![]() ![]() ![]() You can choose which xtal to use to round up these two stats. Also remember that the total DEX should be a multiply of 6, while the total STR should be a multiply of 10. In such case, it's better to add STR as second stat. When statting your smith equipment, remember that if your DEX stat is only 1, DEX% stat has no effect. Since stat from equipment doesn't give bonus potential, equipment should optimize to raising DEX, then STR. Similarly, if you want to make Halberds, better choose STR as main stat rather than AGI. So if you want to craft Katanas and don't care about crafting the other weapons, 255 DEX + 95 AGI is better. Every 6 DEX gives +1 difficulty, which means 1% success rate. ![]() Other aspect to consider is that DEX and STR affects success rate. For example if you have 250 AGI + 100 DEX smith (optimized for Knuckle and Katana), you still can make decent Halberd/MD with it (+12 potential). Some popular stat such full crit doesn't require much potential, so non maxed potential equipments are still useful. Remember that profiency level can be leveled only as much as the current recipe's item level, so non TEC smith will have a low success rate on high difficulty items. The rest of the stat points can be either distributed on TEC (for extra difficulty level), or to other stat if you wish to also craft other weapon (STR for 1H/Bow, AGI for Katana). However it will give potential for 1H/Bow/Katana if there is 15 point of the other stat. ![]() Note that adding 255 DEX will not give more potential to Bowgun as the number is rounded down. For example, if you want to create Bowgun, then you should go with 250 DEX for +25 potential bonus. It depends on what item you want to craft and how much potential bonus you wish to reach. The remaining skill points are free to distribute, for example to offensive skills so your smith can farm to gain EXP. Necessary skills for smithing is fairly simpl.e Create Equipment and Careful Creation should be maxed, then learn the Anvil skills as much as you need to raise your profiency level. For example, it is normal for a two-handed sword to have higher potential than one-handed sword. Since current game update level cap still too low to cap two stats, these items gained potential advantage. As we can see here, some items only depends on one stat and each 10 stat gives 1 potential. The following table shows formula for each equipment. Player_difficulty = (TEC/2) + (DEX/6) + profiency_levelĬrafted item's potential can be raised by the crafter's pure stat, that is the one on stat screen, not from equipment, skill, or avatar bonus. Thus player's difficulty level is calculated with this formula (all numbers rounded down): Finally, every profiency level gives +1 difficulty. Every 6 DEX, including equipment, and avatar bonuses, gives +1 difficulty. Player's difficulty is determined by three aspects: TEC stat, DEX stat, and profiency level. Succes_rate = 10 + player's_difficulty - item's_difficulty + (STR/10) Assuming Create Equipment skill is maxed, crafting success rate(%) is calculated as follows: You can't craft an item which difficulty is higher than your difficulty. Potential is used to give it an ability in exchange for material points. Let's say you bought a water staff with 36 potential -10 potential is used to give that staff a water element( and for future reference you cant use 2 elements on a weapon but only one work).Item's difficulty determine how hard it is to craft this item. Player made equipment have potential which is what this is all about. (4.) Customize Equipment Īs said in the last skill this one is used with player made weapons and armour. You may find this weird but I will explain equipment made by this skill comes with potential. The cool thing about this skill is it comes with no abilities. Most equipment dropped by mobs or bosses is not tradable but they come with preset ability's and the same is items made at the blacksmith in Sofya City. It makes equipment that is sellable and tradeable. Each time this is done it only increases by +1 and there is a risk of failure which can either To do you must have special items like hematite or Damascus ore, the item refining, and optional, a special item like blacksmiths hammer. Refining equipment means to increase the base attack (atk) or defence (def) of an equipment. If your proficiency is low not only will you not be able to create stronger items, the current items you could create will also have a larger risk of breakage or degradation. The skill proficiency has a huge impact on the success rate and the amount of items you could create. Smithing has 4 aspects and 5 types of skills. ![]()
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