2012-03-15, 01:36 PM
So far the system looks rather easy to figure out.
8 Digit item identifier:
Digits 1-4 - 0306 is the item type, which is a Nebulite in all cases.
Digit 5 - Rarity level 0-4 where 0 is class D and 4 is Class S
Digit 6 & 7 = bonus type (these are not consistent from Class to Class. They are just sequentially numbered within each class.
Digit 8 - Bonus variant. If the same bonus has more than one possible value, this digit signifies it. This digit would also appear to make a separate entry for the same option as a means of giving that line item a higher frequency of being rolled.
EDIT: Each of the lines have 2 pieces of information that I believe they share with the standard Potential tables.
1) Option Type - This appears to be the same numbering as the ones in the normal potential tables. These correspond to equipment types on which they can be used.
2) Option Level - I believe there is a correspondence to another table that has a multiplier on a per level basis. If not, though, they could just be used directly as numbers in the line readout. (A Stat% could simply have level 8 for direct 8% or it might have established lookups to another table for what level 8 means. We can't really know 100% positively until we see an actual Nebulite item.)
Example - 0306233x (Y% chande to Ignore XXDamage when attacked)
0306 is obvious
2 means it's grade B
33 means the type is Ignore Damage (for this grade)
then 0-5 are the different ones available as listed below in the code for this item type
(This example is chosen because it appears to have 2 entries for each version, thus, it increases the overall chances of getting this type of line when you cube it. It's a faked way of doing the Weight option from the normal potential tables)
If I read the code right, I think a sample of a single Stat% throught he rarities looks like this:
STR %
Class D - none
Class C - 1%
Class B - 2%
Class A - 3% or 4%
Class S - 5% or 6%
Noteworhty - the %AllStats option is the same % as the single stat options. It looks like there is no reason for anyone to choose a single stat % over an all-stat% in this system. (In normal potential, All Stat % is always less than single stat % within the same rarity.)
8 Digit item identifier:
Digits 1-4 - 0306 is the item type, which is a Nebulite in all cases.
Digit 5 - Rarity level 0-4 where 0 is class D and 4 is Class S
Digit 6 & 7 = bonus type (these are not consistent from Class to Class. They are just sequentially numbered within each class.
Digit 8 - Bonus variant. If the same bonus has more than one possible value, this digit signifies it. This digit would also appear to make a separate entry for the same option as a means of giving that line item a higher frequency of being rolled.
EDIT: Each of the lines have 2 pieces of information that I believe they share with the standard Potential tables.
1) Option Type - This appears to be the same numbering as the ones in the normal potential tables. These correspond to equipment types on which they can be used.
2) Option Level - I believe there is a correspondence to another table that has a multiplier on a per level basis. If not, though, they could just be used directly as numbers in the line readout. (A Stat% could simply have level 8 for direct 8% or it might have established lookups to another table for what level 8 means. We can't really know 100% positively until we see an actual Nebulite item.)
Example - 0306233x (Y% chande to Ignore XXDamage when attacked)
0306 is obvious
2 means it's grade B
33 means the type is Ignore Damage (for this grade)
then 0-5 are the different ones available as listed below in the code for this item type
(This example is chosen because it appears to have 2 entries for each version, thus, it increases the overall chances of getting this type of line when you cube it. It's a faked way of doing the Weight option from the normal potential tables)
Code:
03062330/info/price 1
03062330/info/slotMax 100
03062330/socket/optionType 20
03062330/socket/string #prop% chance to ignore #ignoreDAM damage when attacked.
03062330/socket/option/0/optionString prop
03062330/socket/option/0/level 25
03062330/socket/option/1/optionString ignoreDAM
03062330/socket/option/1/level 5
03062331/info/price 1
03062331/info/slotMax 100
03062331/socket/optionType 20
03062331/socket/string #prop% chance to ignore #ignoreDAM damage when attacked.
03062331/socket/option/0/optionString prop
03062331/socket/option/0/level 25
03062331/socket/option/1/optionString ignoreDAM
03062331/socket/option/1/level 5
03062332/info/price 1
03062332/info/slotMax 100
03062332/socket/optionType 20
03062332/socket/string #prop% chance to ignore #ignoreDAM damage when attacked.
03062332/socket/option/0/optionString prop
03062332/socket/option/0/level 25
03062332/socket/option/1/optionString ignoreDAM
03062332/socket/option/1/level 14
03062333/info/price 1
03062333/info/slotMax 100
03062333/socket/optionType 20
03062333/socket/string #prop% chance to ignore #ignoreDAM damage when attacked.
03062333/socket/option/0/optionString prop
03062333/socket/option/0/level 25
03062333/socket/option/1/optionString ignoreDAM
03062333/socket/option/1/level 14
03062334/info/price 1
03062334/info/slotMax 100
03062334/socket/optionType 20
03062334/socket/string #prop% chance to ignore #ignoreDAM damage when attacked.
03062334/socket/option/0/optionString prop
03062334/socket/option/0/level 25
03062334/socket/option/1/optionString ignoreDAM
03062334/socket/option/1/level 23
03062335/info/price 1
03062335/info/slotMax 100
03062335/socket/optionType 20
03062335/socket/string #prop% chance to ignore #ignoreDAM damage when attacked.
03062335/socket/option/0/optionString prop
03062335/socket/option/0/level 25
03062335/socket/option/1/optionString ignoreDAM
03062335/socket/option/1/level 23If I read the code right, I think a sample of a single Stat% throught he rarities looks like this:
STR %
Class D - none
Class C - 1%
Class B - 2%
Class A - 3% or 4%
Class S - 5% or 6%
Noteworhty - the %AllStats option is the same % as the single stat options. It looks like there is no reason for anyone to choose a single stat % over an all-stat% in this system. (In normal potential, All Stat % is always less than single stat % within the same rarity.)

