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Lineage Classic: In-depth Analysis of Accuracy Rate by Weapon Enchantment! The Truth Revealed Through 27,000 HitsThis in-depth analysis examines the impact of weapon enchantments on accuracy in Lineage Classic, based on over 27,000 hit tests. Through this experiment, we precisely determined the actual accuracy increase per enchantment and the efficiency across different accuracy ranges. We concluded that at lower levels, accuracy is significantly more valuable than additional damage. This analysis provides optimal weapon selection strategies for both hunting and combat.
1. 🎮 Weapon Enchantment Accuracy Test Verified with 27,000 Hits
· Previous tests showed an accuracy increase of approximately 2.5% to 3.5% per enchantment.
· This test was conducted to resolve the question of whether weapon enchantments only increase accuracy on odd or even enchant levels.
· A total of over 27,000 hit data points were collected over two days, with the actual sample size exceeding 30,000 including intermediate errors.
· The test environment consisted of a target character with 40 AC, Level 28, and 335 HP, and attacker characters ranging from +0 Rapier (substituting +0 Damascus) to +4 Rapier.
· Weapon durability loss was found to be unrelated to accuracy; it only reduces damage by 8 when the weapon deals damage.
· All test processes were recorded and documented to rule out data manipulation and potential errors.
· This test was conducted to resolve the question of whether weapon enchantments only increase accuracy on odd or even enchant levels.
· A total of over 27,000 hit data points were collected over two days, with the actual sample size exceeding 30,000 including intermediate errors.
· The test environment consisted of a target character with 40 AC, Level 28, and 335 HP, and attacker characters ranging from +0 Rapier (substituting +0 Damascus) to +4 Rapier.
· Weapon durability loss was found to be unrelated to accuracy; it only reduces damage by 8 when the weapon deals damage.
· All test processes were recorded and documented to rule out data manipulation and potential errors.
00:04 - 03:51
1. 🎮 Weapon Enchantment Accuracy Test Verified with 27,000 Hits
· Previous tests showed an accuracy increase of approximately 2.5% to 3.5% per enchantment.
· This test was conducted to resolve the question of whether weapon enchantments only increase accuracy on odd or even enchant levels.
· A total of over 27,000 hit data points were collected over two days, with the actual sample size exceeding 30,000 including intermediate errors.
· The test environment consisted of a target character with 40 AC, Level 28, and 335 HP, and attacker characters ranging from +0 Rapier (substituting +0 Damascus) to +4 Rapier.
· Weapon durability loss was found to be unrelated to accuracy; it only reduces damage by 8 when the weapon deals damage.
· All test processes were recorded and documented to rule out data manipulation and potential errors.
· This test was conducted to resolve the question of whether weapon enchantments only increase accuracy on odd or even enchant levels.
· A total of over 27,000 hit data points were collected over two days, with the actual sample size exceeding 30,000 including intermediate errors.
· The test environment consisted of a target character with 40 AC, Level 28, and 335 HP, and attacker characters ranging from +0 Rapier (substituting +0 Damascus) to +4 Rapier.
· Weapon durability loss was found to be unrelated to accuracy; it only reduces damage by 8 when the weapon deals damage.
· All test processes were recorded and documented to rule out data manipulation and potential errors.
03:52 - 06:10
2. 📊 Analysis of Actual Accuracy Increase per Enchantment Level
· When accuracy increased by 1 from +0 Damascus to +1 Damascus, the actual accuracy difference was 0.9%. The previous data's 0.33% is considered an ambiguous figure.
· From +0 Rapier to +2 Rapier, with a 2-point accuracy increase, the total actual accuracy rose by 4.5%, which averages 2.25% per enchantment.
· From +2 Rapier to +3 Rapier, with a 1-point accuracy increase, accuracy rose by 1.8%. This is interpreted as a good sample result.
· From +2 Rapier to +4 Rapier, with a 2-point accuracy increase, the total accuracy rose by 3.33%, averaging 1.66% per enchantment.
· Overall, from +0 Rapier to +4 Rapier, with a 4-point accuracy increase, the total accuracy rose by 7.83%, showing an average increase of 1.958% per enchantment.
· From +0 Rapier to +2 Rapier, with a 2-point accuracy increase, the total actual accuracy rose by 4.5%, which averages 2.25% per enchantment.
· From +2 Rapier to +3 Rapier, with a 1-point accuracy increase, accuracy rose by 1.8%. This is interpreted as a good sample result.
· From +2 Rapier to +4 Rapier, with a 2-point accuracy increase, the total accuracy rose by 3.33%, averaging 1.66% per enchantment.
· Overall, from +0 Rapier to +4 Rapier, with a 4-point accuracy increase, the total accuracy rose by 7.83%, showing an average increase of 1.958% per enchantment.
| Category | Accuracy Increase | Actual Accuracy Rise | Notes |
|---|---|---|---|
| +0 Damascus → +1 Damascus | 1 Accuracy | 0.9% | Previous data 0.33% is ambiguous |
| +0 Rapier → +2 Rapier | 2 Accuracy | 4.5% (Avg. 2.25% per enchant) | |
| +2 Rapier → +3 Rapier | 1 Accuracy | 1.8% | Considered a good sample result |
| +2 Rapier → +4 Rapier | 2 Accuracy | 3.33% (Avg. 1.66% per enchant) | |
| +0 Rapier → +4 Rapier | 4 Accuracy | 7.83% (Avg. 1.958% per enchant) |
06:11 - 09:15
3. 📈 Efficiency by Accuracy Range and Final Conclusion
· It is correct to understand that 1 point of accuracy, as indicated by NCsoft, results in an actual accuracy increase of approximately 2%.
· This result applies up to +4 weapons and is expected to be consistent for higher enchantments like +5, +6, and beyond.
· In lower accuracy ranges (16%~25%), 1 point of accuracy increased actual accuracy by 2.5%~3%.
· In mid-accuracy ranges (54%~62%), 1 point of accuracy increased actual accuracy by an average of approximately 2%.
· In higher accuracy ranges (above 62%, hunting grounds 70%~90%), the accuracy increase per 1 point of accuracy is expected to be lower than 2%.
· In conclusion, in addition to the 1 additional damage gained from weapon enhancement, the invisible additional accuracy can be seen as 1 accuracy per enchantment, and this 1 accuracy provides an actual accuracy increase of 2%~3% depending on the accuracy range.
· This result applies up to +4 weapons and is expected to be consistent for higher enchantments like +5, +6, and beyond.
· In lower accuracy ranges (16%~25%), 1 point of accuracy increased actual accuracy by 2.5%~3%.
· In mid-accuracy ranges (54%~62%), 1 point of accuracy increased actual accuracy by an average of approximately 2%.
· In higher accuracy ranges (above 62%, hunting grounds 70%~90%), the accuracy increase per 1 point of accuracy is expected to be lower than 2%.
· In conclusion, in addition to the 1 additional damage gained from weapon enhancement, the invisible additional accuracy can be seen as 1 accuracy per enchantment, and this 1 accuracy provides an actual accuracy increase of 2%~3% depending on the accuracy range.
09:16 - 11:53
4. ⚔️ Current Lineage Classic Meta: Accuracy vs. Additional Damage
· In the current low-level meta of Lineage Classic, 1 point of accuracy is far more important than 1 point of additional damage.
· Accuracy is a more useful option for combat than for hunting. While hunting only requires meeting a suitable accuracy threshold, combat demands an almost infinite amount of accuracy due to the unknown defense of opponents.
· In low-level hunting grounds (Main Dungeon, Northern Island, Talking Island Dungeon), sufficient accuracy can be secured by level alone, so weapons focused on additional damage like Long Bow, Silver Long Sword, Rapier, Damascus, and Katana might be good.
· However, in high-level hunting grounds such as Dragon Valley Dungeon 3F, Ettin 4F, Succubus, and Giran Dungeon 4F (Dark Elves), weapons with accuracy are much more advantageous for hunting than those without.
· For the Elf class, if considering both hunting and combat, a Crossbow is more efficient than a Long Bow; if purely for hunting, a Long Bow is also a good choice.
· Currently, accuracy holds high value, but in the 60-70 level range, where additional Strength or Dexterity can be allocated after level 50, the value of additional damage may increase.
· We plan to further examine potential changes in the Knight weapon meta through future accuracy tests of Knight weapons like Backt Cobin and Mail Breaker.
· Accuracy is a more useful option for combat than for hunting. While hunting only requires meeting a suitable accuracy threshold, combat demands an almost infinite amount of accuracy due to the unknown defense of opponents.
· In low-level hunting grounds (Main Dungeon, Northern Island, Talking Island Dungeon), sufficient accuracy can be secured by level alone, so weapons focused on additional damage like Long Bow, Silver Long Sword, Rapier, Damascus, and Katana might be good.
· However, in high-level hunting grounds such as Dragon Valley Dungeon 3F, Ettin 4F, Succubus, and Giran Dungeon 4F (Dark Elves), weapons with accuracy are much more advantageous for hunting than those without.
· For the Elf class, if considering both hunting and combat, a Crossbow is more efficient than a Long Bow; if purely for hunting, a Long Bow is also a good choice.
· Currently, accuracy holds high value, but in the 60-70 level range, where additional Strength or Dexterity can be allocated after level 50, the value of additional damage may increase.
· We plan to further examine potential changes in the Knight weapon meta through future accuracy tests of Knight weapons like Backt Cobin and Mail Breaker.
