Mabinogi World Wiki is brought to you by Coty C., 808idiotz, our other patrons, and contributors like you!!
Want to make the wiki better? Contribute towards getting larger projects done on our Patreon!
Talk:Giving to your Spirit Weapon
shouldn't it be named "giving items to your spirit weapon"?Sozen Cratos Focker 19:00, 14 April 2009 (UTC)
I don't think so because a lot of times my female spirit sword (who is a spoiled little brat) goes "I'm starving! Do you have something to eat? Just give me anything~" So I still follow the notion that our spirits are "eating" because they get hungry and need to consume (absorb) other weapons, which in turn allow them to "grow" and improve their stats. "Giving" seems like gifting to me, which isn't exactly the same. Lighthalzen 19:05, 15 April 2009 (UTC)]]
I guess in the end it's just a case of multiple translation confusion. Afterall, Nexon NA doesn't stick to one singular translator... --Dysprosium 16:07, 16 April 2009 (UTC)
- The female wand egos specifically point out that the spirit is not actually eating the items but absorbing the knowledge that they were created with, so I think giving is the appropriate term. --GN54 16:25, 25 August 2009 (UTC)
- It probably varies from spirit to spirit.Novaix 00:31, 19 September 2009 (UTC)
Treasure Chest Event
I just wanted to point out that it is possible to feed those treasure chests (both Ordinary & Premium) to spirit weapons. In fact, it is great if you're looking to level up Social. And the items are usually lying around everywhere.
Spirits only accept the non-expired chests btw.
It is a great event to take advantage of. It's happened twice already and I'm pretty sure it'll happen again in the future. So be on the lookout!
--Phunkie 15:28, 1 May 2009 (UTC)
Feeding Charts
Hey, I was kind of wondering about the feeding charts. In some columns it doesn't mention any items that boost the stat, is this because
- Few people have that higher level SW, and there isn't any information
- Items provide bonuses to all stats, these ones are just the ones that give more than the usual or
- You can't boost the spirit weapon at that level [which is impossible, there's stats for all level 40.]
Clear this up anyone?Novaix 01:00, 28 April 2009 (UTC)
- What're you asking for?
- items donot provide bonused to all stats. each item will boost social stat and one other stat. wich other stat depends on the specific item and the type and gender of the spirit. how much the stat is increased depends on the npc purchase price of the item, curent level of the stat, and on the type and gender of the spirit.
- the reason those are blank is that few people who edit the wiki, and actualy record this stuff have their spirit weapon at that high level SW, so that information never makes it to the page.--Sozen Cratos Focker 01:37, 28 April 2009 (UTC)
- items donot provide bonused to all stats. each item will boost social stat and one other stat. wich other stat depends on the specific item and the type and gender of the spirit. how much the stat is increased depends on the npc purchase price of the item, curent level of the stat, and on the type and gender of the spirit.
It is not likely that the servers actualy store a seperate value for each stat for each item at each level for each type of weapon, so I am almost 100% certain that the stat boosts from feeding is determined by a formula with different constants for each spirit weapon type, gender and stat, and useing the npc purchase price of the item and the curent level of the stat as variables. meaning that once we find those formulas, the tables as they are will be useless, and we can just have a page with the formulas and charts that say wich item boosts wich stat for that type of spirit. however, there is so little information in these charts right now that i can hardly even begin to guess at what the formulas would be...--Sozen Cratos Focker 01:49, 28 April 2009 (UTC)
- My Spirit Weapon is at a fairly high level, high enough for me to have to make a third chart for the 26-40 level ranges. I've began entering in the stat gains for the items listed. However, the problem I have is figuring out the max (cap) values for levels 26-40. To find those values, I'd imagine you would have to feed your SW an item of insanely high value. Any suggestions, or formula around that can help compute those values? EnigmaticFractal 15:13, 8 May 2009 (UTC)
--From Ariel 10:42, 3 October 2009 (UTC) Why do we not have a chart for social level for items? seeing as the social levels are directly linked to the spirit awakening skill and diffrent items do seem to give diffrent social exp shouldn't we have a social chart? Oh and the suggestion thing was mine :) --From Ariel 10:42, 3 October 2009 (UTC)
- Sry 2 burst ur bubble, but i suggested soc tables back when egos first came out. People said they'd just be too lazy to write down both stats and ignored soc cause they thought soc was useless, even for wands... Anyway, the stat gain tables will be obsolete soon cause I've been recording both stats for every item i feed my ego at every level for a while, and i think i have enough raw data to figure out the stat gain formula(s) and i'm starting with soc since it's the one i have the most data for. I think that social stat gain/price ratio is same for all types of weapons so we won't need to have it separately on each ego's food page(if we still have individual pages for it lol). --Sozen Cratos Focker 07:22, 4 October 2009 (UTC)
--From Ariel 12:49, 6 October 2009 (UTC) ok so a few things... it seems when i gotthe meditation skill on my ego gets hungry faster too not just me..... there must be a gp value / points formula cuz i see patterns in the tables it seems like two items that both raise the same stat and have the same cost raise it the same amount. Also the max experiance is 10% of the total required for that level thus total needed is 60 140 200 etc when you run through those numbers theres no pattern as to the increases no rhyme or reason 60 to 140 = +80 / 140 to 200 = 60 and then later the amount required per level goes up... so anyhow there is no pattern it seems the designers chose an arbitrary number for each levels experience... as long as it was higher... So if the amount the max amount each item will satisfy is somhow also arbitrary then were out of luck... this is mind numbing... --From Ariel 12:49, 6 October 2009 (UTC)
- about the meditation thing, i noticed that too, but haven't done any tests to see if meditation causes hunger speed to increase of if that was just a coincidence. The stuff you said about the stat gain formula was basically restating what i already said. as for the stat gain caps, it doesn't realy matter weather those numbers are arbitrary or based on a formula, the cap at each lvl is the same for every stat for every ego, so we can just list the caps in a table like we are now.--Sozen Cratos Focker 03:39, 7 October 2009 (UTC)
Best Items
I feel we should specify the most "best" items to feed for each stat of every spirit. For example, the Female Sword Spirit will gain STR the fastest (most str exp per hunger lvl) if it is fed Sandals. Spirit -> Stat -> Items (for fastest (exp/hunger lvl), most cost efficient (exp/gold), and other criteria). --Infamy 05:08, 29 December 2009 (UTC)
Events
Do we really need to put expired event info onto these tables? It makes them more cluttered and wonky than they already are. ---Angevon 16:21, 1 July 2009 (UTC)
Int affects magic damage?
