Before comparing percentages, ask whether an effect applies to your usual attack and whether you can satisfy its condition. This guide explains roles and trade-offs when keeping or rerolling effects. Values describe game settings; they are not a combat-tested ranking.
How to choose equipment effects
Choose your main attack and one problem to address. Melee, ranged and damaging artifacts have different scopes. A higher tier does not help the intended role if it applies to an attack you do not use. Check scope and triggers before comparing tier values.
Fixed / native effects are item settings; random candidates are references in declared generation pools; talisman level effects belong to level-specific settings. Book-applied enchantments are a separate system. Ordinary and talisman tier III can differ. An item definition does not prove that its native effect can be rerolled.
Before replacing an effect, identify the healing, movement or resource supply you would lose as well as the damage role you would gain. If ammunition or souls interrupt your main attack, investigate that constraint before assuming another damage bonus solves it.
Recommended effects by purpose
- Melee damage: use Sharpness's broad melee description as a starting comparison. Investigate Duelist for primary targets or Brawler for secondary targets. Do not replace a broad bonus solely for a larger conditional number before identifying how your attacks classify their targets.
- Ranged attacks: separate Impact's damage role from Reload's attack interval. Sustained firing and interruptions from ammunition supply call for different comparisons. Fletcher's English description concerns ranged ammo cooldown, not an interchangeable firing-speed bonus.
- Critical hits: distinguish chance from damage on a critical hit, then check melee or ranged restrictions. Optimal allocation cannot be calculated without baseline chance and stacking behavior.
- Poison or fire: establish a source of the relevant damage first. Venomancer and Pyromancer strengthen their respective damage; their descriptions alone do not establish status application. With no confirmed source, defer the comparison.
- Survival: separate dying to one hit from failing to recover after smaller hits. Check mitigation scope, healing received, healing performed and out-of-combat regeneration. More healing received is not a replacement for a missing healing source.
- Rolling and movement: Acrobat affects roll cooldown, Finesse concerns attacks while rolling or moving, and Leaper concerns jumping melee attacks. Decide whether you need more frequent movement or a bonus during that movement.
- Artifacts: compare Sorcerer for damaging artifacts and Cooldown for reuse. Do not generalize damage bonuses to support-only artifacts. If souls limit use, a shorter cooldown alone does not establish sustainable use.
- Souls and resources: distinguish Reaper's collection, Spiritual's capacity and Alchemist's healing on collection. Capacity and acquisition shortages are different problems. No universal ranking follows without measuring expenditure and recovery.
Comparing similar effects
Tables share the list data and label every setting context. Most rows show ordinary equipment I–III; descriptions use the last shown tier. Reload is a unique setting and Leaper a talisman level effect, not ordinary reroll candidates. Consult the list for the complete settings.
Sharpness versus Duelist: when narrower targeting matters
Sharpness describes melee damage generally, Duelist primary targets and Brawler secondary targets. Focused attacks and cleaves present different questions. Differences vary by tier; equal displayed values can still cover different targets. Consider the attacks a conditional effect would leave outside its scope.
| Effect | Tier values | Description / scope (last shown setting) |
|---|---|---|
| Sharpness | Equipment I: 10% Equipment II: 20% Equipment III: 30% | Melee attacks deal 30% more damage. |
| Duelist | Equipment I: 20% Equipment II: 25% Equipment III: 30% | Melee attacks deal 30% more damage to primary targets. |
| Brawler | Equipment I: 20% Equipment II: 30% Equipment III: 40% | Melee attacks deal 40% more damage to secondary targets. |
At ordinary III, Sharpness and Duelist each show 30%. Equal values do not erase their different target scopes or establish identical stacking or final damage.
Identify how the weapon's main attacks hit before making that exchange. A boss does not prove every hit is primary, and a wide attack does not prove every hit is secondary. Actual hit classification and interactions with other damage bonuses remain untested.
Critical Hit versus Critical Edge: chance is not damage
One increases chance; the other increases damage when a critical occurs. If another effect triggers on critical hits, frequency also matters, but chance and damage values are not directly comparable units.
| Effect | Tier values | Description / scope (last shown setting) |
|---|---|---|
| Critical Hit | Equipment I: 5% Equipment II: 10% Equipment III: 15% | Increases chance of critical hits by 15%. |
| Critical Edge | Equipment I: 10% Equipment II: 20% Equipment III: 30% | All critical hits deal 30% more damage. |
Without baseline chance, existing modifiers, attack eligibility and internal cooldowns, an expected-damage ranking would be unsupported. Decide what critical hits are meant to accomplish before replacing one role with the other.
Damage versus attack speed: account for interruptions
Sharpness strengthens melee damage, while Swiftness concerns melee speed. Speed may be worth testing when attacks connect continuously; do not assume it also shortens movement or resource-related interruptions.
| Effect | Tier values | Description / scope (last shown setting) |
|---|---|---|
| Sharpness | Equipment I: 10% Equipment II: 20% Equipment III: 30% | Melee attacks deal 30% more damage. |
| Swiftness | Equipment I: 10% Equipment II: 15% Equipment III: 20% | Increases melee attack speed by 20%. |
| Reload | Equipment Unique setting: 40% | Reduces time between shots with ranged weapons by 40%. |
| Fletcher | Equipment I: 15% Equipment II: 20% Equipment III: 25% | Reduces ranged ammo cooldown time by 25%. |
Reload and Fletcher concern attack intervals and ammo cooldown respectively. Melee speed is not ranged speed. Defer DPS comparisons until animations, ammunition supply and on-hit cooldowns have been measured.
