Editing Weapons

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[[File:Saber.png|thumb|{{Sword|Saber}}, one of ''PSO'''s many weapons]]
[[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.
[[File:Weapons.png|link=]][[Weapons]] are basic equipment that are used to inflict damage or [[Status effects|status effects]] on the various [[Enemies|enemies]] of Ragol.
[[File:Saber.png|Right|thumb|{{Sword|Saber}}, one of ''PSO'''s many weapons]]


All weapon damage is determined by the wielder's [[ATP]] [[Stats|stat]], regardless of the weapon's [[Weapons#Weapon types|type]]. In lieu of [[Techniques|technique]] damage being affected by ATP, many technique-type weapons also provide a boost to [[MST]] to improve the power of techniques that way (e.g. [[wands]]), a direct increase to the power of specific techniques (e.g. {{Cane|rare|Club of Laconium}}), or both.  
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.


In order to equip a weapon, a character must meet its stat requirement, needing a certain amount of either ATP, [[ATA]] or MST.
==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).


==Weapon types ==
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.
There are 19 types of weapons in ''Phantasy Star Online Blue Burst'', split into 3 categories of weapons: melee, ranged, and technique. In general, [[Classes#Hunters|Hunters]] can equip all the melee weapons, [[Classes#Rangers|Rangers]] can equip all the ranged weapons, and [[Classes#Forces|Forces]] can equip all the technique weapons, but many weapon types can be equipped 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 generally equip lower tier weaponry, while higher rare-tier weaponry is more often restricted to the class for which the weapon type is designed. For example, despite basic handguns being equippable by all classes, {{Gun|rare|Heaven Striker}}, a powerful rare handgun, can only be equipped by Rangers.
: {| class="wikitable" style="text-align: center;"
 
{| class="wikitable" style="text-align: center;"
|+|List of weapon types
!Category
!Category
!Type
!Type
! colspan="3" |Classes
!colspan="3"|Classes
|-
|-
| rowspan="11" |Melee
|rowspan="11"|Melee
|-
|-
|[[Sabers]]
|[[Sabers]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" |RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" |FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|-
|-
|[[Swords]]
|[[Swords]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |RA
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|RA
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |FO
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|FO
|-
|-
|[[Daggers]]
|[[Daggers]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |RA
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|RA
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |FO
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|FO
|-
|-
|[[Partisans]]
|[[Partisans]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" |RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |FO
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|FO
|-
|-
| [[Slicers]]
|[[Slicers]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" | RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" |FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|-
|-
| ''[[Double Sabers]]''
|[[Double Sabers]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" |RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" |FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|-
|-
|''[[Claws]]''
|[[Claws]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" |RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" |FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|-
|-
|''[[Katanas]]''
|[[Katanas]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |RA
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|RA
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |FO
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|FO
|-
|-
|''[[Twin Swords]]''
|[[Twin Swords]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="notEquippable" style="background-color: #F4C7C3; color:black;" | RA
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|RA
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |FO
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|FO
|-
|-
|''[[Fists]]''
|[[Fists]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" |RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" |FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|-
|-
| rowspan="5" |Ranged  
|rowspan="5"|Ranged
|[[Handguns]]
|[[Handguns]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" |RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" | FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|-
|-
|[[Rifles]]
|[[Rifles]]
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |HU
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" |RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |FO
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|FO
|-
|-
|[[Mechguns]]
|[[Mechguns]]
| class="equippable" style="background-color: #98FB98; color:black;" |HU
|class="equippable" style="background-color: #98FB98; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" |RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" |FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|-
|-
|[[Shots]]  
|[[Shots]]
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |HU
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" |RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |FO
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|FO
|-
|-
|''[[Launchers]]''
|[[Launchers]]
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |HU
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|HU
| class="equippable" style="background-color: #98FB98; color:black;" |RA
|class="equippable" style="background-color: #98FB98; color:black;"|RA
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |FO
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|FO
|-
|-
| rowspan="4" |Technique
|rowspan="4"|Technique
|[[Canes]]
|[[Canes]]
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |HU
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|HU
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |RA
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" |FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|-
|-
|[[Rods]]
|[[Rods]]
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |HU
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|HU
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |RA
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" |FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|-
|-
|[[Wands]]
|[[Wands]]
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |HU
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|HU
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |RA
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" |FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|-
|-
|''[[Cards]]''
|[[Cards]]
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |HU
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|HU
| class="notEquippable" style="background-color: #F4C7C3; color:black;" |RA
|class="notEquippable" style="background-color: #F4C7C3; color:black;"|RA
| class="equippable" style="background-color: #98FB98; color:black;" | FO
|class="equippable" style="background-color: #98FB98; color:black;"|FO
|}
|}
: ''Note: Weapon types in italics indicate a weapon type that cannot be purchased on Pioneer 2, and may only be found on rare weapons.''
: ''Note: Slicers and Cards are considered to be Melee and Technique weapons (respectively) due to both their icons ({{PSO icon|sword}} and {{PSO icon|cane}}, respectively) and their ATP and MST requirements (respectively), despite both weapon types behaving akin to Ranged weapons (including being affected by {{Unit|rare|Smartlink}}).


