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|Guide Contest Winner] Item enchanting in L2 Classic

Discussion in 'Guides' started by Ptitlaby, Jun 9, 2018.

  1. Ptitlaby

    Ptitlaby Moderator

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    I decided to compile in a single post all the information we currently have regarding item enchantment on L2 Classic. The question "What's the success rate of weapon enchant ?" is asked often enough to make me want to write this post :07:

    The main sources of information are :

    [Experiment 12] Items enchantment rate
    [Experiment 58] Enchantment rate difference when going from +3 -> +20
    [Experiment 59] Mechanics behind Improved Enchant Scrolls +1~+3
    [RU Experiment 24] Probability of obtaining modification scrolls when exchanging from Galaducci
    [RU Experiment 148] Chest with fragments of Enchant Scrolls

    Enchant Scrolls

    There are three types of Enchant scrolls

    • Normal scrolls : These scrolls simply enchant your item, doing +1 on the item when it succeed. Nothing more, nothing else.

    • Improved scrolls : These scrolls enchant your items with a random value between +1 and +3 when they succeed. You have around 57% chance to get +1, 28% chance to get +2 and 14% chance to get +3.

    • Blessed scrolls : These scrolls enchant your items doing +1 when it succeed. However, if it fails, the item is not destroyed and the enchantment value is reset to 0.

    • Solid scrolls : These scrolls enchant your items doing +1 when it succeed. However, if it fails, the item stay at its current level and is not destroyed. They can not be used after +7 on weapons and +6 on armors.

    Obtaining scrolls

    Depending of the type of the enchant scroll, there are many way to obtain them

    • Regular monsters : those are dropping Normal Scrolls. You can also obtain them from spoiling. The wiki is the best place to look for such drops / spoils

    • Raid Bosses : those are dropping Normal Scrolls mostly

    • World Bosses : those are dropping Improved Scrolls mostly

    • Quests : Two quests are interesting here. https://l2wiki.com/classic/A_Game_of_Cards can give Solid Scrolls, https://l2wiki.com/classic/Whisper_of_Dreams,_Part_1 and https://l2wiki.com/classic/Whisper_of_Dreams,_Part_2 give some Improved Scrolls aswell.

    • Daily Mission : Here come the fun part. A daily mission called "Enchant Item !" give you a box when you enchant any item. This box can give you a fragment of a regular, solid or improved scroll. The odds are roughly those :
      • 50% chance to get an Enchant Armor piece
      • 20% chance to get an Enchant Weapon piece
      • 13% chance to get a Solid Enchant Armor piece
      • 2% chance to get a Solid Enchant Weapon piece
      • 13% chance to get an Improved Enchant Armor piece
      • 2% chance to get an Improved Enchant Armor piece

        Then when you exchange those parts to https://l2wiki.com/classic/Galladucci, you have a little chance to get a Normal Scroll or an Improved Scroll

      • GradeTypeScrollChance
        DArmorNormal49.8%
          Improved29.2%
        DWeaponNormal7.8%
          Improved46.6%
        CArmorNormal5.3%
          Improved8.4%
        CWeaponNormal0.5%
          Improved7.6%
        BArmorNormal1%
          Improved1.6%
         WeaponNormal0.1%
          Improved0.2%

    Success rate

    The success rate is different between fighter weapons, mage weapons and armors, but are independent Those are as follow :

    Fighter Weapons

    100% success when the previous enchant is 0, 1 or 2​
    66% success when the previous enchant is between 3 and 14, included​
    33% success when the previous enchant is 15 or higher​


    Mage Weapons

    100% success when the previous enchant is 0, 1 or 2​
    50% success when the previous enchant is between 3 and 14, included​
    25% success when the previous enchant is 15 or higher​


    Full-body armors

    100% success when the previous enchant is 0, 1, 2 or 3​
    66% success when the previous enchant is 4​
    1/(N-2) % success where N is the previous enchant level, when the previous enchant is after 4 (excluded)​

    Exemple : When enchanting a Full Plate Armor from +5 to +6, the success rate is 1/(5 - 2) = 1/3 = 33%


    Other armors, including jewels

    100% success when the previous enchant is 0, 1, 2​
    66% success when the previous enchant is 3​
    1/(N-1) % success where N is the previous enchant level, when the previous enchant is after 3 (excluded)​

    Exemple : When enchanting Blue Wolf gloves from +5 to +6, the success rate is 1/(5 - 1) = 1/4 = 25%


