The Forge: Difference between revisions
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| '''Superior''' and lower || 10 | | '''Superior''' and lower || 10 | ||
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| '''Exquisite''' || 4 | | '''Exquisite''' and '''Magnificent''' || 4 | ||
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| ''' | | '''Legendary''' and '''Peerless''' || 2 | ||
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Revision as of 13:40, 13 June 2014
The Forge allows players to repair, salvage, reforge, and improve their equipment. It does not allow for the creation of new equipment from scratch.
Repair
All equipment have Condition and Durability. Condition degrades with use while Durability determines what the maximum Condition of an item is and therefore how often it needs to be repaired. Equipment degrades by a fixed value for every monster killed; difficulty and round/turn count do not have any effect. Being defeated in battle does not impact Condition; condition is deducted at the end of every round regardless of outcome. If a player were to average 10 monsters per round then after 1,000 rounds their equipment would lose ~100 condition. Players under level 100 will not lose Condition whilst players between levels 100 and 200 will only lose half.
As an equipment's condition drops below 50% its effective attributes are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-battle. At 0% Condition equipment provides no attributes (except burden and interference).
Every tier has a given range of possible durability values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible durability values is narrower for rare gear than for common gear, with a bonus based on the equipment quality.
Dropped gear from battles will start out at a random wear level between 50% and 100%. Gear from Snowflake's Shrine and the Lottery will always start at 100%.
Equipment at full Condition is not listed whilst in the Repair area of the Forge.
Repair Costs
Scrap materials are used together with a catalyst to fully restore an equipment piece to its maximum condition. Scrap can be salvaged from unwanted equipment or bought from the Item Shop.
The amount of items required to repair an item depends on its quality and percentage-wise degradation. Equipment with high Durability need less frequent repairs and comparatively less items to maintain over time. Repairing equipment will grant forge experience according to the number of items used in the repair.
Amount of materials required to repair equipment:
| Scraps | 1 + rounddown((100 - condition%) / quality_mod) |
| Catalysts | 1 + rounddown((100 - condition%) / 25) |
Where condition% is the equipment item's condition in percentage, and the quality_mod value is specified in the table below:
| Quality | Coefficient |
|---|---|
| Superior and lower | 10 |
| Exquisite and Magnificent | 4 |
| Legendary and Peerless | 2 |
Upgrade
Upgrading is done using the materials brought to players by their monsters, drops in battles, or purchased in the Bazaar's item shop. Catalysts are also required.
- Each upgrade level adds the following factor to the base stat.
For non-ADB/MDB factors: 1 + 0.2 * ln(0.1 * forge_count + 1) For ADB/MDB: 1 + 0.28 * ln(0.1 * forge_count + 1)
- Stats can only be increased.
- Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.
- Any stats that are gained from Potencies cannot be forged.
- Most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.
- This upgrade cap can be increased by Forge Level up to double (50 and 100 levels respectively).
- No bindings for increasing any proc stats exist.
- Likewise for decreasing Burden and Interference.
Materials
Basic Materials
These come in Low, Mid, and High-grade varieties.
