Weapon attribute drop tables

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Revision as of 16:05, 16 October 2021 by Necrodoom (talk | contribs) (Refactor this page to give info)

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 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'.

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 0 and 9999 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 4256 897 402 205 102 2921
10 3324 1932 890 211 121 2309
15 1541 3852 1532 1021 756 1908
20 820 2219 3698 1345 1011 1389
25 50 998 2126 3452 1672 865
30 3 82 972 2102 3565 310
35 2 11 331 1139 1568 156
40 2 5 35 476 932 67
45 1 2 7 25 201 42
50 1 1 3 16 41 16
55 0 1 2 3 12 8
60 0 0 1 2 7 3
65 0 0 1 1 4 1
70 0 0 0 1 3 1
75 0 0 0 1 2 1
80 0 0 0 0 1 1
85 0 0 0 0 1 1
90 0 0 0 0 1 1