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Stat +20 | Low Potential | Statting guide nyaa~!

Discussion in 'Toram Online Game Guides' started by Lil☆Neko, Dec 15, 2019.

  1. Lil☆Neko

    Lil☆Neko Well-Known Member

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    ARMOR
    ADV GARB (CRIT)
    STAT% CD10% CD20 CR20
    Type : Armor
    Original Potential : 15
    Starting Potential : 1
    STEP #0: MATK %-2 x1
    STEP #1: Critical Damage % +1 x1
    STEP #2: Critical Damage +1, MATK %-1 x1
    STEP #3: Critical Damage +1 x1
    STEP #4: Critical Rate +2 x1
    STEP #5: MATK %-7, Accuracy-10, Magic Pierce %-5, Accuracy %-5 x1
    STEP #6: Critical Rate +1 x18
    STEP #7: AGI % +10, Critical Damage % +9, Critical Damage +18 x1
    Success rate: 100%
    ATK+6% CD+10% CD+20 CR+20
    Type : Armor
    Original Potential : 15
    Starting Potential : 38
    STEP #0: ATK % +1 x1
    STEP #1: Critical Damage % +1 x1
    STEP #2: Critical Damage +1 x2
    STEP #3: Critical Rate +1 x1
    STEP #4: MATK %-10, Magic Pierce %-5, Accuracy-10 x1
    STEP #5: Critical Rate +1 x19
    STEP #6: Critical Damage +1 x18
    STEP #7: ATK % +5, Critical Damage % +9, Accuracy %-5 x1
    Success rate: 100%

    ADV GARB (MAGE)
    INT10% MATK10% INT+8
    Type : Armor
    Original Potential : 15
    Starting Potential : 37
    STEP #0: MATK % +1 x1
    STEP #1: INT % +1 x1
    STEP #2: INT +1 x1
    STEP #3: ATK %-10, Accuracy-10, Physical Pierce %-5, Accuracy %-5 x1
    STEP #4: MATK % +9, INT % +9, INT +7, Natural HP Regen %-10 x1
    Success rate: 100% (-~4.5% for each additional INT%)
    P42+ can accomodate INT+9 at 100%

    PHYSICAL (CRIT)
    ATK7-10% CD10% CD20 CR20
    Type : Armor
    Original Potential : 41
    Starting Potential : 78
    STEP #0: ATK % +3 x1
    STEP #1: Critical Damage % +1 x1
    STEP #2: Critical Damage +1 x2
    STEP #3: Critical Rate +1 x1
    STEP #4: MATK %-10, Magic Pierce %-5, Accuracy-10 x1
    STEP #5: Critical Rate +1 x19
    STEP #6: Critical Damage +1 x18
    STEP #7: ATK % +5, Critical Damage % +9, Accuracy %-5 x1
    Success rate: 100%
    Type : Armor
    Original Potential : 34
    Starting Potential : 58
    STEP #0: ATK % +2 x1
    STEP #1: Critical Damage % +1 x1
    STEP #2: Critical Damage +1 x2
    STEP #3: Critical Rate +1 x1
    STEP #4: MATK %-10, Accuracy-10, Magic Pierce %-5 x1
    STEP #5: Critical Rate +1 x19
    STEP #6: Critical Damage +1 x18
    STEP #7: ATK % +5, Critical Damage % +9, Accuracy %-5 x1
    Success rate: 100%
    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: Critical Damage % +6 x1
    STEP #1: Critical Damage +1 x6
    STEP #2: Critical Rate +1 x1
    STEP #3: MATK %-10, Magic Pierce %-5, Accuracy-10, Accuracy %-5 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: ATK % +9, Critical Damage % +4, Critical Damage +14 x1
    Success rate: 67%
    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: Critical Damage % +6 x1
    STEP #1: Critical Damage +1 x6
    STEP #2: Critical Rate +1 x1
    STEP #3: MATK %-10, Magic Pierce %-5, Accuracy-10, Accuracy %-5 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: ATK % +10, Critical Damage % +4, Critical Damage +14 x1
    Success rate: 45%

    PHYSICAL (NO-CRIT)
    ATK+10% CD+10% CD+20 AGGRO-15%
    Type : Armor
    Original Potential : 41
    Starting Potential : 58
    STEP #0: ATK % +1 x1
    STEP #1: Critical Damage % +1 x1
    STEP #2: Critical Damage +1 x9
    STEP #3: MATK %-10, Magic Pierce %-5, Accuracy-10, Accuracy %-5 x1
    STEP #4: ATK % +9, Critical Damage % +9, Critical Damage +11, Aggro %-15 x1
    Success rate: 100%
    ATK5+% STR+10% CD10% CD20
    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: ATK % +3 x1
    STEP #1: Critical Damage % +1 x1
    STEP #2: Critical Damage +1 x3
    STEP #3: MATK %-10, Magic Pierce %-5, Accuracy-10, Accuracy %-5 x1
    STEP #4: ATK % +2, Critical Damage % +9, Critical Damage +17, STR % +10 x1
    Success rate: 95%
    (-19% success rate for every ATK% in addition)

    MAGE
    INT10% MATK10% INT20
    THIS IS ALSO YOUR MERC ARMOR FORMULA. REPLACE WITH ATK+10% STR+10% STR+20.

    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: MATK % +3, INT % +1 x1
    STEP #1: INT +1 x1
    STEP #2: ATK %-10, Physical Pierce %-5, Accuracy-10, Accuracy %-5 x1
    STEP #3: MATK % +7, INT % +9, INT +19, Natural HP Regen %-10 x1
    Success rate: 84%
    (INT+16 = 100%, p77+)

    PHYSICAL ELEMENTAL
    ELE+20% CD+10% CD+20 CR+20
    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: Critical Damage % +6 x1
    STEP #1: Critical Damage +1 x6
    STEP #2: Critical Rate +1 x1
    STEP #3: MATK %-10, Magic Pierce %-5, Accuracy-10, Accuracy %-5 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: % stronger against Fire +20, Critical Damage % +4, Critical Damage +14 x1
    Success rate: 83% (CD+8% = 100%, min p78)
    ELE+20% CD+10% CD+20 ATK+1+%
    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: ATK % +1 x1
    STEP #1: Critical Damage % +5 x1
    STEP #2: Critical Damage +1 x3
    STEP #3: MATK %-10, Magic Pierce %-5, Accuracy-10, Accuracy %-5 x1
    STEP #4: Critical Damage % +5, Critical Damage +17, % stronger against Fire +20 x1
    Success rate: 77% (-19% for every additional ATK%)

    MAGIC ELEMENTAL
    ELE+20% MATK+10% CSPD+20%
    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: MATK % +3 x1
    STEP #1: ATK %-10, Accuracy-10, Physical Pierce %-5, Accuracy %-5, Natural HP Regen %-10 x1
    STEP #2: CSPD % +1 x20
    STEP #3: MATK % +7, % stronger against Fire +20 x1
    Success rate: 74%
    ELE+20% MATK+10% INT+1+%
    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: MATK % +3 x1
    STEP #1: ATK %-10, Accuracy-10, Physical Pierce %-5, Accuracy %-5, Natural HP Regen %-10 x1
    STEP #2: MATK % +7, % stronger against Fire +20, INT % +1 x1
    Success rate: 78% (-8% success rate for each additional INT%)
    The Elemental MATK armor stats CAN very likely get higher success rates if % damage to ELEMENT was used as a negative over Natural HP Regen%
     
    Last edited: Dec 16, 2019
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  2. Lil☆Neko

    Lil☆Neko Well-Known Member

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    WEAPON
    PHYSICAL (CRIT)
    ATK+10% CD+10% CD+20 CR+20​
    Type : Weapon
    Original Potential : 43
    Starting Potential : 34
    STEP #0: Critical Damage % +2 x1
    STEP #1: Critical Damage +1 x4
    STEP #2: Critical Rate +1 x1
    STEP #3: Natural HP Regen %-10, Natural MP Regen %-5, Dodge-10, Aggro %-15 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: Critical Damage +1 x16
    STEP #6: ATK % +10, Critical Damage % +8 x1
    Success rate: 100%
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: Critical Damage % +6 x1
    STEP #1: Critical Damage +1 x3
    STEP #2: Critical Rate % +1 x1
    STEP #3: Critical Rate +1 x1
    STEP #4: Natural HP Regen %-10, Dodge-10, DEF %-10 x1
    STEP #5: Critical Rate +1 x19
    STEP #6: Critical Rate % +1 x19
    STEP #7: ATK % +10, Critical Damage % +4, Critical Damage +17 x1
    Success rate: 89%
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: Critical Damage % +4 x1
    STEP #1: Critical Damage +1 x10
    STEP #2: Critical Rate +1 x1
    STEP #3: Natural HP Regen %-10, Natural MP Regen-10, Natural MP Regen %-5 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: ASPD % +1 x20
    STEP #6: ATK % +10, Critical Damage % +6, Critical Damage +10 x1
    Success rate: 91%
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: Critical Damage % +4 x1
    STEP #1: Critical Damage +1 x10
    STEP #2: Critical Rate +1 x1
    STEP #3: Natural HP Regen %-10, Natural MP Regen %-5, Natural MP Regen-10 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: ATK % +10, Critical Damage % +6, Critical Damage +10, DEX % +1 x1
    Success rate: 94%

