tailoring orb enchantment worse than harvest ones, for far more investment. (Attribute enchantments)
So i was just browsing around in PoB and tried to maximize different attribute stacking characters, when i started noticing a pattern. The 15% increased attribute, 200% increased requirements enchantment paired with essence attributes (58) and % Attribute (12%) on an armor, in almost all cases i checked out in PoB, turns out to be LESS overall (not by much, by like -15--5) attributes, than just using the abundant +1 attribute per 2% qual enchantment. Is this intended, as the investment to get the 15% enchantment is honestly quite high for then ending up with less attributes than just going with the cheap version of it?
Used mostly dex stacking chars for this. it somewhat equals out at around ~1800 dexterity, but even then, a huge investment to get this enchant, and its as good as the one pretty often available through harvest. Given the rarity and investment (its mostly used for high end chests, with each orb costing 1.5-2 ex in league, and 15-20 ex in Standard) it takes to hit this enchantment (one in ~ 75 if i remember correctly? and it has a downside), it should be an advantage, rather than a disadvantage compared to the quite easy to find 1 ex harvest craft, where you only loose a miniscule bit of evasion / armor (which are negligible anyways) and ES. Keep in mind that the 15% enchantments come with a huge downside! In the case of the attribute one its either having +200% attribute requirement (3 times) which is a LOT, or even loosing 3 of your max sockets, basically bricking your item in most cases! Here are some numbers: For a highly optimized build the numbers would be around (and these are mirror tier dex stacking numbers) : 1900*2 (100% increased dexterity overall)= 3800 With the +15 flat enchant from harvest (73 dex + 12%) 1893*2.01 = 3804,93 = 3804 with the +15% tailoring enchant. (66 dex + 13%) Thats 4 Dexterity when you've got a highly highly optimised character, for the cost of either 3 sockets, or trippling the attribute requirements of the armor. This is kind of ridiculous. Now the same calculations for a less optimised build would be lower, making the tailoring enchant even harmful to your attribute number: 850*1.65= 1402,5 = 1402 for the harvest enchant on a 30% quality base 843*1.66= 1399,38 = 1399 for the 15% tailoring enchant. so 3 dex LESS than the cheap harvest enchant With a 33% increase (instead of 15% on the highest enchant right now) we would get far better numbers: 1900*2= 3800 With the +15 flat enchant from harvest (73 dex + 12%) 1904*2.04= 3884,16 = 3884 With the now increased stats (77 dex + 16%) and 850*1.65= 1402,5 = 1402 With the +15 flat enchant from harvest (73 dex + 12%) 854*1.69=1443,26 = 1443 With the now increased stats (77 dex + 16%) So for the huge downside on the strongest enchant you would get +84 and +41 dexterity respectively compared to the harvest enchant. Please correct me if my math is off, but thats also what PoB says it would turn out to be. This by the way implies, that the lower attribute rolls (8% and 12%) are even worse, and in almost every case not worth it over the +1 Attribute per 2% quality enchant. Last edited by bartigerhans#3434 on May 10, 2021, 9:14:09 PM Last bumped on May 15, 2021, 2:46:08 PM
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POB is a third party software so that you need to make sure their math is right at all.
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Path of Building is pretty accurate in my experience (6k hrs)
Also the calculation of Attributes is not really a hard one, you take the flat attributes and multiply it by 1 + X % where X is the increased % you get from all equipment and the tree. And in that calculation it mostly turns out that the +1% and +8 flat attribute you get from the 15% enchantment is just straight up worse than having the +15 flat on a 30% qual chest. Last edited by bartigerhans#3434 on May 10, 2021, 5:03:02 PM
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