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Blame of Items and forge: stats, value and costs
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1## Item power
2
3The stats shown on an item page are its **base values** (rank E, Common, +0). The real value is the base times the item power:
4
5$$\mathrm{power} = \mathrm{rarity} \times \left(1 + 0.6\,(\mathrm{rank}-1)\right) \times \left(1 + 0.08\,\mathrm{forge}\right)$$
6
7`rank` is the tier of the item (E = 1, D = 2, C = 3, B = 4, A = 5, S = 6, S+ = 7, Nation = 8) and `forge` its forge level.
8
9| Grade | Stat multiplier | Value multiplier |
10|---|---|---|
11| F Trash | 0.75 | 0.5 |
12| E Common | 1 | 1 |
13| D Uncommon | 1.15 | 1.6 |
14| C Rare | 1.35 | 2.6 |
15| B Epic | 1.6 | 4.5 |
16| A Legendary | 2 | 8 |
17| S Mythic | 2.6 | 14 |
18| EX Limited | 2.4 | 12 |
19
20- Attack, HP and stat bonuses: base × power (rounded).
21- Damage reduction: base × rarity × (1 + 0.15 × (rank − 1)) × (1 + 0.03 × forge).
22- Critical chance: base × rarity × (1 + 0.03 × forge).
23- Bonus stats (affixes): 1 to 3 times the rank each.
24
25## Item value
26
27$$\mathrm{value} = \left\lfloor \mathrm{base} \times \mathrm{rarity\ value} \times \mathrm{rank} \times (1 + 0.3\,\mathrm{forge}) \right\rfloor$$
28
29## Forge costs
30
31Upgrading to level $n+1$ costs:
32
33$$\mathrm{cost} = \left\lfloor 10 \times \mathrm{rank} \times (n+1)^{1.35} \times \mathrm{rarity\ value} \right\rfloor$$ shards
34
35An upgrade **never fails**. The maximum is +10 (+25 for S-grade weapons, +30 for EX and SP).
36
37| Upgrade of a rank E, Common item | Cost (shards) |
38|---|---|
39| +0 to +1 | 10 |
40| +4 to +5 | 87 |
41| +9 to +10 | 223 |
42
43- **Grade climb** (needs +10): $\mathrm{round}_{100}\!\left(300 \times 2.2^{\mathrm{grade}} \times 1.6^{\mathrm{climbed}} \times \mathrm{rank}\right)$ shards; the forge level goes back to +0.
44- **Reforge**: $\lfloor 2.5 \times \mathrm{value\ at\ +0} \rfloor$ shards. Odds of the new bonuses: [reforge table](/w/overrank/odds#forge).
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