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Hello everyone,

While browsing online, I sought a guide on adjusting the percentages for refining alchemy stones (rough, cut, rare, antique, legendary) and their clarity levels (Matt, Clear, Flawless, Brilliant, Excellent). After not finding sufficient information, I took the initiative to explore this topic myself.

To get started, navigate to your local directory and open the file titled "dragon_soul_table.txt." Within this file, you'll notice the following structure beginning around line 140:

 
Group RefineGradeTables
{ codice }
    

The RefineGradeTables group is responsible for handling the CLASS upgrades (rough, cut, etc.), while the next group:

 
Group RefineStepTables
{ codice }
    

is used to manage CLARITY upgrades (Matt, Clear, etc.). Finally, we have:

 
Group RefineStrengthTables
{ codice }
    

This last group deals with the LEVEL enhancements of the stones (+0, +1, etc.).

Breakdown of Each Group

Let’s delve deeper into these tables:

RefineGradeTables:

 
This is the hidden content, please

In this context, I've tailored these settings to clarify their purpose. Let's define them:

NEED_COUNT: Specifies how many stones are needed for the upgrade.
FEE: Represents the cost associated with the upgrade.

Understanding Refining Percentages

You may wonder where the refining percentages fit in. The relevant line looks like this:

 
GRADE_NORMAL    15    10000    5    95    0    0    0
    

Here’s what it indicates:

  • 15: The number of stones required for the upgrade.
  • 10000: The amount of yang required (10k).

Now, looking at the following values:

 
5    95    0    0    0
    
  • The first value '5' denotes the percentage of the stone remaining in the Rough class (5%).
  • The '95' indicates the success rate for upgrading to Cut (95%).

Example Modification

If you want to create an upgrade with:

  • 15 Stones
  • 10,000 Gold
  • Percentages: 90% success, 5% failure, 5% lucky success to upgrade from Rough to Rare stone

You would set it up as follows:

 
GRADE_NORMAL    15    10000    5    90    5    0    0
    

Ensure that the total equals 100%: 90 + 5 + 5 = 100.

Clarity Field Analysis

Now, let’s look into the clarity section:

 
This is the hidden content, please

In this instance, we will be examining STEP_* values instead of GRADE_NORMAL. The breakdown is as follows:

  • NEED_COUNT: Indicates how many stones are required.
  • FEE: The cost of refining.

STEP Definitions:

  • STEP_LOWEST: Matt
  • STEP_LOW: Clear
  • STEP_MID: Flawless
  • STEP_HIGH: Brilliant
  • STEP_HIGHEST: Excellent

Refining Percentages in Clarity

For the percentages within clarity, focus on the last five numbers:

 
30    70    0    0    0
    

Here, 30 indicates the percentage for staying Matt (failure percentage), while 70 shows the success chance for the stone to transition to Clear.

Adjusting Success Rates

  • To set the refining success for the lowest step to 95%:
 
5    95    0    0    0
    
  • If you want the highest step’s success to be 10%:
 
0    0    0    90    10
    
  • For a scenario where you want a 10% success rate at the highest step while allowing a 5% return to Flawless:
 
0    0    5    85    10
    

Final Remarks

I hope this guide helps you understand and modify the Dragon Soul Table effectively! I’ve shared this on various forums, and feel free to share it further. If you mention me, that would be appreciated!

I apologize for any language errors, and thank you for your understanding.

Update

Don’t forget to modify the client-side settings as well, which I overlooked earlier. In the file dragon_soul_refine_settings.py, you will find:

 
import item
default_grade_need_count = [15, 10, 5, 3]
default_grade_fee = [30000, 50000, 70000, 100000]
default_step_need_count = [4, 3, 2, 1]
default_step_fee = [20000, 30000, 40000, 50000]
    

Here, default_grade_need_count specifies the number of stones needed (rough, cut, etc.), while default_step_need_count deals with the stones needed for clarity refinements. The fee values are the costs for each type.

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