The Impact of Gear
In Epic Seven, characters can grow multiplicatively thanks to the large bonuses offered by equipment. Base stats total to around ~15,000 CP ungeared. A fully geared character, however, can reach as high as 90,000 or 100,000 CP-- overall a 600% increase.
Gear is truly the make-or-break factor in the game, so optimizing gear and acquiring high-quality pieces is the first goal of any new player. Because they vary so much in stat bonuses, it's a tedious ordeal, with many pieces being discarded. The end result, though, is incredible customizability for each character and a very rewarding progression in terms of power.
Sources: Hunts, Raid, Adventure, Labyrinth, Abyss, Secret Shop, Arena Shop, merchants, Adventurer's Path achievements, Automation Tower
- Hunts and Steel Workshop: The majority of equipment will come from here. Drops are very sporadic, but since the addition of accessory crafting, Hunts have become a reliable way to target a particular slot such as the chest or ring. You can also grind specific sets here.
- World Map: Drops here are typically low rarity, use to level other gear
- Labyrinth: Most of these are effectively a tier higher in terms of stats, superior to the equivalent gear from other sources.Very useful early game, some pieces are worth keeping later depending on how Enhancements roll.
- Abyss: Drops three different Lifesteal sets with deeper progression. Like with Labyrinth Gear, the main stat tends to be very high for its level (Level 71 Fire-Inquish boots, for example, gain stats more like level 85 boots)
- Secret Shop: Very expensive, most here aren’t worth buying unless the shop is at max level. Right gear with a strong main stat is typically the best deal.
- Raids: Higher-level (88) equipment is found in Hell Raid, with Normal Raids providing mid-level gear.
- Arena: The seasonal sets are purchasable with Conquest Points and/or Glory Crests.
- Adventurer’s Path: Chests contain basic gear with good substats, strong for beginners looking to farm Hunts.
- Automation Tower: Was recently revamped to drop better accessories and give the option of selecting Charms.
Speed Set (4/4) - Speed Increases by 25%. This is the only percentage-based Speed boost available through gear.
Critical Set (2/2) - Critical Hit Chance increases by 12%
Hit Set (2/2) - Effectiveness increases by 20%
Health (2/2) - Health increases by 15%
Attack (4/4) - Attack increases by 35%
Defense (2/2) - Defense increases by 15%
Destruction (4/4) - Critical Hit Damage increases by 40%
Counter (4/4) - 20% chance to counterattack when attacked
Lifesteal (4/4) - Absorbs 20% of damage dealt as Health
Resist (2/2) - Effect Resistance increases by 20%
Rage (4/4) - Damage dealt increases by 30% against debuffed targets
Immunity (2/2) - Grants the caster Immunity for one turn at the beginning of battle. Does not stack with similar effects.
Unity (2/2) - Increases chance of triggering Dual Attack by 4%
Deciding What To Keep
Just by playing the game, your inventory will fill with various gear pieces and accessories. The majority aren't actually worth keeping, mainly due to two things:
- The offensive stats are flat and therefore provide little bonuses
- The stats are not complimentary to one another for desired builds
Equipment Tiers are one through seven based on the item’s level (viewable in upper-left corner of its icon). These are static numbers that indicate the growth of an item when enhanced; higher-tier weapons have the most potential because they gain more stats with each level.
The most basic thing to look for when appraising gear is percent substats. For accessories, main stats can and should be percentages as well. The reason for this is that multipliers scale much better with a Hero’s innate CP and grant huge returns. Exceptions include Attack, Health and Defense, which were recently buffed to have acceptable values for certain characters.
The above link includes tables for main stats on accessories as well as substats on various levels of gear. As a rule of thumb, characters who have very low base stats will benefit from flat modifiers. A healer with low Attack has very little to gain from Atk%, but when they have a high Health pool, then HP% will give them a significant boost.
- Since Crit Chance, Crit Damage, Effectiveness and Effect Res are percentages by nature, they do not show up as flat stats
- Neck slot does not have Effectiveness% or EffRes% available as main stat
- Ring slot lacks Crit Chance% or Crit Damage% as main slot options-- usually crit-focused characters can settle for Attack% instead
- Boots are the only equipment with Speed as a possible main stat
- Chest slot cannot have Attack or Attack%
- Weapon slot cannot have Defense or Defense%
For higher rarities, there will be many substats, not all of which are ideal. A good rule of thumb is that pieces are worth keeping when two of three stats (Heroic) or three of four (Epic) are the “preferred” ones.
Level > Main Stat > Rarity > Substats > Set Bonus
For Left Equipment the main stats are fixed, so you’ll only have to look at Substats and sets. Right equipment has more variables, but this is also where you'll increase stat the most-- main stats can reach as high as 60% on Level 85 Gear.
Alright, so now you’ve tossed all the crappy gear… but truly good gear must also prove itself through enhancement. During the leveling process, some stats will grow while others remain stagnant. Picking mostly good stats helps with this-- but if you do happen to roll into the one flat stat, sigh dramatically, feed the gear and try again.
An important note before feeding +15 pieces, though: Since most of a Hero's CP comes from gear, it may be better to keep the 'bad' piece until there's another piece ready to swap out, depending on how often that Hero is used.
The equipment’s Main Stat will grow with each level, shown in orange when selecting fodder.
An equipment’s Substats, however, grow only at three-level intervals:
3 6 9 12 15
Which stat gets enhanced is essentially random. A recent rework to the enhancement system had made this process less thorny though-- hidden substats appear at later levels, so the first and second substats are most likely to be enhanced. What this means is that you can pick Rare or Heroic gear without the possibility of repeatedly rolling into a hidden stat. The chance still exists, of course, but Stats 3 and 4 have a zero percent chance of rolling more than two enhancements.
For some of the math and probability on the subject, see this post written by u/-TheRealMC :
K Gaming also does a good video guide on maximizing gear rolls: