Post by Ayam on Oct 17, 2017 3:47:14 GMT
According to some people:

@yuhee Haru♪
Does it have to be Melee to "Element" and "Element" Element or it can also be "Element" Magic?
Note: "Element" here is any element (i.e. Fire, Water, Flame, Ice, etc.)
Melee against to element to increase success rate.

for fail set i got witch knife, grim reaper, dark god ring
all dark enhancer 3, ecept the ring ofc
for success set,
is stavros better than caterina?, cuz i wasnt sure, bcuz of the -dmg to light, (let me know)
silver mail ns cuz poor lol
light bulb light enhancer 3
alch charm, i threw all this together upon finding out the prod things
as for the ring, im really ready, got aloooott of m cores, hoping to make around 300 more magic crystals to match my mcores
and im way behind on the rings, my friend has 200 and i have around 600,
if i dont get slot, you will see me in rokoko crying and swearing at asobimoI ask them already if "Element" Magic works as well, they say it doesn't only Melee to "Element" does.
Only melee to elemental works. Elemental magic doesn't.
But jileev's comment from this thread:
I had always known from experience that the daily fortune color can have a noticeable impact on production, but I didn't know which colors went with which crafting categories... And I'd heard rumors on Japanese blogs of colored additional gears also being a factor... And stats effecting Production are an obligatory part of Toram, but I had no idea it was an arcane, esoteric part of Iruna, too...
There's a lot here that came as a shock to me, and was a bit overwhelming. But I like it, now—it gives me an excuse to use up a dozen of my phrase shortcuts on gear sets.
So, I spent yesterday digesting and coming to terms with the ramifications of all this information... And today I compiled it as best as I could, as well as a fairly exhaustive hierarchy of gears, xtals, and whatnot, in order to optimize my crafting. Tell me if I've made any mistakes.
Well then, to summarize everything heretofore mentioned, and then some...
Smithing
Tailoring
Alchemy
Carpentry
Chasing
Cooking
Universal Melee+
All Elements
4 Elements
And if you decide, for the sake of convenience, to go with an All Elements type of set-up, for all your production needs, just keep in mind that in addition to the overall lower values they provide, you also lose a slight bit of success rate because one of the elements will always clash with what you're doing; i.e., if you're Smithing with an entirely All and/or 4 Elements set, that little bit of Fire Element in there taints your success for that category. In theory (I'll have to test this), All & 4 Element effects may actually neutralize themselves, and have no impact at all on your production success.
Every 5% Elemental modifier adds +1% success rate (element drinks apply to this, as well), or you can add thus to your failure rate, as mentioned in the previous statement. And I assume these values all add up, so if you have a Priest Hat III (+7% Light magic) with a Karinae xtal (+3% Light magic), you get just enough for a 2% success rate boost to Alchemy.
And according to a thread I read, Flame, for example, will do Melee +10% damage to its lesser counterpart, Fire—whereas it will do +20 (25-30?)% damage to earth (fire does 15-20%?). Light vs. Dark, & vice-versa, is only +10%... 4 elements is (10%?) 15%. And All element is 10%. I'm a little iffy on the some of these figures.
Strengthening Skills/Spells
P.S. Almost forget to mention Production UP Tickets~! And if you're Alchemist class, you get an innate boost in success rate & lowered chance of losing materials when you do fail...but I don't know the exact figures on that.
Addendum: And bringing out an elemental pet also seems to have an influence.
said that she/he uses elemental magic
May I know who is right? Does elemental magic work or only melee to elemental?

Jul 17, 2017 15:31:26 GMT @yuhee said:

Does it have to be Melee to "Element" and "Element" Element or it can also be "Element" Magic?
Note: "Element" here is any element (i.e. Fire, Water, Flame, Ice, etc.)
Melee against to element to increase success rate.


all dark enhancer 3, ecept the ring ofc
for success set,
is stavros better than caterina?, cuz i wasnt sure, bcuz of the -dmg to light, (let me know)
silver mail ns cuz poor lol
light bulb light enhancer 3
alch charm, i threw all this together upon finding out the prod things
as for the ring, im really ready, got aloooott of m cores, hoping to make around 300 more magic crystals to match my mcores
and im way behind on the rings, my friend has 200 and i have around 600,
if i dont get slot, you will see me in rokoko crying and swearing at asobimo
Only melee to elemental works. Elemental magic doesn't.
But jileev's comment from this thread:
There's a lot here that came as a shock to me, and was a bit overwhelming. But I like it, now—it gives me an excuse to use up a dozen of my phrase shortcuts on gear sets.
So, I spent yesterday digesting and coming to terms with the ramifications of all this information... And today I compiled it as best as I could, as well as a fairly exhaustive hierarchy of gears, xtals, and whatnot, in order to optimize my crafting. Tell me if I've made any mistakes.
Well then, to summarize everything heretofore mentioned, and then some...
Smithing
Elemental Attribute: Fire ("Melee to Fire" or "Ice/Water Element")
Weapon: Ice Book Vol. 3-4 (Water magic +5%?) > Absolute Icicle Bow/Averse III/Gargouille II/Glacies/Ice Brand Eisen/Rime/Seoritsu-hime > Freesia Bow/Caim/Claw/Sword II (Melee +22% to Fire) > any "Melee +20% to Fire" or "Water Element" weapon
Weapon ◇: ◇ White Fox (Water magic +5%, Melee +8% to Fire)
Additional: Cataract Helm (Water magic +10%?) > Mare (Water magic +7%) > Snow Wimple (Water & Light magic +5%) > Crystal Halo (Melee +4% to Fire & Dark); Benite Horns (Water Enhancer)?; Blue Glasses (Melee +2% to Fire); Light Blue Scarf (Water Element)
Additional ◇: ◇ Captain Beelzem (Melee +5% to Fire, Adds 10% more on Additional)
Special: Ice Crystal Necklace (Water magic +10%, Melee +10% to Fire); Smithing Charm; Water God's Ring (Adds Water Element, Water magic damge up)
Misc. ◇: ◇ Eisen (Melee +10% to Fire) > ◇ Fire/Water Enhancer III (Melee +6% to Fire/Water magic +6%); ◇ Eisen II (water magic +6% from July to August) > ◇ Minela (Water magic +3%) > ◇ Ibrie (Water magic +2%)
AI ▲: ▲ Dym/Rua II (Water magic +10%/Melee +10% to Fire) > ▲ Meelis/Rua (Water magic +5%/Melee +5% to Fire) > ▲ Jusal (Water magic +4%)
Consumable Strengthening Items: Water Drink (Melee+10% to Fire, Water magic +10% for 10 mins)
Fortune: Red
Colored Additional: Red Ribbon (Trade x), etc.
Stat Modifier: STR
Bonus Weapon (Success rate down): Niente/Niirumu (Melee -10% to 4 Elements); any Fire/Flame Weapon
Bonus Special (Success rate down): Flaring Sun (No damage to Fire); Unmelting Ice (water attribute magic power -100%)
Weapon: Ice Book Vol. 3-4 (Water magic +5%?) > Absolute Icicle Bow/Averse III/Gargouille II/Glacies/Ice Brand Eisen/Rime/Seoritsu-hime > Freesia Bow/Caim/Claw/Sword II (Melee +22% to Fire) > any "Melee +20% to Fire" or "Water Element" weapon
Weapon ◇: ◇ White Fox (Water magic +5%, Melee +8% to Fire)
Additional: Cataract Helm (Water magic +10%?) > Mare (Water magic +7%) > Snow Wimple (Water & Light magic +5%) > Crystal Halo (Melee +4% to Fire & Dark); Benite Horns (Water Enhancer)?; Blue Glasses (Melee +2% to Fire); Light Blue Scarf (Water Element)
Additional ◇: ◇ Captain Beelzem (Melee +5% to Fire, Adds 10% more on Additional)
Special: Ice Crystal Necklace (Water magic +10%, Melee +10% to Fire); Smithing Charm; Water God's Ring (Adds Water Element, Water magic damge up)
Misc. ◇: ◇ Eisen (Melee +10% to Fire) > ◇ Fire/Water Enhancer III (Melee +6% to Fire/Water magic +6%); ◇ Eisen II (water magic +6% from July to August) > ◇ Minela (Water magic +3%) > ◇ Ibrie (Water magic +2%)
AI ▲: ▲ Dym/Rua II (Water magic +10%/Melee +10% to Fire) > ▲ Meelis/Rua (Water magic +5%/Melee +5% to Fire) > ▲ Jusal (Water magic +4%)
Consumable Strengthening Items: Water Drink (Melee+10% to Fire, Water magic +10% for 10 mins)
Fortune: Red
Colored Additional: Red Ribbon (Trade x), etc.
