Weapons: Difference between revisions
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[[File:Weapons.png|link=]] | [[File:Weapons.png|link=]][[Weapons]] are basic equipment that are used to deal damage to or inflict status effects on the various monsters of Ragol. | ||
[[Weapons]] are basic equipment that are used to deal damage or inflict status effects on the various | [[File:Saber.png|Right|thumb|{{Sword|Saber}}, one of ''PSO'''s many weapons]] | ||
[[File:Saber.png|Right|thumb|Saber, one of ''PSO'''s many weapons]] | |||
All weapons | All weapons' damage is determined by the wielder's ATP stat regardless of the weapon's type (melee, ranged, or technique). Many weapons also provide a boost to MST to improve the power of techniques (e.g. [[wands]]), or a direct increase to the power of specific techniques (e.g. {{Cane|rare|Psycho Wand}}). In order to equip a weapon, players must meet its stat requirement, needing a certain amount of either ATP, ATA or MST to do so. | ||
==Weapon types== | ==Weapon types== | ||
There are 19 types of weapons in ''Phantasy Star Online Blue Burst'', split into 3 categories of weapons: melee, ranged, and technique. In general, Hunters can equip all the melee weapons, Rangers can equip all the ranged weapons and Forces can equip all the technique weapons, but many weapon types can be worn by other classes, and certain weapons can only be equipped by specific classes (such as HUcast or RAmarl). | There are 19 types of weapons in ''Phantasy Star Online Blue Burst'', split into 3 categories of weapons: melee, ranged, and technique. In general, Hunters can equip all the melee weapons, Rangers can equip all the ranged weapons and Forces can equip all the technique weapons, but many weapon types can be worn by other classes, and certain weapons can only be equipped by specific classes (such as HUcast or RAmarl). | ||
For weapon types that can be equipped by multiple classes, | For weapon types that can be equipped by multiple classes, off-classes (e.g. Hunters and Handguns) can equip lower tier weaponry, whereas the higher tier weaponry is typically restricted to the class the weapon type is designed for. For example, {{Gun|rare|Heaven Striker}}, an exceptionally powerful handgun, can only be equipped by Rangers, despite basic handguns being equippable by all classes. | ||
: {| class="wikitable" style="text-align: center;" | : {| class="wikitable" style="text-align: center;" | ||
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|class="equippable" style="background-color: #98FB98; color:black;"|FO | |class="equippable" style="background-color: #98FB98; color:black;"|FO | ||
|} | |} | ||
===ES weapons=== | ===ES weapons=== | ||
: ''Main article: [[ES weapons]]'' | : ''Main article: [[ES weapons]]'' | ||
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===TypeM weapons=== | ===TypeM weapons=== | ||
: ''Main article: [[TypeM weapons]]'' | : ''Main article: [[TypeM weapons]]'' | ||
TypeM weapons are a special type of weapon introduced in ''Phantasy Star Online Blue Burst''. They have the appearance of | TypeM weapons are a special type of weapon introduced in ''Phantasy Star Online Blue Burst''. They have the appearance of a basic weapon with a white photon, but many TypeM weapons have different animations than what is expected of them. For example, the weapon {{Sword|rare|TypeDS/Rod}} uses a Double Saber animation with a Rod model. | ||
There are 6 special TypeM weapons on ''Ephinea'' available only from events that come with | There are 6 special TypeM weapons on ''Ephinea'' available only from events that come with a set amount of Hit and a set special: | ||
* Charge | * {{Sword|rare|TypeSL/Slicer|Charge TypeSL/Slicer}} with 25 Hit | ||
* Charge | * {{Gun|rare|TypeGU/Hand|Charge TypeGU/Hand}} with 40 Hit | ||
* Charge/Spirit/Berserk | * Charge/Spirit/Berserk {{Gun|rare|TypeGU/Mechgun}} with 35 Hit | ||
* Charge/Spirit/Berserk | * Charge/Spirit/Berserk {{Gun|rare|TypeME/Mechgun}} with 40 Hit | ||
