Please Login.

Gear Attributes and Upgrading

Go down

Gear Attributes and Upgrading

Post by Orlix on Fri Apr 20, 2012 7:51 pm

THIS IS A GUIDE BY Deioth FROM ATRA ASTRUM GUILD SO ALL CREDIT TO HIM FOR DOING A AWESOME JOB WITH THIS GUIDE.

Introduction

This post is a basic introduction. At the end of the post I have made a table of content which links you to much more advanced information and tips. The guide has been translated in the following languages to make it easier for non-English speakers:
◘ French - Translated by Jarama of Anathema Guild.
◘ German - Translated by Qosmio of Justice Guild.
◘ Hungarian - Translated by Lunarion from our guild and formatted by Menorel of Variance: TERA Hungary Fansite.



Fellow explorer of Arborea, you are now about to discover a very important aspect of TERA. Something which we won't enjoy as there is a lot of Luck involved. That is, if we wish to get the best stats on our gear ... the world of Gear Attributes and Upgrading. Now before some people get scared by the idea of RNG, it is not necessary to get the best stats or the highest level of enchanting to do really well in TERA (both in PvP and PvE). However if you wish to be the best, I suggest you read on and try to get the best stats on your gear.

During your travels in Arborea you will come across many "enigmatic" items with a "?" over them. Only these "enigmatic" items can be identified, and only once identified can they be upgraded. To identify the item you will need to buy a common identification scroll at the general vendor (costs 5,250 gold).

Upgradable items always have base lower stats than non-upgradable items; however their potential is far greater. The reason is that the upgradable items can be identified to reveal specific attributes that will aid you in your numerous battles. In short, attributes are stats which activate when certain conditions are met, similarly to crystals. Once the item has been identified it can be strengthened via the enchanting system.

The enchanting system allows you to strengthen your gear and increase its base stats while also giving you the potential to unlock the gear's attributes. To enchant an item press "T" by default to get the enchanting window. Then right click the item you wish to strengthen (goes in the middle slot). After you right click the sacrificial item (goes in the left slot). Finally right click the enchanting powder (goes in the right slot) and click the button to enchant. This system has three main components and this basic formula:
Sacrificial gear + Your gear + Enchantment powders = Strengthening(+1) / Failure(0) / Weakening(-1)

The sacrificial gear you must use depends on the tier of the item you wish to enchant. You can only enchant an item by using a sacrificial item of the same tier. Furthermore the sacrificial item has to be the same type as the item you wish to strengthen. For example, if you try to enchant a weapon you must sacrifice another weapon (any type as long as it is the same tier). The reason why it is called sacrificial item is that it will be destroyed in the process of enchanting your gear. The tier of an item varies depending on the level of the item.

Different types of enchantment alkahest (I refer to them as powders, much easier to say and type) can be used, each have their own effect but of course their price greatly varies. The three types are White powder, Pink powder and Blue powder.

White alkahest Pink alkahest Blue alkahest

Costs 262 Gold Costs 183,750 Gold Costs 330,750 Gold




For in-depth information on each specific aspects I have made the following posts:
◘ Gear Attributes
◘ Preferred Attributes
◘ Identifying and making Enigmatic
◘ Masterworking
◘ Enchanting



I hope these guides give you the information you seek. Feel free to redistribute, translate or modify but please give the due credit. I ask this as I spend countless hours on my guides but do not copyright them so all players can access and benefit from the information.

If you have any questions regarding the guide then please let me know and I will do my best to answer.


Kind regards,
Deioth


Last edited by Orlix on Fri Apr 20, 2012 7:56 pm; edited 1 time in total

Orlix

Posts : 29
Points : 2286
Reputation : 0
Join date : 2012-04-14

View user profile

Back to top Go down

Re: Gear Attributes and Upgrading

Post by Orlix on Fri Apr 20, 2012 7:51 pm

Gear Attributes

This post will cover the various attributes that can be found on all equipments. Afterwards I will mention the class-specific attributes which you can get from two level 58 Dungeons (Dome and Watch). Finally I will finish the post by discussing which attributes are the most preferred for the various class roles.



