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How Melding Works As we all know, we throw some stuff in and get some stuff out. However, what happens Behind the Scenes is actually a fairly sophisticated procedural generation of talismans. Rather than have a bunch of independent rolls, each roll is dependent upon the first roll and has been structured with a game designer's touch for a target player experience. The system changes based on the melding tier. Tiers1-3 are simplistic. Tiers 4-5 are complex. For Tiers 4-5, when a talisman is being created, a "die" is rolled to randomly determine the Skill Grade for the first talisman skill. Based on this first Skill Grade, a second die is selected and rolled to determine if the talisman will have a second skill and if so a third die is then rolled to determine the second skill's Skill Grade. Given Skill Grade 1 and Skill Grade 2, dice are selected and rolled to determine the skill(s) for the talisman, the level of skill(s) for the talisman, and the decoration slot(s) (if any) for the talisman. Skills each have their own level die, with similarities between skill archetypes. Decorations have 3 possible slots - each decoration slot has its own die that corresponds to the permutation of skill grades. Note: The above discussion and workbook are developed from inferences made by me (a third party) of the data-mined talisman look up tables and as such may not be entirely accurate. In particular, Tier 1-3 are more difficult to draw inferences on. My assumptions re: Tier 3 decorations using the same tables as Tier 4+ may be incorrect for example. Note on Skill Grades and permutations: Skills for talismans are separated into grades by the developers. Skill Grades are S, A, B, and C. For example: Crit Boost, Handicraft, and Mushroom Mancer are all S Grade skills. WEX, Atk Boost, and Crit Eye are all A Grade skills. The decoration slots are influenced by the skill grade permutations. While a CB-WEX talisman and WEX-CB talisman are the same thing to the player, they are not the same thing to the system. In calculating probabilities, I have partitioned the outcome space by skill slot permutations to handle the dependent RVs in the system. Eg. SA, AS, AA, AB, AC, BA, CA are all the permutations that WEX2 slot 2 could show up, with different probabilities of hitting WEX2 slot 2 for each. In short, I am using lots of P(A&B) = P(A|B)*P(B) and appropriate sums to reach summary probabilities.