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Items and forge: stats, value and costs
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## Item power The stats shown on an item page are its **base values** (rank E, Common, +0). The real value is the base times the item power: $$\mathrm{power} = \mathrm{rarity} \times \left(1 + 0.6\,(\mathrm{rank}-1)\right) \times \left(1 + 0.08\,\mathrm{forge}\right)$$ `rank` is the tier of the item (E = 1, D = 2, C = 3, B = 4, A = 5, S = 6, S+ = 7, Nation = 8) and `forge` its forge level. | Grade | Stat multiplier | Value multiplier | |---|---|---| | F Trash | 0.75 | 0.5 | | E Common | 1 | 1 | | D Uncommon | 1.15 | 1.6 | | C Rare | 1.35 | 2.6 | | B Epic | 1.6 | 4.5 | | A Legendary | 2 | 8 | | S Mythic | 2.6 | 14 | | EX Limited | 2.4 | 12 | - Attack, HP and stat bonuses: base × power (rounded). - Damage reduction: base × rarity × (1 + 0.15 × (rank − 1)) × (1 + 0.03 × forge). - Critical chance: base × rarity × (1 + 0.03 × forge). - Bonus stats (affixes): 1 to 3 times the rank each. ## Item value $$\mathrm{value} = \left\lfloor \mathrm{base} \times \mathrm{rarity\ value} \times \mathrm{rank} \times (1 + 0.3\,\mathrm{forge}) \right\rfloor$$ ## Forge costs Upgrading to level $n+1$ costs: $$\mathrm{cost} = \left\lfloor 10 \times \mathrm{rank} \times (n+1)^{1.35} \times \mathrm{rarity\ value} \right\rfloor$$ shards An upgrade **never fails**. The maximum is +10 (+25 for S-grade weapons, +30 for EX and SP). | Upgrade of a rank E, Common item | Cost (shards) | |---|---| | +0 to +1 | 10 | | +4 to +5 | 87 | | +9 to +10 | 223 | - **Grade climb** (needs +10): $\mathrm{round}_{100}\!\left(300 \times 2.2^{\mathrm{grade}} \times 1.6^{\mathrm{climbed}} \times \mathrm{rank}\right)$ shards; the forge level goes back to +0. - **Reforge**: $\lfloor 2.5 \times \mathrm{value\ at\ +0} \rfloor$ shards. Odds of the new bonuses: [reforge table](/w/overrank/odds#forge).
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