Equipment Affixes

## Affixes introduction

Do you have questions like can the top gamers take two boss blows with 150 Morning Stars while you can't take even one? Now that you have fairly good equipment, namely a Lv.20 Epic equipment, then why do the others cast a War Cry of 150K and yours is just 100K? If you have such questions, please read further.

Equipment with entries can boost corresponding abilities of heroes, but when so many entries are in front of us, how do we choose and how to properly use Corrosion Potions without wasting them? Here an overview of stable damage types is presented. Conditional damage types are not listed as they have a very fluctuating in-combat performance and thus you should just choose these types freely.

(After the summary we found we did not summarize debuff time types, aoe damage types and dot damage types as these attributes are matched with specific heroes. The way to choose them is similar to what I say below. If you feel interested you can study them yourself.)

## A Detailed Explanation of Equipment Affixes

Given our analysis of the above affixes, I am sure that you have a certain understanding of s equipment affixes now.

**We will now make an overall explanation of choosing and refining equipment in an attempt to help you make full use of the limited resources in the early stage and avoid wasting ores and Corrosion Potions.**

## Equipment selection

**Common equipment**

For example, helmets. Two helmets granted by Quests can cause Leader Damage while the crafted ones can't, so you should rather spend one more ore to upgrade the helmet than craft it. Besides, the two upgraded helmets should equip the DPS. For attribute refinement, full damage and random regeneration are suggested (after all, the chances of them being full is unlikely), or you can simply apply full damage without caring much about the regeneration. All crafted helmets have regeneration. Just fully refine them and use them to equip the tanks.

Clothes: For crafted equipment, South Knight Chestpiece has no Leader Damage but only regeneration, so if you craft many clothes, for example, and South Knight-related clothes come out, the clothes should be given to tanks first and then the healers. DPS should wear Mercenary sets and Empire Knight sets (their affixes should also be refined. Refine Leader Damage to the max with or without enabling regeneration), while for tanks and healers, you are recommended to refine their regeneration to the max.

The selection and comparing of other parts is similar. I am sure friends who can read this long can understand what I mean.

**Sunlight Draw equipment**

For sunlight draw equipment, one of the pieces of clothes has an affix with 3 powerful and valid attributes and Gauntlets have an affix with 4, but Epic equipment is hard to draw, let alone drawing so many of them. So you don't need to take these suggestions seriously.

Special ones: Equipment granted by Quests has some special features, which can be found by comparing them to the affix pool of the same part : Normally crafted Chausses doesn't have regeneration effects, so equipment granted by Quests should definitely be upgraded and then given to tanks.

**In summary, you should have learned something about what equipment heroes should wear, so let's sum it up below:**

## Affix collocation

**Heros-Equipment Affix collocation**

Guard: Equip head/clothes/hand/Chausses with 40 regeneration, belt with intervals and rings with Leader Damage or intervals.

Healer: Belt, Chausses and Ring -15% interval in total; head and clothes have 20% regeneration in total;Chausses can have either the interval or regeneration, but it is definitely better to have both!

DPS: There are many different ways to match DPS. Now I will just offer some guidance here for your reference.

**War Cry damage-Equipment Affix collocation**

Heroes with a high percentage direct damage should have full War Cry damage and Leader damage (Non-carriers do not need to increase War Cry damage),

While for non-damage positions they only need some supporting features like shortening action intervals and regeneration effect buffs (different heroes require different attributes. The Thousand Faces, for example, primarily require intervals . This is just a rough idea. You should still think by yourself about what heroes to use and what DPS affixes to apply).

War Cry is lasting and bursting like the Thousand Faces. Refining the interval and Leader Damage of possible parts to the max will be enough.

## Supplementary Instructions

I will not summarize equipment attributes here because you can have a good match of them based on hero skill types. For example, heroes that have +8% Magic locked can add active healing to healers (armor equipment, after all, has no affixes that can do this),

Double dots damage can be passed to Dire, debuff damage to Undying or to other main carriers for their DPS when the Undying is in the team.

Burst damage is also necessary for the Thousand Faces. An artifact granted by another Quest has +10% dark damage locked in the shape of a book. I forgot its name, but this weapon's basic power is greater than other weapons!

Because repetitive enhancements are too expensive, I didn't test whether the enhanced power is only greater than the basic, or can the overflowing basic part be boosted with the enhancement.

Other weapons are not found to have such high basics. You should pay more attention to that.