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[ Solved ] Question Regarding Refine


Sallycantdance

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Hello how does upgrades add in item def computation , can someone teach me how to compute it for example this picture how does it counts or computed
 

2.png

1.png

Edited by Sallycantdance
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you can check it in refine.yml 
Bonus: 70 means 0.70 per refine, if i remember correctly it was 1 on classic days, this is why by default i set it to 1 on my server

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2 hours ago, Vy Low said:

you can check it in refine.yml 
Bonus: 70 means 0.70 per refine, if i remember correctly it was 1 on classic days, this is why by default i set it to 1 on my server

hello i cant see any refine.yml file in my folder im using pre renewal i only haverefine_db.yml and theres no settings or bonus: 70 that i can change to 1

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In pre-renewal armor gives 0.7 DEF per refine. I strongly advice against increasing this as this allows players to reach 100 DEF which makes them immune to all damage which is super exploitable. Unless you also change the code on how damage reduction works.

It do be in pre-re/refine.yml though:

Body:
  - Group: Armor
    Levels:
      - Level: 1
        RefineLevels:
          - Level: 1
            Bonus: 70

If you want the DEF to be displayed as a fake value that counts "1" per refine even if it really is just 0.7 (like Aegis does), you'd probably need to add something like "clientdef" to the base_status struct and then calculate that in parallel to def with adjusted refine bonus.

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10 hours ago, Playtester said:

In pre-renewal armor gives 0.7 DEF per refine. I strongly advice against increasing this as this allows players to reach 100 DEF which makes them immune to all damage which is super exploitable. Unless you also change the code on how damage reduction works.

It do be in pre-re/refine.yml though:

Body:
  - Group: Armor
    Levels:
      - Level: 1
        RefineLevels:
          - Level: 1
            Bonus: 70

If you want the DEF to be displayed as a fake value that counts "1" per refine even if it really is just 0.7 (like Aegis does), you'd probably need to add something like "clientdef" to the base_status struct and then calculate that in parallel to def with adjusted refine bonus.

