When weapons drop in Phantasy Star Online Blue Burst, many of the weapon's statistics, such as what type of weapon it is, whether it has a special or not, and its attribute percents are all determined by a series of rolls performed by the game against various tables, which are listed on this page.
Rare weapons, which are all unique, will skip the first two of these tables when dropped (e.g. a
Dragon Slayer will always be a Sword-type weapon with the Burning special).
Weapons earned as a reward from quests or obtained from NPCs also do not follow the tables below, and will either come with predetermined attributes or follow a different system (e.g.
Orotiagito will always come without attributes, while a
Special Weapon obtained from
Gallon's Shop in the lucky roulette may come with anywhere from 0-50 Hit %).
When a weapon drops, it can be one of twelve common weapon types. Chances differ by the party's Section ID. The table below reflects this.
Anguish increases the chance for a given weapon or two for each Section ID. The affected weapon types are marked in the table above.
- Note: all weapon types, with the exception of sabers, handguns and canes, only start appearing in later areas on Normal difficulty. The availability can be found on the individual weapon type pages.
Area untekked rates and special tiers[edit | edit source]
When common weapons drop, they have a chance to drop in an unidentified state (e.g.
???? Saber), which requires them to be tekked. Untekked weapons will have a random special attack assigned to them, which are arranged in "tiers," from one to four, based on their star value. Rare weapons always drop untekked and have their own predetermined specials.
For each area in each difficulty, there is a predetermined rate at which any common weapon may drop with a special attack, as well as the maximum tier possible for the special, with both of these listed in the table below.
The section IDs
Viridia,
Greenill,
Skyly,
Bluefull, and
Purplenum have slightly increased chances for a weapon to drop untekked in some areas, and the chance is further increased if playing in Anguish mode.
In areas with multiple possible special tiers, the chance of each special tier is equal to all other possibilties, which means for an area with a maximum special tier of:
- 2★: the chance of 1★ and 2★ specials is 50% each;
3★: the chance of 1★, 2★, and 3★ specials is 33% each;
4★: the chance of 1★, 2★, 3★, and 4★ specials is 25% each
Area untekked rates and special tiers table:
Collapse
Area
|
Untekked Rate
|
Maximum Special Tier
|
Episode 1
|
Episode 2
|
Episode 4
|
Forest 1
|
VR Temple Alpha
|
-
|
None
|
-
|
Forest 2
|
VR Temple Beta
|
-
|
None
|
-
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
17%
|
1★
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
18%/17%
|
1★
|
Cave 3
|
Jungle Area North
|
Crater South
|
20%/19%
|
1★
|
Mine 1
|
Jungle Area East
|
Crater North
|
19%/18%
|
1★
|
Mine 2
|
Mountain Area
|
Crater Interior
|
20%
|
1★
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
16%
|
2★
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
18%/17%
|
2★
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
20%/19%
|
2★
|
Area
|
Untekked Rate
|
Maximum Special Tier
|
Episode 1
|
Episode 2
|
Episode 4
|
Forest 1
|
VR Temple Alpha
|
-
|
21%/20%
|
2★
|
Forest 2
|
VR Temple Beta
|
-
|
21%/20%
|
2★
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
17%
|
2★
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
18%
|
3★
|
Cave 3
|
Jungle Area North
|
Crater South
|
20%/19%
|
2★
|
Mine 1
|
Jungle Area East
|
Crater North
|
19%
|
3★
|
Mine 2
|
Mountain Area
|
Crater Interior
|
24%/23%
|
3★
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
19%/18%
|
3★
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
19%/18%
|
3★
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
19%/18%
|
3★
|
Area
|
Untekked Rate
|
Maximum Special Tier
|
Episode 1
|
Episode 2
|
Episode 4
|
Forest 1
|
VR Temple Alpha
|
-
|
21%
|
2★
|
Forest 2
|
VR Temple Beta
|
-
|
21%
|
3★
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
22%
|
3★
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
21%
|
3★
|
Cave 3
|
Jungle Area North
|
Crater South
|
22%
|
4★
|
Mine 1
|
Jungle Area East
|
Crater North
