Weapon Imprint System: Difference between revisions

Replaced with the old tip that I was told was "fixed" but really wasn't. Not sure if the update section is accurate now...
(Replaced with the old tip that I was told was "fixed" but really wasn't. Not sure if the update section is accurate now...)
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**The '''Indigo''' stones provide more CP the higher the probability you receive from them is, as long as the '''Gold''' stone grants CP.
**The '''Indigo''' stones provide more CP the higher the probability you receive from them is, as long as the '''Gold''' stone grants CP.
**The '''Gold''' stones provide CP depending on the effect they grant. Any effects that would normally provide CP such as attack power or skill damage are included, but any effects that would not such as defense or party damage reduction are not.
**The '''Gold''' stones provide CP depending on the effect they grant. Any effects that would normally provide CP such as attack power or skill damage are included, but any effects that would not such as defense or party damage reduction are not.
*As long as their conditions are met, the "When HP is below %" and "When MP is below %" '''Crimson''' stones will continuously attempt to trigger, making the '''Indigo''' stone's probability fairly irrelevant, as even a low probability will trigger eventually outside of rapid healing/MP recovery scenarios.
*Certain '''Crimson''' stone effects such as "When below x HP" or "When below x MP" do not check for their conditions to be met just once, but continue to check their condition at a rapid rate as long as the effect is not on cooldown already. This allows them to ensure the buff triggers, regardless of your '''Indigo''' stone's probability, as even a low probability is likely to trigger within the first second at the rate the effect tries to activate.
*All percentage increases on imprints are multiplicative except for Boss Damage which is additive.
*All percentage increases on imprints are multiplicative except for Boss Damage which is additive.
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