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[Module] Legendary Potential Rarity - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Extraction Stuff (https://www.southperry.net/forumdisplay.php?fid=13) +--- Forum: Extractions (https://www.southperry.net/forumdisplay.php?fid=68) +---- Forum: Modules (https://www.southperry.net/forumdisplay.php?fid=50) +---- Thread: [Module] Legendary Potential Rarity (/showthread.php?tid=45392) |
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[Module] Legendary Potential Rarity - Fiel - 2011-08-05 In the Legend update, there was a new addition to the Potential system - a fourth rarity called "Legendary". In this module I will be covering the basics on how the Potential system works based upon our community's findings and go over what bonuses you can expect to receive from the newest rarity. Please note: Not all of this information may be correct. If there is a piece of information that I post which I doubt, I will mark it with a "(???)". If any Southperrican can help fill in the gaps here that would be wonderful. Basics of the Potential System: Although there are now four different rarities, there are actually five different pools from which each rarity can draw bonuses. There is no name given explicitly by the WZ files for these pools, therefore, for the sake of simplicity, I will name them alphabetically, so A - E. As an item proceeds through the rarity levels the bonuses it receives are stronger. Thus, a bonus received from pool A is weaker than pool B, B is weaker than C, so on and so forth. If the pools and rarities could be shown on one chart, it would look like the following: Code: Pool A -----Note: What's being added to the potential system is not a level-based tier. It is a new level of rarity (rare --> epic --> unique --> legendary). Thus, Rare items can pull from pools A & B, Epic pulls from B & C, and so on. However, this is not set in stone. It's possible, for example, for a Rare item to pull bonuses from pools C or D, but this is difficult to achieve and tends to occur more frequently on 3-line potentials. To get from Rare all the way to Unique, you can use regular Miracle Cubes from the Cash Shop. However, to get from Unique to Legendary you must use a Master Miracle Cube which, unsurprisingly, costs more NX than a standard Miracle Cube. In KMS, the cost of a Master Miracle Cube is 1.9k NX, but its unknown how this price will reflect in the GMS/MSEA servers. ![]() Master Miracle Cube Description: 장비 아이템의 잠재능력을 새롭게 설정시켜 준다는 신비한 큐브이다. 미라클 큐브보다 등급이 상향될 가능성이 더 높다. \n#c레어 등급 이상부터 레전드리 등급까지의 아이템에만 사용 가능# \n#c결과물 최고 등급: 레전드리 (This miracle cube unlocks the highest tier of power from an item - Legendary.) (???) Also, the type of bonus received is determined upon other factors such as item level and equipment type (called "optionType" in the data). The Pools: With that said, here is a listing of all five pools:
Pool A
STR : +#incSTR
DEX : +#incDEX
INT : +#incINT
LUK : +#incLUK
MaxHP : +#incMHP
MaxMP : +#incMMP
Accuracy: +#incACC
Evasion: +#incEVA
Speed: +#incSpeed
optionType: Shoe
Jump: +#incJump
optionType: Shoe
Weapon Attack: +#incPAD
optionType: Weapon
Magic Attack: +#incMAD
optionType: Weapon
Weapon Defense: +#incPDD
optionType: Armor & Accessories
Magic Defense: +#incMDD
optionType: Armor & Accessories
At a #prop% rate after being hit, show angry face for #time seconds
optionType: Hat
At a #prop% rate after being hit, show cheers face for #time seconds
optionType: Hat
At a #prop% rate after being hit, show love face for #time seconds
optionType: Hat
At a #prop% rate after being hit, show blaze face for #time seconds
optionType: Hat
At a #prop% rate after being hit, show glitter face for #time seconds
optionType: Hat
Pool B
STR : +#incSTR
DEX : +#incDEX
INT : +#incINT
LUK : +#incLUK
MaxHP : +#incMHP
MaxMP : +#incMMP
Accuracy: +#incACC
Evasion: +#incEVA
Speed: +#incSpeed
optionType: Shoe
Jump: +#incJump
optionType: Shoe
Weapon Attack: +#incPAD
optionType: Weapon
Magic Attack: +#incMAD
optionType: Weapon
Weapon Defense: +#incPDD
optionType: Armor & Accessories
Magic Defense: +#incMDD
optionType: Armor & Accessories
STR : +#incSTRr%
DEX : +#incDEXr%
INT : +#incINTr%
LUK : +#incLUKr%
MaxHP : +#incMHPr%
optionType: Armor & Accessories
MaxMP : +#incMMPr%
optionType: Armor & Accessories
Accuracy: +#incACCr%
Evasion: +#incEVAr%
Weapon Attack: +#incPADr%
optionType: Weapon
Magic Attack: +#incMADr%
optionType: Weapon
Weapon Defense: +#incPDDr%
optionType: Armor & Accessories
Magic Defense: +#incMDDr%
optionType: Armor & Accessories
Critical Rate: +#incCr%
optionType: Weapon
Damage: +#incDAMr%
optionType: Weapon
All Stat: +#incSTR
Every 4 seconds recover #RecoveryHP HP
optionType: Accessories
Every 4 seconds recover #RecoveryMP MP
optionType: Accessories
Gain #HP HP after attacking with a #prop% probability
optionType: Weapon
Gain #MP MP after attacking with a #prop% probability
optionType: Weapon
Attack with a level #level poison with a #prop% probability
Level REQ: 10
optionType: Weapon
Attack with a level #level stun with a #prop% probability
Level REQ: 10
optionType: Weapon
Attack with a level #level slow with a #prop% probability
Level REQ: 10
optionType: Weapon
Attack with a level #level darkness with a #prop% probability
Level REQ: 10
optionType: Weapon
Attack with a level #level freeze with a #prop% probability
Level REQ: 10
optionType: Weapon
Attack with a level #level mute with a #prop% probability
Level REQ: 10
optionType: Weapon
Ignore #ignoreTargetDEF% of the enemy's defense
Level REQ: 30
optionType: Weapon
Pool C
STR : +#incSTR
DEX : +#incDEX
INT : +#incINT
LUK : +#incLUK
MaxHP : +#incMHP
MaxMP : +#incMMP
Accuracy: +#incACC
Evasion: +#incEVA
Speed: +#incSpeed
optionType: Shoe
Jump: +#incJump
optionType: Shoe
Weapon Attack: +#incPAD
optionType: Weapon
Magic Attack: +#incMAD
optionType: Weapon
Weapon Defense: +#incPDD
optionType: Armor & Accessories
Magic Defense: +#incMDD
optionType: Armor & Accessories
STR : +#incSTRr%
DEX : +#incDEXr%
INT : +#incINTr%
LUK : +#incLUKr%
MaxHP : +#incMHPr%
MaxMP : +#incMMPr%
Accuracy: +#incACCr%
Evasion: +#incEVAr%
Weapon Attack: +#incPADr%
optionType: Weapon
Magic Attack: +#incMADr%
optionType: Weapon
Weapon Defense: +#incPDDr%
optionType: Armor & Accessories
Magic Defense: +#incMDDr%
optionType: Armor & Accessories
Critical Rate: +#incCr%
optionType: Weapon
Damage: +#incDAMr%
optionType: Weapon
All Stat: +#incSTRr%
Gain #HP HP after attacking with a #prop% probability
optionType: Weapon
Gain #MP MP after attacking with a #prop% probability
optionType: Weapon
Ignore #ignoreTargetDEF% of the enemy's defense
Level REQ: 50
optionType: Weapon
Ignore #ignoreDAM of the enemy's damage at a #prop% rate.
optionType: Armor & Katara
At a #prop% rate ignore #ignoreDAM of the enemy's damage.
optionType: Armor & Katara
Ignore #ignoreDAM damage at a #prop% rate.
optionType: Armor & Katara
Invincibility duration after attacked: +#time second(s)
optionType: Tops & Overalls
Status effect duration: -#time second(s)
Level REQ: 50
optionType: Tops & Overalls
With a #prop% probability after monster death earn #HP HP.
optionType: Glove
With a #prop% probability after monster death earn #MP MP.