| Name | Required to Reforge & Upgrade |
|---|---|
| Cloth | Cloth armor |
| Leather | Light armor and Shields |
| Metals | Heavy armor and Weapons |
| Wood | Staffs and Shields |
Rares
| Name | Required to Reforge |
|---|---|
| Crystallized Phazon | Phase armor |
| Shade Fragment | Shade armor |
| Repurposed Actuator | Power armor |
| Defense Matrix Modulator | Force Shield |
Bindings
| Name | Upgrades |
|---|---|
| Binding of Slaughter | Base Physical Damage |
| Binding of Balance | Physical Hit Chance |
| Binding of Isaac | Physical Crit Chance |
| Binding of Destruction | Base Magical Damage |
| Binding of Focus | Magical Hit Chance |
| Binding of Friendship | Magical Crit Chance |
| Binding of Protection | Physical Defense |
| Binding of the Fleet | Evade Chance |
| Binding of the Barrier | Block Chance |
| Binding of the Nimble | Parry Chance |
| Binding of the Elementalist | Elemental Magic Proficiency |
| Binding of the Heaven-sent | Divine Magic Proficiency |
| Binding of the Demon-fiend | Forbidden Magic Proficiency |
| Binding of the Curse-weaver | Depreciating Magic Proficiency |
| Binding of the Earth-walker | Supportive Magic Proficiency |
| Binding of Surtr | Fire Spell Damage |
| Binding of Niflheim | Cold Spell Damage |
| Binding of Mjolnir | Elec Spell Damage |
| Binding of Freyr | Wind Spell Damage |
| Binding of Heimdall | Holy Spell Damage |
| Binding of Fenrir | Dark Spell Damage |
| Binding of Dampening | Crushing Mitigation |
| Binding of Stone-skin | Slashing Mitigation |
| Binding of Deflection | Piercing Mitigation |
| Binding of the Fire-eater | Fire Mitigation |
| Binding of the Frost-born | Cold Mitigation |
| Binding of the Thunder-child | Elec Mitigation |
| Binding of the Wind-waker | Wind Mitigation |
| Binding of the Thrice-blessed | Holy Mitigation |
| Binding of the Spirit-ward | Dark Mitigation |
| Binding of the Ox | Strength |
| Binding of the Raccoon | Dexterity |
| Binding of the Cheetah | Agility |
| Binding of the Turtle | Endurance |
| Binding of the Fox | Intelligence |
| Binding of the Owl | Wisdom |
| Binding of Warding | Magical Mitigation |
| Binding of Negation | Resist Chance |
Material Costs
- The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.
- Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.
- The amount required varies based on the equipment's quality and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.
- Superior and below start out at 6 low-grade materials, Exquisite at 4 low/2 mid, Magnificent at 2 low/4 mid, and Legendary+ at 6 mid.
- For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.
- Shade and power armors, in particular, will require at least 50 special components to fully upgrade its physical damage.
Enchant
- Gives time-limited bonuses to equipment in order to make them more powerful.
- Requires a shard or an Infusion to activate.
- Expires after 1 hour real-time.
- Infusion on weapons expires after 15 minutes real-time.
- Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.
- However, weapons can only have two different infusion enchantments active at maximum.
- Applying the same shard/infusion type multiple times extends the effect's duration per shard/infusion.
Shards
- Lasts 1 hour per shard (besides Amnesia which is permanent).
| Name | Weapons | Armors | Effect |
|---|---|---|---|
| Voidseeker's Blessing | ✔ | The weapon's damage type is changed to void, and a +50% physical accuracy bonus.
| |
| Suffused Aether | ✔ | Gives +10% mana conservation bonus and a +50% magic accuracy bonus.
| |
| Featherweight Charm | ✔ | ✔ | Reduces the equipment's burden and interference by 7 or 50%, whichever is higher. |
| Amnesia Shards | ✔ | ✔ | Resets an equipment's Item Potency completely back to 0. |
Infusions
- Weapons can have up to two different elemental strike effects active at the same time. Lasts 15 min. per infusion.
- Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.
| Equip type | Effect |
|---|---|
| Weapons | The infused weapon gains a corresponding elemental strike effect. |
| Armors | The infused armor gains 5% resistance to the corresponding element. |
Salvage
Salvaging retrieves materials from higher-quality equipment pieces and scrap from all pieces. Only low/mid/high-grade base materials can be directly acquired this way. Locked and equipped items cannot be salvaged.
- Salvaging yields between 1 and 50 scrap per equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell the equipment in order to buy the same amount of scrap from the bazaar.
- Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment's sale value was 101 a player would receive 2 scrap
- Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).
| Quality | Salvage Result |
|---|---|
| Average or lower | Only Scrap |
| Superior | Low-Grade + Scrap |
| Exquisite | Mid-Grade + Scrap |
| Magnificent or higher | High-Grade + Scrap |
Reforge
Reforging can reset the Item Potency experience and unlocked potentials of an equipment. Locked or equipped items cannot be reforged.
- Reforging requires Amnesia Shards. The number of shards required is equal to the equipment's Item Potency level.
- Players can only choose to forfeit all the existing Item Potency levels or keep all of them.
- Any potencies that had stats further increased via Forging will become latent (inactive but still present) if the potencies are removed in this manner.
