Difference between revisions of "S-Grade Augments"

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Revision as of 18:21, 14 October 2020


Nominated for deletion - This page is a candidate for deletion.
Reason: Moved to Template:Affixing_NavBar, no pages link here anymore

S-Grade Augments (Also known as Super Special Ability (SSA) in EN-JP fan translations or Special Option (SOP) in JP) are a type of Augment that can be affixed to certain equipment provided that it supports the feature. By affixing S-Grade Augments, one can customize their equipment with powerful Potential-like attributes and bonuses.

Overview

S-Grade Augments are Augments with effects similar to that of Potentials. You can affix S-Grade Augments to equipment that support S-Grade Augments, denoted by a purple border surrounding the equipment's icon.

S-Grade Augments are divided into multiple slots: S Grade Augment 1S Grade Augment 2S Grade Augment 3S Grade Augment 4S Grade Augment 5 for weapons, and S Grade Augment 6S Grade Augment 7S Grade Augment 8 for Units. A weapon/unit can only hold one of each slot of S-Grade Augment at a time; for example, you may not affix two Augments with the same designation of S Grade Augment 4 on the same Weapon. In addition, you can only affix S-Grade Augments to equipment that can accommodate the S-Class tier you are affixing; for example, weapons that do not display the icon for S Grade Augment 4 in their status menu cannot have S Grade Augment 4 abilities affixed to them.

S-Grade Augment Transfer

To transfer S-Grade Augments, you must be using a base weapon/unit compatible with intended S-Grade Augment.

S-Grade Augments can be transferred without the use of additional components or Augments; in addition, S-Grade Augments have a 100% rate of transfer and are unaffected by the Extra Slot penalty.

S-Grade Augments can then be transferred to the target item in the following ways:

  • By utilizing a weapon fodder that has the SGA attached to it that you wish to transfer over to the target item. The weapon fodder is not destroyed and will only lose its SGA once it is transferred over to the target item. If the target item already has an SGA, it will be overwritten by the fodder's SGA. All other properties of the fodder weapon remain the same (Enhancement Level, Affixes).
  • By utilizing a weapon that has an Augment Factor that provides the SGA to the target item.
    • By utilizing a fodder weapon that has an SGA as it's Special Augment Factor (SAF), it is possible to affix the SGA to the fodder weapon and then transfer it over to the target item. You can then re-affix the SGA back to the fodder weapon via its SAF and repeat the process, thereby creating an infinite source of an SGA.
  • By utilizing an affix capsule, a one time consumable that is used similarly to the affix augment items that will provide the SGA contained inside to the target item.


S-Grade Augment Affix Capsule

To add an S-Grade Augment, you must be using a base weapon/unit compatible with the S-Grade Augment you are attempting to add. If you are in possession of an item that allows you to add an S-Grade Augment, you will be prompted to use the item at the start of the affixing process. Upon affixing the base weapon, the item will be consumed and the S-Grade Augment designated on the item will be added to the base weapon.

S-Grade Augment Swap

Swapping is a special feature available exclusively to equipment that supports the S-Grade Augment function and can be found as a separate option from normal Affixing in the Item Lab's menu. Swapping allows you to exchange S-Grade Augments (SGAs) between two different weapons/units without going through the normal Affix Augment process, thereby avoiding having to redo affixing on equipment, provided that both items have the same S-Grade slot. The items that are used for the swap do not need to have the same number of slots unlike regular Affix Augmenting.

When using the swapping feature, you will select the target item first, and then the eligible fodder item on the 2nd page. You will then select the augments and SGAs for the target item and then the fodder item. Afterwards you will pay a fee based on the number of SGAs and slots are being transferred.

There are specific rules that come with swapping SGAs as follows:

  1. If the target item receiving the SGA already has an existing SGA, the SGAs will be swapped, with the target item receiving the SGA of the fodder and the fodder receiving the SGA of the target. No items are destroyed in the process unlike Affix Augmenting. You may swap as many SGAs as eligible during this process.

