Johann Posted November 29, 2017 Share Posted November 29, 2017 (edited) WEAPON REFINERY! To help understand this feature, I've gathered all known info into a (hopefully) easy to read table format. Additionally, feel free to discuss the many choices you might have for your characters here. Do not hesitate to point out any errors in the data here. REFINED WEAPONS --SWORDS-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Silver Sword+ 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Slaying Edge+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Wo Dao+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Armorsmasher+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Armor Buffs, HP+3 -- Zanbato+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Cavalry Buffs, HP+3 -- Kadomatsu+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Sol Katti 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Follow-up attack when HP ≤ 75%, HP+3 Desperation 3 effect Mystletainn 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Fury 3 effect, HP+3 -- Wing Sword 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Flashing Blade 3 effect, HP+3 -- Falchion (Marth) 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 All stats+2 for allies within Renewal 3 effect 2 spaces, HP+3 Falchion (Alm) 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Brave weapon effect at 100% HP (takes Renewal 3 effect 5 damage after battle), HP+3 Falchion (C/L/MM) 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 All stats+4 when next to an ally, HP+3 Renewal 3 effect Eckesachs 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Distant Def 3 effect, HP+3 Threaten Def effect (-6) on non-dragons Sieglinde 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Bonuses on allies within 2 spaces Hone Atk 3 effect granted during combat (each stat calculated separately), HP+3 Binding Blade 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 QR effect if HP ≥ 50%, HP+3 Effective vs dragons, Def/Res+4 when attacked Regal Blade 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 All stats+3 if Infantry Tome ally Atk/Spd+3 if foe's HP = 100% at start of battle within 2 spaces, HP+3 Nameless Blade 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Special damage +10, HP+3 -- --AXES-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Silver Axe+ 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Slaying Axe+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Slaying Hammer+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Armor Buffs, HP+3 -- Legion's Axe+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Panic effect hits target/enemies within 2 spaces Carrot Axe+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Recovers 4 HP after any battle Melon Crusher+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Lilith Floatie+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Handbell+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Sack o' Gifts+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Hagoita+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Poleaxe+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Cavalry Buffs, HP+3 -- Gaint Spoon+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Hauteclere 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Special damage +10, HP+3 -- Basilikos 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Life & Death 3 effect, HP+3 -- --LANCES-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Silver Lance+ 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Slaying Lance+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Slaying Spear+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Armor Buffs, HP+3 -- Ridersbane+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Cavalry Buffs, HP+3 -- Berkut's Lance+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Defending Res+7 Carrot Lance+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Recovers 4 HP after any battle First Bite+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Def/Res+5 for unit/allies within 2 spaces after any battle Deft Harpoon+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Tannenboom!+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Casa Blanca 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Siegmund 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Follow up attack when HP ≥ 90%, HP+3 Hone Atk 3 effect Hinoka's Spear 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Guidance 3 effect (for Infantry -- & Fliers), HP+3 --RED TOMES-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Bolganone+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Fenrir+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Rauðrowl+ 11 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Keen Rauðrwolf+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Ignores Cavalry Buffs -- Tomato Tome+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Candelabra+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Cymbeline 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Atk/Res+5 during combat if unit Atk+4 buff effect becomes Drive Atk 2 effect within 2 spaces of a flying ally. Brynhildr 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Firesweep vs ranged weapons if Gravity effect becomes damage -30% from first hit if foe uses magic unit's Def ≥ 1 over foe's Forblaze 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Deathblow 3 effect -- --GREEN TOMES-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Rexcalibur+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Gronnowl+ 11 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Keen