Anyone else deal with this RNG?

I have said before that I think Uniques should do exactly what the name suggests. Change something fundamental about a skill or ability so that it becomes an item that people want to build around. Exsanguinous and Plague Bearers Staff are like that. I think all uniques should do that. They don’t all have to be grossly powerful. It could be a low level unique that changes a melee skill into a ranged skill for instance. Could even be an armor that converts all of one non-resist defense into another (dodge converted to armour for example). A shield that allows mana to regen while channeling or boots that allow you to move while channeling (but slower than normal). A unique shield/armor that converts all of your capped resists into penetration (you deal a lot more, but take a lot more).

I think Set items should seriously augment a specific build. An example would be a set focused on Werebear. It would give the werebear everything it wanted. It should be powerful since it is a number of very specific gear pieces. It should have defenses built in and make your attacks stronger. The set should focus the build. I want set items to have the feel of the D3 sets, but maybe not so powerful.

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I think that is the case for the very large majority of unqiues, there are “some” uniques who don’t have super unique affixes, but those have often certain affix combinations of “rather usual” affixes that are not possible other wise, while having some big downsides(like no defense etc.)

Alot of your suggestions are good suggestions though.

I think that is also the case currently.

We already have that set + a Unique dedicated to Werebear.

I am not sure if we are talking about the same game here, everything you said is present in LE currently IMO.

We just need even more.

This is already pretty off-topic. Maybe you should create a new thread for that, if you feel like you have something to say in that regard.

I think the plaguebearer’s staff is a terrible example of a unique. It crowds out all other poison weapons by a mile. BIS if you want to go poison and you’re not serpent strike.

As for loot satisfaction - it is stale because all you’re looking for are the base item with some of the affixes you want at a decent tier. Exalted items really need to be implemented better. Ever since I played I’ve never got an exalted item on a base item I want with the affix I want. It’s always either junk affixes or junk base. Base items needs an overhaul in general before they can tackle anything else. It’s really frustrating getting level 10 drops in a level 80+ map. Worse yet when it drops with the affixes I want at a high tier. Just a huge slap to my face. Tightening up item level drops is a low hanging fruit to get some of the RNG out.

I was drunk when I posted this. And I was frustrated. But that doesn’t mean my point was not wrong. RNG on top of RNG on top of RNG. Is what the system is. ARPG are loot games and right now its not a loot game, its a I hope you got the RNG ON RNG for the item, Then you get to deal with RNG on top of that. It would be a different thing if that wasn’t the case, but its not. You need certain stats to even compete with other specs. The fact that I used 100 items and the so called 80% chance to improve my item showed that It was actually less than 50% is fucking horse shit. I don;t give a shit if my trial was 100 of them items, I was shown that I should have an 80%+ chance to succed and it was actually lesss than that. wtf. Out of thos 100 I did at 80% chance it should be close to that, but it was closer to 50%. Thats straight out lying. Unless you guy don’t undestand how math works. Which after seening how this goes, must be the case. When you say I have an 86% chance to do something, it should actually 86% chance, not 50%. Espeically when crafting is the only go to when I comes to end game gear. Wouldnt have this problem if unquines and set peices were actually good. RNG finding yellows, RNG making sure they have the right stats, RNG upgrading them, then we have a chance to make it so we can fuck up?. WTF type of 1990s is this. I have no problem with you making me work for this type of gear, but the fact that you will punish me for it is fucking garbage and needs to be changed.

Please, be honest, did you really count the amount of items? If that’s the case, you probably can put some data to your claim?
On top of that i assume you did multiple crafts on some of the same items.

80% Chance is not guarnateed. 99% Chance is also not guaranteed.
I think it’s called statistics :stuck_out_tongue:

When you just use random numbers like 50% you should really put some data with it and not just call out random numbers.

Mike_Weicker already did state multiple times, that he did internal tests and there is absolutley no reason why he should “lie” about that…

On top of that how often did you succeeded an craft or multiple crafts were your odds were like really really low? Do you remmeber those? Do you count those in?

