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  • Новые ответы

    • Introduction   Amplifying (amping) is a feature in Warspear Online that you can't avoid if you wish to reach the endgame content. It's a simple feature. You buy signs of imperishability (signs) and correct enhancement spheres, and then you spam the amping button until you have the desired level of amplification. Sounds easy, until you realize that you have lost all your gold or miracle coins and the amplification level of the piece of equipment didn't even increase. When this happens, players may feel emotions of hopelessness, become addicted or develop various superstitions.   In this three-part guide, I will first clarify which factors affect the probability of successful amplification (amping chance), then share my ideas on how amp sustainably and lastly present some calculated approximations of the amping chances.   1. The factors affecting the outcome of amping   A successful amplification relies purely on luck, and there's nothing you can do to increase your luck. There are no secret rituals, good-luck charms or magical in-game areas to increase your amping chances. Also, all the signs and spheres are the same. The signs from guild tournament rewards are not any luckier than those bought from the miracle shop, and it doesn't matter how you acquire your spheres either.   Sometimes you may feel as if there was a hidden game mechanic that occasionally drops your amping chances to zero but there isn't. Relogging, unequipping and re-equipping the item you are trying to amp, temporarily changing your method of insurance or moving to a different location do not help you. You should also know that the amping chances are not affected by your character's level or the level or the rarity of the piece of equipment you wish to amp.   The only factors affecting the amping chances are the type of the piece of equipment and the level of amplification of the said piece. What we know is that one-handed weapons are harder to amp than defensive pieces of equipment and two-handed weapons are harder to amp than one-handed weapons. Additionally, it is possible that the amping chances for different defensive items have not been determined by using a single formula. For example, I suspect, based on experience, that amulets are harder to amp than other accessories. It would be logical since amping them is much more beneficial than amping rings or bracelets but I don't have the evidence to confirm this.   2. How to cope with bad luck in amping? (This part is primarily aimed for those who don't buy signs with miracle coins)   Amping is likely based on some kind of random number generator, and they have the tendency to be occasionally ruthless. You can imagine a normal distribution curve (like the one in the drawing at the beginning of this guide). Most of the time you are in the middle, sometimes you are lucky and find yourself from the left tail but way too often for your liking you are in the right tail which means that the item you are trying to amp is "cursed". When you are in this kind of situation, you will quickly lose all your signs (and savings too if you keep buying new signs) without gaining anything in return leaving you no other option but to cry.   You can't avoid bad luck but you can choose how to approach it. My advice is to aim for economic and mental sustainability (in which the term "sustainability" simply refers to practices that could go on even forever).   2.1. Economic sustainability In this guide, the economic sustainability simply means dividing your ampings into different weeks and always regathering all the spent resources before the next amping session. In other words, you don't gather a huge amount of amping resources over a long period of time to use them all in one evening. Instead, you amp in small quantities at a time over a long period of time. The point of this is to make your personal in-game economy steady because it's easier to motivate yourself to collect a small amount of gold weekly than a huge amount of gold after you have lost everything.   You can make the economic sustainability easy by calculating how much gold you can get each week and then checking how many sets of signs and spheres you can afford with that gold. Usually it's one, two or three sets each week depending on your server's prices and the amount of time you are able to spend on the game. Just remember to keep your weekly goals as such that they don't exhaust you. If you wish, you can use your personal storage as a bank where you collect all the gold needed for your weekly amping. The leftover gold can then be freely used for other purposes.   2.2. Mental sustainability In this guide, the mental sustainability refers to a way of thought in which feelings associated with amping, such as anticipation, disappointment and frustration, are abandoned (to an extent that is possible for you). When there is no anticipation, there is no disappointment, and when there is no disappointment, there is no frustration, and when there is no frustration, amping becomes emotionally light. Deep frustration may just cause you to drop the amping at the halfway preventing you from achieving your goal. Indeed, in this system of thought, the only thing in your mind (while amping) should be your goal. You only amp because that is the way to reach your goal, eventually. Amping for emotional reasons will only make you develop a condition similar to an addiction.   3. The amping chances   The exact amping chances are not public information but some approximations can still be calculated. In this part of the guide, I will present the results of my attempts of doing so. To obtain data, I watched numerous amping videos on YouTube and counted how many signs were spent for each level of amplification. Unfortunately, I only have the amping chances for defensive pieces of equipment and one-handed weapons because I could find enough amping videos only about them.   Keep in mind that the numbers presented here are certainly more or less inaccurate (or they could even be completely wrong) but they may still give you an idea of what the real amping chances could be. With these numbers, you can try to calculate how much time it would take for you to reach the level of amplification you desire. Just remember that these are just averages and you are likely a lot unluckier than you expect yourself to be.   The amping chances for defensive equipment (sample size: 40) These numbers may not be applicable to amulets.   The amping chances for one-handed weapons (sample size: 25)   Now that you have read this guide, you should understand all about amplifying. Good luck!   The guide ends here but if you want to see some additional charts and information about my calculations, you can open the spoiler below.  
    • Recomendamos entrar en contacto con el equipo de servicio técnico. https://warspear-online.com/es/support
    • Bem vindo ao primeiro guia para xamãs no warspear online eu sou Fabclover é serei seu tutor, darei dicas de como jogar de xamã (pve)   Passo número 1 pontos de habilidades para iniciantes: Tenta chegar no lv 10 que vc ficara com 5 pontos pra poder upar suas abilidades com os 5 pontos vc vai upar as seguintes abilidades pra iniciar com segurança:   Esfera relanpejante: 1/5 (por conta que o xamã é classe suporte é não precisa desse tipo de ataque então deixa 1/5).   Espírito restaurador: 3/5 ( simplesmente o xamã é uma classe de cura então ele precisa de uma cura no início do game).   Proteção telúrica: 3/5 ( porque xamã não tem muita defesa por isso te recomendo vc upar também pra ter uma defesa).   Terremoto: 2/5 (esta habilidade é boa que pode travar seu inimigo e da um ótimo dano também).   Impacto relanpejante 1/5 ( Simplesmente esta habilidade é usada em pvp, mais o meu guia é sobre xamã Pve             
    • Слабовато Денис, переделывай !  
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