The basics
Affixing is the hardest part of the item enhancing process to get used to, both because of how it functions and the vast number of abilities you can use to add to items.
Items to be sacrificed during the affix process will be referred to as fodder, since they are sacrificial, and the number of abilities will be referred to as slots.
Affixes allow you to customize a weapon or unit to fit you're needs, be it more health, more attack or defense, more pp, or any mixture of the 4 you so choose.
All items come with a random number of abilities, from 0-8. Unlike grinding elements, rarity plays no part in the affixing process, instead, it is based on how many abilities your target item has, and if it is a weapon or unit. Weapons can only be used to apply affixes to weapons, and units only work on units. As with elemental grinding, however, be aware that you have a target item, and the items you wish to use in the process. The target item remains, any other items are destroyed in the affixing process, success or not.
The biggest rule to affixing is you're target item and the items with abilities you want to transfer over must all have the same number of abilities on them. The only exception to this rule is a target item with no abilities, those can take an ability from an item regardless of how many it has, but will only take a single ability of you're choosing.
For instance, a 2 slot sword can accept an ability from ANY weapon with 2 slots on it, but will not take an ability from anything else, while a 0 slot weapon can take any one ability of your choice from a weapon with 6 slots.
Items to be sacrificed during the affix process will be referred to as fodder, since they are sacrificial, and the number of abilities will be referred to as slots.
Affixes allow you to customize a weapon or unit to fit you're needs, be it more health, more attack or defense, more pp, or any mixture of the 4 you so choose.
All items come with a random number of abilities, from 0-8. Unlike grinding elements, rarity plays no part in the affixing process, instead, it is based on how many abilities your target item has, and if it is a weapon or unit. Weapons can only be used to apply affixes to weapons, and units only work on units. As with elemental grinding, however, be aware that you have a target item, and the items you wish to use in the process. The target item remains, any other items are destroyed in the affixing process, success or not.
The biggest rule to affixing is you're target item and the items with abilities you want to transfer over must all have the same number of abilities on them. The only exception to this rule is a target item with no abilities, those can take an ability from an item regardless of how many it has, but will only take a single ability of you're choosing.
For instance, a 2 slot sword can accept an ability from ANY weapon with 2 slots on it, but will not take an ability from anything else, while a 0 slot weapon can take any one ability of your choice from a weapon with 6 slots.
Before you get started
On top of needing to have the same number of slots as already mentioned, there are several important things you have to keep in mind.
- When adding abilities, the more copies of one ability exist between your target unit and the fodder pieces, the higher the chance (power III has a 60% transfer chance if only one copy exists, while it has an 80% with 2 copies)
- When adding abilities, if you want your target item to end up with more abilities than it started (1 slot to 2 slot, 4 slot to 5 slot etc) you suffer a penalty to the success rate of each item. While you do not lose everything if one fails, it does require you to then add it back on, yet again at a reduced success rate for ALL items involved. Penalties will be listed later.
- There are 2 general types of abilities, standard and souls. Standard abilities can be added with just one item having them on it as an affix, while souls require a minimum of 2 of the items involved to have it. Souls apply more than one effect, such as S. atk and HP as a single ability, and they help boost the success rate of select other abilities during the affix process. Souls also have a lower chance of success. 50% with 2 of the items having it, and 80% if all 3 have it.
Success penalty for adding slots |
||
Using 2 items |
Using 3 items |
|
0 to 1 |
No penalty |
No penalty |
1 to 2 |
-15% penalty |
-10% penalty |
2 to 3 |
-25% penalty |
-15% penalty |
3 to 4 |
-40% penalty |
-30% penalty |
4 to 5 |
-50% penalty |
-40% penalty |
5 to 6 |
-55% penalty |
-45% penalty |
6 to 7 |
-65% penalty |
-60% penalty |
7 to 8 |
-70% penalty |
-70% penalty |
Using power III as an example again, if you want to it to a 3 slot unit, your success rate would still be 60% for one copy, or 80% for two copies. However, if you were trying to go from a 2 slot to a 3 slot, the chance with 1 copy wold be 35%, with2 copies it would be 55%, because you have to add in the penalty for going from 2-3 slots.
There are two mains ways people go about affixing, safe and unsafe.
The safe method requires you to plan what you want, and prepare the base unit ahead of time, then have both fodder units with all of the abilities on them that you want, since having more copies of each affix boosts chances. This method is slower, and while the final product has a much higher chance of success, it still has a good chance of small failures due to having more individual steps
The risky method is more simple, but can potentially cost much more depending on your luck, it is also less and less of a good idea the more slots you add to an item, due to how low the chances get. Generally the risky method involves getting the most basic setup of abilities you need to be able to add everything in one go, usually at a low chance. If your lucky, you can get it in a try or two, but if you aren't lucky, it can cost substantial amounts of money to replace all the wasted affixes, and adding slots back on.
Which method you choose is entirely up to you, but it is not recommended to use the risky method for anything above 3 slots, while it can actually cost more sometimes to use the safe method for 3 slots or less depending on market costs and luck.
The safe method requires you to plan what you want, and prepare the base unit ahead of time, then have both fodder units with all of the abilities on them that you want, since having more copies of each affix boosts chances. This method is slower, and while the final product has a much higher chance of success, it still has a good chance of small failures due to having more individual steps
The risky method is more simple, but can potentially cost much more depending on your luck, it is also less and less of a good idea the more slots you add to an item, due to how low the chances get. Generally the risky method involves getting the most basic setup of abilities you need to be able to add everything in one go, usually at a low chance. If your lucky, you can get it in a try or two, but if you aren't lucky, it can cost substantial amounts of money to replace all the wasted affixes, and adding slots back on.
Which method you choose is entirely up to you, but it is not recommended to use the risky method for anything above 3 slots, while it can actually cost more sometimes to use the safe method for 3 slots or less depending on market costs and luck.
The slide show to the left has an example of the safe method.
Basically prepare the slots you want on your final product beforehand, as demonstrated in the first picture I have 4 slots already on my unit. In the second picture I have both of my fodder pieces affixed with ragne soul/ tech3/stamina3/ and some random affix as a placeholder slot. In the third picture; displays the selected souls you want pick and what their rate of success is. (Ragne soul raises the success rate of transferring tech3 and stamina3). Lastly, in the final picture shows the option of adding a success rate booster; Ragne soul's boost and proper affix preparation on fodder units can easily allow for perfect 100%s. |
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