    PHYSICAL (NO CRIT)
    ATK+10% STR+10-% CD+10% CD+20
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: Critical Damage % +5 x1
    STEP #1: Critical Damage +1 x7
    STEP #2: Natural HP Regen %-10, Natural MP Regen-10, Natural MP Regen %-5, DEF %-10 x1
    STEP #3: Critical Damage +1 x13
    STEP #4: ATK % +10, STR % +10, Critical Damage % +5 x1
    Success rate: 90%

    MAGE
    INT+10% MATK+10% INT+20 CSPD+20%
    Type : Weapon
    Original Potential : 43
    Starting Potential : 40
    STEP #0: INT +7 x1
    STEP #1: INT % +1, Natural HP Regen %-1 x1
    STEP #2: Natural HP Regen %-9, Natural MP Regen-10, Natural MP Regen %-5, Dodge-10 x1
    STEP #3: CSPD % +1 x20
    STEP #4: MATK % +10, INT +13, INT % +9 x1
    Success rate: 100%
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: INT % +6 x1
    STEP #1: INT +1 x1
    STEP #2: Natural HP Regen %-10, Natural MP Regen-10, Natural MP Regen %-5, Aggro %-15 x1
    STEP #3: CSPD % +1 x20
    STEP #4: MATK % +10, INT % +4, INT +19 x1
    Success rate: 91%

    MAGE (ELEM)
    ELE+20% MATK+10% INT+10% INT+9+ (FINALE)
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: INT % +7 x1
    STEP #1: INT +1, Natural HP Regen %-1 x1
    STEP #2: Natural HP Regen %-9, Natural MP Regen-10, Dodge-10, DEF %-10 x1
    STEP #3: % stronger against Fire +20, MATK % +10, INT % +3, INT +8 x1
    Success rate: 99% (-4.15% for each additional INT)
    For the potential needed to get DEX+1% you can fit INT+2. INT+2 grants 6 MATK while DEX+1% only grants ~2.5MATK. For that reason, I've only included flat INT in formulas.
    ELEM ELE+20% MATK+10% CSPD+20% (STORM)
    Type : Weapon
    Original Potential : 43
    Starting Potential : 44
    STEP #0: % stronger against Fire +8 x1
    STEP #1: Natural HP Regen %-10, Natural MP Regen %-5, Dodge-10, DEF %-10 x1
    STEP #2: CSPD % +1 x20
    STEP #3: Water Element +1, % stronger against Fire +12, MATK % +10 x1
    Success rate: 100%
    MATCHING_ELEM ELE+20% MATK+10% INT+10% CSPD+20% (STORM)
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: Natural HP Regen %-10, Dodge-10, DEF %-10 x1
    STEP #1: Fire Element +1, % stronger against Earth +20, INT % +10, MATK % +10, CSPD % +20 x1
    Success rate: 62%

    BOW/DW (CRIT + ELEM)
    ATK+10% ELE+20% CD+20 CR+20
    Type : Weapon
    Original Potential : 43
    Starting Potential : 40
    STEP #0: % stronger against Water +7 x1
    STEP #1: Critical Damage +1 x1
    STEP #2: Critical Rate +1 x1
    STEP #3: Natural HP Regen %-10, Dodge-10, DEF %-10, Aggro %-15 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: Critical Damage +1 x19
    STEP #6: ATK % +10, % stronger against Water +13 x1
    Success rate: 100%
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: % stronger against Fire +13 x1
    STEP #1: Critical Damage +1 x1
    STEP #2: Critical Rate +2 x1
    STEP #3: Natural HP Regen %-10, Dodge-10, DEF %-10 x1
    STEP #4: Critical Rate +1 x18
    STEP #5: ATK % +10, DEX % +1, % stronger against Fire +7, Critical Damage +19 x1
    Success rate: 85% (-13.5% for every additional STAT%)
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: % stronger against Fire +11 x1
    STEP #1: Critical Damage % +1 x1
    STEP #2: Critical Damage +1 x1
    STEP #3: Critical Rate +1 x3
    STEP #4: Natural MP Regen %-5, Natural HP Regen %-10, Natural MP Regen-10 x1
    STEP #5: Critical Rate +1 x17
    STEP #6: ATK % +10, % stronger against Fire +9, Critical Damage +19 x1
    Success rate: 93% (-~13.2% for every additional ATK%)