Weapons
PvE Weapon
+0.2% MP Recovered for every successful Hits
+3% Damage when hitting Aggroed Monsters
+3 Strength (Masterwork Only)
+4.5% Damage when hitting Big-Ass Monsters
+4.5% Damage when hitting Normal Monster
+4.5% Damage when hitting Small Monsters
+5.1% Damage when hitting Monster's Rear
+5.3% Damage when hitting Knocked-Down Monsters
+6% Damage when hitting Enraged Monsters
-7% Aggro Generation when using Skills (Healers Only)
+8% Animation Speed
+8% Healing Given (Staff & Sceptre Only)
+10% Damage when hitting Players (PvP)
+13.5% Aggro Generated per Hit (Lance Only)
50% Chance to get MP Recovery Effect when starting Combat

PvP Weapon
+5% Damage when hitting Players
+7% Damage when hitting Player's Rear




Armours
PvE Chest Armour
+0.11% HP Recovered for every successful Hits
+1.7% Chance to Resist Crit Hits
+2 Defence (Masterwork Only)
-3% Damage when hit on Front
-3% Damage when hit by Aggroed Monsters
-4.5% Damage when hit by Big-Ass Monsters
-4.5% Damage when hit by Normal Monsters
-4.5% Damage when hit by Small Monsters
-5.3% Damage when hit while Knocked-Down
-6% Damage when hit by Enraged Monsters
+8.6% Healing Received (Self Heals also work except for the Mystic)
-10% Damage when hit by Players (PvP)
15% Damage is Reflected on Opponent (PvE and PvP)
+24% Knock-Down Resist while using Skills
30% Chance to get HP Recovery Effect when starting Combat

PvP Chest Armour
-7% Damage when hit on Rear by Players
-10% Damage when hit by Players while Knocked-Down

Gloves
Reduced Crit Damage when Hit
+1 Strength
+2 Crit Chance
+2 Knock-Down Rate
+4.5% Healing Given (Only Cloth)
+6.7% Aggro Generated per Hit (Only Plate)

Shoes
-0.7 Slow Duration
+1 Defence
+2 Knock-Down Resistance
+10% Movement Speed (In and Out of Combat)
-10% Damage when hit by Players (PvP)
+30% Knock-Down Resistance when stepped on by Big-Ass Monsters



Jewellery
Rings / Necklace
+0.04 Crit Damage Multiplier
+2 Crit Chance
+2.3% Chance to Sleep Opponent
+2.6% Chance to Weaken Opponent (Lancer)
+3% Chance to Poison Opponent
+4.5% Healing Given (Priest / Mystic)
+3/4/6% Animation Speed (Necklace Only)

Earrings
+1.9% Stun Resistance
+2.3% Weaken Resistance
+4.5% Received Heals (Self Heals also work except for the Mystic)
-15% Poison Damage
-20% Stun Duration



Class-Specific Attributes
Dome and Watch (two latest dungeons) drop special "Already enchanted" gear. The Weapons and Armours each have a class specific stat on them. The stat can be one of three:
◘ Increased % Skill Damage for a Specific Skill
◘ Reduced % Cool-Down for a Specific Skill
◘ Reduced MP Cost for a Specific Skill

Orlix

Posts : 29
Points : 2286
Reputation : 0
Join date : 2012-04-14

View user profile

Back to top Go down

Re: Gear Attributes and Upgrading

Post by Orlix on Fri Apr 20, 2012 7:52 pm

Preferred Attributes

This post mainly focuses on the PvE aspect, since for PvP there are less attributes to choose from. I will however add a PvP section if people request it.
When there are more than one line of attributes it means you can choose between different options depending on what you prefer.



Archer/Berserker/Slayer/Sorcerer
The damage dealing classes have a very simple role, to unleash all the damage they can in the shortest amount of time. As such they focus on damage dealing and animation speed attributes. Furthermore, since they are often facing the monster's rear, they can get an attribute to increase their damage for this specific situation. Here are their most commonly used attributes on the different equipments:

Weapon
◘ +4.5% Damage when hitting Big-Ass Monsters x3 AND +8% Animation Speed x1
◘ +4.5% Damage when hitting Big-Ass Monsters x2 AND +8% Animation Speed x2
◘ +5.1% Damage when hitting Monster's Rear x1 AND +4.5% Damage when hitting Big-Ass Monsters x1 AND +8% Animation Speed x1
◘ +5.1% Damage when hitting Monster's Rear x2 AND +8% Animation Speed x1

Chest Armour
◘ -4.5% Damage when hit by Big-Ass Monsters x3

Gloves
◘ +1 Strength x2

Shoes
◘ +1 Defence x2

Necklace
◘ +3/4/6% Animation Speed

Rings
◘ +2 Crit Chance x2
◘ +2 Crit Chance x1 AND +0.04 Crit Damage Multiplier x1
◘ +0.04 Crit Damage Multiplier x2

Earrings
◘ +4.5% Received Heals x2



Warrior
The Warrior has a different story than all the other classes. This is because it is the only class that can both Tank AND do a lot of damage. Depending on the situation, mainly whether the Warrior is tanking or going for damage dealing, the most crucial attribute is animation speed. Here are their most commonly used attributes on the different equipments:

Weapon
◘ +8% Animation Speed x2 AND +4.5% Damage when hitting Big-Ass Monsters x2
◘ +8% Animation Speed x2 AND +4.5% Damage when hitting Big-Ass Monsters x1 AND +5.1% Damage when hitting Monster's Rear x1

Chest Armour
◘ -4.5% Damage when hit by Big-Ass Monsters x3

Gloves
◘ +1 Strength x2

Shoes
◘ +1 Defence x2

Necklace
◘ +3/4/6% Animation Speed

Rings
◘ +2 Crit Chance x2
◘ +2 Crit Chance x1 AND +0.04 Crit Damage Multiplier x1
◘ +0.04 Crit Damage Multiplier x2

Earrings
◘ +4.5% Received Heals x2



Lancer
Lancers rely on generating as much aggro as they can to make sure that their group can perform at their best without having to worry about monsters attacking them. Another very useful aspect to focus on is their animation speed, which helps them perform all their skills faster. Here are their most commonly used attributes on the different equipments:

Weapon
◘ +13.5% Aggro Generated per Hit x3 AND +8% Animation Speed x1
◘ +13.5% Aggro Generated per Hit x2 AND +8% Animation Speed x2

Chest Armour
◘ -4.5% Damage when hit by Big-Ass Monsters x3

Gloves
◘ +6.7% Aggro Generated per Hit x2

Shoes
◘ +1 Defence x2

Necklace
◘ +3/4/6% Animation Speed

Rings
◘ +2.6% Chance to Weaken Opponent x2

Earrings
◘ +4.5% Received Heals x2



Mystic/Priest
Healers have to focus on making sure they can quickly and efficiently heal their group. As such they will aim to get healing and animation speed attributes. Here are their most commonly used attributes on the different equipments:

Weapon
◘ +8% Healing Given x3 AND +8% Animation Speed x1
◘ +8% Healing Given x2 AND +8% Animation Speed x2

Chest Armour
◘ -4.5% Damage when hit by Big-Ass Monsters x3

Gloves
◘ +4.5% Healing Given x2

Shoes
◘ +10% Movement Speed x2
◘ +1 Defence x2

Necklace
◘ +3/4/6% Animation Speed

Rings
◘ +4.5% Healing Given x2

Earrings
◘ +4.5% Received Heals x2

Orlix

Posts : 29
Points : 2286
Reputation : 0
Join date : 2012-04-14

View user profile

Back to top Go down

Re: Gear Attributes and Upgrading

Post by Orlix on Fri Apr 20, 2012 7:52 pm

Identifying and making Enigmatic

Identifying and making enigmatic is a very simple process, however be aware that randomly generating attributes for your gear can get expensive, since it is random. It is suggested to only start doing so at level 50+.



The Process
Identifying an item will generate random attributes, some will come into effect straight away while the other attributes will only be reached by enchanting the item. Depending on the type of gear you can get either 1 or 2 additional basic attributes. This means you will feel the effect of those attributes even if you do not strengthen the item. On PvE and Crafted gear you can only generate the same attribute twice; once as an immediate attribute and again as an attribute which is unlocked via enchanting. The only way to get three of the same attribute on you gear is if the attribute is already present as a base stat and you generate two more of the same attribute on top of that. On PvP gear however you can generate the same attribute for all the enchantment levels.

After an item has been identified it can be made enigmatic if you wish to generate better attributes which are more specific to your class. To generate attributes which satisfies your requirements you can just keep identifying and unidentifying your gear. This process can become quite expensive and is therefore only recommended once you reach level 50+.

Common Identification scroll: Common Enigmatic scroll:

Costs 5,250 Gold Costs 52,500 Gold


In the post above I explained which attributes you may want to focus on getting depending on your class, make sure you have read it. Once you are satisfied with the attributes, or are just tired of trying to get the perfect stats, you will use the enchanting system.



Gear classification differences
Depending on the type of gear you are using the random attributes will be generated at different enhancement steps:
PvE Gear = +3/+6/+9
Crafted Gear = +3/+5/+7/+9
PvP Gear = +1/+3/+5/+7/+9

As you can see, crafted gear does gain an extra attribute over PvE gear. This is why crafting gear can be a good alternative when leveling up. However at high level it is less viable for various reason (mainly it is very expensive to craft armour that compares to the good drops).



Orlix

Posts : 29
Points : 2286
Reputation : 0
Join date : 2012-04-14

View user profile

Back to top Go down

Re: Gear Attributes and Upgrading

Post by Orlix on Fri Apr 20, 2012 7:54 pm

Masterwork

Before you attempt to Masterwork your gear you need to be aware of a very important fact, it costs a lot of money. It is recommended to only Masterwork the best gear (currently Level 58 Tier12 Rank1) with this method.



The Effect
Masterworking is when you improve your gear by giving it the potential to be enchanted past the +9 mark. It also increases the effectiveness of the gear, hence raising its base stats and the effectiveness of each attribute. A masterwork item will have a gold medal (get picture) overlay. You will receive random attributes (for example at +3/+6/+9) as always but on top of that you will be able to strengthen the item to +10/+11/+12. The +10/+11/+12 attributes will always be the same depending on the gear type. If it is a Weapon then the +10/+11/+12 attributes will be +3 Strength for each step. If the masterwork gear is a piece of Armour then the +10/+11/+12 attributes will be +2 Defence for each step.



The Process
The masterwork process is simple, yet painstakingly expensive. You can masterwork gear which is not legendary using the identification and enigmatic method, which is much cheaper than trying to masterwork a legendary item. To get both the masterwork and the attributes on a rare item takes on average 150-800 of each scrolls (depending on the item). To masterwork a legendary item however you have to use a better version of scrolls than those used for the identification and enigmatic process. This is where the intricate identification scrolls and intricate enigmatic scrolls come into play.

Intricate Identification scroll: Intricate Enigmatic scroll:

Costs 525,000 Gold Costs 1.5 Million Gold


Again, and I cannot stress this enough, only attempt to masterwork the best gear. On average it takes around 50-100 of each intricate scrolls to get a masterwork on a legendary item. However to get both the masterwork and the attributes many of us will spend most of their money, and more. On average it takes around 150-300 of each intricate scrolls to get both the masterwork and attributes which you are satisfied with.

The best way to increase your chances while trying to be efficient with your spending money is to follow the flowchart below:



By looking at the flowchart you can see that there is no point of using an intricate identification scroll unless there is a golden "?" on the item. The reason is that statistically speaking the probability of getting a masterwork without first having a golden "?" is approximated at 0.05%. However using an intricate identification scroll on a golden "?" gives approximately a 1% chance to masterwork . Hence this saves you a lot of money in the long run.

Orlix

Posts : 29
Points : 2286
Reputation : 0
Join date : 2012-04-14

View user profile

Back to top Go down

Re: Gear Attributes and Upgrading

Post by Orlix on Fri Apr 20, 2012 7:55 pm

Enchanting

When leveling up, it is greatly recommended to enchant your gear to +4 in the low to mid levels, no higher as you will get replacement gear fast as you level up. Getting +4 is relatively easy to achieve, with an approximate success rate of 80% from +1 to +4. Past level 45 and above it is more efficient to get +6, as you gain an extra random attribute and you keep your gear for longer. Finally, at max level (58) it is important to get +9 up to +12 on your high-end gear. The obvious reason being that you will keep the gear for many months and the added bonuses will really add up to greatly aid you in your many battles.



Gear Tier and Powder Amount
The number of powders required to enchant the equipment is directly depend on the Tier of the said equipment. If you are trying to enchant a low level item of Tier4 then you will only require 4 powders for an attempt at raising the enchantment level. If you are however trying to enchant the highest level items of Tier12 then you will require 12 powders.

I have made a chart to compare the Gear level range against the corresponding tier:


The high-end level 58 gear is Tier12 and has various rank that defines the quality. Tier12 Rank1 is the best gear and upgradable while Tier12 Rank6 gear is non-upgradable, but very useful as sacrificial items to upgrade Tier12 Rank3/Rank2/Rank1 gear. Please note that Tier12 gear cannot be traded, it is bound to whomever loots it.

Orlix

Posts : 29
Points : 2286
Reputation : 0
Join date : 2012-04-14

View user profile

Back to top Go down

Re: Gear Attributes and Upgrading

Post by Sponsored content


Sponsored content


Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum