Difference between revisions of "Item Lab (NGS)"
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When creating a multi-weapon using two weapons from the Relic series for example, the multi-weapon's base weapon will determine the final Potential. Other aspects behave the same as any regular multi-weapon. | When creating a multi-weapon using two weapons from the Relic series for example, the multi-weapon's base weapon will determine the final Potential. Other aspects behave the same as any regular multi-weapon. | ||
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[[Category: New Genesis]][[Category: NGS Item Lab]] | [[Category: New Genesis]][[Category: NGS Item Lab]] |
Revision as of 04:48, 28 December 2021
The Item Lab is the place to go to enhance your equipment in several ways.
Item Enhancement
One of the easiest ways to improve the power of your weapons and units is through the use of Item Enhancement (also known as Grinding).
Weapons and Units use the "New Type" Weapon Grinding system found in PSO2. By feeding other weapons/units to the weapon/unit you want to Enhance, the Grind EXP on the equipment increases. When the Grind EXP bar fills, the equipment gains a Grind Level, and the equipment name shows a +# at the end, showing the Grind Level of the equipment.
Grind EXP Requirements
Rarity | Meseta/Item | Grind | EXP/Level | Total EXP |
---|---|---|---|---|
1000 | +1 ~ +10 | 100 EXP | 1000 EXP | |
+11 ~ +20 | 200 EXP | 3000 EXP | ||
+21 ~ +30 | 300 EXP | 6000 EXP | ||
+31 ~ +40 | 400 EXP | 10000 EXP | ||
2000 | +1 ~ +10 | 150 EXP | 1500 EXP | |
+11 ~ +20 | 300 EXP | 4500 EXP | ||
+21 ~ +30 | 450 EXP | 9000 EXP | ||
+31 ~ +40 | 600 EXP | 15000 EXP | ||
3000 | +1 ~ +10 | 250 EXP | 2500 EXP | |
+11 ~ +20 | 500 EXP | 7500 EXP | ||
+21 ~ +30 | 750 EXP | 15000 EXP | ||
+31 ~ +40 | 1000 EXP | 25000 EXP | ||
4000 | +1 ~ +10 | 350 EXP | 3500 EXP | |
+11 ~ +20 | 700 EXP | 10500 EXP | ||
+21 ~ +30 | 1050 EXP | 21000 EXP | ||
+31 ~ +40 | 1400 EXP | 35000 EXP | ||
4200 | +1 ~ +10 | 400 EXP | 4000 EXP | |
+11 ~ +20 | 800 EXP | 12000 EXP | ||
+21 ~ +30 | 1200 EXP | 24000 EXP | ||
+31 ~ +40 | 1600 EXP | 40000 EXP |
'Fodder' EXP
As weapons/units require different amounts of EXP to increase their Grind Level, they also grant different amounts of Grind EXP.
The Formula is: 75(2^x−1+x)+GrindEXP*0.5
However if the Fodder and Base are not the same Weapon/Unit, the FodderEXP is reduced to 66%.
[As of the Retem update, this seems to have changed, Items above 4* seem to follow another Formula]
Using what we know, we get following Values:
Fodder-->
|
|||||
---|---|---|---|---|---|
150 | 200 | 350 | 600 | 700 | |
100 | 300 | 350 | 600 | 700 | |
100 | 200 | 525 | 600 | 700 | |
100 | 200 | 350 | 900 | 700 | |
100 | 200 | 350 | 600 | 1050 |
Limit Break
By default, all Weapons and Units can increase their Grind Level up to +20. However, by expending minerals and Meseta, this limit can be increased up to +40, with the limit increasing by +10 per purchase.
Fusing two weapons together with Multi-Weapon automatically increases the maximum Grind Limit of the base weapon to +40 without requiring Limit Break.
Add Special Abilities
Adding Abilities (NGS) | List of Abilities (NGS) | PSO2 Special Ability Conversion | Capsule Exchange |
Also known as Affixes, Special Abilities are like enchantments that you add to weapons and units to increase their damage, increase max HP & PP and grant other useful effects.
In New Genesis, Special Abilities are now added to equipment by using Ability Capsules. When using one copy of a Ability Capsule on its own, the Special Ability from that capsule will have a very low chance of successfully affixing to the equipment, however if you use multiple copies of the same capsule, you can improve the success rate for that Special Ability.
For example, if you wanted to add the " Foms Soul I" Special Ability to a weapon, using one " C/Foms Soul I" capsule will give it a 9% chance of succeeding, but use ten of the capsule, and the chance to successfully affix to the weapon increases to 90%.
Equipment comes with a Special Ability limit cap that determines how many different Abilities that can be affixed to that piece of equipment. So far, weapons and units have only been seen with a cap of 2 Abilities. An additional slot can be adding by Grinding the equipment to +20, as well as another at +40.
Multiple Abilities can be affixed at the same time in all of the slots available.
A list of these Special Abilities can be found at the List of Special Abilities page.
PSO2 Special Abilities
When importing equipment with Special Abilities or Super Special Abilities from Phantasy Star Online 2, they will be replaced by Legalo Special Abilities of corresponding value while in New Genesis. These changes are temporary and the original abilities will remain upon returning to Phantasy Star Online 2. A list of what abilities convert to what on the PSO2 Special Ability Conversion page.
Release Potential
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. These must be unlocked on each of your weapons by using Photon Chunks and Meseta.
PSO2 Weapon Potentials
New Type weapons imported from Phantasy Star Online 2 that have unlocked Potentials will have their Potentials converted into equivalent New Genesis Potentials. These changes are temporary and the original Potentials will remain upon returning to Phantasy Star Online 2.
Original Series | NGS Potential |
---|---|
Lightweaver Cras Series | Blitzed Form |
Fluxio Series Rinza Series |
不倒の型 |
Stil Series | Sturdy Form |
Adel Series Seiros Series Fimbul Series |
利運の型 |
Liberate Series Oblisana Series Darkbanisher Ayer Series Puras Series Chaval Series Anacates Series Genon Series Shihou Series Orb Series Dusk Series Million Series Krisa Series Nova Series Legacy Weapon Series Other Weapons |
傾覆の型 |
Lightstream Xion Series | Spirit Mould |
Atlas Ex Series | 堅忍の型 |
Austere-NT Series | 理発の型 |
Any to Weapon | Offensive Prototype III |
Multi-weapon
You can combine two weapons of different types together to create a "Multi-weapon", a special weapon that allows for the use of both weapons from one weapon pallette. This includes using the normal attacks, Photon Arts, Weapon Actions, and class equip requirements of both weapons.
In order to combine weapons, they must be of the same 'series'. For example, while you are able to combine a " Terseus Sword" and " Terseus Rifle" together, you cannot combine a " Terseus Sword" with a " Troward Knuckle".
Note that the weapons used in a multi-weapon will retain their damage types. For example, a Sword / Rifle multi-weapon will do striking damage when using the sword, and ranged damage when using the Rifle. The base weapon of a multi-weapon will also be equipped by default when swapping to the multi-weapon. Used Techniques will be cast from the currently equipped weapon in the multi-weapon, if it is capable of casting Techniques.
The process of creating a multi-weapon cannot be reversed to return the weapons used to their original state.
Different Potentials within the same weapon series
All weapons in the same series usually have the same Potential, which means that when creating a multi-weapon, the resulting multi-weapon will have the same Potential regardless of how they were put together. However some weapon series, such as the Relic series, have many different Potentials depending on weapon type.
When creating a multi-weapon using two weapons from the Relic series for example, the multi-weapon's base weapon will determine the final Potential. Other aspects behave the same as any regular multi-weapon.