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Full Version: Armament Enhancing Success Rate
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Fail rate goes up with the grade level.

These are from data deduced by players, they are roughly near to the real values

Success Rates:
grade 0 - grade 1, 50%
grade 1 - grade 2, 20%
grade 2 - grade 3, 13.5%
grade 3 - grade 4, 10%

Max number of fails before success(this is deduced from another feature not implemented yet, to be included in 150 version. But that around the max amount of fails u can expect before u upgrade is successful. Though there are some unlucky people who have failed more than the limit below)
grade 0 - grade 1, max fail 4 times
grade 0 - grade 2, max fail 16 times
grade 0 - grade 3, max fail 31 times
grade 0 - grade 4, max fail 49 times

by Third

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You can beleive them or not:

"After a certain point, it is all luck."
Orochi Wrote:honestly i never believe in data like this.

if u're lucky in batheo, u can get grade 0-4 in <10 tries. if u're unlucky grade 0-2 alone could take u over 20 tries.

data for enchanting/commissioning/upgrading armaments/washing in batheo is as good as computing your chances of winning at jackpot/roulette. u go in believing u have at least a minimum % of winning, but at the end of the day u belong to the majority % who get screwed instead lol.
Due to the nature of this and that all gems below Olympia armaments are a waste i am holding off.

Maxing two super heroes seems to be better long run value, so two sets of equipment with max spirit +100 and max valor gemming +100 for anabus and sult (or swap hero) - seems to give a much better return.

Espicially since the extra stat, 0.7% less damage in and 0.7% more damage out for each single point.... toss in a healer and a change in the faculty % damage and its massive over a 12 round fight.

I have almost finished one set of equipment for anabus, then its onto my 2nd set which is already at +60 valor. The difference i noticed when taking the 1st set up from +60 to +90 was around 25% - alot more than some failed armaments would have provided.