Sword Art Online: Fatal Bullet

Sword Art Online: Fatal Bullet

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SAO:FB - Guide for Endgame Content and various Tips & Databases of the latest Edition -
By wanya and 2 collaborators
This article is an integrated Guide for endgame content and tells you Knowledge, Tips, How it works, Recommended Chips, and so on.
・Knowledge: it helps you play endgame content such as weapons farming, bounty farming and hardcore Co-op.
・Tips: veteran players may casually use them.
・How it works: Damage-Calculation Formula, Quantitative Descriptions of Skills' Effects, etc.
・Recommended Chips: typical Examples of Good Rolls for each of representative weapons, and Comparisons about some weapons.

I recommend using "Ctrl+F" or the directory on the right side since this article is extremely long.
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0. First of All
□for Beginners
Mx. r2x5kz8 made "SAO:Fatal Bullet Beginner's FAQ[docs.google.com]" for beginners. If you get stuck on something in this game, their guide may help you.
In this article, the next section "Arrangements before starting to play endgame content" indicates the shortest path toward endgame content, and "1. Q & A" may answer your questions.

□for Fans of weapons
Mx. r2x5kz8 also made "Detailed Rank 11 Weapons Guide[docs.google.com]" and Google Spreadsheet about Detailed Status of Rank 11 Weapons[docs.google.com].
They thankfully described each of Rank 11 Weapons in their detailed guide. Hence, if you prefer to know about all of Rank 11 Weapons right now, their guide helps you very much, and you may not have to read the parts about Recommended Chips*1 in this article. However, as people have their own opinion respectively, there are Mx. r2x5kz8's opinion, my opinion, and others' opinions.

*1: Those parts are sections of 16. to 23. on the numbering
Side Note: Mx. r2x5kz8 posted their guides' links in "reddit" and the link of "reddit" isn't disturbed by Steam. Link of their guide article in "reddit"

□about this Article
This article gathers and tells you a lot of reliable detailed information such as How it works or Tips which are related to high-difficulty or replayable contents. The detailed information covers so many different topics that this article is really long. Therefore, you should read only where you want to know.

・Main Information
1. Q & A such as Requirements for True Ending (Section: 1.)
2. How to farm something (main Section: 2. and Sections about some weapons: 9. & 16. to 23.)
3. How it works about Weapons' Memory Chips, Accessories, Status, and Skills (main Sections: 3. to 8.)
4. Knowledge & Walk-Through about Hardcore Co-op (Sections: 9. & 10.)
5. Tips & How it works for endgame content (main Sections: 11. to 13.)
6. Damage-Calculation Formula (Sections: 14. & 15.) (you can skip it)
7. Recommended Chips on each of representative weapons, and Comparisons about some weapons (Sections: 16. to 23.)
8. DPS Ranking of representative weapons (Section: 24.)

・in this article
1. This article refers mainly to Steam Edition and sometimes to Nintendo Switch Edition but doesn't consider PS4/PS5 or Xbox Edition
2. It seems that more people start to play with Complete Edition, so I'll talk assuming that you have all DLCs
3. Unless I mention the difficulty, I'll talk assuming that you play on Extreme
4. "Debuff" aside from "Debuff Stacking" means only the effects of "Attack Down" & "Defence Down" and mainly means "Defence Down" against enemies
5. This article is updated as needed
6. あきもーり。氏による "2022年版 エンドコンテンツ関連の知識&各種データベース" を元に作成されていますが,原型を留めないレベルの編集を加えてある上に各種データの数値が異なるなどの差異も生じています。そのため,ほぼ別物になっています。
―0.1 Arrangements before starting to play endgame content
If you haven't finished these things, please finish them first to play endgame content smoothly.
In short, please enjoy offline contents first.

・Finish main story on each difficulty, Normal and Extreme
As the shortest process, finish the main story on Normal, and get back to the beginning (= start NG+*1), and finish main story & Kirito Mode on Extreme. Then, Weapon Modification Level reaches 12 and you get Metamaterial Camouflage and Gun & Sword Art.

*1: NG+ resets Affinity and Weapon Arts including Gun & Sword Art.
Side Note: you can get True Ending more smoothly after starting NG+ than before it.
Side Note: it seems that this game is designed as you play in the order of main story (Normal) → main story (Extreme) → DLC1 (Extreme) → ... → DLC4 (Extreme), considering enemies' Level.

・Finish all DLC stories except for "Mask of the Abyss"
You should acquire the Skills "Viral Shot" and "Skill Freeze Shot" in DLC4 story, "Dissonance of the Nexus".

Note: How to get Skill Freeze Shot
You can get it by finishing the last DLC4 story mission, "Yuna's Request". In order to proceed to the Request, you have to select the below response, "We'll search every last inch of this place", after defeating Snowstorm Queen, and finish the DLC4 story mission "ManHunt: Hard".

・Leveling
Some leveling can help you beat DLC stories on Extreme, although excessive Power Leveling isn't recommended. About Lv.225 players are probably able to beat DLC4 story on Extreme.
(reference: "―2.1 Leveling")

・Get Accessory Enhancer
This facility is essential since accessories have a huge influence in this game. You can get it with finishing these sub quests, "Home Reform"*2 & "Lisbeth's Handiwork".

*2: How to get Flight Reactor
"Home Reform" requires three Flight Reactors. You can get them by defeating Honeycomb Maker & Beleaguering Apostle in Demon Cave or S-Type Sniper Butterfly in White Frontier, or completing "S-Type Sniper Butterfly Hunt" or "Yuuki's Request 2" ("Yuuki's Request 2" requires you to be along with Shirley, to get Flight Reactor). Since Honeycomb Maker has an almost inevitable laser, it is probably easier to defeat S-Type Sniper Butterflies. They are near SBC Abend & Icicle Prison in White Frontier.

・Buy Memory Chip Editor from Argo
It allows you to swap whole accessory chips between yours and NPCs' ones and give whole weapon chips on their weapons. Put "Experience Points +x%" and "Item Drop Rate +x%"/"Rare Item Drop Rate +x%" on NPCs' equipment and farm something more efficiently.

・Buy three kinds of Colognes from Argo
They are essential when you farm weapons and accessories, and they also work in Co-op and BoB, but they are inactive in Abyssal Dungeon.
Side Note: each Cologne can stack 27 hours at max.

・Buy Handgun and Sword Weapon Arts at least, from Argo
Handgun Art temporarily dramatically shortens Recharge Time of Skills & Gadgets. It's very useful.
Side Note: if you don't buy AR Art, NPC friends such as Asuna and Eugeo don't use the Art except in Abyssal Dungeon. It's good for visibility of enemies & your PC performance.

・Raise essential Skills' Proficiency
You should raise Skills' Proficiency to use Power Field Shot 4, Guard Field Shot 4, Conceal 4, Viral Shot 4, Skill Freeze Shot 4 (or 3) & Electrodynamic Stunner 3. They are important Skills in hardcore Co-op. I'll talk about them later.

Side Note: Handgun Art and "Recharge Time -x%" Accessories largely help you to spam Skills and raise their Proficiency.
Side Note: you don't have to shoot Skill Shot and all you have to do is to load Skill Shot when you raise proficiency in Skill Shots

Caution: in this game, buffs and debuffs are overwritten by later ones. Therefore, you mustn't overwrite them with lower-level ones. That only benefits enemies.
1. Q & A
You can skip these sections if you trust yourself, and some of Answers are not only here but also in later sections. "SAO:Fatal Bullet Beginner's FAQ[docs.google.com]" may also provide answers for your questions. If you have other questions such as technical issues, you can rely on the Support. There are Links to them in the last section of "1. Q & A".
―1.1 about Basics
Q. How can I level up fast?
A. There are two major methods. You can do these grinding more smoothly or do them on solo if you enhance your gear enough.
Solo ⇒ Solo Stinger in White Frontier (from any level)
Multi ⇒ Behemoth in Co-op (Power Leveling, need a decent friend)
(reference: "2.1 Leveling")

Q. How can I reset my build?
A. You can reset your build by loading neutral Customization Data in the Terminal, whenever and how many times you like. To do so, you should leave one neutral customization data at least. Respec Kit makes one Customization Data back to be neutral if you have unintentionally filled up all slots.

Q. "Overweight" happened for some reason, I don't use such heavy weapons though.
A. That's because your inventory is nearly full. You can carry 500 (kinds of) items at max, but 470 is the critical point for Overweight. Please sell needless weapons & accessories and put materials into Item Box.

Q. 30 FPS and 60 FPS, how do they differ?
A. One of the most significant in-game differences between 30 FPS & 60 FPS is the precision of enemies' aiming. Enemies' aiming is tied to FPS and their Bullet Lines chase you more closely on 60 FPS. That's why you are not able to avoid some of enemies' attacks such as Honeycomb Maker's laser unless you have enough fast Movement Speed or other counters.

Q. What differences are there between Normal and Extreme?
A. In Extreme, Enemies get stronger, but you can get higher rank weapons and run much more efficient farming. Also, Shady Material Shop sells more various materials.
Normal → Extreme
・Enemies' level: +70
・Enemies' counts: increase mainly in dungeons
Enemies' aiming: more precise
・Allies' Attack Power: lower
・Ammo Gain: fewer (about x1/4)
Drop weapons' Rank: +3
・Rare Item Drop Rate: higher
・Counts of drop materials: increase on each enemy
・Bounty gain: increase on each enemy
・Shady Material Shop: more various lineup

Q: The game won't launch.
A. Many elements can be its factors such as PC spec, incomplete downloading of game data, cache issue, network settings and status. One of cases is that this dialog shown in the below screenshot appears instead of game startup. I got this trouble when I updated the OS to Windows 11. If you get the same dialog, please click "next" and follow the next dialog's instructions.


Screenshot: error dialog

This dialog says "check your Internet Connection ...", but you have definitely already checked it before starting the game in order to login to Steam. Also, Firewalls basically allows the game to connect to your PC, in default. Damn.

Anyway, please click "next" and you'll get the next dialog like the below screenshot and your default internet browser automatically launches and connects to the support page for the trouble. Then, please follow their instructions. Specifically speaking, copy Response Code of the support page and paste it in the below textbox of the next dialog. Then, click "finish".


Screenshot: the next dialog
―1.2 How to get True Ending
Shortest Path for True Ending
1) turn on "Increased Affinity Gain" in Options
2) play normally up to beating Forest Edge along with ArFA-sys, Kureha, Zeliska, Itsuki, & Bazalt Joe
3) grind Affinity of those 5 characters up to Rank 4 & 50%
4) see their sub events up to the third date events
5) complete three tutorial submissions "Make an outfit", "Appraising Items", & "Enhancing & Transforming", if you haven't finished them
6) see sub events of Kirito, Asuna, Yui, Leafa, Sinon, Lisbeth, Silica, Yuuki, Argo, Klein, Agil, Strea, Philia, Rain, & Premiere
7) grind Level up to Lv.100 if you want to get True Ending in the first playthrough
8) go Home and receive ArFA-sys Charm
9) play normally up to before the last battle (you can choose either of heroines)
10)defeat the GM, with intercepting their Black-Sphere Attack

Requirements for ArFA-sys Charm
1. Story Progress: before accepting the main mission "Mother Claudia"
2. Seeing all of Character's Events up to the third date*1 of Fatal Bullet original characters
They are respectively ArFA-sys, Kureha, Zeliska, Itsuki, & Bazalt Joe.
3. Seeing at least the first of Character's Events*2 of SAO characters & SAO Games original characters
They are respectively Kirito, Asuna*3, Yui*4, Leafa, Sinon, Lisbeth*3, Silica, Yuuki, Argo, Klein, Agil*3, Strea, Philia, Rain, & Premiere.
4. Reaching Level 100 or more if you have never done Rewinding or NG+ (*5)

Note: "Increased Affinity Gain" of Options boosts your farming Affinity. Please don't forget to switch the setting ON since it is OFF on default.
*1: The third dates require Rank 4 & 75% Affinity.
Side Note: you get 50% (at Rank 2 or 3) or 25% (at Rank 4) Affinity when you finish seeing their Events apart from dates or special cutscenes such as hot springs.
*2: The first events require Rank 2 Affinity.
Side Note: you are going to naturally get enough of their Affinity by just proceeding the main story up to "A New Squad". Hence, there is no need to consciously farm Affinity of SAO characters & SAO games characters for getting True Ending.
*3: You have to respectively complete their tutorial missions "Make an outfit", "Appraising Items", & "Enhancing & Transforming", in order to see their Events.
*4: You have to complete Asuna's tutorial mission "Make an outfit", in order to see Yui's Events. (she is often forgotten to be mentioned, but she is also a member of the family, isn't she?)
Side Note: These things are not necessary or not related to True Ending.
Difficulty Setting
Completing Kirito Mode & Character's Events in Kirito Mode (*5)
ArFA-sys's Allowance & "Memories of ArFA-sys"
all of DLC missions such as "Home Reform"

the last requirement: Intercepting Black-Sphere Attack of The GM
After getting ArFA-sys Charm, the last main mission "The Clincher" changes to "Fatal Bullet".
You need to intercept the attack with one of these methods.
・intensive attacks against their mouth
・inflicting Stun on them
・defeating them earlier than their discharging the sphere
Otherwise, you are going to end up proceeding to one of Bad Endings, even when you have got ArFA-sys Charm.
Side Note: this requirement is marked as a sub task of the Quest in Menu, although most people (including me) probably don't check it.

*5: You can proceed to True Ending without any Bad Endings as I showed in the below picture. The left side of "Credits (True)" is "Credits" (= Bad Endings' Credits) and its next is "Confrontation with Red-Eyed XaXa" (= an Event Movie in Kirito Mode).

Side Note: the information source of those requirements that I talked above is the Official Guide Book, and I also tested and confirmed them by myself.

Picture: True Ending without any Bad Endings
―1.3 about Weapons
Q. Why can't I enhance my weapon's rank?
A. If your weapon has "++" at the end of its name, you can't enhance it anymore and it isn't displayed in the list. Also, If the weapon is equipped or locked, you can transform it but can't enhance. It is also If your weapons have a gray mark of "E". Please remove the weapon from you and your customization data and unlock it.

Q. What are the differences between projectile guns & optical guns?
A. They tend to have these differences.
Projectile
Optical
Base Power
high
low
Weight
heavy
light
Bullet Speed
fast
slow
Ammo Capacity
normal
large
Damage Attenuation
in the outside
of Effective Range
still better
kinda worse

Damage Multiplier
at enemies' weak spots
Projectile
Optical
vs. Mechs
normal
good
vs. Lifeforms
even
even
vs. Humanoids
normal
bad

Q. Since weapon A has higher power than weapon B, weapon A is stronger, is't it?
A. That's too hasty.
Weapons have various kinds of Status such as RPM and Critical Rate, and weapon's power isn't dominant among them. The most simple and believable method to compare weapons is trying them actually.

Q. What weapon is the best, after all?
A. That totally depends on your preference. Some examples are listed like these.
・for big Damage: AMR Breakthrough 4, AMR Tiamat Type-Z, AMR Grim Reaper+ or Gigas Cedar
・for stably high DPS: Sound Deadener 2 or AR Ninja 3++
・for crazy DPS: Royal Guard Gold, or Long Stroke Type-Z with abusing Quick Shot
・for spamming Critical Hits: Blue Rose, AR Blue Rose MK3+ or LMG Moonlight 3++
Most other weapons also respectively have their own advantages.

Q. I saw someone's weapon has insane values of chips such as Physical Attack +50.00%, but I can't get them in Lisbeth's workshop. How can I get?
A. You can get those chips only as bounty rewards at nearly 180 millions. Please enhance your weapons normally first, and then farm bounty.
―1.4 in DLC Stories
Q. How do I unlock the other Teleporter?
(in Depths of Forgotten Temple, Demon Cave or Lost Gate)
A. You need to complete each of DLC stories up to the last. Then, each of those teleporters will be unlocked.

Q. Where are Teleporter Codes?
(in Demon Cave Depths)
A. They are located like this.

Figure: Locations of Teleporter Codes

Q. Where are Delta, Epsilon and Zeta Part?
(in DLC3 story)
A. Each of them is located like these.

Figure: Location of Delta Part

Figure: Location of Epsilon Part

Figure: Location of Zeta Part

Q. I got stuck after Midpoint of Lost Gate. How do I unlock this sealed door?
A. You need to collect certain Key Items in Old South after completing "Rat's Request". Those items are located like this figure. By the way, there are purple facsimiles near each of those items.

Figure: Locations of Star Charts

Q. Where are Observation Records?
A. They are located like this. By the way, they appear after your starting DLC4 story.

Figure: Locations of Observation Records
―1.5 in Hardcore Co-op
Q. Please tell me a good build for hardcore Co-op.
A. You should use different builds depending on your weapon and role.
If I give some rough comments about Status,
STR: minimizing STR is better if you use guns
DEX: maximizing DEX is better if you use guns
INT: 231 INT is essential for almost all builds
LUC: please adjust LUC considering your weapon's Critical Rate
AGI & VIT: please raise as you like with residual CP
(reference: "―5.3 Builds for hardcore Co-op")

Q. Why can people move so fast?
A. People can move much faster by equipping accessories which have "Movement Speed +14.50%" or "Movement Speed +30.00%" on their both accessory slots and using Speed Form 4. Check the color of your Gear Weight Meter and equip those accessories.
(reference: "―12.4 Movement Speed")

Q. Enemies detect me even when I use Conceal 4...
A. Don't sprint, Let's jog or walk. If you sprint or evade and so on, it becomes easier for enemies to detect you.
(reference: "―9.2 Controlling Enemies’ Attention")

Q. Why can't I deal large damage?
A. Many factors are related to the amount of damage dealt, but roughly speaking, you should do or use these things.
・good build ≒ high DEX
・decent assortment of Memory Chips enhanced enough
・using high-level Buffs & Debuffs, and maintaining max Medal Gauge
・for Gunners: shooting at enemies' primary weak spots
(reference: "14. Damage-Calculation Formula")
―1.6 Inquiries and Demands to the Support
The Publisher stated that Ver.1.9.0 is the last version of this game, but the Japanese Support neatly responds by e-mails. The English Support may also do it neatly. It is doubtful whether the text of their responses are decent though.
Note: regarding the following Japanese page, originally, there are some terms of agreement such as privacy policies on the previous page of these links.

Link of the Support for asking questions about Sword Art Online: Fatal Bullet[service-en.bandainamcoent.eu] (replied by BANDAI NAMCO Entertainment America Inc.)
Link of the Support for inquiries about Sword Art Online: Fatal Bullet (for Steam) (in Japanese)[bnfaq-support.channel.or.jp] (replied by BANDAI NAMCO Entertainment Inc.)
Link of the Support for inquiries about Sword Art Online: Fatal Bullet COMPLETE EDITION (for Nintendo Switch) (in Japanese)[bnfaq-support.channel.or.jp] (replied by BANDAI NAMCO Entertainment Inc.)
2. Farming
This section describes how to farm something as efficiently as possible. Farming is an inevitable pain in this game though, you will be able to do it with less effort if you know those efficient methods.

You are going to get bounty chips and good accessories on the final stage of bounty rewards. They widely help you play endgame content.
List of bounty rewards[docs.google.com]
This Google Spreadsheet made by Mx. r2x5kz8.
Please switch its tabs to "New Bounty Rewards" to see the list.

・Examples of useful accessories among bounty rewards
1. for Farming
・Promise Ring at 2,000,000: good for Farming weapons and accessories
LUC +5 (→ +30) Item Drop Rate +10.00% (→ +37.00%) Rare Item Drop Rate +2.50% (→ +7.45%)
・Thick-Rimmed Glasses at 101,250,000: good for Farming weapons, accessories and EXP
Item Drop Rate +25.00% (→ +37.00%) Rare Item Drop Rate +5.00% (→ +7.45%) LUC +20 (→ +30) Experience Points +15.00% (→ +22.00%)
・Circlet at 143,750,000: good for Farming weapons or EXP
LUC +32 Rare Item Drop Rate +10.00% Experience Points +25.00% Medals Acquired +1
・Protective Sunglasses from 167,500,000 to 171,250,000: good for Farming accessories or Speedrunning
They have "Movement Speed +30.00%" and incredibly increase your Movement Speed.

2. for Completing hardcore Co-op
・Beret at 151,250,000
VIT +32 Recharge Time -25.00% Max HP +32.00% 150.00% of Max HP Recovered over 1 Minute
・Circlet at 154,750,000
DEX +32 LUC +32 Recharge Time -25.00% Max HP +32.00%
―2.1 Leveling
・Before starting leveling
"Experience Points +x%" can largely boost your leveling. You can buy weapons & accessories which have "Experience Points +x%", from Predatory General Shop. Let's make as many of your party members as possible equip those equipment. You can gain 352% additional EXP at max by using "Experience Points +22.00%", which means you can level up at over quadruple speed.

Side Note: in Co-op, EXP+ Weapons & Accessories on NPC companions selected by the host player don't affect your EXP gain. Additional EXP is accumulated on each player, depending on weapons & accessories of your party members selected in Friend List.

・to some Lv.250
Hunting the named wasp "Solo Stinger" and Glacial Queen Wasps near Icicle Prison in White Frontier with Sound Deadener 2 (*1)
Movement Speed accessories largely helps you to get more efficiency. The detailed route is shown on the below figure, "the Route of hunting wasps in White Frontier".

*1: You can buy Sound Deadener 2 from the weapon shop next to Shady Material Shop, on Extreme, and the sniper rifle is available from Arctic Triple Artillery in White Frontier.

・from some Lv.250 to Lv.300
1. Hunting those wasps with dual AR Ninja 3++ or Sound Deadener 2
These two guns have especially high weak spot DPM among Full-Auto guns.
2. Hunting Behemoth in Co-op with sniper rifles & Explosive Shot
Base EXP: 7,000,000 / round
Suitable weapons to hunt the Behemoth are AMR Breakthrough 4, AMR Tiamat Type-Z and AMR Grim Reaper+. You can start to this leveling from lower level if you use enhanced one of those SRs. Also, this method can be the fastest way to level up If you have super rare friends who are willing to carry you for leveling.

Figure: Route of hunting wasps in White Frontier


Pictures: AMR Tiamat Type-Z & AMR Grim Reaper+ specialized in hunting Behemoth

―2.2 Medals
・the Fastest Method: Party Hero Quests
The last three quests among them give you 50 SP and 300 Medals of each kind. You don't have to neither level up nor enhance equipment at all, to run this method. The last quest (18. Team AKEA) with Alice or Eugeo is the easiest and fastest. It's good to consciously get enough Attack Medals with Party Hero Quests, since other Medals can be obtained naturally in normal playing.
―2.3 Money
1st. Set the rate of interest to +2% in your ArFA-sys's bank
2nd. Farm cash items*1 such as Beautiful Diamond & High-Quality Emerald
3rd. Sell them out and deposit to your ArFA-sys's bank
4th. Do 2nd and 3rd process several times
5th. Finish 3 or more missions in total*2 and go back Home
6th. Talk to your ArFA-sys*3
7th. Do 5th and 6th process again and again
You are going to finally get a Cash Cow that supplies nearly 200 millions to you with you only finishing 3 missions. (200 millions = 2.5 times rewards of Behemoth in Coop)

*1: you can farm cash items in these ways and so on.
・Hunting Nephilim Replica in Forgotten Temple (High-Quality Emerald)
・Hunting DLC4 bosses "Snowstorm Queen" & "Snowstorm Ereshkigal", or Behemoth in Co-op (Beautiful Diamond)
*2: Any types of missions are counted. You probably usually finish three sub missions or unique enemy missions in total such as "One-Hit Kill" and the missions of hunting minions.
*3: Your Balance in ArFA-sys bank gets the interest at this timing.
―2.4 Bounty & Accessories
・How to run
Hunting only the named wasp "Solo Stinger"*1, or the named wasp & Glacial Queen Wasps*2 again and again near Icicle Prison in White Frontier
Please take the same route showed in the below figure.
*1: Solo Stinger only ⇒ mainly for Bounty
*2: Solo Stinger & Glacial Queen Wasps ⇒ Bounty & Accessories

Figure: Route of hunting wasps in White Frontier

・How to run (in detail)
0th. use Speed Form 4, Conceal 4 and other basic buffs
1st. kill Solo Stinger (ignore her minions)
2nd. switch to sub weapon (= Procyon SL) before starting sprinting
3rd. move to the other point
4th. switch to main weapon near the point (*3)
5th. kill Glacial Queen Wasp (ignore minions) (*3)
6th. switch to sub weapon before starting sprinting (*3)
7th. move back to the point near Solo Stinger
8th. switch to main weapon near the point
→ 1st.

*3: If you ignore Glacial Queen Wasp, 4th to 6th processes are omitted.

Side Note: switching weapons each time is optional and kinda tedious. You can omit them although you will end up moving relatively slowly in that case.

Figure: Processes of hunting wasps in White Frontier

・Main & Sub Weapon
Dual AR Ninja 3++ & Sound Deadener 2 are suitable as a main weapon in this method. Rolls specialized in hunting wasps are shown in the below pictures. On the other hand, Procyon SL (at any Rank) is an optimal sub weapon in this method. You should hold Procyon SL in your hands while you move between the two points, in order to move faster.

Side Note: You don't have to use Armor Break Shot 4 against the Solo Stinger if you use fully enhanced AR Ninja 3++ or Sound Deadener 2, since there is almost no time gap between "inflict debuff and kill" vs. "just kill", although AR Ninja users can still get slightly faster by constantly succeeding Skill Cancel*4 on loading Armor Break Shot 4.
*4: Reference: "11. Tips & How it works -about Motion Cancel-"


Pictures: AR Ninja 3++ & Sound Deadener 2 specialized in hunting wasps

・Accessories & Movement Speed
Although I'll describe Movement Speed in "―12.4 Movement Speed", Speed Form 4 is essential. Also, you need to equip these bounty reward Accessories*5 on the both slots, in order to get the fastest Movement Speed.
VIT +34 DEX +34 LUC +40 or other Movement Speed +30.00%

*5: If you are in the first playthrough, following normal Movement Speed accessories can be substituted.
DEX +30 Movement Speed +14.50% any Chips any Chips

Side Note: Originally, you need to adjust the color of Gear Weight Meter to light blue. However, max Medal Gauge & Nanotech Boost Shot 4 add 120 AGI on characters' Status in total. Therefore, the color of Gear Weight Meter is going to internally become light blue in most cases as long as you have 206 AGI to use Speed Form 4 and don't use too heavy weapons.

・better Drop Rate
These things help you to get more accessories.
go farming with a foursome (please select 255 LUC members from Friend List)
as many "Item Drop Rate +x%" as possible & somewhat high Protagonist's LUC

Note: the limit of drop items on fields is 50. After that, items disappear in the order of lower rarity and items of the same rarity disappear from the oldest.

・Tips
Mr. Gomikan shows how to farm bounty most efficiently in his video.
Link of the video (in Japanese)
Key Points in the video:
prevent to get Slow Acceleration*6 by switching weapon
equip a light weapon such as Procyon SL on another slot, and hold it or no weapon in your hand while you move
*6: its description is in "―12.4 Movement Speed".

I hope you get accessories which have your favorite 4 chips. Good Luck!

・Extra: Banquet of Chaos 3 (BoC3) vs. Hunting wasps
・Requirements
BoC3 requires very powerful weapons and 3 good players (or 2 excellent players), to finish one round within 2 minutes. On the other hand, Hunting wasps requires bounty reward accessories & a weapon specialized in hunting wasps, for more efficiency.
・Maximum Efficiency
BoC3: around 23 millions per hour (≒ 769,000 x 30 / hour)
Hunting wasps: about 24 millions to 30 millions per hour
・additional points
BoC3: You can have fun playing Co-op with your friends.
Hunting wasps: You can farm a lot of accessories simultaneously.

・Extra: farming accessories with Accessory Exchange Tickets
1st. farm Accessory Tickets
2nd. exchange accessories with the tickets
3rd. check whether there is your favorite chip set of accessories
4th. log out (not to let auto save) and retry to exchange

You can retry forever until you find your favorite one. However, I cannot recommend this method. That's because Chip Cologne and Accessory Cologne are invalid when you exchange accessories with the tickets. Therefore, those accessories include Epic ones (Epic and Legendary are almost fifty-fifty) and have bias which kinds of chips frequently appear. For instance, you will get a lot of useless chips such as "Physical Defence +x%" or "Poison Damage -x%", but get only a bit of useful chips such as "DEX +x" or "Recharge Time -x%".
―2.5 Overclock Chips
You can farm Overclock Chips mainly from DLC bosses. DLC bosses drop one Overclock Chip in Easy or Normal but drop two chips in Extreme. The Special Challenge boss always drops two chips. I usually hunt DLC2 bosses to farm Overclock Chips, concurrently with farming materials for enhancing accessories.

・Drop Rates of Overclock Chips
・DLC1 bosses: low
・DLC2 bosses: medium (*1)
・DLC3 bosses: high
・DLC4 bosses: very high (*2)
・The Special Challenge boss: 100%

*1: Each type of Ninja can drop the chips.
*2: Among DLC4 bosses, "Snowstorm Queen", "Snowstorm Ereshkigal", "Freezing Menace", & "Cocytus Nifta" drop the chips.
Side Note: additional items in hunting DLC bosses
・DLC2 bosses: AR Ninja 3 and materials for enhancing accessories
・DLC1, 3 or 4 bosses: Beautiful Diamond
・Snowstorm Ereshkigal: Ordinal Ray MK3+

・better Drop Rate
Drop Rates of Overclock Chips are largely affected by LUC & "Item Drop Rate +x%".

Table: Drop Rates from Makai or Hakai Twins depending on LUC & "Item Drop Rate +x%"
Conditions
Drop Rate of Overclock Chips
(from Makai or Hakai Twins)
Protagonist & ArFA-sys only
(the both: 1 LUC)
around 25%
(= 51 / 200)
foursome
(Protagonist & ArFA-sys: 1 LUC)
(other members: 87 LUC)
around 30%
(= 62 / 200)
foursome + 4x "Item Drop Rate +37.00%"
(Protagonist: 192 LUC)
(other members: 255 LUC)
about 80%
(= 316 / 400)

Table: Drop Rates from each DLC boss (in the third condition)
DLC boss
Drop Rate of Overclock Chips
Elemental Wizard
or Grimdoom
around 50% (= 50 / 100)
Makai or Hakai Twins
about 80% (= 316 / 400)
Behemoth MT-04/MT-13
around 90% (= 92 / 100)
Snowstorm Queen/Ereshkigal,
Freezing Menace or Cocytus Nifta
near 100%
―2.6 Extra: multiple Bounty Rewards
Note: this section is only for hardcore players.
If you want to get multiple bounty rewards, you need to start up a secondary protagonist (≠ NG+) in another save slot and farm bounty again from zero.

・Starting up a new protagonist
You can share your equipment among your save slots via Item Box and the new protagonist can use enhanced weapons from the beginning. Therefore, if you prepare enhanced weapons of low Status Requirement*1 & STR・DEX accessories*1 for the new protagonist and EXP+ weapons & accessories*2 for the new ArFA-sys and two Allies, you are going to be able to smoothly proceed the main story with the new protagonist even on Extreme.

*1: Procyon SL4+ (STR: 24, DEX: 73, the last bounty reward) & two bounty reward accessories for equipping Procyon SL4+ even at Lv.2, and so on
*2: Procyon SL (STR & DEX: 1) with "Experience Points +22.00%", and so on

・Which main mission you should finish up to
There are several options about it.
1. Reaching Forgotten Woods
unlocked elements: DLC contents (including White Frontier)
2. the last match with Bazalt Joe, "One Last Round"
unlocked elements: Dual Wielding and Gun & Sword, in addition
3. "Mother Claudia"
unlocked elements: Hyper Awareness, in addition
4. Kirito Mode
unlocked elements: Metamaterial Camouflage and Gun & Sword Art and Phantom Bullet, in addition
5. the Ending
unlocked elements: high-level Normal Co-op (including the Behemoth) & the 5th slot of Customization Data, in addition
6. NG+*3 on the other Difficulty
unlocked elements: Weapon Modification Level 12

*3: To be exact, when you reach until just before being taught Gun & Sword by Kirito on NG+, Weapon Modification Level rises by 1 and should reach Lv.12.