I promise you, all of this is just in your head, you just should try to get a different mindset.

I put data in my claims… 57% isn’t 86% . i dont care how big their numbers they have used, If I use 100 as mine, and they at 86%, it should be fucking close to that. Not 30% lower. The fact that you white knights are trying to justfify it is crazy. If they say its 85% it should be close to that, not 30% lower. The fact that I haven’t done, 1 million or billion specs, is irrevelent, if someone tells me that I will win 80% of the time, no matter what I should win 80 of the time. Thats not how % work. If you you tell me I have an 80% chance to win, I shoud win close to 80% of the time, not 50%. Do you guys even math?

I’ve done a bit of crafting as I’m levelling, and almost universally my gear fractures.

A Minor Fracture IS NOT A BAD THING.

I can’t stress this enough. All a minor fracture does is make it so you can’t craft on an item.
That’s it.
No Penalty. No Affix reduction. You just can’t modify it anymore.

Treating a minor fracture as a ‘failure’ is the wrong approach to crafting.
Treat it as it is: This product is finished, you can use it now.

If you are getting Damaging Fractures, that’s when you start getting penalized for crafting.

I think I’ve seen 1-2 damaging fractures so far, though my pool of crafting isn’t exactly huge.
Damaging Fractures are a penalty. The game says “You delved too deep, too quickly. Here’s the Balrog, to smack you down”.

On the whole ‘farming’ front: 100% agree with you here. It’s an absolute pain to farm gear in LE. There are 597 possible item drops, 438 possible affixes that can roll. Finding ‘perfect’ item? nearly impossible. The loot filter mitigates this significantly, as you can find Blue/Rare items with 2/3 correct affixes far easier.

Weapons are the worse offenders in all this, as a low level weapon is unusable, while low level armor is only a slight reduction in protection. In fact, sometimes you want a low level armor because it offers a specific base item protection.

At the end of the day though, every ARPG is about finding the ‘best’ gear. For some games it’s a perfect rolled unique. In LE it’s getting a perfect T5/5/5/5 or better yet T7/7/5/5/5

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that’s not how statistics work. i think you are demonstrating that you don’t understand the math. you need a big enough sample size to establish statistical relevance, otherwise there’s no way to prove that your results mean anything. this is very basic statistics. 80% chance doesn’t mean you “win” 80% of the time… it means that you have an 80% chance.

do you play D&D? you roll a lot of 20-sided dice in that game, and you theoretically have a 95% chance of not rolling a 1, but it happens. sometimes multiple times in a row. the same is true for rolling a 20.

the chance doesn’t change no matter how many “failures” or “successes” you get. if you flip a coin, it’s a 50% chance for either side every time. it’s extremely unlikely that you’ll land on heads 10 times in a row, but it CAN and DOES happen.

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Do you have records of:
How many times you crafted on EACH item.
What each item STARTED as. Affix/Instability
What each item ENDED as. Affix/Instability
What glyphs were used during EACH craft.

No. You don’t.

You have 1 number. “I started with 100 items. 57 failed at EXACTLY 86%”
I 100% don’t believe this, because every single item starts with different affix tiers, different instability, heck different affixes overall. Saying 57 failed at the exact same number is so unlikely, that you’ve hit the mathematical jackpot.

Without the information about the exact point every item failed, your claims have a ‘confirmation bias’. You believe they all failed at 86% because that’s the number you remember the most.
If you had all the information recorded, and could point us to a spreadsheet with every item listed, all the affixes, instability, and fracture points, then I would believe that all 57 failed at 86%.

If you started with 100 White items? This is the absolute worse way to craft in this game, and you will NEVER make a T5/5/5/5 starting from white items. I don’t believe it’s even possible, as the instability and affix failure chance mean you literally cannot get that far.

It’s only 1/1024 chance. That’s not too bad.

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that’s practically guaranteed!

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I agree with @darkdeal, uniques should change how skills/etc work, they just need more of them with interesting affixes.

