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I've been looking through various guides on crafting but am still a bit overwhelmed in terms of what exactly I should be doing to get good items.

I understand the basics. I have a loot filter set to just find legendaries/uniques and exalteds with tier 6/7 affixes/suffixes. I know I should be looking for good rolls with stats I want. I know I can add tier 1's, seal tier 1's to make space for stuff I want, randomly remove stats, or use Chaos to upgrade them to try and get what I want. I know to use Hope to save forging potential.

But what's the best method for combining all of this stuff? What are the steps you take when you find a good exalted you want to craft and use?

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5 days ago - /u/ekimarcher - Direct link

Originally posted by SunBom

What I do when it come to craft is this once I find an item I want to keep and need to remove any affix or use any rune on it. I will go hunt for 5-10 dummy item usually exalted. I am pretty sure everyone goal here is to remove the right slot and keep the item potential as high as possible so you can do something else with the item.

  1. Let I want to upgrade a slot so what I do is first use the dummy item and upgrade it to see how much potential lost once I see a big number pop up once or twice I than swap it with my main item and upgrade it because usually having lost high potential on an item 2-3 time in a roll is very rare. 

You can do that with all glyph or rune. You use that strategy with rune and glyphs aka rune of removal to have more chance of remove a slot you want.  Rune of removal you can do slot removal there is a way you have less chance of removal the a lot that you don’t want to remove.

Con for this strategy is it will take a lot of resource.

Is this what OP want to see?

I'm sorry to say that this strategy has no effect whatsoever on the outcome of crafting. There is no artificial luck smoothing system with any rolls in the game. The success chance is exactly the same if you've just hit a very lucky or very unlucky streak. This is just how math works in general.

If you are flipping a coin a million times, you would reasonably expect to get approximately 500,000 heads and 500,000 tails. Now, let's say that you're 200,000 flips into the experiment and you have 150,000 heads and only 50,000 tails. You're somehow flipping heads at a 3:1 rate and you're surely due for some tails right? Well, even in this extreme example, with the remaining 800,000 flips, you can reasonably expect them to still end up at 1:1 and get 400,000 of each from that point on. just because you're down 100,000 tails flips at that point, it doesn't change the odds from 50% from that point onward. It's just one possible outcome of the set of flips up to that point.

You can also look at it from the other side too. If you did those first 200,000 flips enough times, one of them will eventually get to the 3:1 skewed results state. Here is a good video explaining it in 1 min: https://www.youtube.com/watch?v=FfF7R8qclLE

There are tons of books written on the topic for casino games that work in a similar fashion. Just to be clear, this is different than card games because with card games you actually take possible options out of the data set with each hand so this is a different situation than counting cards in blackjack with a fixed shoe.

We actually very intentionally don't have any luck smoothing systems in the game specifically for this exact reason. We don't want people to need to sacrifice items to the system in order to increase their odds of success. It artificially skews the crafting chance based on some unintuitive tribal knowledge. If we wanted to have better odds of people succeeding in crafting, we would just increase the odds.

Source: I'm one of the people that made the system.

TL:DR Each roll is independent and you can't influence a roll but priming the system.

5 days ago - /u/ekimarcher - Direct link

Originally posted by SunBom

Why you trying to convince me that it doesn’t work? You type an essay telling me that it doesn’t work.  Blah blah blah blah.  I bet you are one of those people that find an item you want and go in there and smash that up button and screw up your item huh.

I literally wrote the code you are talking about. I know how it functions. If you want to keep doing this, that's fine. I just don't want someone else to come across this and think they should do it too.

This method has no impact on the outcome of crafting.

5 days ago - /u/ekimarcher - Direct link

Originally posted by SunBom

The outcome of you getting lower potential or higher potential on an item?  Meaning I do couple dummy item and if I roll a high potential once or twice my next roll will not have a higher  chance of lower potential?

That's right. Your next roll will not have a higher chance of lower potential.

Every roll is an isolated event that has no impact on the rolls that come afterwards and are not affected by the rolls that came before.

5 days ago - /u/ekimarcher - Direct link

Originally posted by SunBom

 With that video you link ok. Let say if I roll 100 coins and 99 of 99 of them have 50 head and 49 tail what is my chance of rolling a tail at 100 coins is it 50/50 chance still?

Edit: let say if I flip a coin 5 time and they are land on head and when I flip the 6th coin is it still 50/50 on landing head or tail?

Yea, the chance of any individual (fair) coin flip is always 50/50 regardless of what has happened before.

Edit for second question in the edit: Yup, the chance of any individual (fair) coin flip is always 50/50 regardless of what has happened before.

5 days ago - /u/ekimarcher - Direct link

Originally posted by SunBom

You might be right but when I first play this game I use to smash the up button and the majority of the time I keep losing the item I want to up meaning I come out with less potential to finish the item but after I use the dummy item my success rate of getting my item complete seem to be higher.

Yea, that's something called Confirmation Bias. Because you're hoping for a specific outcome, your brain prioritizes results that align with that outcome in your memory. Everyone does this and it's not necessarily a bad thing. If you're really interested in testing this properly then you'll need to start recording all the data from every crafting event.

I have run tests on the system with artificial sample sizes in the trillions to make sure that things like this don't happen and that the randomization is as fair as it can be. So I am quite confident when I say that sacrificing materials to dummy items is a waste of crafting materials and time.

However, if you enjoy doing it, then keep doing it. I don't want to tell you how to play the game. Just trying to have accurate information available to people who might stumble upon this in the future.