  2. When choosing to swap a SGA from a fodder item to a target item that does not have a SGA installed, the following will happen:
    • You will be required to overwrite one of the target item's regular augments to make room for the SGA. The total slot count will remain the same. This means the target item must be at minimum 1 slot with 1 regular augment attached to it.
    • The fodder item will lose 1 slot for every SGA transferred while keeping all regular augments. If the item is a 1 slot with only the SGA installed, it will become 0 slot.

Using the 2nd method of swapping, it is possible to create an infinite source of specific SGAs that are Special Augment Factors (SAFs) of items by affixing them back into the item with the SAF (as the chance of affix will be 100% always) and then swapping them onto target items as many times as you need.


Example of swapping SGAs between two items


Target item: Atlas weapon has the following SGA slots: S Grade Augment 1S Grade Augment 2S Grade Augment 3S Grade Augment 4. It is a 6 slot with the SGAs Property S1: Revenant's Resolve isn't defined. Add it here: [[1]],
Property S2: Partbreaker's Resolve isn't defined. Add it here: [[2]], Property S3: Revenant's Descent isn't defined. Add it here: [[3]], and 3 regular augments.
Fodder item: Random 4 slot weapon with the SGA Property S2: Superior Prowess isn't defined. Add it here: [[4]] and 3 regular augments.

Swapping will cause the following to occur:

  • The S2 slot of the Atlas weapon will be replaced with Property S2: Superior Prowess isn't defined. Add it here: [[5]]. All other SGAs and augments stay the same.
  • The Fodder weapon will gain Property S2: Partbreaker's Resolve isn't defined. Add it here: [[6]]. All remaining augments stay the same.


Atlas Weapon Result
Before: 6 slots, 3 SGAs, 3 augments. The S2 slot was Property S2: Partbreaker's Resolve isn't defined. Add it here: [[7]].
After: 6 slots, 3 SGAs, 3 augments. The S2 slot is now Property S2: Superior Prowess isn't defined. Add it here: [[8]].

Fodder Weapon Result
Before: 4 slots, 1 SGA, 3 augments. The S2 slot was Property S2: Superior Prowess isn't defined. Add it here: [[9]].
After: 4 slots, 1 SGA, 3 augments. The S2 slot is now Property S2: Partbreaker's Resolve isn't defined. Add it here: [[10]].

Example of moving a SGA to an item with no SGA installed


Target item: Atlas weapon has the following SGA slots: S Grade Augment 1S Grade Augment 2S Grade Augment 3S Grade Augment 4. It is a 4 slot with no SGAs installed and 4 regular augments.
Fodder item: Random 3 slot weapon with the SGA Property S1: Revenant's Resolve isn't defined. Add it here: [[11]] and 2 regular augments.

Swapping will cause the following to occur:

  • 1 of the 4 regular augments on the Atlas weapon must be overwritten to fit Property S1: Revenant's Resolve isn't defined. Add it here: [[12]] onto it.
    It will stay a 4 slot weapon but will contain the SGA Property S1: Revenant's Resolve isn't defined. Add it here: [[13]] and the 3 remaining augments.
  • The Fodder weapon will lose 1 slot, therefore becoming a 2 slot weapon with no SGA installed in the S1 slot.


Atlas Weapon Result
Before: 4 slots, 0 SGAs, 4 augments.
After: 4 slots, 1 SGA, 3 augments. The S1 slot is now Property S1: Revenant's Resolve isn't defined. Add it here: [[14]].

Fodder Weapon Result
Before: 3 slots, 1 SGA, 2 augments.
After: 2 slots, 0 SGA, 2 augments.

Example of moving multiple SGAs to an item with both empty and installed SGAs


Target item: Atlas weapon has the following SGA slots: S Grade Augment 1S Grade Augment 2S Grade Augment 3S Grade Augment 4. It is a 6 slot with the SGAs Property S1: Revenant's Resolve isn't defined. Add it here: [[15]],
Property S3: Revenant's Descent isn't defined. Add it here: [[16]], and 4 regular augments.
Fodder item: Random 5 slot weapon with the SGA Property S2: Superior Prowess isn't defined. Add it here: [[17]], S-Grade Augment S3: Dynamo Dance and 3 regular augments.

Swapping will cause the following to occur:

  • Installing Property S2: Superior Prowess isn't defined. Add it here: [[18]] to the target Atlas will require one of the augments on the weapon to be replaced.
  • The Property S3: Revenant's Descent isn't defined. Add it here: [[19]] on target Atlas will be swapped to S-Grade Augment S3: Dynamo Dance.
  • The Fodder weapon will lose one slot due to the loss of Property S2: Superior Prowess isn't defined. Add it here: [[20]]. All remaining augments stay the same. The fodder weapon's new S3 will become Property S3: Revenant's Descent isn't defined. Add it here: [[21]].


Atlas Weapon Result
Before: 6 slots, 2 SGAs, 4 augments. The S2 slot was empty and the S3 slot was Property S3: Revenant's Descent isn't defined. Add it here: [[22]].
After: 6 slots, 3 SGAs, 3 augments. The S2 slot is now Property S2: Superior Prowess isn't defined. Add it here: [[23]]. The S3 slot is now S-Grade Augment S3: Dynamo Dance.

Fodder Weapon Result
Before: 5 slots, 2 SGA, 3 augments. The S2 slot was Property S2: Superior Prowess isn't defined. Add it here: [[24]].
After: 4 slots, 1 SGA, 3 augments. The S2 slot is removed and the S3 is now Property S3: Revenant's Descent isn't defined. Add it here: [[25]].

List of S-Grade Augments

S1

S-Grade Augment Effects Weapon Drops Special Augment Factor Capsule Drop Location
S Grade Augment 1 S1: Aggressive Will Increases attack power by 2%. Gunblade 13 Val Alz
S Grade Augment 1 S1: Guardian Gear Reduces damage taken by 7%. Bewitched Woods Exploration
S Grade Augment 1 S1: Lucent Grace Increases natural PP recovery by 20%. Crimson Fellwyrm Over the Castle
Black Fellwyrm Rises From Ruin
S Grade Augment 1 S1: Lucent Strike Increases active PP recovery by 20%. Bewitched Woods Exploration
Castrum Demonica: Madness
S Grade Augment 1 S1: Photon Reduction Reduces PP consumption by 7%. Rifle 13 Val Drache

Launcher 13 Val Volare
Twin Machineguns 13 Val Radda

S Grade Augment 1 S1: Precision Will Increases critical hit damage by 3%. Bewitched Woods Exploration
Castrum Demonica: Madness
S Grade Augment 1 S1: Revenant's Resolve Increases attack power based on the Photon Gauge.
Maxes out at 3%.
Sword 14 Ares Sword

Wired Lance 14 Ares Lance
Partisan 14 Ares Partisan
Gunblade 14 Ares Buster
Jet Boots 14 Ares Boots

S Grade Augment 1 S1: Superior Prowess Increases critical hit rate by 15%. Crimson Fellwyrm Over the Castle
Black Fellwyrm Rises From Ruin
S Grade Augment 1 S1: Timeflow Vitality Restores 40% of your maximum HP every 40 seconds. Bewitched Woods Exploration
Castrum Demonica: Madness

S2

S-Grade Augment Effects Weapon Drops Special Augment Factor Capsule Drop Location
S Grade Augment 2 S2: Aggressive Will Increases attack power by 2%. Bewitched Woods Exploration
S Grade Augment 2 S2: Goliathslayer's Resolve Increases damage dealt to bosses by 3%. 13 Mars Series
S Grade Augment 2 S2: Lucent Grace Increases natural PP recovery by 17%. Bewitched Woods Exploration
S Grade Augment 2 S2: Lucent Strike Increases active PP recovery by 17%. Katana 13 Val Valua

Soaring Blades 13 Val Slecht
Bow 13 Val Agria
Jet Boots 13 Val Exocet

S Grade Augment 2 S2: Medical Grace Restores varying amounts of PP upon consuming a -mate item as follows:

Monomate: 20 PP
Dimate: 40 PP
Trimate: 60 PP
Works with Automate.

Daggers 13 Chocolate Du Kitchen

Wired Lance 13 Glorious Parfait
Gunblade 13 Azucar Drops
Talis 13 Mufi Sucre

S Grade Augment 2 S2: Partbreaker's Resolve Increase damage against breakable parts by 3%. 13 Jutus Series

14 Lumiere Series

S Grade Augment 2 S2: Photon Reduction Reduces PP consumption by 10%. Crimson Fellwyrm Over the Castle
Black Fellwyrm Rises From Ruin
Castrum Demonica: Madness
S Grade Augment 2 S2: Precision Will Increases critical hit damage by 3%. 13 Vadis Series
S Grade Augment 2 S2: Revenant's Lucentboon Increases active PP recovery based on the Photon Blast Gauge.
Maxes at 25%.
Rifle 14 Ares Rifle

Launcher 14 Ares Launcher
Twin Machineguns 14 Ares Machine Gun

S Grade Augment 2 S2: Revenant's Lucentrush Increases natural PP recovery based on the Photon Blast Gauge.
Maxes at 23%.
Rod 14 Ares Rod

Talis 14 Ares Talis
Wand 14 Ares Wand

S Grade Augment 2 S2: Skillful Adept Increases critical hit rate by 12%. Daggers 13 Val Loque

Double Saber 13 Val Vire
Knuckles 13 Val Vadi

S Grade Augment 2 S2: Shield of the Revenant Reduces damage taken based on the Photon Blast Gauge.
Maxes at 9%.
Soaring Blades 14 Ares Kaiser

Double Saber 14 Ares Edge
Knuckles 14 Ares Nest

S Grade Augment 2 S2: Timeflow Vitality Restores 60% of your maximum HP every 40 seconds. Crimson Fellwyrm Over the Castle
Black Fellwyrm Rises From Ruin
S Grade Augment 2 S2: Wake of Destruction Photon Recovers 4 PP when a nearby enemy is defeated. Bewitched Woods Exploration

S3

S-Grade Augment Effects Weapon Drops Special Augment Factor Capsule Drop Location
S Grade Augment 3 S3: Dynamo Dance Increases damage by 3% when linking together PAs or Techniques with Perfect Attacks. Soaring Blades 14 Apprentice's Grudge Omega
S Grade Augment 3 S3: Guardian Gear Reduces damage taken by 7%. 13 Calamity Series
13 Tridia Series
S Grade Augment 3 S3: Lucent Grace Increases natural PP recovery by 17%. Rod 13 Val Zems

Talis 13 Val Letra
Wand 13 Val Eyth

S Grade Augment 3 S3: Lucent Strike Increases active PP recovery by 20%. Crimson Fellwyrm Over the Castle
Black Fellwyrm Rises From Ruin
S Grade Augment 3 S3: Persistent Fury Increases attack power by 4% and critical hit rate by 5%.

Enhances PP efficiency as follows:
PP recovery +10%
Active PP recovery +15%
PP consumption -5%.
Effects will be lost when damage is taken (180s cooldown).

13 Dia Series
14 Geometry Series
S Grade Augment 3 S3: Photon Reduction Reduces PP consumption by 7%. Bewitched Woods Exploration
S Grade Augment 3 S3: Precision Will Increases critical hit damage by 4%. Crimson Fellwyrm Over the Castle
Black Fellwyrm Rises From Ruin
S Grade Augment 3 S3: Revenant's Descent Reduce PP consumption based on the Photon Blast Gauge. Maxes at 12%. Katana 14 Ares Ryuuga

Soaring Blades 14 Ares Blade
Bow 14 Ares Bow

S Grade Augment 3 S3: Superior Prowess Increases critical hit rate by 12%. Bewitched Woods Exploration
S Grade Augment 3 S3: Timeflow Vitality Restores 40% of your maximum HP every 40 seconds. Sword 13 Val Farder

Wired Lance 13 Val Weisz
Partisan 13 Val Victo

S4

S-Grade Augment Effects Weapon Drops Special Augment Factor Capsule Drop Location
S Grade Augment 4 S4: Frontal Adept Critical hit rate of frontal attacks is increased by 30% while Valiant Stance is active. Daggers 14 Atlas Loque

Daggers 15 Atlas Loque EX

S Grade Augment 4 S4: Hammer of the Wise Critical hit rate of frontal attacks is increased by 15% while Wise Stance is active. Knuckles 14 Atlas Vadi

Knuckles 15 Atlas Vadi EX

S Grade Augment 4 S4: Impregnable Chain Gain invincibility for 5 seconds when Chain Trigger is activated. Twin Machineguns 14 Atlas Radda

Twin Machineguns 15 Atlas Radda EX

S Grade Augment 4 S4: Instant Guard Photons Recover 10 PP when performing a Perfect Guard. Sword 14 Atlas Farder

Sword 15 Atlas Farder EX

S Grade Augment 4 S4: Lifesteal Restores HP equal to 1% of damage dealt (30 HP Max). Gunblade 14 Atlas Alz

Gunblade 15 Atlas Alz EX

S Grade Augment 4 S4: Mettle of the Rested Gain knockback immunity after standing still for 1 second. Rifle 14 Atlas Drache

Rifle 15 Atlas Drache EX

S Grade Augment 4 S4: Photon Adaptation Improves natural and active PP recovery and reduces PP consumption based on your maximum PP.

The formula for this benefit is
(Player's Max PP - 120) x 0.1
The maximum benefit of 30% requires 420 Max PP.

Partisan 14 Atlas Victo

Partisan 15 Atlas Victo EX

S Grade Augment 4 S4: Photonic Trap Inreases PP restored by Tactical Trap by 20%. Launcher 14 Atlas Volare

Launcher 15 Atlas Volare EX

S Grade Augment 4 S4: Prolonged Katana Release Reduces the depletion of the Focus Gauge while Katana Focus is active.
(Roughly 20% slower gauge loss)
Katana 14 Atlas Valua

Katana 15 Atlas Valua EX

S Grade Augment 4 S4: Providential Refinement Increases the potency of Element Conversion by 5% for non-matching weapon elements.
Rod 14 Atlas Zems

Rod 15 Atlas Zems EX

S Grade Augment 4 S4: Second Whirlwind Increases the duration of Double Saber's wind flourish by 4 seconds. Double Saber 14 Atlas Vire

Double Saber 15 Atlas Vire EX

S Grade Augment 4 S4: Steely Determination Survives one fatal hit with 1 HP. Does not work if HP is already at 1. Activates once per quest. Wired Lance 14 Atlas Weisz

Wired Lance 15 Atlas Weisz EX

S Grade Augment 4 S4: Support Amplification Shifta and Deband's maximum duration becomes 120 seconds. Jet Boots 14 Atlas Exocet

Jet Boots 15 Atlas Exocet EX

S Grade Augment 4 S4: Sustained Cycle Reduces the cooldown of Photon Flare by 20%. Talis 14 Atlas Letra

Talis 15 Atlas Letra EX

S Grade Augment 4 S4: Swift Arrows Increases the damage of all attacks done with a Bow by 3% when Rapid Fire is active. Bow 14 Atlas Agria

Bow 15 Atlas Agria EX

S Grade Augment 4 S4: Transmutation Circle Changes the weapon element to match the currently equipped elemental defense ring.
Has no effect if an elemental ring is not equipped.
Soaring Blades 14 Atlas Slecht

Soaring Blades 15 Atlas Slecht EX

S Grade Augment 4 S4: Wand Impact Increases Wand normal attack speed by 1.1x and negates hitstop. Wand 14 Atlas Eyth

Wand 15 Atlas Eyth EX

S5

S-Grade Augment Effects Weapon Drops Special Augment Factor Capsule Drop Location