Your Crafting Resource Guide
" weapon only include shields, saw this in the compendium: https://docs.google.com/spreadsheet/lv?key=0ArsB7KohOhhpdHoyZzU2WVZZNXQxMDg4MVk1b0FGbkE&type=view&gid=1&f=true&colid0=13&filterstr0=Yes%20(int-only)&sortcolid=-1&sortasc=true&rowsperpage=250 otherwise it wouldn't make sense. |
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Could I ask to remove the 'Crafting' from the topic and first post of this thread into something more accurate, like orb-gambling / sink mechanism (or something along the lines of "pseudorandom slot-machine-like" system, as Chris has stated in the dev diary).
We need to stop confusing people about there being any crafting system in the game. These ill-informed people then complain on the forums about gambling through thousand fusing or chaos with no effect. IGN: AlCohonez, GhengizCohen Last edited by piotras#5522 on Apr 25, 2013, 5:56:47 AM
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How many orbs di you think I should accumulate before beginning crafting a chest to get an awesome one ?
500 alts with 15 scour / regal + 3 exa ? Or should I be prepared of scour an item I just exalted because the roll sucks ? I basically want to get 2 high ES rolls on an hybrid chest, and I would really like the last prefix not to be +HPs. +Eva / %ES/Eva would be definitely awesome, but I'd be cool if I get a mana bonus from it. PS : just a though, this gambling system is really nice, it's awesome not to see everyone having the same item, BUT. The orbs are soooo pricy that you can't do it because most of the time, if you really want to craft something, the orbs you would need are definitely gonna be more expensive. This is dumb, there is a fun working mechanic, but the rarity of the orbs does not allow 90% of the players to use it but only to buy it from someone who dropped it ! SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Apr 25, 2013, 12:38:29 PM
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This is a lightly edited repost from another thread. Although it is pretty negative about the crafting system overall -- and strongly implies a change to this thread's OP -- I want to emphasize that this thread has fantastic advice on how to use your currency, and I admire Invalesco's efforts in this topic.
Currency isn't for crafting; it's for gambling. In Diablo 2, gambling used gold as currency; in PoE, the system is essentially the same, it's just that there's more than one type of gold, and thus many more ways to gamble. Invalesco's thread says it's a crafting guide; it's wrong, it's a gambling guide. Vendor recipes are crafting. In Diablo 2, crafting used the Horadric Cube; in Path of Exile, vendors are the Cube. Most vendor recipes create currency, which isn't very exciting. However, there are vendor recipes that create equipment -- for example, 7 Iron Rings + rare Paua Ring = rare Paua Amulet. So crafting does exist in PoE, but it has a mostly non-equipment focus. Recently, many have been attacking gambling on account of its heavy reliance on RNG, which is kind of like attacking lingerie models on account of being too sexy. The gambling system in PoE isn't broken; improving it with some of the ill-conceived suggestions I've seen on these forums would break the game far more than fix it. What's really going on is the RNG-haters want gambling to be crafting, to such an extreme extent that they actually name it crafting, even though gambling is not crafting and should never be crafting. The real problem is that vendor formulas are hugely currency-based. The segment of the population that hates RNG-based progression is rewarded with... more gambling fuel! No wonder they're pissed off. It would be like if Diablo 2 had over half of the Cube recipes gave you piles of gold instead of actual items. However, RNG haters, do not take your hatred out on gambling; take it out on the lack of vendor formulae. 1) It seems very odd that only two amulet types have vendor formulae, when the other amulets could easily have nearly identical formulas (7 Iron Rings + rare Gold/Prismatic Ring = rare Gold/Onyx Amulet). I don't think you should expect to be able to craft much in the way of weapons and armour, but jewelry should be your area of expertise. 2) There should be interesting little craftable ways to get guaranteed rolls. For example, perhaps 20% quality gem + Exalted Orb + rare gear with 3 to 5 affixes = same gear, unidentified, with new elemental resistance affix (element depends on gem color used). I don't think these types of things should ever auto-craft the best mods; more likely stuff like resistances that eventually cap out, causing diminishing returns (sorry, six-link formula is a bad idea). 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.
