help with affixing sgrade from free 15star weps

first of all , i suck at affixing xD, i got the trailblazer/rivalate weapons from the campaign, but i dont know how to get the s-grade augments w/o losing some of the augments the weapon already has. EX. rivalate can get S5:skillful adept will , but i would lose vinculum, masteryIV and alles di soul. how can i do it. 44f918ed-ecca-4ee7-b281-d61f49afa7e6-image.png

@ECO-Damesis Unfortunately, the only way to add the S5 to that weapon without losing its current affixes would be to either:

  1. Re-affix that Rivalate using fodder that would recreate those affixes (e.g. could re-add Vinculum by using 2 fodders with Vinculum and 1 with Anga Soul + a 30% augmentation aid); or

  2. Create another Rivalate => Enhance it to +35 to unlock S5 Augment Factor (SAF) => re-affix and add S5 => use Transfer S-grade Augments menu option at Monica/Dudu to replace one of the augments on your original Rivalate with the S5 from your 2nd

Personally, I'd recommend against doing either option. Instead, I'd re-affix your current Rivalate to gain access to the S5 (as well as the Atlas Ex to gain access to an S4) and then add on stronger augments than the ones you have now using fodder weapons with strong SAFs and possibly a capsule (Graceful caps shouldn't be too expensive). You unlock a weapon's SAF by enhancing it to +35. For example, it will be pretty cheap to buy a 5-slot:

  • Dim weapon for Stat 6 SAF (if you want Might 6 buy a melee Dim weapon, Precision 6 buy a ranged Dim weapon, etc.)
  • Any Ray or Union weapon for Astral Soul SAF
  • Any Basilisk weapon for Phrase Decay SAF (if you play a class that can inflict Jellen or mostly play multiplayer content)
  • Any Ceres weapon for Doom Break 2 SAF (could make your own Doom Break 3 SAF by completing 6 of the same Orb weapon from 15 star Collection Folder)
  • There are also SAFs for Modulator, Sentence Might/Arma/Triple, Phrase Weak and much more. You can see a list on the NA visiphone site (not completely up to date though) or the JP visiphone (up to date but some names are different on our version).

I know this can be confusing, but we could walk through the process step-by-step if you tell us what class/weapon you're using and any goals you have for the affix (mostly attack? a lot of PP? Etc.).

And if you're willing to invest a decent chunk of meseta we could even make a recipe that adds Mana Reverie (requires 5 additional fodders, 4 of which you'd have to enhance to +35 to unlock SAF). Or we could go for augments you can't get via SAF such as the new Glares which give a nice bump in DEF stats (more important if you're playing UH content).

@Rang-Dipkin wow ty for all the detailed info. im playing rod phantom atm, the problem is i change class so often i wanted a weapon i could easily swap/convert whenever my flavor of the month changed , and since the free 15star weapons had ok balanced affixes i thought i could roll with that on any weapon class. i know i can possibly make a better one if i affix specific weapon stats, but i dont main any specific class. even now i kinda want to change to rifle phantom just to play something new xD. is there a way to make if anything , a good weapon for phantom i could swap between rod/rifle? or maybe i could use trailblazer/atlas for one class , but still i dont know what is better for each playstyle example if i use trailblazer which benefits the most, rod/rifle? ty for you time btw i really apreciate it

No worries man, I'm happy to pay it forward whenever I can because everything I know came from a kind community member who made a guide or video.

And thanks for explaining your gameplay preference; that makes a lot of sense and you asked some great questions! Unfortunately, I've really only done a deep dive on Katana Braver so my knowledge of the other classes is more limited. On the flip side, there are a lot of smart and helpful folks on here that can fill in the blanks.

I'm going to break my response down into 2 sections - what affixes you might shoot for on an all-class weapon, which I probably wouldn't recommend, and then how I'd build towards a multi-class weapon armory instead.

Designing an All-Class Weapon

While there are weapons that can be used by all classes, they are typically not the strongest and you'll be limited in the PAs/techs you can use unless you change to the appropriate subclass. As a result, I'll talk about an affix for your Rivalate under the assumption that you'd later "Change Weapon Category" at Zig to use it for another class (Zig is the mech/CAST on the left side of the first floor of the Shopping Plaza next to Monica/Dudu).

The biggest problem with switching weapon categories is just that it'll take a hefty amount of crafting resources to change each time which might get expensive if you change frequently. Sidenote- You can replenish these materials by breaking down 13 star weapons in your Personal Quarters (PQ) using the wall terminal to access the Crafting menu => DIY crafting => Item Dismantling. You can also use the Swap Shop store in the Shopping Plaza to upgrade 12 star and lower crafting materials (also broken down in PQ) into 13 star materials via the Crafting swap shop 1 menu (store itself is down in the row of shops at the bottom left underneath the entrance to Franca's Cafe). However, you can also buy these materials from the Player Shop.

Upslotting

For starters, because this will be your main weapon for all classes, I'd probably invest in upslotting it to 6-slots to make it a little stronger. However, I'd only recommend that during the current boost week because right now you can upslot to 6s risk-free if you use a 40% Augmentation Aid (AA) item (however, feel free to stay at 5 slots if resources are tight). You can purchase a 40% AA at the Ex-cube exchange vendor on the 2nd floor of the Shopping Plaza for 100 cubes.

Side note - The best source I know for Ex-cube farming is to run "Light: Barren Blossom" UQ triggers which are the solo version of the Profound Darkness UQ. Running this on Extra Hard difficulty should be pretty quick (<10 min and eventually closer to 5min) and you'll get ~45 Ex-cubes each run in the form of 10 and 11 star weapons which you turn into cubes at the "Swap Shop" (option is under the shopping cart icon (far right) when you bring up the menu bar). You'll purchase triggers using Rising Weapon Badge 3s at the badge exchange vendor who is also on the 2nd floor of the shopping plaza (if you don't have any RWB3s you can exchange higher badges (RWB4s and the current RWB5s) for RWB3s at a nice exchange rate).

To upslot you'll go to Monica/Dudu and select the Affix Augment option and choose your Rivalate as the base weapon. You'll also want at least 2 pieces of 5-slot "fodder" which are 5s weapons that you'll sacrifice/destroy in the process of increasing your Rivalate to 6 slots. The ideal fodder will have "junk augments" which are typically weak augments like Might/Precision/Casting 1, any Fever (e.g. rappies are currently dropping Love Fever), any of the damage resist augs that end in Ward 1, etc. You'll know good junk if the chance of affixing shows 100% on the affix menu. You'll select the S5 (Rivalate's SAF) + 5 junk affixes to transfer over. The resulting percentages should all read 100%, but as soon as you pick the 6th affix they will suddenly decrease quite a bit because of the "upslotting penalty". However, because you're using 100% success junk augs (and it's a +10% boost week), you can counter-act this penalty with the 40% AA item to raise the percentage back up to 100 🙂

S-grade Augments

I'm also going to definitely encourage putting an S4 on your Rivalate as you can easily swap S-augs later to whatever class you're playing at the moment. Unlike regular augments, replacing S-grade augments can be done individually/doesn't require re-affixing your whole weapon, provided you have another weapon to swap them from (which is the big challenge for S4s and S5s). Anyway, because you're going all-class, you're pretty much confined to using the Rivalate Gunblade S5 as you mentioned in your original post (Skillful Adept Will) because the others are tied to a specific weapon style. For the S4 you could just use the one on the Atlas Ex Gunblade (Lifesteal Strike) for double the healing or you could "Category Change" the Atlas Ex at Zig into the Partisan (Victo Ex) for S4: Photon V Adaptation which will save you PP/refill your PP faster based on your max PP (the % saved is given by the formula (Your Max PP - 120) * 0.10, i.e. 10% of your max PP - 120).

