Outfit Attribute Alchemy Tips
Little Mirror's 5 Questions 5 Answers Synthesis Experience Essentials - Transform into Synthesis Master in 5 Minutes
(Since the author completed this guide before Ultimate Synthesis Machines appeared, there are discrepancies with current situation. Changes are marked in bold.)
1. Q: How is the success rate of Clothing Synthesis calculated? What factors are related?
A: Clothing synthesis success rate relates to 4 things: Technical internal affairs value, clothing synthesis level, clothing level to be synthesized, and synthesis machine type used. Technical internal affairs value and clothing synthesis level are directly proportional to success rate - the higher technical internal affairs and clothing synthesis level, the higher clothing synthesis success rate. Clothing level is inversely proportional to success rate - the higher the clothing level to synthesize, the lower the success rate. Regarding synthesis machine type, under the same conditions, when synthesizing clothing levels 1-5 (including 5), Synthesis Machine·Modified has the highest probability, while for clothing levels above 5 (+6, +7, +8), public synthesis machines have the highest probability.(Of course, now with Ultimate Synthesis Machines available, for clothing +7 and below, use Ultimate Synthesis Machine for highest probability)When Mirror has Technical Internal Affairs 110, Clothing Synthesis level 20, using public synthesis machine to dye +7 clothing, success rate reaches 7%; under same conditions with Clothing Synthesis level 25, success rate reaches 8%; under same conditions with Clothing Synthesis level 30, success rate remains 8%. Only with Technical Internal Affairs 120, Clothing Synthesis level 30, using public synthesis machine for +7 clothing synthesis does success rate reach 9%. From this, Mirror believes both Technical Internal Affairs and Clothing Synthesis level are important for clothing synthesis.
2. Q: What's the difference between Regular Synthesis Machine, Synthesis Machine·Modified, and Public Synthesis Machine? Which should I use for clothing synthesis? Is it necessary to buy Synthesis Machine·Modified?
A: Regular synthesis machines are obtained through quests, require no military funds for synthesis, but have the lowest probability - free things are never that good. Synthesis Machine·Modified needs to be purchased with Musou Coins, requires no military funds for clothing synthesis. Public synthesis machines charge military fees based on the number of pills used, for example, synthesizing +7 clothing requires 7 pills, thus 700 military funds. Simply put, under the same conditions, when synthesizing clothing levels 1-5 (including 5), Synthesis Machine·Modified has much higher probability than public synthesis machines; when synthesizing +5 and above high-level clothing, Modified machine's success rate is only half that of public machines (but average synthesis experience gained is twice that of public machines); conversely, public synthesis machines have twice the success rate of Modified machines (but average synthesis experience is only half). Synthesis Machine·Modified reaches 4% success rate for +5 and above clothing and no longer increases with technical values and clothing synthesis levels. Therefore, Mirror suggests that when synthesizing high-level clothing, using public synthesis machines is the best choice. Selecting different synthesis machines based on the clothing level to be synthesized is also important.(When synthesizing clothing +7 and below, using Ultimate Synthesis Machines purchased from antique dealers is the best choice. So now there's no need to buy Synthesis Machine·Modified!)
3. Q: How to quickly improve Clothing Synthesis level? How much does it cost?
A: For Clothing Synthesis, when attribute addition is not available, leveling can only rely on dyeing and tailoring, which requires huge costs. To synthesize clothing, you must have enormous quantities of dyes, fabrics, and pills. However, the prices of dyes and fabrics are quite expensive, making clothing synthesis upgrading difficult. Currently, attribute addition for clothing has been opened, using items and pills to embed resistance into clothing, greatly saving the cost of buying dyes and fabrics, and also saving the number of pills used, making clothing synthesis upgrading easier. On average, the experience gained per pill is relatively fixed at different stages, so the cost of pills cannot be saved much. As mentioned in the previous question, the average synthesis experience obtained from Synthesis Machine·Modified is twice that of the public synthesis machine, and no military funds are required. When adding attributes, most of the time items are not consumed even when synthesis fails. Therefore, if the purpose is simply to improve clothing synthesis level (not pursuing successful dyeing or embedding, or special effects), the most cost-effective method is to repeatedly use Synthesis Machine·Modified for attribute addition on clothing below +5 (+5 and above clothing have too low success rates on Modified machine, only successful attempts yield higher experience). This way, except for the unavoidable cost of pills, you only need military funds to buy 5 types of resistance items. However, this method has no meaning beyond level improvement, as we ultimately pursue successful dyeing and attribute addition as well as special effects.(With Ultimate Synthesis Machines, upgrading becomes easier - just synthesize at home, but the prerequisite is still having high Technical Internal Affairs values for higher success rates and more experience)
4. Q: What do 'dyeing clothing', 'tailoring clothing', and 'washing clothing' mean? How to make so-called 'Holy Clothing'?
