Grades & Options: Difference between revisions

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= '''Equipment Grade System''' =
 
The '''Equipment Grade System''' is a mechanic that allows players to determine the quality of their equipment by revealing a '''Grade'''.
Each grade defines how many '''Random Options''' an item can receive and affects the possible strength of those options.
 
This system is designed to:
* add controlled randomness to equipment progression,
* prevent instant best-in-slot items,
* create long-term item hunting and improvement goals.
 
Grades can be determined only once per item and cannot be changed or rerolled.
 
== '''General Overview''' ==
 
When the grade of an item is determined:
 
* The item receives a '''Grade''' (I, II, or III)
* Based on the grade, the item gains:
  * '''1 random option''' (Grade I)
  * '''2 random options''' (Grade II)
  * '''3 random options''' (Grade III)
* Each option is rolled independently with its own value range
 
Important rules:
* Grade determination is '''irreversible'''
* Items that already have a grade cannot be graded again
* Items that do not support options cannot receive a grade
* The grading item is consumed regardless of the result
 
== '''Which Items Can Be Graded''' ==
 
Only equipment items that support random options can receive a grade.
 
Supported categories include:
* Weapons
* Armors
* Garments
* Shoes
* Shields
* Accessories
 
Items that are excluded:
* Costume equipment
* Shadow equipment
* Time-limited (expired) items
* Items with disabled grade support
 
== '''Grade Determination Chance''' ==
 
The first step is checking whether a grade is successfully determined.
 
There are currently two grading modes, depending on the item used to initiate the process.
 
{| class="wikitable" style="text-align:center;"
! Mode
! Description
! Chance to obtain a grade
|-
| '''Standard'''
| Basic grading item
| '''40%'''
|-
| '''Guaranteed'''
| Premium grading item
| '''100%'''
|}
 
If this check fails, the item remains unchanged and no grade is applied.
 
== '''Grade Distribution (When Successful)''' ==
 
If the grade determination succeeds, the system rolls which grade is applied.
The probabilities depend on the grading mode.
 
=== '''Standard Mode''' ===
 
{| class="wikitable" style="text-align:center;"
! Grade
! Number of Options
! Chance
|-
| Grade I
| 1 option
| '''80%'''
|-
| Grade II
| 2 options
| '''15%'''
|-
| Grade III
| 3 options
| '''5%'''
|}
 
=== '''Guaranteed Mode''' ===
 
{| class="wikitable" style="text-align:center;"
! Grade
! Number of Options
! Chance
|-
| Grade I
| 1 option
| '''65%'''
|-
| Grade II
| 2 options
| '''25%'''
|-
| Grade III
| 3 options
| '''10%'''
|}
 
These chances apply '''only after''' a successful grade determination.
 
== '''Overall Probability Summary''' ==
 
The table below shows the '''final effective chance''' of obtaining each grade,
taking into account both the grade determination chance and grade distribution.
 
=== '''Standard Mode (40%)''' ===
 
{| class="wikitable" style="text-align:center;"
! Result
! Effective Chance
|-
| No Grade
| '''60%'''
|-
| Grade I
| '''32%'''
|-
| Grade II
| '''6%'''
|-
| Grade III
| '''2%'''
|}
 
=== '''Guaranteed Mode (100%)''' ===
 
{| class="wikitable" style="text-align:center;"
! Result
! Effective Chance
|-
| No Grade
| '''0%'''
|-
| Grade I
| '''65%'''
|-
| Grade II
| '''25%'''
|-
| Grade III
| '''10%'''
|}
 
== '''Random Options per Grade''' ==
 
The grade determines how many random options the item receives.
 
{| class="wikitable" style="text-align:center;"
! Grade
! Options Granted
|-
| Grade I
| 1 random option
|-
| Grade II
| 2 random options
|-
| Grade III
| 3 random options
|}
 
Each option:
* Is selected from a predefined pool based on its slot
* Has its own minimum and maximum value
* Is rolled independently
 
== '''Option Value Scaling by Grade''' ==
 
Option values scale with the grade slot.
 
* Option 1 uses the '''Grade I''' value range
* Option 2 uses the '''Grade II''' value range
* Option 3 uses the '''Grade III''' value range
 
This ensures that:
* Higher-grade items receive more options
* Later options can roll stronger values
 
== '''Failure Conditions''' ==
 
Grade determination will fail if:
 
* The item is not equipped
* The item already has a grade
* The item does not support random options
* The player does not have the required grading item
 
On failure:
* The grading item is consumed
* No grade is applied
* The equipment remains unchanged
 
== '''Visual Effects''' ==
 
Upon successful grade determination, a visual effect is displayed to nearby players,
highlighting the rarity and importance of the upgrade.
 