Stat Modifier: STR
Bonus Weapon (Success rate down): Niente/Niirumu (Melee -10% to 4 Elements); any Fire/Flame Weapon
Bonus Special (Success rate down): Flaring Sun (No damage to Fire); Unmelting Ice (water attribute magic power -100%)
Tailoring
Elemental Attribute: Wind ("Melee to Wind" or "Gaia/Earth Element")
Weapon: Helshaft, et al./Kukuri-hime > any "Melee +20% to Wind" or "Earth Element" weapon
Additional: Terra (Earth magic +6%)
Additonal ◇: ◇ Pursuer (Melee +5% to Wind, Adds 10% more on Additional)
Special: Tailoring Charm; Wood Hammer (Melee +10% to Wind); Earth God's Ring (Adds Earth Element, Earth magic damage up)
Misc. ◇: ◇ Aurumteus (Melee +10% to Wind) > ◇ Ferzen II (Earth magic +8% in July & Aug) > ◇ Wind Element 3/◇ Earth Enhancer III (Melee +6% Wind/Earth magic +6%)
AI ▲: ▲ Anis (Melee+10% to Wind); ▲ Theru II (Earth Magic + 10%) > ▲ Theru (Earth magic +5%)
Consumable Strengthening Items: Earth Drink (Melee+10% to Wind, Earth magic +10% for 10 mins)
Fortune: Green
Colored Additional: Green Ribbon, etc.
Stat Modifier: AGI
Bonus Weapon (Success rate down): Sinbad (No damage to Wind) > Niente/Niirumu (Melee -10% to 4 Elements); any Wind or Thunder/Lightning weapon
Bonus Special (Success rate down): Forest Spirit (Earth attribute magic power -100%)
Weapon: Helshaft, et al./Kukuri-hime > any "Melee +20% to Wind" or "Earth Element" weapon
Additional: Terra (Earth magic +6%)
Additonal ◇: ◇ Pursuer (Melee +5% to Wind, Adds 10% more on Additional)
Special: Tailoring Charm; Wood Hammer (Melee +10% to Wind); Earth God's Ring (Adds Earth Element, Earth magic damage up)
Misc. ◇: ◇ Aurumteus (Melee +10% to Wind) > ◇ Ferzen II (Earth magic +8% in July & Aug) > ◇ Wind Element 3/◇ Earth Enhancer III (Melee +6% Wind/Earth magic +6%)
AI ▲: ▲ Anis (Melee+10% to Wind); ▲ Theru II (Earth Magic + 10%) > ▲ Theru (Earth magic +5%)
Consumable Strengthening Items: Earth Drink (Melee+10% to Wind, Earth magic +10% for 10 mins)
Fortune: Green
Colored Additional: Green Ribbon, etc.
Stat Modifier: AGI
Bonus Weapon (Success rate down): Sinbad (No damage to Wind) > Niente/Niirumu (Melee -10% to 4 Elements); any Wind or Thunder/Lightning weapon
Bonus Special (Success rate down): Forest Spirit (Earth attribute magic power -100%)
Alchemy
Elemental Attribute: Dark ("Melee to Dark" or "Light Element")
Weapon: Glow Fist (Light Element, Light magic +10%) > Caterina (Light element, Small Light magic up by Lv); Stavros (Melee +25% to Dark) > any "Melee +20% to Dark" or "Light Element" weapon
Armor: Silver Mail (Melee +15% to Dark) > Cleric Robe + Medic Pouch (Light magic +10%); Holy Robe (Light magic +10%)
Armor ◇: ◇ Wargvel (Neutral, Light & Dark magic +5%, Adds MATK +5% on Armor) [NOTE: The Dark & Light might cancel each other out, in this case...requires testing.]
Additional: Light Bulb (Light magic +10%); Cleric Robe + Medic Pouch (Light magic +10%) > Priest Hat II-III (Light magic +5-7%); Black Scarf (Melee +6% to Dark) > Nocros Shield II (Light magic +5%); Snow Wimple (Water & Light magic +5%) > Crystal Halo (Melee +4% to Fire & Dark); Itiance II-III (Light magic +2-4% )
Additional ◇: ◇ Niapa (Melee +5% to Dark, Adds 10% more on Additional)
Special: Alchemy Charm; Light God's Ring (Adds Light Element, Light magic damage up) > Brille Earrings (Light magic +5%)
Misc. ◇: ◇ Ninigi (Melee to Dark +10%) > ◇ Argyros (Melee +10% to Dark) > ◇ Ebon Knight (Melee +8% to Dark); ◇ Eye Magi King (Light magic +8%) > ◇ Dark/Light Enhancer III (Melee to Dark +6%/Light magic +6%); ◇ Karinae (Melee +3% to Dark, Light magic +3%) > ◇ Sianas (Melee +5% to Dark) > ◇ Finstern (Melee +5% to Neutral, Light & Dark) [cf. Wargvel note, above] > ◇ Wizard (Light & Dark Magic +4%~, at INT 430) [cf. Wargvel note, above]
AI ▲: ▲ Enina II (Light magic +10%) > ▲ Lunange (Melee +5% to Dark); ▲ Biflog (Light magic +5%)
Consumable Strengthening Items: Light Drink (Melee+10% to Dark, Light magic +10% for 10 mins); Flint (Melee+10% to Dark, Light magic +10% for 5 min)
Fortune: Black
Colored Additional: Black Ribbon; Black Scarf, etc.