Gronnwolf+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Ignores Cavalry Buffs -- Green Egg+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Recovers 4 HP after any battle Hibiscus Tome+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Dancer's Ring+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Spectral Tome+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Panic effect hits target/enemies within 2 spaces Green Gift+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Wind's Brand 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Owltome effect -- --BLUE TOMES-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Thoron+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Blarowl+ 11 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Keen Blarwolf+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Ignores Cavalry Buffs -- Blue Egg+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Recovers 4 HP after any battle Blessed Bouquet+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Def/Res+5 for unit/allies within 2 spaces after any battle Sealife Tome+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Dancer's Score+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Shine+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Blue Gift+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Blarserpent+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- --BREATHS-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Flametongue+ 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Lightning Breath+ 12 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Light Breath+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- All stats+5 for unit/allies within 2 spaces after battle Dark Breath+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Atk/Spd-7 for target/foes within 2 spaces after any battle ***All Breath upgrades gain the following enhanced effect: If foe's range = 2, damage calculated using the lower of foe's Def/Res --BOWS-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Silver Bow+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Slaying Bow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Guard Bow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Clarisse's Bow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Atk/Spd-5 for target/foes within 2 spaces after battle Cupid Arrow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Def/Res+5 for unit/allies within 2 spaces after any battle Refreshing Bow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Monstrous Bow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Panic effect hits target/enemies within 2 spaces Hama Ya+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Gratia+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Fujin Yumi 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 If unit's HP ≥ 50%, unit can move Pass effect becomes "If unit's HP ≥ 50%, adjacent to any ally within 2 spaces. unit is not slowed by terrain" Parthia 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Grants Atk+6 during combat if foe Warding Blow effect becomes "If foe uses uses bow, dagger, magic, or staff. magic, damage from first attack received by unit during combat reduced by 30%. --DAGGERS-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Silver Dagger+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Smoke Dagger+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- All stats -6 to target/enemies within 2 spaces after any battle Rogue Dagger+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Def/Res+6 for unit and allies within 2 spaces after any battle Seashell+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Dancer's Fan+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Kagami Mochi+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Lethal Carrot+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Deathly Dagger 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Magic users cannot counterattack 10 damage to target/enemies within 2 spaces after any battle Felicia's Plate 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Special cooldown charge +1 in all -- actions during combat against tomes ***All upgraded daggers will have their original debuff effects hit target and all enemies within 2 spaces STAVES BASE ATK SPECIAL MOD 1 SPECIAL MOD 2 ENHANCED EFFECT All Staves Varies Wrathful Staff 3 effect Dazzling Staff 3 effect -- Will update this as new weapons are added. A few notes on refined weapons: Refining Stones are used to upgrade normal weapons (ie: Silver Sword+). They are given out as weekly rewards in the Arena/Arena Assault, and in quests. Divine Dew is used to upgrade legendary/personal weapons (ie: Fujin Yumi). You can get Divine Dew by upgrading weapons using Refining Stones (converted in a 1:1 ratio), or from Blessed Gardens and Rival Domains. Arena Medals are used in all upgrades. They are given out in quests and in every single Arena victory. As a result, they aren't much of an issue. SP is also needed for the character getting the upgrade (new SP values on refined regular weapons count towards Arena scoring). These various upgrades are considered skills, and so after gaining them, the character can switch between them freely like any other skill. Like all other skills, refinements carry over when merging. Refinements are considered uninheritable skills. If you refine a weapon and then decide to pass that weapon to someone else, they will require a brand new refinement (at full material cost) on the new unit. Version 2.20: New unique weapons for units (ie: Wing Sword for Caeda) require only 400 SP to learn at 5*, as any normal skill. They