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Updates 6th Nov '13 - (1.05) Added a small segment about the removal of overmaged characteristics with smaller runes. 7th Nov '13 - (1.1) Table for runes and powers directly (much like jeux). 27th Dec '13 - (1.2) Implemented some headers and footers, alongside some bullet points and increased information which I thought the previous versions lacked. 27th Jan '14 - (1.21) Beginning to implement example images. 9th Feb '14 - (1.22) Increased information, more example images added. 23rd Mar '17 - (1.23) Rune table updated and notes added to reflect minor changes to maging over the past few years which I missed as haven't been playing. I threw this together a few months ago cause guildies/allies kept bugging me about how to mage and I was sick of it, and wanted a quick response technique. My guild left that alliance, and it was sitting doing nothing, so after running it past an old player to ensure correct info, I decided to post it here. I realise a lot of the information is already available, but it's scattered throughout threads and mountains of other pages. I realise it's not the entirety of knowledge required, and I'll maintain the thread as I find time/patience. So I'll post it in versions. I gathered this knowledge through a combination of trial and error throughout the years, tips from other players (ty jeux online, you are golden), and the vast bank of knowledge contained in these forums. I'm not perfect, as hard as I try, so there may be minor errors and/or typos. I would be grateful to anyone who points them out. Thank you Imps, you've helped me so much over the years. Here's my humble effort to attempt to return the favour! Please note - changes since this guide was created! As some minor changes have been made to the maging system, please note that the maximum natural power is now 100 and no longer 101. This can be ignored with a universal "exomage" - for example, you may still exotically mage 1AP and 10 Initiative to an item. Please correct any misinformation which may have been given here due to these changes, and any other major changes I may have missed, thank you in advance. An explanation of "sink" Sink is possibly the most important aspect of maging, and you absolutely must know what it means. In the following paragraphs, I have explained my formula, and the importance of keeping track. It isn't essential to keep track of every unit of sink; on one instance I counted every single decimal point of the sink, and a simple mage extended into a long, tiring one. Keeping track is easy if you manage to lose it at any point, because it balances itself out on regular intervals. When receiving or losing sink, this is the simple formula: C = the current sink value before the mage. S = the final value of sink applied to the current value ( "S" can be positive or negative). L = any lost stats' power added together. P = the power of the rune attempted. S = L - P; C + S. [image example will be posted soon] Example: A ra vit (7.5) used; Success (30 vit, -1 crit, +sink). This leaves 22.5 sink. If a +crit rune is then used (30 power), this leads instantly to negative sink (-7.5) in which case another stat will be depleted; only a critical mage will prevent this loss, and in which case removes the previously stated loss of sink (30), leaving the item with the previous sink (22.5). For the next example, we will assume the +critical hits mage is not a critical mage. Footnote: Critical mages have a specific % chance of being applied. The success rate seems to vary for specific equipment, perhaps due to its level, its current stats in relation to its natural stats, and success/failure history for the current mage. They are important for creating a successful mage - you will know if a mage has been critical, because after the rune is attempted, the value will be applied without penalty. This is the reason a lot of people get confused about magi attempting to drop an AP or an MP, or Range or something with a high value - "but isn't that a bad thing?? I need my AP?!" The sink is a massive value, and if the stat is critically maged back on, all that lovely sink is there for the taking for overmaging or repairing other stats. Read on for in-depth examples. Success (1 Crit, -84 vit, -sink) [example image will be posted soon] -sink is shown. This is because the power of the rune attempted is more than the stats lost; however some positive sink remains, specifically 13.5; calculated by the base sink from the use of the crit rune (-7.5) added to the power of the lost stats (21). 21 + -7.5 = 13.5 remaining sink. While this positive sink remains, any non-critical mages with less power than the remaining sink will not remove any other stats. It does not, however, guarantee a successful mage, and sink will still be lost, as I will display below. I will show the mage attempts with pa vit runes (10 vit, 2.5 power). Failure (-sink) Failure (-sink) Success (10 vit, -sink) Failure (-sink) Success (10 vit, -sink) After this, where 5x 2.5 power mages were used, only 1 sink remains. A further non-critical mage will result in a lost stat. Let's assume the magus continues maging with pa vit runes. Success (10 vit) Success (10 vit) Success (10 vit) Success (10 vit, -1% earth res, +sink) A resistance was lost because the sink went negative (note that I randomly chose this stat for the purpose of this example; any relative stay may have been dropped in a real scenario). After the resistance was dropped, the sink once again went positive, specifically by 6 points, plus the negative sink (-1.5). This leaves 4.5 sink. Success (1% earth resistance, -2 vit, -sink) Once again, a negative sink is displayed as the loss is less power than the rune used. This time, however, the sink remains negative. From the 4.5 sink, 6 was removed, and 0.5 was added from the 2 lost vit, leaving -1 sink. The next mage, considering again that it is non-critical, will once again remove a stat. "Things get worse before they get better": Critical maging Example of a perfect critical mage-failure. Example of an AP drop and critical mage, with in-depth information. Success (10 vit, -1ap, +sink) Now, an ap was removed! This can be either a good or a bad thing, depending on your finance and your following luck. Most maguses desire a scenario where a high power stat such as AP or MP is lost, then critically maged back on so that they may continue maging without penalty, as I will display below (remember there was -1 sink plus -2.5 from the pa vit rune used, plus 100 from the ap, leaving 96.5 sink). Success (1ap) Success (30 vit, -sink) In this case, vit was successfully overmaged. Vit may then be continued to overmage without penalty, until either the 89 sink is depleted, or the magus reaches the power limit of vit (all stats gave a limit of 101 power, so the max vit is 404; a ra vit may only be used at 374 or less units). Failure only leads to success As I explained above, the only way to a successful mage is by failing. Not everyone I know does this, but when maging equipment which has stats I (or the client) don't care about, I keep runes for those stats anyway. This is for two reasons: I "hoodwink" the equipment into "thinking" that I actually care about the specific stat, and have it go "huehuehue no max Chance for you kedj" (the best explanation I have for this, I'm afraid!) A major drop from a non-critical high-value mage which hopefully drops the unwanted stats and not much else. Or just in general, dropping the unwanted stats from wanted mage/failure, but the mage going on so long that they disappear and the only failures possible is the stats I actually want to keep. [example image will be posted soon] Let's assume without an example the magus successfully overmaged vit to 404, and was left with 44 sink (6 uses of ra vit - 45 power). He then realises (ahh NO!) he forgot to max the earth resistance. Success (1% earth resistance, -24 vit) Even though there was 44 sink remaining, vit was lost. There are two reasons for this: An overmaged stat is the focus of dropped stats, and will be dropped in direct proportion to the power of the rune used. This is only prevented by a critical mage, which the earth res mage was not. This now leaves the magus with 380 vit (we'll assume the max was 300); useless to a perfectionist because a ra vit may not be used again due to the 404 cap, and pa vits have an extremely low success rate after about 210 - a rate which drops the higher you go (can be said for all runes which have a parent rune). The only way to re-maximise the vit is to further drop it by 8 (using a 2 power rune such as power or crit res), leaving 372 vit, and attempt further ra vits hoping the remaining sink is sufficient for a success. Please note that this method of removing a small amount of overmaged stat with a low-power rune is a universal technique for perfecting the stats on your equipment. This is why you should take great care when memorising the stat's power (and of course the power of the rune you will use). A general example of dropping stats in this method can be found in this example image. Please note that the Vitality was overmaged to 228 (maximum is 200) when the Critical Hits dropped, and take the time to understand the runes used afterwards. An introduction to statistics The maximum power of exotic mages (exomage) which can be applied to an item is 101. For instance, it is technically possible to exomage 1ap and 4 vit onto an item, but any further exo mages or overmages will automatically fail. Below is a table showing the power of characteristics in maging. Note that the "max" is a theoretical unit for some characteristics; for instance, it is very possible to overmage a piece of equipment which has a maximum of 70 Agility to 101; however, there is such a small possibility of exomaging 101 Agility to an item that it isn't even worth considering. Technically possible, but unrealistic. It is also worth mentioning that items with a high power, but below the capped threshold, is possible to overmage - for example, an item which gives two Critical Hits may be overmaged (albeit with a very small chance of success and high chance of retribution against other stats) to 3 Critical Hits. This rule may be broken by equipment which contains characteristics which naturally go past the maximum power limit - for instance, Treadfast Amulet can naturally go to 70% Power (140 characteristic power). Another thing worth mentioning, is that as well as the sink balancing itself out, critical mages to failed mages rate also seem to balance themselves out. An example is if you find that almost every rune you're trying just for a general mage (not an exotic or overmage) is failing, at some point later in the session the item tends to critically succeed runes more often than not. This information is subject to a lot of debate between maguses, but after years of maging I find that it holds true. Planned future updates: Categorical headers for different sections and sub-sections Reformat and restructure of the guide itself for ease of access A short explanation of the process of exomaging, and different techniques used by different magi Beginner's FAQs Negative stat "overmaging" Parent runes (Ra, Pa), and their capped thresholds in accordance to reasonable success rates
Leafshade posted a topic in Town SquareGood day, everyone! I have started work on a project which I was thinking about for a long time. The idea of this web application is to help mages calculate their sink easily (of course, battle-hardened mages don't need that) without the risk of having a weary head after hours and hours of continuous maging. Select stat dropped, type in amount, click next. Bam. Same for applying runes. Select rune and bam. Done. Sink is there, no need to multiply or divide, or whatever else you guys do. Here's a first preview of the UI which WILL NEED a lot of improvements before the release version of the website. I would like to ask everyone here about what I should improve/change/add/remove. I want to make it as user-friendly as possible, so your opinions will guide me on the right path! First preview: It is currently only a web based layout (meaning, the mobile version is still far from there), but since Bootstrap is fluid/mobile-friendly, with some changes to code I should be able to make it usable for both PC and mobile/tablet without too many troubles. Please, criticize the shit out of this, I NEED TO KNOW EVERYTHING THAT HAS TO BE CHANGED :D Kind regards, Vanguard. peace out.