Armor Fusion
Last updated
Last updated
Armor fusion will cost a fixed amount of Shell and an orb of the same rarity. The odds of success will be determined by the quality of the individual components. Success on a fusion will result in armor with 1 of 3 qualities: good, fine, and exquisite. The quality is determined by the lowest quality of the six components. A fusion failure results in a returned Greenprint in the same condition it was received. The shell and orb are consumed by failure or success. The Greenprint goes into a 24-hour cooldown. The cooldown on the Greenprint can be bought out.
Greenprint Rarity | Shell | Orb |
---|---|---|
The base success is determined by the lowest quality component as shown in the table below
Quality | Poor | Good | Fine | Exquisite |
---|---|---|---|---|
If a player is fusing a Greenprint whose totem matches the ANIMA mod of the Greensmith attempting the fusion, then the player experiences a boost to the base fusion success laid out above. The table below lists the max increase for the matching totem by Anima rarity. This table is the same as the one previously added to component crafting.
ANIMA Mod Rarity | Good | Fine | Exquisite |
---|---|---|---|
The values are the maximum a player can receive for matching Greenprint and ANIMA MOD. To reach the maximum, a player must reach level 50 with the Greensmith
To calculate the total Fusion success a player would receive the following equation is applied which averages each component by the quality and the probability of success from that component:
Fusion Success = (PGood* NGood+PFine* NFine+PExquisite* NExquisite) / 6
Where NGood, NFine, NExquisite are the number of components on the Greenprint with that quality. The sum of NGood, NFine, NExquisite must always be equal to six. The variable PGood , PFine, PExquisite is the probability for a good, fine, and exquisite components respectively. For each quality level (good, fine, and exquisite) this probability will be the base amount (0.2, 0.7, 0.94) if the player does not have a matching ANIMA mod. If the player has a matching AMINA mod totem to the Greenprint being worked on then we add to the base probability based on the player’s level as follows for a Good component:
PGood = PGood Base+(Greensmith Level)/50 * PGood(ANIMA Mod Rarity)
Where PGood Base is the base probability of the component, in this case, good quality has a base of 0.2. Greensmith Level is the current level of the Greensmith which is an integer number between 1 and 50. The variable PGood(ANIMA Mod Rarity) is a function that takes the rarity of the ANIMA Mod as an input and uses the table above to determine the maximum applied. For instance, if a Greensmith has an Uncommon ANIMA mod then PGood(ANIMA Mod Rarity) would return 0.15 for a Good component. The same equation is applied for calculating the total probability for fine, and exquisite components.
The table below lays out the fusion success for a Greensmith at level 50 for each possible case of Anima Mod rarity for a Greenprint with 3 good components, 2 fine components, and 1 exquisite component. The success for “None” in the table below would also apply if the Greensmith’s totem did not match the Greenprint.
Upon completing fusion, the player will receive an outcome (failure or success) and the shell and orb are always consumed in the process.
If the player fails, the Greenprint is returned to the player in the same condition as it was received. A cooldown is applied to the Greenprint which will last 24 hours. The cooldown can be bought out for ⅕ of the shell cost of the armor fusion.
Upon success, the player is issued a new ANIMA Armor NFT. The quality of the armor is equal to the lowest quality component used to craft it.
ANIMA Mod Rarity | Good | Fine | Exquisite | Fusion Success |
---|---|---|---|---|
Common
1,000,000
1 Common
Uncommon
5,000,000
1 Uncommon
Epic
15,000,000
1 Epic
Legendary
50,000,000
1 Legendary
Mythic
100,000,000
1 Mythic
Success
Cannot fuse
0.2
0.7
0.94
Common
0.1
0.03
0
Uncommon
0.15
0.06
0.02
Epic
0.2
0.09
0.04
None
0.2
0.7
0.94
49.00%
Common
0.3
0.73
0.94
55.00%
Uncommon
0.35
0.76
0.96
58.83%
Epic
0.4
0.79
0.98
62.67%
N Components
3
2
1