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[[File:Weapons.png|thumb|A selection of ''Phantasy Star Portable 2 Infinity's'' weapons.]]
'''Weapons''' are the most basic equipment in all of ''Phantasy Star Portable 2 Infinity''. Without a weapon, a player character cannot do much good against the many creatures of Gurhal. Weapons allow the player to unleash all manner of attacks from standard strikes, skills, charge shots and technics. There are 28 different weapon categories in ''Phantasy Star Portable 2 Infinity'', meaning there are weapons for every type of player and situation.
==List of weapon types==
 
{{WeaponTypes}}
 
==Photon Arts==
: ''Main page: [[Photon Arts]]
Photon Arts are special attacks which can be linked to weapons, allowing the player to deal damage in various ways. The different Photon Arts available depend on the weapon type, and the three classes of weapons (striking, ranged and technic) have different types of Photon Arts.
==Weapon upgrading==
: ''Main page: [[Weapon upgrading]]
All weapons can be upgraded at the weapon shop, enhancing their power. Each weapon can be upgraded through meseta, and then through the use of Extend Codes to further their strength.
 
==Weapon Controls==
'''Strike Weapons:'''
 
The most basic weapons, focused on Melee engagements.
{{Square}} button is a normal attack, has 3 stages, and recovers a fixed amount of pp when used.
{{Triangle}} Button is [[Photon Arts]] skills, which can be comboed into from any {{Square}} attack, and has 1 to 3 stages dependent on the PA level.
A [[#Perfect Attack|Perfect Attack]] can also be executed for 25% damage and 50% more pp recovery.
There are many different striking weapons with different attacking styles, and it's recommended to bring at least 1 for easier pp recovery.
 
'''Ranged Weapons:'''
 
A basic long-range engagement weapon.
{{Square}} button are normal attacks, at long range, and costs PP.
Photon Art Bullets are linked to {{Square}}, which can change the damage, accuracy, range, and pp consumpation of the {{Square}} attack.
{{Triangle}} can be held for Charge Shot. Each weapon has two charge shot types, which can be changed from the Weapon Shop. [[Abilities | Full Charge Shot]] type ability can be equipped to increase the power of the Charge Shots.
 
'''TECHNIC Weapons:'''
 
PA TECHNICs needs to be linked to the weapon for it to attack.
TECHNICs can be linked to both {{Square}} and {{Triangle}}, and allows attacking, healing, as well as support.
TECHNICs costs pp regardless of where it is linked to.
 
'''Guarding:'''
 
Two-handed Weapon and [[Shields]] can guard by pressing R. ([[Rods]] can only guard if no TECHNIC is linked to R+{{Square}} and R+{{Triangle}}). Guarding reduces damage from the front, and makes the character unable to flinch or be knocked down. Damage is reduced by 70% while guarding in exchange for a pp cost (90% reduction when guarding with [[Shields]]). PP also does not recover while holding guard.
 
A '''Perfect Guard''' can be executed if guard is used right before the attack connects. When executed, damage is reduced to 0 and pp is not consumed.
 
Each type of weapon deals damage in different ways; read more at [[Damage Calculation]].
 
==Weapon Palette==
 
==Traps==
Traps are items which can be equipped to the item palette, and placed onto the field by accessing them from the palette. they can not be used from the inventory, unlike all other consumables.
 
Each Trap does a set amount of damage, and does not add to chains.
 
[[Damage Calculation#Traps|Damage dealt by Traps is dependent on the type of Trap and player level.]] 
 
A total of 3 normal traps (regardless of type) can be placed on the field at a time. They detonate after a fixed amount of time, and hit a maximum of 4 enemies.
 
One EX trap can be placed on the field at a time, and detonate on command via {{Triangle}}. They hit a maximum of 5 enemies 10 times. Swapping back to a weapon does not cancel the trap detonation, nor will it detonate the trap if it is currently placed.
 
The type of traps a player can carry is based on the player's type.
{{Traps}}
{{Items}}

Latest revision as of 12:45, 31 July 2022

A selection of Phantasy Star Portable 2 Infinity's weapons.

