Weapons
Weapons are basic equipment that are used to inflict damage or status effects on the various enemies of Ragol.
All weapon damage is determined by the wielder's ATP stat, regardless of the weapon's type. In lieu of 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. Club of Laconium), or both.
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[edit | edit source]
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 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, Heaven Striker, a powerful rare handgun, can only be equipped by Rangers.
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 |
- 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 ( and , respectively) and their ATP and MST requirements (respectively), despite both weapon types behaving akin to Ranged weapons (including being affected by Smartlink).
- Note: All weapon types, with the exception of Sabers, Handguns, and Canes, only start appearing in later areas on Normal difficulty. Detailed availability can be found on the individual weapon type pages.
ES weapons[edit | edit source]
- 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 ES Needle, based on 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:
- 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 will not be reduced regardless of weapon type
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[edit | edit source]
- 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 "TypeXX/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 TypeDS/Rod uses a double saber (TypeDS/Rod) animation with a rod (TypeDS/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:
Weapon | Special(s) | Hit % |
---|---|---|
TypeSW/J-Sword | Spirit | 30 |
TypeSW/Slicer | Blizzard | 30 |
TypeSL/Slicer | Charge | 25 |
TypeDS/Rod | Devil's | 30 |
TypeDS/Wand | Arrest | 30 |
TypeKN/Claw | Berserk | 50 |
TypeRI/Rifle | Hell | 40 |
TypeGU/Hand | Charge, Berserk, Spirit, Hell | 40 |
TypeGU/Mechgun | Charge, Berserk, Spirit, Hell | 35 |
TypeME/Mechgun | Charge, Berserk, Spirit | 40 |
TypeSH/Shot | Charge, Berserk, Spirit | 40 |
In addition, a TypeDS/D.Saber with an 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.
Grind[edit | edit source]
Each weapon has its own "grind" value, named for the usage of the common tool items Monogrinder, Digrinder, and 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. Saber +3).
Monogrinders, Digrinders, and Trigrinders will add +1, +2, and +3 grind, respectively.
Attributes[edit | edit source]
- Main article: Weapon attributes
Every weapon in Phantasy Star Online Blue Burst can come with up to three of five different attributes assigned to them: Native, A.Beast, Machine, Dark, or Hit. The first four increase your minimum 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[edit | edit source]
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, and more. Special attacks must hit a target before having a chance to apply its effect, and the special attack action has the lowest accuracy modifier of the three attack types, so high ATA is typically required to use them effectively.
Specials are randomly assigned to common weapons when they drop (see 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 special attack 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 tekked before their special attacks will have an effect on enemies.
Anguish mode reduces the potency of special attack effects in the following ways:
- Enemies have higher EDK and ESP
- Enemies will be Frozen, Paralyzed, and Confused for shorter periods of time
- Enemies are less susceptible to HP cutting special attacks
Special reduction[edit | edit source]
Special reduction is a mechanic whereby certain weapons 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.
Weapon Type | Reduced to |
---|---|
Swords | 50% |
Daggers | |
Partisans | |
Slicers | 33% |
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).
As an example of special activation chance reduction, consider using a weapon with the Hell special against a hypothetical 40 EDK enemy. If this weapon's special was not reduced, such as a Raygun, then the chance for the special to activate is 53%. If the weapon was instead a reduced 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 Demon's special against a hypothetical 1000 HP enemy. If this weapon's special was not reduced, such as a Gladius, then the target's HP after an activation will be 250. If the weapon was instead a reduced Mechgun-type weapon, then the target's HP after three successful activations will be 422.
Types of specials[edit | edit source]
Fire damage[edit | edit source]
Heat, Fire, Flame, and Burning weapons will all deal fire damage to their targets.
Rarity | Special Name | Power |
---|---|---|
1★ | Heat | (Lv. - 1)/4 +40 |
2★ | Fire | (Lv. - 1)/3 +60 |
3★ | Flame | (Lv. - 1)/2 +80 |
4★ | Burning | (Lv. - 1) +100 |
Damage = (Power) * (100 - (Enemy EFR)) * 0.01
Freezing[edit | edit source]
Ice, Frost, Freeze, and Blizzard weapons all have a chance to Freeze their targets.
Rarity | Special Name | Power |
---|---|---|
1★ | Ice | 32% |
2★ | Frost | 48% |
3★ | Freeze | 64% |
4★ | Blizzard | 80% |
Base Freeze Chance = ((Power) - (ESP)) * (Special Effectiveness) Freeze Chance = min((Base Freeze Chance), (Difficulty Cap)) * (Unit Boost)
- This freeze chance is used when the attacker is a player or an object (such as a technique trap casting Gibarta), or the defending entity is an enemy.
- 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 would have a power of 78%).