Stat Modifier: INT
Bonus Weapon (Success rate down): Witch Knife (No damage to Dark) > Death Scythe/Reaper Scythe/Vigan Scythe (-50% damage to Dark) > any Dark weapon
Bonus Additional (Success rate down): Grim Reaper/Rain Fel (No damage to Dark) > Soul Eater (-50% damage to Dark)
Weapon: Glow Fist (Light Element, Light magic +10%) > Caterina (Light element, Small Light magic up by Lv); Stavros (Melee +25% to Dark) > any "Melee +20% to Dark" or "Light Element" weapon
Armor: Silver Mail (Melee +15% to Dark) > Cleric Robe + Medic Pouch (Light magic +10%); Holy Robe (Light magic +10%)
Armor ◇: ◇ Wargvel (Neutral, Light & Dark magic +5%, Adds MATK +5% on Armor) [NOTE: The Dark & Light might cancel each other out, in this case...requires testing.]
Additional: Light Bulb (Light magic +10%); Cleric Robe + Medic Pouch (Light magic +10%) > Priest Hat II-III (Light magic +5-7%); Black Scarf (Melee +6% to Dark) > Nocros Shield II (Light magic +5%); Snow Wimple (Water & Light magic +5%) > Crystal Halo (Melee +4% to Fire & Dark); Itiance II-III (Light magic +2-4% )
Additional ◇: ◇ Niapa (Melee +5% to Dark, Adds 10% more on Additional)
Special: Alchemy Charm; Light God's Ring (Adds Light Element, Light magic damage up) > Brille Earrings (Light magic +5%)
Misc. ◇: ◇ Ninigi (Melee to Dark +10%) > ◇ Argyros (Melee +10% to Dark) > ◇ Ebon Knight (Melee +8% to Dark); ◇ Eye Magi King (Light magic +8%) > ◇ Dark/Light Enhancer III (Melee to Dark +6%/Light magic +6%); ◇ Karinae (Melee +3% to Dark, Light magic +3%) > ◇ Sianas (Melee +5% to Dark) > ◇ Finstern (Melee +5% to Neutral, Light & Dark) [cf. Wargvel note, above] > ◇ Wizard (Light & Dark Magic +4%~, at INT 430) [cf. Wargvel note, above]
AI ▲: ▲ Enina II (Light magic +10%) > ▲ Lunange (Melee +5% to Dark); ▲ Biflog (Light magic +5%)
Consumable Strengthening Items: Light Drink (Melee+10% to Dark, Light magic +10% for 10 mins); Flint (Melee+10% to Dark, Light magic +10% for 5 min)
Fortune: Black
Colored Additional: Black Ribbon; Black Scarf, etc.
Stat Modifier: INT
Bonus Weapon (Success rate down): Witch Knife (No damage to Dark) > Death Scythe/Reaper Scythe/Vigan Scythe (-50% damage to Dark) > any Dark weapon
Bonus Additional (Success rate down): Grim Reaper/Rain Fel (No damage to Dark) > Soul Eater (-50% damage to Dark)
Carpentry
Elemental Attribute: Earth ("Melee to Earth" or "Flame/Fire Element")
Weapon: Prox Claw (Fire attribute, Fire magic +15%); Etincelle (Flame Element, Fire magic up by STR) > Adler II/Cremation/Crimson Bow (Trade x)/Firebrand Vritra, et al./Kloff Pillar/Knight Espada, et al./Sakuya-hime > any "Melee +20% to Earth" or "Fire Element" weapon
Armor: Lava Mail III-IV (Melee+10-15% to Earth)
Armor ◇: ◇ Foxxus (Melee +6% to Earth, additional Melee +10% more on Armor)
Additional: Foehn (Fire & Wind magic +12%; Trade x) > Elflamme (Fire magic +5%) > Lava Guard II (Melee +4% to Earth) > Magic Scroll I-II (Fire & Wind magic +2-4%)
Additional ◇: ◇ Sakimori No Ryu (Melee +5% to Earth, Adds 10% more on Additional)
Special: Carpentry Charm; Fire God's Ring (Adds Fire Element, Fire magic damage up) > Weasel Cylinder (Fire magic +5%)
Misc. ◇: ◇ Ninigi (Fire magic +10%); ◇ Vatendeth (Melee +10% to Earth) > ◇ Blaiard II (Melee +7% to Earth in July & Aug) > ◇ Earth/Fire Enhancer III (Melee +6% to Earth/Fire Magic +6%)
AI ▲: ▲ Theru/Rua II (Melee +10% to Earth/Fire magic +10%) > ▲ Theru/Rua (Melee +5% to Earth/Fire magic +5%)
Consumable Strengthening Items: Fire Drink (Melee+10% to Earth, Fire magic +10% for 10 mins)
Fortune: Yellow
Colored Additional: Yellow Ribbon, etc.
