Evening.
Let’s look at what patterns (guaranteed 600 gs roll, rest of the craft is carried out as usual) and shards (ability to force a stat AND a perk on a craft) bring to crafting’s viability.
For simplicity, I will use a great axe craft as an example, and let’s define “decent” axe as one with:
600 gear score, acceptable stat roll and at least two good perks (keen, vicious, keenly empowered, enchanted).
The chance to roll a legendary in the first place is 1 in 6 (assuming 595-600 capable crafter), so 16.7%
The chance of an acceptable stat roll (let’s assume str, con, str/con for great axe) is 4 in 25, or 16%.
Chance to roll first decent perk is 4 in 39, or 10.2%
Chance for the second good perk is 3 in 38, or 7.9%
Chance for the third good perk is 2 in 37, or 5.4%
Now, to the actual craft.
In case of a pattern:
You get 600 gearscore guaranteed, so there is no need to account for that, you only need to land proper stats and perks.
You force one perk, which leaves us with a pool of 38 perks, 3 viable ones, at a chance of 7.9%. The probability of an event of said chance happening within two repetitions (because you roll for two more perks), is 15.2%.
Therefore we’re looking at 0.16 x 0.152 = 0.02432, or 2.4%. That’s the chance of getting something decent out of a pattern craft. Roughly one in 42 axes will end up decent. Which doesn’t sound TOO bad, but you also have to keep in mind that pattern crafts have significantly increased material cost (and rightfully so, as a pattern completely circumvents the need for town buff and major trophies), so the average cost of a decent pattern-made axe end up being something like 1890 asmodeum, 378 ebony and 252 runic leather.
(And let’s not forget the new info - you also will have to craft roughly 200 normal orichalcum axes to even get your hands on a random pattern, which makes it even significantly worse)
In case of a shard:
I will work with the assumption that a shard-powered craft will roll gearscore as usual (595-600), but will let you force stat and perk. Kinda like how the lazarus and genesis replicas work currently, except you will get to CHOOSE the stat yourself as well.
We’re looking at a roll of 0.167 (chance of 600gs) x 0.152 (chance of decent perk in two remaining tries after forcing one perk) = 0.025384, or 2.5%. One in fourty.
Shard therefore wins, and in case the material cost is NOT increased (which I don’t know if they are or not), it wins by a lot, because that would make the average cost of a decent axe as follows: 600 asmodeum, 120 ebony and 80 runic leather.
I feel it’s completely justified for shards to be the better option, because the effort crafters took to obtain their full sets and major trophies should absolutely be remembered and rewarded.
However, 600 asmo, 120 ebony and 80 runic on my server still equals roughly 300k gold, and we’re talking about a weapon with ONLY two good perks. Grinding dungeons is still humongously better and crafting is not viable in comparison at all.
I am happy that the team decided to take a step to improve crafting rewards, but it’s not enough. Not yet. Consider continuing on this path a bit further, if you may =).