^^ lol. exalt orbs have ~95% or so chance to make a rare item worse, since if you roll a crap mod that's it, you have to scour and start over, or revert to an imprint.
Most random rolls are heavily weighted (simply due to the mods available) to give you something that is not beneficial.
using Alts to roll a map is a good example, you probably only want 2-3 out of the 20 or so available, so you have a 80% chance for both suffix and prefix to roll something unwanted.
Last edited by Asmosis#7365 on Mar 6, 2014, 4:12:37 AM
Chance to add something small to decent on the item
If some of the affixes we've seen on gloves are possible to roll on chests and weapons, they'd be an order of magnitude above "decent". Have we seen Support Gem implicits on either of those yet?
We already know it's probably possible to get at least 1% life leech from fire damage on the Searing Touch. That alone would be mind breaking.
Last edited by LimitedRooster#5890 on Mar 6, 2014, 4:13:16 AM
^^ lol. exalt orbs have ~95% or so chance to make a rare item worse, since if you roll a crap mod that's it, you have to scour and start over, or revert to an imprint.
It "can't" make an item worse, 1 thorn damage on an item that didn't have it before doesn't make it worse. It could have been alot better and you can still scour/imprint it back.
"
If some of the affixes we've seen on gloves are possible to roll on chests and weapons, they'd be an order of magnitude above "decent". Have we seen Support Gem implicits on either of those yet?
We already know it's probably possible to at least 1% life leech from fire damage on the Searing Touch. That alone would be mind breaking.
I already went over the orb would only be used for exact x item on intention of breaking them, or maps/skill gems and so on.
Last edited by RagnarokChu#4426 on Mar 6, 2014, 4:14:04 AM
But that involves finding a decent item (hard enough), then you'd need to socket it, link it, chrom it. Expensive business for a new player... then risk the item to a vaal orb which could destroy it and leave you with nothing.
Might be more understandable if it didn't lock the item, then you might use it on decent items you find... then think hey thats cool... I'm willing to socket/link that now.
Indeed, you're simply repeating yourself and your contradictory opinion. Again, it would be valid, but only if you apply the same logic to all the other orbs that have the potential to make an item worse rather than better. You seem to understand that the risk/reward for using orbs on items changes as the item involved becomes more valuable, and that by chaosing a perfect item you can lose every single affix that made it so perfect, you just seem to lack consistency in applying your line of thinking to all currency within the game.
Either I'm really fucking tired or that just makes no fucking sense. Care to elaborate?
What part of it doesn't make sense to you?
From what I can read, every fucking word. It seems as though you're thinking as little as I apparently am. First of all, what and where is my 'contradictory opinion'? Second, you keep using a chaos on a perfect item as a simile to a Vaal on a perfect item. The thing is, and I should mention that opinions can change (mine has in fact) 1, you wouldn't use a chaos on a perfect item. Why would you? There is nothing to gain. (of which vaal orbs can give you gains) 2. Any chaos you use will not remove the sockets or links. 3. The possible benefits of the vaal orb do not outweigh losing a fully linked item. Yes, I can understand that the effects do need to be chaotic. But if the negative effects have a enough of a possibility to do that, then there becomes no incentive to do so.
If you like, then it may be put forth that the positive effects should scale WITH the possible negative effects. Such as, if you use it on a 6L item, you're just as likely to get something on the opposite end of the scale as losing all the links and item itself.
Again, I am tired and so I apologise for my inability to properly articulate myself. You might do well to try and explain yourself simply.
Indeed, you're simply repeating yourself and your contradictory opinion. Again, it would be valid, but only if you apply the same logic to all the other orbs that have the potential to make an item worse rather than better. You seem to understand that the risk/reward for using orbs on items changes as the item involved becomes more valuable, and that by chaosing a perfect item you can lose every single affix that made it so perfect, you just seem to lack consistency in applying your line of thinking to all currency within the game.
Either I'm really fucking tired or that just makes no fucking sense. Care to elaborate?
There is no other orb that makes something 100% "worse" and bricks the item and makes it completely unusable or slightly better.
Alch orb = Turn white item into rare = 100% benefit, can be bad or good depending on what the person needs.
Chaos = Rerandomize the items, most of the time used on shitty items anyway so you. Benefit varies if you got something good with chance of winning the lottery and getting a BIS item, Risk vs reward is proper. Your not going to use it on BIS rares for fun or anything decent really, has potential to make an item godly if your lucky to useless but you still keep sockets/links/color and you can still continue to work with the item.
Exalt = add something on the item, 100% benefit even if the mod sucks. You still have the item, all of the links and can rework it later if you had more currency.
Chance = Turn white item into anything from magic - unique. 100% benefit even if you get something crappy from the orb itself.
Divine/Blessed = Reroll items, you may reroll the item to be in a better state or worse off in a small range. Benefit varies depending on your result, your item does not blow up and suddenly becomes useless.
Vaal Orb = Chance to add something small to decent on the item, completely bricks the item to be unusable most of the time with no other change to it. Cannot ever change the item ever again, can never link it later/socket it/recolor/w.e.
Why are you defending the item as "fair" as other orbs, because it's "RNG" doesn't mean it's the same thing with the design of other orbs. All of the other orbs that have an RNG basis take an item and always have a chance of making it greater without a chance 100% total loss. This is like buying a lottery ticket and if you lose you get punched in the face.
I'm not going to use it on the top tier items unless I'm bored and that to Yoco it, I'm not going to use it on mid tier items that I can't afford to replace. I'm not going to use it on shitty items that I need to progress with, and if I can Yoco random items that are mid tier then it's in a way that is going to be cost effective in trying to make something extremely powerful for cheap.
What am I missing about the orb? All it looks like It's going to be a orb people use on skill gems/maps because there's no real risk involve in them and people going to use them on exact certain times that will be known to have an actual result that would be desirable. The orb almost never falls into regular usage, It's not a alch orb that I go "let me use this on the ring because I need more resists."