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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).
| | There are five weapon attributes which can have a value between 0% and 100%. |
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| 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.
| | * Native |
| | * A.Beast |
| | * Machine |
| | * Dark |
| | * Hit |
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| Every weapon can have up to three attributes, with the following exceptions:
| | The first four increase equipment ATP by their percentage on enemies of the respective type. The last one, Hit, works differently. It simply increases ATA by a fixed amount. X% hit actually means an increase of +X ATA. |
| * [[Sealed items|Sealed]] weapons (and their unsealed counterparts): The kill counter required to track the unsealing of items such as {{Sword|rare|Sealed J-Sword}} and {{Sword|rare|Lame d'Argent}} is stored as part of the item's hex code, and for weapons, this data is stored in the same location as the third attribute slot. The data for the kill counter remains even after the weapons are unsealed into {{Sword|rare|Tsumikiri J-Sword}} and {{Sword|rare|Excalibur}}, respectively.
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| * [[ES Weapons]]: ES weapons cannot have attributes at all as the data for attributes is used to store an individual weapon's custom name.
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| No attribute on any weapon can exceed a value of 100.
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| ==Attributes on found weapons==
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| : ''Main article: [[Weapon attribute drop tables]]''
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| 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, with the resulting number deciding which attribute the weapon gets. If the same attribute is rolled twice, the attribute is instead set to 'No Attribute.'
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| Each attribute, when rolled, has a specific pattern (see the main article for pattern tables) against which the numeric value for the given attribute is further rolled, based on the area the weapon dropped at. The server rolls between 1 and 10,000 against the selected pattern to decide what the value of the attribute will be.
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| : ''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.''
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| For Episode 1 only, parties with a [[Section IDs|section ID]] of Yellowboze have a slightly increased chance for an enemy attribute, the attribute and bonus depending on area and difficulty.
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| Attributes for untekked weapons can be further increased or decreased by up to 10 via [[Tekking]] them.
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| ==Adding attributes to weapons==
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| {{AddingAttributes}}
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| ==Adding Hit to enemy weapons==
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| {{AddingHit}}
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| {{Guides}}
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