The dungeon and the warrior purple suit are strengthened to the point that they will explode in a fe

Updated on Game 2024-07-22
11 answers
  1. Anonymous users2024-02-13

    Sealed equipment Whether it is green, purple, pink or orange, 10 on 11 may explode.

    Good luck.

  2. Anonymous users2024-02-12

    Before level 7, it was a failure, and before level 7-10, it was back to 0, and before level 10, it would not explode.

    After level 10, if you fail to strengthen it, it will explode and give you some colorless and cotton.

  3. Anonymous users2024-02-11

    Reinforcement rule 1 +3 does not fail.

    3 +7 Reduced the item's original enhancement level by 1 level after failure.

    8 +10 After failure, the original enhancement level is reset to zero or is dismantled11 or above, and the equipment is dismantled after failure.

  4. Anonymous users2024-02-10

    If you fail before adding 6, you will only drop one level.

    After adding 6, before adding 9, it will drop to 0 if it fails

    After adding 9, it will be broken if it fails.

    I understand that's the case.

  5. Anonymous users2024-02-09

    1 3 will definitely succeed.

    4 10 will go back or return to 0 in the middle

    There is a chance that it will be broken if it is more than 10.

    Look at luck.

  6. Anonymous users2024-02-08

    You can basically go up to level 7, only about 50 percent from 8 to 10, only 25 percent from level 10, and 5 percent from level 12 to 5 percent.

  7. Anonymous users2024-02-07

    If it is above 8, it will drop to 0, and the goods will be decomposed. I had +8 stuff and +9 when it was confiscated by Kelly...

  8. Anonymous users2024-02-06

    Burst? You mean it's broken, it's strong 10 or more, it's going to break (not including 10).

  9. Anonymous users2024-02-05

    It's a blast, not a drop.

    In that case, if the equipment is strong enough to be 8 or more, it will be easy to explode!!

  10. Anonymous users2024-02-04

    Enhanced success rate.

    This is the official data.

    Then let's start strengthening it, there's too much nonsense, hehe.

    First of all, the chance of a ** direct +7 is still very high.

    So let's go straight to +7 first

    Then, prepare a knife, preferably the same level, personally recommended, take level 3 novice equipment and test it repeatedly, saving money and drawing reinforcement conclusions.

    Direct Boost Plus +7

    With +7 **, take the normal white + and add it all the way to a failure, such as a failure at 4+5 6+7.

    Just throw the +7 ** in and the +8 will basically succeed unless you have an RP problem.

    7 +8 chance.

    Why don't you choose 5+6 to fail? It's very evil here, and I've strengthened it thousands of times, 5+6, I don't know if it's a bug or what.

    5+6 failure, no matter how strong it is, something else** basically no good fruit to eat, superstition, hehe.

    8 put it away.

    No matter how strong that novice white knife is, if it's +7, then it's +7, isn't it, put it away, wait for it to be useful, and prepare another one.

    Same as above: Fail at 4+5 6+7 and throw the ** of +8 into +9

    8 +9 statistically yes, I'm doing this way, and it's basically successful.

    The 9+10 method is the same as no longer introduced.

    The critical time is here, 10+11, everyone is afraid, right?

    Actually, it's very simple, here you have to come up with +4 +5 90% of the right is this one.

    We prepare the cheapest knives, the worn-out ones are the best, because the reinforcement is much cheaper, even if the 50's ** worn-out is very cheap.

    Once there is a +4 +5 failure and a +10 throw it in and wait for the sound.

    Of course, Kelly will tell you about the success of reinforcement.

    If you're strong with Purple**, then think be strong +12 and continue to use +4 +5 to fail and throw it in.

    Pink 50 Ah Okay** Then wait for +3 +4 95% **Dilapidated shake out and can be stored in the warehouse.

    Once +3 +4 fails +11's ** throw it in, yours is a pink 50 and yours will succeed lol.

    The +13 +14 +15 method has to be changed to the postponement method.

    The **Enhancement method just introduced +3 +4 fails and loses +12 anymore.

    Throwing +10 worn-out ones in also fails, so you can throw +12 in +13

    The dilapidated ones don't fail? Someone will ask.

    That's even better for giving us more +14 platforms.

    Again, after a failure of +3 +4, throw in +11 worn-out or +12 worn-out.

    The o yes of 14 is out.

    15 of the same is true.

    Personally, I don't recommend Strong +16 Powder** Purple Strong +16 The above method is OK but there are risks.

  11. Anonymous users2024-02-03

    To 3 flickering Happy game.

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