Grades & Options: Difference between revisions

From Newstyle Wiki
Jump to navigation Jump to search
No edit summary
 
(One intermediate revision by the same user not shown)
Line 3: Line 3:
The '''Equipment Grade System''' is a mechanic that allows players to determine the quality of their equipment by revealing a '''Grade'''.
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.
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.
Grades can be determined only once per item and cannot be changed or rerolled.
Line 38: Line 33:
* Shoes
* Shoes
* Shields
* Shields
* Accessories
Items that are excluded:
* Costume equipment
* Shadow equipment
* Time-limited (expired) items
* Items with disabled grade support


== '''Grade Determination Chance''' ==
== '''Grade Determination Chance''' ==
Line 54: Line 42:
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Mode
! Mode
! Description
! Item
! Chance to obtain a grade
! Chance to obtain a grade
|-
|-
| '''Standard'''
| '''Standard'''
| Basic grading item
| Property Identifier
| '''40%'''
| '''40%'''
|-
|-
| '''Guaranteed'''
| '''Guaranteed'''
| Premium grading item
| Magic Property Identifier
| '''100%'''
| '''100%'''
|}
|}
Line 114: Line 102:


These chances apply '''only after''' a successful grade determination.
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''' ==
== '''Random Options per Grade''' ==
Line 193: Line 138:
* Later options can roll stronger values
* Later options can roll stronger values


== '''Failure Conditions''' ==
== '''Option List''' ==
 
{| class="wikitable"
Grade determination will fail if:
! rowspan="2" |Equipment Type
 
! rowspan="2" |Bonus
* The item is not equipped
! colspan="2" |Grade 1
* The item already has a grade
! colspan="2" |Grade 2
* The item does not support random options
! colspan="2" |Grade 3
* The player does not have the required grading item
|-
 
!min
On failure:
!max
* The grading item is consumed
!min
* No grade is applied
!max
* The equipment remains unchanged
!min
 
!max
== '''Visual Effects''' ==
|-
 
! rowspan="34" |Weapon
Upon successful grade determination, a visual effect is displayed to nearby players,
|ATK
highlighting the rarity and importance of the upgrade.
|1
 
|15
== '''Design Notes''' ==
|5
 
|25
* The system intentionally favors lower grades to control item power inflation
|10
* High-grade items are meant to be rare and valuable
|35
* Guaranteed grading items provide consistency while preserving randomness
|-
* The system is tightly integrated with the random option framework
|% ATK
 