    ELEM CRIT
    ELEM ELE+20% CD+20 CR+20 AGGRO-15%
    Type : Weapon
    Original Potential : 43
    Starting Potential : 40
    STEP #0: % stronger against Water +7 x1
    STEP #1: Critical Damage +1 x1
    STEP #2: Critical Rate +1 x1
    STEP #3: Natural HP Regen %-10, Dodge-10, DEF %-10, Aggro %-15 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: Critical Damage +1 x19
    STEP #6: Wind Element +1, % stronger against Water +13 x1
    Success rate: 100%
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: % stronger against Fire +13 x1
    STEP #1: Critical Damage +1 x1
    STEP #2: Critical Rate +2 x1
    STEP #3: Natural HP Regen %-10, Dodge-10, DEF %-10 x1
    STEP #4: Critical Rate +1 x18
    STEP #5: ATK % +10, DEX % +1, % stronger against Fire +7, Critical Damage +19 x1
    Success rate: 85% (-13.5% for every additional STAT%)
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: % stronger against Fire +11 x1
    STEP #1: Critical Damage % +1 x1
    STEP #2: Critical Damage +1 x1
    STEP #3: Critical Rate +1 x3
    STEP #4: Natural MP Regen %-5, Natural HP Regen %-10, Natural MP Regen-10 x1
    STEP #5: Critical Rate +1 x17
    STEP #6: Water Element +1, % stronger against Fire +9, Critical Damage +19 x1
    Success rate: 93% (-~13.2% for every additional ATK%)

    ELEM (NO CRIT)
    ELE ELE+20% ATK+10% CD+20
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: % stronger against Water +14 x1
    STEP #1: Natural HP Regen %-10, Dodge-10, Natural MP Regen-10, DEF %-10 x1
    STEP #2: Critical Damage +1 x20
    STEP #3: Fire Element +1, % stronger against Water +6, ATK % +10 x1
    Success rate: 88%
    MATCHING_ELEM ELE+20% ATK+10% CD+20 CR+20
    Type : Weapon
    Original Potential : 43
    Starting Potential : 72
    STEP #0: % stronger against Fire +13 x1
    STEP #1: Critical Damage +1 x1
    STEP #2: Critical Rate +2 x1
    STEP #3: Natural HP Regen %-10, Natural MP Regen-10, Natural MP Regen %-5 x1
    STEP #4: Critical Damage +1 x19
    STEP #5: Critical Rate +1 x18
    STEP #6: Water Element +1, ATK % +10, % stronger against Fire +7 x1
    Success rate: 96%
    MATCHING_ELEM ELE+20% ATK+10% CD+1+% CD+20
    FOR CD1% & CD2%
    Type : Weapon
    Original Potential : 34
    Starting Potential : 72
    STEP #0: % stronger against Fire +11 x1
    STEP #1: Critical Damage % +1 x1
    STEP #2: Critical Damage +1 x2
    STEP #3: Natural HP Regen %-10, Natural MP Regen-10, Natural MP Regen %-5 x1
    STEP #4: Critical Damage +1 x18
    STEP #5: Fire Element +1, % stronger against Fire +9, ATK % +10 x1
    Success rate: 100% (CD+2% = 88%)

    FOR CD3+%
    Type : Weapon
    Original Potential : 34
    Starting Potential : 72
    STEP #0: Critical Damage % +1 x1
    STEP #1: Critical Damage +1 x1
    STEP #2: Natural HP Regen %-10, Dodge-10, DEF %-10 x1
    STEP #3: Fire Element +1, % stronger against Fire +20, ATK % +10, Critical Damage % +2, Critical Damage +19 x1
    Success rate: 75%
    (-10% for each additional CDMG%)
     
    Last edited: Jan 9, 2020
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  3. Lil☆Neko

