Sword Art Online: Fatal Bullet

Sword Art Online: Fatal Bullet

View Stats:
weapon memory chip?
I just started playing SAO FB for a few week now and im have been focusing weapon like SMG, Pistol, Photon Blade, but i also wanted to try different weapon because of how effective they are for specific enemy. So im having problem with adding memory chip for specific weapon, do each weapon have a specific memory chip or you just put in same set of chip to all weapon?

Also does Optical/Physical attack stronger or weaker specific enemy or are they the same.

Since i been putting:
- Weapon Attack
- Physical/Optical Attack (base on weapon)
- Weak Spot Damage (especially on a sniper rifle)
- Critical Damage
- Critical Rate
- Ammo Acquired

Maybe keep because is already there or i can't unlock anymore:
- Auto-Reload Rate
- Damage vs. Mechs
- Damage vs. Lifeforms
- Medal Gauge Increase
- Bullet Circle Accuracy (especially on a sniper rifle)

Never
- Ammo Capacity
- Bullet Circle Stabilization Speed
- Damage When Off-Guard
- Damage From Behind
- Damage at Max HP (is this our hp or enemy hp?)
- Damage When Near Dead

What is your guy opinion i would like if you guys ok with that? thank you.

PS; I also wanted to know the best way to farm legendary weapon.
Last edited by Nicegameeer; Mar 4, 2023 @ 9:41am
< >
Showing 1-13 of 13 comments
Regarding unlocking, you can only unlock up to half of a weapons chips (rounded up), which means you got to be careful in which ones you unlock as it determines what chips you will be stuck with for other half.

Weapon attack boosts the base power of ANY weapon, while Physical/Optical/Explosive attack boosts weapon if it uses that type of damage (indicated above power on weapon). Physical attack indirectly boosts sword skill dmage but not regular swings or art, so still useful on swords.

Most guns should prioritize having weakspot dmg as it boosts weakspt damage.

Critical rate and critical damage is meant for critical weapons and not recommened if weapon's base crit rate is below 5%.

Damage vs boosts dmg based on type of enemy your are fighting. Most enemes are mechs, so damage vs mechs is always useful.

Dmg at max hp or when near dead is referring to your HP and does more dmg based on that.

Damage when off-guard only applies when enemy has yet to notice you.

Damage from behind only applies to swords and you should be behind enemy.

Auto-reload is probability for skipping the delay of reload when clip reaches zero, allowing for continues fire.

Optical attacks are more effective on mechs and receive less penalty on armored spots, but less effective on lifeforms and humans. Physical suffers more penalty on armored spots but more packs power,

As for as weapon types, guns generally are the same and your choice of chips is dertemiend if its a critical weapon or not (base crit rate 5% or higher). Swords will always want critcials and phyiscal attack chips, as they rely on crits and sword skills are boosted by physical attack chips indirectly. gatling gun users may want to have overheat buildup chips to reduce rate of heat build up. For those wanting accuracy (sniper or want to use a low accuracy weapon), then bullet circle accuracy helps)

generallly you want to have as many dmg/attack boosting chips that applies for your weapon and maybe some other chips to help (auto reload, etc).
Last edited by ★Phazonmadness‑SE★🎮; Mar 5, 2023 @ 6:47am
Nicegameeer Mar 5, 2023 @ 7:09am 
Originally posted by ★PhazonMadness‑SE★🎮:
Regarding unlocking, you can only unlock up to half of a weapons chips (rounded up), which means you got to be careful in which ones you unlock as it determines what chips you will be stuck with for other half.

Weapon attack boosts the base power of ANY weapon, while Physical/Optical/Explosive attack boosts weapon if it uses that type of damage (indicated above power on weapon). Physical attack indirectly boosts sword skill dmage but not regular swings or art, so still useful on swords.

Most guns should prioritize having weakspot dmg as it boosts weakspt damage.

Critical rate and critical damage is meant for critical weapons and not recommened if weapon's base crit rate is below 5%.

