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ArchMage

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Monday, April 6th 2009, 5:03am

A guide to equipment Rarity

Skippeh’s Awesome Kickass FAQ on Equipment Rarity

Alright so we’ve all seen them. That piece of equipment the game calls “Useful” but just how much more useful compared to the original is it? Well that’s what this FAQ is for. I’ll try my best to explain how the rarity of equipment works in words that everyone can understand.

THE BASICS

Equipment rarity ranges from -2 through 7 with 0 having the default or basic values. Rarity level is commonly referred to as R#.

Obviously the higher your rarity level the better your equipment is.

I’ll explain the prefixes farther in.

HOW TO OBTAIN RARE EQUIPMENT

Typically rare equipment is obtained as a reward from a Time-Space Stone, obtained from a Raid Jewellery Box, dropped by a monster, crafted with production tools or obtained through equipment betting at Teodor Tipp, among other methods.

SKIPPEH! I KNOW ALL THIS, GET TO THE JUICY BITS

Alright already.

THE JUICY BITS

So we all know that rarer equipment has higher stats, but just how much higher are they? The actual difference in stats is based off the level of the equipment and the rarity level. Rarity levels below 0, however, don’t work the same way:

Rare -2 (Damaged): Decrease all stats by 20
Rare -1 (Low Level): Decrease all stats by 10

Rare 0 (No prefix): All stats are regular, fixed and equipment with the same name and this level are exactly the same.

Rare 1 (Useful): Strengthening Factor of 1
Rare 2 (Good): Strengthening Factor of 2
Rare 3 (High Quality): Strengthening Factor of 3
Rare 4 (Excellent): Strengthening Factor of 4
Rare 5 (Ancient): Strengthening Factor of 5
Rare 6 (Mysterious): Strengthening Factor of 7
Rare 7 (Legendary): Strengthening Factor of 10

HOW STRENGTHENING FACTORS WORK

Rarer equipment has a TOTAL DIFFERENCE from its R0 counterpart. This difference is calculated using the following formulas:

Rarity Capacity = Equipment Level / 5 + 1
Total Difference = Rarity Capacity x Strengthening Factor

*Note: If there are any decimals the number will not round up, the decimals are simply removed and you use the remaining whole number. 56.8 will be truncated to 56 and not rounded up to 57.

The total difference is then distributed RANDOMLY into the basic stats of the weapon.

AN EXAMPLE

The level 40 sword, Sword of Red Decoration
Basic Stats: 152 ~ 178 Damage, 180 Hit rate

In this example we’ll pretend that you bet it three times, it comes out R3, R3 again, and then R7

Let’s recall our formula:

Rarity Capacity = Equipment Level / 5 + 1

In this case the first half of the formula would be:

Rarity Capacity = 40 / 5 + 1
Rarity Capacity = 9

The second would take the results of the above and multiply them by the strengthening factor, in this case it’s 3.

Total Difference = 9 x 3
Total Difference = 27

Your sword gets lucky in the random distribution of the bonus stats and now has the following stats: 179~206 Damage, 180 Hit rate

*Note: Damage is considered one stat with two values, the range in damage will never change, when your bonus points are added to damage they are added to both the minimum damage and maximum damage. You’ll notice that 178 – 152 = 206 – 179.

You decide, however, that you feel your sword still isn’t good enough so you bet it again. This time you’re not as lucky. It came out as R3 again but the stats seem lower than last time: 165 ~ 191, 194 Hit rate.

This bothers you, your sword not only didn’t increase in rarity, it also got noticeably weaker. You decide that you don’t even want to use it anymore unless it gets rarer so once again you gamble with it. Fortunately for you it comes out as R7. You’re extremely happy about this new development but once again you want to know just how great it really is.

Recall that your rarity capacity is 9 since the level on your sword hasn’t changed, only the strengthening factor.

Total Difference = 9 x 10
Total Difference = 90

WOW! That’s a LOT higher than 27. Once again the stats are divided up randomly into your damage and hit rate.

WHAT ABOUT ARMOUR OR WANDS?

Armour and wands work exactly the same as weapons. With wands you merely substitute Concentration instead of hit-rate. With armour the bonus is divided up four ways into melee defence, range defence, magic defence and dodge.

Resources:
Most of this information was obtained from the Japanese Nostale wiki.


Edited one line to account for changes to the game.
Thank you Skippeh