WiresForgeOfGoodtential
Reworks the Forge of Potential into a player-controlled risk system with scaling idol requirements, trophy offerings, jackpots and optional high-risk under-tier idol destruction.
模組介紹 作者原文
Wire's Forge of Goodtential
Forge of Goodtential changes how the Forge of Potential calculates refinement risk.
The selected idol controls the power and risk of the attempt. An optional trophy can make a safe attempt more reliable. Lower-tier idols can also be used as a high-risk, high-reward option.
Quality and base success chance
Let:
- Qmax = the item's normal maximum quality.
- Q = the item's current quality.
- R = extra refinement already gained above the normal cap.
R = max(0, Q - Qmax)
The base success chance is:
Success = max(65%, 90% - 5% × R)
This gives:
| Extra refinement R | Base success |
| ---: | ---: |
| 0 | 90% |
| 1 | 85% |
| 2 | 80% |
| 3 | 75% |
| 4 | 70% |
| 5+ | 65% |
The displayed success percentage includes both normal +1 results and jackpot results.
Minimum safe idol
Every item has a minimum safe idol tier for its next refinement.
For an item with a normal maximum quality of 4:
| Target quality | Minimum safe idol |
| ---: | --- |
| Q5-Q7 | Item's native idol tier |
| Q8-Q10 | +1 idol tier |
| Q11-Q13 | +2 idol tiers |
| Q14-Q16 | +3 idol tiers |
| Q17-Q19 | +4 idol tiers |
| Q20-Q22 | +5 idol tiers |
The progression continues until Bloodgold, which remains the highest required tier.
The default selected idol is always the lowest safe idol available for the item.
Safe idols
A safe idol is an idol at or above the minimum safe tier.
Using the minimum safe idol keeps the base success/failure distribution for that refinement level.
Using a stronger idol reduces bad outcomes.
For each idol tier above the minimum:
Ordinary failure multiplier = 0.72 ^ tiers_above
Reset multiplier = 0.45 ^ tiers_above
The probability removed from those outcomes is added to success.
Failure types
Before the item has gained 2 extra quality levels, a failed roll is an ignore result: the idol is consumed and the item is unchanged.
At 2 or more extra quality levels, ordinary failure can lower the item's quality.
At 4 or more extra quality levels, a failure can remove multiple gained quality levels.
At 5 or more extra quality levels, a reset outcome becomes possible. Reset returns the item to its normal maximum quality instead of destroying it.
Trophy offerings
One trophy may be offered on a safe attempt.
Trophies reduce bad outcomes. Their effect depends on the strength of the defeated creature relative to the item being refined.
Each trophy has an internal prestige score. The item also has a reference prestige based on its progression.
For an item above its normal quality cap:
Item tier reference = native tier + (extra quality / 3)
Tier prestige anchors are:
| Tier | Prestige |
| --- | ---: |
| Wooden | 6 |
| Bronze | 20 |
| Iron | 30 |
| Silver | 40 |
| Black Metal | 48 |
| Black Marble | 58 |
| Flametal | 68 |
| Bloodgold | 82 |
Let:
delta = trophy prestige - item prestige
M = clamp(e ^ (-0.11 × (delta + 9)), 0.03, 0.98)
Then:
Ordinary failure ×= M
Reset chance ×= M ^ 1.8
A stronger trophy therefore has a much larger effect on a weaker item, while an outdated trophy has very little effect on a highly refined item.
Trophies cannot be used with an under-tier idol.
Under-tier idols
An idol below the minimum safe tier can still be used.
This changes the attempt into a destruction gamble.
Let:
D = minimum safe idol tier - selected idol tier
For every tier below the minimum:
Success chance -= 2.5 percentage points
Jackpot trigger += 10 percentage points
All non-success probability becomes destruction.
Example:
If the minimum safe idol would give:
85% success
10% ignore
5% reset
then one tier below becomes:
82.5% success
17.5% destruction
30% jackpot trigger on a successful attempt
Two tiers below becomes:
80% success
20% destruction
40% jackpot trigger on a successful attempt
A destruction result destroys the item and returns its recoverable crafting materials.
Because destruction can return materials, under-tier attempts require enough free inventory space for those returned items.
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