Weapon attribute drop tables: Difference between revisions

From Ephinea PSO Wiki
(Refactor this page to give info)
(Make tables easier to parse though)
Line 4: Line 4:


==Area Percent Chances==
==Area Percent Chances==
When a weapon randomly drops in PSO, it can have up to 3 attributes (2 for [[Lame d'Argent]] and [[Sealed J-Sword]]). For each possible attribute, the game rolls between 0 and 99, the result decides which attribute the weapon gets. If the same attribute is rolled twice, the attribute is instead set to 'No Attribute'.  
When a weapon randomly drops in PSO, it can have up to 3 attributes (2 for [[Lame d'Argent]] and [[Sealed J-Sword]]). 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'.  


The following table applies to ultimate, including rare drops.
The following table applies to ultimate, including rare drops.
Line 19: Line 19:
|-
|-
|Forest 1 & 2
|Forest 1 & 2
|30
|30%
|19
|19%
|13
|13%
|8
|8%
|5
|5%
|25
|25%
|-
|-
|Caves 1 & 2
|Caves 1 & 2
|11
|11%
|30
|30%
|19
|19%
|10
|10%
|5
|5%
|25
|25%
|-
|-
|Caves 3
|Caves 3
|9
|9%
|30
|30%
|21
|21%
|10
|10%
|5
|5%
|25
|25%
|-
|-
|Mines 1 & 2
|Mines 1 & 2
|6
|6%
|12
|12%
|32
|32%
|20
|20%
|5
|5%
|25
|25%
|-
|-
|Ruins 1 & 2
|Ruins 1 & 2
|20
|20%
|7
|7%
|11
|11%
|32
|32%
|5
|5%
|25
|25%
|-
|-
|Ruins 3
|Ruins 3
|13
|13%
|13
|13%
|12
|12%
|32
|32%
|5
|5%
|25
|25%
|-
|-
!colspan="7"|Episode 2
!colspan="7"|Episode 2
Line 77: Line 77:
|-
|-
|Temple Alpha
|Temple Alpha
|15
|15%
|10
|10%
|10
|10%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Temple Beta
|Temple Beta
|10
|10%
|10
|10%
|15
|15%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Spaceship Alpha
|Spaceship Alpha
|15
|15%
|10
|10%
|10
|10%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Spaceship Beta
|Spaceship Beta
|10
|10%
|10
|10%
|10
|10%
|15
|15%
|5
|5%
|50
|50%
|-
|-
|Jungle North
|Jungle North
|15
|15%
|10
|10%
|10
|10%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Jungle East
|Jungle East
|10
|10%
|15
|15%
|10
|10%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Mountain
|Mountain
|10
|10%
|10
|10%
|10
|10%
|15
|15%
|5
|5%
|50
|50%
|-
|-
|Seaside & CCA
|Seaside & CCA
|10
|10%
|10
|10%
|15
|15%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Seabed Upper
|Seabed Upper
|15
|15%
|10
|10%
|15
|15%
|10
|10%
|5
|5%
|45
|45%
|-
|-
|Seabed Lower & Tower
|Seabed Lower & Tower
|10
|10%
|15
|15%
|10
|10%
|15
|15%
|5
|5%
|45
|45%
|-
|-
!colspan="7"|Episode 4
!colspan="7"|Episode 4
Line 167: Line 167:
|-
|-
|Crater East
|Crater East
|15
|15%
|10
|10%
|10
|10%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Crater West
|Crater West
|10
|10%
|10
|10%
|15
|15%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Crater South
|Crater South
|15
|15%
|10
|10%
|10
|10%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Crater North
|Crater North
|10
|10%
|10
|10%
|10
|10%
|15
|15%
|5
|5%
|50
|50%
|-
|-
|Crater Interior
|Crater Interior
|15
|15%
|10
|10%
|10
|10%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Desert 1
|Desert 1
|10
|10%
|15
|15%
|10
|10%
|10
|10%
|5
|5%
|50
|50%
|-
|-
|Desert 2
|Desert 2
|10
|10%
|10
|10%
|10
|10%
|15
|15%
|5
|5%
|50
|50%
|-
|-
|Desert 3
|Desert 3
|10
|10%
|10
|10%
|15
|15%
|10
|10%
|5
|5%
|50
|50%
|}
|}


Line 296: Line 296:


==Attribute Value==
==Attribute Value==
For each attribute, the game rolls between 0 and 9999 against the selected pattern to decide what the value of said attribute will be.  
For each attribute, the game rolls between 1 and 10000 against the selected pattern to decide what the value of said attribute will be.  


