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Game Mechanics Item Upgrader

Discussion in 'General Suggestions' started by Just Star II, Aug 11, 2026.

?

Good idea?

  1. Yes

    1 vote(s)
    11.1%
  2. Yes (but nerf it)

    1 vote(s)
    11.1%
  3. Yes (but buff it)

    0 vote(s)
    0.0%
  4. No

    7 vote(s)
    77.8%
  5. I have a better idea to inprove item upgrader (lol)

    1 vote(s)
    11.1%
Multiple votes are allowed.
  1. Just Star II

    Just Star II I am a poor guy with less than 10le irl.

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    Hi, i had a new idea to inprove the item upgrader, ITEM FUSION!
    U could basically fuse 2 items (a fused item cannot be re-fused). The main item would take the mid of the 2nd item plus 20% of his ids. It will use one shard (the blue one) for a chance of 90% sucess plus 1le (10 more %) .
     
  2. Deusphage

    Deusphage but a beast Modeler Builder

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    fusing two of the same item, right...?
     
    Just Star II likes this.
  3. Just Star II

    Just Star II I am a poor guy with less than 10le irl.

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    Nope, lol 2 at the same lv range
     
  4. Deusphage

    Deusphage but a beast Modeler Builder

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    then its incredibly unbalanced and broken
     
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  5. Elytry

    Elytry Not Passive Only Aggressive

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    so much code :sob:
     
  6. Just Star II

    Just Star II I am a poor guy with less than 10le irl.

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    Sooo the cost would be 20 le plus a random shard
    ________________________________
     
  7. Deusphage

    Deusphage but a beast Modeler Builder

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    No amount of cost makes this not absurdly broken
     
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  8. Rain0Ash

    Rain0Ash Well-Known Adventurer

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    Minecraft:
    Fusing items is a great idea, and it's clearly a highly requested feature. However, any system that introduces item fusion must solve existing problems without creating new ones. Your current proposal (the "20% additive boost") would create a massive imbalance and fails to address the core issues – in fact, it would only make them worse by flooding the market with near-perfect gear far too easily.

    Instead, I'd like to present a refined alternative that actually tackles the real endgame bottlenecks while keeping the grind meaningful. Here is my full breakdown.

    1. Problems this system is designed to solve
    1. The cost of true top‑tier min‑maxing is prohibitive for casual / arcade‑style players.
    2. The market is oversaturated with useless gear – there are far fewer players than dropped items.
    3. Low‑roll items are completely worthless; a bad reroll = straight to the bin.
    4. We need a serious emerald sink to stabilise the economy (and benefit the devs).
    5. Raids and lootruns desperately need a renewed endgame purpose.
    6. Players should face a real choice: gamble on a reroll, or sacrifice the item as a material.
    7. Perfectionists and collectors need a satisfying path, but grinding must not become obsolete.
    8. RNG‑haters deserve an alternative, yet the market must not be drowned in 100% rolls.
    9. Low‑roll items should remain nearly useless (maybe only as cheap "catch‑up" fodder). The whole proposal is aimed at turning low/mid‑roll items into valuable resources, not god‑tier gear.
    10. Everyone chases the exact same god-roll stat distributions, but dropped items rarely align with those specific needs. My system solves this through complementary stat matching – to craft an efficient Perfect Fused item, you don't need two god-tier drops. You only need to find the minimally sufficient partner that mathematically covers your main item's weaknesses, turning previously undesirable stat spreads into valuable puzzle pieces instead of vendor trash.
    2. Core mechanics – Fusion
    You take two identical equipment pieces (same ID) with different rolls.
    Example (current Discoverer min/max: Combat EXP 5‑20%, Loot 46‑200%):
    • Main item – 11% Combat EXP (40% roll) / 160% Loot (74% roll)
    • Donor item – 20% Combat EXP (100% roll) / 80% Loot (22% roll)
    The player goes to the Item Upgrader, selects the new "Fusion" option, and places both items.

    Fusion cost
    The emerald fee equals the total cost of the first five reroll attempts (attempts #0 through #5) for the main item (not important how much, but it must be significantly higher than standard rerolls (e.g., scaling into hundreds of LE for mythics) to serve as a proper sink.

    Strict restrictions (to prevent abuse)

    • The donor must never have been rerolled or fused before. Main item - must not be "Fused".
    • This forces the player to decide: “Do I risk a reroll, or do I use this item as guaranteed fuel?”
    • As a result, un‑rerolled items gain real material (market) value – even if their rolls are mediocre.
    • The fused result gets the "Fused" tag and becomes Untradable by default.
    • If Main item bears the "Shiny" prefix, the fusion process will permanently strip that prefix from the resulting Fused item. This introduces a meaningful trade‑off: keep the cosmetic prestige and collector value, or sacrifice it for a guaranteed statistical upgrade. It also prevents Shiny items from becoming an overpowered economic sink, preserving their rarity and exclusivity in the market.
    3. The exact maths (cleared up)
    Let’s define roll percentage for a single stat (e.g. Combat EXP) as a value between 0% and 100%, where 100% means the maximum possible roll for that stat on that item.
    The formula is: Final Roll (%) = min(100%, Main Roll (%) × (1 + Donor Roll (%) / 2))
    Let’s break it down with real numbers:
    • Main Combat EXP = 40%
    • Donor Combat EXP = 100% → 40 × (1 + 100/2) = 40 × (1 + 0.5) = 40 × 1.5 = 60%
    • Main Loot = 74%
    • Donor Loot = 22% → 74 × (1 + 22/2) = 74 × (1 + 0.11) = 74 × 1.11 = 82.14%
    These roll percentages are then converted into the actual stat values as usual.

    Key takeaway: To reach 100% without modifiers, your main item must already be above 66.67%.
    This means:
    • Farming for high‑roll drops is still absolutely mandatory (grinding stays relevant).
    • Mid‑roll items (40‑60%) become valuable donor fuel instead of trash.
    • Low‑roll items (under 30%) remain nearly useless, exactly as intended.
    4. Modifiers from Raids & Lootruns (to revive endgame content)
    Following the design of Corkian Insulator / Simulator, let's introduce mythic‑grade consumables that drop from raids and lootruns.
    You can choose only one modifier per Fusion.

    Example names:
    Corkian Market Insulator -> removes the "Untradable" flag. The item becomes sellable on the market, but the "Fused" tag stays (so it can never be used in fusion again).
    Corkian Fusion Insulator -> removes the divisor (/2) from the formula. New formula: Final Roll (%) = min(100%, Main Roll (%) × (1 + Donor Roll (%))). Now a 50% main + 100% donor gives 100% – twice as effective.
    Corkian Oblivio Insulator -> allows a rerolled item to be used as the donor. This gives new life to previously gambled gear, but at a high opportunity cost.

    5. Why this doesn't break the game (balance recap)
    • Low rolls stay useless – a 20% main with a 100% donor only reaches 30%. No inflation of trash gear.
    • Mid rolls become sought‑after materials – they are not perfect, but they are exactly what you need to push a high‑roll main toward the cap.
    • Perfect tradeable rolls still demand a 67%+ base drop AND the ultra‑rare "Market Insulator" – so the market won't be flooded.
    • The steep emerald cost and the “no rerolled donor” rule create a meaningful opportunity cost: do you gamble on RNG rerolls, or do you take the guaranteed but limited upgrade?
    • Raids and lootruns gain fresh long‑term value, solving their current irrelevance
    • Shiny items retain their prestige – if you want to keep the shiny look, you must choose not to fuse it. This protects their collector value while still allowing stat‑hungry players to sacrifice aesthetics for power.
     
  9. Just Star II

    Just Star II I am a poor guy with less than 10le irl.

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    Nice idea