Saturday, July 13, 2013

Clothing and Wings Synthesis and Stats

In order to help players better plan out their fashion design endeavors

*NOTE PLAYERS CAN FAIL TO SYNTH CLOTHING FROM LEVEL 2 AND HIGHER, IF THEY WANT TO RISK NOT USING LUCK STONES, A FAILURE CAN MEAN THAT YOU LOSE A ITEM, SO PLAYERS DO SO AT THEIR OWN RISK R2 ADMIN WILL NOT REPLACE ITEMS LOST TO SYNTHING IF IT TURNS OUT TO BE THE PLAYERS ACTIONS THAT RESULTED IN THE OUTCOME.
CLOTHING

Getting ClothingEdit

Clothing is purchased from the shop for 395 balens each, wings cost 1995balens. There are 4 different types of Clothing: Armor, Helm, Weapon andWings.

Clothing attributesEdit

Clothing not only looks cool, but also helps to make your character better. 
Armor, helmet and weapon, give initial rage boost according to the level of the clothing. These 3 clothing do not give any BR.
Clothinglevel 1level 2level 3level 4level 5level 6level 7
Helmet+5 rage+7 rage+9 rage+11 rage+13 rage+15 rage+17 rage
Armor+5 rage+7 rage+9 rage+11 rage+13 rage+15 rage+17 rage
Weapon+5 rage+7 rage+9 rage+11 rage+13 rage+15 rage
+17 rage

Clothing Synthesis


The way to level up your clothing is through clothing synthesis. What you need to synthesize your clothes, is either more clothes or fashion core. Each synthesis requires a certain amount of gold and the higher the level of clothing, the lower the chance of succes. Although if you have a good luck charm, and you're synthesizing 2 clothing items of same level (for an example, level 3 helm and level 3 helm), the success rate will become Excellent, which is the highest. You can only synthesize items of the same category, helms with helms and wings with wings. 
Gold consumed for each synthesis try depends on the level of clothing you are trying to reach. Going for level 2 clothing costs 20k gold. Synthesizing for level 3 costs 30k gold and thus level 4 cost 40k. 
Every synthesizing try may change the look of the clothing, thus gives a chance to unlock new clothing in the Dressing Room. You won't lose once activated clothing, even if you do not own it physically anymore (e.g. because it is lost through synthesis).

Dressing Room


Since the 1.6 update the Dressing Room is available. In it one can try on all available clothing, whether it is activated yet or not.
As soon as a piece of clothing is activated, it's thumbnail is shown in color. Once activated, the clothing will never get deactivated again, even if the physical item is lost (e.g. through Clothing Synthesis).
If the chosen outfit consists only of activated clothing, it can be put on by clicking on "Save Figure".
To get the clothing equipment bonus (and not only the look), there must be clothing equipped in the according slots. When changing the look, the level of the equipped clothing is automatically transferred to the new clothes, therefore there is no need for Clothing Conversion anymore.

Fashion Upgrade calculationEdit


Fashion Cloth (395 Balens) + Fashion Core (395) = (790) Level 2 clothing
Level 2 Cloth (790) + Level 2 Cloth (790) + Good Luck Charm (395) = (1,975) Level 3 Cloth
Level 3 Cloth (1975) + Level 3 cloth (1975) + Good Luck Charm (395 x2) = (4,740) Level 4 Cloth
Level 4 Cloth (4740) + Level 4 cloth (4740) + Good Luck charm (395 x3) = (10,665) Level 5 Cloth

WINGS
 Mechanics
Wings were introduced in the 1.45 patch of Wartune. They improve the player's character both aesthetically and in combat. Wings are sold in the shop for 1995 balens. When equipped, the wings provides a player with a stat boost across the board. However, unlike mounts, the wing bonuses do not stack with more wings, as each player can only have one pair of wings equipped at a time. The wings can be synthesized to a higher level, see Clothing. The highest level is 9 at the moment. (Patch 1.60) Wings increase the Battle Rating  (BR).

Attributes

LevelPATKMATKPDEFMDEFHPPATKMATKPDEFMDEF
0+40+40+40+40+400+1%+1%+1%+1%
1+120+120+120+120+1200+2%+2%+2%+2%
2+180+180+120+120+1200+3%+3%+2%+2%
3+180+180+180+180+1200+3%+3%+3%+3%
4+180+180+180+180+1800+3%+3%+3%+3%
5+240+240+180+180+1800+4%+4%+3%+3%
6+240+240+240+240+1800+4%+4%+4%+4%
7
8
9
Note: Level 0 wings are available only from special promotions and cannot be synthesized or converted.