Atrributes for untekked weapons can be further increased or decreased by up to 10 via [[Tekking]] them.
Atrributes for untekked weapons can be further increased or decreased by up to 10 via [[Tekking]] them.
Line 312: Line 312:
|-
|-
!5
!5
|4256
|42.56%
|897
|8.97%
|402
|4.02%
|205
|2.05%
|102
|1.02%
|2921
|292.1%
|-
|-
!10
!10
|3324
|33.24%
|1932
|19.32%
|890
|8.90%
|211
|2.11%
|121
|1.21%
|2309
|23.09%
|-
|-
!15
!15
|1541
|15.41%
|3852
|38.52%
|1532
|15.32%
|1021
|10.21%
|756
|7.56%
|1908
|19.08%
|-
|-
!20
!20
|820
|8.20%
|2219
|22.19%
|3698
|36.98%
|1345
|13.45%
|1011
|10.11%
|1389
|13.89%
|-
|-
!25
!25
|50
|0.50%
|998
|9.98%
|2126
|21.26%
|3452
|34.52%
|1672
|16.72%
|865
|8.65%
|-
|-
!30
!30
|3
|0.03%
|82
|0.82%
|972
|9.72%
|2102
|21.02%
|3565
|35.65%
|310
|3.10%
|-
|-
!35
!35
|2
|0.02%
|11
|0.11%
|331
|3.31%
|1139
|11.39%
|1568
|15.68%
|156
|1.56%
|-
|-
!40
!40
|2
|0.02%
|5
|0.05%
|35
|0.35%
|476
|4.76%
|932
|9.32%
|67
|0.67%
|-
|-
!45
!45
|1
|0.01%
|2
|0.02%
|7
|0.07%
|25
|0.25%
|201
|2.01%
|42
|0.42%
|-
|-
!50
!50
|1
|0.01%
|1
|0.01%
|3
|0.03%
|16
|0.16%
|41
|0.41%
|16
|0.16%
|-
|-
!55
!55
|0
|N/A
|1
|0.01%
|2
|0.02%
|3
|0.03%
|12
|0.12%
|8
|0.08%
|-
|-
!60
!60
|0
|N/A
|0
|N/A
|1
|0.01%
|2
|0.02%
|7
|0.07%
|3
|0.03%
|-
|-
!65
!65
|0
|N/A
|0
|N/A
|1
|0.01%
|1
|0.01%
|4
|0.04%
|1
|0.01%
|-
|-
!70
!70
|0
|N/A
|0
|N/A
|0
|N/A
|1
|0.01%
|3
|0.03%
|1
|0.01%
|-
|-
!75
!75
|0
|N/A
|0
|N/A
|0
|N/A
|1
|0.01%
|2
|0.02%
|1
|0.01%
|-
|-
!80
!80
|0
|N/A
|0
|N/A
|0
|N/A
|0
|N/A
|1
|0.01%
|1
|0.01%
|-
|-
!85
!85
|0
|N/A
|0
|N/A
|0
|N/A
|0
|N/A
|1
|0.01%
|1
|0.01%
|-
|-
!90
!90
|0
|N/A
|0
|N/A
|0
|N/A
|0
|N/A
|1
|0.01%
|1
|0.01%
|-
|-
|}
|}

Revision as of 16:24, 16 October 2021

Every weapon in PSO can have extra attributes assigned to the weapon, Native, Altered Beasts, Machine, Dark and Hit. The first 4 increase your weapon ATP when attacking enemies of said type, while hit increases your ATA by the same amount.

Weapons gotten as a reward from quests or given or taken from a NPC do not follow the tables below, but rather give predetermined attributes or follow a different system.

Area Percent Chances

When a weapon randomly drops in PSO, it can have up to 3 attributes (2 for Lame d'Argent and Sealed J-Sword). 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'.

