Topic: Anti-Idle: The Game /
How Fusion Works.
This is what I can understand about the way fusion works due to some small scale testing. So far the numbers are accurate enough, but some further testing would be helpfull.
So, from what I’ve witnessed so far here are some rules:
1. You cannot fuse two items together if one or both have the “cannot fuse” tag.
2. Any weapons can be fused with any weapons.
3. Any armor can only be fused with the same armor slot type. (shirts with shirts, pants with pants)
4. If one or both items have a timer, the shorter of the two timers will become the new timer. (a 10 day item fused to a 5 day item becomes a 5 day item. a timer-less item fused to a 5 day timer becomes a 5 day timer)
5. If one or both of the items had the ability to level with exp. the fused item will have the ability to do so.
6. “cannot apply bonus rocks” only apply to the primary weapon. if it’s only on the secondary weapon, it will not be transferred. If it’s on the primary weapon, then it will stay.
7. I have not yet tested this, but it would still make sense: “cannot apply life rocks” should work the same as #5. please reiterate it for me if you know for certain.
8. Fused items will have the “cannot recycle” and “cannot fuse” tags.
9. stats added by enhancements are considered permanent stats of the item and not simply an addition. they’ll be treated the same as any other stats would (an item with 25 attack that then has 10 attack added would be treated as though it always had 35 attack when it is fused)
Here’s how the stats are chosen:
The primary item is randomly chosen. it’s a 50/50 chance it chooses the one you want.
The number of enhancements is the average of the two previous items rounded down. (a +0 item fused with a +5 item will result in a +2 item). \\This means that it is most optimal to fuse items with one having an odd number of enhancements while the other has an even number//
The rank is the average of the two items rounded down.
The stats are based 70% on the primary item and 60% on the secondary item. Rounded down. If one of the items does not have the stat of the other item, the one that doesn’t have it is considered to have 0 of that stat.
Bonuses as best as I can tell are based on the % difference between the primary item’s rank vs. the fused item’s rank rounded up. (I do not know if this takes into consideration decimals on the rank or not, this would take a lot more testing) an example can be seen below in the raw data I provide.
Raw Data:
While I haven’t tested a whole lot of stuff, I have enough to get the rougher figures I posted above. the following is the raw data I collected:
################################
Strong Machine Gun +10
timer: 26.4 days
Rank 95
81 Attack
30 Attack Speed
30 Defense
59% Crit chance
45% accuracy
Bonus:
15% coin
autosteal Lv. 5
+++fused with+++
Pyrabow +4
timer: 6.9 days
Rank 136
Has the ability to level
190 Attack
14 Attack Speed
50 Defense
10 Crit chance
Bonus:
14% exp
14% ignore defense
=Fused into=
Pyrabow +7
timer: 6.9 days
Rank 115
Has the ability to level
181 Attack
27 Attack Speed
53 Defense
42 Crit chance
27 Accuracy
Bonus:
12% exp
12% ignore defense
################################
the following is personal shorthand I used for determining how enhancements worked. I used Newbie Sticks that had an attack of 38 each. I had to keep making them till I had 38 attack ones since their attack is highly variable when made. the speed is always 13 and the crit chance is always 10. I used 5 attack enhancement stones to test how enhancements affected them. I tested the +02 twice since the data showed that it could be either 55 or 56 and it was correct.
stick
38(0) 43(1) 48(2) 53(3) A
13 AS
10 C
? A
16 AS
13 C
+0+0: 49 – 49.4 0
+01: 52 – 52.4 52.9 0
+02: 55 & 56 – 55.2 56.4 1
+03: 58 – 58.4 59.9 1
+11: 55 – 55.9 1
+22: 62 – 62.4 +2
That’s all I have so far, I’ll be testing more. feel free to ask any questions.