can then be refined using Divine Dew. IMPROVED WEAPONS Some weapons can be upgraded from inferior/less desirable versions to newer weapons, also by using the same materials as they would in refinement but at a lower cost: REQUIRED BASE WEAPON IMPROVED WEAPON NEW MT EFFECTS Killing Edge+ Slaying Edge+ 14 Special cooldown -1 Armorslayer+ Armorsmasher+ 14 Effective damage vs Armor Killer Axe+ Slaying Axe+ 14 Special cooldown -1 Hammer+ Slaying Hammer+ 14 Effective damage vs Armor Killer Lance+ Slaying Lance+ 14 Special cooldown -1 Heavy Spear+ Slaying Spear+ 14 Effective damage vs Armor Rauðrwolf+ Keen Rauðrwolf+ 12 Effective damage vs Cavalry Gronnwolf+ Keen Gronnwolf+ 12 Effective damage vs Cavalry Blarwolf+ Keen Blarwolf+ 12 Effective damage vs Cavalry Killer Bow+ Slaying Bow+ 12 Special cooldown -1 Assassin's Bow+ Guard Bow+ 12 Distant Def 3 effect Candlelight Candlelight+ 11 Target and foes within 2 spaces cannot counter after combat Tyrfing Divine Tyrfing 16 Res+3, reduces first attack taken by 50% if magic Durandal Blazing Durandal 16 Atk+3, Heavy Blade 3 effect Armads Berserk Armads 16 Special cooldown -1, Wrath 3 effect Siegmund Flame Siegmund 16 Atk+3, follow-up attack when number of foes ≥ number of allies in 2 spaces Excalibur Dark Excalibur 14 Special damage +10 Naga Divine Naga 14 Effective damage vs Dragons. Ignores foe's bonuses Aura Dark Aura 14 Atk+6 bonus for adjacent melee units at start of turn The last 5 weapons on this list cannot be enhanced further Candlelight (regular) is the only weapon that can be improved from normal version to plus version. All other weapons require the plus version as a base. SKILL INHERITANCE As of the Version 2.10 update, you can now inherit an improved weapon+ with the required base weapon+ being an accepted alternative requirement. This creates extra possible ways to inherit an improved weapon+. For example, if you wanted to give Laslow a Slaying Edge+, you have several options: Inherit Slaying Edge > Slaying Edge+ Inherit Killing Edge > Killing Edge+, and then improve Killing Edge+ into Slaying Edge+ in the Refinery Inherit Killing Edge > Killing Edge+ > Slaying Edge+. This was not possible before the 2.1 update, making certain weapons uninheritable if they were improved before inheriting due to them lacking a normal version to inherit, such as Armorsmasher (regular). Please note that while you can inherit improved weapons, you cannot inherit a weapon's refinement. In the above scenario with Laslow, if he was inheriting Slaying Edge+ from a Lon'qu who had a already refined Slaying Edge+, Laslow would need to refine the weapon after inheritance, requiring additional materials. Edited April 10, 2018 by Johann Link to comment Share on other sites More sharing options...
Ice Dragon Posted November 29, 2017 Share Posted November 29, 2017 16 minutes ago, Johann said: ö You mean "ð". Link to comment Share on other sites More sharing options...
Johann Posted November 29, 2017 Author Share Posted November 29, 2017 4 minutes ago, Ice Dragon said: You mean "ð". yeah yeah yeah Link to comment Share on other sites More sharing options...
Othin Posted November 29, 2017 Share Posted November 29, 2017 Huh, looks like they decided the stat difference between melee and ranged units still wasn't large enough. Which is true, I guess. Link to comment Share on other sites More sharing options...
Ice Dragon Posted November 29, 2017 Share Posted November 29, 2017 2 minutes ago, Johann said: yeah yeah yeah You tried harder than most people, at least. Anyhow, this sort of stuff should be making its way up to the main site this weekend. I finally have a weekend where I'm not expecting to be grinding this or traveling there or hanging out with friends elsewhere and can finally get things done for a change. Once I figure out how to make the table readable... Link to comment Share on other sites More sharing options...
Johann Posted November 29, 2017 Author Share Posted November 29, 2017 1 minute ago, Ice Dragon said: You tried harder than most people, at least. Incidentally, I had copied the ö from and older post of mine, from which I copied someone else cuz I was too lazy to use the character map. Link to comment Share on other sites More sharing options...
eclipse Posted November 29, 2017 Share Posted November 29, 2017 8 minutes ago, Ice Dragon said: You tried harder than most people, at least. Anyhow, this sort of stuff should be making its way up to the main site this weekend. I finally have a weekend where I'm not expecting to be grinding this or traveling there or hanging out with friends elsewhere and can finally get things done for a change. Once I figure out how to make the table readable... Copy-paste the text into Notepad. Link to comment Share on other sites More sharing options...
Ice Dragon Posted November 29, 2017 Share Posted November 29, 2017 3 minutes ago, eclipse said: Copy-paste the text into Notepad. My own table. Johann's is too horizontal. Mostly the formatting and presentation aspects of it. And what columns to use. Link to comment Share on other sites More sharing options...
eclipse Posted November 29, 2017 Share Posted November 29, 2017 4 minutes ago, Ice Dragon said: My own table. Johann's is too horizontal. Mostly the formatting and presentation aspects of it. And what columns to use. Columns: Weapon name, base Atk (thank you Lightning Breath for throwing everything for a loop), special effects, enhanced effects. Not sure how you're going to fit all the special/enhanced effect wording in. The boosts seem to be constant, so they can be explained in a separate table. Link to comment Share on other sites More sharing options...
