Enchant Material Costs- ARCHIVED

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Enchant Material Costs- ARCHIVED

Postby Bj_Knows » Fri Dec 28, 2012 10:16 am

Subject:
Enchant Material Costs + Quest Warnings


Archived for Research (80Archive)



Version 2.0 screws up Transfer Plates Data

DRAFT DRAFT DRAFT

Overview:
Material Cost of Runic Enchantments Rank 1-5 for Enchant/ Empower, Disenchant, Transfer Plate
Warning: 2H Damage Enchant
Warning: Unlocking Captain Valor Raids
Warning: Unlocking last Dungeon (Vile Gate, Tier 4 Yellow Shards, Essence, Flux)
Warning: Unlocking weaker version of Holiday Goblin's "Bah" (Status Resist Enchant)



Body:
For a complete list of found enchants see ( viewtopic.php?f=13&t=1631 )


Material Cost of Runic Enchantments Rank 1-5 Last Updated 2013-Feb-04
#####################################

Terminology Note: "Flux, Correct Single Color" refers to each Enchantment requiring a specific color Flux (Amber- Skill, Emerald- Power, Indigo- Magic).

Runic Enchantments have a material cost associated with each action:

Creating (adding or improving on a specific piece of gear)
##############################################

Enchant (Workbench Time: 5 minutes)
100 Essence
1 Flux, Correct Single Color
1 Iron Graver

Empower Rank 1 into Rank 2 (Workbench Time: 15 minutes)
250 Essence
2 Flux, Correct Single Color
2 Iron Graver

Empower Rank 2 into Rank 3 (Workbench Time: 1 hour)
500 Essence
5 Flux, Correct Single Color
3 Iron Graver

Empower Rank 3 into Rank 4 (Workbench Time: 3 hours)
100 Refined Essence (Crafted from 1,000 Essence. Maximum crafted at one time is 99 Refined Essence per Workbench taking 8 hours and 15 minutes)
10 Flux, Correct Single Color
1 Steel Graver

Empower Rank 4 into Rank 5 (Workbench Time: 6 hours)
250 Refined Essence
25 Flux, Correct Single Color
2 Steel Graver

Empower Rank 5 into Rank 6 (Workbench Time: 12 hours)
500 Refined Essence
50 Flux, Correct Single Color
3 Steel Graver

Research Note: One item with a Runic Enchantment Rank 6 requires:
93 Flux, Correct Single Color or 837 for Nine Items
9,350 Essence (850 Essence + [850 * 10] for Refined Essence ) or 84,150 for Nine Items
872,500 Silver Coin ( [250 * 850= 212,500] for Refining Salts + [10,000 * 6= 60,000] for Iron Graver + [100,000 * 6= 600,000] for Steel Graver) or 7,852,500 for Nine Items


Destroying (Enchant no longer wanted due to better enchant)
#################################################

Note: Workbench Time appears to be 30 seconds for all Disenchant

Recovered from Disenchant on Rank 1
50 Essence
0 Flux, Correct Single Color
0 Iron Graver

Rank 2
125 Essence
1 Flux, Correct Single Color
1 Iron Graver

Rank 3
250 Essence
2 Flux, Correct Single Color
1 Iron Graver

Rank 4
50 Refined Essence
5 Flux, Correct Single Color
0 Steel Graver

Rank 5
125 Refined Essence
12 Flux, Correct Single Color
1 Steel Graver

Rank 6
250 Refined Essence
25 Flux, Correct Single Color
1 Steel Graver


Transferring (Moving between specific pieces of gear)
###########################################

Note: you cannot transfer a Rank 1 or Rank 2 Enchantment. Workbench Time appears to be 30 seconds for all Transfer Plates.

Transfer a Rank 3
500 Essence
5 Flux, Correct Single Color
3 Iron Graver

Transfer a Rank 4
100 Refined Essence
10 Flux, Correct Single Color
1 Steel Graver

Transfer a Rank 5
250 Refined Essence
25 Flux, Correct Single Color
2 Steel Graver

Research Note: The Disenchant/ Transfer Plate Math works out so you have a net *loss* of Essence and Flux if you use a Transfer Plate for Rank 1 or Rank 2 Enchantments. Instead you need to Disenchant Rank 1 and Rank 2 Enchantments then gather additional Materials to Enchant a new item. Venan is helping the players by disabling Transfer Plates until Rank 3.

Math Short Cut: Cost of creating a Transfer Plate Rank X from an Enchantment Rank X is the same as Empowering the Enchantment from Rank X-1 to Rank X.

