|Swords||Wired Lances||Partizans||Twin Daggers||Double Sabers||Knuckles||Katanas||Dual Blades||Gunslashes|
|Assault Rifles||Launchers||Twin Machine Guns||Bullet Bows|
- 1 Overview
- 2 Damage Type
- 3 PP Recovery
- 4 Normal Attack Magnification
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.
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.
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.
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.
- The Sword Dragon Slayer currently has the Potential Dragon Hunter Lv. 2. If one wishes to switch to the Weaponoid Potential Sealing Dragon's Roar, 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 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.
Material Conversion and Upgrades
Old Type to New Type Conversion
Weapon Camos and Weapon Form Change
See: Weapon Camos for more information.
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 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.
|Weapon||1st Attack||2nd Attack||3rd Attack||Dodge-Attack||Weapon Action|
|Dual Blades||7||8||10+10||4+4||1+1, 4|
|Bullet Bows||6 (18)||6 (18)||6 (18)||15||-|
|Swords (Hero)||2||3||3+3||4||4x5 (uncharged) / 10 (Lv. 1 charge) / 0 (Lv. 2 charge)|
|Twin Machineguns (Hero)||0||0||0||0||20/s (20 + 40/s)|
|Talises (Hero)||7||9||12||6 (normal) / 4x3 (Hero Counter)|
|Assault Rifles (Phantom)||3||4||9||5||3|
- Twirl Action for Partizan refers to twirl after normal/twirl after Photon Art.
- 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 16 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.
- Parenthesized value for Hero TMG Weapon Action refers to Just Reload.
Normal Attack Magnification
|Weapon||Position||1st Attack||2nd Attack||3rd Attack||Dodge Attack||Others|
|Bare Hands||Aerial & Ground||364%||500%||492%||260%||Bare Hand PA: 1000%|
|Wired Lance||Aerial & Ground||380%||315% x2||698%||251% x2||-|
|Partizan||Aerial & Ground||270%||267%||336%||300%||-|
|Twin Daggers||Aerial & Ground||100%x2||120%x2||220%x2||150%||Spin: 20%x2|
|Double Sabers||Aerial||180x2||190x2||290%+290%+300%||175% x3|| DS Whirlwind: 55% / 82.5% / 110% x8 |
(Gear 1 / 2 / 3)
|Ground||195% x2||200% x2||300% x3|
|Knuckles||Aerial & Ground||236%||389%||410%||320%||-|
|Gunslash||Aerial & Ground||312%||275%||270%||340%||Gunslash Shoot: 120%|
|Katana||Aerial & Ground||280%||300%||300% + 320%||390%|| Katana Counter: 100% / 120% / 200% / 250% |
(Gear 1 / 2 / 3 / MAX)
|Dual Blades||Aerial & Ground||270%||290%||370% x2||250% x2||Photon Blades: 100%|
|Assault Rifle||Aerial & Ground||130% x3||130% x3||130% x3||180% x3||-|
|Launcher||Aerial & Ground||392%||420%||560%||560%||-|
|Twin Machineguns||Aerial & Ground||50% x4||60% x4||80% x5||150% x2||S-Roll Shoot: 70% x3|
|Bullet Bow||Aerial & Ground||108% (540%)||250%||-|
|Rod||Aerial & Ground||105%||104%||108%||-||-|
|Talis||Aerial & Ground||58%||-||-|
|Wand||Aerial & Ground||336%||300%||370%||350%||Wand Tech-Explosions: 240%|
|Jet Boots||Aerial & Ground||234%||207% x2||575%||400%|| Weapon Action: 219% x4 |
JB Step Jump: 160%
|Takt||Aerial & Ground||10%||-||-|
|Sword (Hero)||Aerial & Ground||180%||220%||320% + 520%||350% (normal) / 1300% (Hero Counter)|| Spirit Bullet:|
75%x5 (uncharged) / 450% (Lv. 1 charge) / 3000% (Lv. 2 charge)
|Twin Machineguns (Hero)||Aerial & Ground||80% x n Hits||180%x3 Hits / 380%3 Hits (Hero Counter)||-|
|Talis (Hero)||Aerial & Ground||220%||280%||450%||350% / 400%x3 Hits (Hero Counter)||Weapon Action: 450%|
|Katana (Phantom)||Aerial & Ground||300%||320%||600%||580%||Weapon Action: 600% Counter: 1380%|
|Assault Rifle (Phantom)||Aerial & Ground||460%||470%||920%||Weapon Action: 360%, Charged WA: 480%|
|Rod (Phantom)||Aerial & Ground||280%||290%||620%||610%||Weapon Action: 360%, Charged WA: 480, Counter: 1050%|
- 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.