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Deciphering Item Identification Bonuses
#1
A few patches back Fiel posted an extraction of unknown item data. Looks something like this.
 Spoiler

In retrospect, it's fairly obvious what this is - a full description of the stat bonuses available through the new purple item identification scrolls + magnifying glasses.

As a broad overview, there are a few features of this that can be interpreted:
(1) the 6 digit codes beginning each line
a) first 2 digits: item identification type:
00 - any
01 - rare
02 - epic
03 - unique
I would speculate that when an item is identified, effects can be raised from any of these "up to" the one in question. So rare items are 00/01, epic are 00/01/02, etc. But it is possible that it's something else.
b) middle 2 digits: bonus type
00 - stats - everything from dex to wdef to accuracy/evasion, both as straight +x and as +x%.
01 - hp/mp regen, increase SP
02 - effects added to player attacks: hp/mp drain, skills (darkness etc.)
03 - effects added to monster attacks: damage reduction/reflection, skills
04 - effects added somewhere? hp/mp drain again
05 - skill cost amelioration - reduce casting costs, regen mp - possible decrease cast times?
06 - effects added to player attacks: increase boss damage, increase meso/item droprates
07 - chance to 1hko? this is really unclear
08 - unused
09 - faces
10 - mini HB/Haste/Magic Door/SE, I think. Requires level 70 or 120, and has +1 level.
c) last 2 digits: bonus uniqueness codes

(2) info.optionType
I would guess this is a bitfield or similar. Some skills omit this value - I propose that these skills are available on any item.
Table of possible values and associated skills

optionType1011202140515253545590
incPADincPDDMPHPrecoveryHPfacial expressionstime (a)*** HB25% chance HPincSpeedrecoveryHP
incMADincMDDignoreDAMMPrecoveryMP*** Door25% chance MPincJumprecoveryMP
incPADrincPDDrignoreDAMr**incAllskill**** SE*** HasteDAMreflect
incMADrincMDDr*mpconReduce
incCrrecoveryUPMPrestore
incCDrincMesoProp
incDAMrincRewardProp
attack 1000
...
attack 1005
ignoreTargetDef
inc boss damage

* - something at a 1% rate
** - something at a 2% rate
*** - level 1 (req lv.70) -> mini HB, Haste, Door?
**** - level 1 (req lv. 120) -> mini SE?
(a) time = 1, or time = 2, or time = 5 & prop = 2 - don't know what it does

optionType =
10 - pretty clearly weapons.
11 - armor
40 - face accessory
51 - hats
52 - capes?
53 - top/bottom/overall
54 - gloves
55 - shoes

(3) .level.x
Given evidence, seems to indicate item level requirement - where item level is apparently from (10*x-9) to (10*x) - eg. level.1 is 1~10, level.12 is 111~120.

(4) decoding the bonuses.
Fiel did a large part of this already:
incSTRr - Increase Strength Rate - This will increase STR by a percentage
incDEXr - Increase DEX Rate - Increases DEX by a percentage
So on and so forth for INT, LUK, Maximum HP, Maximum MP, ACC, Evasion, WATK, MATK, Physical defense, Magical defense, Hands, even Damage. One attribute doesn't make sense - IncrCDr - What is CD?
IgnoreTargetDEF - Ignores your enemy's DEF - Reduces the amount that enemy's DEF affects your damage
ignoreDAM - Ignore damage received? Not sure
DAMReflect - Reflect damage a la Powerguard
mpconreduce - Reduce the cost of spells
mpRestore - No idea
incMesoProp - Increase the drop rate of mesos (not the actual mesos dropped, just the drop rate of them dropping)
incRewardProp - Increases drop rate for non-mesos
incAllSkill - Add points to all skills in your arsenal
RecoveryUP - no idea

I would add that
incCr: increase critical rate
incCDr: increase critical damage removed
RecoveryUP: increase potions effectiveness (like Alchemist)?
and note
incPAD = physical attack
incMAD = magic attack
incPDD = physical def
incMDD = magical def


Wondering if anyone has anything else to contribute for how to decode these or to make it generally more understandable. Particularly with (2) - I'm guessing this defines the type of item the effect can appear on but I haven't looked at the values in comparison with Pride's post.

