Divine Orb changed Master-crafted mod bracket
Honestly, this sounds like it is intended, the orbs description is, randomizes the numeric values of the random properties, the crafted mod is still a randomized number within a specific window...but you could argue that the crafted mod is not random because you put it there
Ancestral Bond. It's a thing that does stuff. -Vipermagi
He who controls the pants controls the galaxy. - Rick & Morty S3E1 |
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This IS intended...source http://www.pathofexile.com/forum/view-thread/1075443
" Ancestral Bond. It's a thing that does stuff. -Vipermagi
He who controls the pants controls the galaxy. - Rick & Morty S3E1 |
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" That's a completely different issue, where the mod description on the weapon and in the bench essentially indicate two different functions. Not the same thing at all. " That also makes no sense. It's been confirmed that Tora's two different crit chance options spawn two different brackets of the same mod class (see Suffixes page). Just like "normal" mods except the brackets have different ranges. A Divine orb will re-roll a "normal" mod's value within its bracket, but not change the bracket. Why would it do so for master-crafted mods? |
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No...the issue may be different but the end result it the same, he specifically states that the crafted mod can be re rolled via divine orbs as per the quoted part and the link to the actual thread that he posts it in, i.e the mod for chill and freeze duration from the crafting bench not being applied properly( a bug) but once the bug is fixed the only way to change the crafted mod is to use a divine orb...which means the crafted mods ARE effected by divine orbs.
But you would need to find out the bracket that the mods you have will roll not what the masters shows it as(in leaps of tens) Ancestral Bond. It's a thing that does stuff. -Vipermagi He who controls the pants controls the galaxy. - Rick & Morty S3E1 Last edited by lagwin1980#2224 on Oct 3, 2014, 3:00:23 PM
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Master-crafted mods probably don't have a bracket. That's what I"m guessing.
They simply range from lowest possible to highest possible. So Divine can slip between the brackets, because those brackets are only for crafting. not real roll brackets. https://www.pathofexile.com/forum/view-thread/1394759 - Suggestion for beginner tutorial.
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" I didn't say Divine Orbs weren't supposed to affect master-crafted mods at all. Please re-read the OP and my further comments. " Literally two posts before your post I pointed out that it's been confirmed that master crafting options correspond to mods similar to regular mods, except with different ranges for each bracket. The mods are right there on GGG's own site, on the Suffixes page. Please look it up. |
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" Literally two posts before your post I pointed out that it's been confirmed that master crafting options correspond to mods similar to regular mods, except with different ranges for each bracket. The mods are right there on GGG's own site, on the Suffixes page. Please look it up.[/quote] Doesn't change what I'm trying to say here. There was already a code rework to enable Forsaken Masters Crafting, and that broke headhunter for a while. What is there to not say that master mods do not behave the exact same way as normal mods, even though they should? https://www.pathofexile.com/forum/view-thread/1394759 - Suggestion for beginner tutorial.
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any update?
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We'll need a dozen of divines for this, any RMT sites willing to sponsor Kappa.
https://www.pathofexile.com/forum/view-thread/1394759 - Suggestion for beginner tutorial.
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Bump for a response from GGG.
Mercenaries: 100
SC: 95 97 96 100 95 96 97 98 95 97 96 HC: 96(dead) Character archive: view-thread/963707 |
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