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 Post subject: Alchemy Terms Explained
PostPosted: Tue Mar 13, 2007 7:58 pm 
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I posted this little guide in the Guides section but seeing as there arent a lot of posts there, and i know this section is viewed a lot, i will post it here. (Mods feel free to delete the other thread i made)


Well, i have been asked questions by a few different people about the stats and blues on items. I prepared a long response for one of those people and decided to post cause i have seen these questions asked quite a bit. Here it goes:

Below is a basic explaination:
Physical Defence: 28.4 (+22%)
Description: Defence Added: How much better than NPC armor

Basically, from what you can see above, the higher the % in brackets, the higher the stat is compared to NPC gear (NPC gear will always have (+0%)...and therefore better. Its always ideal to have the highest % possible beside a white stat (white stats are the ones located on the top of the item, IE, not the blue stats added).

Now that you know how that works, i will work into the blues. There are a few different blues that can be added, depending on whether its a piece of armor, a weapon, or a shield

Armor:
INT (Int Tablet): Adds INT stats to your character. Doing so will increase your total MP and Magical Defence as well as increase magical damage.

STR (Str Tablet): Adds STR stats to your character. Doing so will increase your total HP and Physical Defence as well as increase physical damage.

Durability (Masters Tablet): Adds an additional percentage of durability to your item.

Parry Ratio (Dodging Tablet): Adds Parry Ratio. Parry ratio will decrease the damage taken.

HP (Stamina Tablet) **NOTE** Can only be added to Legs, Chest, and Head pieces: Adds additional HP. Self explanitory.

MP (Magic Tablet) **NOTE** Can only be added to Legs, Chest, and Head pieces: Adds additional MP. Self explanitory.

Weapons:
INT (Int Tablet): Adds INT stats to your character. Doing so will increase your total MP and Magical Defence as well as increase magical damage.

STR (Str Tablet): Adds STR stats to your character. Doing so will increase your total HP and Physical Defence as well as increase physical damage.

Durability (Masters Tablet): Adds an additional percentage of durability to your item.

Attack Rating (Strikes Tablet): Adds Attack Rating. Attack rating will help you hit closer to your maximum damage. IE. Your physical attack is 200-325, a higher attack rating will help you consistently hit closer to 325.

Block Ratio (Discipline Tablet): Adds Block Ratio. This will lessen the chance of a block when attacking an enemy with a shield.

Shields:
INT (Int Tablet): Adds INT stats to your character. Doing so will increase your total MP and Magical Defence as well as increase magical damage.

STR (Str Tablet): Adds STR stats to your character. Doing so will increase your total HP and Physical Defence as well as increase physical damage.

Durability (Masters Tablet): Adds an additional percentage of durability to your item.

Critical (Penetration Tablet): This adds Critical. This will lessen the chance that an enemy will hit for a Critical.

Special Stats for All Types:
Steady (Steady Tablet): This adds a Steady stat. This will prevent the item from losing permanent durability when trying to enchant (+) an item to, or above +5.

Lucky (Lucky Stone) **NOTE** You can NOT get lucky tablets. These stones are obtained by breaking items: This adds a Lucky stat. This acts just as a Lucky Powder does. Increases chances for successful enchantment.

Immortal (Immortal Stone) **NOTE** You can NOT get Immortal tablets. These stones are supplied through the Item Mall in-game. You have to pay real money for these.: This adds an Immortal Stat. Immortal will prevent an item from being destroyed when trying to enchant an item from +5 to +6, or higher. I have always thought that it was +4 to +5 or higher. I had a chat with a few people that have gone for +7 weapons and they stated that going from +4 to +5, an Immortal was NEVER used, but going from +5 to +6 or higher, Immortal WAS used.

Astral (Astral Stone) **NOTE** You can NOT get Astral tablets. These stones are supplied through the Item Mall in-game. You have to pay real money for these.: This adds an Astral stat. Astral keeps an item that is ALREADY +4, at +4 if enchantment fails. IE. Going from +4 to +5 fails. With Astral, your item will stay +4. Without Astral, your item will become +0 on a fail. The number of Immortals MUST BE EQUAL OR GREATER than the number of Astrals on an item. IE you can not have 1 Astral and 0 Immortals. You CAN have 1 Astral and 1 Immortal.

