Refinement Guide, straight from the source
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Refinement Guide, straight from the source
I. Standard Refining (Hollgrehenn)
Here's the standard script for refining:
getequippercentrefinery(.@part) <= rand(100)
So what does this do? It simply gets the part's chance from the refine_db.txt above.
The rand(100) means it will randomize a number from 0 to 100.
Let's say we're gonna refine a +9 level 4 Weapon to +10, here's how it will look like:
//from refine_db:
//.... 20, 20, 10, // Lv.4 Weapons failure starts at +5
getequippercentrefinery( +9 weapon level 4 ) // this will yield 10 because it will read Lv.4 Weapon's last number dedicated for +10 refining, which is the 10 right after .... 20, 20.
getequippercentrefinery( +9 weapon level 4 ) <= rand(100) // let's say rand(100) results to the following:
10 <= 0 // false, refinement success
10 <= 7 // false, refinement success.
10 <= 56 // true, refinement failure.
If the resulting random number is less than or equal to 10 ,say 0,1,2,3,4,5,6,7,8,9,10, the refinement will be successful.
any results from 11 up to 100 will cause the refinement to fail, which is likely to occur because of the vast amount of range.
II. Advanced Refiner (Suhnbi)
Here's where most players are confused. They thought it works similar to iRO's tables in the wiki, but no it doesn't. eA devs are basing their code from reliable sources, and here's what they found out:
if( getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100) )
{
mes "[Suhnbi]";
mes "Clink! Clank! Clunk!";
SuccessRefItem .@part;
...
See this line:
Quote
if( getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100) )
This basically says, "roll the dice twice":
Quote
70, 4,4, 100,100,100,100, 60, 40, 40, 20, 20, 10, // Armor
2, 3,7, 100,100,100,100,100,100,100, 60, 40, 20, // Lv.1 Weapons failure starts at +8
3, 5,6, 100,100,100,100,100,100, 60, 40, 20, 20, // Lv.2 Weapons failure starts at +7
5, 8,5, 100,100,100,100,100, 60, 50, 20, 20, 20, // Lv.3 Weapons failure starts at +6
7,13,4, 100,100,100,100, 60, 40, 40, 20, 20, 10, // Lv.4 Weapons failure starts at +5
If we're gonna apply probability calculations, this is the end result:
70, 4,4, 100,100,100,100, 86, 64, 64, 36, 36, 19 //Armor
2, 3,7, 100,100,100,100,100,100,100, 86, 64, 36, // Lv.1 Weapons failure starts at +8
3, 5,6, 100,100,100,100,100,100, 86, 64, 36, 36, // Lv.2 Weapons failure starts at +7
5, 8,5, 100,100,100,100,100, 86, 75, 36, 36, 36, // Lv.3 Weapons failure starts at +6
7,13,4, 100,100,100,100, 86, 64, 64, 36, 36, 19, // Lv.4 Weapons failure starts at +5
Quote
//= [Aegis Conversion]
//= Refiner that uses Enriched ores to increase upgrade success.
//= After a conversation with Doddler, it's been established that
//= the advanced refiner works similar the the "Bubble Gum" item.
//= The success percentage is not "increased" however, if it fails
//= You get a second try. This tries twice at the same time,
//= effectively giving you a re-roll on your attempt.
III. Whitesmith refining:
per = percentrefinery [ditem->wlv][(int)item->refine];
per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
if (per > rand() % 100) {
item->refine++;
the first line means it will take the refine_db.txt's values
the second line means it will add chance depending on job level minus 50 divided by two, so meaning a whitesmith with job level 70 has (70-50)/2 = +10% increase chance to refine a weapon.
Thus here are the results for Whitesmith's bonus:
5, 8,5, 100,100,100,100,100, 70, 60, 30, 30, 30, // Lv.3 Weapons failure starts at +6
7,13,4, 100,100,100,100, 70, 50, 50, 30, 30, 20, // Lv.4 Weapons failure starts at +5
So Ideally, refining a level 4 weapon from +9 to +10, whitesmiths has 1% more advantage to compared to enriched oridecon's 19%. Although for lower levels, enriched oridecons helps more.
