A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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2 | This Database is a work in progress, if some information you're looking for is missing, it will be added later. | |||||||||||||||||||||||||
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4 | Notes: | |||||||||||||||||||||||||
5 | Dont change the size of the columns/rows | |||||||||||||||||||||||||
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7 | Notes on reading drop information: | |||||||||||||||||||||||||
8 | Shop: | Buyable from the weapon shop in Clad 6, after reaching the required point in the story. | ||||||||||||||||||||||||
9 | Exchange: | Obtainable from an exchange mission by trading in consumables (The Offertory Box is a gacha instead of trade in). Some exchange missions requires reaching a point in the story before options becomes avaliable. | ||||||||||||||||||||||||
10 | A chart of locations for consumables can be found here. | |||||||||||||||||||||||||
11 | Clear Rewards: | Has a chance of obtaining clearing a mission, in the mission clear screen. (Right before being given meseta and type points) | ||||||||||||||||||||||||
12 | S rank reward: | Has a chance of obtaining as a clear reward after clearing the mission at S rank (not the difficulty, but S final rank for mission completion) | ||||||||||||||||||||||||
13 | Clear Box: | The 8~ boxes that appears after clearing the last room of a mission, usually after the mission clear screen appears. | ||||||||||||||||||||||||
14 | [character name]: Clear rewards: | Has a chance of obtaining when clearing a mission, by bringing [character name] NPC and being friends with them (i.e. taking them to a lot of missions). | ||||||||||||||||||||||||
15 | Boss Clear Box: | The 8~ boxes that appears after defeating a boss (with cutscenes and area switching) in the boss area. | ||||||||||||||||||||||||
16 | Client Order: | Obtained by fulfilling Client Orders in the Cafe | ||||||||||||||||||||||||
17 | Title: | Obtained from the Visionphone after fulfilling the requirements for a title. Fulfilling a title while in myroom requires you to leave and come back in to obtain it. | ||||||||||||||||||||||||
18 | Password: | Obtained from the password entry in the Visionphone | ||||||||||||||||||||||||
19 | ||||||||||||||||||||||||||
20 | Stats on weapons: | |||||||||||||||||||||||||
21 | Actual damage for ranged weapons: | |||||||||||||||||||||||||
22 | Normal: | (ATK/4) + ACC | ||||||||||||||||||||||||
23 | TEC based: | (TEC + ACC)/2 | (this covers longbows, cards, and R-mags) | |||||||||||||||||||||||
24 | In other words, for normal Ranged Weapons, ACC weighs much more than ATK, and that grinding Ranged Weapons barely increases damage. | |||||||||||||||||||||||||
25 | ||||||||||||||||||||||||||
26 | PP%: | % of pp consumed for PAs compared to usual. (i.e. a wand with 90% pp will consume 90% of normal pp cost when casting techs) | ||||||||||||||||||||||||
27 | PA%: | % of damage dealt by PAs compared to usual. (i.e. a wand with 90% PA will deal 90% of normal damage when casting techs) | ||||||||||||||||||||||||
28 | ||||||||||||||||||||||||||
29 | PA% and PP% only affects PAs, and does not affect normal attacks, charge shots, or shots with no PA equipped. | |||||||||||||||||||||||||
30 | While Bullet PAs' modifiers does not affect CS, it affect the range for the weapon (both normal and CS). How each PA affects range can be found here: http://psp2.psupedia.info/Category%253ABullets.html | |||||||||||||||||||||||||
31 | ||||||||||||||||||||||||||
32 | Branded weapons has the same PA% and PP% across the same brand. Kubara weapons have individual %s. | |||||||||||||||||||||||||
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34 | Company | PA% | PP% | |||||||||||||||||||||||
35 | GRM | 100 | 100 | |||||||||||||||||||||||
36 | Youmei | 90 | 90 | |||||||||||||||||||||||
37 | Tenora | 110 | 110 | |||||||||||||||||||||||
38 | Replicas (Rocs) | 90 | 110 | |||||||||||||||||||||||
39 | ||||||||||||||||||||||||||
40 | Range: | Some ranged weapons have specific range modifiers. These range modifiers also affects the CS range and the trajectory, and may make the gun more difficult to use | ||||||||||||||||||||||||
41 | Lock +: | Some weapons has Lock modifiers, which allows them to hit more targets with each attack. Note that lock modifiers do not affect the weapon's range, and the lock +1s may be useless on shorter weapons. | ||||||||||||||||||||||||
42 | ||||||||||||||||||||||||||
43 | Elemental Dependent Effects: (Elemental Dependent Lv) | |||||||||||||||||||||||||
44 | Elemental Dependent Effects are found exclusively on ranged weapons. | |||||||||||||||||||||||||
45 | The Special Effect is based on the attribute of the weapon. | |||||||||||||||||||||||||
46 | Fire | Ice | Lightning | Earth | Light | Dark | ||||||||||||||||||||
47 | Burn | Freeze | Shock | Confuse | Sleep | Poison | ||||||||||||||||||||
48 | R-mags' special effects behave differently, based on its manufacturer. GRM, Tenora and -rocs have different behaviours. | |||||||||||||||||||||||||
49 | Non-roc Kubara weapons' effect correspondance is case-by-case. | List of Notable R-Mag Effects can be found here | ||||||||||||||||||||||||
50 | If an elemental dependent weapon has no attribute (0%), it has no effect. | |||||||||||||||||||||||||
