Upgrading Rates
#1
Posted 17 September 2010 - 02:33 PM
+9 to +10 10% (as before)
+10 to +11 (10%)
+11 to +12 (impossible)
First of all there is a chance to fail and lose the entire item, and secondly it goes all the way back down to +7 if it doesn't break.
I used 50 HFs and 20 Valk Armors:
- 4 +11 HFs
- 1 +11 Valk Armor
- 21 HFs broke
- 9 Valk Armors broke
Nothing went to +12, but down to +8 instead.
I thought the safety net was 100% and brought it down 1 level if it failed, apparently not.
The chances are utterly impossible. It's almost ridiculously hard to get a +10, and then basically everything after +10 is 5~10% chance of working...
Please post your findings :*(
#2
Posted 17 September 2010 - 06:40 PM
50 attempts:
4/50 +11
10/50 broke completely
36/50 dropped +10 to +7
Keep in mind the different in cost between +7 and +10 is so huge (~100m compared to 10bil) it really doesnt make a difference if the upgrade fails or breaks. replacing a 10bil item with one worth 100m i'd be tempted to just NPC the +7.
For fun:
cost to fail 50 +10 upgrades: (50x 10bil) - (50x 100m) = 495bil
cost to break 50 +10 upgrades: 500bil.
Big woopie, your *luck* saved you 1% of your investment.
+11 3 attempts (since i want to keep something lol)
1/3 broke
2/3 +8
Keep in mind the above comment. There is *almost* no difference between failing and breaking, cost-wise, in the long run.
It reminds me a lot of Rising Force Online, the upgrade system was so punishing it was basically impossible. Then they implemented "lucky boxes" at $7 a pop that has a (very small) chance to give you an upgrader that was 100% set the items refine level to 15-20 (chosen at random). I pray RO doesnt do the same.
Edited by Hrothmund, 17 September 2010 - 06:43 PM.
#3
Posted 18 September 2010 - 01:41 AM
The refine rates should be much higher and more linear. Make refining to +10 easier, something like:
Armors
+1 -> +4 100%
+4 -> +5 80%
+5 -> +6 70%
+6 -> +7 70%
+7 -> +8 60%
+8 -> +9 60%
+9 -> +10 50%
+10 -> +11 40%
+11 -> +12 40%
+12 -> +13 30%
+13 -> +14 30%
+14 -> +15 20%
+15 -> +16 20%
+16 -> +17 20%
+18 -> +19 10%
+19 -> +20 10%
Weapon lv.1
+1 -> +7 100%
+7 -> +8 80%
+8 -> +9 75%
+9 -> +10 70%
+10 -> +11 65%
+11 -> +12 60%
+12 -> +13 55%
+13 -> +14 50%
+14 -> +15 45%
+15 -> +16 40%
+16 -> +17 35%
+18 -> +19 30%
+19 -> +20 25%
Weapon lv.2
+1 -> +6 100%
+6 -> +7 80%
+7 -> +8 75%
+8 -> +9 70%
+9 -> +10 65%
+10 -> +11 60%
+11 -> +12 55%
+12 -> +13 50%
+13 -> +14 45%
+14 -> +15 40%
+15 -> +16 35%
+16 -> +17 30%
+18 -> +19 25%
+19 -> +20 20%
Weapon lv.3
+1 -> +5 100%
+5 -> +6 80%
+6 -> +7 75%
+7 -> +8 70%
+8 -> +9 65%
+9 -> +10 60%
+10 -> +11 55%
+11 -> +12 50%
+12 -> +13 45%
+13 -> +14 40%
+14 -> +15 35%
+15 -> +16 30%
+16 -> +17 25%
+18 -> +19 20%
+19 -> +20 15%
Weapon lv.4
+1 -> +4 100%
+4 -> +5 75%
+5 -> +6 70%
+6 -> +7 65%
+7 -> +8 60%
+8 -> +9 55%
+9 -> +10 50%
+10 -> +11 45%
+11 -> +12 40%
+12 -> +13 35%
+13 -> +14 30%
+14 -> +15 25%
+15 -> +16 20%
+16 -> +17 15%
+18 -> +19 10%
+19 -> +20 10%
It's just an example. kRO devs are crazy people, really...
Edited by Seraphiel, 18 September 2010 - 01:46 AM.
#4
Posted 18 September 2010 - 05:39 AM
#5
Posted 18 September 2010 - 05:48 AM
On the ygg server we can upgrade to +0 to +10 with ease but any further it's terrible.
Is that how it's going to be implemented when Renewal is finalized on iRO?