Stat Modifier: VIT
Bonus Weapon (Success rate down): Niente/Niirumu (Melee -10% to 4 Elements); any Earth/Gaia weapon
Bonus Additional (Success rate down): Lightning Feather Robe (Fire magic -11%; Trade x)
Bonus Special (Success rate down): Forest Spirit (No damage to Earth)
Weapon: Prox Claw (Fire attribute, Fire magic +15%); Etincelle (Flame Element, Fire magic up by STR) > Adler II/Cremation/Crimson Bow (Trade x)/Firebrand Vritra, et al./Kloff Pillar/Knight Espada, et al./Sakuya-hime > any "Melee +20% to Earth" or "Fire Element" weapon
Armor: Lava Mail III-IV (Melee+10-15% to Earth)
Armor ◇: ◇ Foxxus (Melee +6% to Earth, additional Melee +10% more on Armor)
Additional: Foehn (Fire & Wind magic +12%; Trade x) > Elflamme (Fire magic +5%) > Lava Guard II (Melee +4% to Earth) > Magic Scroll I-II (Fire & Wind magic +2-4%)
Additional ◇: ◇ Sakimori No Ryu (Melee +5% to Earth, Adds 10% more on Additional)
Special: Carpentry Charm; Fire God's Ring (Adds Fire Element, Fire magic damage up) > Weasel Cylinder (Fire magic +5%)
Misc. ◇: ◇ Ninigi (Fire magic +10%); ◇ Vatendeth (Melee +10% to Earth) > ◇ Blaiard II (Melee +7% to Earth in July & Aug) > ◇ Earth/Fire Enhancer III (Melee +6% to Earth/Fire Magic +6%)
AI ▲: ▲ Theru/Rua II (Melee +10% to Earth/Fire magic +10%) > ▲ Theru/Rua (Melee +5% to Earth/Fire magic +5%)
Consumable Strengthening Items: Fire Drink (Melee+10% to Earth, Fire magic +10% for 10 mins)
Fortune: Yellow
Colored Additional: Yellow Ribbon, etc.
Stat Modifier: VIT
Bonus Weapon (Success rate down): Niente/Niirumu (Melee -10% to 4 Elements); any Earth/Gaia weapon
Bonus Additional (Success rate down): Lightning Feather Robe (Fire magic -11%; Trade x)
Bonus Special (Success rate down): Forest Spirit (No damage to Earth)
Chasing
Attribute: Light ("Melee to Light" or "Dark Element")
Weapon: Dark Book Vol. 4 (Dark Element, Dark Magic +25%; upgrade not released yet)> Dark Book Vol. 1-3 (Dark Element, Dark magic +20%) > Necro Wand (Dark Element, Dark Magic +13%); Uber Rod (Dark element, Small Dark magic up by DEX if Lv > 299; 15% in the DEX400?) > any Dark Element weapon
Armor: Dark Priest Robe II-V (Dark Magic +10%) > Magic/Witch Robe (Dark magic +5%)
Armor ◇: ◇ Wargvel (Neutral, Light & Dark magic +5%, Adds MATK +5% on Armor) [NOTE: The Dark & Light might cancel each other out, in this case...requires testing.]
Additional: Nightcap II (Melee +10% to Light, Dark Magic +10%; upgrade not yet available) > Nightcap (Melee +5% to Light, Dark magic +5%); Fallen Angel Wings (Melee+10% to Light) > Mahara I-II & II#2 (Dark magic +5-8%) > Shinobi Hachigane (Melee +5% to Light)
Additional ◇: ◇ Nero (Melee +5% to Light, Adds 10% more on Additional)
Special: Chasing Charm; Hell Money (Dark magic +10%; Trade x); Dark Goddess' Ring (Adds Dark Element, Dark magic damage up) > Ring of Fall (Dark magic +5%?) > Cursed Horseshoe (Dark magic +4%)
Misc. ◇: ◇ Avazel (Dark magic +6%, Melee +6 to Light) > ◇ Ginami/Halios (Melee +10% to Light) > ◇ Light/Dark Enhancer (Melee to Light +6%/Dark magic +6%) > ◇ Finstern (Melee +5% to Neutral, Light & Dark) [cf. Wargvel note, above]; ◇ Sianas II (Melee +5% to Light) > ◇ Wizard (Light & Dark Magic +4%~, at INT 430) [cf. Wargvel note, above]
AI ▲: ▲ Enina II (Melee +10% to Light) > ▲ Biflog (Melee +5% to Light); ▲ Lunange (Dark magic +5%)
Consumable Strengthening Items: Dark Drink (Melee+10% to Light, Dark magic +10% for 10 mins)
Fortune: White
Colored Additional: White Ribbon, etc.