    Obtaining scrolls

    If you have any pertinent data regarding item enchantment, feel free to add them here so this post can be improved ! :Thumbsup:
     
    Last edited: May 1, 2019
    JimVoul, Wilczka, Ion16 and 9 others like this.
  2. Ptitlaby

    Ptitlaby Moderator

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    I was wondering if it was worth using Solid scrolls to enchant an armor piece past +3 when you are aiming for high level of OE (+8, +9 and +10). You will find below the result of my simple simulations (code available here and here)

    I used those input variables :
    Item price : 2,000,000 adena (let's say, a Blue Wolf Helmet)
    Normal scroll price : 220,000 adena
    Improved scroll price : 30,000,000 adena

    Results below :
    Code:
    [indent=1]==== Target >> Item enchanted to +[4] ====
    Average cost when using improved after +[0]: [236 338 976]
    Average cost when using improved after +[1]: [165 584 960]
    Average cost when using improved after +[2]: [135 504 960]
    Average cost when using improved after +[3]: [150 796 048]
    Average cost when not using improved scrolls: [4 629 264]
    ==== Target >> Item enchanted to +[5] ====
    Average cost when using improved after +[0]: [454 163 008]
    Average cost when using improved after +[1]: [362 807 904]
    Average cost when using improved after +[2]: [228 984 160]
    Average cost when using improved after +[3]: [300 744 768]
    Average cost when using improved after +[4]: [157 820 528]
    Average cost when not using improved scrolls: [10 620 942]
    ==== Target >> Item enchanted to +[6] ====
    Average cost when using improved after +[0]: [1 100 035 968]
    Average cost when using improved after +[1]: [888 248 448]
    Average cost when using improved after +[2]: [678 533 248]
    Average cost when using improved after +[3]: [504 964 448]
    Average cost when using improved after +[4]: [352 012 096]
    Average cost when using improved after +[5]: [251 191 552]
    Average cost when not using improved scrolls: [37 322 428]
    ==== Target >> Item enchanted to +[7] ====
    Average cost when using improved after +[0]: [2 485 111 808]
    Average cost when using improved after +[1]: [1 973 893 120]
    Average cost when using improved after +[2]: [1 537 817 088]
    Average cost when using improved after +[3]: [1 580 148 992]
    Average cost when using improved after +[4]: [576 701 184]
    Average cost when using improved after +[5]: [552 759 744]
    Average cost when using improved after +[6]: [526 379 680]
    Average cost when not using improved scrolls: [179 696 944]
    ==== Target >> Item enchanted to +[8] ====
    Average cost when using improved after +[0]: [6 599 035 904]
    Average cost when using improved after +[1]: [5 335 305 216]
    Average cost when using improved after +[2]: [3 834 931 712]
    Average cost when using improved after +[3]: [3 891 533 056]
    Average cost when using improved after +[4]: [2 191 437 824]
    Average cost when using improved after +[5]: [907 574 656]
    Average cost when using improved after +[6]: [1 133 028 736]
    Average cost when using improved after +[7]: [1 992 966 400]
    Average cost when not using improved scrolls: [1 053 469 504]
    ==== Target >> Item enchanted to +[9] ====
    Average cost when using improved after +[0]: [18 769 670 144]
    Average cost when using improved after +[1]: [14 938 010 624]
    Average cost when using improved after +[2]: [11 740 804 096]
    Average cost when using improved after +[3]: [10 059 490 304]
    Average cost when using improved after +[4]: [5 723 818 496]
    Average cost when using improved after +[5]: [3 956 906 496]
    Average cost when using improved after +[6]: [1 853 255 424]
    Average cost when using improved after +[7]: [4 276 680 192]
    Average cost when using improved after +[8]: [12 330 871 808]
    Average cost when not using improved scrolls: [7 531 439 616]
    ==== Target >> Item enchanted to +[10] ====
    Average cost when using improved after +[0]: [54 339 944 448]
    Average cost when using improved after +[1]: [44 124 958 720]
    Average cost when using improved after +[2]: [33 796 272 128]
    Average cost when using improved after +[3]: [32 363 014 144]
    Average cost when using improved after +[4]: [14 989 338 624]
    Average cost when using improved after +[5]: [10 705 019 904]
    Average cost when using improved after +[6]: [8 996 167 680]
    Average cost when using improved after +[7]: [6 914 499 584]
    Average cost when using improved after +[8]: [27 063 486 464]
    Average cost when using improved after +[9]: [97 696 743 424]
    Average cost when not using improved scrolls: [59 750 658 048]
    
    Basically, I would say it's worth using Improved Scrolls if you are aiming for a +8 set minimum
     
    JimVoul and Wilczka like this.
  3. Ptitlaby

    Ptitlaby Moderator

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    Thanks to Fatpunk who gave me a link to the lastest RU Experiment about opening the Daily mission reward, I added some data regarding those, and the various way to obtain Enchant scrolls. Please help me fill the gap, I probably forgot many way to obtain such scrolls !
     
