Item World: Difference between revisions

From EHWiki
Jump to navigationJump to search
Varst (talk | contribs)
the formula should be correct
Maximum Joe (talk | contribs)
removing redundancy
Line 4: Line 4:
An Item World has rounds based on the equipment's [[quality]]. It can be approximated by
An Item World has rounds based on the equipment's [[quality]]. It can be approximated by


<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">Number of Item World Rounds = 200 * (Equip's quality) ^ 2</pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Number of Item World Rounds''' = 200 * (Equip's quality) ^ 2</pre>


There is a lower cap of 25 rounds and upper cap of 200 rounds. Like in the [[Grindfest]], monsters start at 50% base damage and increase by 1% per round.
There is a lower cap of 25 rounds and upper cap of 200 rounds. Like in the [[Grindfest]], monsters start at 50% base damage and increase by 1% per round.
Line 13: Line 13:
Clearing an Item World or [[The_Forge#Upgrading|Upgrading]] a piece of equipment earns the item PXP (Potency Experience) towards increasing the potency of the [[equipment]].
Clearing an Item World or [[The_Forge#Upgrading|Upgrading]] a piece of equipment earns the item PXP (Potency Experience) towards increasing the potency of the [[equipment]].


<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">PXP gain = roundup(Item round count * [[difficulty|PXP modifier]])</pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''PXP gain''' = roundup(Item round count * [[difficulty|PXP modifier]])</pre>


The number of rounds faced in an item world depends on the item's bonuses (the higher they are, the more rounds) and varies from item to item, but remains constant for a specific item regardless of its current potency level. Fleeing or being defeated in an IW does not grant any PXP, only clearing all rounds advances the item. Players cannot gain any PXP if they are at "exhausted" [[stamina]].
The number of rounds faced in an item world depends on the item's bonuses (the higher they are, the more rounds) and varies from item to item, but remains constant for a specific item regardless of its current potency level. Fleeing or being defeated in an IW does not grant any PXP, only clearing all rounds advances the item. Players cannot gain any PXP if they are at "exhausted" [[stamina]].


All equipment starts at Potency Level 0, and can be leveled up to Level 10, unlocking a total of ten potencies. The amount of PXP required for the next level is displayed next to the equipment potency's level and increases as the item gains in potency levels. Potency unlocks add stats that the equipment piece does not already possess (with the exception of damage stats for weapons). Additional levels of potency are more likely to level up existing ones rather than give new ones<sup>[http://forums.e-hentai.org/index.php?s=&showtopic=80045&view=findpost&p=2074200]</sup>. These additional stats can be further upgraded in the [[forge]].
All equipment starts at Potency Level 0, and can be leveled up to Level 10, unlocking a total of ten potencies. The amount of PXP required for the next level is displayed next to the equipment potency's level and increases as the item gains in potency levels. Potency unlocks add stats that the equipment piece does not already possess (with the exception of damage stats for weapons). Additional levels of potency are more likely to level up existing ones rather than give new ones<sup>[http://forums.e-hentai.org/index.php?s=&showtopic=80045&view=findpost&p=2074200]</sup>. These additional stats can be further upgraded in the [[forge]].
*The 10th level of Potency for non-[[void]] [[weapons]] will always change its [[damage type]] to void.
**This does NOT turn a weapon into a true [[Ethereal]] (it still has [[burden]]/[[interference]]).
**This does turn old Ethereals (Soul damage) into new Ethereals (Void damage). In addition, Ethereal weapons gain a random [[Elemental Strike]] at level 10 potency. This does grants them the +50% melee damage but does not provide them with the bonus to spell damage that true elemental weapons have.


Except for the Level 10 weapon unlock, there are five levels to each Potency. It is possible to get one level of each, but it is not possible to max every Potency for a given piece of gear.
Except for the Level 10 weapon unlock, there are five levels to each Potency. It is possible to get one level of each, but it is not possible to max every Potency for a given piece of gear.
Line 30: Line 26:
All non-[[Primary Attribute]] and damage type potencies give roughly 2% per player level per potency level. Mitigation potencies give 4 points of base bonus to the equipment per potency level.  
All non-[[Primary Attribute]] and damage type potencies give roughly 2% per player level per potency level. Mitigation potencies give 4 points of base bonus to the equipment per potency level.  


