Table of Contents
- Post #1: Overview of affixing weapons using an all-stat recipe as the example
- Post #2: How to affix Mana Reverie (and Aether Factor) on weapons using 4 SAFs plus one non-SAF
- Post #3: Recipes tailored to melee, ranged, and tech weapons + a discussion of S1-S5 augments
- Post #4: Overview of affixing units with a recipe that leverages unit SAFs
- Post #5: Discussion of a unit recipe that doesn't rely on SAFs or capsules
- Post #6: Brief discussion of the endgame unit recipe (see the posts on Page 2 and 3 of this thread for step-by-step breakdowns)
Welcome ARKS! This guide is meant to introduce you to the basic building blocks of affixing a middle-tier set of weapons and units for running Ultra Hard content more effectively. In particular, it is recommended to wait until you can equip a 15 star weapon and 13 star units to follow the advice in this guide. Until then, I would try to clear content using gear that drops for you in the wild (Tokyo Rainbow Keys ftw!) + gear from the various NPC vendors on the ship (often come with decent affixes) + cheap gear from the Player Shops (including NPC vendor gear/affixes if you don't have the material to exchange for them yourself).
Disclaimer: The majority of this post is copied from my responses in this thread, after which I received a couple of suggestions to make it into a stand-alone guide in the Guides section for folks searching in the future. However, the previous discussion occured during a "boost week" in which affixing/enhancing gear was free (i.e. zero meseta) and there was a 10% success boost to affixing augments. It was also during a "catch-up" campaign where everybody could get a set of 13 star Rivalate units fairly easy and could get an Atlas Ex, Trailblazer, and Rivalate gunblade even easier. However, I've tried to add notes throughout on what I'd recommend if it's currently not boost week. And if you missed out on the campaign gear, here's a...
Brief Aside on Possible Gear Progression
- Until Level 50: Wear whatever you find/get (e.g. Sub Weapon Barriers) or buy 3 copies of "P-Drive" sub units from the Player Shops if they're super cheap. The Hiei set of units should also be cheap as they were given out for free at one point.
- Level 50 - 70: Look on Player Shops for a decent, but still cheap, set of either the 11 star Brissa units (nice HP set bonus and frequent drop from Magetsu keys) or Saiki units (nice bump in PP and frequent drop from lower level Tokyo Keys)
- Level 70 - 80: Check Player Shops to see if the 12 star Ofz set (Ofzeterious, Ofzende, Ofzetrogie) are still cheap as these were given out in a prior campaign (back and arms have a set bonus when worn together, legs could be replaced)
- Level 80+: Spend 300 Rising Weapon Badge 5s to get the 13 star Novel unit set (if you're low on badges wear the Ofz back and arms with Novel legs). You could also consider upgrading your Ofz set into the 13 star version at Zig if you're up for farming the needed materials. Or, if you're OK with an easier but more mindless farm, you can run Malevolent Void (Persona UQ) triggers on Super Hard (easily soloable) to farm void erebite fragments to create a 13 star set of Trailblazer units. If you have the money, buying either Starkquake units or 12 star Trailblazer units will help you skip one or two steps in the upgrade process respectively, thereby cutting down the number of void fragments you need to farm. You can also buy 4man Triggers of this UQ on the Player Shops and they'll grant even more void frags (~10/run).
- Endgame Update: A full set of Klauz units from Zig is a typical endgame build as each piece is strong in particular stats and wearing all 3 gives a strong balance of all stats. However, some people just wear a Klauz back unit with something like Atlas arms and legs or the 13 star units from Divide Quests if they want to go all out on a specific stat like dmg.
- Until Level 50: Use whatever you find (e.g. Lambda, Red, Deo series) and start working on the 13 star "Collection Folder" Revolsio weapons. Collection Folders can be picked up from an NPC in the gate area and she resides on the right-hand side of the two long counters surrounding where you'd board the drop ship to start a mission (NPC is right near Cofy who has some important Client Orders when starting out).
