Weapons

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Revision as of 22:36, 19 October 2023 by Zakon (talk | contribs) (→‎EXP steal)

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 11 special TypeM weapons on Ephinea available only from events that come with a set amount of Hit and a set special:

In addition, Sword icon.pngArrest 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

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

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 Extra Attack.pngspecial attack 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 tekked for their special attacks to affect enemies properly.

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.

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 cutting special attacks.

Types of specials

Fire damage

Heat, Fire, Flame, and Burning weapons will all deal fire damage to their targets.

Base Damage = (Power) / 5
Damage = (Base Damage) * (100 - (Enemy EFR)) * 0.01
Rarity Special Name Power
1★ Heat (Lv. - 1)/4 +200
2★ Fire (Lv. - 1)/3 +300
3★ Flame (Lv. - 1)/2 +400
4★ Burning (Lv. - 1) +500

Freezing

Ice, Frost, Freeze, and Blizzard weapons all have a chance to freeze their targets. Epsilon, Zu, Pazuzu, Dorphon, Dorphon Eclair, Girtablulu, and all bosses cannot be frozen. Players with a Unit icon.pngCure/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 icon.pngV501 and Unit icon.pngV502 give an additional 50% boost to the activation rate of freezing specials; these stack with the android boost, but not with each other.

Base Freeze Chance = ((Power) - (ESP)) * (Special Reduction)
Freeze Chance = min((Base Freeze Chance), (Difficulty Cap)) * (Unit Boost)

The Difficulty Cap is 40%.

Rarity Special Name Power
1★ Ice 32%
2★ Frost 48%
3★ Freeze 64%
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 shocked. Players can also be shocked unless they're wearing a Unit icon.pngCure/Shock.

Base Damage = (Power) / 5
Damage = (Base Damage) * (100 - (Enemy ETH)) * 0.01

Shock Chance = (Difficulty Modifier) * (Unit Boost)

Where Unit Boost is 1.5 if the player is equipped with a V501 or V502, and 1.0 otherwise. The Difficulty Modifier is 2.5% in Ultimate and 6.67% in Normal, Hard, and Very Hard.

Enemy lightning attacks on players use a different formula to calculate the shock chance.

Enemy Shock Chance on Player = 75 - (Player ETH)
Rarity Special Name Power
1★ Shock (Lv. - 1)/4 +200
2★ Thunder (Lv. - 1)/3 +300
3★ Storm (Lv. - 1)/2 +400
4★ Tempest (Lv. - 1) +500

Paralysis

Bind, Hold, Seize, and Arrest weapons all have a chance to paralyze their targets. Bosses and Machine-type enemies cannot be paralyzed. Androids, as well as non-androids with a Frame icon.pngSacred Cloth or Unit icon.pngCure/Paralysis, are also immune to being paralyzed.

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 icon.pngV501 and Unit icon.pngV502 give an additional 50% boost to the activation rate of paralysis specials; these stack with the android boost, but not with each other.

Base Paralysis Chance = ((Power) - (Enemy ESP)) * (Special Reduction) * (Unit Boost)
Rarity Special Name Power
1★ Bind 32%
2★ Hold 48%
3★ Seize 64%
4★ Arrest 80%

Confusion

Panic, Riot, Havoc, and Chaos weapons all have a chance to confuse their targets. Bosses cannot be confused. Players with a Unit icon.pngCure/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 icon.pngV501 and Unit icon.pngV502 give an additional 50% boost to the activation rate of confusion specials; these stack with the android boost, but not with each other.

Confuse Chance = ((Power) - (Enemy ESP)) * (Special Reduction) * (Unit Boost)
Rarity Special Name Power
1★ Panic 28%
2★ Riot 44%
3★ Havoc 60%
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 icon.pngV501 gives a 50% boost to the activation rate of all instant kill specials, and Unit icon.pngV502 gives a 100% boost to the same activation rate. These do not stack with each other.

Activation Chance = ((Power) - (Enemy EDK)) * (Special Reduction) * (Unit Boost)
Rarity Special Name Power
1★ Dim 48%
2★ Shadow 66%
3★ Dark 78%
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.

Base HP Drain = min((Power) * (Enemy HP), (Difficulty Cap))
HP Drained = (Base HP Drain) * (Special Reduction)
Rarity Special Name Power
1★ Draw 5%
2★ Drain 9%
3★ Fill 13%
4★ Gush 17%

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.

Base TP Drain = min((Power) * (Enemy Max TP), (Difficulty Cap))
TP Drained = (Base TP Drain) * (Special Reduction)
Rarity Special Name Power
1★ Heart 3%
2★ Mind 4%
3★ Soul 5%
4★ Geist 6%

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. You cannot siphon more than 100% EXP from an enemy.

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.

Base EXP Steal = min((Power) * (Enemy EXP), (Difficulty Cap))
EXP Stolen = (Base EXP Steal) * (Special Reduction)

The Enemy EXP is the amount of EXP granted for killing the enemy.

Rarity Special Name Power
2★ Master's 8%
3★ Lord's 10%
4★ King's 12%

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.

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.

Integer truncation occurs after calculating the amount of HP to remove from the enemy.

Rarity Special Name HP cut from Enemy
3★ Devil's 50% HP
4★ Demon's 75% HP

Sacrificial damage increase

Charge, Spirit, and Berserk weapons have massively strengthened attacks at the cost of Meseta icon.pngMeseta, TP, or HP. While a Heavy attack has a multiplier of 1.89x in the damage formula, sacrificial attacks have a multiplier of 3.33x. Note this excludes Vjaya which uses a unique attack with a multiplier of 5.67x.

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.

There is no special activation calculation for these specials. The special will activate if the player passes the ATA check.

Rarity Special Name Sacrifice
2★ Charge Meseta icon.png200 Meseta
3★ Spirit 1/5 TP
4★ Berserk 1/4 HP

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

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.