Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But you are buying a leg anyways so it's more powerfull so even if you were to disenchant wouldn't be as powerfull so might be an epic.
Ether disenchant so we can confirm this DDoig or wait for Codename to get on and confirm for us.
http://steamcommunity.com/sharedfiles/filedetails/?id=1067083049
The total amount is the same. You would need a extra (huge?) database to store mats used for every upgrade per player.
Because this is works like this. You not loose materials, if you spend rare materials for X levels, on disenchant you get common materials for same X levels.
This ratio holds true regardless of which level-up you're buying. 1->2 is the base costs of 250/100/50/25. Then 2->3 is doubled to 500/200/100/50. Then 3->4 is doubled to 1000/400/200/100. Then 4->5 is doubled to 2000/800/400/200. And so on and so on. The costs keep rising but they're always in the same proportions to each other.
The system is most likely set up to handle refunds just as "common material = some function of item's current level". Basically just adding up those costs according to the common quality. Level 1 item? Material = 0. Level 2 item? Material = 250. Level 3 item? Material = 250 + 500 = 750. Level 4 item? Material = 250 + 500 + 1000 = 1750. Level 5 item? Material = 250 + 500 + 1000 + 2000 = 3750. And so on and so on.
The disenchant button was added as kind of an afterthought anyway. I'm pretty sure that they had not planned for it when they were working on crafting and legendaries, so no feature was ever implemented to track an item's upgrade history to allow for refunds to be given of precisely the same materials originally consumed. Even if such a feature were to be added in now, it would not be retroactive for items upgraded before the addition of that feature. All current legendaries would just get a generic entry indicating a history of all commons being used anyway, because how would they know what was originally done with every item? The tracking would only make a difference for new upgrades made after that.
But so long as they don't add something like that in, you might as well just imagine that all materials used to upgrade a legendary are converted into some sort of legendary fuel used to empower the item. 10C -> 1F, 4U -> 1F, 2R -> 1F, and 1E -> 1F. This new unit is just one big pool of energy that doesn't make any distinction in where that energy originally came from. And then when you want to break the item down, the process to disenchant that energy back into regular old crafting material is only capable of forming it into common material. 1F -> 10C.