    Lil☆Neko Well-Known Member

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    Code:
    +-----+---------+---------+---------+---------+---------+---------+
    |     | DODGE%  |  INT%   | AGGRO%  |   INT   |  C.DMG  |  C.RATE |
    | +## | (POT20) | (POT10) | (POT 6) | (POT 5) | (POT 3) | (POT 1) |
    +-----+---------+---------+---------+---------+---------+---------+
    |   1 |     100 |      50 |      33 |      25 |      16 |       5 |
    |   2 |     500 |     250 |     167 |     125 |      82 |      25 |
    |   3 |    1400 |     700 |     468 |     350 |     230 |      70 |
    |   4 |    3000 |    1500 |    1004 |     750 |     494 |     150 |
    |   5 |    5500 |    2750 |    1841 |    1375 |     906 |     275 |
    |   6 |         |    4550 |    3047 |    2275 |    1500 |     455 |
    |   7 |         |    7000 |    4688 |    3500 |    2308 |     700 |
    |   8 |         |   10200 |    6831 |    5100 |    3363 |    1020 |
    |   9 |         |   14250 |    9544 |    7125 |    4699 |    1425 |
    |  10 |         |   19250 |   12893 |    9625 |    6348 |    1925 |
    |  11 |         |         |   16945 |   12650 |    8343 |    2530 |
    |  12 |         |         |   21768 |   16250 |   10718 |    3250 |
    |  13 |         |         |   27428 |   20475 |   13505 |    4095 |
    |  14 |         |         |   33992 |   25375 |   16737 |    5075 |
    |  15 |         |         |   41527 |   31000 |   20447 |    6200 |
    |  16 |         |         |         |   37400 |   24669 |    7480 |
    |  17 |         |         |         |   44625 |   29434 |    8925 |
    |  18 |         |         |         |   52725 |   34777 |   10545 |
    |  19 |         |         |         |   61750 |   40730 |   12350 |
    |  20 |         |         |         |   71750 |   47326 |   14350 |
    +-----+---------+---------+---------+---------+---------+---------+
    
    Column 1 refers to stats that use 20 potential per step, such as Dodge%, M. Pierce%, Accuracy%
    Column 2 refers to stats that use 10 potential per step, such as ATK%, STR%, CDMG%, Natural HP Regen%
    Column 3 refers to stats that use 6 potential per step, namely Aggro%
    Column 4 refers to stats that use 5 potential per step, such as STR, ATK, DEF, Natural HP Regen, % damage to Elem
    Column 5 refers to stats that use 3 potential per step, namely Critical Damage (flat)
    Column 6 refers to stats that use 1 potential per step, such as Critical Rate, ASPD%
    
    Mat Cost Reduction
    Mat cost reduction can be gained through blacksmith (crafting) proficiency, capping out at 20% at 170 proficiency (currently).
    MAT_COST_REDUCTION_(%) = round_down(prof / 10) + round_down(prof / 50)

    This only holds true at maximum magnitude for each stat. For example, cd+5 at 100 profiency has ~11.2% reduction instead of 11% for cd+20 at 100 proficiency.

    Negatives for Armor
    - % Damage to Element
    - ATK%, MATK%, M. Pierce%, P. Pierce%
    - Accuracy, Accuracy%

    Negatives for Weapons
    - Natural HP Regen, Natural HP Regen%, Natural MP Regen, Natural MP Regen%
    - DEF%, MDEF%
    - Dodge, Dodge%

    The negatives used in the each of the formulas can be replaced by any other on this list. If the 2 negatives in the formula shown come from the same bullet point, then you must choose 2 other from the same bullet point. Inversely, if they are from different bullet points, you much choose negatives from different bullet points to have the same success rate. Be careful on armor as you may have some offensive (ele%, atk%) as positives so the same number of penalty causing stats should not be changed.

    NOTE: The displayed percentage for success rate is for a "per stat" basis. If it says 50% and you wanna keep 4 of the stats, that's 0.5^4... or 6.25% overall to keep 4 stats. Don't be fooled!

    If you wanna talk to me about stat formulas, feel free to PM me on LINE. My LINE ID is sparkychild.

    よろしくお願いします!
     
    Last edited: Dec 16, 2019
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  4. Lil☆Neko

    Lil☆Neko Well-Known Member

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    FAQ
    My material storage cap is not high enough to do the stat! What do I do?
    You can split apart your steps for mat heavy stats. For example the ELE ELE20% ATK10% CD20 weapon stat. doing ELEM+14% instead of ATK+7% as the first step allows you to split apart ELEM+20% into 2 chunks of 25375 mana + 46375 mana instead of doing 72k in the final step.
    Another method is changing your CD% and CD ratios. This is especially applicable for any CRIT stats. You can take away 3 CD% and put 10 more CD (flat) stepwise before putting in the negatives whenever possible. This allows you to cram in less when applying all the stats in the final step as the mat-guzzling stats are split apart.

