Difference between revisions of "Augment Factors"
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| {{icons|Augment Factor}} Alternate History | | {{icons|Augment Factor}} Alternate History | ||
| Experience Gained +10% | | Experience Gained +10% | ||
− | | {{rarity|13}} {{icons|Partisan}} [[Imperial Pick]]<br>{{rarity|13}} {{icons|Double Saber}} [[Meteor Staff]]<br>{{rarity|13}} {{icons|Knuckles}} [[Divine Fists]]<br>{{rarity|13}} {{icons|Soaring Blades}} [[Milio Bright]]<br>{{rarity|13}} {{icons| | + | | {{rarity|13}} {{icons|Partisan}} [[Imperial Pick]]<br>{{rarity|13}} {{icons|Double Saber}} [[Meteor Staff]]<br>{{rarity|13}} {{icons|Knuckles}} [[Divine Fists]]<br>{{rarity|13}} {{icons|Soaring Blades}} [[Milio Bright]]<br>{{rarity|13}} {{icons|Rifle}} [[Astral Riser]]<br>{{rarity|13}} {{icons|Rod}} [[Weddle Park]]<br>{{rarity|13}} {{icons|Rod}} [[Clarita Visus]] |
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{{:Affixing_NavBar}} | {{:Affixing_NavBar}} |
Revision as of 00:17, 3 May 2020
Nominated for deletion - This page is a candidate for deletion.
Reason: Moved to Template:Affixing_NavBar, no pages link here anymore
Reason: Moved to Template:Affixing_NavBar, no pages link here anymore
General Information
Augment Factors are a special Affixing mechanic for Weapons. By enhancing a Weapon to its maximum Overgrind Limit (+35), the weapon's Augment Factor is unlocked. By then affixing the Weapon or using the Weapon as a component in Affixing, the Augment Factor can be Affixed to itself/a target weapon with a 100% base rate, even if the Augment isn't normally transferable.
Mechanics and Behavior
- Augment Factors are unlocked by grinding a Weapon to +35; different Weapons or Weapon series have different Augment Factors.
- The Augment Factor Weapon must have the same or higher number of Augments as the base in order for it to be used as a component.
- Augment Factors are still affected by the Extra Slot penalty.
- The Augment Factor can be affixed as many times as desired as long as the Weapon is intact.
- When applying an Augment Factor, the Augment Factor's Augment does not interact with pre-existing Abilities. For example, a weapon affixed with Precision III would not be able to synthesize Precision IV with a Precision III Augment Factor unless the Augment Factor is affixed first.
- Augment Factors function as normal Augments once affixed and follow their normal rules.
- An Augment Factor can't be affixed if another Augment Factor in the process shares the same Augment slot as it.
List of Augment Factors
Stat Boost
Name | Effects | Weapon Sources |
---|---|---|
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MEL Pwr +30 | |
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MEL Pwr +35 | |
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RNG Pwr +30 | |
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RNG Pwr +35 | |
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TEC Pwr +30 | |
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TEC Pwr +30 | |
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DEX +30 | |
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DEX +35 | |
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MEL Def +30 | |
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RNG Def +30 | |
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TEC Def +30 | |
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All +15 | |
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HP +50 | |
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HP +60 | |
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PP +4 | |
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PP +5 |
Stat Boosts (Special)
Name | Effects | Weapon Sources |
---|---|---|
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Increases specific synthetic probability. Pwr +10 HP +10 |
|
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DEX +20 PP +5 |
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MEL Pwr +20 HP +30 |
|
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RNG Pwr +20 HP +30 |
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TEC Pwr +20 HP +30 |
|
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MEL Pwr +20 PP +3 |
|
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RNG Pwr +20 PP +3 |
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TEC Pwr +20 PP +3 |
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Pwr +15 PP +2 |
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Resists
Name | Effects | Weapon Sources |
---|---|---|
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MEL Resistance +5 | |
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RNG Resistance +5 | |
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TEC Resistance +5 |
Status
Name | Effects | Weapon Sources |
---|---|---|
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Grant Burn Lv. 3 | |
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Grant Burn Lv. 5 | |
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Grant Freeze Lv. 3 | |
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Grant Freeze Lv. 5 | |
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Grant Shock Lv. 3 | |
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Grant Shock Lv. 3 | |
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Grant Blind Lv. 3 | |
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Grant Blind Lv. 5 | |
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Grant Panic Lv. 3 | |
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Grant Panic Lv. 5 | |
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Grant Poison Lv. 3 | |
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Grant Poison Lv. 5 |
Souls
Name | Effects | Weapon Sources |
---|---|---|
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MEL Pwr +35 PP +3 |
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RNG Pwr +35 PP +3 |
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TEC Pwr +35 PP +3 |
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Other
Name | Effects | Weapon Sources |
---|---|---|
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Significantly increases Soul success rate during affixing. All +10 |
|
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Experience Gained +10% | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Nominated for deletion - This page is a candidate for deletion.
Reason: Moved to Template:Affixing_NavBar, no pages link here anymore
Reason: Moved to Template:Affixing_NavBar, no pages link here anymore