Difference between revisions of "Composing"
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You can use the online calulator of drugie to calulate the XP: http://zt.sparkonline.net/composing/calculator.php | You can use the online calulator of drugie to calulate the XP: http://zt.sparkonline.net/composing/calculator.php | ||
+ | An Excel based calculator created by Yuuzhan calculates the XP, Gold, Time and Fragment cost: http://evolutions.yvong.com/files/Yuuzhans_Composing_Calc.xlsx | ||
===Experience Table=== | ===Experience Table=== |
Revision as of 14:27, 11 September 2013
Contents |
Overview
Composing is an upcoming game feature which allows players to sacrifice unneeded drops and turn them into custom potions. The concept of composing was first introduced in the game forum in 2012, and part 1 of the feature was introduced in summer of 2103, with part 2 expected to be released in early fall of that year.
When a player composes a potion, he must select to make it either bound or guild-bound. Bound potions act like any other bound item in the game, and cannot be given away to any other player. They are intended for the player's personal use only. Guild-bound potions are able to be given to other players in your own guild, or left in the guild store for other players' use. However, no composed potion may be sold or given away to someone outside of your guild.
Breaking down items
Some Items can be broken down to convert them into fragments. Fragmentable items:
- must not be bound (that is, they must be tradable). Quest Items and other bound items may not be broken down.
- must be of one of the nine types of items that can be worn as gear: Helmets, Shields, Swords, Armor, Runes, Rings, Amulets, Boots, or Gloves. Potions, resources, bottles, and items of any other type may not be broken down.
- must not be of epic rarity.
- must be dropped by creatures in PvE. Items sold in stores may not be broken down.
Types of Fragments
Depending on their rarity of the item broken down, you'll get fragments of the corresponding type:
- Common items will yield one or more Common Fragments
- Rare items will yield one or more Rare Fragments
- Unique items will yield one or more Unique Fragments
- Legendary items will yield one or more Legendary Fragments
- Crystalline items will yield one or more Crystalline Fragments
- Super-Elite items will yield one or more Super-Elite Fragments
Number of Fragments per item
The number of fragments you will receive for a given item is based on the item's level, and is calculated with the following formula:
Fragments = RoundUp(SquareRoot(ItemLevel / 100))
Item level: | 1-100 | 101-400 | 401-900 | 901-1600 | 1601-2500 |
Fragment(s): | 1 | 2 | 3 | 4 | 5 |
In addition, items which have been hellforged produce one additional fragment (of the appropriate type) per level of hellforging. Thus a unique, level 450 helm with 3 level of hellforging will produce 6 fragments (3 because of its level and an additional 3 because of the hellforging).
Fragments do not require backpack space. They are simply listed on the player's "Composing" page until used.
Composing Potions
Note: The information in this section is based on the most recent proposal in the game forum (Revision 1.2, which can be viewed here: http://forums.huntedcow.com/index.php?showtopic=56864), and is subject to change, possibly major change, before it actually is introduced within the game.
The number and type of fragments (and the amount of gold) required to compose a given potion depend on:
- The number of skills included in the potion
- The level of each skill included
- The desired duration of the potion
Fragment Cost per Potion
For each skill added the Fragment cost is as follows:
0.05 Common Fragments per skill level 0.05 Rare Fragments per skill level above 50 0.05 Unique Fragments per skill level above 125 0.02 Legendary Fragments per skill level above 175 0.02 Crystalline Fragments per skill level above 250 0.02 Super Elite Fragments per skill level above 300
The number of Fragments per skill is rounded up for each type of fragment.
Gold Cost Per Potion
The gold required to compose a potion is dependent of the potion duration and total skill level in the potion.
Instant Completion Cost
Instant completion cost = round up((1 - (percentage completed / 100)) * initial gold cost * (2 ^ instant completes in last 24 Hours))
Composing Time Per Potion
The time required to compose a potion is dependent of your composing level, potion duration and total skill level in the potion.
Composing XP/Levels
Level Table
Players initially start at Composing Level 1 and gain Composing XP for each potion created.
Level: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
XP: | - | 250 | 1000 | 2250 | 4000 | tba | tba | tba | tba | tba |
Experience Formula
- if potion duration > total skill points
XP = round up [(total skill points / 60) + (total skill points / 500)] * 10;
- else
XP = round up [(potion duration / 60) + (total skill points / 500)] * 10;
You can use the online calulator of drugie to calulate the XP: http://zt.sparkonline.net/composing/calculator.php An Excel based calculator created by Yuuzhan calculates the XP, Gold, Time and Fragment cost: http://evolutions.yvong.com/files/Yuuzhans_Composing_Calc.xlsx
Experience Table
The following table shows u how much experience u will get from a potion with a total buff level of 10,50,100,150,... and a duration of 30,60,90,... minutes.