Unit Boost
is as follows:Difficulty Cap
is 40%.Special Effectiveness
is as follows:- 100% if the weapon is not eligible for reduction.
- 50% or 33% if the weapon is eligible for reduction.
Epsilon, Zu, Pazuzu, Dorphon, Dorphon Eclair, Girtablulu, and all bosses cannot be Frozen.
Enemy freeze attacks on players use a different formula to calculate the Freeze chance.
Enemy Freeze Chance on Player = (75 - (Player EIC))%
Characters equipped with a Cure/Freeze are also immune to being frozen.
Lightning damage[edit | edit source]
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.
Rarity | Special Name | Power |
---|---|---|
1★ | Shock | (Lv. - 1)/4 +40 |
2★ | Thunder | (Lv. - 1)/3 +60 |
3★ | Storm | (Lv. - 1)/2 +80 |
4★ | Tempest | (Lv. - 1) +100 |
Damage = (Power) * (100 - (Enemy ETH)) * 0.01 Shock Chance = (Difficulty Modifier) * (Unit Boost)
Unit Boost
is as follows:Difficulty Modifier
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 chance.
Enemy Shock Chance on Player = (75 - (Player ETH))%
Characters equipped with a Cure/Shock are immune to being shocked.
Paralysis[edit | edit source]
Bind, Hold, Seize, and Arrest weapons all have a chance to Paralyze their targets.
Rarity | Special Name | Power |
---|---|---|
1★ | Bind | 32% |
2★ | Hold | 48% |
3★ | Seize | 64% |
4★ | Arrest | 80% |
Base Paralysis Chance = ((Power) - (Enemy ESP)) * (Special Effectiveness) * (Unit Boost)
- 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 above (e.g. Bind would have a power of 62%).
Unit Boost
is as follows:Special Effectiveness
is as follows:- 100% if the weapon is not eligible for reduction.
- 50% or 33% if the weapon is eligible for reduction.
Bosses, Machine-type enemies, Zu and Pazuzu cannot be Paralyzed. Androids, as well as non-androids equipped with a Sacred Cloth or Cure/Paralysis, are also immune to being paralyzed.
Confusion[edit | edit source]
Panic, Riot, Havoc, and Chaos weapons all have a chance to Confuse their targets.
Rarity | Special Name | Power |
---|---|---|
1★ | Panic | 28% |
2★ | Riot | 44% |
3★ | Havoc | 60% |
4★ | Chaos | 76% |
Confuse Chance = ((Power) - (Enemy ESP)) * (Special Effectiveness) * (Unit Boost)
- 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 above (e.g. Panic would have a power of 58%).
Unit Boost
is as follows:Special Effectiveness
is as follows:- 100% if the weapon is not eligible for reduction.
- 50% or 33% if the weapon is eligible for reduction.
Bosses, Mericarol, Merikle, Mericus, Gi Gue, Gibbles, Epsilon, and Girtablulu cannot be Confused. Players equipped with a Cure/Confuse are also immune to being confused.
Instant kill[edit | edit source]
Dim, Shadow, Dark, and Hell weapons all have a chance to instantly kill their targets.
Rarity | Special Name | Power |
---|---|---|
1★ | Dim | 48% |
2★ | Shadow | 66% |
3★ | Dark | 78% |
4★ | Hell | 93% |
Activation Chance = ((Power) - (Enemy EDK)) * (Special Effectiveness) * (Unit Boost)
Unit Boost
is as follows:Special Effectiveness
is as follows:- 100% if the weapon is not eligible for reduction.
- 50% or 33% if the weapon is eligible for reduction.
Bosses are immune to being instantly killed, and any enemies with an EDK of 93 or higher are immune to the instant kill series of specials (but may still be affected by high-level Megid).
HP drain[edit | edit source]
Draw, Drain, Fill, and Gush weapons all siphon HP from their targets. In addition to the siphoned HP, they deal 0.67x the damage of a normal attack.
Rarity | Special Name | Power |
---|---|---|
1★ | Draw | 5% |
2★ | Drain | 9% |
3★ | Fill | 13% |
4★ | Gush | 17% |
These specials cannot drain more than a certain amount of HP from their targets, depending on the difficulty level (denoted by Difficulty Cap
in the formula below). The formula min
means that the lesser of two values (separated by ",") will be chosen.
Base HP Drain = min((Power) * (Enemy HP), (Difficulty Cap)) HP Drained = (Base HP Drain) * (Special Effectiveness)
- 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.
Difficulty Cap
is as follows:- 30 for Normal
- 60 for Hard
- 90 for Very Hard
- 120 for Ultimate
Special Effectiveness
is as follows:- 100% if the weapon is not eligible for reduction.
- 50% or 33% if the weapon is eligible for reduction.
TP drain[edit | edit source]
Heart, Mind, Soul, and Geist weapons all siphon TP from their targets.
Rarity | Special Name | Power |
---|---|---|
1★ | Heart | 3% |
2★ | Mind | 4% |
3★ | Soul | 5% |
4★ | Geist | 6% |
These specials cannot drain more than a certain amount of TP from their targets, depending on the difficulty level (denoted by Difficulty Cap
in the formula below). The formula min
means that the lesser of two values (separated by ",") will be chosen.
Base TP Drain = min((Power) * (Player Max TP), (Difficulty Cap)) TP Drained = (Base TP Drain) * (Special Effectiveness)
Difficulty Cap
is as follows:- 25 for Normal
- 50 for Hard
- 75 for Very Hard
- 100 for Ultimate
Special Effectiveness
is as follows:- 100% if the weapon is not eligible for reduction.
- 50% or 33% if the weapon is eligible for reduction.
EXP steal[edit | edit source]
Master's, Lord's, and King's weapons all siphon EXP from their targets.
Rarity | Special Name | Power |
---|---|---|
2★ | Master's | 8% |
3★ | Lord's | 10% |
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 Difficulty Cap
in the formula below). The formula min
means that the lesser of two values (separated by ",") will be chosen.
Base EXP Steal = min((Power) * (Enemy EXP), (Difficulty Cap)) EXP Stolen = (Base EXP Steal) * (Special Effectiveness)
- 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 above.
Enemy EXP
is the amount of EXP granted for killing the enemy. You cannot siphon more than 100% of this amount from an enemy.Difficulty Cap
is as follows:- 20 for Normal
- 40 for Hard
- 60 for Very Hard
- 80 for Ultimate
Special Effectiveness
is as follows:- 100% if the weapon is not eligible for reduction.
- 50% or 33% if the weapon is eligible for reduction.
HP cut[edit | edit source]
Devil's and Demon's weapons have a chance to cut the HP of their targets.
Rarity | Special Name | HP cut from Enemy | HP cut (Androids Ultimate) |
---|---|---|---|
3★ | Devil's | 50% HP | 20% HP |
4★ | Demon's | 75% HP | 45% HP |
- The amount of HP cut is based on the target's current HP (not its maximum).
- If the target only 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:
- 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.
- 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.
- In case of special reduction, HP cut is as follows (See also: List of weapons with reduced specials):
Special Name | Weapons | HP cut | HP cut (Androids Ultimate) |
---|---|---|---|
Devil's | Swords, Daggers, Partisans | 25% HP | 10% HP |
Slicers, Mechguns, Shots | 16.67% HP | 6.67% HP | |
Demon's | Swords, Daggers, Partisans | 37.5% HP | 22.5% HP |
Slicers, Mechguns, Shots | 25% HP | 15% HP |
- Integer truncation occurs after calculating the amount of HP to remove from the enemy.
Sacrificial damage increase[edit | edit source]
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 1.89x in the damage formula, sacrificial attacks have a multiplier of 3.33x.
- Note: The charge special of the rare partisan Vjaya is a unique attack with a damage multiplier of 5.67x.
Rarity | Special Name | Sacrifice |
---|---|---|
2★ | Charge | 200 Meseta |
3★ | Spirit | 1/5 TP |
4★ | Berserk | 1/4 HP |
- Spirit will not function if the user has less than 10 TP
- Berserk will not function if the user has 1 HP
- 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 accuracy check.
- Unlike the other special types, sacrificial specials cannot tek up or down in rarity.
Divine Punishment[edit | edit source]
- Main article: Divine Punishment
Divine Punishment is a unique special attack that is granted to the rare weapons Heaven Punisher, Mille Marteaux, as well as Heaven Striker while a 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.
Distances and angles[edit | edit source]
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[edit | edit source]
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. Mechgun's 85 vs. Handgun's 170), while a weapon with a wider horizontal angle is able to reach enemies further to the side (e.g. Partisan's 40° vs Sword'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.
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 has a rather wide area of attack, but does not reach very far. On the contrary, Mechgun reaches much further but can only aim at enemies almost directly in the line of sight.
Vertical[edit | edit source]
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 Heaven 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.
Items | ||
---|---|---|
Weapons |
Melee | Sabers • Swords • Daggers • Partisans • Slicers • Double Sabers • Claws • Katanas • Twin Swords • Fists |
Ranged | Handguns • Rifles • Mechguns • Shots • Launchers | |
Technique | Canes • Rods • Wands • Cards | |
Other | ES weapons • TypeM weapons | |
Guards | Frames • Barriers • Units • Mags | |
Other | Item box • Meseta • Technique disks • Tools • Traps |