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Possible Tunings List


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For a more informative & updated list please check here!

Like the title says, here I'll be telling you all possible tunings for items. First and foremost I'm going to announce this now. Do not message me with questions of any sort related to this topic. That includes any inquiry relative to optimal gear or optimal tuning. I will not respond. This game consists of preferences, find what you want or you think you need & get it. I don't have the time explain intricacies of it, so my only tip is to read very closely. Here are some basics of items
    --Every so many levels new tunings become available
    --You may not have more than one type of damage on an item. ( I.E If you have a Magical Crit Rate tune on an item, you will never receive Physical Crit Rate so long as you keep that tune. ) [Effect (R) & Costume Weapons are exempt to tuning law] 
    --You may not have more than one situational damage on an item. ( I.E If you have Back Attack crit dmg, you will never receive Aerial crit dmg so long as you keep that tune. ) [Effect (R), Shoes, Chest, & Waist costumes are exempt to this tuning law] [Costume 
    --You may not have more than one mob type damage on an item. ( I.E If you have Unarmored enemies, you will never receive damage to Lightweight enemies so long as you keep that tune. )
    --This guide shows the lowest possible value ( D rank) and the highest possible value ( S rank ) for tunings. C, B, and A grade are in-between these values.
    --Every tune has a static % ( Meaning other than getting a higher rank tune, there is no way to improve them ). I.E, A, D rank Additional physical damage will ALWAYS give 5% for Core & an S rank Additional physical damage will ALWAYS give 10% for Core.

Cores

Item Level 1 ~ 5
Additional Physical Damage 5.0% ~ 10.0%
Additional Magical Damage 5.0% ~ 10.0%
Attack Speed 3% ~ 5%
Physical Critical Rate 2% ~ 5%
Magical Critical Rate 2% ~ 5%

At Item Level 10, the following tune(s) become available for Cores
Physical Critical Damage 5% ~ 20%
Magical Critical Damage 5% ~ 20%
Skill Cooldown 3% ~ 5%

At Item Level 15, the following tune(s) become available for Cores
Physical Defense Penetration Rate 5% ~ 10%
Magic Defense Penetration Rate 5% ~ 10%
Skill Resource Cost Reduction 7% ~ 15%
Phase Power Charging Speed 7% ~ 20%
Damage Release Phase Power Boost 2% ~ 10%

At Item Level 20, the following tune(s) become available for Cores
Aerial Attack Damage 2% ~ 10%
Aerial Attack Critical Rate 2% ~ 10%
Aerial Attack Critical Damage 4% ~ 20%
Aerial Attack Defense Penetration 4% ~ 20%
Back Attack Damage 4% ~ 14%
Back Attack Critical Rate 4% ~ 18%
Back Attack Critical Damage 6% ~ 27%
Back Attack Defense Penetration 6% ~ 27%
Chase Attack Damage 3% ~ 12%
Chase Attack Critical Rate 3% ~ 12%
Chase Attack Critical Damage 5% ~ 24%
Chase Attack Defense Penetration 5% ~ 24%

On Cores you may gain +1 to your Finishing Moves & Normal Skills. It's difficult to pin-point when these tunes are available, it's only easy to discern that they exist.
Finishing Move +1 tunings are exclusive to Cores

No additional tunings are added past level 20. Will update if needed.

Modules

Item Level 1 ~ 5
Physical Critical Rate 1% ~ 2.5%
Magical Critical Rate 1% ~ 2.5%

At Item Level 10, the following tune(s) become available for Modules
Attack Speed 1% ~ 3%
Physical Critical Damage 2% ~ 5%
Magical Critical Damage 2% ~ 5%
Skill Cooldown 1.5% ~ 3%

At Item Level 15, the following tune(s) become available for Modules
Moving speed (%) 1% ~ 3%
Skill Resource Cost Reduction 1.5% ~ 3%
Phase Power Charging Speed 4% ~ 12%
Phase Power Release Duration 4 seconds ~ 12 seconds
Damage Release Phase Power Boost 3% ~ 5%

