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Difference between revisions of "Card Fusion"
(→Skill Fusion (Level 11 Fusion)) |
(→Skill Fusion (Level 10 Fusion)) |
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|- | |- | ||
| 36% or Less | | 36% or Less | ||
− | | | + | | 270 |
| 100,000 | | 100,000 | ||
|- | |- | ||
| 37% - 42% | | 37% - 42% | ||
− | | | + | | 450 |
| 150,000 | | 150,000 | ||
|- | |- | ||
| 43% - 46% | | 43% - 46% | ||
− | | | + | | 900 |
| 200,000 | | 200,000 | ||
|- | |- | ||
| 47% - 52% | | 47% - 52% | ||
− | | | + | | 2,700 |
| 500,000 | | 500,000 | ||
|- | |- | ||
| 53% - 55% | | 53% - 55% | ||
− | | | + | | 7,200 |
| 2,000,000 | | 2,000,000 | ||
|- | |- | ||
| 56% - 60% | | 56% - 60% | ||
− | | | + | | 9,000 |
| 10,000,000 | | 10,000,000 | ||
|- | |- | ||
| 61% - 64% | | 61% - 64% | ||
− | | | + | | 13,500 |
| 12,500,000 | | 12,500,000 | ||
|- | |- | ||
| 65% - 70% | | 65% - 70% | ||
− | | | + | | 18,000 |
| 15,000,000 | | 15,000,000 | ||
|- | |- | ||
| 71% - 75% | | 71% - 75% | ||
− | | | + | | 27,000 |
| 25,000,000 | | 25,000,000 | ||
|- | |- | ||
| 76%+ | | 76%+ | ||
− | | | + | | 45,000 |
| 50,000,000 | | 50,000,000 | ||
|} | |} | ||
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Level 10 Fusion is a card that can fuse a level 9 card to a level 10 card. Level 10 cards increase their base stats and first skill multiplier stats. | Level 10 Fusion is a card that can fuse a level 9 card to a level 10 card. Level 10 cards increase their base stats and first skill multiplier stats. | ||
+ | |||
+ | Please note: Level 10 fusion for Magic Cards only increases the 2nd skill activation percentage by 2% and allows for enchanting. The base stats do not change. | ||
<html><img src="https://spgenerations.com/assets/img/lvl_10_card.png"></img></html> | <html><img src="https://spgenerations.com/assets/img/lvl_10_card.png"></img></html> | ||
Line 341: | Line 343: | ||
=== Costs & Requirements === | === Costs & Requirements === | ||
− | * 250,000 Elements (of the card you are fusing) & 500,000,000 Code per Fusion | + | * 250,000 Elements (of the card you are fusing), 5,000 Cash & 500,000,000 Code per Fusion |
To fuse a level 10 item to level 11, the card must have a minimum secondary skill activation percentage of 59%. | To fuse a level 10 item to level 11, the card must have a minimum secondary skill activation percentage of 59%. |
Latest revision as of 16:12, 2 June 2023
Contents
- 1 Translate
- 2 Terminology
- 3 What is a "max skill" in relation to first skills?
- 4 What is a "max skill" in relation to second skills?
- 5 What is Fusion Mania and does it affect my fusion?
- 6 Skill 1 Card
- 7 Skill 2 Card
- 8 Skill 1-1 Card
- 9 Skill 2-1 Card
- 10 Skill 2-2 Card
- 11 Enchantments (Level Fusion Card)
- 12 Skill Fusion (Level 10 Fusion)
- 13 Skill Fusion (Level 11 Fusion)
Translate
Terminology
- "1. Attack Time -27%" is the First Skill
- "2. Defense disable 1 sec" is the Second Skill
- "(33%)" is the Second Skill Activation
What is a "max skill" in relation to first skills?
Max skills are defined as the best skill per category.
For example:
- Swords have a first skill called Reduce Attack Time. This reduces the amount of time it takes to swing your sword or in other words, an increase to attack speed.
- Reduce Attack Time has 3 variants.
- Multiplier 1 (x1)
- Multiplier 2 (x2)
- Multiplier 3 (x3)
- These multipliers are multiplied against your card's level. Multiplier 2 on a level 8 card would equate to 18% reduction in attack time.
- The max skill for this category is Multiplier 3.
What is a "max skill" in relation to second skills?
Max skills are defined as the best skill per category.
For example:
- Swords have a skill called Stop Skills 13s. This is a debuff applied to another player inhibiting their skills from activating for 13 seconds.
- Reduce Attack Time has 5 variants.
- Stop Skills 11 seconds
- Stop Skills 11.5 seconds
- Stop Skills 12 seconds
- Stop Skills 12.5 seconds
- Stop Skills 13 seconds
- The max skill for this category is the one with the longest duration, which is 13 seconds.
What is Fusion Mania and does it affect my fusion?
To view full information regarding how this event affects your fusions, visit our Fusion Mania page.
Skill 1 Card
Functionality
This card changes the first skill on the card. Skill 1 has a higher chance to roll "max skills" of each category compared to Regular Skill Fusion, but not Skill 1-1.
