DGear
Rerolls
How we plan
Up nextBakarma BootsD 0 → S+ 58 to 6059 on average
- 1Reroll Status Effect Resist→ ideally Move Speed, Attack Preparation +1, Perfect Chance, Impact Hit +1 or Attack15% a try
- 2Reroll Front Defense→ ideally Move Speed, Attack Preparation +1, Perfect Chance, Impact Hit +1 or Attack12%
- 3Reroll Block→ ideally Move Speed, Attack Preparation +1, Perfect Chance, Impact Hit +1 or Attack9%
- 4Reroll Constitution→ ideally Move Speed, Attack Preparation +1, Perfect Chance, Impact Hit +1 or Attack6%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Move Speed Attack Preparation +1 Perfect Chance Impact Hit +1 Attack
- Good+13
- Wind's Promise +1
Then bind it fully.
+1Bakarma GlovesD 1 → S+ 58 to 6160 on average
- 1Reroll Evasion→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance15% a try
- 2Reroll Back Defense→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance12%
- 3Reroll Front Defense→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance9%
- 4Reroll Earth's Promise +1→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance6%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Attack Combat Speed Attack Preparation +1 Impact Hit +1 Perfect Chance
- Good+13
- Wind's Promise +1
Then bind it fully.
Holy Spirit PauldronsD 1 → S+ 55 to 5857 on average
- 1Reroll Front Defense→ ideally Attack Preparation +1, Impact Hit +1, Attack or Double Chance15% a try
- 2Reroll MP→ ideally Attack Preparation +1, Impact Hit +1, Attack or Double Chance12%
- 3Reroll Natural MP Regen→ ideally Attack Preparation +1, Impact Hit +1, Attack or Double Chance9%
- 4Reroll Blessing of Life +1→ ideally Attack Preparation +1, Impact Hit +1, Attack or Double Chance6%
Reroll each until it lands one of these it doesn't have yet:
- Best+14 to +15
- Attack Preparation +1 Impact Hit +1 Attack Double Chance
- Good+13 to +14
- Critical Damage Boost Wind's Promise +1
Then bind it fully.
+5Bakarma BreastplateB 13 → S+ 59 to 6160 on average
- 1Reroll Evasion→ ideally Damage Boost, Attack Preparation +1, Impact Hit +1 or Perfect Chance11% a try
- 2Reroll Critical Hit Resist→ ideally Damage Boost, Attack Preparation +1, Impact Hit +1 or Perfect Chance9%
- 3Reroll Natural MP Regen→ ideally Damage Boost, Attack Preparation +1, Impact Hit +1 or Perfect Chance6%
Reroll each until it lands one of these it doesn't have yet:
- Best+15
- Damage Boost Attack Preparation +1 Impact Hit +1 Perfect Chance
- Good+13
- Wind's Promise +1
Then bind it fully.
Bakarma CloakB 13 → S+ 56 to 6158 on average
- 1Reroll Endurance→ ideally Double Chance or Attack increase10% a try
- 2Reroll HP→ ideally Double Chance or Attack increase8%
- 3Reroll Natural MP Regen→ ideally Double Chance or Attack increase5%
Reroll each until it lands one of these it doesn't have yet:
- Best+17
- Double Chance Attack increase
- Good+14 to +15
- Attack Preparation +1 Attack Impact Hit +1
Then bind it fully.
Bakarma HelmC 9 → S+ 57 to 6158 on average
- 1Reroll Evasion→ ideally Double Chance, Attack increase, Attack Preparation +1 or Impact Hit +19% a try
- 2Reroll Natural HP Regen→ ideally Double Chance, Attack increase, Attack Preparation +1 or Impact Hit +17%
- 3Reroll Survival Willpower +1→ ideally Double Chance, Attack increase, Attack Preparation +1 or Impact Hit +15%
Reroll each until it lands one of these it doesn't have yet:
- Best+14 to +16
- Double Chance Attack increase Attack Preparation +1 Impact Hit +1
- Good+13
- Wind's Promise +1
Then bind it fully.
Can't reach S+
+11Spiritforged StaffC 8Its lines are fixed.
+2Bakarma GuardB 12Soul Fuse it for one more line.
Anguish GreavesD 1Its best rolls fall short.
Pilgrim NecklaceD 0Its lines are fixed.
Pilgrim EarringsD 3Its lines are fixed.
Pilgrim EarringsD 3Its lines are fixed.
Anguish RingB 15Its best rolls fall short.
Pilgrim RingD 0Its lines are fixed.
+1Ascension BraceletD 0Its lines are fixed.
Pilgrim BraceletD 0Its lines are fixed.