Tree of Savior Forum

+26 weapon, real or exploited?

Only for offhand weapons, which have the same success rate as main weapons now. Other than that, it’s just cheaper.

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Well I went and found the old code. Someone could use it as a framework to figure out the chance of anything related to upgrades. The code runs a 10k simulations. You could if you want pump it up to be more accurate and run 100k or more without major issue. I think this one was for reaching >22 by using 8 potential if I remember right. It came out to be a 7% chance when upgrading to reach that number if you upgraded with that reckless abandon.

Masters in math friend suggested the simulator since that’s how he does most of his math in his work and he didn’t know how to calculate it off the top of his head.

[details=Jave Code Here]package javaapplication2;

public class JavaApplication2 {

public static void main(String[] args) {

int upgradeLevel = 5;

int chance = 88;

double x = 0.0;

int success = 0;

for (int sim = 10000; sim > 0; sim–){

for (int potential = 9; potential > 0; ){

x = Math.random()*100;

chance = 0;

if (upgradeLevel > 5) chance = 12;

if (upgradeLevel > 6) chance = 22;

if (upgradeLevel > 7) chance = 32;

if (upgradeLevel > 8) chance = 41;

if (upgradeLevel > 9) chance = 49;

if (x > chance) {

upgradeLevel++;

} else{

upgradeLevel–;

potential–;

}

if (upgradeLevel > 22){ //fake item break to exit loop

success++;

upgradeLevel = 5;

potential = 0;

}

}

}

System.out.println(success);

}

}
[/details]

Anyway… when we figure out how the event works you can modify the code to figure out if diamond anvils will be raining from the sky or whatever. I may do it myself just cause I’m interested… But probably not… cause it’ill probably be used to cause drama if people think it’s too high or too low… cause… you know… everyone’s a prick.

Well we just found out its possible with the luck of the anvils, some people getting the +25 clovers already with normal vils.

I always laught when I see over +6 items enchant system in every game I play. Enchanting system with such values have just one prupose and its supporting P2W system. There is no other prupose to even introduce such system otherway from any logical standpoint. If you say its “silver sink”, there is tons of other more community and economy friendly solutions to create silver sinks.

Enchanting should be just a side area where you can improve your gear for boost of stats by around 30%. The 70% should come from the drop itself (getting the item should be challange not enchanting it).

Enchanting should also have prupose of modyfing the item to fit your build, so it should be accesible for everybody (lucky, unlucky, average player simply saying).

For example it would be better to have enchants like:

1)Each item can have up to 1-3 enchants (depending on gear slots)

2)Each enchant eat/cost 1 potential of item

3)Enchant is 100% success chance

4)Enchant require you to get item that can drop everywhere (small % chance, so you can enjoy the game however you want and still get the items instead of clunking all people on the same dungeons/instances/worldbosses)

5)When enchanting the item, the player can pick what class enchantment he wants (classes avaliable are based on the char you play)

6)Enchant roll one stat/buff for selected class from a poll, so the result is still random to some point. Few examples:
-Barbarian - Cleave - debuff last 50% longer
-Highlander - Cross guard - enemies are also vulnerable to Strike type attacks
-Catapharant - Trot - allies close to you get 50% of the movement speed buff
-Squire- Weapon Maintenance - enchanted weapons count as one star higher

And so on, to make some differences between builds and people in game. It only require well coded game and then you can create effect as such in masses really quickly. In most cases i the game is coded well it require you to write whole 1 line of code for such effect to work.

7)Player can re-enchant any enchant (if all enchantment slots are full) if he wants, as long as the item has potential.

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