U'm just wondering if int affects magic damage or if str affects magic damage (this is for wand) --LawLies 09:03, 8 May 2010 (UTC)
Purchase price and Alban Heruin (Wednesday)
Hey, is how much an ego is "fed" by an item dependant on whether it was purchased on a wendsday? For example, normally a potion concoction kit is 1000g, which means it's fed two points when I feed it. However, on a wendsday those same kits cost 950g, which would only be one point worth. However, I'm not sure this is actually how it works, can someone confirm or deny this, and make a note about it on the main page? Edetha 19:02, 1 August 2010 (UTC)
- I haven't looked at it closely enough to be able to answer that, but I want to say that since you can feed them items that have zero value to an NPC, it's unlikely that it would be changed by the day of the week. It can't be completely based on NPC value. It must be based on some kind of constant that affects NPC value. For example I can get a decent gain from feeding Sun Costume Kits, but NPC's pay zero for them - and yes they can be sold to NPC's, if you consider getting nothing back as selling.--~Shadoe 11:05, 13 March 2011 (UTC)
- Items' worth to a spirit weapon is based off their NPC purchase price, not their NPC sale price. The two values are independent and are not always proportional. Domirade [Tarlach] 04:35, 16 March 2011 (UTC)
- So where does the purchase price come from if NPC's don't sell the item? Anyway, for someone reading the original question, the main page now confirms that Wednesdays don't affect the value of items to the ego. --~Shadoe 10:14, 29 May 2011 (UTC)
- Items' worth to a spirit weapon is based off their NPC purchase price, not their NPC sale price. The two values are independent and are not always proportional. Domirade [Tarlach] 04:35, 16 March 2011 (UTC)
Feeding Spirit Weapon Drains 1 point of your Stamina
Not sure if this is necessary to know.--钟国豪-BIassreiter 03:38, 7 August 2010 (UTC)
- [View source↑]
- [History↑]
Contents
Thread title | Replies | Last modified |
---|---|---|
Old food tables: Finish, or replace? | 35 | 20:32, 5 February 2016 |
Every 5 minutes your spirit MAY get hungrier | 6 | 20:08, 26 November 2014 |
Small gems | 5 | 12:48, 2 November 2014 |
Mood Stages | 5 | 19:15, 29 September 2013 |
Given item value | 1 | 12:45, 27 September 2013 |
EXP? | 7 | 13:57, 8 September 2013 |
Using production skills to "create expensive items through cheaper methods" | 0 | 23:28, 17 April 2013 |
First pattern discovered! | 44 | 22:22, 30 March 2013 |
Calculator "Level" combo box cut off | 0 | 15:02, 7 March 2013 |
Latest revision war as of 20:08, 26 February 2013 | 7 | 14:21, 7 March 2013 |
Feeding them Fomor Weapons | 5 | 18:55, 6 November 2011 |
I tested the stat growth formula on the page on my spirit weapon, and it appears to be completely correct.
Since we have the exact formula, the food tables are completely useless in their current state.
We should either fill them completely, or replace them with a table that just says which stat each item raises for each spirit.
Rough example of a possible layout for the second option:
Item | Blunt | Bow | Sword | Wand | Cylinder | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Name | Price | M | F | M | F | M | F | M | F | M | F |
Teddy Bear | 150 | str | int | dex | dex | ||||||
name | price | ||||||||||
name | price |
(If I do this, I'll probably do something with cell colors to make it easier to read, make the table sortable, and break it up into several tables based on price range so the pages don't take too long to load)
I'm wondering if anyone has a preference for finishing or replacing the tables.
After you brought to light that the formula was on the wiki (I did not notice it... although it's been there for a while), I went on to create this super awesome calculator (requires javascript).
Although I support your motion to replace the tables, I don't think it should be replaced with a new table. There must be some way the server determines what stat is provided by an item... Although I can't see the pattern yet.
Yea, sry, I probably should have made the calculator myself before bringing that up. I think the stat selection is probably based on some pattern too, but we don't know what it is yet, and having all the information in one place could make it easier to figure out. Also, i think people will be more likely to help fill in the gaps if there's a simpler chart where they only need to record the stat and don't have to worry about the exact number that so many people were getting wrong values for due to hunger states and the Wednesday bonus. Unless the formula for which stat gets raised is already on a foreign wiki, we'll probably need a lot more data to figure that out. It's possible that it's based on price too, but it could also be based on the items name with a formula similar to the one that determines the color of character names. I hope it's not based on ID number...
Oh, I've actually been keeping a [Similar list] For my own spirit weapon. Basically because yeah, the current tables are ugly as *beep*...