===ES weapons===
===ES weapons===
:''Main article: [[ES weapons]]''
: ''Main article: [[ES weapons]]''
ES weapons (often referred to as "S-Rank weapons" or simply "S-Ranks") are a special category of weapon which encompasses all weapon types in addition to a few extras (such as {{Gun|es|ES Needle}}, based on {{Gun|rare|Spread Needle}}). For ES weapons of basic weapon types, they have the visual of a basic weapon with a brown photon. Unlike regular weapons, they have the following unique properties:
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
* Cannot have any attributes
* May be given a custom 8-character name (A-Z only, entered at the time the weapon is received)
* Can have a custom special applied, which has no reduction regardless of weapon type.
* Can have a custom special applied, which will ''not'' be [[Weapons#Special reduction|reduced]], 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.
ES weapons are obtained upon a character's completion of [[Challenge Mode]] with an S-Rank rating, with the choice of ES weapon types offered depending on the episode cleared.
 
===TypeM weapons===
:''Main article: [[TypeM weapons]]''
TypeM weapons are another special category of weapon introduced in ''Phantasy Star Online Blue Burst''. They have the visual of a basic weapon with a white photon, but many TypeM weapons have animations that differ from what is expected of them.  


Their animation set and visual model can be inferred from their naming convention of  "Type'''XX'''/'''Yyyyy'''," where "'''XX'''" is the first two letters of the weapon type for the ''animations'' used, and "'''Yyyyy'''" is the full name of the weapon type for the ''model'' used. For example, the weapon {{Sword|rare|TypeDS/Rod}} uses a double saber (Type'''DS'''/Rod) animation with a rod (TypeDS/'''Rod''') model.
===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|rare|TypeDS/Rod}} uses a double saber animation with a rod model.


Eleven special TypeM weapons have been made available on ''Ephinea'' through events, all of which come with a predetermined amount of Hit % and special attack:
There are 11 special TypeM weapons on Ephinea available only from events that come with a set amount of Hit and a set special:


{{EventTypeMWeapons}}
* {{Sword|rare|TypeSW/J-Sword|Spirit TypeSW/J-Sword}} (30 Hit)
* {{Sword|rare|TypeSW/Slicer|Blizzard TypeSW/Slicer}} (30 Hit)
* {{Sword|rare|TypeSL/Slicer|Charge TypeSL/Slicer}} (25 Hit)
* {{Sword|rare|TypeDS/Rod|Devil's TypeDS/Rod}} (30 Hit)
* {{Sword|rare|TypeDS/Wand|Arrest TypeDS/Wand}} (30 Hit)
* {{Sword|rare|TypeKN/Claw|Berserk TypeKN/Claw}} (50 Hit)
* {{Gun|rare|TypeGU/Hand}} - Hell, Charge, Berserk, or Spirit (40 Hit)
* {{Gun|rare|TypeGU/Mechgun}} - Hell, Charge, Berserk, or Spirit (35 Hit)
* {{Gun|rare|TypeRI/Rifle|Hell TypeRI/Rifle}} (40 Hit)
* {{Gun|rare|TypeME/Mechgun}} - Charge, Berserk, or Spirit (40 Hit)
* {{Gun|rare|TypeSH/Shot}} - Charge, Berserk, or Spirit (40 Hit)


In addition, a {{Sword|rare|TypeDS/D.Saber}} with an [[Weapons#Paralysis|Arrest]] special and 30 Hit % was released in a previous event, but was quickly removed from distribution, making it the rarest of the TypeM weapons.
In addition, {{Sword|rare|TypeDS/D.Saber|Arrest TypeDS/D.Saber}} with 30 Hit was released in a previous event, but it was quickly removed from distribution, making it the rarest of the TypeM weapons.