#6
Posted 18 September 2010 - 06:15 AM
#7
Posted 18 September 2010 - 06:36 AM
#8
Posted 18 September 2010 - 06:45 AM
Even then though, I still think 95% of people will stop at +9.
10% chance to get +10, followed by 10% then 10% etc. so getting from +9 to +12 is 1/1000 chance. keep adding a zero for each upgrade and OoOo we get 1/100,000,000,000 chance to get +20. neat, anyone got 100 billion +9 kvm weapons?
#9
Posted 18 September 2010 - 06:50 AM
I think the only things that would be worthwhile going beyond +10 are KVM weapons since most of the other ones with over-up benefits cap at +10 anyway.
Even then though, I still think 95% of people will stop at +9.
10% chance to get +10, followed by 10% then 10% etc. so getting from +9 to +12 is 1/1000 chance. keep adding a zero for each upgrade and OoOo we get 1/100,000,000,000 chance to get +20. neat, anyone got 100 billion +9 kvm weapons?
Yikes. Math.
#10
Posted 18 September 2010 - 07:30 AM
#11
Posted 18 September 2010 - 07:52 AM
I see them raping us with some karfa item to increase our rates ever so slightly, and wtf I thought this new elu if it fails it goes back 1 upgrade lvl till it +6 and then they start breaking again
The new Kafra Shop Elu does that.
#12
Posted 18 September 2010 - 08:27 AM
Edited by Seraphiel, 18 September 2010 - 08:28 AM.
#13
Posted 18 September 2010 - 08:54 AM
#14
Posted 18 September 2010 - 10:29 AM
#15
Posted 18 September 2010 - 04:05 PM
Also I don't think people are expected to EVER get a +20 item. but it does give those really crazy people something to constantly strive for.
#16
Posted 19 September 2010 - 02:36 AM
#17
Posted 19 September 2010 - 03:47 AM
I'm not kidding.
#18
Posted 19 September 2010 - 11:44 AM
#19
Posted 20 September 2010 - 11:50 AM
#20
Posted 20 September 2010 - 12:17 PM
100/100/100/100/60/60/40/20/20/10 to plus 10, 10/10/10/10/10/10/10/10/10/10 to plus 20 (numbers represent % rates).
We can do the math, the average number of gears required to upgrade in order to obtain a specific upgrade rate. For the purpose of this experiment I'm going to presume that stuff just breaks.
+1: 1
+2: 1
+3: 1
+4: 1
+5: 1.6
+6: 2.8
+7: 7
+8: 35
+9: 173
+10: 1,736
+11: 17,360
+12: 173,600
+13: 1,736,000
+14: 17,360,000
+15: 173,600,000
+16: 1,736,000,000
+17: 17,360,000,000
+18: 173,600,000,000
+19: 1,736,000,000,000
+20: 17,360,000,000,000
I have a feeling that they haven't thought this whole system through.
Edited by Doddler, 20 September 2010 - 12:17 PM.
#21
Posted 20 September 2010 - 02:52 PM
Thats about the only thing that can make that system even remotely feasable for +20 gear.
#22
Posted 20 September 2010 - 03:07 PM
#23
Posted 20 September 2010 - 03:48 PM
#24
Posted 21 September 2010 - 05:21 PM
Lets presume for a moment that the current rates are as follows.
100/100/100/100/60/60/40/20/20/10 to plus 10, 10/10/10/10/10/10/10/10/10/10 to plus 20 (numbers represent % rates).
We can do the math, the average number of gears required to upgrade in order to obtain a specific upgrade rate. For the purpose of this experiment I'm going to presume that stuff just breaks.
+1: 1
+2: 1
+3: 1
+4: 1
+5: 1.6
+6: 2.8
+7: 7
+8: 35
+9: 173
+10: 1,736
+11: 17,360
+12: 173,600
+13: 1,736,000
+14: 17,360,000
+15: 173,600,000
+16: 1,736,000,000
+17: 17,360,000,000
+18: 173,600,000,000
+19: 1,736,000,000,000
+20: 17,360,000,000,000
I have a feeling that they haven't thought this whole system through.
I think it more likely they decide to hawk us with a "Dragonica" and sell us upgrade insurances instead for $1. Of course you will need 100 Insurances on average to get to +20 from +10 for a very small boost on armor or a sizeable one on weapon.
That or... Maybe they really haven't thought this through. But the way this system seems to have been put together, I suspect it was designed with some form of cash shop implementation in mind.
Edited by Wazza, 21 September 2010 - 05:24 PM.
#25
Posted 21 September 2010 - 06:57 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users