Aion how does enchanting work




















Now here is the worst of all. I had used over 25 legendary pvp stones to get to level 13 on a legendary dark talon helm, being it took so many legendary stones I figured I would use some ultimate pvp stones that I morphed, I tried the first one an it failed then the 2nd failed, on the level 13 legendary helm.

I morphed 3 more ultimate an the first failed an then the 2nd one proc'd an the 3rd failed There is no way any system should be doing that to any player.

I have wrote it many times and I will keep writing it. The RNG is short for "random number generator". In university in the programming courses where we made those, we learned one thing: RNG on a pc is only when there is human input, anything else is an algorithm. Now there are good and bad RNG algorithms and apparently Aion has an algorithm that makes sure you fail way more than normal.

It seems like it is filling fail quotas that need to be filled before successes happen. THAT is not the true randomness we think, it is either an RNG algorithm that works as intended and makes sure your success rate is pretty low, or it is a badly implemented algorithm that somehow breaks the chances accidentally Aion is known for breaking things accidentally and GMs can't find a fix, as if Aion is not code, and it has its own entity and can act independently. The enchant rates that we were given in that table is nothing but a placebo, because there is no such ting as pure randomness, the algorithm is either bad or badly implemented.

Conspiracy theories and superstitions. Many people will enchant in non populated areas, others will jump 5 times before hitting enchant and the majority of people "know" all these do not work. So eventually a "trick" was found, you had to hit enchant and cancel it, hit enchant again and cancel it again, you had to do this "many" times, after some time you hit enchant and let it go through Think of the minion combining, when you fail your next trial has more chances to succeed and it is in the patch notes.

Who tells us that the faux-RNG aion algorithm doesn't have something similar? All this was in 5. The main reason for the break is because of the frustration of using 25 legendary and only going from level 10 to level13, So after a few days I came back thinking that some time away from enchanting might help better it, Well it didn't' as I stated I used 5 ultimate pvp stones that we're morphed only to go from level 13 to 14 after using 5 ultimate pvp stones , which equates to 25 legendary stones being used to morph it into 5 ultimate stones, yet im at level 14,, maybe if I leave for a year I might be able to make it to level 15,,,,.

IMHO, in 6. Also, I think I sort of developed intuition on when the enchant click most likely to succeed. RNG is calculated differently for everyone in game. Some people have much higher chances at combining stuff while others better at enchanting and some great and bad at both. Crafting as well. I for one fall in the bad combine category which is why it took me forever to get Legendary Xforms from Ancient combines and had to use 2 tokens to get my first S-Rank minion while combining 4 A-Rank pets.

I know some that got 2 S-Rank twice in a row combining just 2 A-Rank minions, I know somethat failed 6 times in a row using 2 A-Rank combines 6 times. I had a ton of double procs. I tend to get good odds enchanting gear in general but the other day while making a second set of T2 PVP Dark Talon Accessories I have over 30K fighting spirit framents, and over 2. So I said screw it and disenchanted them and bought another ring and necklace with genesis crystals DE'd them and got another one, and another one because I wanted to see if it was really the enchantment rate, the item, or me I feel like there are going to be items that will be a bane to your existence which makes me think it's a combination of the player and the item when it comes to RNG.

If enchantment rates are indeed what they were changed to in 6. There is no way one should fail stones in a row multiple times on an ancient piece using ancient stones. This happened about times. If I rolled a 33 I'd get a 36 or 31 or 37 for my next 2 or 3 rolls. I stopped and started doing the manual enchants 1 by 1 and my success and fail rates were drastically different. Great job once again GameForge! WreckingLord - Oct 26th , pm. General Discussion.

A little bit of Humor in this comedy situation! Orange - Oct 5th , pm. Aion 5. Sparx - Feb 7th , am. Hello people, I am writing this post because I'd like to bring some clarity into the confusion of RNG, that everyone seems to have stumble upon. To make it really simple, I'll explain the basics, based on Aion's 6. So, if you failed 10 times in a row it doesn't mean you should succeed on the next enchants. All you have is "odds" in a raw RNG system.

Ours is a pseudo-random, which means our enchanments or drop chances are generated in a predictable fashion using a mathematical formula. This is okay but it's not really the "random" we're expecting. But speculating on either they lie or tell the truth it's just a complete waste of time, period. Now it's time for a 6.

The numbers above speak for themselves. Success will lead to increasing the item's enchantment level by one level or more called critical success. Failure will lead to decreasing the item's enchantment level by one. Success rates are determined by the grade of the item. The only way to increase the odds is using greater tier of enchantment stones. Likewise, acquisition of higher tier stones becomes more difficult the greater tier it is.

The most optimal strategy for enchanting an item is to use the cheapest stones until the odds of failure are too high. Bonus stats, stats gained form enchanting an item, are displayed next to the base stats between parenthesis. The following information applies to gear previous to the 6. For updated information, see the sections above. If the player fails to enchant an item, it loses one enchantment level.

Enchanting Archdaeva Gear , if the enchantment fails, the item is destroyed completely, with a chance of giving the player back the manastones and godstone socketed, as well as crafting materials. Due to this, gear has a much higher chance to succeed in enchantment.

While based on luck, the player may improve their chances in certain ways. Regardless, the player may use of certain strategies to make the odds better. Making use of them allows players to pass that set limit. While there is no actual limit when enchanting, it progressively becomes more and more challenging as the level rises, in a way that odds become lower. However, every equipment has its own "maximum enchantment level", which is then automatically passed when it is reached.

In lower levels, this limit is set by the grade of the item. For Common , Superior and Heroic grade gear, it is And, generally, for Fabled , Eternal and Mythic items, it is



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