Stat Modifier: DEX
Bonus Weapon (Success rate down): Stavros (-50% damage to Light) > any Light weapon
Weapon: Dark Book Vol. 4 (Dark Element, Dark Magic +25%; upgrade not released yet)> Dark Book Vol. 1-3 (Dark Element, Dark magic +20%) > Necro Wand (Dark Element, Dark Magic +13%); Uber Rod (Dark element, Small Dark magic up by DEX if Lv > 299; 15% in the DEX400?) > any Dark Element weapon
Armor: Dark Priest Robe II-V (Dark Magic +10%) > Magic/Witch Robe (Dark magic +5%)
Armor ◇: ◇ Wargvel (Neutral, Light & Dark magic +5%, Adds MATK +5% on Armor) [NOTE: The Dark & Light might cancel each other out, in this case...requires testing.]
Additional: Nightcap II (Melee +10% to Light, Dark Magic +10%; upgrade not yet available) > Nightcap (Melee +5% to Light, Dark magic +5%); Fallen Angel Wings (Melee+10% to Light) > Mahara I-II & II#2 (Dark magic +5-8%) > Shinobi Hachigane (Melee +5% to Light)
Additional ◇: ◇ Nero (Melee +5% to Light, Adds 10% more on Additional)
Special: Chasing Charm; Hell Money (Dark magic +10%; Trade x); Dark Goddess' Ring (Adds Dark Element, Dark magic damage up) > Ring of Fall (Dark magic +5%?) > Cursed Horseshoe (Dark magic +4%)
Misc. ◇: ◇ Avazel (Dark magic +6%, Melee +6 to Light) > ◇ Ginami/Halios (Melee +10% to Light) > ◇ Light/Dark Enhancer (Melee to Light +6%/Dark magic +6%) > ◇ Finstern (Melee +5% to Neutral, Light & Dark) [cf. Wargvel note, above]; ◇ Sianas II (Melee +5% to Light) > ◇ Wizard (Light & Dark Magic +4%~, at INT 430) [cf. Wargvel note, above]
AI ▲: ▲ Enina II (Melee +10% to Light) > ▲ Biflog (Melee +5% to Light); ▲ Lunange (Dark magic +5%)
Consumable Strengthening Items: Dark Drink (Melee+10% to Light, Dark magic +10% for 10 mins)
Fortune: White
Colored Additional: White Ribbon, etc.
Stat Modifier: DEX
Bonus Weapon (Success rate down): Stavros (-50% damage to Light) > any Light weapon
Cooking
Elemental Attribute: Water ("Melee to Water" or "Lightning/Thunder, or Wind Element")
Weapon: Rising Ray (Thunder Element, Wind magic+10%); Fuguhiki Knife (Melee+30% to Water) > Trishula (Melee+27% to Water) > Yanagiba Knife (Melee+25% to Water) > Book of Thunder/Esmeralda III-IV/Shinatsu-hime/Sinbad IV/Indra, et al. > any "Melee +20% to Water" or "Wind Element" weapon
Additional: Vind Krone (Wind magic +16%) > Foehn (Fire & Wind magic +12%; Trade x) > Lightning Feather Robe (Wind magic +8%; Trade x) > Magic Scroll I-II (Fire & Wind magic +2-4%) > Green Glasses (Melee +2% to Water); Yellow Glasses (Wind Element)
Additional ◇: ◇ Celawinos (Melee +5% to Water, Adds Melee +10% more on Additional)
Special: Cooking Charm; Wind God's Ring (Adds Wind Element, Wind magic damage up)
Special ◇: ◇ Spool (Melee +12% to Water on Special)
Misc. ◇: ◇ Sturm (Melee +10% to Water) > ◇ Water Enhancer III/◇ Wind Element 3 (Melee +6% Water/Wind magic +6%) > ◇ Minela (Melee +3% to Water)
AI ▲: ▲ Dym (Melee+10% to Water, Water magic +10%); ▲ Anis (Wind magic+10%) > ▲ Meelis (Melee +5% to Water, Water magic +5%)
Consumable Strengthening Items: Wind Drink (Melee+10% to Water, Wind magic +10% for 10 mins)
Fortune: Blue
Colored Additional: Blue Ribbon (Trade x), etc.
