Wolcen: Lords of Mayhem
Crafting is really bad and need some work
Crafting is way to random, and i use all crafting mats in no time to get no results.

There need to be a better way to try get what you want. If you finally get lets say 3 stats you want, then the rest is uselessm then you try remove a stat, and ofcause it removes the one you want to keep.

The hole system looks great on paper but in reality, it is really bad. Its better if the reagent to remove should give 3 options in wich one you want to remove, same goes for adding an affix give 3 choices, if or if none of the stats is usefull, you should be able to cancell and try again. There drop way to little amount of crafting reagent compared to results, wich there actual isnt, you just collect reagent to throw them all away to nothing.

We need to have more control of the outcome.

I have used around 1000 materials and havent got a thing I can use or is happy about.

The solutions i have come with would be a step in the right direction
Отредактировано Mitrell; 2 мар. 2020 г. в 12:16
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Автор сообщения: Jack
Автор сообщения: Tekk

After getting the an idea of whats going on i decided to test a bit with low level items and gems.

I picked a random staff for the sole reson it can not roll mele modifiers and rolled all my low level mele gems on it.

So the Idea was to "lock out" a lot of results so I expected to see a lot of +FER or +AGI or +Crit or any other wierd stat consistently right?

WRONG: Instead of getting more consistant results they where more random than ever, hench why i belive that if the gem/s rolls into a modifier thats unavaible it will add a random unbuffed modifier instead.

i haven't started crafting yet, but did you use this database that shows what stats a gem can add as a prefix or suffix.

https://wolcendb.erosson.org/

Автор сообщения: gnomfu

i haven't started crafting yet, but did you use this database that shows what stats a gem can add as a prefix or suffix.

https://wolcendb.erosson.org/

If so I can't find it.

Only shows effects when slotted in armor as far as I can see, unless I missed somthing.


EDIT: nevemind!, found it. Thank you!

Edit Edit: Sadly this supports my theory. According to this page if I roll a green gem on a staff I should get "Poison Ailment Damage" 100% of the time. This is far from what happens. (one out of 10 ish times is more accurate)
Отредактировано Jack; 4 мар. 2020 г. в 9:46
I think you might be reading that incorrectly. there are 12 chances @ 8.3333% each which = 100% of Magic Prefixes and on the suffix side you have 12 chances @ 4.1666% chance to get life leech and 1 @ 50% to get material ailment. I also believe there are a set # of affix / prefix you can have on an item (depends on quality), so if one side is max you won't get an additional stat even if it's 100%

i don't know what the probability of getting an prefix vs affix is, assuming there is a space for each to be added.
Отредактировано gnomfu; 4 мар. 2020 г. в 10:19
Its easier to bulk re-roll the entire item or farm new ones to get what you want. The randomness takes away a lot of incentives to do otherwise.
If anyone red my post the last hour, ignore evrything. I'm dumb.

Apparently you can't guarantee a stat from gem crafting on weapons without using triple gems.
It kind of makes sense, and somehow I belived you still get a guaranteed roll if the weapon only had 1 gem slot.
Отредактировано Jack; 4 мар. 2020 г. в 15:21
Автор сообщения: gnomfu
I think you might be reading that incorrectly. there are 12 chances @ 8.3333% each which = 100% of Magic Prefixes and on the suffix side you have 12 chances @ 4.1666% chance to get life leech and 1 @ 50% to get material ailment. I also believe there are a set # of affix / prefix you can have on an item (depends on quality), so if one side is max you won't get an additional stat even if it's 100%

Sorry, but do you got a source for those numbers?

I don't get it, the game files lists 16 to 17 possible results for each gem, and those are agen narrowed down by if they can roll at all depending on type of item. (for example resistances can't roll on weapons and flat damage can't roll on Armor), your math with 24 posibilities don't add up. What did I miss?

source:

https://gitlab.com/erosson/wolcendb/-/blob/master/datamine/Game/Umbra/Loot/MagicEffects/Affixes/Craft/GemFamiliesAndCoveredEffectIDs.xml
Отредактировано Jack; 4 мар. 2020 г. в 15:45
again i haven't started crafting yet, but if find a staff in the list and click on it's name it brings up the % table and shows the % for prefix and % for suffix. Then if you check one of the gems it shows how that gem can influence the rolls. there are 12 prefix that your green gem has a chance to pick (assuming it's meets the conditions to pick a prefix) and all have an equal chance. the suffix side has 13 choices with ailment chance being 50% and one of the 12 life leech from toxic having 4.166% chance for any of them.

How it determines if you get a prefix or suffix i do not know, i was just pointing out how it appears the choices it makes once the game agrees you get something added. There are youtube videos out there that explain how everything works and how to work towards getting what you want on gear.

I just finished act 2 on live (without dying) and still have a ways to go before i start crafting, but for now i want to see if i can make 60 / act 3 completed without dying before i rush into endgame mechanics.
Автор сообщения: gnomfu
again i haven't started crafting yet, but if find a staff in the list and click on it's name it brings up the % table and shows the % for prefix and % for suffix. Then if you check one of the gems it shows how that gem can influence the rolls. there are 12 prefix that your green gem has a chance to pick (assuming it's meets the conditions to pick a prefix) and all have an equal chance. the suffix side has 13 choices with ailment chance being 50% and one of the 12 life leech from toxic having 4.166% chance for any of them.

ah allright I found the page your reffering to thanks, good luck on act 3.
Great calculator, a bit messy with all tiers split up like that, but handy indeed.
Отредактировано Jack; 4 мар. 2020 г. в 17:30
Calling this system "Crafting" is degrading all Crafting System is other games.
Lets call this "item modification", because thats what it is, you get a different item, but there is nearly no control over it. Its completely useless, and makes the endgame really, really boring and dull.
i wouldnt mind the random crafting system based on luck.....but i would highly recommend to reduce the crafting costs for upgrading in the black market and they should increase the amount of affinity you get from picking up dropped skills from 100 to 300 affinity each.

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Дата создания: 2 мар. 2020 г. в 12:14
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