May
28
2010
8:00 pm

Spirit Infusion

Fin: This is an old post that has been bumped up.

Edit, 30th May 2010: Added/clarified some details.
Edit 2, 1st June 2010: Clarified some details about level/lnc/gender/etc… restrictions.

Quest to activate spirit infusion comes from the dwarf in Shinjuku Babel. Hihiirokane top is needed to complete the quest. Gender for the top doesn’t matter. Either one will work. (Edited)

Pretty much every armor/weapon can be spirit infused, except for armor/weapon that grant skills. e.g. Death/Judgment cannot be spirit infused.

Items that grants skills as a SET bonus however can be spirit infused.

Items that cannot be traded cannot be spirit infused either. There are however TWO exceptions: the two hide & seek earrings.

These earrings also have a hidden effect. They’ll boost Spirit Infusion success rate to 100% as long as it’s used in slot 1. The end result cannot be traded.(Edited)

Talisman and extra slots cannot be spirit infused.

Items must be of the same gender.

Genderless item can be infused with gender-specified item, but the end result will be gender-specified. This mainly applies to earring/rings.

Makka is consumed during each infusion. CP item = higher success rate. If you fail, the item will have a usable time limit of 10 days. You can re-infuse the failed item and if it’s successful, the time limit will be removed. A second failure will still reset the 10days limitation. (Edited.)

Much like normal crafting, you have to do Spirit Infusion yourself. There’s no interface like synthesis that allows others to do it for you.

You CAN however trade items to another person to SI at your own risk.

Spirit infusion requires 2 or 3 item of the same type. i.e. 3 one-handed sword or 3 top etc…

After the basic quest is completed, you can talk to the Dwarf in Babel, and there’ll be a option to perform a Spirit Infusion. Select that and a special window will pop up:

Slot 1, blue: Appearance, name, durability, repair cost, set bonuses, COMP stock.

Current max durability will transfer over as well. i.e. if item one has 10/30 durability, the new item will have 10/30 as well. (Edited)

Slot 2, green: Base ability (weapon damage type, p.atk, m.atk, sup, rng.atk, crit, crit prevention, slot, tarot, most elemental boost/resistance, cooldown reduction, general boost etc of item.)

Existing enchants/modification will transfer over as well. (Edited)

LNC, gender, level and other restriction will be transferred over as well. (Edited 2)

Slot 3, red: Special ability (+ movement boost, + LNC boost and other special effect)

At least 2 items are needed to activate spirit infusion. You can select which slot those items take.

i.e.

Slot 1: Item 1
Slot 2: item 2
Slot 3: item 2

or

Slot 1: Item 1
Slot 2: item 1
Slot 3: item 2

or

Slot 1: Item 1
Slot 2: item 2
Slot 3: item 1

Items, other than the base item (slot 1) will be consumed whether it’s a success or failure.

There’s a small chance that a great success will occur. This will increase randomly increase a base stats like p.atk/m.atk/rng.atk/p.def/m.def by 1. Great success stacks.

Some examples:

Slot 1: Claymore
Slot 2: Zero (Weapon does ice damage, +20% ice damage)
Slot 3: Executor (+ 0.3% * level shot/rush damage)

End result = Claymore with Zero’s p.atk etc, does ice damage, +20% ice damage and +0.3% * level shot/rush damage.

Slot 1: 5 slot Mirage
Slot 2: 5 slot Mirage
Slot 3: Sword Sprout (+15% rush damage, -20% rush cast time)

End result = 5 slot mirage with +15% rush damage, -20% cast time

Slot 1: Poliahu
Slot 2: Poliahu (Weapon does ice damage, +20% ice damage)
Slot 3: Paladin’s Lance (+30% damage against chaos target)

End result = Poliahu with usual stats and +30% damage against chaos target

Item 1: Screw Lance
Item 2: Phlegethon (Weapon does fire damage, +20% fire damage)
Item 3: Paladin’s Lance (+30% damage against chaos target)

End result = Screw Lance with Phlegethon’s usual stat, and +30% damage against chaos target. Since it’s a Screw Lance now, the repair cost will be 720/point at LNC towns instead of Phlegethon’s 2800/point

Slot 1: Daimon
Slot 2: Chaos Glasses (Strength + 1)
Slot 3: Clever Glasses (+5% gun/melee/magic damage, +20% xp to party, +5 hp/mp to party)

End result = Daimon with +1 strength, +20% xp to party, +5 hp/mp to party. Because the +5% general damage is a slot 2 bonus, it doesn’t get transfer over.

Slot 1: Powered Glove
Slot 2: Powered Glove (crit prevention: +7, +4% gun/melee/magic damage)
Slot 3: Aegis (void stone)

End result = Powered Glove’s usual stat, and void stone. Repair cost will also be based on Powered Glove instead of Aegis.

Like everything Cave does, there are exceptions, and there are too many to list.

