Harvest crafting help: Stygian belt (life, strength, % life % attributes)

Since there are so many different crafting mechanics, I'm a bit lost how to craft a Stygian belt with the following affixes:

prefix
life
hunter/elder % life

suffix
strength
hunter/elder % attributes.

Remaining affixes should be easy harvest crafted since they don't share tags.

Having a high enough base lvl belt, which crafting steps should I follow?
Last edited by Bloemist#3562 on Aug 21, 2020, 5:57:55 AM
Last bumped on Aug 21, 2020, 8:20:54 AM
If you intend to follow this way of crafting the belt, make sure you read the whole thing first before starting to follow the steps. It is practically impossible to phrase it in a linear manner without references to previous steps that may have to be adjusted.

Generally, a Hunter-influenced belt should be easier to roll.

So what you want is to start out by hitting T1 strength with alt / augment, skipping over mana prefixes / chance for flasks to not consume charges, because T1 strength is not particularly hard to roll, but those prefixes are hard (or at least expensive) to remove later.

Regal and remove undesired mods with Harvest if possible (probably most efficient to just start over if there are non-removable ones, although you can always try your luck with a regular annul considering how cheap they are).

Augment (or remove / add with prior bench craft) two resistances with Harvest to work on the prefixes first.

Bench craft life and use remove / add life until you get t1 life (1/12 chance).

Augment life. If it hits t1 increased life, move on to crafting suffixes.

If it hits t2 increased life, augment life again to get increased flask life recovery rate.

If it hits increased flask life recovery rate, augment life again to get increased life.

If after these steps you have t2 increased life, remove an influenced mod and then augment life (1/2 chance). Repeat until you have t1 life.

If you do not want increased flask life recovery rate, it would probably be cheapest to life-annul it after this process with a 1/3 chance (although I have admittedly not done the math on this).

If you do not have full prefixes at this point, add a prefix. You may have to use a bench craft mod to fix the suffixes, so you will have to use Harvest to do this at that point, but theoretically you could use a bench crafted mod for the first attempt.

Remove the resistances with Harvest.

For the next step, you can optionally augment a physical mod first. If you do this, it is important that the third prefix from the earlier step does not have a physical tag. Doing so improves your chance of success to 1/5.5 from 1/7.5.

Augment an influence mod. If it is not increased attributes, it can be removed through physical, speed, or caster tags. If it is t2 increased attributes, craft prefixes cannot be changed (requires the third prefix to be changed into a non crafted one and the physical suffix to be removed with Harvest, if present) and remove an influence mod.

If you do not augment a physical mod before augmenting it again, you can also use remove / add here. Since, if you do augment a physical mod, you will have to recraft the prefixes cannot be changed mod each time you hit t2 increased attributes, weigh the benefit of getting a higher chance to hit your desired mod against this added cost.

It is also worth noting that remove / add influence mods might be available in higher supply to an extent that using remove / add is more cost efficient than augment influence remove physical / caster / speed despite having a lower chance of success.

After repeating that process you should arrive at your desired four t1 mods, with or without increased flask life recovery rate and with an easily removable suffix at worst.

This approach might not be the best one, but it seems to be the most reliable one from what I can tell.
Thank you so much for the clear guidance. I can start this crafting project now :)

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