Othin Posted November 29, 2017 Share Posted November 29, 2017 13 minutes ago, Ice Dragon said: My own table. Johann's is too horizontal. Mostly the formatting and presentation aspects of it. And what columns to use. Would a dropdown menu work? Like, starting on None and with the option to change to Atk/Spd/Def/Res, or Special for weapons that have that, and change the weapon's info correspondingly. I don't know how feasible it'd be to do that for all the appropriate weapons, though. Link to comment Share on other sites More sharing options...
Ice Dragon Posted November 29, 2017 Share Posted November 29, 2017 4 minutes ago, Othin said: Would a dropdown menu work? Like, starting on None and with the option to change to Atk/Spd/Def/Res, or Special for weapons that have that, and change the weapon's info correspondingly. I don't know how feasible it'd be to do that for all the appropriate weapons, though. I have a general idea of what I want to do, but it just needs refining. Pun totally not intended, I swear. Anyhow, let's not derail this too much. Link to comment Share on other sites More sharing options...
Johann Posted November 29, 2017 Author Share Posted November 29, 2017 Tiny update, I added the details on the upgraded weapons. This was mainly to clarify that Guard Bow+ gains Distant Def 3 effect naturally, rather than requiring a full enhancement. On a side note, as normal weapons with enhancements cost 350 SP (natively), I am curious if that plays into Arena scoring. I feel like it would. Link to comment Share on other sites More sharing options...
Astellius Posted November 29, 2017 Share Posted November 29, 2017 Thanks! This is useful information to have. Link to comment Share on other sites More sharing options...
MrSmokestack Posted November 29, 2017 Share Posted November 29, 2017 Thanks for putting this together! I’m wondering if one stickied post on the subforum with links to threads like this one and the SI thread might be better, but that’s just me. It’s probably best that the Keen Wolf skills don’t have any extra effects for being magic weapons, unlike Zanbato and Armorsmasher. Link to comment Share on other sites More sharing options...
Othin Posted November 29, 2017 Share Posted November 29, 2017 (edited) Sol Katti's Atk is incorrectly listed at 14 rather than 16. Also the melee weapon special mods are listed as giving HP +2, but it seems to actually be HP +3 for at least some and probably all of them. Edited November 29, 2017 by Othin Link to comment Share on other sites More sharing options...
eclipse Posted November 29, 2017 Share Posted November 29, 2017 3 minutes ago, MrSmokestack said: Thanks for putting this together! I’m wondering if one stickied post on the subforum with links to threads like this one and the SI thread might be better, but that’s just me. It’s probably best that the Keen Wolf skills don’t have any extra effects for being magic weapons, unlike Zanbato and Armorsmasher. If there's more info-dump threads in the future, I'll consider this. --- So, back on topic. . . Geez, that's a lot to take in. I'll need to think really hard about this, since I really want to upgrade Ephraim's weapon, but Young Tiki is in desperate need of the attack boost. Maybe he can run something that isn't Swordbreaker (like, uh. . .yeah, I'm stuck). Link to comment Share on other sites More sharing options...
ExKalibur Posted November 29, 2017 Share Posted November 29, 2017 Awesome work! There are a few numbers that are off though. Special mods grant HP+3 and not HP+2... or so I can confirm for the weapons that I do have (Mystletainn gives Fury 3, HP+3; Slaying Hammer+, Ignores armour buffs, HP+3...) Owl tomes have a "Base Atk" of 11. Link to comment Share on other sites More sharing options...
