Compilation of Aeria Posts by Leirosa
Posted: Mon Jul 08, 2013 8:03 pm
Modding Notes
Some notes and clarifications:
Glossary (to prevent confusion with the terms I use)
Upgrade = Performed using the upgrade button. There are three levels of upgrade: Uncommon(Green), Rare(Blue), Legendary(Pink). Upgrade insurance scrolls are used in addition to the appropriate weapon or armor upgrade scroll.
Mod Stat = one of the three coloured stats that are moddable up to 20. You get one random mod stat at 1/20 per upgrade.
Modding = Performed using the mod button. Mod Insurance scrolls are used in addition to the appropriate equipment mod scroll.
- Upgraded weapons stay the same level after upgrade, Armor goes up 10 levels and changes appearance to the armor of that level (the exception is HLA Armor, which stays the same level but still gains a new appearance). 60 Armor doesn't become HLA but becomes a different level 68-70 armor which has roughly the same stats as unupgraded HLA but higher level requirements and a different appearance. The base stats on upgraded 60 armor are inferior to upgraded HLA armor, despite the higher level reqs.
- Only the first upgrade will change the appearance or level of an armor. Most normal weapons (eg, not true weapons etc) seem to lose their 'upgrade shiny glaze effect' when upgraded, which can be nice on weapons that have terrible upgrade shine effects.
- You can mod any colour mod stat at any upgrade level. Normally I never modded anything until I upgraded it to Legendary. I don't recommend starting to mod at uncommon (although you could) because you don't know what your rare and legendary mod stats will be like until you have upgraded to those levels.
- You don't need gold stats to do any upgrade, ever. Upgrading will remove these so also remember to transfer the stats off first.
- You can mod any mod stat you have in any order, at any time. Modding one will not lock you out of another. Equipment bonus stat also has no relation to mod colour. You can still mod the green mod stat, or any other mod stat you have, at legendary or rare, regardless of whether you have previously modded the blue or purple mod stats.
- Equipment upgraded using this system always starts with blue stat after being upgraded- but this has no relation to the upgrade level. This just makes it easy to gold it with transfer charms when you are finished upgrading.
- Also, only Upgrades (of which there are just the 3) remove gold stats, slots or downgrades. Modding (which normally you do AFTER upgrading to legendary, but could start earlier if you wanted) does not remove any of these things, no matter what mod stat you are modding or how high it is out of 20. I have modded already golded and slotted legendary gear far more times than I can count (plus one rare gear). Using gold transfer charms to mod is wasting your money. Only use them to save gold stats from gear you are UPGRADING.
- 1-11 on equipment modding has a high success rate, it doesn't fail often. After this the mats change and it also starts to fail around half the time or more. The mats also change again on high level gear at 16/20 (level 50 armor mats stay the same from 11-20). The success rate also didn't change at 19/20 on a level 50 piece I max upgraded, it was the same rate as 11-19.
- A fail on equipment modding will NOT drop down a level on a fail like costumes can, so the best mod scrolls to use are the Mod II scrolls. Using Mod III scrolls will reduce your success rate compared to Mod II scrolls and using Mod IV scrolls is probably just being wasteful.
- With certain mod stats from 11/20 onward (patk/matk/pdef/mdef), instead of continuing to add % per mod it starts to give you a flat number. So at 11/20 you might have 10% matk and 10 matk. The 10% will never get higher, but the flat number will increase with each successful mod. HP/MP do this the opposite way, they start off adding a flat number then later add a % instead. Other mod stats stay as a % or flat number (whichever they started with) the whole way to 20.
- No server wide system message for 20/20ing a mod stat on equipment.
Some notes and clarifications:
Glossary (to prevent confusion with the terms I use)
Upgrade = Performed using the upgrade button. There are three levels of upgrade: Uncommon(Green), Rare(Blue), Legendary(Pink). Upgrade insurance scrolls are used in addition to the appropriate weapon or armor upgrade scroll.
Mod Stat = one of the three coloured stats that are moddable up to 20. You get one random mod stat at 1/20 per upgrade.
Modding = Performed using the mod button. Mod Insurance scrolls are used in addition to the appropriate equipment mod scroll.
- Upgraded weapons stay the same level after upgrade, Armor goes up 10 levels and changes appearance to the armor of that level (the exception is HLA Armor, which stays the same level but still gains a new appearance). 60 Armor doesn't become HLA but becomes a different level 68-70 armor which has roughly the same stats as unupgraded HLA but higher level requirements and a different appearance. The base stats on upgraded 60 armor are inferior to upgraded HLA armor, despite the higher level reqs.
- Only the first upgrade will change the appearance or level of an armor. Most normal weapons (eg, not true weapons etc) seem to lose their 'upgrade shiny glaze effect' when upgraded, which can be nice on weapons that have terrible upgrade shine effects.
- You can mod any colour mod stat at any upgrade level. Normally I never modded anything until I upgraded it to Legendary. I don't recommend starting to mod at uncommon (although you could) because you don't know what your rare and legendary mod stats will be like until you have upgraded to those levels.
- You don't need gold stats to do any upgrade, ever. Upgrading will remove these so also remember to transfer the stats off first.
- You can mod any mod stat you have in any order, at any time. Modding one will not lock you out of another. Equipment bonus stat also has no relation to mod colour. You can still mod the green mod stat, or any other mod stat you have, at legendary or rare, regardless of whether you have previously modded the blue or purple mod stats.
- Equipment upgraded using this system always starts with blue stat after being upgraded- but this has no relation to the upgrade level. This just makes it easy to gold it with transfer charms when you are finished upgrading.
- Also, only Upgrades (of which there are just the 3) remove gold stats, slots or downgrades. Modding (which normally you do AFTER upgrading to legendary, but could start earlier if you wanted) does not remove any of these things, no matter what mod stat you are modding or how high it is out of 20. I have modded already golded and slotted legendary gear far more times than I can count (plus one rare gear). Using gold transfer charms to mod is wasting your money. Only use them to save gold stats from gear you are UPGRADING.
- 1-11 on equipment modding has a high success rate, it doesn't fail often. After this the mats change and it also starts to fail around half the time or more. The mats also change again on high level gear at 16/20 (level 50 armor mats stay the same from 11-20). The success rate also didn't change at 19/20 on a level 50 piece I max upgraded, it was the same rate as 11-19.
- A fail on equipment modding will NOT drop down a level on a fail like costumes can, so the best mod scrolls to use are the Mod II scrolls. Using Mod III scrolls will reduce your success rate compared to Mod II scrolls and using Mod IV scrolls is probably just being wasteful.
- With certain mod stats from 11/20 onward (patk/matk/pdef/mdef), instead of continuing to add % per mod it starts to give you a flat number. So at 11/20 you might have 10% matk and 10 matk. The 10% will never get higher, but the flat number will increase with each successful mod. HP/MP do this the opposite way, they start off adding a flat number then later add a % instead. Other mod stats stay as a % or flat number (whichever they started with) the whole way to 20.
- No server wide system message for 20/20ing a mod stat on equipment.