Some further broken examples of spirit infusion:

5 slot mirage (30 p.attack, 38.attack, +5 magic) + Aguni (+1 activation to all fire-based skill, +30% damage against major race beast) = 5 slot, 30 p.attack, 38 m.attack, +5 magic, +1 activation to all fire-based skill, +30% damage against major race beast

5 slot Kabutsuchi Kyouko + Rashamon = 5 slot Kabutsuchi Kyouko, +20% attack

5 slot Rambus + Avalon = 5 slot Rambus with +20% shot

Gravel-I + Survivor III = Gravel with +20% ice, +15% rapid, +10% gun damage if chaos (normal repair cost/higher rng.attack/5% more ice damage than a normal survivor III)

The numerous 20/30% elemental 2-handed swords + Relic Steel Slicer = 20/30% elemental damage, 10% weapon-based damage, 15% rush damage

The numerous 10/20/30% elemental spears + Longinus (spin) = 10/20/30% elemental spears, +10% spin damage

5 slot epee + tri claw = 5 slot epee with +15% rush damage, 10% damage against major race, beasts

Christmas rings + Mithra rings = +8% damage, +12% more damage if devil is at open hearts or over.

Ultimate PVP breaking spirit infusion combo:

Set 1

Head: SAULT-01 + combat maid headband + combat maid headband = +3% damage, -5% cool/cast
Top: TACT-01 + combat maid top + combat maid top = +8% damage, -25% cool/cast
Bottom: SPECT 01 + omen boots + omen = +5% damage, -5% cool/cast

Set bonus from equipping SAULT-01, TACT-01 and SPECT 01 = +1 activation stack to all skills
Total bonus = 1 to all activation skill, -35% cool/cast to all skills

Set 2

Head: Saif flower + combat maid headband + combat maid headband = +3% damage, -5% cool/cast
Top: Saif dress+ combat maid top + combat maid top = +8% damage, -25% cool/cast
Bottom: Saif shoes + omen boots + omen = +5% damage, -5% cool/cast

Set bonus from equipping Saif set = -40% cool/cast to all skills
Total bonus = ~61% cooldown. (35% general cooldown * 40% other cooldown from the set bonus)

Success rate is affected by the following:
- Rank/class in: weapon smithing, arms making, weapon knowledge, gun knowledge, survival tech
- Having a crafting boosting devil summoned, and you must have the appropriate chain expert unlocked. (i.e. dwarf/kodama/etc… if you have weapon smithing, Lilith/Succubus/etc… if you have arms making.)
- Whether items used are CP or not.

Formula is as follow:

Expert Skill Mod: (Weapon Knowledge Class + Gun Knowledge Class + Survival Class)/3
Chain Expert Skill Mod: (Weapon Smithing Class + Armsmaking Class )/2
Total Expert Skill Mod: (Expert Skill Mod + Chain Expert Skill Mod) * 5

Success = 30% + (Total Expert Skill Mod * 1.2 (if appropriate devil) * 1.1 (if CP))

The CP bonus is applied as long as one CP item is used.

It’s possible to get 100% success rate for CP items, and ~94% for non-CP items, but it’ll require a level 90 crafter.

9-0 Weapon Knowledge
5-0 Gun Knowledge
7-0 Blades
5-0 Crafts

7-4 Weapon Smithing
5-0 Arms Making

Expert Skill Mod: (9+5+0)/3 => 4.6
Chain Expert Skill Mod: (7+5)/2 => 6
Total Expert Skill Mod: (4.6+6) * 5 => 53.66

30% + (53.66 x 1.2 x 1.1) = 30 + 70.83 => 100.83% (CP)
30% + (53.66 x 1.2) = 30 + 64.39 => 94.39% (Non-CP)

The amount of Makka needed to perform a Spirit Infusion is dependent on the purchase price of the item.

CP items are all treated as 100k.

Cost = (Total purchase price)/3 * 0.8

e.g. if 3 CP item:

(300 000)/3 * 0.8 => 80k

e.g. 1 machete, 2 CP item. Machete’s selling price is 20 Makka.

(100k + 100k + 20)/3 * 0.8 => 200020/3 * 8 = 53338 Makka.

(Edited)

An item produced from spirit infusion, be it a success or not is counted as a single item for future spirit infusion purpose.

Using some examples:

Slot 1: Claymore
Slot 2: Zero (Weapon does ice damage, +20% ice damage)
Slot 3: Executor (+ 0.3% * level shot/rush damage)

End result = Claymore with Zero’s p.atk etc, does ice damage, +20% ice damage and +0.3% * level shot/rush damage.

Slot 1: The above Claymore
Slot 2: Exterminate (Weapon does ice damage, +30% ice damage)
Slot 3: The above Claymore (+ 0.3% * level shot/rush damage)

End result = Claymore with Exterminate’s p.atk, does ice damage, +30% ice damage and +0.3% * level shot/rush damage.

Written by 守護霊母Finella in: SMT Online: Imagine | Tags: ,

143 Comments »

  • The Melee says:

    “usable time limit of 10 days”-items dies after 10days or u mean unusable?

    • 守護霊母Finella says:

      Removed from your inventory.

