General Information
Special Ability Factors (SAF) are properties exclusive only to New Type (NT) Weapons. They are unlocked by grinding the New Type Weapon until +35, meaning obtaining them requires multiple copies of that weapon until it reaches the Weapon Limit of 35. While this sounds tedious and wasteful, the SAF is a guaranteed 100% success on adding Abilities which is extremely helpful for difficult and expensive Abilities like Modulator.
Mechanics and Behavior
- The Special Ability Factors (SAFs) are unlocked by grinding a New Type Weapon to +35; certain weapons or weapon series have different Special Ability Factors.
- The weapon fodder needs to have the same or higher number of abilities in order for it to be used as a component.
- While SAFs are a guaranteed 100%, it still follows penalties when upslotting.
- The SAF can be applied as many times as you can, so long as the +35 Weapon is present (e.g the base weapon).
- When applying SAF into a preaffixed weapon, the SAF doesn't interact with the pre-existing Abilities. Say you have a weapon affixed with Shoot III, applying a weapon with a Shoot III SAF would not give Shoot IV.
- SAFs, once placed act as normal Abilities. Thus follow their respective transfer rate.
- Certain SAFs can't be placed together. (e.g "Phrase" SAFs).
General Ability Factors Table
Stat Boosts
Stat Boosts (Special)
Resists
Status Abilities
Monster Souls
Others