* Charge/Spirit/Berserk | * Charge/Spirit/Berserk {{Gun|rare|TypeSH/Shot}} with 40 Hit | ||
* Devil's | * {{Sword|rare|TypeDS/Rod|Devil's TypeDS/Rod}} with 30 Hit | ||
== | |||
All weapons | ==Grind== | ||
Grinding a weapon gives it an additional +2 ATP. All weapons have limits on how much they can be ground, and some weapons cannot be ground at all. A weapon's grind is shown next to its name with a + sign in front of it (e.g. {{Sword|Saber|Saber +3|nolink=1}}). | |||
= | |||
{{Tool|Monogrinder|Monogrinders}}, {{Tool|Digrinder|Digrinders}} and {{Tool|Trigrinder|Trigrinders}} are the three items that are used to add grind to weapons. They will add +1, +2 and +3 grind, respectively. | |||
==Special attacks== | ==Special attacks== | ||
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Specials must connect to the target before being able to apply their effect, so high ATA (Attack Accuracy) helps. | Specials must connect to the target before being able to apply their effect, so high ATA (Attack Accuracy) helps. | ||
ESP stat | A monster's ESP stat reduces the activation chance for Freezing, Paralysis, and Confusion special attacks that hit it. | ||
EDK stat | A monster's EDK stat reduces the activation chance for Instant Kill special attacks that hit it. | ||
[[Anguish]] mode | [[Anguish]] mode reduces the potency of special attack effects; monsters gain more EDK and ESP, are [[frozen]], [[paralysis|paralyzed]], and [[confusion|confused]] for shorter periods of time, and are less susceptible to HP Cut special attacks. | ||
The total formula to determine your special's chance to | The total formula to determine your special's chance to affect the target is: | ||
*<code>Chance = ((Activation chance * Reduced special) + Cast ultimate modifier - ESP/EDK)</code> | *<code>Chance = ((Activation chance * Reduced special) + Cast ultimate modifier - ESP/EDK)</code> | ||
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: ''See also: [[List of weapons with reduced specials]]'' | : ''See also: [[List of weapons with reduced specials]]'' | ||
Weapons which are listed on the above page suffer reduction when using any | Weapons which are listed on the above page suffer reduction when using any type of special attack, with the exception of elemental damage (e.g. Burning) and sacrificial (e.g. Berserk) damage increases. | ||
{| class="wikitable" style="text-align:center; margin-right:5px;" | {| class="wikitable" style="text-align:center; margin-right:5px;" | ||
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====Units==== | ====Units==== | ||
The units below also boost the final rates of Confusion, Freezing, Paralysis and Instant Kill | The units below also boost the final rates of Confusion, Freezing, Paralysis and Instant Kill special attacks. This does not apply to special effects from [[techniques]]. | ||
{|class="wikitable" style="text-align: center;" | {|class="wikitable" style="text-align: center;" | ||
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!Boost | !Boost | ||
|- | |- | ||
|rowspan="4"| | |rowspan="4"|{{Unit|rare|V501}} | ||
|Confusion | |Confusion | ||
| +50% | | +50% | ||
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| +50% | | +50% | ||
|- | |- | ||
|rowspan="4"| | |rowspan="4"|{{Unit|rare|V502}} | ||
|Confusion | |Confusion | ||
| +50% | | +50% | ||
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| +100% | | +100% | ||
|} | |} | ||
==Distances and angles== | |||
All weapons possess two statistics: distances and angles. Simply put, they are the ranges of each weapon and determine the area that a weapon can strike in. They are split into two types, horizontal and vertical. | |||
===Horizontal=== | |||
The horizontal distances and angles are the two variables which determine a weapon's forward reach and sideways reach. A weapon with a larger horizontal distance can reach further (e.g. {{Gun|Mechgun}}'s 85 vs. {{Gun|Handgun}}'s 170), while a weapon with a wider horizontal angle is able to reach enemies further to the side (e.g. {{Sword|Partisan}}'s 40° vs {{Sword|Sword}}'s 45°). A wide horizontal angle also gives many weapons "auto-aim", as the weapon's radius of attack will be very wide, similar to a shot-type weapon. | |||