Quote

# This file is a part of rAthena++.
#   Copyright(C) 2017 rAthena Development Team
#   https://rathena.org - https://github.com/rathena
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
###########################################################################
# Pre-Renewal Refine Database
###########################################################################
Armor:
  StatsPerLevel: 66
  RandomBonusStartLevel: 0
  RandomBonusValue: 0
  Costs:
    - Type: REFINE_COST_NORMAL
      Price: 10000
      Material: 985
    - Type: REFINE_COST_ENRICHED
      Price: 10000
      Material: 7619
  Rates:
    - Level: 5
      NormalChance: 55
      EnrichedChance: 85
      EventNormalChance: 60
      EventEnrichedChance: 95
    - Level: 6
      NormalChance: 35
      EnrichedChance: 65
      EventNormalChance: 40
      EventEnrichedChance: 80
    - Level: 7
      NormalChance: 35
      EnrichedChance: 65
      EventNormalChance: 40
      EventEnrichedChance: 80
    - Level: 8
      NormalChance: 17
      EnrichedChance: 37
      EventNormalChance: 20
      EventEnrichedChance: 50
    - Level: 9
      NormalChance: 17
      EnrichedChance: 37
      EventNormalChance: 20
      EventEnrichedChance: 50
    - Level: 10
      NormalChance: 7
      EnrichedChance: 17
      EventNormalChance: 9
      EventEnrichedChance: 35
WeaponLv1:
  StatsPerLevel: 200
  RandomBonusStartLevel: 8
  RandomBonusValue: 300
  Costs:
    - Type: REFINE_COST_NORMAL
      Price: 10000
      Material: 1010
    - Type: REFINE_COST_ENRICHED
      Price: 10000
      Material: 7620
  Rates:
    - Level: 8
      NormalChance: 55
      EnrichedChance: 85
      EventNormalChance: 60
      EventEnrichedChance: 95
    - Level: 9
      NormalChance: 37
      EnrichedChance: 65
      EventNormalChance: 40
      EventEnrichedChance: 85
    - Level: 10
      NormalChance: 16
      EnrichedChance: 25
      EventNormalChance: 19
      EventEnrichedChance: 55
WeaponLv2:
  StatsPerLevel: 300
  RandomBonusStartLevel: 7
  RandomBonusValue: 500
  Costs:
    - Type: REFINE_COST_NORMAL
      Price: 10000
      Material: 1011
    - Type: REFINE_COST_ENRICHED
      Price: 10000
      Material: 7620
  Rates:
    - Level: 7
      NormalChance: 55
      EnrichedChance: 85
      EventNormalChance: 60
      EventEnrichedChance: 95
    - Level: 8
      NormalChance: 35
      EnrichedChance: 65
      EventNormalChance: 40
      EventEnrichedChance: 85
    - Level: 9
      NormalChance: 17
      EnrichedChance: 35
      EventNormalChance: 20
      EventEnrichedChance: 60
    - Level: 10
      NormalChance: 16
      EnrichedChance: 25
      EventNormalChance: 19
      EventEnrichedChance: 45
WeaponLv3:
  StatsPerLevel: 500
  RandomBonusStartLevel: 6
  RandomBonusValue: 800
  Costs:
    - Type: REFINE_COST_NORMAL
      Price: 10000
      Material: 984
    - Type: REFINE_COST_ENRICHED
      Price: 10000
      Material: 7620
  Rates:
    - Level: 6
      NormalChance: 55
      EnrichedChance: 85
      EventNormalChance: 60
      EventEnrichedChance: 95
    - Level: 7
      NormalChance: 45
      EnrichedChance: 75
      EventNormalChance: 50
      EventEnrichedChance: 90
    - Level: 8
      NormalChance: 17
      EnrichedChance: 35
      EventNormalChance: 20
      EventEnrichedChance: 70
    - Level: 9
      NormalChance: 17
      EnrichedChance: 35
      EventNormalChance: 20
      EventEnrichedChance: 60
    - Level: 10
      NormalChance: 16
      EnrichedChance: 25
      EventNormalChance: 19
      EventEnrichedChance: 45
WeaponLv4:
  StatsPerLevel: 700
  RandomBonusStartLevel: 5
  RandomBonusValue: 1300
  Costs:
    - Type: REFINE_COST_NORMAL
      Price: 10000
      Material: 984
    - Type: REFINE_COST_ENRICHED
      Price: 10000
      Material: 7620
  Rates:
    - Level: 5
      NormalChance: 55
      EnrichedChance: 85
      EventNormalChance: 60
      EventEnrichedChance: 95
    - Level: 6
      NormalChance: 40
      EnrichedChance: 65
      EventNormalChance: 40
      EventEnrichedChance: 80
    - Level: 7
      NormalChance: 37
      EnrichedChance: 65
      EventNormalChance: 40
      EventEnrichedChance: 80
    - Level: 8
      NormalChance: 17
      EnrichedChance: 37
      EventNormalChance: 20
      EventEnrichedChance: 60
    - Level: 9
      NormalChance: 17
      EnrichedChance: 37
      EventNormalChance: 20
      EventEnrichedChance: 50
    - Level: 10
      NormalChance: 8
      EnrichedChance: 17
      EventNormalChance: 9
      EventEnrichedChance: 35
Shadow:
  StatsPerLevel: 0
  RandomBonusStartLevel: 0
  RandomBonusValue: 0
  Rates:
    - Level: 5
      NormalChance: 60
      EnrichedChance: 90
      EventNormalChance: 60
      EventEnrichedChance: 95
    - Level: 6
      NormalChance: 40
      EnrichedChance: 70
      EventNormalChance: 40
      EventEnrichedChance: 80
    - Level: 7
      NormalChance: 40
      EnrichedChance: 70
      EventNormalChance: 40
      EventEnrichedChance: 80
    - Level: 8
      NormalChance: 20
      EnrichedChance: 40
      EventNormalChance: 20
      EventEnrichedChance: 50
    - Level: 9
      NormalChance: 20
      EnrichedChance: 40
      EventNormalChance: 20
      EventEnrichedChance: 50
    - Level: 10
      NormalChance: 9
      EnrichedChance: 20
      EventNormalChance: 9
      EventEnrichedChance: 35
 

 

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Posted (edited)
20 hours ago, Playtester said:

In pre-renewal armor gives 0.7 DEF per refine. I strongly advice against increasing this as this allows players to reach 100 DEF which makes them immune to all damage which is super exploitable. Unless you also change the code on how damage reduction works.

It do be in pre-re/refine.yml though:

Body:
  - Group: Armor
    Levels:
      - Level: 1
        RefineLevels:
          - Level: 1
            Bonus: 70

If you want the DEF to be displayed as a fake value that counts "1" per refine even if it really is just 0.7 (like Aegis does), you'd probably need to add something like "clientdef" to the base_status struct and then calculate that in parallel to def with adjusted refine bonus.

in my refine db theres no Bonus: 70

or maybe this part from 66 i will make it 100 so it ads 1 def?

 

Quote

Armor:
  StatsPerLevel: 66
  RandomBonusStartLevel: 0
  RandomBonusValue: 0
  Costs:
    - Type: REFINE_COST_NORMAL
      Price: 10000
      Material: 985
    - Type: REFINE_COST_ENRICHED
      Price: 10000
      Material: 7619

 

Edited by Sallycantdance
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