Saturday February 4, 2012 12:43

PSO2 Alpha Test 2: Item Lab (Weapon Grinding and Abilities)

Posted by Ricardo

The Alpha Test 2 is over, but there are other aspects we didn’t get a chance to cover. Phantasy Star Online 2 allows you to grind the strength and attributes, as well as add a special ability.

Item Lab

  • アイテム強化 Item Grinding
  • 属性強化 Attribute Grinding
  • 特殊能力追加 Add a special ability

Item Grinding

When you grind items you increase the strength of the weapons. Select the item you wish to grind and pay the meseta and grinder cost that’s required. As you grind, your weapon will have a +number after their name. A grind value of 6 would make your VitaRod +6. If you fail a grind, the + value drops and you’ll have to pay again to grind it back up.

Required

  • グラインダー数 Grinder Cost
  • メセタ Meseta

On the grinding screen, it will tell you the success rate which is color coded:

成功確率: Success Rate (color)

  • 確実: Assured
  • 安全: Safe
  • 注意: Caution
  • 危険: Danger

And your biggest risk: 最大リスク tells you how many grind values you will drop when you fail a grind.  In your first grind you won’t have any risk so you won’t drop below zero.

Grind Cost

*These values may be different depending on rarity.

  • Up to +6 : 1 grinder.
  • +7 and up: 2 Grinders

Biggest Risk (Grind Failure for Weapons)

*These values may be different depending on rarity.

  • +1 ~ 3: Grind Value will not drop
  • +3 ~  6: Grind Value may drop by -1
  • +6 ~ 9: Grind Value may drop by -2
  • +9 ~ 10 Grind Value may drop by -3

Biggest Risk (Grind Failure for Units)

*These values may be different depending on rarity.

  • +1 ~ 5: Grind Value will not drop
  • +6 ~ 8: Grind Value may drop by -1
  • ??

Attribute Grinding

Grinding attributes requires using the same weapon name, it doesn’t matter what + values or element it has, as long as it is the same weapon. But in order to grind an attribute, the weapon should have an attribute anyway.

 

From the screenshot, the red box shows your 対象アイテム target item. This item will gain attributes when finished. The green box shows items of the same name that you can add to the grind. The purple box shows the 素材アイテム material items. Whatever items you selected in the green box will become the material items used for attribute grinding.

Possible Material Items

  • Weapons of the same name
  • Weapons of No Attribute
  • Weapons with different attribute from the target item.
  • Weapons with same attribute of the target item.

Each weapon you use will add a certain amount to the attribute value, those discovered so far are:

  • +1: No Attribute
  • +1: Different Attribute
  • +2: Different Attribute over 30
  • +2: Same Attribute

The highest attribute value you can grind to is 50% in alpha test 2.

Special Abilities

Special abilities lets you customize your items by adding various bonuses and parameters to them. Basically you will transfer an ability from one item to another.

The red box in the screenshot above is the target item 対象アイテム, the green box shows the list of possible items you can choose for 素材アイテム material items. The orange box shows you what ability the item has already.

This target item has 2 abilities, in our tests, items with 2 abilities needed another item with 2 or more abilities. Items with zero abilities used items with 1 or  more abilities.

Target Ability Number

  • 0 Abilities needs items with 1 or more abilities.
  • 1 Ability needs items with 1 or more abilities.
  • 2 Abilities needs items with 2 or more abilities.

Ability Description

  • The ability description box will tell you what ability is already on the weapon. It is on the third page of the item window. Some abilities will change your stats. This is displayed in the パラメーター補正 Parameter adjustment area.
  • For example Power パワー will increase striking stat by 10. Shoot シュート increase Range Stat +10, React リアクト: increases your shooting defense +10, Stun スタン increases the Stun Level, ロックベア・ソール: Rockbear Soul increases your striking by 25, HP +50, and ability stat decreases by 5.

Merging Abilities

  • If your target weapon and material weapon have the same ability, it will allow you to upgrade that ability’s level.
  • For example: Power 1 パワーI (target) + Power 1 パワーI (material) = Power 2パワーII which adds 20 striking.
  • However Power 2 has an even less of a chance of transferring over.

Transfer Success Rate

  • When you transfer abilities they will each have a success rate percentage. In addition you also get an extra slot. For example, a weapon that already has 1 ability, will get 1 extra slot, which will create a weapon with 2 abilities. A weapon with 2 abilities will get an extra slot to make 3 abilities, and so on…
  • As you add abilities onto a weapon, the success rate will drop.

In the screenshot above, the target weapon has 2 abilities already, and the material weapon also has 2 abilities. Each weapon has Shoot I already attached, thus Shoot II is now selectable from the list. Though it is 80% now, it will drop as I add more abilities onto the weapon.

 [some info via nanika]

Character Stats

Character stats from the wiki. You can click on a column’s heading, to sort the stats.

Phantasy Star Online 2 Billing Status

In a recent magazine interview with Famitsu Connect-on, Sakai said he plans to talk about Phantasy Star Online 2′s billing procedures between the Closed and Open beta test. He did not discuss any details about what they might be, and how it would work. Please wait until the announcement is made.

23 Responses to PSO2 Alpha Test 2: Item Lab (Weapon Grinding and Abilities)

voxie

February 4th, 2012 at 9:17 am

Wow, looking at all these variable weapon stats, grinding, then there's MAGs, and in-game buffs… This PSO is more 'MMO' than ever before! It's evolved in the best way I think! So glad they kept some console-style controls in…

Thanks again for the translation!

Now I wonder how they'll take it if I give them feedback in English….