Renaming
A custom name can be given to the equipment.
- The equipment needs to have its potency maxed.
- The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.
- The custom name can be removed by renaming to blank or the same as the original name.
- Sending the equipment through the MoogleMail will also remove the custom name.
Forge Level
Every time a player upgrade an equipment, the forge will gain a certain amount of experience.
- The Forge level is capped at 50; extra EXP is still stored after this capped is reached.
- The upgrade cap will be increased by Forge level.
- The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade and +40 per high-grade; giving an effective cap of 250 per upgrade.
- The amount of EXP that will be gained is shown when hovering over an upgrade.
- The amount is unaffected by the bindings used.
- This also gives an amount of potency EXP equal to 1/10 of the forge EXP.
Forge Ranks
- Experience to reach next forge level = (Current forge level * 250) + 250
- Upgrade cap increases by 2% per forge level, rounded down
- At forge level 50 the upgrade cap will increase from 50/25 to 100/50
| Level | Rank | EXP required | Upgrade Cap | |
|---|---|---|---|---|
| WD/ADB/MDB | Others | |||
| 0 | Novice | 250 | 50 | 25 |
| 1 | Novice | 500 | 51 | 25 |
| 2 | Novice | 750 | 52 | 26 |
| 3 | Novice | 1000 | 53 | 26 |
| 4 | Novice | 1250 | 54 | 27 |
| 5 | Novice | 1500 | 55 | 27 |
| 6 | Novice | 1750 | 56 | 28 |
| 7 | Novice | 2000 | 57 | 28 |
| 8 | Novice | 2250 | 58 | 29 |
| 9 | Novice | 2500 | 59 | 29 |
| 10 | Apprentice | 2750 | 60 | 30 |
| 11 | Apprentice | 3000 | 61 | 30 |
| 12 | Apprentice | 3250 | 62 | 31 |
| 13 | Apprentice | 3500 | 63 | 31 |
| 14 | Apprentice | 3750 | 64 | 32 |
| 15 | Apprentice | 4000 | 65 | 32 |
| 16 | Apprentice | 4250 | 66 | 33 |
| 17 | Apprentice | 4500 | 67 | 33 |
| 18 | Apprentice | 4750 | 68 | 34 |
| 19 | Apprentice | 5000 | 69 | 34 |
| 20 | Journeyman | 5250 | 70 | 35 |
| 21 | Journeyman | 5500 | 71 | 35 |
| 22 | Journeyman | 5750 | 72 | 36 |
| 23 | Journeyman | 6000 | 73 | 36 |
| 24 | Journeyman | 6250 | 74 | 37 |
| 25 | Journeyman | 6500 | 75 | 37 |
| 26 | Journeyman | 6750 | 76 | 38 |
| 27 | Journeyman | 7000 | 77 | 38 |
| 28 | Journeyman | 7250 | 78 | 39 |
| 29 | Journeyman | 7500 | 79 | 39 |
| 30 | Artisan | 7750 | 80 | 40 |
| 31 | Artisan | 8000 | 81 | 40 |
| 32 | Artisan | 8250 | 82 | 41 |
| 33 | Artisan | 8500 | 83 | 41 |
| 34 | Artisan | 8750 | 84 | 42 |
| 35 | Artisan | 9000 | 85 | 42 |
| 36 | Artisan | 9250 | 86 | 43 |
| 37 | Artisan | 9500 | 87 | 43 |
| 38 | Artisan | 9750 | 88 | 44 |
| 39 | Artisan | 10000 | 89 | 44 |
| 40 | Expert | 10250 | 90 | 45 |
| 41 | Expert | 10500 | 91 | 45 |
| 42 | Expert | 10750 | 92 | 46 |
| 43 | Expert | 11000 | 93 | 46 |
| 44 | Expert | 11250 | 94 | 47 |
| 45 | Expert | 11500 | 95 | 47 |
| 46 | Expert | 11750 | 96 | 48 |
| 47 | Expert | 12000 | 97 | 48 |
| 48 | Expert | 12250 | 98 | 49 |
| 49 | Expert | 12500 | 99 | 49 |
| 50 | Master | - | 100 | 50 |