I Don't See Why Forging Potential Exists

Yep, that’s about thresholds, really. Like with the old Puncture/Shadow Dagger build. You needed to get 200%(?) Shadow Dagger effectiveness for it to really work properly, so getting that threshold was the priority. You didn’t even consider the other stats on the item(s), unless you could get that threshold with them.

It was 50% for 3 hits, 150% for 2 hits and 250% for 1 hit.

Ah yeah, I misremembered that. I never got mine up and running with the 250%… was busy with another build before I found Boardman’s guide on that one, and the patch was the next day or 2 away :\

I’m honestly waiting for the continuation, the topic is very interesting.

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To the question Mike asked: Yes, both are the same item.

You value their unique properties over anything else, mostly 100% chance to block nearby enemies, or L15 Holy Aura when equipped.

These properties set these items aside from others in the same category, the ones with higher rolls are superior, still the lower versions fit the role of “good enough” in order to make a build superior.

Yes, they are the same item, with different rolls, both qualify if you “need” that item.

On topic:

  • I feel the way LP work should be less of a elaborate math formula and a more direct approach:

For example: “Ravenous void” (this is an example)

  • 10% chance for 1LP (1 in 10 would have LP, 9 in 10 would not)

  • then 25% chance for 2LP inside of that 10% chance (compounds into 1 in 40 chance for 2LP)

  • then 5% chance for 3LP instead (compounds in a 1 in 800 chance for a 3LP)

  • then NOTHING: 4 LP is blocked for this item.

That would be a goal, quite ridiculous, as getting one at all is hard, but could be a goal, and something to dream for while grinding for it, or leveling another character.

Still you have to smash an appropriate exalted, there’s no “Perfect” item (because 3 T7 perfect rolled affixes in a normal item is not a thing), but you have a feasible target.

  • In the same fashion, obtaining a second or third exalted affix should be easier, specially when the item is forced to be exalted. This would make dual exalted items a feasible target, instead of a very rare occurrence that is bound to be useless anyways.

Those are my thoughts, anyways. Knowing that an item is possible mathematically but impossible practically when the number is too low (or high in the 1 in X format) to even comprehend, is something that shouldn’t exist, I am not really bothered about it, but in understand some people are.

While the ideas are fine, they still just incrementally push the power higher. Once those become commonplace, the same “outcry” will happen again for the next level of power. There will always be those players that want to be “better” than others and flaunt it. They want the power creep for themselves but not others. I mean, what would be the point if others were able to get it too? They wouldn’t have anything to flaunt at that point. Thus the cycle continues.

The lowering of Forging Potential on gambled gear and normal/magic gear makes crafting a mid-tier upgrade (that is 3 tier 5 affixes you desire) incredibly difficult right now. In fact, it’s upsetting most of the crafting system as I’m now just hoping through multiple layers of RNG in terms of a rare item with the correct
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They did this so that you’d want to get most of your gear from mob drops rather than just “farming” the gambler. In addition to capping bases from the gambler at lvl 40(ish).

This is so that when a higher quality item drops its more useful. Previously, the best items to craft on were magic due to having more open slots.

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While I don’t think this has any real bearing on the merit of the crafting system, since truly perfect items in this game are, for all practical purposes

Difficult to come by? Exalteds? Legendaries? Don’t tease us here!

As @Llama8 has already pointed out, these changes were made to incentivize drops over just crafting perfect Rare items from Common or Magic items, which was quite easily done in the previous crafting system. However, this has left Common and Magic items basically useless in the mid to endgame gearing process. Mike discusses this unfortunate side-effect and the problems faced with making them more useful within the current crafting system in the dev stream below (watch from 1:21:40 to 1:28:22 – the video should start at the correct time).

There aren’t any plans to change this currently, but they might become more useful sometime in the (probably distant) future. What that looks like is anyone’s guess.

