So far, I have converted 12 unique items in a row into legendaries and not a single one has had the affix I want on them. This doesn’t seem right. There’s four affixes, so logically there should be a 25% chance for me to get the one I want on it. So how is this possible?
Is there a secret hidden mechanic in this game that makes it so the purple affix on an exalted has a much less likely chance to be applied to the legendary when converted?
No secret hidden mechanic or formula, it’s all just RNG and you’re having some bad luck. Each time you do it with a 1LP item it’s going to take only one of the four, but I think there is some weighting in which one it will take, I just don’t recall what that weighting is.
It’s the same each time so just because you did it 3 times and didn’t get the one you want doesn’t mean that it’s guaranteed the 4th time. RNG is just like a roulette wheel at a casino, if the wheel isn’t rigged, each time it can roll on an entirely different number or it could roll on the same number 2 times (or more) in a row.
What I’m suspecting is the exalted purple affix has a much less chance to transfer over, and instead of the three white affixes has a higher chance to carry over. If that’s the case, then that is so freaking scummy game design.
Why would that be a scummy game design? Because better rewards have lower odds than worse ones?
It’s the same thing with sealing affixes: sealing a T1 affix has much higher odds of success than a T4 one.
Because it should tell you. If it does and I missed it, then my bad. But making a system seem like it’s an even 1/4 25% chance per item and then secretly being 5-10% chance is literally how gambling machines work.
I don’t know what the game guide says and I don’t even know if they’re actually weighed. But if I was looking at gambling an item in those conditions and someone told me I’d have a 1/4 chance, I’d actually be surprised, because that’s not how gambling works.
Maybe they’re not weighed and you just had bad luck. It’s possible. If you assume a 25% chance, then the odds of you not getting it in 10 tries is 5%. That means that for every 20 people, this will happen to 1. So it would be a fairly common issue for a lot of players when you consider a 200k or higher playerbase. In fact, you should expect it to happen to 10k of them.
If we are to believe that random is truely random, than this can happen. It’s random, not deterministic, and thus can fail. 12 isn’t a particularly large sample-size either.
Each time you craft, the probability starts there – the other times you tried and failed don’t factor into it. It’s like rolling the dice. Sometimes you roll low numbers 12 times in a row and wonder why you haven’t rolled a single 6.
edit: but this sucks, I feel for ya Personally, I don’t think crafting should be gated behind a dungeon boss either. What a pain in the ass.
Idk, I kind of enjoy it. It gives us a good reason to pursue the higher tiers of dungeons rather than just “Because I can.” And Legendary items should feel… Legendary. If you could just have them at will, it wouldn’t be quite as cool. The story behind how your character got super powerful can be just as exciting as beating the shit out of enemies with that super powerful character.
Not necessarily. They can either buy a 4LP item and a great exalted and run it themselves, or they could get really lucky and buy the legendary already slammed.
It’s not as likely, considering that someone playing MG would need to have both the 4LP drop and the exalted and slam them before selling. But it’s still possible.
Update, just ran 3 temporal sanctums with 2 LP necklaces to try and get the affix I want on my necklace. All three of them fails. So on top of failing 25% chance 10 times straight, I just failed a 50% three times. Going to keep going today and update on my progress.
Definitely leaning more towards exalted affixes being made harder to get to keep player retention.
As I said before, I would assume that they are weighed. If you’re gambling, I wouldn’t assume that all affixes have the same chance. It makes no sense for better rewards to have the same chance as worse ones.
It’s not to keep player retention, it’s just how gambling works. Good rewards are supposed to be harder to get.
Why do you think gambling works that way? Retention. Same as a game. Gambling machines are designed to stack odds in favor of the house to keep gamblers gambling longer in hopes of making up their time investment.
At least for this game, they could be upfront and honest with you about what kind of chance you have to get the affix you want.
The purpose of gambling is just to keep people gambling. This is different, even if it leads to the same thing. The point of stacked odds in an ARPG are simply because of dopamine hits. If you have 25% chance to hit the affix you want you don’t get the same dopamine hit when it lands as you would if it had lower chances. The fact that it might also lead to retention is a side effect.
Everything in an ARPG is trying to balance the best dopamine hits. Make everything too easy and the game fails (like D3) because you don’t really care that you finally got what you wanted. It was easy. Make everything too difficult and you get frustrated and stop trying.
The whole point of ARPGs is the dopamine chase. Without it ARPGs don’t have anything else going for them. So yeah, I expect that getting the T7 affix to have lower odds. It’s inherent to the game genre. That’s how it works in almost all of them, and certainly on the most successful ones.
I feel the crap stats are weighted more to flow into the unique as well… that is how i feel about it… and YES the dungeon sucks… Just let us craft god… takes forever to get a good item to merge and then fail ++ doing that atrocious dungeon run to get another fail craft.
Update: Have converted a total of 6 2-LP uniques to legendaries. All six of them failures. Keep in mind thats 50% chance (Supposedly) 6 times fail in a row.
You can say “Well thats how RNG works. It’s possible to fail a 50/50 10 times in a row”