IamGodsGift

February 4th, 2012 at 4:58 pm

Ok so im having some difficulty with understanding the grinding. Will you be able to use like 50 grinders to ensure your weapon goes from 9 to 10?

Ricardo

February 4th, 2012 at 5:07 pm

No, when you grind from +9 to +10, you are required to pay 2 grinders, you have a (危険) dangerously low chance of achieving this grind. If you fail you go back to +7

IamGodsGift

February 4th, 2012 at 7:41 pm

Hmmm ok so if you get bumped back to +7 will u have the chance to get to 10 still?

Raz!

February 5th, 2012 at 6:15 am

I failed grinds a lot and you can upgrade all over again even if I went down 1 or 2 ranks~

IamGodsGift

February 5th, 2012 at 9:26 am

Thx thats amazing! I hated how the weapons in psu would go to 0 out of 9 when you broke them. That made so many weapons useless and unwanted. This is a MAJOR improvement!!! :)

Anonymous

February 5th, 2012 at 10:03 pm

The new grind system is a bit confusing to me.

Ricardo

February 6th, 2012 at 12:13 am

It's simpler than it looks. You just pay money to increase the power of your weapon. If you fail, just pay again.

Para

February 6th, 2012 at 7:39 am

I am surprised that the PP stats are the same across all characters…

Ricardo

February 6th, 2012 at 8:33 am

Your PP can change based on what units and skills you use. It seems their intention is to push forces into increasing their max PP early on in the skill tree, while the rest of the classes have to hunt for units.

Nilok

February 6th, 2012 at 11:25 am

Remember that as rangers, attacking actuall helps refill the PP meter now, so only using your PAs(grenade for example) drains PP. This means that HUs and RAs have to use standard combat and can't totally rely on PAs to win it for them. And unlike PSP2, class specific special movements (rolling, etc) don't drain PP, so you dont lose anything there. at the same time the PP meter refills very quickly, so I dont see the low/even PP as being a big deal.

As far as forces, you can get skills that boost your PP and others that let your PP refill as your charge a spell. So in the long run forces artificially have more PP than the other classes if you plan your build right.

djecliptik

February 6th, 2012 at 2:23 pm

I still say they should do a "literal" month plan… Instead of paying for 30 days, how about paying for 720 hours of actual online game time? 10$ a month in this case sounds very enticing! (you never know, they could very well pull something like this off, it would be amazing IMO)

djecliptik

February 6th, 2012 at 2:33 pm

…even $20 a "literal" month would be worth it. ;)

60Hz

February 6th, 2012 at 3:41 pm

Hmm i had the old PSU grind system dialed in, and made a bunch of alterics every week (we had a system that maximized my results)… this one sounds a bit more forgiving and favors the rich… sigh, the 1% win again!

IamGodsGift

February 6th, 2012 at 7:50 pm

Im going to work my a$$ off to be in that 1% ;) haha

Nilok

February 7th, 2012 at 1:56 pm

@60hz:

I dont see this being any different in the long run. gotta spend money to make money, right? The bonus is you dont end up with a bunch of useless 3/3s that no one will buy. otherwise the fact that it costs meseta to grind your weapons will only raise the selling price of your 10/10s

Imagine the guy who spends a fortune failing the grind from 9 – 10 a few times. they'll be much more eager to sell their finds after getting them to +5 and use the proceeds to buy a few choice maxed out weapons. Remember by the end of PSUs run, people were buying grinders anyway. The money was still being spent, just the cost was displaced elsewhere. As I said, I can only see this raising the price of a 10/10

Nilok

February 7th, 2012 at 2:16 pm

just wanted to add:

If anything this benefits the casual player and the poor. I would get lucky and get a nice weapon with a 50% element on a synth…maybe a nice 42 or something too. I played a fair amount but didn't have a ton of money. I had to be content with the weapon as it was because if I decided to sell it later and I broke in in a grind, the sale price would be far lower since it was damaged goods. even if I had resolved to keep it, I'd be worried about getting it past +5 and just quit.

This allowed casual players and people with bad luck and poor in game cash flow to be a little more adventurous and try for getting that weapon a bit higher. The only way a penalty system could be more forgiving would be if you lost your materials and money but the grind just failed with no change to the weapon or accessory. "too bad, try again."

PC/PS2, a Grinder Base S was considered cheap at 100k. that's a minimum of 1m for a full grind. and you'd better hope you got some +10s in all of that. it was more likely you'd spend millions just to get the grinders you needed to grind a high end weapon.

That said I think the old system favored the rich far more than this does.

60Hz

February 7th, 2012 at 2:21 pm

yeah i guess they both favor the rich… i guess we'll just have to see how it all pans out. eitherway i'm excited!!!

Manta oymada

February 8th, 2012 at 5:31 am

Ricardo has started registration for the other two look out in PSO Official Website

djecliptik

February 8th, 2012 at 10:44 am

I'm eagerly waiting for the official announcement for the Phantasy Star Online 2 Billing Status. I know I've made my concerns before, but hey… one can still pray! ;D

IamGodsGift

February 8th, 2012 at 7:14 pm

Whats the current issues with the billing status? Im unfamiliar with it.

IamGodsGift

February 8th, 2012 at 7:18 pm

Actually scratch my last statement. Just noticed the last paragraph of this post. But when he talks about billing status. Does that mean like how much it will cost to play the game per month?

Ricardo

February 9th, 2012 at 2:53 am

Yes but it basically means how you will pay for the game, but it's based on what P2P or F2P or B2P model he decides.

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