Mathematics

Are the wings really broken?
Looking at the math, a player really needs to accrue many points in a stat in order to start "dominating" with this item. At low levels, a +120 boost to some stats can cause some imbalance, as most items only provide stat boosts on the order of +30 to +150, with HP equipment being nowhere close to +1200. Having another item that gives the player such an increase in stats at a low level will indeed cause the game to be temporarily unbalanced, although using any amount of cash to get ahead will inevitably do the same. A higher level player, one around the level of 45, will hardly notice a change of +120 to any stat, but will notice the damage output.
Take a level 45 player with 6000 ATK attacking a level 45 player with 4000 DEF, and assume that the attacker has the full lvl 45 PvP set (-1500 DEF):
(6000 - 2500)/2 = 1750                                   (no wings)
((6000 + 120)*1.02 - 2500)/2 = 1871.2             (attacker with wings)
(6000 - ((4000+120)*1.02 - 1500))/2 = 1648      (defender with wings)
Offensively, the wings provide an average 121 damage increase, while giving an average 102 damage reduction. The average damage value changes are small, but can impact heavily in the long run. Most competitive players have over 20000 HP at this point, but remember,  wings also alter HP, so:
20000     HP without wings
(20000+1200)*1.02 = 21624     HP with wings
Winged player vs non-winged:
(20000 HP) / (1871 damage per turn) ~ 10.68 = 11 turns to KO
(21624 HP) / (1648 damage per turn) ~ 13.12 = 14 turns to KO
It is clear that the health increase on top of the damage values increase and reduction make it easier for a winged player to beat a non-winged player. On average, it will take a player without wings in this scenario 14 attacks (turns) to KO a winged player; for the winged player, it will take 11 attacks to KO the non-winged player. Even at a higher level, the wings allow a player an average of 3 fewer turns to complete a PvP battle.
Now, this is only a test scenario. If the battle were a true 1-on-1, with no additional battlers, then these calculations would hold almost every time. Keep in mind that criticals, allies, troops, skills, astrals, and the high-low actual damage could throw the battle in favor of the non-winged player. In this case, 90% of the winged player's average damage is below 110% of the non-winged player's average damage, so it is entirely possible that the winged player could lose if they receive all low damage rolls, and the winged player all high damage rolls. However, the chance of that outcome actually occurring is very low.
At very high levels, the stats boost, while helpful, is so tiny that it can almost be neglected in some cases. In order for a 2% increase to actually somewhat modify a stat, the player would need to accumulate a large number of points (in this example, 50000 points) in one stat. The 2% increase becomes 1000 at 50,000, and while significant by itself, is not significant in the slightest when compared to the actual stat value. Players with these levels of stats will most likely be facing players with similar stat levels, and so +1000 ATK will not make a dent in any other player's HP. However, the boost has the capacity to alter a players defense to reduce the incoming damage by a significant amount.
Assuming such an ATK level, it is plausible to assume that the opposing player probably has around 45,000 DEF. Now, PvP sets aside, running the damage calc shows
(50000 - 45000)/2 = 2500                             (no wings)
((50000+120)*1.02 - 45000)/2 = 3061.2         (attacker with wings)
(50000 - (45000+120)*1.02)/2 = 1988.8         (defender with wings) 
In this scenario, the wings provide a clear advantage to the player. The HP stat need not be consider, as the winged player will always KO the non-winged player quicker; the only way HP might be considered is if there is a huge difference on the side of the non-winged player. Again, allies, troops, skills, astrals, and criticals could adjust the outcome of a battle, but in this scenario, the outcome is highly favored for the winged player.
However, the lower the ratio of DEF/ATT, the smaller the damage increase for the winged player. Take the same ATT stat, but with 30,000 DEF:
(50000 - 30000)/2 = 10000                             (no wings)
((50000+120)*1.02 - 30000)/2 = 10561.2         (attacker with wings)
(50000 - (30000+120)*1.02)/2 = 9638.8         (defender with wings) 
Here, the winged player causes only approximately 900 more average damage as oppose to aproximately 1100 more average damage at 45,000 DEF. The high-low actual damage could have the non-winged player as the victor, but that outcome is highly unlikely.

Wing Upgrade Calculation

Wing Level 1 (1995) + Fashion Core (395 x 5) = (3970) Level 2 Wing
Wing Level 2 (3970) + Wing Level 2 (3970) + Good Luck Charm (395 x2) = (8,730) Wing Level 3
Wing Level 3 (8730) + Wing Level 3 (8730) + Good Luck Charm (395 x3) = (18,645) Wing Level 4

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