      • kaikai says:

        nice info been try digging info from ur site bout this :P
        thankies~ but just wondering there arent any cp item that boost the success rate like cab2x in wep mod available? the % i believe will be kind of sux for those who not taking any craft chain >_<

        • 守護霊母Finella says:

          Initially it was planned for failure prevention items to be implemented, but the idea was scrapped once a method to achieve 100% success was found by the community.

  • Kyofu says:

    thanks alot for the guide Finella! Great help
    But i still have one question ^^’ :

    Does the SI slot 2 take the numbers of slots? or the modds inside those?
    I think i understood that tarot/ss were taken, but i don’t get that point

    For example :
    5slots Warhammer+Rashomon+rashomon> a Warhammer with rasho stats (3slots so) // A warhammer 5slots with rasho stats?
    I’d guess it’s a warhammer with rasho stats but still wanna ask :p

    • 守護霊母Finella says:

      Slot 1: 5 slot Mirage
      Slot 2: 5 slot Mirage
      Slot 3: Sword Sprout (+15% rush damage, -20% rush cast time)

      End result = 5 slot mirage with +15% rush damage, -20% cast time

      5 slot mirage (30 p.attack, 38.attack, +5 magic) + Aguni (+1 activation to all fire-based skill, +30% damage against major race beast) = 5 slot, 30 p.attack, 38 m.attack, +5 magic, +1 activation to all fire-based skill, +30% damage against major race beast

      5 slot Kabutsuchi Kyouko + Rashamon = 5 slot Kabutsuchi Kyouko, +20% attack

      5 slot Rambus + Avalon = 5 slot Rambus with +20% shot

  • Banagher says:

    If the infusion fails you get the infused item with a time limit of 10 days. If you wish to infuse this item again, does the previously infused item act as 1 item in the next infusion or does it automatically split it into 3 parts again?

    Basically, can you keep infusing within the 10 day period without needing to buy the individual items again? Provided that you have the macca to do it.

    • 守護霊母Finella says:

      It counts as one item.

      Considering that everything, except the base item used for slot 1 is consumed, you’ll need at the very least:

      1) The failed item
      2) An additional item
      3) More money

  • MaxCherry says:

    Hey, do mods stay from slot 2 item 2 after succesful fusion?

    • 守護霊母Finella says:

      Whatever enchanted/modded to the item used for slot 2 will be transferred over to the new item, be it a success or not.

      • MaxCherry says:

        Ambitious gear give direct combat stats e.g shoes +10spell
        Can this stat be kept in infusion and which item slot does it correspond too so that bonus is kept?
        Thanks again

        • Azuno says:

          Slot 2, green: Base ability (weapon damage type, p.atk, m.atk, sup, rng.atk, crit, crit prevention, slot, tarot, most elemental boost/resistance, cooldown reduction, general boost etc of item. Existing enchants/modification will transfer over as well.) (Edited)

        • 守護霊母Finella says:

          The totally ToS-Legal, faked out item list is color-coded for a reason…

          Once again, inb4copied2wiki.

  • AuraRein says:

    So if I’m not mistaken, the equipment listings in your Data Dump have effects for SI split into Additional Base Effects and Characteristics to show the effects the item would give for Slot 2 and Slot 3 right? If so, that will save me a lot of time making combinations.

    • 守護霊母Finella says:

      Yes, that’s right. Color-coded as well yada yada. I need to make those borders 50px wide or something…

  • Virtual says:

    I see that it´s not possible to mix different type of weapons. I was thinking about Rambus-SVD + Scatter-SG but I guess it won´t work, is that correct?

    • 守護霊母Finella says:

      Spirit infusion requires 2 or 3 item of the same type. i.e. 3 one-handed sword or 3 top etc…

  • Rentz says:

    I was wondering, how do you know if the item’s cooldown bonus (Iron Will top in this case), goes into slot 2 or 3, i heard there are strange conditions that may require it to be in a different slot.

  • Kouga says:

    Finella, could you please tell me how changing the affinity of an item works with spirit infusion? So for example, if I have 3 weapons which are all say Slash affinity, and I want to use a Flamies soulstone to make the final weapon (if everything works) Fire affinity, which of those 3 items would I need to add the Flamies soulstone to in order to make the final weapon out of all this the Fire Affinity?

    I am guessing it is slot 2, but I just did not know if you were allowed to change the affinity of that weapon beforehand and it would count for the spirit infusion.

    Thank you for your time in reading this and please answer whenever you get a chance, I’m kinda new so I wanna make sure I plan everything correctly. = )

  • Regis says:

    The numerous 20/30% elemental 2-handed swords + Relic Steel Slicer = 20/30% elemental damage, 10% weapon-based damage, 15% rush damage

    In this combo I was curious where the 15% rush damage comes from. And say I wanted to fuse hate of the heck chopper with relic steel slicer, it would be death affinity, 30% death bonus, 10% weapon-based damage(Also death bonus since affinity is death assuming I’m not using an elemental skill) and +15% rush?

    Thanks

    • 守護霊母Finella says:

      For the 9001st time, the item list is there, color-coded for a reason.

      • Azuno says:

        I actually feel really bad for you Finella. Having to deal with posts that shouldn’t have to be posted.