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i do agree totally with the post above me, you raised some very good points. But there's a slight exception:
" I'm sure the 20% quality and the exalted orb were just an example, but most people will think that this is the point of what you meant. In crafting, and by that i mean recipes as you mentioned so yourself, there's a red line that the game should not cross in design. That line is called exaggeration. You mentioned it briefly in that 2nd point but someone is bound to misunderstand and think that the whole point of it is the exalt orb, which is what i'm trying to clarify. A crafting system should not be on top of the gambling system already in place. Gambling system should still be the main source of "best?" outcome to the game. And for all who hate RNG, this game is simply not for them then. As for what you said about how the community revolves around the fact that using orbs is actually called gambling and something should be changed in the OP, it's just how online communities work. People used to call it crafting, are calling it crafting, and will still call it crafting. It's just the same in real life with how linguistics sometimes shifts from centuries to others and even from decades to others as well in extreme conditions. But i do concur that there should be some sort of side node pointing that things are a huge gamble when using orbs. The trend of new threads being posted in the forums about how hard it is to "craft" is starting to be a waste of time when we could just focus on discussing more important issues. |
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"You're correct, although I think it would be properly ironic to use the formula specified, assuming it's not OP. "Changing the title of this thread would be a great start; it's the reason I reposted it here. 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 Apr 26, 2013, 1:19:55 AM
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I agree with Scrotie. I'm a fairly new player compared to many here, and when I started playing the game, I saw all this talk of "crafting your own gear" and "I prefer to make my own gear", and then there is this thread here, by a prominent veteran of the community; all of it giving me the impression that PoE had a system similar to an MMORPG crafting system, where you use certain materials in such a way that results in a pre-determined outcome. Of course I was aware of the RNG in the orbs system, but I just chalked that up to being a sort of old school crafting failure, which was present in older MMOs.
My experiences ended up being that the "crafting" in this game was just a mess of multi-layered RNG, where you have VERY little control over things, and this frustrated me. IF GGG intended the orbs system to be a crafting system of sorts, there are loads of fairly straight forward changes that could be implemented, to make things more predictable and less RNG crazy, because even with the whole "crafting failure" taken into account, orbs seemed way too immersed in RNG, with a pathetic chance at any sort of good return. Furthermore, I wasn't convinced by arguments that it wasn't intended to be anything but gambling; people making that assertion seemed like they were merely foisting their preferences and interpretations upon the game, and other, disgruntled players, and there was no concrete evidence as to who held the correct interpretation (as in commentary on the matter directly from GGG saying that using orbs on gear is 100% fine as it is, and it's not intended to give more controllable results analogous to crafting in other games). Now though I accept that it ISN'T supposed to be a proper crafting system, and that orbs are indeed intended to act like the pull of a slot machine arm. Although I still firmly believe that the orb system is flawed even in that regard, and has contributed to many orbs becoming pseudo-gold, with the gambling aspect being viewed as so RNG heavy, and so prone to crap results, that using orbs on your own items might as well be deleting them in town, but that's a different debate. Scrotie is correct in saying that the vendors in this game should act as a sort of Horadric Cube, and that this aspect is currently woefully underutilized. He's also correct that changing this threads name into something like "Your Orb usage guide", would help reduce the amount of future players that get the wrong impression of their purpose. Alteration Orb Union Local #7 "Alts are 16:1 Chaos. You got that tough guy? Last edited by Obsidus#7533 on Apr 28, 2013, 4:04:07 PM
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How many diffrent prefixe for a weapon are in the game?You can get 3 prefixe, but 3 from how many?
The prefix mod list http://www.pathofexile.com/item-data/prefixmod have many prefixe for non weapon And have all prefixe the same chance to come of a weapon? Mostly, "damage increase" is the most important prefixe.maybe damage return to attacker were possible at a weapon (dont know if it possible), think no one wants damage return of his weapon instead of damage increase. But have they the same chance? And has the lowest and highest same prefix the same chance to become? For example: Weapon Elemental Catalyzing 4 Weapon Elemental Damage +% 5 to 10 Infusing 15 Weapon Elemental Damage +% 11 to 20 Empowering 30 Weapon Elemental Damage +% 21 to 30 Unleashed 75 Weapon Elemental Damage +% 31 to 36 Have every level 25% chance (because 4 diffrent level) to become of a ilevel 75 weapon,or ar the % diffrent, maybe catalyzing 60%, Infusing 30%, Empowering 9% und unleashed 1%?? Someone knows this?? PS: Sorry for my bad english,hope you can understand me :) |
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I have a question.
This weapon has 199% increased physical dmg The highest local physical dmg % is tyrannical, ilvl 73, and it's range is 150-169. So how is it possible for the weapon to have 199%? Unless the site isn't updated with new/higher mods? |
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eragon, you have a dual % mod
you have the normal % and a hybrid accruacy/physical % mod, they stack, it hard to tell which ones they are because you also have a simple accuracy mod too http://www.pathofexile.com/item-data/prefixmod you can find the mods there Damage Scaling provides an increase in physical damage Damage Scaling and Accuracy provides and increase in accuracy and physical damage if both those mods hit max value you will have 249% increased physical damage on your weapon. I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/ https://www.facebook.com/victorseicheart/ World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950 Highest level char in Closed Beta, Wytchfindergeneral Last edited by VictorDoom#6290 on Jun 4, 2013, 1:34:55 PM
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