|
22%
|
4★
|
Mine 2
|
Mountain Area
|
Crater Interior
|
22%
|
4★
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
23%
|
4★
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
23%
|
4★
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
23%
|
4★
|
Area
|
Untekked Rate
|
Maximum Special Tier
|
Episode 1
|
Episode 2
|
Episode 4
|
Forest 1
|
VR Temple Alpha
|
-
|
22%/21%
|
4★
|
Forest 2
|
VR Temple Beta
|
-
|
22%/21%
|
4★
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
25%/24%
|
4★
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
25%/24%
|
4★
|
Cave 3
|
Jungle Area North
|
Crater South
|
25%/24%
|
4★
|
Mine 1
|
Jungle Area East
|
Crater North
|
28%/27%
|
4★
|
Mine 2
|
Mountain Area
|
Crater Interior
|
28%/27%
|
4★
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
28%/27%
|
4★
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
30%/29%
|
4★
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
30%/29%
|
4★
|
|
When any weapon drops, it can come with a maximum of three* attributes. To determine which attributes are assigned, the game performs (up to) three rolls for a number between 1 and 100, with the resulting number deciding which attribute is assigned. If more than one roll results in the same attribute, it is assigned "no attribute."
- *Note: the rare weapons
Sealed J-Sword and
Lame d'Argent are exceptions to this, and are limited to two attributes due to the nature of their kill counters.
Certain areas in the game are more or less likely to select certain attributes, denoted by the higher percentage chances in the table below. In Episode 1, the general rule is that if monsters of a certain attribute appear in that area, the area favors dropping weapons with that attribute (e.g. Mine 1 and 2 favor the Machine attribute). In contrast, Episodes 2 and 4 do not follow this rule, as no Dark-attribute monsters appear in the Mountain Area, and Episode 4 contains no Machine-attribute monsters at all.
Also in Episode 1,
Yellowboze parties have slightly increased chances for monster attributes, with the specific attribute and bonus depending on area and difficulty.
Once an attribute has been selected by this process, the attribute value is determined by patterns, detailed in the next section.
After attributes have been selected by the process detailed in the previous section, the actual values must still be determined. To do this, the game performs more rolls against tables of possible untekked attribute values, referred to as "patterns."
Similar to the previous section (area untekked rates and special tiers), each area on each difficulty has a predetermined set of three patterns the game will roll on for up to three attributes. Some patterns, however, in early areas on lower difficulties, will prevent an attributes (or attributes) from being rolled at all. This is denoted by "N" in the table below.
Expand
Anguish mode:
One of the most significant benefits offered by playing on Anguish mode is its increase to area patterns. Each level of Anguish increases one of an area's three predetermined patterns by one (with some exceptions), which makes selective use of Anguish particularly effective for hunting high-attribute common weapons (though it is still important to consider whether or not the extra time spent fighting stronger monsters will be worthwhile).
As an example, this means that:
- On Ultimate difficulty, weapons dropped in Mine 2, Mountain Area, or Crater Interior will each roll all three possible dropped weapon attributes against pattern 3;
- In the same areas on Anguish Lv. 3, all three attributes will be rolled against pattern 4, which increases both the chance for higher attributes, and the maximum attribute value that can be chosen.
The increases to patterns for each Anguish level are also detailed in the table below.
It is important to note that differing patterns from different areas only apply to common weapons. As shown in the table below, rare weapons, regardless of area or difficulty, will always roll all three potential attributes against pattern 5. For example:
- If a
Gladius drops in Forest 2 on Ultimate difficulty, the first selected attribute is rolled against pattern 2, the second against pattern 1, and the third against pattern 0.
