Some findings after trying to wrap my head around multi-weapon

I've been curious about MW quirks and only recently started getting enough cash to play around with it.

Some of these are well known but I'll just include it to get it out of the way.

  • You can only combine weapons from the same series - ie. the "name" of the weapons have to be the same. This is likely to allow some control over limitations for unintended potential/weapon crossovers. Right now each 4* weapon has two series, where one is Resurgir which covers all weapons.
  • When you combine weapons, the state of the fodder/material weapon has no effect on the result. You are disintegrating the fodder weapon in order to add its type (and only its type) to the base weapon. You don't get to stack 16 augments or two potentials.
  • MWing a weapon does not affect your BP.
  • The class requirements of the fodder are added to the base weapon. If you add a talis to a rifle, that rifle can now be used by a Fi/Fo. That doesn't mean you can use rifle PAs, you can just hold it and normal attack with it. I was pondering if this lets you benefit from the weapon potential of any weapon regardless of class, but this is what the same-series limitation already solves.
  • You can use weapon actions for both weapons just fine. You can put down the talis weapon action and have it give you PP while you are lasering with launcher and vice versa.
  • It's fairly strict about skills that put you in some state, like deploying your talis (not the WA like above). You will lose the talis effect as soon as you attack with the other weapon. For rod/wand, photonic fury is only active until you perform some action that makes you use the rod.
  • If you combine two weapons that can cast techs, the game makes an assumption that you are wanting to cast techs with the base weapon. This can be a problem if you make something like a wand/talis and your class is Fo/Hu. You can use the talis and you can cast techs with it, but you can't assign techs in the palette because the game is saying you can't use a wand. You can however put techs on your subpalette and they will become usable if you perform some action that puts the right weapon in your hand. Prohibitively awkard to be of any use and I hope they solve this in some way.

The last thing I was looking to test before the servers went down is if you could benefit from "X only" type skills across weapons. I'm curious if you could make a dagger/machinegun and if you then get the lusterish dart-after-using-PA for TMG skills. I doubt it since MW appears to function pretty much like pso2 hero where you end up holding that other weapon type in your hand. Let me know if anyone tested it.