Types[]
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(Two Runes are missing. Please help us contribute! <3 )
Enhancing[]
Success Rates[]
The following table shows the success rate to upgrade a rune from one level to the next. For each failed enhancement, the rune will receive a 0.5% success bonus. This bonus will stack and last until the enhancement is successful. From success rate and stacking success bonus, expected time to enhance per level can be calculated based on probability theory.
+1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +14 | +15 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Success Rate | 100% | 90% | 80% | 70% | 60% | 50% | 35% | 20% | 15% | 10% | 7% | 4% | 2% | 1% | 0.5% |
Expected enhances | 1 | 1.11 | 1.25 | 1.42 | 1.66 | 1.98 | 2.78 | 4.62 | 5.83 | 7.79 | 9.61 | 12.29 | 14.86 | 16.48 | 17.39 |
Enhancement prices[]
The following table shows the price per enhance for 1-star runes. For 2/3/4/5-star runes, multiply the price with 2/3/4/5 respectively
Level | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +14 | +15 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gem Cost | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Crystal Cost | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Maxing Rune Price[]
From Enhancement prices and expected enhances per level, the expected price to max out a rune level is as follow:
Rune Star | 1 | 2 | 3 | 4 | 5 |
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Expected Gem Cost | 1258 | 2516 | 3774 | 5031 | 6289 |
Expected Crystal | 483 | 966 | 1449 | 1933 | 2416 |
Composing & Selling[]
Composing 3 runes of same type and star level will result in 1 rune of same type but 1 star level higher, upto 5 stars. Any enhancements on ingredient runes will not be carried to the higher level rune. Composing costs crystals and is guaranteed to succeed.
Ingredient Rune Stars | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
Resulting Rune Stars | 2 | 3 | 4 | 5 | N/A |
Crystal Cost | 11 | 37 | 80 | 300 | N/A |
Selling Price | 1 | 2 | 8 | 25 | 100 |
Inventory[]
Runes are stored inside an inventory in Hero equipment section. The inventory starts off with 30 slots for your runes, which would quickly fill up. To expand 10 slots for the inventory initially costs 1 crystal, and plus 1 for every expansion you make, upto 47 crystals (corresponds to totally 500 rune slots). The total price for fully expanding inventory is 1128 crystals.
Auxilary Section: Code[]
Expected enhances were calculated using this Python snippet. Validate it yourself if you want
#!/usr/bin/python3
def clamp(value, low_bound, up_bound):
return min(max(low_bound, value), up_bound)
def est_enhance_times(initial_success_rate = 1.0, fail_compensation_rate = 0.005):
if initial_success_rate >= 1.0:
return 1
isr = initial_success_rate
fcr = fail_compensation_rate
accumulated_fail_rate = 1.0
fail_times_to_get_to_one_hundred_percents = (1.0 - initial_success_rate) / fail_compensation_rate
result = 0
for enhance_time in range(1, int(fail_times_to_get_to_one_hundred_percents+1)):
current_success_rate = clamp(initial_success_rate + (enhance_time-1)*fail_compensation_rate, 0, 1)
result = result + enhance_time*current_success_rate*accumulated_fail_rate
accumulated_fail_rate = accumulated_fail_rate * (1.0 - current_success_rate)
return result
def print_est_times():
level_success_rate = [-9999, 1, 0.9, 0.8, 0.7, 0.6, 0.5, 0.35, 0.2, 0.15, 0.1, 0.07, 0.04, 0.02, 0.01, 0.005]
for lv in range(1, len(level_success_rate)):
print("Level " + str(lv) + ": " + str(round(est_enhance_times(level_success_rate[lv]), 4)))
print_est_times()