・DLC Story Modes
You can enter Forgotten Temple and Demon Cave without playing each DLC mode, and access to DLC1 & DLC2 sub missions such as "Home Reform" & "Lisbeth's Handiwork". However, these elements or contents are locked on the new character, until you finish each DLC mode.
DLC1: vs. Grimdoom
DLC2: vs. Makai Twins
DLC3: Lost Gate, Divine Blossom & Azure Tempest*4
DLC4: Meteorological Institute Ruins, Icicle Prison, Bridge of Hope & SBC Abend and Viral Shot, Skill Freeze Shot, Cyclone, Sinister Mine & Resuscitation Kit

*4: In order to acquire Azure Tempest, all you need to do in the DLC mode is defeat enemy clones in Solitary Sand. (if you lose, Alice & Eugeo don't appear in the lobby of SBC Glocken)

・Extra: Management of Save Slots & Equipment
You should decide roles of each save slot.
Example: Objectives of save slots
1st slot: for Abyssal Dungeon & transforming weapons (the first protagonist)
2nd slot: for Co-op
3rd slot: for farming bounty rewards
In this case, the 2nd protagonist should finish the main story and finish DLC4 Story Mode at least to play Co-op, but the 3rd protagonist only needs to finish up to Reaching Forgotten woods or "One Last Round" for Dual Wielding. Also, the 1st protagonist doesn't need any equipment from Item Box and the 3rd protagonist needs only equipment for farming bounty & starter equipment.
3. Transforming Weapons
Memory Chips can largely multiply damage outputs of your weapon, so they are one of factors to make significant differences between damage outputs of beginners and endgame players. This section mainly describes the basics of memory chips and how to enhance them efficiently. Concrete examples about good rolls of weapons are listed in "16. Recommended Chips" or later sections.
―3.1 Basics
□Memory Chip slots
Memory Chips are mounted on locked slots or unlocked slots. You can unlock up to a half of Memory Chips (rounding up like 3.5 → 4) and unlocked Memory Chips are exchangeable to other kinds of Memory Chips.

Table: counts of Memory Chips & unlocked slots
Memory Chips
max unlocked slots
8 or 7
4
6 or 5
3
4 or 3
2
2 or 1
1

□Whole Process to enhance weapons in low cost
0th. Farm weapons and find a weapon which has your favorite Memory Chips on locked slots
1st. Select & unlock slots to max count
2nd. Enhance Memory Chips on locked slots
3rd. Enhance your favorite Memory Chips in low Rank weapons (*1)
4th. Mount your favorite Memory Chips on unlocked slots
5th. Overclock your weapon (*2)
6th. Enhance your weapon's Rank (*2)

*1: You can directly enhance Memory Chips on unlocked slots, if you don't mind going out to talk to Shady Material Shop several times in order to replenish Transformation Chips.
*2: You can largely save Overclock Chips, by overclocking your weapon before enhancing its Rank.

・Materials for enhancing weapons' Rank
You can buy materials required in Formula 1 from Shady Material Shop. Also, "Enhance Material R9" or "Enhance Material R10" can be substituted. Those enhancing materials are available by hunting Golden Drone in Lost Gate (for R9) or Meteorological Institute Ruins (for R10), ArFA-sys Shopping and so on.
―3.2 Weapon Modification Level
Weapon Modification Level raises caps of Memory Chips' values like this table and reduces costs of Transformation Chips.

Table: Caps on each Weapon Modification Level
Examples of
Memory Chips
Lv.7
Lv.8
Lv.9
Lv.10
Lv.11
Lv.12
・Weapon Attack
・Experience Points
+15.00%
+16.40%
+17.80%
+19.20%
+20.60%
+22.00%
・Physical Attack
・Damage at Max HP
+20.00%
+21.90%
+23.80%
+25.70%
+27.60%
+29.50%
・Debuff Stacking
・Effective Range
+25.00%
+27.40%
+29.80%
+32.20%
+34.60%
+37.00%
・Critical Rate
・Critical Damage
+30.00%
+32.90%
+35.80%
+38.70%
+41.60%
+44.50%
・Auto-Reload Rate
+50.00%
+54.90%
+59.80%
+64.70%
+69.60%
+74.50%
・Bullet Circle Accuracy
+75.00%
+82.20%
+89.40%
+96.60%
+103.80%
+111.00%
・Bullet Circle
Stabilization Speed
+100.00%
+109.50%
+119.00%
+128.50%
+138.00%
+147.50%
・Ammo Acquired
+200.00%
+219.00%
+238.00%
+257.00%
+276.00%
+295.00%
・Overheat Buildup
& Duration
50.00%
45.50%
41.00%
36.50%
32.00%
27.50%

Side Note: Requirements of max Weapon Modification Level
0. Free Update (+1) 1. Owning each of paid DLCs (+1 x 4) 2. Completing "Solitary Sands" on Easy or Normal (+1) (*1) 3. Completing "The Old South" on Easy or Normal (+1) (*1) 4. Completing "A New Squad" on Easy or Normal (+1) (*2) 5. Completing "Solitary Sands" on Extreme (+1) (*1) 6. Completing "The Old South" on Extreme (+1) (*1) 7. Completing "A New Squad" on Extreme (+1) (*2)

*1: To be exact, in completing "Solitary Sands" or "The Old South", all you need to do is defeat the area boss on the difficulty.
*2: To be exact, in completing "A New Squad", all you need to do is beat Kureha and the others on the difficulty.
―3.3 Enhancing Memory Chips
You can improve values (or percentages) of base weapon's Memory Chips, by feeding the same kinds of Memory Chips as materials when you transform your weapons in Lisbeth's workshop. You can easily improve percentages up to some extent but percentages are hardly improved after that. The boundary is "soft cap", and you should feed higher-percentage chips for your base weapon, after soft cap.

・soft caps & (hard) caps
・Up to soft cap
There are certain guaranteed increments regardless of chip values of materials.
・After soft cap
Those guaranteed increments decrease to 1/100.

Table: Guaranteed Increments and soft caps & hard caps
guaranteed increment
(up to soft cap)
soft cap
(independent from
Modification Level)
hard cap
(depending on
Modification Level)
1.00%
+15.00%
+22.00%
1.00%
+20.00%
+29.50%
1.20% or 1.00%*1
+25.00%
+37.00%
1.50%
+30.00%
+44.50%
2.00%
+50.00%
+74.50%
3.00%
+75.00%
+111.00%
4.00% or 1.00%*2
+100.00%
+147.50%
10.00%
+200.00%
+295.00%
-2.00%
50.00%
27.50%

*1: "Debuff Stacking +x%" or "Effective Range +x%" ⇒ 1.20% / chip
"Medal Gauge Increase +x%" ⇒ 1.00% / chip
*2: "Bullet Circle Stabilization Speed +x%" ⇒ 4.00% / chip
"Trade Value +x%" ⇒ 1.00% / chip

・Process of enhancing Memory Chips
1. Up to soft cap
You only need to feed low-percentage chips due to guaranteed increments.
2. From soft cap to hard cap
You should feed higher-percentage chips.
Example: "Physical Attack +x%" (soft cap = +20.00%, hard cap at Lv.12 = +29.50%)
・+20.00% ⇒ 31 chips
・+19.00% ⇒ 36 chips
・+18.00% ⇒ 43 chips
・+17.00% ⇒ 52 chips
・+16.00% ⇒ 62 chips

Side Note: 0%, 20%, ... and 100% of "apparent progress" respectively equal hard caps on Weapon Modification Lv.7, Lv.8, ... and Lv.12
(Reference: table "Caps on each Weapon Modification Level" in "―3.2 Weapon Modification Level")



―3.4 Material Weapons for enhancing Memory Chips
In order to feed plenty of chips for your base weapons, you can buy many weapons from Predatory General Shop. You only need to buy about 10-20 low-percentage chips and necessary numbers of high-percentage chips from the shop and feed them for your weapon.

The following steps are the basic process to buy weapons from Predatory General Shop
(1) talk to him
(2) adapt a filter of a desired chip
(3) search higher-percentage chips
(4) buy or back to (1)

Side Note: Since Gatling Guns & Launchers are expensive and "Experience Points +x%" chips are also expensive, you can save costs by searching and buying the other categories of weapons that don't include "Experience Points +x%" chips.
―3.5 Major Memory Chips
Table: Major Memory Chips (these normal chips' caps require Weapon Modification Level 12)
Memory Chips
normal chips' caps
bounty chips' caps
note
Weapon Attack
+22.00%
+30.00%
essential for all weapons
Physical Attack
+29.50%
+50.00%
essential for physical damage weapons and swords
Optical Attack
+29.50%
+80.00%
essential for optical weapons and good for Plasma Blast
Explosive Attack
+29.50%
+70.00%
essential for explosive weapons and good for Explosive Shot
Damage vs. Mechs
+29.50%
+50.00%
Most enemies in this game are classified as Mechs. Facsimiles are also Mechs.
Damage at Max HP
+29.50%
+50.00%
this Memory Chip works in proportion to your current HP% squared. So, it works to some extent even when your HP is not full. (*1)
Melee Damage from Behind *2
+29.50%
+50.00%
this Memory Chip works only on melee damage*2 from behind*3
Weak Spot Damage
+29.50%
+50.00%
this Memory Chip has a big influence on Weak Spot Damage, simply multiplying its value to your dealing weak spot damage
Critical Damage
+44.50%
+60.00%
this Memory Chip has a big influence on Critical Damage like Weak Spot Damage +x%
Critical Rate
+44.50%
+60.00%
essential for high Critical Rate or Critical Damage weapons such as most of HGs, LMG Moonlight, AR Blue Rose, and swords
Debuff Stacking
+37.00%
+50.00%
good for inflicting Stun on enemies
Auto-Reload Rate *4
+74.50%
+80.00%
good to get more actual DPM*5, or convenience & comfortability
Effective Range
+37.00%
+95.00%
good to get more stability of damage from far distance
Overheat Buildup & Duration
27.50%
none
active only for gatling guns but almost essential for them

*1: "Damage Near Death +x%" also works depending on your current HP% squared, and it starts to work when you receive even a tiny damage.
The efficiency of "Damage at Max HP +x%" is sharply decreased as you receive damage. On the other hand, the efficiency of "Damage Near Death +x%" is sharply increased.
Case: when your HP is half,
・the efficiency of "Damage at Max HP +x%" is only a quarter
・the efficiency of "Damage Near Death +x%" is three quarters
*2: in game, it's expressed as just only "Damage From Behind" in English version. What a confusing translation.
*3: "from Behind" or not (illustrated in the below figure)
It depends only on an angle between directions of the sword wielder's body and their target's body, regardless of their relative position against the target or which spots of the target they hit. Also, the active range of the angle is only 90 degrees among 360 degrees. Thus, when you play on party, you can much easily activate the chip than on solo.
*4: Auto Reloading instantly supplies ammo into magazines without any motions and it can work in these moments.
・Magazines get empty
・You shoot Skill Shots with leaving magazines empty
*5: Basically, DPM doesn't consider or include Ammo Capacity & Reloading Time, but you need to reload to some extent in actual battles. Therefore, Auto Reloading helps you to deal damage close to estimated DPM.

Side Note: other Memory Chips
・"Experience Points +x%" accumulates throughout your party.
・"Medal Gauge Increase +x%"
Only weapons on your hand can activate the Memory Chip. Also, the chip multiplies increments of Medal Gauge with its value, not rounding down decimals of the multiplied increments. By the way, the chip doesn't raise increments of Weapon Art Gauge.
・"Bullet Circle Accuracy +x%" & "Bullet Circle Stabilization Speed +x%" on Full-Auto guns
Bullet Circle Accuracy +x% is almost completely pointless except for Royal Guard MK3+ or Gold, and Bullet Circle Stabilization Speed +x% affects your shooting accuracy only while you ADS.
By the way, for Royal Guard, Bullet Circle Accuracy +111.00% provides 3 times accuracy (on single wield) or 1.5 times accuracy (on dual wield) during rapid firing with ADS and 1.5 times accuracy during without ADS, while Bullet Circle Stabilization Speed +147.50% provides 1.5 times accuracy during with ADS and no benefit during without ADS. It seems that Accuracy +x% is very effective to shotguns (= worst accuracy and low RPM) and Stabilization +x% is suitable to machine guns (= large recoil and high RPM)


Figure: "from Behind" or not
―3.6 Bounty Chips
□Which bounty chips you should use
・for Guns
You should use these 4 bounty chips in most cases.
Physical Attack +50.00% / Optical Attack +80.00% / Explosive Attack +70.00% Damage vs. Mechs +50.00% Damage at Max HP +50.00% Weak Spot Damage +50.00%
・for Swords
You should use either set of these 4 bounty chips.
Physical Attack +50.00% Damage at Max HP +50.00% Critical Rate +60.00% Critical Damage +60.00%
or
Physical Attack +50.00% Damage vs. Mechs +50.00% Damage at Max HP +50.00% Critical Damage +60.00%

□average Difference of Actual Damage
You can improve damage outputs as much as following tables, by replacing normal chips with bounty chips.
(Reference: "―14.3 Memory Chips" in "14. Damage-Calculation Formula")

Table: approximate Comparison for weak-spot DPS
(Bounty Chips vs. Normal Chips)
on single
on dual
Projectile Guns
x 1.50
x 1.37
Optical Guns
x 1.65
x 1.50
Explosive Guns
x 1.60
x 1.45

Table: approximate Comparison for average damages of Sword Skills
(Bounty Chips vs. Normal Chips)
Critical Rate +60.00%
& vs. Mechs +29.50%
Critical Rate +44.50%
& vs. Mechs +50.00%
Swords
x 1.44
x 1.42

□Efficiency of each bounty chip
・Weapon Attack +22.00% → +26.00 or 30.00%
This has only a tiny influence on your attack damage. You'll probably incidentally mount this bounty chip along with other bounty chips only when your weapon is going to have "Weapon Attack +x%" on unlocked slots.
・Something Attack or Damage vs. Something or Damage at Max HP +29.50% → +50.00%
These have a medium influence on your attack damage depending on each condition for those chips. They are usually mounted with the second priority in many cases. "Optical Attack +80.00%" and "Explosive Attack +70.00%" can provide more damage output.
・Weak Spot Damage +29.50% → +50.00%
This has a big influence on weak spot damage, and most guns should have this bounty chip. This transformation simply increases the rate of increments of weak spot damage by 20.50%.
・Critical Rate or Critical Damage +44.50% → +60.00%
These have a relatively big influence on critical rate or critical damage. However, unlike Weak Spot Damage, DPM increments by these transformations largely depend on your weapon's base Critical Rate.
4. Enhancing Accessories
This section describes the basics of accessory chips and how to get materials that you need in order to enhance accessory chips.

Unlike transforming weapons, you are not able to modify chip sets of accessories. Therefore, If you want to use accessories of your favorite chip set, you need to farm enormous amounts of accessories and find accessories which have a chip set perfectly matching to your favorites. By the way, combinations of 4 chips among 36 kinds = 36! / (4! x 32!) = 58905 patterns ... No kidding!

However, farming & enhancing accessories is definitely worth trying because enhanced accessories can support you in various aspects such as Attack & Defence, Movement Speed, Recharge Time and EXP & Drop bonus.
―4.1 Major Accessory Chips
Table: Major Accessory Chips
Chips
normal caps
note
STR
+30
good when you need nearly max STR such as 220 or more
DEX
+30
essential for almost all gun builds
AGI
+30
raises Defence by as much as 360 and indirectly makes Movement Speed faster*1
LUC
+30
good for farming items or offensive builds with high Critical Rate weapons
Max HP
+29.50%
also indirectly increases the amount of HP Regeneration
HP Recovery
+147.50%
makes a good pair with Shield Matrix or First Aid Kit
HP Recovered Over 1 minute
147.00%
convenient to maintain full HP. This also works like an insurance as a pair with "Avoid Instant Death".
Avoid Instant Death
10.00% or more
works like an insurance as a pair with HP Regeneration
Movement Speed
+14.50%
Faster Movement Speed provides more survivability (*1)
Recharge Time
-22.00%
excellent for all builds. You becomes able to constantly spam Skills & Gadgets (*2)
Decreased Detectability While Crouching
-
completely removes sways of your crosshair while you ADS with sniper rifles
Item Drop Rate
+37.00%
helpful to farm accessories
Rare Item Drop Rate
+7.45%
helpful to farm weapons
Experience Points
+22.00%
essential to level up faster

*1: Reference: "―12.4 Movement Speed"
*2: Reference: "―12.5 Recharge Time"

Side Note: "HP Recovery +x%" doesn't increase the amount of "x% of Max HP Recovered Over 1 Minute".
Side Note: "Experience Points +x%", "Item Drop Rate +x%" & "Rare Item Drop Rate +x%" accumulate among your party members.
Side Note: "Weight -x%" is an incorrect translation and misleading. Its literal translation is like "Limit of Gear Weight +x%".
―4.2 Materials for enhancing Accessories
・Materials on sale
Let's farm money first by utilizing ArFA-sys's bank.
That's because you can buy most materials from Shady Material Shop but it costs huge amounts of money. It often costs one or two billions to fully enhance one accessory.

・Materials on drop only
They are materials of Makai Twins (DLC2 bosses), Giant Chip, Flight Reactor, FL-Type Robot Cable, FL-Type EM Material, New-Type Sensor, and so on. You need to consciously collect materials of Makai Twins, Giant Chip, and Flight Reactor among them, if you want to enhance these kinds of chips.

1. Materials of Makai Twins
Nodachi Fragment → "STR +x"
Plated Mantle → "AGI +x"
Plated Armor → "DEX +x"
Dual-Link Core → "Avoid Instant Death x% or more"

2. Giant Chip → "Max HP +x%"
Giant robots generally drop Giant Chip and you can farm it simultaneously with farming AMR Breakthrough 4 in Forgotten Temple.

3. Flight Reactor → "INT +x"
You can farm Flight Reactor from S-Type Sniper Butterfly near SBC Abend or Icicle Prison.
Side Note: Electrodynamic Stunner is very useful to defeat S-Type Sniper Butterfly. (beware of its landing point)
Side Note: if you use fully enhanced AMR Tiamat Type-Z or AMR Breakthrough 4 (they include bounty chips), you can be able to one shot S-Type Sniper Butterfly with using Viral Shot 4. After defeating S-Type Sniper Butterfly, you need to wait a little for their disappearance, otherwise they don't drop their materials next time. By the way, other enemies don't respawn when you take the route of the below figure.

Figure: the location of farming AMR Breakthrough 4 & Giant Chip in Forgotten Temple

Figure: the Route of farming Flight Reactor in White Frontier


Picture: fully enhanced AMR Tiamat Type-Z & AMR Breakthrough 4
5. Character's Status
This section quantitatively describes the effect of Status, and also talks about Builds for hardcore Co-op & examples of Equipment Assortments.

・Level
Max HP +20 & some CP*1 / Level +1
*1: available CP is 27320 at max

・CP cost
1 to 15: 10 CP / +1
16 to 30: 12 CP / +1
31 to 45: 14 CP / +1

240 to 255: 42 CP / +1
Side Note: 1 to 255 costs 6630 CP
―5.1 Status Effect
Side Note: Graphs about some of Status Effects are listed in "25. Fluff Data".

・STR
You need some STR to equip weapons.
Cap of Gear Weight Meter +10 / STR +1 (Additional STR by Nanotech Boost Shot & Medal Gauge don't have this effect.)
Melee Damage x [1 + 0.0025 x (STR - 1)] (*1)

*1: Exceptions: GG Art or Dash Attack x {1 + 0.025 x (STR - 1)}

・VIT
Max HP +20 / VIT +1 (Additional VIT by Nanotech Boost Shot & Medal Gauge don't have this effect.)
Defence +8 / VIT+1
Increase of Resistance against Status Ailments

・INT
Skills & Gadgets Recharge Time -0.125% / INT +1
Buffs & Debuffs Duration +1% / INT +1 (including Handgun Art)
Healing Amount of instant Healing Skills +1% / INT +1 (*2)
Debuff Stacking x [1 + 0.01 x (INT - 1)]
Increase of Resistance against Suppression

*2: INT Scaling doesn't work on HP Regeneration Speed.

・AGI
Defence +12 / AGI+1
Raise your base Movement Speed (roughly speaking) (*3)
Reload Speed +0.1% / AGI +1

*3: In detail, Base Movement Speed depends on the color of Gear Weight Meter. AGI adds new-color zones*4 which means faster Movement Speed, on the left side of the meter, and gradually shifts boundaries between the zones to the right side of the meter.
*4: timings of new color addition
Yellow: at 26 AGI
Green: at 76 AGI
Blue: at 126 AGI
Light Blue: at 176 AGI

・DEX
You need some DEX to equip weapons.
Weak Spot Damage x [1 + 0.0050 x (DEX - 1)]
Critical Damage x [1 + 0.0025 x (DEX - 1)]
Increase of damage by UFG or Gadgets
Slight Increase of Accuracy

・LUC
Defence +4 / LUC +1
Critical Rate x [1 + 0.004 x (LUC - 1)]
Increasing Item Drop Rate
Increasing Overclock Chip Drop Rate
Blaze & Poison Damage Reduction -0.2% / LUC +1 (Reduction Cap is -50% at 251 LUC)
―5.2 Typical Priority or Ratio of each Status
・INT
You need some INT to use Buffs & Debuffs, and they are very important in this game. Thus, INT has top priority. After that, think about other Status.

・Attack
Guns ⇒ DEX >> or > LUC (*1)
Swords ⇒ STR = DEX > LUC (*2)

*1: High Critical Rate weapons also need somewhat high LUC to get more DPM.
*2: Swords' damage source largely depends on their critical damages due to their high Critical Damage %. Therefore, LUC needs to be somewhat high whenever you use swords.

・Defence or Survivability
AGI >> VIT > LUC (*3)

*3: Also considering Attack, that is actually "VIT ≒ LUC" or "VIT < LUC"
Side Note: Cap of total Defence is 9600. You can reach it with 5180 Defence when you have Level 4 Defence Buff & maintain max Medal Gauge. For instance, 4680 Defence players take twice damage compared to 5180 Defence players, in the same conditions.
Side Note: Movement Speed is also another important factor for survivability. "Movement Speed +x%" accessories or Speed Form make you faster and you will be able to more easily dodge enemies' attacks.
―5.3 Builds for hardcore Co-op
There are many kinds of builds, but most of them are made on similar methods to these processes. Let's graduate from only copying builds made by someone else!

・Gun Build
1st. Let's raise INT up to 231 (*1)
2nd. Raise only enough STR to equip your weapons on single or on dual wield
3rd. Let's maximize DEX to 315 (= Character Status 255 + Accessory "DEX +30" x2)
4th. Raise or ignore LUC
If you use a low Critical Rate weapon, you can ignore LUC. Otherwise, you should raise LUC to some extent. If you use a high Critical Rate weapon, you need somewhat high LUC such as around 200.
5th. Adjust the color of Gear Weight Meter by raising AGI (*2)
6th. Put enough CP into Status to use your favorite Skills
7th. Put residual CP into AGI & VIT & LUC considering your Defence

*1: That's because Guard Field Shot 4 requires 231 INT. 221 INT is only for speedrunners.
*2: One of indications is 206 AGI because Speed Form 4 requires it.
Side Note: if you want to get more offensive, reduce VIT and raise LUC more.

・Sword Build
1st. Let's raise INT up to 231 (*1)
2nd. Raise STR*3 & DEX*3 & LUC as much as possible considering to leave some CP
3rd. Adjust the color of Gear Weight Meter by mainly raising AGI (*2)
4th. Put enough CP into Status to use your favorite Skills
5th. Put residual CP into AGI & VIT & LUC considering your Defence

*3: STR & DEX increase your melee critical damage by the same percentage. Therefore, there is no reason to maximize DEX and minimize STR in sword builds unlike gun builds. You will get the best CP efficiency on melee damage bonuses by taking a balance between STR & DEX.

Side Note: In sword builds, how much CP on STR & DEX largely depends on your preference. Please adjust Status besides INT as you like, considering how much you want to be defensive or offensive.
―5.4 Weapon Assortments
Of course, you can select your weapons as you like except for Launchers. Also, needless to say, you had better enhance Memory Chips of your main weapon enough. As examples of weapon sets for hardcore Co-op, I listed some patterns that I have ever met several times in hardcore Co-op.
Note: these don't mean recommendations but just examples.

・Main: AR or Sound Deadener 2 or Benetnasch 4+, Sub: another category
AR: AR Ninja 3++, AR Blue Rose MK3+ or SPB Rapier Type-Z
There are many variations and this type has very high versatility, from vs. groups of weak mobs to vs. strong bosses. When you choose a sub weapon among other categories, you should choose a weapon which has different features from your main weapon, such as HGs*1, SMGs*2 or Swords.

*1: HGs provide light weight, low Status Requirement & Handgun Art. Most people select them as sub weapons.
*2: SMGs are good for Run&Gun style, but they can be options only when you don't choose ARs as main weapons.

・Main: heavy SR, Sub: light HG
heavy SR: AMR Breakthrough 4 or AMR Tiamat Type-Z
light HG: Procyon SL4+ or Ordinal Ray MK3+
This type focuses on defeating somewhat tough enemies one after another with each shot of the heavy SR. Conceal 4 is very helpful to do infallible sniping.

・Main: Long Stroke Type-Z, Sub: LMG Moonlight 3++
This is the so-called Quick Shot build. Kill them all with Quick Shot.
LMG Moonlight 3++ can be swapped with other SMGs.

・Main: Gigas Cedar (or Blue Rose), Sub: light HG
Slash down everything.
Light HG is only used for buffs & debuffs, in most cases of this type.

・Main: Royal Guard Gold, Sub: light HG
Shoot down everything.
Light HG is only used for buffs & inflicting Stun, in this type.

Note: Gigas Cedar (or Blue Rose) build & Royal Guard Gold build are only for hardcore players, since acquiring decent Abyssal Weapons takes very long time such as hundreds hours at worst.
―5.5 Accessory Assortments
These examples are one of components of your accessory chips.

・Super HP Regeneration
Concrete examples are like these.
put x% of Max HP Recovered Over 1 Minute on the both accessories
put HP Recovery +x% and use First Aid Kit 2

Stacked HP Regeneration and Human Fortress 1 permanently heal you at rapid rates, and you can be kind of immortal against many mobs.

Side Note: Super HP Regeneration is helpful when you play Co-op as a guest, since guest players may have difficulty in dodging enemies' attack due to lags. It is also helpful for gatling gun users, since gatling guns force you to have very low mobility during shooting.

・Avoid Instant Death + HP Regeneration
Its purpose is enduring enemies' powerful attack with "Avoid Instant Death 10.00% or more", and then heal yourself, and then you become able to endure enemies' attack one more time. Endgame bosses, especially in Special Invitation or Challenge can instantly kill you, so this combination is good for vs. bosses but not good for vs. mobs, while Super HP Regeneration is good for vs. mobs.

・Spamming Skills & Gadgets constantly
Combinations among these accessories
・"Recharge Time -22.00%" and other
・"VIT +32", "Recharge Time -25.00%", "Max HP +32.00%" & "150.00% of Max HP Recovered Over 1 Minute"
・"DEX +32", "LUC +32", "Recharge Time -25.00%" & "Max HP +32.00%"
Let's use Skills & Gadgets as many as you like, even without HG Art.
―5.6 ArFA-sys's Build
・ArFA-sys's Status
Many people make them use support build, and set Power Field Shot 4, Guard Field Shot 4, Nanotech Boost Shot 4, and Healing Skills. 240 INT is essential to set those Skills. Also, ArFA-sys's LUC should be maximized up to 255 since you can farm almost all weapons except for Type-Z weapons only in offline playing. You can customize their other Status, considering to make their defence reach 5180 at least.

・AI Settings & Equipment
Maybe needless to say about AI settings, "Prioritize Healing", "Attack on Battle Start", "Heal Regularly", & "Prioritize Reviving" are basically good.

ArFA-sys's weapons don’t matter, but HGs let them use Handgun Art and Swords are not good for support build. Twin "Recharge Time -x%" are very helpful for ArFA-sys. Those accessories let them use Healing Skills frequently, and it leads to charge Medal Gauge*1 so quickly*2. Also, "Avoid Instant Death x% or more" can largely boost their survivability.

*1: main effects of max Medal Gauge are providing "your giving damage x1.2" & "all Status +80" on you and your allies.
*2: HP Recovery by Accessories, HP Recovery Shot, or First Aid Kit can intercept their getting the medal "Ally healed" that charges Medal Gauge by 10%.

・Skills & Gadgets
As I said above, ArFA-sys mainly works as Supporter, and you should set Power Field Shot 4, Guard Field Shot 4, Nanotech Boost Shot 4, & Healing Skills on them at least.

Regarding Healing Skills, AED Shot is essential and you can choose two or three Skills among Healing Bullet 3 or 4 & Healing Field Shot 3 or 4. If you haven't prepared "Recharge Time -x%" accessories for them, Healing Bullet is better since its cool-down time is 1/3 of Healing Field Shot.

Regarding Gadgets, you can choose as you like, but Resuscitation Kit*1 shouldn't be set. In my case, I don't set any Gadgets on them because I want them to use Buffs ASAP after Fast Travel*2.

*1: When Resuscitation Kit is available for them, they won't use AED Shot but will jog toward you, not sprinting in many cases, and revive you with the kit.
*2: Priority of Skills & Gadgets for ArFA-sys, just after Fast Travel
1st. Hyper Awareness
2nd. self buffs such as Speed Form and First Aid Kit 2, except for Phantom Bullet (*3)
3rd. Guard Field Shot, then Power Field Shot
4th. Phantom Bullet
5th. Nanotech Boost Shot
*3: It seems ArFA-sys uses self buffs on the order of Skill List.
Side Note: other allies respectively have priority of Skills & Gadgets for them.
6. Major Skills & Gadgets
□Essential Skills & Gadgets for almost all builds
・Power Field Shot 4 / Guard Field Shot 4
Effect: Damage x1.25 / Defence +2500

・Viral Shot 4 or Armor Break Shot 4
Effect: Attack x0.75 & Defence -2500 or Defence -2500
These Skills much boost your attack damage against enemies.

・Conceal 4
Effect: enemies' Detecting Area -95% and you get 30% less enemies' attention
This Skill is especially important in hardcore Co-op.

・Hyper Awareness or Human Fortress 1
Effect of Hyper Awareness: automatically avoiding enemies' attack, and getting invincible for 4 seconds
Effect of Human Fortress 1: making you Super Armor
Please select either depending on your play style or build. Concretely speaking, If your build has high Defence & HP Regeneration, Human Fortress 1 is more suitable. On the other hand, Hyper Awareness is more suitable if your build has low Defence & high mobility.

Side Note: Hyper Awareness has the longest cool-down time, but you can use it at short intervals, utilizing Handgun Art.
Side Note: Hit stun pauses HP Regeneration but Super Armor prevents hit stuns and lets HP Regeneration continue even when you get damage. Also, Super Armor prevents Medal Gauge from being decreased by you getting a damage reaction.
Caution: Human Fortress 2, 3, & 4 additionally have Defence Buff but its amount of effect is less than Guard Field Shot at same Skill Level and have much shorter duration.

・Electromag Stun Trap
Effect: giving 150% Stun Stacking with its explosion
This Gadget works well along with Conceal 4, like getting close to enemies with Conceal 4 and stunning them at once with Stun Trap.
Note: although the Memory Chip "Debuff Stacking +x%" works on this Gadget, you need to be holding a weapon on your hand which has the Memory Chip, at a timing when this Gadget explodes.