    JimVoul likes this.
  4. JimVoul

    JimVoul User

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    Hello friends!

    First of all thank you Ptitlaby for this guide and clues. It was gold. Also i checked out your code and to be honest i didn't get much of that, even though i am familiar of java. I mean i got the commands etc, but due to lack of comments (and the ones at the output) and also the 2ond file wouldn't appear for download, i decided to make a code of mine. In a script language though, since it would be easier for other people to re-use it (once they download Matlab). I also think your code lacks some rules and assumptions as well. Neverthless, you did a great job trying to help people understand how it enchanting works and verify that the higher enchant, improved scrolls are better. And to be honest, for jewels and armors, no matter how much it cost, it is almost always better with improved scrolls from +7 and above. (At least from my results)

    First of all, i will gather here the assumptions i made. In case something of those aint working the way i assumed it, please notify me to make changes accordingly. (which are mentioned in the code as well)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ASSUMPTIONS:

    1) We are talking about classic l2, where no lucky stones or other similar items that improves enchanting rate are introduced yet.

    2) We assume that improved enchant scroll has the same chances of sucess/failure for all types of items! Also that after +15 the chances are halved!! (according to experiment 58)

    3) For improved scrolls we start enchanting after +2 for all items and +3 for full armor to take advantage the chances to overenchant them for +2 or +3 (eg. +2 -> +5)

    4) We aren't going to use any blessed or stable scrolls, even though if money wasnt a matter (or it was in case the item is hard to get by drop rate meanings or financial ones), it could be wise to get +6 your item with solid ones and turn to blessed or improved later for saving money if that worths. But usually that s not the case since the lame chances, everyone stacks on d and c grade items from shop.

    5) For more precise measures we should able to estimate the crystals from failed enchants (from l2wiki.com, search an item and check crystalization tag -> fail ench. After +3 or +4 stage (for full armor), the returned crystals are increasing by a specific step). But in this topic we just compare normals to improve so it s not something on interest to us now, since the financial ratios remain the same more or less. However it would be important for average costs that reach hundreds of millions to know the return earnings from crystals, so in case that, for example, out of a failed enchant you get back about 50% or more the price of the adena you wasted, if in total, the average cost for reaching your + enchanting target was 100 milion, you wouldnt need to get 100 million before you start enchanting, but if you start enchanting with 50 million you would be able to reach spending 100 million if in the duration of your enchanting process you would sell those crystals and getting back a good portion of adena each time.

    6) All calculation algorithms were implemented by this thread where all rules of enchanting are explained here (at experiments 12,58,59).

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Here we can check the excel file that the code creates each time it is executed. Each time the code creates a line with the specific parameters we initialize. In the end of the program, after the main code is finished, you need to put the same name of file so the new test can be added to the same spreadsheet. If you give another name, another file will be created. In general, once you run it, everything in prompt guide you simple and plain for your own convinience. I also include a screenshot with that.

    [​IMG]

    Things to pay attention at:

    1) First of all, for that lame chances of armors and jewels, we can clearly see that is practically impossible to reach at +8 or further without improved scrolls. For weapons, both fighter's and mage's things are way way better since chances are not less than 25% on later ones after +15. [experiment 58]
    Imagine that i made my code to run in an attempt to reach +20 and after a couple of hours and it hadnt made it not even once! (and i have i7-7700hq 4 core/8 threads, 12 Gb ram ddr4). Imagine, according to first line, that we try at +10, i didnt have an instant answer, but only after several minutes! I made on purpose an estimated time code block to calculate how much time it takes to complete the enchanting process block and that would take 7 minutes and 14 seconds aka 434 seconds aka about 0.043 for a succesful try. This is so, so, so, soooo long for a human being to be able to do it in real game. Imagine that a processor makes millions of calculations per second, especially mine, so it would take in average, a person to enchant few thousands times a day for a year to be lucky and get a jewel or helmet at +10. But you can clearly see that already from the average number of items that being used and the scrolls. Imagine to have clicking all these items and scrolls... Impossible.