I've already tried looking through the itemdb for an patterns, but there seems to be no correspondence between any items that provide the same stats.
I wish it were determined by ID; it would make the job a LOT easier.
That item name vs character name color is a pretty good start. I'll try to see of I can find anything with that.
I just remembered why y i was going to rule out price for this: The stat that gets raised is the same on Wednesday. Also, items that are the same but with different prices seem to raise the same stat (according to the growth tables).
IIRC, the item duplicates with different prices appear individually in itemdb(with different ID#s), so unless i'm confusing items with monsters, we can rule out ID# too.
It could be just a coincidence that two different ids contributed to the same stat.
Or we could all be wrong and the list is server-sided. :C
I am wondering if it's possible that a certain update may have changed whatever stats an item give, since I have a Short Bow for one stat in my own list, and it's in another stat on the other list...And there's more items like that.
Certain items do have a "duplicate" version. From what I can tell, there are 2 versions of "Short Bow", which could result in both giving off different stats. Chances are, one of the two have probably been flushed out of the game by now, though.
Also note there are two version of every instrument (ones obtained after G16S2 are different than before) and two versions of all colors and grades of beam swords.
Also note there are two version of every instrument (ones obtained after G16S2 are different than before) and two versions of all colors and grades of beam swords.
Someone should check weather the stat selection is the same on foreign servers. If it's different, that probably means it's based on item name, and the apparently incorrect values were probably added by people who played the European version.
My two cents:
- The new calculator does not change what the tables' most useful purposes are.
- You can see at a glance which items give which stats.
- You can see at a glance which items to give to "max" a certain level.
- You can see at a glance what item prices are, to get as close to 1k as possible.
- None of these are done by the calculator, so that hasn't changed.
- The tables could be condensed down dramatically to indicate "item, buy price, highest level it maxes".
- For this, each item that has multiple values should be listed separately.
1:Not really. If you're looking for items that give a stat, then yea; but if you're looking for the stat given by an item, you need to go through every tab and look through the list till you find that item.
2:Weather or not an item will give the max value is just based on what the max is(which is determined by lvl) and the growth formula(price , efficiency rank, lvl). The max value at each level is the same for every stat for every spirit, and the chart of those caps would of course be kept somewhere(probably both here(the page this talk page is associated with) and at the top of the page where the replacement chart(s) will go. The new table will most likely still be ordered by price, so the user can just find the price that would produce the max growth amount; all items with a higher price than that will produce the max.
This isn't really necessary, since it's easy to find the price that would produce the max, but It wouldn't waste much page space either, so we could expand the max for level table to include the price that would produce the max at each level for each efficiency rank like this:
Min price 4 max growth |
LVL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | . | . | . |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Max | 6 | 14 | 20 | 25 | 32 | . | . | . | ||||||
Efficiency Rank |
S | ### | ### | ### | ### | ### | ... | |||||||
A | ### | ### | ### | ### | ### | |||||||||
B | ... | |||||||||||||
C | ||||||||||||||
D |
On second thought, rows should be switched with columns here(after clicking preview I realized the values are gonna get pretty wide at the end so it'd be better to have 7 columns and 50 rows than 7 rows and 5 columns).
3: The replacement table I proposed (when i started this discussion) covers that.
- If you're looking for items that give a stat, you can either use the table I mentioned below or your initial table with a sort.
- The entire point of knowing what item gives the max is so people don't have to look up from multiple tables to figure out which item they need. With the table you just mentioned, people would have to:
- Get the level of the stat they want to raise.
- Get the Efficiency Rank of the stat they want to raise.
- Get the min price from the table.
- Search the other table to figure out which item gives just more than that.
- Worry about gold vs time, since neither chart covers it!
I'm saying you could take care of 2, 3, 4, and 5 with the chart I mentioned down below. Your chart would be most useful for finding out what stat a specific item gives in addition to the item's price, my chart would be most useful for finding what item best improves a certain stat. Thus down below I proposed we use these 2 charts and call it a page. Although a reverse calculator wouldn't be too bad either as a third addition.
2: The item people "need" will not always be the one that gives the max; not everyone can afford to go for that every time. I don't know about you, but the way I plan to use the stat table is: make sure the list is sorted by price > determine the price that would get the most gain > look at everything lower than that price to see which items wouldn't cap out and be a total waste at the current lvl.
Alright, I'd like to see these old tables removed, so unless someone has another plan within a week, I'm going to replace 'em. Even if we come up with a "formula" for which stat an item relates to later, we'll still want to list each item for sake of searching. My plan:
- Like Sozen first mentioned, have one table that has each item, price, and growth stat.
- In addition, have another table that lists the "recommended" item for each weapon and level.
- This item would provide maximum exp gain per feeding. For now, only items under 1k will be considered, since they cover the first 13 levels or so.
- This will turn the current 25 tables into 2 more useful tables. Example of the second table:
Level | MAX Gain | Blunt | Bow | Sword | Wand | Cylinder | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
Male | Female | Male | Female | Male | Female | Male | Female | Male | Female | ||
1 | 6 | Teddy Bear | |||||||||
2 | 14 | ||||||||||
3 | 20 |
I meant to post this last week, but I must have clicked the wrong button:
Before we start implementing the item name, price, stat for each spirit table, we should decide weather to use just a table, or a data/style transclusion list similar to Monster_Defensive_Stats.
The recommended item table sounds like something that would cause a lot of edit wars. If there was an objective best item, we would have had a table like this years ago(this is not the first time something like this was suggested). Since spirit satisfaction increase is capped at 1 lvl per feed, the fastest way would be to go for the max stat gain every time, which is usually unreasonable because it's expensive; since stat growth is scaled logarithmicaly with price, the most cost/growth efficient way would be to go for the cheapest item that gives exp, which is unreasonable because you're not going to get anywhere raising the stat 1 point per feed.
