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Experiment 61 Armor Enchantment Bonuses

Discussion in 'Experiments Archive' started by Yumi, May 22, 2013.

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  1. Yumi

    Yumi Innova Group

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    tags: [god] [item modification]

    as tully said, a belt you need
    for being well-equipped.
    without armor, folks, indeed,
    you'll fight completely stripped.
    it's not enough to put it on,
    enchanting is a must.
    look at the chart that i have drawn,
    the one that you can trust.


    purpose: calculate the bonuses that successful armor enchantment brings about, drawing on the example of [​IMG]bound and blessed eternal gaiters. normal eternal gaiters were not used in the test as they are no different from bound ones in terms of stats. the only difference is that normal eternal gaiters can be exchanged, while bound ones cannot (in fact, we have tested this statement and the results were identical for both normal and bound gaiters).

    character: the test was done with a level 99 tyrr warrior with all skills learnt, since no passive skill gives a bonus to p. critical rate (a test without skills produces the same result).

    equipment: the character was equipped with an [​IMG] amaranthine slasher. two types of heavy eternal gaiters were tested: blessed and bound, enchanted from +3 to +10.

    test: the character was equipped with the enchanted gaiters and bonuses for gaiters enchanted to +4 and above were recorded.


    conclusion: as it can be seen from the table, as the enchantment level of the armor increases, the actual p. critical rate demonstrates a step growth with intermediate values having no effect on the parameter in question.
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