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By [Ankama]WAKFU - ADMINISTRATOR - May 20, 2020, 15:00:00
DevTrackerAnkaTracker
Following all the feedback received from the community since Enchantment was introduced and the survey we gave you a few months ago, we decided to make a few changes to the Enchantment system for Update 1.68.
We wanted to concentrate on making Enchantment more accessible by making optimization less costly.
This is an important step before considering any possible greater, longer-term changes to the Enchantment system.
Increased Likelihood of Getting Equipment
We wanted to make it easier to get some items of equipment. This will, on the one hand, increase the likelihood of you finding an item that has suitable sockets, and on the other hand, give you greater opportunity to sacrifice items using Enchantment and get the expected outcome.
Legendary Items:
The likelihood of getting these items has been increased by 25% (now 0.25% instead of 0.2%).
Quantities of ingredients in recipes to upgrade a mythical item to a legendary item have been reduced by 30%.
Souvenir Items:
Quantities of Ogrest's Tears in Souvenir items' recipes have been reduced by 50% (now 400 instead of 800).
Epic Items:
The likelihood of getting these items has been increased by 20% (now 0.4% instead of 0.333%).
Increased Number of Charges After Sacrificing an Item
We want sacrificing an item to make it easier to get what you want, so we increased the number of charges after sacrificing an item by 40% (now 7 instead of 5).
Increased Likelihood of Having Three or Four Sockets
We want to increase the likelihood of having items with more than two sockets when getting items, but also when trying to modify the number of sockets through Enchantment.
Here are the changes we're making in Version 1.68:
1 socket: 40% less likely to appear in 1.68
2 sockets: 12% more likely to appear in 1.68
3 sockets: 27% more likely to appear in 1.68
4 sockets: 50% more likely to appear in 1.68
When modifying the number of sockets through Enchantment, items cannot get fewer sockets than they already had (no change in this respect in Version 1.68).
Increased Likelihood of Having a White Socket
White sockets offer great flexibility in choosing the bonuses and sublimations to assign to an item, but they must keep a high-enough rarity so as not to make optimizing items pointless.
We decided to increase the likelihood of getting them by 100%.
Conclusion
These changes will be available in Beta Version 1.68. We hope they will make Enchantment a little easier and optimizing your equipment a little more accessible.
We still occasionally see players wondering about the following points:
The presence of random mechanics in Enchantment
The reasons for having to sacrifice an identical item (rather than a generic resource)
The difficulty in optimizing equipment to its maximum
The Enchantment difficulty of an item of equipment proportional to its rarity
You can find our answers to these questions at the end of this article.
If there's still something you don't understand, please tell us so we can explain some more.
We'll continue to closely monitor your feedback on Enchantment, and where necessary, we're prepared to continue iterating this feature.
Well I know the lvl 200 players will love this, but is also nice for people makin decent casual or ALS gear for lower lvls (and more gear drops means more shards, so nice all around).
Well, ALS gear for lower lvls? Which sentence show that low level gears drop got increase? No Legendary gears until lv65 drops actually. The likelihood of Epic drops in low level really worth to crush into shards? Just how low level you mean?
n means number of trials (think it as how many fight you are planning to do) p means probability of single trials (base drop chance) x means the number of success trials (How many times it actually drops)
about that drop down menu:
P(X = x) means the chance to get exactly x drop(s) in n fights
P(X ≧ x) means the chance to get more or equal to x drop(s) in n fights
P(X ≦ x) means the chance to get less or equal to x drop(s) in n fights
=====
for anyone who just want to know Epic drop chance change but don't want to calculate it:
before 1.68 you have %28.363 chance to get 1 or more epic in 100 fights
in 1.68 you have %33.022 chance to get 1 or more epic in 100 fights
=====
btw I'm lazy to include PP in calculation so you need to do it yourself
Well, sucks for people who've already spent Hundreds of Millions of Kamas to optimize their gear. This is basically a slap in the face for all their effort pre 1.68.
Still, some people are going to whine about the system even after these improvement.
Thanks Ankama for listening to the Community.
This system was already broken , let the players crie who wasted their kamas on the gears because this revamp was much needed and the good thing is they dont have to waste millions of kamas again.
Feel sorry as still way way doubt the percentage% really make any differences? The randomize based really worth to bet? Again, let see what response after Beta instead...
the inherit problems of enchant system are still there but this is welcomed news nonetheless.. kudos ankama this is one of the rare occasions i see you guys coming towards your player base without 2000 kg hammer in hand with obvious intent to cause blunt force trauma.
Thank you, so very much for the changes! Finally.
Well I know the lvl 200 players will love this, but is also nice for people makin decent casual or ALS gear for lower lvls (and more gear drops means more shards, so nice all around).
Well, ALS gear for lower lvls? Which sentence show that low level gears drop got increase? No Legendary gears until lv65 drops actually. The likelihood of Epic drops in low level really worth to crush into shards? Just how low level you mean?
YEssshshhhshhhhsh :3
:3
wow, a good update. because now its just a diddlydoo
I got this Binomial Distribution calculator for people who want to calculate drop chance change
https://homepage.divms.uiowa.edu/~mbognar/applets/bin.html
n means number of trials (think it as how many fight you are planning to do)
p means probability of single trials (base drop chance)
x means the number of success trials (How many times it actually drops)
about that drop down menu:
P(X = x) means the chance to get exactly x drop(s) in n fights
P(X ≧ x) means the chance to get more or equal to x drop(s) in n fights
P(X ≦ x) means the chance to get less or equal to x drop(s) in n fights
=====
for anyone who just want to know Epic drop chance change but don't want to calculate it:
before 1.68 you have %28.363 chance to get 1 or more epic in 100 fights
in 1.68 you have %33.022 chance to get 1 or more epic in 100 fights
=====
btw I'm lazy to include PP in calculation so you need to do it yourself
What about recipes for legendary items that are not upgrades?
https://www.wakfu.com/en/mmorpg/encyclopedia/armors/25074-kaw-breastplate
Amazing changes, especially the quantity of resources needed for upgrading items. Keep up the good work
<3
Great changes. I hope we get another revamp too with the next update.
If possible, create some new "craftable" sublimation scroll to put on all this new slots we are going to get...
OMG,
I loved
This. I like this.
Well, sucks for people who've already spent Hundreds of Millions of Kamas to optimize their gear. This is basically a slap in the face for all their effort pre 1.68.
Still, some people are going to whine about the system even after these improvement.
Thank you so much for listening to us!
Thanks Ankama for listening to the Community.
This system was already broken , let the players crie who wasted their kamas on the gears because this revamp was much needed and the good thing is they dont have to waste millions of kamas again.
Feel sorry as still way way doubt the percentage% really make any differences? The randomize based really worth to bet? Again, let see what response after Beta instead...
The likelihood of getting these items has been increased by 20% (now 0.4% instead of 0.333%).
what about nation rings and swords? dont you have to craft those? are they getting reduced resources needed to craft?
You guys just cannot miss lately. Great changes
the inherit problems of enchant system are still there but this is welcomed news nonetheless.. kudos ankama this is one of the rare occasions i see you guys coming towards your player base without 2000 kg hammer in hand with obvious intent to cause blunt force trauma.
you guys have been on fire lately keep it up!