Hi everyone! Sorry for the long hiatus. Decided to take a little break. But I’m back now, and with me being back, so are the translations from Korea!
This article will be going over the changes to Erenor items that will be implemented tomorrow, on March 23, 2017. Remember, this is for Korea, and there is no guarantee that this will be our system.
As many of you may know, on launch in Korea, obtaining Erenor items and synthesizing them was a task for only the biggest of whales, and in the end, was not worth it at all. You can read more about that in my article about synthesizing Erenor items. But, as detailed in the XLGames Player Conference, XL intends to make it easier for players to obtain high-grade Erenor items, and as such, their March patch will have to do with just that.
- 1 Statistics of Erenor before the Update
- 2 The Changes
- 3 Experience Value Changes
Statistics of Erenor before the Update
Before delving into the changes, let’s take a moment to examine the statistics that we received from XLGames about how many Erenor items were made prior to this update in all of Korea.
Below is a table of the number of Erenors crafted in Korea.
|Erenor One-Handed Weapon||38|
|Erenor Two-Handed Weapon||11|
As you can see, a very small amount of Erenor items has been crafted. Only 74 total Weapons were crafted, and most telling of all, only 3 Armor pieces. This just goes to tell how bad the Erenor system was, and how inefficient it was to craft and level up an Erenor item.
XLGames stated that these numbers were much smaller than their original estimates, and that they hope the crafting and synthesizing of Erenor items will be more accessible after this latest patch.
The Stats of Erenor Items
The first thing that XL are changing with Erenor items are the stats on them. Due to Erenor being only slightly better than Ayanad and Obsidian Tier 7 items, a player could obtain a slightly worse item in terms of stats for a fraction of the costs.
XL recognized this problem, and as a result, they are increasing the base stats on Erenor items. In essence, XL is increasing the attacks, those being Melee Attack, Magic Attack, Ranged Attack, and Healing Power, on all Erenor weapons by about 7%, and the armor values, those being Physical Defense and Magic Defense, by about 3%. On Two-Hander Erenor weapons, that Let’s explore that for a moment.
Below are two images of an Erenor Dagger at Divine and its basic stats. The top image is that of the Dagger that is currently live on Korean servers, and the image on the bottom is that of the newer version.
As you can see, the current version of an Erenor Dagger gives 674.8 Melee Attack at Divine, while the new version gives 719.4 Melee Attack, which is a 6.6% increase in Melee Attack to be precise.
In order to see just how large this change is, let us compare it to weapons that we know: Ayanad and Obsidian Tier 7 weapons. At Legendary, an untempered Ayanad Dagger gives 703.9 Melee Attack, while at Mythic, it gives 741 Melee Attack. So then, the new Erenor weapons will be between Legendary and Mythic at just Divine!
In terms of T7s, an Epic T7 Dagger currently gives 672.1 Melee Attack, while a Legendary T7 Dagger gives 751.2 Melee Attack. Again, the new Divine Dagger falls in between the two, making a Divine Erenor weapon superior to both Legendary Ayanads and Epic T7s, while slightly worse than Mythic Ayanads and Legendary T7s.
Also, let us look at the Healing Power on an Erenor Greatclub. The left image is that of the Greatclub that is currently live on Korean servers, and the image to the right is that of the newer version.
Again, it is about a 6.6% increase in terms of Healing Power and Melee Attack, with the newer version providing 863 Healing Power at Divine.
A Legendary Ayanad Greatclub gives 845 Healing, while a Mythic Ayanad Greatclub gives 890 Healing Power. An Epic T7 Greatclub gives 807 Healing Power, while a Legendary one gives 902 Healing Power. As you can see again, a Divine Erenor Greatclub will be between that. One can only imagine how good a Legendary Erenor weapon will be.
In addition to all that, base attributes, those being Strength, Agility, Stamina, Intelligence, and Spirit, have been increased for most Erenor items, with the exception of Two-Hander Weapons, which have been altered slightly in terms of those stats.
Also changing is the amount of Gear Score that an Erenor item gives.
Below are two images comparing basic Erenor daggers, and the Gear Score they give. The top image is of the Erenor currently on Korean servers, and the bottom image is of the Erenor dagger that will soon be the live version.
All in all, that is about a 3% increase in Gear Score from the values present on live servers. So for those wanting to show off their Gear Score, this is great news.
Experience Value Changes
In my previous article about Erenor items and the amount of experience that an item gives towards an Erenor item, I was not able to find the experience for all items. Luckily, XL has made all the new and updated values public, so here they are.
New Experience Values
Please note that I am assuming that these items are Basic in grade.
|Tier||Experience Recieved (Current Version)||Experience Recieved (Post-Patch Version)|
In terms of experience, Obsidian items remain unchanged, as it seems XL wants to push forward crafting over making Obsidian items.
For Dungeon items, I will only be listing some of the experience values.
Mistong Armor gives 125 experience upon synthesizing them at Basic.
Serpentis Armor gives 78 experience upon synthesizing them at Basic.
Changes to Experience Per Grade
You may have noticed that I said that the experience values shown only apply to items at the Basic grade. Why is that? Didn’t I say in my previous article that, unlike my speculation before the current version of patch 3.5 was released, experience does not scale off of grade? What changed then?
Well, perhaps the biggest news of this patch in terms of Erenor items and their synthesizing is that experience granted from items while synthesizing them now scales off of the grade.
XLGames claims that in this new patch, the amount of experience from an item will increase by about 10% each higher grade from the previous grade. This applies to all items used in synthesizing.
So let us take a Basic Ayanad item as an example of this. At Basic, it will grant 2,700 experience. With this new system, a Grand Ayanad item will give about 2,970 experience, and at Rare, it should give about 3,267 experience (If I am interpreting this system correctly). Let’s fast forward a little. At Celestial, Ayanads should give about 4,784 experience per item, which means that you’ll only need about 4 Celestial Ayanads to get from Celestial to Divine!
Well, that sounds quite nice!
Also, XL has revealed that now you will be able to use an item of any grade to synthesize an Erenor item, no matter what the grade of the Erenor item is, as long as the grade is equal to or higher than that of the Erenor item. So, for example, you will be able to use a Mythic T7 on a Rare Erenor item, but you will not be able to use Rare items on a Legendary Erenor item.
Anyhow, that just about concludes today’s article. I will be providing updated costs of how much an Erenor costs to synthesize later this week. I hope you enjoyed hearing about this update as much as I did!
If you have any questions, feel free to ask them in the Comments section below.