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(I wrote a whole thing, but then my internet dicked me over and decided to get rid of it. So I'll just start with an outline with a few little things.)
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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.
 
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 after the weapon is grinded to +10, for Old Type Weapons, or if the weapon reached +10, +20, and +30, for New Type Weapons. There are four Potential types currently in-game: Normal, <span style="color:red">Hidden</span>, <span style="color:green">Weaponoid</span>, and <span style="color:purple">Arena</span> Potential; 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.
+
The Potential can be unlocked for the weapon after the weapon is grinded to +10, for Old Type Weapons, or if the weapon reached +10, +20, and +30, for New Type Weapons. There are five Potential types currently in-game: Normal, <span style="color:red">Hidden</span>, <span style="color:green">Weaponoid</span>, and <span style="color:purple">Arena</span> Potential, and  <span style="color:yellow">Qliphad</span>; Normal Potentials require Photon Spheres to unlock, Hidden Potentials require Photon Boosters to unlock, Weaponoid Potentials require Weaponoid Boosters, Arena Potentials require Arena Boosters, and Qliphad Potentials require Qliphad Fuses.
  
 
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.
 
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.

Revision as of 15:50, 22 April 2017

Sword Sword Wired Lance Wired Lances Partizan Partizans Twin Daggers Twin Daggers Double Saber Double Sabers Knuckles Knuckles Katana Katanas Dual BladesDual Blades GunslashGunslashes
Assault Rifle Assault Rifles Launcher Launchers Twin Machineguns Twin Machine Guns Bullet Bow Bullet Bow
Rod Rods Talis Talises WandWands Jet BootsJet Boots TaktTakts

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.

Upgrading Weapons

Grinding

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 after the weapon is grinded to +10, for Old Type Weapons, or if the weapon reached +10, +20, and +30, for New Type Weapons. There are five Potential types currently in-game: Normal, Hidden, Weaponoid, and Arena Potential, and Qliphad; Normal Potentials require Photon Spheres to unlock, Hidden Potentials require Photon Boosters to unlock, Weaponoid Potentials require Weaponoid Boosters, Arena Potentials require Arena Boosters, and Qliphad Potentials require Qliphad Fuses.

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.

Should a weapon have multiple Potentials, an option in the Item Lab is available to switch Potentials.

Affixing

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. To add or increase the Attribute Value on Old Type weapons, you must use Attribute Grinding.

To Attribute Grind, you must select a target weapon from the Attribute Grind menu. You will then be taken to a list containing all of the weapons in your inventory that are compatible with the target weapon. The weapons selected will be destroyed in the Attribute Grinding process. For a weapon to be counted as compatible, it must be of the same Rarity and Weapon Type. Once you have selected all the weapons you wish to sacrifice, you will then be taken to the Grind confirm menu, which will request a certain number of Synthesizers and Meseta; the requisite value of both is relative to the number of fodder sacrificed and the Rarity of the target weapon.

Increasing Attribute is as follows:

  • Same Rarity/Different Weapon: +1 Attribute, regardless of the fodder's Attribute.
  • Same Rarity/Same Weapon/Different Element: +10 Attribute, regardless of the fodder's Attribute.
  • Same Rarity/Same Weapon/Same Element: The Attribute of the fodder is added to the Attribute of the target.
  • Attribute Support Items will also increase the target weapon's Attribute in addition to the bonus granted by the initial fodder.

Note that NT weapons increase Attribute through the normal Grinding system and follow the same rules as normal Attribute Grinding; however, the fodder is fed to the target via NT Grinding, and no Synthesizers are used.

Photon Color

Certain pieces of equipment have an ability known as Photon Color. This is signified by a small color palette icon at the bottom left of the equipment's icon. The Item Lab is able to change the color of the target equipment at no cost.

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 Fighter Skill tree, so understanding and knowing which attacks does the type of damage can be crucial at times.

PP Recovery

Weapon 1st Attack 2nd Attack 3rd Attack Dodge-Attack Weapon Action
Bare Hands 5 6 9 5 -
Sword Sword 9 9 10 5 -
Wired Lance Wired Lance 7 5+5 11 3+3 -
Partizan Partizans 6 6 9 5 -
Twin Daggers Twin Daggers 3+2 3+3 5+5 5 2+2
Double Saber Double Sabers 2+2 3+3 9+9+9 5+5+5 -
Knuckles Knuckles 5 6 10 5 -
Gunslash Gunslash 5 6 9 5 -
Katana Katana 6 6 6+6 5 0
Dual Blades Dual Blades 7 8 10+10 4+4 1+1, 4
Assault Rifle Assault Rifle 2+2+2 2+2+2 2+2+2 1+1+1 -
Launcher Launcher 2 2 3 1 -
Twin Machineguns Twin Machineguns 1+1+1+1 1+1+1+1 1+1+1+1+1 1+1 2+2+2
Bullet Bow Bullet Bow 3 (9) 3 (9) 3 (9) 5 -
Rod Rod 5 6 9 - -
Talis Talis 5 6 9 - -
Wand Wand 5 7 9 7 -
Jet Boots Jet Boots 5 6+6 9 6 10+10+10+10
Takt 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 is the multi-kick attack performed when activating Branched Action from the user's Normal Attack.

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 Sword Aerial 154% 128% 175% 100% -
Ground 133% 132% 138%
Wired Lance Wired Lance Aerial & Ground 105% 69% x2 144% 55% x2 -
Partizan Partizan Aerial & Ground 88% 87% 85% 80% -
Twin Daggers Twin Daggers Aerial 42% x2 44% x2 66% x2 68% TD Spin : 20% x2
Ground 45% x2
Double Saber 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 Knuckles Aerial & Ground 84% 118% 116% 73.5% -
Gunslash Gunslash Aerial & Ground 104% 96% 90% 77% Gunslash Shoot: 60%
Katana Katana Aerial & Ground 90% 88% 88% + 85% 85% Katana Counter: 100% / 120% / 200% / 250%
(Gear 1 / 2 / 3 / MAX)
Dual Blades Dual Blades Aerial 56.3% 52.3% 59.5% x2 32% x2 Photon Blades: 100%
Ground 50% 45% 55% x2
Assault Rifle Assault Rifle Aerial & Ground 24% x3 24% x3 24% x3 10% x3 -
Launcher Launcher Aerial & Ground 119% 125% 130% 50% -
Twin Machineguns Twin Machineguns Aerial & Ground 13.8% x4 15.9% x4 15.78% x5 10% x3 S-Roll Shoot: 13.8% x3
Bullet Bow Bullet Bow Aerial & Ground 72% (200%) 100% -
Rod Rod Aerial & Ground 105% 104% 108% - -
Talis Talis Aerial & Ground 58% - -
Wand Wand Aerial & Ground 224% 200% 264% 100% Wand Tech-Explosions: 160%
Jet Boots Jet Boots Aerial & Ground 60% 106% x2 115% 100% Weapon Action: 56% x4
JB Step Jump: 160%
Takt Takt Aerial & Ground 10% - -

Notes:

  • Although the Bare Hand PA resembles the Knuckles Knuckles PA, 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 Bullet Bow is for its charged Normal Attack.
  • Rod Normal Attacks are S-ATK S-ATK based.
  • Wand Tech Explosions are T-ATK 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 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 Sword Wired Lance Wired Lances Partizan Partizans Twin Daggers Twin Daggers Double Saber Double Sabers Knuckles Knuckles Katana Katanas Dual BladesDual Blades GunslashGunslashes
Assault Rifle Assault Rifles Launcher Launchers Twin Machineguns Twin Machine Guns Bullet Bow Bullet Bow
Rod Rods Talis Talises WandWands Jet BootsJet Boots TaktTakts