Research Note: Transferring a Runic Enchantment creates a Transfer Plate. Just like the Holiday Goblin of Doom (HoliGob) dropped Elixirs, Transfer Plates allow Runic Enchantments to be bought on the Black Market, prizes in Venan Contests, rare drops or to allow characters to give or sell Transfer Plates in a future update. This would allow a character without the correct recipe to still obtain a Runic Enchantment. Enchantments gained through Transfer Plates can only be Empowered (increased in Rank) if you have the corresponding Recipe.



Enchant Warning Last Updated 2013-Feb-03
####################################
Enchantment Warning: Shadow Walkers are the only class that does not get 2H weapons (Off Hand Dagger is not the same). 2H Damage Enchantment increases damage only if you have a 2H weapon equipped so Shadow Walkers cannot activate this enchantment (note 1). All classes can enchant a 1H weapon with 2H Damage Enchant which prevents the 2H Damage Enchant from ever activating. MY PERSONAL OPINION: Venan could change 1H Damage Enchant to Shield Attack Enchant and 2H Damage Enchant to No-Shield Attack. Shield Attack Enchant would only give you a damage bonus only if you had a shield equipped. No-Shield Attack Enchant would only give you a damage bonus if you you did *not* have a shield equipped.

Research Note: BarbSpice has a Tier 5 "Fork-blade Cutter" and a Tier 5 "Fork-blade Cutter of Brutality" with +1.00% 2H Damage, both do the same damage. For a control she has a Tier 5 "Fork-blade Cutter of Rage" with +1.00% 1H Damage which does approx. 50 more points in damage for her.

Note 1) dormant enchantments still increase your Might Rating.

Quest Warning Last Updated 2013-Jan-04
###########################################
Quest Warning: The Quest "Who Gives a Flux" (and the sequel Quest "What the Flux?") requires 5/5/5 or 5 each of Flux (Amber, Emerald, Indigo). This Quest is required to unlock the new area and Captain Valor Raids. Do not mess with Runic Enchantments until you have passed this Quest.

Quest Warning: There are multiple Vile Gate Essence Quests. One of them requires 500 Essence (50 Refined Essence *10 Essence per Refined= 500). These Quests are required to unlock the last Dungeon (Vile Gate) and Tier 4 Yellow Shards (Crit, Haste, Dodge).

Quest Warning: Some people like Knockback Resist, others like Status Resist (low level version of the Holiday Goblin of Doom's "Bah" Buff). Both are Emerald/ Power enchantment so you must pick one for each of the three item types that accept Emerald/ Power enchantments (Chest Armor, Leg Armor, Foot Armor). Knockback Resist can be bought, Status Resist is a Quest Reward for "Old Wounds" which unlocks the new Plateau.



Bj_DWR Topic Tag: Enchanting (32Enchanting)

Test
Bj_DWR Topic Tag: Enchanting (32Enchanting)
Last edited by Bj_Knows on Thu Jan 10, 2013 6:50 am, edited 2 times in total.
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Re: Enchant Material Costs + Quest Warning

Postby Grnm » Fri Dec 28, 2012 10:37 am

But is it worth transferring at such cost? It looks to cost exactly the same amount as enchant anew..
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Re: Enchant Material Costs + Quest Warning

Postby Bj_Knows » Fri Dec 28, 2012 10:51 am

Grnm wrote:But is it worth transferring at such cost? It looks to cost exactly the same amount as enchant anew..


Correction:
Rank 3 Transfer saves you 1 Flux and 100 Essence.
Rank 2 Transfer costs you 25 Essence (better to disenchant)
Rank 1 Transfer costs you 50 Essence (better to disenchant)

Thanks GioRGiO.

Assuming Empowering from Rank 3 to Rank 4 costs 10 Flux and 1000 Essence, then Rank 4 Transfer would theoretically save you 3 Flux and 350 Essence.

Equations:
Rank 4= 18 Flux total and 1850 Essence total
Rank 4 Transfer= 10 Flux and 1000 Essence
Rank 4 Disenchant returns 5 Flux and 500 Essence.

Rank 4 + Transfer = 28 Flux and 2850 Essence
Rank 4 * 2 = 36 Flux and 3,700 Essence minus 5 Flux and 500 Essence = 31 Flux and 3,200 Essence
Difference between two methods is 3 Flux and 350 Essence.
Last edited by Bj_Knows on Fri Jan 04, 2013 10:41 am, edited 1 time in total.
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Re: Enchant Material Costs + Quest Warning

Postby GioRGiO » Thu Jan 03, 2013 11:23 pm

Not if you dischant and get your stuff back, it will only save you 1 flux and 100 essence
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Re: Enchant Material Costs + Quest Warning

Postby Bj_Knows » Fri Jan 04, 2013 10:47 am

GioRGiO wrote:Not if you dischant and get your stuff back, it will only save you 1 flux and 100 essence


Thank you GioRGiO.