==Grind==
==Grind==
Each weapon has its own "grind" value, named for the usage of the common tool items {{Tool|Monogrinder}}, {{Tool|Digrinder}}, and {{Tool|Trigrinder}}. Each point of grind on a weapon adds an additional two points to its ATP. All weapons have a maximum amount they can be ground, while some weapons cannot be ground at all. A weapon's current grind is shown next to its name with a plus sign in front of it (e.g. {{Sword|Saber|Saber '''+3'''|nolink=1}}).
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}}).
 
Monogrinders, Digrinders, and Trigrinders will add +1, +2, and +3 grind, respectively.


==Attributes== 
{{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.
:''Main article: [[Weapon attributes]]''
Every weapon in ''Phantasy Star Online Blue Burst'' can come with up to three of five different [[Weapon attributes|attributes]] assigned to them: Native, A.Beast, Machine, Dark, or Hit. The first four increase your [[Game_mechanics#Physical_damage|weapon ATP]] when attacking enemies of said type, while Hit % increases the character's ATA by an amount equal to the "percentage" listed (rather than being a 20% ATA increase, 20 Hit % is actually a flat bonus of 20 ATA). Hit is not shown on the weapon's attribute page by default, and is only visible if it is present on the weapon currently equipped or being equipped.


==Special attacks==
==Special attacks==
Weapons in ''Phantasy Star Online Blue Burst'' can have "special attacks," which allow them to make an attack that will apply different effects depending on the special. These effects can include elemental damage, [[Status effects|status effects]], and more. Special attacks must hit a target before having a chance to apply its effect, and the {{Attack|s}} action has the lowest [[Game_mechanics#Accuracy|accuracy modifier]] of the three attack types, so high ATA is typically required to use them effectively.
A weapon's '''special''' allows it to deal additional types of damage or trigger status effects on a target. Specials are randomly assigned to common weapons, but are predetermined on all rare weapons; in both cases, this can include a weapon not having a special at all, in which case the {{Attack|s}} icon will be greyed out. A few select weapons have specials that can't be found on any other weapon. Non-rare weapons with specials must be [[Tekking|tekked]] for their special attacks to affect enemies properly.
 
Specials are randomly assigned to common weapons when they drop (see [[Weapon_attribute_drop_tables#Untekked_and_special_rate_table|this page]] for more details), but are predetermined on all rare weapons; in both cases, this can include a weapon not having a special at all, which will result in the {{Attack|s}} icon on the action palette being greyed out and unusable. Certain rare weapons have specials that cannot be found on any other weapon. Non-rare weapons with specials must be [[Tekking|tekked]] before their special attacks will have an effect on enemies.


[[Anguish]] mode reduces the potency of special attack effects in the following ways:
A special attack must connect to its target in order for it to have a chance to apply its effect, so high ATA is crucial when using them.
* Enemies have higher [[EDK]] and [[ESP]]
* Enemies will be [[Freeze (status)|frozen]], [[paralysis|paralyzed]], and [[confusion|confused]] for shorter periods of time
* Enemies are less susceptible to [[Weapons#HP cut|HP cutting]] special attacks


=== Special reduction===
[[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 cutting special attacks.
Special reduction is a mechanic whereby certain weapon types will have the ''percent chance'' of their special attack ''activating'', or the ''effectiveness'' of the special attack reduced, in order to compensate for their ability to target multiple enemies or to strike an enemy more than one time per attack. Which kind of reduction is applied depends on the special attack being used.
 
{| class="wikitable" style="text-align:center; margin-right:5px;"
!Weapon Type
!Reduction
|-
|[[Swords]]
| rowspan="3" |50%
|-
|[[Daggers]]
|-
|[[Partisans]]
|-
|[[Slicers]]
| rowspan="3" |67%
|-
|[[Mechguns]]
|-
|[[Shots]]
|}
:''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 damage increases (e.g. Berserk).
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:550px;">
<div style="font-weight:bold;line-height:1.6;">Special reduction examples</div>
<div class="mw-collapsible-content">
As an example of special ''activation chance'' reduction, consider using a weapon with the [[Weapons#Instant kill|Hell]] special against a hypothetical 40 EDK enemy. If this weapon's special was not reduced, such as a {{PSO icon|Gun}}Raygun, then the chance for the special to activate is 53%. If the weapon was instead a reduced {{PSO icon|Sword}}Sword-type weapon, then the chance for the special to activate is 26.5%.
 