Damage vs boosts dmg based on type of enemy your are fighting. Most enemes are mechs, so damage vs mechs is always useful.

Dmg at max hp or when near dead is referring to your HP and does more dmg based on that.

Damage when off-guard only applies when enemy has yet to notice you.

Damage from behind only applies to swords and you should be behind enemy.

Auto-reload is probability for skipping the delay of reload when clip reaches zero, allowing for continues fire.

Optical attacks are more effective on mechs and receive less penalty on armored spots, but less effective on lifeforms and humans. Physical suffers more penalty on armored spots but more packs power,

As for as weapon types, guns generally are the same and your choice of chips is dertemiend if its a critical weapon or not (base crit rate 5% or higher). Swords will always want critcials and phyiscal attack chips, as they rely on crits and sword skills are boosted by physical attack chips indirectly. gatling gun users may want to have overheat buildup chips to reduce rate of heat build up. For those wanting accuracy (sniper or want to use a low accuracy weapon), then bullet circle accuracy helps)

generallly you want to have as many dmg/attack boosting chips that applies for your weapon and maybe some other chips to help (auto reload, etc).

Thanks for your opinion.
also what kind of chip dose a shotgun should have, and do you think that "Bullet Circle Stabilization Speed" work better or "Bullet Circle Accuracy" on a Sniper rifle?
Last edited by Nicegameeer; Mar 5, 2023 @ 7:23am
Originally posted by Nicegameeer:
Originally posted by ★PhazonMadness‑SE★🎮:
Regarding unlocking, you can only unlock up to half of a weapons chips (rounded up), which means you got to be careful in which ones you unlock as it determines what chips you will be stuck with for other half.

Weapon attack boosts the base power of ANY weapon, while Physical/Optical/Explosive attack boosts weapon if it uses that type of damage (indicated above power on weapon). Physical attack indirectly boosts sword skill dmage but not regular swings or art, so still useful on swords.

Most guns should prioritize having weakspot dmg as it boosts weakspt damage.

Critical rate and critical damage is meant for critical weapons and not recommened if weapon's base crit rate is below 5%.

Damage vs boosts dmg based on type of enemy your are fighting. Most enemes are mechs, so damage vs mechs is always useful.

Dmg at max hp or when near dead is referring to your HP and does more dmg based on that.

Damage when off-guard only applies when enemy has yet to notice you.

Damage from behind only applies to swords and you should be behind enemy.

Auto-reload is probability for skipping the delay of reload when clip reaches zero, allowing for continues fire.

Optical attacks are more effective on mechs and receive less penalty on armored spots, but less effective on lifeforms and humans. Physical suffers more penalty on armored spots but more packs power,

As for as weapon types, guns generally are the same and your choice of chips is dertemiend if its a critical weapon or not (base crit rate 5% or higher). Swords will always want critcials and phyiscal attack chips, as they rely on crits and sword skills are boosted by physical attack chips indirectly. gatling gun users may want to have overheat buildup chips to reduce rate of heat build up. For those wanting accuracy (sniper or want to use a low accuracy weapon), then bullet circle accuracy helps)

generallly you want to have as many dmg/attack boosting chips that applies for your weapon and maybe some other chips to help (auto reload, etc).

Thanks for your opinion.
also what kind of chip dose a shotgun should have, and do you think that "Bullet Circle Stabilization Speed" work better or "Bullet Circle Accuracy" on a Sniper rifle?

Bullect circl accuracy for most shotguns to help with accuracy, and maybe effective range. Beyond that, weapon attack + physical/optical attack (depends on shotgun type), weakspot dmage. If the base critical rate is at least 5% then crit chips, otherwise all remaining chips should be dmg boosters (dmg vs mechs, etc). Auto-reload may also be something to consider, but i would try have as many damage/attack boosters that apply overall.