・Metamaterial Camouflage (in Nintendo Switch Edition)
This Skill decreases enemies' attention and can make enemies inactive.
Note: in Steam Edition, it has no effect against many kinds of enemies.

□Essential Skills & Gadgets for some builds
・Shield Matrix 2, or 3 or 4
Effect: temporarily getting invincible and additional HP Regeneration
Shield Matrix 2 has the most usability for your safety among them. Explosions of Shield Matrix 3 or 4 has melee attack type, so it works as an AoE by using it with swords.
Side Note: Tactical Roll 3 & 4 also have melee attack type, so it works as a compact single-target attack by using it with swords.

・Skill Freeze Shot
This Skill is a good counter mainly against enemy players & Engineer Facsimiles in Co-op or BoB, and it makes some enemies flinch.

・Electrodynamic Stunner 3 or 4
Effect: giving 80% or 90% Stun Stacking with its bullet & explosion

・Quick Shot
Many people mainly use Lv.2 & Lv.3. This Skill can provide extremely high DPM on the combination with Skill Motion Cancel, Handgun Art, high INT and Recharge Time -x% in both accessory slots. (Reference: "11. Tips & How it works -about Motion Cancel-")

・First Aid Kit 2
for healing yourself
・Anti-Ailment Kit 2
Effect: almost completely protect from Stun and other status ailments
・Melee Booster Kit 2
Effect: Melee Damage x 1.3 (only for sword wielders)

□Convenient Skills & Gadgets
・Speed form 4
Effect: Movement Speed x1.25
Faster Movement Speed is comfortable and provides more survivability.

・Hawk Eye 4 (almost only for PvP)
Spotting enemies in advance can inspire you to victory.

・Anti-AR Veil
Its holographic screen can block most of enemies' bullets including single-target debuffs but you can shoot enemies from behind the veil. (Reference: "―13.4 other things" of "13. Tips & How it works -about Battles-")

□Skills good for support build & your ArFA-sys
Healing Field Shot (for healing yourself or allies)
You can also charge Medal Gauge by 10% with healing yourself or your friends.
AED Shot (as a insurance)
Nanotech Boost Shot 4 (all Status +40)

□Sword Skills & other Melee Skills for sword wielders
・for DPS
Sharp Neil 3 or 4 (= compact attack)
Tactical Roll 3 or 4 (= compact single-targeting attack)

・AoE
Horizontal Square 3 (= very wide AoE)
Azure Tempest (= AoE + stopping enemies)

・Hello and Go to hell
Vorpal Strike 4 or 3 only along with Blue Rose
7. How Skills work
This section quantitatively describes how skills or Weapon Arts work. Learning detailed information about each Skill helps you to optimize your Skill Set.

If you are too lazy to learn them, you should set Power Field Shot 4, Guard Field Shot 4 & Viral Shot 4 (or Armor Break Shot 4) and don't use Human Fortress 2 or more for now.
Note: you need to have enough Status without accessories, to fulfill Status requirements of Skills.

Side Note: Lv.2 or more Skills are unlocked depending on Skill Proficiency of the previous-level Skill.
Lv.2: Lv.1 = 50% or more
Lv.3: Lv.2 = 100%
Lv.4: Lv.3 = 100%

・Actual Duration of Buffs & Debuffs
Base duration of Power Field Shot is 180 seconds, for instance, but actual duration of it is much longer in most cases because INT extends duration of buffs & debuffs. Each +1 INT adds 1% of base duration of the buff or debuff, like this table.

Table: examples of Actual Duration of Power Field Shot
(Base Duration: 180 seconds = 3 minutes)
INT
Actual Duration
1
3 minutes
101
6 minutes
201
9 minutes
301
12 minutes
―7.1 Buffs & Debuffs
Caution: the effects of Buffs & Debuffs are overwritten by later ones. Therefore, it's not good to use lower-level Buffs or Debuffs.

・Power Field Shot & Power Form Shot
Basic Duration: 180 seconds
Bullet Speed of Power Field Shot: Slow
Bullet Speed of Power Form Shot: Fast
Multiplier
Lv.1
Damage x1.10
Lv.2
Damage x1.15
Lv.3
Damage x1.20
Lv.4
Damage x1.25

Note: Power Form (≠ Power Form Shot) has the same effect on each level, but its duration is 60 seconds.

・Guard Field Shot & Armor Form Shot
Basic Duration: 180 seconds
Bullet Speed of Guard Field Shot: Slow
Bullet Speed of Armor Form Shot: Fast
Increment
Lv.1
Defence +1000
Lv.2
Defence +1500
Lv.3
Defence +2000
Lv.4
Defence +2500

Note: Armor Form (≠ Armor Form Shot) has the same effect on each level, but its duration is 60 seconds.
Note: Roughly speaking, "Defence +100" equals "Damage Reduction Rate +1%". More details are in "15. Damage-Calculation Formula -about Defence-".

・Viral Shot / Power Break Shot / Armor Break Shot
Basic Duration: 30 seconds
Bullet Speed of Viral Shot: Slow
Bullet Speed of Power Break Shot or Armor Break Shot: Fast
Viral Shot
Power Break Shot
Armor Break Shot
Lv.1
Attack x0.90 & Defence -1000
Attack x0.90
Defence -1000
Lv.2
Attack x0.85 & Defence -1500
Attack x0.85
Defence -1500
Lv.3
Attack x0.80 & Defence -2000
Attack x0.80
Defence -2000
Lv.4
Attack x0.75 & Defence -2500
Attack x0.75
Defence -2500

Side Note: Viral Shot doesn't prevent you from being concealed.
Side Note: Requirement to unlock Viral Shot is completing "Can't scare me!" in DLC4 Story Mode.

・Critical Form Shot
Basic Duration: 180 seconds
Bullet Speed: Fast
Multiplier
Lv.1
-
Lv.2
-
Lv.3
-
Lv.4
-
Critical Form Shot has no effect on Critical Rate. (one of Bugs)
(Reference: "―25.6 Critical Form Shot")

・Nanotech Boost Shot
Basic Duration: 120 seconds
Bullet Speed: Fast
Increment
Lv.1
all Status +10
Lv.2
all Status +20
Lv.3
all Status +30
Lv.4
all Status +40
―7.2 other kinds of Buffs & Skill Freeze Shot
・Speed Form
Basic Duration: 60 seconds
Multiplier
Lv.1
Movement Speed x1.10
Lv.2
Movement Speed x1.15
Lv.3
Movement Speed x1.20
Lv.4
Movement Speed x1.25

・Conceal
Basic Duration: 60 seconds
enemies'
Detecting Area
Attention
enemies get
Lv.1
-25%
-15%
Lv.2
-50%
-20%
Lv.3
-75%
-25%
Lv.4
-90%
-50%
Side Note: These values may be inaccurate since I haven't checked the detailed effects of Conceal.

・Human Fortress
Basic Duration: 30 seconds
Effect
Defence Increment
Lv.1
Getting Super Armor
-
Lv.2
Getting Super Armor
Defence +500
Lv.3
Getting Super Armor
Defence +1000
Lv.4
Getting Super Armor
Defence +1500

Super Armor prevents you from getting damage reactions. Due to that, Human Fortress lets HP Regeneration continue and prevents Medal Gauge to be decreased by your getting a damage reaction.
Caution: Never use Human Fortress 2, 3 or 4, but use only Human Fortress 1.
That's because Human Fortress 2, 3, & 4 overwrite Defence Buffs of Guard Field Shot & Armor Form Shot. It spoils their very long duration and lowers your total Defence in most cases. Human Fortress has only 1/6 duration of Guard Field Shot & Armor Form Shot, and has lower effects on Defence like this table.
Guard Field Shot
Human Fortress
Lv.2
+1500
+500
Lv.3
+2000
+1000
Lv.4
+2500
+1500

・Skill Freeze Shot
Requirement to unlock: completing "Yuna's Request" in DLC4 Story Mode.
Bullet Speed: Slow
Base Duration
Lv.1
5 seconds
Lv.2
6 seconds
Lv.3
7 seconds
Lv.4
8 seconds

This Skill prevents targets to use Skills & Gadgets and Weapon Arts, freezes Skills & Gadgets' Recharging, and stops Sword Barrier elapsing its duration. Also, this Skill flinches some enemies a little.
Table: something freezed by Skill Freeze Shot
Motions
enemy player
Skills & Gadgets and Weapon Arts
Engineer Facsimile
Gadgets
Heavy Facsimile
Sharp Neil
Genocider
Skills
―7.3 Healing Skills
・Healing Bullet & Healing Field Shot
Bullet Speed of Healing Bullet: extremely Fast
Bullet Speed of Healing Field Shot: Fast
INT scaling for Healing Amount: +1% per +1 INT (*1)
Table: Healing Amount of Healing Bullet & Healing Field Shot (*1)
Healing Bullet
Healing Field Shot
Lv.1
600 HP x INT scaling
700 HP x INT scaling
Lv.2
900 HP x INT scaling
1050 HP x INT scaling
Lv.3
1200 HP x INT scaling
1400 HP x INT scaling
Lv.4
1800 HP x INT scaling
1750 HP x INT scaling

*1: These values are based on "Regarding healing skills and INT scaling" posted in "reddit" by Mx. eismis.

・HP Recovery Shot
Basic Duration: 120 seconds
Bullet Speed: Fast
HP Regeneration
Lv.1
45.0% / minute
Lv.2
67.5% / minute
Lv.3
90.0% / minute
Lv.4
112.5% / minute

Note: HP Recovery Shot coexists with First-Aid Kit but cannot coexist with additional HP Recovery of Shield Matrix. In other words, Shield Matrix can erase the effect of HP Recovery Shot. Therefore, it's not reasonable to use the both Skills.

・Curing Field Shot
Bullet Speed: Fast
Curing Status Ailments of Stun, Poison, Blaze, and Suppression

Note: this Skill recover your status ailment immediately but only recover until just before the critical point of debuff stacking. In other words, after being recovered from one of Status Ailments by Curing Field Shot, you end up being immediately inflicted the same Status Ailment when you take even a tiny debuff stacking of it.

・AED Shot
Bullet Speed: Fast
―7.4 other Skill Shots
Lv.4 of these Skills aside from Graviton Shot have twice cool-down time.
Attack Type indicates what memory chips are valid for the skill. For instance, Explosive Shot is an explosive attack intensified by Explosive Attack +x% or Physical Attack +x%.

・Explosive Shot
Bullet Speed: extremely Fast
Attack Type: Explosive + Physical
Damage
Lv.1
200%
Lv.2
225%
Lv.3
250%
Lv.4
260%

・Plasma Blast
Bullet Speed: very Slow
Attack Type: Explosive + Optical
Damage
Lv.1
200%
Lv.2
225%
Lv.3
250%
Lv.4
275%

・Toxic Gas Blast / Blazing Blast
Bullet Speed: Slow
Attack Type: Explosive / Optical
Damage
(bullet + field)
Poison / Blaze Stacking
(bullet + field)
Field Duration
(3 hits per second)
Lv.1
50% + 25.0% x n
25.0% + 12.50% x n
6 seconds
Lv.2
55% + 27.5% x n
27.5% + 13.75% x n
9 seconds
Lv.3
60% + 30.0% x n
30.0% + 15.00% x n
12 seconds
Lv.4
65% + 35.0% x n
50.0% + 20.00% x n
12 seconds

Side Note: other Poison or Blaze Stacking
・HG Kuroneko: 4% Poison Stacking per bullet
・GL6 Laevateinn: 50% Blaze Stacking per bullet
・Crimson Roar: 20% Blaze Stacking per bullet

・Electrodynamic Stunner
Bullet Speed: Fast
Attack Type: Explosive + Optical
Damage
Stun Stacking
(= bullet + explosion)
Lv.1
75%
50% (= 15% + 35%)
Lv.2
100%
65% (= 20% + 45%)
Lv.3
125%
80% (= 25% + 55%)
Lv.4
150%
90% (= 30% + 60%)

Side Note: other Stun Stacking
・Electromag Stun Trap: 150%
・Ordinal Ray: 1% per bullet

・Heat Detonator
Bullet Speed: Fast
Attack Type: Optical
Damage
Blaze Stacking
Heat Emission
Lv.1
375%
200%
50%
Lv.2
412.5%
(= 375% x 1.1)
250%
65%
Lv.3
453.75%
(= 375% x 1.1^2)
300%
80%
Lv.4
750%
350%
80%

・Nemesis Burst
Bullet Speed: Slow
Attack Type: Explosive
Damage
Lv.1
71.875% x (2 - residual HP%)
Lv.2
89.375% x (2 - residual HP%)
Lv.3
112.5% x (2 - residual HP%)
Lv.4
120% x (2 - residual HP%)

・Graviton Shot
Bullet Speed: Slow
Attack Type: Explosive
Damage
Field Duration
(3 hits per second)
Gravity
Lv.1
6.5% x n
7.5 seconds
weak
Lv.2
8.125% x n
10 seconds
medium
Lv.3
9.75% x n
12.5 seconds
strong
Lv.4
11.375% x n
12.5 seconds
strong
―7.5 Assault Skills and Avoidance Skills
・Quick Shot
How many bullets
Lv.1
6 bullets
Lv.2
8 bullets
Lv.3/4
10 bullets

Caution: dual wielding never provides any benefits on Quick Shot. It never multiplies the bullet count of the Skill, and also it makes reloading motion of the Skill slow down in most cases.

・Shield Matrix
Effect
HP Regeneration
Explosion
Lv.1
temporarily invincible
-
-
Lv.2
temporarily invincible
14% per 1.5 seconds
-
Lv.3/4
temporarily invincible
20% per 1.5 seconds
Melee Damage 200% x 5 Hits

Caution: after starting to prepare the explosion, additional HP Recovery no longer works and you cannot cancel the explosion. Also, just after the explosion, you are not invincible anymore.
Note: Shield Matrix shares the same buff slot with HP Recovery Shot, and Shield Matrix can end up erasing the effect of HP Recovery Shot.
Side Note: The amount of HP Recovery in this Skill is affected by the accessory chip "HP Recovery Amount +x%".
Side Note: the explosion damage isn't increased by the Memory Chip "Physical Attack +x%".

・Hyper Awareness
Effect: reserving Automatic Avoidance & getting invincible for 4 seconds when the avoidance is activated
The invulnerability duration "4 seconds" is not extended by INT.
This Skill doesn't react in these cases.
1. while you are in the air
2. while you take motions of evading or rolling
3. during motions of Sword Skills and some of Skills & Gadgets
4. during about one second just after starting to sprint from jogging or walking

・Sword Barrier
Duration
Lv.1
30 seconds
Lv.2
45 seconds
Lv.3
60 seconds
Lv.4
70 seconds
Note: INT doesn't extend the duration of Sword Barrier.

This barrier blocks most bullets which come from front of the user*1, even during most of Sword Skills*2.
*2: Sword Barrier becomes inactive in these timings, according to the List of Skills[docs.google.com] made by Mx. r2x5kz8
・during charging (before the rush) of Vorpal Strike or Divine Blossom, with Sword (not Gun & Sword)
・finishing attack of Star Splash or Divine Blossom
*1: Sword Barrier works in the opposite area of "Melee Damage from Behind +x%", and its active area is illustrated in the below figure.


Figure: Active Area of Sword Barrier
―7.6 Weapon Arts of Guns
・Handgun Art
Effect: instantly recharging all of Skills & Gadgets at first and adding a special buff "Recharge Time -90%"
Basic Duration: 30 seconds
・Sniper Rifle Art
Attack Type: Physical (even on Al-Nassr)
Damage: 200% x n Hits
It seems that the special bullet can hit up to twice at the same spot. Therefore, you can simply consider that SR Art Shot equals a bullet that deals 4 times damage of normal bullets, since damage amount of SRs' normal spot shots are negligible compared to damage amount of SRs' weak spot shots.

・other Weapon Arts
Following Arts aren't worth using, to be honest.
Shotgun Art
Attack Type: Explosive + Optical
Damage: 500% x 6 Hits + 1100% x 2 Hits
SMG Art
Attack Type: Explosive
Damage: 1000% x 14 Hits (= 4 + 3 + 3 + 4 Hits)
Assault Rifle Art
Effect: Adding a effect of Blaze Stacking on normal bullets
AR Art never improves damage dealt of normal bullets even when you use AR Art with optical AR (= Lupus), but it increases graphic loads on your PC.
Gatling Gun Art
Attack Type: Melee + Physical + Explosive
Damage: 90,000% x 6 Hits + 150,000% x 2 Hits (*1)
Launcher Art
Attack Type: Explosive
Damage: 100% x 2 Hits

*1: It looks that GG Art has huge damage multipliers but its actual damage isn't so large because its damages are calculated based on melee power despite the fact guns don't have melee power.
8. Damage Multipliers of Sword Attack & other Melee Skills
Side Note: I defined as "100%" the multiplier of the first slash in normal combo on the ground.

□Normal Attack Combo
・Normal Combo on the ground
Multiplier
Sword
"100%" → 120% → 150% (300% with maximum charge)
Gun & Sword
"100%" → (120% → 130% → 120% →) x n cycles

・Normal Combo with sprinting and so on
Multiplier
Sword
125% → 110% → 150% (300% with maximum charge)
Gun & Sword
125% → (120% → 130% → 120% →) x n cycles

・Normal Combo in the air
Multiplier
both
90% → 100% → (150% →) 150%

□Physical Attack +x% is valid or not
("✓" = valid, "-" = invalid)
Sword Attack
✓ or -
normal attack
-
Sharp Nail
Vorpal Strike
Star Splash
Horizontal Square
Dual Orbital
Cyclone
Divine Blossom
Azure Tempest
-
Sword Art
Gun+Sword Art
-

other Melee Attack
✓ or -
Tactical Roll
Shield Matrix
-
Dash Attack
Gatling Gun Art
―8.1 Melee Skills
・Sharp Nail
Level
Multiplier
Lv.1
190% → 130% → 160%
Lv.2
200% → 135% → 165%
Lv.3
210% → 140% → 225%
Lv.4
(Sword)
220% → 145% → 285%
Lv.4
(Gun+Sword)
210% → 140% → 225%

・Vorpal Strike
Level
without charge
or in the air
with
half charge
with
full charge
Lv.1
240%
480%
-
Lv.2
260%
520%
-
Lv.3
280%
560%
840%
Lv.4
320%
660%
920%

・Star Splash
Level
Multiplier
(multiple strikes)
Multiplier
(finishing attacks)
Lv.1
46.50% x n times →
185.00% → 205.00%
Lv.2
46.50% x n times →
203.50% → 225.50%
Lv.3
46.50% x n times →
223.85% → 248.05%
Lv.4
46.50% x n times →
240.00% → 260.00%
Side Note: you can cancel Lv.1, 2, & 3 of this Skill by evading or shooting with Gun & Sword, and immediately goes to the finishing attack by pressing keys of Sword Attack. On the other hand, the multi-strike motion of Lv.4 is very short and automatically goes to the finishing attack.

・Horizontal Square
Level
Multiplier (slashes)
Multiplier (shock waves)
Lv.1
90% → 99% → 108% → 135% →
288%
Lv.2
90% → 99% → 108% → 135% →
160% → 175%
Lv.3
90% → 99% → 108% → 135% →
120% → 127.50% → 132.50%
Lv.4
138% → 99% → 108% → 135% →
120% → 127.50% → 132.50%

・Dual Orbital
on the ground
Level
Multiplier
Lv.1
410%
Lv.2
440%
Lv.3
470%
Lv.4
500%

in the air
Lv.2
-
440%
Lv.3
235% →
470%
Lv.4
235% →
500%

・Cyclone
Level
Multiplier
Lv.1
80% → 120%
Lv.2
90% → 140%
Lv.3
100% → 160%
Lv.4
110% → 180%
Requirement to unlock: completing "ManHunt: Easy" or "ManHunt: Hard" in DLC4 Story Mode
Side Note: this Skill can surely flinch or brush away most enemies.

・Divine Blossom
Multiplier
without charge
or in the air
100% → 60% → 200%
with charge
340% → 60% → 200%
Requirement to unlock: completing "Alice's Request" after encountering her in DLC3 Story Mode

・Azure Tempest
Multiplier (slashes)
Multiplier (shock waves*1)
on the ground
120% → 100% → 110% →
170% → 180%
in the air
100% → 110% →
85% → 90%
Requirement to unlock: completing "Eugeo's Request" after encountering him in DLC3 Story Mode
*1: its Shock Wave has wide AoE and can surely flinch or brush away most enemies.
When you use Azure Tempest in the air, the multipliers of Shock Wave attenuate to half but you can make the shock wave on early timing and stop enemies.
―8.2 Weapon Art of Sword or Gun & Sword
Motion
Multiplier
rush
(Vorpal Strike
or Dual Orbital)
125%
forward somersault
& landing attack
→ 40% → 60% → 70%
3 slashes of
Horizontal Square
→ 45% → 50% → 55%
normal combo
in the air
→ 110% → 55% → 60%
the last hit of
Azure Tempest
1360%1520%1685%1835%

Side Note: differences between Sword Art and Gun & Sword Art
Sword Art
・the first motion of rushing to enemies like Vorpal Strike tracks your target strongly at high speed.
・getting invincible overall
Gun & Sword Art
・the first motion of rushing to enemies like Dual Orbital tracks your target a little at relatively slow speed. (you are not invincible during this motion*1)
・getting invincible during some motions*1
*1: If you get flinching, the Art is canceled.

Side Note: Regarding the below screenshot, the basic damage "100%" is "46475" against Cocytus Nifta's legs.

Screenshot: the last moment of Gun & Sword Art
―8.3 other Melee Skills
・Tactical Roll 3 or 4
156.25% → 125.00% → 93.75%
・Shield Matrix 3 or 4
200% x 5 Hits
・Dash Attack 3 or 4
Lv.3: 54000% → 32400% → 10800%
Lv.4: 108000% → 64800%
Note: the actual damages of Dash Attack aren't so large compared to its multipliers because normally you cannot use it along with swords.
Side Note: damage of Dash Attack is unrelated to which gun you hold at that moment.
Side Note: Lv.4 Dash Attack quickly starts to rush.
9. Knowledge about Hardcore Co-op
In hardcore Co-op, it is important "how to kill enemies without making them active" and basically you should think "how to quickly kill enemies than them".
In order to do that, Buffs & Debuffs, controlling enemies' attention*1, and maintaining Medal Gauge are essential, in addition to enhancing Memory Chips.

*1: other methods of that are playing on multiplayers, using fully-enhanced weapons & accessories, or equipping super HP Regeneration & high Defence

To be honest, Level & which weapon you use don't matter so much, as some people completed Special Invitation or Challenge on low Level and people use various weapons there. Also, although you don't need to understand up to minute mechanisms of this game as much as this guide mentions, I believe Trials and Errors will give you much better experiences than being carried.
―9.1 Buffs & Debuffs
1. Buffs
(essential buffs)
Power Field Shot 4: Damage x1.25
Guard Field Shot 4: Defence +2500
Guard Field Shot 4 dramatically reduces your receiving damage to be about 1/2 to 1/4.
(optional buffs)
・Nanotech Boost Shot 4: all Status +40
All Status +40 makes your giving damage about 1.1 times, and somewhat largely reduces your receiving damage.
・Melee Booster Kit 2: Melee Damage x1.30 (only for sword wielders)
2. Debuffs
Viral Shot 4: Attack x0.75 & Defence -2500
Armor Break Shot 4: Defence -2500
Make sure to set either one. They can boost your damage dealt to twice or three times and so on. This is also applied to us, so be careful if you have been inflicted Defence Down.
Side Note: Debuff by Boss
・Snowstorm Ereshkigal EX ⇒ Attack x0.68 & Defence -4000, for 1 min
・Cocytus Nifta EX ⇒ Attack x0.75 & Defence -2500, for 1 min
―9.2 Controlling Enemies' Attention
Conceal 4 makes it easier for you to create one-on-one situations and it largely helps you to complete hardcore Co-op.

・Patterns of behavior to get enemies' attention
1. Getting in the enemy's Detecting Area
Conceal 4 almost completely solves this factor although enemies detect you if you nearly touch them. As exceptions, enemy players instantly detect you regardless of Conceal 4. Also, Facsimiles tend to randomly detect you if you are in their Detecting Area, even when you use Conceal 4.

2. Moving
Detectability: walk or jog < sprint (, evade, roll, jump, or avoidance by Hyper Awareness)
Note: in Steam Edition, "Snowstorm Ereshkigal EX" & "Cocytus Nifta EX" detect you if you take those quick behavior unless you are far away from them, even when you use Conceal 4 or Metamaterial Camouflage.

3. Attack
Other enemies near your target can also sense your attack.
Sounds of shooting, especially with Gatling Guns, can make nearby enemies active even when you don't hit any enemies, but Conceal 4 prevents you from being detected due to those sounds except for Gatling Guns' sounds.

Note: in Steam Edition, "Snowstorm Ereshkigal EX" & "Cocytus Nifta EX" detect you when you use Sword Skills or Weapon Art of Sword or Gun & Sword, even when you don't hit them.

4. Using Skills or Gadgets
You get much more enemies' attention using healing Skills such as Healing Field Shot than other Skills.

Note: in Steam Edition, "Snowstorm Ereshkigal EX" & "Cocytus Nifta EX" detect you when you use Sword Skills or Melee Booster Kit, even when you don't hit them.
Note: some Skills such as Viral Shot don't prevent you from being concealed. This point is a big difference between Viral Shot and Armor Break Shot.
Side Note: enemy players sense your Bullet Line, so if you aim Kirito especially with sniper rifles, he tends to use Sword Barrier immediately.

・Patterns of behavior to decrease enemies' attention
1. Enemy's finishing one cycle of their attack motion
Due to this, some types of enemies can get back inactive after finishing attacks, but you need to reduce the enemy's attention to zero and get out from their Detecting Area by taking a distance or using Conceal 4.

2. Using Metamaterial Camouflage or Tranquilizer Shot
In Nintendo Switch Edition, "Snowstorm Ereshkigal EX" or "Cocytus Nifta EX" get inactive, if you use Metamaterial Camouflage while they are stunned or downed.
In Steam Edition, it doesn't work like that.

Side Note: Effectiveness of Metamaterial Camouflage after your being detected, in Steam Edition.
No Effect: Elite Automaton, Light or Heavy or Speedy Facsimile, Genocider, Cursed Rune, Boreal Storm, Earthshaker, Wary Hierophant, Scorpion, Dirty Scissor, Magia Blitz, Magia Flamme, Enemy Player*1, Snowstorm Ereshkigal EX & Cocytus Nifta EX
・partially and sometimes Effective: Artillery, Omni-Eraser (*2)
・Effective: Automaton, Engineer or Destroyer or Breaker Facsimile, Wintry White Spider, Shock Levistone, Delinquent, Hooligan, Pyromaniac, Angry Berserker

*1: Lievre in Special Challenge tends not to load Graviton Shot on the beginning if you have used the camouflage right before getting in the boss area.
*2: They can become not to attack you but slowly chase you with their barrels even then.
―9.3 Medal Gauge
Medal Gauge has excellent effects. Therefore, in order to charge it ASAP, let's regularly press the key of "Encouragement", or consciously get these medals "Double kill" & "Triple kill" especially when you try on solo.

・Effects of max Medal Gauge
1. attack damage x1.2
2. All Status (STR, VIT, INT, AGI, DEX, and LUC) +80
This effect is equivalent to twice Nanotech Boost Shot 4 and gives a large influence especially to your receiving damage.
3. Gradually recharging Weapon Art Gauge (This effect is activated with 50% or more)

・Patterns of increasing Medal Gauge
Medal Gauge maximally works at 100%, but it internally stacks 200% at max with these actions.
1. Getting "Ally revived" (+20%)
2. Getting "Ally healed" or "Ailment healed" (+10%)
3. Getting "Enemies defeated: 5" with handguns (+20%)
4. Getting "Enemies defeated: 5" with other weapons (+10%)
5. Getting "Double kill" or "Triple kill" with handguns (+10%)
6. Getting "Double kill" or "Triple kill" with other weapons (+5%)
7. Getting "Player Kill" (+10%)
8. Getting "inflicted Stun/Poison/Blaze/Suppression" (+2%)
9. Getting other medals (+1%)
10. "Encouragement" (+2%)

Weapon Art Gauge slightly charges on each "Encouragement" or gain of medal. Therefore, it is important not to stop doing "Encouragement" to use Weapon Arts frequently, even when Medal Gauge has reached 100%.

・Patterns of decreasing Medal Gauge
1. Haven't get medals or Encouragement for 30 seconds*1 (-1% per 2 seconds)
2. Taking a damage reaction (-1% per reaction)
Super Armor can prevent this pattern.
3. Getting dead (-50% per Dead.)
4. Getting back to SBC Glocken (reset to 0%.)

*1: during loading, Medal Gauge continues to count seconds and starts to decline on the first pattern.
―9.4 Type-Z weapon Drop
Special Invitation
・Lievre: Long Stroke Type-Z, Pandemonium Type-Z, Deneb Kaitos Type-Z, & Kagemitsu G9 Type-Z (Drop Rate: 100% but including Epic)
・α Route: Long Stroke Type-Z (Drop Rate: low)
・β Route: Pandemonium Type-Z & Deneb Kaitos Type-Z (Drop Rate: low)
・γ Route: Kagemitsu G9 Type-Z & other three kinds (Drop Rate: low)
Special Challenge
・Lievre: Valkyrie Type-Z, SPB Potassium Type-Z, SPB Rapier Type-Z, & AMR Tiamat Type-Z (Drop Rate: 100% but including Epic)
・α Route: Valkyrie Type-Z, SPB Potassium Type-Z, & SPB Rapier Type-Z (Drop Rate: medium)
・β Route: AMR Tiamat Type-Z (Drop Rate: medium)
・γ Route: Valkyrie Type-Z, SPB Potassium Type-Z, SPB Rapier Type-Z, & AMR Tiamat Type-Z (Drop Rate: medium)
Other Methods
You can also get Type-Z weapons in Grand Master Class of BoB Simulation, from ArFA-sys Shopping, or in Abyssal Dungeon 47 to 50F, but those methods are not suitable to farm Legendary Type-Z weapons.
―9.5 Tips in Co-op
・Technique for speedrunning Special Challenge α
Mr. Gomikan showed it in his video.
Link of the video (in Japanese) (the video got unavailable)
Key Points in the video:
1. Adjust the color of Gear Weight Meter to blue or light blue.
2. Equip accessories which have Movement Speed +x% in the both slots.
3. Use Speed Form 4 if you don't have bounty-reward accessories which have Movement Speed +30.00%.
4. Set your Camera Speed faster.
5. Confirm the route from the UFG Contraption to the door.
6. Start moving to the door before putting on the UFG Contraption.
7. Move straight to the door as much as possible but be careful not to collide with walls or obstacles.

・Encouragement Loop (only with multi players)
You can instantly charge Medal Gauge & Weapon Art Gauge by spamming "Encouragement" with each other. (one of glitches)

・in vs. Cocytus Nifta EX
When you stay at the initial position of the boss area, Nifta's Movement is largely limited and you can aim its weak spot stably, withstanding its attacks by spamming Hyper Awareness or Shield Matrix and using Anti-AR Veil.

・Safe Locations in Special Invitation & Challenge
1. From a location shown in the next screenshot, you don't take Snowstorm Ereshkigal EX's laser or spear but can shoot at her weak spot with guns except for gatling guns.
2. In the second last stage of Special Challenge β, a location behind the last teleporter is safe against Arctic Pyromaniac & Arctic Hooligan. Also, you can make one of those enemies an obstacle against others by getting them stunned or downed like the below screenshot.

