Reinforcement Formulas

Reinforcement Formulas

All upgradable Equipment follows a strict formula for determining the next values in the upgrade tier. It uses a multiplier table where the first three sets of Values (Physical AR/DEF, Magical AR/DEF and Elemental AR/DEF) are identical in most cases1. Each Weapon that can be infused with different elements actually exists 10 times in an "initial state" which is not visible in-game, this is very important to know because some +0 weapons actually already have a multiplier applied even at +0. To show an example, here is the Dagger with its 10 initial stats:

Name Physical AR Magic AR Fire AR Lightning AR STR Scale DEX Scale INT Scale FAI Scale
Dagger 56 0 0 0 13 85 0 0
Crystal Dagger 56 0 0 0 13 85 0 0
Lightning Dagger 56 0 0 56 0 0 0 0
Raw Dagger 64 0 0 0 10 64 0 0
Magic Dagger 42 46 0 0 4 24 71 0
Enchanted Dagger 42 45 0 0 3 17 69 0
Divine Dagger 38 46 0 0 5 33 0 70
Occult Dagger 38 42 0 0 5 31 0 82
Fire Dagger 56 0 56 0 0 0 0 0
Chaos Dagger 49 0 57 0 0 0 0 0

For example, regarding the Raw Dagger: the first entry of this set has a different Physical Base Damage of 64 instead of 56. At first glance it seems that the Raw Dagger +0 would have a Physical Damage AR of 64 but that's not true. The Raw Dagger +0 has a base damage of 96. The reason for this is because the template for any Raw Weapon +0 specifies that even at +0 it will get a multiplier bonus of 1.5 × Base Damage. (64 × 1.5 = 96).

Scale Grading

Some weapons and their reinforcement paths change the scaling bonus from their defaults:
As seen above in the Dagger example the Basic Weapon has a 13 point Bonus in Strength and 85 points in dexterity. The game however will make it a bit simpler and displays the bonus in letters ranging from S,A,B,C,D,E (from most beneficial to least). But an "A" Bonus does not mean that the "A" bonus alone is the same for all weapons. Here's the tier grading list:

Range Letter
140+ S
100-139 A
80-99 B
52-79 C
22-51 D
1-21 E
0 -

If any weapon for example has 139 points in strength bonus it would be only 1 point short of achieving the "S" Scaling rank but it would still display as "A"

Normal Armor Upgrade Formula

Upgrade Level Physical Defense Magical Defense Elemental Defense Resistance
Normal + 0 × 1.0 × 1.0 × 1.0 × 1.0
Normal + 1 × 1.1 × 1.1 × 1.1 × 1.0
Normal + 2 × 1.2 × 1.2 × 1.2 × 1.0
Normal + 3 × 1.3 × 1.3 × 1.3 × 1.0
Normal + 4 × 1.43 × 1.43 × 1.43 × 1.05
Normal + 5 × 1.56 × 1.56 × 1.56 × 1.1
Normal + 6 × 1.69 × 1.69 × 1.69 × 1.15
Normal + 7 × 1.85 × 1.85 × 1.85 × 1.2
Normal + 8 × 2.01 × 2.01 × 2.01 × 1.25
Normal + 9 × 2.17 × 2.17 × 2.17 × 1.3
Normal + 10 × 2.42 × 2.42 × 2.42 × 1.4

Special Armor Upgrade Formula

Upgrade Level Physical Defense Magical Defense Elemental Defense Resistance
Special + 0 × 1.0 × 1.0 × 1.0 × 1.0
Special + 1 × 1.08 × 1.08 × 1.08 × 1.05
Special + 2 × 1.19 × 1.19 × 1.19 × 1.09
Special + 3 × 1.29 × 1.29 × 1.29 × 1.14
Special + 4 × 1.39 × 1.39 × 1.39 × 1.18
Special + 5 × 1.55 × 1.55 × 1.55 × 1.27

Initial Sets

The list contains all Weapons found in-game with their initial stats which are hidden for most cases.

Notes

  • Resistance starts to increase at + 4 for Armors.
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