Are you asking what the Template:Data___ are or who/how to fill that in? I'm picturing something along the lines of: {{Egofeeding|10 Sign|Str||Int|etc}} using your current design if we go by that format. Other than filling in the Str/Int/etc, all you'd need to do is build a column template and use the preexisting data templates for the price, name, and link parameter, like we do with the Weapon Lists page but on a smaller scale. Also, it would probably be helpful we made parameters in the data template, like, FemaleBowStat=Str, and allow toggle view of that on the Weapons template, if we want that transcluded as well. Of course, filling out the stat increase will take work like you have been doing unless there's another source of that data somewhere I am not aware of.
If you guys want to make the large data addition for every single item, be my guest. It looks like more trouble than it's worth, though.
Also, wouldn't that make filling in the entries a huge pain? They'd be scattered everywhere instead of on one page...
Where it would get the data from: We could either add parameters for each spirit type to the current item data templates, or make separate data templates for the spirit food stats. A separate template might be easier on the server since all the item's other data would not be getting passed to the table that doesn't use it, and it would be easier to add data to it since there'd be less scrolling/searching, but we'd be making a lot of new pages for these templates, and there would be a redundant price parameter(both the regular item data template and the food stats template would include the item's price). If there are any items where the differently priced versions give different stats, (afaik there are none, but I'd like to be prepared for anything) the separate template method may be cleaner; if we just append the current data templates, then we may still have to add a separate template for the special version of that item with just the food parameters(with the same parameter names so it can use the same style template in the table). Also, the parameter names would probably be shorter(in a template just for feeding stats, we can just name the parameters as weapon category plus M or F (example: bowM, bowF, bluntM, bluntF...) but if we put food data with the regular data, we may have to add something to the names to avoid confusion (example: egofoodBowM, egofoodBowF, egofoodBluntM, egofoodBluntF...).
I should probably have done this when I proposed the data/style method, but I was tired: Pros (of using data/style)
- easier for editors to add data(with named parameters, the contributor doesn't have to keep track of the order the columns are in and count the pipes in the row)
- it may be easier to change the format of the table when we need to (just edit the row style template and maybe the header, instead of changing each row individually)
- we can more easily add conditional formatting (for visual efficiency), ie. make the text color vary depending on the stat, or make the cell background color represent the efficiency rank of that stat for that spirit.
- we could use the info in more than one place without having to copy/paste each detail manually. For example, we could also add tables that only display info for one spirit coming from the same data templates, and we could add individual item tables (similar to what's at the bottom of Littlesnow's userpage) to the item's page.
I think I had more, but these were the main ones.
As for cons, nothing significant comes to mind so far. If anyone is worried that the coding may be complicated, don't be; I will probably take care of most if not all of the style code unless someone faster or with more free time beats me to it, and code for data will be fairly simple, and more user(data editor) friendly than a plain table would be.
Cons:
- Less experienced editors (the ones who filled in at lot of the old tables) will likely have a hard time filling in missing stats, and give up.
- ~1000 new pages (or whatever we decide on) for each item/price pair
If we already knew what stats were given for each item, this wouldn't be so much of an issue to me.
- I'm pretty sure the data/style method would make it easier for the less experienced editors(see pro 1). If we do this, we'll flesh out all the needed pages with blank parameters(or maybe question marks to show exactly where the data should go) for the unknown values, so all the editor will have to do is find the page for the item they just fed to their spirit and find their spirit type on that page. I'm fairly certain new users would find this less intimidating than navigating the pipe maze(sea of '|' characters) in a 12 column direct table. The formatting(style template) would be a lot more complicated, but that will be done by me and/or other experienced users who can handle code like this; the data editors (especially the inexperienced users) will not have to read, or edit any of that.
- As for the flood of new pages, we may or may not actually add a page for each item (we might just append this to the already existing data templates). Even if we do decide to put the feeding data on a separate page from the main data, the new pages aren't that big a deal; we already have individual pages for every monster and item, this won't be that different.
so all the editor will have to do is find the page
Do you not realize how confusing it is to find template pages without a magical edit link provided?
Ah, thanks for reminding me. We should discuss weather the "magical edit link" should be another column in the table, or a parenthetical in the item name column.
By the way, I just noticed you had already started compiling the plain table before I retyped my transclusion recommendation. I apologize for the inconvenience.
The plain table will make a good intermediate step regardless of whether it's the final version, so no worries.
I see you've been listing the ducat price in the price column for fomor weapons. Have checked to confirm that ducats are equivalent to gold? (ie. put the ducat value into the calculator and feed the item to your ego to see if the numbers match. Could also check by dropping the item and timing how long it stays on the ground before disappearing, and then doing the same thing on an item with a gold price close to the ducat price)
Yes, for the fomor weapons that I recorded, the price in ducats transferred directly to gold value. The Traveler's Outfits that are sold do not transfer 1 to 1, instead increasing from 2500 ducats to 18500 gold.
Separately, I've also confirmed the conversion formula between NPC value (selling the item) and "actual" value (buying the item). For the record, it's broken into 4 piecewise sections (starting with the actual value):
- 100 gold or less: x = y / 2
- 100 - 1000 gold: x = y / (2 + (y - 100) * 2 / 900)
- Effectively, the multiplier adjusts linearly from 2 to 4.
- 1000 - 10000 gold: x = y / (4 + (y - 1000) * 6 / 9000)
- Effectively, the multiplier adjusts linearly from 4 to 10.
