Jump to content

Recommended Posts

Posted

My friend have just got Demon Sword+7 (P.Atk 203, M.Atk 132). I and he work together to test unreal enchant. It means that you set up a shop and sell enchant for 1 adena... We just test the time that the item broken but it was still in my friend's inventory. After that we just wait until the item failed 2 times and then we enchant real to the DS, and we got DS+7. I think that We just only use this method for safe enchants. Any ideas from you will help us get closer to safe enchants. Thanks !!!

Posted

Well it's all about statistics. If you get 10 failed in a row, you should have more chance to have a success after this. Well this is my opinion but it's not that easy because you don't have more chance.

 

 

 

If you take a coin, the chance of getting on side is 1/2. Even if you had 100 times the same side, the next time it will be 1/2 to have the other side. (it has been a couple of year since my last stat lesson so I may have forgotten some things.)

Posted

Really they have no correlation with each other, its all about luck IMO... I've enchanted a lot before (getting 6 fake enchants in a row) and still breaking on the 7th... really its all about luck... but I normally wait for 3 fake enchants (breaking) and go for an enchant a good chance it actually DOES work... I'm not sure why probably just my luck.

Posted

I hear idea, but don't test it myself:

 

if u enchant your weapon or armor when NPC-server not started yet, then function "main" (auth.) don't check chances of enchant. So u can enchant with 100% chance of success.

 

It was at C1.

  • 1 year later...
Guest
This topic is now closed to further replies.


  • Posts

    • We are taking new orders. Kindly DM us on Telegram!
    • Our sales are ongoing. Bump. 08 July 2025 Telegram: ContactDiscordAccS
    • Our sales are ongoing. Bump. 08 July 2025 Telegram: ContactDiscordAccS
    • Hi there, I am interested. How can I contact you?
    • Server Hardware Configuration:   Recommended Configuration: CPU i7 with 3.0GHz frequency, 6 cores or more, solid-state drive, 16GB RAM or more. Recommended to use Experience Mode for gaming with no less than 1000 FakePlayers on the server. For optimal gaming experience, FakePlayer levels in Immersive Mode need to be higher than the script requirements. Siege War: Clan members must be level 40 or above to run siege war scripts. Olympics: Must be level 76 or above to run Olympics scripts.   Game Mode Introduction:   Immersive Mode: FakePlayers start from level 1, simulating real player growth paths, suitable for nostalgic and new players. Experience Mode: FakePlayers are randomly assigned levels 1-85, with fixed levels, suitable for quick game experience or veteran players revisiting classics. Mode Switching Guide: Default setting is Experience Mode. To switch to Immersive Mode, edit the GameMode item in \gameserver\config\jf_config.properties file, changing the value from True to False.   Clan System Features:   FakePlayers automatically create and manage clans, supporting player declarations of war against them. Automatically identifies enemy clans and organizes teams for battle. Players can easily manage clan members through custom commands, including teaming, summoning, resting, and other functions.   Classes and Custom Commands:   Considering the single-player environment, some classes have been merged and optimized, such as Bard, Support, and Dwarf classes. FakePlayers automatically utilize fashion, vehicles, transformation, and bracelet systems to enhance game diversity. Provides rich custom commands such as .RandomTeam, .SummonTeammate, etc., enhancing interaction between players and FakePlayers.   Activity Participation:   FakePlayers can automatically join TVT battles, GVG competitions, CtF capture the flag, and other exciting activities, providing players with rich gaming experiences.   Siege War Instructions: In the GM menu, you can apply, withdraw, and teleport to castle-related maps.When it's not siege event time, you can manually start siege wars.   FakePlayer siege behavior is controlled by scripts. During sieges, you can form regular teams and alliance teams, but cannot form clan teams or use clan summoning commands.   Siege Time Settings:   Siege application deadline modified to 5 minutes before registration closes. Siege duration changed from 2 hours to 30 minutes. Next siege time after siege ends adjusted to once per week. After FakePlayers obtain castle ownership, they automatically announce the next siege time as the nearest Sunday around 8 PM. When real players obtain castles, they need to manually set the next siege time or use default time.   Siege War Process: FakePlayers automatically apply for sieges, automatically conduct siege activities every Sunday and obtain castle ownership.   When castle is initially owned by NPCs: When there's only 1 attacking clan, obtaining the castle seal ends the siege war. When there are 2 or more attacking parties, in the first attack, attacking clans automatically form temporary alliances, players won't be selected and won't attack alliance members. After one party successfully seals, enters castle ownership alternation phase. Temporary alliance dissolves, battlefield transforms to full attack state where both attackers and defenders can attack each other. When castle is initially owned by FakePlayer clans or real players: After obtaining castle seal, enters castle ownership alternation phase.   Olympics Competition Instructions: Default activity time is daily from 18:00 to 00:00 the next day. Can be activated through GM console outside time periods.Non-time period activation method: GM console > Olympics > Start Olympics   Players must be nobles in main class state to participate in Olympics. FakePlayers automatically obtain noble status when participating in Olympics. Recommended to enable script control, this setting allows FakePlayers to automatically register for Olympics to generate real FakePlayer Olympics data. Setting activation: jf_config.properties --> lines 314, 321, 328. After players register for classless, individual class, and unlimited team competitions, FakePlayers and FakePlayer teams will automatically be generated for companionship. Scoring rules are consistent with official servers. Olympics runs monthly cycles, with settlement days on the 1st and 15th of each month. At cycle end, FakePlayers automatically apply to become heroes, players need to manually perform hero certification to become heroes.   Update Notes:   Optimized team system, fixed abnormal teammate name issues. GM console element enhancement menu fully localized, more convenient operation. Game mode switching simplified, one-click switching between Immersive and Experience modes. Reduced FakePlayer server-wide chat frequency, creating a more harmonious gaming environment. FakePlayer AI logic fully upgraded, reducing lag phenomena and improving game fluidity. FakePlayer clan joining events optimized, manual clan invitation function fixed. Introduced FakePlayer 1V1 duel system, enhancing combat fun. Integrated simple auto-assist system, optimizing game experience. Activated automatic potion supply function, reducing player operation burden. Implemented alliance and federation construction between real players and FakePlayers. FakePlayers automatically join team waiting queues, enhancing social interaction. Added FakePlayer private shops, enriching the trading system. Bulletin board built-in auction house upgrade, FakePlayers sell high-level items, players can also list items, FakePlayers randomly purchase. Opened some advanced dungeons accessible to FakePlayers, including Purgatory Abyss series, Immortal/Destruction/Annihilation Seed dungeons and multiple classic maps. Added normal boss respawn time settings Fixed new character Chinese title garbled text Fixed character shop setup not leveling Fixed TVT activity score anomalies In Experience Mode, teaming with FakePlayers modified to: FakePlayers normally gain experience and level up Fixed bug where FakePlayer accessories couldn't be completely replaced in Immersive Mode Fixed some issues with wild FakePlayers not fighting back Fixed bug where FakePlayers could still attack normally when under fear or loss of control debuff states Added Divine Knight FakePlayer class summoning small undead bird skill Optimized Knight class third job skill usage Optimized FakePlayer Wizard class combat logic in Olympics events Fixed Hero "one sentence" function Fixed bug where units couldn't be assigned when inviting FakePlayers to join clan Fixed bug of attacking wild BOSS followers while AFK Fixed bug of FakePlayers attacking wild BOSS followers when not AFK Fixed VIP member system Optimized Knight team combat logic Corrected boss teleport point confusion FakePlayers can enter "4 Cups" dungeon without restrictions "4 Cups" series quest localization corrections FakePlayers can enter Small Baium dungeon without restrictions Fixed alliance channel teammate auto-leaving bug Fixed alliance channel summon attacking teammates bug Fixed alliance channel code recursive infinite loop bug under certain probability Added alliance channel FakePlayer death resurrection script Fixed bug where FakePlayers could only equip S80 equipment at maximum Added custom FakePlayer crafting workshop and private shop (MS system) - see detailed instructions Added FakePlayer generation speed and initial level settings for Experience and Immersive modes Optimized database connections, breaking through 3000 player limit Fixed bug of wild same-clan FakePlayers fighting each other Siege War (test) real player difficulty appropriately increased Added Arrogance, Forge, Monastery, Imperial Tomb, Dragon Valley, various tombs, temples and other FakePlayer leveling maps, thanks to: TaoXiaoSan Quest testing and htm localization corrections, thanks to: Floating Cloud To reduce server burden, temporarily disabled FakePlayer item pickup function (won't update data but still has pickup actions) Modified auction house listing item logic (whether to close this service?) Fixed TVT, GVG, Ctf, LastHero, team events conflicting with siege events and Olympics bugs Added robot chat interface (private chat only) Added Dwarf race summoning robot Golem (non-siege) Reconstructed FakePlayer resurrection logic Restored in-game item shop When team hunting BOSS, Priest classes only provide healing services, debuff usage probability increased Opened FakePlayer equipment enhancement custom permissions Added server FakePlayer clan quantity settings   Download   Note: This LineageII l2jserver is not fully English!!!  
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock