S-Grade Augments
Reason: Moved to Template:Affixing_NavBar, no pages link here anymore
S-Grade Augments (Also known as Super Simple 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: for weapons, and 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 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 in their status menu cannot have 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:
- 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.
- 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: . 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: . 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: . 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]], 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 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 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 |
---|---|---|---|---|
S1: Double-Edged Sword | Increases attack power by 4% but take 8% more damage when your weapon is drawn. | Mother Omnipotent, Creator Castrum Demonica: Hostility Castrum Demonica: Madness Bewitched Woods at Midnight |
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S1: Superior Prowess | Increases critical hit rate by 15%. | Crimson Fellwyrm Over the Castle Black Fellwyrm Rises From Ruin |
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S1: Comrade's Blessing | Provides bonuses based on the number of party members. 2 Members: PP consumption -8% |
SP Breakthrough Training: Episode 5 | ||
S1: Guardian Gear | Reduces damage taken by 7%. | Bewitched Woods Exploration | ||
S1: Aggressive Will | Increases attack power by 2%. | Val Ars | ||
S1: Revenant's Resolve | Increases attack power based on the Photon Gauge. Maxes out at 3%. |
Ares Sword Ares Lance Ares Partisan Ares Buster Ares Boots |
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S1: Partbreaker's Resolve | Increases damage against breakable parts by 4%. | Queen's Nightmare: Earth Depths Queen's Nightmare: Sand City |
SP Breakthrough Training: Episode 5 | |
S1: Timeflow Vitality | Restores 40% of your maximum HP every 40 seconds. | Bewitched Woods Exploration Castrum Demonica: Hostility Castrum Demonica: Madness |
||
S1: Lucent Grace | Increases natural PP recovery by 20%. | Crimson Fellwyrm Over the Castle Black Fellwyrm Rises From Ruin |
||
S1: Radiant Strike | Increases active PP recovery by 20%. | Bewitched Woods Exploration Castrum Demonica: Hostility Castrum Demonica: Madness |
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S1: Melee Amp | Increases power by 1% for every 60 MEL Pwr affixed to this weapon. Increases power by an additional 2% if at least 200 MEL Pwr is affixed to this weapon. |
Trailblazer Melee Weapons | ||
S1: Ranged Amp | Increases power by 1% for every 60 RNG Pwr affixed to this weapon. Increases power by an additional 2% if at least 200 RNG Pwr is affixed to this weapon. |
Trailblazer Ranged Weapons | ||
S1: Technique Amp | Increases power by 1% for every 60 TEC Pwr affixed to this weapon. Increases power by an additional 2% if at least 200 TEC Pwr is affixed to this weapon. |
Trailblazer Technique Weapons |
S2
S-Grade Augment | Effects | Weapon Drops | Special Augment Factor | Capsule Drop Location |
---|---|---|---|---|
S2: Aggressive Will | Increases attack power by 2%. | Bewitched Woods Exploration | ||
S2: Wake of Destruction Photon | Recover 4 PP when a nearby enemy is defeated. | Bewitched Woods Exploration | ||
S2: Double-Edged Sword | Increases attack power by 3% but take 6% more damage when your weapon is drawn. | Queen's Nightmare: Earth Depths Queen's Nightmare: Sand City |
||
S2: Superior Prowess | Increases critical hit rate by 12%. | Val Roke Val Vire Val Body |
||
S2: Goliathslayer's Resolve | Increases damage dealt to bosses by 3%. | Mars Series | ||
S2: Precision Will | Increases critical hit damage by 3%. | Vadis Series |
S3
S-Grade Augment | Effects | Weapon Drops | Special Augment Factor | Capsule Drop Location |
---|---|---|---|---|
S3: Persistent Fury | Increases attack power by 4% and critical hit rate by 5%. Enhances PP efficiency as follows: |
Dia Series Geometry Series |
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S3: Aggressive Will | Increases attack power by 2%. | Mother Omnipotent, Creator Wisdom Incarnate Longing for Omniscience Bewitched Woods Exploration |
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S3: Wake of Destruction Photon | Recover 3 PP when a nearby enemy is defeated. | Queen's Nightmare: Earth Depths Queen's Nightmare: Sand City |
||
S3: Superior Prowess | Increases critical hit rate by 12%. | Bewitched Woods Exploration | ||
S3: Guardian Gear | Reduces damage taken by 7%. | Calamity Series Tridia Series |
||
S3: Timeflow Vitality | Restores 40% of your maximum HP every 40 seconds. | Val Farder |
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S3: Lucent Grace | Increases natural PP recovery by 17%. | Val Zemus |
||
S3: Lucent Strike | Increases active PP recovery by 20%. | Crimson Fellwyrm Over the Castle Black Fellwyrm Rises From Ruin |
||
S3: Catastrophic Photon | Recovers 15% of your max PP when you take damage. | Queen's Nightmare: Earth Depths Queen's Nightmare: Sand City |
SP Breakthrough Training: Episode 5 |