Greenprint Boosting
Last updated
Last updated
Greenprint Boosting Overview video can be found here.
This then leads us into a very important step, strengthening and Boosting your Greenprint. While this is not mandatory, if you do not boost your Greenprint, it will be weak and therefore more costly to build from when you get further down the line to Component Crafting. But more on that later!
To boost your Greenprint, select the Greenprint you intend to build armor from, load it into the interface, and then load an Ascendant Orb of the matching rarity. Again, the system will tell you how much Shell is required to attempt the boost. Click boost and off you go.
In order to fully boost out your Greenprint, you must boost it 10 times. With each boost, you will see the underlying stats of your Greenprint potentially increase. Let’s pause for a quick moment here, to remind you of which stat attributes (stats) we are referring to. The stats are:
Strength
Speed
Resilience
Agility
Intellect
Luck
All of these will be fused into the Anima Armor you create from the Greenprint and will then have impacts on your gameplay where Anima Armor is required, such as the Ultra Anima Races.
Note: At this time, you will only get 1 boost attempt per rarity per day. You will also only be able to attempt to boost a Greenprint to a maximum of 10 times. Once you start boosting, you will see a new boosting icon introduced on your Greenprints that reflects that it has been boosted as well as how many attempts have been made. Once you have completed the 10th attempt, you will no longer be able to select the Greenprint for boosting.
As you can see, there are two key costs for the attempted boost of a Greenprint, your base Shellinium cost and the Ascendant Orb cost. Once you start your boost attempt, BOTH of these will be consumed, regardless of outcome achieved.
The short answer would be, we think so! Boosting your Greenprint strengthens it and prepares it for the Armor Component Crafting process that will be coming in the future. For those who either opt not to boost their Greenprint or only partially boost it, they will be required to pay substantially more in material costs and Shell costs when they get to Armor Component Crafting, in order to ensure it is a strong enough design to weather the Armor Component Crafting process.
Each Totem and Rarity combination (i.e. Cat Epic, Cat Common, Cat Mythic, etc…) will have its own target range for the stat attributes. As you will see in the tables below, this will include some stat attributes that are potentially higher for one totem over others. This will allow you to see which totems have certain strengths versus weaknesses.
Note: Please keep in mind that the above table of numbers and your ability to boost into these, has a dependency on some RNG determination. Therefore, it is possible, if you were to be incredibly unfortunate and have exceptionally bad RNG, you could fall just below the range for your totem/rarity when boosting your stats. However, you can never exceed the max numbers listed.
What are these stat attributes really used for? While not all the secrets of these ancient Greenprints and the Anima Armor that can be created from them has been discovered, there are some theory’s that have emerged:
Speed — Could potentially influence the amount of speed your character will have in various events to come.
Agility — Could potentially influence your characters ability to jump/scale/dodge things in various events to come.
Strength — Could potentially influence actions your character may attempt to take that could benefit from additional strength in various events to come.
Resilience — Could potentially influence your characters ability to continue moving forward in the face of various types of challenges/obstacles within events to come.
Intellect — Could influence the use of special abilities that characters may acquire or benefit from in the various events to come.
Luck — Could potentially influence your outcomes as well as the effectiveness of your other attributes in the various events to come.
What are the outcomes?
With Greenprint Boosting, the outcomes are slightly different than with previous activities, such as Crafting and Fusion. They are as follows:
A Standard Outcome — Rather than an outright Failure outcome that you could potentially trigger a certain percentage of the time, you will have RNG during the boosting process, that will run on each of the 6 stat attributes on your Greenprint. Therefore, while it is possible you could receive an outcome where none of them get boosted, this is far less likely than if there was an overall failure outcome applied to the process AND the stat level RNG. Therefore, your primary outcome will see you receive between 0 and 6 stat attributes experiencing a boost to their numbers.
A Rare Success — This will be a very low probability of 1%. However, if you are attempting to boost with a Greenprint that is of any rarity other than Mythic and then you trigger this outcome, everything in point 1 will occur, along with the fact that you will be rewarded with an additional Greenprint with base stats, of 1 higher rarity than the one you were boosting with. If however, you are boosting with a Mythic Greenprint and you trigger this outcome, you will receive everything laid out in point 1 above, as well as the return of your Mythic Orb!
The Nitty Gritty of how it works
When a boost is performed with an Ascendant Orb, the boosting process will attempt 6 rolls, 1 for each of the stat attributes (strength, resilience, agility, speed, luck, and intellect). When boosting, your Greenprint has a fixed boost min (boost min) and boost max (boost max) target values based on your Greenprints rarity, totem, and stat attribute. These values represent the range you want to get your Greenprint into, however, it is expected to take multiple boosts to achieve. For example, with a particular attribute, you might want your value higher than the boost min and as close as possible to the boost max.
Using the boost min and boost max values a linear space is created between the min and max using 10 steps which will represent the target values for each successful boost. The target values for a given attribute are calculated as follows:
boost range = boost max — boost min
boost percent = [0, 0.11, 0.22, 0.33, 0.44, 0.556, 0.667, 0.778, 0.889, 1.0]
target values = boost min + 0.925 * (boost percent) * boost range
For illustration, the target values could be a list of these 10 numbers [110, 120, 130, 140, 150, 160,170, 180, 190, 200] for a boost min 0f 110 and boost max of 200 (ignoring the 0.925 multiplier for sake of showing round numbers for discussion here). Note the 0.925 specifies the actual max boost value achievable as 92.5% of the actual boost max. This leaves room for in-game attribute modifiers and future upgrades.
To find the target value for a given boost the boosting contract will consider the current Greenprint attribute value and assign a target value of one greater than the next highest target value. E.g. Using the example above, a Greenprint with an existing attribute value of 125 would be given a target value for a boost of 140 (because the next nearest target value would be 130). Using this target value we can calculate the difference between the current attribute and target attribute which represents the max points that can be added to an attribute, subject to the discussion below.
attribute difference = target value — current Greenprint attribute value
On a Greenprints first boost, each attribute’s percentage over the base attribute from Greenprint Crafting is recorded as a mutable attribute on the boosted Greenprint. This is a percentage like 1%, 5%, or 20% and will be referred to here as high attribute percent. The higher the high attribute percent, the more points per boost available to a Greenprint and the higher probability that the Greenprint will succeed in boosting.
The actual total points a Greenprint can receive from boosting is broken down into two parts; a base percent and a variable percent. The base percent of 0.65 is awarded to all successful rolls. The remaining 35% is awarded based on an attribute’s high attribute percent, where a 20% high attribute percent is considered the max. Of this 35% the max achievable is 92.5% of that 35% to again, allow room for future in-game attribute modifiers and future upgrades.
attribute increase = attribute difference * min( 0.65 + 0.35 * high attribute percent / 0.2, 0.925)
Lastly, the probability of success is separated into 2 parts similar to the attribute increase calculation above. The base odds of success decrease with each boost according to the schedule below:
he variable position of the probability is 1.5x the high attribute percent making the final probability of success calculation as follows:
probability of success = base probability of success (for boost number N) + high attribute percent * 1.5