[[File:Horizontal.png|thumb|left|150px|An example diagram of {{Sword|Sword}}'s and {{Gun|Mechgun}}'s horizontal reach]] | |||
The diagram to the left showcases an example of two weapons with their horizontal distances and angles. The black line is the weapon's horizontal distance, while the red lines are the constraints set by the horizontal angles. As can be seen, {{Sword|Sword}} has a rather wide area of attack, but does not reach very far. On the contrary, {{Gun|Mechgun}} reaches much further but can only aim at enemies almost directly in the line of sight. | |||
[[File:Vertical.png|thumb|right|200px|An example diagram showing how the vertical distances and angles interact]] | |||
===Vertical=== | |||
The vertical distance refers to the vertical boundary at which a weapon can strike, while a vertical angle dictates the slope a projectile may take. An example of a large vertical angle is {{Gun|rare|Heaven Striker}}'s special attack, which can attack enemies directly above it. Note that [[launchers|launcher]] and [[cards|card]] shots do not have large vertical angles, their shots simply have infinite vertical range. | |||
The diagram on the right shows an example of the vertical distances and angles. The black lines show the vertical boundary, but the vertical angle determines (as indicated by the red line) the maximum slope of the projectile. | |||
{{Items}} | {{Items}} | ||
[[Category:Items]] | [[Category:Items]] |
Revision as of 01:07, 14 April 2023
Weapons are basic equipment that are used to deal damage to or inflict status effects on the various monsters of Ragol.
All weapons' damage is determined by the wielder's ATP stat regardless of the weapon's type (melee, ranged, or technique). Many weapons also provide a boost to MST to improve the power of techniques (e.g. wands), or a direct increase to the power of specific techniques (e.g. Psycho Wand). In order to equip a weapon, players must meet its stat requirement, needing a certain amount of either ATP, ATA or MST to do so.
Weapon types
There are 19 types of weapons in Phantasy Star Online Blue Burst, split into 3 categories of weapons: melee, ranged, and technique. In general, Hunters can equip all the melee weapons, Rangers can equip all the ranged weapons and Forces can equip all the technique weapons, but many weapon types can be worn by other classes, and certain weapons can only be equipped by specific classes (such as HUcast or RAmarl).
For weapon types that can be equipped by multiple classes, off-classes (e.g. Hunters and Handguns) can equip lower tier weaponry, whereas the higher tier weaponry is typically restricted to the class the weapon type is designed for. For example, Heaven Striker, an exceptionally powerful handgun, can only be equipped by Rangers, despite basic handguns being equippable by all classes.
Category Type Classes Melee Sabers HU RA FO Swords HU RA FO Daggers HU RA FO Partisans HU RA FO Slicers HU RA FO Double Sabers HU RA FO Claws HU RA FO Katanas HU RA FO Twin Swords HU RA FO Fists HU RA FO Ranged Handguns HU RA FO Rifles HU RA FO Mechguns HU RA FO Shots HU RA FO Launchers HU RA FO Technique Canes HU RA FO Rods HU RA FO Wands HU RA FO Cards HU RA FO
ES weapons
- Main article: ES weapons
ES weapons, informally known as S-Rank weapons or S-Ranks, are a special category of weapon which encompass all the weapon types and a few extras, such as the Needle. They have the visual of a basic weapon with a brown photon. Unlike regular weapons, they have a few unique properties:
- Custom 8-character name (A-Z only)
- Cannot have any attributes
- Can have a custom special applied, which has no reduction regardless of weapon type.
They are obtained after the completion of Challenge Mode with an S-Rank rating, the choice of weapon depending on the episode cleared.
TypeM weapons
- Main article: TypeM weapons
TypeM weapons are a special type of weapon introduced in Phantasy Star Online Blue Burst. They have the appearance of a basic weapon with a white photon, but many TypeM weapons have different animations than what is expected of them. For example, the weapon TypeDS/Rod uses a Double Saber animation with a Rod model.
There are 6 special TypeM weapons on Ephinea available only from events that come with a set amount of Hit and a set special:
- Charge TypeSL/Slicer with 25 Hit
- Charge TypeGU/Hand with 40 Hit
- Charge/Spirit/Berserk TypeGU/Mechgun with 35 Hit
- Charge/Spirit/Berserk TypeME/Mechgun with 40 Hit
- Charge/Spirit/Berserk TypeSH/Shot with 40 Hit
- Devil's TypeDS/Rod with 30 Hit
Grind
Grinding a weapon gives it an additional +2 ATP. All weapons have limits on how much they can be ground, and some weapons cannot be ground at all. A weapon's grind is shown next to its name with a + sign in front of it (e.g. Saber +3).
Monogrinders, Digrinders and Trigrinders are the three items that are used to add grind to weapons. They will add +1, +2 and +3 grind, respectively.
Special attacks
Almost every weapon can also potentially have a special attached to it, allowing that weapon to deal special types of damage or trigger status effects. These specials are random on common weapons, but are predetermined on all rare weapons; this can include a weapon not having a special attack at all. Some weapons even have special attacks that can't be found on any other weapon. Non-rare weapons with special attacks must be tekked for the special attack to affect enemies properly.
Specials must connect to the target before being able to apply their effect, so high ATA (Attack Accuracy) helps.
A monster's ESP stat reduces the activation chance for Freezing, Paralysis, and Confusion special attacks that hit it.
A monster's EDK stat reduces the activation chance for Instant Kill special attacks that hit it.
Anguish mode reduces the potency of special attack effects; monsters gain more EDK and ESP, are frozen, paralyzed, and confused for shorter periods of time, and are less susceptible to HP Cut special attacks.
The total formula to determine your special's chance to affect the target is:
Chance = ((Activation chance * Reduced special) + Cast ultimate modifier - ESP/EDK)
If Blizzard and on Ultimate, Chance = Min(Chance, 40)
Final Chance = Chance * V501/V502 multiplier
List of special attacks
Fire Damage | Freezing (Note) | Electric Damage | ||||
---|---|---|---|---|---|---|
Rarity | Special Name | Damage | Special Name | Activation Rate | Special Name | Damage |
1★ | Heat | (Lv. - 1)/4 +40 | Ice | 32% | Shock | (Lv. - 1)/4 +40 |
2★ | Fire | (Lv. - 1)/3 +60 | Frost | 48% | Thunder | (Lv. - 1)/3 +60 |
3★ | Flame | (Lv. - 1)/2 +80 | Freeze | 64% | Storm | (Lv. - 1)/2 + 80 |
4★ | Burning | (Lv. - 1) +100 | Blizzard | 80% | Tempest | (Lv. - 1) +100 |
Paralysis | Confusion | Instant Kill | ||||
---|---|---|---|---|---|---|
Rarity | Special Name | Activation Rate | Special Name | Activation Rate | Special Name | Activation Rate |
1★ | Bind | 32% | Panic | 28% | Dim | 48% |
2★ | Hold | 48% | Riot | 44% | Shadow | 66% |
3★ | Seize | 64% | Havoc | 60% | Dark | 78% |
4★ | Arrest | 80% | Chaos | 76% | Hell | 93% |
HP Steal (30/60/90/120 HP Max) | TP Steal (25/50/75/100 TP Max) | EXP Steal (80 EXP Max) | ||||
---|---|---|---|---|---|---|
Rarity | Special Name | HP Drain | Special Name | TP Drain | Special Name | EXP Drain |
1★ | Draw | 5% | Heart | 3% | - | - |
2★ | Drain | 9% | Mind | 4% | Master's | 8% |
3★ | Fill | 13% | Soul | 5% | Lord's | 10% |
4★ | Gush | 17% | Geist | 6% | King's | 12% |
Sacrificial Damage Increase | Enemy HP Cut (Activation Rate 50%) | |||
---|---|---|---|---|
Rarity | Special Name | Sacrifice | Special Name | HP Cut from Enemy |
2★ | Charge | 200 Meseta | - | - |
3★ | Spirit | 1/5 TP (≥10 TP needed) | Devil's | 50% HP |
4★ | Berserk | 1/4 HP (≥2 HP needed) | Demon's | 75% HP |
Special attack modifiers
Weapon reduction
- See also: List of weapons with reduced specials
Weapons which are listed on the above page suffer reduction when using any type of special attack, with the exception of elemental damage (e.g. Burning) and sacrificial (e.g. Berserk) damage increases.
Weapon Type | Reduced By |
---|---|
Swords | 1/2 |
Daggers | 1/2 |
Partisans | 1/2 |
Slicers | 1/3 |
Mechguns | 1/3 |
Shots | 1/3 |
Android modification
In ultimate difficulty, androids receive modification to certain special attacks, listed below.
Special Type | Modification |
---|---|
Confusion | +30% base rate |
Freeze | +30% base rate |
Paralysis | +30% base rate |
HP Steal | +30% base rate |
EXP Steal | +30% stolen |
Devil's | 25% HP Cut |
Demon's | 45% HP Cut |
Units
The units below also boost the final rates of Confusion, Freezing, Paralysis and Instant Kill special attacks. This does not apply to special effects from techniques.
Unit | Special Type | Boost |
---|---|---|
V501 | Confusion | +50% |
Freezing | +50% | |
Paralysis | +50% | |
Instant Kill | +50% | |
V502 | Confusion | +50% |
Freezing | +50% | |
Paralysis | +50% | |
Instant Kill | +100% |
Distances and angles
All weapons possess two statistics: distances and angles. Simply put, they are the ranges of each weapon and determine the area that a weapon can strike in. They are split into two types, horizontal and vertical.
Horizontal
The horizontal distances and angles are the two variables which determine a weapon's forward reach and sideways reach. A weapon with a larger horizontal distance can reach further (e.g. Mechgun's 85 vs. Handgun's 170), while a weapon with a wider horizontal angle is able to reach enemies further to the side (e.g. Partisan's 40° vs Sword's 45°). A wide horizontal angle also gives many weapons "auto-aim", as the weapon's radius of attack will be very wide, similar to a shot-type weapon.
The diagram to the left showcases an example of two weapons with their horizontal distances and angles. The black line is the weapon's horizontal distance, while the red lines are the constraints set by the horizontal angles. As can be seen, Sword has a rather wide area of attack, but does not reach very far. On the contrary, Mechgun reaches much further but can only aim at enemies almost directly in the line of sight.
Vertical
The vertical distance refers to the vertical boundary at which a weapon can strike, while a vertical angle dictates the slope a projectile may take. An example of a large vertical angle is Heaven Striker's special attack, which can attack enemies directly above it. Note that launcher and card shots do not have large vertical angles, their shots simply have infinite vertical range.
The diagram on the right shows an example of the vertical distances and angles. The black lines show the vertical boundary, but the vertical angle determines (as indicated by the red line) the maximum slope of the projectile.
Items | ||
---|---|---|
Weapons |
Melee | Sabers • Swords • Daggers • Partisans • Slicers • Double Sabers • Claws • Katanas • Twin Swords • Fists |
Ranged | Handguns • Rifles • Mechguns • Shots • Launchers | |
Technique | Canes • Rods • Wands • Cards | |
Other | ES weapons • TypeM weapons | |
Guards | Frames • Barriers • Units • Mags | |
Other | Item box • Meseta • Technique disks • Tools • Traps |