Test:16: Difference between revisions
Ro-kurorai (talk | contribs) (base site finished, just adding individual recommendations) Tag: 2017 source edit |
Ro-kurorai (talk | contribs) (final draft) Tag: 2017 source edit |
||
Line 42: | Line 42: | ||
* A 5★ weapon can be resonated with any 5* weapon of your choice up to three times (three different resonance slots) |
* A 5★ weapon can be resonated with any 5* weapon of your choice up to three times (three different resonance slots) |
||
* The same applies to 6★ weapons |
* The same applies to 6★ weapons |
||
All three resonance slots of 5★ weapons offer the same bonus and a fully resonated 5★ weapon has comparable or even slightly higher stats than a 6★ weapon of the same type. In Global 6★ weapons offer three distinct bonuses based on the resonance slot chosen. This will change in [[Patches|Fake Ascension]]. |
All three resonance slots of 5★ weapons offer the same bonus and a fully resonated 5★ weapon has comparable or even slightly higher stats than a 6★ weapon of the same type. In Global, 6★ weapons offer three distinct bonuses based on the resonance slot chosen. This will change in [[Patches|Fake Ascension]]. |
||
{{Header Full|Weapon Resonance Rework Introduced in Fake Ascension}} |
{{Header Full|Weapon Resonance Rework Introduced in Fake Ascension}} |
||
[[Patches|Fake Ascension]] revamps and expands the Weapon Resonance system to be more flexible but it requires more planning from players chasing the upper echelons of scored content like [[Phantom Pain Cage]] and [[Warzone]]. In the CN version of PGR the investment level of an account is measured by the amount of Weapon Resonances available to each team. A typical competetive team would have five Resonances: |
[[Patches|Fake Ascension]] revamps and expands the Weapon Resonance system to be more flexible but it requires more planning from players chasing the upper echelons of scored content like [[Phantom Pain Cage]] and [[Warzone]]. In the CN version of PGR the investment level of an account is measured by the amount of Weapon Resonances available to each team. A typical competetive team would have five Resonances: |
||
* Attacker x2 |
|||
* Tank x1 |
|||
{{Header Full|Investment Recommendations for Weapon Resonances}} |
|||
* Support/Amplifier x2 |
|||
This is a general guideline and there are exceptions. Personal skill plays an important role in PGR's scored content as well. <!-- Individual investment recommendations for Weapon Resonances can be found on each [[Characters|Character's build page]]. Characters without Weapon Resonance recommendations are rarely used in scored content but feel free to resonate your favorite Characters' Weapons anyway if you enjoy their play style. --> |
|||
The amazing [[Site_Staff#Special%20Thanks|Doomy, Raphael, GongJa, Frustal, and Dread]] have created an excellent [https://docs.google.com/spreadsheets/d/1_NAHdVouSp2T6AwStpz9ZMLZ_ca5EzcuHde5obIlero/ Google doc] with detailed character build, pet, and Weapon Resonance information. They were kind enough to let us reference their work in the following section. Please consult their Google doc for further details. |
|||
{| class="wikitable" style="width:100%; text-align:center;" |
|||
! scope="col" style="width: 15%" | Character |
|||
! scope="col" style="width: 5%" | Element |
|||
! scope="col" style="width: 5%" | Minimum Recommended Amount |
|||
! scope="col" style="width: 10%" | Resonance |
|||
! scope="col" style="width: 25%" | Effect |
|||