- If a
Bravace drops in Subterranean Desert 1 on Hard difficulty, or in Cave 3 on Ultimate difficulty, all selected attributes will be rolled against pattern 5.
The possible values each individual pattern may roll are detailed in the next section.
Area pattern selection table:
Collapse
Area
|
Patterns
|
Forest 1
|
VR Temple Alpha
|
-
|
0 N N
|
Forest 2
|
VR Temple Beta
|
-
|
0 N N
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
0 N N
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
1 0 N
|
Cave 3
|
Jungle Area North
|
Crater South
|
1 0 N
|
Mine 1
|
Jungle Area East
|
Crater North
|
1 0 N
|
Mine 2
|
Mountain Area
|
Crater Interior
|
1 0 N
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
2 1 N
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
2 1 N
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
2 1 0
|
Rares (Anywhere)
|
5 5 5
|
Area
|
Patterns
|
Forest 1
|
VR Temple Alpha
|
-
|
1 0 N
|
Forest 2
|
VR Temple Beta
|
-
|
1 0 N
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
1 1 N
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
2 1 N
|
Cave 3
|
Jungle Area North
|
Crater South
|
2 1 1
|
Mine 1
|
Jungle Area East
|
Crater North
|
2 1 1
|
Mine 2
|
Mountain Area
|
Crater Interior
|
2 2 1
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
3 2 1
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
3 2 1
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
3 3 2
|
Rares (Anywhere)
|
5 5 5
|
Area
|
Patterns
|
Forest 1
|
VR Temple Alpha
|
-
|
2 2 1
|
Forest 2
|
VR Temple Beta
|
-
|
2 2 2
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
2 2 2
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
3 2 2
|
Cave 3
|
Jungle Area North
|
Crater South
|
3 3 2
|
Mine 1
|
Jungle Area East
|
Crater North
|
3 3 3
|
Mine 2
|
Mountain Area
|
Crater Interior
|
3 3 3
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
4 3 3
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
4 4 3
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
4 4 4
|
Rares (Anywhere)
|
5 5 5
|
Area
|
Patterns
|
Forest 1
|
VR Temple Alpha
|
-
|
2 1 0
|
Forest 2
|
VR Temple Beta
|
-
|
2 1 0
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
2 2 1
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
3 2 1
|
Cave 3
|
Jungle Area North
|
Crater South
|
3 3 2
|
Mine 1
|
Jungle Area East
|
Crater North
|
3 3 2
|
Mine 2
|
Mountain Area
|
Crater Interior
|
3 3 3
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
4 3 3
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
4 4 3
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
4 4 4
|
Rares (Anywhere)
|
5 5 5
|
Area
|
Patterns
|
Forest 1
|
VR Temple Alpha
|
-
|
2 1 1
|
Forest 2
|
VR Temple Beta
|
-
|
2 1 1
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
2 2 2
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
3 2 2
|
Cave 3
|
Jungle Area North
|
Crater South
|
3 3 3
|
Mine 1
|
Jungle Area East
|
Crater North
|
3 3 3
|
Mine 2
|
Mountain Area
|
Crater Interior
|
4 3 3
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
4 4 3
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
4 4 4
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
4 4 4
|
Rares (Anywhere)
|
5 5 5
|
Area
|
Patterns
|
Forest 1
|
VR Temple Alpha
|
-
|
2 2 1
|
Forest 2
|
VR Temple Beta
|
-
|
2 2 1
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
3 2 2
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
3 3 2
|
Cave 3
|
Jungle Area North
|
Crater South
|
3 3 3
|
Mine 1
|
Jungle Area East
|
Crater North
|
4 3 3
|
Mine 2
|
Mountain Area
|
Crater Interior
|
4 4 3
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
4 4 4
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
4 4 4
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
4 4 4
|
Rares (Anywhere)
|
5 5 5
|
Area
|
Patterns
|
Forest 1
|
VR Temple Alpha
|
-
|
2 2 2
|
Forest 2
|
VR Temple Beta
|
-
|
2 2 2
|
Cave 1
|
VR Spaceship Alpha
|
Crater East
|
3 3 2
|
Cave 2
|
VR Spaceship Beta
|
Crater West
|
3 3 3
|
Cave 3
|
Jungle Area North
|
Crater South
|
3 3 3
|
Mine 1
|
Jungle Area East
|
Crater North
|
4 4 3
|
Mine 2
|
Mountain Area
|
Crater Interior
|
4 4 4
|
Ruins 1
|
Seaside Area Central Control Area
|
Subterranean Desert 1
|
4 4 4
|
Ruins 2
|
Seabed Upper Levels
|
Subterranean Desert 2
|
4 4 4
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
Subterranean Desert 3
|
4 4 4
|
Rares (Anywhere)
|
5 5 5
|
|
To select an attribute value from a pattern, the game performs another a roll for a number between 1 and 10,000 on the selected pattern, with the resulting number determining the untekked value of the attribute.
