Solved! (May 2, 2017) The number crunching is finally done. With hundreds upon hundreds of data collected from in-game PM and forum PM, we now have a very accurate estimate of enchantment success across different luck ranges. Percentage of Success = [108 - (Item% + Mat%)] + (Luck / 100) 108 = built-in base success rate (Item% + Mat%) = chance of success goes down as Item% goes up along with Mat% (Luck/100) = in-game luck is divided by 100 and is rounded down to a whole number Example: I want to enchant my weapon. My weapon's current enchantment is 81% The material I will use is 9% My luck in-game is 1516 Therefor: =[108-(81+9)]+(1516/100) =[108-(90)]+(1516/100) =[18]+(1516/100) =18+(15.16) =33.16 =33 =33% I have a 33% chance of success. Final Thoughts and Conclusion The game seems to have a built-in 5% increase in success rate compared to other servers (our 108 vs their 103). This must be due to the low level cap of G4. With a 150% leet amy, we can get to the 1900 luck range. This gives us a 7% chance of success on a single enchantment going to 120%. That also means a person with a 111% item and 1900 luck range has 3 tries to hit 120% using 9%, 12%, and 15%. That translates to about 21%(7+7+7) chance of getting their item to 120%. The 2000 luck range followed the lower luck ranges because no one in game has 2000+ luck. Special thanks to @Museigen for blowing up tons of PCs and mats and sending me all his data. He contributed on both 1700 and 1900 data. Enchantment Table Result ______________________________________________________________________ Outdate Intro and Data Collection Process: Hello Fellow Gamers! I would like everyone with 1500+ luck to write/jot down their enchantment data on a piece of paper and PM me their information (format below). My aim is to make an accessible graph in the forums of in-game probability of enchantment across different Luck tiers for our gaming community! I will be UPDATING the data sheet when I receive data. I need the following data: Luck, starting Item%, Stone%, and result (Success/Fail) Format: luck item/stone/result Example: 1538 60/12/f 57/12/s 69/9/s 78/12/f 75/15/s The end result of the example above is a 90% item! I encourage writing down the information at the very beginning of the enchantment process even if the item is starting at 0%! I am looking forward to seeing all your PMs <3 Enchantment Table [April 24, 2017]
Data Process Easy to maintain Data Sheet: 1344 customized equation to provide very accurate results: Update (April 25, 2017) Node Contributors: @thenathan76 @Gaz3k @Museigen @DarkScorpion
Use the attached Zip file Instead ........... Don't Try to explode your brain..... Faction- Fujin/Jin IGN- Hawa/G0ku/5Azazel5
As requested above, here is the damage equation sheet I made for you guys 5 min ago. It computes damage against players in WAR. Highly accurate for G4 only. See the equation below. Here is the Excel sheet. This is not an executable file, nor is this document file a virus.
You, are posting something I'd like to see more often and more detailed. I like the idea of doing data sheets and graphs. It actually does make the game easier for those who use these and makes it more interesting for those who wish to see it become more accurate. They'll scramble to find you more data. However, there probably isn't that many willing to data farm. LOL All jokes aside, I do wish you luck, I will be using these my self, and I would like to see more data sheets/graphs of other things for this game as well. Epi (Veteran of All LoA's, but new here)
Update(May 2, 2017) The data collection is over and the equation has been formulated. See 1st post for details.