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I think it’d be nice if you could “recharge” the FP on an item by gaining experience while the item is equipped. So in essence you can keep working on an item indefinitely but you wouldn’t really be able to do that for the purpose of trading, at least not trading en masse, because the potential to do so is gated by how much time you spend “actually playing the game” with that item. Thoughts? Apologies if this is a bad place for this, it’s my first contribution to these forums. BTW, love the game.

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Welcome to the forums… No place is bad, but ideas can get lost if you tag them on other threads (especially long ones like this)… and then the devs may not see a gem…

Was thinking on your idea… I dont like “earning FP” back because the FP concept is already flooded with issues,… But it made me think of actually earning affixes instead… Lets say there was a way to convert an affix (like the current sealing option) but instead once converted, you then have the ability to earn XP for levelling up the affix by using the item… i.e. so long as its wielded, you can make it better… and depending on the xp curve needed, I think that could be a slightly different but have the same end result to your idea…?

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I love the idea of being able to “seal” an affix with an item and it remains in the slot but can no longer be altered. Then it increases rank with exp gain. Could be effectively less FP total to get a T5 in a slot. (Also I think this should be limited to 1 affix slot at a time, or 1 only.)

Also while exalted has been specifically drop only, maybe this would allow you to take a rare item and push an affix to t6? That could be too strong however. I think I like the first use more.

It’s restricted because without restrictions it’s literally an item editor? If you want to edit items, wait for an offline mode character editor to come out so you can create your 100% perfect all t5 affixes for every character you want.

Without some amount of RNG and variation, games are boring.

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I have seen the idea of equipment experience a few times around the internet (not on these forums so far). I really love the concept, I think it has a lot of potential for creating items you as a player can truly get attached to.

There is one very big issue that I see with having the “using” of the item as part of the crafting process.
That is that the player will be forced to use a partially crafted item until it is done. This would make them weaker and force them to engage into lower difficulty content until they are done with the item.
If this becomes the best available crafting method players will have to chose if they want to meaningfull engage in the highest tier content, or craft more.
I would prefer if the earning of the experience were to be performed in some other way than using the item.

This is a fantastic compromise.

Regarding the problem of trading items that are being “recharged”, there could be a system introduced that binds the item to the player - meaning that it cannot be traded.

Pls NO. If you are not playing on SSF you will practically have unlimited amounts of shards and other crafting mats because of trade. And if you have unlimited crafting potential every item without perfect stats become worthless. Weird that you say you have thousands of hours on other ARPGs and still don’t understand how these games work… Only way that removing crafting potential would be ok is that affix shards are like 100x more rare and you cant shatter items.

I cant believe this thread is still going

LE’s crafting is an Item Editor, FP is your ‘item editor balance’ per item

But since its so bad, lets change it to more like PoEs:

First lets remove FP because its the bane of existence here apparently. Now you can craft forever on the same piece of gear…yay?
Every shard drops as a ‘shard of crafting’ when you use that on a piece of gear it now rolls a random affix and a random tier

So if you want T1 health you may need 60-100-200? crafting mats per attempts plus 10 minutes of clicking mindlessly…but wait dont click too fast or you will roll over it haha.

Cool now you hit T1 life now you want T1 Fire%, you now need to use another Crafting shard which is a tier rarer than a the first and hopefully you may hit T1 Fire out of 1/300 rolls however if you DONT. you are back to square one rolling for T1 life again… if you manage to hit T1 Life/Fire…now you want T1 int now you need to roll AGAIN another 1/whatever chance to hit T1 int. again if you fail back to square one and this also needs another rarer crafting Material

This is just alt/aug/regal…lol havent even touched on anything like Meta crafting where each click can be hours of farming gone for nothing

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I just think base FP should be higher on non exalt gear. Right now only exalts are worth any kind of meaningful crafting attention, but their higher tier stats are already gated by being drop only.
I should be able to take a white gear and craft it to at least 2 t5s quite easily. I mean t5s arent even that good since t6 and 7 have a huge leap in stat gain per tier.