![]() ![]() Upgrading a 6* stone from +14 to +15 costs at average ~355k, a unique at average ~533k. You have an option to make a guaranteed power up, but I do not recommend it unless your luck is as bad as Pure Capsaicin with 16m Scovilles, you shouldn't be trying this system. If you can prove my theory wrong, please do so. That proves that lower grade stones receive slightly lower substats.ĭo not quote me on this, since I only tested it several times, so may be wrong. Result is as simple as their multiplied product (appears to be rounded down), so for example, you can get up to 22 dribble or 4% critical resistance by power upping a unique stone. You can calculate the value of the sub option using both tables, Substat multiplier from first table and Value on add from second table. Uniques do not count as any zodiac, so any option can be applied. Almost all have an exception of a stone that will not have that kind of substat, but that means that you won't have reflex suboption on reflex (Aquarius) stone or dribble substat on a dribble (Aries) stone. These substat type may be rolled several times, so you can start with one substat but up to 4x stronger that a single substat you gain from powering up. Stones start with certain number of sub-options defined by table A and gain more as you upgrade them every 3 power up (+3, +6, +9, +12, +15). To make it more understandable, I'll rename some columns: ![]() The table for 6* and uniques presents itself like this (be warned that due to method values may vary slightly from true ones):įor some people they may just be mysterious numbers that appear, but u/rtsilva has published appropriate data. It was not made by statistical calculation, but by simulating process of upgrade and combine a large number of uniques. ![]() New average cost has been generated using u/noarure's code. As a result, average cost of upgrading a 6* stone from 0 to +15 has dropped by roughly 300k. For each failure, chances to power up raise by 3% of original power up chance. System was made to make it easier and faster to upgrade a stone. It shows how much gold you need for each power up and how much chance there is for stone to power up by one. This part is same as u/rtsilva and u/TheJediJew posted. With cost of gold, you can unequip/change stones worn, power up or combine stones. With exception of uniques, any stone can be used in prism slot regardless of other stones player wears. Player who reaches 6* with special training, opens a prism slot (Legends have it open by default). Two stones of the same zodiac cannot be worn at the same time no matter the color. Only stones with matching element can be used on those slots including uniques. Uniques have their element, "unique" rarity, but no grade or zodiac.Īll players have a number of slots depending on their own rarity (natural number of stars) of certain color. Aquarius, Pisces, etc.), from 1* to 6* and by rarity: rare stones with two main options and common stones with one option. They are divided by element (Light, Dark, Ardor, WW, Thunder), grade (number of stars), zodiac which determines main options (i.e. Spirit stones are items that can be equipped by your players to boost their stats. In this guide, I'm going to cover points such as Power up including new mileage system, substat addition, evolution and combination as well as try to answer some common questions. ![]()
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