At Item Level 20, the following tune(s) become available for Modules
Aerial Attack Damage 3% ~ 5%
Aerial Attack Critical Rate 3% ~ 5%
Aerial Attack Critical Damage 6% ~ 10%
Back Attack Damage 4% ~ 7%
Back Attack Critical Rate 6% ~ 10%
Back Attack Critical Damage 8% ~ 14%
Chase Attack Damage 3% ~ 5%
Chase Attack Critical Rate 3% ~ 5%
Chase Attack Critical Damage 8% ~ 14%

On Modules you may gain +1 to Normal Skills. It's difficult to pin-point when these tunes are available, it's only easy to discern that they exist.
No additional tunings are added past level 20. Will update if needed.

Shields

Item Level 1 ~ 5
Physical Damage 8 ~ 15
Magical Damage 8 ~ 15
Physical Defense 45 ~ 109
Magical Defense 45 ~ 109
Max HP increase 92 ~ 135
Physical Critical Damage 1% ~ 3%
Magical Critical Damage 1% ~ 3%

At Item Level 10, the following tune(s) become improved/available for Shields
Physical Damage 11 ~ 23
Magical Damage 11 ~ 23
Physical Defense 77 ~ 140
Magical Defense 77 ~ 140
Max HP increased 111 ~ 165
Max MP increase 27 ~ 36

At Item Level 15, the following tune(s) become improved/available for Shields
Physical Damage 15 ~ 29
Magical Damage 15 ~ 29
Physical Defense 109 ~ 172
Magical Defense 109 ~ 172
Max HP increase 135 ~ 200
Max MP increase 32 ~ 41
Ignore Physical Defense 14 ~ 26
Ignore Magical Defense 14 ~ 26

At Item level 20, the following tune(s) become improved/available for Shields
Physical Damage 23 ~ 39
Magical Damage 23 ~ 39
Physical Defense 140 ~ 204
Magical Defense 140 ~ 204
Max HP increase 165 ~ 243
Max MP increase 36 ~ 45
Physical Critical Damage 1% ~ 3%
Magical Critical Damage 1% ~ 3%
Ignore Physical Defense 21 ~ 35
Ignore Magical Defense 21 ~ 35
Aerial Attack Damage 3% ~ 5%
Back Attack Damage 3% ~ 5%

This is where Shields differ from Cores & Modules. Normally, any item has access to all previous/lower level tunings. This is not the case with shields. As you've noticed, from levels 1 - 20, there are recurring tunes, with different values. Past level 60, none of the prior tunes are available on shields & are instead swapped for % tunes instead of raw values. Keep this in mind when tuning.

At Item Level 60, the following tune(s) become available for Shields

Total Physical Damage 1.0% ~ 3.0%
Total Magical Damage 1.0% ~ 3.0%
Total Physical Defense 1.0% ~ 4.0%
Total Magical Defense 1.0% ~ 4.0%
Physical Critical Damage 1% ~ 3%
Magical Critical Damage 1% ~ 3%
Physical Defense Penetration 1% ~ 3%
Magic Defense Penetration 1% ~ 3%
Aerial Attack Damage 3% ~ 5%
Back Attack Damage 3% ~ 5%
Chase Attack Damage 3% ~ 5%
Total HP 1.0% ~ 3.0%
Total MP 1.0% ~ 2.0%

You are unable to get +1 to skills of any sort on shields.
No additional tunings are added past level 60. Will update if needed.