{|class="wikitable" width="50%" style="text-align: center"
{|class="wikitable" style="text-align: center"
!rowspan="2"|Class
!rowspan="2"|Class
!rowspan="2"|Name
!rowspan="2"|Name
Line 39: Line 35:
!Melee !! Staff
!Melee !! Staff
|-
|-
| rowspan="7" | Attribute
| rowspan="7" | [[Character_Stats#Primary_Attributes|Primary<br>Stat]]
|-
|-
|Agility || Primary Stat (Agility) || '''X''' || '''X''' ||
|Agility || Agility || '''X''' || '''X''' ||
|-
|-
|Dexterity || Primary Stat (Dexterity) || '''X''' || ||
|Dexterity || Dexterity || '''X''' || ||
|-
|-
|Endurance || Primary Stat (Endurance) || '''X''' || '''X''' ||
|Endurance || Endurance || '''X''' || '''X''' ||
|-
|-
|Intelligence || Primary Stat (Intelligence) || || '''X''' ||
|Intelligence || Intelligence || || '''X''' ||
|-
|-
|Strength || Primary Stat (Strength) || '''X''' || ||
|Strength || Strength || '''X''' || ||
|-
|-
|Wisdom || Primary Stat (Wisdom) || || '''X''' ||
|Wisdom || Wisdom || || '''X''' ||
|- style="border-top: 2px solid #AAAAAA;"
|- style="border-top: 2px solid #AAAAAA;"
| rowspan="8" | Mitigation
| rowspan="8" | Mitigation
|-
|-
|Coldproof || Mitigation (Cold) || || || '''X'''
|Coldproof || Cold || || || '''X'''
|-
|-
|Darkproof || Mitigation (Dark) || || || '''X'''
|Darkproof || Dark || || || '''X'''
|-
|-
|Elecproof || Mitigation (Elec) || || || '''X'''
|Elecproof || Elec || || || '''X'''
|-
|-
|Fireproof || Mitigation (Fire) || || || '''X'''
|Fireproof || Fire || || || '''X'''
|-
|-
|Holyproof || Mitigation (Holy) || || || '''X'''
|Holyproof || Holy || || || '''X'''
|-
|-
|Soulproof || Mitigation (Soul) || || || '''X'''
|Soulproof || Soul || || || '''X'''
|-
|-
|Windproof || Mitigation (Wind) || || || '''X'''
|Windproof || Wind || || || '''X'''
|- style="border-top: 2px solid #AAAAAA;"
|- style="border-top: 2px solid #AAAAAA;"
| rowspan="7" | Special
| rowspan="7" | Special
Line 85: Line 81:


====Weapon Level 10 Only====
====Weapon Level 10 Only====
At level 10 a weapon will always get a special Potency based on what kind of weapon it is.
At level 10 a [[weapon]] will always get a special Potency based on what kind of weapon it is.


Ethereal weapons will get a random Elemental Strike from the chart below. Old ethereal weapons who dealt spirit damage will have their base damage converted to void at potency 10 and still gain a random elemental strike.
Ethereal weapons will get a random '''Elemental Strike''' from the chart below.
*This does not turn a weapon into a true [[Equipment#Elemental_Weapons|Elemental Weapon]] (it is granted +50% melee damage but not the bonus to spell damage).
*Older Ethereal weapons which had Soul as their damage type will be converted to Void '''and''' still gain a random elemental strike.


All other weapons will get Hollowforged.  
All other weapons will get '''Hollowforged''' which converts its damage type from Crushing/Slashing/Piercing to Void.
*This does not turn a weapon into a true [[Equipment#Ethereal_Weapons|Ethereal Weapon]] (it still has [[burden]]/[[interference]]).


{|class="wikitable" width="50%" style="text-align: center"
{|class="wikitable" style="text-align: center"
!Class
!Class
!Name
!Name
!Addition
!Addition
|- style="border-top: 2px solid #AAAAAA;"
|- style="border-top: 2px solid #AAAAAA;"
| rowspan="8" | Elemental<br />Strike
| rowspan="8" | Elemental<br>Strike
|-
|-
|Cold Strike || Adds Cold damage
|Cold Strike || Adds Cold damage

Revision as of 16:01, 24 October 2012

Item World (IW) is one of the battle modes in the HentaiVerse mini-game. Item World allows users to do battle inside any piece of equipment not equipped to their current equipment set in order to increase its latent potential.

Rounds

An Item World has rounds based on the equipment's quality. It can be approximated by

Number of Item World Rounds = 200 * (Equip's quality) ^ 2

There is a lower cap of 25 rounds and upper cap of 200 rounds. Like in the Grindfest, monsters start at 50% base damage and increase by 1% per round.

Users that are defeated or flee in any round must start over again to complete the IW for an item potency increase.

Item Potency

Clearing an Item World or Upgrading a piece of equipment earns the item PXP (Potency Experience) towards increasing the potency of the equipment.

PXP gain = roundup(Item round count * PXP modifier)

The number of rounds faced in an item world depends on the item's bonuses (the higher they are, the more rounds) and varies from item to item, but remains constant for a specific item regardless of its current potency level. Fleeing or being defeated in an IW does not grant any PXP, only clearing all rounds advances the item. Players cannot gain any PXP if they are at "exhausted" stamina.

All equipment starts at Potency Level 0, and can be leveled up to Level 10, unlocking a total of ten potencies. The amount of PXP required for the next level is displayed next to the equipment potency's level and increases as the item gains in potency levels. Potency unlocks add stats that the equipment piece does not already possess (with the exception of damage stats for weapons). Additional levels of potency are more likely to level up existing ones rather than give new ones[1]. These additional stats can be further upgraded in the forge.

Except for the Level 10 weapon unlock, there are five levels to each Potency. It is possible to get one level of each, but it is not possible to max every Potency for a given piece of gear.

Item Potency can be reset by reforging in the forge. This requires Amnesia Shards equal to the equipment's Item Potency level. Players can only keep all the existing potencies or forfeit all of them.

Potencies

All non-Primary Attribute and damage type potencies give roughly 2% per player level per potency level. Mitigation potencies give 4 points of base bonus to the equipment per potency level.

Class Name Addition Weapon Armor
Shield
Melee Staff
Primary
Stat
Agility Agility X X
Dexterity Dexterity X
Endurance Endurance X X
Intelligence Intelligence X
Strength Strength X
Wisdom Wisdom X
Mitigation
Coldproof Cold X
Darkproof Dark X
Elecproof Elec X
Fireproof Fire X
Holyproof Holy X
Soulproof Soul X
Windproof Wind X
Special
Archmage Bonus Magic Damage X
Butcher Bonus Weapon Damage X
Capacitor Bonus MP X
Economizer Mana Conservation X
Juggernaut Bonus HP X
Swift Strike Raises Attack Speed X

Weapon Level 10 Only

At level 10 a weapon will always get a special Potency based on what kind of weapon it is.

Ethereal weapons will get a random Elemental Strike from the chart below.

  • This does not turn a weapon into a true Elemental Weapon (it is granted +50% melee damage but not the bonus to spell damage).
  • Older Ethereal weapons which had Soul as their damage type will be converted to Void and still gain a random elemental strike.

All other weapons will get Hollowforged which converts its damage type from Crushing/Slashing/Piercing to Void.

Class Name Addition
Elemental
Strike
Cold Strike Adds Cold damage
Dark Strike Adds Dark damage
Elec Strike Adds Elec damage
Fire Strike Adds Fire damage
Holy Strike Adds Holy damage
Soul Strike Adds Soul damage
Wind Strike Adds Wind damage
Special Hollowforged Damage Type converts to Void

EXP

The strength of the monsters and EXP gains depend on the quality of the item. A Magnificent item will have significantly harder mobs than a Crude one. A legendary equipment should give EXP equivalent to Grindfest at the same difficulty, however users do not gain any credits inside the Item World. Item World does, however, have the same drop quality bonuses as Grindfest.

See also

HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersonaIsekai
Abilities SkillsSpells (Spell Damage‎)Spirit Stance
Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
Services Bazaar Equipment ShopItem ShopMonster Lab (Monster Stats)ShrineMoogleMailThe LotteryThe Market
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
Battles Modes ArenaGrindfestItem WorldRandom EncounterRing of BloodThe Tower
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Isekai The Tower RankingRewards
Info. SeasonsRewardsRules
Misc. Currency CreditsGallery PointsHathHath Perks
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools