Hello guys ,
after a long study of the question, I saw that the forums which still speak about the alchemy of silk road, continue to explains that nonsense and legends on the operating systems of alchemy.
I studied this question in a very deep way and as I am exasperated to see that nobody has been able in 15 years + to explain this, I will explain here ,the functioning of the system supposedly impossible to understand .
to do this analysis, it took me 5 months of tests on average 10-12h / day, having had the opportunity to buy equipment and accessories deg 14 from npc on a private server, my test was on these objects.
For that I bouth/destroyed/ sold to npc a quantity of objects impossible to calculate, can imagine more then 1500/ day .
Also was on server with possibility to up items to + 31.
For logically maxed results , teste was made with :
NOT used immo astral or steady, eatch failed item go to npc or destroyed .
( because starting from +11)
If you use clean weapons and rare to find , use immo steady or astral depending of materials and money )
-lucky avatar 4% luck
-lucky buff +15%
-vip effect 30% luck
-lucky powder ( depending lv)
- lucky stones d14 ( depending lv )
-elix access or prot ( depending lv )
For eatch try was used pack of same item x 32 ( one page on char )
Alchemy rules are :
Using lucky from +11. 11/2 -13/2 .
This is pure algorithms.
For eatch try it should be adding max +4 on same try no more. I mean try from +11 to 15 on 32 items .
Equation it’s like that
{32x(+11)>(+4)Lr(11/2-13/2) = 8-30% of number of items to succes .
> =adding max 4
Lr =lucky rules .
This methode will give on 32 items (8-15 items worked to +15)
Make with this system 32x+15 and apply same rules .
Explaining : game its programmed to do not fail too mutch times in a row ,
Its algorithm calculating based on :
- item lv
- item deg
- total lucky on char and buff
- number of total fails already done ,
It can be applied on any deg and lv items to any + goals . Only rules will change depending on server set up and capacity to buy / get many items .
Because for go from +11 to +31 it’s monster amount of items .
Anyway it’s chalenge but totaly 100% methode.
Joymax will hate me 😂, but I decided to share it to public because i m so surprised to see again players talk abouth make fail before or lucky spots zones or dance and burn candles before fuse 😂.
There is no any secrets or any mysterious shits , game makers are not stupid to allow game to make your items fail 50x in a row . Gamers will leave game with absolutely big frustrating.
Each lv / number of items failed /max goal to add / and lucky totaly % make algorithme to allow you to surf on succes and fails tries .
If F its fail and S succes . Following this rules will give algorithm like that
F S F F S F F F F F F F F F F S S F S F F F
In this exemple 5 /21 succes its 25% succes . It mean you got lucky on try .
I repeat , eatch try can give under 8-30% number of items succes .
I hope it’s clear explication : as you noticed my English sux and probably I won’t back on this thread just share it for make happy some old buddys who are for a life fan of sro ( like me )
Enjoy
By Nono