So you'll have a 6s Rivalate with an S5 and 5 junk affixes. You'd then use the "Transfer S-grade Augments" option at Monica/Dudu to take the S4 from your Atlas Ex and move it to your Rivalate in replace of one of your junk affixes (and you'll lose 1 slot on your Atlas Ex because you're not replacing the S4 with anything). Then you'll have a Rivalate with an S4, S5 and 4 junk affixes.

Affixing Via SAF

As mentioned in my first post, affixing via "Augment Factors" (Special Ability Factors on JP, or SAF) is the easiest method and you unlock the ability to use these augments while affixing once you enhance a weapon to +35 (i.e. SAFs don't have to be affixed to their weapon; so long as the weapon is used as fodder its SAF will become available to affix). The other thing to keep in mind is that you'll need the SAF weapon to have the same number of slots as your Rivalate, so 6 in this example (but sticking with 5 slots is totally cool too).

Enhancing weapons during the current boost week is especially recommended because it'll cost zero meseta. And an easy way to enhance is by using "EXP weapon mini"s which you can purchase either in the Ex-cube shop or the Photon Booster shop (right next to Ex-cube exchange). One thing to keep in mind is that you can exchange Astracite (like the astracite you get from Tokyo Keys) for Photon Boosters at the Astracite exchange which is also on the 2nd floor of the shopping plaza.

Another old faithful source of enhancement fodder is completing the 13 star Collection Folders for the Revolsio Weapons as one of these is usually enough to jump your weapon up to the next enhancement cap (i.e. it usually only takes 4 to go from 0-10, 10-20, 20-30, and finally +30 to +35). And if you need to power through Collection Folders keep in mind that solo triggers won't progress the UQ completion part, but 12man triggers will so you can do those solo on lower difficulty (e.g., I made decent progress on folders while running 12man Persona triggers (Malevolent Void, RWB4 shop) solo on Super Hard for void fragments). I've also found that the Expedition part progresses fast by spamming Floating Facility - you just run straight for the boss and will get max progress per clear (and you'll get more progress by running a +250 RDR booster so definitely do that).

OK, so which 4 weapons should you buy on the Player Shop and enhance to +35 to unlock their SAF? For an all-class weapon I'd consider:

  • Astral Soul (+35 All Attack and Defense Stats, +35 HP, +5 PP, +35 Dex): Available from any Ray or Union weapon
  • Doom Break 2 (+25 All Attack Stats, +3 PP): Available from any Ceres weapon

These two should be super cheap on Player Shops (and you may have some yourself) because they frequently drop from Tokyo Rainbow keys. However, you need the exact name to search for them in the Shop and unfortunately the search function only keeps a record of the recent weapon names you've "seen" somewhere (so if you type in "Union" in the first text field and try to look for matching Union weapon names it may only show a limited list, or none at all, if you haven't seen them recently). The good news is that you can "see" all the names for Ray/Union weapons by looking at the Union weapons in Zig's exchange shop. And for the Ceres series you can search for the "Doom Break 2" augment in the player shop (using the text fields on the right side of the screen) and you'll likely see those weapon names pop up because people who play the market will often affix an SAF onto the weapon it comes from to make searching for their wares easier. Once you know the name you can then go back and search for all weapons with that name that have 6 slots because often ones without the affix on it will be cheaper. My other pro tip is to sometimes search for higher slots than you need because once in awhile they're actually cheaper! Players often post a price by comparing their weapon to weapons that have the same affixes and the same number of slots. So sometimes there's more available 7 slot weapons than 6 slot ones and that increased supply can drive the price lower than the weaker weapon

  • Mastery 4 (+20 All Attack and Defense Stats): Available from many 14 star weapons (see "Ability IV" on the JP visiphone), though I'd target the NA names for Exacrimav and Exium Bunker as those were pretty cheap when I was trying to sell mine. Again, you could try searching for this affix name itself and it'll likely be on one of those weapons.
  • Phrase Decay (5% increased damage to enemies affected by Jellen): Available from any Basilisk weapon

Phrase Decay causes some debate as 5% damage is greater than any flat stat affix, but it requires someone applying Jellen regularly. However, Phantom has an ability that inflicts Jellen status when attacking and the argument is that in most 12-man content there will be a couple Phantoms applying this (or Hunters or Rangers). Although if you mostly play solo content and aren't one of those classes it can be a dead affix so some people choose not to run it.

Alternatives could be Modulator or Sentence Triple which both give +30 to All Attack stats. Modulator can come from a number of sources (e.g. Detonation series, Claudium series, Allure series, Xerraire Series, etc.) and Sentence Triple can come from Zeinesis, Cliffard, or the Novel series weapons.

You could also upgrade a couple of the aforementioned affixes by making your own copy of the Doom Break 3 SAF (need 6 copies of the same Orb series weapon from 15 star collection folder) or Mastery 5 (need 6 copies of the same Croesus or Millionaire series weapon from the other 15 star collection folder). Unfortunately though, 15 stars can't be sold in the Player Shop so you'd have to make these yourself and it'll take time to get 6 copies. And you'll need 6 copies of the same weapon because Collection Folder (and RWB/unique badge shop) weapons only have an enhancement cap of +30 to start off with and by using another copy to enhance it you'll raise the cap by +1...so it takes 6 copies (base + 5 more for enhancing) to get to +35 to unlock the SAF. You can check a weapon's current enhancement cap by looking on the 2nd page of the weapon's details (number gets highlighted when at a max of +35). It's also a good habit to check the enhancement cap of weapons in the Player Shop before you buy.

Affixing Without SAFs

When you don't use an SAF, you'll almost always need multiple copies of the affix on different pieces of fodder to increase the chance of successfully affixing it, and for the stronger affixes you'll usually need to add in an Augmentation Aid item to get the percentage to 100%.

For an all-class weapon, one of the current "Glare" affixes would be ideal. In particular, Exegul Glare grants +20 to All Attack stats and +50 to All Defense stats. And if you include 2 pieces of fodder that have Exegul Glare on them in your affixing recipe this will give you a 50% chance of successfully putting it on your weapon. However, because it's a 10% boost week, you will currently have a 60% chance of success and can use a 40% AA item to get this to 100%!

Unfortunately, there aren't a lot of other easy to make All Stat affixes (e.g. Veteran's Resolve or Crack would be a chore), but you can make some of the affixes mentioned earlier without using an SAF weapon and there's an affix assistant site that can show you all the combinations that will result in each one (note that that link takes you to a fan translation of the original JP assistant).

Adding a Capsule?

You can include a capsule in any affixing recipe and it'll affix with 100% success. The strongest stat capsules are the Grand series, but these can be expensive so the Graceful series is a budget friendly step down. For example, Grand Might grants +60 Melee dmg, +5 PP, and +20HP while Graceful Might grants +50 MEL and +5 PP.

However, for an all-class weapon you wouldn't want one of these single stats and would probably consider either Grand Stamina (+6 PP, +100HP) or Graceful Stamina (+5 PP, +80 HP) instead. Grand Spirit (+15 PP) is also an option to consider if you prefer PP. The nice thing is that even the Grand versions of these two should be significantly cheaper than their attack stat counterparts.

Putting It All Together

Personally, for UH content I'd go with Astral Soul, Doom Break 2, Exegul Glare, and Phrase Decay (or Mastery 4/Grand Spirit/Stamina). This would give you +80 to all attack types, +8 PP, +35 HP, +85 to all defense stats, and 5% extra damage to enemies inflicted with Jellen (plus your S4 and S5 abilities).

