Crafting ideas
Both of the following were already posted here, reposting into suggestions since I'd actually like player opinions on this.
Crafting idea 1: Add recipes that roll max sockets/links on an item and make them require a certain amount of the orbs in question. That would solve the whole issue, players who want to gamble would still do so, players who want a 100% chance would save up and get it their way. The changes themselves wouldn't break the games economy in any way if done properly, example: Item + 250 Jeweler's Orbs / Orbs of Fusing = Item with 5 sockets/links (all stats preserved) Item + 750 Jeweler's Orbs / Orbs of Fusing = Item with 6 sockets/links (all stats preserved) Item + 1000 Chromatic Orbs + X Red + Y Blue + Z Green skill gems (where X, Y and Z are the number of desired sockets of that color) = Item with X red, Y blue and Z green sockets (all stats preserved). You want results? Work for them! You feel lucky? Go gamble a bit! Problem solved. Crafting idea 2: Justification: the need for something like this is based on the absurdly low chance of crafting endgame viable items with no junk stats. It's especially true for when you want to craft niche items like Physical DPS wands, or some daggers since those 2 item types can have plenty of spell, physical and elemental mods, along with resistance/utility mods. Another thing that needs to be worked out with crafting is mod improvement. My suggestion would be a totally new orb (which in rarity would be somewhere between divine and exalted) that would work as follows: "Upgrades a random non-maximum tier modifier on an item to the next tier of that modifier. The chance for an successful upgrade is decreased by 10% for each maximum level tier already existing on the item. The base success chance is 100%. Higher tier modifiers have a slightly better chance to get upgraded. Lower tier modifiers have a moderate chance to get their tier upgraded twice. The maximum tier for the modifiers can not exceed the maximum tier allowed for that item level." Clarification and explanation: Lets say you have a item level 73 Vaal Regalia which you crafted a bit and got the following stats: +22 to Intelligence 84% increased Energy Shield +136 to maximum Energy Shield +31% to Lightning Resistance +15% to Fire Resistance So the actual modifiers on the item are: "of the Prodigy" - Tier 3 (of 8) suffix "Dauntless" - Tier 5 (of 6) prefix "Resplendent" - Tier 6 (of 6) prefix "of the Tempest" - Tier 5 (of 7) suffix "of the Salamander" - Tier 2 (of 7) suffix The 1st time you use the new orb on the item, first the system check for the amount of maximum tier modifiers already present to calculate the success chance, in the above case we got 1 max tier modifier so the success chance would be 100-10= 90%. Then one of the remaining 4 modifiers are chosen randomly and upgraded to a random value in the next tier. So, for example one possible result (if successful) would be: "of the Prodigy" - Tier 3 (of 8) suffix "Dauntless" - Tier 5 (of 6) prefix "Resplendent" - Tier 6 (of 6) prefix "of the Tempest" - Tier 5 (of 7) suffix "of the Drake" - Tier 3 (of 7) suffix The above process would continue as many times as possible at a 90% success rate until one of the 4 still upgradeable modifiers reach their respective maximum tier, at which point the next gem used would have a 100-20= 80% chance of success. In the above example you would need a minimum of 12 gems to fully upgrade all modifiers to max tier if none of your attempts fail. Practically however you would need a lot more gems since the success chance is decreasing the further you go, especially since higher tier modifiers will get upgraded more often, thus reducing the success rate of actually upgrading the lower tier modifiers at all. This thread has been automatically archived. Replies are disabled.
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