- Skill 1 randomizes the first skill through a list of applicable skills.
- First skills scale by the card level. For example, Reduce Attack Time 3x will equate to 27% with a level 9 card. 3 x 9 = 27.
- Max skills have a chance to be added into the list of skills. This is a 33% flat rate chance.
Cost
- 1,000 Elements (of the card you are fusing) & 2,000,000 Code per Fusion
Guarantee System
There is no guarantee system for Skill 1 fusions.
Skill 2 Card
Functionality
This card changes the second skill AND the second skill activation percentage of the card.
- Skill 2 randomizes the second skill through a list of applicable skills.
- Max skills have a chance to be added into the list of skills. This is a 23% flat rate chance.
- Activation percentage for Skill 2 is a range between 24% and 28%.
Cost
- 1,000 Elements (of the card you are fusing) & 2,000,000 Code per Fusion
Guarantee System
There is no guarantee system for Skill 2 fusions.
Skill 1-1 Card
Functionality
This card changes the first skill on the card. Skill 1-1 has a higher chance to roll "max skills" of each category compared to Skill 1 or Regular Skill Fusion.
- Skill 1-1 randomizes the first skill through a list of applicable skills.
- First skills scale by the card level. For example, Reduce Attack Time 3x will equate to 27% with a level 9 card. 3 x 9 = 27.
- Max skills have a chance to be added into the list of skills. This is a 55% flat rate chance.
Cost
- 3,000 Elements (of the card you are fusing) & 7,500,000 Code per Fusion
What is a "max skill" in relation to first skills?
Max skills are defined as the best skill per category.
For example:
- Swords have a first skill called Reduce Attack Time. This reduces the amount of time it takes to swing your sword or in other words, an increase to attack speed.
- Reduce Attack Time has 3 variants.
- Multiplier 1 (x1)
- Multiplier 2 (x2)
- Multiplier 3 (x3)
- These multipliers are multiplied against your card's level. Multiplier 2 on a level 8 card would equate to 18% reduction in attack time.
- The max skill for this category is Multiplier 3.
Guarantee System
The guarantee is an overall increase to the 55% flat rate chance of max skills being added to the skill list when fusing.
- Per use of 1-1, the flat rate chance of max skills being added to the skill list when fusing is increased by 5%, up to 100%.
- For example, if you use a Skill 1-1 and do not get your desired skill, the next fusion will have a 60% (55% + 5% = 60%) chance of max skills being included in the skill list that is randomized through.
Guarantee percentage is reset upon gifting, trading or selling the card via User Shop.
Skill 2-1 Card
Functionality
This card changes the second skill on the card. Skill 2-1 has a higher chance to roll "max skills" of each category compared to Skill 2 or Regular Skill Fusion.
- Skill 2-1 randomizes the second skill through a list of applicable skills.
- Max skills have a chance to be added into the list of skills. This is a 30% flat rate chance.
Cost
- 5,000 Elements (of the card you are fusing) & 10,500,000 Code per Fusion
Guarantee System
The guarantee is an overall increase to the 23% flat rate chance of max skills being added to the skill list when fusing.
- Per use of 2-1, the flat rate chance of max skills being added to the skill list when fusing is increased by 5%, up to 100%.
- For example, if you use a Skill 2-1 and do not get your desired skill, the next fusion will have a 35% (30% + 5% = 35%) chance of max skills being included in the skill list that is randomized through.
Guarantee percentage is reset upon gifting, trading or selling the card via User Shop.
Skill 2-2 Card
Functionality
This card increases the activation percentage of your second skill. An example of this would be "Stop Skills 13s, 33%". This means there is a 33% chance of Stop Skills 13 seconds debuff applying on your opponent when attacking them.
- Skill 2-2 rolls through a list of brackets to determine whether your percentage will increase or stay the same.
- Skill 2-2 will not reduce your activation percentage if you fail.
Cost
Costs for Skill 2-2 are scaled based on the starting percentage of second skill activation on your card.
Percentage (starting from) | Element Cost | Code Cost |
---|---|---|
36% or Less | 270 | 100,000 |
37% - 42% | 450 | 150,000 |
43% - 46% | 900 | 200,000 |
47% - 52% | 2,700 | 500,000 |
53% - 55% | 7,200 | 2,000,000 |
56% - 60% | 9,000 | 10,000,000 |
61% - 64% | 13,500 | 12,500,000 |
65% - 70% | 18,000 | 15,000,000 |
71% - 75% | 27,000 | 25,000,000 |
76%+ | 45,000 | 50,000,000 |
Guarantee System
The guarantee is a percentage rate in which your next fusion will increase the second skill activation by 1%.
This is an example of how the guarantee system will work:
- Your card is 35%. You use 2-2 and do not increase the activation. A 4% chance is added to your guarantee.
- Upon your next fusion with 2-2, you do not increase the activation. An additional 4% chance is added to your guarantee, setting it to 8% (4+4 = 8).
