Craft your BIS item in only 1.6 years or for 5.8 Million Coin

I think the developers should take a look at Elder Scrolls Online, and take some advice on how to properly conduct a crafting system… The current system… regardless of the recent patch… IT’S STILL too complicated… The leveling should not be this tedious and crafting items should NEVER be RNG based… that’s a horrible design by default.

If you wanna craft a con/luck,etc bis gear… and if you have the materials to craft one… you should be able to craft it without it having any RNG.

Please take a look at ESO… look at their crafting system… It takes about 5 mins to craft my character a full set of traits of my own choice… Crafting shouldn’t be this complicated… it shouldn’t.

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Good enough may be true, by why should a PVE’er be relegated to a second class citizen when it comes to collecting their ideal sets?

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I totally agree @Asri :blush: I love playing pve and it would be Sooo good if I had more control over my pve gear crafts :slight_smile: imagine how fast we could clear mutations, or how many mobs we could agro in myrkguard. Optimising pve builds are a valid persuit and deserve the devs attention:

Expedition crafting is the way to go I believe. Make this gear have special perk pool for pve builds :blush:

Great post, and thank you for doing this. I’ve made similar posts on Reddit under the old system, so I’m glad someone else took the time to do it here for the new changes. A couple of small points:

  • When you lock Shirking Fortification, the bucket consists of 8 total items, not 7. Pretty sure you missed Beast Ward. Actual value of the full bucket is 14.49%, not 14.26%

  • They changed the way that perks roll now. So they roll label first, then there is a second roll once you get into the label bucket. Resilient is the “CritDef” bucket. Shirking Fortification is part of the DmgAbsord bucket. Freedom is in the DebuffDur bucket. Each bucket has a total weight value that is a combination of the total combined weights of the perks/labels in that bucket. Your chest piece for example has the following weights:

  • Total Weight: 690

  • Crift Def: 100

  • CDR: 100

  • Proc: 100

  • Skill: 100

  • DmgAbsorb: 100

  • DebuffDur: 100

  • Durability: 30

  • Luck: 25

  • Afflicted: 20

  • Gathering: 1

  • Weapon: 1 for each, or 14 points total.

So by locking Shirking Fort, you have reduced total weight for Labels to 590. Now your odds of hitting CritDef is 100/590. After you hit that, then you have brought down the odds of hitting DebuffDur to 100/490. Once you hit DebuffDur, you have total weight of 300, and Freedom is weighted 100, so odds are 100/300, or 1/3.

Since we don’t know the order that the perks will roll, the easiest way is to say we start with 200/590 (since we can hit CritDef or DebuffDur), then 100/490 for hitting the 3rd perk, then 1/3 for hitting Freedom in the DebuffDur bucket. Mutliplying them all together gives us 2.0306% odds of hitting those 3 specific perks. But since we have to get legendary for that to happen, we need to reduce those numbers by 1/6 (for Timeless Shards) or 1/3 (Runestone Stopwatch).

So final percentages are 0.3843% for Timeless and 0.7687% for Stopwatch.

The odds can also change based on other factors. Boots don’t have a “Proc” option, so the total weight is 590 instead of 690. Heavy Pants are also 590, since they can’t roll Sturdy Energy, which is the pants “Proc”. So better odds to hit BiS on those 2 items than others.

The Summer Event patterns also give you better odds, because they don’t have Resilient, Luck, Afflicted or Durability. So they should all have total label weights of 515 instead of 590 and 415 for Heavy Pants and all boots. Obviously, if you want PvP gear you’ll have to lock Resilient yourself, so the odds don’t go down after the first perk, but if you’re looking to make Ward gear, this is a MUCH better option. And even locking Resilient, it’s a lot cheaper than locking Shirking Fort, even if the total estimated cost will go up, since not being able to lock Shirking Fort reduces your odds significantly. These patterns appear to be how the devs are accommodating the fact that they kinda gutted PvE crafting with the new perk balance, and screwing over replica crafting.

Realistically, the changes were good. Especially for jewelry (although it brought prices down significantly, so lucky crafters make less gold). There’s a route to getting what you want, whatever that is. Runestone Stopwatches are great. Biggest problem I’ve run into now is the streakiness of things. I’ve gone 30 crafts in a row locking something other than Resilient (since that is what the numbers say to do) and not hit Resilient. Which basically makes most of those crafts garbage. Then Resilient will hit 3 out of 4 times when I craft something else, usually with a cheaper craft mod. Crafting Gravity Well Heavy Chest pieces?- no resilient for you. Crafting Maelstrom medium gloves- have as much Resilient as you want. But that’s just my brain trying to find patterns in randomness.

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As I mention in my post below (towards the end, in the epilogue to the novel I wrote)- the event patterns are the way to go for PvE crafting, because Resilient won’t roll naturally- it has to be forced. So you can roll your desired Ward/Weapon Perk until you hit what you want.

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Very interesting and informative post.

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Yes I stop playing because of that a mmo pvp oriented should not be getting lucky to get your gear, other mmos have pvp store where you just have to play the game win games and get coins to buy bis pvp gear, it takes a while to get the gear but at the end that’s way better than just wasting your time crafting, they should go for this patch then, they will have more time to focus on the pve part of the game, as it is right now they balance the game according to pvp to then fuck pve players etc.

