Difference between revisions of "S-Grade Augments"

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(→‎S-Grade Augment Swap: Wrote a lengthy explaination about how swapping works and how it can be used with SGA SAFs to create an infinite source.)
(→‎S-Grade Augment Swap: Explanations of SSA.)
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===S-Grade Augment Swap===
 
===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.
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'''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.
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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:
 
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.<br><br>
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# 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.<br><br>
 
# When choosing to swap a SGA from a fodder item to a target item that <u>does not</u> have a SGA installed, the following will happen:
 
# When choosing to swap a SGA from a fodder item to a target item that <u>does not</u> 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.
 
** 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 while keeping all regular augments. <u>The fodder weapon is not destroyed in the process</u>. If the item is a 1 slot with only the SGA installed, it will become 0 slot.  
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** 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.
 
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.
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====='''Example of swapping SGAs between two items'''=====
 
====='''Example of swapping SGAs between two items'''=====
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After: 4 slots, 1 SGA, 3 augments. The S2 slot is now {{AugmentFactors|S2: Partbreaker's Resolve}}.<br>
 
After: 4 slots, 1 SGA, 3 augments. The S2 slot is now {{AugmentFactors|S2: Partbreaker's Resolve}}.<br>
 
<br>
 
<br>
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====='''Example of moving a SGA to an item with no SGA installed'''=====
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<br>'''Target item''': Atlas weapon has the following SGA slots: {{icons|Tier Atlas}}. It is a 4 slot with no SGAs installed and 4 regular augments.
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<br> '''Fodder item''': Random 3 slot weapon with the SGA {{AugmentFactors|S1: Revenant's Resolve}} and 2 regular augments.
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<br><br>Swapping will cause the following to occur:
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* 1 of the 4 regular augments on the Atlas weapon must be overwritten to fit {{AugmentFactors|S1: Revenant's Resolve}} onto it.<br>It will stay a 4 slot weapon but will contain the SGA {{AugmentFactors|S1: Revenant's Resolve}} and the 3 remaining augments.
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* The Fodder weapon will lose 1 slot, therefore becoming a 2 slot weapon with no SGA installed in the S1 slot.<br>
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<br><u>Atlas Weapon Result</u><br>
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Before: 4 slots, 0 SGAs, 4 augments.<br>
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After: 4 slots, 1 SGA, 3 augments. The S1 slot is now {{AugmentFactors|S1: Revenant's Resolve}}. <br>
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<br><u>'''Fodder Weapon Result'''</u><br>
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Before: 3 slots, 1 SGA, 2 augments.<br>
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After: <u>'''2''' slots</u>, 0 SGA, 2 augments.<br>
  
 
====='''Example of moving a SGA to an item with no SGA installed'''=====
 
====='''Example of moving a SGA to an item with no SGA installed'''=====

Revision as of 08:55, 26 September 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 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: 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 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: [[15]] 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: [[16]] 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: [[17]] 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: [[18]].

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

List of S-Grade Augments

S1

S-Grade Augment Effects Weapon Drops Special Augment Factor Capsule Drop Location
S Grade Augment 1 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
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: Comrade's Blessing Provides bonuses based on the number of party members.

2 Members: PP consumption -8%
3 Members: +10% critical hit rate
4 Members: Attack power +3%
Bonuses only apply to yourself.

SP Breakthrough Training: Episode 5
S Grade Augment 1 S1: Guardian Gear Reduces damage taken by 7%. Bewitched Woods Exploration
S Grade Augment 1 S1: Aggressive Will Increases attack power by 2%. Gunblade 13 Val Ars
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: 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
S Grade Augment 1 S1: Timeflow Vitality Restores 40% of your maximum HP every 40 seconds. Bewitched Woods Exploration
Castrum Demonica: Hostility
Castrum Demonica: Madness
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: Radiant Strike Increases active PP recovery by 20%. Bewitched Woods Exploration
Castrum Demonica: Hostility
Castrum Demonica: Madness
S Grade Augment 1 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.

15 Trailblazer Melee Weapons
S Grade Augment 1 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.

15 Trailblazer Ranged Weapons
S Grade Augment 1 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.

15 Trailblazer Technique Weapons

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: Wake of Destruction Photon Recover 4 PP when a nearby enemy is defeated. Bewitched Woods Exploration
S Grade Augment 2 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
S Grade Augment 2 S2: Superior Prowess Increases critical hit rate by 12%. Daggers 13 Val Roke
Double Saber 13 Val Vire
Knuckles 13 Val Body
S Grade Augment 2 S2: Goliathslayer's Resolve Increases damage dealt to bosses by 3%. 13 Mars Series
S Grade Augment 2 S2: Precision Will Increases critical hit damage by 3%. 13 Vadis Series

S3

S-Grade Augment Effects Weapon Drops Special Augment Factor Capsule Drop Location
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: Aggressive Will Increases attack power by 2%. Mother Omnipotent, Creator
Wisdom Incarnate
Longing for Omniscience
Bewitched Woods Exploration
S Grade Augment 3 S3: Wake of Destruction Photon Recover 3 PP when a nearby enemy is defeated. Queen's Nightmare: Earth Depths
Queen's Nightmare: Sand City
S Grade Augment 3 S3: Superior Prowess Increases critical hit rate by 12%. Bewitched Woods Exploration
S Grade Augment 3 S3: Guardian Gear Reduces damage taken by 7%. 13 Calamity Series
13 Tridia Series
S Grade Augment 3 S3: Timeflow Vitality Restores 40% of your maximum HP every 40 seconds. Sword 13 Val Farder

Wired Lance 13 Val Weiss
Partisan 13 Val Vict

S Grade Augment 3 S3: Lucent Grace Increases natural PP recovery by 17%. Rod 13 Val Zemus

Talis 13 Val Retra
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: 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

S4

S5