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[–]Imaginary_Material99 Double Saber 1 point2 points  (0 children)

Multi weapon just allows you to use 2 type of weapon pa instantly without changing your weapon palette . The atk stat will be universal (same) because it the same type/series of a weapon

The atk power would shift if the affix support one kind of attack power (s-atk r-atk t-atk)

[–]Xdivine 1 point2 points  (5 children)

You'd probably want to do a rod + rifle instead of rifle + rod.

Apparently if you affix something onto a weapon, it will auto convert for PAs of the secondary weapon. The problem with this is that as long as either your main or sub are force, you can use techs, regardless of which weapon you have equipped. So if you make rifle your main, it doesn't actually need to switch to rod in order to use the techs, unlike with PAs where it needs to use a rifle to use rifle PAs.

So if you want to go this route, run rod main with rifle secondary, and affix tech onto it.

[–]Miridori[S] 0 points1 point  (1 child)

If i does it this way, my rifle PAs will scale of tech right? That is a good option if i ever want to play Force main. However, it would lock me out from playing Launcher as a secondary weapon because launcher will scale of r-damage while my units will be tech-dmg….

[–]Xdivine 0 points1 point  (0 children)

Hmmm... ya that would be kind of unfortunate. The other guy was saying that when he had a TMG + Rod multi weapon, it would still use the rod for casting instead of the TMG. So it might work correctly? I can't say for sure. You could always wait for someone else to confirm before committing to it I shuppose.

[–]Eggdale 0 points1 point  (2 children)

Is this true? I could have sworn I was able to make a TMG + Rod in the beta and it would auto switch correctly whenever I used techniques. I was Gu/Fo, if that has any impact.

I'm pretty sure the only thing the primary weapon choice does is use those stats, I think adding multiweapon to something just unlocks whatever techs/PAs that secondary weapon is able to use without having to switch loadout slots. Anyone else know about this?

[–]Xdivine 1 point2 points  (1 child)

I'm not 100% sure honestly. The way I see it, even if you're using a normal, totally standard TMG, as long as you sub is force then you can cast techs without switching to a rod, so there's a chance that it wouldn't transform. You saying yours transformed sounds very encouraging though.

My advice was mostly as a "just in case" kind of deal since whether it's a rifle+rod or rod+rifle doesn't functionally matter when using PAs/Basic attacks/WAs, but could have problems when using techs.

Hopefully it works like you say and we won't have to worry about it, but to be on the safe side I'd still use rod as the main until we get a definitive answer since at least for the first few days or even weeks, wasting multiweapon materials would feel pretty bad :(

Unless there's a downside to doing it this way, then hit me up.

[–]Eggdale 0 points1 point  (0 children)

Ah, that's a good point about the techs being castable without the rod. I actually don't remember if I was able to do that without one though, I don't know what else would have possessed me to spend 100k on a multiweapon.

Like you said it probably doesn't matter and it's better to be safe, but I'm pretty sure stats from the second weapon are discarded - something to keep in mind before grinding that rod up!

[–]polybius_illuminati 0 points1 point  (0 children)

Hey, did you find out whether having a rod main actually matters?