! scope="col" style="width: 5%" | Priority |
|||
! scope="col" style="width: 35%" | Notes |
|||
|- |
|||
|[[File:Dialogue-CrimsonAbyss-Icon.png|60x60px|link=]] [[Lucia: Crimson Abyss]] |
|||
|[[File:Element-Physical-Icon-White.png|60x60px|link=]] |
|||
|2 |
|||
|Dead Point Countdown <br/><br/> Matrix Lightning<br/><br/> Radiant Afterglow |
|||
|Gain 2 additional Signal Orbs at the start of battle, and 3 identical Signal Orbs every 45s (even when off-field).<br/><br/>After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix. <br/><br/>3-Pings increase weapon's final ATK by 30% for 8s. Duration resets every time it is triggered. |
|||
|High <br/><br/> High <br/><br/> Medium |
|||
|<br/><br/> <br/><br/> |
|||
Leave this Resonance for last, make sure you have the Tank and Support Resonances done before doing this one as it's weaker than the other Resonances. |
|||
|- |
|||
|} |
|||
{{Header Full|Weapon Resonances after the Fake Ascension Update}} |
{{Header Full|Weapon Resonances after the Fake Ascension Update}} |
||
All Class weapon resonances available for Attacker, Tank, and Support/Amplifier only. |
All Class weapon resonances available for Attacker, Tank, and Support/Amplifier only. |
||
====6★ All Class Weapon Resonances==== |
====6★ All Class Weapon Resonances==== |
||
{| class="wikitable" style="width:100%; text-align:center;" |
|||
'''Shock Absorption'''<br/> |
|||
! scope="col" style="width: 30%" | Skill Name |
|||
Gain 2 seconds of invincibility after taking damage. 15s cooldown. |
|||
! scope="col" style="width: 70%" | Description |
|||
|- |
|||
'''Incandescence'''<br/> |
|||
|Shock Absorption |
|||
Weapon's final ATK is increased by 15% at the start of battle. No duration limit. |
|||
|Gain 2 seconds of invincibility after taking damage. 15s cooldown. |
|||
|- |
|||
'''Matrix Lightning'''<br/> |
|||
|Incandescence |
|||
After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix. |
|||
|Weapon's final ATK is increased by 15% at the start of battle. No duration limit. |
|||
|- |
|||
'''Dead Point Countdown''' |
|||
|Matrix Lightning |
|||
Gain 2 additional Signal Orbs at the start of battle, and 3 identical Signal Orbs every 45s (even when off-field). |
|||
|After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix. |
|||
|- |
|||
'''Nanosecond Transmission'''<br/> |
|||
|Dead Point Countdown |
|||
Increase maximum dodge limit by 400 (roughly one additional dodge). |
|||
|Gain 2 additional Signal Orbs at the start of battle, and 3 identical Signal Orbs every 45s (even when off-field). |
|||
|- |
|||
'''Shock Reverberation'''<br/> |
|||
|Nanosecond Transmission |
|||
After taking damage, release a shockwave that deals damage equal to 50% of the character's ATK, pushes enemies away, and reduces their Movement Speed by 35% for 5s. 8s cooldown. |
|||
|Increase maximum dodge limit by 400 (roughly one additional dodge). |
|||
|- |
|||
|Shock Reverberation |
|||
|After taking damage, release a shockwave that deals damage equal to 50% of the character's ATK, pushes enemies away, and reduces their Movement Speed by 35% for 5s. 8s cooldown. |
|||
|- |
|||
|} |
|||
====6★ Attacker Weapon Resonances==== |
====6★ Attacker Weapon Resonances==== |
||
{| class="wikitable" style="width:100%; text-align:center;" |
|||
'''Radiant Afterglow'''<br/> |
|||
! scope="col" style="width: 30%" | Skill Name |
|||
3-Pings increase weapon's final ATK by 30% for 8s. Duration resets every time it is triggered. |
|||
! scope="col" style="width: 70%" | Description |
|||
|- |
|||
|Radiant Afterglow |
|||
|3-Pings increase weapon's final ATK by 30% for 8s. Duration resets every time it is triggered. |
|||
|} |
|||
====6★ Tank Weapon Resonances==== |
====6★ Tank Weapon Resonances==== |
||
{| class="wikitable" style="width:100%; text-align:center;" |
|||
'''Polymerization Breakdown ([[File:Element-Physical-Icon-White.png|22x22px|link=]])'''<br/> |
|||
! scope="col" style="width: 30%" | Skill Name (Element) |
|||
When dealing Physical Damage, reduce Physical DEF by 8% for 8s. Duration resets every time it is triggered. |
|||
! scope="col" style="width: 70%" | Description |
|||
|- |
|||
'''Piercing Shock ([[File:Element-Lightning-Icon-White.png|30x30px|link=]])'''<br/> |
|||
When dealing Lightning Damage, reduce Lightning Resistance by 8% for 8s. Duration resets every time it is triggered. |
|||
|- |
|||
'''Dark Wave ([[File:Element-Dark-Icon-White.png|30x30px|link=]])'''<br/> |
|||
When dealing Dark Damage, reduce Dark Resistance by 8%. for 8s. Duration resets every time it is triggered. |
|||
|- |
|||
'''Glazed Supercurrent ([[File:Element-Ice-Icon-White.png|30x30px|link=]])'''<br/> |
|||
When dealing Ice Damage, reduce Ice Resistance by 8% for 8s. Duration resets every time it is triggered. |
|||
|- |
|||
'''Burning Dipole ([[File:Element-Fire-Icon-White.png|30x30px|link=]])'''<br/> |
|||
When dealing Fire Damage, reduce Fire Resistance by 8% for 8s. Duration resets every time it is triggered. |
|||
|- |
|||
'''Resonance Echo'''<br/> |
|||
|Burning Dipole ([[File:Element-Fire-Icon-White.png|30x30px|link=]]) |
|||
Increases Tank Passive duration to 8 seconds. |
|||
|When dealing Fire Damage, reduce Fire Resistance by 8% for 8s. Duration resets every time it is triggered. |
|||
|- |
|||
'''Gravitational Barrier'''<br/> |
|||
|Resonance Echo |
|||
'''Gain 2 seconds of invincibility whenever the character enters the battle. |
|||
|Increases Tank Passive duration to 8 seconds. |
|||
|- |
|||
'''Shock Vibration'''<br/> |
|||
|Gravitational Barrier |
|||
'''Gain a shield equal to 20% of maximum HP whenever the character enters the battle. |
|||
|- |
|||
'''Oblivion Shield'''<br/> |
|||
|Shock Vibration |
|||
When QTE is triggered, the active character gains a shield equal to 10% of the Tank's maximum HP for 5s. |
|||
|- |
|||
|Oblivion Shield |
|||
|When QTE is triggered, the active character gains a shield equal to 10% of the Tank's maximum HP for 5s. |
|||
|- |
|||
|} |
|||
====6★ Support/Amplifier Weapon Resonances==== |
====6★ Support/Amplifier Weapon Resonances==== |
||
{| class="wikitable" style="width:100%; text-align:center;" |
|||
'''Starlight Spear'''<br/> |
|||
! scope="col" style="width: 30%" | Skill Name |
|||
When using a healing effect, increases the target's ATK by 10% for 8 seconds. 10s cooldown. |
|||
! scope="col" style="width: 70%" | Description |
|||
|- |
|||
'''Superconducting Light'''<br/> |
|||
|Starlight Spear |
|||
Increases ATK of the entire team by 8%. |
|||
|When using a healing effect, increases the target's ATK by 10% for 8 seconds. 10s cooldown. |
|||
|- |
|||
'''Subglow Gel'''<br/> |
|||
|Superconducting Light |
|||
Increases the next healing amount by 50%. 8s cooldown. |
|||
|- |
|||
'''Hyperspeed'''<br/> |
|||
|Subglow Gel |
|||
When QTE is triggered, recover 400 dodge to the character on the field. |
|||
|Increases the next healing amount by 50%. 8s cooldown. |
|||
|- |
|||
'''Radiant Tranquility'''<br/> |
|||
|Hyperspeed |
|||