        • anna says:

          don’t, it’s her destiny.

          • 守護霊母Finella says:

            My destiny is to cast an extended-empowered-empowered-healing-maximized positive energy aura that heals >60hp/3sec permanently for 0sp.

            Bye bye the need for FvS!

            • Regis says:

              Ah Ok sorry the way my browser was set up I didn’t see the whole popup window in the weapons area, the whole red bottom part wasn’t visible so I only saw +15% slash :P

              So in the game I guess “Increases Slice Elemental Attitude” means +15% rush, thanks ^^

  • diablopanqueque says:

    Thanks for the write-up Fifi. I really appreciate it. Now to wait an eternity for all the gears I want to be released on US server :/

  • Kouga says:

    For trying to get an item with a soul stone set bonus, which item slot would need to have the item with the soul stone that gives the set bonus? Would it be the first slot(blue), like the item set bonuses?

    “Slot 1, blue: Appearance, name, durability, repair cost, set bonuses, COMP stock.”

    Or would it be the 3rd slot(red), since it would be a “special effect?”

    “Slot 3, red: Special ability (+ movement boost, + LNC boost and other special effect)”

    The item set I’m thinking of btw would be the 4 king’s set (soul stone set), if that would help you better understand my question.

    Thanks in advance for the help Finella (or anyone else who could answer this question…), since how a soul stone set bonuses would work with these item spirit infusions isn’t obvious at all.

    • ReiTan says:

      Just to narrow it down… did you mean infusing the required stone effects from multiple items into ONE resulting in the entire soul stone set bonus on one item?

      Or are you asking which slot something with a soul stone needs to be in for the soul stone to carry over into the new item? If neither of my questions are relevant just disregard them

    • Royce says:

      Set bonuses =/= Soul Stone Set bonuses.

      Example: Summer Gothic/Saif set has a set bonus of -40% cooldown when all parts are equipped. If you use these parts as your Slot 1 item for each piece, you’d retain the -40% cooldown bonus from wearing the full set.

      If you want the 4 Devas set bonus, you’d either Soul Stone them after everything is SI’d or transfer the enchants from your Slot 2 items if you already had the 4 Devas set soul stoned. SI doesn’t give weapons/armor bonuses found from demon crystals.

  • Indicative says:

    I’m assuming…

    You can’t SI ceremonial weapons with non-ceremonial ones.

    e.g) Iron Pipe + Rashomon + Cloche de Noel (totally made this up on the fly D:)

  • shun says:

    I have a question.

    If Mysterious Skirt is used on slot 2 and Santa Skirt on slot 3, would the end result be general -35% cooltime & -10% cast time or are they calculated differently?

    • shun says:

      Sorry, I meant -25% cooltime

    • Virtual says:

      No. Cooldown reduction bonus only applies in the 2nd slot. You can´t accumulate it.

      • 守護霊母Finella says:

        Wrong.

        Santa Skirt is one of the many exceptions in SI. The cooldown and cast time are both slot 3 SI, which means you can stick a 15% cooldown from mysterious skirt to it.

        i.e.

        Slot 1: Whatever
        Slot 2: Mysterious Skirt (7% damage, 15% cool)
        Slot 3: Santa Skirt (10% cool, 10% cast)

        Even so, the cooldown for Santa Skirt belongs to others since it’s a slot 3 SI bonus, which means it won’t stack additively with Mysterious.

        0.85 * 0.9 => 0.765. i.e. 23.5% if only using these 2 items.

        • shun says:

          Thanks for reply.

          I have another question if you don’t mind.

          I have been thinking of using Crimston Tassle (-7% Cool, -3% Cast IF Chaos) over Fighting Maid Headdress (-5% Cast) on slot 3 for head. I’d just like to know if the “LNC” bonus from the Crimson is grouped with “others” bonus from Santa Skirt or are they calculated differently too?

  • VincentNightray says:

    Just making sure, Can items with special skills be SI’ed, such as Diamond dust necklace’s absolute freezing skill, and what about the special effect of phlogiston adding +3 agi, agilao attacks, I checked your data dump and it says these are slot 3 but i was just making sure.

    • 守護霊母Finella says:

      The answer is there in plain sight if you actually read the dump in full.

      Hint: Spirit Infusion/Enchants/Slots

  • subs says:

    so say if i fused

    slot 1: phelgethon
    slot 2: phelgethon
    slot 3: jiabo

    and it failed i would lose the phelgethon even though its on slot 2 as well as 1?

  • Atreyu says:

    Hm, got a question…

    “Pretty much every armor/weapon can be spirit infused, except for armor/weapon that grant skills. e.g. Death/Judgment cannot be spirit infused.

    Items that grants skills as a SET bonus however can be spirit infused.

    Items that cannot be traded cannot be spirit infused either.”

    Considering this, and the fact that Nocturne is non-trade for us, but tradeable in JP, will we be able to use it in spirit infusion? If so, would having it as Slot 1 keep the Nocturne skill?

    Thanks~ ;x

    • Azuno says:

      When we (EN server) get SI, it’ll probably go one of two ways. We’ll either get an up to date with our gear version(aka, Nocturne non-SI-able til it becomes non-trade) or if we’re miraculously lucky, we’ll get the SI the JP server has atm. But don’t keep your hopes up for that.

  • Sesshou says:

    I know the difference is petty, but you can also do:

    Blades c4
    Craft c4

    WK c9
    GK c9

    which gives c5 armmaker/weapon smith… and 96% for non-cp infusions.

    • Sesshou says:

      Although I don’t expect anyone to use that(given one can choose to have max armmaker or max weapon smith with ~94%)

      • Louven says:

        To max smith think we can do this:
        wk c9
        blades c7.2

        gk c8
        craft c1.8

        (wk+gk)/3=(9+8)/3=17/3=5.66
        (smith+arms)/2=(7+3)/2=10/2=5
        10.66*5=53.33

        30%+(53.33*1.2*1.1)=30%+70.4=100.4%

  • Banagher says:

    If you were to infuse a movement wing and use it as a slot 2 in the SI. Would the durability consumption still apply to the final infused item?

  • subs says:

    i have anotehr question :P am i able to SI a piece of equipment that has already been SIed i.e

    slot 1:phelgethon
    slot 2:phelgethon
    slot 3:serpentine destructore

    result: phelgethon with +20% fire +15% spin

    then use this new phelgethon in a new SI in teh case that im able to do this do teh bonueses jsut go in their usual slots i.e the +20% fire will be in slot 2? and the +15% spin will be in slot 3?

    • 守護霊母Finella says:

      An item produced from spirit infusion, be it a success or not is counted as a single item for future spirit infusion purpose.

      Using some examples:

      Slot 1: Claymore
      Slot 2: Zero (Weapon does ice damage, +20% ice damage)
      Slot 3: Executor (+ 0.3% * level shot/rush damage)

      End result = Claymore with Zero’s p.atk etc, does ice damage, +20% ice damage and +0.3% * level shot/rush damage.

      Slot 1: The above Claymore
      Slot 2: Exterminate (Weapon does ice damage, +30% ice damage)
      Slot 3: The above Claymore (+ 0.3% * level shot/rush damage)

      End result = Claymore with Exterminate’s p.atk, does ice damage, +30% ice damage and +0.3% * level shot/rush damage.

  • VincentNightray says:

    Dear Fifi-tan,
    I was wondering if it was possible to have the Love and tenderness set as a Slot 1 SI item, and would u get the set bonus of +1 activation to support skills or is it not possible because as a set it gives the “reincarnation” skill

  • Verce says:

    Can you SI an item that has already been SIed?

  • diablopanqueque says:

    If there is a way to disable comments from being posted you should do so. It’s insulting how many players can’t seem to read this post.

    • anna says:

      and left us no fun in trolling? no wai!

      happened from loooong time ago anyway, from I was flamed when I mentioned about 2ch sarashi of aeria server, then ohlol thing, etc, etc. Yes, reading comprehension is difficult.

      • diablopanqueque says:

        True. Half the fun of reading this site comes from the comments. I just can’t comprehend why people can’t read the entire post before asking an obvious question. T_T

    • 守護霊母Finella says:

      As if you are in any position to make such a remark.

      • diablopanqueque says:

        LOL saw that one coming. But there’s a difference from taking a demon name on one server and believing it to be another name since they do change slightly sometimes (i.e. Kirin and Qilin) and asking an obvious question from a post where the answer is clearly given. Which is worse on the stupidity scale is debatable.

  • Llongy says:

    Fifi, i have a question…

    can neurons comp effect be SI’d and if it can what slot does it take? :O

  • Indicative says:

    Hoo boy, quite a bit of people who can’t read links ;x

  • Shiki_Tohno says:

    Stupid question of the kind nobody asks until someone has enough guts (or is enough of an idiot) to ask it.

    One of your examples uses a 5-slotted Kyoko + a Rashomon for a Kyoko with +20% Attack skill. Considering two thirds of that infusion (the Kyoko) are non-cashop items, how would the success be calculated? In other words, is the cashop success bonus applied if there is even a single cashop item in the mix, or does it only come into effect when all elements of the mix are cashop items?

    事前にごめん。。。オレはバカだから =p

  • Kyofu says:

    I heard recently that the Armor of Devil/saviour ( and every part of the set) couldn’t be SI’d. Then i heard later than Muramasa couldn’t be either…

    So, i have another question please :p

    Is this true? couldn’t check cuz Si not implemented yet…
    If it is… does this mean that every equip made by synthesis can’t be SI’d?

    Thanks alot :p

  • Shiki_Tohno says:

    K, so here’s a valid suggestion about your data tables.

    I’m plenty aware that the tables are color-coded for SI effects purposes, but in some screens, even with color and tint correctly calibrated, the red and green borders look too dark and sometimes almost indistinguishable from each other. How about you turn one of those a couple notches up in brightness so they’re clearly distinguishable from each other? :3

    • Azuno says:

      You’re honestly just picking at straws now. The color-coding isn’t even needed if anything. But I guess if Finella wants to hold the blind people’s hands some more then she can.

    • Royce says:

      Traffic lights are red and green too, any issues there too?

      (Note: it was a friendly jab)

      • Shiki_Tohno says:

        My colorblind cousin would like to have a word with you. =p

        But yeah, as I said, it wasn’t a complaint per se; it was merely a suggestion based on user behavior I noticed. I can see the borders fine; it’s just that on some screens and color calibrations, the difference between the red and the blue borders is a bit TOO subtle, leading to confusions. Since I’m used to reading them it’s unlikely I’ll screw anything up, but other people might.

        Here’s another suggestion: Instead of border colors, use border styles (solid, dotted and dashed). =B

        And now I take my leave until another day because the nurse is looking at me with a mean face. Geh. I hate being stuck in a hospital.

        • 守護霊母Finella says:

          And I’ll like to talk to said colorblind cousin since most colorbind people are still able to differentiate between blue and red.

          Red/Green or Blue/Yellow colorbind issues, I can believe, but normal people having problems?

          The color used are literally 255 red, 255 blue and 255 green.

          If you have an issue telling them apart and are not colorblind, I heavily recommend either you throw your monitor away or check if your had unknowingly took some damage to your eyes.

          Blue Green Red

          In addition, things are STILL ordered by categories.

          • Shiki_Tohno says:

            And I’m back after realizing my own stupidity when posting — I was on sleeping medication when I made that post.

            Yes, I did indeed meant Red and Green, not Red and Blue. Those are different (and separated) enough, rofl. My bad.

    • anna says:

      well, but I have a suggestion. Take SS of your character wearing black MI glasses and that crutch weapon with cerberus as your guide dog. She might feel a pity and bestow you with answer.

  • Emi says:

    Stupid question from a stupid person ;x
    Can items that cannot be repaired and items which have lvl-restrictions be spirit-fused?
    I’m sorry if I did overlook it….

  • Xiyon says:

    *reads all the comments and scratches his chin* hrmhrmm~ :o might wanna post a more obvious link to imagine dump’s item section and explicitly tell people to check for their gear there before asking questions o.o people don’t seem to know it exists >_<

    hrmm~ slightly random question but, do nekomatas die here, too? o_o

  • Indicative says:

    K so, using the formula you listed…

    Here’s my Expertise:

    Class 9 – Weapon Knowledge
    Class 9 – Gun Knowledge
    Class 5 – Survival Techniques
    Class 2 – Blades
    Class 1 – Crafting

    Chain Expertise:

    Class 3 Rank 4 – Sword Smith
    Class 2 Rank 6 – Arms Maker

    Expertise Mods: (9 + 9 + 5) / 3 = 7.6.6666666667
    Chain Expertise Mods: (3.4 + 2.6) / 2 = 3
    Total Expertise Mods: (7.6666666667 + 3) * 5 = 53.3333333335

    30% + (53.3333333335 * 1.2 * 1.1) = 30 + 70.40000000022 = 100.4%
    30% + (53.3333333335 * 1.2) = 30 + 64 = 94%

    Here’s what Aeria MegaTen is giving me.

    AP ITEMS
    http://i15.photobucket.com/albums/a397/MInagoroshi/Spirit%20Infusion/20100616_1204_59.jpg
    NON-AP ITEMS
    http://i15.photobucket.com/albums/a397/MInagoroshi/20100616_1324_33.jpg

    • 守護霊母Finella says:

      Expert Skill Mod: (Weapon Knowledge Class + Gun Knowledge Class + Survival Class)/3
      Chain Expert Skill Mod: (Weapon Smithing Class + Armsmaking Class )/2
      Total Expert Skill Mod: (Expert Skill Mod + Chain Expert Skill Mod) * 5

      9+9+5/3 => 7.66
      3+2/2 => 2.5

      (7.66 + 2.5) * 5 => 50.8

      30 + (50.8 * 1.2 * 1.1) = 30 + 67 => ~97%
      30 + (50.8 * 1.2 ) = 30 + 60.96 => ~91%

    • shun says:

      LOL. You basically sabotaged the other guy’s business in barter and you don’t even have SI maxed.

  • 遠野志貴 says:

    Here’s another one for the syndicate.

    Mind suggesting good SI gear combos for males, Fifi? Seeing as the two PVP-breaking combos you mention are both for females… It’d be interesting to have similar setups for males, if you don’t mind me asking. =)

    (Yeah, I’m being uncreative here, so sue me.)

    • 守護霊母Finella says:

      Fallen Avatar is supposed to be released by now. Massive cooldown reduction is hardly something female specific.

      And there’s only 3 sets with bonuses before the limit break stuff appear. Do your own homework!

    • Azuno says:

      Is it that hard to look through the Item Dump and find items that give cool-down yourself? Hell, there’s a search function for a reason.

      • 遠野志貴 says:

        It’s not, and based on the currently released items, I’ve already found a few combos myself, I honestly just wanted to hear Fifi’s suggestions. :< (So far they’re barely releasing the elemental sets anyway, and out of Fallen Avatar only the wing has been released here in another stupid promo; not to mention I’m not only after cooldown reduction, but a balance between CD and damage.)

        In other news, here’s a legitimate(ly stupid) question.

        Jesus Gloves give a Slot 3 bonus of 5% general damage against Chaos targets, but they’re Law only. I’m aware that the LNC limitation is counted in the Slot 2 bracket, but I wanted to make sure before I mess up: If I were to SI something like Ruler’s Glove + Ruler’s Glove + Jesus Gloves, the result would still be LNC-free, correct?

  • Lodyx says:

    err if I SIed a clean clean fireworks(fire god) in slot2 the 3 slots of the fireworks should show up right? Cause I got a tri-claws with no slots after SIing it

  • [...] première, le Soul infusion, qui permet de fusionner 3 items en un seul. Les possibilités sont grandes, bien sur, MAIS, deux [...]

  • anonymous says:

    btw fiffi, you mentioned community found a way to 100% success. was it blocked yet? if so, then how to do it? :P

    • anonymous says:

      almost forgot, when its failed we must replace the second and third slot with new item before 10 days or it will dissapear? or only needs to change one?

        • anonymous says:

          *sniff* dont be mean to my first post after long time, im getting stupid after a year not playing >.< im not english-speaker native sorry sorry sorry dont getmadatme *getting scared*

          oh well, i kinda figure it out. thanks fiffi sama :)

          okay, and enough about eye website, this is what i`ve gather was it correct? (correct me if im wrong)

          slot 1 takes whatever explanation and durability windows writen there (or affinity too) . for comp it gives stock. aand the repair cost and success chance is like the item whatever you put on 2/3 the success rate is depend on the slot 1 item

          slot 2 replace whatever written in your basic features and modification windows. soo sometimes if its armor maybe npc item can be better than drawback of +5% extra damage to you…. different case with weapon… because weapon

          slot 3 takes whatever written in characteristic windows…

          - and slot 2 and 3 bonus is stack, whenever its stupid bonus or extra bonus but the calculation might be different like slot 2 have 15% cooldown slot 3 have 10% cooldown it doesnt exact give 25% extra but its still increasing, the opposite if its gives +5% dmg to you and 2% it might be increasing dmg you taken. explanation windows bonus is stack too

          - if its failed, you will still get the item called it combination of abc. you can use that abc in new fusion inside 2 slot (like slot 1/3 or slot 2/3) and must replace one whenever its slot 1/2/3 and getting success so it wont dissapear in 10 days

          correct me if im wrong thanks

          • anonymous says:

            extra : slot 2&3 of same item&explanation bonus (like example the force earring bonus) doesnt stack it seems. like
            slot 1 – any earrings
            slot 2 – force earring (3 def&mdef)
            slot 3 – force earring (3def&mdef)

            only earring 1 and slot 2 of force have effect,and the same characteristic of slot 3 doesnt combine but other combination seems works fine. seems its same with avalon

            oh and, aeria crappy mistranslation make me mistaken the basic features “received xxxdmg : x%” actually “giving xxxdmg : x%”. so your damage YOU GIVEN is increase instead of dmg FROM MONSTER. sorry for mistakes

            • 守護霊母Finella says:

              Follow the damn color-coded breakdown here and ignore the hell out of whatever text is in Aeria’s explanation box.

  • subs says:

    “There’s a small chance that a great success will occur. This will increase randomly increase a base stats like p.atk/m.atk/rng.atk/p.def/m.def by 1. Great success stacks.”

    so i can just continually si a weapon until it hit ssay 99 spell or something O.o?

    • 守護霊母Finella says:

      Yes.

    • midnightwill says:

      to subs: good luck..
      I’ve done thousands of weapon SI now I think so far I’ve only gotten 2 CLR successes on 2 different weapons (a golden club & a clannies 5 slot bronze warhammer).. I think only 3 or so Long range great successes on weapons and not a single Magic great success. Great Successes on weapons are EXTREMELY rare and usually when they do happen it happens on the support attribute.

      Also the items quality plays a role in great success chances it seems that newer / better stated items have a greater chance for great success especially the dual great successes that occur to mdef & phys def at the same time.

      For testing purposes one day I spent a few million macca bought around 150 junk items from accessory store and SI’d them with random AP gear. – Not a single great success on SI’s using store bought junk items.

      • midnightwill says:

        Also there is a limiter in place on our server so great successes don’t stack directly. After a great success you get a counter for example “Magic Defense: +5 (4+1) 0/4″ then on the second great success the counter will increase to 1/4. I assume that after 4/4 you’d either get “Magic Defense: +6 (4+2)” or the server blows up. This counter did not exist the bug ridden first few days of SI but was added afterwards.

        • 守護霊母Finella says:

          The first great successes on both weapons/armor are quite even to me, at around 1/6 to 1/8 of the time. “Quality” doesn’t really play a part since internally, an item is only differentiated between whether it’s CP or not, and it’s repair cost.

          As for the “limit”, frankly the result is pretty flaky from my experience.