A: Dyeing clothing refers to dyeing clothing with 3 types of corresponding dyes: liquid, powder, and concentrated, each corresponding to one color. Tailoring clothing means using specified fabrics and clothing to tailor new styles of ethnic minority clothing. 'Washing clothing', if you understand washing weapons, is similar to washing weapons. So-called 'Holy Clothing' refers to clothing that has 5 special attribute additions, 5 normal attribute additions, and has been dyed or tailored. Similar to washing weapons, special attribute additions are random, so to get full 5 specials, you must repeatedly embed. The difference is that weapons require Musou Coins to quickly remove forging, while clothing only needs successful embedding of other attribute gems to quickly remove embedding. Compared to washing weapons, washing clothing costs much less, as pills are worth only a fraction of gems, and removing embedding doesn't require Musou Coins. However, special effect probability is much lower than weapon forging special probability. Getting full 5 specials on one clothing piece requires great patience. So are there patterns or techniques for special effects? The answer is yes. First, experience proves low-level clothing more easily gets specials than high-level clothing. Basically, attribute addition on +0 clothing using regular synthesis machine takes about 40 pills to get full 5 specials. This is why you see more +6 clothing with multiple specials than +7 clothing with multiple specials in trading. Higher success rates also mean higher special probability, as specials only occur with successful attribute addition. Therefore, choosing public synthesis machines for high-level clothing attribute addition is wise.(Now using Ultimate Synthesis Machines for high-level clothing synthesis is wise)The most crucial point is special enhancement time. Through 5000+ clothing synthesis attempts, Mirror discovered clothing synthesis special enhancement time follows relatively regular and obvious patterns, roughly 10-15 minute cycles. Special enhancement time concentrates in 1-3 minutes of this cycle. If you perform 100 attribute additions and get 5 specials total, these 5 specials basically appear concentrated within 30 pills and 3 minutes. Moreover, when attribute addition produces specials, consecutive specials and continuous specials are quite obvious. If you're lucky enough to get a special, quickly perform another attribute addition - about 60% of the time you'll get a second consecutive special. Then after about 15-20 attribute additions after this consecutive special, 1-2 more specials will appear, ending one special enhancement cycle. How to judge when special enhancement time is approaching? Based on synthesis experience gained. For example, when Mirror does attribute addition, sometimes gaining 1 experience point, sometimes 2, and sometimes 3! When you notice consecutively getting higher than usual experience and consecutive successful additions, it's a sign special enhancement time is approaching. Generally after this phenomenon appears, special enhancement follows. Dyeing clothing at this time also has high success probability. Through testing, Mirror has had 5 instances of immediately dyeing after noticing this situation with immediate success. Once with only one concentrated dye, risked trying +7 dyeing and succeeded. Compared to Mirror's past 5 million military funds spent for one concentrated dyeing, this represents significant experiential progress. Finally, regarding 'special enhancement time', different people have different views. Mirror can only say many games use 'lucky time' programming to control low-probability events in games. These represent only Mirror's personal views, for reference only.
5. Q: Do Item Synthesis and Clothing Synthesis follow the same principles? What is the 'synthesizing unexpected items' in Item Synthesis?
A: Actually, if you have much experience with clothing synthesis, item synthesis becomes quite simple. Because item synthesis requires less cost, simpler methods, and synthesizes consumable items. Items and formulas can be viewed in-game. Except for a few formulas obtained through quests, all other formulas are naturally obtained as levels increase during item synthesis. Similarly, public synthesis cauldrons require military funds, also based on pills used, averaging 100 military funds per pill; coin-purchased 'Synthesis Cauldron·Modified'(and Ultimate Synthesis Cauldron)No military funds required. Because the highest level synthesis items currently available are6level, synthesizing corresponding level items requires corresponding numbers of pills, so in the long run, whether for leveling or item synthesis, purchasing isUltimate Synthesis CauldronOnce and for all and cost-effective, regarding synthesis probability,Ultimate Synthesis CauldronThe probability is much higher than public ones. Unlike clothing synthesis 'unexpected' situations (which are 1. Failed clothing turns unexpected color and extracts concentrated dye, often occurring when dyeing already-dyed clothing; 2. Fabric not consumed), item 'unexpected' situations occur frequently. 'Synthesizing unexpected items' is actually unexpected yet reasonable. Moreover, which two items will unexpectedly synthesize which item is fixed. (For example, 2 Soul-Calming Stone Belts will unexpectedly synthesize a 7-Star Belt.) Item synthesis 'unexpected' items are frequent and common, so you must keep spare item slots available, otherwise synthesized items can only be discarded, which would be too wasteful. Similarly, to rapidly improve item synthesis level, continuously performUltimate Synthesis CauldronPerform synthesis of different types of high-level synthesis items. Certain items will gradually decrease experience gained as you synthesize them more times. Synthesizing items never synthesized before can more easily yield higher experience.
Mirror wishes everyone can save time, effort, and money in synthesis. Sharing synthesis-related essential experience here for everyone. Hope this helps everyone avoid detours and become [Synthesis Masters] soon. Welcome everyone to raise other questions and share experiences!
【Illustration Guide】
Figure 1: Personal Profile.
Figures 2-6: Display one of 5 attributes - Mirror's favorite dark green wind-resistant Holy Clothing set. Creating Holy Clothing based on clothing color and added attribute color is an interesting matter.
Figure 7: Probability of +7 clothing dyeing on public synthesis machine with Technical 110, Dyeing level 30. Can only reach 9% during VIP.
Figure 8: Based on the 'special enhancement time' pattern discovered through the mirror, when increased experience was found, a +7 white black leather light armor was successfully created with just one concentrated dye.