- Level 50 - 70: Around level 45 - 50, see if you can equip a decent, but cheap, Sigma weapon bought on the Player Shop. As you get to around Level 60 you should be able to equip the Revolsio weapons you earned from the 13 star collection folder.
- Level 70 - 80: Look for a cheap 13 star Nemesis weapon on the Player Shops (or you could buy one from the Unique Weapon Badge Shop, but probably not worth it at this point). Start working on the 15 star collection folders (especially the Croesus series, but Orb is OK too if the Armada UQ is out of rotation for farming Luminmechs).
- Level 80+: Update - Probably best to just skip right to the Agile series from Zig now.
Work towards building your first 15 star weapon. In the meantime finish the 15 star collection folders for a really nice stop-gap improvement. Your best bet for building a starter 15 star will be the Atlas Ex as you can get one of the rare materials required as a Title Reward when you enhance one of its components (a Val weapon) to +35 (you can get many component weapons from Collection Folders/Badge Shops, but check the Player Shops first because some have dropped in price significantly and this will save you time). For mult. chars. the Ophistia weapons listed in that link are an option too as they don't require any rare materials to make. Then, if you're far away from making a Rivalate and/or are focusing on saving materials for newer endgame 15 stars (especially the CrasKlauz series when it's released), it may be worth unlocking the Atlas Ex's "plus potential" for more dmg until you can grind out the stuff you need for your endgame weapon.
- Endgame Update: Getting a Klauz weapon from Zig will be the endgame goal for most classes. (Quick note - The typical strategy is to get the Agile component weapon from Zig and then use 5 Enhancement Cap +1s to take it from +30 to the +35 needed to get your Klauz.) However, the Klauz potential requires doing 3 normal attacks every so often to get a big dmg boost and this is sometimes at odds with your class's dmg rotation. For example, my understanding is that some Rangers prefer the Fluxio series for this reason and that weapon will drop from an upcoming Challenge Mode quest that I believe can be solo'd.
OK, now back to the guide...
Throughout this post I'll reference several NPC vendors that you can find in the Shopping Plaza of the lobby area. These include:
Monica/Dudu - Your enhancement and augmentation vendors - this is where you'll go to increase the level of your gear (weapons from 0 to +35, units from 0 to +10) and affix new stat buffs on them. They are located on the 1st floor of the Shopping Plaza on the left side (if you enter from the gate area) right next to where you identify (question mark) weapons you find in the field and the NPC in charge of Pet supplies for Summoners. Monica (i.e. best girl) will appear on Even Numbered blocks and Dudu (i.e. future vessel for the Profound Darkness) will be found on Odd Numbered blocks.
Zig - Your endgame gear creator - this is where you'll take the components/supplies to upgrade various gear into 15 star weapons and 13 star units. You can also use the "Change Weapon Category" menu option to change certain 15 star weapons like the Atlas Ex, Trailblazer, and Rivalate into a different weapon type (e.g. making your sword into a rifle if you decide to switch classes/playstyles). Zig is the big mecha/CAST that's standing right next to the vendor booth where Monica/Dudu hang out (i.e. 1st floor of Shopping Plaza on the left side).
Material Exchange Vendors - There are a number of vendors that will take materials you gather and give you all sorts of useful stuff on the 2nd floor of the Shopping Plaza on the right-hand side when approaching from the gate area. These include shops I'll reference such as the Photon Drop/Booster exchange, the Ex-cube exchange, the Unique Weapon Badge exchange, the Rising Weapon Badge exchange, etc. You can find a full list here which will take you to the Rising Weapon Badge 5 shop, but the others can be navigated to from the links at the top of the page. One thing to note on those pages is that often a set of items won't appear automatically and you'll have to click on "[Expand]" in the last row of a table to see everything (e.g. in the link above you'll see a Header labeled "15 Star Novel Weapons" but have to click on the last column ("Classes[Expand]") to see the list of all Novel Weapon names and what it costs to purchase them).
