Why it is so hard to get two prefixes on item with fractured suffix?
Hello there,
I've got myself a pair of nice fractured gloves with life regen fractured suffix and tried to alt-aug-regal it to have two nice prefixes (either +% to armour and +X life OR +X armour and X life and +X life). What I wanted to do is to get two prefixes, exalt the item and if the mod is not very good then use veiled orb to have 1/3 chance to hit the bad mod and possibly pick some matching prefix. Then I would proceed with Prefixes cannot be changed and try my chance with Exhalt/Annul. Firs of all I've noticed that ele res mods were waaaaay more common to pop-up when regaling. Secondly why is it sooooo hard to get two of mentioned above prefixes together? I took into consideration that with fractured suffix the firs modifier when I alt-aug the item will be prefix and when I regal it then there is 50/50 chance to be one or the other. It doesn't feel that way thou. It seams like 2/3 of the time I got suffix when regaling. Also why is it so frikin' hard to get two mods of the first tier from the pool I mentioned? I got them together - yes. But only once it was 1st and 2nd tier and rest of the time it was 1st and 4th and below. By the share odds - I've hit desired mod about every 20 tries with alt-aug. So I guess from those successful hits I should be able to get the second mod in about 30 tries. That sums um to about 600 tries in total to get the mod that I wanted. Meanwhile I've burned about 3K of alt orbs with the results as i mentioned. Before you ask - my gloves are 85 ilvl and all mods I wanted spawned on them at the 1st tier when I alt-aug the gloves. My questions is - is there a rule that prevents certain mods to spawn together? Or is there a rule that forces other mods to spawn when the a certain mod is present? I'm confused and exhausted T_T. Please help! Last bumped on Nov 29, 2024, 6:38:11 PM
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every mod in the game has its own "weight" for rolling outside of the value
even if you have 2 prefixes out of 6, it may not be a third of a chance for them to appear, this gets worse if the a certain affix has many values because it dilutes the others' chances and make it harder for you to get what you want also, you can use sites like https://www.craftofexile.com/ to try and compute or simulate affixes...and probably despair |
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https://www.craftofexile.com/
Check out the probability table for the item you are crafting. All mods are not equal weighed. Life, armour shouldn't be too hard to hit, 18% and 14% of the pool. Life+armour is 4%. However, if you are trying to hit T1,T1. The probability of these mods comes down to 2% on each one. Also note that these probabilities are conditional, so hitting the second mod with be slightly more difficult than the first, because you have reduced the pool of desirable outcomes by getting one on the mod. You're also constraining this by sayin one must be T1 life, given that is in both your desired outcomes. So with some very lazy inaccurate math, you have a 2% chance of t1 life on one roll and a 4% chance of one of the other t1 mods on the other roll, gives 2 ways of a in 1250. Or 1/625 (Craft of exile itself will give the actual calculation). However, this is only when you hit prefix/prefix. So it will be much less likely when adding in suffix (also can be checked on craft of exile). As far as I know, regal-ing gives a 50/50 chance of prefix/suffix. I'm not certain, but 2/3,1/3 is probably just RNG on your sample size. " This seems to roughly check out with what I have mentioned above. If you are talking about hitting t1 on the magic mod, craft of exile is saying that is 6% for prefix. Which is close enough to the 1/20 you are suggesting. However, I think your estimate for 1/30 on the next is too low. It can now hit prefix and suffix and there are the conditional elements I mentioned above. So I would say it is about 1/50 when you hit t1 life on the first mod and 1/100 when you hit one of the other mods on the first mod. These events have relative weightings of 1/3,2/3. So on average hitting the second prefix with regal after hitting the first magic mod will be about 1/83. It seems like you are pretty invested in this, so I would set up a calculation in craft of exile, to get the exact numbers rather than our estimates. Keep in mind, this is just the expected number values. When you add in RNG, small probability outcomes can have very large swings. For example, 6 linking is something like 1/1250. Which sounds like it is in the ballpark of what you are going for. If you've done much six linking you will know it can have a large spread on how often it will hit the links. Sometimes you will get it very quickly, other times it will take thousands of attempts. It's very difficult to evaluate this just by looking at the trials themselves, when there is an aspect of randomness involved. Last edited by Belegur85#5784 on Nov 28, 2024, 9:04:18 AM
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I feel like there are more effective ways to craft gloves once you have a fracd mod. At this point you said you want life mod prefixes which should be easy with pristine fossils. Another option is essencing a suffix you want for example 18%ias is ess only, then use Eldritch chaos to roll prefixes, can still veiled as needed. Theres also the harvest bench with reforge life mods, you can use this with full suffix and suffix cannot be changed to roll. Eldritch currency can really go far on gloves, boots, helms and chests.
Alts and augs will work but prepare to use a grip and are usually more preferable for jewel crafting, and even then fossils can make it faster. Last edited by faustian1#4952 on Nov 29, 2024, 3:39:39 PM
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Yeah, that's also good advice. Not sure they will be able to use eldritch currency unless they have set up the correct eldritch mods before the fracture (Wrong, you are correct, can be done anytime). Likely those other methods are more efficient than alt/regal. Craft of exile will be able to show the average currency needed for each method.
Last edited by Belegur85#5784 on Nov 29, 2024, 7:01:08 PM
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