It’s hard to “crowd out” other poison weapons when there’s only 1 other (Draalsting, no, I’m not counting Alchemist’s Ladle). Plague Bearer’s isn’t even that strong or interesting, it just has 100-220% poison chance (a t7 chance to poison affix caps out at 108%). I’d far rather it did something a bit more interesting that just have a lot of poison dps.

How would you want to see exalted items implemented? Apart from having level-appropriate bases drop.

LMAO this is hilarious. You have no understanding of math whatsoever. Probability is not deterministic. It’s like me complaining that I got heads two out of two times and complain that it’s not 50%. And I also call bullshit on your claim you had 56% success rate when it said 86%. Each craft attempt will have different success rates. When it says 86%, it means for that attempt you have an 86% chance to succeed and 14% chance to fail.

Saying 86% success probability is not the same as 86% of attempts were successful. The first part is chance of something happening. The second is what happened. Chance/probability does not equal results in a small sample size. And yes, 100 attempts is a small sample size. And like we said it’s bullshit you attempted a 100 tries with an item that shows exactly 86% success probability.

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Yes, it’s an aRPG, PoE & D3 have similar amounts of RNG but they don’t let you choose what affixes you want on your gear.

It’s not crap, the devs have tested it, it’s decently close to what it should be:

That’s called pareidolia, seeing patterns where there aren’t any and given that even with RNG you can get patterns if you look into the details enough.

It is an 86% chance, if you took a sufficiently large sample, 86% of them would succeed, 14% of them wouldn’t.

Try PoE & D3 and see how much RNG they have in their loot drops…

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I aggreed with this. Sometimes I just hoped my OK items got minor fracture so that I can stop before it is completely destroyed :smiley:

I guess it’s hard to say it’s BIS. Theoretically if you get an item with T7 poison chance and damage it will outdo it. But getting the staff is so much easier than aiming for the stars.

Getting level appropriate drops alone would drastically improve loot. Moreso for exalted items since it’s so low you want to have it narrowed down as much as possible. Besides that I’d like to see the drop rate increased slightly. A larger improvement I want to see as a whole is a smart loot system. Meaning you don’t get crit chance and damage over time affixes on one item. For example, remove all DOT affixes from rolling on solarum bracers and silver amulet and the crit relic. I’m sure there are other examples of that. It doesn’t even need to be removed, just lower the possibility so other combinations are slightly more likely to drop.

Ok, so a max roll t7 poison chance (108% chance to poison) & a high roll t4 (up to 108%) or above poison damage prefix would outclass it, but if you only got a max-roll t5 chance to poison (76%) you’d need something like +189% poison damage (a min-roll t7) to equal plague bearer’s.

Anything close to that is probably better than the staff considering the hp drain. But if hp drain doesn’t matter much then I’ll take your word for it (can’t figure out the breaking point like you did).

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My maths might be a bit wonky, but YOLO!

The life drain is ok for a low-life build using something like an Exsanguinous/Last Steps of the living & lots of ward.

Here is a great video that talks widely about VG design and RNG. It’s worth to watch it whole as it is quite instructive and enlighting.

But I’ll try to quote the part more specific to LE crafting/looting. And it is at 6:00 to 8:00

There it is

So it is explained how with OR we have our plan and strategy e.g. craft gloves with life and attack speed, and the game comes after our decision to ruin our plan with “fractures”

^This is certainly the case of POE that is almost uniquely based on OR, despite it being a PVE game it has some of the most stressed edgy community i’ve ever seen.
And players who avoided it (and for example are happy to play GD or anything else with a less inhumane rng tbh) describe POE as a skinner box

The rest half of the video explains how devs of various games solved issues/removed unnecessary and excessive OR and introduced as much IR as possible

Now before you come to dismiss the entire post, please understand that there is a lot of IR in LE and it is possible to have more of IR than OR as well.
The stab/guard runes are an example actually and tuning like odds at high tier crafting can solve a lot of multi layered RNG (imo).

Also other things present here or in other games like the gambler, kadala in D3 and target farming in GD are all great solutions than 99% randomness that kills player choices/strategies and leads to irritation

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That was a good video.