    In the elemental armor formula:
    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: Critical Damage % +6 x1
    STEP #1: Critical Damage +1 x6
    STEP #2: Critical Rate +1 x1
    STEP #3: MATK %-10, Accuracy-10, Magic Pierce %-5, Accuracy %-5 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: % stronger against Fire +20, Critical Damage % +4, Critical Damage +14 x1
    Success rate: 83% (132275 in step 5)

    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: Critical Damage % +3 x1
    STEP #1: Critical Damage +1 x16
    STEP #2: Critical Rate +1 x1
    STEP #3: MATK %-10, Magic Pierce %-5, Accuracy-10, Accuracy %-5 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: % stronger against Fire +20, Critical Damage % +7, Critical Damage +4 x1
    Success rate: 83% (112k in step 5)

    Simply by splitting it differently as 3 + 16 instead of 6 + 6 lowers potential use by 20k. The difference makes it doable by 9 characters + bag expansion, instead of requiring 16 characters + bag expansion.

    How do I choose my negatives?
    With this update, you often get up to 300+ potential for the final step. As such, you can now do many stats using "stepwise" even if they do incur penalty.

    This allows you to cheat away a lot of extra free potential.

    In a stat with the following stats:
    3 negas [+180 pot], 2 positives [-200 pot], CR+20 [-20 pot, static because done stepwise]

    The overall potential manipulation can be summed up as:
    potential_change = (base_negatives * penalty - base_positives * penalty) + static_pot
    potential_change = (base_negatives - base_positives) * penalty + static_pot

    As you are not changing the stats, base_negatives and base_positives are both constant numbers. The only thing you can change is the penalty through choosing your negatives. As such, base_negatives - base_positives, is a CONSTANT, and will be represented by C1. The static potential (from CR+20 done stepwise) is going to be 20 as long as penalty is 80% or lower; thus it is also a constant, and will be represented by C2.

    potential_change = penalty * C1 + C2.

    This sums up f(penalty) as a LINEAR FUNCTION, scaling with penalty.

    f(x) = Δpotential
    f(x) = ax + C, where a= base_negatives - base_positives (CONSTANT), x = penalty

    Thus, the change in potential will become LESS NEGATIVE, the greater the penalty is.

    Whenever you have 1-potential stats that are done stepwise after applying negatives, you should aim to get 80% penalty through choosing repeating negatives, so you save 0.8 potential on each crit rate. When doing critical damage (which uses up 3 pot per step @ 0% penalty), you should aim for either 60% penalty (preferable) or 20% penalty. The penalty at 60% for stepwise is 1.8 (60% of 3), thus 0.8 potential is also chipped away. In a stat with only crit rate and crit damage, you gain 1.4 potential for every cd+cr at 60%, and 0.8 (0.6 + 0.2) for every cd+cr at 20% penalty.

    How do I optimize my potential use before putting on the negatives?
    You should always prioritize any stat that is not done stepwise AFTER applying the negatives. You should always aim to end up at exactly 1 potential just before applying your negatives.

    For stats with crit rate:
    x = cdmg steps, y = cdmg% steps
    z = % success rate lost

    starting_pot = 10y + 3x + 2 + z

    For stats without crit rate:
    x = cdmg steps, y = cdmg% steps
    z = % success rate lost

    starting_pot = 10y + 3x + 1 + z

    For example to stat CD% CD (flat) CR on an armor before putting in negatives, on a 72 potential armor:

    72 = 10y + 3x + 2 + z

    To optimize success rate, z = 0
    72 = 10y + 3x + 2
    70 = 10y + 3x
    A possible set of answer is y = 4, x = 10.

    How can I optimize while caring about my material storage cap?
    This is where the unwanted variable z comes in. In most cases simply setting z = 1 or z = 2 is enough to sacrifice 1% success rate to lower mat cost for a single step.