Poison and fire damage over time: distinguish boosting from applying
Match Venomancer to a poison source and Pyromancer to a fire source. A larger bonus to an unused damage type does not serve the intended attack.
| Effect | Tier values | Description / scope (last shown setting) |
|---|---|---|
| Venomancer | Equipment I: 10% Equipment II: 15% Equipment III: 20% | Poison attacks deal 20% more damage. |
| Pyromancer | Equipment I: 10% Equipment II: 15% Equipment III: 20% | Fire attacks deal 20% more damage. |
These settings do not reveal duration, application interval, refresh behavior, stacking or enemy resistance. They cannot establish which damage-over-time effect is stronger or damage per second. Treat the application source, the damage itself and additional waves separately.
Defense versus healing: start with the cause of failure
Mitigation addresses incoming damage; healing addresses lost health. Check whether projectiles or elements causing trouble fall within the effect's scope. Recovery increases healing received, while Healer describes healing performed on yourself and allies.
| Effect | Tier values | Description / scope (last shown setting) |
|---|---|---|
| Protection | Equipment I: 10% Equipment II: 15% Equipment III: 20% | Take 20% less damage. |
| Projectile Protection | Equipment I: 10% Equipment II: 15% Equipment III: 20% | Take 20% less damage from ranged attacks. |
| Elemental Protection | Equipment I: 10% Equipment II: 15% Equipment III: 20% | Reduces damage taken from elemental attacks by 20%. |
| Recovery | Equipment I: 10% Equipment II: 20% Equipment III: 30% | Increases all healing received by 30%. |
| Healer | Equipment I: 25% Equipment II: 35% Equipment III: 50% | Increases healing given to yourself and allies by 50%. |
| Regeneration | Equipment I: 10% Equipment II: 15% Equipment III: 20% | Restores health by 20% per second after 5 seconds out of combat. |
Out-of-combat Regeneration is not interchangeable with healing during combat. If a defensive role replaces an attack bonus, assess both the survival problem and the attack role lost. Unknown mitigation caps and combined behavior prevent a calculated optimal ratio.
Roll effects: frequency and attacks during movement differ
Separate rolling more often from strengthening attacks during a roll. Leaper has no established priority in a setup that does not use jumping melee attacks.
| Effect | Tier values | Description / scope (last shown setting) |
|---|---|---|
| Acrobat | Equipment I: 10% Equipment II: 15% Equipment III: 25% | Reduces rolling cooldown time by 25%. |
| Finesse | Equipment I: 15% Equipment II: 25% Equipment III: 35% | Increases attack damage by 35% when jumping or rolling. |
| Leaper | Talisman I: 10% Talisman II: 20% Talisman III: 35% | Jumping melee attacks deal 35% more damage. |
Acrobat plus Finesse is a possible role combination, not proof of simultaneous rolls or trigger timing. Test whether the actual input and attack satisfy the condition before exchanging a bonus to ordinary attacks.
Effect combinations to consider
- Critical frequency plus a critical-triggered role: consider damage and resource replenishment separately. In the Tumbleshot build, firing, ammo recovery, evasion and soul expenditure serve different roles. Melee speed is not counted as a ranged bonus here, and effective trigger frequency remains untested.
- Poison source plus poison damage: establish poison application before considering Venomancer. In the Venomfang build, the weapon's poison, damage amplification and Poison Fog's extra wave are distinct; Fog is not mandatory and the same damage is not counted twice.
- Attack plus a needed survival role: retain a bonus applicable to the main attack and investigate mitigation or healing matching the failure. Equipping both roles is not evidence of multiplicative synergy; healing sources and targets still need checking.
- Acrobat plus Finesse: roll frequency and attacks during movement may complement one another. Simultaneous availability and trigger timing remain separate unanswered questions.
- Sorcerer plus Cooldown or soul supply: address damage, reuse and expenditure as separate roles. Do not include unsupported bonuses for support-only artifacts or assume an unmeasured sustainable resource balance.
These examples refer to the Tumbleshot and Venomfang builds. Their synergy has not been verified in combat. Check item relationships in the list, then confirm the proposed combination in the game.
Choosing blacksmith rerolls
The existing blacksmith guide (Japanese) documents a UI instruction to reroll a selected effect using Echo Shards. A declared random candidate is not a confirmed blacksmith outcome. Rarity, tiers, exclusions and the selection procedure have not been traced, so candidate counts do not imply probabilities.
- Choose the main attack and the situation to improve.
- Separate native, candidate and level effects; check scope and routinely achievable conditions.
- Identify the healing, resources or movement lost by replacing the current effect.
- Read the actual target and cost on the execution screen and choose a personal budget that preserves resources for other upgrades.
- Stop when an effect meets the intended role, test the result, then decide whether further rerolls are useful.
A lower tier applicable to the main attack can be worth trying before exchanging it for a higher tier with an unmet condition. If survival or ammo/soul supply breaks down, do not continue solely for a larger displayed damage bonus. These are role-based stopping criteria, not a calculated number of profitable attempts.
The displayed 20 Echo Shards are an example of leveling the craftsman, not a reroll cost. Individual costs, escalation, caps, rounding, repeat outcomes, stacking and native-effect treatment are unconfirmed. The UI warns that rerolls cannot be undone; no universal attempt count is recommended from an assumed cost formula.
Look up detailed equipment effect data
The list contains all 78 effect kinds, 305 settings and relationships to 296 equipment records. Use it for native effects, declared candidates and level settings, including unique and talisman contexts omitted here. An unresolved value means that comparison is deferred; it is not zero or evidence that the effect is weak.