PSO2 JP Affixing Guide 2020

When I first wrote affixing guides, Dudu was the unbeatable final boss of PSO2 JP. Today, he’s a lot nicer.

While old affixing methods still apply, a lot of shortcuts have been added. This guide is still Affixing 101 for PSO2 JP, and will cover accessible, safe and easily replicated affixing methods in four main steps.

Why affix?

Affixing improves the stats of endgame items. Not every piece of gear needs affixing. If you’re below level 65, save your Excubes. Get out of here and go have fun!

But in PSO2’s higher difficulties, there are some challenges that will throw out a lot of damage. It’s easy to get one-shotted or juggled to death. Do too little damage to stun a boss when it needs to get stunned, and bad things will happen, the run goes too slow to get an S rank, the title doesn’t unlock and so on.

Most of the time, trying to run difficult content with default affixes on gear just doesn’t cut it. They’ll come with 60 Attack or 60 HP when people are running with triple digits on their items.

Sometimes too, the goal is to hit a certain stat threshold for some class skills. Hero’s Hero Boost can be more sustainable with more HP, while Phantom’s Photon Stream gets better with more PP.

Units and Weapons are different

Weapons tend to change often because a lot of the time, a new weapon might come with a game-changing feature or much higher stats and so on. There’s also more affixing shortcuts available to weapons. The game itself tends to rain weapons too, so there’s a lot of material to work with for weapons.

On the other hand, Units tend to last longer before they get power-creeped. Between Episodes, Attack stats on Weapons can change by hundreds, meanwhile defensive stats barely move double digits. Affixes on units are also more expensive, though HP and PP affixes tend to be cheaper. Personally, I like to cover HP and PP needs with Units, then get as much Attack as I can after, so that weapons can be more flexible with affixes.

My personal benchmark in 2020 is around 1500 HP. Enough for familiar endgame content, and if I’m not feeling 100%, I can use a Guts Drink to get a healthy buffer of >2200 HP for unfamiliar content, running quests at 2am in the morning and other situations where taking lots of damage is likely.

That said, goals can vary from player to player, so please exercise personal discretion. After deciding on goals comes the four-step process to get there.

Step 1: Load up S-Class Special Abilities (SSAs)

SSAs are special affixes that usually have a bigger impact than normal affixes. Most items that are worth affixing will support SSAs, so take advantage of that.

SSAs can be added using a special system that swaps them freely. The second tab of an item will show what SSAs it can accept. Weapons have some combination of S1 to S5. Units depending on slot will use S6 to S8.

Weapons can have multiple SSAs, making things much easier.

Add SSAs by S-Class ability transfer. Select the target item, then the item with a desired SSA. Highlight the SSA and press OK. Done.

Another method is by using an SSA Add item, in which case, add it in Step 2.

Once applied, SSAs will always transfer at 100% without needing any special items or considerations. 100% is good because the non-SSA stuff is a complete mess of complex recipes with failure chances and arbitrary rules. Even without the exact SSA for the final affix, use a placeholder since it can easily be replaced later.

One caveat is that SSAs tend to be very seasonal. When dumpster diving for placeholders, it’s not a big problem. Any defensive or PP-related SSA that drops in a current Emergency Quest is going to be dirt cheap. Damage-related SSAs on the other hand are going to be hit and miss. If it comes from a trending quest, it’ll be affordable, otherwise they tend to shoot up into the millions.

To protect yourself from price fluctuations, invest in SSA dispensers.

Bonus step: SSA dispensers

When fully grinded to +35 for weapons or +10 for units, 13⭐ and above items unlock Special Ability Factors (SAFs). This means the item can spawn an affix at 100% without needing any recipes.

If an item’s Special Ability Factor happens to be an SSA, it can spawn that SSA to transfer out to another item, then spawn a new one indefinitely. A typical example is Atlas Ars, which has S4: Vampiric Strike as it’s SAF. A single Atra Ars +35 can be used to make an arsenal of lifesteal weapons.

This is very helpful in making sure any new weapon has a solid baseline of SSAs regardless of market supply.

Step 2: Upslotting

After loading as many SSAs as possible onto the item, it needs to be taken to a decent amount of slots to work with. On a normal day, it is possible to take any item up to 5 slots with no chance of failure.

Typically, the process involves buying a 30% Booster or 40% Booster from the Excube shop. With boosters in hand, select the target item and 2 more items with a bunch of cheap, easy to transfer affixes (aka Junk). When choosing affixes, choose then SSAs first, then load as many 100%s as the game allows and climb up the slot counts.

After adding the very last affix, the success rate drops. That’s what the booster is for. Simple math applies. If the chance of success is 70% or better, use a 30% booster. If it’s worse than 70%, use a 40% booster. To get more Excubes easily, run Solo Profound Darkness XH.

For weapons. Given how easy Excubes are to get nowadays, if an item is worth affixing then throw Excubes at Monica until she passes 6 slots, or during boost weeks, 7 to 8 on the item.

For units. Even if Dudu passes 6 slots, the cost of affixes in the player shop becomes prohibitive. Stop at 5 or even 4 and use other ways to get additional affixes.