Stat Modifier: CRT
Bonus Weapon (Success rate down): Magia Knife I-II/Mercurius (No Damage to Water) > any Ice weapon > Freesia II weapons (Melee -22% to Water) > any Water weapon > Niente/Niirumu (Melee -10% to 4 Elements)
Bonus Special (Success rate down): Immovable Stone (Magical Wind Power-100%)
Weapon: Rising Ray (Thunder Element, Wind magic+10%); Fuguhiki Knife (Melee+30% to Water) > Trishula (Melee+27% to Water) > Yanagiba Knife (Melee+25% to Water) > Book of Thunder/Esmeralda III-IV/Shinatsu-hime/Sinbad IV/Indra, et al. > any "Melee +20% to Water" or "Wind Element" weapon
Additional: Vind Krone (Wind magic +16%) > Foehn (Fire & Wind magic +12%; Trade x) > Lightning Feather Robe (Wind magic +8%; Trade x) > Magic Scroll I-II (Fire & Wind magic +2-4%) > Green Glasses (Melee +2% to Water); Yellow Glasses (Wind Element)
Additional ◇: ◇ Celawinos (Melee +5% to Water, Adds Melee +10% more on Additional)
Special: Cooking Charm; Wind God's Ring (Adds Wind Element, Wind magic damage up)
Special ◇: ◇ Spool (Melee +12% to Water on Special)
Misc. ◇: ◇ Sturm (Melee +10% to Water) > ◇ Water Enhancer III/◇ Wind Element 3 (Melee +6% Water/Wind magic +6%) > ◇ Minela (Melee +3% to Water)
AI ▲: ▲ Dym (Melee+10% to Water, Water magic +10%); ▲ Anis (Wind magic+10%) > ▲ Meelis (Melee +5% to Water, Water magic +5%)
Consumable Strengthening Items: Wind Drink (Melee+10% to Water, Wind magic +10% for 10 mins)
Fortune: Blue
Colored Additional: Blue Ribbon (Trade x), etc.
Stat Modifier: CRT
Bonus Weapon (Success rate down): Magia Knife I-II/Mercurius (No Damage to Water) > any Ice weapon > Freesia II weapons (Melee -22% to Water) > any Water weapon > Niente/Niirumu (Melee -10% to 4 Elements)
Bonus Special (Success rate down): Immovable Stone (Magical Wind Power-100%)
Universal Melee+
Weapons: Barbaro Axe I-III (Melee up by STR x2, x4, & x6, respectively); Failnaught II-III (Melee is about Lv; Trade x); Kodachi II-IV (Melee up by CRT); Maniji I-II (Melee up by half of Lv; All Elements); Red Tengu II-IV (Melee up based on STR); Sauro Blade L5 (Melee +400)
Weapon ◇: ◇ Pulis (Melee +200, Adds Melee +300 on Weapons)
Armor: Hulam Ries I-III (Melee +Lv ÷ 2, +Lv, & +Lv x2, respectively); Ultimi I-III (Melee +100, 300, & 600, respectively)
Additional: Masquerade II (Melee +300); Medim Corona I-III (Melee up by 250%, 300%, & 350% of Lv, respectively); Polar Bear Backpack (Melee +600) > Variant I-II (Melee +200 & 300, respectively; Trade x) > Hibiscus I-II (Melee +50 & 250, respectively)
Misc. ◇: ◇ Mio (Absolute evasion +4%, Melee +400, Counter on evasion +8%)
Weapon ◇: ◇ Pulis (Melee +200, Adds Melee +300 on Weapons)
Armor: Hulam Ries I-III (Melee +Lv ÷ 2, +Lv, & +Lv x2, respectively); Ultimi I-III (Melee +100, 300, & 600, respectively)
Additional: Masquerade II (Melee +300); Medim Corona I-III (Melee up by 250%, 300%, & 350% of Lv, respectively); Polar Bear Backpack (Melee +600) > Variant I-II (Melee +200 & 300, respectively; Trade x) > Hibiscus I-II (Melee +50 & 250, respectively)
Misc. ◇: ◇ Mio (Absolute evasion +4%, Melee +400, Counter on evasion +8%)
All Elements
Weapons: Aroundight/Autorail; Futsu no Mitama; Gandiva I-III; Maniji I-II (Melee up by half of Lv); Sion Capell I-III; Valverna I-III (Trade x)
Armor: Yin Ninja Garb I-III (Element magic +9, 10, & 14%, respectively)
Special: Wild Ring (Melee to all elements +10%)
AI ▲: ▲ Sauro II (Melee +3% to All Elements, All magic +3%)
Armor: Yin Ninja Garb I-III (Element magic +9, 10, & 14%, respectively)
Special: Wild Ring (Melee to all elements +10%)
AI ▲: ▲ Sauro II (Melee +3% to All Elements, All magic +3%)
4 Elements
Weapons: General Wand I-III (4 Elements' magic +10-14%)
Weapon ◇: ◇ Nuitram (4 Elements' magic +10%, Adds Cast time -5% and ASPD -10% on Weapons.)