To make this you could set up your recipe like this (using all 6-slot weapons):

  • Base Weapon: Rivalate with S4, S5, and 4 junk affixes
  • Fodder 1: +35 Union Weapon (Astral Soul SAF)
  • Fodder 2: +35 Ceres Weapon (Doom Break 2 SAF)
  • Fodder 3: +35 Basilisk Weapon (Phrase Decay SAF)
  • Fodder 4: any weapon with Exegul Glare
  • Fodder 5: any weapon with Exegul Glare
  • Plus a 40% Augmentation Aid Item

Alternate Plan - Creating an Armory for All Classes

I'm going to cut this section short for now just due to time, but the general strategy I'd recommend would be to make your Atlas Ex, Trailblazer, and Rivalate specialize in one damage type each. Which weapon should be dedicated to which damage type could be determined by the S-grade augs you plan to use and the "potentials" on the weapons themselves. A weapon's potential is shown in the glowing text above your affixes and you can read about it on the 3rd page of the weapon' s details. All of the potentials increase damage by a percentage, but they are different in that:

  • Atlas Ex: can use S1, S2, S3, and S4; increases dmg by 10% and has a potential that revives you upon receiving a fatal blow once per mission (guaranteed to proc).
  • Trailblazer: can use S1, S2, and S3; increases dmg by 10% and has the ability to refill all of your PP once you use a PA/tech while nearly empty (<10% left). When you refill your PP you'll also gain a +3% dmg boost for 30s and there will be a 2min cooldown until you can refill your PP again.
  • Rivalate: can use S4 and S5 augs; increases dmg by 16%, critical hit rate by +20%, and decreases PP consumption by 15%.

We can talk about S1-S3 augs later, but one idea would be to use the Atlas EX for melee because you're more at risk up close and may need the rezz, Trailblazer for tech because this might be the fastest/biggest PP user (and I believe at least the Force rod doesn't have super fast PP regen), and then ranged for Rivalate (though I could see swapping this to tech as Rod's typically your big damage dealer on Phantom, I think, and Rivalate has the highest base damage).

I'd also suggest working on the 15 star Croesus Collection Folder weapons for other classes as these have strong base stats and apparently a hidden (i.e. unlisted) +15% damage potential, plus they can also take S1, S2, and S3 augments. You can leave them at +30 and they'll still do a fine job in most content.

Lastly, I'd recommend investing over time in certain 14 star weapons from the Unique Weapon Badge Shop and RWB5 Shop as some of them can compete with 15 stars. Off the top of my head you'll want the Rykros Staff (Harmonizer), and Jupiter Tullus (Soaring Blades) from the RWB5 shop for sure. In addition, there was a time when I heard that the Lavis Cannon (Wand), Eternal Psycho Drive (Rod), Dual Bird (TMG), and Spread Needle (Rifle) were pretty strong from the RWB5 shop too...and possibly Gear Experience (Knuckles) as well. And then from the unique badge shop you'll want the Serpent Prenzer (Jet Boots) for sure and then I'm not confident on anything else from there (though the Genon series can be useful as specialty weapons you switch to for regenerating PP when combined with certain S-grade augments like s2 and s3 Lucent Adversity).

Anyway, sorry for the long ramble, I'll come back and spell check things later...feel free to ask questions!

@Rang-Dipkin You call this a ramble??? It's absolutely the best thing ever. Despite the guides out there, this I can totally understand, especially since I main rifle!phantom. Thank you so much!

There are alot of guides, unfortunately many overly complicate it for new players and that just adds to the confusion, you have to ask yourself a simple question when affixing, simply and effective or long and overpowered, the latter takes significant risks, requires much more care building your fodders and is super expensive, but the simple and effective route like Rang mentioned can give you a fairly decent weapon that'll be quite viable for the current content and not too expensive or too risky to make, sure you could make a weapon significantly better, but your going to play a whole lot of meseta for it, and it'll not be guareenteed either.

@Rang-Dipkin Good on ya for taking the time to think about and write all that for ppl.

@Rang-Dipkin to be honest i never expected such an amazing response, i was already looking at some videos on how to affix but i was still having trouble , untill i read your reply!. this is such a good and easy to undertand explanation on affixing and im really thankful. ill go ahead and try all this as soon as the servers stop burning into the ground from emergency maintenance. im sure i have a lot of resources (minus meseta because i cant stop buying fashion <.<), im just a bit salty i dismantled a lot of 13+ star weapons w/o knowing about +35SAF, i still have some stored, ill see what augments i can scrap from there . im sure i have at least 1k badges of each so ill have to start spending. ive been playing since day one(not religiously) , and only till now i started getting serious on affixing xD. that reasoning behind each weapon fortes(atlasEX, Trailblazer, Rivalate) for each class made a lot of sense to me so ill follow your advice. once again thx a lot.

Thanks for the positive feedback! I'd been thinking about attempting a guide for awhile and am happy it's now on paper somewhere.

@ECO-Damesis I also forgot to mention that there can be a tradeoff whereby if you make a lower slot weapon it becomes more affordable to buy fodder for stronger augments. For example, one of the "super affixes", Mana Reverie, is actually relatively easy to make on weapons it's just that getting the fodder at say 8-slots can be pretty expensive. However, buying the parts at 6 slots, or definitely 5 slots, should be a lot more feasible.

Making Mana Reverie

Mana Reverie grants +50 to all attack stats, +4 PP, and +20 HP so it's perfect for your all-class weapon! However, it requires 5 pieces of fodder affixes and making them from scratch takes a lot of resources and some luck (i.e. the chance of success is so low that even with a 40% augmentation aid you can't get it up to 100% so you gotta roll the dice).

Fortunately, weapon SAFs and a little shopping can help you skip steps! In particular, Mana Reverie requires 4 copies of Reverie Catalyst and 1 copy of Omega Memoria in your final recipe. And the nice thing is that Reverie Catalyst is a SAF on any Profound series weapon (Persona UQ) and Omega Memoria (Luther UQ) can actually drop in the wild. Because people have been farming those UQs recently there are a lot on the market and you should be able to get each for under a million for 5-slots and probably even 6s. To "see" the names of profound weapons you can search through Zig's exchange as it's used in making Trailblazer weapons. And then you can just type in Omega Memoria in the augment text box on the right side of the Player Shop search menu to look for that one.

Creating Your Own Fodder

So now you have your 4 Profound weapons at +35 (unlocks SAF) and your 1 weapon with Omega Memoria on it (doesn't have to be at +35 as it's not an SAF). However, this will take up 5 fodder weapons and you can only use 5 pieces of fodder while making your final recipe...so how do you add in your other weapons/affixes?!

The trick is that you'll need to do an extra step whereby you combine fodder items first in step 1 and then affix again to attach them all to your Rivalate in step 2.

So let's stick with the 6s all-class weapon from the previous post. Our goals will now be:

  • S4
  • S5
  • Mana Reverie
  • Astral Soul
  • Phrase Decay
  • Exegul Glare (could replace with Doom Break 2 which would be easier because it's an SAF)

Step 1: Building Your Fodder

Combining affixes is easiest on SAF weapons because there's no risk of losing the affix you want on those weapons (will always be available when affixing once at +35).

So as we plan things out we want to avoid affixing the weapons with Omega Memoria and Exegul Glare if at all possible. However, these take up 3 fodder spots (of our 6 total spots in the final recipe) so it'll be unavoidable in this case. This is why swapping out Exegul Glare for Doom Break 2 SAF would make things a little easier. Anyways, Exegul Glare is easier to reproduce than Omega Memoria so we'll make our own version of one of those.

Our goal will be to add Reverie Catalyst to 4 pieces of our final recipe (custom fodder) so that the remaining 2 pieces can be Exegul Glare and Omega Memoria (natural/bought fodder).

