Improvements to Crafting

Gems are a teal-blue. Adjust your RGB. Quest items are green.

Not too sure about the name, but your idea for a new item type is very intriguing. To me it seems like a fair middle ground for those of us who want to craft better items earlier in the game for less currency, while keeping randomness involved. Unfortunately almost every "ensorcelled" item would be far superior than a rare counter-part. 200% damage mod all of a sudden becomes 400%, 150% increased ES becomes 300%. I'm sure there's a way to balance this out better before taking the Jay Wilson approach.

I agree that Regal Orbs need to be buffed. I suggest that they add 1-3 new affixes to a magic item instead of a flat two. Three-affix items should still exist.

The one thing all our suggestions have hit upon so far is the need for a fourth item-rarity type to expand crafting possibilities.
Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768
Last edited by Brigs#4164 on Aug 7, 2013, 7:35:28 AM
"
Brigs wrote:
Unfortunately almost every "ensorcelled" item would be far superior than a rare counter-part. 200% damage mod all of a sudden becomes 400%, 150% increased ES becomes 300%. I'm sure there's a way to balance this out better before taking the Jay Wilson approach.
Not true.

Perfect ES rare chest: (175 Vaal Regalia + 145 flat) * (1 + 1.2 ES% + .56 ES%-StunRecovery) = 320 * 2.76 = 883 ES before quality (plus some stun recovery)
Perfect ES ensorcelled chest: 175 * (1 + 2.4) = 595 ES before quality

Perfect physical rare Imperial Bow = [(16-66) + (25-45)] * (1 + 1.69 + 0.8) = [41-111] * 3.49 = 143-387 physical damage before quality (plus some accuracy)
Perfect physical ensorcelled Imperial Bow = [16-66] * (1 + 3.38) = 70-289 physical damage before quality

Now on the other hand, if you only cared about lightning damage (planning on using Lightning Penetration on your weapon skill), or you're neglecting the three defenses and just going for a lot of +Life, or you wanted a lot of attack/cast speed or % mana regen, then ensorcelled items might do the trick for you.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Aug 7, 2013, 8:16:17 AM
while I certainly feel a more progression based, less RNG crafting system would vastly improve my experience of the game (and likely a great many other players), I think such changes at this point may be impossible due to the huge in game economy changes they would create (like seriously, any player who has been farming and trading for a large amount of time would likely flip their lid at the thought of the currency portion of their wealth being nulled).

I really do love some of the ideas here, but how likely do we think GGG is to make huge changes to the crafting at this point? I'd wager that they, being really hardcore, grind-centric players themselves they are probably happy with where it's at.
As I've posted in a different thread, a great way to add a degree of predictability to crafting, would be by allowing Orbs to be used on socketed items, and introducing a correlation between the filled sockets and the effect of the Orb being used on said item.
Gems in sockets would be destroyed in the process.

Example of what I'd do:
Jeweler's Orb - Number of slots is rolled as usual, but will never result in a lower amount of sockets than the number of filled sockets.
If you have a 4L, and fill all 4 sockets with gems, using a Jeweler's Orb will have the same usual change to get any number of sockets, but you guarantee it will not result in a number below 4.

Orb of Scourging - Each socket is connected to a random property: socket #1 = random property #1.
Each socket that has a gem in it, is not affected by the removal of properties.

So if you have an item with 6 properties and 4 sockets, and you want to remove the 2nd property, you would fill the 1st, 3rd and 4th sockets.
You'd end up removing the 2nd, 5th and 6th properties.

There might be a weaker version of Orb of Scourging, removing 1 random property, rather than all, wich would, in this case, remove either the 2nd, 5th or 6th property.


Another concept is Orb tiers.
By Orb tiers I speak of Orbs that have effects meant for lower levels.
Example would be Lesser Alteration providing lower iLevel properties.
Example would be Lesser Jeweler's providing up to 3 sockets, for example.

These would encourage low level crafting, without affecting high level.
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro.
I can agree crafting needs some attention, but not in the chrome/jeweller/fusing department.

That part of crafting works really well.

I'll just paste a post from another thread.

Spoiler
"


http://www.pathofexile.com/forum/view-thread/378472/page/1


Chroming, fusing, jewelling are fine. I play self found, don't even get a single orb that I never picked up (or trade through vendor) and own 5 6Ls, 2 found and 3 linked myself. I often 5 out of 6 off colour items.

The picture above shows 5 off colour within 71 chromes, I've seen all 6 off colour several times, I've seen 6 green on a pure strength.

