Editing Weapon attributes
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'''Attributes''' are a set of five statistics unique to each weapon. The first four attributes – Native, A.Beast, Machine, and Dark – increase a [[Game_mechanics#Physical_damage|weapon's ATP]] when attacking an enemy of that type (with some exceptions). | '''Attributes''' are a set of five statistics unique to each weapon. The first four attributes – Native, A.Beast, Machine, and Dark – increase a [[Game_mechanics#Physical_damage|weapon's ATP]] when attacking an enemy of that type (with some exceptions). | ||
The fifth attribute, '''Hit''', is "hidden | The fifth attribute, '''Hit''', is "hidden"; only being listed on a weapon's attribute page if it is present on the equipped weapon or the one being viewed. Unlike the other four attributes, hit being shown as a percentage is misleading--hit increases the [[ATA]] of the weapon by an amount ''exactly equal'' to the percentage listed (ex. 10% hit is 10 ATA). As a result, it is more effective against every enemy, and often more valuable than the others. | ||
Every weapon can have up to three attributes, with the following exceptions: | Every weapon can have up to three attributes, with the following exceptions: | ||
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==Attributes on found weapons== | ==Attributes on found weapons== | ||
: ''Main article: [[Weapon attribute drop tables]]'' | : ''Main article: [[Weapon attribute drop tables]]'' | ||
When a weapon drops, it can have up to three attributes (with the exceptions of Sealed J-Sword and Lame d'Argent, as mentioned above). For each possible attribute, the game rolls between 1 and 100, | When a weapon drops, it can have up to three attributes (with the exceptions of Sealed J-Sword and Lame d'Argent, as mentioned above). For each possible attribute, the game rolls between 1 and 100, the result decides which attribute the weapon gets. If the same attribute is rolled twice, the attribute is instead set to 'No Attribute.' | ||
Each attribute, when rolled, has a specific pattern (see the main article for pattern tables) against which the | Each attribute, when rolled, has a specific pattern (see the main article for pattern tables) against which the attribute value for the given attribute is rolled against, based on the area the weapon dropped at. For example, for a [[Gladius]] dropped in Forest 2 in Ultimate difficulty, the first attribute is rolled against Pattern 2, the second against Pattern 1, and the third against Pattern 0. Pattern N means no attribute is rolled. | ||
For Episode 1 | For each attribute, the server rolls between 1 and 10000 against the selected pattern to decide what the value of said attribute will be. | ||
When in Episode 1, Yellowboze parties have slight increased chance for an enemy attribute, the attribute and bonus depending on area and difficulty. | |||
Attributes for untekked weapons can be further increased or decreased by up to 10 via [[Tekking]] them. | Attributes for untekked weapons can be further increased or decreased by up to 10 via [[Tekking]] them. |