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<center>[[File:Random.png|600px|]]</center>
<center>[[File:Random.png|600px|]]</center>
= PlayRO β€” Random Options System =


= πŸ“˜ PlayRO β€” Equipment Random Options =
Random Options add up to '''3 extra bonus lines''' to dropped gear. Each line is rolled independently when the item drops.


Cada equipo puede tener hasta '''3 slots de bonus aleatorios''':
== How it rolls ==
* '''Slot 1 β†’ Common (~100%)'''
{| class="wikitable" style="text-align:center; width:70%"
* '''Slot 2 β†’ Intermediate (~30%)'''
! Line !! Approx. chance !! Note
* '''Slot 3 β†’ Rare (~10%)'''
|-
| 1st line || '''100%''' || Always appears
|-
| 2nd line || '''~30%''' || Additional chance
|-
| 3rd line || '''~10%''' || Low chance
|}
Β 
* The exact bonus set depends on the item slot (weapon, armor, shield, etc.) and internal groups.
* Rarity in the tables below indicates how frequently each category is configured to appear (''Common'' / ''Rare'').
Β 
== Reading the tables ==
* '''Value''' shows the '''min~max''' range that can roll for that category on that slot.
* '''% values''' show a trailing ''%'' (e.g., ''1~5%''); '''flat values''' are plain numbers (e.g., ''50~200'').
* Labels are aggregated (e.g., all elemental resistances are β€œElement Resist” with the combined range).
* We do '''not''' currently offer a reroll/change system.
Β 
----


== πŸ‘‘ Head Upper ==
== πŸ‘‘ Head Upper ==
{| class="wikitable" style="text-align:center; width:85%"
{| class="wikitable" style="text-align:center; width:90%"
! Slot !! Bonus !! Value !! Rarity
! Slot !! Bonus !! Value !! Rarity
|-
|-
| rowspan="5" | 1 || Item HP Heal || +1~5% || Common
| rowspan="4" | 1
| Item Recovery Heal || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Item SP Heal || +1~5% || Common
| Item Recovery SP || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| HP Recovery || +1~5% || Common
| HP Regen || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| SP Recovery || +1~5% || Common
| SP Regen || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Race EXP || +1~3% || Rare
| rowspan="4" | 2
| Max HP || 50~200 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| rowspan="4" | 2 || Max HP (flat) || +50~200 || Rare
| Max SP || 5~20 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Max SP (flat) || +5~20 || Rare
| Base Stat || 1 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| +1 Base Stat || +1 || Rare
| Reduce SP Cost || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Reduce SP Cost || βˆ’1~3% || Rare
| rowspan="2" | 3
| Cast Time Reduction || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| rowspan="4" | 3 || HP Leech || 1~5% || Rare
| After Cast Delay Reduction || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
| SP Leech || 1~5% || Rare
|-
| Cast Time Reduction || βˆ’1~3% || Rare
|-
| After Cast Delay Reduction || βˆ’1~3% || Rare
|}
|}


== πŸ§₯ Garment ==
==🦺 Garment ==
{| class="wikitable" style="text-align:center; width:85%"
{| class="wikitable" style="text-align:center; width:90%"
! Slot !! Bonus !! Value !! Rarity
! Slot !! Bonus !! Value !! Rarity
|-
|-
| rowspan="4" | 1 || Flee || +1~10 || Common
| rowspan="4" | 1
| FLEE || 1~10 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Perfect Dodge || +1~3 || Rare
| Max HP || 50~200 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Max HP (flat) || +50~200 || Common
| Max SP || 5~20 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Max SP (flat) || +5~20 || Rare
| HP Regen || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| rowspan="3" | 2 || Element Resist || +1~5% || Common
| rowspan="3" | 2
| Element Resist || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Ranged Resist || +1~5% || Rare
| Physical Resist || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Physical Resist || +1~5% || Rare
| Perfect Dodge || 1~3 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| rowspan="4" | 3 || Reduce SP Cost || βˆ’1~3% || Common
| rowspan="4" | 3
| Reduce SP Cost || 1~3% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Size Resist || +1~5% || Common
| ATK (%) || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| ATK (%) || +1~3% || Rare
| Size Damage (Physical) || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| ASPD || +1 || Rare
| Ranged Damage || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|}
|}


