here are my suggestion about this incoming vaivora “transmutation” feature
my english certainly need improvement but i hope you get the point.
THE STAT VALUES/EFFECT ADDED IS JUST TO SIMULATE THE AMPLIFYING EFFECT, ITS NOT REALLY CALCULATED THAT PRECISELY.CHILL.
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the feature name
it could be work in progress translation but naming it transmutation will be an issue, just like if “summons” not translated into what you name it assister now. but if its really is using teliavelis transmutation tab its going to create confusion.its better to separate it.also there are two features i saw, first one is recycling vaivoras into another random one and the other one is evolving vaivoras. my suggestion is to separate this two feature too and name it “gears recycle” and “weapon evolution”.
why gears recylcling not weapon?cause you can implement it not only for weapon, not only vaivoras but also previous old gears.
why only weapon can evolution? cause evolving armors or accessories gotta be another tons of works.weapons must be prioritized or the only one can evolved. -
the target
targeting vaivora is a necessity, but targeting previous unique gears from era of masinios (or even solmiki if you decided to make it ichorable)? it should be a priority! with this feature old gears can get recycled and old weapon can get evolved with new stats that can be on par with vaivora at certain level. there are old weapon and even quite recent one weapon with good effect but lower stat compare to vaivora. with this feature those weapon can get amplified to be equally as powerful as vaivora in term of not only stat but also effect. -
the main purpose
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recycling
i found this feature purpose is weird and awkward if the target is vaivora weapon.
the main purpose of recycling is to get rid of what you dont need and turn it into something else that you want or something more worthy.it is an awkward feature because it makes pretty bold statement if some vaivora are fodder aka not worthy which should not be a case. its also weird because you can trade vaivoras, or sells plenty and buy what you need.and on top of it the result of recycling two pieces of vaivoras is still random.this feature is like casino tavern which eat up nucle powder, but instead of nucle its vaivoras.dont treat vaivora like nucles please, at least not yet.letting vaivora to get recylced isnt a problem but unconsciously marking certain vaivoras as fodders?it is a problem. i suggest to add more uniqueness that can be brought by evolving vaivora.or even amplified its base stats/effect.
the solution is instead of recylcing vaivoras only where fodders shouldve not exist in the first place, this feature will be more useful if you implement this for raid gears. for example you can trade skiaclipse greaves for another piece of skiaclipse gears by sacrificing the skiaclipse greaves + paying half amount shards needed to craft the gears.same applies for weapon and accessory as well. thats 50% more shard needed to craft one but also 50% less if you have unwanted gears. thats gonna improve each gears price too cause everything more worthy now. -
evolving
powering up vaivora is nice, but before that powering up old weapon with unique effect is going to be great.of course i would love to see my favorite class getting its vaivora, but when? and what kind of will it be? therefore for the time being you can also improve old weapon stat value by evolving them to the point they become on par with vaivora at certain evolvement level.you can also changing the stats to make it more viable and suitable to current situation or to make variety in case same effects of weapon occured, and you can even improve or even add new effects especially for classes/skills that remain untouchable. so the main goal of this feature must be changed from evolving vaivoras only into evolving previous weapon-vaivora to make it on par with vaivoras or to make it more powerful.
4.examples
Masinios Dagger
most masinios are weapon with +lightning effect. with this evolving feature you can amp up not only the stats but also the effect to be viable for end game.it can also be a nice addition for thunderbolt/storm arks user.
masinios dagger
- DEX 59
- Lightning Property Attack ▲ 303
- Critical Rate ▲ 39
- Increase Backstab damage by 150%
- Impale Dagger skill level ▲ 1
lv[5] masinios dagger
- DEX 115
- Lightning Property Attack ▲ 1700
- Critical Rate ▲ 300
- Increase Backstab damage by 200%
- Impale Dagger skill level ▲ 2
and since gap of masinios to vaivora is 80 level, my suggestion is you need to evolve it into lv[8] that will require 256 piece of masinios dagger Masinios dagger to make it on par with lv 1 vaivora
lv[8] masinios dagger
- DEX 148
- Lightning Property Attack ▲ 2500
- Critical Rate ▲ 475
- Increase Backstab damage by 250%
- Impale Dagger skill level ▲ 3
and in its maxed lv[10] which will require 1024 piece, it can surpass even vaivora lv 1 with stats
lv[10] masinios dagger
- DEX 172
- Lightning Property Attack ▲ 3000
- Critical Rate ▲ 585
- Increase Backstab damage by 300%
- Impale Dagger skill level ▲ 3
- Instant acceleration overheat ▲ 1
Masinios Mace
masinios mace will be a nice item to improve lightning user in cleric like krivis/zealot. the problem is they are now physical, therefore adjustment to the stat is needed along the evolution.
masinios mace
- INT ▲ 57
- SPR ▲ 57
- Lightning Property Attack ▲ 295
- 30% chance to deal a 2000 Lightning property attack
because of the changes of krivis/zealot into patk focus type, i suggest adjust it rightaway at lv 2 evolution
lv[2] masinios mace
- STR ▲ 63
- DEX ▲ 63
- Lightning Property Attack ▲ 345
- 30% chance to deal a 4000 Lightning property attack
lv[5] masinios mace
- STR ▲ 117
- DEX ▲ 117
- Accuracy 325
- Lightning Property Attack ▲ 1350
- 30% chance to deal a 10000 Lightning property attack
- zaibas magic circle diameters x1,5
- zaibas number of hits ▲ 5
lv[8] masinios mace
- STR ▲ 144
- DEX ▲ 144
- Accuracy 595
- Lightning Property Attack ▲ 2300
- 30% chance to deal a 16000 Lightning property attack
- zaibas magic circle diameters x2
- zaibas number of hits ▲ 10
- fanatic illusion skill level ▲ 2
lv[10] masinios mace
- STR ▲ 177
- DEX ▲ 177
- Accuracy 675
- Lightning Property Attack ▲ 2800
- 30% chance to deal a 20000 Lightning property attack
- zaibas magic circle area x2
- zaibas number of hits ▲ 10
- fanatic illusion skill level ▲ 2
- fanatic illusion area x1,5
Asio Mace
Asio mace
- DEX ▲ 65
- Attack against Devil-type Targets ▲ 253
- AoE Attack Ratio ▲ 1
- Summon Shaman Doll
- One-handed Blunt weapon attacks grant a 10% chance of summoning a shaman doll (duration 5 sec, max. 1 doll).
- Destroy the doll to deal damage all around in proportion to its HP.(30,000-50,000)
lv[5] Asio mace
- DEX ▲ 130
- SPR ▲ 130
- attack speed ▲ 50
- Attack against Devil-type Targets ▲ 765
- AoE Attack Ratio ▲ 3
- Summon Shaman Doll
- One-handed Blunt weapon attacks grant a 30% chance of summoning a shaman doll (duration 5 sec, max. 1 doll).
- Destroy the doll to deal damage all around in proportion to its HP(100,000-150,000)
lv[7] Asio mace
- DEX ▲ 177
- SPR ▲ 177
- attack speed ▲ 70
- Attack against Devil-type Targets ▲ 845
- AoE Attack Ratio ▲ 3
- Summon Shaman Doll
- One-handed Blunt weapon attacks grant a 30% chance of summoning a shaman doll (duration 5 sec, max. 1 doll).
- Destroy the doll to deal damage all around in proportion to its HP(120,000-170,000)
Asio Bow
asio bow is a nice bow with short boost effect.the boost of evolved can achieve a higher value than vaivora with fixed stat
Asio Bow
- DEX ▲ 72
- STR ▲ 65
- AoE Attack Ratio ▲ 2
- Animal Friend: Rabbit
- Skill attacks grant a 10% chance of summoning a rabbit, which applies one of two buffs.
- Smiley Bunny: Critical Rate +20 per stack for 10 sec, triggers Angry Bunny after 3 stacks.
- Angry Bunny: AoE Attack Ratio +2, final buff applied by rabbit (duration 15 sec).
lv[5] Asio Bow
- DEX ▲ 138
- STR ▲ 130
- Critical Rate 575
- AoE Attack Ratio ▲ 3
- Animal Friend: Rabbit
- Skill attacks grant a 15% chance of summoning a rabbit, which applies one of two buffs.
- Smiley Bunny: Critical Rate +240 per stack for 10 sec, triggers Angry Bunny after 3 stacks.
- Angry Bunny: AoE Attack Ratio +3, final buff applied by rabbit (duration 15 sec).
lv[7] Asio Bow
- DEX ▲ 195
- STR ▲ 187
- Critical Rate 640
- AoE Attack Ratio ▲ 3
- Animal Friend: Rabbit
- Skill attacks grant a 15% chance of summoning a rabbit, which applies one of two buffs.
- Smiley Bunny: Critical Rate +270 per stack for 10 sec, triggers Angry Bunny after 3 stacks.
- Angry Bunny: AoE Attack Ratio +3, final buff applied by rabbit (duration 15 sec).
lv[10] Asio Bow
- DEX ▲ 248
- STR ▲ 235
- Critical Rate 765
- AoE Attack Ratio ▲ 4
- Animal Friend: Rabbit
- Skill attacks grant a 15% chance of summoning a rabbit, which applies one of two buffs.
- Smiley Bunny: Critical Rate +360 per stack for 10 sec, triggers Angry Bunny after 3 stacks.
- Angry Bunny: AoE Attack Ratio +4, final buff applied by rabbit (duration 15 sec).
Wastrel zvaigzde sword
Wastrel zvaigzde sword
- Strike-type Attack ▲ 325
- Physical Defense ▲ 248
- AoE Attack Ratio ▲ 2
- 10% chance to apply Berserk buff on self for a 5-second duration with Strike attacks
- Berserk
- Critical rate 2x (cannot be stacked)
lv[5] Wastrel zvaigzde sword
- Strike-type Attack ▲ 750
- Physical Defense ▲ 750
- AoE Attack Ratio ▲ 3
- 10% chance to apply Berserk buff on self for a 8-second duration with Strike attacks
- Berserk
- Critical rate 2x (cannot be stacked)
lv[7] Wastrel zvaigzde sword
- Strike-type Attack ▲ 845
- Physical Defense ▲ 845
- AoE Attack Ratio ▲ 3
- 10% chance to apply Berserk buff on self for a 9-second duration with Strike attacks
- Berserk
- Critical rate 2x (cannot be stacked)
lv[10] Wastrel zvaigzde sword
- Strike-type Attack ▲ 1045
- Physical Defense ▲ 1045
- AoE Attack Ratio ▲ 4
- 10% chance to apply Berserk buff on self for a 10-second duration with Strike attacks
- Berserk
- Critical rate 2x (cannot be stacked)
Wastrel zvaigzde trinket
Wastrel zvaigzde trinket
- DEX ▲ 52
- Critical Attack ▲ 403
- AoE Attack Ratio ▲ 1
- Damage against bleeding enemies ▲ 10%
lv[5] Wastrel zvaigzde trinket
- DEX ▲ 80
- Critical Attack ▲ 540
- AoE Attack Ratio ▲ 2
- Damage against bleeding enemies ▲ 15%
lv[10] Wastrel zvaigzde trinket
- DEX ▲ 112
- Critical Attack ▲ 750
- AoE Attack Ratio ▲ 2
- Damage against bleeding enemies ▲ 20%
Misrus Dagger
Misrus Dagger
- STR ▲ 80
- Critical Attack ▲ 580
- Wild Dance
- Taglio continues until remaining STA becomes 1
- Cannot recover STA while casting Taglio
lv[3] Misrus Dagger
- STR ▲ 133
- Evasion ▲ 475
- Critical Attack ▲ 740
- Wild Dance
- Taglio continues until remaining STA becomes 1
- Cannot recover STA while casting Taglio
lv[5] Misrus Dagger
- STR ▲ 154
- Evasion ▲ 610
- Critical Attack ▲ 960
- Wild Dance
- Taglio continues until remaining STA becomes 1
- Cannot recover STA while casting Taglio
Misrus Pike
Misrus Pike
- CON ▲ 71
- SPR ▲ 80
- STR ▲ 130
- Overpower
- Ignors block against targets under Gae Bulg
lv[3] Misrus Pike
- CON ▲ 170
- SPR ▲ 177
- STR ▲ 211
- Overpower
- Ignors block against targets under Gae Bulg
lv[3] Misrus Pike
- CON ▲ 170
- SPR ▲ 177
- STR ▲ 211
- Overpower