- 10000 gold or more: x = y / 10
Where x is the NPC value and y is the "actual" value.
Based on this formula, my next (and last) step before the table's ready is to match all the values on the table against the NPC value listed for the item. The data from the item's page will be taken as correct.
Apparently updating causes edits in progress to get erased, so this might not be as detailed as it was originally.
- Doing something similar to Monster_Defensive_Stats looks to be a complete mess, since the information for the table is at best unknown and at worst not anywhere on the wiki.
- I'm currently 30% done converting the old 25 tables into one super table. You can see its progress on my User Page, comment on it, etc. At the very least, I see usefulness from it for ME. It may even give a clue as the how the stat is determined.
- The recommended item table can have a very objective best item for the first ~13 levels: the cheapest item under 1k that boosts the exp by the most. Beyond that, a reverse calculator would be useful to see what value something needs to have to "max" that stat.
Now that everyone has a ton of gems to feed their spirit weapon (I have over 2,000), it's in our best interest to speed up the feeding process as much as possible. My sanity depends on it.
For years we've known that every 5 minutes the spirit weapon has a chance of "wanting to chat". What determines this chance? I refuse to believe it's completely random.
If you want to speed up the feeding process, how about actually using the weapon in combat instead of leaving it up to chance?
Using in combat doesn't make it hungrier.
We don't even really know if using it in combat increases the chance every 5 minutes.
I know it says that on the page, but has it actually been proven that attacking makes the weapon hungrier?
I looked through the history to find out when the detail was added, and apparently Ladywinter added it back when the page was still called "Feeding your Spirit Weapon" (http://wiki.mabinogiworld.com/index.php?title=Feeding_Your_Spirit_Weapon&diff=36847&oldid=33821).
The hilarious part? She added that part because of what I said on the discussion (http://wiki.mabinogiworld.com/view/Talk:Feeding_Your_Spirit_Weapon#Feeding_Times). I have no idea how I came to the conclusion back then, but it wasn't anything concrete.
As far as I know, attacking to make the spirit hungrier was never looked into further. It was just pretty much assumed at that point and the reason why forgotten...
Given that there's no actual proof that combat affects spirit weapon hunger, that should be removed...
Just to make it clear, you can give your spirit weapon nearly all small gems (small green gem, small blue gem, small red gem, and small silver gem, NOT small gem, since it's stackable). Green and blue small gems will not give exp, but they are a free way to satiate your spirit weapon. Red and Silver gems increase its Intelligence (the silver one gave 16 of Exp, compared to the 6 or 4 a normal weapon would have given)
Just because an item is stackable, it doesn't mean that it can't be fed to spirit weapons. ie. Fine Gem Powder
Yeah, but right now that's the only stackable item you can give, and it is already written in the page
Which is currently in the process of being rewritten. The way you said it initially made it sound like you couldn't feed it only because it was a stacked item; which is exactly what gem powder is (regardless of whether or not gem powder is the only kind of stacked item that can currently be fed). Also, the Spirit Weapon Item List already lists the gems.
Although the info on this page is pretty inaccurate and incomplete, you can get a feel of what the mood is by the text your spirit says when you talk to it and also if its stats are decreased. You can also tell what stage it's at by feeding it an item and comparing the exp you gain with the exp you would gain at 100% efficiency (using this calculator). If you want a more accurate chart on moods and exp, you can see this page.
Is the calculator updated? i've been feeding my ego weapon and the Exp chart made from Ikkisuki coincides with the max amount per item i've been getting but not with the calculator.(thanks for replying so fast)
The item calculator should be accurate; the formula hasn't changed for a while, but I don't understand what you mean?
The last column of the last chart on Ikkisuki page shows the max experience you can get per item feed. The calculator tells you the cap(max experience you can get per item) in parenthesis at the very last part of the chart.(by guess)
Both dont coincide with each other, but Ikkisuki chart coincides with my results. Thats why i was asking if it was updated
Oh, woah. I did not realize that. Thanks for informing me. I must've changed the wrong line when I was doing something. The issue is fixed now.
The value of "mood points" for a given item its calculated by the value of the price. Since durability affects the price of the item, does it also affects the mod points given?
The page does not give EXP thresholds required to level up, and makes no mention of percentages. And also, it does not state how much experience is needed to level up at each level... so mentions of EXP are practically worthless, and the calculator only gives flat item EXP without even accounting stats. On the Spirit Weapon Item List page, which frankly I think is still so much of a mess that it should not have replaced the individual links on this page etc yet, only the EXP caps per level are given.
... So basically, all we get from the wiki are flat numbers called "experience," and we have no idea whatsoever what they mean. This is a huge problem.
If I recall correctly, the EXP cap is maybe around equal to 10% of the required EXP to level up? I don't know much about this topic, and nowhere in the wiki does it say anything related to that... Hmm. This is definitely a big issue. x.x
Wait...exp for each level of an Spirit's stats...my god, come to think of it never really crossed my mind considering I passively feed my spirit. It sounds like a lot of work o-o;;
Wait, what's this problem that requires a lot of work to fix? The amount of EXP required to level up is 10 times whatever the cap is, plus up to 9. If it's not explicitly mentioned anywhere, it should be.
If you want to go through a ton of pain to figure out that last digit, don't say I didn't warn you. The important detail with the EXP is the maximum amount you can gain, in addition to the fact that you need 10 of said maxes to level up.
What cheaper methods? Unless I'm missing something huge, there's no way you can make the items listed for less unless you painstakingly hunt down the ingredients yourself!