== πŸ›‘οΈ Armor ==
== πŸ§₯ Armor ==
{| class="wikitable" style="text-align:center; width:85%"
{| class="wikitable" style="text-align:center; width:90%"
! Slot !! Bonus !! Value !! Rarity
! Slot !! Bonus !! Value !! Rarity
|-
|-
| rowspan="4" | 1 || DEF || +1~5 || Common
| rowspan="5" | 1
| DEF || 1~5 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| MDEF || +1~5 || Common
| MDEF || 1~5 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Flee || +1~10 || Rare
| FLEE || 1~10 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Perfect Dodge || +1~3 || Rare
| HP Regen || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| rowspan="4" | 2 || Max HP (flat) || +50~200 || Common
| SP Regen || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Max SP (flat) || +5~20 || Common
| rowspan="4" | 2
| Max HP || 50~200 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Race Resist || +1~5% || Rare
| Max SP || 5~20 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Size Resist || +1~5% || Rare
| Race Resist || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| rowspan="3" | 3 || Max HP (%) || +1~5% || Common
| Element Resist || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Max SP (%) || +1~3% || Common
| rowspan="3" | 3
| Max HP || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| +Base Stat || +1~3 || Rare
| Max SP || 1~3% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
| Base Stat || 1~3 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|}
|}


== πŸ‘’ Boots ==
== πŸ‘’ Boots ==
{| class="wikitable" style="text-align:center; width:85%"
{| class="wikitable" style="text-align:center; width:90%"
! Slot !! Bonus !! Value !! Rarity
! Slot !! Bonus !! Value !! Rarity
|-
|-
| rowspan="4" | 1 || DEF || +1~5 || Common
| rowspan="4" | 1
| HP Regen || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| MDEF || +1~5 || Common
| SP Regen || 1~3% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| HP Regen || +1~5% || Rare
| HIT || 1~5 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| SP Regen || +1~3% || Rare
| FLEE || 1~10 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| rowspan="5" | 2 || EXP vs Race || +1~5% || Rare
| rowspan="4" | 2
| Max HP || 1~3% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Max HP (%) || +1~3% || Common
| Max SP || 5~20 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Max SP (flat) || +5~20 || Rare
| Perfect Dodge || 1~3 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Perfect Dodge || +1~3 || Common
| Base EXP || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| ASPD || +1 || Rare
| rowspan="4" | 3
| Element Resist || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| rowspan="4" | 3 || Element Resist || +1~5% || Common
| Reduce SP Cost || 1~3% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Reduce SP Cost || βˆ’1~3% || Common
| Ranged Damage || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Ranged Damage || +1~3% || Rare
| Physical Damage || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
| Physical Damage || +1~3% || Rare
|}
|}


== πŸ›‘οΈ Shield ==
== πŸ›‘οΈ Shield ==
{| class="wikitable" style="text-align:center; width:85%"
{| class="wikitable" style="text-align:center; width:90%"
! Slot !! Bonus !! Value !! Rarity
! Slot !! Bonus !! Value !! Rarity
|-
|-
| rowspan="4" | 1 || DEF || +1~5 || Rare
| rowspan="4" | 1
| MDEF || 1~5 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| MDEF || +1~5 || Common
| DEF || 1~5 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| HP Regen || +1~5% || Common
| HP Regen || 1~5 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| SP Regen || +1~3% || Rare
| SP Regen || 1~3 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| rowspan="3" | 2 || Max HP (flat) || +50~200 || Common
| rowspan="3" | 2
| Max HP || 50~200 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Race Resist || +1~5% || Rare
| Element Resist || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Element Resist || +1~5% || Common
| Race Resist || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| rowspan="3" | 3 || Size Resist || +1~5% || Common
| rowspan="3" | 3
| Size Resist || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Cast Time Reduction || βˆ’1~3% || Rare
| Cast Time Reduction || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Max HP (%) || +1~5% || Rare
| Max HP (%) || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|}
|}


