Attributing Equipment/it

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Introduzione all'incantamento

Elsword, come altri MMO, ha un unico sistema di Incantamento. In Elsword, ci sono delle pietre elementali conosciute come Frammenti di Eldrit, e ce ne sono di 7 tipi differenti: Fuoco, Acqua, Natura, Vento, Chiaro, Scuro, e Sconosciuto.

I frammenti di Eldrit possono essere trovati in qualsiasi mappa. Essi appaiono come degli oggetti neri sul terreno, e si trovano nello stato di Sconosciuto. Puoi utilizzarli per ottenere un attributo casuale all' equippaggiamento, o puoi analizzarli attraverso l' Analizzatore di Eldrit. Helen e gli alchimisti di ogni città, lo vendono per 2000 ED.

La probabilità dell'attributo che possa venir fuori è:

Shard Element Probabilità di Analisi
Fuoco 22.16%
Acqua 14.75%
Natura 15.01%
Vento 22.16%
Scuro 12.86%
Chiaro 13.06%
  • I frammenti di Eldrit Sconosciuti possono essere ottenuti anche con le Orb, attraverso il crafting. Le orb si ottengono nei dungeon casualmente

ed ognuna provoca danni, o infligge uno status al nemico.

  • A quanto pare, queste Orb possono essere usate, per annullare le abilità con un ritardo.

Incantare l'arma, permette di infliggere un certo status quando utilizzata; mentre se si incanta l'armatura, essa ricevera una certa resistenza a quell' elemento. E' inoltre possibile combinare più elementi insieme, spiegato più avanti. Il numero di Incanti che si possono fare sull' equipaggiamento sono 2, però nel caso che l'arma o l'armatura è di livello 40+, è possibile fare 3 incanti.

Avendo la resistenza ad un certo elemento, diminuisce la possibilità di attivare l'elemento quando si è colpiti da un attacco elementale dello stesso elemento, e ne diminuisce anche gli effetti (cioè il Fuoco fa meno danni, e lo Scuro assorbe meno HP e MP, ecc). Il primo incanto concede 75 di resistenza, mentre il secondo fino a 110. La massima resistenza ad un certo elemento è 500. Con una resistenza di 500, l'elemento non avrà alcun effetto su di te.

Come si Incanta


Guida

  1. Vai da un qualsiasi alchimista è premi il tasto Attributi.
  2. Seleziona l'equipaggiamento che vuoi incantare.
  3. Seleziona l'elemento che vuoi.


Il numero di Frammenti richieste dipende dal livello dell'item. Il necessario per l'incanto ad un'armatura, è decisamente basso rispetto a quello per l'arma.

Il primo incantamento dell'arma richiede di avere (Lv. dell' Arma/2) Frammenti. Per il secondo richiede di avere (Lv. dell'Arma*1.5) Frammenti. Il terzo richiede di avere (Lv. dell'Arma*3) Frammenti. Le armi con rarità Formidabile, vengono aggiunti 2 liv alla formula.

Per esempio se vuoi Incantare un arma al lv.40 con elemento Fuoco(al primo incantamento), richiede 20 Frammmenti di Eldrit di Fuoco. Se è un equipaggiamento Formidabile al Lv. 40 ne richiede 21. Per il secondo incantamento ne richiede 60.

Se vuoi rimuovere un attributo dall'arma basta andare dall'alchimista ed aprire la finestra degli attrivuti dell' item, e premere sull'elemento che si desidera rimuovere.


Formula Armi

1° incantamento [Livello dell'equip / 2.1]

2° incantamento [Livello dell'equip * 1.55]

3° incantamento [Livello dell'equip * 3.1]


Formula Armature

1° incantamento [Livello dell'equip / 8]

2° incantamento [Livello dell'equip * (3/8)]


Armi del Set Arena

I frammenti richiesti equivalgono a quelli di un equip di livello 20.
Qui ci sono alcuni valori.


Element Abilities

Here is a full list of the effects of each element. There are two groups of elements; stacking and instant effect. When dual enchanting a weapon, you can only hybrid one element from each group. For example, you can mix Fire and Light, but mixing Water and Nature is impossible.

  • Mobs can randomly spawn with 1 or 2 elemental enchants and they have a much higher chance of activating it. They can also gain magical or physical defenses.
    • On harder difficulties they spawn more frequently.


Stacking Elemental Effects

These elements' effects can be stacked up to three times each, hence the name of their group. The afflicted will have a tiny exclamation marks on top of the status effect bubble which indicate how strong the infliction; for example, if a weapon has 3 fire slots and inflicts thrice successfully within each infliction's time-frame, there will be 3 tiny exclamation marks on the bubble and the burn deals 180% of the weapon's attack power over 10 seconds.

Weapon Attack = Magic Attack + Physical Attack (Does not include upgrades)


Fuoco (Incendio)

Fire drastically deals DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect and the potency of damage it deals. Fire is the perfect damage addition when up against enemies with massive amounts of health. Although deadly in PvP, this element has had a drastic increase in people who stack up against it since Veteran Commander was released. Fire works especially well with fast attacking characters and high base attack power, like Elsword, Veteran Commanders, and Void Princesses. Ever since the Element Revamp, Fire can now kill.


Blaze (Lv1) 5% Chance of Effect

Stacked 1 Time: Deals 30% of the weapon's attack power over 10 seconds.

Stacked 2 Times: Deals 45% of the weapon's attack power over 10 seconds.

Stacked 3 Times: Deals 60% of the weapon's attack power over 10 seconds.


Master Blaze (Lv2) 8% Chance of Effect

Stacked 1 Time: Deals 60% of the weapon's attack power over 10 seconds.

Stacked 2 Times: Deals 90% of the weapon's attack power over 10 seconds.

Stacked 3 Times: Deals 120% of the weapon's attack power over 10 seconds.


Triple Master Blaze (Lv3) 10% Chance of Effect

Stacked 1 Time: Deals 90% of the weapon's attack power over 10 seconds.

Stacked 2 Times: Deals 135% of the weapon's attack power over 10 seconds.

Stacked 3 Times: Deals 180% of the weapon's attack power over 10 seconds.


Water (Congelamento)

Water drastically decreases movement speed and lowers the enemy's defense stats. Its effect can be stacked up to three times. Increasing its enchantment level highly raises its chance of effect, and the amount of time the effects lasts for. Water makes it very difficult for opponents to escape in PvP. People tend to stack up against this the most because of how crippling it can be to them. Water works especially well with characters that utilize trapping, such as Grand Archers, Night Watchers, and Elemental Masters. It is also particularly useful for Ruto Mode in Secret Dungeons, due to monsters having insanely high defense. It should also be noted that this element loses a bit of its purpose for the Lord Knight, because he already has a skill that lowers physical defense, Armor Break.


Frozen (Lv1) 6% Chance of Effect

Stacked 1 Time: Lowers movement speed by 30%, and ignore your opponent's defense by 30% for 10 seconds.

Stacked 2 Times: Lowers movement speed by 45%, and ignore your opponent's defense by 45% for 10 seconds.

Stacked 3 Times: Lowers movement speed by 60%, and ignore your opponent's defense by 60% for 10 seconds.


Master Frozen (Lv2) 12% Chance of Effect

Stacked 1 Time: Lowers movement speed by 30%, and ignore your opponent's defense by 30% for 13 seconds.

Stacked 2 Times: Lowers movement speed by 45%, and ignore your opponent's defense by 45% for 13 seconds.

Stacked 3 Times: Lowers movement speed by 60%, and ignore your opponent's defense by 60% for 13 seconds.


Triple Master Frozen (Lv3) 15% Chance of Effect

Stacked 1 Time: Lowers movement speed by 30%, and ignore your opponent's defense by 30% for 17 seconds.

Stacked 2 Times: Lowers movement speed by 45%, and ignore your opponent's defense by 45% for 17 seconds.

Stacked 3 Times: Lowers movement speed by 60%, and ignore your opponent's defense by 60% for 17 seconds.


Nature (Avvelenamento)

Nature slightly decreases attack speed and deals slight DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect, and the potency of damage it deals. Although not as strong as Fire, the reduced attack speed makes it a good compromise for PvP. Many players have an absolute resistance to Nature because it nullifies the threat of getting poisoned after the time counter ends in the Transporting Tunnel: Contaminated Area and stops Magmanta's poison. It also affects Sniping Ranger's Entangle effect time, leading people to stack against it in PvP. Nature works especially well with fast attacking characters with high base attack power or characters that can lock combos, such as Lord Knights and Wind Sneakers. Night Watcher also benefits from this greatly, as it helps her low damage output while gaining an advantage over high speed opponents such as Blade Master and Infinity Sword. Like Fire, Nature can also kill.


Poison (Lv1) 5% Chance of Effect

Stacked 1 Time: Deals 20% of the weapon's attack power over 10 seconds. Lowers Attack speed by 8% for 10 seconds.

Stacked 2 Times: Deals 30% of the weapon's attack power over 10 seconds. Lowers Attack speed by 12% for 10 seconds.

Stacked 3 Times: Deals 40% of the weapon's attack power over 10 seconds. Lowers Attack speed by 16% for 10 seconds.


Master Poison (Lv2) 8% Chance of Effect

Stacked 1 Time: Deals 45% of the weapon's attack power over 10 seconds. Lowers Attack speed by 8% for 10 seconds.

Stacked 2 Times: Deals 67% of the weapon's attack power over 10 seconds. Lowers Attack speed by 12% for 10 seconds.

Stacked 3 Times: Deals 90% of the weapon's attack power over 10 seconds. Lowers Attack speed by 16% for 10 seconds.


Triple Master Poison (Lv3) 10% Chance of Effect

Stacked 1 Time: Deals 67% of the weapon's attack power over 10 seconds. Lowers Attack speed by 8% for 10 seconds.

Stacked 2 Times: Deals 101% of the weapon's attack power over 10 seconds. Lowers Attack speed by 12% for 10 seconds.

Stacked 3 Times: Deals 135% of the weapon's attack power over 10 seconds. Lowers Attack speed by 16% for 10 seconds.


Instant Effect Elements

These elements' effects only work once each time they occur and do not stack, hence the name of their group.


Wind (Perforazione)

Wind ignores the enemy's defense and deals 40% more damage from the weapon's attack power. This also applies when an enemy is knocked down. When an attack activates Wind, the knockdown value for that attack becomes 0. Increasing the enchantment level raises the chance of effect. This is not stacked very much on most of the servers, although there are people who heavily stack against this due to player preference. This enchantment works well on characters with high damage multipliers like Lord Knights, Infinity Swords, Rena, and Raven. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.

Piercing (Lv1) 6% Chance of Effect

Master Piercing (Lv2) 12% Chance of Effect

Triple Master Piercing (Lv3) 15% Chance of Effect


Light (Pietrificato)

Light petrifies enemies, stopping them mid animation leaving them open to attacks for a short period of time. Increasing its level of enchantment raises its chance of effect, and the amount of time enemies are petrified. In dungeons, Shock's effect will reset monsters' hit counter after it wears off, allowing for longer combos before knocking them down. Being petrified is similar to having Super Armor. Light works especially well with high one-hit attackers or fast multi-hit attackers such as like Blade Masters, Elemental Masters, and Code Nemeses. Also works well for Lord Knights. However, victims of petrification gain a 10% defense boost for the duration. (Both Physical and Magical Defense apply). This element can be disruptive and can cause early knockdowns in PvP due to resistance against it. Unfortunately, it does not take a high amount of light resistance to cause this defect.


Shock (Lv1) 5% Chance of Effect, petrifies enemies for 2 seconds. Petrified enemies gain 10% defense.

Master Shock (Lv2) 8% Chance of Effect, petrifies enemies for 2.5 seconds. Petrified enemies gain 10% defense.

Triple Master Shock (Lv3) 10% Chance of Effect, petrifies enemies for 3 seconds. Petrified enemies gain 10% defense.


Dark (Assorbimento)

Dark drains a certain amount of HP and MP from enemies. Increasing its level of enchantment raises its chance of effect and the amount of HP and MP it drains. Dark works well with all characters, but works especially well with characters that have multiple-hit moves (Blade Master, Infinity Sword etc.) or have long-ranged attacks that hit multiple enemies (moves such as Armageddon Blade, passives such as Enhanced Bowstring (except in KR) and Vibration Shot, etc.).

Usually, resistance against this element is not invested by players for PvE, however it is still a very common thing to stack up against it for PvP. Gaining the exact Snatch amount (x HP, 30 MP in Triple Master Snatch intensity) is nearly impossible since most players and monsters have resistance towards all elements, although gaining even a small amount of its maximum value might make a huge difference for both PvP and PvE. It is often considered to be the best and most useful element for most cases for all characters, and therefore tends to be more expensive in the Free Market than all the other stones.


Snatch (Lv1) 5% Chance of Effect, drains 20% of the weapon's attack power as HP and 10 MP.

Master Snatch (Lv2) 8% Chance of Effect, drains 40% of the weapon's attack power as HP and 20 MP.

Triple Master Snatch (Lv3) 10% Chance of Effect, drains 60% of the weapon's attack power as HP and 30 MP.


Dual Element Stones

Ingame description

Rare Element Stones that give various types of double enchantment on weapons per use. These are obtainable from events and potentially Ice Burners.
To use them, right click on them, then select the weapon. All existing attributes will be wiped and replaced with that of the element stone. Dual Element Stones are untradable.

IMPORTANT: These take TWO elemental slots, NOT just one, so there are no special advantages in using these rather than regular elemental stones.

Image Name Enchantment
Refined El Shard (Burning Master) Gives a weapon Double "Burning" effect enchantment.
Refined El Shard (Freezing Master) Gives a weapon Double "Freezing" effect enchantment.
Refined El Shard (Poison Master) Gives a weapon Double "Poisoning" effect enchantment.
Refined El Shard (Piercing Master) Gives a weapon Double "Piercing" effect enchantment.
Refined El Shard (Petrifying Master) Gives a weapon Double "Petrifying" effect enchantment.
Refined El Shard (Plague Master) Gives a weapon Double "Plagued" effect enchantment.
Refined El Shard (Burning Piercing) Gives a weapon "Piercing" and "Burning" effect enchantment.
Refined El Shard (Burning Petrifying) Gives a weapon "Petrifying" and "Burning" effect enchantment.
Refined El Shard (Burning Plague) Gives a weapon "Plagued" and "Burning" effect enchantment.
Refined El Shard (Freezing Piercing) Gives a weapon "Piercing" and "Freezing" effect enchantment.
Refined El Shard (Freezing Petrifying) Gives a weapon "Petrifying" and "Freezing" effect enchantment.
Refined El Shard (Freezing Plague) Gives a weapon "Plagued" and "Freezing" effect enchantment.
Refined El Shard (Poison Piercing) Gives a weapon "Piercing" and "Poisoning" effect enchantment.
Refined El Shard (Poison Petrifying) Gives a weapon "Petrifying" and "Poisoning" effect enchantment.
Refined El Shard (Poison Plague) Gives a weapon "Plagued" and "Poisoning" effect enchantment.


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