Also why are Uniques and the other Support Options not rollable? BHS should include rolls for this stuff especially too
Posts by HellMilitia
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Yeah any news about this would be great otherwise this Patch will be even worse if this will not get included in Tikat
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Since there is no official thread yet use this one to report bugs from P 108.
Quote1x Mahtnan Jewel of Magic Transference is required for the transferQuoteMahtnan Jewels of Magic Transference can be purchased from the Tikat Shop.
Mahtnans Jewel is missing from Tikat shop, there is no such item.
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Just leaving this here nice how GF listens to "feedback"
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I am not a Law expert but isnt GF comitted to publish % chances on "lootboxes"?
Also BHS itself publishes % chances for their lootboxes in korea compare https://playtera.co.kr/news/notice/426?page_from=6 to have an overlook on korean upmat chests. EU situation compared to Korean now is like the Memetime of GF vs En masse.
We will see tomorrow if our predictions will hold!
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Maybe this Thread will bring BHS to read this forum: Use this thread to make suggestions for new Skins, Mounts etc. Do not use this Thread to discuss other topics but if BHS is interested in other feedback they may also want to have a look on other threads like
Next fking Joke, or
P2W Issues or many others about current EU state.
Some information from BHS itself if such outfits (or the other feedback) will be discussed or implemented in future would be nice.
My suggestions are mainly due to the Archer class but u can extend it to any other:
- Tera is 9 years old yet there does not exist an arrowquiver (at least Skin) for archer?
- Why does nearly no Bow have a string, also the hand protection part of most Bow skins does not really fit (Reach of Knowledge Skin buggs for Castanic male for example)?
-Grim Reaper Outfit would be nice
- Do not create only Elin like skin content, Tera needs more "badass" skins.
-Why does Kaia outfit as Item exists (compare for example https://teralore.com/en/item/98401/) but is not granted as outfit?
-Mooncloak Bow changes colour of rapidfire arrows to black/makes them invisible (Idk if intended but kinda is annoying)
and much more...
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Don't tell me that's your super pro summer event so awaited for...
Nono they meant the recycled SC EM from Korea patch 109 for sure
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I also dont get why BHS allows GF to take such steps like excludinig ingame related content compensation, which is literally included in every other region. IF someone from BHS really looks at this forum, he/she would see what such actions create to the gaming community, namely frustration. GF has more then enough sources to generate income from Tera, which do not focus on p2win shit and are commonly established (Skins, tradeable Club, Tera Club, Mounts, RNG Stuff ....), yet they only make decisions to literally decrease playerbase (which is obviously true and no one would argue about). I do not think that the increased income from Upp materials in Terashop is equivalent or bigger to the loss in drasticly reducing the playerbase (Correct me if I am wrong GF by giving a calculation on total income and avg per capita income, which I highly doubt to see anywhere public). Whales wont carry this policy on long term and BHS has shown in Korea that they are working on long term "Content" and thus investing money in Tera.
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Dakuryon and Rhodos in 50 Shades of Gay
More like why is Dakuryon alive? (Either Clone or something with parallel world Agaia. Rhodos with Black eyes may be Manahan talking through him because he also speaks about Agaia)
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Do not click if you dont wanna get a Spoiler
Oh boi I wonder how they gonna explain this
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Quote
No effects can be applied to these items via equipment fusion either—so the randomness of options has been largely removed!
Did annybody even look at the calculations of this Thread?

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Next week BHS introduces Dungeon Resonance System and Baldera see for example https://playtera.co.kr/reservation/content/0728 and https://playtera.co.kr/news/updates/492?page_from=1. I hope that this System actually will be something rewarding and challenging but lets see what they have made of this stuff.
Edit: Resonance System postponed to 11.08
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why dont just reset all cd's after a boss kill or wipe?
I think BHS said in some suggestion reply that this causes problems in the current Dungeon System and they could not solve it yet.
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"Cannot be used in instances"
Whyyyy? What's the point then?This has a good reason: Mystics are perma out of fight thus can use campfire during all fight. Put infront of dungeons is the only solution to exist or perhaps BHS can create a campfire in non fighting zones of dungeons, but this may also has some problems with other non ethical things. The only thing I do not understand quite well is why does campfire does not reduce cd of brooches.
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Next patch will include a new campfire system. While you sitting in range of that fire the cd of your skills will be reduced so you do not have to wait for example till enrage of the tank is ready up or selfrezz of healer. Compare for example https://tera-mysterium.com/en/patch/2021/v108-01/
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Shouldn't the order of the stats still be important/counted though? Since these different Items actually exist even though mathematically they've the same result? Or am I missing something

Since you asked what is the number of possible stat combinations: NO it does not matter. Gear Items with overall same value in stats are equivalent. This is indeed an equivalence relation because:
Every item is equivalent to itself (reflexivety).
If a pair of items (A,B) is equivalent then (B,A) is also equivalent, since if A has the overall value as B so does B have the overall value as A (symmetry).
If an Item A is equivalent to an Item B and Item B is equivalent to an Item C then A and C are equivalent, since A has the overall same value as B and B has the overall value as C, then also A has the overall value as C (transitivity).
Since "Comparing overall value" is an equivalence relation one can compute equivalence classes. For example the equivalence class [unique X, 0.06physcp, 0.06physcp, 0.02physcp, 0.02physcp, 0.02physcp] has exactly one representative element for every unique X, but the equivalence class of [unique X, 0.06physcp, 0.05physcp, 0.02physcp, 0.02physcp, 0.02physcp] has two representative elements, namely:
unique X, 0.06physcp 0.05physcp, 0.02physcp, 0.02physcp, 0.02physcp and
unique X, 0.05physcp 0.06physcp, 0.02physcp, 0.02physcp, 0.02physcp,
which are indeed equivalent and one can also look at Items of type [unique X, Overline_(1), Overline(2), Underline(1), Underline(2), Underline(3)] and notice that this equivalence class has 2!x3!=12 representive elements for every pairwise different vector (Overline_(1), Overline(2)) and every pairwise different vector (Underline(1), Underline(2), Underline(3)) (this means any two stats X and Y from these are not equal or easier to say all 5 stats are different from each other). because Overlines are independend from Underlines.
If you however ask: What is the percentage chance to get an Item with BiS stats, this means in this case the chances of unique X, 0.06physcp, 0.06physcp, 0.02physcp, 0.02physcp, 0.02physcp for some unique X, then you may do not want to calculate in this space of equivalence classes, so yes there may be some missunderstanding. But since you asked about the amount of overall possible stat combinations (which is the same as asking for the amount of overall different values on Items), one should not care about the order of stats. So this means that if we only want to calculate the chances of getting BiS this is indeed 1:5.405.443.875.
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I wouldn't say that honestly.
Now yes, the amount of underline stats that you can get - seeing as those aren't limited by the tier of the gear you are using either - is ridiculous beyond belief, but the underline stats still make the smallest difference compared to the other rolls (again, three purple underlines equal one purple overline), and are rerollable, you at least have some sort of control over what you get, which alleviates the RNG for those rolls just a little bit.
The rest - which makes up for the greater majority of any damage contribution - isn't in any way... which I see as a much bigger problem, given you are forced to upgrade an item every time you get a better one (particularly when you want to do new content for example, given Ilvl restrictions and such) whilst having almost no sources for materials similar to the AQ Patch (Patch 86) unless you use a cash shop item to transfer everything over every time, or just straight up buy the materials from there, which seriously shouldn't be the solution to this.
Actually, the same problem existed with Patch 86 as well, and let's not forget how hard Patch 86 cut player numbers compared to the patch before it. And given that players numbers are now far lower than that even... combined with the removal of so many dungeons, and the content very likely being boring and stale, with bad loot to boot, all of it combined with this bad rehash of the gearing system, I am not looking forward to it.
I understand what you mean and this is quite true. The really big problem is: One can not roll unique and overline stats on a specific item but only drop other ones so this is also an issue. I do not understand why BHS makes underline stats changeable but not overline / uniques, since this would grant players a chance to get BiS on these 2 quantities in a reasonable amout of time, if there is a good source to farm rolls for these stats. And do not think about including such rolls only for shop, if they will exist in future updates (Dungeon Resonance System for Juli confirmed has to drop something worthy)...
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Just as an comparison to the current/existing gear:
https://teralore.com/en/item/98895/
You have three random stats with seven options (Physical & Magical Amplification; Physical & Magical Resistance; Physical & Magical Crit Power; Crit Factor) who each have 8 different tiers so you have 7 * 8 = 56 different options for one roll.
1 / [ (1/56) * (1/56) * (1/56)] = 175.616 different combinations on a three-stat weapon.So compared to our current weapons with 175.616 different combinations were are going to have 5.405.443.389 different weapons with the new gearing system? Ex-fkingcuse me?
We go from roughly 175.616 to 5,4 BILLION different combinations????????? Are you freaking kidding me? How aren't any of guys fired for doing this shit again & again while ignoring any reasonal feedback that you have been getting for the past 2-3 years from ALL regions. And no - I don't give a fck that you removed the infusions on gear because those were at least somewhat do-able compared to all of those random garbage stats

The formula you mentioned about the number of different combinations on Soul kaia is not quite correct since you do not care about the order of stats (0.05 cp 0,04 cp 0,06 cp on a weapon is equal to 0,05 cp 0,06 cp 0,04 cp etc). You have to choose the formula (N+n-1 choose n) where N is the amount of possible Stats (in this case 56) and n is the amount of stats you are wishing to compare (so n=0,1,2,3)
So this implies that the overall combination is:
n=0: 1 for 0 stats on your gear,
n=1: 56 on 1 stat gear items,
n=2: 1.596 stat combinations on Gear items with 2 stats,
n=3: 30.856 stat combinations on Gear items with 3 stats.
This gives us a total of 1+56+1.596+30.856=32.509 possible stat combinations on our current Soul kaia gear (per Item, so overall for a full set of Soul kaia gear 4x32.509=130.036 possible gear combinations).
The same problem arises when comparing new gear Items and I did not check it until now.
QuoteDisplay MoreOverall tl;dr:
1) Unique passive options = 9 options * 3 tiers = 27 different options
2) Overline stats = 9 options * 3 tiers = 27 different options
2) Overline stats = 9 options * 3 tiers = 27 different options
3) Underline stats = 13 options * 5 tiers = 65 different options
3) Underline stats = 13 options * 5 tiers = 65 different options
3) Underline stats = 13 options * 5 tiers = 65 different options
I assume these values are correct and I also assume full stat Items (this means that the Item we observate has 1 unique 2 overline and 3 underline stats). Furthermore I assume these different stats are independent from each other.
So we know that every Item has 1 unique (I dont know if there can drop Items without unique stats). This gives us 27 Base Items per Gear item.
We have 27 Options rollable for 2 Overline stats and we have 65 options rollable for 3 underline stats.
Using (N+n-1 choose n) Formula this gives us a total of:
378 different overline combinations,
47.905 different underline combinations.
Now here is the big problem of the new gear: To get the overall amount of possible Stat combinations which include unique, underline and overline we have to multiply these quantities.
This means that there is a total of 27x378x47.905=488.918.430 stat combinations for 1 full stat Gear item, which is much less then tob calculated, but still some orders of magnitude higher then the current system. To complete: The number of overline and unique option stats is quite good but the amount of underline stats is to high. This could easily be fixed by reducing the amount of stats available by underline stats (for example delete all magic related stuff und physical gear and vice versa).
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Power increase of Nostrum is applied to the base power value of your class, not your overall power see for example https://tera-mysterium.com/en/character/class-base-stats/ here for an overview of class base values.
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Push Irgendwelche Informationen ob GF was an dem Karten Event ändern wird? So wie es aktuell ist kann man froh sein wenn man vllt 2 Blaue Karten Sets während des Events farmen kann...