As an example of special ''effectiveness'' reduction, consider using a weapon with the [[Weapons#HP cut|Demon's]] special against a hypothetical 1000 HP enemy. If this weapon's special was not reduced, such as a {{PSO icon|Sword}}Gladius, then the target's HP after an activation will be 250. If the weapon was instead a reduced {{PSO icon|Gun}}Mechgun-type weapon, then the target's HP after '''three''' successful activations will be 422.
 
</div></div>


===Types of specials===
===Types of specials===
====Fire damage====
====Fire damage====
'''Heat''', '''Fire''', '''Flame''', and '''Burning''' weapons will all deal fire damage to their targets.
Heat, Fire, Flame, and Burning weapons will all deal fire damage to their targets.
 
<pre>
Base Damage = (Power) / 5
Damage = (Base Damage) * (100 - (Enemy EFR)) * 0.01
</pre>


{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
!Rarity ||Special Name || Power
!Rarity||Special Name||Power
|-
|-
|1★||Heat||(Lv. - 1)/4 +40
|1★||Heat||(Lv. - 1)/4 +200
|-
|-
|2★ ||Fire||(Lv. - 1)/3 +60
|2★||Fire||(Lv. - 1)/3 +300
|-
|-
|3★|| Flame||(Lv. - 1)/2 +80
|3★||Flame||(Lv. - 1)/2 +400
|-
|-
| 4★||Burning||(Lv. - 1) +100
|4★||Burning||(Lv. - 1) +500
|}
|}
====Freezing====
Ice, Frost, Freeze, and Blizzard weapons all have a chance to [[Frozen|freeze]] their targets. [[Epsilon]], [[Zu]], [[Pazuzu]], [[Dorphon]], [[Dorphon Eclair]], [[Girtablulu]], and all bosses cannot be frozen. Players with a {{Unit|rare|Cure/Freeze}} are also immune to being frozen.
Androids receive a 30% boost to the activation rate of all freezing specials on Ultimate difficulty. This value can be added directly to the values in the Power column. {{Unit|rare|V501}} and {{Unit|rare|V502}} give an additional 50% boost to the activation rate of freezing specials; these stack with the android boost, but not with each other.


<pre>
<pre>
Damage = (Power) * (100 - (Enemy EFR)) * 0.01
Base Freeze Chance = ((Power) - (ESP)) * (Special Reduction)
Freeze Chance = min((Base Freeze Chance), (Difficulty Cap)) * (Unit Boost)
</pre>
</pre>


====Freezing====
The <code>Difficulty Cap</code> is 40%.
'''Ice''', '''Frost''', '''Freeze''', and '''Blizzard''' weapons all have a chance to {{Freeze}} their targets.  


{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
! Rarity||Special Name ||Power
!Rarity||Special Name||Power
|-
|-
|1★ || Ice||32%
|1★||Ice||32%
|-
|-
|2★||Frost||48%
|2★||Frost||48%
|-
|-
| 3★||Freeze||64%
|3★||Freeze||64%
|-
|-
|4★||Blizzard||80%
|4★||Blizzard||80%
|}
|}
====Lightning damage====
Shock, Thunder, Storm, and Tempest weapons will all deal lightning damage to their targets. {{Machine}}-type monsters, with the exception of [[Epsilon]], [[Vol Opt]], and [[Vol Opt ver. 2]], have an additional chance to be [[Shock|shocked]]. Players can also be shocked unless they're wearing a {{Unit|rare|Cure/Shock}}.


<pre>
<pre>
Base Freeze Chance = ((Power) - (ESP)) * (1 - Special Reduction)
Base Damage = (Power) / 5
Freeze Chance = min((Base Freeze Chance), (Difficulty Cap)) * (Unit Boost)
Damage = (Base Damage) * (100 - (Enemy ETH)) * 0.01
 
Shock Chance = (Difficulty Modifier) * (Unit Boost)
</pre>
</pre>


* Androids receive a 30% boost to the activation rate of all freezing specials on Ultimate difficulty. This value can be added directly to the values in the Power column (e.g. Frost has a power of 78%).
Where <code>Unit Boost</code> is 1.5 if the player is equipped with a V501 or V502, and 1.0 otherwise. The <code>Difficulty Modifier</code> is 2.5% in Ultimate and 6.67% in Normal, Hard, and Very Hard.
* <code>Unit Boost</code> is as follows:
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equipped
*** These stack with the android boost, but not with each other.  
** 1 if neither are equipped
* <code>Difficulty Cap</code> is 40%.


