Difference between revisions of "Portal:New Genesis/Item Lab"

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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 palette. This includes using the normal attacks, Photon Arts, Weapon Actions, and class equip requirements of both weapons.
 
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 palette. 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 "{{icons|NGS Sword}} Theseus Sword" and "{{icons|NGS Assault Rifle}} Theseus Rifle" together, you cannot combine a "{{icons|NGS Sword}} Theseus Sword" with a "{{icons|NGS Knuckles}} Trois De Knuckles".
+
In order to combine weapons, they must be of the same 'series'. For example, while you are able to combine a "{{icons|NGS Sword}} Theseus Sword" and "{{icons|NGS Rifle}} Theseus Rifle" together, you cannot combine a "{{icons|NGS Sword}} Theseus Sword" with a "{{icons|NGS Knuckles}} Trois De Knuckles".
  
 
The process of creating a multi-weapon cannot be reversed to return the weapons used to their original state.
 
The process of creating a multi-weapon cannot be reversed to return the weapons used to their original state.
  
 
{{NGS Navbox}}
 
{{NGS Navbox}}

Revision as of 00:53, 17 June 2021

Item Enhancement

Unit Enhancing

ShopLogoLab.png

Enhancing NGS weapons and armor units can be done through the Item Lab in Central City. Every unit you use to enhance another unit will cost you one N-Grinder and an amount of N-Meseta based on the rarity of the item being enhanced.
Enhancement can not go beyond certain points for units without Limit Breaking based on the unit's rarity. The starting limit is at +10 for 1, +20 for 2, +30 for 3 and +40 for 4.
Enhancing units will not risk any failure.

Enhance Value EXP Required
1 2 3 4
Total (0 → +10) 1000 1500 2500 3500
Total (+10 → +20) 2000 3000 5000 7000
Total (+20 → +30) 3000 4500 7500 10500
Total (+30 → +40) ? ? ? ?
Grand Total ? ? ? ?

Limit Breaking

The Enhancement Limit is the maximum level that a weapon or armor can be enhanced to. It is displayed on tab 2 of a unit's Item Details window, e.g. "Enh Lv. /0 (30 Maximum)", with 30 being the Enhancement Limit.

For all weapons and units the maximum Enhancement Limit is currently 40.

The Enhancement Limit of a weapon or unit can be raised by Limit Breaking it in the Item Lab at the cost of materials and N-Meseta. Each Limit Break increases the Enhancement Limit by 10.

Rarity 1 2 3 4
Base Limit 10 20 30 40
Limit Break Cost for 20 10k N-Meseta
10 Mononite
- - -
Limit Break Cost for 30 20K N-Meseta
10 Dualomite
30k N-Meseta
20 Dualomite
- -
Limit Break Cost for 40 30k N-Meseta
10 Trinite
45k N-Meseta
20 Trinite
120k N-Meseta
30 Trinite
-

EXP Value Overview of Fodders

Rarity Base EXP Same Unit EXP Base N-Meseta Cost*
1 100 50 1000
2 200 100 2000
3 350 175 3000
4 600 300 4000
  • Base Cost is the the cost associated with the base unit. If you are enhancing a 2 unit, you will pay 2000 N-Meseta regardless of the fodders rarity.
  • The Same Unit bonus is applied when enhancing a unit with a unit of the same name.
  • The EXP given by material items is the total EXP that it took to Enhance it to that level. Say we have a 1 weapon at +10, the EXP that it would give as a fodder would be the EXP it took to Enhance it to 10, which is 1000, divided by 2; along with the base EXP value, the fodder would give a total of 600 EXP.
  • Silver Primm Sword and Gold Primm Sword have build in Esperio augment that provides extra EXP when used as fodder, give 600/800 EXP in total.
  • There is a chance to receive a Great Success while enhancing, granting 2x more EXP.


Affixing

Ability (NGS) Affix Augments (NGS) Ability (NGS) List of Augments (NGS) Ability (NGS) PSO2 Augment Conversion

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 "Ability (NGS) Foms Soul I" Special Ability to a weapon, using one "Ability Capsule (NGS) 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.

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_Augments 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 Augment Conversion page.

Potentials

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 N-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
15 Lightweaver Cras Series NGSUIItemPotentialAbility.png Assault Unit
15 Fluxio Series
15 Rinza Series
NGSUIItemPotentialAbility.png Infalliable Unit
15 Stil Series NGSUIItemPotentialAbility.png Sturdy Unit
15 Adel Series
15 Seiros Series
15 Fimbul Series
NGSUIItemPotentialAbility.png Lucky Unit
15 Liberate Series
15 Oblisana Series
15 Darkbanisher Ayer Series
15 Puras Series
15 Chaval Series
15 Anacates Series
15 Genon Series
15 Shihou Series
15 Orb Series
15 Dusk Series
15 Million Series
15 Krisa Series
15 Nova Series
15 Legacy Weapon Series
Other Weapons
NGSUIItemPotentialAbility.png Inversion Unit
15 Lightstream Xion Series NGSUIItemPotentialAbility.png Spirit Surge Unit
15 Atlas Ex Series NGSUIItemPotentialAbility.png Endurance Unit
15 Austere-NT Series NGSUIItemPotentialAbility.png Wellspring Unit
Any 13 to 14 Weapon NGSUIItemPotentialAbility.png Basic Attack Unit 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 palette. 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 "Sword (NGS) Theseus Sword" and "Rifle (NGS) Theseus Rifle" together, you cannot combine a "Sword (NGS) Theseus Sword" with a "Knuckles (NGS) Trois De Knuckles".

The process of creating a multi-weapon cannot be reversed to return the weapons used to their original state.