Swap Shop - You can access the Swap Shop #1 menu anytime by bringing up your menu bar and navigating to Shopping Cart icon on the far right and selecting the "Swap Shop" option. However, there's also a physical Swap Shop that can exchange more materials (upgrading crafting materials, exchanging Mission Pass Badges, exchanging Class Ex-cubes, etc.) and this is located on the lower level of the 1st floor of the Shopping Plaza on the left-hand side underneath where you'd enter Franca's Cafe.
Affixing Your 15 Star Weapon
My original post answered a question about affixing augments onto a weapon that would be useful to all classes as the OP's playstyle was to switch classes and his intention was to use the Change Weapon Category option at Zig to turn his 15 star into whatever weapon type his current class was using. I'm leaving this in as it goes through a lot of general tips that will be useful in your own affix recipe, and then aftewards (Post #3) I'll add the notes on specializing your affixes into specific damage types (melee, range, and casting).
Designing an All-Class Weapon (probably not recommended if you can afford to invest in multiple 15 star weapons)
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 a Rivalate under the assumption that you'd later "Change Weapon Category" at Zig to use it for another class.
Keep in mind, 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. However, you can also buy these materials from the Player Shop so check there too.
Because this example will be your main weapon for all classes, I'd probably invest in upslotting the Rivalate they gave us from 5-slots to 6-slots to make it a little stronger.
Upslotting is the process of increasing the number of augments (or augment "slots") that your weapon can hold. The maximum number of augments is 8 for both weapons and units. You "upslot" by affixing augments from one weapon onto another and selecting more augments than your weapon has currently (the weapons you take augments from will be destroyed in this process). However, you can only add 1 extra augment per affix attempt, e.g. if your weapon has 3 augments/slots you can only upslot it to 4 augments. You'd have to affix it a 2nd time to go from 4-slots to 5-slots. Then affix again to go from 5s to 6s, etc. Every time you add slots, all existing augments will be replaced, with the exception of S-grade augments which we'll cover a little later. This means that you should almost always upslot your gear first, and then afterwards re-affix it to add the augments you actually want to use.
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 (fodder weapons have to have an equal number of slots as your base weapon, or a higher number of 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 Augment Factor/SAF, covered later) + 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 by having a 40% Augmentation Aid (AA) item in your inventory which will raise the percentage back up to 100 You can purchase a 40% AA at the Ex-cube exchange vendor on the 2nd floor of the Shopping Plaza for 100 cubes.
*Including 2 pieces of fodder will give you the max success rate, but you may have to include more pieces to have access to enough 100% success augments. The only downside of using more fodder is the cost of the fodder itself and that the fact that it'll increase the cost of affixing as well (sometimes substantially). One trick to keep in mind is that you can always include 1 capsule in any affixing recipe and it'll attach with 100% success prior to the upslotting penalty. So if you've been playing for awhile and have completed Mission Pass Gold Tiers, you probably have a number of useless capsules like Might Boost in your inventory. Throwing these into your upslotting recipe can help you save more money than you can earn by selling those capsules on the Player Shop.
Side note 1 - 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).
Side note 2 - If you don't want to buy fodder weapons, the solo Ultimate Quest against Omega Masquerade is one of the quickest sources I know. Once you learn the fight, you can often kill him in 2 mins or less on Lvl 1 and he'll drop a decent number of Vita weapons and low rarity units.
Lastly, please keep in mind that upslotting to 6-slots is only risk-free if you use a 40% AA item because we're currently in a 10% boost week. If it's not a boost week (or resources are tight) it's easiest to stay at 5s or even 4s. If you really want to get to 6-slots on a non-boost week, you'll first need to affix and augment called "Augment Guidance" onto your 5-slot Rivalate. You can buy weapons with this augment on the Player Shop and whenever this augment is on your base weapon you'll get an extra 5% chance of success the next time you affix. Using two 5-slot fodder weapons with Augment Guidance on them will give you a 50% chance of transferring it to your base Rivalate weapon. During the current 10% boost week, you can get this to 100% if you use a 40% AA item. However, during a non-boost week you'll need to buy three 5-slot fodder weapons with Augment Guidance because having 3 copies gives you a 80% chance of successfully transferring it, which you can get to 100% by using a 30% AA item.