The following table applies to ultimate, including rare drops.

Episode 1
Area Native A.Beast Machine Dark Hit No Attribute
Forest 1 & 2 30% 19% 13% 8% 5% 25%
Caves 1 & 2 11% 30% 19% 10% 5% 25%
Caves 3 9% 30% 21% 10% 5% 25%
Mines 1 & 2 6% 12% 32% 20% 5% 25%
Ruins 1 & 2 20% 7% 11% 32% 5% 25%
Ruins 3 13% 13% 12% 32% 5% 25%
Episode 2
Area Native A.Beast Machine Dark Hit No Attribute
Temple Alpha 15% 10% 10% 10% 5% 50%
Temple Beta 10% 10% 15% 10% 5% 50%
Spaceship Alpha 15% 10% 10% 10% 5% 50%
Spaceship Beta 10% 10% 10% 15% 5% 50%
Jungle North 15% 10% 10% 10% 5% 50%
Jungle East 10% 15% 10% 10% 5% 50%
Mountain 10% 10% 10% 15% 5% 50%
Seaside & CCA 10% 10% 15% 10% 5% 50%
Seabed Upper 15% 10% 15% 10% 5% 45%
Seabed Lower & Tower 10% 15% 10% 15% 5% 45%
Episode 4
Area Native A.Beast Machine Dark Hit No Attribute
Crater East 15% 10% 10% 10% 5% 50%
Crater West 10% 10% 15% 10% 5% 50%
Crater South 15% 10% 10% 10% 5% 50%
Crater North 10% 10% 10% 15% 5% 50%
Crater Interior 15% 10% 10% 10% 5% 50%
Desert 1 10% 15% 10% 10% 5% 50%
Desert 2 10% 10% 10% 15% 5% 50%
Desert 3 10% 10% 15% 10% 5% 50%

Pattern Selection

Each attribute, when rolled, has a specific pattern against which the attribute power for the given attribute is rolled against, based on the area the weapon dropped at. For example, for a Saber dropped in Forest 2, the first attribute is rolled against Pattern 2, the second against Pattern 1, and the third against Pattern 0.

These patterns apply to ultimate. When in Anguish, common weapon patterns are instead set to 3 3 3 for early areas (Forest, Cave, VR Temple, VR Spaceship, Crater) and 4 4 4 for later areas (Mine, Ruins, Central Control Area, Seabed, Control Tower, Subterranean Desert)

Area Patterns
Forest 1 Temple Alpha 2 1 0
Forest 2 Temple Beta 2 1 0
Caves 1 Spaceship Alpha Crater East 2 2 1
Caves 2 Spaceship Beta Crater West 3 2 1
Caves 3 Jungle North Crater South 3 3 2
Mines 1 Jungle East Crater North 3 3 2
Mines 2 Mountain Crater Interior 3 3 3
Ruins 1 Seaside & CCA Sub Desert 1 4 3 3
Ruins 2 Seabed Upper Sub Desert 2 4 4 3
Ruins 3 Seabed Lower & Tower Sub Desert 3 4 4 4
Rares (Anywhere) 5 5 5

Attribute Value

For each attribute, the game rolls between 1 and 10000 against the selected pattern to decide what the value of said attribute will be.

Atrributes for untekked weapons can be further increased or decreased by up to 10 via Tekking them.

Enemy type attributes can be further increased up to 100 via spending Photon Drops.

Percent Pattern 0 Pattern 1 Pattern 2 Pattern 3 Pattern 4 Pattern 5
5 42.56% 8.97% 4.02% 2.05% 1.02% 292.1%
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 N/A 0.01% 0.02% 0.03% 0.12% 0.08%
60 N/A N/A 0.01% 0.02% 0.07% 0.03%
65 N/A N/A 0.01% 0.01% 0.04% 0.01%
70 N/A N/A N/A 0.01% 0.03% 0.01%
75 N/A N/A N/A 0.01% 0.02% 0.01%
80 N/A N/A N/A N/A 0.01% 0.01%
85 N/A N/A N/A N/A 0.01% 0.01%
90 N/A N/A N/A N/A 0.01% 0.01%