Here’s a list of cheap, easy to pass junk affixes to use while upslotting:

  • Body I
  • React I
  • Mind I
  • Power I
  • Shoot I
  • Technique I
  • Arm I
  • Any Fever
  • Any single damage type Resist I

Special callout on Fever affixes. There’s an affix called Arks Fever that gives 5PP and is easy to transfer. If that sounds good, add it here.

Caveats. Try to use exactly 2 fodders when upslotting. When only one fodder is used, the success chance is lower. When more than 2 fodders are used, the cost ramps up quickly.

Step 3: Placeholder affix plan

This step is meant for experimental weapons or low budgets. If going for a high budget item, skip this step.

The idea is to create a plan to change all the non-SSA junk into relevant affixes in the near term. Collecting materials and waiting for a boost week for the final affix can take a while. It can be a simple Excel sheet to keep track of what’s needed, or an affixing simulator link, whichever works.

For this step, I personally recommend going for basic, easy recipes that give a decent amount of target stats. I’ll use Striking damage as an example.

Add a Soul

Start with a Soul affix. Soul affixes are literally affixes with “Soul” at the end. They’re usually associated with boss drops. These affixes are simple to add and give a combination of stats that are quite high for the ease in adding them. They also increase the success rates of other affixes.

I’ll use Act the Soul because it gives a nice amount of Attack and PP for a Striking weapon. The recipe for Act the Soul is a “new” boss Soul from Episode 4 or 6 and an old boss Soul from Episode 1 to 3.

Add a complex affix

The Soul is the lowest-hanging fruit. After that, adding nice affixes starts to get complicated. They usually require 3 copies or more to have a good success rate, and may need something else to improve success rates further. That’s the price for good stats.

That said, 3 copies is fine because this plan is still empty from Fodders 3 to 5. Since I’m already using Escarde Soul from Episode 4’s final boss, Deus ESC-A, I can also use 3 copies of Deus Factor the same boss for a decent 20 Attack with HP and PP on the side. His solo quest trigger is easily available, so players run him quite often and sell his affixes cheaply.

From season to season what’s readily available and cheap can vary greatly, and stat needs can be very different too. Deus Factor can be replaced with any other complex affix that needs 3 copies to have a decent chance of success, like Doom Break, Persona Reverie and so on. The appendix below (coming soon) will have a list of affixes to choose from.

Escarde Soul also boosts the success chance of Deus Factor further and it’s fairly common to see items dropping with both Escarde Soul and Deus Factor.

So that adds a couple more things to buy from player shops.

Add Stat IIIs

Stat IIIs are stat affixes that end with a “III”, like Power III, Stamina III, Spirita III and so on. The bonuses they give are low for Episode 6, but for filling in blanks they’ll suffice. On the bright side, they’re very common and demand is low so they’re cheap and can usually be found on items with other desired affixes.

They’re also easy to add because using them with a compatible Soul boosts their success chances. Vol Soul from Vol Dragon is a Striking-focused Soul, so it boosts the success chance of Power III and Stamina III. In this example, I add Power III by looking for a Deus Factor item with Power III.

Add Fevers

Fevers only need 1 copy and pass at 100% by default. They’re usually added during the upslotting process, so the base item should have it already. If not, it can sit in the last fodder slot.

Since SSAs were already loaded way back in Step 1, the item should have at least 5 slots at this point, which is enough for a placeholder. This is now a complete affix plan, where it turns out the fodders needed are a bunch of common boss drops that can be picked up for around 50k each. The most risky affixes have a 70% chance of success, so only a 30% is needed to make it failsafe.

Again, if the item doesn’t need placeholders, skip this step and go straight to Step 4.

Step 4 (Weapons): Mass SAFs

Going all out for a weapon is typically about collecting a bunch of +35 weapons to unlock their Special Ability Factor, then loading them onto the main weapon. Here’s some common ones:

  • Ray weapons. Can be bought with SP badges. Unlocks Astral Soul.
  • Detonation weapons. Bought with SP badges. Unlocks Modulator.
  • Dim weapons. Commonly sold in Player Shops. Unlocks Power, Shoot or Technique VI.
  • Phobos weapons. Drops from a few Emergency Quests and the Deus solo trigger. Unlocks Sentence.
  • Homura weapons. Another SP badge weapon. Unlocks Phrase Weak for Bouncers and Techers.
  • Basilis weapons. Sold in player shops. Unlocks Phrase Decay for Phantoms.

So for weapons, after doing the SSAs, it’s usually a matter of taking a bunch of other weapons to +35 and upslotting them, then mushing them all together.

In this example, I affix a Liberate Sword +35 and use 3 other weapons to add a bunch of ATK and PP at 7 slots, and add throw in a Deus Factor for good measure. Since Deus drops Phobos weapons, it’s possible the Phobos weapon already has a Deus Factor. If not, it’s easy to add one affix to a weapon.

This plan demonstrates how to mix normal affixing with SAFs. It’s certainly possible to go all out with another 2 more SAFs.