S-Grade Augments (SGAs here, SSAs in JP guides)
I'm going to go through specific SGAs in Post #3, but for now I'm going to recommend reserving 2 slots in your recipe for an S4 and S5 which are the only types that a Rivalate can slot. You can see which SGAs a weapon can take, if any, by going to the 2nd page of the weapon's details and looking for the line that says something like "Compatibility" which will have icons next to it corresponding to the SGAs it can take.
What you need to know from the start is that SGAs always affix at 100% success, don't face the upslotting penalty, and can even be changed later without ruining the rest of your weapon. This is to say that, 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).
Again, I'll go into more detail on the type of SGAs to target later, but right now you'll have a 6-slot Rivalate with an S5 and 5 junk affixes. You'd then use the "Transfer S-grade Augments" option at Monica/Dudu to take an S4 from another weapon (e.g. an Atlas Ex) and move it to your Rivalate in replace of one of your junk affixes (this will also cause you to 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.
However, the really pro move would be to transfer an S4 prior to upslotting because SGAs make upslotting easier as detailed below. And when it's boost week it can be worth it to try to 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 augs.
Lengthy Aside on Upslotting with S-Grade Augments
You can do the upslotting 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 get back to talking about affixing...
Affixing Via Augment Factors (SAFs)
Affixing via "Augment Factors" (Special Ability Factors on JP, or SAF) is the easiest method as they transfer with 100% success (before the upslotting penalty) and only require 1 copy to affix. 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.
Before dismantling/selling gear, a good habit to get into is to click on your weapons (and 13 star units) in the inventory menu 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
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 as enhancement fodder which you can purchase either in the Ex-cube shop or the Photon Booster shop (right next to Ex-cube exchange). You can also exchange Astracite (like the astracite you get from Tokyo Keys) for Photon Boosters at the Astracite exchange which is on the 2nd floor of the shopping plaza.
When it's not a zero-meseta boost week, it can get costly enhancing with EXP weapon minis because you need so many of them. 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 progressed folders while running 12man Persona triggers (Malevolent Void, RWB4 shop) solo on Super Hard for void frags). 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 Rare Drop Rate booster so definitely do that by purchasing them in the Ex-cube shop).
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%! Update: Origin Glare now available!
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
Keep in mind that we needed the 10% boost week to affix Exegul Glare with 100% in the above recipe. If it's a non-boost week it'll be easiest to replace Exegul Glare with Mastery 4 or a Grand/Graceful capsule. Alternatively, you could go back to the Affix Assistant and see if there are any other recipes that would increase the success rate of Exegul Glare above 50%. What you'd see is that the most feasible formula would be including 2 copies of Exegul Glare and 1 copy of Divine Will which would grant you a 70% success rate (meaning you'd only need a 30% AA item to reach 100%). Divine Will actually drops pretty frequently in UH content and you could search the Player Shops to see if anyone has a weapon with both Divine Will and Exegul Glare at 6-slots and then just use the same recipe as above.
If that's too expensive, you'd have include 1 weapon with Divine Will and 1 weapon with Exegul Glare in your final recipe. This means you'd have to affix the 2nd copy of Exegul Glare onto either your base weapon or one of your SAF fodder weapons prior to using it in your final recipe. For example, you'd select your Union weapon as your base weapon and then include 2 weapons with Exegul Glare + 1 weapon Divine Will as fodder to create a Union Weapon that now has Exegul Glare on it. Then you'd use that new Union Weapon in the recipe above but swap out one of the Exegul Glare fodder pieces with a Divine Will fodder piece. So in total you'd need to acquire 3 pieces of Exegul Glare fodder and 2 pieces of Divine Will fodder to actually make your weapon (2 Exegul Glares and 1 Divine Will would be dedicated to adding Exegul Glare to your Union weapon).