    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: Critical Damage % +3 x1
    STEP #1: Critical Damage +1 x16
    STEP #2: Critical Rate +1 x1
    STEP #3: MATK %-10, Magic Pierce %-5, Accuracy-10, Accuracy %-5 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: % stronger against Fire +20, Critical Damage % +7, Critical Damage +4 x1
    Success rate: 83% (112k in step 5)

    Type : Armor
    Original Potential : 41
    Starting Potential : 80
    STEP #0: Critical Damage % +2 x1
    STEP #1: Critical Damage +1 x19
    STEP #2: Critical Rate +1 x2
    STEP #3: MATK %-10, Magic Pierce %-5, Accuracy-10, Accuracy %-5 x1
    STEP #4: Critical Rate +1 x18
    STEP #5: Critical Damage % +8, Critical Damage +1, % stronger against Fire +20 x1
    Success rate: 82% (97345 mana in step 5)

    By sacrificing 1% success rate (you end up at 2 potential after step 2 instead of 1 potential), you're able to do CDMG stepwise up to +19, which means you only have to increase it by 1 in the final step instead of 4. This further saves another 15k mana, lowering the mana cap needed from 9 characters + bag expansion down to 4 characters + bag expansion.

    Furthermore, the second stat is doable without bag expansion with maxed (17) characters, and 21% mat reduction, gained from 180+ crafting proficiency (which will be available in the near future)

    ON ADV GARB: A6CD10CD20CR20 or STAT+10%CD10CD20CR20???
    If you're not using STR+10%, ATK% ALWAYS is better. ATK% scales off your weapon ATK, which is constantly increasing while STAT% scales off of your base stats, and the % ATK boost from

    The following assumes ATK+8% on armor (standard for high pot), compared to str+10%.

    Assuming subhand stab is 80%
    OHS 290+S mardula+gwai, a10cd10cd20cr20aspd20
    OHS 285+S sub
    Armor Orn + Fluck
    Snowman OTH Gesp + WW
    Dark Talisman (Power) tuscog+titeres

    with a8%cd10cd20cr20: 2798 + 2971 (main + sub), 301% CD
    with str10%: 1% substab + 2692 + 2851, 307% CD

    base_damage = (main + (sub * sub_stab))
    with a8%: 2798 + 2971 * 0.8 = 5174
    with str+10%: 2692 + 2851 * 0.81 = 5001

    SC's damage constant is 300. so damage after crit is cd * (base + constant)
    (5174 + 300) * 3.01 [CDMG for atk10%] = 16476
    (5001 + 300) * 3.07 [CDMG for str10%] = 16274

    As you can see, STR+10% comes in very close to ATK+8%, so ATK+6% would lose to STR+10%

    However, these calculations assume 0 defense for the boss, which CDMG scales better than ATK (due to the fact CMDG includes the damage constant as part of its scaling). For higher defense bosses, ATK% is always better.

    So on ADV GARB, unless your weapon does not scale at least 1.8 ATK for each point of STR, you're better off running ATK+6%. ATK% armor is always better and good against all bosses, while a STR% armor falls off as the boss's defenses rise.

    The only reason STR10% armor should EVER be considered is because it increases your BASE critical damage by 5. This translates to ~6-7 CDMG increase (from 300% cdmg) or 2% extra damage. Other stats do not grant the same damage boost aside from base ATK, hence they cannot ever compare to ATK% armor.

    In short, STR% armor gives good damage for weapons with lower weapon atks, but scales well with STR (DW, STAFF-FU). ATK% armor (even 6%) is a more all-round armor that works with any physical class. If you can only afford to get 1 2-slot adventure garb for all your physical classes, I would HIGHLY recommend getting ATK+6% over STR+10% even tho STR+10% may provide more damage on Don Yeti, and other over-killed, over-squishy bosses for some classes (compared to ATK+6%).

    NOTE: If you're using +C or +B weapons, it might be worth using str+10% on STR scaling weapons, since ATK% scales off your weapon ATK, and therefore the refine bonus from your weapon ATK.

    How do I count penalty?
    Total penalty can be summarized as the sum of the penalty created by each repeated stat category. The penalties happen as follows:

    2 repeats: 20%
    3 repeats: 40%
    4 repeats: 80%
    5 repeats: 160%

    Example:
    ATK+10%
    CD+10%
    CD+20
    CR+20
    HP Regen-10%
    MP Regen-10
    Dodge-10%
    Dodge-5%

    3 stats from the "Critical" category: 40%
    2 stats from the "HP/MP" category: 20%
    2 stats from the "Dodge" category: 20%

    Total: 80%
     
    Last edited: Dec 16, 2019
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  5. Akare

    Akare Well-Known Member

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    Been waiting~
    Thanks a lot!
     
  6. Oreki025

    Oreki025 Well-Known Member

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    Thank you so much for this! your the god of statting! *bows down*
     
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  7. mun1409

    mun1409 Well-Known Member

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    What's the max mat on each steps that u used? I have only 60k mat limit now. If u can't put into each formula, can i get the mat limit for both adv garb formula, both non gamble physical crit armor and the non gamble physical crit weapon. Tyvm.
     