- Ignors block against targets under Gae Bulg
Moringponia rod
Moringponia rod
- INT ▲ 75
- SPR ▲ 116
- Critical Magic Attack ▲ 645
- Rune Refinement
- Rune of Justice skill damage ▲ 50%
- Recovers 30 SP for every time Rune of Justice hits accurately
lv[3] Moringponia rod
- INT ▲ 133
- SPR ▲ 154
- Critical Magic Attack ▲ 890
- Rune Refinement
- Rune of Justice skill damage ▲ 60%
- Reduces cooldown of Rune of Justice by 5 sec
- Recovers 30 SP for every time Rune of Justice hits accurately
Moringponia shield
moringponia shield
- CON ▲ 71
- SPR ▲ 62
- STR ▲ 64
- Block Rate ▲ 2
- Final Block Rate ▲ 2%
- 3 second Berserk buff when an attack is blocked
- Berserk
- Critical rate x2 (cannot be stacked)
lv[3] moringponia shield
- CON ▲ 112
- SPR ▲ 98
- STR ▲ 100
- Block Rate ▲ 2
- Final Block Rate ▲ 2%
- 5 second Berserk buff when an attack is blocked
- Berserk
- Critical rate x2 (cannot be stacked)
lv[5] moringponia shield
- CON ▲ 130
- SPR ▲ 112
- STR ▲ 144
- Block Rate ▲ 2
- Final Block Rate ▲ 2%
- 7 second Berserk buff when an attack is blocked
- Berserk
- Critical rate x2 (cannot be stacked)
Skiaclipse maul
Skiaclipse Maul
- INT ▲ 75
- SPR ▲ 75
- Critical Rate ▲ 64
- Extraction
- Defeating enemies under Incineration reduces cooldown of Black Death Steam by -1 second.
lv[2] Skiaclipse Maul
- INT ▲ 120
- SPR ▲ 130
- Critical Rate ▲ 440
- Extraction
- Defeating enemies under Incineration reduces cooldown of Black Death Steam by -1 second.
lv[3] Skiaclipse Maul
- INT ▲ 133
- SPR ▲ 148
- Critical Rate ▲ 488
- Extraction
- Defeating enemies under Incineration reduces cooldown of Black Death Steam by -1 second.
- incineration skill level ▲ 1
lv[5] Skiaclipse Maul
- INT ▲ 156
- SPR ▲ 164
- Critical Rate ▲ 564
- Extraction
- Defeating enemies under Incineration reduces cooldown of Black Death Steam by -1 second.
- incineration skill level ▲ 2
lv[10] Skiaclipse Maul
- INT ▲ 221
- SPR ▲ 240
- Critical Rate ▲ 780
- Extraction
- Defeating enemies under Incineration reduces cooldown of Black Death Steam by -1 second.
- incineration skill level ▲ 3
- incineration debuff duration ▲ 5s
Skiaclipse crossbow
Skiaclipse crossbow
- CON ▲ 43
- STR ▲ 68
- Critical Rate ▲ 47
- Creates a ballista behind the deployed pavise that deals 8,000 fixed penetration damage (Target: 5, duration equal to that of the pavise)
lv[2] Skiaclipse crossbow
- CON ▲ 107
- STR ▲ 119
- Critical Rate ▲ 440
- Creates a ballista behind the deployed pavise that deals 14,000 fixed penetration damage (Target: 5, duration equal to that of the pavise)
lv[3] Skiaclipse crossbow
- CON ▲ 120
- STR ▲ 135
- Critical Rate ▲ 488
- Creates a ballista behind the deployed pavise that deals 20,000 fixed penetration damage (Target: 5, duration equal to that of the pavise)
Solmiki mace
solmiki is such unique weapons with holy armament to it.it was a legend but kinda act like unique before ichorable unique raid masinios introduced.
though some solmiki weapon leftout with no unique effect at all while minority having unique effect thats still viable to use.