|1
== '''Future Extensions''' ==
|4
 
|1
Possible future additions:
|5
* Grade reroll mechanics
|1
* Grade protection items
|6
* Grade-based content restrictions
|-
* Special event-only grade rules
|MATK
|1
|15
|5
|25
|10
|35
|-
|% MATK
|1
|4
|1
|5
|1
|6
|-
|% ASPD
|1
|5
|1
|7
|1
|10
|-
|% Aftercast delay
|1
|4
|1
|5
|1
|6
|-
|% Casting time
|1
|4
|1
|5
|1
|6
|-
|% Misc ATK
|1
|4
|1
|5
|1
|6
|-
|% Damage to Angel race units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Boss race units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Insect race units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Plant race units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Brute race units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Demon race units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Dragon race units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Fish race units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Formless race  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Undead race units
|1
|4
|1
|5
|1
|6
|-
|% Damage to units of any race  (except for players)
|1
|4
|1
|5
|1
|6
|-
|% Ignore target's MDEF  (except for players)
|1
|4
|1
|5
|1
|6
|-
|% Ignore target's DEF (except  for players)
|1
|4
|1
|5
|1
|6
|-
|% Damage to Dark element  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Earth element  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Fire element  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Ghost element  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Holy element  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Neutral element  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Poison element  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Undead element  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Water element  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Wind element  units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Small size units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Medium size units
|1
|4
|1
|5
|1
|6
|-
|% Damage to Large size units
|1
|4
|1
|5
|1
|6
|-
! rowspan="16" |Headgear
|ATK
|1
|5
|1
|10
|1
|15
|-
|MATK
|1
|5
|1
|10
|1
|15
|-
|Max SP
|1
|10
|5
|20
|5
|30
|-
|% Natural HP recovery
|1
|5
|5
|15
|5
|25
|-
|% Natural SP recovery
|1
|5
|5
|15
|5
|25
|-
|MDEF2
|1
|5
|1
|10
|1
|15
|-
|% Resistance to Poison status
|1
|5
|3
|8
|5
|10
|-
|% Resistance to Silence status
|1
|5
|3
|8
|5
|10
|-
|% Resistance to Bleeding status
|1
|5
|3
|8
|5
|10
|-
|% Resistance to Blind status
|1
|5
|3
|8
|5
|10
|-
|% Resistance to Curse status
|1
|5
|3
|8
|5
|10
|-
|% Resistance to Stone status
|1
|5
|3
|8
|5
|10
|-
|% Resistance to Confusion status
|1
|5
|3
|8
|5
|10
|-
|% Resistance to Sleep status
|1
|5
|3
|8
|5
|10
|-
|% Resistance to Stun status
|1
|5
|3
|8
|5
|10
|-
|% Resistance to Freeze status
|1
|5
|3
|8
|5
|10
|-
! rowspan="16" |Shield
|Max HP
|50
|150
|70
|210
|90
|270
|-
|% Natural SP recovery
|1
|10
|5
|25
|10
