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Thread: Final Fantasy XIII - Weapon Upgrading Guide

  1. #11
    Cool as Shiva Fayt's Avatar
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    Awesome! I'm getting FF13 today! Thanks for the help!
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    Quote Originally Posted by Fullmetal View Post
    This is probably the only part of this guide I can't help you with, its going to require a lot of math and each item has a different Exp value. What I can help you with is determining how much Exp your item will require to meet its maximum level. You see, each item has a set value in which the Exp require increases every time it gains a level.

    For Example: Blazefire Saber requires 300 Exp to get to level 2. At level 2, it requires 357 Exp to get to level 3. 357-300 = 57

    The maximum level for Blazefire saber is 26, therefore:
    300->357->414->471->528->585->642->699->756->813->870->927->984->1041->1098->1155->1212->1269->1326->1386->1440->1497->1554->1611->1668->1725

    Added together is: 26328 Exp to get from lv. 1 to lv.*

    Since I have yet to discover a formula for this and until some math wizard comes up with one, I'm afraid you'll have to do this manually. The same principles apply accessories, but I'm not going to list all of those
    Here's a formula for calculating the exact amount of experience needed for a weapon:

    E = LA+1/2(L^2-L)B

    L is the number of levels needed to max out a weapon (26 for the Blazefire).

    A is the amount of experience needed to go from level 1 to level 2 (300 on the Blazefire).

    B is the extra amount of required experience that gets added for every level (57 for the Blazefire).

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    Since I have yet to discover a formula for this and until some math wizard comes up with one, I'm afraid you'll have to Udo this manually. The same principles apply accessories, but I'm not going to list all of those >_>


    Seems that I'm your wizard.
    To canclulate the amount of experience needed to reach your next star level you need 2 numers.
    The first number is the experience needed to gain your first level multiplex by how many levels you need to go up.
    ie.
    0/520 till level 2(and say yur star is at lvl 9)
    520 X 9 = 4680

    The second number you need is a bit trickier. You have to find out how much xp the level requirement goes up each level(we'll use 57 as an example)
    0/577 till level 3(subtract the old max from the new max to get your number. You then multiply that(57) by the number to the number that corresponds to the amount of levels you need to go up in the following chart.
    Levels needed :1 2 3 4 5 6 7 8 9 10
    Corresponding #:1 3 6 10 15 21 28 36 45 55 etc.
    For sake of the fact that I'm typing this on my iPod I didnt do the whole chart but you basically just add the next number.

    I know that sounded complicated but bear with me a second.
    We will say our example weapon needs to get to level 9.
    So I multiply 57 times 45,because I need 9 levels.
    57 X 45 = 2565

    now I just add the two number I got together....
    4680
    +2565
    7245 total experience needed from level 1 to level 9.

    Hope this was comprehendable....makes perfect sense to me anyways....

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    This topic has been very helpful for me, thanks for making it.

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    Quote Originally Posted by fatidicus View Post
    Here's a formula for calculating the exact amount of experience needed for a weapon:

    E = LA+1/2(L^2-L)B

    L is the number of levels needed to max out a weapon (26 for the Blazefire).

    A is the amount of experience needed to go from level 1 to level 2 (300 on the Blazefire).

    B is the extra amount of required experience that gets added for every level (57 for the Blazefire).
    Just one thing to note on your formula - L is the number of levels needed to max out your weapon, but remember, the weapon starts at level 1, not level 0. So to get the Blazefire to 26 for example, it's really only 25 level-ups. Plugging that in to your formula, and you come up with the exact amount: 24,600

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    Most viewed topic on the site, allllllllll right


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    Awesome guide. I've been looking into this every now and then since I'm currently upgrading my characters' weapons to their full potential. Thanks!

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    Default Formula for figuring exp needed to upgrade

    That was all great info. Here is the formula that you were looking for. I used the formula that fatidicus posted above, and improved it and simplified it. Then I added detailed step by step instructions. Hope it helps!

