S-Grade Augments

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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 between two different weapons/units without going through the normal Affixing process, thereby avoiding having to redo Affixing on equipment.

To Swap, you must first choose one of the two target items to be used in the swap process, then choose the other. Both items must have at least one S-Grade Augment on them and compatibility with each other to be valid for the swap process. Once chosen, you will be prompted to select which Augments you want on the first item, then the second. The Ability list will include all S-Grade Augments available for use on the first target weapon as well as all other normal Augments left over. You will be prompted to choose Augments for both items, and after selection, you must pay a fee (based on the slot count of both items) to confirm the transfer.

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