Why is ventor gamble so expansive ?

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GoldDragon32 wrote:
Rarity has no affect on Currency, having all the rarity in the world wont help your transmute drop become an exalt drop. As with divination cards, those odds are not affectable by anything players can do, you just have to get more overall currency drops through quantity, which gives you more chances of getting the good stuff.

Increased Rarity mod ONLY affects white-blue-yellow-unique drops.


While everything you say is true, one very overlooked fact these days is that item rarity boosts your income from the chaos/regal recipe by quite a substantial margin. Getting those rings and amulets is really tedious if you're running around without IIR, but as soon as you hit 200 or so, they do drop pretty frequently. The difference between 0 and 200 IIR is huge.

In SSF, it's pretty much the only viable way to get enough chaos to roll maps, and more importantly: regals. Regals are way too rare as a drop, without the recipe I'd basically never be able to use them.
Description of wiki:

Spoiler
Chance of rolling perfect explicit modifiers
To calculate the chance of rolling perfect explicit modifiers, simply multiply together the chance of each modifier rolling perfectly, which is 1/(number of choices for that modifier). In this case, it is:

1/61 * 1/21 * 1/81 * 1/76 * 1/76 * 1/76 = 1/45,548,588,736


So there is a 1 out of 45.5 billion chance that a Ventor's explicit modifiers will roll perfectly.




You now know why it's expensive?
They increased the rarity of MF gear across the board in 3.5. That's why other MF uniques are rare (Bisco's Belt is over 1ex, Goldwyrms are 2ex etc.)
VAC RGL RGI SOE DCC

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