    [​IMG]

    2) I used 10k times on first line and 1k times on second line. I did that a lot of times so i can safely claim that there is a natural 5% deviation at about 1k-10k times. So from 100k and above, you will have no problem. Ofc for those numbers, whoever has 100 billions, he can get another 5 i assume. Also for weapons like i stated above, you can go hundreds of thousands or even millions for as much + as you want due to the far better chances of success.

    3) As you can see in fourth line, using improved scrolls to +20 is way cheaper and easier than going to +10 (or more) with normal!!!

    4) I verified that from +7 and more, improved is always better than normal (cheaper and easier due to the number of materials and scrolls being used). If the cost gap between normal and improved was smaller, i would say +8 and above, but still, due to my last sentence, all those scrolls and materials to make the item or find someone to buy them (for b grade and more) it s practically forbidden.

    Again, for weapons things are much much clearer and easier, so dont hesitate to try this code with those items, or else quote me and ask me here to do it gladly for you!

    Next, we can see the prompt on Matlab(2016b version), where you can clearly see the ease of giving your input data.

    [​IMG]

    Note, that for improved scrolls it asks for a multiplier over the price of normal scrolls. I did that cause from my expirience in NCWEST, all special scrolls (blessed,solid,improved) were, more or less 10 or 20 times more compared to normals(from normal buyers/sellers not outliers) . Ofc NCWEST is low populated (in l2 classic servers, the slow ones), and there can be also financial differences between the servers. That s why you need to make an average estimation over the prices you are called to give to input. In this screenshot you see i used multiplier 136,36363636 * 220.000 = 30m. I was playing a bit on Giran NCWEST, and that prices Ptilaby gave were surprising me. I mean 30m for improved was too much. I dont know if it was real from the russian or european server, but honestly,

    it doesnt matter since the code calculates the scrolls and items that are required to reach a succesful enchanting target and that s all it matters. That means that you can put random prices for items, normal and improved scrolls, since the required things will be always the same for those chances!

    All you have to do eventually is:

    1) Check the real price of the item and multiply it with the average number of items used (I column) and

    2) Check the actual price of normal and/or improved scrolls and multiply those values with the values in the last column (J column) accordingly.

    3) Add the results from 1st and 2ond step, and you are good to go considering the average cost of reaching your enchanting target. After all it s all about you and your pocket if you decide to do it or not. Either way, have good luck and fun!

    Code: https://files.fm/u/3jkktvxu

    Note:

    Please, do not hesitate to correct me if i was wrong somewhere, if you do not understand something specific in code, or also have any idea to add on this project.
     
    Last edited: Aug 3, 2019
  5. JimVoul

    JimVoul User

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    OK guys, i thought to help you a while since there is such a huge variety among servers and their enchanting costs. Therefore, i made an array with how many items and scrolls are you going to need in case you decide to enchant a weapon. Any weapon, either fighter's or mage's. All you have to do in order to figure your server's average cost to reach the desireful enchanting rate is following this formula :

    Average Cost of reaching the target enchanting rate =

    item's price * Average Number of Items + normal enchant scroll 's price * Average Number of Scrolls (normal) + improved enchant scroll's price * Average Number of Scrolls (improved)

    [​IMG]

    Notes:

    1) Reminder: For improved scroll calculations from the beggining, we start from +2 for weapons!

    2) Remember that according to your item's price and scrolls, it could make a difference if you go first up to a specific enchanting rate with just normals and then spam improved. (eg. If you go for d-grade weapons from shop, obviously you dont mind about breaking hundreds of those and if improved is lets say 20 times more expensive than normal, it worths going up to +12 with only normal ones (for the respective magic weapon and the same price raitos, it would just worth to go with normal scrolls up to +6 due to the lower enchanting succesfully ratios) and after that point you can use improved) The higher the difference on normal's and improved scroll's prices, the higher it worths to go with normal ones. So the proper combination, where the enchanting rate favors the improved could make the difference!

    3) Another important point is to mention that you always need to calculate the adena that returned from crystalization (failed enchants). This will help you enough to reduce the adena you need to have compared to the average cost that is estimated from the above!
     
    Last edited: Aug 5, 2019