And if hunting things down is "not considered a cost", then any item you can get from a drop from any monster would also be "cheaper".
Now that the initial table is complete, comparing the stats given for each item is much easier. Accordingly, I've discovered a pattern that is easy to see with just the '# Sign's!
- The stat boosted is based on the item's ID.
- This confirms that items with various prices but the same ID all give the same stat.
- The stat boosted for the female spirit is the stat boosted for the male spirit of the item with an ID 1 higher.
- In other words, if "5 Sign" (ID 40062) gives the Male Blunt str, then "4 Sign" (ID 40061) will give Female Blunt str.
- Similarly, all the types simply offset the ID:
- Male Sword: 1
- Female Sword: 2
- Male Blunt: 3
- Female Blunt: 4
- Male Wand: 5
- Female Wand: 6
- Male Bow: 7
- Female Bow: 8
- Male Cylinder: 15
- Female Cylinder: 16
As to how the stat is determined from the ID, that pattern has yet to be discovered...
Just an FYI for the future, we aren't supposed to be openly discussing item ID # and client file data here on the wiki.
Although that is an interesting discovery.
We could compile a list of which combinations for each spirit translate to which combinations for others to prove we would have eventually found that pattern without data mining anyway, and use those patterns to fill out more of the table.
Sidenote: Why are we taking orders from Nexon in the first place? we're not directly affiliated with them in any way.
Technically, the wiki is an official fansite, according to one of Sabina's posts on the nx forums.
As for the patterns... :>
Oh, right, that... They threatened to take the "official" out of our "official fansite" title, and make us less official, more of a fansite and more of a real wiki (Though I don't know if anyone ever took our official recognition from Nexon too seriously, or even read the Erin walker page or other pages where they mentioned us).
Forget my idea for a list of dependencies, there are 1.6k possibile values for that...
For the record, I discovered the pattern from the '# Sign's. I only confirmed it was the ID that set the order through the data mining.
Can't we sneak the ID's into the template like the buy price already is? As long as the ID itself isn't clearly visible, they shouldn't have a problem...
Snow made a nice picture that illustrates the pattern (no data mining required):
Anyone have a male bow spirit? Feed it a bouquet and tell me its stat please. :>
It's sneaky because it's not clearly visible when you look at the result.
I didn't know each item had one until I happened to notice it while checking item prices for some of the unknown item values (for egos).
There's nothing sneaky about buy price. It's visible in game for almost anything you can buy from npcs, and for everything else, we could still get it without data mining by deriving it from everything else that stat regulates(time on ground b4 it poofs, repair costs, lost and found retrieval cost, bank and mailbox fees, ego food, and possibly campfire burn exp) We've known about what else is determined by buy price about as long as the game has been out. ID on the other hand isn't visible anywhere ingame, and so far we have no way to find the exact number without data mining.
All those methods would give you the price depending on its "current price", not the "base price", not to mention some of those methods giving inaccurate results (disappearing time).
As Kevin mentioned, the actual "buy price" isn't actually visible anywhere, since the only visible one is a multiple.
More to the point, the reason I said it was sneaky was because the data's in the wiki, but not actually printed out.
Well, if you consider the buy price "sneaky", then the ID is a master ninja.
Ninja enough so that you don't notice at the first glance. Now nexon can take down the wiki! :>
It doesn't matter to me how its done. The question I'm asking is if we have enough information to have a 100% filled and accurate table with this.
Where it repeats, if it does. If not, what is the full pattern?
If we can find the pattern for 1 ego, then we can find it for all of them, but without that one ego, we can't do much.
I've got a series of about 90 items marked down with their stats, but I still don't see any obvious pattern. It seems quite random at the moment.
They're consecutive, right? What are the 90 stats?
Name | SWORDM | SWORDF | BLUNTM | BLUNTF | WANDM | WANDF | BOWM | BOWF | CYLINDERM | CYLINDERF | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
int | dex | will | str | luck | str | int | ||||||||||
int | dex | will | str | luck | str | int | will | |||||||||
int | dex | will | str | luck | str | int | will | str | ||||||||
int | dex | will | str | luck | str | int | will | str | dex | |||||||
int | dex | will | str | luck | str | int | will | str | dex | int | ||||||
int | dex | will | str | luck | str | int | will | str | dex | int | str | |||||
int | dex | will | str | luck | str | int | will | str | dex | int | str | str | ||||
int | dex | will | str | luck | str | int | will | str | dex | int | str | str | str | |||
int | dex | will | str | luck | str | int | will | str | dex | int | str | str | str | int | ||
Longsword | int | dex | will | str | luck | str | int | will | str | dex | int | str | str | str | int | int |
Broadsword | dex | will | str | luck | str | int | will | str | dex | int | str | str | str | int | int | str |
Bastard Sword | will | str | luck | str | int | will | str | dex | int | str | str | str | int | int | str | luck |
Long Bow | str | luck | str | int | will | str | dex | int | str | str | str | int | int | str | luck | luck |
Composite Bow | luck | str | int | will | str | dex | int | str | str | str | int | int | str | luck | luck | luck |
Fluted Short Sword | str | int | will | str | dex | int | str | str | str | int | int | str | luck | luck | luck | will |
Warhammer | int | will | str | dex | int | str | str | str | int | int | str | luck | luck | luck | will | str |