optionType: Glove
Pool D
STR : +#incSTR
DEX : +#incDEX
INT : +#incINT
LUK : +#incLUK
MaxHP : +#incMHP
MaxMP : +#incMMP
Accuracy: +#incACC
Evasion: +#incEVA
Speed: +#incSpeed
optionType: Shoe
Jump: +#incJump
optionType: Shoe
Weapon Attack: +#incPAD
optionType: Weapon
Magic Attack: +#incMAD
optionType: Weapon
Weapon Defense: +#incPDD
optionType: Armor & Accessories
Magic Defense: +#incMDD
optionType: Armor & Accessories
STR : +#incSTRr%
DEX : +#incDEXr%
INT : +#incINTr%
LUK : +#incLUKr%
MaxHP : +#incMHPr%
optionType: Armor & Accessories
MaxMP : +#incMMPr%
optionType: Armor & Accessories
Accuracy: +#incACCr%
Evasion: +#incEVAr%
Weapon Attack: +#incPADr%
optionType: Weapon
Magic Attack: +#incMADr%
optionType: Weapon
Weapon Defense: +#incPDDr%
optionType: Armor & Accessories
Magic Defense: +#incMDDr%
optionType: Armor & Accessories
Critical Rate: +#incCr%
optionType: Weapon
Damage: +#incDAMr%
optionType: Weapon
All Stat: +#incSTRr%
All Skill: +#incAllskill
Level REQ: 30
optionType: Hat
All Skills: +#incAllskill
Level REQ: 70
optionType: Hat
Ignore #ignoreTargetDEF% of the enemy's defense
Level REQ: 50
optionType: Weapon
Ignore #ignoreDAMr% damage at a #prop% rate.
Level REQ: 20
optionType: Armor & Katara
Ignore #ignoreDAMr% of the enemy's damage at a #prop% rate.
Level REQ: 40
optionType: Armor & Katara
Invincibility duration after attacked: +#time second(s)
optionType: Tops & Overalls
Become invincible for #time seconds at a #prop% rate after being attacked.
optionType: Tops & Overalls
HP Recovery Effects: +#RecoveryUP%
optionType: Armor & Accessories
Damage against bosses: +#incDAMr%
Level REQ: 50
optionType: Weapon
Boss Damage: +#incDAMr%
Level REQ: 100
optionType: Weapon
#prop% chance of auto-steal
Level REQ: 20
optionType: Glove
#prop% chance of auto steal
Level REQ: 40
optionType: Glove
<Decent Haste> skill available
Level REQ: 70
optionType: Shoe
<Decent Mystic Door> skill available
Level REQ: 70
optionType: Hat
<Decent Sharp Eyes> skill available
Level REQ: 120
optionType: Glove
<Decent Hyperbody> skill available
Level REQ: 70
optionType: Bottoms
Pool E
STR : +#incSTR
DEX : +#incDEX
INT : +#incINT
LUK : +#incLUK
MaxHP : +#incMHP
MaxMP : +#incMMP
Accuracy: +#incACC
Evasion: +#incEVA
Speed: +#incSpeed
optionType: Shoe
Jump: +#incJump
optionType: Shoe
Weapon Attack: +#incPAD
optionType: Weapon
Magic Attack: +#incMAD
optionType: Weapon
Weapon Defense: +#incPDD
optionType: Armor & Accessories
Magic Defense: +#incMDD
optionType: Armor & Accessories
STR : +#incSTRr%
DEX : +#incDEXr%
INT : +#incINTr%
LUK : +#incLUKr%
MaxHP : +#incMHPr%
optionType: Armor & Accessories
MaxMP : +#incMMPr%
optionType: Armor & Accessories
Accuracy: +#incACCr%
Evasion: +#incEVAr%
Weapon Attack: +#incPADr%
optionType: Weapon
Magic Attack: +#incMADr%
optionType: Weapon
Weapon Defense: +#incPDDr%
optionType: Armor & Accessories
Magic Defense: +#incMDDr%
optionType: Armor & Accessories
Critical Rate: +#incCr%
optionType: Weapon
Minimum Critical Damage: +#incCriticaldamageMin%
Level REQ: 50
optionType: Glove
Maximum Critical Damage: +#incCriticaldamageMax%
Level REQ: 50
optionType: Glove
Damage: +#incDAMr%
optionType: Weapon
All Stat: +#incSTR
All Stat: +#incSTRr%
All Skill: +#incAllskill
Level REQ: 30
optionType: Hat
All Skills: +#incAllskill
Level REQ: 70
optionType: Hat
Elemental Resistance: +#incTerR%
Level REQ: 70
optionType: Tops & Overalls
Status Effect Resistance: +#incAsrR%
Level REQ: 70
optionType: Bottoms
Ignore #ignoreTargetDEF% of the enemy's defense
Level REQ: 50
optionType: Weapon
Ignore #ignoreTargetDEF% of enemy defense
Level REQ: 100
optionType: Weapon
Ignore #ignoreDAMr% damage at a #prop% rate.
Level REQ: 20
optionType: Armor & Katara
Ignore #ignoreDAMr% of the enemy's damage at a #prop% rate.
Level REQ: 40
optionType: Armor & Katara
Invincibility duration after attacked: +#time second(s)
optionType: Tops & Overalls
Become invincible for #time seconds at a #prop% rate after being attacked.
optionType: Tops & Overalls
Reflect #DAMreflect% of the enemy's damage at a #prop% rate.
optionType: Bottoms
Reflect #DAMreflect% of enemy damage at a #prop% rate.
optionType: Bottoms
Reduce MP Consumption: -#mpconReduce%
optionType: Accessories
MP Consumption: -#mpconReduce%
optionType: Accessories
HP Recovery Effects: +#RecoveryUP%
optionType: Armor & Accessories
Cooldown: -#reduceCooltime seconds
Level REQ: 70
optionType: Hat
Cooldown: -#reduceCooltime sec
Level REQ: 120
optionType: Hat
Damage against bosses: +#incDAMr%
Level REQ: 50
optionType: Weapon
Boss Damage: +#incDAMr%
Level REQ: 100
optionType: Weapon
Boss Damage : +#incDAMr%
Level REQ: 100
optionType: Weapon
Meso Drop Rate: +#incMesoProp%
optionType: Accessories
Drop Rate: +#incRewardProp%
optionType: Accessories
#prop% chance of auto-steal
Level REQ: 20
optionType: Glove
#prop% chance of auto steal
Level REQ: 40
optionType: Glove
#prop% chance to auto-steal
Level REQ: 60
optionType: Glove
<Useful Combat Orders> skill available
Level REQ: 70
optionType: Shoe
<Useful Advanced Bless> skill available
Level REQ: 120
optionType: Hat
<Useful Wind Booster> skill available
Level REQ: 120
optionType: Glove
[Module] Legendary Potential Rarity - Locked - 2011-08-05 You can get from Pool C/D w/ Rare too. ![]() Sorry only SS I could find. [Module] Legendary Potential Rarity - Sn1perJohnE - 2011-08-05 Hmmm any ideas on what equips give the new skills? I'm guessing cape, top, and overalls... [Module] Legendary Potential Rarity - JoeTang - 2011-08-05 Quote:Stun Resistance: +#incAsrR% (???)Status Effect Resistance. Sn1perJohnE Wrote:Hmmm any ideas on what equips give the new skills? I'm guessing cape, top, and overalls... Shoes, Hat, and Gloves in that order. [Module] Legendary Potential Rarity - Dark Link - 2011-08-05 Real? So now the pollsize of pulling potential bonuses has essentially doubled!? Good luck trying to get what you need ever again lol [Module] Legendary Potential Rarity - Locked - 2011-08-05 Sn1perJohnE Wrote:Hmmm any ideas on what equips give the new skills? I'm guessing cape, top, and overalls... Useful Combat Orders - Shoes Useful Advanced Bless - Hat Useful Wind Booster - Gloves [Module] Legendary Potential Rarity - shouri - 2011-08-05 co: shoe adv bless: hat wind booster: glove They each show the same "item type" as haste, door, and SE, respectively. [Module] Legendary Potential Rarity - Dark Link - 2011-08-05 is it possible to get both "Decent" skills on one item or is it a "One or the other" type of system? [Module] Legendary Potential Rarity - Sn1perJohnE - 2011-08-05 JoeTang Wrote:Status Effect Resistance. Locked Wrote:Useful Combat Orders - Shoes shouri Wrote:co: shoe Hmmm, guess ill need some upgrades. Lil sad though that they using those again. Should it be possible to get both a decent and useful skill on one equip? Edit: ninjad :/ [Module] Legendary Potential Rarity - shouri - 2011-08-05 dont see why not... Legendary gets to pull from both pools. But who knows if they'll both work when you get em. [Module] Legendary Potential Rarity - Fiel - 2011-08-05 If someone could tell me what optionTypes equal what equipment I can include that into this module. [Module] Legendary Potential Rarity - shouri - 2011-08-05 shoe 55 hat 51 glove 54 pants 70 weapon 10 based off of the self skills and boss damage 30 [Module] Legendary Potential Rarity - Raul - 2011-08-05 Okay, this is better. At least you can now get the useful skills and decent skills instead of having to choose. which would kinda suck. [Module] Legendary Potential Rarity - Atuan - 2011-08-05 Dark Link Wrote:Real? So now the pollsize of pulling potential bonuses has essentially doubled!? Good luck trying to get what you need ever again lol I don't understand where this is coming from. Am I missing something? It looks as it is now, but with one new pool. Pool B in Rare is what you get on your Primary lines. Pool B in Epic is what you get on your Secondary lines. And it gets its Primary line from Pool C. Or do I have this entire thing mixed up? [Module] Legendary Potential Rarity - kremechoko - 2011-08-05 lolnvm ignore this [Module] Legendary Potential Rarity - ShinkuDragon - 2011-08-05 i'm wondering (don't think it can be answered without an SS though) if nexon will make it unavailable to grab from legendary when in unique rank. but ooh boy, feeling so happy about glitched skills now, having to choose between haste or CO, SI or SE [Module] Legendary Potential Rarity - Blades4hire - 2011-08-05 The inference I'm making is that secondary lines DO NOT decide rank, only primary lines do. Ex. If a rare item had 3% luk on the primary line, and 9% luk 9% luk on secondary line, it would still stay rare because the primary line has been pulled from pool A. so, theoretically, with this new system, it's possible to get 3/12/12 on a RARE item, although it's almost impossibly rare.(no pun intended) [Module] Legendary Potential Rarity - shouri - 2011-08-05 Blades4hire Wrote:The inference I'm making is that secondary lines DO NOT decide rank, only primary lines do. It's always been the case that you have a small chance of obtaining a potential line for a higher rarity, at a low success rate. The lines don't decide the rarity. The rarity decides the highest likelyhood of the lines.... with a very small likelyhood of higher rarity lines showing up. [Module] Legendary Potential Rarity - Jerry-Boyle - 2011-08-05 So this Master Cube..is an instant upgrade from Unique->Legendary? If it can only be used on Legendary items, then it sounds like it's an instant upgrade type of deal which seems more worthy of the higher price-tag then what I previous thought(Buy MCubes till Legendary, then re-buy MCubes to cube legendary items.). Unlike miracle cubes..where you just cube till it levels till Unique and then you try for stats. [Module] Legendary Potential Rarity - Fiel - 2011-08-05 Jerry-Boyle Wrote:So this Master Cube..is an instant upgrade from Unique->Legendary? If it can only be used on Legendary items, then it sounds like it's an instant upgrade type of deal which seems more worthy of the higher price-tag then what I previous thought(Buy MCubes till Legendary, then re-buy MCubes to cube legendary items.). Unlike miracle cubes..where you just cube till it levels till Unique and then you try for stats. I think it takes you from Unique to Legendary like standard cubes take you from Epic to Unique. Gotta keep trying. The Master Cube makes no mention of a guarantee. |

![[Image: mastermiraclecube.png]](http://www.happychinchilla.info/Southperry/patch/general/mastermiraclecube.png)
![[Image: MapleStory-BasilMarket-Screen-196963.jpg]](http://static.basilmarket.com/screen/MapleStory-BasilMarket-Screen-196963.jpg)