Johann Posted November 29, 2017 Author Share Posted November 29, 2017 2 minutes ago, eclipse said: Geez, that's a lot to take in. I'll need to think really hard about this, since I really want to upgrade Ephraim's weapon, but Young Tiki is in desperate need of the attack boost. Maybe he can run something that isn't Swordbreaker (like, uh. . .yeah, I'm stuck). Since Ephraim needs Divine Dew and Tiki needs Refining Stones, you'll actually have to upgrade Tiki before Ephraim, since Dew comes from spending the Stones. At the conversion rate, you'll need to spend 200 Refining Stones worth of upgrades on other weapons before Ephraim gets his buff. 3 minutes ago, ExKalibur said: Special mods grant HP+3 and not HP+2... or so I can confirm for the weapons that I do have (Mystletainn gives Fury 3, HP+3; Slaying Hammer+, Ignores armour buffs, HP+3...) Owl tomes have a "Base Atk" of 11. Good catch, thanks! Link to comment Share on other sites More sharing options...
Personette Posted November 29, 2017 Share Posted November 29, 2017 (edited) snip Edited November 29, 2017 by Personette Link to comment Share on other sites More sharing options...
eclipse Posted November 29, 2017 Share Posted November 29, 2017 1 minute ago, Personette said: I have Lightning Breath+ on my Adult Tiki, Fae, Nowi, and Ninian. I want to upgrade one of them but can't decide which of the buffs to take. Attack because they have lowish attack? Increase a high defense/res stat? Balance their defenses? What's everyone else doing? How's that going? The "Ask a FE Heroes Question" thread is what you're looking for. Link to comment Share on other sites More sharing options...
Zeo Posted November 29, 2017 Share Posted November 29, 2017 (edited) The Rogue Dagger+ stats can't be correct... You have the base MT listed as 12, but the original MT was 7. That would mean that Dagger took a 5 MT jump which it's getting by default with the refine and the option to top it with ANOTHER point of ATK or Boost another stat. This has to be incorrect... Daggers couldn't have possibly been THAT juiced. Edited November 29, 2017 by Zeo Link to comment Share on other sites More sharing options...
Ice Dragon Posted November 29, 2017 Share Posted November 29, 2017 4 hours ago, Zeo said: The Rogue Dagger+ stats can't be correct... You have the base MT listed as 12, but the original MT was 7. That would mean that Dagger took a 5 MT jump which it's getting by default with the refine and the option to top it with ANOTHER point of ATK or Boost another stat. This has to be incorrect... Daggers couldn't have possibly been THAT juiced. I don't have a Rogue Dagger+ lying around to test, but Silver Dagger+ does, in fact, go from 10 Mt to 14 Mt. Link to comment Share on other sites More sharing options...
Johann Posted November 29, 2017 Author Share Posted November 29, 2017 (edited) On 11/29/2017 at 4:19 AM, Zeo said: The Rogue Dagger+ stats can't be correct... You have the base MT listed as 12, but the original MT was 7. That would mean that Dagger took a 5 MT jump which it's getting by default with the refine and the option to top it with ANOTHER point of ATK or Boost another stat. This has to be incorrect... Daggers couldn't have possibly been THAT juiced. I don't have Rogue Dagger+ myself either, and I can't find any info confirming some of the new MTs, but other ranged weapons, including daggers, have consistently been upped to 12 across the board (except Silver stuff, which went to 14, and Owl tomes, to 11). The Owl tome discrepancy does suggest that they may have varied amounts for other specific weapons as well though. I guess I gotta track down someone who has a 5* Gaius or Matthew, and while I'm at it, Saizo. edit: Going by this image, Rogue Dagger+ does indeed have 12 Mt base after upgrading. Still looking for a Smoke Dagger+ to confirm that Mt value. Smoke Dagger+ also confirmed for 12 Mt Edited December 1, 2017 by Johann Link to comment Share on other sites More sharing options...
Flying Shogi Posted November 29, 2017 Share Posted November 29, 2017 Has been tested to see if we can switch between the different versions of the upgraded weapon or do we need to unlock each option via resources? Link to comment Share on other sites More sharing options...
Johann Posted November 29, 2017 Author Share Posted November 29, 2017 Just now, tobuShogi said: Has been tested to see if we can switch between the different versions of the upgraded weapon or do we need to unlock each option via resources? You have to unlock each variation individually at full cost. Once unlocked, they're added to the unit's skill list and can be swapped like any other skill. Link to comment Share on other sites More sharing options...
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