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Gear GuideFollow

#1 May 04 2009 at 9:26 AM Rating: Excellent
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So hubby looks over his shoulder at me last night and says "I need a gear guide. How does Defense work? What's power really mean"?

And I said, "Uummmm".

It looks like no one's really figured it all out yet, or not where I can find it, so I thought we'd make it a community collaboration. What have you discovered about gear that players should know?

Edited, May 4th 2009 1:27pm by Calthine
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#2 May 04 2009 at 9:44 AM Rating: Good
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What I know so far from dev posts during beta or just generic guessing-work:

GENERAL
Power Rating: This is supposed to denote how "powerful" your item is. Generally speaking, a level 3 item would have a slightly higher power rating than a level 1 item. Because of this, the level 3 item should have better stats, such as higher defense or attack, etc. However, depending on personal preference (maybe you want to use a lesser defense item because it also has +mana), a lower power rating item could very well be more desirable. Also, at this point, their itemization is still not perfected, and several jobs have lower level gear with better stats than the higher level versions.

Star Boost: I believe this one only occurs right after you receive a level. For a short time afterward (10-15 mins I think), you have a +5 to this, maybe a 5% bonus? As far as I know, it's a slight increase in star gain.

Coin Boost: Obviously something that gives you more coins from money piles. I've never had this before.

COMBAT
Defense/AC: This is the blue shield icon. From the classic MMO view, this should help protect you some against how hard a creature can hit you for, mitigating that damage some.

Energy: This is the blue icon with lightning jags (normally known as mana). It increases your energy by X amount (whatever is listed).

Health: This is the heart icon. It increases your health by X amount (whatever is listed).

Attack: This is the sword icon. It adds to your attack rating (or is your attack rating if you only have it from a weapon). I'm fairly certain the amount of damage you do when you strike a creature with a normal hit is the same as your listed attack in the "About Me" section of a combat job.

CRAFTING
Matcher's Timing: This is the watch icon. I'm not 100% sure what it does to be honest. My two guesses are that it adds more to your time when you make matches, or that it makes your timer fall more slowly.

Matcher's Skill: This is the blue star icon. I assume it gives you more stars during the minigames that grant stars, but again, not certain.

Matcher's Advantage: This is the hammer icon. I have no idea what it does honestly.
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#3 May 04 2009 at 9:54 AM Rating: Decent
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The theory is that Matcher's advantage increases the amount of special tiles that pop up during the game.

I did a little testing over the weekend I just have to crunch the numbers.
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#4 May 04 2009 at 12:44 PM Rating: Decent
I have done some testing with armor values. I tested using the first enemy in Forest Troll Fort instance, without a group to modify the difficulty. The first hit was usually an ability, which I did not record the damage on. I ignored critical hits and waited for two equal numbers to appear on my screen. I assumed these were the standard attack, similar to pressing '1' for players. Skip to the summary at the bottom if you don't feel like reading my data and analysis of it.

I'm not sure how to make tables in HTML or forum code, but here is my data so far:
Armor Value_____|_Damage Taken
64_______________|_85
101______________|_79
124______________|_76
152______________|_73
168______________|_72
180______________|_70
195______________|_69
224______________|_67


Take into consideration the fact that the game rounds numbers. A trend-line or regression curve will be thrown off by the rounding.

After entering all of this in OpenOffice Calc (similar to MS Excel) and doing a bunch of math, I came up with an average number of about 8 armor equating to 1% less damage taken. Armor may not be a linear equation. I noticed a trend of it taking more armor to mitigate more damage as armor values went up, but this may be a result of rounding. Without many more values, it is difficult to get an accurate analysis of the armor system in the game.


Summary, for those who dont feel like reading the whole thing:
I calculated that for every 8 armor, you take 1% less damage, although it may not work out exactly to that number due to rounding and the nature of logarithmic equations.
#5 May 04 2009 at 1:20 PM Rating: Good
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Wow, nice data there Frynot. :)