Mandolin | will | str | dex | int | str | str | str | int | int | str | luck | luck | luck | will | str | luck |
Ukulele | str | dex | int | str | str | str | int | int | str | luck | luck | luck | will | str | luck | int |
Broad Stick | dex | int | str | str | str | int | int | str | luck | luck | luck | will | str | luck | int | luck |
Wooden Club | int | str | str | str | int | int | str | luck | luck | luck | will | str | luck | int | luck | luck |
Torch Stick | str | str | str | int | int | str | luck | luck | luck | will | str | luck | int | luck | luck | luck |
Gathering Axe | str | str | int | int | str | luck | luck | luck | will | str | luck | int | luck | luck | luck | will |
Gathering Knife | str | int | int | str | luck | luck | luck | will | str | luck | int | luck | luck | luck | will | will |
Blacksmith Hammer | int | int | str | luck | luck | luck | will | str | luck | int | luck | luck | luck | will | will | int |
Pickaxe | int | str | luck | luck | luck | will | str | luck | int | luck | luck | luck | will | will | int | str |
Sickle | str | luck | luck | luck | will | str | luck | int | luck | luck | luck | will | will | int | str | str |
Weeding Hoe | luck | luck | luck | will | str | luck | int | luck | luck | luck | will | will | int | str | str | will |
Krutta Broadsword | luck | luck | will | str | luck | int | luck | luck | luck | will | will | int | str | str | will | dex |
Grandfather's Bow | luck | will | str | luck | int | luck | luck | luck | will | will | int | str | str | will | dex | will |
Two-handed Sword | will | str | luck | int | luck | luck | luck | will | will | int | str | str | will | dex | will | will |
Crossbow | str | luck | int | luck | luck | luck | will | will | int | str | str | will | dex | will | will | will |
Gargoyle Sword | luck | int | luck | luck | luck | will | will | int | str | str | will | dex | will | will | will | int |
Claymore | int | luck | luck | luck | will | will | int | str | str | will | dex | will | will | will | int | luck |
Wooden Cane | luck | luck | luck | will | will | int | str | str | will | dex | will | will | will | int | luck | will |
Torch Stick (Cut Scene Only) | luck | luck | will | will | int | str | str | will | dex | will | will | will | int | luck | will | int |
Machete | luck | will | will | int | str | str | will | dex | will | will | will | int | luck | will | int | luck |
Butcher Knife | will | will | int | str | str | will | dex | will | will | will | int | luck | will | int | luck | will |
Lightning Wand | will | int | str | str | will | dex | will | will | will | int | luck | will | int | luck | will | str |
Ice Wand | int | str | str | will | dex | will | will | will | int | luck | will | int | luck | will | str | str |
Fire Wand | str | str | will | dex | will | will | will | int | luck | will | int | luck | will | str | str | will |
Combat Wand | str | will | dex | will | will | will | int | luck | will | int | luck | will | str | str | will | luck |
Cooking Knife | will | dex | will | will | will | int | luck | will | int | luck | will | str | str | will | luck | dex |
Rolling Pin | dex | will | will | will | int | luck | will | int | luck | will | str | str | will | luck | dex | str |
Ladle | will | will | will | int | luck | will | int | luck | will | str | str | will | luck | dex | str | luck |
Fishing Rod | will | will | int | luck | will | int | luck | will | str | str | will | luck | dex | str | luck | luck |
Single Rose | will | int | luck | will | int | luck | will | str | str | will | luck | dex | str | luck | luck | will |
Rose Bouquet | int | luck | will | int | luck | will | str | str | will | luck | dex | str | luck | luck | will | str |
Whistle | luck | will | int | luck | will | str | str | will | luck | dex | str | luck | luck | will | str | luck |
Flute | will | int | luck | will | str | str | will | luck | dex | str | luck | luck | will | str | luck | str |
Chalumeau | int | luck | will | str | str | will | luck | dex | str | luck | luck | will | str | luck | str | dex |
Single Purple Rose | luck | will | str | str | will | luck | dex | str | luck | luck | will | str | luck | str | dex | dex |
Single Blue Rose | will | str | str | will | luck | dex | str | luck | luck | will | str | luck | str | dex | dex | luck |
Purple Rose Bouquet | str | str | will | luck | dex | str | luck | luck | will | str | luck | str | dex | dex | luck | will |
Blue Rose Bouquet | str | will | luck | dex | str | luck | luck | will | str | luck | str | dex | dex | luck | will | str |
O Sign | will | luck | dex | str | luck | luck | will | str | luck | str | dex | dex | luck | will | str | dex |
X Sign | luck | dex | str | luck | luck | will | str | luck | str | dex | dex | luck | will | str | dex | str |
0 Sign | dex | str | luck | luck | will | str | luck | str | dex | dex | luck | will | str | dex | str | will |
1 Sign | str | luck | luck | will | str | luck | str | dex | dex | luck | will | str | dex | str | will | int |
2 Sign | luck | luck | will | str | luck | str | dex | dex | luck | will | str | dex | str | will | int | will |
3 Sign | luck | will | str | luck | str | dex | dex | luck | will | str | dex | str | will | int | will | ? |
4 Sign | will | str | luck | str | dex | dex | luck | will | str | dex | str | will | int | will | ? | ? |
5 Sign | str | luck | str | dex | dex | luck | will | str | dex | str | will | int | will | ? | int | |
6 Sign | luck | str | dex | dex | luck | will | str | dex | str | will | int | will | int | luck | ||
7 Sign | str | dex | dex | luck | will | str | dex | str | will | int | will | int | luck | will | ||
8 Sign | dex | dex | luck | will | str | dex | str | will | int | will | int | luck | will | str | ||
9 Sign | dex | luck | will | str | dex | str | will | int | will | int | luck | will | str | luck | ||
10 Sign | luck | will | str | dex | str | will | int | will | int | luck | will | str | luck | dex | ||