Allowable Skills
Not all skills can be included in a composed potion. Those which can be are as follows (along with the maximum permissible level for each)
Buff | Type | Maximum Buff Level | Minimum Composing Level | Description! | |
---|---|---|---|---|---|
Adept Learner | Special | 200 | 1 | +0.2% per point increase in xp from creature kills. | |
Light Foot | Special | 500 | 1 | 0.05% chance to use no stamina while moving on the world map. | |
Doubler | Special | 1000 | 2 | At skill level 50+, 2x Stamina usage in combat in return for 2x gold/xp. At level 100+ 3x, and at level 150+ 4x. Note that stamina and xp loss are normal (not multiplied) if you lose a battle. | |
Conserve | Special | 200 | 3 | +0.05% per point chance that combat (vs. players and vs. creatures) will use no stamina. (Excludes group/relic combat)
| |
Animal Magnetism | Special | 300 | 5 | +0.2% per point chance to make certain creatures respawn at your location. | |
Librarian | Special | 250 | tba | +0.1% per point chance to gain double xp from creatures. | |
Sacrifice | Special | 250 | tba | +0.04% per point additional xp and -0.25% per point less gold for defeating creatures in combat. | |
Global Booster | Potion Only | 200 | tba | At skill level 50+, 2x Stamina usage in combat in return for 2x Global Event contribution per kill. At level 100+ 3x, and at level 150+ 4x. Note that stamina is normal (not multiplied) if you lose a battle. | |
Keen Edge | Offense | 200 | tba | +0.1% per point to your attack for each complete set equipped. | |
Anti Deflect | Offense | 200 | tba | +0.2% per point chance to prevent your opponent activating Deflect. | |
Smashing Hammer | Offense | 250 | tba | +0.05% per point added to your damage for each complete set equipped. | |
Entrench | Potion Only | 200 | tba | +0.25% per point of damage is transferred to armor at the start of combat. | |
Coordinated Attack | Offense | 250 | tba | +0.05% per point added to Attack and Damage if every piece of equipped gear is part of a set. | |
Coordinated Defense | Defense | 250 | tba | +0.05% per point added to Defense and Armor if every piece of equipped gear is part of a set. | |
Stalker | Special | 250 | tba | Increases the maximum percentage (above 100%) of the Elite Hunter enhancement by +0.1% per point. | |
Shield Wall | Defense | 250 | tba | +0.05% per point to your Defense for each complete set equipped. | |
Terrorize | Defense | 250 | tba | 0.1% per point decrease in enemy's Damage stat | |
Gloat | Special | 250 | tba | +0.2% per point increase to gold stolen in PvP. | |
Honor | Defense | 250 | tba | -0.2% per point xp loss in PvP (Does not work during bounties). | |
Flinch | Defense | 250 | tba | 0.1% per point decrease in enemy's Attack stat | |
Constitution | Defense | 300 | tba | +0.1% per point increase to your defense. | |
Sanctuary | Defense | 300 | tba | +0.1% per point increase to your armor | |
Armor Boost | Defense | 250 | tba | +0.05% per point to your Armor for each complete set equipped. | |
Mighty Vigor | Offense | 250 | tba | For every 50 points of the skill, can equip items 1 level higher than your level. | |
Severe Condition | Special | 200 | tba | +0.25% per point of your attack, defense, damage and armor stats are transferred to your health at the start of combat. Note that you can adjust the casting level of this skill in your preferences. | |
Ageless | Special | 250 | tba | +0.2% per point chance of doubling your HP at the start of combat. |
For a complete list of maximum buff levels at each composing level click on [show] to view the complete table.
Buff | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
Adept Learner | 150 | 155 | 160 | 165 | 170 |
Light Foot | 150 | 160 | 170 | 180 | 190 |
Doubler | - | 150 | 175 | 200 | 225 |
Conserve | - | - | 150 | 160 | 170 |
Animal Magnetism | - | - | - | - | 100 |
Additional skills may be added to this list, and it is expected that some "composing-only" skills will be added. The maximum levels are also subject to change.
Composing Medals
A series of medals has been created to reward the more dedicated fragmenters, and a second series will be added to reward frequent composes. Details about these can be found on the medals page.
Fragmenter medals:
Misc. Notes and Restrictions
Reckoning, Spell Breaker and Spell Leech do not work with these potions. Brewing Master and Distil do.
You need to be character level 50+ to Compose items.
You’ll be able to queue up to 5 potions to be created (note the ability to queue potions will be unlocked with gold)