When using a healing effect, increases the next healing amount by by 30% for 5 seconds. 8s cooldown. |
|||
|When QTE is triggered, recover 400 dodge to the character on the field. |
|||
|- |
|||
|Radiant Tranquility |
|||
|When using a healing effect, increases the next healing amount by by 30% for 5 seconds. 8s cooldown. |
|||
|- |
|||
|} |
|||
====6★ Transcendant/Vanguard Weapon Resonances==== |
====6★ Transcendant/Vanguard Weapon Resonances==== |
||
{| class="wikitable" style="width:100%; text-align:center;" |
|||
'''Matrix Outburst'''<br/> |
|||
! scope="col" style="width: 30%" | Skill Name |
|||
! scope="col" style="width: 70%" | Description |
|||
|- |
|||
|Matrix Outburst |
|||
|All DMG increased by 15% in Matrix. |
|All DMG increased by 15% in Matrix. |
||
|- |
|||
'''Overload Signal'''<br/> |
|||
|An Entrance Skill grants 1 additional Signal Orb. Extra DMG Bonus of Signal Orb Skills increases by 10% for 8s. |
|An Entrance Skill grants 1 additional Signal Orb. Extra DMG Bonus of Signal Orb Skills increases by 10% for 8s. |
||
|- |
|||
'''Limit Break'''<br/> |
|||
|All ATK increases by 10%. |
|All ATK increases by 10%. |
||
|- |
|||
|} |
|||
====5★ Weapon Resonances==== |
====5★ Weapon Resonances==== |
||
{| class="wikitable" style="width:100%; text-align:center;" |
|||
'''Precision Attack I'''<br/> |
|||
! scope="col" style="width: 30%" | Skill Name |
|||
ATK +30, CRIT +30 |
|||
! scope="col" style="width: 70%" | Description |
|||
|- |
|||
'''Precision Attack II'''<br/> |
|||
ATK +30, CRIT +30 |
|||
|- |
|||
'''Precision Attack III'''<br/> |
|||
ATK +30, CRIT +30 |
|||
|- |
|||
|Precision Attack III |
|||
|ATK +30, CRIT +30 |
|||
|- |
|||
|} |
|||
__NOTOC__ |
__NOTOC__ |
Revision as of 23:01, 4 April 2022
Weapons in PGR vary from a nice character boost to an integral part of a character's kit. While 5★ weapons can be acquired free from Co-op and are generally fine for many characters, 6★ weapons are known as Signature Weapons and are built specifically for a certain character (with the exception of Sirius).
Which Signature Weapons to Research
Depending on your spender status some Signature Weapons are higher-priority Research targets than others.
- F2P: Do not research any Signature Weapons, Transcendants, or A-Rank Constructs with BC and focus exclusively on new S-Rank Constructs
- Research them with Basic Construct R&D Tickets, unlock them with shards from the respective shops, play Co-op, and save your 5★ Weapon Shards for new weapon types not yet released in Global
- Monthly Pass A/C: You can afford to pull for high-priority/your favorite Signature Weapons every couple of patches
- The Signature Weapons with the highest priority to aim for long-term would be Chrome: Glory's Apollo, Vera: Flare's Phoenix, and Rosetta: Rigor's Gungnir
- Even if you pull for Gungnir now you should have enough BC to pull for the other two as it will take a long time until they arrive in Global
- Low/medium spenders: You can research additional copies of Signature Weapons in preparation for the revamped Weapon Resonance system introduced with Fake Ascension
- High spenders: Follow your heart
Introduction to Weapon Resonances
This page includes Weapon Resonances currently unreleased in Global.
In addition, currently unreleased Weapon Resonance names are a fan translation and/or subject to change upon Global release.
Resonating Weapons is similar to resonating Memories. The major difference is that Weapon Resonances do not require duplicates of exactly the same weapon.
- A 5★ weapon can be resonated with any 5* weapon of your choice up to three times (three different resonance slots)
- The same applies to 6★ weapons
All three resonance slots of 5★ weapons offer the same bonus and a fully resonated 5★ weapon has comparable or even slightly higher stats than a 6★ weapon of the same type. In Global, 6★ weapons offer three distinct bonuses based on the resonance slot chosen. This will change in Fake Ascension.
Weapon Resonance Rework Introduced in Fake Ascension
Fake Ascension revamps and expands the Weapon Resonance system to be more flexible but it requires more planning from players chasing the upper echelons of scored content like Phantom Pain Cage and Warzone. In the CN version of PGR the investment level of an account is measured by the amount of Weapon Resonances available to each team. A typical competetive team would have five Resonances:
- Attacker x2
- Tank x1
- Support/Amplifier x2
This is a general guideline and there are exceptions. Personal skill plays an important role in PGR's scored content as well.
Weapon Resonances after the Fake Ascension Update
All Class weapon resonances available for Attacker, Tank, and Support/Amplifier only.
6★ All Class Weapon Resonances
Shock Absorption
Gain 2 seconds of invincibility after taking damage. 15s cooldown.
Incandescence
Weapon's final ATK is increased by 15% at the start of battle. No duration limit.
Matrix Lightning
After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix.
Dead Point Countdown Gain 2 additional Signal Orbs at the start of battle, and 3 identical Signal Orbs every 45s (even when off-field).
Nanosecond Transmission
Increase maximum dodge limit by 400 (roughly one additional dodge).
Shock Reverberation
After taking damage, release a shockwave that deals damage equal to 50% of the character's ATK, pushes enemies away, and reduces their Movement Speed by 35% for 5s. 8s cooldown.
6★ Attacker Weapon Resonances
Radiant Afterglow
3-Pings increase weapon's final ATK by 30% for 8s. Duration resets every time it is triggered.
6★ Tank Weapon Resonances
Polymerization Breakdown ()
When dealing Physical Damage, reduce Physical DEF by 8% for 8s. Duration resets every time it is triggered.
Piercing Shock ()
When dealing Lightning Damage, reduce Lightning Resistance by 8% for 8s. Duration resets every time it is triggered.
Dark Wave ()
When dealing Dark Damage, reduce Dark Resistance by 8%. for 8s. Duration resets every time it is triggered.
Glazed Supercurrent ()
When dealing Ice Damage, reduce Ice Resistance by 8% for 8s. Duration resets every time it is triggered.
Burning Dipole ()
When dealing Fire Damage, reduce Fire Resistance by 8% for 8s. Duration resets every time it is triggered.
Resonance Echo
Increases Tank Passive duration to 8 seconds.
Gravitational Barrier
Gain 2 seconds of invincibility whenever the character enters the battle.
Shock Vibration
Gain a shield equal to 20% of maximum HP whenever the character enters the battle.
Oblivion Shield
When QTE is triggered, the active character gains a shield equal to 10% of the Tank's maximum HP for 5s.
6★ Support/Amplifier Weapon Resonances
Starlight Spear
When using a healing effect, increases the target's ATK by 10% for 8 seconds. 10s cooldown.
Superconducting Light
Increases ATK of the entire team by 8%.
Subglow Gel
Increases the next healing amount by 50%. 8s cooldown.
Hyperspeed
When QTE is triggered, recover 400 dodge to the character on the field.
Radiant Tranquility
When using a healing effect, increases the next healing amount by by 30% for 5 seconds. 8s cooldown.
6★ Transcendant/Vanguard Weapon Resonances
Matrix Outburst
|All DMG increased by 15% in Matrix.
Overload Signal
|An Entrance Skill grants 1 additional Signal Orb. Extra DMG Bonus of Signal Orb Skills increases by 10% for 8s.
Limit Break
|All ATK increases by 10%.
5★ Weapon Resonances
Precision Attack I
ATK +30, CRIT +30
Precision Attack II
ATK +30, CRIT +30
Precision Attack III
ATK +30, CRIT +30