Screenshot: Safe Location on vs. Snowstorm Ereshkigal EX

Screenshot: Stunned Obstacle
10. How to beat Special Invitation & Challenge for the first time
There are many speedrun videos on YouTube, but they are not helpful at all if you have just graduated a beginner finishing DLC4 on Extreme. Also in other videos, players use very useful accessories and fully enhanced weapons in many cases. Then, how do post-beginners beat Special Invitation & Challenge? I assumed these conditions and made an example of walk-throughs for those hardcore Co-op.
―10.1 Conditions & Build
□Conditions
・on Solo
・Level 270
・high Defence Build
・no Type-Z Weapon
・no Abyssal Weapon
・only 1 Chip per Accessory
・no Bounty Rewards
・no Quick Shot (= no Skill Cancel glitch)

Side Note: if you are on lower Level, it is still possible to similarly beat those Co-op, although you end up losing some Defence or DPM.
Side Note: In my case, It took around 20 minutes*1 to slowly complete each of the Invitation & Challenge on solo with this introduced build (& my poor aiming).

*1: "around 20 minutes" is something like the worst record. That's because to be honest, I can't help judging that the conditions lack preparation. For instance, my Sound Deadener 2 has only soft-cap Chips except for "Auto-Reload Rate +x%". Another reason is that I didn't use HG Art and Hyper Awareness at that time. Thus, If you do decent preparations as best as you can or you use Quick Shot builds, you probably become able to finish those hardcore Co-op in a shorter time.

□Build
・Weapons
Sound Deadener 2
Weapon Attack +15.00% or more Auto-Reload Rate +74.50% Ammo Capacity +50.00% or more Physical Attack +20.00% or more Weak Spot Damage +20.00% or more Damage vs. Mechs +20.00% or more Damage at Max HP +20.00% or more none or any chips
Ordinal Ray MK3+ on dual wield
Debuff Stacking +37.00% Auto-Reload Rate +74.50% none or any chips
・Accessories
AGI +30 & Avoid Instant Death 10.00% or more
Side Note: other options are "x% of Max HP Recovered Over 1 Minute", "HP Recovery +x%" and so on.
・Status
STR: 92
VIT: 165
INT: 231
AGI: 255 +30
DEX: 255
LUC: 60
Defence: 5056
・Skills
Ordinal Ray MK3+: Power Field Shot 4, Guard Field Shot 4, Speed Form 4, Skill Freeze Shot 3
Sound Deadener 2: Conceal 4, Hyper Awareness, Shield Matrix 2, Armor Break Shot 4
Side Note: Electrodynamic Stunner 3 is also very useful to speed up completing the Challenge.
・Gadgets
First-Aid Kit 2, Anti-Ailment Kit 2, Electromag Stun Trap, Anti-AR Veil
―10.2 Fighting Actions
・Basic guideline = keep Conceal 4
Keep Conceal 4 and just repeat one-on-one situations as much as possible.

Many types of mechs rarely detect you until you attack them, if you keep Conceal 4. Hooligan and its peers detect you when you attack other enemies, but then just kill them first and kill mech enemies after that. Enemy players instantly detect you but Skill Freeze Shot and Anti-AR Veil much help you deal with them.

Thus, utilize Conceal 4 and other Skills & Gadgets, calmly make one-on-one situations, and kill enemies step by step.

・Basic counters against certain enemies
Maybe needless to say, you should use Armor Break Shot against most enemies aside from low-level enemies and normal Automatons.

Also, this walk-through considers that Hyper Awareness is just an insurance due to disuse of HG Art and the restriction of accessories, but spamming Hyper Awareness with HG Art is a very powerful counter against enemy players or formidable enemies.

vs. Asuna or Yamikaze ⇒ Anti-AR Veil
vs. Kirito, Itsuki, Kureha, or Lievre ⇒ Skill Freeze Shot
vs. Light or Breaker Facsimile, or Elite Automaton ⇒ Anti-AR Veil
vs. Engineer Facsimile ⇒ Skill Freeze Shot or Stun or Anti-Ailment Kit 2
vs. Heavy Facsimile or Genocider ⇒ Keeping a distance
vs. Boreal Storm, Earthshaker, or Omni-Eraser ⇒ Conceal & Stun
vs. Magia Blitz, Magia Flamme or Ghospet ⇒ Stun

・Duration of Buffs & Skill Freeze Shot at 231 INT
Leaving Guard Field 4 running out can lead to fatal damage on you, and you need Conceal 4 to make and remain one-on-one situations. Thus, you should pay attention to those buffs' duration. Also, you have to wait for a buff running out if you want to completely renew the buff's duration.

Table: Duration of Buffs & Skill Freeze Shot at 231 INT
Power Field Shot 4
Guard Field Shot 4
Conceal 4
Speed Form 4
HG Art
Skill Freeze Shot 3
no Medal Gauge
10 min
3 min & 20 sec
(99 sec)
23 sec
max Medal Gauge
12 min & 20 sec
4 min & 10 sec
123 sec
29 sec

・How to utilize Stun
I'm sure that many people get annoyed by Light Facsimiles or other Facsimiles, but you can easily inflict Stun on Facsimiles and neutralize them*1. Also, you can inflict Stun on bosses at the best timing if you remember required counts for them.

*1: "Debuff Stacking +x%" is essential to stun Facsimiles with one Stunner 3 on 231 INT.

For instances of the timing, including the moment when you are ready to attack intensively,
・"Snowstorm Ereshkigal EX"
the less her HP, the more she gets aggressive. Therefore, it is effective to use Stun to finish off her HP in the latter half.
・"Cocytus Nifta EX"
They tend to get the most aggressive or dangerous between about 75% to 40% of their HP, and you can use Stun to skip this dangerous zone.

As a reference, some enemies' Stun resistance are listed like the below table in these conditions.
・231 INT
・at max Medal Gauge
・inflicting Stun with "Debuff Stacking +37.00%" weapon
Side Note: base Stun Stacking of Electrodynamic Stunner 3 and Electromag Stan Trap are like these.
・Stunner 3 = 80%
・Stun Trap = 150%

Extra Table: base Stun Resistance of enemies, in one of situations
required counts of
Stunner or Stun Trap
mob
named enemy
boss or enemy clone
Stunner x1
Automaton
Facsimile (except for Heavy)
Spider
Triple Artillery
Scorpion
Delinquent, Hooligan, Pyromaniac
-
-
Stunner x2
or Stun Trap x1
Heavy Facsimile
Boreal Storm
Elite Automaton
Omni-Eraser
Angry Berserker
Stunner x2
or Stun Trap x1 + Stunner x1
or Stun Trap x2
-
-
Lievre (Lv.285)
Stunner x3
or Stun Trap x1 + Stunner x1
or Stun Trap x2
-
-
Dirty Scissor
Ghospet
Lievre (Lv.300)
Stunner x4
or Stun Trap x1 + Stunner x2
or Stun Trap x2
-
Genocider
Earthshaker
Snowstorm Ereshkigal EX
Stunner x4
or Stun Trap x1 + Stunner x2
or Stun Trap x2 + Stunner x1
or Stun Trap x3
-
-
Magia Blitz
Magia Flamme
Stunner x5
or Stun Trap x1 + Stunner x3
or Stun Trap x2 + Stunner x1
or Stun Trap x3
-
-
Cocytus Nifta EX
―10.3 in Each Route
・Invitation α
1. Asuna's room
Use Anti-AR Veil at a corner of the room. Also, as another method, you can go back to Light Facsimiles' and do Run&Gun, with being careful not to be surrounded.
2. Kirito's area
Load Skill Freeze Shot in advance, and kill Kirito one by one with keeping a distance and using Skill Freeze Shot*1. Be careful of Kirito's Weapon Art, and keep moving right or left to avoid Kirito's HG bullets. Also, Boreal Storm doesn't get active unless you attack it, get close to it with sprinting, or Conceal runs out its duration.
As another process, set Electromag Stun Trap in the appearance location of Boreal Storm (the center of the square) and switch your weapon to Ordinal Ray MK3+. After Boreal Storm getting stunned, switch to Sound Deadener 2 and defeat the robot*2. After that, kill Kirito one by one with keeping a distance and using Skill Freeze Shot*1.
*1: If you have already finished charging Weapon Art Gauge, you can use HG Art and freeze multiple Kirito without waiting for the cool-down time of Skill Freeze Shot.
*2: If you take a moderate distance, Kirito prioritizes using Gadgets without rushing toward you, at the beginning.
・Invitation β
1. vs. Itsuki, Asuna x4 & Destroyer Facsimile x3
Use Skill Freeze Shot against Itsuki at the beginning. After that, kill him first and kill other enemies using Anti-AR Veil or obstacles.
Note: Be careful not to be inflicted with Viral Shot by Itsuki. It's a fatal Debuff for your Defence.
2. vs. Kirito x5
Kill them in the same way of Invitation α.
・Invitation γ
1. the first area
After defeating the first wave of Facsimiles, load Skill Freeze Shot and use it against Engineers one by one, and kill them first. During that, be trying to keep a distance from Dirty Scissor. The second targets are Speedy Facsimiles and the last is Dirty Scissor.
2. vs. Kureha, Asuna x5 & Arctic Triple Artilery x2
Load Skill Freeze Shot in advance and use it against Kureha and kill her first. After that, kill Asuna, using Anti-AR Veil in narrow passages.
Note: Be careful not to be inflicted Armor Break Shot by Kureha.
3. vs. Asuna x4 & Kirito x2
Load Armor Break Shot in advance and use it against Asuna and kill her immediately. After that, use Skill Freeze Shot against the nearest Kirito in front of you, and use Armor Break Shot against the other Asuna, and kill them. Lastly, kill residual Kirito same as Invitation α.

・vs. Snowstorm Ereshkigal EX & Lievre
1st. Kill Lievre
Check Conceal's duration, load Skill Freeze Shot, and don't get ready for Hyper Awareness in advance. Use Skill Freeze Shot against Lievre ASAP and kill her, but don't sprint, evade or roll while she is alive, otherwise the boss gets active.
2nd. vs. Snowstorm Ereshkigal EX
You can utilize the safe location mentioned in "9. Knowledge about Hardcore Co-op".

・Challenge α
named enemies' room
Check Conceal's duration in advance. Defeat Elite Automatons first using Anti-AR Veil. After that, defeat Genociders keeping a distance or using Skill Freeze Shot.
・Challenge β
1. the first area
Remember the appearance location of Engineer Facsimile and set Stun Trap in advance. Use Skill Freeze Shot against the other Engineer and defeat those Engineers. Anti-AR Veil and obstacles help you fight with Breaker Facsimiles.
2. the second area
After beating the first wave, go up the top stair (Teleporter on it) and defeat Breaker Facsimile. All Engineers are unable to attack you on the top stairs and tend to stop moving, so you can easily defeat them.
3. vs. Arctic Pyromaniac, Arctic Hooligan x2 & Boreal Storm x2
You can use the safe location mentioned in "9. Knowledge about Hardcore Co-op". Defeat Pyromaniac first using Stun. After that, defeat Hooligans, dragging them and using Stun. As long as you go through the center of the crossroad, both of Boreal Storms don't detect you even when Conceal runs out.
・Challenge γ
1. the first area
After defeating Speedy Facsimiles, go up stairs and go to a corner of the room in advance. Set Stun Trap & Anti-AR Veil in front of you and draw Angry Berserker's attention. You can defeat them probably while they get stunned.
2. vs. Magia Flamme & Earthshaker x2
Defeat Magia Flame first with getting them stunned or using pillars as obstacles. If Conceal runs out, you can make Earthshaker inactive again by using Conceal again and keeping a distance for a while.
3. vs. Arctic Hooligan x2, Engineer Facsimile x4, Ghospet & Boreal Storm x2
Draw Hooligan's attention and take a far distance. If some Engineers chase you, defeat them first using Skill Freeze Shot. Defeat enemies drawing their attention one by one. The order is Hooligans, Engineers, Ghospet, & Boreal Storms.

・vs. Cocytus Nifta EX & Lievre
1st. Kill Lievre in the similar way of Invitation
Care about Skill Freeze Shot's duration since Lievre in the Challenge has much more HP. Also, if you receive a Graviton Shot from her, don't try to get away in a hurry. Prioritize not to make Cocytus Nifta EX active.
2nd. vs. Cocytus Nifta EX
It is roughly similar to vs. Nifta in SBC Abend, but you have some cautionary points since you are on solo.
・Spinning Attack: passing through the right or left side of the boss (*3)
・Shotgun*4: Anti-AR Veil or Shield Matrix (or "sprinting & jumping")*5
・Icicle Blasts*6: Shield Matrix or Anti-AR Veil (or running away)
・Jumping Attack: Shield Matrix or running away
・Laser: staying behind ices or Shield Matrix
Side Note: Cocytus Nifta EX never cancels the motion of looking around, even when you attack.
*3: you can also use UFG to pass through.
*4: the less the boss's HP, the more time they shoot shotgun such as 3 shells at once on full HP but 5 shells at once on near Death. Also, they usually do a spinning attack after shooting their shotgun.
*5: If you have enough Movement Speed, you can avoid most of Nifta's shotgun bullets by "sprinting & jumping" at good timing.
*6: waves of icicles come twice while the boss has about 75% to 40% HP, and they occasionally do icicle blasts twice in a row. At less than about 40% HP, icicles decrease to one wave.
11. Tips & How it works -about Motion Cancel-
These Tips are entirely optional techniques and might sound like glitch, but few people care about them now and the Developer won't fix them anymore.
―11.1 Skill Cancel (or Animation Cancel)
There are three types.
1. so-called Skill Cancel, or Animation Cancel
How to use it: Press keys of ADS and Skills at the same moment and immediately release them after that.
Accidental Method: using Skills just in a moment that you get a enemy in the Circle Frame and Protagonist tries to hold their gun toward the enemy

This type can almost completely delete motions of Skills. Also, you can deal the highest DPM with Quick Shot by using Handgun Art and canceling the motion of Quick Shot.
However, Skill Cancel of this type is not available in these cases.
While you hold guns toward targets by Bullet Circle's Assist
During recovery frames after Skill Shot (It is also that you hold guns forward)
During a motion of switching weapons
While you are in a position that you cannot hold guns forward due to walls or obstacles in front of you
While you are crouching (on canceling Quick Shot)
Simply put, turn off Bullet Circle Assist or look at the ground, before canceling, in order not to fail.

Side Note: regarding canceling Quick Shot, you can easily cancel it compared to other Skills, and you can wait to release the keys a little bit during shooting with Quick Shot.
Side Note: this type can also cancel self buffs and some Gadgets. However, you cannot get their effects*1 but get their proficiency. Thus, this type is also good for farming Skill Proficiency.

*1: As an exception, you can get the effect of Metamaterial Camouflage even when you cancel it.
Side Note: some people said that a member of the Developer & the Publisher has informally guaranteed this type isn't a glitch.

Side Note: As for Skill Cancel, Mr. Shao demonstrated how to easily use it in his channel. The description about it in this article is mainly based on his video (in Japanese).

2. Crouching Cancel or Jumping Cancel
When you stand up from crouching, or land after jumping, the motion of loading Skill Shot is internally canceled. It also internally cancels reloading motion and you can shoot just after a magazine being replenished. (please note that you end up failing to reload if you shoot before finishing replenishing magazine)
It's easier than the first type, and suitable to quickly use buffs in safe situations.
Note: this type of Skill Cancel is not available with additional handguns of Gun & Sword.

3. Reloading Motion Cancel for Quick Shot
Not only the first type, but also evading can cancel the reloading motion of Quick Shot. Canceling by evading isn't so useful to deal large damage though.
―11.2 other Motion Cancel
・Cocking Motion Cancel (or Cocking Cancel)
When you use Bolt-Action sniper rifles or pump-action shotguns, there is a cocking motion or a pumping motion after each shot, but you can cancel those motions by rolling just after shooting.
It's good only for AMR Tiamat Type-Z or AMR Grim Reaper+ since they have very low RPM.

Tip: How to keep your crosshair on enemies' weak spot
1. let's equip an accessory which has "Decreased Detectability While Crouching"
2. rolling just only forward or back
3. adjust your crosshair slightly above enemies' weak spot considering a decline of Protagonist's viewpoint due to the motion of rolling

Note: If you press a key of "rolling" twice in a row, Protagonist will always roll twice in a row, without shooting between the first and second rolling.
Side Note: Unless you shoot just after rolling or press a key of "shooting" in a row during rolling, you end up losing the fastest RPM because Protagonists cannot shoot for a tiny while when they start to stand up from crouching after finishing rolling. In short, you should finish aiming during rollings.
Side Note: Cocking Motion after Skill Shots with Bolt-Action SR also canceled by rolling, but recovery frames after Skill Shots are not canceled. Thus, Cocking Cancel doesn't contribute to rapid firing of Skill Shots in a row.

・Reloading Motion Cancel
Just like Crouching Cancel or Jumping Cancel described in the previous section, you can cancel reloading motion internally. You can restart to shoot from just after a magazine being replenished, without time lags.

Side Note: you can also restart before actual replenishment of magazines, and may end up failing to reload when you want to manually replace half-used magazines.

・Motion Cancel of switching weapons
As you might know, Sword Barrier almost completely cancels the motion of switching weapons to sword or gun & sword. Also, you can quickly switch weapons while Protagonist tries stopping from sprinting or standing up from crouching. On the other hand, when you stop sprinting during the motion of switching weapons, you sometimes stiffen during the motion of stopping sprinting.
12. Tips & How it works -about Mechanisms & Builds-
―12.1 Aim Assist
□Bullet Circle's Assist
This function works up to Maximum Range (= 2.40 times of base Effective Range) of your weapon.

When you shoot Skill Shots with the assist ON, the bullets track your target, but turning off the assist doubles your shooting accuracy (= Bullet Circle Diameter x 1/2). Thus, you should turn off the assist aside from when you shoot Skill Shots or wipe weak mobs, because you need to stably shoot at weak spots to deal decent damage in endgame.

□Target Assist
Target Assist strongly helps you to aim at weak spots, and it works like Automatic Aiming when you continuously use it without interval.

Each type of enemies respectively has several absorbing spots. When you set your crosshair near an enemy and ADS, your crosshair is absorbed to the nearest spots of the enemy. For instance, absorbing spots of Drones are its weak spot, its right/left parts, and its gun.

Side Note: Anti-AR Veil prevents this function. However, it works not depending on Protagonist's viewpoint but player's viewpoint, so it also works if you can directly see your target on your display, even when Protagonist is behind the veil.

・Active Range of Target Assist
Its active range is 1.95 times of your weapon's base Effective Range, except for Rocket Launchers. This range is not increased by "Effective Range +x%".

・Active Area of Target Assist in using SRs
Its active area from your crosshair is in roughly inverse proportion to scope magnifications of sniper rifles. The diameter rate of the active area is roughly like this, and scope magnifications of each sniper rifle is shown in the below table.
other categories : x2 scope SR : x3 scope SR : x4 scope SR ≒ 1 : 2/3 : 1/2 : 1/3
For instance, the active area in x4 scope (AMR Tiamat Type-Z) is sketchily illustrated in the below figure. The sizes of these circles don't depend on your target's size or the distance between you and your target, but only depend on scope magnifications.

Table: Aiming & Scope Magnifications
Aiming
Sniper Rifle
Scope Magnification
(approximates)
Easy
other categories
x2.5
(Camera Zoom)

Sound Deadener 2
AMR Breakthrough 4
x2



Force 2+
Al-Nassr 4+
Dragon Killer 2
MEBR Special 2
Calm Hound MK3++
x3
Hard
AMR Grim Reaper+
AMR Tiamat Type-Z
x4

Figure: Active Area of Target Assist
―12.2 Overwritten Buffs & Debuffs
・Effects
Effects of Buffs & Debuffs are overwritten by the same kind of later ones.

Note: normal defence buff and Human Fortress 2, 3 or 4 share the same slot for defence buff, and HP Recovery Shot & Shield Matrix share the same slot for HP Regeneration. Also, Sentry Style shares various buff slots with other Skills, and overwrites them.

・Duration
Duration of same Skill's buff are replaced*1 based on the Skill user's total INT*2 at that time.

*1: duration can be not only extended but also shortened.
*2: total INT = Character's INT + additional INT by Accessories, Nanotech Boost Shot & Medal Gauge
Caution: Human Fortress 2, 3 or 4 & Sentry Style also overwrite duration of other buffs with their inferior duration.

Case: Power Field Shot on 231 INT
Progress
Case 1
Case 2
Case 3
on the beginning
with no Medal Gauge
activated
activated
activated
max Medal Gauge
(+ 80 INT)
use the buff
one more time?
no
activated
again
activated
again
after about 10 min
from the beginning
disappear
overwritten
by 121 INT player
(it lasts 9 min)
no
disappear
(the low-INT buff
also disappears)
after about 12 min
from the beginning
disappear
―12.3 Dual Wielding
You should use dual wielding only for Full-Auto guns because other dual-wielded guns can have less DPM than the single due to the less RPM and chipless-copied gun.

Dual-wielded guns except for Full-Auto guns have less than twice the RPM of the single for some reason, and most of Memory Chips and Overclocking are invalid on copied guns except for these Memory Chips.

("✓" = valid, "✗" = invalid)
Memory Chip
copied gun
additional handguns
of Gun & Sword
Debuff Stacking +x%
Bullet Circle Accuracy +x%*1
Bullet Circle Stabilization Speed +x%
Ammo Capacity +x%
Auto-Reload Rate +x%
Ammo Acquired +x%
all of the other Memory Chips

*1: "Bullet Circle Accuracy +x%" is valid also on copied guns, but dual wielding doubles total RPM and Bullet Circle is more frequently enlarged. As a result, Accuracy in rapid firing with dual wielding is lowered than with single wield, the reduced Accuracy is still better than vanilla Accuracy though.

The only benefit of dual wielding is that it shortens recovery frames after shooting Skill Shot. It seems that dual HGs don't shorten recovery frames so much, but dual SMGs or ARs shorten the frames as much as you can feel their difference.
―12.4 Movement Speed
You can move faster due to these factors.
blue or light blue Gear Weight Meter
Speed Form
Movement Speed Accessories
holding a lighter weapon or putting off a heavy weapon

Technically speaking, Movement Speed Formula is estimated like this.
actual Movement Speed = base Movement Speed x 1.25 (Speed Form 4) x (1 + "Movement Speed +x%") x weapon's movement speed multiplier

・base Movement Speed
The color of Gear Weight Meter determines base Movement Speed. Assuming Orange is the standard (= 100%), relations between colors & base Movement Speed are listed approximately as follows. As for colors, Medal Gauge & Nanotech Boost Shot can internally improve it since they increase AGI by their effects. Also, sprinting (without acceleration) is about 1.5 to 1.6 times faster than jogging.

color
base Movement Speed
Red
92.75%
Orange
100.00%
Yellow
107.25%
Green
114.50%
Blue
121.75%
Light Blue
129.00%

・Speed Form
Speed Form simply multiplies Movement Speed depending on its Skill Level.
・Lv.1 ⇒ x 1.10
・Lv.2 ⇒ x 1.15
・Lv.3 ⇒ x 1.20
・Lv.4 ⇒ x 1.25

・Movement Speed Accessories
Movement Speed Accessories accumulate like this as an example.
Movement Speed +14.50% x2
⇒ x (1 + 14.50% + 14.50%) = x 1.29

・weapon's Movement Speed Multiplier
Each weapon has its own multiplier for Movement Speed and your Movement Speed increases or decreases by those multipliers while you hold a weapon. Approximate Movement Speed Multipliers of some weapons are listed in this table. Over 100% multipliers mean you can speed up by holding the weapon than without any weapons for some reason.

Table: approximate Movement Speed Multipliers of some weapons
weapon
multiplier
change rate
Procyon SL4+
111%
+11%
Ordinal Ray NK3+
104%
+4%
Long Stroke Type-Z
85%
-15%
Holy Arrow MK3+
92%
-8%
Valkyrie Type-Z
92%
-8%
Royal Guard Gold
86%
-14%
LMG Moonlight 3++
99%
-1%
SMG Technical V3+
85%
-15%
SPB Potassium Type-Z
85%
-15%
AR Ninja 3++
87%
-13%
AR Blue Rose MK3+
90%
-10%
SPB Rapier Type-Z
92%
-8%
Sound Deadener 2
93%
-7%
MEBR Special 2
90%
-10%
Calm Hound MK3++
95%
-5%
AMR Grim Reaper+
87%
-13%
AMR Tiamat Type-Z
77%
-23%
AMR Breakthrough 4
75%
-25%
Benetnasch 4+
89%
-11%
Kagemitsu Type-Z
101%
+1%
Gigas Cedar
82%
-18%
Blue Rose
105%
+5%

Side Note: each multiplier in the table includes some errors since I measured movement speed manually with using a stopwatch.

・Example of Movement Speed Calculation
Actual Movement Speed in the following situation is estimated like this.
・color: Light Blue = 129%
・Speed Form: Lv.4 = x 1.25
・Movement Speed Accessories: +30% x2 = x 1.60
・weapon on your hands: Procyon SL4+ ≒ x 1.11
∴ 129% x 1.25 x 1.60 x 1.11 = 286.38%

・Comparison of Movement Speed
Comparison Targets: orange vs. light blue, Speed Form 4 vs. no Speed Form
Conditions: holding no weapons, with variable Movement Speed accessories

Table: approximate Movement Speed depending on situations
Movement Speed +x%
(accessory chip)
orange meter
without Speed Form
orange meter
with Speed Form 4
light blue meter
without Speed Form
light blue meter
with Speed Form 4
none
100.00%
125.00%
129.00%
161.25%
+14.50%
114.50%
142.50%
147.71%
184.63%
+14.50% x 2
129.00%
161.25%
166.41%
208.01%
+30.00% x 2
160.00%
200.00%
206.40%
258.00%

・Slow Acceleration
You get a random acceleration when you continue to sprint to some extent, and it basically makes you faster. However, the acceleration sometimes makes you slow down. The faster your Movement Speed, the more frequently you get slowed down by the acceleration.

Your Movement Speed is reset to your own basis when you switch your weapon or land on the ground, so you can prevent Slow Acceleration by doing those things regularly.
―12.5 Recharge Time
As a conclusion, Just equip Recharge Time accessories on the both slots if you want to reduce cool-down time.

Technically speaking, Recharge Time Formula is estimated like this.
Recharge Time = "basic Recharge Time" x "the effect of Skill or Gadget Proficiency" (*1) x {1 - 0.00125 x (total INT - 1) - ("Recharge Time -x%" in total)} (x "the effect of Handgun Art") (*2)
Side Note: total INT = Character's INT + additional INT by Accessories, Nanotech Boost Shot & Medal Gauge
*1: x 0.75 at max proficiency
*2: x 0.1 by Handgun Art
Note: this formula might include some errors, so it is an indication of Recharge Time.

Recharge Time multipliers depending on INT & Recharge Time Accessories are listed like this graph.




Case: Viral Shot 4, max Skill Proficiency, 231 INT, "Recharge Time -22.00%" x 0 or 2 on accessories, without Nanotech Boost Shot 4, at max Medal Gauge, no Handgun Art
・"Recharge Time -22.00%" x 0
Recharge Time (/seconds) = 60 x 0.75 x {1 - 0.00125 x (231 - 1 + 80) - (22.00% x 0)} ≒ 27.6 (/seconds)
・"Recharge Time -22.00%" x 2
Recharge Time (/seconds) = 60 x 0.75 x {1 - 0.00125 x (231 - 1 + 80) - (22.00% x 2)} ≒ 7.8 (/seconds)

Side Note: on this formula, you can get "Recharge Time: -100%" by twin "Recharge Time -25.00%" & 315 INT, but fair players like you wouldn't make it come true, would you?
―12.6 HP Regeneration
・Basics
HP Regeneration works depending on your Max HP, so the higher Max HP, the more HP are recovered even by the same % of HP Regeneration.

Hit Stuns pause HP Regeneration for a moment. However, Super Armor by Human Fortress and so on prevents Hit Stuns and lets HP Regeneration continue even when you receive damage.

・How HP Regeneration stack
There are several methods to regenerate HP, and most of them additively stack each other.
・First Aid Kit 2: 120% per minute
・HP Recovery Shot 4: 112.5% per minute
・Shield Matrix 2 or more: Lv.2 = 14% per 1.5 seconds, Lv.3 or 4 = 20% per 1.5 seconds
x% of Max HP Recovered Over 1 Minute

Also, these accessory chips can multiply the effects of those methods.
・HP Recovery +x% (multiplies the speed of HP Regeneration)
・Max HP +x% (indirectly multiplies the amount of HP Regeneration)

Side Note: INT doesn't affect healing speed of HP Regeneration.

Some of those stuffs stack with each other but the others don't, so I summarized the compatibility of each stuff in these tables. In short, only the two pairs of "HP Recovery Shot + Shield Matrix" & "HP Recovery + HP Recovered Over 1 Minute" don't stack.

Tables: How to stack each other - about HP Regeneration -
First Aid Kit
HP Recovery Shot
Shield Matrix
HP Recovered
Over 1 Minute
First Aid Kit
-
added
added
added
HP Recovery Shot
added
-
overwritten
added
Shield Matrix
added
overwritten
-
added
HP Recovered
Over 1 Minute
added
added
added
added

HP Recovery +x%
Max HP +x%
First Aid Kit
multiplied
multiplied
HP Recovery Shot
multiplied *1
multiplied
Shield Matrix
multiplied
multiplied
HP Recovered
Over 1 Minute
no effect
multiplied
HP Recovery +x%
added
multiplied
Max HP +x%
multiplied
added
*1: Healing Speed of HP Recovery Shot is affected by "HP Recovery +x%" that is equipped by the user of the Skill but not the healed person.
―12.7 Item Drop Rate
Drop Rates of weapons, accessories and Overclock Chips depend on LUC & "Item Drop Rate +x%" of your party. Approximate efficiencies of Characters' LUC, LUC accessories and "Item Drop Rate +x%" are supposed to be like this.

Table: Efficiency or Priority of solutions for better Drop Rates (◎>○>△)
Character's LUC
LUC accessory
Item Drop Rate +x%
Weapons
Accessories
Overclock Chips

Side Note: it seems that material drop rates also improved by LUC & "Item Drop Rate +x%" but most materials have nearly 100% drop rate in most cases without those solutions.

・How to get better Drop Rate
As a conclusion, these attempts provide better Drop Rates, according to results of Item Drop Rate Test, which are listed in "25. Fluff Data".
go farming with a foursome (please select 255 LUC members from Friend List)
as many "Item Drop Rate +x%" as possible & somewhat high Protagonist's LUC

"Item Drop Rate +x%" much more improves Drop Rates than "LUC +x", so you should prioritize to set "Item Drop Rate +x%" on allies and then additionally set "LUC +x" on them if you can. Also, you should pay attention to Protagonist's LUC since it can lower increments of Drop Rates if it is pretty low.

3 x "Item Drop Rate +37.00%" can be one of the answers if you consider how many "Item Drop Rate +37.00%" are efficient and effective enough. They can improve Accessory Drop Rates to be about 1.3 times. Also, they seemingly somewhat improve weapons' Drop Rates but I haven't done sufficient counts of trials to derive a reliable conclusion about how much they actually improve.

Side Note: Probably, the surmise in this section can be also applied to Drop Rates of abyssal weapons such as Gigas Cedar & Blue Rose. However, increments of those Drop Rates is negligible due to the unbelievable smallness of base Drop Rates of those weapons.
―12.8 Rare Item Drop Rate
There are 4 types of weapon drops aside from some exceptions.
1. mobs = No Drop or Common to Legendary
2. named enemies = Uncommon to Legendary
3. bosses = Rare to Legendary
4. Golden Drone = Epic or Legendary
Side Note: in Special Invitation & Challenge
・Lievre: 7 chip-slot Epic or Legendary
・Snowstorm Ereshkigal EX & Cocytus Nifta EX: Legendary only

Also, Rarities of weapons are seemingly determined on these processes.
0th. Which Drop Type
1st. Drop or not (← "Item Drop Rate +x%" works here)
2nd. Which Rarity (← "Rare Item Drop Rate +x%" works here)

Approximate efficiencies of Characters' LUC, LUC accessories and "Item Drop Rate +x%" are supposed to be like this. Needless to say, Accessory Cologne guarantees for all dropped accessories to be Legendary.

