Weapon drop tables: Difference between revisions
(→Pattern attribute values: 95% too) |
(expanding important tables by default) |
||
Line 8: | Line 8: | ||
When a weapon drops, it can be one of twelve common weapon types. Chances differ by the party's [[Section IDs|Section ID]]. The table below reflects this. | When a weapon drops, it can be one of twelve common weapon types. Chances differ by the party's [[Section IDs|Section ID]]. The table below reflects this. | ||
{| class="mw-collapsible mw- | {| class="mw-collapsible mw-uncollapsed" | ||
|+ style="white-space:nowrap; text-align:left" | '''Weapon type drop rates table''': | |+ style="white-space:nowrap; text-align:left" | '''Weapon type drop rates table''': | ||
| | | | ||
Line 111: | Line 111: | ||
: 2★: the chance of 1★ and 2★ specials is '''50%''' each;<br>3★: the chance of 1★, 2★, and 3★ specials is '''33%''' each;<br>4★: the chance of 1★, 2★, 3★, and 4★ specials is '''25%''' each | : 2★: the chance of 1★ and 2★ specials is '''50%''' each;<br>3★: the chance of 1★, 2★, and 3★ specials is '''33%''' each;<br>4★: the chance of 1★, 2★, 3★, and 4★ specials is '''25%''' each | ||
{| class="mw-collapsible mw- | {| class="mw-collapsible mw-uncollapsed" | ||
|+ style="white-space:nowrap; text-align:left" | '''Area untekked rates and special tiers table''': | |+ style="white-space:nowrap; text-align:left" | '''Area untekked rates and special tiers table''': | ||
| | | | ||
Line 416: | Line 416: | ||
Once an attribute has been ''selected'' by this process, the attribute ''value'' is determined by patterns, detailed in the next section. | Once an attribute has been ''selected'' by this process, the attribute ''value'' is determined by patterns, detailed in the next section. | ||
{| class="mw-collapsible mw- | {| class="mw-collapsible mw-uncollapsed" | ||
|+ style="white-space:nowrap; text-align:left" | '''Area attribute rates table''': | |+ style="white-space:nowrap; text-align:left" | '''Area attribute rates table''': | ||
| | | | ||
Line 1,356: | Line 1,356: | ||
The possible values each individual pattern may roll are detailed in the next section. | The possible values each individual pattern may roll are detailed in the next section. | ||
{| class="mw-collapsible mw- | {| class="mw-collapsible mw-uncollapsed" | ||
|+ style="white-space:nowrap; text-align:left" | '''Area pattern selection table''': | |+ style="white-space:nowrap; text-align:left" | '''Area pattern selection table''': | ||
| | | | ||
Line 1,787: | Line 1,787: | ||
Once a weapon is identified through tekking, ''enemy'' attribute values (but not ''Hit'') may still be increased to a maximum of 100 through [[Gallon's Shop#Adding attributes to weapons|Paganini's Exchange]] in exchange for {{Tool|rare|Photon Drop|Photon Drops}} and/or {{Tool|rare|Photon Sphere|Photon Spheres}}. | Once a weapon is identified through tekking, ''enemy'' attribute values (but not ''Hit'') may still be increased to a maximum of 100 through [[Gallon's Shop#Adding attributes to weapons|Paganini's Exchange]] in exchange for {{Tool|rare|Photon Drop|Photon Drops}} and/or {{Tool|rare|Photon Sphere|Photon Spheres}}. | ||
{| class="wikitable mw-collapsible mw- | {| class="wikitable mw-collapsible mw-uncollapsed" style="text-align: center;" | ||
|+ style="text-align:left; white-space:nowrap"|'''Pattern attribute values table''': | |+ style="text-align:left; white-space:nowrap"|'''Pattern attribute values table''': | ||
!rowspan="2"|Values | !rowspan="2"|Values |
Revision as of 19:40, 31 January 2025
When weapons drop in Phantasy Star Online Blue Burst, many of the weapon's statistics, such as what type of weapon it is, whether it has a special or not, and its attribute percents are all determined by a series of rolls performed by the game against various tables, which are listed on this page.
Rare weapons, which are all unique, will skip the first two of these tables when dropped (e.g. a Dragon Slayer will always be a Sword-type weapon with the Burning special).
Weapons earned as a reward from quests or obtained from NPCs also do not follow the tables below, and will either come with predetermined attributes or follow a different system (e.g. Orotiagito will always come without attributes, while a
Special Weapon obtained from
Gallon's Shop in the lucky roulette may come with anywhere from 0-50 Hit %).
Weapon type drop rates
When a weapon drops, it can be one of twelve common weapon types. Chances differ by the party's Section ID. The table below reflects this.
|
Anguish increases the chance for a given weapon or two for each Section ID. The affected weapon types are marked in the table above.
- Note: all weapon types, with the exception of sabers, handguns and canes, only start appearing in later areas on Normal difficulty. The availability can be found on the individual weapon type pages.
Area untekked rates and special tiers
When common weapons drop, they have a chance to drop in an unidentified state (e.g. ???? Saber), which requires them to be tekked. Untekked weapons will have a random special attack assigned to them, which are arranged in "tiers," from one to four, based on their star value. Rare weapons always drop untekked and have their own predetermined specials.
For each area in each difficulty, there is a predetermined rate at which any common weapon may drop with a special attack, as well as the maximum tier possible for the special, with both of these listed in the table below.
