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

This is an insanely good post! I’ll show this to the team!

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That’s what I’m saying, averages… Not medians or modes. Ideally Modes would be must more compelling.

Thank you so much @Shadow_Fox for taking the time to read my post :slight_smile: I really appreciate your kind words.

Regards,
SaintxDale

Great post really appreciate your hard work!.
As mentioned in a different rage topic I didnt craft since I think march or so? And in August I got jebaited by randoms that crafting has gotten way way better just to end up with 20+ tries crafting muskets with not a single one of them being legendary :x

Whoever thinks crafting is great right now buys either gold is playing 8+ hours a day or owns EF - WW, or wasnt banned in the duping incidents xD

We should really get away from this if you farm XY things you get a chance at getting a chance getting a 3 perk legendary.

I think id rather farm 3x more mats ie - 100x asmo 100x whatnot items to get one perfect item rather than gambling 400 of them away while guy X gets 3 perfect legendaries from 5 tries and guy Y is sitting at 40 tries without procing a leggy.

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Gamble just isn’t everyone’s thing. Thankfully there are plenty enough ways of obtaining legendary gear.

Crafting RNG is so overly generous that the jewellery & armour crafters on my server are the richest.
For them it’s normal to store gold in a solo company or hold thousands of asmo due to gold cap.

*BiS PVP item.

How long and how much for a PVE BiS. 10 thousand years ye?

Now that is true.

Seems to me the changes introduced in patch 1.6 is in favor of crafting PVP gear at the expense of crafting PVE…

First of all great post, this really shines a light on how steep of a mountain it feels like your at the bottom of when you are a fresh 60, someone not in a huge company with helpful friends or just someone who doesn’t really even know where to start (or how much its going to cost you)

You really should just be able to craft with your chosen attribute(s) and chosen 3 perks - level the playing field. Allow everyone to try out the builds they want. I think you will see a happier healthier player base.

Imagine dumping millions into a set of gear for a build you end of not enjoying - is that person going to grind for another set and hope they enjoy the next one more? or just find a new game. I mean I cant imagine the herds of people who have left because gear for a cool build they wanted to play was unobtainable (bc of cost of mats to craft or cost of the piece itself)

That’s right in a way. With the changes to perk buckets, the replicas lost its worth imo. They should let those untouched besides the terrible fix attributes.
But tbh you don’t need bis armor for PVE. Ward plus anything good is good enough. And crafting good weapons with bane is well manageable.

There are some minor tweaks that can make crafting more diverse and better. Different armor and weapon sets should have different perk buckets. That would solve a lot of issues. Add some new rare receipes with awesome buckets for certain builds and certain scenarios.
Stopwatches should be able to put other attributes on gear aswell.
Perhaps some crafting items that could force a certain perk pool on a piece of gear. Something like that.

It’s okay if it’s good enough for you. But 2 perkers, resilient and critical retribution are not good enough for me and my friends and a lot of PVE players that like to push limits, speedrun and all the others.
They didn’t need to nerf it into oblivion. If you force a perk, the chance to get a ward is so low! And if you force the ward, the chance to get a perk, and the right one, is even worse.

Everything dropping from PVP reward (OPR, track, 3v3, war, and maybe add armor/weapon box after 3 pvp mission turn in) should be PVP oriented and with a chance of being BoE like dungeon drops. Everything dropped in dungeon should be PVE oriented. For crafting I have 2 ideas:

  • When flagged while crafting, you get PVP oriented stuff. If you aren’t flagged, you get PVE perks.
    or
  • Regular crafting is PVP oriented rolls. Rework of the replicas: attribute is choosen like the regular crafting options and add different gear for elem and phys resistances, the result is PVE oriented rolls.

Weapon crafting is okay for most if you want vicious and keen. It’s total garbage for LifeStaff tho.

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Oh yes…
And ward plus weapon perk is awful aswell. But as I said, the former replicas were nice besides the bad attributes.

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Some RNG is fine but the best gear should primarily come from the hardest content, not going to the casino.

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Based on this assessment, can you advice the devs or someone to reduce the grind? I just want to try different stuff optimally.

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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