    Formula for upgrading weapons and items in FF13:

    E=(L*A+((L*L-L)*B)/2)-C (I can’t make this more simple) DO NOT INPUT NUMBERS UNTIL YOU HAVE COMPLETED STEP 2 BELOW!

    L= Total levels to reach max (star level). Subtracting the max level from the current level.
    A= EXP needed for the next level
    B= How much the EXP increases for each level (step 3 below)
    C= The current EXP you have (this will change as you get you triple bonus in step 2, so wait until you have your triple bonus done).

    Steps to figure out total EXP needed to max out a level of a weapon (shown as star when maxed out) or accessory. You will need to find out what the max level is for each item because each one is different. I was so confused looking on other forums, and I spent many hours figuring this out and testing it. Follow the steps exactly. Any mis-step could totally screw up your calculations, which can cost you a lot of gil. Save often so you can go back if you screw up.

    1. Record the current EXP needed to reach the next level of the item you are upgrading (this number does not go into your formula)
    2. Using your organic components upgrade the item until you get a bonus of 3 (200%). This requires a multiplier value of 501+. These values are hidden values. If you do need to buy them, the most economical components are these:

    Sturdy bones, barbed tail, or vibrant ooze. These have a multiplier value of 14, so you will need 36 of them. You can purchase these from Creature Comforts for 2,880 gil total. Use all components that you have first, before you start buying them. If you don’t know the multiplier value, then you can just add them a few at a time, until you reach the triple bonus (this could take some time, depending on the item).

    *TIP: If you go up one level while doing this step, subtract the new EXP needed from the old one that you recorded in step 1. This is your B value in the formula. You can now skip step 3. I usually save the game at this point under a new save.

    3. Save your game, then use any components to make your item go up 1 level (***only 1 level, two or more will screw the formula up). If you need to, then sell anything to purchase some components. Now subtract the new EXP needed value from the one you recorded in step 1. This will be your B value in the formula.
    4. Plug in the numbers and figure out the total EXP needed.
    5. Use the mechanical components to increase the EXP. Try to use the total number of items needed to reach the total EXP needed. Mechanical Components have hidden values that decrease your EXP bonus. Make sure that you have a triple bonus before you add these components because mechanical components are expensive, and you want to get the max XP from them. Also, each time you use the mechanical components, you will need to start all over from STEP 2 because the formula will now be different.
    Here is a list of mechanical components that can be purchase. They are listed in the order of most economical to the least. There are more, but these are the best 4. The EXP is the average using the triple bonus:

    Ultracompact Reactor 80-90k EXP 50,000gil R&D Shop
    Particle Accelerator 9-10k EXP 10,000gil R&D Shop
    Super conductor 800 EXP 840gil Lenora’s shop
    Perfect conductor 1400 EXP 1,600gil Lenora’s shop


    **TIP: Most of your organic components are not worth sell and should be kept for creating your bonus. I suggest selling these: seeds, fruits, dews, gloomstalk, sunpetal, green needle & perfume. These are worth more than their value in EXP multipliers.
    ***TIP: You have to use your own judgment, but I sell all mechanical components except those items listed above, and these items because they can be farmed and have higher EXP value:

    Chobham Armor, Bomb core, and Tesla turbine.


    I hope this will save everyone some of the time, confusion and headaches it took me to figure this all out.
    Last edited by flipperinjapan; 04-25-2010 at 05:17 AM.

  10. #20
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    Ally KO Power Suge = Party members fall in battle, you gain more attack power.

    And essentially, this is awesome. You stack on the really cheap Components with high multipliers, and then once it hits three, start stacking on the High Exp Components. I usually try to hold off on the higher stuff until it takes about 4000+ Exp to level up a weapon, and only then, I pile on enough to get me past, or at least almost to the threshold of the next level, and then I use smaller Commponents again to bump it through to the next level.
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