over 2 years ago - Trasochi - Direct link

I havent done enough to make any assumptions statistically but whenever I started with a 3 affix item with 20-30 FP, and tried to add another affix, it tended to roll on the higher end of the range 10-20 fp and effectively cripples the chances of the item reaching greatness…

by contrast, if I start with something that already has 4 affixes (even if they are relatively low) then the potential to forge something good is much better…

The roll in the range isn’t even distributed, but it’s always biased towards the lower end by the same amount, regardless of what you’re crafting on.

The advantage of starting with 4 affixes over 3 are just that you don’t have to add a fourth affix (which costs 1-20 forging potential if you use a shard).

Exalted items with only 2 affixes are/seem to be penalised as if they are Magic items… Is this how its supposed to be?

Exalted items with 1 or 2 affixes and Exalted items with 3 or 4 affixes are both treated as separate cases from magic and rare items when rolling how much forging potential they start with. Both roll with more forging potential than rares on average. However 1 or 2 affix exalted items do generally start with less forging potential than 3 or 4 affix exalted items.

over 2 years ago - Trasochi - Direct link

When I was asking about the ranges in the initial announcement, one of the devs said it would probably be between 1-10 for the lower tiers so I was pretty surprised when the T1 craft was 1-20 (which is way too high in my opinion).

The cost for adding a new affix to an item is 1-10 for the first affix added, 1-15 for the second, and 1-20 for the third and fourth. That’s the only cost that changes based on number of affixes. Meanwhile T2 always costs 1-10, T3 always costs 1-12, T4 always costs 1-18, and T5 always costs 1-24.

over 2 years ago - Trasochi - Direct link

We’ve identified the cause of a bug that’s preventing exalted items from receiving their bonus forging potential. This will be resolved in the next hotfix.

over 2 years ago - KissingAiur - Direct link

Hey guys, we are looking at this thread closely, thank you all for the feedback.

To help us fully understand what your frustrations are, it’s good to state what rarity the gear you are crafting is (normal, magic, rare etc) and it’s starting FP, if it’s old gear in your stash or new gear which dropped and/or what crafting materials you are attempting to use. Information like this could help us identify any issues with the new system. Thanks!

over 2 years ago - KissingAiur - Direct link
  1. suggestion: Glyph of despair should not cost any forging potential. Given how the forging range is now any craft could be the last. Sealing an affix and then not having enough fp to add another affix feels bad. Glyph of despair is already not guaranteed to work. Removing fp for it would ensure you can at least make one craft afterwards.

Playing around to try to find the best place to start using Glyphs of Despair is one of the “risk/reward” layers of the glyph. Attempting to use it frequently or early and then min/maxing affixes after is probably not the best approach.

Glyph of Despair would lose a large portion of its depth and risk/reward if we allowed it to be used at 0 FP. One of the interesting parts about the glyph is the more I try to increase the affix I want to seal the less likely it would be for me to seal it but more rewarding if I seal a higher affix; the more you attempt and fail you might lose that opportunity. You have to think your choices, and really plan out what you want to do, attempt to seal that T4 or try on the T2 and more likely succeed then weigh the odds to how much forging potential you have.

That being said, I would love another glyph that is designed around an item with 0 FP. I don’t think Glyph of Despair is the right fit for that.

over 2 years ago - Mike_Weicker - Direct link

Let’s keep replies respectful and on topic.