Since the crafting system is fairly complex this is going to be a stupidly long post and still probably not actually cover everything lol. A lot of the weapon stuff, like the growth rate, isn't that big a deal unless you're trying to make perfect or near-perfect weapons. Don't worry too much about it until you decide to do that which shouldn't be til CODE 8 anyway. That said, here we go!
----------Weapon Crafting----------
When you make a weapon, its rarity is random and is capped at the level of your factory. Higher factory levels increase the rate of higher rarities while also allowing it to go higher. Rarity on weapons affects the number of Modules(traits/abilities) that can be attached to the weapon. Some other things, like the power and base elements of the weapon are also randomized when you craft them. In general, a lower starting attack power means higher attack power at a higher level, so that's the goal when you're working on end-game weapons.
When a weapon hits level 5, it can either be upgraded to level 6 or be turned into a level 1 Advanced version. Advanced versions are stronger and get either an impact or elemental boost. Since elements can be boosted through Modification, the impact version is technically superior(I'm not fond of their color palette, though, so bleh).
And then there's Modification. This involves using another weapon as fodder. The base weapon will receive 20% of the fodder's highest element, have a chance at increasing its base power(up to a threshold for its growth type, which I'll elaborate on in a moment) and its Modules will be changed up. Not only does the base weapon have a chance of inheriting Modules from the fodder, but it can straight up lose and gain new Modules in the process, too. You can throw an optional material into the mix to manipulate inherited modules or base elemental values, too.
Base elements for a weapon cap at 100 total. So, you could have 100 of one element, 50 of two, 25 of all four or whatever combination you'd like.
As for growth tiers, I mentioned earlier that a lower starting power means a higher one later on. There are a few growth types but I'm only going to elaborate on that one.
Formula:
Code:
(base power at lv1 - min base power) / (max base power - min base power) = X
If X < 0.15, you're at the "late bloomer" growth type meaning it'll have higher power later on. Power modules are not counted in this, so if you have a Power Up or Down module you'll need to exclude it from the calculation.
An example:
EZ Katze I
-Min Power = 160
-Max Power = 228
Assume we got one with a power of 171:
(171 - 160) / (228 - 160) = 0.161...
Too high. So let's try 170:
(170 - 160) / (228 - 160) = 0.147...
Perfect! So, an EZ Katze I with 160-170 base Power is within this growth tier. When modifying a weapon, its power can increase up to the cap for its tier. So EZ Katze I can reach 170 at level 1 if it's a late bloomer. If you're looking to max it out, you'd want to modify it until it hits 170 before upgrading it. Sadly, I have yet to figure out the intricacies of power inheritance when modifying. Fairly annoying since it means I just kind of keep throwing stuff at the weapon hoping the power goes up lol.
Modules can also be removed from a weapon for a fee of 5000 EP. Go to the Cell Garden in sector 6-F140 and talk to the NPC on the right. The other NPC in the room sells some high level mats.
Note: When working on a weapon, focus on getting your elements sorted before modules since you have to modify to boost the element and that will shuffle your modules around. Items such as Sodium Chloride directly influence base elemental values, despite their descriptions merely referencing modules. Such items can be helpful for fine-tuning the elements on your weapon.
----------Medicine/Munitions crafting:----------
The rarity of the mats you throw into the mix determine what you can get out of it. It doesn't have to be purely one rarity, though. Also Non-Existent Non-Resources are amazing as you don't need as many of them to fill up the gauge. Normally you'd need 15 items, but it takes just 8 Non-Existent Non-Resources!
But they're just rarity 1, so who cares right? Wrong, because I already told you that it doesn't have to be all the same rarity! One Rarity 7 and 7 Non-Existent Non-Resources will fill the gauge up and produce tier 7 items!
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Hope this post helps clear up some confusion and doesn't create even more due to overload on the weapon part lol. And sorry about just how long this turned out lol.