Table: Efficiency or Priority of solutions for better Legendary Ratios (◎>>△>✖)
Character's LUC
LUC accessory
Rare Item Drop Rate +x%
Weapons

・How to get better Rarity Ratios
As a conclusion, these attempts provide better Drop Ratios of Legendary weapons, according to the results of Rare Item Drop Rate Test, which are listed in "25. Fluff Data".
go farming with a foursome (any members are okay, but 255 LUC members are preferred)
stack 3 or 4 "Rare Item Drop Rate +x%"
In short, just put "Rare Item Drop Rate +x%" on your allies if you want more Legendary weapons.

Unlike Item Drop Rate, LUC doesn't make significant differences on Drop Ratios. On the other hand, "Rare Item Drop Rate +x%" massively improves Drop Ratios of Legendary weapons. Also, Rarity Ratios of weapons available from Treasure Boxes are similarly affected by "Rare Item Drop Rate +x%". However, between results of Rare Item Drop Rate +60.00% and +29.80%, there is no significant difference on Rarity Ratios. Thus, 3 or 4 of "Rare Item Drop Rate +x%" is an indication, and they will provide around twice drop chances for Legendary weapons.

Side Note: it is almost impossible to decently test Rarity Ratios of Golden Drones' weapons, but considering the results of "drop type: bosses", I suppose that Rarity Ratios of Golden Drone's weapons are also affected by "Rare Item Drop Rate +x%". Similarly, it is completely impossible to decently test the Rarity Ratio of Gigas Cedar & Blue Rose, but the ratio isn't seemingly so different from Rarity Ratios of "drop type of mobs", from my experiences. Therefore, those attempts for better Rarity Ratios are also probably worth in Abyssal Dungeon.
13. Tips & How it works -about Battles-
―13.1 Poor AI
・Skill Freeze Shot
When you use this Skill to enemy players, they sometimes stand straight because they tend to stop to use Skills or Gadgets even when their Skills and Gadgets are freezed due to their poor AI. They tend to keep stopping while they are shot by you with Full-Auto weapons. However, when you get too close to them, they tend to restart to move.

Side Note: degrees of neutralizing
1. Asuna in Special Invitation: almost No Effect
She almost never stops moving, and she gets Versak more aggressive.
2. Kirito in Special Invitation: Medium or High
Freezing him is valuable to prevent him from using Sword Barrier & Sword Art.
3. Kureha in Special Invitation γ & Itsuki in Special Invitation β: medium or low
Although Itsuki often restarts to move, freezing them is valuable since they use Debuffs against you.
4. Lievre in Special Invitation: Very High
She rarely reacts to your getting close and your attacks no matter how much you attack her.
5. Lievre in Special Challenge: Low
She rarely reacts to your getting close but frequently reacts to your attacks and dodges Viral Shot & Skill Freeze Shot, and then sometimes moves for a while.
6. Kureha? in Abyssal Dungeon: Medium
She doesn't often react to your attack, but neatly reacts to your or your allies' getting close. Also, freezing her is valuable since she uses Debuffs against you.
7. Kirito? in Abyssal Dungeon: relatively High
He rarely reacts to your attack, but often reacts to your or your allies' getting close and then restarts to attack.
8. Itsuki? in Abyssal Dungeon: High
He rarely reacts to your attack, and often continues stopping while you attack him with Full-Auto weapons even when your allies get close to him.

・Hyper Awareness & Shield Matrix
In situations that you go on solo, when you get invincible with Hyper Awareness or Shield Matrix, enemy players and some types of Facsimiles get inactive temporarily. Meanwhile you can more easily aim at their heads and attack them one-sidedly. Utilizing those behavior due to their poor Al, you can easily defeat them by spamming Hyper Awareness with HG Art. Also, you tend to get out of being attacked intensively just after Shield Matrix's explosion due to those behavior, although Shield Matrix 3 or 4 doesn't make you invincible after its explosion.

・AED Shot by your ArFA-sys
When you get dead, they load AED Shot but occasionally stop moving without shooting AED Shot due to their poor AI. It seems that they tend to stop if they cannot aim at your head due to walls or stairs or something.
Side Note: ArFA-sys's Priority of reviving methods
Resuscitation Kit > AED Shot > direct reviving
Side Note: if Emote Setting of your ArFA-sys in the end of battles are "Happy" (default) or other, they neatly do that motion every time an enemy is defeated, prioritizing it over reviving you. Let's set Emote Setting at the end of battles to "Stand By".
―13.2 Stun
・Stun Resistance and Duration
Stun Resistance is different on each enemy type and level band. Enemies which have the same shape such as Automaton & Elite Automaton have a simple relation of Stun Resistance like this.
mob : named enemy : boss = 1 : 2 : 3

Secondary or tertiary Stun have much shorter Duration than the first Stun like this table. There are still 2.5 seconds in the third or later Stun, but you can hardly attack the stunned enemy's weak spot stably in most cases because most enemies just only stand up just after getting down by the third or later Stun.

Table: Comparison about the first Stun and later Stun
Stun count
Resistance Rate
Duration
first
x1
10 seconds
second
x2
5 seconds
third or later
x4
2.5 seconds

・How to utilize Stun
It is important when you inflict Stun on an enemy for their first time, and you should think that the third or later Stun are useless anymore. Also, before inflicting Stun on the enemy, you should debuff them and make a situation that you can maximally attack their weak spot safely.

・Stun Stacking Formula
I investigated and supposed as follows.

Table: Base Stun Stacking of each method
method
base Stun Stacking
Ordinal Ray
1% per bullet
Stunner 1
50% (= 15% + 35%)
Stunner 2
65% (= 20% + 45%)
Stunner 3
80% (= 25% + 55%)
Stunner 4
90% (= 30% + 60%)
Stun Trap
150%

In addition to them, INT Scaling and "Debuff Stacking +x%" are individually multiplied like this.
actual Stun Stacking = base Stun Stacking x {1 + 0.01 x (total INT - 1)} (*1) x (1 + "Debuff Stacking +x%")

*1: total INT = Character's INT + additional INT by Accessories, Nanotech Boost Shot & Medal Gauge

Case: in vs. Snowstorm Ereshkigal EX, on 231 INT, at max Medal gauge, without Nanotech Boost Shot, with "Debuff Stacking +50.00%" weapon
In this case, the product of each multiplier due to INT & "Debuff Stacking +x%" becomes x6.15. Also, She has the first critical point of being inflicted Stun at about 1460% Stun Stacking. Just for simplification, the apparent critical point becomes 237%. (= 1460% / 6.15)
Thus, these patterns get the first critical point.
・Stunner 3 x 3 (80% x 3 = 240% > 237%)
・Stun Trap + Stunner 4 (150% + 90% = 240% > 237%)
―13.3 Invincible or Super Armor temporarily
□Getting Invincible temporarily
・Rolling deletes your hurt box for a moment.
・Evading or Shooting which cancel recovery frames after sword attack also work like Rolling.
・Avoiding with Hyper Awareness. (for 4 seconds after starting the avoidance motion)
・Some Skills such as Sharp Nail 3 & 4, Tactical Roll 3 & 4, and Scatter Wheel 3 & 4 temporarily make you invincible in their initial timing.
・During Shield Matrix
Shield Matrix 1 & 2 make you invincible until you finish standing up.
Shield Matrix 3 & 4 work like Shield Matrix 2 if you don't explode, otherwise they make you invincible until you explode. You are not invincible after the explosion.
・During Weapon Art, basically

□Getting Super Armor temporarily
While you move with UFG
That is useful to get away from enemies' yells.
・Charged attack motion with Sword and some motions of Sword Skills
Example: motions of Horizontal Square
During Holding your sword over your shoulder: super armor
During Rushing to enemies: non super armor
During Slashing: super armor
―13.4 other things
□Avoiding Shock Waves
You are forced to flinch by Shock Waves resulting from stamping attacks by Boreal Storm and its similar types. However while you are in the air, you can avoid those shock waves and get out of flinching, although you cannot avoid Cocytus Nifta EX's one.

□Disappearance of Skill Shots
When you disarm your weapons or switch to Sword*1, flying bullet of Skill Shot disappears. Thus, you should confirm the landing of the Skill Shot before switching to sword, especially when you use Skill Shots of low bullet speed such as Viral Shot and Skill Freeze Shot.

*1: switching to Gun & Sword doesn't erase Skill Shots.

□Counters against Sword Barrier
The best counter is to hit Skill Freeze Shot before the enemy using Sword Barrier. If they have used Sword Barrier, you can stun them with Electrodynamic Stunner or Electromag Stun Trap, but if they also have used Anti-Ailment Kit 2, you cannot stun them. A residual counter is shooting at their right foot. It deals only a few damage but using Skill Freeze Shot, you can neutralize them temporarily. Another one with SRs is shooting at their head while they use Gadgets such as Ignition Knife.

□Usages of Anti-AR Veil
This is useful in several situations.
・As an obstacle in open space
It is very difficult to dodge enemy players' Skill Shot without obstacles, although they sometimes dodge our Viral Shot or Skill Freeze Shot by rolling... Anyway, Anti-AR Veil can shut out normal bullets but also tracking bullets. The Veil also helps you to revive another member.
Side Note: the Veil also shuts out Cocytus Nifta or Freezing Menace's shotgun bullets, and becomes an obstacle against their icicle blast attack. (the veil cannot intercept the blast wave of the attack)
・To prevent Target Assist to work
The absorbing spot of the head of Cocytus Nifta and Freezing Menace is slightly shifted from the weak spot of them. As a counter against this gap, using the veil and aiming from its back, it turns off Target Assist temporarily, and you can shoot at their weak point with Quick Shot and Skill Cancel.
Side Note: you can also turn off Target Assist in game Options, but you cannot use the function against other enemies, in that case. Thus, that is good only for excellent gunners.

□Extra: Avatar's Height
Of course, you can customize your avatar as you like. If your avatar is tall, some obstacles cannot cover an avatar's head and don't work effectively. An indication is 156 cm, in my opinion.
Side Note: Facsimiles & enemy players won't shoot unless their Bullet Lines can reach your avatar.

Figure: 155 cm vs. medium obstacle

□Bugs
Critical Form Shot
This Skill has no effect on Critical Rate.
Damage of Sharp Nail 3 & 4
Sharp Nail 4 with Gun & Sword deals the same damage of Sharp Nail 3.
Damage of Azure Tempest
the Memory Chip, "Physical Attack +x%" is invalid only on Azure Tempest among Sword Skills.
Accidental Cancel of Sword Skill or Art
when it happens unfortunately, Protagonist just stays as if they had been doing nothing.
Switch Glitch
14. Damage-Calculation Formula
Damage-Calculation Formula helps you optimize your rolls as you like, but it involves many factors so they may confuse you. Also, not only your rolls but also external factors such as enemies' defence affect your damage dealt. Therefore, to simplify the formula, it calculates only your actual attack power inside Effective Range, in this section. External factors are going to be mentioned in the next section.

You can very precisely estimate these things, by utilizing this calculator.
・Damage Dealt, in any weapons & various situations
・Actual Weak-Spot Damage against each enemy in Special Invitation & Challenge, in any guns & various situations

Side Note: this Formula is mainly based on these videos posted by Mr. Gomikan.
Link of the video about whole process (in Japanese)
Link of the video about Weapon Status & Memory Chips (in Japanese)
Link of the video about Swords (in Japanese)
Link of the video about Critical Rate & Critical Form Shot (in Japanese)
Side Note: Mr. Gomikan said that he investigated the Formula by himself and then confirmed it is exact with the Official Guide Book. (Critical Form Shot? That's an exception)
―14.1 Basics
□If you dislike math,
Roughly speaking, you can get large damage outputs with these things, and basically, all you need to remember is only them. (Damage-Calculation Formula is optional)
・good build
≒ high DEX
(references: "5. Character's Status")
・proper Chip Assortments
(references: "16. Recommended Chips" and latter sections)
・high-level Buffs & Debuffs, and max Medal Gauge
(references: "9. Knowledge about Hardcore Co-op")
・shooting at enemies' primary weak spots
Sword wielders can ignore this element.
(references: "15. Damage-Calculation Formula -about Defence-")

□Character's Level
If your Level isn't 300, you deal very slightly less damage on critical hits, weak spot hits and melee attacks against most of endgame enemies than Lv.300 players. Detailed charts are posted in one of my posts in "reddit". However, this article ignores this factor in considering Damage-Calculation Formula since all players should reach Lv.300 in endgame.

□Character's Status
Melee Damage x [1 + 0.0025 x (STR - 1)]
Weak Spot Damage x [1 + 0.0050 x (DEX - 1)]
Critical Damage x [1 + 0.0025 x (DEX - 1)]
Critical Rate x [1 + 0.004 x (LUC - 1)]
Note: Multiplying of Weak Spot Damage by DEX is invalid for swords.

□Weapon Proficiency
Damage x1.2 at max proficiency

□Medal Gauge
Damage x [1 + 0.002 x "Medal Gauge %"]
Status: + RoundDown( "Medal Gauge %" / 2 )
bonus Status: Medal Gauge 50% to 99% ⇒ +10 , Medal Gauge 100% or more ⇒ +30
Side Note: max Medal Gauge ⇒ Damage x1.2 and all Status +80 in total

□Buffs
・Power Field Shot
Lv.1: Damage x1.10
Lv.2: Damage x1.15
Lv.3: Damage x1.20
Lv.4: Damage x1.25
・Nanotech Boost Shot
Lv.1: all Status +10
Lv.2: all Status +20
Lv.3: all Status +30
Lv.4: all Status +40
・Melee Booster Kit
Lv.1: Melee Damage x1.25
Lv.2: Melee Damage x1.30
―14.2 Weapon Status
Base Power*1 (This mustn't include the effects of Overclocking*1, "Weapon Attack +x%" and "Physical Attack +x%", "Optical Attack +x%", or "Explosive Attack +x%")
Critical Rate (This is displayed including the effect of "Critical Rate +x%")
Critical Damage (This is displayed including the effect of "Critical Damage +x%")
Weak Spot Damage (This isn't displayed in game)
RPM
pellets per shell (on SGs only)
Effective Range (This is displayed including the effect of "Effective Range +x%")

Detailed Status of Rank 11 Weapons[docs.google.com]
This Google Spreadsheet made by Mx. r2x5kz8.

Note: RPM of AMR Breakthrough 4 is actually 62. "RPM: 14" includes reloading time.
*1: In the Google Spreadsheet,
・"Base Damage" = 100% Base Power
Copied guns always have this value, and please apply it to the formula of this article.
・"Max Damage" = 105% Base Power
Barrel Cologne fixes initial Base Power of dropped weapons to this value.
・"Max Overclocking" = 110% Base Power
Fully overclocked weapons have this value.

・Extra: Damage Rate in the outside of Effective Range
Weapons' Damage attenuate on individual rate, in the outside of their Effective Range. It looks that each Rate is mainly different on Ammo Types, although there are some exceptions.
Target Assist works up to 1.95 times base Effective Range*2*3, and Bullet Circle's Assist works up to Maximum Range*2*4.

*2: These ranges are not extended by Memory Chip "Effective Range +x%".
*3: "Effective Range +95.00%" lets you deal full damage at any distance within the active range of Target Assist.
*4: Maximum Range = 2.40 times base Effective Range

Regarding Physical or Optical Power of RLs (& GLs), the damage increases to some extent after passing a certain distance or time.



―14.3 Memory Chips
・"Weak Spot Damage +x%", "Critical Damage +x%", and "Critical Rate +x%"
Their effects are very simple. Each of them multiplies to the weapon's multiplier of Weak Spot Damage, Critical Damage, or Critical Rate. For instance, "Weak Spot Damage +50.00%" simply multiplies x1.5 on weak spot damage.

Example: Calculation of "Weak Spot Damage +50.00%" for AR Ninja (its weak spot multiplier is 200%)
incorrect: 200% + 50% = 250% correct: 200% x (1 + 50%) = 300%
Note: "Weak Spot Damage +x%" is invalid for swords.
Note: when you use guns on dual wield, those Memory Chips are invalid on copied gun.

・"Something Attack +x%", "Damage vs. Something +x%", and "Damage at Certain Condition +x%"
Valid ones of them in your situation accumulate like this.
Case: your current HP is half and you hit Mechs with physical-damage attacks,
Additional Damage +x% = "Weapon Attack +22.00%" + "Physical Attack +29.50%" + "Damage vs. Mechs +29.50%" + "Damage vs. Lifeforms +29.50% (invalid)" + "Damage at Max HP +29.50% (at half HP)" + "Damage Near Death +44.50% (at half HP)" = + 22.00% + 29.50% + 29.50% + 0% + 29.50% x 0.5^2 + 44.50% x (1-0.5^2) (*1) = + 22.00% + 29.50% + 29.50% + 0% + 7.375% + 33.375% = + 121.75%

Note: "Physical Attack +x%" is valid only for Sword Skills among sword attacks.
Note: "Optical Attack +x%" is also valid on GL Ninja but on Crimson Roar, "Physical Attack +x%" is valid instead.
Note: when you use guns on dual wield, those Memory Chips are invalid on copied gun.
Side Note: some of Skills such as Explosive Shot include sub attack types. In the case of Explosive Shot, it has Explosive as a primary and Physical as a sub, so the both of "Explosive Attack +x%" & "Physical Attack +x%" are valid on Explosive Shot.

*1: Someone investigated "How damage at max HP/when near death really work." and its results was posted in "reddit". According to the results, the relation between current HP% and "Damage at Max HP +x%" or "Damage Near Death +x%" is shown like this graph. No one probably use only "Damage Near Death +x%", but the combination of "Damage at Max HP +x%" & "Damage Near Death +x%" guarantees your attack damage even when you take damage.

―14.4 in Total
・The Formula about one Critical Weak Spot Damage with guns
Critical Weak Spot attack power = "Base power" x "Overclocking ratio %" (*1) x (1 + "Additional Damage +x%") x "weapon's multiplier of Weak Spot Damage" x {1 + 0.0050 x (total DEX - 1)} (*2) x (1 + "Weak Spot Damage +x%") x "weapon's base multiplier of Critical Damage" (*3) x {1 + 0.0025 x (total DEX - 1)} (*2) x (1 + "Critical Damage +x%") (*3) x 1.20 (max Weapon Proficiency) x 1.20 (max Medal Gauge) x 1.25 (Power Field Shot 4) (x multiplier of Skill Shot or Weapon Art)

・The Formula about one Critical Melee Damage
Critical melee attack power = "Base power" x "Overclocking ratio %" (*1) x (1 + "Additional Damage +x%") x {1 + 0.0025 x (total STR - 1)} (*2) x "weapon's base multiplier of Critical Damage" (*2) x {1 + 0.0025 x (total DEX - 1)} (*2) x (1 + "Critical Damage +x%") (*2) x 1.20 (max Weapon Proficiency) x 1.20 (max Medal Gauge) x 1.25 (Power Field Shot 4) x 1.30 (Melee Booster Kit 2) x multiplier of melee attack (*4)

*1: its range is this: 95% ≦ Overclocking ratio ≦ 110%
Barrel Cologne fixes initial Base Power to 105%, and max Overclocking increases Base Power up to 110%.
*2: total DEX and total STR
total DEX = Character's DEX + additional DEX by accessories, Nanotech Boost Shot & Medal Gauge
total STR = Character's STR + additional STR by accessories, Nanotech Boost Shot & Medal Gauge
*3: "weapon's base multiplier of Critical Damage" x (1 + "Critical Damage +x%") = "weapon's displayed multiplier of Critical Damage"
*4: I listed them in "8. Damage Multipliers of Sword Attack & other Melee Skills".
―14.5 DPM Formula
Note: this DPM formula doesn't directly lead the DPM in battles either due to the simplification.

・Critical Rate in battles
Critical Rate in battles (/%) = "weapon's base Critical Rate" x (1 + "Critical Rate +x%") x {1 + 0.004 x (total LUC - 1)}
or
Critical Rate in battles (/%) = "weapon's displayed Critical Rate" x {1 + 0.004 x (total LUC - 1)}

Note: Please correct "over 100%" to "100%" if the rate gets over 100%.
Side Note: total LUC = Character's LUC + additional LUC by accessories, Nanotech Boost Shot & Medal Gauge
Side Note: this formula ignores Critical Form Shot, on the basis of the results of my test. (Reference: "―25.6 Critical Form Shot")

・Weak Spot DPM
Weak Spot DPM = [{"Critical Weak Spot attack power" x "Critical Rate in battles"} + {"Weak Spot attack power" x (1 - "Critical Rate in battles")}] x RPM x pellets per shell (on SGs only)

・Normal Spot DPM
Normal Spot DPM = [{"Critical attack power" x "Critical Rate in battles"} + {"normal attack power" x (1 - "Critical Rate in battles")}] x RPM x pellets per shell (on SGs only)

・DPM with dual wield
Considering dual-wielded guns except for Full-Auto guns have less RPM than twice the RPM of the single,
DPM with dual Full-Auto guns = DPM (without Memory Chips & Overclocking) + DPM (with Memory Chips & Overclocking) DPM with dual Semi-Auto/Round-Burst/Pump-Action guns ≒{ DPM (without Memory Chips & Overclocking) + DPM (with Memory Chips & Overclocking) } x individual multiplier for dual RPM

Note: The range of the multiplier is about 0.95 to 0.65, and the higher RPM the gun has, the less RPM it tends to have with dual wielding. For instance, Miasma Edge+ has 200 RPM but dual Miasma has only 300 RPM, so the mutiplier for Miasma Edge+ is 0.75.
15. Damage-Calculation Formula -about Defence-
You should raise your defence basically if you want to be tanky, but in endgame, you can reach the cap of defence somewhat easily and you might waste some CP on excessive defence. Therefore, you should understand how defence works to some extent or learn an indication of defence value, in order to optimize your tanky or balanced rolls.

Also, the previous section ignored external factors in Damage-Calculation Formula but this section mentions them. They largely depend on situations, but simply put, all you should do is debuffing enemies and shooting at their weak spots.
―15.1 How Defence works
□Relation between your receiving Damage and Defence
Someone did a detailed investigation and its result was posted in "reddit" as "How the defense stats work".
According to their article, Defence works based on this formula, and simply put, +100 Defence equals 1% damage reduction and its cap is 95%.
your receiving damage = the enemy's power x {1 - (total Defence - 100) / 10000} (*1) x (1 - total value of valid "Defence Chip") (*2)

*1: the Cap of total Defence is 9600.
total Defence = Character's Defence + additional Defence by Accessories, Medal Gauge*3, Nanotech Boost Shot*4 and Defence Buff*5 & Debuff*5
*2: valid "Something Defence +x%" & "Defence vs. something +x%" simply accumulate. Twin "Defence vs. Humanoids +50.00%" make you immortal in BoB, by the way.
*3: 0 to 49% ⇒ Defence +0
50% to 99% ⇒ all Status +35 = Defence +840
100% ⇒ all Status +80 = Defence +1920
*4: Nanotech Boost Shot 4 ⇒ all Status +40 = Defence +960
*5: Guard Field Shot 4 ⇒ Defence +2500, Armor Break Shot 4 (or Viral Shot 4) ⇒ Defence -2500
Hence, Guard Field Shot 4 and Armor Break Shot 4 (or Viral Shot 4) cancel each other.
Side Note: the Official Guide Book said that the effects of Guard Field Shot 1, 2, and 3 are respectively +10%, +15%, and +20% Defence, but these expressions are misleading.

Thus, your receiving Damage Rates are listed like these graphs, when you don't equip "Something Defence +x%" or "Defence vs. something +x%" Accessories. According to the graphs, more than 5180 Defence are basically pointless when you maintain Guard Field Shot 4 & max Medal Gauge, and it works only while you haven't finished charging Medal Gauge or you have taken Defence Debuffs.



―15.2 Extra: Enemy's Defence
I tested and recorded weak spot damage against all of the enemies in the Special Invitation & Challenge with Sound Deadener 2 & Al-Nassr 4+, on two patterns of Lv.4 Defence Debuff & no Debuff.

・Defence Formula -Enemy version-
Although I'll omit its detailed results, I estimate that Enemies' Defence similarly works on the Defence Formula.
an enemy's receiving damage = your attack power x {1 - (the enemy's total Defence - 100) / 10000} (*1) x damage multiplier at the spot of the enemy (*2)

*1: The cap of total Defence is 9600.
total Defence = the enemy's Defence + additional Defence by Defence Buff & Debuff
*2: Each type of enemies respectively has different multipliers and they also depend on your weapon's Attack Type such as physical, optical, explosive or melee.

・Effectiveness of Defence Debuff in the Special Invitation & Challenge
Basically, Defence Debuff can largely boost your giving damage, but Debuff cannot work maximally against some of enemies because those enemies have Defence excessively. Especially, Lv.300 S-Type Speedy Facsimile, Lv.325 Arctic Hooligan / Pyromaniac & Lv.325 Ghospet seem to have more than 12100 Defence, and they are completely immune to Defence Debuff.

Table: Damage Increase Rate with Lv.4 Debuff for some enemies in the Special Invitation & Challenge or enemy clones in Abyssal Dungeon (when you attack with projectile guns)
Enemy
Lv.275
Lv.300
Lv.325
Elite Automaton
2.41
3.44
-
S-Type Engineer Facsimile
4.67
2.85
-
S-Type Light / Destroyer
/ Breaker Facsimile
5.33
3.57
-
S-Type Heavy Facsimile
Genocider
-
2.81
-
S-Type Speedy Facsimile
2.27
1.00
-
Arctic Triple Artillery
Omni-Eraser
1.84
2.07
-
Boreal Storm
4.89
-
1.25
Earthshaker
-
3.09
-
Arctic Delinquent
Arctic Hooligan
Arctic Pyromaniac
3.93
-
1.00
Dirty Scissor (Lv.285)
4.07
-
-
Angry Berserker
-
2.98
-
Ghospet
-
-
1.00
Magia Blitz (Lv.285)
2.47
-
-
Magia Flamme
-
2.98
-
Enemy Player (Lv.275 / Lv.285)
(Kirito, Asuna and so on)
2.85
2.00
-
Lievre (Lv.285 / Lv.300)
2.23
3.12
-
Snowstorm Ereshkigal EX
-
5.37
-
Cocytus Nifta EX (Lv.350)
-
-
3.49
Kureha?
-
5.90
-
Kirito?
-
5.34
-
Itsuki?
-
2.78
-
―15.3 Extra: Enemy's Spot Multiplier
・Enemy's Weak Spot Multiplier
In damage calculation in this game, which spot is the weak spot of the enemy is designed beforehand regardless of Attack Type of your attacks, unlike Monster Hunter or something like that.

Weak spot multipliers of each type of enemies are listed like the below table. According to the table, weak spot multipliers seemingly tend to be like these.
・Mechs: Physical < Optical
・Lifeforms: Physical = Optical = Explosive ≦ Melee
・Humanoids: Physical : Optical = 1.00 : 0.75

There is no crucial difference between weak spot multipliers depending on which Attack Type, in enemies except for Behemoth. Thus, in most cases, all you have to do is shooting at weak spots whatever guns you use, and slashing enemies, without considering weak spots if you use swords.

Table: Weak Spot Multipliers of some types of enemies against each Attack Type
("?" means it's too difficult to measure)
Mech Enemy
Weak Spot
Physical
Optical
Explosive
Melee
normal Automaton
head
x 1.50
x 1.65
x 1.50
x 1.50
normal / P-Type / S-Type
Bomber Automaton
head
x 1.50
x 1.65
x 1.50
x 1.50
P-Type / S-Type Automaton
Elite Automaton
head
x 1.20
x 1.30
x 1.20
x 1.20
S-Type Facsimile
Genocider
head
x 1.20
x 1.30
x 1.20
x 1.20
Accurachnid
Launcher Laelaps
Wintry White Spider
visual sensor
x 1.20
x 1.30
?
x 1.50
Arctic Triple Artillery
vent
x 1.60
x 1.80
x 2.05
x 2.00
Omni-Eraser
vent
x 1.20
x 1.40
x 1.40
x 1.50
Shock Levistone
Cursed Rune
core
x 1.20
x 1.30
?
x 1.35
Boreal Storm
Earthshaker
Wary Hierophant
back core
x 2.00
x 2.00
x 2.00
x 2.00
S-Type Sniping Butterfly
Brionac
head
x 1.50
x 1.50
x 1.75
?
Lifeform Enemy
Weak Spot
Physical
Optical
Explosive
Melee
Snow Scorpion
stinger
x 1.20
x 1.20
x 1.20
x 1.20
Solo Stinger
head & thorax
x 1.20
x 1.20
x 1.20
x 1.35
Arctic Delinquent
Arctic Hooligan
Arctic Pyromaniac
Dirty Scissor
horn
x 1.50
x 1.50
x 1.50
x 1.50
Angry Berserker
head
x 1.20
x 1.20
?
x 1.20
Ghospet
gem
(on head)
x 2.00
x 2.00
?
?
Humanoid Enemy
Weak Spot
Physical
Optical
Explosive
Melee
Enemy Player
head
x 1.00
x 0.75
x 1.00
x 1.00
Mech Boss
Weak Spot
Physical
Optical
Explosive
Melee
Magia Blitz
Magia Flamme
cores
(on hands)
x 1.00
x 1.20
?
?
Sword Ninja
face
x 1.30
x 1.20
?
x 0.60
Gun Ninja
face
x 0.70
x 0.80
?
x 1.30
Behemoth
face (?)
core
x 1.00
x 0.10
x 1.20
x 0.10
?
x 1.50
?
x 0.10
Snowstorm Ereshkigal (EX)
gem
(on chest)
x 1.20
x 1.30
?
?
Cocytus Nifta (EX)
visual sensor
(on top)
x 1.20
x 1.25
?
?

・Spot Multiplier & Damage Display
I investigated spot multipliers of several enemies and I supposed the relation between spot multipliers and the color of damage displays is like these. Also, damage at weak spots are always displayed with red numbers on larger font sizes.

Table: Damage Display depending on Spot Multiplier and weak spot
normal spot
or weak spot
Spot Multiplier
Damage Display
normal spot
x 0.10 to x 0.50
small gray numbers
normal spot
x 0.51 to x 1.15
white numbers
normal spot
x 1.20 or more
red numbers (*1)
weak spot
any multipliers
red numbers (*1)
(larger font size)

*1: Due to that, it can look that some of enemies have multiple weak spots, but all enemies except for Behemoth & Magicians*2 individually have only one true weak spot. Thus, Normal-size red numbers are actually something like fakes of weak spot damage, and weak spot multipliers don't work on them and they are much lesser than true weak spot damage in most cases.
*2: Behemoth has two different weak spots and Magicians symmetrically have two same weak spots.

Case: Sniping Snowstorm Ereshkigal (not EX version) with AMR Tiamat Type-Z
Conditions: 255 DEX, max Medal Gauge, no Nanotech Boost, Memory Chips: "Weak Spot Damage +50.00%" and other
Spot
Damage Display
Spot Multiplier
(vs. physical damage)
Damage Rate
(base damage = 100%)
gem
(weak spot)
big red numbers
x 1.20
2163%
face
red numbers
x 1.85
185%
unarmored
body
red numbers
x 1.20
120%
armored
body
white numbers
x 0.80
80%

・Spot Multipliers of enemies in Abyssal Dungeon
Enemies in Abyssal Dungeon have different spot multipliers. In other words, they have additional multipliers on their spot multipliers like these.
1F to 46F
all enemies: x 1.747
This means that enemies in those floors of Abyssal Dungeon are much fragiler than normal enemies.
47F to 50F
Mobs: x 0.8723
Kureha?: x 1.7084
Kirito? & Itsuki? and Bosses: x 1.7447
Thus, mobs in the last stage of Abyssal Dungeon are twice tougher than mobs in under 47F, whereas enemy clones and bosses are still fragile.

Case: Facsimiles' weak spot multipliers
・normal ones: Physical ⇒ 1.20, Optical ⇒ 1.30
・in under 47F: Physical ⇒ 1.20 x 1.747 ≒ 2.096, Optical ⇒ 1.30 x 1,747 ≒ 2.271
・in 47 to 50F: Physical ⇒ 1.20 x 0.8723 ≒ 1.047, Optical ⇒ 1.30 x 0.8723 ≒ 1.134
―15.4 Extra: Attack Type
・Attack Type & Damage Calculation
Attacks respectively have one primary Attack Type and some attacks have sub Attack Types. Primary Attack Types determine which Damage-Calculation Formula (for guns or for melee attacks) and which spot multiplier are applied. On the other hand, sub Attack Types only affect whether Memory Chips such as "Physical Damage +x%" additionally work on the attack or not.

Table: Damage-Calculation Formula applied against primary Attack Type & hit spot
Spot
vs. Physical, Optical or Explosive
vs. Melee
weak spot
guns' formula
with weak spot multipliers
melee attacks' formula
normal spots
guns' formula
without weak spot multipliers
melee attacks' formula

Example: Spot Multipliers of Arctic Triple Artillery
Spot
vs. Physical
vs. Optical
vs. Explosive
vs. Melee
vent
(weak spot)
x 1.60
x 1.80
x 2.05
x 2.00
barrel
x 0.80
x 0.90
x 1.10
x 1.00
body
x 0.70
x 0.80
x 1.00
x 0.90
base
x 0.60
x 0.70
x 1.00
x 0.80
leg
x 0.40
x 0.50
x 1.00
x 0.60

・Attack Type of normal attacks
Attack
primary Attack Type
sub Attack Type
projectile guns
Physical
-
optical guns
Optical
-
rocket (itself)
Physical or Optical
(depend on its RL)
-
most of launchers
Explosive
-
GL Ninja
Explosive
Optical
Crimson Roar
Explosive
Physical
swords
Melee
-

・Attack Type of Skill Shots
Attack
primary Attack Type
sub Attack Type
Explosive Shot
Explosive
Physical
Plasma Shot
Explosive
Optical
Toxic Gas Blast
Explosive
-
Blazing Blast
Optical
-
Electrodynamic
Stunner
Explosive
Optical
Heat Detonator
Optical
-

・Attack Type of Melee Skills
Attack
primary Attack Type
sub Attack Type
Tactical Roll
/ Dash Attack
Melee
Physical
Shield Matrix
Melee
-
most of
sword skills
Melee
Physical
Azure Tempest
Melee
-

・Attack Type of Weapon Arts
Attack
primary Attack Type
sub Attack Type
SG Art
Explosive
Optical
SMG Art
Explosive
-
SR Art
Physical
-
GG Art
Melee
Physical
Explosive
Launcher Art
Explosive
-
Sword Art /
Gun & Sword Art
Melee
-
16. Recommended Chips
Note: these assortments are just examples, but based on theories that I described in "14. Damage-Calculation Formula".

Good assortments of Memory Chips mainly depend on Critical Rate of each weapon.
I classify base Critical Rates of weapons like these. (*1)
・High: around 10.0% or more
・Medium: about 3.0% to 5.0%
・Low: 1.5% or less

Each example of chip assortments in this article contains bounty chips, but you can substitute normal chips for bounty chips if you don't have them or want to save them for more favorite weapons.

You can also acquire more bounty chips but it's pretty tedious. That's because available bounty chips are limited on each Protagonist, and you need to recreate Protagonist in another save slot and farm bounty once more.

*1: If you want to precisely consider which type is better on your weapon, you need to consider not only its Critical Rate but also its Critical Damage and other factors. Therefore, there is no definite consistent boundary depending only on Critical Rate.

Side Note: Comparisons and related graphs in later sections follow these conditions.
・plenty of bounty chips and bounty weapons themselves
・315 DEX for guns, and 254 STR & DEX for swords
・max HP, Weapon Proficiency, and Medal Gauge
・with Power Field Shot 4 & Melee Booster Kit 2, but without Nanotech Boost Shot
・attack against mech enemies

□Typical Chip Assortments
・Non-Critical Type: Full-Auto & low Critical Rate
Weapon Attack +22.00% Auto-Reload Rate +74.50% any Chips on locked slot any Chips on locked slot Physical Attack +50.00% / Optical Attack +80.00% / Explosive Attack +70.00% Weak Spot Damage +50.00% Damage vs. Mechs +50.00% Damage at Max HP +50.00%
・Mid-Critical Type: Full-Auto & medium Critical Rate
Weapon Attack +22.00% Auto-Reload Rate +74.50% Critical Rate +44.50% Critical Damage +44.50% Physical Attack +50.00% / Optical Attack +80.00% / Explosive Attack +70.00% Weak Spot Damage +50.00% Damage vs. Mechs +50.00% Damage at Max HP +50.00%
・Critical-Base Type: Full-Auto & high Critical Rate
Weapon Attack +22.00% Auto-Reload Rate +74.50% Critical Rate +44.50% / 60.00% (*2) Damage vs. Mechs +29.50% Physical Attack +50.00% / Optical Attack +80.00% / Explosive Attack +70.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% / 29.50% (*2) Critical Damage +60.00%

*2: "Critical Rate +44.50% & Damage at Max HP +50.00%" or "Critical Rate +60.00% & Damage at Max HP +29.50%"
The former set has slightly higher DPM on all high Critical Rate guns, but on LMG Moonlight 3++ and AR Blue Rose MK3+, the latter set is hardly different from the former set.
Note: regarding Gatling Guns, please replace "Auto-Reload Rate +x%" to "Overheat Buildup & Duration x%" in those typical Chip Assortments.

・for Swords
Weapon Attack +22.00% Damage vs. Mechs +29.50% (*4) several choices on locked slot or none (*3) several choices on locked slot or none (*3) Physical Attack +50.00% Damage at Max HP +50.00% Critical Rate +60.00% (*4) Critical Damage +60.00%

*3: several choices on locked slot, for instance
・Damage vs. Lifeforms +x%
・Melee Damage from Behind +x%
・Damage When Near Death +x%
*4: Critical Rate +44.50% & Damage vs. Mechs +50.00% are another option.
17. Recommended Chips -HGs-
・Major Usage of each HG
Procyon SL4+ & Ordinal Ray MK3+: for sub weapons
Semi-Auto HGs: for Quick Shot builds
―17.1 Procyon SL4+ & Ordinal Ray MK3+
How to get
Procyon SL4+
the strongest one: the last bounty reward at 180 millions
normal one: Frigid Crystal in White Frontier or Blocker Crystal in Lost Gate
Ordinal Ray MK3+
Hunting Snowstorm Ereshkigal in Meteorological Institute Ruins Depths

・convenient Ordinal Ray MK3+
Weapon Attack +22.00% Auto-Reload Rate +74.50% Critical Rate +44.50% Critical Damage +44.50% or +60.00% Optical Attack +80.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% or +29.50% Debuff Stacking +50.00%
・Procyon SL4+ or Ordinal Ray MK3+ without bounty chips
Weapon Attack +22.00% Optical Attack +29.50% Weak Spot Damage +29.50% Damage at Max HP +29.50% Critical Rate +44.50% Critical Damage +44.50% Debuff Stacking +37.00% Auto-Reload Rate +74.50%

Comparison - Procyon SL4+ vs. Ordinal Ray MK3+ -
The both of Procyon SL4+ & Ordinal Ray MK3+ are major sub weapons, and these points are major differences between the two.
・the strongest Procyon SL4+ requires you to farm the whole bounty but it is available at 100%
Procyon SL4+ is lighter and faster than Ordinal Ray MK3+ (*1)
Ordinal Ray MK3+ has better Accuracy and very long Effective Range
Ordinal Ray MK3+ has 1% Stun Stacking*2 on its each normal bullet
It is difficult to decide which is better, so please choose your favorite one.

Side Note: it seems that more people use Procyon SL4+.
*1: You can move slightly faster by holding one of them.
*2: Copied Ordinal Ray MK3+ also has the Stun Stacking, and "Debuff Stacking +x%" also works on it.

Side Note: DPS Comparison of Procyon SL4+ & Ordinal Ray MK3+
Weak Spot DPS: Procyon SL4+ > Ordinal Ray MK3+
Normal Spot DPS: Procyon SL4+ ≒ Ordinal Ray MK3+

Chips of each gun
Procyon SL4+ : bounty reward itself Ordinal Ray MK3+ : convenient

―17.2 Long Stroke Type-Z
How to get
Long Stroke Type-Z
the strongest one: a bounty reward at 160 millions
normal one: Completing the Special Invitation α

Using Quick Shot, Skill Cancel, & Handgun Art, this handgun can deal the highest Weak Spot DPM (roughly similar DPM to dual Royal Guard Gold).
Note: some people equip Long Stroke Type-Z as a sub weapon to use buffs, but it's nonsense. Long Stroke & Quick Shot, they shouldn't be divided.

・Long Stroke Type-Z of transformed bounty reward
Weapon Attack +25.00% Physical Attack +50.00% Effective Range +60.00% (*1) Critical Rate +50.00% Weak Spot Damage +50.00% Damage vs. Mechs +50.00% Damage at Max HP +50.00% Critical Damage +60.00%

*1: Please select one locked chip among them.
・"Effective Range +60.00%" provides more stability of large damage from far distance
・"Debuff Stacking +40.00%" is convenient if you use Electrodynamic Stunner or Electromag Stun Trap with Long Stroke Type-Z, but you can also use those Skills & Gadgets with the secondary weapon
・"Damage vs. Humanoids +32.00%" focuses mainly on vs. Lievre in the Special Challenge, although you can kill her without the chip during the first Stun
―17.3 other Semi-Auto HGs
Other Semi-Auto HGs such as Miasma Edge++ & Betelgeuse 4 are also suitable for Quick Shot builds.
Miasma Edge++ has the highest Critical Rate in its peers but it also has the shortest Effective Range in them. On the other hand, Betelgeuse 4 has a little lower Critical Rate compared to other common Semi-Auto HGs but it has the longest Effective Range in them.
How to get
Miasma Edge
Hunting Hakai Twins in Demon Cave Depths
Betelgeuse 4
Hunting S-Type Handgun Drone in Icicle Prison or somewhere

・Miasma Edge++ with "Effective Range +x%"
Weapon Attack +22.00% Critical Rate +44.50% or 60.00% Damage vs. Mechs +29.50% Effective Range +37.00% or +95.00% Physical Attack +50.00% Weak Spot Damage +50.00% Damage at Max HP 50.00% or +29.50% Critical Damage +60.00%
・Betelgeuse 4
Weapon Attack +22.00% Critical Rate +44.50% (*1) Damage vs. Mechs +29.50% (*1) any chips on locked slot Optical Attack +80.00% Weak Spot Damage +50.00% Damage at Max HP 50.00% (*1) Critical Damage +60.00% (*1)

*1: These 3 patterns of Betelgeuse 4 have almost the same damage output against Mechs.
Pattern 1
Pattern 2
Pattern 3
Damage vs.Mechs
+29.50%
+50.00%
+29.50%
Damage at Max HP
+50.00%
+50.00%
+29.50%
Critical Rate
+44.50%
+44.50%
+60.00%
Critical Damage
+60.00%
+44.50%
+60.00%

・Semi-Auto HGs (except for HG Kuroneko 3+) without bounty chips
Weapon Attack +22.00% Physical / Optical Attack +29.50% Weak Spot Damage +29.50% Damage at Max HP +29.50% Damage vs. Mechs +29.50% Critical Rate +44.50% Critical Damage +44.50% Effective Range +37.00% or another chip
18. Recommended Chips -SGs-
Most SGs have terrible Accuracy and short Effective Range and there is large damage attenuation in the outside of their Effective Range, but "Bullet Circle Accuracy +x%" & "Effective Range +x%" lighten those disadvantages.
"Bullet Circle Accuracy +x%" largely improves Accuracy of SGs, even of Full-Auto SGs. Also, "Effective Range +x%" provides stability of damage even in a little farther distance.
―18.1 Holy Arrow MK3+
How to get
Holy Arrow MK3+
Hunting Golden Drone (= Assault Drone G)
in Meteorological Institute Ruins or its Midpoint Area

This shotgun has a somewhat high weak spot multiplier, better Accuracy and very long Effective Range compared to other shotguns. Due to that, it hardly needs "Bullet Circle Accuracy +x%", while the Memory Chip is helpful on most shotguns. Also, it hardly needs "Auto-Reload Rate +x%" or "Ammo Capacity +x%" either, since it originally has plenty of Ammo Capacity compared to its RPM.

・Holy Arrow MK3+ with "Debuff Stacking +37.00%"
Weapon Attack +22.00% Critical Rate +44.50% Debuff Stacking +37.00% Damage vs. Mechs +29.50% or 50.00% Optical Attack +80.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% Critical Damage +60.00% or 44.50%

・the Detail of how to farm Holy Arrow MK3+
Place: Meteorological Institute Ruins Midpoint Area
Drop Rate: 100% & Epic or Legendary only
Appearance probability of Golden Drones: Fixed

Processes of one cycle
1st. Fast Travel to Midpoint 3 in Meteorological Institute Ruins Midpoint Area
2nd. Go straight to the room of the additional teleporter
3rd. Look up and Check whether Golden Drone has appeared above your head
4th. Get in the teleporter
5th. Check whether Golden Drone has appeared in front of you

Side Note: on the way of the 2nd process, you can also farm Sound Deadener 2 from Arctic Triple Artillery.
Side Note: this method has double chances to find Golden Drone, but I have never seen Golden Drones simultaneously appear at the both points.

Figure: the Location of Golden Drone in Meteorological Institute Ruins Midpoint Area

・the Detail of how to farm Holy Arrow MK3+ -another method-
Place: Meteorological Institute Ruins

Processes of one cycle
1st. Fast Travel to Midpoint in Meteorological Institute Ruins
2nd. Use Hawk Eye 4 yourself or let someone of your allies*1 use it
3rd. Go straight to the room in front of you
4th. Get in the room and Check your radar whether Golden Drone has appeared (*2)

*1: ArFA-sys who set only Hawk Eye 4 or Musketeer X use Hawk Eye immediately after Fast Travel.
*2: You need to carefully check your radar. The below figures are each example of appearance or not. The slightly bigger red light in the center marks that Golden Drone has appeared.


Figures: Checking Golden Drone with radar in Meteorological Institute Ruins
―18.2 Valkyrie Type-Z
How to get
Valkyrie Type-Z
the strongest one: a bounty reward at 177,500,000
normal one: Completing the Special Challenge α

"Bullet Circle Accuracy +x%" & "Effective Range +x%" much improve usability of typical SGs like Valkyrie Type-Z that have the worst Critical Rate, very short Effective Range & very low Accuracy.

・Valkyrie Type-Z of transformed bounty reward
Weapon Attack +26.00% Physical Attack +50.00% Effective Range +95.00% Auto-Reload Rate +80.00% Damage at Max HP +50.00% Weak Spot Damage +50.00% Damage vs. Mechs +50.00% Bullet Circle Accuracy +200.00% or +111.00%

・other typical SGs
Weapon Attack +22.00% Bullet Circle Accuracy +111.00% Damage vs. Mechs +29.50% or +50.00% Auto-Reload Rate +74.50% Physical Attack +50.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% Effective Range +95.00% or +37.00%
―18.3 Royal Guard Gold
How to get
Royal Guard Gold
Hunting the last boss in the Abyssal Dungeon 50F several times

Royal Guard Gold is a Full-Auto shotgun and has too crazy the highest DPM among Full-Auto weapons. However, it also has a very heavy weight, and it is very hard to find one which has your favorite chips.

・Royal Guard Gold focusing on high DPM and better Usability
Auto-Reload Rate +74.50% Critical Rate +44.50% several choices on locked slot (*1) several choices on locked slot (*1) Physical Attack +50.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% Critical Damage +60.00%

*1: several choices on locked slot
・Weapon Attack +x%
・Effective Range +x%
・Bullet Circle Accuracy +x% and so on
The Priority about locked slots in my shoes is...
Critical Rate +x%*2 > Auto-Reload Rate +x% > Bullet Circle Accuracy +x% ≒ Effective Range +x% > Weapon Attack +x% ≧ Damage vs. Mechs +x%
*2: "Critical Rate +x%" on locked slot can be swapped with "Physical Attack +x%" or "Damage at Max HP +x%" since Royal Guard Gold originally has high Critical Rate.

Note: since Colognes don't work in the Abyssal Dungeon, the appearance ratio of Memory Chips have bias such as that "Damage vs. Something +x%" & "Ammo Acquired +x%" are frequent but "Weapon Attack +x%" & "Critical Rate +x%" are rare. You can feel the bias in Predatory General Shop.
Side Note: typical Memory Chips for Royal Guard MK3+ can be similarly considered.
19. Recommended Chips -SMGs-
―19.1 LMG Moonlight 3++
How to get
LMG Moonlight 3
Hunting Golden Drone (= Assault Drone G) in Demon Cave

This SMG has extremely high Critical Rate and requires only 132 STR to use it on dual wield.
That's why this SMG is suitable only for Critical-Base Type or similar assortments and this SMG is the most popular partner of Long Stroke Type-Z.

Side Note: Sturm KZ4+, Sirius 4+, & LMG Helical MK4 also require a little STR, but they have much less DPM than LMG Moonlight 3++, sub weapons' DPM doesn't matter though. Their DPM are like these, when the DPM of LMG Moonlight 3++ (Chips: Critical-Base) at 200 LUC is defined as "100%".
・Sturm KZ4+ (Chips: Mid-Critical) ⇒ about 60%
・Sirius 4+ (Chips: Mid-Critical) ⇒ about 70% (at normal spots) or 80% (at weak spots)
・LMG Helical MK4 (Chips: Mid-Critical) ⇒ about 55%

Having said that, DPM of sub weapons don't matter so much. Among these chip sets, the non-bounty-chip version is more reasonable and much easier to get than the bounty-chip versions.

・convenient LMG Moonlight 3++
Weapon Attack +22.00% Auto-Reload Rate +74.50% Critical Rate +44.50% Weak Spot Damage +29.50% or 50.00% Physical Attack +50.00% Damage at Max HP +50.00% or 29.50% Critical Damage +60.00% Debuff Stacking +50.00%
・LMG Moonlight 3++ without bounty chips
Weapon Attack +22.00% Physical Attack +29.50% Weak Spot Damage +29.50% Damage at Max HP +29.50% Critical Rate +44.50% Critical Damage +44.50% Debuff Stacking +37.00% Auto-Reload Rate +74.50%

・the Detail of how to farm LMG Moonlight 3
Place: Demon Cave
Drop Rate: 100% & Epic or Legendary only
Appearance probability of Golden Drones: Fixed

Processes of one cycle
1st. Fast Travel to Midpoint in Demon Cave
2nd. Use Hawk Eye 4 and Open the door in front of you
3rd. Look up west side and move up to the passage by using UFG twice, UFG & Vorpal Strike, or UFG & Dual Orbital (*1)
4th. Get close the the door and check your radar whether there are 3 enemies in the center of the room
5th. Fall out from the passage (*1) (*2)
6th. Move to the passage on the east side by using Dual Orbital (*1) (*2)
7th. Check your radar of dungeon Map whether there are one enemy on the east side

*1: Regarding the 3rd to 5th process, if you only check the appearance of Golden Drone on the west side, all you have to do is jumping up, using Dual Orbital, and getting close to the door.
*2: instead of falling out from the west-side passage, you can move to the east-side passage by using Dual Orbital twice in a row.
Side Note: this method has double chances to find Golden Drone, but I have never seen Golden Drones simultaneously appear at the both points.
Side Note: some people made and posted videos about "How to farm LMG Moonlight".

Figure: Golden Drone on the west side in Demon Cave

Figure: Golden Drone on the east side in Demon Cave

Figure: Checking Golden Drone with radar in Demon Cave
―19.2 SMG Technical V3+
How to get
SMG Technical V3
Hunting Behemoth MT-04 in Lost gate Depths

Mid-Critical Type is good for this SMG.
This SMG has a higher DPM like SPB Potassium Type-Z than LMG Moonlight 3++. However, This SMG isn't a good partner for Long Stroke Type-Z, and it has a pretty short Effective Range. You can also make up its short Effective Range with "Effective Range +x%" to some extent, like this roll.

・SMG Technical V3+ with "Effective Range +x%"
Weapon Attack +22.00% Auto-Reload Rate +74.50% Critical Rate +44.50% Effective Range +37.00% Physical Attack +50.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% Critical Damage +60.00%
―19.3 SPB Potassium Type-Z
How to get
SPB Potassium Type-Z
the strongest one: a bounty reward at 178,750,000
normal one: Completing the Special Challenge α

This SMG is a high-standard SMG, which has high DPS and not high STR Requirement. It can work as not only a sub weapon but also a main weapon.

・SPB Potassium Type-Z of transformed bounty reward
Weapon Attack +26.00% Physical Attack +50.00% Damage vs. Mechs +50.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% Critical Rate +60.00% Critical Damage +60.00% Auto-Reload Rate +80.00%
―19.4 Comparison - LMG Moonlight 3++ vs. SMG Technical V3+ vs. SPB Potassium Type-Z -
・Weapon Status
Weapon Status
LMG Moonlight 3++
SMG Technical V3+
SPB Potassium Type-Z
STR Requirement
(on dual wield)
66 (132)
88 (176)
73 (146)
Base Power
510
1000
1340
Weak Spot Damage
110%
120%
120%
Critical Rate
25.0%
5.0%
3.0%
Critical Damage
200%
200%
150%
RPM
476 / min
768 / min
669 / min
Effective Range
(Damage Attenuation)
20.0
(→ 80% → 55%)
15.0
(→ 80% → 65%)
25.0
(→ 75% → 50%)
Accuracy
A
A
C+
Weight
485
695
650
Movement Speed
-1%
-15%
-15%

・DPM
SMG Technical V3+ ≒ SPB Potassium Type-Z > LMG Moonlight 3++

Chips of each gun
SMG Technical V3+ : Mid-Critical Type SPB Potassium Type-Z : transformed bounty reward LMG Moonlight 3++ : Critical-Base Type



・Effective Range & Accuracy
SMG Technical V3+ has only 15.0 of Effective Range. This value is not so different from Effective Range of Royal Guard MK3+ (or Gold), and you may care about its Effective Range frequently. On the other hand, since Accuracy of Potassium Type-Z is C+, this SMG is not suitable to shoot at enemies from somewhat far distance without ADS. LMG Moonlight 3++ is average about Effective Range & Accuracy, but each of the other two has merits and demerits.

・Movement Speed
LMG Moonlight 3++ barely decreases your Movement Speed unlike the other two. The decrements by SMG Technical V3+ or SPB Potassium Type-Z are bigger than many ARs for some reason.

・Character's Status Flexibility
LMG Moonlight 3++ highly depends on Critical Hits for its damage source, so you need to invest on LUC instead of its low STR Requirement, but that doesn't matter if you choose a high Critical Rate weapon as another weapon. On the other hand, dual SPB Potassium Type-Z requires fewer STR by 30 than dual SMG Technical V3+, and DPM of SPB Potassium Type-Z is more independent on LUC than DPM of SMG Technical V3+. Thus, SPB Potassium Type-Z has more Flexibility on character's Status.

・Conclusion
LMG Moonlight MK3++ works almost only as a sub weapon along with high Critical Rate weapons.
SMG Technical V3+ only works as a main weapon, or sub weapon along with heavy SRs or GGs. To be honest, its role basically overlaps ARs' role and its DPM isn't so different from SPB Rapier Type-Z's DPM. "SMG Technical V3+ or AR" is trade-off between required STR & Weight, and Effective Range (& Target Assist Range). SPB Potassium Type-Z works as not only a main weapon, but also a sub weapon along with various weapons.
In short, the roles of these three SMGs are different.
20. Recommended Chips -ARs-
―20.1 AR Ninja 3++ & AR Blue Rose MK3+ & SPB Rapier Type-Z
How to get
Good Roll
AR Ninja 3
Hunting Makai Twins
in Demon Cave Depths
Mid-Critical Type
(or Non-Critical Type)
AR Blue Rose MK3
Hunting Golden Drone (= Assault Drone G)
in Lost Gate
Critical-Base Type
SPB Rapier Type-Z
Completing the Special Challenge α
Non-Critical Type

Side Note: as for SPB Rapier Type-Z, options for non-designated slots are like these, for instance.
・Damage vs. Lifeforms/Humanoids +x%
・Effective Range +x%
・Debuff Stacking +x%

・AR Ninja 3++ specialized in hunting wasps
Weapon Attack +22.00% Auto-Reload Rate +74.50% Critical Rate +44.50% Critical Damage +44.50% Physical Attack +50.00% Weak Spot Damage +50.00% Damage vs. Lifeforms +50.00% Damage at Max HP +50.00%

・the Detail of how to farm AR Blue Rose MK3
Place: Lost Gate
Drop Rate: 100% & Epic or Legendary only
Appearance probability of Golden Drone: Fixed

All you have to do is this process: Fast travel to the Midpoint 2 in Lost Gate and Check whether Golden Drone has appeared on your left side.

Side Note: you can also use Hawk Eye & your radar to check the appearance. ArFA-sys who set only Hawk Eye or Musketeer X use Hawk Eye immediately after Fast Travel.

Figure: Checking Golden Drone with radar in Lost Gate
―20.2 Comparison - AR Ninja 3++ vs. AR Blue Rose MK3+ vs. SPB Rapier Type-Z -
・Weapon Status
Weapon Status
AR Ninja 3++
AR Blue Rose MK3+
SPB Rapier Type-Z
STR Requirement
(on dual wield)
126 (252)
97 (194)
101 (202)
Base Power
1178
890
1793
Weak Spot Damage
200%
110%
120%
Critical Rate
2.5%
15.0%
1.5%
RPM
800 / min
600 / min
596 / min
Weight
995
830
844
Movement Speed
-13%
-10%
-8%

・DPM
Weak Spot DPS: AR Ninja 3++ >> AR Blue Rose MK3+ ≒ SPB Rapier Type-Z
Normal Spot DPS: AR Blue Rose MK3+ ≧ AR Ninja 3++ ≒ SPB Rapier Type-Z

Chips of each gun
AR Ninja 3++ : Mid-Critical Type AR Blue Rose MK3+ : Critical-Base Type SPB Rapier Type-Z : Non-Critical Type

Single Wield


Dual Wield


・Movement Speed
AR Ninja 3++ relatively slows you down than the others.

・Character's Status Flexibility
AR Blue Rose MK3+ needs high LUC to get high DPM, and AR Ninja 3++ requires almost max STR for you to use it on dual wield. Thus, SPB Rapier Type-Z is the most flexible on Character's Status among them.

・Conclusion
AR Ninja 3++ can deal massive Weak Spot DPM, but requires almost max STR for dual wield and causes slow Movement Speed. AR Blue Rose MK3+ and SPB Rapier Type-Z have similar roles. SPB Rapier Type-Z is kinder for low-level characters but farming it is absolutely hard for them, ironically.
21. Recommended Chips -SRs-
・general-purpose vs. specialized in hunting Behemoth
AMR Grim Reaper+, AMR Tiamat Type-Z & AMR Breakthrough 4 are used to hunt Behemoth with Explosive Shot. The damage difference between general-purpose one and specialized one is like these.
・normal chips ⇒ general-purpose : specialized = 1.00 : 1.14
・bounty chips ⇒ general-purpose : specialized = 1.00 : 1.18
It depends on your thought whether 14% or 18% improvement is worth farming specialized Chip Assortments of those SRs and enhancing them.
―21.1 Sound Deadener 2
How to get
Sound Deadener 2
Hunting Arctic Triple Artillery
or Completing the Special Challenge β

This sniper rifle has the second highest Weak Spot DPM among Full-Auto weapons, but its Bullet Speed is exceptionally slow, and its Ammo Capacity is only 20 and you are not able to use dual wielding with it. That's why "Ammo Capacity +x%" is suitable for it.

・Sound Deadener 2 with Ammo Capacity +x%
Weapon Attack +22.00% Auto-Reload Rate +74.50% Ammo Capacity +74.50% or +200.00% any Chips on locked slot Physical Attack +50.00% Weak Spot Damage +50.00% Damage vs. Mechs +50.00% or +29.50% Damage at Max HP +50.00%
・ Sound Deadener 2 specialized in hunting wasps
Weapon Attack +22.00% Auto-Reload Rate +74.50% Ammo Capacity +74.50% or +200.00% any Chips on locked slot or none Physical Attack +50.00% Weak Spot Damage +50.00% Damage vs. Lifeforms +50.00% or +29.50% Damage at Max HP +50.00%
―21.2 MEBR Special 2 & Dragon Killer 2 & Al-Nassr 4+
How to get
MEBR Special 2
the strongest one: a bounty reward at 176,250,000
normal one: Hunting S-Type Sniper Automaton
Dragon Killer 2
Hunting Giga Ivory Shell
or Completing the Special Invitation β
Al-Nassr 4+
Hunting S-Type Sniper Drone
or Completing the Special Invitation β

Mid-Critical Type is good for these sniper rifles.

Side Note: it seems that they are not popular SRs, but MEBR Special 2 & Dragon Killer 2 are normally superior on Weak Spot DPM to AMR Grim Reaper+ & AMR Tiamat Type-Z, although this comparison is almost pointless or nonsense since their damage per shot are completely different from AMRs' damage. Force 2+? Please forget it.

・MEBR Special 2 of transformed bounty reward
Weapon Attack +26.00% Damage vs. Mechs +50.00% Ammo Capacity +150.00% or Damage vs. Lifeforms +50.00% Critical Damage +60.00% Physical Attack +50.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% Critical Rate +60.00%
―21.3 AMR Grim Reaper+ & Calm Hound MK3++
How to get
AMR Grim Reaper
Hunting Facsimile Punisher in Old South
or Completing the Special Challenge β
Calm Hound MK3
Opening the Treasure Box
behind of Makai Twins in Demon Cave Depths

Mid-Critical Type & Critical-Base Type are good for these sniper rifles, since they have relatively high Critical Rate.

Side Note: Mid-Critical Type vs. Critical-Base Type
Both Types have similar DPM against Mechs. Mid-Critical Type has a little more consistency on vs. Mechs but Critical-Base Type deals larger critical damage regardless of the type of enemies.

・AMR Grim Reaper+ specialized in defeating the Behemoth with Explosive Shot
Weapon Attack +22.00% Damage vs. Mechs +29.50% or 50.00% Critical Rate +44.50% Critical Damage +44.50% Physical Attack +50.00% Explosive Attack +70.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% or 29.50%

Figure: the location of Facsimile Punishers in Old South

Figure: the Items in Demon Cave Depths

・the Detail of how to farm AMR Grim Reaper
Facsimile Punishers respawn with maximum counts in the center location. The detailed route is shown in the below figure. Please turn back just at the left side of the halfway mark shown in the next figure and make sure to defeat all of 4 Facsimile Punishers. You can use your favorite weapons in running this farming, but Full-Auto weapons which don't depend on weak spot damage and have enough accuracy will help you to farm smoothly. My choice is Benetnasch 4+, by the way.

Figure: Route of farming AMR Grim Reaper

Figure: Halfway Mark in farming AMR Grim Reaper
―21.4 AMR Tiamat Type-Z
How to get
AMR Tiamat Type-Z
Completing the Special Challenge β

Mid-Critical Type or Non-Critical Type are good for this sniper rifle.

Note: if you don't use Cocking Cancel, "Auto-Reload Rate +x%" is not necessary.
Side Note: it seems that some people, especially less than Lv.300 players, often equip this SR even when they are on low Level, as if they consider just only its high Base Power. However, this SR brings out its advantage in the situation that you one shot each enemy one after another. Don't be misled just by its high Base Power.