Custom Fodder 1: S4, S5, and Reverie Catalyst

  • Base weapon: Rivalate with S4 and S5
  • Fodder: +35 Profound Weapon (Reverie Catalyst SAF)

Custom Fodder 2: Astral Soul + Reverie Catalyst

  • Base Weapon - +35 Union Weapon (Astral Soul SAF)
  • Fodder - +35 Profound Weapon

Custom Fodder 3: Phrase Decay + Reverie Catalyst

  • Base Weapon - +35 Basilisk weapon (Phrase Decay SAF)
  • Fodder - +35 Profound Weapon

Custom Fodder 4: Exegul Glare + Reverie Catalyst

  • Base Weapon - Any weapon with Exegul Glare
  • Fodder 1 - Any weapon with Exegul Glare
  • Fodder 2 - +35 Profound Weapon
  • Plus a 40% augmentation aid item to increase Glare affix success rate to 100%

Step 2 - Putting It All Together

Your final recipe will now look like this:

  • Base Weapon: +35 Rivalate with S4, S5, and Reverie Catalyst
  • Fodder 1 : +35 Union Weapon (Astral Soul SAF) with Reverie Catalyst
  • Fodder 2: +35 Basilisk Weapon (Phrase Decay SAF) with Reverie Catalyst
  • Fodder 3: weapon with Exegul Glare and Reverie Catalyst
  • Fodder 4: any weapon with Exegul Glare
  • Fodder 5: any weapon with Omega Memorial
  • 40% augmentation aid item

@ECO-Damesis Glad you found it helpful and feel free to ask follow-up questions as you start gathering resources! And oh man, I've broken down stuff I regretted before too! It's like a rite of passage once you get into affixing, haha. What you can do in the future is click on your weapons (and 13 star units) and select the option that says something like "Confirm Augment Factor". This will show you its SAF name and a brief description.

You can also check out the SAF of all the gear at Zig's exchange through a similar option when you click on his wares. Unfortunately, I haven't seen this option when looking at badge shop items so you'd have to Google those 😕

@ECO-Damesis I just wanted to follow-up with another super long post on some possible builds for your 3 weapons and a discussion of S-Grade Augments that I never got to in the last one.

Slots - In general, if you're trying to build 3 weapons on a budget, you'll probably just want to keep them at 5-slots as you won't need as much fodder for the final affix and won't need as many 40% augmentation aid items to upslot to 6s. However, because all 3 of these weapons can take S-grade augments this logic may not apply...

S-Grade Augments (SGAs here, but SSAs if you see JP guides) - Because SGAs can grant % damage increases, they are usually better than flat stat affixes so I'd recommend putting all the possible SGAs on each weapon. As mentioned before, the other benefit of SGAs is that you can always swap them out individually later when you find a better one (i.e. switching them via the Transfer S-grade Augments option at Monica/Dudu doesn't require re-affixing your whole weapon).

Upslotting with SGAs - One thing to keep in mind is that SGAs do NOT face the "upslotting penalty" mentioned in my (other) long post. This means that even when upslotting their chance of successfully affixing will stay at 100%.

My Recommendation - Because SGAs don't require a complicated formula to affix on a weapon, and they are not affected by the upslotting penalty, it may be in your budget to upslot your 3 weapons to 6-slots during the current boost week. I say this in part because you won't need to buy as much fodder to fill in all 6 slots with regular augments.

The other part is that you can often save Ex-cubes when upslotting with SGAs by using a 30% Augmentation Aid (20 cubes) instead of a 40% Augmentation Aid (100 cubes). In particular, when a weapon has a lot of SGAs you can often roll the dice while upslotting as your overall chance of succeeding will be much higher than if you were only using regular augments.

Lengthy Aside on Upslotting with S-Grade Augments

You can do the math yourself, but one place that'll do it for you is the PSO2 Affix Simulator, and here are the numbers for going from 5-slots to 6-slots...

Going from 5s to 6s using regular "junk" augments (i.e. ones that have 100% transfer rate before the upslotting penalty) on a non-boost week:

  • Because each augment is a regular aug, it faces the upslotting penalty which reduces the success rate from 100% to 55% when going from 5s to 6s. So you're looking at adding 6 augments that each have a 55% chance of transferring
  • However, you need all 6 of them to succeed to upslot to 6s so your overall (or total) chance of success is only a whopping 2.77%! (i.e. 55% * 55% * 55% * 55% * 55% * 55% or (0.55)^6)
  • Using a 30% Augmentation Aid (AA) item increases each chance of success from 55% to 85% which brings your overall success rate up to 37.71% (i.e. (0.85)^6).
  • Using a 40% AA item increases each chance from 55% to 95% which brings your overall success rate up to 73.51%.

Now let's look at the numbers when going from 5s to 6s using SGAs...

With 4 SGAs (like your Atlas Ex):

  • You'll only have 2 regular augs at 55% and your chance of succeeding on both is 30.25%
  • Goes up to 72.25% with a 30% AA
  • And up to 90.25% with a 40% AA

With 3 SGAs (like your Trailblazer):

  • You'll only have 3 regular augs at 55% and your chance of succeeding on all 3 is 16.64%
  • Goes up to 61.41% with a 30% AA
  • And up to 85.74% with a 40% AA

With 2 SGAs (like your Rivalate):

  • You'll only have 4 regular augs at 55% and your chance of succeeding on all 4 is 9.51%
  • Goes up to 52.20% with a 30% AA
  • And up to 81.45% with a 40% AA

I know that's a lot of numbers and I wish I knew how to add a table on here to make it easier to compare, but hopefully that still gets across the point that having SGAs helps with upslotting quite a bit.

Keeping in mind that we're currently in a 10% boost week, this means that your chance of upslotting each weapon using junk affixes and a 30% augmentation aid is the same as it'd normally be for a 40% AA outside of boost week. So the relevant numbers from above are:

  • Atlast Ex (4 SGAs): 90.25%
  • Trailblazer (3 SGAs): 85.74%
  • Rivalate (2 SGAs): 81.45%

Obviously, using a 40% AA would bring all of these to 100%, but if you're trying to save resources it could be worth taking the chance with 30% AAs while it's still boost week.

With upslotting out of the way, let's talk about affixing.

Affixing Atlas Ex (melee weapon)

Because the Atlas can take S1-S4 augments, at 5-slots you'd only need 1 regular augment to finish your build and at 6s you'd only need 2 regular augs. Considering 6-slots, you could go:

  • S1 (will go over which SGAs to consider at the end of this post)
  • S2
  • S3
  • S4
  • Astral Soul
  • Might 6 (45 melee dmg) or Phrase Decay (5% dmg boost to targets afflicted with Jellen)

This means your recipe would only need 2 SAF fodder weapons - any +35 Ray/Union weapon for the Astral Soul SAF and any +35 melee Dim weapon or +35 Basilisk weapon for the Might 6 or Phrase Decay SAF respectively. Of course if you have the meseta you could also try to build Mana Reverie as outlined in the previous post.

You could also buy a Graceful Might capsule which would grant +50 melee dmg and +5 PP but this will probably cost more than a 6-slot Dim or Basilisk weapon (especially while enhancing them to +35 is free).

Or if you wanted to increase your DEF more for UH content you could replace Might 6/Phrase Decay with one of the Glares as mentioned in my original long post. For a melee build you'd probably target either:

  • Angele Glare: 30 melee dmg; 40 MEL DEF, 20 RNG DEF, 20 TEC DEF
  • Mitra Glare: 30 MEL dmg; 30 RNG dmg; 2 PP; 20 HP; 20 all DEF

If you're on a budget I'm assuming Angele Glare will be cheaper as it's been around longer and I think Mitra only drops from Divide Quests. And just like Exegul Glare, you'd need 2 copies of these on fodder weapons to achieve a 50% success rate (which would increase to 60% via the 10% boost week and then 100% if you used a 40% AA item).

Affixing Trailblazer (casting weapon)

  • S1
  • S2
  • S3
  • Astral Soul (SAF from any +35 Ray/Union weapon)
  • Casting 6 (SAF from any +35 casting/technique Dim weapon)
  • Phrase Decay (SAF from any +35 Basilisk weapon)

Again, buying a Graceful Casting capsule would give you +50 TEC dmg and +5 PP. These will be cheaper than the melee variety, but still might be more expensive than 6-slot Dim or Basilisk weapons.

Or you could replace Casting 6/Phrase Decay with a Glare for more DEF stats, in this case either:

  • Duminus Glare: 30 TEC dmg, 20 MEL DEF, 20 RNG DEF, 40 TEC DEF
  • Varuna Glare: 30 TEC dmg; 30 MEL dmg; 2 PP; 20 HP; 20 all DEF
  • Shiva Glare: 30 TEC dmg; 30 RNG dmg; 2 PP; 20 HP; 20 all DEF

Duminus should be cheaper and I think Varuna is available now via Divide Quests, but Shiva is not available yet (though I haven't checked so they both might not be available at the moment).

Other SAF options are things like:

  • Sentence Magia (20 TEC dmg; 3 PP; 20 HP) from casting weapons in the Ivlida, Cleasis, or Schevelle series
  • Doom Break 2 (25 all attack; 3 PP) as mentioned in the original long post; from the Ceres weapon series (probably your cheapest option)
  • Sentence Casting (20 TEC dmg; 4 PP) from the casting weapons in the Gix or Phobos series
  • Flict Magia (20 TEC dmg; 3 PP) from a Blade Stabilizer in the Astracite shop or Photon Booster shop (would need 6 copies to increase grind cap to +35)

You could also explore non-SAF options such as:

  • Mother Factor (20 TEC dmg; 10 MEL and RNG dmg; 1 PP; 20 HP) although this would require 3 copies on fodder to reach a 50% chance of success (or 2 copies + 1 copy of Fullvegas Soul)
  • Luther Reverie (40 TEC dmg; 20 MEL and RNG dmg; but subtracts (-)20 HP) although this would require 3 copies on fodder to reach a 50% chance of success (or 2 copies + 1 copy of Fabula Soul)

I know this is a lot of information, but once you pick the affixes you want we could walk through the recipe for each of them.

Affixing Rivalate (ranged weapon)

  • S4
  • S5
  • Astral Soul (any +35 Ray/Union)
  • Precision 6 (any +35 ranged Dim weapon)
  • Phrase Decay (any +35 Basilisk weapon)
  • Graceful Precision (capsule)

I'd probably recommend buying the capsule for this weapon because it has the most affix slots to fill and the ranged cap should only cost around 1 million or so. However, as with the other weapons there are Glares, other SAFs, or other non-SAFs you could replace stuff with...

  • Berouge Glare should be cheap and grants 30 RNG dmg; 40 RNG DEF; 20 MEL and TEC DEF
  • There's also Mitra and Shiva glare as mentioned above and all Glares will require 2 copies to reach a 50% success rate (which goes up to 100% with +10% from boost week and a 40% AA item)

There are also similar SAFs available as discussed under Trailblazer:

  • Sentence Tyro (20 RNG dmg; 3 PP; 20 HP) - from any ranged Ivlida, Cleasis, or Schvelle weapon
  • Doom Break 2 as mentioned earlier from the Ceres series
  • Sentence Precision (20 RNG dmg; 4 PP) - from any ranged Gix or Phobos weapon
  • Flict Tyro (20 RNG dmg; 3 PP) - from Missouri M13 weapon in Astracite or Photon Booster exchange shops (need 6 copies to increase grind cap to +35)

And there are also Factors or Reveries you could make yourself such as:

  • Yamato Factor (20 RNG dmg; 10 MEL and TEC dmg; 1 PP; 20 HP) - requires 3 copies of Yamato Factor on fodder for a 50% success rate (or 2 copies and 1 copy of Eastern Soul)
  • Apprentice Reverie (40 RNG dmg; 20 MEL and TEC dmg; but negative (-)1 PP and negative (-)10 HP) - requires 3 copies of Apprentice Reverie on fodder for a 50% success rate (or 2 copies and 1 copy of Fabula Soul)

Deciding on S-Grade Augments

A full list of the currently available S-Grade Augs (SGAs) can be found here.

One note on searching for them in the Player Shop is that you can always find ones already on weapons by using the augment text fields on the right side of the screen and typing in the full name (or, once you've "seen" them in game, just type in S1 and it'll show you a list of all the S1s you've seen). However, many SGAs can also be added via a capsule item. To search for these you use the regular text field (one at the top of the page on the left) and search "Add S2: Precision Will 2" or whatever your SGA name is (the key part is you have to use the word "Add" at the start).

Sidenote on SGA capsules - When you buy an SGA capsule, if you don't want to re-affix your base weapon you'll have to first re-affix another placeholder weapon that can accept that SGA (e.g. the Croesus and Millionaire series can take S1-S3 augs) and add it during the affixing process. Then you'll use the Transfer S-Grade Augments option at Monica/Dudu to move the SGA from the placeholder weapon to your base weapon. You can see which SGAs a weapon can take by looking on the 2nd page of the weapon's details (should be a line that reads "Compatabilities" or something like that and it'll show symbols for the SGAs it can slot).

Personally, I use the Critical Hit Damage boosting S1-S3 augs which give extra dmg whenever you land a critical hit. These are especially useful on Braver because the class can reach 100% chance of landing critical hits so this damage boost is always active. However, on other classes these may not be the best bet.

For example, I know you said you're currently playing Phantom and it looks like Phantom will probably have a base critical hit chance around 45% - 55% if I'm reading the skill tree right. This number comes from the fact that every class starts off with a 5% crit hit chance and it looks like the only Phantom skill that increases crit rate is "Critical Stream". At level 5, that ability increases your crit rate by 20% of your max PP with a maximum increase of 60%. So if you have 200PP you'll get an extra 40% crit rate, 250PP = 50%, and 300PP = 60%.

In addition to this, you can get an extra 20% crit hit rate (and 3% extra crit dmg) by wearing a max level Critical Strike (Right) ring. There are rings for each damage type (i.e. Critical Strike: Melee/Ranged/Technique) and if you get all three and upgrade them to Level 20 you can combine them into the Composite Critical Strike Ring which gives a damage bonus to all 3 attack types (you'd do this at the Ring Vendor inside Franca's Cafe). Because this is a 0 meseta boost week, it's a great time to make rings if you have the material from harvesting/fishing in exploration missions. And a great way to level up your rings is just by equipping them while you run Tokyo Keys.

Critical Damage S-Grade augments:

  • S1 Precision Will: 3% crit dmg
  • S2: Precision Will: 3% crit dmg
  • S2: Precision Will 2: 4% crit dmg
  • S3: Precision Will: 4% crit dmg
  • S3: Precision Will 2: 5% crit dmg

It will be cheaper to buy the base version of the S2 and S3 so I'd start out with those as that extra 1% dmg probably isn't worth the meseta if you're hurting on funds.

Aside on S-Grade Augments as SAFs - One useful bit of info is that S2: Precision Will is actually the SAF for any weapon in the Vadis series! What's great about getting a weapon with an S-grade aug as its SAF is that you can transfer that augment infiintely to other weapons (i.e. you only ever need 1 copy to put it on both your Atlas Ex and Trailblazer). To explain:

  • You buy a Vadis weapon and enhance it to +35 to unlock its SAF
  • You affix your Vadis using fodder with the same number of slots and junk augments to attach S2: Precision Will to the Vadis
  • You use the Transfer S-Grade Augments menu option at Monica/Dudu to transfer S2: Precision Will to your Atlas Ex. Doing this will decrease the slots on your Vadis weapon by 1 because you are not replacing its S2 with another S2.
  • You now re-affix your Vadis weapon using fodder with the same number of slots and junk aguments to re-attach S2: Precision Will to it
  • You then go back to Monica/Dudu and use the Transfer S-Grade Augments option to move S2: Precision Will to your Trailblazer Weapon. Doing this will decrease the number of slots on your Vadis weapon by 1 again.
  • Your Vadis weapon will now have 2 fewer slots than it started with, but this isn't a bad thing because it actually just makes it cheaper to re-affix the Vadis to re-attach S2: Precision Will. For example, when you're down to only 1 or 2 slots you can just buy weapons from an NPC to re-affix your Vadis each time which is super cheap.