  8. Slowless Player

    Slowless Player Member

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    Can you create Formula Adv Garb stats For Mage ? Ur formulas need too many pot stats for mage :"
     
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  9. nene98

    nene98 Active Member

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    Nice,
    do you have formula for
    armor pot 78

    damage to element, cd20, crit 20

    *no nega matk, mpierce*
    nega accus, dodges, agro will do or any.

    can add cd% if posible,
    thank you for the help. nyeow. :>
     
  10. The Lost One

    The Lost One Well-Known Member

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    Respect and very educational. Thabk you for this.
     
  11. Lil☆Neko

    Lil☆Neko Well-Known Member

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    Type : Armor
    Original Potential : 43
    Starting Potential : 38
    STEP #0: Critical Damage +12 x1
    STEP #1: Critical Rate +1 x1
    STEP #2: Natural HP Regen %-10, Dodge-10, Natural MP Regen %-5, Accuracy-10, Accuracy %-5 x1
    STEP #3: Critical Rate +1 x19
    STEP #4: Critical Damage +1 x8
    STEP #5: % stronger against Fire +20 x1
    Success rate: 100%

    As long as there are either 1 group of 3 "same-category" negative stats, or 2 pairs of "same category" stats, you will hit 60% penalty, which is the optimal potential for stepwise-statting for cd+cr pair armors. Please see the FAQ for more details on this mechanic.

    That would take quite a lot of time to go through each stat...... Please read the FAQ for a guide on optimizing your limited resource cap, and using stat mechanics to your advantage to make the most out of your current mat storage cap.

    Type : Armor
    Original Potential : 15
    Starting Potential : 37
    STEP #0: MATK % +1 x1
    STEP #1: INT % +1 x1
    STEP #2: INT +1 x1
    STEP #3: ATK %-10, Accuracy-10, Physical Pierce %-5, Accuracy %-5 x1
    STEP #4: MATK % +9, INT % +9, INT +7, Natural HP Regen %-10 x1
    Success rate: 100% (-~4.5% for each additional INT%)
    P42+ can accomodate INT+9 at 100%
     
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  12. The Lost One

    The Lost One Well-Known Member

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    Is 10%Agi 10%cdmg 20cdmg 20crit 20 attack speed possible on adv garb pot 38?
     
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  13. Lil☆Neko

    Lil☆Neko Well-Known Member

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    Type : Armor
    Original Potential : 15
    Starting Potential : 38
    STEP #0: Critical Damage % +3 x1
    STEP #1: Critical Damage +1 x2
    STEP #2: Critical Rate +1 x1
    STEP #3: MATK %-10, Accuracy-10, Magic Pierce %-5 x1
    STEP #4: Critical Rate +1 x19
    STEP #5: ASPD % +1 x20
    STEP #6: AGI % +10, Critical Damage % +7, Critical Damage +18 x1
    Success rate: 37%

    "Yes, but please no"
     
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  14. The Lost One

    The Lost One Well-Known Member

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    Why no? I read all the stuff you put in the thread and Attack% is overall good. I want more speed and motion.l that is why I request this stat xD.
     
  15. Lil☆Neko

    Lil☆Neko Well-Known Member

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    TY minna-sama for waiting! I've been way too busy IRL with doing my university applications :3 TY for your continued support as always! Douzo yoroshiku onegaishimasu!


    MAINLY BECAUSE 37% FOR 5 STATS IS LIKE 0.7% CHANCE TO KEEP ALL THE STATS
     
  16. The Lost One

    The Lost One Well-Known Member

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    Okay.
     
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  17. Lil☆Neko

    Lil☆Neko Well-Known Member

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    you probably can cut back some cd% and it becomes doable
     
  18. WindSlash

    WindSlash Guardian Angel of Picos Elite Member

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    Can we reliably do dual stat armors and weapons now? I dont have a Lv200 statter yet. :(

    Also, I wanna know what a Smithing Armor will look like now:How far can we go Dex%Dex20Str20 on weapons and armors.
     
  19. KimBoAng

    KimBoAng Active Member

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    for mage weapon im10i20cspd20
    106k woods at once on last step?
    and 105k for aggro
     
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  20. silmeria18

    silmeria18 Well-Known Member

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    How to do in armor this stats with pot80 but my material storage is only 54k
    Matk10%int10%int20
     
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