Alright I mentioned previously although Spirit Infusion can prove beneficial it can fail and currently there is no way to prevent failure like with modification or synthing. However you can improve success rates.
How to improve Spirit Infusion success rates?
Ideally you will want a Swordsmith or Gunsmith to do your spirit infusion for you, they excel over everyone else at this. The success rate is believed to be a 30% base but can be boosted these ways.
Method 1
Weapon/Gun Knowledge/Survival Technique will boost success by 1.6 x class. So having C9 WK and C5 (standard Retal 6 melee I believe) will get a +22 base success boost. Kinda pathetic really when you consider its your 10mil Vanguard or 8mil Fighting Maid at stake.
Method 2
Armsmith/Gunsmith will boost success by 2.5 x class, a C7-5 Gunmaker/Swordsmith will get a additional +18 base success to spirit infusion on top of the weapon/gun knowledge boosts they should inevitably have.
Method 3
AP gear get a natural 1.1x boost. >_>
Method 4
Nocturnes, Earth Spirits and Earth Goddesses give a 1.2x boost to success rate, whether this can be boosted with rebirths I do not know but I believe it doesn't.
In short, this means dedicated Swordsmith/Gunmaker characters will be enjoying near 80-90% success rates. Wheras full retal melees will be only getting 67% success rates at the most.
Further Implications
Earlier I talked about bonuses being separated into characteristics and base effects, they will later be indentified by colour too. Characteristics will have red box and base effect with green box, to start you guys off I'll just list a few major equipments of interest for spirit infusion due to them not conflicting with each other much.
Weapons
- Deathbringer (Wheel of Life) The -50% defense penalty is base effect so the +25% shot/attack characteristic can be fused off to any axe like a 5 slot Helmbreaker. Same deal with the shotgun, its +25% rapid/shot bonus can be fused off to any shotgun without a penalty.
- Rashomon 20% attack bonus can be fused off to any blunt such as...the 5 slot Golden Club or a 5 slot Kyoko.
- Large Steelslicer Almost all 2 hand swords affinity/elemental boosts tend to be base effect making L.Steelslicers +15% rush +10% weapon damage characteristic excellent for almost any fusion.
- Survivor Series The only shotgun with a lng-r boost characteristic and +15% rapid can be put onto almost any other shotgun and provides a easier substitute for Deathbringers.
- Balmung Anti-muddle characteristic on any one hand sword? Yes thank you!
- Kozan of North/South They are the only tonfas with a characteristic bonus, meaning they can be fused with almost any other elemental tonfa with full bonuses intact.
- Unnatural Nambu/Iron Pipe Uh-oh, think you can guess where I'm going with this, furthermore its a base effect, yikes! (Update: I have reason to believe the pipe/guns stats would carry over too so it may only really suit enhancers still)
- Parabellum The shot damage boost is a characteristic gunmages just got a huge boost, time to throw out those Executors :X
- Handgun D A 5 slot one of these things will be absolutely insane with a Parabellum fused onto it.
- Clown Mace The -10% cooldown/cast characteristic can be quite easily combined with a Unnatural Iron Pipe's base effect for -10-% cast -40% cooldown!
Tops
- Ambitious Gear The +10 lng-r/spell/cls-r on the male Ambitious gear? They are neither base effect or characteristic but a part of the gears stats. This means you can override both the base effect for a higher general boost AND the vacant characteristic.
- Abyss Robe +20% stone characteristic is interesting as this can be combined with almost any cooldown top most of them tend to be base effect freeing up your face SS.
- Nostalgia As mentioned already the 25% XP/damage boost are both on characteristic so this can combined with almost any cooldown top.
- Jasmine/Mint +12% general damage characteristic can be mixed with almost any general boost top for 20% general boost!
- Mysterious Skirt The -15% cooldown +4 vit +8% general boost base effect can be fused to most bottoms like santa skirt or cowboy chaps.
- Stealth Pants -15% spin cooldown/rush cast characteristic is a unique one which you can probably fuse with alot of things.
- Cowboy Chaps again same deal as Stealth pants, -15% shot/rapid cooldown is quite a unique bonus.
- Aegis Most significantly the null stone characteristic can be spirit infused off to free up your glove Soul fuse slot.
- Blood Drain Same deal as the male Ambitious gear. Lng-r/Spell/Cls-r boosts are from the ring itself, meaning you can fuse almost anything to them while keeping the boost.
- Christmas Rings Yes remember these things? Not quite as useless as you might think, they are one of the few rings that have their damage boost as a base effect. This means they can be fused to almost any ring, boost rings/mithras are all almost exclusively characteristic boosts.
- False Almost all COMPs bonuses tend to be base effects except for this little nasty which is characteristic.
- Eyepatches Quite a while ago Panda was desperate to get rid of these, well as it turns out most face equips general boosts tend to be base effects. But the boosts on these things are characteristics.
*slapslapslap* why didnt you tell me this 6months ago? DX
ReplyDeletepooooop. i just sold all my christmas rings yesterday D:
ReplyDeleteI'm missing a lot of shits already x: "just a pumpkin passing by"
ReplyDelete