[[Epsilon]], [[Zu]], [[Pazuzu]], [[Dorphon]], [[Dorphon Eclair]], [[Girtablulu]], and all bosses cannot be {{frozen|n}}. Characters equipped with a {{Unit|rare|Cure/Freeze}} are also immune to being frozen.
Enemy lightning attacks on players use a different formula to calculate the shock chance.  
 
<pre>
====Lightning damage====
Enemy Shock Chance on Player = 75 - (Player ETH)
'''Shock''', '''Thunder''', '''Storm''', and '''Tempest''' weapons will all deal lightning damage to their targets. {{Machine}}-type monsters, with the exception of [[Epsilon]], [[Vol Opt]], and [[Vol Opt ver. 2]], have an additional chance to be {{Shocked}}.
</pre>


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
!Rarity||Special Name||Power
!Rarity||Special Name||Power
|-
|-
|1★||Shock ||(Lv. - 1)/4 +40
|1★||Shock||(Lv. - 1)/4 +200
|-
|-
| 2★||Thunder||(Lv. - 1)/3 +60
|2★||Thunder||(Lv. - 1)/3 +300
|-
|-
|3★||Storm||(Lv. - 1)/2 +80
|3★||Storm||(Lv. - 1)/2 +400
|-
|-
|4★||Tempest||(Lv. - 1) +100
|4★||Tempest||(Lv. - 1) +500
|}
|}


<pre>
====Paralysis====
Damage = (Power) * (100 - (Enemy ETH)) * 0.01
Bind, Hold, Seize, and Arrest weapons all have a chance to [[Paralysis|paralyze]] their targets. Bosses and {{Machine}}-type enemies cannot be paralyzed. Androids, as well as non-androids with a {{Frame|rare|Sacred Cloth}} or {{Unit|rare|Cure/Paralysis}}, are also immune to being paralyzed.
Shock Chance = (Difficulty Modifier) * (Unit Boost)
</pre>


* <code>Unit Boost</code> is as follows:
Androids receive a 30% boost to the activation rate of all paralysis specials on Ultimate difficulty. This value can be added directly to the values in the Power column below. {{Unit|rare|V501}} and {{Unit|rare|V502}} give an additional 50% boost to the activation rate of paralysis specials; these stack with the android boost, but not with each other.  
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equipped
*** These do not stack with each other
** 1 if neither are equipped
* <code>Difficulty Modifier</code> is as follows:
** 6.67% for Normal, Hard, and Very Hard
** 2.5% for Ultimate


Enemy lightning attacks on players use a different formula to calculate the {{Shock|n}} chance.
<pre>
<pre>
Enemy Shock Chance on Player = 75 - (Player ETH)
Base Paralysis Chance = ((Power) - (Enemy ESP)) * (Special Reduction) * (Unit Boost)
</pre>
</pre>
Characters equipped with a {{Unit|rare|Cure/Shock}} are immune to being shocked.
====Paralysis====
'''Bind''', '''Hold''', '''Seize''', and '''Arrest''' weapons all have a chance to {{paralyze}} their targets.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
!Rarity|| Special Name||Power  
!Rarity||Special Name||Power
|-
|-
|1★||Bind||32%
|1★||Bind||32%
|-
|-
|2★||Hold||48%  
|2★||Hold||48%
|-
|-
|3★ ||Seize ||64%
|3★||Seize||64%
|-
|-
| 4★||Arrest ||80%  
|4★||Arrest||80%
|}
|}
====Confusion====
Panic, Riot, Havoc, and Chaos weapons all have a chance to [[Confusion|confuse]] their targets. Bosses cannot be confused. Players with a {{Unit|rare|Cure/Confuse}} are also immune to being confused.
Androids receive a 30% boost to the activation rate of all confusion specials on Ultimate difficulty. This value can be added directly to values in the Power column below. {{Unit|rare|V501}} and {{Unit|rare|V502}} give an additional 50% boost to the activation rate of confusion specials; these stack with the android boost, but not with each other.


