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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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#2
Interesting, only Epic and Unique items can have miniSkills?

I guess this confirms what Pride said:
Pride Wrote: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%

 Rare

 Epic

 Unique

EDIT: I'm assuming you've tried all 100 values for info.optionType? I'm doing that now and it seems pointless since all I can find are already found.

According to this post:
Cyanne Wrote:Also, you can get self-door from hats, self-HB from tops/bottoms/overalls, self-haste from shoes, and self-SE from gloves.
optionType 51 - *** should be miniDoor. 55 *** = Haste, so 53 should be HB, meaning tops/bottoms/overalls. This leads me to believe optionType 5x denotes "armor" in general -> could 52 be Cape?
optionType 54 = Gloves (supposing it gives SE, which presumably requires character to be lvl 120+)

attackType 1000, 1001, 1002, 1003, 1004 and 1005 could probably include freeze/poison/seal/slow/blind and burn(?)

EDIT: I believe you meant for ** to be under type40, which seems to be the only thing that has regen (HP/MP recovery without a prop variable) a.k.a Face Accessory.

type11, I'm assuming again, might be Shields since it's in Weapon's 1x format and has a bunch of defensive capabilities.
Nevermind, it's top/bottom/overall, which kinda screws up my format theory. But then 11 doesn't give HB and 53 does?
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#3
Kalovale Wrote:optionType 51 - *** should be miniDoor. 55 *** = Haste, so 53 should be HB, meaning tops/bottoms/overalls. This leads me to believe optionType 5x denotes "armor" in general -> could 52 be Cape?
optionType 54 = Gloves (supposing it gives SE, which presumably requires character to be lvl 120+)

attackType 1000, 1001, 1002, 1003, 1004 and 1005 could probably include freeze/poison/seal/slow/blind and burn(?)

EDIT: I believe you meant for ** to be under type40, which seems to be the only thing that has regen (HP/MP recovery without a prop variable) a.k.a Face Accessory.

type11, I'm assuming again, might be Shields since it's in Weapon's 1x format and has a bunch of defensive capabilities.
Nevermind, it's top/bottom/overall, which kinda screws up my format theory. But then 11 doesn't give HB and 53 does?

Whoops, yah, moved ** to type 40 and added those types.

I think type 11 is probably every type of armor. And then they get additional other stuff individually from 5x.


Should probably ask Fiel if the list is still accurate - for example the +1 to all skills doesn't have an optionType at all so it should be available on any equip?
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#4
 Most up to date list
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#5
Looks like incCDr got dumped entirely, and incAllskill is type 51 now. Thanks.

Plus some other changes... the * and ** I mentioned are now both type 54. I guess really I should go through the updated list and redo the table.

Any chance you could do a dump with them sorted by optionType?
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#6
Does skills stack? Like if your top and bottom give self HB to they add or just cancle each other out. What happens if a real skill is used like self SE with real SE.

Also does anyone know the chances of this making it to GMS?
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#7

10000011incPAD
10000012incMAD
10010011incPAD
10010012incMAD
10010051incPADr
10010052incMADr
10010055incCr
10010070incDAMr
10010201prop/HP
10010206prop/MP
10010221attackType/level/prop
10010226attackType/level/prop
10010231level/attackType/prop
10010236level/attackType/prop
10010241level/attackType/prop
10010246level/attackType/prop
10010291ignoreTargetDEF
10020051incPADr
10020052incMADr
10020055incCr
10020070incDAMr
10020201prop/HP
10020206prop/MP
10020291ignoreTargetDEF
10030051incPADr
10030052incMADr
10030055incCr
10030070incDAMr
10030291ignoreTargetDEF
10030601boss/incDAMr
10030602boss/incDAMr
11000013incPDD
11000014incMDD
11010013incPDD
11010014incMDD
11010045incMHPr
11010046incMMPr
11010053incPDDr
11010054incMDDr
11020045incMHPr
11020046incMMPr
11020053incPDDr
11020054incMDDr
11030045incMHPr
11030046incMMPr
11030053incPDDr
11030054incMDDr
11030551RecoveryUP
20020351ignoreDAM/prop
20020352ignoreDAM/prop
20020353ignoreDAM/prop
20030356ignoreDAMr/prop
20030357ignoreDAMr/prop
40010151RecoveryHP
40010156RecoveryMP
51000901prop/time
51000902prop/time
51000903prop/time
51000904prop/time
51000905prop/time
51030106incAllskill
51030107incAllskill
51031002level
52020366time
52020396time
52030366time
52030371time/prop
53031004level
54020401prop/HP
54020406prop/MP
54030701prop
54030702prop
54031003level
55000009incSpeed
55000010incJump
55010009incSpeed
55010010incJump
55031001level
90020181RecoveryHP/RecoveryMP
90020376DAMreflect/prop
90020501mpconReduce
90020511mpRestore
90020650incMesoProp
90020656incRewardProp
90030376DAMreflect/prop
90030501mpconReduce
90030511mpRestore
90030650incMesoProp
90030656incRewardProp
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#8
Man, that is way easier than doing it manually. I need to go back to coding to make all this info instead of putting them to use.
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#9
Regular expressions are excruciatingly powerful. I would strongly suggest any programmer learn them.
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#10
Just to make sure I'm understanding this correctly, can anyone confirm/deny these are all the possible bonuses for weapons?

Rare: +str, +dex, +int, +luk, +hp, +mp, +acc, +avoid, +% str, +% dex, +% int, +% luk, +% hp, +% mp, +% acc, +% avoid, + all stats, +att, +magic, +att, +magic, +% att, +% magic, increase critical rate, +% damage, heal hp on kills, heal mp on kills, skill 90001000 (?, requires level 10), stun(requires level 10), slow(requires level 10), poison(requires level 10), darkness(requires level 10), seal(requires level 10), ignore defense(requires level 30)
Epic: +% str, +% dex, +% int, +% luk, +% hp, +% mp, +% acc, +% avoid, +% att, +% magic, increase critical rate, +% damage, +% all stats, heal hp on kills, heal mp on kills, ignore defense(requires level 50)
Unique: +% str, +% dex, +% int, +% luk, +% hp, +% mp, +% acc, +% avoid, +% att, +% magic, increase critical rate, +% damage, +% all stats, ignore defense(requires level 50), increase damage on bosses +20%(requires level 50), increase damage on bosses +30%(requires level 50)
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#11
I believe +hp, +mp are also options but I can't be certain.

And it seems likely that in addition to the rank an item identifies as, it can (at least) get stuff from 1 rank lower. I can't tell if you've included that in the lists. I think epic should have +str/dex/luk/int too.
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#12
Stereo Wrote:
And it seems likely that in addition to the rank an item identifies as, it can (at least) get stuff from 1 rank lower. I can't tell if you've included that in the lists. I think epic should have +str/dex/luk/int too.

The way they constructed the data, I would assume each of those lines is one single individual bonus on its own. I don't expect it to imply any retroactive effects (higher quality includes features of lower qualities) here. And that's a good thing, so I hope it works out that way.

To invalidate this theory, a single screenshot of Epic/Unique item with +stat would suffice.
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#13
If the chances of bonuses did stack, what would be the difference between 00 and 01 in the first two digits then? Maybe 00 is for the star/enhancement system? As said above, a single screenshot of something with a lower-leveled bonus than its rating would disprove this.
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#14
Cyanne Wrote:If the chances of bonuses did stack, what would be the difference between 00 and 01 in the first two digits then? Maybe 00 is for the star/enhancement system? As said above, a single screenshot of something with a lower-leveled bonus than its rating would disprove this.

The facial expressions are rated 0.

http://spadow.files.wordpress.com/2010/0...=250&h=416

Here's a Rare item with the facial expression.

So either
1) 00 + 01 (01 + 02, 02 + 03)
2) 00 + x (00 + 01, 00 + 02, 00 + 03)
3) 00 ~ x (00 + 01, 00 + 01 + 02, 00 + 01 + 02 + 03)

Need to find an item with 03 + 01, or 03 + 02 + 01 exclusive to prove which.

But for example, an item with 6% and 9% is showing ratings 2 and 3 - since 6% is an Epic rating, 9% is a Unique rating. As far as I can see there's no 6% stats Unique for level 71+ equips so it's gotta be from somewhere else. Makes the most sense that items can have 2 ratings (x or x-1) to me.
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#15
Stereo Wrote:
But for example, an item with 6% and 9% is showing ratings 2 and 3 - since 6% is an Epic rating, 9% is a Unique rating. As far as I can see there's no 6% stats Unique for level 71+ equips so it's gotta be from somewhere else. Makes the most sense that items can have 2 ratings (x or x-1) to me.

That could be true. Since we can safely assume that incSTAT doesn't act as the ceiling for random variations (seeing how there have been no screenshots with a +5%stat), what it can function as is the absolute/fixed bonus values itself.

 backup evidence
[imgspoiler=moar backup]http://img14.imageshack.us/img14/4516/pendantk.jpg[/imgspoiler]
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#16
So say you're a BM and you use hurricane for everything would you be able to recover enough MP/hit to attack nonstop?
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#17
I have a question.

Quote:10 - mini HB/Haste/Magic Door/SE, I think. Requires level 70 or 120, and has +1 level.

Is this character's level, or the item's level? Makes sense to me both ways, but I'm assuming it's the item that matters. If so, brb hoarding PoT.
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#18
 Spoiler

Interested in that, you see, for level 90 and 100 equips, it says 5, but it's really common to see them adding 10....
It adds 5 and 10 (I got both cases on my king cent), question is why o,o
(started wondering about this because I noticed that level 80 weapons added 8 weapon attack and level 120 added 12, so I came here to check the attack limit on each level.)
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#19
 Spoiler

This is the "Rare" level physical attack boost. You can get level 0 or 1 bonuses on Rare items, then 2 on Epic and 3 on Unique.

I'm thinking of reformatting this information into a more readable table.
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#20
I thought Rare items couldnt have more than 3% stats?

 Spoiler
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