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Extend Equipment
❖ Extend Weapons
- Multi-Class
- Class availability are overwritten and multi-class features are removed. So extending a Nishiki will make it exclusive to Fighters.
- You can force a weapon to receive an additional class by using "Add Class" support items during extension.
- You can retrieve multi-class features by getting a Great Success though extension and randomly getting the class bonus.
- Since this bonus is random, it's possible to receive 1, 2 or even all-classes added if you are lucky enough.
- All the possible results are listed below:
Hunter | Ranger | Force | Fighter | Gunner | Techer | Braver | Bouncer | Melee | Ranged | Technique | All Class | |
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All Class |
- Stat Requirement:
- Normally, weapons that requires DEX have a much lower requirement than the others since DEX's stat growth is much slower compared to main stats like S-ATK, R-ATK and T-ATK. This would be a problem when crafting Gunslashes, Katanas or Bullet Bows since they will require DEX to equip but their values are still as high as the rest.
- Extending these weapons to higher levels might make it impossible to equip without DEX enhancing skills or mag.
- This can be remedied by using support items like "Equip Requirement +10%" to lower the stat requirement.
- Damage Variance:
- Weapons with a rarity of 7★ or above (except Red & Blue weapons) have a hidden parameter that reduces damage variance to a maximum of 10% of its attack value. This means that the damage you are inflicting will fluctuate from 90~100% of your output.
- Extending such rare weapons will overwrite this hidden parameter and increase damage variance up to 45% of its attack value, which causes damage to fluctuate from 55~100% of your output.
- Extending a weapon for high attack power doesn't always mean a higher damage in general.
- It's even possible that your damage output will be lowered if you have a low enough DEX stat.
- This can be remedied by getting a high amount of DEX, either from a mag or skill, to minimize the damage variance.
- If the extend level you've reached requires silver-type materials (such as Silvanias) then this penalty is reduced by about 25% and making it more bearable without the need for critical hit rate or a high amount of DEX.
- Lab Enhancements:
- Attribute, Abilities and Potential Lv. are all untouched.
- Grinded equipments will retain its grind multiplier based on rarity, so the stats will be recalculated.
- Click on the weapons below for more detailed information about extending each type:
Icon | Name |
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Sword | |
Wired Lance | |
Partizan | |
Twin Dagger | |
Double Saber |
Icon | Name |
---|---|
Knuckles | |
Katana | |
Gunslash | |
Dual Blades | |
Assault Rifle |
Icon | Name |
---|---|
Launcher | |
Twin Machinegun | |
Bullet Bow | |
Rod | |
Talis |
|
❖ Extend Units
- Restrictions:
- Sub Units cannot be extended.
- Extend Recipe:
- Extending units work similarly on all kinds of rarity, but with just a few adjustments depending on which recipe you used.
- Striking - requires S-DEF to equip, PA Fragment (S-ATK) as material, HP +30, PP +1.
- Ranged - requires R-DEF to equip, PA Fragment (R-ATK) as material, HP +20, PP +2.
- Technique - requires T-DEF to equip, PA Fragment (T-ATK) as material, HP +10, PP +3.
- Reset Parameters:
- Attribute resistances including hidden parameters like Strike, Ranged and Tech Resist will be reset to 0%.
- Hidden HP and PP bonuses will be overwritten based on the recipe used.
- Set Bonus will remain the same.
- Lab Enhancements:
- Abilities are untouched, and grind stats will be recalculated based on its new defense stats.
- Click on the units below for more detailed information about extending each type:
Icon | Name |
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Rear Unit |
Icon | Name |
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Arm Unit |
Icon | Name |
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Leg Unit |
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