- You fuse for the 3rd time and succeed to 36%. There are two reasons for this. Either your guarantee percentage worked or you got lucky and rolled to 36%.
- The guarantee then resets to 0%.
This is the guaranteed percentage table:
- When fusing from these percentages and failing, you get this amount of guarantee percentage for your next 2-2 fusion
- 23% or Less: +12% per fusion
- 24% - 36%: +6% per fusion
- 37% - 45%: +3% per fusion
- 46% - 70%: +2% per fusion
- 71% - 74%: +1% per fusion
- 75% - 77%: +0.66% per fusion (66% chance to add 1%)
- 78%+: +0.2% per fusion (20% chance to add 1%)
Fusion Mania Rates for Guarantee System
To view the updated guarantee percentages when Fusion Mania event is active, go here.
Guarantee percentage is reset upon gifting, trading or selling the card via User Shop.
Enchantments (Level Fusion Card)
Functionality
Please refer to our Enchantments page for more information.
Skill Fusion (Level 10 Fusion)
Functionality
Level 10 Fusion is a card that can fuse a level 9 card to a level 10 card. Level 10 cards increase their base stats and first skill multiplier stats.
Please note: Level 10 fusion for Magic Cards only increases the 2nd skill activation percentage by 2% and allows for enchanting. The base stats do not change.
Level 10 cards will look like level 7 cards with the exception of an "E" at the top of the card. This will automatically transform to a level 10 card when you ready-up in a room.
How to Obtain
Can be obtained through Loot Crates & the GEN Coin shop during event periods.
Costs
- 150,000 Elements (of the card you are fusing) & 300,000,000 Code per Fusion
Success Rate
- The base rate of success for level 10 fusions is 2.5%.
- If the card you are fusing has Gold Force, the success rate will be increased by 2.5%.
- The second skill activation of the card is then added to the success rate at a rate of 0.5% per 1% of second skill activation.
- For example, if the second skill activation of your card is 30%, the success rate added would be 15%.
- For magic cards, the success rate is divided by 4.
Lets give an example:
- Water Sword, 30% 2nd Skill Activation with Gold Force
- 30% 2nd Skill Activation, success rate derived: 15% (0.5 x 30)
- Gold Force: 2.5%
- Base Rate: 2.5%
- Total Success Rate: (15% + 2.5% + 2.5%) = 20%
- Water Magic, 30% 2nd Skill Activation with Gold Force
- 30% 2nd Skill Activation, success rate derived: 15% (0.5 x 30)
- Gold Force: 2.5%
- Base Rate: 2.5%
- Total Success Rate: ((15% + 2.5% + 2.5%) / 4) = 5%
Limitations
- Can only be used on a Lv. 9 card
- Level 10 cards can only be gold forced for 365 days in the Card Shop
- Level 10 cards cannot be traded or listed on the User Shop
Skill Fusion (Level 11 Fusion)
Functionality
Level 11 Fusion is a card that can fuse a level 10 card to a level 11 card. It is the same card that can fuse a level 9 to 10. Level 11 cards increase their base stats and first skill multiplier stats.
Level 11 cards will look like level 8 cards with the exception of an "E" at the top of the card. This will automatically transform to a level 11 card when you ready-up in a room that allows Level 11 cards, otherwise it will transform to a level 10 card.
Usage
- Quest, Mission 300 & Community rooms will allow level 11 cards.
- Special event PVP modes in the future will also allow level 11 cards.
- Usage in PVP modes in conjunction with Super Silver 'E' Cards
- Universal 5% chance to change into a level 11 card regardless of mode
Guarantee System
The guarantee is a percentage rate in which your next fusion will be sucessful by 1%.
This is an example of how the guarantee system will work:
- Your card is level 10 and you are trying to upgrade the card to level 11.
- Upon your next fusion, you fail attempting level 10 to 11. This increases the guarantee rate.
- An additional fusion succeeds to level 11, this could be good luck or the result of the guarantee rate.
- The guarantee then resets to 0%.
This is the guaranteed percentage table:
- When fusing from these percentages and failing, you get this amount of guarantee percentage for your next level 11 fusion
- 1% per failure
- 3% per failure when Fusion Mania is active
Guarantee percentage is reset upon gifting, trading or selling the card via User Shop.
How to Obtain
Can be obtained through Loot Crates & the GEN Coin shop during event periods.
Costs & Requirements
- 250,000 Elements (of the card you are fusing), 5,000 Cash & 500,000,000 Code per Fusion
To fuse a level 10 item to level 11, the card must have a minimum secondary skill activation percentage of 59%.
Success Rate
- The base rate of success for level 11 fusions is 1%.
- If the card has 60%+ second skill activation rate, base rate is increased to 4%.
- Fusion Mania affects the combined rate (guarantee rate & base rate) and multiplies it by the Fusion Mania bonus.
Limitations
- Can only be used on a Lv. 10 card
- Level 11 cards can only be gold forced for 365 days in the Card Shop
- Level 10/11cards cannot be traded or listed on the User Shop