Table of Contents
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Level Fusion (100 Medals)
Requirement: Both Commanders must be the same race
Base Commander: Max Level increases based on rarity of Material Commander
Material Commander: Consumed during Level Fusion
Success Rate: Depends on a number of factors
Level Fusion increases the level limit (which is 20.0 to begin with) of the main (base) Commander at a cost of a material commander who is lost after the fusion. Level Fusion will always succeed but the amount of the increase to the base commander depends upon the rarity of the material commander.
In a Level Fusion, the Base Commander must have the race with the Material Commander in order for the process to be valid. A Level Fusion has five Results (I, II, III, IV, V). The level of the material commander determines the chance for each Result. The rarity of the material commander determines the amount the Level Max increases for each Result.
The following two tables shows the amount of increase for different rarity commanders, and the odds of each result by level, respectively.
Max Level Increase | |||||
---|---|---|---|---|---|
Material Rarity | I | II | III | IV | V |
Common | 1 | 0.5 | 0.4 | 0.3 | 0.2 |
Uncommon | 3 | 1 | 0.8 | 0.6 | 0 .4 |
Rare | 10 | 5 | 3 | 2 | 1 |
Rare Plus | 15 | 7.5 | 6 | 4.5 | 3 |
Super Rare | cell-content | cell-content | cell-content | cell-content | cell-content |
Super Rare Plus | cell-content | cell-content | cell-content | cell-content | cell-content |
Ultra Rare | 25 | 15 | 8 | 5 | 3 |
Chance of Increase | |||||
Levels | I | II | III | IV | V |
1 | 1% | 9% | 20% | 35% | 35% |
2-8 | 1.5% | 9.2% | 20.1% | 34.5% | 34.7% |
9-11 | 2% | 9.3% | 20.1% | 34.3% | 34.3% |
12-13 | 2.5% | 9.5% | 20.2% | 33.8% | 34% |
14-16 | 3% | 9.6% | 20.2% | 33.6% | 33.6% |
17 | 3.5% | 9.8% | 20.3% | 33.1% | 33.3% |
18-19 | 3.9% | 10% | 20.3% | 32.9% | 32.9% |
20-21 | 4.4% | 10.1% | 20.4% | 32.5% | 32.6% |
22 | 4.9% | 10.3% | 20.4% | 32.2% | 32.2% |
23-24 | 5.4% | 10.4% | 20.5% | 31.8% | 31.9% |
25 | 5.9% | 10.6% | 20.5% | 31.5% | 31.5% |
26 | 6.4% | 10.8% | 20.6% | 31.0% | 31.2% |
27 | 6.9% | 10.9% | 20.6% | 30.8% | 30.8% |
28 | 7.4% | 11.1% | 20.7% | 30.3% | 30.5% |
* For every successful skill fusion that the material commander has, the chances will go up one tier. Example: For a level 14 commander with skill level 2, look at the line for a level 17 commander.
** Although the chances continue to increase beyond what is documented on this chart, using such a highly developed commander as material is generally not recommended. Players are invited to discover these higher chances for themselves if so desired.
Skill Fusion (100 Medals)
Skill Fusion improves the current skill level of the main (base) Commander at a cost of a material commander.
The actual chance depends on 4 main factors:
- Material Commander Level
- Material Commander Rarity
- Base Commander Skill Level
- Base Commander Rarity
Higher level and rarity on the material commander improves the success chance, while higher skill level and rarity on the base commander decreases it.
In a Skill Fusion, the Base Commander must have not only the race of the Material Commander, but also the same skill type (Domestic or Battle) in order for the process to be valid.
When combining two Battle Commanders, there will be a small chance for the Base Commander to increase the number of ships he/she can use in the Formation (Forces).
The effective chance of success will always be capped at a maximum 95% regardless of commander rarity or level. It may also go down to 0.1% when considering all factors. The following table shows the base percentage chance of increasing the skill level of a commander based on the rarity difference of the two commanders and the level of the material commander, before caps or skill level modifiers.
The chance will decrease by 5% for every successful skill level increase of the base commander. (i.e. Skill Level 2 = -5%, Skill Level 3 = -10%, etc.) This penalty is always deducted before the 95% cap is applied, allowing it to be offset by using a higher level material commander. Example 1: Skill Lv.4 and Material Level 15 with equal rarity will grant 102.5% - 15% = 87.5% chance. Example 2: Skill Lv. 4 and Material Level 20 with equal rarity will grant 120% - 15% = 105% chance, which will then be reduced to the 95% cap.
The maximum skill level is 20.
Material Level | Equal | One Up | Two Up | Three Up | Four Up |
---|---|---|---|---|---|
1 | 80% | 65% | 50% | 35% | 20% |
2 | 80.4% | 65.4% | 50.4% | 35.4% | 20.4% |
3 | 80.9% | 65.9% | 50.9% | 35.9% | 20.9% |
4 | 81.6% | 66.6% | 51.6% | 36.6% | 21.6% |
5 | 82.5% | 67.5% | 52.5% | 37.5% | 22.5% |
6 | 83.6% | 68.6% | 53.6% | 38.6% | 23.6% |
7 | 84.9% | 69.9% | 54.9% | 39.9% | 24.9% |
8 | 86.4% | 71.4% | 56.4% | 41.4% | 26.4% |
9 | 88.1% | 73.1% | 58.1% | 43.1% | 28.1% |
10 | 90% | 75% | 60% | 45% | 30% |
11 | 92.1% | 77.1% | 62.1% | 47.1% | 32.1% |
12 | 94.4% | 79.4% | 64.4% | 49.4% | 34.4% |
13 | 96.9% | 81.9% | 66.9% | 51.9% | 36.9% |
14 | 99.6% | 84.6% | 69.6% | 54.6% | 39.6% |
15 | 102.5% | 87.5% | 72.5% | 57.5% | 42.5% |
16 | 105.6% | 90.6% | 75.6% | 60.6% | 45.6% |
17 | 108.9% | 93.9% | 78.9% | 63.9% | 48.9% |
18 | 112.4% | 97.4% | 82.4% | 67.4% | 52.4% |
19 | 116.1% | 101.1% | 86.1% | 71.1% | 56.1% |
20 | 120% | 105% | 90% | 75% | 60% |
Equal = same rarity (Common and Common, Uncommon and Uncommon, etc)
One Up = (Common and Uncommon, Uncommon and Rare, Rare and Rare+, etc)
Two Up = (Common and Rare, Uncommon and Rare+, Rare and Super-Rare, etc)
Three Up = (Common and Rare+, Uncommon and Super-Rare, Super-Rare+ or Ultra-Rare)
Four Up = (Common and Super-Rare, Super-Rare+ or Ultra-Rare)
* Skill fusion treats SR, SR+ and UR as being equal.
Change Formation (500 Medals)
You can also change the Formation of a Commander to get a randomly selected Formation of the same Cost.
Only a Skill Fusion has a chance of increasing the cost/fleet size of a commander.
An example of a Skill Fusion with a UC 4 Base and C 3 Material, 65% chance of success |