapon; melee weapons and Twin Machineguns typically have one button assigned to Normal Attack and one to Photon Arts/Techniques, while other Ranged and Technique weapons have two buttons that can be customized to hold either Normal Attacks or Photon Arts/Techniques. There is also a third button designated to Shift/R1/RB that activates the weapon's Weapon Action. For Melee/TMGs, Two Button consists of having a "chain of progression"; that is, the Photon Art/Technique in the PA slot will change based on what step the player's combo is currently in. The Arts/Techs in the slots can be customized, and will always cycle in the order listed in the Weapon Palette. Using an Art/Tech or Normal Attack will progress the combo by one step; after three steps, the combo will repeat.

Three Button is a method of control introduced in Episode 4. It features three buttons whose functions can be customized regardless of weapon; Normal Attack, Arts/Techs, and Weapon Action can thus be assigned to any slot. There is also a fourth button that can be used to cycle between Main and Sub palettes. Unlike Two Button, Melee/TMGs are not bound to chains of progression and can use any Art/Tech at any combo step, provided the Art/Tech is assigned to the 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; examples include the Zeinesis series weapons and the Yamato weapons.

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; for example, the Zeinesis series weapons require 30 Qliphad Fuses to unlock Lv. 1, 40 Fuses to unlock Lv. 2, and 50 Fuses to unlock 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,