This has now been fixed internally and we’re working on getting another hotfix out.
This has now been fixed internally and we’re working on getting another hotfix out.
We’ve identified the cause of the bug and it’ll be fixed in the next hotfix. Thanks everyone for all the reports.
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.
More information about the exalted items in question and where you found them would be useful for trying to track down the cause.
If they’re dropping as low as 7 that’s a bug. The absolute minimum for exalted items is supposed to be 24, and that’s unusual and not possible beyond a certain level.
If you’re talking about items that dropped before the patch, they were given an amount of forging potential based on their instability. If their instability was moderate to high they were probably given low forging potential because of that. In general new items drop with more forging potential than old items were given.
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.
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 it...
Read moreThis is not always the case. There are a lot of different factors that go into the decision making of whether a skill is exclusive to a mastery class or not. For example, werebear form would be a useful skill for melee beastmaster builds, but it’s druid specific in part to make melee druid builds more distinct from melee beastmaster builds.
Werebear Form is still the Druid mastery skill and is therefore Druid exclusive. The other skills exclusive to Druid are Swarmblade Form and Entangling Roots. The non-exclusive Druid skills are Spriggan Form and Summon Spriggan.
Items from before 0.8.4 that were fractured or had very high instability will have 0 forging potential.
I think I’d rather it be cumulatively more. Like the more affix levels, the more it uses or the wider the range gets.
This is how it works. The average is around 1-15, but it varies based on tier for affix shards, and is also different for different runes. For example upgrading to tier 2 costs 1-10 forging potential and upgrading to tier 5 costs 1-22. Keep in mind that these exact values are subject to change as we’re not completely finished tuning the system.
To clarify it can give +2 tiers. “+1 tier to a random affix” includes the affix being upgraded, just like it does now, so you can end up gaining 2 tiers of the affix you’re crafting on.
Yes, the full effect of a critical success is now:
Normally when you upgrade an affix the roll within the tier is randomised. So if you have a helmet with a T3 health it’ll give somewhere between 26 to 40 health, and when you upgrade it to T4 it’ll give somewhere between 41 to 55 health. Normally the value it had within in the range at T3, whether it was at the top, bottom, or middle, has no effect on the value it will have within the range at T4.
The glyph of order changes that so that its position within the range stays the same, i.e. if it gave 40 health at T3 it’ll give 55 health at T4. This can be used to ensure that you get good rolls on your T5 affixes.
You can only use it when upgrading an affix, and a T5 affix cannot be upgraded, so the highest tier of affix you can seal is T4.
The outcome display shows the outcome of the previous craft. In the case of the screenshot the craft had a random cost of 1 to 20 forging potential, and ended up costing 2.
Yes, they will.
Yes, items with low instability will have a fairly high amount of forging potential for their rarity, items with medium instability will have a fairly low amount of forging potential, and items that already have high instability will have no forging potential. Generally items that drop after 0.8.4 launches will have more forging potential than ones that were converted from instability.
The core of the crafting system has existed in a similar state in Last Epoch for the last four years. In that time we’ve had a lot of positive feedback, but a lot of people have also voiced their frustrations with it. In 0.8.4 we want to carry forward the positives, while reworking the core of this system to be less frustrating, and adding more variety to how you can craft in Last Epoch.
Positives to carry forward
Maelstrom will be unlocked much earlier in 0.8.4