51 | Explanations for special effects can be found here. | |||||||||||||||||||||||||
52 | ||||||||||||||||||||||||||
53 | Extending: | |||||||||||||||||||||||||
54 | You can extend your weapon by grinding it to +10, and then spending an extend code. | |||||||||||||||||||||||||
55 | Extending a weapon increases its stats, raises its rank to S, raises its required level, raises rarity to at least 10, and allows you to change its special effect. | |||||||||||||||||||||||||
56 | Extending a weapon does NOT: change the PP% or PA%, affect the stat bonuses or set bonuses of the weapon, or the number of shots it makes. | |||||||||||||||||||||||||
57 | After extending, you can use an extend code infinity, the stats and required level raises more, and you can change its special effect again. Rarity is raised to at least 15 this time. | |||||||||||||||||||||||||
58 | ||||||||||||||||||||||||||
59 | However, some effects cannot be selected again by extend code infinity if you changed it during the first extension. These effects are bolded. | |||||||||||||||||||||||||
60 | For Elemental Dependent Effects, No Change means not changing from the elemental dependent effect. If No Change is bolded, it means you cannot change to the element dependent effect, if you changed it at the first extension. | |||||||||||||||||||||||||
61 | ||||||||||||||||||||||||||
62 | Guarding: | |||||||||||||||||||||||||
63 | Guarding using two-handed weapons reduces damage by 70%, guarding using a shield reduces damage by 90%. | (80% and 100% respectively when using Soaking Guard Ability) | ||||||||||||||||||||||||
64 | PP is consumed relative on damage taken. | |||||||||||||||||||||||||
65 | ||||||||||||||||||||||||||
66 | Terminology: | |||||||||||||||||||||||||
67 | Category bonuses: | Each weapon provides a stat boost to the player based on its weapon category and its rarity. If the player is using two single-handed weapons, bonuses from both will apply. | ||||||||||||||||||||||||
68 | Hits: | The number of hits to enemies per square press. | ||||||||||||||||||||||||
69 | Lock: | The maximum amount of enemies that can be locked onto/hit per attack. | ||||||||||||||||||||||||
70 | Strafe shootable/castable: | You can cast/shoot while walking (holding down/toggling L) | ||||||||||||||||||||||||
71 | FPS usable: | Shootable (target visible) in FPS mode (L+directional). | ||||||||||||||||||||||||
72 | SMH: | Story Mode Hard Mode | ||||||||||||||||||||||||
73 | Piercing: | Shots does not stop on impact, and hits every enemy in line of fire. | ||||||||||||||||||||||||
74 | N-way: | Shoots N bullets in a panning shape (generally one in the middle and others at 30~45 degrees) you can get multiple hits to hit 1 target if close enough, but multiple hits on one enemy is only 1 chain. | ||||||||||||||||||||||||
75 | Knockdown: | Knocks the enemy to the ground. | ||||||||||||||||||||||||
76 | Launch: | Launches the enemy into the air. May not affect medium to large sized enemies. | ||||||||||||||||||||||||
77 | Blowback: | Knocks the enemy a distance away and may knock them down. May not affect medium to large sized enemies. | ||||||||||||||||||||||||
78 | ||||||||||||||||||||||||||
79 | shiny boxes: | these things: | ||||||||||||||||||||||||
80 | ||||||||||||||||||||||||||
81 | Formula for damage calculation: | |||||||||||||||||||||||||
82 | Melee/Strike: | (Base ATK + Weapon ATK * Attribute correction - Enemy DEF)/5 | ||||||||||||||||||||||||
83 | Ranged (ATK based): | ((Base ATK/4 + Base ACC) + (Weapon ATK/4 + Weapon ACC) *Attribute correction - Enemy DEF)/5 | ||||||||||||||||||||||||
84 | Ranged (TEC based): | ((Base TEC + Base ACC)/2 + (Weapon TEC + Weapon ACC)/2 * Attribute correction - Enemy MND)/5 | ||||||||||||||||||||||||
85 | Technic: | (Base TEC + Weapon TEC * Attribute Correction - Enemy MND)/5 | ||||||||||||||||||||||||
86 | ||||||||||||||||||||||||||
87 | Attribute Correction = 100% ± (30% + Weapon Attribute % + Others) | |||||||||||||||||||||||||
88 | If the weapon is on element, +, if it's the same element, -. If the element has no relation, there is no correction. | |||||||||||||||||||||||||
89 | ||||||||||||||||||||||||||
90 | Weapon Attribute % notes: | |||||||||||||||||||||||||
91 | Eternal Dimension, Demon's Disaster, Holy Sword Elsydion, and Magic Sword Laevateinn have a +40% Weapon Attribute Bonus, up to 60% total. | |||||||||||||||||||||||||
92 | For Tech weapons, weapon attribute only applies when the Technic casted and weapon is the same element. | |||||||||||||||||||||||||
93 | ||||||||||||||||||||||||||
94 | Other Attribute corrections: | |||||||||||||||||||||||||
95 | Elemental bullets provides bonus based on its PA level. PA Lv1-10: + 15%. PA Lv11-20: + 20%. PA Lv21-30: +25%. | (Longbow's elemental bullet has +5% bonus compared to normal) | ||||||||||||||||||||||||
96 | When casting a Technic, bonus +5% correction per Technic with the same element linked on the same weapon. This applies even if the weapon and tech are not the same element. | |||||||||||||||||||||||||
97 | bonus 30% correction for Jeris, Dago Gzhel, and Zordiran | |||||||||||||||||||||||||
98 | ||||||||||||||||||||||||||
99 | Various damage modifiers: | |||||||||||||||||||||||||
100 | Adverse Attacker | 30% |