The section IDs Viridia,
Greenill,
Skyly,
Bluefull, and
Purplenum have slightly increased chances for a weapon to drop untekked in some areas, and the chance is further increased if playing in Anguish mode.
In areas with multiple possible special tiers, the chance of each special tier is equal to all other possibilties, which means for an area with a maximum special tier of:
- 2★: the chance of 1★ and 2★ specials is 50% each;
3★: the chance of 1★, 2★, and 3★ specials is 33% each;
4★: the chance of 1★, 2★, 3★, and 4★ specials is 25% each
|
Area attribute rates
When any weapon drops, it can come with a maximum of three* attributes. To determine which attributes are assigned, the game performs (up to) three rolls for a number between 1 and 100, with the resulting number deciding which attribute is assigned. If more than one roll results in the same attribute, it is assigned "no attribute."
- *Note: the rare weapons
Sealed J-Sword and
Lame d'Argent are exceptions to this, and are limited to two attributes due to the nature of their kill counters.
Certain areas in the game are more or less likely to select certain attributes, denoted by the higher percentage chances in the table below. In Episode 1, the general rule is that if monsters of a certain attribute appear in that area, the area favors dropping weapons with that attribute (e.g. Mine 1 and 2 favor the Machine attribute). In contrast, Episodes 2 and 4 do not follow this rule, as no Dark-attribute monsters appear in the Mountain Area, and Episode 4 contains no Machine-attribute monsters at all.
Also in Episode 1, Yellowboze parties have slightly increased chances for monster attributes, with the specific attribute and bonus depending on area and difficulty.
Once an attribute has been selected by this process, the attribute value is determined by patterns, detailed in the next section.
|
Area pattern selection
After attributes have been selected by the process detailed in the previous section, the actual values must still be determined. To do this, the game performs more rolls against tables of possible untekked attribute values, referred to as "patterns."
Similar to the previous section (area untekked rates and special tiers), each area on each difficulty has a predetermined set of three patterns the game will roll on for up to three attributes. Some patterns, however, in early areas on lower difficulties, will prevent an attributes (or attributes) from being rolled at all. This is denoted by "N" in the table below.
It is important to note that differing patterns from different areas only apply to common weapons. As shown in the table below, rare weapons, regardless of area or difficulty, will always roll all three potential attributes against pattern 5. For example:
- If a
Gladius drops in Forest 2 on Ultimate difficulty, the first selected attribute is rolled against pattern 2, the second against pattern 1, and the third against pattern 0.
- If a
Bravace drops in Subterranean Desert 1 on Hard difficulty, or in Cave 3 on Ultimate difficulty, all selected attributes will be rolled against pattern 5.
The possible values each individual pattern may roll are detailed in the next section.
|
Pattern attribute values
To select an attribute value from a pattern, the game performs another a roll for a number between 1 and 10,000 on the selected pattern, with the resulting number determining the untekked value of the attribute.
Pattern attribute values begin at 5% on all tables, and, because the weapon will be untekked, will never be higher than 90%. It is not possible to see an attribute value of 95% or 100% on any weapon before tekking--through which they may be increased or decreased by 10.
Once a weapon is identified through tekking, enemy attribute values (but not Hit) may still be increased to a maximum of 100 through Paganini's Exchange in exchange for Photon Drops and/or
Photon Spheres.
Values | Rates | |||||
---|---|---|---|---|---|---|
Pattern 0 | Pattern 1 | Pattern 2 | Pattern 3 | Pattern 4 | Pattern 5 | |
5 | 42.56% | 8.97% | 4.02% | 2.05% | 1.02% | 29.21% |
10 | 33.24% | 19.32% | 8.90% | 2.11% | 1.21% | 23.09% |
15 | 15.41% | 38.52% | 15.32% | 10.21% | 7.56% | 19.08% |
20 | 8.20% | 22.19% | 36.98% | 13.45% | 10.11% | 13.89% |
25 | 0.50% | 9.98% | 21.26% | 34.52% | 16.72% | 8.65% |
30 | 0.03% | 0.82% | 9.72% | 21.02% | 35.65% | 3.10% |
35 | 0.02% | 0.11% | 3.31% | 11.39% | 15.68% | 1.56% |
40 | 0.02% | 0.05% | 0.35% | 4.76% | 9.32% | 0.67% |
45 | 0.01% | 0.02% | 0.07% | 0.25% | 2.01% | 0.42% |
50 | 0.01% | 0.01% | 0.03% | 0.16% | 0.41% | 0.16% |
55 | - | 0.01% | 0.02% | 0.03% | 0.12% | 0.08% |
60 | - | - | 0.01% | 0.02% | 0.07% | 0.03% |
65 | - | - | 0.01% | 0.01% | 0.04% | 0.01% |
70 | - | - | - | 0.01% | 0.03% | 0.01% |
75 | - | - | - | 0.01% | 0.02% | 0.01% |
80 | - | - | - | - | 0.01% | 0.01% |
85 | - | - | - | - | 0.01% | 0.01% |
90 | - | - | - | - | 0.01% | 0.01% |
Challenge mode
While playing Challenge mode, the game performs many of the same rolls as detailed in previous sections, but with a few significant changes:
- Section IDs are ignored;
- Higher weapon tiers (e.g.
Saber vs.
Brand) may appear earlier than in normal gameplay;
- Many of the various rates are significantly increased;
- The Tekker is not available, meaning:
- Weapons with specials are dropped in identified states;
- The maximum attribute value possible is now 100%;
- Patterns 4 and 5, while still present, are not utilized
The tables below reflect these changes.