EX Augments: Difference between revisions

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| "30% chance to recover 10 PP when attacking" refers to a chance to restore PP while dealing damage. Similarly, "10% chance of 1 damage to yourself" means you will have a chance to take 1 damage while dealing damage. After occurring, this effect cannot occur again for ten seconds.<br>In effect, this augment grants +20 PP recovery every 10 seconds in exchange for taking 1 HP in damage every 10 seconds.
| "30% chance to recover 10 PP when attacking" refers to a chance to restore PP while dealing damage. Similarly, "10% chance of 1 damage to yourself" means you will have a chance to take 1 damage while dealing damage. After occurring, this effect cannot occur again for ten seconds.<br>In effect, this augment grants +20 PP recovery every 10 seconds in exchange for taking 1 HP in damage every 10 seconds.


The self damage effect does not trigger while at 1HP.
The self damage effect does not trigger while at 1HP, and it does not trigger the effect of the [[Rokz|Rokz Roughewn]] potential {{Pots|Revolutionary Unit}}.
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| {{Icons|NGS Ability}} EX Patient Defense
| {{Icons|NGS Ability}} EX Patient Defense

Revision as of 09:39, 12 June 2024

EX Augments are a new type of Augment introduced on June 5th 2024. They can only be affixed to weapons.

EX Augments are obtained through Eredim series drops, and the Eredim series weapon will be affixed with 3 EX Augments when dropped.

EX Augment Drops

On Eredim series weapons, each EX Augment slot drop has a "default" special ability in case it does not roll a different one to ensure you will always get three EX Augments.

  • The first slot will default to EX Gradual Pressing R if nothing else rolls successfully
  • The second slot will default to EX Tech Arms PP Suppress R if nothing else rolls successfully
  • The third slot will default to EX Light Attack Protect R if nothing else rolls successfully

These EX Augments cannot roll on other slots, so it makes acquiring EX Augments such as Gradual Pressing X much more difficult as they only have one slot they can appear on.

All other EX Augments can drop on any of the three slots.

Types of EX Augments

EX Augments are divided into 5 different archetypes, being H, P, X, D, and R which provide HP, PP, HP & PP, Damage Resistance, and All Down Resistance respectively. Multiple of the same EX Augment cannot be affixed regardless of their archetype, for example Ability (NGS) Stealth Wall X and Ability (NGS) Stealth Wall R cannot be affixed to the same weapon, nor can they drop on the same weapon.

Ability (NGS) EX Augments
Archetype Additional Stats
H HP +25
P PP +3
X HP +15, PP +2
D Damage Resistance +1.0%
R All Down Resistance +5.0%
Ability (NGS) EX Augments Series
Name Stats BP

Notes
Ability (NGS) EX Light Attack Protect Potency +4.5%, Potency Floor Increase +2.0%
Damage Resistance +30.0% against non-boss enemies.
-- --
Ability (NGS) EX Heavy Attack Protect Potency +4.5%, Potency Floor Increase +2.0%
Damage Resistance +15.0% against boss enemies.
-- --
Ability (NGS) EX Dazzle Camouflage Potency +4.5%, Potency Floor Increase +2.0%
Threat level reduction even if you attack.
-- Functions similar to the Ranger class skill Stealth Strike.
Ability (NGS) EX Stealth Wall Potency +4.0%, Potency Floor Increase +2.0%
Damage Resistance +10% against enemies targeting you,
Potency +1.5% against enemies not targeting you.
-- --
Ability (NGS) EX Risky Stance Potency +4.5%, Potency Floor Increase +2.0%
30% chance to recover 10 PP when attacking, 5s cooldown/10% chance of 1 damage to yourself, 10s cooldown.
-- "30% chance to recover 10 PP when attacking" refers to a chance to restore PP while dealing damage. Similarly, "10% chance of 1 damage to yourself" means you will have a chance to take 1 damage while dealing damage. After occurring, this effect cannot occur again for ten seconds.
In effect, this augment grants +20 PP recovery every 10 seconds in exchange for taking 1 HP in damage every 10 seconds.

The self damage effect does not trigger while at 1HP, and it does not trigger the effect of the Rokz Roughewn potential Revolutionary Unit.

Ability (NGS) EX Patient Defense Potency +4.5%, Potency Floor Increase +2.0%
Damage Resistance +15% on HP Decrease, up to +25% max
Bonus resets if no damage taken after 30 seconds.
-- --
Ability (NGS) EX Endure Pain PB Boost Potency +4.5%, Potency Floor Increase +2.0%
Photon Blast Gauge +2% on HP Decrease. 10 second cooldown.
-- Charges 2% of your Photon Blast when taking damage for any reason, including taking damage from EX Risky Stance.
Ability (NGS) EX Shortage PP Burn Up Potency +4.5%, Potency Floor Increase +2.0%
Burn occurs when 100 PP consumed, During Burn Natural PP Recovery Speed +30%, Burn Potency Decrease nullified.
-- Applies the Burn status every time you consume at least 100 PP. Will applying over any other existing elemental Down, so it can be used to gain semi-immunity to effects such as Shock.
Each activation adds another stack of Burn, all the way to Burn V.
Sustained PP drain effects from Photon Arts such as Fear Eraser do not count for activating the effect.
Ability (NGS) EX Hysterical Strength Potency +4.0%, Potency Floor Increase +2.0%
During Ailment Potency +2.0%, Offensive PP Recovery +10%, Damage Resistance +10%.
-- Does not counteract the negative effects of status ailments on its own.
Ability (NGS) EX Gradual PP Gauge Potency +4.5%, Potency Floor Increase +2.0%
Recover 7 PP every 5 secs.
-- Bonus is flat additive recovery.
Ability (NGS) EX Fortune Sign Potency +4.5%, Potency Floor Increase +2.0%
20% chance that Restasigne or Reversasigne won't be consumed when used
Effect starts 10s after equipped.
-- Functions similar to the Primm series potential Recycler Unit and the Waker class skill Lucky Sign.

Ability (NGS) EX Sign Shielding Potency +4.5%, Potency Floor Increase +2.0%
Damage Resistance +20% once per one use of Restasigne or Reversasigne.
Can use Restasigne even with max HP.
-- --
Ability (NGS) EX Enemy Field PP Gauge Potency +4.5%, Potency Floor Increase +2.0%
PP +6 when you defeat nearby enemies.
-- Functions similar to the Crystia series potential Absorption Unit.

Ability (NGS) EX Enemy Down PP Potency +4.5%, Potency Floor Increase +2.0%
Max 50% PP recovery when you down nearby enemies.
-- Functions similar to the Bouncer class skill Defeat PP Gain.
Ability (NGS) EX Tough Mind Potency +4.5%, Potency Floor Increase +2.0%
An incapacitating attack will leave you with 1 HP, and a moment of invulnerability (300s cooldown). Effect starts 10s after equipped.
-- Functions similar to the Hunter class skill Iron Will.
Ability (NGS) EX Fortitude Potency +4.5%, Potency Floor Increase +2.0%
When PP falls below 10%, Recover 200 PP (180s cooldown). Effect starts 10s after equipped.
-- Activates during sustained PP drain effects, such as the Photon Arts Fear Eraser and Thrusting Javelin.
Ability (NGS) EX Tri-Shield Potency +4.5%, Potency Floor Increase +2.0%
Generate 3 shields that negates enemy damage (120s. cooldown after all shields are lost).
-- --
Ability (NGS) EX Tech Arms PP Suppress Potency +4.5%, Potency Floor Increase +2.0%
PP Consumption -15% when using a different PA or Technique.
-- --
Ability (NGS) EX Just Frame Counter Potency +4.5%, Potency Floor Increase +2.0%
Sidestep Counter occurs when you perform a normal attack after you break-fall a launch or knockback.
-- --
Ability (NGS) EX Gradual Pressing Potency +4.5%, Potency Floor Increase +2.0%
Increase Down Factor to enemies by 5% every 10 seconds
Max 20% increase.
-- --
Ability (NGS) EX Lively HP Starlings Potency +4.0%, Potency Floor Increase +2.0%
When HP at 95% or greater: Potency +1.5% Damage Resistance +5%.
-- --
Ability (NGS) EX Shortage HP Starling Potency +4.5%, Potency Floor Increase +2.0%
When HP at 50% or lower: Potency +1.5% Damage Resistance +30%.
-- --