As for snipers, bullet circle accuracy is great with aim assist, but if aim assist is off, you have better control of aim for snipers since they all have high accuracy ratings.
Last edited by ★Phazonmadness‑SE★🎮; Mar 5, 2023 @ 8:30am
iitzJack Mar 5, 2023 @ 6:33pm 
**These are very basic common weapon chips, but this is not exact as each weapon will require slightly different chips(Not only type of weapon, but also every different weapon), but mostly the same.**

For MainWeapon(Highest damage)
- Weapon Attack
- Physical/Optical Attack
- Weak Spot Damage
- Critical Damage
- Critical Rate
- Damage vs. Mechs
- Damage vs. Lifeforms
- Damage at Max HP (Yes, when ur HP is full)

For SubWeapon
- Medal Gauge Increase(Can let u use weapon art faster)
- DeBuff Stacking
Last edited by iitzJack; Mar 5, 2023 @ 6:36pm
Alex Darkcrowne Mar 6, 2023 @ 7:27am 
Crit Damage and Crit Rate only work for Crit weapons like Moonlight and Blue Rose.
Otherwise, gains are neglible.

You're better off with extended magazines or auto-reload at that point.

Must-haves:
-Damage at Max HP: at late game, you're either at full HP or you're likely dead, unless you're specifically running a tank build
-Damage vs. Mechs: Mechs are the most common enemy type.
-Weapon Damage: duh
-Physical/Optical Damage: duh again, just pick the right one for weapon type. Swords are physical damage, always.
-Damage vs. Lifeforms: Second most common enemy type, so another obvious one. Not as big of gains as mechs, but some of the most dangerous minibosses are Lifeforms.
-Weak Spot Damage: You should always be aiming at weakspots. However, swords do not want this chip, as swords cannot hit weakpoints in exchange for ignoring damage resistance.

Conditional:
-Crit Rate and Crit Damage: it only really works for crit weapons (base crit rate over 5/crit damage at 1000%), so Moonlight, AR Blue Rose, and Swords.
-Ammo Capacity/Auto-Reload Rate: They serve the same purpose; reducing down-time due to reloads. Preference, mostly. The former is better for high-capacity weapons, the latter is better for small clips.
-Overheat Rate: Obviously useless for anything that isn't a minigun, but mandatory for them.
-Bullet Circle Accuracy: is useful on some weapons, like shotguns, P-chan, and some miniguns. Turning off Assist Mode (z) improves your accuracy a lot, so take note.
-Medal Gauge Increase: Faster Medal Gauge buildup means better crit rates and more Weapon Art use, so it's useful for pretty much everyone.
-Debuff Stacking: If you're running an Engineer build or put Electroshock on Ordinal, then ye, worth getting. Stun is really good.
-Damage vs. Humanoids: This counts other players and AI NPCs. If you're going to be using a weapon for BoBs a lot, then slapping this on is a must.
-Explosive Damage: Launchers suck, but Anti-Materiel Rifles (Breakthrough, Tiamat, Grim Reaper) get a lot of mileage from explosive shot thanks to their high base numbers. This is useful for farming Behemoth, the game's ATM.

Never:
-Bullet Circle Reduction Rate: is basically less recoil, but most guns don't have that much to start with
-Ammo Acquired: No, just no. By the time you get to endgame, ammo is never a problem, unless you're out on the field for like an hour or two non-stop.
-Damage from Behind/Off-Guard/Near Dead: Way, way too fringe to ever be realistically useful.
Last edited by Alex Darkcrowne; Mar 6, 2023 @ 7:29am
AN94 Mar 6, 2023 @ 7:50am 
Each weapon can benefit from a few specific chips depending on their stats, categories.

Optical Attack can damage tough parts, however this advantage is minimal later in the game due to everything becoming a bullet sponge unless you fire at weak point, it also travels slower which could offset your accuracy against moving targets. However, energy weapons are lightweight and can store more ammo and additionally greater effective range.

Physical Attack causes suppression buildup more quickly, most powerful weapons are physical, some of them can do massive damage to weak point or have tremendous base power. This type is more favorable for difficult quests.


For memory chips, generally you'd want:

-Weapon Attack. Boost damage for all attack types).
-Damage to Mechs. Most enemies are mech especially difficult bosses).
-Damage at Max HP. Bonus damage proportionally to your current HP).

