Gear Refinement

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This page tries to answer your gear refinement questions. Check Combat Stats if you don't yet understand what each stat is for.
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Option 	Range
Single Stats 	Upto 20 each, and upto 2 per refinement.
"All Stats" 	Upto 10
-% Exploration Time 	Upto 2%
Quarry Discovery Chance 	Upto 2% (needs confirmation)
Production of specific material	Upto 10%
Production in Element Dungeon 	Upto 20%
-% Rift/Cube Mode DMG 	Upto -6%
ASPD 	Upto 3% (needs confirmation)
Crit Rate/DMG 	Upto 10%
MSPD 	Upto 10%
DMG to Alliance Boss 	Upto 5%
Blessing 	Upto 2 each
DMG in Cube Mode 	Upto 5% each
Building Capacity/Profit 	Who cares.
 	
 	
 	
 	
Note: Each "+Blessing" gives a 0.2% damage bonus, for up to 5% bonus.
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Unless refinement materials are limited, you should try to get all the ideal options on gear. Otherwise, try for the best ideal+other options combination you can get. 
Always keep in mind that pure PAtk and MAtk refines aren't all that they seem.
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*Ideal Options
**Crit DMG
**Crit Rate
**-% Rift DMG : Only if you plan to use an adventurer such as Jin Andre or Aries in rift as a tank.
*Other Options
**MSPD : A decent refine for slow adventurers like Elise.
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*Ideal Options
**-% Rift DMG : You need one set of items dedicated to this option if you want to use your own Shield Knight in Rift mode.
**-% Cube DMG : Not required for first 10 levels, but tanking is very difficult for levels 11-12.
*Other Options
**HP : Better than Def stat, which only helps against PAtk and not MAtk.
**MSPD : Only useful in specific situations, and not very useful at all for SK like Kentom.
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*Ideal Options
**Crit Rate : Mages have 20% base crit rate, making this refine very good.
**Crit DMG : Doubt crit refines are amazing for mages. 
*Other Options
**ASPD : Refined ASPD isn't very high, but hey, if can't get both crits, go for crit DMG + ASPD.
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*Ideal Options
**ASPD 
**Crit DMG : To make those big heals bigger.
*Other Options
**Crit Rate : Ideal for Elle, who has 20% base crit rate.
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*Ideal Options
**ASPD : Archers need to hit faster especially because of their on-hit effects like knockback, and most have "Every X attacks" skills.
**Crit DMG : For some combatants like Juhong, you're counting on its death-AoE to crit and wipe the enemy party. Crit DMG is much better for this than crit rate.
*Other Options
**Crit Rate : Not as useful with their base 8% crit rate. Even at perfect refines (50% crit rate), it only adds about 4% more crit rate for an actual total of 12%.
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* PRD/MNG : For general-use +6 legendary equipments (can go upto 20 on each, upto 20 on TRS and upto 10 on "All Stats").
* "Increase production in Element Dungeon by 0~20%" : For farming event dungeons and dungeons which don't require the PRD/MNG refines to properly man. Much better than TRS which barely seems to have any effect, although some people are questioning how useful this option is too.
* "Increase Material production by 0~10%" : Probably best used on Fantasy Stations that already have stats to spare even on the best dungeons, to increase the production of Gems.
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* MBT/LCK/DSC : As necessary, it's a good bonus for normal exploration.
* "Exploration time -0~2% in Area Group/Zone Type": It's a huge hidden MBT bonus for detailed exploration, where turns can go over 1000 even with Fantasy explorers.
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*Approximately 23.5 copies of a pieces of Mythic gear are required to create a +10 upgraded version of that piece of Mythic gear.