Weapons are the most basic equipment in all of Phantasy Star Portable 2 Infinity. Without a weapon, a player character cannot do much good against the many creatures of Gurhal. Weapons allow the player to unleash all manner of attacks from standard strikes, skills, charge shots and technics. There are 28 different weapon categories in Phantasy Star Portable 2 Infinity, meaning there are weapons for every type of player and situation.

List of weapon types[edit | edit source]

Icon Name Hand Icon Name Hand
Striking
Weapons
Swords Two Ranged
Weapons
Rifles Two
Knuckles Two Shotguns Two
Spears Two Longbows Two
Double Sabers Two Grenade Launchers Two
Axes Two Laser Cannons Two
Twin Sabers Two Twin Handguns Two
Twin Daggers Two Handguns Left
Twin Claws Two Crossbows Left
Sabers Right Cards Left
Daggers Right Machine Guns Left
Claws Right R-Mags Left
Whips Right TECHNIC
Weapons
Rods Two
Slicers Right Wands Right
Shield Shields Left Tech-Mags Left

Photon Arts[edit | edit source]

Main page: Photon Arts

Photon Arts are special attacks which can be linked to weapons, allowing the player to deal damage in various ways. The different Photon Arts available depend on the weapon type, and the three classes of weapons (striking, ranged and technic) have different types of Photon Arts.

Weapon upgrading[edit | edit source]

Main page: Weapon upgrading

All weapons can be upgraded at the weapon shop, enhancing their power. Each weapon can be upgraded through meseta, and then through the use of Extend Codes to further their strength.

Weapon Controls[edit | edit source]

Strike Weapons:

The most basic weapons, focused on Melee engagements. button is a normal attack, has 3 stages, and recovers a fixed amount of pp when used. Button is Photon Arts skills, which can be comboed into from any attack, and has 1 to 3 stages dependent on the PA level. A Perfect Attack can also be executed for 25% damage and 50% more pp recovery. There are many different striking weapons with different attacking styles, and it's recommended to bring at least 1 for easier pp recovery.

Ranged Weapons:

A basic long-range engagement weapon. button are normal attacks, at long range, and costs PP. Photon Art Bullets are linked to , which can change the damage, accuracy, range, and pp consumpation of the attack. can be held for Charge Shot. Each weapon has two charge shot types, which can be changed from the Weapon Shop. Full Charge Shot type ability can be equipped to increase the power of the Charge Shots.

TECHNIC Weapons:

PA TECHNICs needs to be linked to the weapon for it to attack. TECHNICs can be linked to both and , and allows attacking, healing, as well as support. TECHNICs costs pp regardless of where it is linked to.

Guarding:

Two-handed Weapon and Shields can guard by pressing R. (Rods can only guard if no TECHNIC is linked to R+ and R+). Guarding reduces damage from the front, and makes the character unable to flinch or be knocked down. Damage is reduced by 70% while guarding in exchange for a pp cost (90% reduction when guarding with Shields). PP also does not recover while holding guard.

A Perfect Guard can be executed if guard is used right before the attack connects. When executed, damage is reduced to 0 and pp is not consumed.

Each type of weapon deals damage in different ways; read more at Damage Calculation.

Weapon Palette[edit | edit source]

Traps[edit | edit source]

Traps are items which can be equipped to the item palette, and placed onto the field by accessing them from the palette. they can not be used from the inventory, unlike all other consumables.

Each Trap does a set amount of damage, and does not add to chains.

Damage dealt by Traps is dependent on the type of Trap and player level.

A total of 3 normal traps (regardless of type) can be placed on the field at a time. They detonate after a fixed amount of time, and hit a maximum of 4 enemies.

One EX trap can be placed on the field at a time, and detonate on command via . They hit a maximum of 5 enemies 10 times. Swapping back to a weapon does not cancel the trap detonation, nor will it detonate the trap if it is currently placed.

The type of traps a player can carry is based on the player's type.

Type Burn Freeze Confuse Virus Burn EX Stun EX
Hunter -- -- --
Ranger -- --
Force -- -- --
Vanguard --