I am writing this post because I'd like to bring some clarity into the confusion of RNG, that everyone seems to have stumble upon.

To make it really simple, I'll explain the basics, based on Aion's 6.2 enchantment rates.

Let's start with a classic one:

- enchantment probability for ancient grade gear, with ancient grade stones, from +10 to +15 is 28%, according to aionpowerbook.com

- every single time you enchant from +10 to +15, you have 28% chances and previous fail or success does not affect the next one.

So, if you failed 10 times in a row it doesn't mean you should succeed on the next enchants.

The chance is 28% every single time you attempt to enchant.

- the more you keep on enchanting, the more chances you have for success (take a moment to fully grasp this concept)

(however, since a failed enchant will get you back to +10, the number of stones to actually make it to +15 is insanely high... a success probability could be calculated but surely the amount of needed stones it too high to even make it worthwhile)

- taking a break from enchanting or do it on "your lucky day" or when enough people on the server is enchanting, or your favorite enchanting spot... these are all just superstitions and you shouldn't base your gear enchanment on star alignment or on the horoscope or whatever "strange thing" people noticed on a specific time.

- there is no enchanment fail-safe system in aion, which means you could theoretically fail forever.

All you have is "odds" in a raw RNG system.

***Note: There is, however, no true RNG in gaming since computers are predictable machines.

Ours is a pseudo-random, which means our enchanments or drop chances are generated in a predictable fashion using a mathematical formula. This is okay but it's not really the "random" we're expecting.

***Note2: Currently it's unknown if NCsoft adopted a standard algorithm or if they added modifiers in it.

But speculating on either they lie or tell the truth it's just a complete waste of time, period.

Now it's time for a 6.2 enchantment guide so you may be more efficient with your stones are avoid wasting them as much as possible. If you fail an enchant between +10 and +15, you go back to +10 and with current rates, getting to +15 will take an over-exagerated amount of stones and we should try to be as efficient as possible.

1) Ancient items:

- enchant it from 0 to +10 only by using ancient stones

- from +10 to +12, again, use ancient stones since it's relatively easy to get

- from +12 to +15 use legendary stones

- if you fail the legendary stone to +10, use ancients again until +12, then resume with legendary

(reason being that legendary stones at these levels have 48% success rate, while ancient ones only 28%)

Doing so, will allow you to avoid wasting more stones than you should.

2) Legendary items:

- from 0 to +3 use ancient stones since the chance for success is 55

- from +3 to +6 the chance is 35% and although you could make it to +6, I'd say stop at +5 with ancient stones since continuous fails will drop your items to 0 many times and you'll loose too many stones.

- from +5 to +15 legendary stones all the way

3) Ultimate items:

- same as legendary items, go with ancients from 0 to +3 (52% chance)

- +4 to +6 chance is 32% but, like before, I'd stop at +5

- +5 to +15 legendary stones all the way (the odds are still ok, lower but ok)

(ultimate stones are no where to be found so we'll work with what we got... and, hopefully we can have max gear in, let's say 10-20 years from now)

@Gameforge: All we want is more stones so we can get better enchants.

The numbers above speak for themselves.