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ELEMENTS.DATA and Refines

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So I've been messing about with the refine system. A couple of things I wanted to check in-to... One of my initial reasons for messing with it was to see how many stones in total it would take before I could get +12 on a single given item.
which BTW, after 10,000 Ducking stones I am convinced there is NO way to get +12 using JUST mirage celestones =\ =X

When I took notice some items WILL refine and some WILL NOT I was wondering what exactly controls this... My first thought is that it has to be a field in elements.data; I haven't looked to 'deep' into it yet, and probably wont really get the chance to now that I am going into doing something for popping out another release 'update'... So if anyone happens to know what controls whether an item can or cannot be refined; I would greatly appreciate that info. Thanks :):
 
[B]aSH
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Theres 12 fields in the refine stone section and basically this how it works:

Lets say we're looking at a +5 Draco Pearl ok?

Ok,

The +5 Draco is to get you to any upgrade all the way to +5 correct? after that it fails so:

Refine +1: 1.000000
Refine +2: 1.000000
Refine +3: 1.000000
Refine +4: 1.000000
Refine +5: 1.000000
Everything else = 0.00000000

Now we're working with a 50% chance of any upgrade all the way to +12:

Refine +1: 0.500000
Refine +2: 0.500000
Refine +3: 0.500000
Refine +4: 0.500000
Refine +5: 0.500000
Refine +6: 0.500000
Refine +7: 0.500000
Refine +8: 0.500000
Refine +9: 0.500000
Refine +10: 0.500000
Refine +11: 0.500000
Refine +12: 0.500000

So the above stone will upgrade any piece of EQ all the way to +12 1 by 1 of the upgrade with a 50% chance of failing however if you were to work like this....

Refine +1: 1.000000
Refine +2: 1.000000
Refine +3: 1.000000
Refine +4: 1.000000
Refine +5: 1.000000
Refine +6: 1.000000
Refine +7: 1.000000
Refine +8: 1.000000
Refine +9: 1.000000
Refine +10: 1.000000
Refine +11: 1.000000
Refine +12: 0.500000

Would it go to 0? no it wouldnt... it would fail @ 12 at a 50% chance and go to 11 because all are +to 11 make sense?

Now if you were to make all those 1.000000 to = 0 and it failed it would fail all the way back to 0.

Thats my method on how this works I tested it sometime back and I have similar kind of stones in my game so my results are clear but I hope this helps you mate.
 
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I found, and for the most part understood, that list (section); I more specifically wanted to know what enables or disables a specific item from being refined. IE: the wooden sword that BMs start with, physically cannot be refined. Also, any of the GM weapons cannot be refined. It will give an error message that the item cannot be refined on certain items, and was wondering where this is controlled. OFC most, or "normal" items CAN be refined...

Thank you for posting all that info though :thumbup1:

Taking a quick glance at my elements.data comparing three items ~ TWO that DO NOT allow refine and ONE that DOES allow refine the only fields that it initially appears may control whether the item can be refined or not (at least for WEAPONS) could possibly be one of the following fields:

-27
-28
-206
 
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Ok so:

Weapons - line 27
Armors - line 36
Ornaments - line 35

Just having a hard time now figuring what exactly the number in the corresponding fields is/how it's formulated. Looking at the TT99 Unparalleled Brimstone Edges field 27 is 1723, yet that cannot be the max it becomes when refined because:
 
Junior Spellweaver
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In weapons:
27 is refine table (those tables are hardcoded and cannot be changed, you can however pick a different table of the same kind to increase/decrease refine)
28 is refine cost in mirages (2 for wep, 1 for armors/ornament)

That and lots of other stuff is all in the config I posted here over 6 month ago ( | ) ;)
 
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Viva la Vida
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Just going back to the topic of how many stones it would take to get x refine, there is a spreasheet on the pwi forums that I would find for you but I'm on an iPod right now.

Anyway it is by WarrenWolfy and he got the info out of elements.data so it is accurate
 
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So is there a specific formula for how the refine damage is calculated?

Looking at something like


It has a refine ID of 1712. If you look at 1712 it has a value 1 of 7. This is the base damage you get from 1 refine.

There must be some formula used to calculate the value of the refine at any given level.
 
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[B]aSH
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I found, and for the most part understood, that list (section); I more specifically wanted to know what enables or disables a specific item from being refined. IE: the wooden sword that BMs start with, physically cannot be refined. Also, any of the GM weapons cannot be refined. It will give an error message that the item cannot be refined on certain items, and was wondering where this is controlled. OFC most, or "normal" items CAN be refined...

Thank you for posting all that info though :thumbup1:

Taking a quick glance at my elements.data comparing three items ~ TWO that DO NOT allow refine and ONE that DOES allow refine the only fields that it initially appears may control whether the item can be refined or not (at least for WEAPONS) could possibly be one of the following fields:

-27
-28
-206

I didn't read below but I believe its the section that you change on the addon of refining. If it = 0 then it won't refine.
 
Initiate Mage
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row 27 , 36 ,35 the content of what?
sorry my bad english
Ok so:

Weapons - line 27
Armors - line 36
Ornaments - line 35

Just having a hard time now figuring what exactly the number in the corresponding fields is/how it's formulated. Looking at the TT99 Unparalleled Brimstone Edges field 27 is 1723, yet that cannot be the max it becomes when refined because:
 
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