That's all, I hope my guide is understandable and let me know if you have further concerns.
Peace Out!
Here's the standard script for refining:
getequippercentrefinery(.@part) <= rand(100)
So what does this do? It simply gets the part's chance from the refine_db.txt above.
The rand(100) means it will randomize a number from 0 to 100.
Let's say we're gonna refine a +9 level 4 Weapon to +10, here's how it will look like:
//from refine_db:
//.... 20, 20, 10, // Lv.4 Weapons failure starts at +5
getequippercentrefinery( +9 weapon level 4 ) // this will yield 10 because it will read Lv.4 Weapon's last number dedicated for +10 refining, which is the 10 right after .... 20, 20.
getequippercentrefinery( +9 weapon level 4 ) <= rand(100) // let's say rand(100) results to the following:
10 <= 0 // false, refinement success
10 <= 7 // false, refinement success.
10 <= 56 // true, refinement failure.
If the resulting random number is less than or equal to 10 ,say 0,1,2,3,4,5,6,7,8,9,10, the refinement will be successful.
any results from 11 up to 100 will cause the refinement to fail, which is likely to occur because of the vast amount of range.
II. Advanced Refiner (Suhnbi)
Here's where most players are confused. They thought it works similar to iRO's tables in the wiki, but no it doesn't. eA devs are basing their code from reliable sources, and here's what they found out:
if( getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100) )
{
mes "[Suhnbi]";
mes "Clink! Clank! Clunk!";
SuccessRefItem .@part;
...
See this line:
Quote
if( getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100) )
This basically says, "roll the dice twice":
Quote
70, 4,4, 100,100,100,100, 60, 40, 40, 20, 20, 10, // Armor
2, 3,7, 100,100,100,100,100,100,100, 60, 40, 20, // Lv.1 Weapons failure starts at +8
3, 5,6, 100,100,100,100,100,100, 60, 40, 20, 20, // Lv.2 Weapons failure starts at +7
5, 8,5, 100,100,100,100,100, 60, 50, 20, 20, 20, // Lv.3 Weapons failure starts at +6
7,13,4, 100,100,100,100, 60, 40, 40, 20, 20, 10, // Lv.4 Weapons failure starts at +5
If we're gonna apply probability calculations, this is the end result:
70, 4,4, 100,100,100,100, 86, 64, 64, 36, 36, 19 //Armor
2, 3,7, 100,100,100,100,100,100,100, 86, 64, 36, // Lv.1 Weapons failure starts at +8
3, 5,6, 100,100,100,100,100,100, 86, 64, 36, 36, // Lv.2 Weapons failure starts at +7
5, 8,5, 100,100,100,100,100, 86, 75, 36, 36, 36, // Lv.3 Weapons failure starts at +6
7,13,4, 100,100,100,100, 86, 64, 64, 36, 36, 19, // Lv.4 Weapons failure starts at +5
Quote
//= [Aegis Conversion]
//= Refiner that uses Enriched ores to increase upgrade success.
//= After a conversation with Doddler, it's been established that
//= the advanced refiner works similar the the "Bubble Gum" item.
//= The success percentage is not "increased" however, if it fails
//= You get a second try. This tries twice at the same time,
//= effectively giving you a re-roll on your attempt.
III. Whitesmith refining:
per = percentrefinery [ditem->wlv][(int)item->refine];
per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
if (per > rand() % 100) {
item->refine++;
the first line means it will take the refine_db.txt's values
the second line means it will add chance depending on job level minus 50 divided by two, so meaning a whitesmith with job level 70 has (70-50)/2 = +10% increase chance to refine a weapon.
Thus here are the results for Whitesmith's bonus:
5, 8,5, 100,100,100,100,100, 70, 60, 30, 30, 30, // Lv.3 Weapons failure starts at +6
7,13,4, 100,100,100,100, 70, 50, 50, 30, 30, 20, // Lv.4 Weapons failure starts at +5
So Ideally, refining a level 4 weapon from +9 to +10, whitesmiths has 1% more advantage to compared to enriched oridecon's 19%. Although for lower levels, enriched oridecons helps more.
That's all, I hope my guide is understandable and let me know if you have further concerns.
Peace Out!
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