Other useful damage boosting S-Grade Augments include:

  • S1: Augment Will - 0.5% dmg boost for every affix on your weapon, maxes out at 4% dmg on an 8-slot weapon (still pretty darn expensive and not worth it on a 5s or 6s weapon)
  • S1: Aggressive Will - Flat 2% dmg boost (super duper cheap)
  • S1: Goliathslayer's Will - 4% dmg boost against bosses (super cheap)
  • S2: Aggressive Will - Flat 2% dmg boost (pretty darn expensive)
  • S2: Goliathslayer's Will - 4% dmg boost against bosses (super cheap)
  • S3: Aggressive Will - Flat 2% dmg boost (super cheap)

Corresponding SAFs that you could infinitely transfer to your weapons once at +35:

  • Val Alz gunblade has S1: Aggressive Will as its SAF
  • Any weapon in the Mars or Awake series has S2: Goliathslayer's Will as its SAF

It also looks like you can get S1: Goliathslayer's Will in the Rising Weapon Badge (RWB) 5 shop as an Add Ability capsule.

Another one to consider is S1: Comrade's Blessing which is the SAF of the Silent Tree weapon in the RWB 5 shop (though again you'd need 6 copies of it to increase its enhancement cap to +35 and unlock the SAF). From the wiki, it applies the following buffs (to only yourself) depending on the number of players in your party:

  • 2 Members: PP Consumption -8%
  • 3 Members: +10% Critical Hit Rate
  • 4 Members: Attack Power +3%

And then there are SGAs that lower PP consumption which can be nice too. Examples include S1: Photon Descent (SAF on Val Drache, Volare, and Radda), S1: Photon Descent 2, S2: Photon Descent, S2: Photon Descent 2, S2: Sky-Earth Lucency, S3: Photon Descent, S3: Strikeflow Descent, etc.

Personally I'd either start with S1-S3 Precision Will or, if your crit rate isn't close to 100%, S1: Aggressive Will, S2: Goliathslayer's Will, and S3: Aggressive Will.

I'm running out of steam, but for the S4 I'd start out with either Lifesteal Strike or Photon V Adaptation as mentioned in the previous long post and then stick with S5: Skillful Adept Will for now as that's the only universal S5. When you make another Atlas Ex and/or Rivalate you can use them as an infinite source for alternative S4s/S5s by changing their weapon category at Zig. And you can always buy stronger SGAs in the future like S4: Escalating Pursuit which is a nice universal S4 (head to the wiki link at the start of this section for its description).

Someone reached out asking for thoughts on a unit recipe so I figured I'd put those tips here so everything's in one place.

Lengthy Aside on Unit S-Grade Augments (SGAs here, SSAs in JP guides):

Just like weapons, units can also take SGAs with some differences:

  • Only 13 star units can use SGAs
  • Units can slot only 1 SGA per piece
  • Back units can socket S6
  • Arm units can socket S7
  • Leg units can socket S8

And similar to weapons, whenever possible you're going to want to slot an SGA on your units for a number of reasons:

  • They can grant unique abilities specific to your class that you can't get from regular augments
  • From what I understand, even flat stat buffs like Fortified Melee (+30 MEL) are stronger than regular unit augments like Might 3 because they count as "base stats" in your damage calculation meaning that they're multiplied by your buffs like the Attack Up Alliance Tree buff, the Shifta Drink buff, and the buff from Casting Shifta.
  • They also affix with 100% success and do not face the upslotting penalty so they can help increase your overall chance of upslotting as mentioned in the previous post.
  • Like all SGAs, they're never a wasted investment because you can transfer them individually using the Transfer S-Grade Augments option at Monica/Dudu (i.e. you don't have to reaffix your whole unit to change them out)

The list of unit SGAs available on global can be found here (and here's a link to the ones on JP which includes those we'll be getting in the future).

Unfortunately, getting unit SGAs is more difficult than weapon ones because they don't appear as SAFs and13 star units can't be traded on the Player Shop. This means that the only unit SGAs you can buy from others are the tradeable Add Ability capsules. You'll search for these using the text box at the top left of the Player Shop search menu option and type in something like "Add S6: Guardian Shield" making sure to include the word "Add" in your search. Once you've "seen" an SGA in game you can just type "Add S6" in that first text box and use the button to the right of it to show the names of all S6s you've seen.

Other than the Player Shop, for starter unit SGAs you can find a bunch in the Prize Medal Exchange Shop under the Limited Prize Medal Exchange menu option (shop can be found on the 2nd floor of the Shopping Plaza near the Ex-Cube vendor - it was added into the one you used to exchange Buster Medals in Ep 5). You'll exchange Gold and Silver Medals that you get from the Armada UQ, Divide Quests, and I believe the Ship Infilitration Ultimate Quest.

Aside from these sources you'll get SGAs to drop on 13 star units while running certain UQs on UH difficulty as well as the 4th Daily Recommended Quest when it's the one labeled Disturbing Whistle of Chaos (see the link above to the list of unit SGAs to see which ones drop from which activities).

There's also a limited time exchange (think it ends this reset!!) to trade in AC Items/Recycle Badges for a few SGAs in the Swap Shop that's on the lower left of the Shopping Plaza right below where you'd enter Franca's Cafe. In particular, for 40 AC Items/Recycle Badges you can buy 1 copy of S8: Skydance Support which is an endgame SGA that casts 10 seconds of Shifta + Deband automatically when you're in the air for 2+ seconds (and the effect can stack). Recycle badges have skyrocketed in price since this exchange was introduced, but if you want to min/max and have 35-40M to spare it's probably worth it unless you don't mind farming UH triggers (hear UH Luther may have the best chances due to the drop table options). However, I also hear it'll be a guaranteed drop from a high level clear (level 100?) of a solo ultimate quest we'll get in the future (similar to the Omega Masquerade fight we have now).

OK, now back to our regularly scheduled programming...

Upslotting Units

You upslot units via the same method that you upslot weapons so I'll refer to the posts above for more details. In brief:

  • Go to Monica/Dudu on the 1st Floor of the Shopping Plaza and choose the affix augments menu option
  • Select your base unit (i.e. the one you want to wear eventually)
  • Select at least 2 "fodder" units that have the same number of slots (or more); these fodder units will be sacrificed/destroyed in the process of adding 1 slot to your base unit
  • Ideal fodder units will have "junk affixes" which are things like Might/Precision/Casting 1 that have 100% chance of successfully transferring before you get hit with the "upslotting penalty"
  • Select junk affixes equal to the number of slots on your base unit + 1 (thereby increasing the number of slots on your base unit by 1)
  • Buy a 30% or 40% Augmentation Aid (AA) Item from the Ex-Cube shop (2nd floor of shopping plaza) to use while upslotting to counteract the upslotting penalty and regain 100% chance of affixing success
  • On a non-boost week, the highest you can upslot with 100% success using a 40% AA item is 5 slots. It would take a 45% AA item (rare item from various title rewards) to get to 6 slots with 100% success.
  • However, during the current 10% boost week, you can get to 6 slots with a 40% AA item!

If you're short on funds and don't want to buy upslotting fodder units, I've had pretty good success farming the Omega Masquerade solo ultimate quest for units. Even on Stage 1 he should drop a good number of units and you can re-roll the Deband Drink until you get Special Effect Up to increase the chances of those drops having a higher number of slots. If possible, I'd also recommend completing Zig's quest that grants the Augmentalist talism and then keeping the +30 Nyoibo weapon in your inventory to also increase your chance at a higher number of slots.