With Astral, Immortal, Lucky, and Steady. The stat will be decreased by 1 when needed. IE Astral 1, you fail from +4 to +5, the item will stay a +4, and the Astral will dissapear.

I hope this was clear. :D

If you see anything that needs to be modified, please let me know. Thanks.

EDIT: I dug up the best explaination for Physical and Magical reinforce on weapons from this thread:

http://www.silkroadforums.com/viewtopic ... =reinforce

NuclearSilo wrote:
Tallrik wrote:
"Phys reinforce affects how fast durability will go down on your weapon when using Phys. Attacks, and Mag Reinforce works the same way on mag. attacks"


false

Quote:
str is about physical aspect. The higher, the better your crits, physical resistance, physical damge, life span.

int is about magical aspect. The higher, the better your magic attack, magical resistance, and mana span.


false

and all are false.......

Phy/Mag have nothing to do with durability, but with your stat base. It's the bonus of damage added when u equip your weapon. Here is an exemple :
Image
Image

The mag power of my blade 56+3 is 705. With a mag reinforce 166.3%, and with 207 Int comes from my build, the bonus mag power when equip the weapon is 207*166.3%=344.2. So my final power when equip the weapon is 705+344.2=1049.2.

mag power (when weapon equiped) = mag power (weapon) + [mag reinforce (weapon) * Int]

Same with phy reinforce but apply with str.
Same with reinforce for defensive equip


Thanks NuclearSilo

I will find the equation for Physical Reinforcement. I know you have to add the % from your weapon mastery in there.

Doru wrote:
The formulas are:
Mag. Atk = Mag. attack power + (Int stat * Mag. Reinforce)
Phy. Atk = [Phy. attack power + (Str stat * Phy. Reinforce)] * [1 + weapon mastery/100]


Thanks Doru

Again. If you see anything that needs editing. Please let me know. I will be adding to this as questions get asked. Thanks.

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 Post subject: please reply to my post in Questions and answers section
PostPosted: Wed Mar 14, 2007 2:23 pm 
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it is posted with title Very important questions.. thanks .. i really need to understand a few things which are still unclear to me after reading your recent post. thanks


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 Post subject:
PostPosted: Wed Mar 14, 2007 3:14 pm 
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ellis you are my hero. Thanks for this and all the other hard work you put in here. Very much appreciated.


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 Post subject:
PostPosted: Wed Mar 14, 2007 3:29 pm 
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hellsharpt wrote:
ellis you are my hero. Thanks for this and all the other hard work you put in here. Very much appreciated.


Thanks for the kind words. 8)

I see questions mainly about the last 5 points (Immortal, Astral, Lucky, Steady, and Reinforcement) pop up as new topics everyday and noticed that there isnt a post with them all explained together. tatyawinchu pmed me asking about essentially everything that was in this post and i found myself writing a drawn out explination. Figured i would post it to help who i could.

What good is knowledge gained if you keep it to yourself :P

Any pointers or changes anyone sees would be greatly appreciated.

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 Post subject:
PostPosted: Fri Mar 16, 2007 7:24 pm 
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Heres a little Bumpage

Any suggestions on what should be added?

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 Post subject: Add in total damage done thingy
PostPosted: Mon Mar 19, 2007 8:34 am 
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I have already posted it elsewhere didnt get replies to it.

Total Damage done to the monster = ?

1) Physical damage

2) Only magical damage if River Fire Imbue is on

3) phy + mag damage if River fire imbue is on


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 Post subject: Re: Add in total damage done thingy
PostPosted: Wed Mar 21, 2007 7:51 pm 
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tatyawinchu wrote:
I have already posted it elsewhere didnt get replies to it.

Total Damage done to the monster = ?

1) Physical damage

2) Only magical damage if River Fire Imbue is on

3) phy + mag damage if River fire imbue is on


the last one.. phy+mag dmg.. imbue increases dmg

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 Post subject: Class of tablets..
PostPosted: Thu Mar 22, 2007 8:42 am 
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Well.. little more thing about tablets ..

There are 2 class/family of tablets ..

Ruby and Jade


I think Jade tablets are weaker and will "reset" the attribute for good or bad value

I think Ruby tablets are better and will IMPROVE the value..

Kindly correct the above if its wrong.

thanks


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 Post subject: Re: Class of tablets..
PostPosted: Thu Mar 22, 2007 3:40 pm 
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tatyawinchu wrote:
Well.. little more thing about tablets ..

There are 2 class/family of tablets ..

Ruby and Jade


I think Jade tablets are weaker and will "reset" the attribute for good or bad value

I think Ruby tablets are better and will IMPROVE the value..

Kindly correct the above if its wrong.

thanks


Totally INCORRECT!

Jade tablets add blues to your items which can increase 'white' stats
(for instance it can add durability and attack rating) and/or adds like Int + Str.

Ruby tablets changes 'white' stats %'s.
(for instance warrior stones changes phyiscal reinforce %'s/Courage phyiscal damage %'s etc.)

Furthermore EllisD only went into stones for adding BLUE's and not changing the white stats.

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 Post subject:
PostPosted: Thu Mar 22, 2007 3:47 pm 
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a small paragraph about what assimilation means would be a good add on for that guide ellis, also 'lucky' spots, and NOT doing alchemy when the server is very busy/laggy etc...

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 Post subject:
PostPosted: Sat Mar 24, 2007 10:45 am 
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Edit: NVM

I can't read parenthesis....

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Last edited by rabbit on Mon Mar 26, 2007 5:54 am, edited 1 time in total.

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 Post subject:
PostPosted: Mon Mar 26, 2007 3:16 am 
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your calculations for reinforcement are completely and utterly wrong. I raised my magic reinforcement on one piece of my garments today and re-equipped it and now my magic balance is 116% it used to be 115%. Now I do slightly more damage but my magical attack power is the same. So that means it's calculated seperately and clothes reinforcements affect damage. Simple. Joymax even specifically said that raising your magic balance, even by doing it to your clothes, will increase your magic damage.
The final calculation of damage when you hit something is very complicated but I'll try and break it down. In total, it combines the attack power of your active skills, your powerups, your int, str, mastery lvl, both reinforcements, attack rating, and the enemies multiple areas of defense and natural weaknesses (don't hit red eye ghosts with fire, ice does significantly more for example) It's obvious that 116% magic balance gives you an extra 16% damage but the important part is when that is applied. All I know about the order is that the weapon skill you have on (basic fire/ice/lightning one) adds 1% for every lvl of mastery you have in that area first. Then that's added to the second value. For that one, forget adding all the other crap together because when you click the thing in the top left, it's added all up for you. Your total magic attack power is listed there and it's a total of everything. If you're interested, it's either made up of 1 point per int (including alchemied int) plus the magic attack of your weapon, multiplied by its magical reinforcement OR the magic reinforcement on the weapon is added to the total amount on your character and int from lvling is weighted higher. Either way, the total magic power listed up there is multiplied by your total listed magic reinoforcement and that's how much damage you would do with a regular hit on a completely undefended target with just magic. Then it does all that again but with str and physical reinforcement. With pure ints, your hits are about 85% magic power and 15% physical power. Pure ints can test it by hitting someone who has fire wall on. All the magic damage is stripped off and only physical actually hits them. Or you can just hit them with a plain weapon with no magic skill on, thus getting rid of the magic attack calculation completely.

Okay now for you nit pickers, this is the logic behind all that which proves it:
- hybrids can hit pretty high so the physical and magical damages have to be added together or it wouldn't do that. Also when hybrids hit me with fire wall on, I get hit for half the normal damage :( darn hydrids
- extensive fire and ice wall testing because they remove one type of damage completely
- the amount of decrease in damage by un-equipping my weapon is the same as the drop in overall attack power as listed in the top left multiplied by the reinforcements
- Upgrading my int from 0 -> 4 on all my equips added 4 magic attack power.
- Upgrading my reinforcements increased the damage I do without raising my listed attack powers so it has to be calculated seperately as a whole

So there ya go.

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