|35
|-
|% Natural HP recovery
|1
|10
|5
|25
|10
|35
|-
|% Heal amount from skills
|1
|3
|1
|3
|1
|4
|-
|% Healing items recovery rate
|1
|3
|1
|3
|1
|4
|-
|% Damage reduction from range physical  attacks
|1
|3
|1
|3
|1
|4
|-
|% Damage reduction against magical  attacks
|1
|3
|1
|3
|1
|4
|-
|% Resistance to Water element
|1
|3
|1
|3
|1
|4
|-
|% Resistance to Earth element
|1
|3
|1
|3
|1
|4
|-
|% Resistance to Fire element
|1
|3
|1
|3
|1
|4
|-
|% Resistance to Wind element
|1
|3
|1
|3
|1
|4
|-
|% Resistance to Poison element
|1
|3
|1
|3
|1
|4
|-
|% Resistance to Holy element
|1
|3
|1
|3
|1
|4
|-
|% Resistance to Dark element
|1
|3
|1
|3
|1
|4
|-
|% Resistance to Ghost element
|1
|3
|1
|3
|1
|4
|-
|% Resistance to Undead element
|1
|3
|1
|3
|1
|4
|-
! rowspan="15" |Armor
|ATK
|1
|10
|1
|15
|5
|20
|-
|MATK
|1
|10
|1
|15
|5
|20
|-
|Max HP
|50
|150
|70
|210
|90
|270
|-
|% Max HP
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Formless race
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Undead race
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Brute race
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Plant race
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Insect race
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Fish race
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Demon race
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Angel race
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Dragon race
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Boss race
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Demi-Human  (except for players) race
|1
|2
|1
|3
|1
|4
|-
! rowspan="16" |Garment
|% EXP from monsters
|1
|5
|1
|15
|5
|25
|-
|% Drop rate
|1
|2
|1
|3
|1
|4
|-
|Max weight
|20
|60
|40
|120
|60
|180
|-
|% Max HP
|1
|2
|1
|3
|1
|4
|-
|% Max SP
|1
|2
|1
|3
|1
|4
|-
|% Natural HP recovery
|1
|5
|1
|15
|5
|25
|-
|% Natural SP recovery
|1
|5
|1
|15
|5
|25
|-
|% ASPD
|1
|2
|1
|3
|1
|4
|-
|FLEE
|1
|5
|1
|10
|5
|15
|-
|% FLEE
|1
|2
|1
|3
|1
|4
|-
|% SP consumption
|1
|2
|1
|3
|1
|4
|-
|% Critical attack chance
|1
|2
|1
|3
|1
|4
|-
|% Critical attack damage
|1
|2
|1
|3
|1
|4
|-
|% Chance to avoid critical hit
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction against magical  attacks
|1
|2
|1
|3
|1
|4
|-
|% Damage reduction from Boss race
|1
|2
|1
|3
|1
|4
|-
! rowspan="16" |Footgear
|% EXP from monsters
|1
|5
|1
|15
|5
|25
|-
|% Drop rate
|1
|2
|1
|3
|1
|4
|-
|Max weight
|20
|60
|40
|120
|60
|180
|-
|% Movement speed
|1
|2
|1
|3
|1
|4
|-
|% Max HP
|1
|2
|1
|3
|1
|4
|-
|Max SP
|5
|15
|10
|30
|15
|45
|-
|% Max SP
|1
|2
|1
|3
|1
|4
|-
|% Natural HP recovery
|1
|5
|1
|15
|5
|25
|-
|% Natural SP recovery
|1
|5
|1
|15
|5
|25
|-
|% SP consumption
|1
|2
|1
|3
|1
|4
|-
|HIT
|1
|5
|1
|10
|5
|15
|-
|% HIT
|1
|2
|1
|3
|1
|4
|-
|DEF2
|1
|5
|1
|10
|5
|15
|-
|MDEF2
|1
|5
|1
|10
|5
|15
|-
|% Damage reduction from range  physical attacks
|1
|2
|1
|3
|1
|4
|-
|% Chance to avoid critical hit
|1
|2
|1
|3
|1
|4
|}

Latest revision as of 06:46, 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.

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

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 Item Chance to obtain a grade
Standard Property Identifier 40%
Guaranteed Magic Property Identifier 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.

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

Option List

Equipment Type Bonus Grade 1 Grade 2 Grade 3
min max min max min max
Weapon ATK 1 15 5 25 10 35
% ATK 1 4 1 5 1 6
MATK 1 15 5 25 10 35
% MATK 1 4 1 5 1 6
% ASPD 1 5 1 7 1 10
% Aftercast delay 1 4 1 5 1 6
% Casting time 1 4 1 5 1 6
% Misc ATK 1 4 1 5 1 6
% Damage to Angel race units 1 4 1 5 1 6
% Damage to Boss race units 1 4 1 5 1 6
% Damage to Insect race units 1 4 1 5 1 6
% Damage to Plant race units 1 4 1 5 1 6
% Damage to Brute race units 1 4 1 5 1 6
% Damage to Demon race units 1 4 1 5 1 6
% Damage to Dragon race units 1 4 1 5 1 6
% Damage to Fish race units 1 4 1 5 1 6
% Damage to Formless race units 1 4 1 5 1 6
% Damage to Undead race units 1 4 1 5 1 6
% Damage to units of any race (except for players) 1 4 1 5 1 6
% Ignore target's MDEF (except for players) 1 4 1 5 1 6
% Ignore target's DEF (except for players) 1 4 1 5 1 6
% Damage to Dark element units 1 4 1 5 1 6
% Damage to Earth element units 1 4 1 5 1 6
% Damage to Fire element units 1 4 1 5 1 6
% Damage to Ghost element units 1 4 1 5 1 6
% Damage to Holy element units 1 4 1 5 1 6
% Damage to Neutral element units 1 4 1 5 1 6
% Damage to Poison element units 1 4 1 5 1 6
% Damage to Undead element units 1 4 1 5 1 6
% Damage to Water element units 1 4 1 5 1 6
% Damage to Wind element units 1 4 1 5 1 6
% Damage to Small size units 1 4 1 5 1 6
% Damage to Medium size units 1 4 1 5 1 6
% Damage to Large size units 1 4 1 5 1 6
Headgear ATK 1 5 1 10 1 15
MATK 1 5 1 10 1 15
Max SP 1 10 5 20 5 30
% Natural HP recovery 1 5 5 15 5 25
% Natural SP recovery 1 5 5 15 5 25
MDEF2 1 5 1 10 1 15
% Resistance to Poison status 1 5 3 8 5 10
% Resistance to Silence status 1 5 3 8 5 10
% Resistance to Bleeding status 1 5 3 8 5 10
% Resistance to Blind status 1 5 3 8 5 10
% Resistance to Curse status 1 5 3 8 5 10
% Resistance to Stone status 1 5 3 8 5 10
% Resistance to Confusion status 1 5 3 8 5 10
% Resistance to Sleep status 1 5 3 8 5 10
% Resistance to Stun status 1 5 3 8 5 10
% Resistance to Freeze status 1 5 3 8 5 10
Shield Max HP 50 150 70 210 90 270
% Natural SP recovery 1 10 5 25 10 35
% Natural HP recovery 1 10 5 25 10 35
% Heal amount from skills 1 3 1 3 1 4
% Healing items recovery rate 1 3 1 3 1 4
% Damage reduction from range physical attacks 1 3 1 3 1 4
% Damage reduction against magical attacks 1 3 1 3 1 4
% Resistance to Water element 1 3 1 3 1 4
% Resistance to Earth element 1 3 1 3 1 4
% Resistance to Fire element 1 3 1 3 1 4
% Resistance to Wind element 1 3 1 3 1 4
% Resistance to Poison element 1 3 1 3 1 4
% Resistance to Holy element 1 3 1 3 1 4
% Resistance to Dark element 1 3 1 3 1 4
% Resistance to Ghost element 1 3 1 3 1 4
% Resistance to Undead element 1 3 1 3 1 4
Armor ATK 1 10 1 15 5 20
MATK 1 10 1 15 5 20
Max HP 50 150 70 210 90 270
% Max HP 1 2 1 3 1 4
% Damage reduction from Formless race 1 2 1 3 1 4
% Damage reduction from Undead race 1 2 1 3 1 4
% Damage reduction from Brute race 1 2 1 3 1 4
% Damage reduction from Plant race 1 2 1 3 1 4
% Damage reduction from Insect race 1 2 1 3 1 4
% Damage reduction from Fish race 1 2 1 3 1 4
% Damage reduction from Demon race 1 2 1 3 1 4
% Damage reduction from Angel race 1 2 1 3 1 4
% Damage reduction from Dragon race 1 2 1 3 1 4
% Damage reduction from Boss race 1 2 1 3 1 4
% Damage reduction from Demi-Human (except for players) race 1 2 1 3 1 4
Garment % EXP from monsters 1 5 1 15 5 25
% Drop rate 1 2 1 3 1 4
Max weight 20 60 40 120 60 180
% Max HP 1 2 1 3 1 4
% Max SP 1 2 1 3 1 4
% Natural HP recovery 1 5 1 15 5 25
% Natural SP recovery 1 5 1 15 5 25
% ASPD 1 2 1 3 1 4
FLEE 1 5 1 10 5 15
% FLEE 1 2 1 3 1 4
% SP consumption 1 2 1 3 1 4
% Critical attack chance 1 2 1 3 1 4
% Critical attack damage 1 2 1 3 1 4
% Chance to avoid critical hit 1 2 1 3 1 4
% Damage reduction against magical attacks 1 2 1 3 1 4
% Damage reduction from Boss race 1 2 1 3 1 4
Footgear % EXP from monsters 1 5 1 15 5 25
% Drop rate 1 2 1 3 1 4
Max weight 20 60 40 120 60 180
% Movement speed 1 2 1 3 1 4
% Max HP 1 2 1 3 1 4
Max SP 5 15 10 30 15 45
% Max SP 1 2 1 3 1 4
% Natural HP recovery 1 5 1 15 5 25
% Natural SP recovery 1 5 1 15 5 25
% SP consumption 1 2 1 3 1 4
HIT 1 5 1 10 5 15
% HIT 1 2 1 3 1 4
DEF2 1 5 1 10 5 15
MDEF2 1 5 1 10 5 15
% Damage reduction from range physical attacks 1 2 1 3 1 4
% Chance to avoid critical hit 1 2 1 3 1 4