
I’ve been working on enhancement values by level to see if there are ‘breakpoints’ where its more beneficial to stop. I need raw data from members though, since I just recently found out that rarity of gear plays a small factor in stats gained. For anyone willing to help, please just follow this example. For a purple neck lvl 5: P26 lv3 4/7, P23 lv3 3/6, P20 lv1 0/1. That tells me the rarity of the gear, the base stat, (if you have enhancement gems) the level shown in success rate, current enhance, and next enhance value. This is a project that I plan to release to the community, so please keep your info accurate so I don’t have to request screenshots.



rarity doesn’t matter afaik
what does matter is the total stat (for instance war) at that time (basic stat + already successful enhancements), where you need to be aware that values will get rounded for display, but aren’t in the database



Well, I didn’t think so either when I started the project up. However, I have a Lv5 purp neck, and a lv25 blue hand. The stat that brought this about was the base stat 23 they have in common. The blue B23 Lv3 3/5, while the purle P23 Lv3 3/6. There has to be some ‘bonus’ applied for rarity for there to be enough to make that difference. Thus why I’m finally asking the community to help out a bit with some raw data. It sounds like you’ve at least looked into this atom, maybe when i get some more raw data we can try to get a formula going to fill the rest of the values.



It’s possible that not all the base stats are actually integers to begin with. For instance only the highest stat could be an integer and the other are derived from it, already resulting in 1 visually rounded stat on a blue and 2 on a purple from that start.
lvl 10 purple: 28 – 24 – 21 (28 – 24.92 – 21.84) (28.14 – 24.57 – 21)
lvl 25 purple: 34 – 30 – 26 (34 – 30.26 – 26.52) (34.84 – 30.42 – 26)
This could be the result of the base stat * 0.89 for the secondary stat and * 0.78 for the tertiary stat. If we then round with the floor function, we just cut of the digits after the comma and get the results shown on the equipment.
Another possibility is that the lowest stat is the integer, then we could use the numbers 1.17 and 1.34 to multiply with.
After checking the numbers I used with the blue info from below, it doesn’t work on all of them, meaning something is definitely off, whether it’s my entire theory or the factors I used to multiply, I couldn’t say without some feedback from the people that would actually know, the devs.
_____________________________________________
bunny gear:
 1: 45 + 3 (45+3)
 2: 45 + 7 (48+4)
 3: 45 + 12 (52+5)
demon gear:
 1: 48+3 (48+3)
 2: 48+7 (51+4)
 3: 48+12 (55+5)
lvl 50 blue:
lvl 45 blue:
lvl 40 blue:
lvl 35 blue:
lvl 25 blue:



Rarity doesn’t seem to affect the AMOUNT THAT IS INCREASED, but it DOES affect the success chance.



First off, disregarding atoms 2nd post. @Afakaz, I have 2 pieces of gear with the same base stat value visually. Blue 25 hand, and purple 5 neck. At lvl 3 enhance for both of them, the blue gets +5, the purple +6. So that would null your point, I’m about to provide screenshots so we can get around this issue.
Secondly, now including Atoms post. If we take into account that what we are seeing is an integer, but is really a floating value in the server that has just been truncated. That would give you the possibility of a ‘visual’ difference of 1 during the enhancing process. So in the case of the blue which is 23 – 20, and the purple which is 26 – 23 – 20, if you applied what atom just said the values would look more like 23 – 20(23 – 20.47)(23.4 – 20) and 26 – 23 – 20(26 – 23.14 – 20.28)(26.8 – 23.4 – 20). Now if you accept that enhancement values are just a percentage of base value, I’m sure you can figure out that 8% of 23 /= 8% of 23.14. However, if the integer the gear is based off of was the low value, then 23.4 = 23.4. This is just a possibility of course, but it does explain why there would be a difference during enhancement between rarities(which the community widely accepted there was no difference, but I have proof sitting on 1 of my heroes right now that this is at least false).
!!



I’ve got some enhance data I’ve posted in my Kong shouts. For convenience I’ll repost it here:
Direct (mostly verbatim) quote from 4 profile shouts:
Blue 23 (+8) can be enhanced to (+10). Level 5 has a 12% success rate.
Blue 24 (+5) can be enhanced to (+8). Level 4 has a 21% success rate.
Blue 24 (+8) can be enhanced to (+10). Level 5 has a 12% success rate.
Blue 30 (+10) can be enhanced to (+13). Level 5 has a 12% success rate.
Green 29 (+2) can be enhanced to (+4). Level 2 has a 70% success rate.
Blue 27 (+2) can be enhanced to (+4). Level 2 has a 60% success rate.
Purple 50 (0) can be enhanced to (+4). Level 1 has a 100% success rate.
Purple 30 (0) can be enhanced to (+2). Level 1 has a 100% success rate.
Purple 30 (+2) can be enhanced to (+4). Level 2 has a 50% success rate.
Purple 30 (+4) can be enhanced to (+8). Level 3 has a 25% success rate.
Purple 30 (+8) can be enhanced to (+10). Level 4 has a 12% success rate.
Purple 30 (+10) can be enhanced to (+15). Level 5 has a 6% success rate.
Purple 35 (+12) can be enhanced to (+17). Level 5 has a 6% success rate.
Purple 40 (+10) can be enhanced to (+14). Level 4 has a 12% success rate.
Blue 43 (0) can be enhanced to (+3). Level 1 has a 100% success rate.
Blue 43 (+3) can be enhanced to (+6). Level 2 has a 60% success rate.
Blue 43 (+6) can be enhanced to (+10). Level 3 has (?) success rate. (Ran out of gems, will update with next Red gem)
Blue 35 (0) can be enhanced to (+2). Level 1 has a 100% success rate.
Blue 35 (+2) can be enhanced to (+5). Level 2 has a 60% success rate.
Summarized in Veratul’s notation:
Blue P23 lv5 8/10
Blue P24 lv4 5/8
Blue P24 lv5 8/10
Blue P30 lv5 10/13
Green P29 lv2 2/4
Blue P27 lv2 2/4
Purple P50 lv1 0/4
Purple P30 lv1 0/2
Purple P30 lv2 2/4
Purple P30 lv3 4/8
Purple P30 lv4 8/10
Purple P30 lv5 10/15
Purple P35 lv5 12/17
Purple P40 lv4 10/14
Blue P43 lv1 0/3
Blue P43 lv2 3/6
Blue P43 lv3 6/10
Blue P35 lv1 0/2
Blue P35 lv2 2/5
Note the bolded lines — same base stat, different item rarity, different stat growth. This confirms Veratul’s previous post stating that rarity DOES affect the stats you obtain.



I just noticed last night as I added your data in with mine bob, that you were close to my notation.
Blue *B*23 lv5 8/10
Blue *B*24 lv4 5/8
Blue *B*24 lv5 8/10
Blye *B*30 lv5 10/13
Green *G*29 lv2 2/4
*B*27 lv2 2/4
*P*50 lv1 0/4
*P*30 lv1 0/2….so on and so forth. I was able to figure it out though. I was hoping that notation would make it faster and easier not only on me, but the user as well. Ultimately I’m hoping to encourage people to post their findings, and given that time is usually a luxary to most, I was it to be as quick and easy for users =D.
Edit: Single letter bolding doesn’t work?



Originally posted by Veratul:
I just noticed last night as I added your data in with mine bob, that you were close to my notation.
Blue *B*23 lv5 8/10
Blue *B*24 lv4 5/8
Blue *B*24 lv5 8/10
Blye *B*30 lv5 10/13
Green *G*29 lv2 2/4
*B*27 lv2 2/4
*P*50 lv1 0/4
*P*30 lv1 0/2….so on and so forth. I was able to figure it out though. I was hoping that notation would make it faster and easier not only on me, but the user as well. Ultimately I’m hoping to encourage people to post their findings, and given that time is usually a luxary to most, I was it to be as quick and easy for users =D.
Edit: Single letter bolding doesn’t work?
Oh, sorry about that. I thought P stood for “Plus”, as in +29 for a base stat. XD
I’ll try to use G and B from here on out. ;)
Also, Textile doesn’t always want to work the way you expect it to. I tend to use HTML tags when I want to do certain things like bolding and font sizes, and generally use Textile only for bulleted lists and (ironically enough) Textile escaping with == (double equals on each end) surrounding the portion of message to ignore Textile for.



After looking at the table, it feels like I haven’t gotten any work done on this project =(. But to simplify what values I still need, Here is a linky =D. http://tinyurl.com/c3kjnwg



I got a lvl 50 purple item fully enhenced at lvl 10 … and id say there no formula (well not that i can figure)
For the +64 stats the levels go like this :
lvl1 : 64 + 7 (+ 7) 100%
lvl2 : 64 + 12(+ 5) 50%
lvl3 : 64 + 18(+ 6) 25%
lvl4 : 64 + 23(+ 5) 12%
lvl5 : 64 + 32(+ 11) 6%
lvl6 : 64 + 38(+ 6) 5%
lvl7 : 64 + 49(+ 11) 5%
lvl8 : 64 + 56(+ 7) 5%
lvl9 : 64 + 63(+ 7) 5%
lvl10: 64 + 76(+ 13) 5%



And how many gems did that take O.o?



Way to many sadly, If I remember right it takes about $100 worth to just get a few levels at the end(Tho is alot of luck based as well, I’ve went from lvl 6 to 8 with 4 gems once, Tho also spent 14 gems for lvl 2).



Originally posted by Padex:
I got a lvl 50 purple item fully enhenced at lvl 10 … and id say there no formula (well not that i can figure)
For the +64 stats the levels go like this :
lvl1 : 64 + 7 (+ 7) 100%
lvl2 : 64 + 12(+ 5) 50%
lvl3 : 64 + 18(+ 6) 25%
lvl4 : 64 + 23(+ 5) 12%
lvl5 : 64 + 32(+ 11) 6%
lvl6 : 64 + 38(+ 6) 5%
lvl7 : 64 + 49(+ 11) 5%
lvl8 : 64 + 56(+ 7) 5%
lvl9 : 64 + 63(+ 7) 5%
lvl10: 64 + 76(+ 13) 5%
For me on a 64 stat purple it goes +5 (5), +5 (10), +7 (17), +6 (23)



After working the experience per level project, it would not suprise me in the least if I can’t produce a 100% accurate formula. I get a strong feeling it has to do with that atomslaya has pointed out, that we are running calculations with integers, while the server works with decimals. It will cause minimial roundoff error, but will still allow a user to see where specific breakpoints are, allowing for a more educated spending for free offer buyers and whatnot. This has been a project to work as a guide for people that only plan to spend a little, and want to know how to get the most bang for your buck.
Also on that note, it would seem that no more raw data is flowing in. I do hope that some of you will collect up some gems and get me some next level values if its still not too much to ask.



Is there any more on this?



hum, what about taking this topic to the developers and let them know that it starts to suck when they just want more and more money without giving players to opportunity to cheer the game? Gems are for coupons, thats nice but why not upgrade books for skills?