Step 4 (Units): Ability Transfer and Add Special Ability

Units only support one SSA and don’t have that many SAFs, so they’re still a pain to affix. Ability Transfer and Add Special Ability can help make things somewhat less painful.

Ability Transfer is different from normal affixing. It transfers all non-SSA affixes from Item A to Item B at 100%, even typically non-transferrable ones like Grace or Grand affixes. It also gives an option to use an Add Special Ability item while transferring.

The only catch is it costs Ability Transfer Tickets which the game drips out somewhat slowly. Make sure to have 80 class cubes across 4 class groups ready every month to recycle for those tickets. It really is a drip.

The plan: Use a low slot SAF dispenser

Onto the plan proper. I personally feel that the best balance between good stats and as little frustration as possible is to use an SAF dispenser unit. So start off with a 13⭐ unit that has a good SAF – this will not be the final unit, but it will house the final affixes.

As for the final unit, final unit is 6 slots, the SAF dispenser only needs to have 4 slots. One slot on the final unit is taken by the SSA. One more will be taken by an Add Special Ability item. That means only 4 things to transfer.

I’ll go with a Schvelle Kibbs to unlock Sentence Power for a mix of stats, but it can be a Liberate Unit for Attack VI, a Nova for Stamina VI and so on.

Once again I’ll rely on Good Guy Deus for the foundation. Escarde Soul, Deus Factor and so on. For units, I’ll go with Ares the Soul since it has good HP.

I’ll put Alter Arma on it. It’s available in the Photon Sphere shop for 10 Photon Spheres. Pair it with an Extreceptor from player shops to get 100%.

So this gives a Soul and 3 fairly nice affixes without too much fuss.

The Ability Transfer

Suppose the final unit is an Atlas Sumer. Use Ability Transfer from the Schvelle unit with an Add Special Ability in hand, for instance HP/PP 3 for Grace Power. The final unit should have an SSA loaded and five junk slots beforehand: four for the unit, one for Grace Power.

Making a 6 slot item costs 25 Ability Transfer tickets. It takes 2 months to get the needed 80 tickets. I hope it lasts at least a year!

This gives a balanced 6-slot unit with 135 Attack, 85 HP and 13 PP using some fairly common materials and relatively few steps. For higher ATK, use different affixes. For instance, use a Liberate unit for Attack VI, or switching the Factor out for a Reverie. The Schvelle unit’s affixes are wiped, but the unit stays so it can be re-affixed again as an SAF dispenser for the other 2 units.

It can also be expanded with Add Special Ability (Mark). When adding Grace, transfer to a dummy unit like Solid Barrier, instead of the final unit. After that, transfer from the dummy unit to the final unit and add Mark.

Unfortunately, this method only works with single attack sets for now. There’s no unit with an SAF like Sentence Triple or Persona Reverie for triple attack sets, though this may change in future.

And that’s it! Four steps to shiny new affixes.

What about Ether Factor / Mana Reverie?

This guide focuses on safe and accessible recipes. Unfortunately there’s no 100% way to create Ether Factor nor Mana Reverie and it’s exactly accessible. But for reference purposes, their creation looks like this.

First, get four Reverie Catalysts and four Soul Catalysts. I’ll show them in parallel to demonstrate how they’re similar, but it doesn’t mean this is the most efficient way to do it. Smush every Falz Reverie together for an amazing 10% chance to get a Reverie Catalyst. Do the same for Factors for a Factor Catalyst. This is the most painful part.

Besides catalysts, Ether Factor will also need one Ether Soul. Mana Reverie will need one Omega Memoria. They’re made by combining a bunch of (mostly) souls. Omega Reverie is not a Soul, but needed for Omega Memoria, along with Fabula and Historia Soul. Meanwhile Ether Soul needs Toh’oh, Full Vegas and Escarde Soul.

Finally, these things aren’t made alone, they need to be made with the rest of the happy family of affixes. There will be some fairly complex fodders. Even with simpler ones, like a Glare and a Soul, there’s just no space, they’ll need to be built into the fodders. It’s about 2 to 3 steps per fodder with failure chances along the way.

Appendix: Soul and Stat III Compatibility

For the main stats, Power, Shoot, Tech, Stamina and Spirita, here’s a table of Episode 1 to 3 boss souls showing which soul boosts which stat. When making an affix plan with XX the Soul, they can help make related stats easier to pass.

SoulPowerShootTechStaminaSpirita
Gunne SoulYesYes
Snow SoulYesYes
Vol SoulYesYes
Ex SoulYesYes
Quartz SoulYesYes
Zigmor SoulYesYes
Gwana SoulYes
Meduna SoulYes
Bal SoulYesYes
Vardha SoulYesYes
Fang SoulYes
Ringa SoulYesYes
Nepto SoulYesYes
Shrayda SoulYes

Appendix: Complex Affix Recipes

(Coming Soon)

Useful Links

Affixing Assistant. Choose a bunch of affixes and it will show you how to get there.

PSO2 Affixing Simulator. Helps with planning fodders.