Dude, where did u get this information about Weight label values? Didn’t know labels had different probalities to roll…

Exactly, i mostly give ags credit when they deserve it i mean… all these problems were being told since alpha, why it took them 3 years (if not more) i don’t know why.
But it is great that they are actually doing it and maybe 1 or 2 years more of improvement the game will be 99% enjoyable, right now you guys just hit the 50% enjoyable treshold with this upcoming brimstone update.

I Saw your other topic and it makes me really sad too to see how can some can be so copium addict to just give ags pats in the head for everything they do wrong or right.

But again this shenenigans of CRAFTERS not making the best EQUIPMENTS IN THE GAME needs to end asap i dont know why ags is soft balling this instead of making the change already.

We all know mmorpg works… work your ass of for mats and rare mats… and then go make a BiS item or even can make the item have the perks the craftmen desire, but with a chance of failing to get all 3 perks and coming only 2 or even 1, but not coming rng perks.
If all calculations on this thread here

Are correct… then you must be a hella of copium addict to think that is fine.
And again liking or not:

TLDR: Crafting still needs to be more reasonable

AGS deserves credit as crafting is way more obtainable now, but it still needs works as you stated. I’m not a die hard player when it comes to companies and wars (too many politics to get slotted) but I still play the game ALOT. Probably 40+ hours a week since launch. And even I STILL don’t craft my own gear because it’s just not feasible. Over the past few months, I’ve managed to buy a BIS set with resil/SF/free (minus one pesky resil/SF/RE piece) for an average cost of 200k gold per piece. (My chest piece was an opr crate drop which was also very lucky). So why would I gamble 1mil with statistics predicting I should get 1 bus piece, when I could just buy 5 bis pieces off trade chat? If you enjoy gambling that’s one thing, but the crafting system shouldn’t be designed on a Hail Mary roll. To be fair, bis can’t roll every time obviously, but with the meta constantly changing, and with players wanting to try new setups, near-bis still needs to be more obtainable.

Side note, I’d even argue it’s a better use of players time to farm opr crates for bis items than it is to do everything needed to craft bis items.

I have all the crafting gear, all major trophies, ~60 stopwatches, 1000’s of each legendary mat, plus whatever else I’m forgetting that’s needed to craft. I’M READY FOR IT, but ima be damned if I roll everything to just end up with resil/SF/refreshWard as the best roll.

The root cause is obvious. The imbalance of gold is concentrated to a few companies. We all know this. My entire years grind is outweighed by 1 companies earnings of WW in 1 week. I’m not saying to eliminate it, it’s fun and I get it. But the massive wealth inequality shifts the global economy rendering crafting only viable for a handful of players. I get the OPs point on increasing the chance of good perk buckets like the one containing shirking fort, but that’s only part of the problem. If 2 companies didn’t control 90% of the servers wealth, then Squirming Vines wouldn’t cost $11k each…

Great progress overall and I’m looking forward to seeing how the scarabs affect crafting. :smiley:

I read OPs post but not all comments so these points may have already been addressed.

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FYI someone on reddit built this app to calculate the # of rolls needed to get your desired perks, along with telling you the optimal craft mode to use to minimize the rolls required.

Really cool!

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saintdale i got such a laugh reading this post
love the honest humor

just runm10 tempest. candy drops

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Hey @EdenPlayerr :blush: thanks for reading my post. You make really valid points , especially your point about wealth inequality.

Making bis items easier to craft seems to have helped with some of the wealth inequality. A bis item used to sell for millions, but now they r selling for a couple of hundred thousand dollars, but I totally agree about the wealth inequality as a “game system” problem that ags should address.

Some have argued that the wealth inequality isn’t so bad because companies buy resources , thus distributing their wealth back To the people. Companies then craft bulk gear (most of which is salvaged) and sell off what they don’t need, further distributing gear to the people. I found this argument interesting but not very convincing: some people can afford to craft and others cannot.

Thanks for the comment :+1:

This is an awesome resource thank you so much for sharing this with the community :blush: bloody legend

SaintxDale

Dear @saintdale

Please upgrade your post with the newly released Golden Scarab including humor and fun content so we may relish in awe.

Regards,

A delos fan

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Insane, keep it up dude and thanks for the post.

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Hey @catboy :blush:

Thanks for your kind words :ok_hand: It’s just as exciting to see you here on the forums as it is to see you in the arena :stuck_out_tongue_winking_eye: or at the reek water ori cliff :ok_hand:

I am holding off posting about scarab for now until the scarab gets officially released in case ags change the figures , but if you want to (and I believe in you buddy) you can have a go calculating it yourself :blush: perk 1 and 2 roll chance will each be 100%, then times that by perk 3 chance and legendary chance :blush: legendary chance will probably be 16.666% meaning you will get roughly 1 legendary for every 6 scarabs that you use.

I hope scarab beetles are easy to farm ! I’ll be setting up some compost bins in my houses to try and attract some beetle larva :stuck_out_tongue_winking_eye: That was my best attempt at humour ! Hope to see you at my sell-out standup gig

Thanks once again for reading my post mate and for engaging on the forum :ok_hand: hope to see you in the arena some time

SaintxDale

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I’m confused.

Where does it state in the MMO rule book that randomness is mandatory for crafting?

If only there WAS an mmo rule book :stuck_out_tongue_winking_eye:

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If there was one, the “no free BIS gear for everyone” rule would be on page 1.