・AMR Tiamat Type-Z specialized in defeating the Behemoth with Explosive Shot
Weapon Attack +22.00% Damage vs. Mechs +29.50% or 50.00% Critical Rate +44.50% Critical Damage +44.50% Physical Attack +50.00% Explosive Attack +70.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% or 29.50%
―21.5 AMR Breakthrough 4
How to get
AMR Breakthrough 4
Hunting Nephilim Replica
in Forgotten Temple

This sniper rifle has the highest Base Power and is able to brush away the target such as enemy players, Automatons, & Facsimiles by its normal shot, but Its Ammo Capacity is only 1 instead of those advantages. However, since it is a Semi-Auto gun, you can continuously shoot to some extent, by putting Ammo Capacity +200% & Auto-Reload Rate +74.50% on it.

Note: Ammo Capacity +74.50% provides no benefit to this sniper rifle.

・AMR Breakthrough 4 with Ammo Capacity +200%
Weapon Attack +22.00% Auto-Reload Rate +74.50% Damage vs. Mechs +29.50% any Chips on locked slot Physical Attack +50.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% Ammo Capacity +200%
・AMR Breakthrough 4 specialized in defeating the Behemoth with Explosive Shot
Weapon Attack +22.00% Damage vs. Mechs +29.50% or 50.00% any Chips on locked slot any Chips on locked slot Physical Attack +50.00% Explosive Attack +70.00% Weak Spot Damage +50.00% Damage at Max HP +50.00% or 29.50%
―21.6 Comparison - AMR Grim Reaper+ vs. AMR Tiamat Type-Z vs. AMR Breakthrough 4 -
・Weapon Status
Weapon Status
AMR Grim Reaper+
AMR Tiamat Type-Z
AMR Breakthrough 4
STR Requirement
155
191
221
Base Power
4530
8778
12200
Weak Spot Damage
500%
450%
400%
Critical Rate
7.5%
2.5%
0.5%
Critical Damage
175%
150%
150%
RPM
36 / min
40 / min
62 / min
Ammo Capacity
5
7
1
Effective Range
(Damage Attenuation)
62.5
(→ 90% → 75%)
75.0
(→ 90% → 75%)
40.0
(→ 75% → 55%)
Active Area of Target Assist
(other categories: 1)
1/3
1/3
2/3
Weight
1275
2080
2545
Movement Speed
-13%
-23%
-25%

・Stability to deal large damage
AMR Tiamat Type-Z & AMR Breakthrough 4 are better at killing mobs than AMR Grim Reaper+, since AMR Grim Reaper+ depends on Critical Hits. Fully enhanced AMR Tiamat Type-Z & AMR Breakthrough 4 are able to one shot Facsimiles without debuffs, in the Special Invitation and Challenge, without Nanotech Boost Shot.

Chips of each gun
AMR Grim Reaper+ : Critical-Base Type AMR Tiamat Type-Z : Mid-Critical Type AMR Breakthrough 4 : with Ammo Capacity +200%



・Ammo Capacity & Reloading Time
AMR Breakthrough 4 has only 1 round in its magazine and has a very long reloading time. Therefore, in order to get more DPM with it, you need to use "Auto-Reload Rate +x%" & "Ammo Capacity +200.00%" as its Memory Chips or frequently use Tactical Roll to reload. AMR Grim Reaper+ should have "Auto-Reload Rate +x%" because you should think that it basically takes several shots to kill an enemy with it.

・RPM & DPM (at Weak Spot)
AMR Grim Reaper+ & AMR Tiamat Type-Z have only 36 or 40 RPM. At this rate, AMR Grim Reaper+ has about 50% to 60% of (no-reloading) DPM of AMR Breakthrough 4, and AMR Tiamat Type-Z has about 70%. Therefore, it is necessary to master the technique of Cocking Cancel, in order to get more DPM than AMR Breakthrough 4 with AMR Grim Reaper+ or AMR Tiamat Type-Z. You can get about 72 RPM by mastering Cocking Cancel, and it means that AMR Grim Reaper+ & AMR Tiamat Type-Z deal nearly twice DPM than normal shooting!

・Target Assist & Effective Range
AMR Grim Reaper+ & AMR Tiamat Type-Z have narrow active area of Target Assist, but their Effective Range are very long and Damage Rate in the outside of Effective Range doesn't attenuate so much. Thus, they meet your expectation at any distance if you are good at aiming.
AMR Breakthrough 4 is opposite in those aspects. Although it still has enough Effective Range, Its damage in the outside decreases by as much as 25% as the first stage while the others' damage don't attenuate or decrease by only 10%.

・Movement Speed
AMR Tiamat Type-Z & AMR Breakthrough 4 especially slow you down.

・Character's Status Flexibility
AMR Grim Reaper+ has the lowest STR requirement and Weight among them, but it needs high LUC to give more Critical Hits. On the other hand, AMR Breakthrough 4 has the highest STR requirement and Weight among them. AMR Tiamat Type-Z is milder on those aspects than AMR Break through 4.

・Conclusion
AMR Grim Reaper+ is largely different from the others, and AMR Grim Reaper+ is suitable to defeat bosses, or too tough mobs. AMR Tiamat Type-Z and AMR Breakthrough 4 are good at defeating enemies one after another and their roles are similar, but it is much easier to aim with AMR Breakthrough 4 due to the active area of Target Assist. Also, you need to master Cocking Cancel to deal massive DPM with AMR Grim Reaper+ or AMR Tiamat Type-Z.
22. Recommended Chips -GGs & GLs & RLs-
―22.1 Benetnasch 4+
How to get
Benetnasch 4+
Hunting S-Type Gatling Drone
or a bounty reward at 173,750,000

This gatling gun requires much fewer STR and has much lighter weight than other gatling guns, and has short charging time to fire.

・Benetnasch 4+ from Drop
Weapon Attack +22.00% Overheat Buildup & Duration 27.50% Critical Rate +44.50% or another Chip on locked slot Critical Damage +44.50% or another Chip on locked slot Optical Attack +80.00% Weak Spot Damage +50.00% Damage vs. Mechs +50.00% Damage at Max HP +50.00%
・Benetnasch 4+ of transformed bounty reward
Weapon Attack +26.00% Damage vs. Mechs +50.00% Damage vs. Humanoids +50.00% (or Debuff Stacking +40.00%) (*1) Damage at Max HP +50.00% Optical Attack +80.00% Weak Spot Damage +50.00% Damage vs. Lifeforms +50.00% (or Critical Damage +60.00%) Overheat Buildup & Duration 27.50%

*1: Electrodynamic Stunner is not available with gatling guns.
Side Note: DPM Ranking of GGs (Chips: Non-Critical)
Pandemonium Ⅲ > Pandemonium Type-Z > World End+ ≒ Benetnasch 4+ > other GGs
―22.2 Deneb Kaitos Type-Z & GL6 Disaster Gold
How to get
Deneb Kaitos Type-Z
Completing the Special Invitation β
GL6 Disaster Gold
Hunting the last boss in the Abyssal Dungeon 50F several times

Mid-Critical Type or Critical-Base Type are one of good chip assortments for Deneb Kaitos Type-Z & GL6 Disaster Gold, since they have a little high Critical Rate and exceptionally have high Critical Damage among Launchers, but GL6 Disaster Gold has the heaviest weight and it is very hard to find one which has your favorite chips. Also, you can remove "Weak Spot Damage +x%" from your grenade launcher or replace it to "Physical Attack +x%" or "Optical Attack +x%" depending on Ammo Type of your Rocket Launcher, since explosive attacks rarely hit at weak spots except for Behemoth's weak spot.

・Deneb Kaitos Type-Z & GL6 Disaster Gold
Weapon Attack +22.00% Auto-Reload Rate +74.50% Critical Rate +44.50% Critical Damage +44.50% or 60.00% Explosive Attack +70.00% Weak Spot Damage +50.00% or another chip Damage vs. Mechs +50.00% or 29.50% Damage at Max HP +50.00%

・other Launchers
Other launchers except for GL Ninja 3++ are suitable for Mid-Critical Type or Non-Critical Type due to their low Critical Damage. Similarly, please replace "Weak Spot Damage +x%" to another chip if you want.

・GL Ninja 3++
・How to get: Opening the Treasure Box behind of Makai Twins in Demon Cave Depths
"Optical Attack +x%" is also valid on Explosive Power of GL Ninja. ("Physical Attack +x%" instead of "Optical Attack +x%" is valid on Crimson Roar for some reason, although it also use Launcher EP)
Weapon Attack +22.00% Auto-Reload Rate +74.50% Critical Rate +44.50% Critical Damage +44.50% Optical Attack +80.00% Explosive Attack +70.00% Weak Spot Damage +50.00% or another chip Damage at Max HP +50.00%
23. Recommended Chips -Swords-
7 chip-slot Epic swords can also work nearly best since swords only need Memory Chips related to damage or Critical Hits unlike guns. Thus, you should check not only Legendary but also Epic when you farm swords.

Also, just as a reminder, "Weak Spot Damage +x%" is invalid for swords.
―23.1 Gigas Cedar & Blue Rose & Kagemitsu Type-Z
How to get
Kagemitsu Type-Z
Completing the Special Invitation γ
or Hunting Lievre in the Special Invitation
Gigas Cedar
& Blue Rose
Hunting enemy Kirito in the Abyssal Dungeon 47 to 49F again and again*1

*1: Drop Rate: Crazily Extremely Low, & Rarity: Common to Legendary
Thus, please remember that it requires much more patience and takes much longer time to find Gigas Cedar or Blue Rose which have these chips on locked slots, than you would expect.
Let's use Skill Freeze Shot against Kureha & Kirito at the beginning and kill them smoothly. Good Luck!

・Gigas Cedar G4 & Kagemitsu G9 Type-Z
Weapon Attack +22.00% Damage vs. Mechs +29.50% several choices on locked slot (*2) several choices on locked slot (*2) Physical Attack +50.00% Damage at Max HP +50.00% Critical Rate +60.00% Critical Damage +60.00%
・Blue Rose F9
Weapon Attack +22.00% Damage vs. Mechs +29.50% or +50.00% (*3) several choices on locked slot (*2) several choices on locked slot (*2) Physical Attack +50.00% Damage at Max HP +50.00% Critical Rate +60.00% or +44.50% (*3) Critical Damage +60.00%

・reasonable Memory Chips for Gigas Cedar or Blue Rose
To be honest, those ideal chip sets are nearly pipe dreams. Then, what are realistic or practical chips sets for Gigas Cedar or Blue Rose? Considering the bias on appearance ratios of Memory Chips, following chip sets are one of compromises between too low drop rate & high damage output.
Physical Attack +29.50% or Damage at Max HP +29.50% Damage vs. Mechs +29.50% Damage vs. Lifeforms +29.50% or Humanoids +29.50% none or another chip Weapon Attack +30.00% (or 26.00%) Damage at Max HP +50.00% or Physical Attack +50.00% Critical Rate +60.00% Critical Damage +60.00%

More common pattern is like this.
Damage vs. Mechs +29.50% Damage vs. Lifeforms +29.50% or another chip Damage vs. Humanoids +29.50% or another chip none or another chip Physical Attack +50.00% Damage at Max HP +50.00% Critical Rate +60.00% Critical Damage +60.00%

*2: several choices on locked slot
・Damage vs. Lifeforms +x%
・Damage vs. Humanoids +x%
・Melee Damage from Behind +x%
・Damage When Near Death +x%
・Debuff Stacking +x% (mainly for Kagemitsu Type-Z as a sub weapon)
The priority of them in my shoes is...
(Debuff Stacking +x%)*4 > Melee Damage from Behind +x%*5 ≧ Damage When Near Death +x%*6 > Damage vs. Lifeforms +x% ≧ Debuff Stacking +x% > Damage vs. Humanoids +x%
*4: This is the priority when I use the sword as a sub weapon.
*5: "Melee Damage from Behind +x%" works only within a somewhat narrow angle illustrated in the below figure. Therefore, it is activated only in limited situations if you fight on solo.
*6: Since Swords are melee weapons, sword wielders tend to more often take some damage than gunners. If you usually heal yourself immediately with Shield Matrix or Healing Field Shot, "Damage When Near Death +x%" is useless for you. but it is sometimes useful if you rely on HP Regeneration.

*3: You can get "Critical Rate: 100%" with "Blue Rose with Critical Rate +44.50%" and somewhat high LUC, so "Critical Rate +60.00%" isn't essential for Blue Rose.
Side Note: LUC value reaching "Critical Rate: 100%" with Blue Rose
・with Critical Rate +44.50% ⇒ 248 LUC & max Medal Gauge (without Nanotech Boost Shot)
・with Critical Rate +60.00% ⇒ 192 LUC & max Medal Gauge (without Nanotech Boost Shot)


Figure: active angle of "Melee Damage from Behind +x%"

―23.2 Comparison - Gigas Cedar vs. Blue Rose vs. Kagemitsu Type-Z -
・Movement Speed
Gigas Cedar << Blue Rose ≒ Kagemitsu Type-Z
・base Critical Rate
Gigas Cedar : Blue Rose : Kagemitsu Type-Z = 9 : 30 : 10
・Actual Damage of Critical Hits
Gigas Cedar : Blue Rose : Kagemitsu Type-Z ≒ 10 : 2 : 3
・Weight & DPS*1
Gigas Cedar : Blue Rose : Kagemitsu Type-Z ≒ 3 : 2 : 1

As a conclusion,
Gigas Cedar is good for defeating bosses (other enemies might be over killed)
Blue Rose is good for defeating mobs with a few slashes
Kagemitsu Type-Z is a good sword as a sub weapon

*1: I calculated Sword DPS as their average damage dealt per 10 slashes on the assumption that "Physical Attack +x%" is valid.

―23.3 Extra: How to go through Abyssal Dungeon
You can level up very fast with Challenge Quest such as "Defeat 15 enemies with Handguns"*1 at 11F or deeper of Abyssal Dungeon, and the deeper floors, the much more EXP you can obtain from the quest.

Thus, although you can also go forward defeating all enemies, it's faster to go through floors, with defeating only necessary enemies to open the doors. (Since all maps of Abyssal Dungeon are made by reusing other maps, you probably remember Routes & Contraptions*2 of those maps as long as you have played the main story & DLCs.)

Go through floors up to the next checkpoint
Level up with Challenge Quest (if you get stuck)
Go through floors up to the next checkpoint
→ ...

*1: Required weapon category is changed on each entering floor, so you can choose your favorite category.
*2: In some maps, some contraptions have already been unlocked in Abyssal Dungeon.

・Weapon Update
dropped weapons → Rank 11 weapons in Weapon Shop → (after reaching 50F) Type-Z weapons or Abyssal weapons

Which category or what weapons you should use depends on your preference, but generally speaking, Peacock, SMG or ARs (not LMGs) are suitable to go through floors with defeating mobs. By the way, I suggest that Sirius 4+ or Peacock 4+ are good as the first choice among Rank 11 weapons and the next is Sylph Type-D for vs. enemy clones. (if you already have enough Status to equip dual Sylph Type-D when you get enough money to buy a Rank 11 weapon for the first time, you can buy Sylph Type-D first and you don't need to buy Sirius 4+ or Peacock 4+)

Note: since weapons' overclocked rates are changed on each interaction with Weapon Shop, you can buy somewhat overclocked weapons by interacting several times.
Side Note: the Locations of Type-Z weapons and Abyssal weapons
・Clones' Room: Gigas Cedar & Blue Rose, and SPB Potassium Type-Z & AMR Tiamat Type-Z
・Lost Gate: Valkyrie Type-Z (from Treasure Box after vs. Bloody Butcher), Deneb Kaitos Type-Z (from Ruthless Angel) & Kagemitsu Type-Z (from Bloody Butcher)
・Meteorological Institute Ruins Midpoint Area: Long Stroke Type-Z (from Zodiac Crown)
・the Last Floor: Royal Guard Gold & GL6 Disaster Gold (from Last Judgement), and SPB Rapier Type-Z or Pandemonium Type-Z (from Treasure Box)

・Build
You can ignore INT in the first half of Abyssal Dungeon, by relying allies on getting Buffs.
Also, focus on STR & DEX to equip higher rank weapons, AGI & VIT are the second, and ignore LUC.

Note: There is no need to use Debuffs in the first half of Abyssal Dungeon, and in the latter half, you are going to have enough CP to raise INT and use Debuffs.

・Allies
You should choose them considering their Defence, Buffs (& Debuffs) and Healing Skills.
Also, you can command them to stand by, in order to save money*3 for buying Rank 11 weapons early.

*3: It costs some money to lift each lock of your allies. If you get dead, you can also immediately retire, in order to prevent secondary deaths of your allies.

・If you get stuck in Clones' Room at 47F to 49F
Needless to say, make sure to make your allies use Power Field Shot 4, Guard Field Shot 4 & Nanotech Boost Shot 4, and use Armor Break Shot 4 (or Viral Shot 4) against clones. Charging Medal Gauge by spamming field buffs before starting the battle and setting multiple Skill Freeze Shot on your skill palette and spamming Skill Freeze Shot against clones much help you to beat the clones.

Side Note: Clones' fighting actions
Clones basically attack against the nearest opposite.
Kureha uses Armor Form 4 after Trigger Happy at the beginning and Armor Form 4 makes her very tough. Also, she uses Debuffs, so If you fail to freeze her at the beginning, take a distance and use your allies as a decoy temporarily. After that, try to freeze her again.
Kirito uses dangerous Sword Skills and Handguns, so use your allies as a decoy if you don't have enough toughness. If his attacks become critical hits (this is not a rare thing), they can deal nearly fatal damage on you. He also uses Human Fortress 4, but you don't need to consider it seriously since its effect is less than Armor Form 4.
Itsuki just only spams Status Ailment attacks or Gadgets, so you can almost ignore him by using Anti-Ailment Kit 2. Only beware not to stay inside poison or blaze fields in order not to decrease Medal Gauge, if you don't use Human Fortress 1.
―23.4 Extra: How to farm Gigas Cedar & Blue Rose
To be honest, I wonder how many people plan to farm Gigas Cedar & Blue Rose legitimately for now, especially on PC Edition. I think that even if you created perfect Gigas Cedar & Blue Rose with unusual methods, few people would care about it unless you boasted those swords. (If you use black magic, do it at your own risk)
Anyway, I'll talk about an example of normal methods to farm Gigas Cedar & Blue Rose.

・Equipment
Main Weapons: Royal Guard Gold, SPB Rapier Type-Z or Long Stroke Type-Z
Accessories: farming them on the way of going through 47 to 49F
Side Note: Priority of ArFA-sys's accessories
Rare Item Drop Rate +x% >> LUC +x > Item Drop Rate +x%

・Party Members
ArFA-sys (Buffs & Healing), Asuna and another one such as Silica
Note: You should choose allies considering their Defence & LUC.
Caution: Make sure to go with a foursome to get better Drop Rates of Gigas Cedar & Blue Rose.

・Route
Lost Gate: shortcut (fall in the hole) toward the teleporter to the next floor
Meteorological Institute Ruins Midpoint Area: get back, or go through, defeating enemies minimally
If 47F is Meteorological Institute Ruins Midpoint Area, you should get back once.

・Royal Guard Gold build
1. Status
STR: 254
DEX: 240
INT: 196
AGI: 206 or more
After that, adjust Status considering Defence, moderate LUC & Movement Speed.
2. Accessories
Any accessories are okay, but some accessories are helpful like these.
・Movement Speed +x% (for quicker farming)
・STR +x & DEX +x (for making up for Status to wield dual Royal Guard Gold)
・AGI +x (for more Defence & Movement Speed)
3. Skills & Gadgets
Royal Guard Gold: Skill Freeze Shot 3 & 4, Armor Break Shot 4, & another (such as Tactical Roll)
sub weapon: Speed Form 4, Electrodynamic Stunner 3, & others
Gadgets: First Aid Kit 2, Anti-Ailment Kit 2, Electromag Stun Trap, & another
Side Note: Human Fortress 1 helps you maintain Medal Gauge to be high, and Healing Shot or Healing Field Shot can help you instantly charge the gauge.

・SPB Rapier Type-Z build
Compared to Royal Guard Gold, this build is more stable and defensive but it takes more time to defeat enemies.
1. Status
STR: 202
DEX: as high as possible (considering Defence)
INT: 196
AGI: 206 or more
After that, adjust Status considering Defence.
2. & 3. Accessories and Skills & Gadgets
They are similar to Royal Guard Gold build's one.

・Long Stroke Type-Z build
This build can be another choice if you have acquired two of good Recharge Accessories fortunately.
1. Status
STR: 127
DEX: as high as possible
INT: 196
AGI: 206 or more
After that, adjust Status considering Defence and moderate LUC.
2. Accessories
This build requires high values of Recharge Time -x% on both slots in order not to rely on Handgun Art.
3. Skills & Gadgets
Long Stroke Type-Z: Quick Shot 2 & 3 & 4 or 1, and Armor Break Shot 4 or Viral Shot 4
sub weapon: Speed Form 4, Skill Freeze Shot 3 & 4, and Electrodynamic Stunner 3 or another
Gadgets: First Aid Kit 2, Anti-Ailment Kit 2, Electromag Stun Trap, and another

・Fighting Actions
1st. get all of buffs with spamming "Encouragement", and load Skill Freeze Shot 4 in advance
2nd. freeze "Kureha?"*1 first and freeze each "Kirito?"*2 with Lv.3 & 4 (*3)
3rd. kill "Kureha?" with being careful to keep a moderate distance and considering Effective Range
4th. kill each "Kirito?" with refreezing them
5th. kill "Itsuki?"*4
6th. pray good RNG

*1: She uses Armor Form 4, so you should prevent her from using it in order to kill her smoothly.
*2: He uses Human Fortress 4 and dangerous Sword Skills.
*3: Skill Motion Cancel by crouching or jumping helps you freeze them quickly.
*4: He mainly uses Ailment Attack, so you can ignore him by using Anti-Ailment Kit 2.
Side Note: You can also command your allies to stand by. It prevents them to lead enemies to restart to move by getting close. In that case, you cannot charge Medal Gauge and cannot be given any support by them in battle, so you have to kill enemies quickly with dual Royal Guard Gold and so on.
24. DPS Ranking
In one common situation, raw DPS or Damage*1 of some weapons*2 are listed like these tables. If "best" equals "most powerful" in your opinion, just use highly ranked weapons.

Note: these rankings never insist on "better or worse" but just indicate "higher DPS or lower DPS, in one of situations.

*1: actual damage = raw damage x enemy's damage reduction x enemy's spot multiplier (x skill shot, melee attack or Weapon Art multiplier)
*2: Each weapon respectively has one of good rolls including bounty chips, and some weapons such as Long Stroke Type-Z and Procyon SL4+ are customized bounty versions of them.
―24.1 DPS Ranking of guns
Situation: shooting against Mechs, 315 DEX & 200 LUC, with Power Field Shot 4, without Nanotech Boost Shot, at max Medal gauge (+ within each Effective Range, all bullets hit only at weak spot, no reloading)

Table: weak spot DPS Ranking of some of guns
Category
Weapon
raw Damage
per 10 sec
Availability
(Drop Rate, etc.)
one of locations to farm
SG
Full
Royal Guard Gold
20 million (dual)
17 million (single)
almost worst
Last Judgement
in Abyssal Dungeon 50F
HG
Semi
Long Stroke Type-Z
with spamming Quick Shot
roughly equivalent
to Royal Guard Gold
tedious
bounty reward
SR
Bolt
AMR Tiamat Type-Z
with Cocking Cancel
14 million
bad
Special Challenge β/γ
SR
Bolt
AMR Grim Reaper+
with Cocking Cancel
12 million
a little good
Facsimile Punisher
in Old South
SR
Semi
AMR Breakthrough 4
11 million
bad
Nephilim Replica
in Forgotten Temple
SR
Full
Sound Deadener 2
11 million
medium
Arctic Triple Artillery
in White Frontier
AR
Full
AR Ninja 3++
11 million (dual)
9.4 million (single)
pretty good
Makai Twins
in Demon Cave Depths
GG
Full
Pandemonium Type-Z
10 million
bad
Special Invitation β/γ
GG
Full
Benetnasch 4+
9.4 million
tedious
or
a little bad
bounty reward
or S-Type Gatling Drone
in White Frontier
SR
Semi
MEBR Special 2
9.0 million
tedious
bounty reward
SR
Semi
Dragon Killer 2
8.9 million
a little bad
Giga Ivory Shell
in White Frontier
SG
Full
Royal Guard MK3+
8.7 million (dual)
7.4 million (single)
a little good
Behemoth MT-13
in Lost Gate Depths
SR
2-Burst
Al-Nassr 4+
8.0 million
a little bad
S-Type Sniper Drone
in White Frontier
SR
Bolt
Calm Hound MK3++
8.0 million
good
Treasure Box
in Demon Cave Depths
SR
Bolt
AMR Tiamat Type-Z
7.9 million
bad
Special Challenge β/γ
SMG
Full
SMG Technical V3+
7.4 million (dual)
6.4 million (single)
a little good
Behemoth MT-04
in Lost Gate Depths
SMG
Full
SPB Potassium Type-Z
7.1 million (dual)
6.0 million (single)
tedious
bounty reward
SG
Semi
Valkyrie Type-Z
6.8 million (dual)
7.0 million (single)
tedious
bounty reward
SG
Semi
Holy Arrow MK3+
6.2 million (dual)
6.7 million (single)
a little good
Golden Drone
in Meteorological
Institute Ruins
AR
Full
AR Blue Rose MK3+
6.7 million (dual)
5.9 million (single)
a little good
Golden Drone
in Lost Gate
AR
Full
SPB Rapier Type-Z
6.7 million (dual)
5.5 million (single)
bad
Special Challenge α/γ
SR
Bolt
AMR Grim Reaper+
6.2 million
a little good
Facsimile Punisher
in Old South
AR
Full
Cyber MTX3++
5.7 million (dual)
4.6 million (single)
a little bad
Treasure Box
in Demon Cave
SMG
Full
LMG Moonlight 3++
5.6 million (dual)
5.0 million (single)
a little good
Golden Drone
in Demon Cave
HG
Full
Procyon SL4+
(Debuff Stacking +50.00%)
5.3 million (dual)
4.5 million (single)
tedious
bounty reward
HG
Semi
Long Stroke Type-Z
without Quick Shot
4.5 million (dual)
5.2 million (single)
tedious
bounty reward
HG
Full
Ordinal Ray MK3+
(Debuff Stacking +50.00%)
3.8 million (dual)
3.3 million (single)
good
Snowstorm Ereshkigal
in Meteorological
Institute Ruins Depths
―24.2 Damage Ranking of swords
Situation: attacking against Mechs but not attacking from behind, 254 STR & 254 DEX & 192 LUC, with Power Field Shot 4, without Nanotech Boost Shot, at max Medal gauge (+ not considering Melee Attack Damage Multipliers but including the effect of "Physical Attack +x%")

Table: Damage Ranking of all of swords
Weapon
raw Damage
per 10 slashes
Availability
(Drop Rate, etc.)
one of locations to farm
Gigas Cedar
3.2 million
worst
Kirito?
in Abyssal Dungeon 47-49F
Blue Rose
2.1 million
worst
Kirito?
in Abyssal Dungeon 47-49F
Kagemitsu Type-Z
1.2 million
bad
Special Invitation γ
Raikiri EX+
0.67 million
a little good
Executioner
in Icicle Prison Depths
Fragarach+
0.46 million
tedious
or
a little good
bounty reward
or Elemental Wizard
in Forgotten Temple
Doujikiri Yastsuna Kai
0.41 million
medium to bad
depends on color
(F6: Special Challenge γ
or Alice in BoB GM class only)
Ameno Murakumo +
0.35 million
medium
depends on color
25. Fluff Data
―25.1 Graphs of Status Effects
・Damages & Critical Rate
multiplier increment
valid status
Critical Damage
x 0.25% per status +1
DEX
Weak Spot Damage
x 0.50% per status +1
DEX
Melee Damage
x 0.25% per status +1
STR
Dash Attack
or GG Art
x 2.50% per status +1
STR
Critical Rate
x 0.40% per status +1
LUC



・Recharge Time
by INT
by Accessory
by Proficiency
by HG Art
Recharge Time
- 0.125%
per INT +1
- x%
along with INT Effect
x 0.75
at max
x 0.1



・Reload Speed / Reload Time
by AGI
by Accessory
Reload Speed
+ 0.1%
per AGI +1
+ x%
along with AGI Effect



・received Ailment Damage Rate
by LUC
by Accessory
Ailment Damage Rate
- 0.2%
per LUC +1
- x%
along with LUC Effect

Note: Ailment Damage -50% is the cap of LUC Effect

Extra Table: Poison/Blaze base damage & duration on Protagonist
duration
base total damage
Poison
60 seconds
64.90% of Max HP
Blaze
15 seconds
31.87% of Max HP

―25.2 Item Drop Rate Test
□Conditions
1. Targets
・Accessories: Glacial Wasps in White Frontier (Queen : Empress : Emperor = 1 : 4 : 6)
・Weapons: Arctic Triple Artillery in White Frontier
・Overclock Chips: Makai Twins in Demon Cave Depths
2. LUC: Protagonist = 255 (or 1), other three members = 255
3. Buffs: Nanotech Boost Shot 4 and others
4. Medal Gauge: max

□Summary
・Accessory Drop Rate
Accessory Drop Rate is moderately improved by "Item Drop Rate +x%". "LUC +x" slightly improves as additional bonuses.



・Weapon Drop Rate
Weapon Drop Rate is gradually or kind of linearly improved by "Item Drop Rate +x%".



・Overclock Chip Drop Rate
Drop Rate of Overclock Chips more largely depends on LUC & "Item Drop Rate +x%" than Weapon Drop Rate or Accessory Drop Rate.



□Samples
・Accessory Drop Rate
Table: Accessory Drop Rates of Glacial Wasps
Accessory Chips
Accessory Drop Rate
(= drops / wasps)
increment
(vs. none)
95% Confidence Interval *1
none
(Protagonist & ArFA-sys: 1 LUC)
(others: 87 LUC)
30.49%
(= 644 / 2,112)
-16.76%
28.53% - 32.46%
none
(Protagonist & ArFA-sys only)
37.36%
(= 526 / 1,408)
-8.64%
34.83% - 39.89%
none
47.25%
(= 4,740 / 10,032)
-
46.27% - 48.23%
1x "Item Drop Rate +37.00%"
53.58%
(= 4,727 / 8,855)
+6.13%
52.34% - 54.42%
3x "Item Drop Rate +37.00%"
59.80%
(= 5,170 / 8,646)
+12.55%
58.76% - 60.83%
6x "Item Drop Rate +37.00%"
62.99%
(= 5,543 / 8,800)
+15.74%
61.98% - 64.00%
2x "LUC +40"
& 6x "LUC +30"
56.20%
(= 2,881 / 5,126)
+10.20%
54.84% - 57.57%
6x "Item Drop Rate +37.00%"
& 4x "LUC +30"

(Protagonist: 1 LUC)
61.77%
(= 3,126 / 5,060)
+15.77%
60.43% - 63.12%
6x "Item Drop Rate +37.00%"
& 4x "LUC +30"
68.38%
(= 2,076 / 3,036)
+22.38%
66.72% - 70.04%
6x "Item Drop Rate +37.00%"
& 2x "LUC +40"
& 6x "LUC +30"
68.78%
(= 2,111 / 3,069)
+22.78%
67.14% - 70.43%

*1: 95% Confidence Interval means that when you repeat the same tests, 95% of intervals obtained by tests should contain the true value. Very roughly speaking, it means that the interval likely contains the true value.