== πŸ’ Accessory ==
== πŸ’ Accessory ==
{| class="wikitable" style="text-align:center; width:85%"
{| class="wikitable" style="text-align:center; width:90%"
! Slot !! Bonus !! Value !! Rarity
! Slot !! Bonus !! Value !! Rarity
|-
|-
| rowspan="4" | 1 || Hit || +1~5 || Common
| rowspan="4" | 1
| HIT || 1~5 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Crit || +1~5 || Common
| CRIT || 1~5 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| ATK (flat) || +1~5 || Rare
| ATK || 1~5 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| MATK (flat) || +1~5 || Rare
| MATK || 1~5 || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| rowspan="4" | 2 || HP Recovery || +1~3% || Common
| rowspan="5" | 2
| HP Regen || 1~3% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| SP Recovery || +1~3% || Common
| SP Regen || 1~3% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Ranged Damage || +1~3% || Rare
| Base EXP || 1~3% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Base EXP || +1~3% || Common
| Ranged Damage || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| rowspan="4" | 3 || After Cast Delay || βˆ’1~3% || Rare
| Physical Damage || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Cast Time Reduction || βˆ’1~5% || Rare
| rowspan="4" | 3
| ATK || 1~3% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| ATK (%) || +1~3% || Common
| MATK || 1~3% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| MATK (%) || +1~3% || Common
| After Cast Delay Reduction || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
| Cast Time Reduction || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|}
|}


== βš”οΈ Weapon ==
== βš”οΈ Weapon ==
{| class="wikitable" style="text-align:center; width:85%"
{| class="wikitable" style="text-align:center; width:90%"
! Slot !! Bonus !! Value !! Rarity
! Slot !! Bonus !! Value !! Rarity
|-
|-
| rowspan="3" | 1 || Critical || +1~5 || Common
| rowspan="3" | 1
| CRIT || 1~5 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| ATK (flat) || +5~25 || Common
| ATK || 5~25 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| MATK (flat) || +5~25 || Common
| MATK || 5~25 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| rowspan="6" | 2 || Element Damage (Physical) || +1~5% || Rare
| rowspan="3" | 2
| Element Damage || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Element Damage (Magic) || +1~5% || Rare
| Race Damage || 1~5% || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Size Damage (Physical) || +1~3% || Rare
| Size Damage || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Size Damage (Magic) || +1~3% || Rare
| rowspan="3" | 3
| Base Stat || 3 || <span style="display:inline-block; width:100%; background:#C8E6C9; color:#000;">Common</span>
|-
|-
| Race Damage (Physical) || +1~5% || Rare
| ATK || 1~3% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
|-
| Race Damage (Magic) || +1~5% || Rare
| MATK || 1~5% || <span style="display:inline-block; width:100%; background:#E6E6FA; color:#000;">Rare</span>
|-
| rowspan="3" | 3 || +Base Stat || +3 || Common
|-
| ATK (%) || +1~3% || Rare
|-
| MATK (%) || +1~5% || Rare
|}
|}
== Technical notes ==
* '''…_USER''' effects apply when '''your attack element''' matches the tag.Β 
* '''…_TARGET''' effects apply when the '''target’s element''' matches the tag.Β 
* Bonus lines from different slots usually '''stack''' unless stated otherwise on the effect.
== FAQ ==
; Can I choose or change the bonus lines?
: '''No.''' There is no reroll/change system implemented.
; Why do some categories repeat within a slot (e.g., Element Resist)?
: The label is aggregated (e.g., all elements under β€œElement Resist”). The repeated rows reflect multiple internal entries with the same category label on that slot.
; Do these bonuses work with cards/buffs?
: Yesβ€”elemental, race, and size bonuses interact with cards and buffs per standard game rules.
''Pick your gear and good luck with your rolls!''

Latest revision as of 23:27, 28 September 2025

PlayRO β€” Random Options System

Random Options add up to 3 extra bonus lines to dropped gear. Each line is rolled independently when the item drops.

How it rolls

Line Approx. chance Note
1st line 100% Always appears
2nd line ~30% Additional chance
3rd line ~10% Low chance
  • The exact bonus set depends on the item slot (weapon, armor, shield, etc.) and internal groups.
  • Rarity in the tables below indicates how frequently each category is configured to appear (Common / Rare).

Reading the tables

  • Value shows the min~max range that can roll for that category on that slot.
  • % values show a trailing % (e.g., 1~5%); flat values are plain numbers (e.g., 50~200).
  • Labels are aggregated (e.g., all elemental resistances are β€œElement Resist” with the combined range).
  • We do not currently offer a reroll/change system.

πŸ‘‘ Head Upper

Slot Bonus Value Rarity
1 Item Recovery Heal 1~5% Common
Item Recovery SP 1~5% Common
HP Regen 1~5% Rare
SP Regen 1~5% Rare
2 Max HP 50~200 Common
Max SP 5~20 Common
Base Stat 1 Rare
Reduce SP Cost 1~3% Rare
3 Cast Time Reduction 1~3% Rare
After Cast Delay Reduction 1~3% Rare

🦺 Garment

Slot Bonus Value Rarity
1 FLEE 1~10 Common
Max HP 50~200 Common
Max SP 5~20 Rare
HP Regen 1~5% Rare
2 Element Resist 1~5% Common
Physical Resist 1~5% Rare
Perfect Dodge 1~3 Common
3 Reduce SP Cost 1~3% Common
ATK (%) 1~3% Rare
Size Damage (Physical) 1~3% Rare
Ranged Damage 1~3% Rare

πŸ§₯ Armor

Slot Bonus Value Rarity
1 DEF 1~5 Common
MDEF 1~5 Common
FLEE 1~10 Rare
HP Regen 1~5% Rare
SP Regen 1~5% Rare
2 Max HP 50~200 Common
Max SP 5~20 Common
Race Resist 1~5% Rare
Element Resist 1~5% Common
3 Max HP 1~5% Common
Max SP 1~3% Common
Base Stat 1~3 Rare

πŸ‘’ Boots

Slot Bonus Value Rarity
1 HP Regen 1~5% Common
SP Regen 1~3% Common
HIT 1~5 Rare
FLEE 1~10 Rare
2 Max HP 1~3% Common
Max SP 5~20 Rare
Perfect Dodge 1~3 Rare
Base EXP 1~5% Rare
3 Element Resist 1~5% Common
Reduce SP Cost 1~3% Common
Ranged Damage 1~3% Rare
Physical Damage 1~3% Rare

πŸ›‘οΈ Shield

Slot Bonus Value Rarity
1 MDEF 1~5 Common
DEF 1~5 Rare
HP Regen 1~5 Common
SP Regen 1~3 Rare
2 Max HP 50~200 Common
Element Resist 1~5% Common
Race Resist 1~5% Rare
3 Size Resist 1~5% Common
Cast Time Reduction 1~3% Rare
Max HP (%) 1~5% Rare

πŸ’ Accessory

Slot Bonus Value Rarity
1 HIT 1~5 Common
CRIT 1~5 Common
ATK 1~5 Rare
MATK 1~5 Rare
2 HP Regen 1~3% Common
SP Regen 1~3% Common
Base EXP 1~3% Common
Ranged Damage 1~3% Rare
Physical Damage 1~3% Rare
3 ATK 1~3% Common
MATK 1~3% Common
After Cast Delay Reduction 1~3% Rare
Cast Time Reduction 1~5% Rare

βš”οΈ Weapon

Slot Bonus Value Rarity
1 CRIT 1~5 Common
ATK 5~25 Common
MATK 5~25 Common
2 Element Damage 1~5% Common
Race Damage 1~5% Common
Size Damage 1~3% Rare
3 Base Stat 3 Common
ATK 1~3% Rare
MATK 1~5% Rare

Technical notes

  • …_USER effects apply when your attack element matches the tag.
  • …_TARGET effects apply when the target’s element matches the tag.
  • Bonus lines from different slots usually stack unless stated otherwise on the effect.

FAQ

Can I choose or change the bonus lines?
No. There is no reroll/change system implemented.
Why do some categories repeat within a slot (e.g., Element Resist)?
The label is aggregated (e.g., all elements under β€œElement Resist”). The repeated rows reflect multiple internal entries with the same category label on that slot.
Do these bonuses work with cards/buffs?
Yesβ€”elemental, race, and size bonuses interact with cards and buffs per standard game rules.

Pick your gear and good luck with your rolls!