I'm curious, did you try that with every job, or just one? I'm wondering if each job has their own percentage modifier for defense (like maybe a warrior is higher but a wizard is much lower).
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#6 May 04 2009 at 8:27 PM Rating: Decent
Every job has a certain base defense. Tests have shown that archers/ninjas with the same defense value as warriors - take more damage from the same mob.
#7 May 05 2009 at 10:59 AM Rating: Decent
I tested mostly with my Medic, but collected a couple samples with my lower level Wizard. I did not notice a difference, but I definitely need to test that base defense theory because it could invalidate a lot of my data. I will post here again when I have tested it.
#8 May 05 2009 at 12:00 PM Rating: Decent
I just tested different classes with almost the same armor values against the first enemy in Forest Troll Fort. For Warrior, Wizard, and Ninja, I was able to hit exactly 94 armor on each. All of them took 80 damage from the standard attack. I had 93 armor on the Medic and took 81 damage. This proves the armor mechanic is the same for all classes and your total defense value is the only thing that determines how much damage you take.
#9 May 05 2009 at 12:28 PM Rating: Decent
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That is good to know. I've got a strong feeling that with some of the damage dealing classes like Ninja, they feels squishier because defense points are sacrificed to boost for damage.
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#10 May 05 2009 at 1:30 PM Rating: Decent
With the exception of the Wizard, everyone gets to wear 6 pieces of armor with 14 value each, for a total of 84 armor. As far as I know, the Ninja has to buy the shoulder slot item from the Station Store or go without it. I could be wrong because Medic shoulder items were really hard to find. Also, the Ninja armor pieces seem to max out at 13 defense instead of 14. At early levels, all armor is fairly weak.

The Wizard only gets to wear 4 pieces of armor. The highest defense I have seen per pieces is 25 from vendors and drops and 29 from the Station Store. There might be 29 defense armor drops, but I have not collected enough Wizard armor to know this. Wizard total armor is at least 100 at level 20, more if you buy SC items or find 29 defense drops.

So, most jobs get 84 armor. The Ninja gets slightly less. The Wizard gets slightly more. The biggest difference between each class is the amount of HP they get as they level up. Don't forget that all classes can use the same shards, rings, and necklaces, so the difference in armor can easily be negated by accessories.
#11 May 05 2009 at 3:46 PM Rating: Decent
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Matcher's Stats:

On the Matcher's stats I rolled postman (because the mining mini games didn't agree with me). I played the same mini game 6 times so I could calculate a good average. I ran the test 3 times with stat+ gear on and 3 times without.

With stat+ gear I had +32 to Timing, +13 to Skill, and +110 to Advantage. Here's my thoughts (also based on what I've been reading in the forums).

Matcher's Timing: This is the watch icon. Increases time remaining (based on stat value) after making a match. I'm pretty sure this is the case, I averaged over 5 minutes with this stat empty but just over 6 with this stat at 32.

Matcher's Skill: This is the blue star icon. Increases the chance that matching tiles will be adjacent to one another on the bored. With this skill empty I averaged around 480 matched tiles but matched 510 with this skill at 13.

Matcher's Advantage: This is the hammer icon. Currently the theory is that this increases the number of special items that appear in the mini games (stars, locked items, etc). The only remaining values left from the mini games is the end score. I did notice though that there was a difference of over 4,000 points (on average) between the mini-games played with stat+ gear and the mini games played without stat + gear. While I didn't count each one of the stars or other special tiles that appeared during the mini games, I would imagine that hitting these would impact the overall score so I'd like to attribute the higher total score with the occurrence of stars or special tiles in the mini game. But the difference could also stem from the time difference between the sessions played with stat+ gear and the sessions played without.

>.< Now that I think about it I've got to try this one more time and try to swap out the gear individually to see if these theories can be supported.


Maker's Stats:

I haven't tested these yet because well, I haven't really done any cooking in game. These are from Alexis Blaze in the forums:

Maker's Reach - widens the area of affect for smashing things in cooking games

Maker's Speed - boosts speed of chopping and cutting

Maker's Sense - makes the meat move more slowly

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#12 May 05 2009 at 5:25 PM Rating: Decent
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Hi theres. Got the link from the FR Forums.

Copy Pasta of my findings here for whomever wishes to write up a formal guide.

Contributing Analysis.

I got full cap stat shards square + triangle + ring + necklace

110 + 110 + 66 + 66 = 352 Total Bonus to a single stat.

For Smith/Miner/Post Set.

Match of 5 = 800 Points across all sets. So none of these sets are a score multiplier.

((Orange Pumpkin Set :: Time Booster +352 Timer))

Test Run: Start Game, Let Timer Run Out. Did not make any matches with and without buff.

Game Runtime: No Buff @ 2 Minutes 15 Seconds +/- 1-2 (Score Info says 2:18)
Game Runtime: Full Buff @ 2 Minutes 45 Seconds +/- 1-2 (Score Info says 2:46)

Test Run 2: Testing If Time Add Effect From matches.

Game Runtime: No Buff +.03 for Single Match of 5. (800 Points)
Game Runtime: Full Buff +.03 for Single Match of 5. (800 Points)

Game Runtime: No Buff +.04 for Single Match of 9. (1,600 Points)
Game Runtime: Full Buff +.04 for Single Match of 9. (1,600 Points)

Analysis: Time Boost only extends the minigame time by (x), Does not cumulative on match bonuses.

Meaning, The "Timer" Bonus does NOT seem to contribute a bonus when making matches.

The difference between Full Buff and No Buff is 28 Seconds.
I have a bonus of 352. Therefore It should be 28/352 = 12.5ms per point.

Logically, Removing half of my 352 = 176 Points.
So Time Bonus should become 2:32. *But (Game Info says 2:35) so load lag may contribute)


((Yellow Honey Set :: Advantage Booster +352 Advantage))
((Blue Ocean Set :: Skill Booster +352 Skill))

Difference seems to be + chances to get bonus tiles... I really don't see a noteable effect between Skill and Advantage.

The consensus is that it supposably increases the rate of bonus tiles for Advantage, while Skill effects the proximity of similar tiles.

As a SC Item analysis:

It's probably not efficient if you buy those split stat items. Focusing on a single stat is probably more better since it concentrates your efforts. Also if you're cash strapped,

Ring + Necklace : +66 +66 = +132 to a Stat @ Cost 500 SC
Shards: +110 to a Stat @ Cost 600 SC

a 22 point difference at a cost of 100 SC..

22 * 5 = 110 :: If Math is right, then the 500 SC should have been +55 each Net Gain : +11

22 * 6 = 132 :: If Math is right, then the 600 SC should have been +132 each Net loss : -22

there really isn't a comparison since Shards and Rings/Necklace are like comparing apples to oranges, but if you are low funds, then Mathwise +66+66 @ 500 SC > +110 @ 600 SC



Additional Observation:

I'm not sure if coincidence, but I haven't seen any remarks regarding chains > bonus tiles. I've noticed that the chance to get a bonus tile seems higher when chaining 5+ vs chaining 3. but maybe that's just because more tiles are being cleared off to make room.

These stat items have no bearing to the smelting game (Craft to Bars Game).

It's safe to say that the description will obviously state:

"Matcher's <Type here>" so it only effects the matching game... and not the crafting portion.


I'm now level 20 Blacksmith + Miner. Making corrections to this post removing my theory about the Skill/Advantage stat.
Confirming that my theory that it effects which type of bonus you get is wrong.
The gold ones actually had all bonuses in the game.

Still can't find out what difference having Skill or Advantage does.

Edited, May 6th 2009 11:49pm by LaunaBB
#13 May 06 2009 at 9:49 AM Rating: Decent
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Thanks for posting the info Launa!
#14 May 17 2009 at 2:45 AM Rating: Decent
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I'm a Rank 20 Chef now too.. few days ago actually I think, just wanted to clear off my quest log on the classes so...

Here's an update to Maker stats.

Maker's Sense.. I can't confirm that it slows down meat movement since unless the difficulty also plays a part in how fast it moves, I don't think it slowed down a Rank 3 Recipe enough to be confirmed to do so. However, Maker's Sense gives you the "perfect" sweet spot when you're doing Smashing.

With 0 in sense stat, the gauge goes from the bottom to top which would usually allow you to hit 1 smash per full bar..

With 352 Stats in sense, once the gauge reaches the perfect line.. you literally have like "bullet time" slowed down gauge that lets you smash all targets...

With 110 or so in sense, you can hit like 2-3 once within perfect limit.

I'll see if I can get an "Estimate" range difference between 0 Range and 352 range via screenshots..


A nice hint for the chefs, if it's not already said,
check the recipe for what you need to do, then use the proper stat buffing equipment for it.

If you're not smashing anything, it's pointless to wear smashing (aka sense) bonus items.

I think a hint would be, for smashing meat, Reach is probably your best stat. having a higher AOE hit would be much more easier to hit w/o missing...

There is 1 minigame that is pretty evil to me.. unless you've got a gamer mouse with a high dpi.. it's like the "training dummy" type of 'cut'.. well I guess cutting then :P since chopping isn't cutting XD so for a 'cut' game... i really don't see how it could have helped me except maybe made the margin of error lower when doing the cut lines.

(I'm on bluetooth HID so I speed drawing type of games I lose :p)


If I notice any more differences or new developments, I'll post them here. :) feel free to use any information I post for guides :O
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