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0chocolachao0 wrote on 2012-03-09 19:16
So like, mostly everyone is enhancing their equips to make them stronger, but I also hear the equipment "blows up?"
I also hear some special effects happen at +15 or +6?
Can someone tell me about all of this enhancing stuff please???
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Invertex wrote on 2012-03-09 19:44
Ohhh this is going to be a pretty long and probably unclear. I guess I'll split it down to the basics.
(Note when I say +4, I mean making a +3 a +4, etc.)
1. Penalties
General penalties for failing are reduced durability, which isn't too big of an issue.
From +4 to +5, you lose an enhancement level every time you fail.
From +6 to +8, your item's enhancement resets (to +0).
From +9 to +15 your item will be destroyed upon failure. (This is known as "blowing up")
2. Stat Boosts
This is only for weapons. There was a nice chart posted a few months ago, but I'm a bit too lazy to go find it.
+1 to +3 = +50 Attack (per level)
+4 to +5 = +100 Attack (per level)
+5 to +7 = +100 Attack, +3 Attack Speed (per level)
+8 to +10 = +150 Attack, +3 Attack Speed (per level)
+11 to +12 = +500 Attack, +4 Attack Speed (per level)
+13 = +600 Attack, +5 Attack Speed
+14 = +700 Attack, +5 Attack Speed
+15 = +800 Attack, +5 Attack Speed
Armour behaves differently. But don't worry too much about that.
3. Success Rates
They just keep going down as you keep going. It starts at 100%, goes down to 75% at +4, 50% at +6, drops to 40% at +9 and 33% at +13.
4. Runes
Can be used until +10, you can't use them to make a +11 or higher.
Tip for DB
For any enhanceable item, DB has a tab called "Enhance Levels"
Clicking it will display the weapon's stats and change in stats at each level. It's a lot clearer than plain text.
The +6/+8/+10/+15 "milestones"
+5 or +6 is the common no-NX milestone. It's always very safe to make your items +5 without runes, and it isn't too far of a stretch to attempt for a +6 without NX runes.
+8 is the extreme no-NX milestone, as this is as far as you can take a weapon without the risk of blowing it up.
+10 is the normal NX milestone, as this is as far as runes can protect you.
+11 and up is the crazy endgame milestone for people who have too much money. It's not reasonable, enjoyable, or really neccessary to get one of these. A +10 Double Rank 8/9 weapon is usually sufficient. +11 and up is usually desired due to the huge increase in stat gains after. The stat difference between +10 and +12 is almost the same as the difference between +0 and +10.
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0chocolachao0 wrote on 2012-03-10 04:13
Wooww..
Never knew any of that.
SO I guess I should be lucky having my sword at +8 with no [S]blowing up[/S] resets! I was going to go all the way to +15 with no knowledge of this! Now I'm scared to go further!
Thanks for the Information!
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Exullien wrote on 2012-03-11 19:39
If you ever consider enhancing to +10 again, I suggest you at least attempt an r9 enchant on your new weapon. Just incase you actually get to +10 you'll also have a r9 enchant on it too, so you don't have to risk blowing it up with an r9 enchant after all the success you've made.
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RebeccaBlack wrote on 2012-03-11 20:55
If you're not gonna use runes, it's not even worth going past +8 with two R9's... And both R9's should be put on before enhancing rather than after.
If you use runes, feel free to go to +10/11. 11 is kinda worth taking the risk for if you can afford it because the bonus is just so big from then on.
And as a general rule of thumb, if you don't know what you're doing with this stuff, or the best way to go about things, ask. It might save you tens of millions of gold plus tons of frustration.