<pre>
<pre>
Base Paralysis Chance = ((Power) - (Enemy ESP)) * (1 - Special Reduction) * (Unit Boost)
Confuse Chance = ((Power) - (Enemy ESP)) * (Special Reduction) * (Unit Boost)
</pre>
</pre>
* Androids receive a 30% boost to the activation rate of all paralysis specials on Ultimate difficulty. This value can be added directly to the values in the Power column below.
* <code>Unit Boost</code> is as follows:
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equpped
*** These stack with the android boost, but not with each other.
** 1 if neither are equipped
Bosses and {{Machine}}-type enemies cannot be {{paralyzed|n}}. Androids, as well as non-androids equipped with a {{Frame|rare|Sacred Cloth}} or {{Unit|rare|Cure/Paralysis}}, are also immune to being paralyzed.
====Confusion====
'''Panic''', '''Riot''', '''Havoc''', and '''Chaos''' weapons all have a chance to {{confuse}} their targets.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
Line 311: Line 263:
|1★||Panic||28%
|1★||Panic||28%
|-
|-
|2★ ||Riot ||44%
|2★||Riot||44%
|-
|-
|3★||Havoc||60%
|3★||Havoc||60%
Line 317: Line 269:
|4★||Chaos||76%
|4★||Chaos||76%
|}
|}
====Instant kill====
Dim, Shadow, Dark, and Hell weapons all have a chance to instantly kill their targets. Bosses are immune to being instantly killed, as are any enemies with an EDK of 93 or higher.
{{Unit|rare|V501}} gives a 50% boost to the activation rate of all instant kill specials, and {{Unit|rare|V502}} gives a 100% boost to the same activation rate. These do not stack with each other.


<pre>
<pre>
Confuse Chance = ((Power) - (Enemy ESP)) * (1 - Special Reduction) * (Unit Boost)
Activation Chance = ((Power) - (Enemy EDK)) * (Special Reduction) * (Unit Boost)
</pre>
</pre>
* Androids receive a 30% boost to the activation rate of all confusion specials on Ultimate difficulty. This value can be added directly to values in the Power column below.
* <code>Unit Boost</code> is as follows:
** 1.5 if either {{Unit|rare|V501}} or {{Unit|rare|V502}} are equpped
*** These stack with the android boost, but not with each other
** 1 if neither are equipped
Bosses cannot be {{confused|n}}. Players equipped with a {{Unit|rare|Cure/Confuse}} are also immune to being confused.
====Instant kill====
'''Dim''', '''Shadow''', '''Dark''', and '''Hell''' weapons all have a chance to instantly kill their targets.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
!Rarity||Special Name || Power  
!Rarity||Special Name||Power
|-
|-
|1★|| Dim|| 48%
|1★||Dim||48%
|-
|-
|2★||Shadow ||66%  
|2★||Shadow||66%
|-
|-
| 3★||Dark ||78%
|3★||Dark||78%
|-
|-
|4★||Hell||93%
|4★||Hell||93%
|}
|}
====HP drain====
Draw, Drain, Fill, and Gush weapons all siphon HP from their targets. These specials cannot drain more than 30 HP from their targets on Normal difficulty, 60 on Hard, 90 on Very Hard, or 120 on Ultimate difficulty.
Androids receive a 30% boost to the amount of HP stolen with any of these specials on Ultimate difficulty. This value can be added directly to the values in the Power column.


<pre>
<pre>
Activation Chance = ((Power) - (Enemy EDK)) * (1 - Special Reduction) * (Unit Boost)
Base HP Drain = min((Power) * (Enemy HP), (Difficulty Cap))
HP Drained = (Base HP Drain) * (Special Reduction)
</pre>
</pre>
* <code>Unit Boost</code> is as follows:
** 2 if {{Unit|rare|V502}} is equipped
** 1.5 if {{Unit|rare|V501}} is equipped
*** These do not stack with each other
** 1 if neither are equipped
Bosses are immune to being instantly killed, as are any enemies with an [[EDK]] of 93 or higher.
: ''Note: Enemies with an EDK higher than 93 (but less than 100) may still be affected by high-level {{Megid}}.''
====HP drain====
'''Draw''', '''Drain''', '''Fill''', and '''Gush''' weapons all siphon [[Stats#HP|HP]] from their targets.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
Line 373: Line 313:
|}
|}


These specials cannot drain more than a certain amount of HP from their targets, depending on the difficulty level (denoted by <code>Difficulty Cap</code> in the formula below). The formula <code>min</code> means that the lesser of two values (separated by ",") will be chosen.
====TP drain====
Heart, Mind, Soul, and Geist weapons all siphon TP from their targets. These specials cannot drain more than 25 TP from their targets on Normal difficulty, 50 on Hard, 75 on Very Hard, or 100 on Ultimate difficulty.


<pre>
<pre>
Base HP Drain = min((Power) * (Enemy HP), (Difficulty Cap))
Base TP Drain = min((Power) * (Enemy Max TP), (Difficulty Cap))
HP Drained = (Base HP Drain) * (1 - Special Reduction)
TP Drained = (Base TP Drain) * (Special Reduction)
</pre>
</pre>
* Androids receive a 30% boost to the amount of HP stolen with any of these specials on Ultimate difficulty. This value can be added directly to the values in the Power column.
* <code>Difficulty Cap</code> is as follows:
** 30 for Normal
** 60 for Hard
** 90 for Very Hard
** 120 for Ultimate
====TP drain====
'''Heart''', '''Mind''', '''Soul''', and '''Geist''' weapons all siphon [[Stats#TP|TP]] from their targets.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
!Rarity||Special Name||Power
!Rarity||Special Name||Power
|-
|-
|1★||Heart|| 3%
|1★||Heart||3%
|-
|-
|2★||Mind ||4%
|2★||Mind||4%
|-
|-
|3★||Soul || 5%
|3★||Soul||5%
|-
|-
|4★||Geist||6%  
|4★||Geist||6%
|}
|}


These specials cannot drain more than a certain amount of TP from their targets, depending on the difficulty level (denoted by <code>Difficulty Cap</code> in the formula below). The formula <code>min</code> means that the lesser of two values (separated by ",") will be chosen.
====EXP steal====
Master's, Lord's, and King's weapons all siphon EXP from their targets. These specials cannot steal more than 20 EXP on Normal, 40 EXP on Hard, 60 EXP on Very Hard, and 80 EXP from the target on Ultimate.
 
Androids receive a 30% boost to the amount of EXP stolen with any of these specials on Ultimate difficulty. This value can be added directly to the values in the Power column below.  


<pre>
<pre>
Base TP Drain = min((Power) * (Player Max TP), (Difficulty Cap))
Base EXP Steal = min((Power) * (Enemy EXP), (Difficulty Cap))
TP Drained = (Base TP Drain) * (1 - Special Reduction)
EXP Stolen = (Base EXP Steal) * (Special Reduction)
</pre>
</pre>


* <code>Difficulty Cap</code> is as follows:
The <code>Enemy EXP</code> is the amount of EXP granted for killing the enemy.
** 25 for Normal
** 50 for Hard
** 75 for Very Hard
** 100 for Ultimate
 
====EXP steal====
'''Master's''', '''Lord's''', and '''King's''' weapons all siphon EXP from their targets.  


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
Line 423: Line 350:
|2★||Master's||8%
|2★||Master's||8%
|-
|-
|3★||Lord's ||10%
|3★||Lord's||10%
|-
|-
|4★||King's ||12%
|4★||King's||12%
|}
|}


These specials cannot drain more than a certain amount of EXP from their targets, depending on the difficulty level (denoted by <code>Difficulty Cap</code> in the formula below). The formula <code>min</code> means that the lesser of two values (separated by ",") will be chosen.
====HP cut====
 
Devil's and Demon's weapons have a chance to cut the HP of their targets. The amount of HP cut is based on the target's ''current'' HP, not its maximum. If the target has 1 HP, an HP cut special will kill it. These specials have a 50% chance to activate after passing the accuracy check against the target.
<pre>
Base EXP Steal = min((Power) * (Enemy EXP), (Difficulty Cap))
EXP Stolen = (Base EXP Steal) * (1 - Special Reduction)
</pre>


* Androids receive a 30% boost to the amount of EXP stolen with any of these specials on Ultimate difficulty. This value can be added directly to the values in the Power column below.  
Androids receive a penalty to the amount of HP cut on Ultimate difficulty – Devil's will only cut 20% of an enemy's HP and Demon's will only cut 45% of an enemy's HP. The technical reason for this is that the powers of the specials are actually 50% and 25% in the ItemPMT and the client adds the 30% android boost to these values. Therefore the enemy's HP after a Devil's attack from an android in Ultimate is (50+30)% of the enemy's current HP.
* <code>Enemy EXP</code> is the amount of EXP granted for killing the enemy. You cannot siphon more than 100% of this amount from an enemy.
* <code>Difficulty Cap</code> is as follows:
** 20 for Normal
** 40 for Hard
** 60 for Very Hard
** 80 for Ultimate


====HP cut====
Integer truncation occurs after calculating the amount of HP to remove from the enemy.  
'''Devil's''' and '''Demon's''' weapons have a chance to cut the [[HP]] of their targets.  


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
!Rarity||Special Name ||HP cut from Enemy
!Rarity||Special Name||HP cut from Enemy
|-
|-
|3★||Devil's||50% HP
|3★||Devil's||50% HP
|-
|-
| 4★ ||Demon's||75% HP
|4★||Demon's||75% HP
|}
|}


* The amount of HP cut is based on the target's ''current'' HP (not its maximum).
====Sacrificial damage increase====
** If the target only has 1 HP, an HP cut special will kill it.
Charge, Spirit, and Berserk weapons have massively strengthened attacks at the cost of {{Meseta}}, TP, or HP.  
* These specials have a '''50% chance''' to activate '''after''' passing the accuracy check against the target.


* Androids receive a ''penalty'' to the amount of HP cut on Ultimate difficulty:
Spirit will not function if the user has less than 10 TP, and Berserk will not function if the user has 1 HP. Note that this is only a major restriction for Spirit – Berserk will never drain a player's HP below 3, while Spirit will freely drain a player's TP below 10.
** Devil's will only cut 20% of an enemy's HP
** Demon's will only cut 45% of an enemy's HP
*** The technical reason for this is that the Power values of these specials are 50% and 25% in the ItemPMT, but the client (as with the other specials androids receive a boost to) ''adds'' the 30% boost to these values.
**** Therefore, the enemy's HP after a Devil's attack from an android in Ultimate is (50+30)% of the enemy's current HP.
* Integer truncation occurs ''after'' calculating the amount of HP to remove from the enemy.  


====Sacrificial damage increase====
There is no special activation calculation for these specials. The special will activate if the player passes the ATA check.
'''Charge''', '''Spirit''', and '''Berserk''' weapons have massively strengthened attacks at the cost of {{Meseta}}, TP, and HP, respectively. While a Heavy attack has a damage multiplier of {{Note|17/9|1.89x}} in the damage formula, sacrificial attacks have a multiplier of {{Note|10/3|3.33x}}.
: ''Note: The charge special of the rare partisan {{Sword|rare|Vjaya}} is a unique attack with a damage multiplier of {{Note|17/3|5.67x}}.''


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
!Rarity||Special Name ||Sacrifice
!Rarity||Special Name||Sacrifice
|-
|-
|2★ ||Charge||{{Meseta|200}}
|2★||Charge||{{Meseta|200}}
|-
|-
|3★||Spirit||1/5 TP
|3★||Spirit||1/5 TP
Line 479: Line 387:
|}
|}


* Spirit will not function if the user has less than 10 TP
===Weapon reduction===
* Berserk will not function if the user has 1 HP
: ''See also: [[List of weapons with reduced specials]]''
** This is only a major restriction for the Spirit special–-Berserk will never drain a player's HP below 3, while Spirit will freely drain a player's TP below 10.
* There is no special activation calculation for these specials--the special will activate if the player passes the ATA check.


====Divine Punishment====
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.
:''Main article: [[Divine Punishment]]''
 
'''Divine Punishment''' is a unique special attack that is granted to the rare weapons {{Gun|rare|Heaven Punisher}}, {{Gun|rare|Mille Marteaux}}, and {{Gun|rare|Heaven Striker}} (while a {{Mag|rare|Striker Unit}} is equipped) when the hundreds digit of the beat time is even. It summons beams of light from the sky to attack enemies.
{| class="wikitable" style="text-align:center; margin-right:5px;"
!Weapon Type
!Reduced By
|-
|[[Swords]]
|1/2
|-
|[[Daggers]]
|1/2
|-
|[[Partisans]]
|1/2
|-
|[[Slicers]]
|1/3
|-
|[[Mechguns]]
|1/3
|-
|[[Shots]]
|1/3
|}


==Distances and angles==
==Distances and angles==
Line 503: Line 430:


{{Items}}
{{Items}}
{{Guides}}
[[Category:Items]]
[[Category:Items]]
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