Post corrected.

Equations:
Rank 1 * 2 = 2 Flux and 200 Essence minus Disenchant = 2 Flux and 150 Essence
Rank 1 + Transfer rank 2 = 2 Flux and 200 Essence
Difference is loss of 50 Essence

Rank 2 * 2 = 6 Flux and 700 Essence minus Disenchant = 5 Flux and 575 Essence
Rank 2 + Transfer rank 2 = 5 Flux and 600 Essence
Difference is a loss of 25 Essence

Rank 3 * 2 = 16 Flux and 1700 Essence minus Disenchant = 14 Flux and 1450 Essence
Rank 3 + Transfer rank 3 = 13 Flux and 1350 Essence
Difference is a savings of 1 Flux and 100 Essence
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Tier 12 Enchant/ Tier 14 Buy Order

Postby Bj_Knows » Thu Jan 10, 2013 6:53 am

Excerpt from DRAFT
Excerpt from DRAFT
Excerpt from DRAFT

Quick Reference by Topic (Simplified Advice by Topic):

4c)
Tier 14 item Buying Order:
Location- Enchant

Purchase from top to bottom

If don't need Might increase, Weapon- Skill^ & Dagger- None then Amulet- Magic*
If need Might increase, Helm- Skill^ then Amulet- Magic*
Amulet- Magic*
Boots- Power#
Ring- Magic*
If already have Weapon- Skill^, then Helm- Skill^ followed by Leggings- Power#
If already have Helm- Skill^, then Gauntlets- Skill^ followed by Leggings- Power#
Leggings- Power#
Shield (if equipped)- None
Dagger (if equipped)- None
Chest Armor- Power#
Cloak- Magic*
If already have Weapon- Skill^, then Gauntlets- Skill^
If already have Gauntlets- Skill^, then Weapon- Skill^

If enchanting Tier 12 Gear, enchant from bottom to top.

Excerpt from DRAFT
Excerpt from DRAFT
Excerpt from DRAFT

From Guild Chat
in v1.5, after you reach 14300 Might (Vile Gate Raid) buy Tier 14 weapon & Shadow Walkers buy Tier 14 dagger. dropped Crit Power to 200% &  Critical Eye rank p3 + Neurotoxin rank p3 + Piercing Strike rank 3 only attack with +60% Crit (I have p1, p2 & 3 for +45% Crit). So base damage matters. just upgraded to Tier 14 dagger & got +69 damage on Poison Cloud & +103.5 damage on Toxic Blade rank 3/ Piercing Strike rank 3.
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Re: Enchant Material Costs + Quest Warning *3

Postby Katt_Yosei » Thu Jan 10, 2013 7:02 pm

@Bj_DWR Hey BJ, I'm going to go ahead and add this Enchanting Guide to the 'Useful Guides' section of my own. I can really see all of the information here helping a lot of people.

Additionally, this was confirmed by Dave, Enchanting raises Might by a %. So unlike armor, but more akin to the jewel multiplier, your might will raise higher the more you currently have. I haven't gotten a chance to number crunch this yet and find out the exact %, but will be doing so when I have the time :).
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Might Increase per Rank per Enchant

Postby Bj_Knows » Fri Jan 11, 2013 12:44 am

Katt_Yosei wrote:Additionally, this was confirmed by Dave, Enchanting raises Might by a %. So unlike armor, but more akin to the jewel multiplier, your might will raise higher the more you currently have. I haven't gotten a chance to number crunch this yet and find out the exact %, but will be doing so when I have the time :).


I have been trying for a few days, but Augment Gems make it hard. I finally took all Gems out of three pieces of gear with a rank 1, a rank 2 and a rank 3 Runic Enchantment. Then took turns equipping and unequipping items. I even tried unequipping other pieces of gear to change my Might Rating. I keep getting rounding error. The best data I have so far seems to indicate +0.5% per rank per Currently Available enchantment.

Equations:
Neck Luck rank 1
10,411
*1.0049
= 10,462

6,934
*1.005
= 6,969

Hand Accuracy rank 2
10,411
*1.0099
= 10,514

6,934
*1.01
= 7,003

Chest Knockback Resist rank 3
10,411
*1.0148
=10,565

6,934
*1.015
=7,038
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Energy Regeneration Enchant Effects

Postby Bj_Knows » Mon Feb 04, 2013 8:43 pm

Excerpt from DRAFT
Excerpt from DRAFT
Excerpt from DRAFT

Energy Regeneration Runic Enchantment (Engen)

Engen appears to function like Alien Tech in Venan's Space Miner: Space ORE Bust.

Engen gives you +0.8% Energy Regeneration per item per rank. This is bonus energy, but it is calculated by reducing your energy time.

Normal
2 energy per 300 seconds

+0.8% = 1.008 * 2 energy = 2.016 energy per 300 seconds.

Since energy is regenerated in packs of 2 energy, you take the inverse:

300 seconds / 1.0008 = 297.62 seconds rounded up to 298 seconds per 2 energy

A rank 2 would be +1.6%

300 seconds / 1.016 = 295.28 rounded up to 296 seconds per 2 energy

[Typist's note: 5:00 recharge for 2e is reduced to 4:58 with rank 1; 4:56 with rank 2, etc.]

Note: this should stack with Elixir of Stamina

Research Note: Rank 6 on 3 items = 1.144% or 2.288 energy per 300 seconds, implemented in game as 2 energy per 263 seconds (262.24 rounded up). Recharging for a 20 energy Dungeon would take 43 minutes and 50 seconds (2,630 seconds) versus normal of 50 minutes, a savings of 6 minutes and 10 seconds.

There is a Theory B on the Forums that instead of +0.8% Energy it is -0.8% regeneration time.

Theory Test:
Rank 6 on 3 items = +14.4%

Theory A) 300 seconds / 1.144 = 263 seconds per 2 energy (262.24 rounded up)

20 energy Dungeon recharges in 43 minutes and 50 seconds (2,630 seconds).
42 max energy recharges in 1 hour, 32 minutes, and 3 seconds (5,523 seconds).
5 hour Bronze Finish Raid = INT [(5* 60 minutes * 60 seconds) / 263 seconds] * 2 energy= 136 energy or 16 extra energy
(210 seconds with Elixir of Stamina. 5 hours equals 170 or 50 extra energy with Elixir of Stamina)

Theory B) 300 seconds / (1 - 0.144 ) = 257 seconds per 2 energy (256.80 rounded up)

20 energy Dungeon recharges in 42 minutes, and 50 seconds (2,570 seconds)
42 max energy recharges in 1 hour, 29 minutes, and 57 seconds (5,397 seconds)
5 hour Bronze Finish Raid = INT [(5* 60 minutes * 60 seconds) / 257 seconds] * 2 energy= 140 energy or 20 extra energy
(206 seconds with Elixir of Stamina. 5 hours equals 174 or 54 extra energy with Elixir of Stamina)


Control) 300 seconds per 2 energy

20 energy Dungeon recharges in 50 minutes.
42 max energy recharges in 1 hour and 45 minutes.
5 hour Bronze Finish Raid = INT [(5* 60 minutes * 60 seconds) / 300 seconds] * 2 energy = 120 energy

Elixir of Stamina) 240 seconds per 2 energy

20 energy Dungeon recharges in 40 minutes.
42 max energy recharges in 1 hour and 24 minutes.
5 hour Bronze Finish Raid = INT [(5* 60 minutes * 60 seconds) / 240 seconds] * 2 energy = 150 energy or 30 extra energy

Excerpt from DRAFT
Excerpt from DRAFT
Excerpt from DRAFT
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Enchanting Sets of Gear

Postby Bj_Knows » Sun Feb 10, 2013 2:39 pm

From Guild Chat
"-
So far liking Luck (Magic) & Status Resist (Power). Some people are putting Luck on extra gear since don't need best gear to Farm & Luck does not increase Raid Rewards.

Ex: I could put Luck on my Tier 12 Gear & put something Raid appropriate like Fire Damage (Magic) or Nature Damage (Magic) on Tier 14 gear.

Extreme case put Energy Regenerate (Magic) on third set of Gear. Ex: Raid with Fire Damage, Farm with Luck. When out of energy, switch to Energy Regeneration, come back before full, then switch to Raid or Farm gear.

This would work since only 3 item take Magic, another 3 take Power & another 3 take Skill. So one Ring with Luck, another with Energy Regeneration & third ring with Raid Enchant (maybe Fire Damage). same for amulet & cape.
-"

This would also help with Enchanting Feats since 9 items at Rank 6 only gets you 54 towards Master Enchanter.
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