Unit Augment Factors (SAFs)

Similar to weapons, certain units have access to "Augment Factors" which are augments that transfer with 100% success (before the upslotting penalty) so long as that unit is included as a piece of fodder in your affixing recipe. However, there are a couple differences:

  • Unit SAFs can only be found on 13 star units
  • Instead of enhancing your weapon to +35, you have to enhance your unit to +10 to unlock its SAF as an augment option while affixing

Remember, we can't sell 13 star units on the Player Shop so this means that we're limited to only those units we find, make, or buy from an NPC ourselves.

There are not a lot of unit SAFs and the full list of those available on global can be found here (and here's the list on JP if you want an idea of what's to come). I'd like to highlight 2 very useful sets of SAFs:

  • Novel / Rivalate Back: Might 5 / 6 respectively
  • Novel / Rivalate Arms: Precision 5 / 6 respectively
  • Novel / Rivalate Legs: Casting 5 / 6 respectively
  • Schvelle Back: Sentence Might
  • Schvelle Arms: Sentence Precision
  • Schvelle Legs: Sentence Casting

I point these out because you can purchase Novel units from the Rising Weapon Badge (RWB) 5 shop for 100 badges and the Rivalate units are currently being given out from the Limited Quest Campaign.

You can also upgrade Cleasis units into Schvelle units at Zig's Exchange for 30 Schvelle Boosters. Keep in mind:

  • Schvelle Boosters can be bought from the RWB4 shop at a price of 1 booster for 5 RWB4 badges (and you can exchange RWB5 badges for RWB4 ones).
  • You can upgrade Ivlida units into Cleasis units at Zig for 100 Cleasis Boosters and you can buy those boosters at the RWB4 shop as well (1:1 exchange).

You can purchase Cleasis and Ivlida units on the Player Shop, but you can also exchange 50 Buster Medals for a 5s Ivlida unit at the Prize Medal Exchange Shop under Limited Buster Medal Exchange. To farm Buster Medals you can run Buster Quest Free Mode solo as the quest scales to the number of players and you only have to defend 2 towers/rams as a solo player. The amount of badges you earn seems to vary, but I've seen between around 12 - 16 drop per run.

Oh, and keep an eye out on whether you got any Avion Orb or Avion Dusk units to drop from your rainbow keys as they have Doom Break 1 and Doom Break 2 as their SAFs.

Affixing Without an SAF

Similar to weapons, you will usually need more than one copy of an affix on multiple pieces of fodder to increase your chance of success when not using an SAF. As before, the affixing assistant (link to the translation with global names) is a huge help in that you pick an affix you want and it shows you all the possible combinations that can create that affix along with the chance of success. And just like with weapons, you'll usually want to look into adding a Soul as well as possibly a Glare, a Reverie, and/or a Factor.

Putting It All Together

For this example I'll assume that your base unit (i.e. the one you're wearing) is a set of Novel Units (from RWB5 shop) or the Rivalate Units from the current campaign. And in keeping with the original spirit of these posts, I'll also assume that you're trying to keep costs low.

Because it's boost week, I'd recommend going with at least 5 slots and ideally 6 if you have enough Ex-cubes to invest in 40% Augmentation Aid items (see previous post for advice on running solo PD triggers on EH for 40+ cubes in 10min or less). If you're reading this and it's not a boost week, I'd stick with 5 or 4 slots.

Due to the limit on SGAs (1 per unit), the limited SAF options, and the need for multiple fodder items to affix non-SAF augments, I'm going to recommend investing in 3 stat capsules from the Player Shops for your units. To save money I'd target the Graceful Might/Precision/Casting series (+50 dmg; +5PP) if you want more damage (Melee will be the most expensive). Alternatively, check the prices on Grand Stamina (100 HP; 6PP) and Grand Spirit (15 PP) if you'd like more HP or PP respectively. For our budget build we'll be using Graceful Stamina (80 HP; 5PP) as this should be the cheapest of the bunch.

And because it's currently a 0-meseta boost week, I recommend investing in as many Novel and Schvelle units as you can spare RWBs for because enhancing them to +10 to unlock their SAF only costs grinders right now. I'd also invest any spare Ex-cubes you have in 40% Augmentation Aids to upslot these units to 6-slots so you have fodder ready for the future (e.g. I'm planning on affixing my eventual Cras set with a 6s budget build until I can wrap my head around the endgame recipes that require using Augment Transfer passes).

Recipe #1 - Assuming Capsules and SAF Fodder

OK, so let's say you have the Rivalate set from the current campaign and have upslotted all 3 units to 6 slots. Here's a rainbow recipe that includes a balance of all stats:

  • S-Grade Augment or a Placeholder Affix (i.e. a weaker affix you plan on replacing with an SGA as soon as you get one)
  • Rivalate SAF (i.e. Might 6 on the back unit, Precision 6 on the Arms, and Casting 6 on the Legs)
  • Sentence Might / Precision / Casting (from the SAF on a +10 Schvelle Back / Arms / Leg unit respectively)
  • Graceful Stamina via Affix Capsule
  • Ex Alles Soul (non-SAF augment we'll make ourselves)
  • Exegul Glare (non-SAF augment we'll make ourselves)
  • 40% Augmentation Aid item

Note on Specializing in a Damage Type - If you want just one damage type, e.g. MEL dmg, then you'd need 2 additional pieces of Novel SAF fodder instead of using the Rivalate SAF (e.g. 2 extra Novel Back units at +10 would let you put Might 5 on your Arms and Legs instead of Precision 6 and Casting 6 respectively).

Ex Alles Soul grants +20 to all 3 attack stats, +2 PP, +50 HP, and +20 to all DEF stats. The DEF stats are especially appealing for UH content which is why I'm going with it over Alles Di Soul which grants +25 All Atk, +3 PP, and +35 HP. If you go to the Affix Assistant website you'll see that creating Ex Alles Soul is pretty straightforward:

  • If you have Ex Alles Soul on 2 pieces of 6-slot fodder your chance of success is 50%
  • With 3 copies on 3 pieces of 6-slot fodder your chance of succes is 80%

Because we're currently in a 10% boost week, we only need 2 piece of Ex Alles Soul fodder + a 40% AA item to reach 100% success (50 + 10 + 40). Otherwise we'd need 3 pieces of fodder and a 30% AA item.

Note on Specializing in a Dmg Type - If you'd like to focus on a single Damage type you could go with a different Ex Soul that sacrifices the other damage types and 30 HP for 10 more attack. Just like Ex Alles Soul, each of these requires 2 copies on fodder units for a 50% transfer rate and 3 copies for 80%

  • Melee Build = Ex Acto Soul: 30 MEL, 2 PP, 20 HP, 20 all DEF
  • Range Build = Ex Tir Soul: 30 RNG, 2 PP, 20 HP, 20 all DEF
  • Casting Build = Ex Magi Soul: 30 TEC, 2 PP, 20 HP, 20 all DEF

Alternatively you could go with one of the corresponding Di Souls for 5 more attack & 1 more PP, but no HP or DEF (see affix assistant for the myriad of ways to make these with a 70% or greater success rate):

  • Acto Di Soul: +35 MEL, 3 PP
  • Tir Di Soul: +35 RNG, 3 PP
  • Magi Di Soul: +35 TEC, 3PP

Exegul Glare grants +20 All Attack and +50 to All DEF stats. I'm going with a Glare over a Reverie or a Factor because Glares don't subtract any stats (unlike most Reveries) and grant a hefty amount of DEF stats (unlike the Glares or Factors). The downside of Glares is that they can require gambling to affix outside of Boost Week:

  • With 2 copies of Exegul Glare on 2 pieces of 6-slot fodder you have a 50% chance of success
  • Otherwise you'd need 2 copies of Exegul Glare + 1 copy of Divine Will to reach 70% success and you can't transfer Divine Will to fodder unless you use a receptor you can only currently get from whaling on the support scratch tickets

Thankfully we're still in a boost week so with 2 copies of Exegul Glare (50%) + boost week (10%) + the 40% AA item we'll reach 100% easy peasy!

Another All-Around Build Option - You could go with Fodrus Glare(+4 PP, +40HP, and +35 all DEF) which sacrifices 20 damage and 15 DEF for 4 PP and 40 HP. This could make sense if you went with Graceful Might over Graceful Stamina for example. This would require having Fodrus Glare on 2 pieces of 6-slot fodder to reach a 50% success rate.

Note on Specializing in a Dmg Type - There are also Glares that specialize in a particular damage type or a particular pair of damage types that may suit your style better. Like the other Glares, you'd need 2 copies of each of these on fodder to reach the 50% success rate. Here are the cheaper individual glare damage types:

  • Melee = Angele Glare: 30 MEL dmg, 40 MEL DEF, 20 RNG and TEC DEF
  • Range = Berouge Glare: 30 RNG dmg, 40 RNG DEF, 20 MEL and TEC DEF
  • Casting = Duminus Glare: 30 TEC dmg, 40 TEC DEF, 20 MEL and RNG DEF

And here are the combo damage types that will likely cost more because they've been released recently from Divide Quests:

  • Mitra Glare: 30 MEL dmg, 30 RNG dmg, 2 PP, 20 HP, 20 all DEF
  • Varuna Glare: 30 MEL dmg, 30 TEC dmg, 2 PP, 20 HP, 20 all DEF
  • Shiva Glare (don't think it's been released yet): 30 RNG dmg, 30 TEC dmg, 2 PP, 20 HP, 20 all DEF

Budget Considerations

While this recipe isn't complicated in the sense of requiring you to make your own fodder units (as detailed in the next section), it will still be moderately expensive given the price of 6-slot Ex Souls and Glares at the moment. If you check prices and they're outside your budget you have a few options:

Option A - Keep Ex Soul and Exegul Glare because you want those DEF stats and just go for a 5 or 4 slots unit which should be much cheaper.

  • If you go for 5-slots I'd drop the Schvelle unit and its Sentence Might/Precision/Casting SAF.
  • If you go for 4 slots I'd drop the Schvelle unit and Graceful Stamina.

Option B - Stick with 6 slots and switch:

  • Ex Alles Soul for one each of Ex Acto Soul, ex Tir Soul, and Ex Magi Soul. On my ship 6-slot Ex Alles was running 10x more expensive than Ex Acto so shop around. You could could also look into the fodder (2 souls) required to make Alles Di Soul which also shouldn't be as expensive.
  • Exegul Glare for Berouge Glare which I think should be the cheapest one (though check prices on Angele and Duminus too). Alternatively you could swap the Glare altogether for a Reverie or Factor augment which I'll talk about in Crafting Recipe #2.

Creating Recipe #1

Remember, our goal was a 6-slot Rivalate unit with: S-Grade Augment, Stat 6, Sentence Might/Precision/Casting, Ex Alles Soul, Exegul Glare, and Graceful Stamina

And from using the Affix Assistant we know that we need 2 pieces of fodder with Ex Alles Soul and 2 pieces of fodder with Exegul Glare. Keeping in mind that we can only use 5 pieces of fodder in one recipe, this means we'll need to make our remaining affixes via the 1 open fodder slot and our base Rivalate unit. Otherwise we'll have to create "custom fodder" such as attaching a copy of Ex Alles Soul to our Rivalate base unit PRIOR to creating our final recipe.

Thankfully, our base unit has an SAF we want (Might/Precision/Casting 6) and our other affixes are from another SAF (Sentence Might/Precison/Casting) and a capsule. So our final recipe is super easy and will look like this:

  • Base unit: +10 Rivalate Back unit granting us access to Might 6 via SAF, ideally with an S6 SGA already on it
  • Fodder 1: +10 Schvelle Back unit granting us access to Sentence Might via SAF
  • Fodder 2: Any unit with Ex Alles Soul
  • Fodder 3: Any unit with Ex Alles Soul
  • Fodder 4: Any unit with Exegul Glare
  • Fodder 5: Any unit with Exegul Glare
  • Graceful Stamina capsule in inventory
  • 40% Augmentation Aid item in inventory

Note on Using a Placeholder Instead of an SGA: The above recipe assumed that you transfered an S-Grade Augment onto your base unit prior to creating the final recipe. However, you can always affix a weak augment that's easy to affix as a placeholder until you can afford to buy an SGA. One useful placeholder is ARKS Fever which grants +5 All Attack and +5 PP as that PP is pretty nice to have in the short-term. What's also nice about ARKS Fever is that it only requires 1 copy to transfer with a 100% success rate. So a common strategy is to attach ARKS Fever to your base unit while upslotting. ARKS Fever only drops from ARKS Rappies on PSO2 Day so if you don't have one and it's too expensive, I'd recommend trying to create Stat 2 (+20 stat) while upslotting your two SAF units (Rivalate and Schvelle). For example, you can create Might 2 (+20 MEL dmg) from 2 copies of Might 1 at a 60% success rate (which goes to 100% with the 40% AA we're using). So if you plan things out and use Might 1 as one of your "junk affixes" while upslotting your Rivalate and Schvelle units to 6-slots you'll be all set to create Might 2 as a placeholder until you get your SGA later. Obviously, this isn't a big deal and you can just use Stat 1 (e.g. Might 1) as a placeholder instead as that only requires having 1 copy on either your base unit or one of your 5 fodder units.

And there ya go! If you put Sentence Might on your back, Sentence Precision on your arms, and Sentence Casting on your Legs you're looking at the following stats:

Rivalate Back:

  • SGA
  • 105 MEL
  • 40 RNG
  • 40 TEC
  • 11 PP
  • 130 HP
  • 70 All DEF

Rivalate Arms:

  • SGA
  • 40 MEL
  • 105 RNG
  • 40 TEC
  • 11 PP
  • 130 HP
  • 70 All DEF

Rivalate Legs:

  • SGA
  • 40 MEL
  • 40 RNG
  • 105 TEC
  • 11 PP
  • 130 HP
  • 70 All DEF

Recipe #2: No Capsule and No Schvelle SAF

  • SGA
  • Stat 6 (from Rivalate SAF)
  • Ex Alles Soul
  • Exegul Glare
  • A Reverie (Apprengina, Elder, and Luther most likely, though we'll talk about Persona and Omega too)
  • A Factor (ideally would go with 1 each of Deus, Mother, and Yamato for the rainbow build...but this will depend on prices which we can talk about)

This took awhile so I'll come back tomorrow and flush out this section. While we'll be saving money on the Graceful Stamina capsule and buying a Cleasis unit to upgrade to Schvelle for the Sentence SAF, we'll see that this could end up costing a good deal more as we'll realistically have to build 4 custom pieces of fodder which will each require around 5 pieces of fodder themselves.

As a result, you could again go for a 5 or 4 slot affix instead. Or you can stay at 6 and we can discuss replacing some of these augments with flat stat things like Mastery 3, Stamina or Spirit 3/4, ARKS Fever, ARKS MAX, etc.

EDIT: I finished up this post and turned this whole thing into a stand-alone guide which can be found here.

Little note: You mentioned max rank combined critical ring earlier. You don't need to level combined rings to get the full effect of the skills. It just gives the stat bonus from each level up. Unless you're minmaxing to an absurd extent (or just flexing), there's no point in leveling them.

@AiC-L Good to clarify as that can be pricey resource-wise! I was trying to reference the individual stat crit rings when I said to max them, but I should've been clearer on that and made a note that you can leave the composite ring at Level 1 as you'll still get the effect of the Level 20 rings you combined to make it.