Attributing Equipment/pl: Difference between revisions
m (Text replacement - "\[\[Vibration[_ ]Shot([^]]*)\]\]" to "Vibe Shot$1") |
m (Text replacement - "\[\[Enhanced[_ ]Bowstring([^]]*)\]\]" to "Arrow Mastery$1") |
||
Line 220: | Line 220: | ||
==== [[Image:DarkELSTONE.png]] Dark (Plagued) ==== | ==== [[Image:DarkELSTONE.png]] Dark (Plagued) ==== | ||
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 [[ | 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 [[Arrow Mastery|Enhanced Bowstring (except in KR)]] and [[Vibe 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. | 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. |
Revision as of 01:28, 6 January 2015
Atrybuty Eldrytu
Elsword, jak inne gry MMO posiada system magicznych atrybutów. W Elswordzie dodaje się je przy pomocy "odłamków eldrytu". Jest siedem typów i każdy dodaje inne właściwości: Ogień (odłamek czerwony), Woda (odłamek niebieski), Wiatr (odłamek turkusowy), Światło (odłamek jasny), Mrok (odłamek ciemny), Trucizna (odłamek zielony), Nieznany (atrybut losowy).
Odłamki dropią rzadko na wszystkich mapach. Pojawiają się jako czarny kryształ i jest to odłamek nieznany. Identyfikację eldrytów można przeprowadzić przy pomocy "analizatora eldrytu" do kupienia u Helen i u alchemika za 2000 ED klikając w eldryt prawym guzikiem.
Szansa otrzymania konkretnego koloru podczas identyfikacji wynosi:
Kolor eldrytu | Szansa otrzymania |
---|---|
Czerwony | 22.07% |
Niebieski | 14.78% |
Turkusowy | 21.87% |
Zielony | 14.68% |
Fioletowy | 13.20% |
Jasny | 13.40% |
- Odłamki Eldrytu mogą być połączone z "Pustymi Sferami"(do kupienia u alchemika) w celu stworzenia "Sfer Eldrytu", które mogą być umieszczone tam, gdzie eliksiry. Po wykorzystaniu, sfera rzucana jest na 7 metrów, po czym zadaje wielkie obrażenia razem z efektem zależnym od atrybutu.
Wzmacnianie broni odłamkami eldrytu daje możliwość zaczarowania broni i gwarantuje nam możliwość efektów statusu i daje broni odpowiadający im blask, a zaczarowanie zbroi dodaje odporność na typ elementu. Istnieje możliwość hybrydy niektórych elementów, wyjaśnienie dalej. Ilość możliwych zaczarowań opiera się na rzadkości i levelu broni. Zazwyczaj jest dwa, ale bronie na poziomie 40 + mogą zawierać do 3 zaczarowań.
Odporności elementu zmniejsza możliwość aktywacji elementu, gdy trafisz na pasujące ataki żywiołów, a także zmniejsza skutki tego elementu na Tobie (czyli ogień mniej zadaje obrażeń, mrok zabiera mniej HP i MP, itp). Pierwsze zaczarowanie zbroi daje 75 odpowiadających odporności, a drugi do 110. Maksymalna odporność na elementy jest 500. Z odpornością 500 element będzie miał żadnego wpływu na użytkownika.
Jak dodać atrybut
Działanie
- Porozmawiaj z Alchemikiem w wiosce i wybierz Atrybuty.
- Wybierz zbroję lub broń, która chcesz ulepszyć.
- Wybierz, element, którym chcesz ulepszyć.
Liczba Fragmentów Eldrytu potrzebna do ulepszenia zależy od poziomu przedmiotu. Ulepszanie zbroi zazwyczaj potrzebuje mniej odłamków niż ulepszanie broni.
Ulepszenie 1 stopnia wymaga tyle odłamków, ile wynosi połowa poziomu przedmiotu. Ulepszenie 2 stopnia wymaga tyle odłamków, ile wynosi 1,5 krotność poziomu przedmiotu. Ulepszenie 3 stopnia będzie wymagało użycia 3 *poziom przedmiotu odłamków. Ulepszanie rzadkich przedmiotów dodaje dodatkowe dwa poziomy do równania.
Na przykład:
Chcesz ulepszyć broń o poziomie 40 ogniem o pierwszym stopniu. Będzie to wymagało zużycia 20 czerwonych odłamków, lecz jeśli broń była rzadka(z fioletowymi napisami), zużyjesz 21 odłamków(poziom broni[40] +[2]{rzadka broń}:2{pierwszy poziom}). Na stopień drugi zużyjesz 60.
By usunąć dany atrybut, wystarczy włączyć opcję "atrybuty" u alchemika i kliknąć opcję "usuń". UWAGA! Usunięcie atrybutu nie zwraca ani jednego odłamka eldrytu.
Weapon Formula
Depends on the grade of equip: Normal, Rare, Elite, or Unique.
- If Normal subtract 4 from Level of equipment
- If Rare subtract 2 from Level of equipment
- If Elite use written Level of equipment
- If Unique add 2 to Level of equipment
1st enchantment [Level of equipment / 2]
2nd enchantment [Level of equipment * 1.5]
3rd enchantment [Level of equipment * 3]
Armor Formula
1st enchantment [Level of equipment / 8]
2nd enchantment [Level of equipment * (3/8)]
NOTE!
When removing enchantments for different attributes, be sure to remove ALL at once if reattributing to III enchantment. Failing to do so will result in the use of excessive El Shards
Arena Set Weapons
The El Shards required for the new Arena Sets are treated as lv20, so they maintain consistent values as your character levels.
Here are the values for a sample weapon.
Zdolności elementów
Oto pełna lista skutków każdego elementu. Istnieją dwie grupy elementów; nakładania (stack) i natychmiastowego efektu. Gdy broń zaczarowuje się dwoma elementami można połączyć tylko te, które należą do dwóch różnych grup. Na przykład połączenie ognia i szoku jest możliwe, ale wody i trucizny już nie.
Moby mogą mieć losowo nałożone zaczarowanie 'broni' jednym lub dwoma elementami; mają większe na wywołanie efektu atrybutu Mogą również uzyskać podwyższenie obrony fizycznej lub magicznej
Na wyższych poziomach trudności takie wzmocnione moby występują częściej.
Efekty nakładanych (stackowanych) atrybutów
Efekty te mogą zostać nałożone do trzech razy, stąd ich nazwa. Wywołanie tych efektów zaznaczone jest poprzez pojawienie się nad potworkiem dymka (kolor zależy od atrybutu) wraz z zaznaczoną liczbą nałożeń. Dla przykładu: broń z potrójnym mistrzem ognia ma 10% szans na wywołanie efektu atrybutu i wywołanie określonych efektów. Jeżeli podczas gry gracz trzykrotnie nałoży na przeciwnika ogień, to będzie on otrzymywał obrażenia od ognia równe 180% ataku broni przez 10 sekund.
Atak broni = Magiczny atak + Fizyczny atak (Wartości ataku bazowego! Nie obejmuje wzrostu ze względu na poziom upgradu.)
Ogień (Podpalenie)
Ogień ma drastyczne obrażenia DoT (damage over time - obrażenia przez cały czas). Efekt ten można nałożyć do trzech razy. Wzrost zaczarowań tego elementu zwiększa szanse na jego wystąpienie, a także podwyższa zadawane przez niego obrażenia. Ogień jest doskonałym dodatkiem do obrażeń i pożera duże ilości HP u wroga. Mimo rzadkości występowania na PvP, element ten zyskał na popularności wraz z pojawieniem się Weterana Ognia. Ogień jest dobrym wyborem dla postaci z dużą szybkością ataku i wysoką wartością ataku bazowego, jak Elsword, Weteran Ognia, and Księżniczka Dusz. Wraz z Revampem Atrybutów ogień zyskał możliwość zabicia przeciwnika
Ogień (Lv1) 5% Szansy na wystąpienie efektu
1 nałożenie: obrażenia równe 30% ataku bazowego przez 10 sekund.
2 nałożenie: obrażenia równe 45% ataku bazowego przez 10 sekund
3 nałożenie: obrażenia równe 60% ataku bazowego przez 10 sekund
Mistrz Ognia (Lv2) 8% Szans na wystąpienie efektu
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 (Freezing)
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 (Poisoning)
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 (Piercing)
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 (Petrifying)
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 (Plagued)
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 Vibe 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
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 |
---|---|---|
File:DoubleFireES.png | Refined El Shard (Burning Master) | Gives a weapon Double "Burning" effect enchantment. |
File:DoubleIceES.png | Refined El Shard (Freezing Master) | Gives a weapon Double "Freezing" effect enchantment. |
File:DoublePoisonES.png | Refined El Shard (Poison Master) | Gives a weapon Double "Poisoning" effect enchantment. |
File:DoubleWindES.png | Refined El Shard (Piercing Master) | Gives a weapon Double "Piercing" effect enchantment. |
File:DoubleLightES.png | Refined El Shard (Petrifying Master) | Gives a weapon Double "Petrifying" effect enchantment. |
File:DoubleDarkES.png | Refined El Shard (Plague Master) | Gives a weapon Double "Plagued" effect enchantment. |
File:DoubleWindFireES.png | Refined El Shard (Burning Piercing) | Gives a weapon "Piercing" and "Burning" effect enchantment. |
File:DoubleLightFireES.png | Refined El Shard (Burning Petrifying) | Gives a weapon "Petrifying" and "Burning" effect enchantment. |
File:DoubleDarkFireES.png | Refined El Shard (Burning Plague) | Gives a weapon "Plagued" and "Burning" effect enchantment. |
File:DoubleWindIceES.png | Refined El Shard (Freezing Piercing) | Gives a weapon "Piercing" and "Freezing" effect enchantment. |
File:DoubleLightIceES.png | Refined El Shard (Freezing Petrifying) | Gives a weapon "Petrifying" and "Freezing" effect enchantment. |
File:DoubleDarkIceES.png | Refined El Shard (Freezing Plague) | Gives a weapon "Plagued" and "Freezing" effect enchantment. |
File:DoubleWindPoisonES.png | Refined El Shard (Poison Piercing) | Gives a weapon "Piercing" and "Poisoning" effect enchantment. |
File:DoubleLightPoisonES.png | Refined El Shard (Poison Petrifying) | Gives a weapon "Petrifying" and "Poisoning" effect enchantment. |
File:DoubleDarkPoisonES.png | Refined El Shard (Poison Plague) | Gives a weapon "Plagued" and "Poisoning" effect enchantment. |