Pattern attribute values begin at 5% on all tables, and, because the weapon will be untekked, will never be higher than 90%. It is not possible to see an attribute value of 95% or 100% on any weapon before tekking--through which they may be increased or decreased by 10.
Once a weapon is identified through tekking, enemy attribute values (but not Hit) may still be increased to a maximum of 100 through Paganini's Exchange in exchange for
Photon Drops and/or
Photon Spheres.
Pattern attribute values table:
Collapse
Values
|
Rates
|
Pattern 0
|
Pattern 1
|
Pattern 2
|
Pattern 3
|
Pattern 4
|
Pattern 5
|
5
|
42.56%
|
8.97%
|
4.02%
|
2.05%
|
1.02%
|
29.21%
|
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
|
-
|
0.01%
|
0.02%
|
0.03%
|
0.12%
|
0.08%
|
60
|
-
|
-
|
0.01%
|
0.02%
|
0.07%
|
0.03%
|
65
|
-
|
-
|
0.01%
|
0.01%
|
0.04%
|
0.01%
|
70
|
-
|
-
|
-
|
0.01%
|
0.03%
|
0.01%
|
75
|
-
|
-
|
-
|
0.01%
|
0.02%
|
0.01%
|
80
|
-
|
-
|
-
|
-
|
0.01%
|
0.01%
|
85
|
-
|
-
|
-
|
-
|
0.01%
|
0.01%
|
90
|
-
|
-
|
-
|
-
|
0.01%
|
0.01%
|
While playing Challenge mode, the game performs many of the same rolls as detailed in previous sections, but with a few significant changes:
- Section IDs are ignored;
- Higher weapon tiers (e.g.
Saber vs.
Brand) may appear earlier than in normal gameplay;
- Many of the various rates are significantly increased;
- The Tekker is not available, meaning:
- Weapons with specials are dropped in identified states;
- The maximum attribute value possible is now 100%;
- Patterns 4 and 5, while still present, are not utilized
The tables below reflect these changes.
2. Area tekked rates and special tiers table:
Expand
Area
|
Tekked Chance
|
Maximum Special Tier
|
Forest 1
|
VR Temple Alpha
|
18%
|
1★
|
Forest 2
|
VR Temple Beta
|
22%
|
1★
|
Cave 1
|
VR Spaceship Alpha
|
28%
|
1★
|
Cave 2
|
VR Spaceship Beta
|
29%
|
1★
|
Cave 3
|
Jungle Area North
|
39%
|
1★
|
Mine 1
|
Jungle Area East
|
30%
|
2★
|
Mine 2
|
Mountain Area
|
31%
|
2★
|
Ruins 1
|
Seaside Area Central Control Area
|
31%
|
2★
|
Ruins 2
|
Seabed Upper Levels
|
31%
|
2★
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
31%
|
3★
|
3. Area attribute rates table:
Expand
Area
|
Native
|
A.Beast
|
Machine
|
Dark
|
Hit
|
No Attribute
|
|
|
|
Episode 1
|
Forest 1 Forest 2
|
80%
|
-
|
-
|
-
|
10%
|
10%
|
Cave 1 Cave 2 Cave 3
|
-
|
80%
|
-
|
-
|
10%
|
10%
|
Mine 1 Mine 2
|
-
|
-
|
80%
|
-
|
10%
|
10%
|
Ruins 1 Ruins 2 Ruins 3
|
-
|
-
|
-
|
80%
|
10%
|
10%
|
Episode 2
|
VR Temple Alpha VR Temple Beta
|
25%
|
25%
|
-
|
25%
|
15%
|
10%
|
VR Spaceship Alpha VR Spaceship Beta
|
20%
|
20%
|
20%
|
20%
|
10%
|
10%
|
Jungle Area North Jungle Area East Mountain Area
|
25%
|
25%
|
25%
|
-
|
15%
|
10%
|
Seaside Area Central Control Area
|
35%
|
5%
|
35%
|
-
|
15%
|
10%
|
Seabed Upper Levels Seabed Lower Levels Control Tower
|
-
|
20%
|
20%
|
35%
|
15%
|
10%
|
4. Area pattern selection table:
Expand
Area
|
Patterns
|
Forest 1
|
VR Temple Alpha
|
0 N N
|
Forest 2
|
VR Temple Beta
|
0 N N
|
Cave 1
|
VR Spaceship Alpha
|
0 0 N
|
Cave 2
|
VR Spaceship Beta
|
1 0 N
|
Cave 3
|
Jungle Area North
|
1 0 N
|
Mine 1
|
Jungle Area East
|
1 1 N
|
Mine 2
|
Mountain Area
|
2 1 N
|
Ruins 1
|
Seaside Area Central Control Area
|
2 1 N
|
Ruins 2
|
Seabed Upper Levels
|
2 2 N
|
Ruins 3
|
Seabed Lower Levels Control Tower
|
3 2 N
|
5. Pattern attribute values table:
Expand
Percent
|
Pattern 0
|
Pattern 1
|
Pattern 2
|
Pattern 3
|
Pattern 4
|
Pattern 5
|
5
|
2%
|
-
|
-
|
-
|
-
|
1%
|
10
|
4%
|
-
|
-
|
-
|
-
|
2%
|
15
|
6%
|
1%
|
-
|
-
|
-
|
3%
|
20
|
8%
|
3%
|
1%
|
-
|
-
|
4%
|
25
|
10%
|
5%
|
2%
|
-
|
-
|
5%
|
30
|
13%
|
6%
|
3%
|
1%
|
-
|
6%
|
35
|
13%
|
7%
|
5%
|
2%
|
-
|
7%
|
40
|
12%
|
10%
|
6%
|
3%
|
1%
|
8%
|
45
|
11%
|
10%
|
9%
|
5%
|
2%
|
9%
|
50
|
9%
|
10%
|
10%
|
7%
|
4%
|
8%
|
55
|
7%
|
10%
|
10%
|
9%
|
5%
|
7%
|
60
|
5%
|
9%
|
10%
|
10%
|
8%
|
6%
|
65
|
-
|
9%
|
10%
|
12%
|
9%
|
7%
|
70
|
-
|
7%
|
9%
|
10%
|
10%
|
8%
|
75
|
-
|
5%
|
7%
|
10%
|
11%
|
7%
|
80
|
-
|
3%
|
6%
|
9%
|
12%
|
6%
|
85
|
-
|
3%
|
5%
|
7%
|
11%
|
5%
|
90
|
-
|
2%
|
4%
|
6%
|
10%
|
1%
|
95
|
-
|
-
|
3%
|
5%
|
9%
|
-
|
100
|
-
|
-
|
-
|
4%
|
8%
|
-
|