          One of the 2+ great success stuff I have:

          1) Black Seraphic Top (Destruction) / Omen / MI (M.Def and P.Def great success, shown as 11 (10+1) 0/4 and 8 (7+1) 0/4 respectively.)
          2) Black Seraphic Top (Destruction) / Omen / Mint (M.Def great success, shown as 11 (10+1) 1/4 and 9 (7+2) 0/5 respectively.)
          3) Soul Breaker / Omen / Mint (Great success, but no stat increase. Now shown as 11 (10+1) 2/4 and 9 (7+2) 1/5)

          :iiam

          • subs says:

            hrm i guess tis not really viable to continually si items to grind stats D= but i guess if we could it would be a bit gamebreaking xD also i have another question now the D equips (D maki necklace, D chaos galsses etc.) are shown on our server as non-trade thus no siable however ive heard from some people that over on jp server these are tradeable and siable can u confirm if this is fact or fiction?

            • midnightwill says:

              If you check the item database it shows that the D maki and D chaos glasses are still not tradable even on the JP server.

          • midnightwill says:

            You’re great success rate of 1/6 to 1/8 sounds right on the rate for armors however the weapons rate is different from what’s going on our server then cause great successes on weapons are like 1/80 or something stupidly high (maybe we have an extra zero inserted into what the rate should be somewhere).

            As far as armor great successes i bought over 100 of the cheap non-ap clothes from the armor shop in babel and SI’d them with a few dozen items that had both greater phys def and mdef (I dont think any of the gear in babel shop actually has any mdef) than the non-AP gear from the armor store.. not a single great success on any of these fusions.

            Also it seems to me that gear like omen and summer gothic will have more frequent great successes than older AP gear especially when it comes to the rare dual great successes. At one time I actually started compiling a list of all my SI’s to measure the amount of great successes in order to have factual statistics. But I got lazy and stopped recording data at 44 SI’s (only counting stuff that has chance for a great success so excluding COMP/back items). Also 10 of these SI’s were weapons so 34 armor SI.

            Out of those 34 SI I had 4 great successes 2 of which were dual great success:
            palais shoes + omen shoes + white phoenix shoes – dual great success mdef and phys def .
            palais flower + fmaid headband + riot helm – dual great success mdef + phys def +1

            And the 2 normal great successes:
            palais flower + fighting maid + riot helmet – great success mdef +1
            nekomata boots + mysterious shoes + modern boots phys def +1 boost

            • midnightwill says:

              forgive the typos I’m under the weather..

              • midnightwill says:

                Also it seems that the 1/5 counter means that after completing the second tour of great successes to earn that second bonus point the counter will keep getting incremented.

                Meaning you’ll have to have 5 more great successes on your gear in order to gain the +3 stat increase. More than likely after that the limit counter will increase again to 0/6 requiring 6 great successes for +4 stat increase and then keep incrementing in order to keep people from ever attaining super OP stat’d gear.

                But this is all just a guess as so far I think the highest I’ve seen on our server is +1 with (3/4)

            • midnightwill says:

              also i should clarify that the 100 non-ap items from babel shop were SI’d with AP items for the testing such as True Dance pants, santa tops, santa caps and any other cheap stat’d (items that had at least 2 phys def and/or at least 1mdef) AP gear I could find in bazaars.

              • subs says:

                huh i see ty for all the extenisve testing midnightwill ive only really seen great success on armors none on weapons so far and i dont si often so i havnt really anything to comment but i guess your observations make logical sense cave wouldn be so stupid to implement such a abusable broken feature (would they? O_O?)

              • 守護霊母Finella says:

                Re: G.Success 2+

                See my 2nd and 3rd great success changes. The 2nd great success granted a stat bonus even though the 0/4 isn’t completely filled. Chances are, there might be other factors involved.

                Re: AP item vs non-ap

                There are differences in great success for those, but not for a specific AP item vs another AP item.

                i.e. the great success rate for an Omen top should be the same as Red Rider, since internally, there are nothing differentiating between those two.

                3 AP, compared to 2 AP and 1 Non-AP will see a difference in great success rate.
                Any 3 AP vs 3 AP won’t.

                For the record, the 1/6-1/8 rate I’ve mentioned is based on pure AP/CP only combination.

                I’ve not done enough statistics for non-AP combination, beyond noting that there’s a lower great success rate.

  • Aya says:

    I’m just wondering if great succes for weapons on our server is somehow borked….I never seen weapon with gs that would add anything beside curative…

    • 守護霊母Finella says:

      I’ve somewhere in the neighborhood of ~25 SIed weapons. 4 of them have great successes and only 1 was curative:

      Burning Stag / Shock Wind (Destruction) / Shock Wind (Destruction): +1 m.atk
      Shotel Celestial / Answerer / Resentment Smasher: + 1 m.atk
      Zero / Exterminate (Destruction) / Executor: + 1 m.atk and + 1 p.atk
      Zero / Exterminate (Destruction) / Resentment Smasher: + 1 curative

      Any odd observation are Aeria-exclusive content that you should be happy with. ^_^

      • Aya says:

        “Any odd observation are Aeria-exclusive content that you should be happy with. ^_^” I shall love you for this sentence….forever :D

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