Difference between revisions of "Weapons"
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− | | style="text-align: center;" | Weapon Action: 219% x4 <br> JB | + | | style="text-align: center;" | Weapon Action: 219% x4 <br> JB Sidestep Jump: 160% |
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| {{icons|Harmonizer}} Harmonizer | | {{icons|Harmonizer}} Harmonizer |
Revision as of 04:23, 13 April 2020
Reason: Moved to Template:Weapon Listing
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.
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, +20, and +30, 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.
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.
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,
- The Sword Dragon Slayer currently has the Potential Draconian Bane Lv. 2. If one wishes to switch to the Weaponoid Potential Howl of the Sealed Dragon, 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.
Damage Type
There are about three types of Damage in-game: Melee, Ranged, and Technique Damage.
Certain skills can only work for the specific Damage Type, like Over Limit from the Fighter Skill tree, so understanding and knowing which attacks does the type of damage can be crucial at times.
Element
Element is an Elemental value that most weapons are tagged with. An Element come pre-installed on a weapon, or can be added manually through the Attribute Grinding process.
PP Recovery
Weapon | 1st Attack | 2nd Attack | 3rd Attack | Dodge-Attack | Weapon Action |
---|---|---|---|---|---|
Bare Hands | 5 | 6 | 9 | 5 | - |
Sword | 12 | 13 | 18 | 12 | - |
Wired Lance | 11 | 8+8 | 18 | 8+8 | - |
Partisans | 6 | 6 | 9 | 5.5 | Twirl: 10/30 |
Daggers | 2+2 | 3+3 | 7+7 | 5 | 2+2 |
Double Sabers | 4+4 | 5+5 | 10+10+10 | 6+6+6 | - |
Knuckles | 5 | 7 | 13 | 10 | - |
Gunblade | 10 | 12 | 15 | 10 | 10 |
Katana | 5 | 7 | 7+7 | 8 | 0 |
Soaring Blades | 7 | 8 | 10+10 | 4+4 | 1+1, 4 |
Rifle | 5x3 | 5x3 | 5x3 | 6x3 | - |
Launcher | 8 | 10 | 15 | 15 | - |
Twin Machineguns | 1x4 | 1.1x4 | 1.2x5 | 3+3 | 1.666 |
Bow | 6 (18) | 6 (18) | 6 (18) | 15 | - |
Rod | 20 | 22 | 25 | - | - |
Talis | 5 | 6 | 9 | - | - |
Wand | 10 | 12 | 18 | 12 | - |
Jet Boots | 8 | 8+8 | 14 | 15 | 12x4 |
Harmonizer | 0 | 0 | 0 | - | - |
Notes:
- Twirl Action for Partisan 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 Soaring Blades' PP recovery is separated for the Photon Blades and for the attack done after a Soaring Blade Sidestep Tackle.
- 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 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.
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% |
Sword | Aerial | 352% | 348% | 400% | 275% | - |
Ground | 407% | 337% | 509% | |||
Wired Lance | Aerial & Ground | 380% | 315% x2 | 698% | 251% x2 | - |
Partisan | Aerial & Ground | 270% | 267% | 336% | 300% | - |
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 (Focus 1 / 2 / 3) |
Ground | 195% x2 | 200% x2 | 300% x3 | |||
Knuckles | Aerial & Ground | 236% | 389% | 410% | 320% | - |
Gunblade | Aerial & Ground | 312% | 275% | 270% | 340% | Gunblade Shoot: 120% |
Katana | Aerial & Ground | 280% | 300% | 300% + 320% | 390% | Katana Counter: 100% / 120% / 200% / 250% (Focus 1 / 2 / 3 / MAX) |
Soaring Blades | Aerial & Ground | 270% | 290% | 370% x2 | 250% x2 | Photon Blades: 100% |
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 Sidestep Jump: 160% |
Harmonizer | Aerial & Ground | 10% | - | - |
Notes:
- Although the Bare Hand PA resembles the Knuckles PA, Overhand Straight, it does not share its multiplier.
- The Gunblade 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 Bow is for its charged Normal Attack.
- Rod Normal Attacks are MEL Pwr based.
- Wand Tech Explosions are TEC Pwr based.
- The Explosion that happens when the Player performs during a Sidestep 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 Shot projectiles are not Normal Attacks.
Reason: Moved to Template:Weapon Listing