・Weapon Drop Rate
Table: Drop Rates of Sound Deadener 2 from Arctic Triple Artillery (drop type: Common to Legendary and including No Drop)
Accessory Chips
Weapon Drop Rates
(= Sound Deadener 2
/ Arctic Triple Artillery)
increment
(vs. none)
95% Confidence Interval *1
none
(Protagonist & ArFA-sys: 1 LUC)
(others: 87 LUC)
31.77% (= 122 / 384)
-16.09%
27.11% - 36.43%
none
47.86% (= 313 / 654)
-
44.03% - 51.69%
1x "Item Drop Rate +37.00%"
51.50% (= 344 / 668)
+3.64%
47.70% - 55.29%
3x "Item Drop Rate +37.00%"
56.78% (= 360 / 634)
+8.92%
52.92% - 60.64%
6x "Item Drop Rate +37.00%"
61.15% (= 384 / 628)
+13.29%
57.33% - 64.96%

・Overclock Chip Drop Rate
Table: Drop Rates of Overclock Chips from Makai Twins depending on LUC
Situation
Drop Rate of
Overclock Chips
Protagonist & ArFA-sys only
the both: 1 LUC
25.50% (= 51 / 200)
foursome
Protagonist & ArFA-sys: 1 LUC
other members: 87 LUC
31.00% (= 62 / 200)
foursome
all members: 255 LUC
70.25% (= 281 / 400)

Table: Drop Rates of Overclock Chips from Makai Twins depending on "Item Drop Rate +x%"
Accessory Chips
Drop Rate of
Overclock Chips
none
70.25% (= 281 / 400)
1x "Item Drop Rate +37.00%"
67.00% (= 201 / 300)
3x "Item Drop Rate +37.00%"
74.00% (= 148 / 200)
4x "Item Drop Rate +37.00%"
80.50% (= 161 / 200)
6x "Item Drop Rate +37.00%"
84.50% (= 169 / 200)
―25.3 Rare Item Drop Rate Test
□Conditions
1. Targets
・drop type of mobs: Arctic Triple Artillery in White Frontier
・drop type of named enemies: Solo Stinger in White Frontier
・drop type of bosses: Makai Twins in Demon Cave Depths
・drop type of bosses (from Treasure Boxes): GL Ninja 3 & Calm Hound MK3 in Demon Cave Depths
2. LUC: Protagonist = 255 (or 1), other three members = 255
3. Buffs: Nanotech Boost Shot 4 and others
4. Medal Gauge: max

□Summary
Legendary Ratios hugely depend on How many Rare Item Drop Rate +7.45% (or +10.00%) you stack in your party. Thus, just put Rate Item Drop Rate +x% on your allies if you want more Legendary weapons.

・mobs' drops


・named enemies' drops


・bosses' drops


□Samples
・mobs' drops
Tables: Rarity Ratios of Sound Deadener 2 from Arctic Triple Artillery
Accessory Chips
Common
to Rare
Epic
Legendary
Increment of
Legendary Ratio

(vs. none)
none
(Protagonist & ArFA-sys: 1 LUC)
(others: 87 LUC)
77.87%
(= 95 / 122)
20.49%
(= 25 / 122)
1.64%
(= 2 / 122)
-2.51%
none
80.19%
(= 251 / 313)
15.66%
(= 49 / 313)
4.15%
(= 13 / 313)
-
1x "Rare Item Drop Rate +7.45%"
75.58%
(= 260 / 344)
18.02%
(= 62 / 344)
6.40%
(= 22 / 344)
+2.25%
3x "Rare Item Drop Rate +7.45%"
67.50%
(= 243 / 360)
20.56%
(= 74 / 360)
11.94%
(= 43 / 360)
+7.79%
6x "Rare Item Drop Rate +7.45%"
67.45%
(= 259 / 384)
21.88%
(= 84 / 384)
10.68%
(= 41 / 201)
+6.53%

・named enemies' drops
Table: Rarity Ratios of Sylph Type-D from Solo Stinger
Accessory Chips
Uncommon
& Rare
Epic
Legendary
Increment of
Legendary Ratio

(vs. none)
none
(Protagonist & ArFA-sys: 1 LUC)
(others: 87 LUC)
76.56%
(= 147 / 192)
20.31%
(= 39 / 192)
3.13%
(= 6 / 192)
-2.88%
none
68.67%
(= 366 / 533)
25.33%
(= 135 / 533)
6.00%
(= 32 / 533)
-
1x "Rare Item Drop Rate +7.45%"
60.48%
(= 202 / 334)
29.64%
(= 99 / 334)
9.88%
(= 33 / 334)
+3.88%
3x "Rare Item Drop Rate +7.45%"
61.20%
(= 194 / 317)
27.44%
(= 87 / 317)
11.36%
(= 36 / 317)
+5.36%
6x "Rare Item Drop Rate +7.45%"
47.45%
(= 149 / 314)
37.26%
(= 117 / 314)
15.29%
(= 48 / 314)
+9.29%

・bosses' drops
Table: Rarity Ratios of AR Ninja 3
Accessory Chips
Rare
Epic
Legendary
Increment of
Legendary Ratio

(vs. none)
none
48.00%
(= 288/600)
42.83%
(= 257/600)
9.17%
(= 55/600)
-
1x "Rare Item Drop Rate +7.45%"
49.33%
(= 148/300)
42.33%
(= 127/300)
8.33%
(= 25/300)
-0.83%
3x "Rare Item Drop Rate +7.45%"
46.50%
(= 93/200)
35.50%
(= 71/200)
18.00%
(= 36/200)
+8.83%
4x "Rare Item Drop Rate +7.45%"
42.00%
(= 168/400)
38.00%
(= 152/400)
20.00%
(= 80/400)
+10.83%
6x "Rare Item Drop Rate +7.45%"
33.00%
(= 66/200)
43.00%
(= 86/200)
24.00%
(= 48/200)
+14.83%

Table: average Rarity Ratios of AR Ninja 3, GL Ninja 3 & Calm Hound MK3
Accessory Chips
Rare
Epic
Legendary
Increment of
Legendary Ratio

(vs. none)
none
(Protagonist & ArFA-sys only)
(the both: 1 LUC)
55.75%
(= 223/400)
40.75%
(= 163/400)
3.50%
(= 14/400)
-6.50%
none
(Protagonist & ArFA-sys: 1 LUC)
(others: 87 LUC)
54.25%
(= 217/400)
38.00%
(= 152/400)
7.75%
(= 31/400)
-2.25%
none
50.17%
(= 602/1200)
39.83%
(= 478/1200)
10.00%
(= 120/1200)
-
6x "Rare Item Drop Rate +7.45%"
(Protagonist & ArFA-sys: 1 LUC)
(others: 87 LUC)
39.00%
(= 234/600)
42.50%
(= 255/600)
18.50%
(= 111/600)
+8.50%
4x "Rare Item Drop Rate +7.45%"
& 4x "LUC +30"
42.50%
(= 170/400)
36.75%
(= 147/400)
20.75%
(= 83/400)
+10.75%
6x "Rare Item Drop Rate +10.00%"
& 6x "LUC +32"
41.75%
(= 167/400)
37.25%
(= 149/400)
21.00%
(= 84/400)
+11.00%
―25.4 Accuracy & Stabilization Speed
Bullet Circle Accuracy +x% is effective for shotguns but it & Bullet Circle Stabilization Speed +x% aren't major memory chips for many weapons. I investigated how effective they are for Royal Guard MK3+ or Gold (default Accuracy: E, RPM: 360), and the results are here.

□Summary
・basics
Those two chips are valid also on copied guns. How much enlarged Bullet Circle is depends on which gun you shoot with, regardless of whether those two chips are attached or not.
・Accuracy +x%
Accuracy +x% lets you do one-hole shots with whatever weapons, but the higher RPM such as when you dual wield, the less benefits it provides on Accuracy of weapons.
・Stabilization +x%
Stabilization +x% makes significant differences only during ADS. It can be effective only on Full-Auto guns since It can just end up providing excessively fast Stabilization Speed for weapons of low RPM such as sniper rifles.

□Results
I measured some kinds of diameters on my PC's display with a ruler, with shooting from the same distance. Following diameters were measured in each situation of single/dual wield and ADS/not.
・diameter of bullet-landing area during rapid firing
・minimum diameter of Bullet Circle during rapid firing
・convergent diameter of Bullet Circle when you just stay and don't shoot at all

・Royal Guard with ADS
chips
landing area
(on single)
landing area
(on dual)
diameter
in rapid firing
(on single)
diameter
in rapid firing
(on dual)
convergent
diameter
none
18 mm
18 mm
22 mm
24 mm
16 mm
Stabilization
+147.50%
12 mm
12 mm
16 mm
18 mm
16 mm
Accuracy
+111.00%
6 mm
12 mm
8 mm
10 mm
1.1 mm
the both
2 mm
10 mm
1.1 mm
4 mm
1.1 mm

・Royal Guard without ADS
These diameters have been multiplied by 2.5 compared to real diameters, considering camera magnification during ADS.
chips
landing area
(on single)
landing area
(on dual)
diameter
in rapid firing
(on single)
diameter
in rapid firing
(on dual)
convergent
diameter
none
45 mm
45 mm
60 mm
65 mm
47.5 mm
Stabilization
+147.50%
45 mm
45 mm
60 mm
65 mm
47.5 mm
Accuracy
+111.00%
30 mm
30 mm
42.5 mm
45 mm
5.5 mm
the both
30 mm
30 mm
40 mm
45 mm
5.5 mm
―25.5 Biased Memory-Chip Incidence
Chip Cologne thankfully levels incidences of Memory Chips, and you don't have to consider the original bias on incidences of them in most cases. However, Chip Cologne is invalid when you farm abyssal weapons, and the bias disturb you from getting desired chip sets.

Chip Cologne is also invalid for accessories from Accessory Exchange Tickets. I investigated the bias on those accessories by farming 2,000 accessories, and concluded that it is an ineffective method to farm accessories with Accessory Exchange Tickets, as I said in "―2.4 Bounty & Accessories".

□Basics & Simplification
Accessory Chips are 36 kinds in total and Accessory Exchange Tickets provide only Epic or Legendary accessories.

Each incidence of chips is weighted and unknown unlike in school math, so I counted just whether an accessory has a certain chip or not, and roughly estimated the biased probabilities of each chip & incidences of desired chip sets.

□Results
Rarity Ratios of Epic & Legendary are 50% : 50%, in accessories from Accessory Exchange Tickets.

Accessory Chips are divided into 3 groups depending on their incidences, like Rare, Uncommon and Common. Those incidences are listed in this table.

Table: average Incidences of chips in each chip group
chip group
incidence
on Legendary
incidence
on Epic
Rare
3.57%
2.88%
Uncommon
15.38%
10.66%
Common
22.80%
18.89%

Side Note: memory chips of weapons are also similarly grouped to 3 groups, I haven't decently investigated though. Probably, useful chips such as Weapon Attack +x% are categorized to Rare Chips but useless chips such as Trade value +x% are categorized to Common Chips.

・Rare Chips
They are 21 kinds out of 36 kinds. Most of your favorite chips are probably categorized in this group.

・STR +x
・VIT +x
・INT +x
・AGI +x
・DEX +x
・LUC +x
・Gadget Attack +x%
・Debuff Resistance +x%
・Debuff Duration -x%
・HP Recovered over Time x%
・Max HP +x%
・HP Recovery +x%
・Decreased Detectability while Crouching
・Reload Speed +x%
・Avoid Instant Death x% or more
・Recharge Time -x%
・Item Drop Rate +x%
・Rare Item Drop Rate +x%
・Weight -x%
・Medals Acquired +1
・Experience Points +x%

・Uncommon Chips
They are 5 kinds out of 36 kinds. Movement Speed +x% is a sole useful chip in this group.

・Blase Resistance +x%
・Poison Resistance +x%
・Suppression Resistance +x%
・Electromagnetic Resistance +x%
・Movement Speed +x%

・Common Chips
They are 10 kinds out of 36 kinds.

・Physical Defence +x%
・Optical Defence +x%
・Explosive Defence +x%
・Melee Defence +x%
・Defence vs. Humanoids +x%
・Defence vs. Lifeforms +x%
・Defence vs. Mechs +x%
・Blaze Damage -x%
・Poison Damage -x%
・Trade Value +x%

□Incidences of desired chip sets
・Hypothesis
I set up a hypothesis that there are two layers in the process of determining which chips are attached to an accessory. The first one is which chip group, and the second one is which chip in the group.

In leveled probability, incidences of desired Rare-Chips sets are calculated like this table in 2-layers process or single-layer process. There are some errors between incidences based on each process, but I ignored them in order to simplify calculations.

Table: Incidences of desired Rare-Chips sets in leveled probability
no chip
single chip
twin-chips set
trio-chips set
unique set
single layer
88.89%
11.11%
9.5 x 10^(-1) %
5.6 x 10^(-2) %
1.7 x 10^(-3) %
two layers
88.89%
11.11%
9.7 x 10^(-1) %
6.0 x 10^(-2) %
1.9 x 10^(-3) %

・Biased Probabilities of each chip group
Based on the table "Table: average Incidences of chips in each chip group" in Results section, proper approximate bias in each chip group is estimated as follows, and leveled probabilities estimated similarly.
・biased probabilities Rare : Uncommon : Common ≒ 1 : 4 : 7 = 0.90% : 3.60% : 6.30% (/ per chip) = 18.92% : 18.02% : 63.06% (/ per chip group)
・leveled probabilities Rare : Uncommon : Common = 1 : 1 : 1 = 2.78% : 2.78% : 2.78% (/ per chip) = 58.33% : 13.89% : 27.78% (/ per chip group)

Table: Validity of the estimated bias "Rare : Uncommon : Common = 1 : 4 : 7"
chip group
sampled incidence
on Legendary
estimated incidence
on Legendary
sampled incidence
on Epic
estimated incidence
on Epic
Rare
3.57%
3.60%
2.88%
2.70%
Uncommon
15.38%
14.41%
10.66%
10.81%
Common
22.80%
25.23%
18.89%
18.92%

・Comparison of incidences of desired chip sets
Applying the hypothesis, you can easily roughly compare incidences of desired Rare-Chips sets in leveled probability & biased probabilities, with multiplying each of per-chip probabilities, like this.

leveled vs. biased (= leveled / biased) ・single chip ⇒ 2.78% / 0.90% = 3.08 times ≒ 3.1 times ・twin-chips set ⇒ 3.08^2 = 9.51 times ≒ 9.5 times ・trio-chips set ⇒ 3.08^3 = 29.31 times ≒ 29 times ・unique set ⇒ 3.08^4 = 90.38 times ≒ 90 times

Thus, when you farm accessories with Accessory Exchange Tickets, comparing to farming normally from wasps, since a half of accessories from the tickets is Epic but not Legendary, you need to check about 45 times or more accessories if you want to get accessories that have chip sets of 3 rare chips. Unique chip set of 4 rare chips requires about 180 times or more accessories.



□Extra: Dilemma on Accessory Exchange Ticket
The more tickets you have farmed, the more accessories you can check per resetting, and the efficiency looks to be better.

However, basically you can get only one accessory no matter how many you have farmed tickets at once. On the way of check&reset, you need to manually backup and manage your save data if you want to keep better but not best accessories. Also, in biased probabilities, nearly unique chip sets such as a set of desired 3 chips + 1 useful chip are much rarer, compared to in farming normally.

Thus, you may want better accessories since you can retry forever, but you need to reset so many times. Even when you have farmed more tickets to do more efficiently, you can get only one accessory from such many tickets.
―25.6 Critical Form Shot
□Summary
Critical Rate isn't raised at all by Critical Form Shot. I investigated the skill in several patterns but even +1% Critical Rate cannot be expected. Hence, it has no point to use the skill.

□Results
Critical Rate (without Critical Form Shot) is determined by this following formula.
Critical Rate = weapon's Critical Rate x ( 1 + Critical Rate Chip % ) x ( 1 + 0.004 x ( total LUC -1))
If this value is significantly lower than estimated Critical Rate, Critical Form Shot raises Critical Rate to some extent, but...

pattern 1
pattern 2
pattern 3
pattern 4
pattern 5
Critical Rate
90.02%
71.53%
53.47%
35.52%
20.00%
estimated
Critical Rate
90.10%
(= 4,505 / 5,000)
70.80%
(= 3,540 / 5,000)
53.20%
(= 2,660 / 5,000)
34.95%
(= 2,202 / 6,300)
20.28%
(= 1,014 / 5,000)
difference
+0.08%
-0.73%
-0.27%
-0.57%
+0.28%
95% Confidence
Interval
89.27% - 90.93%
69.54% - 72.06%
51.82% - 54.58%
33.77% - 36.13%
19.17% - 21.39%

□Conditions
Pattern 1
Pattern 2
Pattern 3
Pattern 4
Pattern 5
Weapon
LMG Moonlight
LMG Moonlight
LMG Moonlight
AR Blue Rose
Procyon
default
Critical Rate
25%
25%
25%
15%
5%
Critical Rate Chip
+44.50%
+44.50%
+44.50%
+60.00%
+60.00%
character's LUC
254
126
1
1
256
Medal Gauge
Buffs
max Gauge
Nanotech Boost 4
Critical Form 4
max Gauge
Nanotech Boost 4
Critical Form 4
max Gauge
Nanotech Boost 4
Critical Form 4
max Gauge
Nanotech Boost 4
Critical Form 4
max Gauge
Nanotech Boost 4
Critical Form 4
26. Update History
I list only corrections and major revisions.
□~3/28/2022
have translated, edited a lot of sentences overall, and added these things and so on.
・"―2.2 Medals" & "―2.3 Money"
・"―4.2 Materials for enhancing Accessories"
・"―5.3 Builds for hardcore Co-op"
a lot of Detailed Descriptions in "11. & 12. & 13. Tips & How it works"
・"14. Damage-Calculation Formula"
presets of Memory Chip Assortments in "16. Recommended Chips"
・"―20.2 Comparison - AR Ninja 3++ vs. AR Blue Rose MK3+ vs. SPB Rapier Type-Z -"
・"―23.2 Comparison - Gigas Cedar vs. Blue Rose vs. Kagemitsu Type-Z -"
□3/30/2022 & 4/11/2022
edited some sentences overall, and added "―13.1 Poor AI".
□3/31/2022, 4/4/2022, 4/11/2022 & 4/15/2022
tested by myself and corrected almost all of the damage multipliers in "8. Damage Multipliers of Sword Attack & other Melee Skills". Also, added "―8.2 Weapon Art of Sword or Gun & Sword".
□4/2/2022
I corrected a fatal mistake in Damage-Calculation Formula, in "―14.4 in Total".
added these things.
・"―9.1 Buffs & Debuffs"
・"―21.6 Comparison - AMR Grim Reaper+ vs. AMR Tiamat Type-Z vs. AMR Breakthrough 4 -"
□4/4/2022 & 4/5/2022
added these things.
・"Safe Locations in Special Invitation & Challenge" in "9. Knowledge about Hardcore Co-op"
・a Tip about Cocking Cancel in "11. Tips & How it works -about Motion Cancel-"
・"―12.5 Recharge Time"
・"―19.2 SMG Technical V3+"
□4/6/2022 & 4/10/2022
edited the first half of "0. First of All" respecting Mx. r2x5kz8.
added "―13.2 Stun".
□4/10/2022
added "―3.6 Bounty Chips".
□4/11/2022
edited the comments against Major Chips in "3. Transforming Weapons" & "4. Enhancing Accessories".
□4/12/2022, 4/13/2022 & 4/16/2022
corrected these errors in "14. Damage-Calculation Formula".
Melee Booster Kit 2 isn't included in Damage-Calculation Formula about melee damage
pellets per shell isn't included in DPM formulas
added these things.
・"―12.2 Overwritten Buffs & Debuffs"
・"―19.4 Comparison - LMG Moonlight 3++ vs. SMG Technical V3+ vs. SPB Potassium Type-Z -"
changed the order of sections a little.
□4/18/2022
corrected an error that "Debuff Stacking +x%" isn't included among the exceptions about Dual Wielding, in "―12.3 Dual Wielding".
□4/19/2022 & 4/20/2022
edited some sentences and added these things.
・"Disappearance of Skill Shots" in "13. Tips & How it works -about Battles-"
・another method to farm Holy Arrow MK3+, in "―18.1 Holy Arrow MK3+"
□4/22/2022, 4/25/2022, 4/26/2022, 5/1/2022, & 8/4/2022
corrected these things.
・bullet counts of Quick Shot and duration of Sword Barrier in "―7.5 Assault Skills and Avoidance Skills"
・basic duration of Handgun Art in "―7.6 Weapon Arts of Guns"
・descriptions about the effects of Defence Buffs & Debuffs throughout this article
added these additional descriptions.
・"Extra: Damage Rate in the outside of Effective Range", in "―14.2 Weapon Status"
・"15. Damage-Calculation Formula -about Defence-"
□5/2/2022 & 5/3/2022
added "―5.2 Typical Priority or Ratio of each Status".
tested by myself and redefined INT Scaling for Recharge Time to likelier number, in "―5.1. Status Effect" & "―12.4 Recharge Time".
□5/6/2022 & 5/7/2022
edited the preface of "9. Knowledge about Hardcore Co-op"
□5/9/2022 & 5/10/2022
added these things.
・"―5.6 ArFA-sys's Build"
・"―21.2 MEBR Special 2 & Dragon Killer 2 & Al-Nassr 4+"
□5/13/2022
added "10. How to beat Special Invitation & Challenge for the first time".
□5/18/2022
added "―1.2 How to get True Ending".
□5/23/2022
tested by myself and corrected damage multipliers in "―7.4 other Skill Shots".
added "―23.4 Extra: How to farm Gigas Cedar & Blue Rose".
□5/26/2022
corrected the duration of being invincible after avoiding with Hyper Awareness, in "6. Major Skills & Gadgets" & "―7.5 Assault Skills and Avoidance Skills".
□5/31/2022 & 6/2/2022
added a link for "Damage Calculator for Rank 11 Weapons", in "14. Damage-Calculation Formula".
corrected these slight errors.
・Status effects on STR & DEX in Damage-Calculation Formula
melee damage: [1 + 0.0025 x STR] → [1 + 0.0025 x (STR - 1 )]
weak spot damage: [1 + 0.0050 x DEX] → [1 + 0.0050 x (DEX - 1 )]
critical damage: [1 + 0.0025 x DEX] → [1 + 0.0025 x (DEX - 1 )]
・copied guns are affected by overclocking, in "―12.3 Dual Wielding" & "―14.5 DPM Formula".
□6/3/2022
added "―15.2 Extra: Enemy's Defence" & "―15.3 Extra: Enemy's Spot Multiplier".
□6/21/2022
added "―23.3 Extra: How to go through Abyssal Dungeon".
□6/24/2022
divided sections into smaller ones.
□7/1/2022
added these things.
・"―2.6 Extra: multiple Bounty Rewards"
・"―5.4 Weapon Assortments" & "―5.5 Accessory Assortments"
□7/4/2022
corrected the mistranslation of "ending contents" → "endgame content", at last...
□7/11/2022
corrected detailed descriptions of "Damage at Max HP +x%" & "Damage Near Death +x%", in "―3.5 Major Memory Chips" & "―14.3 Memory Chips".
□7/17/2022 & 7/29/2022
corrected a negligible error that I forgot to mention to Character's Level in "14. Damage-Calculation Formula".
□7/19/2022, 7/21/2022, 7/25/2022, 9/13/2022 & 10/25/2022
refined and added "―12.7 Item Drop Rate" & "―12.8 Rare Item Drop Rate".
□8/3/2022
refined descriptions about Target Assist to be precise, in "―12.1 Aim Assist".
□8/11/2022
added "Spot Multipliers of enemies in Abyssal Dungeon", in "―15.3 Extra: Enemy's Spot Multiplier".
□9/16/2022
refined descriptions about drop rates of Overclock Chips to be precise, in "―2.5 Overclock Chips".
□9/20/2022
added these things.
・the detail of how to farm AMR Grim Reaper, in "―21.3 AMR Grim Reaper+ & Calm Hound MK3++"
・"24. DPS Ranking"
□10/3/2022 to 10/6/2022
investigated INT Scaling for Debuff Stacking & LUC Scaling for Ailment Damage, and refined related sentences to be precise, in "―5.1 Status Effect". Also, I tested Debuff Stacking of Ailment Skills again and corrected their multipliers in "―7.4 other Skill Shots" & "―13.2 Stun".
□10/29/2022
corrected the DPS of Valkyrie Type-Z, in "―24.1 DPS Ranking of guns".
□10/31/2022
corrected the description about Weapon Modification Level, in "―3.2 Weapon Modification Level".
□11/16/2022
corrected the note about multiple weak spots, in "―15.3 Extra: Enemy's Spot Multiplier".
□12/5/2022
tested by myself and improved the descriptions about Movement Speed, in "―12.4 Movement Speed", and refined related sentences in comparisons about some weapons.
□1/28/2023 & 2/7/2023
more decently investigated Weapon Drop Rate, and refined related sentences and compiled detailed results in "25. Fluff Data".
□5/25/2023
corrected the count of hit boxes in Shield Matrix 3 or 4, in "―7.5 Assault Skills and Avoidance Skills" and "―8.3 other Melee Skills".
□7/24/2023
corrected the Duration of Skill Freeze Shot, in "―7.2 other kinds of Buffs & Skill Freeze Shot" and "―10.2 Fighting Actions".
□7/25/2023
added some graphs about DPS Comparison, in weapon-comparison sections.
□9/24/2023
added a description about AGI Scaling for Reload Speed, in "―5.1 Status Effect".
□10/1/2023
added a step "Buy Memory Chip Editor from Argo", in "―0.1 Arrangements before starting to play endgame content".
□2/8/2024
added a topic that dual wielding decreases the RPM of Semi-Auto/Round-Burst guns, in "―12.3 Dual Wielding" and "―14.5 DPM Formula".
□2/25/2024
added "―25.6 Critical Form Shot".
27. Special Thanks
・Mx. あきもーり。
their Steam Guide "2022年版 エンドコンテンツ関連の知識&各種データベース" (in Japanese)
・Mx. GRaM
their Steam Guide "エンドコンテンツについて" (in Japanese)
・Mx. r2x5kz8
their guide article
"SAO:Fatal Bullet Beginner's FAQ[docs.google.com]" & "Detailed Rank 11 Weapon Guide[docs.google.com]", and their Google Spreadsheet "Sword Art Online:Fatal Bullet Rank 11 Weapon Drop Table[docs.google.com]"
・Mx. eismis
their guide article "Regarding healing skills and INT scaling"
・John Doe (or Jane Doe) and their Contributors: Mx. Hey13055, Mx. Gravas, & Mx. r2x5kz8
their guide article "How the defense stats work"
・John Doe (or Jane Doe)
their guide article "How damage at max HP/when near death really work."
・Mr. Gomikan
his YouTube Channel (in Japanese)
・Mr. Shao
his YouTube Channel (in Japanese)
・the Official Guide Book: HMV&BOOKS (2018). 『ソードアート・オンライン フェイタル・バレット ザ・コンプリートガイド』. KADOKAWA (in Japanese)

and other helpful people, thank you :)

You can link this article without permission, but please don't plagiarize.
10 Comments
wanya  [author] 19 Apr, 2022 @ 10:11pm 
I see.
However, in that case, regarding farming LMG Moonlight 3, there is no problem in the west side though, you have to directly check whether Golden Drone appears in the east side.
In my case, I can check it via the radar of map during the motion of Dual Orbital, and I can Fast Travel smoothly after that if there is no Golden Drone.

Regarding farming Holy Arrow MK3+, my case doesn't need Hawk Eye, but I decided to add another method of farming it in Meteorological Institute Ruins, by hearing your info.

Thank you!
AN94 19 Apr, 2022 @ 5:09pm 
One last thing, to further facilitate LMG Moonlight and Holy Arrow farming, you don't really need to use Hawk Eye skill yourself, just select Musketeer X and she will immediately activate it on spawn.
wanya  [author] 18 Apr, 2022 @ 3:19pm 
@An

Thank you for a lot of additional information!
I'll examine and confirm them, and then apply to this article.
AN94 18 Apr, 2022 @ 10:13am 
"Weapon Art of Sword or Gun & Sword." You are vulnerable to damage and being staggered during the launch for Gun & Sword. This is especially deleterious
against Cocytus NIfta or the like when it's doing the spin or jump attack.

"Patterns of decreasing Medal Gauge." Having Human Fortress active can stop most of it (could be wrong).

"Dual Wielding." And the third, semi-auto essentially become full-auto.

"Timing of Getting Invincible temporarily." About shield matrix 3 and 4, they additionally heal your for better amount.

"Getting Super Armor temporarily." Sword third charged attack also provides hyper armor.

"Type-Z weapon Drop in the Special Invitation and Challenge - other method." Upper floors of the Abyss dungeon can drop them.

"Typical Configurations -Swords-." Imo, Damage from behind should be top in the optional priority, it works on WA, further bolster the already prodigious damage of the art, against the HC NIfta and the Snowstorm Queen in some scenario.
AN94 18 Apr, 2022 @ 10:13am 
"How to farm Overclock Chips." Ending boss can drop it too probably both GM and Last Judgement.

"Viral Shot 4 or Armor Break Shot 4." Note that they can disappear when switching from gun to sword.

"Essential Skills & Gadgets for some builds. - Skill Freeze Shot" You can also disable Engineer Facsimiles' ability and Heavy Facsimiles' Sharp Nail Spamming just in case.

"Healing Skills - Curing Field Shot." Be aware that the skill will rob of you the ability to resist the cured debuffs, render them instantly inflicted on you for next contact.

"Convenient Skills & Gadgets - Anti-AR Veli." This skill can be the ace up your sleeve in HC challenge quests, It can block the Nifta EX's pulse barrage and stop the tracking devastating Icicles, especially when you are low on mobility.

"Assault Skill and Avoidance Skills - Quick Shot." Not only dual wielding does not raise the bullet count, it also reloads slightly slower. Unless you exploit the glitch.
AN94 18 Apr, 2022 @ 10:13am 
"Why people can move so fast?" It can be 30% thank to bounty rewards, 60% if equip on both slots

"additional EXP gain." Should be noted that it does not work on NPCs chosen via "Select NPC companion" inside co-op but the members selected in Friend List.

"How to farm Medals." DLC Dissonance of the Nexus add a new mode - "Offline Hero Battle" which can be accessed right at the get-go, the last party quests yield large amount of medals and are fairly easy to clear, this way you can accumulate medals extremely fast.

"How to farm Money." most optimal ways for clearing 3 quests are the Solo Stinger in The Old South (accepting the 3 related quests, teleport there and kill the boss, reload the map, kill it again to fully complete all the quests), The automation hunting quests are also a good substitute (Ship Graveyard preferably).
AN94 18 Apr, 2022 @ 10:12am 
Regarding the "O. First of All - ・Get the Accessory Craft Machine," you can acquire more flight reactors by accepting the quest with a specified ally or alternatively from Honeycomb Maker in the Demon Cave.

About "Make your builds in advance and save them in each customization data." One slot should be left empty in case you need a free respec kit, simply by loading the slot.

"What differences between projectile guns & optical guns?" additionally, optical projectile travels at slightly slower speed could render some difficulty when aim at moving targets, in the anime, enemy players are coated with a 50% damage reduction protiective field against optical but i don't know if that holds true for the game.
wanya  [author] 18 Apr, 2022 @ 7:40am 
I had a hard time to translate xD

Thanks to Your video about Procyon vs. Ordinal Ray, I noticed whether Debuff Stacking is active on dual wielding. Thank you!
Eluwave 17 Apr, 2022 @ 1:35pm 
VERY GOOD

i wanted to translate too xd
wanya  [author] 16 Apr, 2022 @ 8:46pm 
I have finished updating this article overall at last, I think...I wanna believe so.
I hope this article helps you even just a little, and appreciate a lot you read more or less sentences.
Please have a good time in this game as you want!
(the comment bug was fixed by Steam Support at 16/4/2022)