== '''Design Notes''' ==
 
* The system intentionally favors lower grades to control item power inflation
* High-grade items are meant to be rare and valuable
* Guaranteed grading items provide consistency while preserving randomness
* The system is tightly integrated with the random option framework
 
== '''Future Extensions''' ==
 
Possible future additions:
* Grade reroll mechanics
* Grade protection items
* Grade-based content restrictions
* Special event-only grade rules

Revision as of 06:37, 21 January 2026

Equipment Grade System

The Equipment Grade System is a mechanic that allows players to determine the quality of their equipment by revealing a Grade. Each grade defines how many Random Options an item can receive and affects the possible strength of those options.

This system is designed to:

  • add controlled randomness to equipment progression,
  • prevent instant best-in-slot items,
  • create long-term item hunting and improvement goals.

Grades can be determined only once per item and cannot be changed or rerolled.

General Overview

When the grade of an item is determined:

  • The item receives a Grade (I, II, or III)
  • Based on the grade, the item gains:
 * 1 random option (Grade I)
 * 2 random options (Grade II)
 * 3 random options (Grade III)
  • Each option is rolled independently with its own value range

Important rules:

  • Grade determination is irreversible
  • Items that already have a grade cannot be graded again
  • Items that do not support options cannot receive a grade
  • The grading item is consumed regardless of the result

Which Items Can Be Graded

Only equipment items that support random options can receive a grade.

Supported categories include:

  • Weapons
  • Armors
  • Garments
  • Shoes
  • Shields
  • Accessories

Items that are excluded:

  • Costume equipment
  • Shadow equipment
  • Time-limited (expired) items
  • Items with disabled grade support

Grade Determination Chance

The first step is checking whether a grade is successfully determined.

There are currently two grading modes, depending on the item used to initiate the process.

Mode Description Chance to obtain a grade
Standard Basic grading item 40%
Guaranteed Premium grading item 100%

If this check fails, the item remains unchanged and no grade is applied.

Grade Distribution (When Successful)

If the grade determination succeeds, the system rolls which grade is applied. The probabilities depend on the grading mode.

Standard Mode

Grade Number of Options Chance
Grade I 1 option 80%
Grade II 2 options 15%
Grade III 3 options 5%

Guaranteed Mode

Grade Number of Options Chance
Grade I 1 option 65%
Grade II 2 options 25%
Grade III 3 options 10%

These chances apply only after a successful grade determination.

Overall Probability Summary

The table below shows the final effective chance of obtaining each grade, taking into account both the grade determination chance and grade distribution.

Standard Mode (40%)

Result Effective Chance
No Grade 60%
Grade I 32%
Grade II 6%
Grade III 2%

Guaranteed Mode (100%)

Result Effective Chance
No Grade 0%
Grade I 65%
Grade II 25%
Grade III 10%

Random Options per Grade

The grade determines how many random options the item receives.

Grade Options Granted
Grade I 1 random option
Grade II 2 random options
Grade III 3 random options

Each option:

  • Is selected from a predefined pool based on its slot
  • Has its own minimum and maximum value
  • Is rolled independently

Option Value Scaling by Grade

Option values scale with the grade slot.

  • Option 1 uses the Grade I value range
  • Option 2 uses the Grade II value range
  • Option 3 uses the Grade III value range

This ensures that:

  • Higher-grade items receive more options
  • Later options can roll stronger values

Failure Conditions

Grade determination will fail if:

  • The item is not equipped
  • The item already has a grade
  • The item does not support random options
  • The player does not have the required grading item

On failure:

  • The grading item is consumed
  • No grade is applied
  • The equipment remains unchanged

Visual Effects

Upon successful grade determination, a visual effect is displayed to nearby players, highlighting the rarity and importance of the upgrade.

Design Notes

  • The system intentionally favors lower grades to control item power inflation
  • High-grade items are meant to be rare and valuable
  • Guaranteed grading items provide consistency while preserving randomness
  • The system is tightly integrated with the random option framework

Future Extensions

Possible future additions:

  • Grade reroll mechanics
  • Grade protection items
  • Grade-based content restrictions
  • Special event-only grade rules