Some of the stats on the OP guide are wrong, but this is how it works nonetheless:
If your weapon comes with a specific stat by default, you can get up to 3 of those stats. The only conditions are that the last 2 of the same random stat have to be below the line (meaning a +X bonus) and they cannot be consecutive (meaning the same stat at +3 +6, or +3 +5). If your weapon/armor doesn't come with a specific stat by default, you can only get up to 2 of them, hence why open world drops are usually inferior by a large amount.
TL;DR: Yes.
I read the guide, but I'm not sure I understand everything correctly. What's the incentive for killing BAMs and dungeon bosses? For example, in WOW and FFXI, bosses and HNMs all dropped unique gear. Is the same true for Tera? Or, for example, will all end-game mobs drop the same "white" gear which then has a chance to have the white or gold "?"
What I'm trying to ask is, will this game be like other MMOs where you go to specific mobs to get very specific drops, or will all end-game mobs drop more or less the same thing, and the "epic-ness," so to speak, will come from the upgrades outlined in this guide? And the upgrade materials basically the real loot from bosses?
k thx!
@ Anakron
Bosses drop gold/blue weapons/gear. All that can be enchantable (correct me if im wrong somebody).
so far ive read the best gear will always be from Boss's/dungeons. They have weak looking base stats, but the beauty of them is that they can be upgraded +1-12 for better stats. And they can get Awesome Lux's (green bonus's)
Soo the guide is basicly "get the green bonus's you want". Then after that enchant the hell out of it
Right and wrong. Luxury items allow you to enchant them to +12, while non-lux items only allow you to enchant them to +9. They can both be R1, R2, R3, ETC, that doesn't matter, as it's fully dependent on you whether or not you feel like luxing it or not.
Edit: Figured out what you meant by green. lol
how does shock amplification = more damage? it makes the mob fall over, not cause more damage, sure mobs being fallen can mean you do more damage WHILE they're fallen, but the actual attribute is to knock over the mob, not make it take extra damage
damage<>defense
shock<>balance
there's a reason why it's called knocked down in the profile, which is where 'extra damage' gets added to, even in KR 다운 / 경직 유발 = downed/knocked chance
kk
I think if that was the case, the names would be more similar, even in KTERA. Would be nice to get an official answer from EME as to what exactly that stat represents, but as far as I know, it's always translated to extra damage.
Would be a bad mistake running for far too long if that was the case, don't you think?
I'm positive that the knockdown stat doesn't add any damage what so ever per hit, infact you don't even get a dmg bonus on fallen mobs on regular hits FROM that stat, the only bonus you get is skills with a static bonus (ie jumps), or if you have knock down dmg% bonus on your weapon, just the same way as the balance attribute doesn't mitigate any damage (I'm not saying fallen mobs don't take more damage, but the knock down stat itself does not physically add extra damage, it only adds chance at making shit fall over)
it would be a bad mistake on their part, but hey maybe they don't even know or maybe it's just a small mistake, you can't tell me their translations are 100% accurate and there's very few players that would have even bothered to test this come retail, everyone would look at it and say hey, I'm getting extra damage from this attribute
but if someone can prove me wrong I'll happily eat my hat and admit I was wrong
edit; not to mention zerk/slayers have the highest knock down rate/attribute(and on weapons) vs other classes