Armor ◇: ◇ Shojo (4 Elements' magic +5%, Adds MATK +5% on Armors)
Additional: Sage Hat II-III (4 Elements' magic +9-11%); Libersona I-II (4 Elements (Melee+10, 15, or 20-30% to 4 Elements??) > Sage Hat (4 Elements' magic +5%)
Misc ◇: ◇ Spector (Melee +5% to 4 Elements)
AI ▲: ▲ Rita (Fire & Water & Wind & Earth magic +10%)
Bonus Weapons (Success rate down): Niente/Niirumu (Melee -10% to 4 Elements)
And again, as YuHee mentioned, Weapon ◇: ◇ Nuitram (4 Elements' magic +10%, Adds Cast time -5% and ASPD -10% on Weapons.)
Armor ◇: ◇ Shojo (4 Elements' magic +5%, Adds MATK +5% on Armors)
Additional: Sage Hat II-III (4 Elements' magic +9-11%); Libersona I-II (4 Elements (Melee+10, 15, or 20-30% to 4 Elements??) > Sage Hat (4 Elements' magic +5%)
Misc ◇: ◇ Spector (Melee +5% to 4 Elements)
AI ▲: ▲ Rita (Fire & Water & Wind & Earth magic +10%)
Bonus Weapons (Success rate down): Niente/Niirumu (Melee -10% to 4 Elements)

Jul 17, 2017 13:06:51 GMT @yuhee said:
. . .wearing an element set the same with the production element lowers success rate. So it is good to use when you are wasting materials or you want at least "Normal" grade for you to fail a lot and get more exp w/o rapidly consuming your materials gathered.Every 5% Elemental modifier adds +1% success rate (element drinks apply to this, as well), or you can add thus to your failure rate, as mentioned in the previous statement. And I assume these values all add up, so if you have a Priest Hat III (+7% Light magic) with a Karinae xtal (+3% Light magic), you get just enough for a 2% success rate boost to Alchemy.
And according to a thread I read, Flame, for example, will do Melee +10% damage to its lesser counterpart, Fire—whereas it will do +20 (25-30?)% damage to earth (fire does 15-20%?). Light vs. Dark, & vice-versa, is only +10%... 4 elements is (10%?) 15%. And All element is 10%. I'm a little iffy on the some of these figures.
Strengthening Skills/Spells
Origin: A Lv180 Enchanter's party buff that changes your element & increases that element's damage (it comes with four levels: Lv1(Fire), Lv2(Water), Lv3(Wind), Lv4(Earth)).
Soul Connection: A Servant skill that transfers half their stat points to a single target. Cannot exceed 256. This could conceivably compensate for any & all shortcomings in your stat build. Every 25 points of a particular stat in your stat build (and also added stat points from gears & xtals?) gives +1% success rate toward its correlated Production category.
All Around: A pet skill that raises your attribute attack power, but the values are low...only 1—maybe 2%.
Darkness Lv1: A Lv120 Assassin skill that adds Dark Element to attacks, raising ATK against Light Element.
Gloria: A Lv120 Paladin skill that strengthens weapon & raises attack force against Dark Attribute for 5 min. Damage increases by 1.5 times; increases by 1.25 times against others (thanks, Krish, for informing me of these latter two).
Anyway, I hope you all find this useful—and you're welcome. Soul Connection: A Servant skill that transfers half their stat points to a single target. Cannot exceed 256. This could conceivably compensate for any & all shortcomings in your stat build. Every 25 points of a particular stat in your stat build (and also added stat points from gears & xtals?) gives +1% success rate toward its correlated Production category.
All Around: A pet skill that raises your attribute attack power, but the values are low...only 1—maybe 2%.
Darkness Lv1: A Lv120 Assassin skill that adds Dark Element to attacks, raising ATK against Light Element.
Gloria: A Lv120 Paladin skill that strengthens weapon & raises attack force against Dark Attribute for 5 min. Damage increases by 1.5 times; increases by 1.25 times against others (thanks, Krish, for informing me of these latter two).

P.S. Almost forget to mention Production UP Tickets~! And if you're Alchemist class, you get an innate boost in success rate & lowered chance of losing materials when you do fail...but I don't know the exact figures on that.
Addendum: And bringing out an elemental pet also seems to have an influence.
said that she/he uses elemental magic
May I know who is right? Does elemental magic work or only melee to elemental?