Weapons: Difference between revisions

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(added grind section and made it pretty! also swapped special attacks and angles since people care more about one than the other)
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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 enemies of Ragol.
[[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 do damage based off the ATP stat regardless of their type (melee, ranged, or technique), but many weapons also boost MST to improve the power of techniques, or increase the power of up to 3 specific techniques. 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.
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, usually off-classes (e.g. Hunters and Handguns) can equip lower tier weaponry, whereas the higher tier weaponry is usually restricted to the class the weapon type is designed for. For example, [[Heaven Striker]] can only be equipped by Rangers, despite handguns being equippable by all.
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.


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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 the normal 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.
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 hit and a special:
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
* {{Sword|rare|TypeSL/Slicer|Charge TypeSL/Slicer}} with 25 Hit
* Charge [[TypeGU/Hand]] with 40% Hit
* {{Gun|rare|TypeGU/Hand|Charge TypeGU/Hand}} with 40 Hit
* Charge/Spirit/Berserk [[TypeGU/Mechgun]] with 35% Hit
* Charge/Spirit/Berserk {{Gun|rare|TypeGU/Mechgun}} with 35 Hit
* Charge/Spirit/Berserk [[TypeME/Mechgun]] with 40% Hit
* Charge/Spirit/Berserk {{Gun|rare|TypeME/Mechgun}} with 40 Hit
* Charge/Spirit/Berserk [[TypeSH/Shot]] with 40% Hit
* Charge/Spirit/Berserk {{Gun|rare|TypeSH/Shot}} with 40 Hit
* Devil's [[TypeDS/Rod]] with 30% Hit
* {{Sword|rare|TypeDS/Rod|Devil's TypeDS/Rod}} with 30 Hit
==Distances and angles==
 
All weapons possess two weapon-only 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.
==Grind==
===Horizontal===
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}}).
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 weapon.
[[File:Horizontal.png|thumb|left|150px|An example diagram of Sword's and 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, the 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.
[[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 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 infinitely 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.
{{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 on enemies reduces Activation Chance for Freezing, Paralysis, and Confusion.  
A monster's ESP stat reduces the activation chance for Freezing, Paralysis, and Confusion special attacks that hit it.


EDK stat on enemies reduces Activation Chance for Instant Kill.
A monster's EDK stat reduces the activation chance for Instant Kill special attacks that hit it.


[[Anguish]] mode Reduces Special effect efficiencies, among other effects.
[[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 effect the target is:
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 sort of special attack, except elemental damage and sacrifical damage increases.
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.


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====Units====
====Units====
The units below also boost the final rates of Confusion, Freezing, Paralysis and Instant Kill specials. Does not work on special effects from [[Techniques]].
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;"
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!Boost
!Boost
|-
|-
|rowspan="4"|[[V501]]
|rowspan="4"|{{Unit|rare|V501}}
|Confusion
|Confusion
| +50%
| +50%
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| +50%
| +50%
|-
|-
|rowspan="4"|[[V502]]
|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.pngWeapons are basic equipment that are used to deal damage to or inflict status effects on the various monsters of Ragol.

Sword icon.pngSaber, one of PSO's many 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 icon.pngPsycho 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, Gun icon.pngHeaven 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 Sword icon.pngTypeDS/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:

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 icon.pngSaber +3).

Tool icon.pngMonogrinders, Tool icon.pngDigrinders and Tool icon.pngTrigrinders 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
Unit icon.pngV501 Confusion +50%
Freezing +50%
Paralysis +50%
Instant Kill +50%
Unit icon.pngV502 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. Gun icon.pngMechgun's 85 vs. Gun icon.pngHandgun's 170), while a weapon with a wider horizontal angle is able to reach enemies further to the side (e.g. Sword icon.pngPartisan's 40° vs Sword icon.pngSword'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.

An example diagram of Sword icon.pngSword's and Gun icon.pngMechgun'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 icon.pngSword has a rather wide area of attack, but does not reach very far. On the contrary, Gun icon.pngMechgun reaches much further but can only aim at enemies almost directly in the line of sight.

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 icon.pngHeaven 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.