Scissors-shaped Stick | will | str | dex | str | will | int | will | int | luck | will | str | luck | dex | str | ||
Rock-shaped Stick | str | dex | str | will | int | will | int | luck | will | str | luck | dex | str | str | ||
Paper-shaped Stick | dex | str | will | int | will | int | luck | will | str | luck | dex | str | str | will | ||
Music Bottle 'A' | str | will | int | will | int | luck | will | str | luck | dex | str | str | will | dex | ||
Music Bottle 'B' | will | int | will | int | luck | will | str | luck | dex | str | str | will | dex | will | ||
Music Bottle 'C' | int | will | int | luck | will | str | luck | dex | str | str | will | dex | will | luck | ||
Music Bottle 'D' | will | int | luck | will | str | luck | dex | str | str | will | dex | will | luck | str | ||
Music Bottle 'E' | int | luck | will | str | luck | dex | str | str | will | dex | will | luck | str | str | ||
Music Bottle 'F' | int | luck | will | str | luck | dex | str | str | will | dex | will | luck | str | str | int | |
Music Bottle 'G' | int | luck | will | str | luck | dex | str | str | will | dex | will | luck | str | str | int | int |
Bipennis | luck | will | str | luck | dex | str | str | will | dex | will | luck | str | str | int | int | will |
Mace | will | str | luck | dex | str | str | will | dex | will | luck | str | str | int | int | will | will |
Gladius | str | luck | dex | str | str | will | dex | will | luck | str | str | int | int | will | will | luck |
Leather Long Bow | luck | dex | str | str | will | dex | will | luck | str | str | int | int | will | will | luck | |
Longsword for the Amazing Racer | dex | str | str | will | dex | will | luck | str | str | int | int | will | will | luck | ||
Hooked Cutlass | str | str | will | dex | will | luck | str | str | int | int | will | will | luck | str | ||
Ghost Sword | str | will | dex | will | luck | str | str | int | int | will | will | luck | str | int | ||
Fluted Short Sword for the Amazing Racer | will | dex | will | luck | str | str | int | int | will | will | luck | str | int | luck | ||
Star Seeker Lightning Wand | dex | will | luck | str | str | int | int | will | will | luck | str | int | luck | str | ||
Star Seeker Fire Wand | will | luck | str | str | int | int | will | will | luck | str | int | luck | str | will | ||
Bouquet | luck | str | str | int | int | will | will | luck | str | int | luck | str | will | |||
Japanese Fan | str | str | int | int | will | will | luck | str | int | luck | str | will | int | dex | ||
Healing Wand | str | int | int | will | will | luck | str | int | luck | str | will | int | dex | |||
Item Fishing Pole W22 | int | int | will | will | luck | str | int | luck | str | will | int | dex | luck | |||
Pet Instructor Glove | int | will | will | luck | str | int | luck | str | will | int | dex | luck | int | |||
Pet Instructor Stick | will | will | luck | str | int | luck | str | will | int | dex | luck | int | ||||
Practice Short Sword | will | luck | str | int | luck | str | will | int | dex | luck | int | |||||
Dragon Blade | luck | str | int | luck | str | will | int | dex | luck | int | ||||||
L-Rod from Ffion | luck | str | int | luck | str | will | int | dex | luck | int | ||||||
L-Rod | luck | str | int | luck | str | will | int | dex | luck | int | ||||||
(테스트용)쌍검용 롱 소드 | str | int | luck | str | will | int | dex | luck | int | |||||||
(테스트용)쌍검용 바스타드 소드 | int | luck | str | will | int | dex | luck | int | ||||||||
Bone Marine Sword | luck | str | will | int | dex | luck | int | |||||||||
str | will | int | dex | luck | int | |||||||||||
will | int | dex | luck | int | ||||||||||||
int | dex | luck | int | |||||||||||||
dex | luck | int | ||||||||||||||
luck | int | |||||||||||||||
luck | int | |||||||||||||||
int |
lul.
As advertised, there's no obvious pattern from those 98 entries. Then again, it's never been their style to have a short repeating list.
So instead I'm going to approach this from a different angle, and ask the following:
- How is the Erinn Long Term Forecast generated?
And that pattern is?
I think the full patterns used to be listed on the wiki somewhere. Then again, that could have been on one of the other sites. IIRC, the page about it said that the game's weather pattern resets to the beginning every time there's a maintenance.
That couldn't be, otherwise weather tracking scripts would need to know when server resets and reset along with it.
I assumed they check server status the same way as the automatic server status table on the wiki's front page.
Before I jump to any conclusions, how does the automatic server status table work?
Since I don't have permissions to modify the combo box's width, could someone who does adjust it so the number is actually visible?
I'm referring to the SpiritWeaponGrowth javascript, specifically the combo box to the right of "Level".
Does the efficiency rank table really need to be that wide?
It's not terribly wide, but I think everything would fit better if that side of the Growth Efficiency section was narrower.
Re: Latest revision as of 20:36, 5 March 2013 by Kevin: Just in case you were misunderstanding me rather than disagreeing with me: I meant that i think everything would fit better if the width parameters were removed to let the efficiency table shrink to it's natural size so the text area can be widened and take up less space vertically. I also was planning to replace "male" and "female" with 'M' and 'F' get it out of the way further if you hadn't widened it shortly after I tried to narrowed it(or tried to narrow it; it seems i forgot to deal with the width of the outer table cell when i made that edit).
I agree with Kevin, it looked cleaner when it was side by side with the set width parameter. (Though I guess it may look different with different screen resolutions.)
This looks even worse. It shouldn't be using a % width; that varies greatly with different resolutions.
Seeing if I can get a fixed width version to look good...