Recievers
Physical Critical Hit Rate 1% ~ 2%
Magical Critical Hit Rate 1% ~ 2%
Physical Critical Damage 1% ~ 4%
Magical Critical Damage 1% ~ 4%
Increased Damage to Unarmored 3 ~ 7%
Defense Penetration to Unarmored 3% ~ 12%
Increase Damage to Light-Armored 3 ~ 7%
Defense Penetration to Light-Armored 3% ~ 12%
Increase Damage to Middle-Armored 3% ~ 7%
Defense Penetration to Middle-Armored 3% ~ 12%
Increase Damage to Heavy-Armored 3% ~ 7%
Defense Penetration to Heavy-Armored 3% ~ 12%
Increase Damage to Building type 3% ~ 7%
Defense Penetration to Building type 3% ~ 7%
HP Regen rate per 3 seconds 9 ~ 21
MP Regen rate per 3 seconds 9 ~ 21
Skill Resource Cost Reduction 1% ~ 2%
Phase Power Charging Speed 3% ~ 7%

You Recievers you may get +1 to certain Passive skills ( excluding character passives ). These passives include Basic Attack Training ( Basic Attack, Ability Training ( Total HP ), Physical DEF Rate ( Additional Rate Physical DEF ), Magical DEF Rate ( Additional Rate Physical DEF ), and Chance Item Rate ( Additional Item ).
Recievers have only one table of drops, they never gain any additional tunings.

Costumes

Weapon, Gloves 3*
Physical Damage 5 ~ 60
Physical defense penetration Rate 1% ~ 5%
Magical Attack Power 5 ~ 60
Magical Defense Penetration Rate 1% ~ 5%
Total Physical Damage 0.5% ~ 5.0%
Total Magic Damage 0.5% ~ 5.0%
Physical Critical Hit Rate 1% ~ 5%
Magical Critical Hit Rate 1% ~ 5%
Physical Critical Damage 1% ~ 25%
Magical Critical Damage 1% ~ 25%

Hair, Hat 3*
HP Regen rate per 3 seconds 0.6 ~ 4.5
MP Regen rate per 3 seconds 0.3 ~ 1.5
Phase Power Charging Speed 1% ~ 10%
Phase Power Release Duration 1 second ~ 10 seconds
Additional Item 0.5% ~ 5%
Damage Release Phase Power Boost 1% ~ 10%
Moving speed (%) 0.5% ~ 3%
Attack speed 0.5% ~ 3%

Top, Bottom, Wings 3*
Max HP increase 20 ~ 500
Maximum MP increase 10 ~ 150
Total Physical Defense 0.5% ~ 3.0%
Total Magical Defense 0.5% ~ 3.0%
Additional Physical Defense rate 0.5% ~ 3%
Additional Magical Defense rate 0.5% ~ 3%

Shoes, Chest, Waist 3*
Aerial Attack Damage 1% ~ 10%
Aerial Attack Critical Rate 1% ~ 10%
Aerial Attack Critical Damage 1% ~ 10%
Back Attack Damage 1.3% ~ 12.5%
Back Attack Critical Rate 1.3% ~ 12.5%
Back Attack Critical Damage 1.3% ~ 12.5%
Chase Attack Damage 1.3% ~ 12.5%
Chase Attack Critical Rate 1.3% ~ 12.5%
Chase Attack Critical Damage 1.3% ~ 12.5%
In addition to these, the aforementioned may also receive +1 to Force Cancel, Phase Power Release, Skills, & FMs.

Eyes, Ears, Mouth, Leg, Effect(L) 3*
Skill Cooldown 0.5% ~ 3%
Skill Resource Cost Reduction 0.5% ~ 3%
Additional Credit 0.5% ~ 5%
Additional Experience: 0.5% ~ 5%
Physical damage reflect 1% ~ 15%
Magical damage reflect 1% ~ 15%
Effect (L) Exclusively of the four listed may receive +1 to Passive skills, and may receive duplicate of said tune.

Effect (R) May receive ANY tune from ANY costume category, as well  to +1 to any skill from any category.

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  • 3 weeks later...

Can there be 2 instances of Crit Rate/Crit Dmg/Penetration in an item? I mean, one from Physical or Magical, and the other from situational damage.

Ah scratch that, I checked all my items and I have a double Crit Rate on one of them (Magical and Aerial).

Edited by cruzerblade1029
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