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Bc3 Item Addition: Item Fusion Part 3


Renewal

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The last section:

 

III. Mechanics:

 

This section is for the detail-obsessed players; the basics of Item Fusion are already yours, and you can start fusing right away. These are just further notes that will probably come in handy.

 

Shard and Gem chances:

Shards and Gems don't directly add an effect to your item; they add a percent chance. This is on a sliding scale; each successive Shard or Gem increases the chance:

 

0% (none added) -> 10% -> 25% -> 40% -> 50% -> 60% -> 75% -> 90%

 

As you can see, the scale stops at 90%, after you add 7 Shards/Gems. This is simply to prevent the most powerful Gems and Shards from being too game-breaking: if your weapon has a four-hit combo attached, a 100% chance of that happening is simply game-breaking.

 

Shard, Stone, and Gem net caps:

Basically, there is a limit to how many Shards, Stones, and Gems can be fused into an item:

 

Shards: 12

Stones: 6

Gems: 8

 

Note: this isn't a limit to a single variety. It's not 12 Fire Shards and 12 Ice Shards fused into something: it has to be 12 Fire Shards or 12 Ice Shards. You can also spread the distribution around: 6 Fire Shards and 6 Air Shards, 7 Ice Shards and 5 Water Shards, etc.

 

This is also a net cap. This limit isn't just imposed to a single item: if you fuse two items together, the sum or net result must still be under the limit. You can fuse a weapon with 5 Gems attached and one with 3 Gems, but not one a weapon with 5 and another with 4. This is the final advantage of Crystals: they don't have a net cap, so if you have Widgets to spare, you can fuse two weapons with a crystal attached to each. Weapons can only have one Crystal fused into them directly, but the net result doesn't matter.

 

In addition, this is an advantage inherent to Other materials: they have odd effects, and so don't have this set cap as well.

 

 

These are all my current notes on Item Fusion; if you have any questions not addressed, or find any flaws, please comment and I'll do my best to answer and fix any mistakes. I'm also sorry about splitting up the notes; saved on MS Word, the total's nearly 1800 words long, and I guess the blog system can't handle it all. Just comment in the relevant section, and I'll answer there.

 

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Question; when you say about the set cap, does that mean I can buy like 10 to 20 Protosteel Bars, and have the item be fully indestructible? =P

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Theoretically, that would be the case for most materials. But there are a few that are really game-breaking (like Protosteel), so they do have a limit. But it's not a limit set by the material itself, but the effect. Indestructibility caps out at 50% chance, but it varies. Basically, unlike Elemental items, you're gonna have to treat each Other Material on a case by case basis. They tend to be a lot more unpredictable.
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Ah; okay then. =)(Dang; there goes my game breaking plan for putting my indestructibility to 100%. =P)

 

Speaking of which; what is Indestructibility?

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It's basically an ability of the weapon or armor. Indestructibility will have a 25% chance of causing item Break status. Remember Guurahk's Desperation Attack? It Breaks the target's armor. So an armor with Indestructibility has a chance of breaking an enemy's weapon who attacks it, and a weapon will break an enemy's armor.

 

Break status reduces the item's Damage range or Block to 25% rounded down. It can seriously cripple your enemy. Of course it're pretty hard to activate. Basically you should multiply the Indestructibility chance by 0.25: you need to activate it, and then see if it actually does break the other item. Complicated, but any little edge might be worth it.

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Yup. As long as you've got the Widgets to spend, you can customize any of your weapons and armor. Status effects are obviously a lot more useful now, since you've now got a chance to actually get them to activate often. That's one of my pet peeves about Pokemon and the like: status effects are really useful, but outside of dedicated moves like Thunder Wave, which deal no damage, the chances tend to be really low of activating them with a normal attack.
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Yup. As long as you've got the Widgets to spend, you can customize any of your weapons and armor. Status effects are obviously a lot more useful now, since you've now got a chance to actually get them to activate often. That's one of my pet peeves about Pokemon and the like: status effects are really useful, but outside of dedicated moves like Thunder Wave, which deal no damage, the chances tend to be really low of activating them with a normal attack.

 

Without the ability Serene Grace, which doubles the chance of secondary effects (most infamously, flinching,) of course.

 

Ask ANY competitive Pokemon site about why Jirachi is annoying.

 

Hm...I'll experiment a little...By the way, when will Masks be up?

 

Neya Out. :smiletol:

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Knew I forgot something. I've been adding a few things to the shops now and again, but Kanohi still have to be updated. Off to fix that...
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Kanohi looks good; but I think I may have a good one myself. =)

 

Also; what do 'abilities' do? I noticed them on special fusion items you added to the other shop.

 

Also; nice choice for the new weapon, Unforged Sword sounds interesting. =P

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Exactly what it says: as long as you have the item fused with that ability equipped, that ability is added to your character's moveset. If you fuse Weaponsoul into your weapon, then your character gains the Ability Soul Bond.

 

There's nothing extremely unique about the Unforged Weapon, but give it all the Item Boosts and certain other materials, and it eventually becomes the Ultima Weapon (although you don't get all the right materials until Rank 9 ;) ).

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