I've also, at times, used over 1500 chromes to get my desired colours.

The reason this is fine is 2 fold.

1) You can, for chromes, choose a better base item, that's your call. Or you can min/max and take the lesser probable route, your call.

2) Currency use aside, Chromes, Jeweller's and Fusings have no other use. Other orbs are crafting and map ingredients but there is only one use as a crafting mat for these three. They also drop in large quantities. No? Honestly, they really do.

Chromatics drop as chromatics, or as tricolour linked items, or are purchased from vendor.
Jeweller's drop as jeweller's, or as 6 soc items, or are purchased from vendor.
Fusings drop as fusings, or are purchased from vendor.

All three can be acquired from the basic common orbs/fragments.

I often find myself with 500+ jewller's and chromes if I don't have a project I am throwing them on as they drop. I will then find myself a project to sink them.

I wanted to touch on the reported chrome chance for off colour.
While there probably is truth in the 10% chance for off colour guestimate, I don't think it is as simple as that.

I'm quite convinced that there is a mechanic which will use an altering 'seed' for a varied time. Say while spamming chromes, you may hit on this altered seed and for x seconds, the off colour chance is raised to 30/40/50% or w/e. I see far too many mathematical unlikely results to accept a flat constant 10%.

Similarly with jeweller's and fusings, and this is where I think the altered seed is 'global' or at least present for jewelling and fusing. Many times will a successful 6S result be followed by a successful 6L result and then even, maybe, a successful 4 or 5 out of 6 off colour, in a few seconds.

This theory was kind of backed up a little, too, when the whetstone/scrap mechanic was added.
The already present weighted seed being utilised on demand.

I accept, though, that my 'global' theory (chromes/fuses/jeweller's) might not be all three, but only two, being that scraps/stones don't affect chroming.


Food for thought.


As for crafting that uses orbs which are also used primarily as a main currency and/or for maps, there does need to be some adjustments, I think.
Casually casual.

Last edited by TheAnuhart#4741 on Aug 7, 2013, 9:19:57 AM
"
Nurvus wrote:
As I've posted in a different thread, a great way to add a degree of predictability to crafting, would be by allowing Orbs to be used on socketed items, and introducing a correlation between the filled sockets and the effect of the Orb being used on said item.
Gems in sockets would be destroyed in the process.

Example of what I'd do:
Jeweler's Orb - Number of slots is rolled as usual, but will never result in a lower amount of sockets than the number of filled sockets.
If you have a 4L, and fill all 4 sockets with gems, using a Jeweler's Orb will have the same usual change to get any number of sockets, but you guarantee it will not result in a number below 4.

Orb of Scourging - Each socket is connected to a random property: socket #1 = random property #1.
Each socket that has a gem in it, is not affected by the removal of properties.

So if you have an item with 6 properties and 4 sockets, and you want to remove the 2nd property, you would fill the 1st, 3rd and 4th sockets.
You'd end up removing the 2nd, 5th and 6th properties.

There might be a weaker version of Orb of Scourging, removing 1 random property, rather than all, wich would, in this case, remove either the 2nd, 5th or 6th property.

Another concept is Orb tiers.
By Orb tiers I speak of Orbs that have effects meant for lower levels.
Example would be Lesser Alteration providing lower iLevel properties.
Example would be Lesser Jeweler's providing up to 3 sockets, for example.

These would encourage low level crafting, without affecting high level.
I like the idea of adding low level crafting currency as has been suggested in the forums before, however if implemented they'd have to have their drop rates completely independent of other drop rates (we don't this low level stuff to hurt high level currency or item drop rates).

As to the jeweller's orb, I kind of like this idea, the rates are the same but it wont ever downgrade your item, you could apply this idea to fusings too, however it kind of kills of the need for the new eternal orbs, except for those using exalteds on end game gear without maxed affix slots.

As for the "orb of Scourging", this idea I like less, it comes across as messy to use the number of sockets on an item to dictate how many affixes we want to remove, I mean, the two aren't really correlated anyway, it just seems odd to use one to dictate how the other is affected.
and what if we wanted to remove more affixes than what we were allowed because our piece of gear had too many sockets?
I hope you're not trying to argue lack of realism from my suggestion, in a game that uses Orbs to craft items, instead of the usual means.
My suggestion makes perfect sense from a gameplay point of view.

"
what if we wanted to remove more affixes than what we were allowed because our piece of gear had too many sockets?


That's kind of the point.
It makes the various parts of crafting more connected.
If you have a rare item with 6 affixes and 4 sockets, you can only "secure" the first 4 affixes.
If you want to secure more, you need more sockets.

And, as I said, perhaps a new Orb (like the Refine Orb suggested in another thread) would remove only 1 random property - and you can secure X of them.

It also makes 0%Q Gems useful
It adds another Gem sink.

More Orbs can be changed this way, such as making Chromatic Orb not affect sockets that have gems in them.

The "lock" mechanism for crafting is a great way to add a good deal of control - for a cost - without completely removing RNG.
---

A Change to Jewelers and Fusings
I love the OP's idea of sacrificing item Quality for a more controlled result.
At first I thought it might be too easy to get 5L and 6L that way, but then I realized that the current abundance of Q% currency would quickly disappear with the sudden burst in demand.
It would balance itself out rather quickly.

Still, my question is: How would it be implemented?
Does it always consume Q% automatically?
The way I see it, it would roll the usual chances -> if it rolls the same (or lower) amount of sockets/links, if the item has X% Quality, the Quality is consumed and the number of links/sockets increases.
I think it should consume quality equal to (current socket/link)*4%Q.
That means 1->2 = 4%, 2->3 = 8%, 3->4 = 12%, 4->5 = 16%, 5->6 = 20%.

That being said, my suggestions are perfectly compatible.
I actually think it's a good thing to have more than 1 way to obtain similar results.
It makes it much harder to manipulate prices.
---

Item Rarity
I like this too, but for the sake of logic, if magic is blue and rare is yellow, then an item in between should be green.

But if quest items are green and gem drops are teal, perhaps the new "intermediate" rarity should be purple/violet.

Alternatively, quest items could become violet/purple, and the new rarity indeed be green.

I'd say Magic (blue) items remain 1-2 affixes, up to 1 prefix & 1 suffix.
Then Exceptional (green) items 2-4 affixes, up to 2 prefix and 2 suffix.
Orbs used on Magic items would also affect Exceptional items.
Then Rare (yellow) items 4-6 affixes, up to 3 prefix and 3 suffix.
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro.
Last edited by Nurvus#6072 on Aug 7, 2013, 11:17:12 AM
Don't use 0%Q gems. You'd be forcing to farm the normal hillock quest reward a lot.
You wouldn't be forcing anything. You actually get gems as normal drops too, you know?
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro.
"
ScrotieMcB wrote:
Perfect ES rare chest: (175 Vaal Regalia + 145 flat) * (1 + 1.2 ES% + .56 ES%-StunRecovery) = 320 * 2.76 = 883 ES before quality (plus some stun recovery)
Perfect ES ensorcelled chest: 175 * (1 + 2.4) = 595 ES before quality

Perfect physical rare Imperial Bow = [(16-66) + (25-45)] * (1 + 1.69 + 0.8) = [41-111] * 3.49 = 143-387 physical damage before quality (plus some accuracy)
Perfect physical ensorcelled Imperial Bow = [16-66] * (1 + 3.38) = 70-289 physical damage before quality

Ah. I was thinking you could have both flat ES/damage and % ES/damage on an ensorcelled item, but that would be 2 prefixes. However you neglected to add a second affix(suffix) to the ensorcelled items in your example, making them appear much worse. You can still get 60% fire/lightning/cold damage or 54% attack speed on that bow. And you can get +100int(20%ES) on the chest.

Numbers aside, this would still need balancing.

"
Nurvus wrote:
As I've posted in a different thread, a great way to add a degree of predictability to crafting, would be by allowing Orbs to be used on socketed items, and introducing a correlation between the filled sockets and the effect of the Orb being used on said item.
Gems in sockets would be destroyed in the process.
"
djhatch90210 wrote:
what if we wanted to remove more affixes than what we were allowed because our piece of gear had too many sockets?

I think what he means here is what if you have a 5 socket item and you only want to remove 2 affixes. In which case you would add 3 gems to the item and then scour it.

Changing scouring orbs to work this way would make them WAY more valuable, possibly boosting their demand to the price of a chaos or regal. This would actually make its droprate MORE proportional to its value because scouring are about as common as chaos.

At first I also thought it was a mess the way gems would effectively "hold" an affix in place. But if you go from top left to bottom right(the same way we read,) it's simple enough to know which affixes you are holding in place. Top left holds the first affix, bottom right holds last affix.

If instead you had gems hold a random affix in place, scourings would do something very similar to my "Refine" orb.
Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768
Last edited by Brigs#4164 on Aug 7, 2013, 4:53:03 PM

Report Forum Post

Report Account:

Report Type

Additional Info