>>1809229
- Every 4 levels grants a BUFF.
- The weapon shows clear mix-and-match situations; it probably hasn’t been fully revised yet.

>Speculation
Equipment is likely grind-based. If this system turns weapons into gacha-exclusive items, I’ll lead the charge in cursing: Yellow Chicken you’re dead!
You’ll get an extremely (terrible) card-drawing experience. A 5-piece set gacha pool, with AI-calculated 2% odds, means a 99% chance you won’t complete the set in 100 pulls, and even at 10% odds, there’s a 51% chance you won’t complete it.

The upgrade caps for different tiers are estimated at 4, 8, 12, 16, and 20. Yellow (Gold) gear likely crushes Purple gear across the board due to its base stat advantage at level 4.
Equipment progression could go in many directions, as mobile games typically involve mid-term progression.

Restricting equipment acquisition: Lower the drop rate for endgame gear.
Restricting equipment upgrades: For example, upgrading gear of the same tier can only consume gear of the same tier.
Stat rolling: No need to elaborate on the artifact-like system. The reason major developers choose stat rolling is twofold: it ensures a relatively guaranteed baseline, and it provides high motivation for players.
The current leaks don’t mention anything about stat rolling, so it’s probably still under internal discussion.

Since each piece of equipment has at least 5 stats, and with 5 pieces, fully rolling stats would be extremely grindy. It might be that the first few stats have fixed attributes with fluctuating values, while the last two stats allow attribute changes. Ideally, fixed attributes with a small range of fluctuation would be better, ensuring a high baseline, and top players’ builds could basically be copied. The best case would be if, on top of this, stat rolls only increase in value rather than fluctuate (like AL’s exclusive weapons). As long as you play long enough, you’ll become a top player.