Pride Wrote:What the hell is a shard ? OH. Nvm, ShiKage explained it.
Didn't know what it was in english >.>

Here's something more to the extra stats. As you guys know, you use magnifying glasses to identify an item's potential stats.
Each of these magnifying glasses will reveal 2 or 3 stats. No less, no more.
Now, let's say you got a crappy run, and you decide to use a Miracle cube.
Items that have 2 potential stats will alway have 2, and those with 3 potential stats will always have 3 stats.
Rare/Epic/Unique < these may change, but the number of stats will always stay the same.

[COLOR="red"]Rare items have a maximum % stat potential of 3%.
Therefore, total % of a rare item can have 3% + 3% + 3%.

Epic items have a maximum % stat potential of 6%.
Therefore, total % of an Epic item can have 6% + 6% + 6%.

Unique items have a maximum % stat potential of 9%.
Therefore, total % of a Unique item can have 9% + 9% + 9%.[/COLOR]

[COLOR="blue"]Levels 1~30: Rare = 1%, Epic = 2%, Unique = 3%
Levels 31~70: Rare = 2%, Epic = 4%, Unique = 6%
Levels 71+: Rare = 3%, Epic = 6%, Unique = 9%[/COLOR]

Possible stats for certain items:
Hats - Chance of showing an Emotion when hit, Stats, Stat %, Accuracy, Avoidability, W.DEF, M.DEF %, Chance of recovering HP/MP, Ignore monster's attack/damage.
Face accessory - Stat %, Accuracy, Avoidability, W.DEF, M.DEF %, Recover HP/MP per second, Max HP/MP
Eye accessory - Stat %, Accuracy, Avoidability, W.DEF, M.DEF %, Max HP/MP
Tops/bottoms/overalls - Stat %, Chance of Invincibility when hit, +1 ~2 of a skill, Chance of recovering HP/MP, W.DEF, M.DEF, Avoidablility, Accuracy %, Chance of Autosteal (No idea what this is though), +% of a potion, Reduction of a curse's duration (Seal, slow, etc.), Max HP/MP
Shoes - Stat %, W.DEF, M.DEF, Avoidability, Accuracy %, Chance of avoiding an attack, Max HP/MP
Gloves - Stat %, W.DEF, M.DEF, Avoidability, Accuracy %, Chance of recovering HP/MP when attacking, +% of a potion, Max HP/MP, Chance of Autosteal
Capes - Stat %, W.DEF, M. DEF, Chance of avoiding an attack, Max HP/MP, +1~2 of all skills
Earrings - Stat %, W.DEF, M.DEF, Avoidability, Accuracy %, Max HP/MP
Belts and rings - Stat %, W.DEF, M.DEF, Avoidability, Accuracy %, Max HP/MP
Weapons - Stat %, W.ATT, M.ATT, Total W.ATT %, Total damage %, M.ATT %, Ignore monster's W.DEF/M.DEF at a certain percentage, 20%~30% bonus damage when attacking a boss monster, Chance to recover HP/MP, All skills +1~2, Max HP/MP, Critical damage, Chance to freeze/poison/seal/slow/blind monster

Credits go to 나무그늘사이 of Insoya, and many others who provided proof.
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Messages In This Thread
Deciphering Item Identification Bonuses - by Stereo - 2010-07-09, 05:45 AM
Deciphering Item Identification Bonuses - by Fiel - 2010-07-09, 03:19 PM
Deciphering Item Identification Bonuses - by Fiel - 2010-07-09, 08:00 PM
Deciphering Item Identification Bonuses - by Fiel - 2010-07-09, 09:42 PM
Deciphering Item Identification Bonuses - by Manu - 2010-07-28, 05:15 PM

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