*All the damage above stack additively

Situational:

- Damage to Lifeforms/Humanoids. Base on which type you prefer to be greater threat.
- Damage to Weak Point. All guns will need this, it enhances damage more effectively when at least one of mentioned attack types above are present since it's on a separate multiplier.
- Physical Attack. Boost damage to physical guns, grenades, rockets, Nemesis Shot Skill, Sword Skills, Crimson Roar's Energy Ball.
- Optical Attack. Boost damage to optical guns, Launcher EP, Plasma Burst Skill.
- Explosive Attack. Boost damage to anything that cause explosion.
- Damage from Behind. Boost damage to swords only, as long as the target is facing roughly the same direction.
- Ammo Capacity. Should be installed on any weapon with lower than 40 clips capacity and having RoF exceed 600.
- Auto Reload. Same as above but take priority.
- Ammo Acquired. The last thing to install.
- Critical Rate, Critical Damage. More than 5% base critical rate, 150% base critical damage is suitable for these chips.
- Overheat Build Up & Duration. Gatling Guns, mandatory.
- Bullet Circle Accuracy. most useful on shotguns if you dislike the spread, especially ones with low RoF.
- Bullet Circle Stabilization. For gatling guns and machine guns in combination with Bullet Circle Accuracy.
- Debuff Stacking. Speed Up Ailment build up rate.
- Medal Gauge Increase. Raise Medal Gauge quicker (maximizing medal gauge can make a difference in endgame dungeons).
- Damage When Near Death. The damage is similar to at max HP.

*All of the chip effects will NOT work on your off-hand weapon when dual-wielded except for ammo capacity.

LUC, Rare Item Drop Rate chips (accessory) facilitate Legendary farming. If you only need legendary, go for any Floating Shells/Enemy Callers, they spawn drones indefinitely to replace lost ones. Hardcore Co-op, Offline Hero Party Quests (DLC 4) drops a wide range of weapons.
Nicegameeer Mar 8, 2023 @ 5:47pm 
Also the accessory have this chip call "rare item drop Rate" does this count for weapon and accessory or just one?
Originally posted by Nicegameeer:
Also the accessory have this chip call "rare item drop Rate" does this count for weapon and accessory or just one?
Rare item drop increases odds of weapon being Rare or better rarity, but not guranteed, while Item drop increases odd of an optional item being droped by enemy (some enemies have multiple possible drops).
wanya Mar 9, 2023 @ 2:29am 
Originally posted by Nicegameeer:
Also the accessory have this chip call "rare item drop Rate" does this count for weapon and accessory or just one?
Rare Item Drop Rate works on the both basically, but Accessory Cologne makes all of dropped accessories Legendary. therefore, it looks like working just for weapon.
Nicegameeer Mar 9, 2023 @ 7:13am 
Originally posted by wanya:
Originally posted by Nicegameeer:
Also the accessory have this chip call "rare item drop Rate" does this count for weapon and accessory or just one?
Rare Item Drop Rate works on the both basically, but Accessory Cologne makes all of dropped accessories Legendary. therefore, it looks like working just for weapon.

Does the "Rare Item Drop Rate" increase if i let Arfasys have one or it only work when i have it on?
wanya Mar 9, 2023 @ 4:38pm 
whoever in your party have it, it's valid

my guide has detailed quantitative descriptions about memory chips, please check it if you want
Nicegameeer Mar 9, 2023 @ 9:24pm 
Originally posted by wanya:
whoever in your party have it, it's valid

my guide has detailed quantitative descriptions about memory chips, please check it if you want

oh that will be great can i have the link? thank you.
wanya Mar 9, 2023 @ 10:12pm 
the guide is in Steam Community of this game
https://steamcommunity.com/sharedfiles/filedetails/?id=2780237819
Last edited by wanya; Mar 11, 2023 @ 7:28am
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Mar 4, 2023 @ 9:35am
Posts: 13