Item World: Difference between revisions
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==[[EXP]]== | ==[[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. Legendary equipment should give EXP equivalent to [[Grindfest]] at the same [[difficulty]]. | 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. Legendary equipment should give EXP equivalent to [[Grindfest]] at the same [[difficulty]]. The drop quality bonus is identical to the that of Grindfest. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''EXP Gains in IW''' = Non-IW_EXP * (Base_PXP - 100) * 0.004</pre> | |||
==See also== | ==See also== | ||
Revision as of 15:32, 8 June 2014
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 = 75 * (equip_quality)^3
There is a lower cap of 10 rounds (~230 PXP) and upper cap of 100 rounds (~375 PXP). Monsters start at 100% base damage and increase by 2%? per round. The number of monsters present in each round is random but tends to rise as the round counter increases.
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)
| Challenge | PXP Multiplier |
|---|---|
| Normal | x2.0 |
| Hard | x2.8 |
| Nighmare | x4.0 |
| Hell | x5.6 |
| Nintendo | x8.0 |
| Battletoads | x11.2 |
| IWBTH | x15.6 |
| PFUDOR | x15.6 |
Fleeing or being defeated in an IW does not grant any PXP; only clearing all rounds grants PXP for 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 to the equipment (with the exception of 'of focus' weapons which cannot gain Economizer). Additional levels of potency are more likely to level up existing ones rather than give new ones (50% chance). These additional stats cannot 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.
When an equipment piece has reached max level, it no longer shows up in the Item World.
Formula for PXP
PXP(x) = PXP(1) * (1 + PXP(1)/1000)^(x-1)
Note that PXP(x) is the amount of PXP required to advance from level (x-1) to level x.
The amount of PXP required to advance from level 0 to level n is as follows:
Total PXP needed = 1000*((1+PXP(1)/1000)^n - 1)
Potencies
All potencies give roughly 2% bonus per potency level (then scaled according to player's level) except for mitigation potencies which give 4 base points. Economizer gives 5% mana conservation per level.
| Class | Name | Addition | Weapon | Shield | Armor | |
|---|---|---|---|---|---|---|
| Melee | Staff | |||||
| Mitigation | ||||||
| Coldproof | Cold | X | X | |||
| Darkproof | Dark | X | X | |||
| Elecproof | Elec | X | X | |||
| Fireproof | Fire | X | X | |||
| Holyproof | Holy | X | X | |||
| Windproof | Wind | X | X | |||
| Special | ||||||
| Annihilator | Spell Crit Damage | X | ||||
| Archmage | Bonus Magic Damage | X | ||||
| Butcher | Bonus Weapon Damage | X | ||||
| Capacitor | Bonus MP | X | ||||
| Economizer | Mana Conservation | X | ||||
| Fatality | Attack Crit Damage | X | ||||
| Juggernaut | Bonus HP | X | ||||
| Overpower | Counter-Parry | X | ||||
| Penetration | Counter-Resist | X | ||||
| Spellweaver | Cast Speed | 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 (as a true elemental weapon also has Elemental Damage Bonus to boost spell damage).
All other weapons will get Hollowforged which converts its damage type from Crushing/Slashing/Piercing to Void.
- Hollowforged weapons also get one additional void strike.
- This does not turn a weapon into a true Ethereal Weapon (it still has burden/interference).
| 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 | |
| Wind Strike | Adds Wind damage | |
| Special | Hollowforged | Damage Type converts to Void, adds Void Strike |
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. Legendary equipment should give EXP equivalent to Grindfest at the same difficulty. The drop quality bonus is identical to the that of Grindfest.
EXP Gains in IW = Non-IW_EXP * (Base_PXP - 100) * 0.004