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 | + | 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
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 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 , +20 for , +30 for and +40 for .
Enhancing units will not risk any failure.
Enhance Value | EXP Required | ||||||||
---|---|---|---|---|---|---|---|---|---|
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 . Each Limit Break increases the Enhancement Limit by 10.
Rarity | ||||
---|---|---|---|---|
Base Limit | 10 | 20 | 30 | 40 |
Limit Break Cost for 20 | 10k 10 Mononite |
- | - | - |
Limit Break Cost for 30 | 20K 10 Dualomite |
30k 20 Dualomite |
- | - |
Limit Break Cost for 40 | 30k 10 Trinite |
45k 20 Trinite |
120k 30 Trinite |
- |
EXP Value Overview of Fodders
Rarity | Base EXP | Same Unit EXP | Base Cost* |
---|---|---|---|
100 | 50 | 1000 | |
200 | 100 | 2000 | |
350 | 175 | 3000 | |
600 | 300 | 4000 |
- Base Cost is the the cost associated with the base unit. If you are enhancing a unit, you will pay 2000 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 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
Affix Augments (NGS) | List of Augments (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 " Foms Soul I" Special Ability to a weapon, using one " 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 |
---|---|
Lightweaver Cras Series | Assault Unit |
Fluxio Series Rinza Series |
Infalliable Unit |
Stil Series | Sturdy Unit |
Adel Series Seiros Series Fimbul Series |
Lucky Unit |
Liberate Series Oblisana Series Darkbanisher Ayer Series Puras Series Chaval Series Anacates Series Genon Series Shihou Series Orb Series Dusk Series Million Series Krisa Series Nova Series Legacy Weapon Series Other Weapons |
Inversion Unit |
Lightstream Xion Series | Spirit Surge Unit |
Atlas Ex Series | Endurance Unit |
Austere-NT Series | Wellspring Unit |
Any to Weapon | 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 " Theseus Sword" and " Theseus Rifle" together, you cannot combine a " Theseus Sword" with a " Trois De Knuckles".
The process of creating a multi-weapon cannot be reversed to return the weapons used to their original state.
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