solmiki mace
- SPR ▲ 82
- Holy Property Attack ▲ 186
- Attack against Plate-armor Targets ▲ 427
- AoE Attack Ratio ▲ 3
lv[5] solmiki mace
- SPR ▲ 107
- STR ▲ 107
- Holy Property Attack ▲ 375
- Attack against Plate-armor Targets ▲ 745
- AoE Attack Ratio ▲ 4
- Maximum Blindfaith attack ▲ 10
- Maximum Empathic trust attack ▲ 5
lv[10] solmiki mace
- SPR ▲ 152
- STR ▲ 152
- Holy Property Attack ▲ 750
- Attack against Plate-armor Targets ▲ 1430
- AoE Attack Ratio ▲ 5
- Maximum Blindfaith attack ▲ 20
- Maximum Empathic trust attack ▲ 10
5.opportunity
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add more purpose to revisit old raid
the only purpose to revisit old raid is now to obtain skins, some raid gears that still having good effect, or just to get legend cards. other than that noone really interested to do it. by implementing this gears evolution for all previous gears, old raid will have more purpose to revisit.those gears will not only considered as fodders,skin or cheap garbage now.at the very least it will become more worthy fodder for power up purpose. -
reinvent old raid with legend version with less work/cost needed
adding legend raid version of old raid will be an interesting content. you can simply increase mobs stats, add little of gimmick, one or two boss new attack pattern in which one pattern may be a lethal/swipe attack, environment debuff and so on. this will actually cost less since you dont have to create new maps, new boss or new items. as for reward you can add an evolved gear as reward by low chance lets say max lv[3], cubes containing copies of weapons from x3 to x5, and higher chance of obtaining legend card. -
$creating new weapon box as tp item in leticia/growth box, evolution material$
of course you can also sell weapon box just like you did with asio/wastrel/ignas/moringponia/savinose gears selection box.since we will need tons of copies to a max of 1024 pieces to make lv[10] you can actually add premium box that gives copies of same weapons.the legend raid version can gives x3 to x5 pieces while this premium can provide perhaps x10.you can also sell box of evolution mats too.
6.issue that may persist
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requirement and limit of evolving
i personally like the concept of evolving will increase the min level required to wear evolved weapon by +10 each +lv.unless its ichored than the level evolved gear doesnt matter anymore.pretty much like how you can ichoring 430 ichor into velcoffer gears now. also it can maintain the maximum evolution a weapon can reach. i would say lv[10] is the limit of evolving and thats perfect for masinios as evolve-able starter scenario with current character level caps(though i still love to see solmiki ichorable/evolvable).because level caps is 450 that means vaivora caps at lv3, misrus skia caps at lv 5, asio wastrel at lv 7 and only masinios can reach lv 10.you can release more evolving availability to uncapped evolution weapon when max lv caps increased or maybe you can just make every weapon evolvable to lv[10].the materials needed to evolved each weapon also need to be adjusted.evolving masinios should not require the same material as evolving vaivora or if it has to use the same evolution material, the amount of material must be adjusted. the drop rate and where to obtain this material should also get adjusted.i suggest to make it easy to obtain while maintaining the amount needed only. -
stats high curve jump
even the latest 400 uniques have huge stats gap compare to 430 vaivora. therefore adjustment at first stage of evolvement is needed to make them have a nice base evolved stat to evolve steadily for the next stages. due to this adjustment, some 400 can achieve nice stats at lv2 which requires 4 pieces and it lv3 which requires 8 pieces will become somewhat equal to vaivora. this can be a cheaper/less-luck-involved solution for those who cant afford vaivora yet and those whose favorite class dont have vaivora special weapon yet.but then you can justify it too by adjust the amount/cost of material needed to evolve 400 to be equal to 430 so the cost of lv[3] 400 vs 430 vaivora is somewhere equal.same applies for previous gears as well. -
evolved stat formulation and effect addition
this idea will certainly add tasks for you team to formulate stats/effect for evolved gears.to help you formulate the stats you can use vaivora as milestone for previous weapons.for example lv 350 masinios will be equal to vaivora when it reachs lv[8] masinios and even more powerful than vaivora at maxed lv[10] masinios.this means at lv[10] masinios will be equal to lv[3] vaivora. another example is lv 400 misrus will be equal to vaivora at lv[3] misrus, and at the current max evolution lv[5] it will be equal to lv[3] vaivora. effect addition is also will become something to be formulated since many of previous weapons doesnt have any unique effects to it.for this i highly recommend adding effect into class/skills that doesnt have any special effect/buff to it. for example in cleric it could be sadhu, dievderbys, oracle, krivis etc -
another grind complain from freebies/spoonfeed lover
this really isnt a problem unless you are mmo players who cant embrace that one of mmo core is grind.these are the same grind much like vaivora, nothing different, not a big deal if you are true fans of the game and been through mmo with hardcore grind that even more crazier than this.also dont forget along with the needs of copies of same weapon and evolution material there will also addition of evolved weapon drop,weapon box copies and more drops of weapon evolution material.