2011-06-19, 04:50 AM
As far as I can tell, fusing has 2 basic styles. Stats of input items don't matter, except for 1 fact: Does it have potential? This is the only thing that seems to affect outcomes.
1) one or both items don't have potential
5/6 - produce non-potential item
1/6 - produce hidden potential item
Individually, stats have about a 90% chance of being average. So most items you get out of it are average with/without potential. The chance of above average items does rise over time, though (more levels in Alchemy = more above average items)
2) both items have potential
19/20 - produce hidden potential item
1/20 - produce no potential item
Stats are the same, average clean most of the time.
In terms of hidden potential, this works differently from cubes - it always resets number of lines and rare/epic/unique. They both have what I expect are around the same odds:
2 lines - 67%
3 lines - 33%
rare - 97%
epic - 2.7%
unique = 0.3% (approximate)
It doesn't matter what they start with, you'll nearly always get a rare equip.
Items you should fuse
2 cheap clean/crappily scrolled items
2 rare items, esp. 2 lines
Items you should not fuse
Well scrolled items
Potential + non-potential item
Epic/unique items (almost guaranteed to drop to rare)
If you have ~6-8 of an item, you can give it potential. If this is cheaper than a potential scroll (6m for 70% = ~8.6mil per hidden potential, so items worth about 1mil or less) then it's a good idea.
If you have a few clean items with useless potential, you can faux-cube them. This costs whatever you pay for the rare 2L item - so expect those to rise towards cube prices, or just not be sold in FM anymore, on popular items. If you can get rare 2L items for less than the cost of cubes, and all you want is Rare potential lines, then this is a good way to get them.
1) one or both items don't have potential
5/6 - produce non-potential item
1/6 - produce hidden potential item
Individually, stats have about a 90% chance of being average. So most items you get out of it are average with/without potential. The chance of above average items does rise over time, though (more levels in Alchemy = more above average items)
2) both items have potential
19/20 - produce hidden potential item
1/20 - produce no potential item
Stats are the same, average clean most of the time.
In terms of hidden potential, this works differently from cubes - it always resets number of lines and rare/epic/unique. They both have what I expect are around the same odds:
2 lines - 67%
3 lines - 33%
rare - 97%
epic - 2.7%
unique = 0.3% (approximate)
It doesn't matter what they start with, you'll nearly always get a rare equip.
Items you should fuse
2 cheap clean/crappily scrolled items
2 rare items, esp. 2 lines
Items you should not fuse
Well scrolled items
Potential + non-potential item
Epic/unique items (almost guaranteed to drop to rare)
If you have ~6-8 of an item, you can give it potential. If this is cheaper than a potential scroll (6m for 70% = ~8.6mil per hidden potential, so items worth about 1mil or less) then it's a good idea.
If you have a few clean items with useless potential, you can faux-cube them. This costs whatever you pay for the rare 2L item - so expect those to rise towards cube prices, or just not be sold in FM anymore, on popular items. If you can get rare 2L items for less than the cost of cubes, and all you want is Rare potential lines, then this is a good way to get them.

