Idea to fix the crafting instability scaling

To help make crafting more viable early game and to make it scale harder as you progress further into the game i recommend the following changes.
Instead of 5 instability for all enchants instability will be added based on the tier level. Crafting from 0 to 1(adding affix to item is 1 stability) tier 1 to 2 adds 2 and so fourth till going from tier 4 to 5 adds 5 stability. Glyphs of stability had 50% chance of reducing stability added by 1 for all enchants its used with. Glyphs of guardian add 20% chance of success not 25.

This would really help for when you find items that have a t5 but when you go to add a 3 or 4th affix its already in the damaging fracture zone on for a t2 affix.

Thoughts?

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It’s nice to avoid the disappointment. But I think this makes it too easier to craft near perfect items.

Sorry. I’m a sadist and masochist at heart.

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T5 gear would still be just as hard to get. especially with guardians giving 5% less chance. its only T1 - T3 what would be easier to craft. I suppose i should put an excel spread sheet up that would actually show the numbers. Also i would recommend they change the starting instability on an item that drops based on its tier level.

I simply promote a change in the crafting system as at it feels the same at tier 1 crafting as tier 5 crafting. It needs to scale so that the more risk the more reward. T1 Should be easy almost guaranteed T5 should be the rarest of rare. There should be a penalty for crafting 1 t5 and then going back to T1’s with the new proposed system it would be best to get all tier 1 the nall tier 2 and work your way up evenly. Idk was just a different way to look at it, just spit ballin.

Yup. I understand what you’re proposing.

My first reaction was just that I’m not sure if it’s a good idea that 4T3 items will be very common place with such a system. It definitely doesn’t feel good to have a craft break refining a T1/2 affix, but I’m inclined to think it’s a necessarily evil for a healthy item economy.

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Not sure if this will help to be honest. Don’t get me wrong this is a excellent idea!

The problem is (And this is just from my experience) that 99% of items will fracture below 5 instability. I am hoping that when the devs look into this, it turns out to be a bug!

That said. I think this will give players a slightly better chance of at least getting to 4T3.

Just by eyeballing the numbers, it’d probably have to scale up harder than that to net an overall increase in crafting difficulty. If your item drops with a t5 and you can add three t3 affixes easier than you can now then unless you tighten the curve towards the exponential it will result in increased perfect crafting when you push those t3’s to t5 over multiple attempts/items.

Secondarily, I’m pretty sure it already works somewhat like you want it to. You say “it would be best to get all tier 1 then nail tier 2 and work your way up” - you should be risking your stab glyphs heavily on those lower tiers to suppress the curve towards the one you suggested. Otherwise there’d be almost no point in stab glyphs at all.

I craft this way and it’s been decent so far. Problem is I don’t have anywhere near enough data to absolutely confirm. Same for Matke implying that a huge portion of items fracture below 5 instability. That’s for sure an observational bias, or at least it can be attributed to such bias until proven otherwise over tons of recorded crafts.

If we want to suggest changes to a heavily data-focused system like crafting, we need to collect said data to be absolutely sure. Otherwise it may rile the player-base and force the devs into changes that may not be good for the game - like what happened to Blizzard over time.

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This is why i said the instability would start higher the more tiers that an item dropped with, i didn’t run a balance sheet so my numbers are not final, i would just like to see crafting re-balanced and scaled differently. Maybe just fixing the ridiculously high fracture rate would solve all my issues lol. Sometimes i just like to complain after breaking several items.

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Using the figures you gave & given that instability is cumulative, it would make crafting up to t5 from a white item significantly easier.

Currently (assuming using no glyphs), it currently adds 25 instability to an item to craft from t1-t5, your suggestion would reduce that to 15. I don’t know what the formula is for converting instability into fracture chance, but that would be a significant reduction.

You could also change it so that the instability that items start off with when they drop with higher mods is equal to 1/2 or 1/4 the instability they would have if they were crafted from scratch.

Edit: As Blighted said, we need to know what the formula is for converting instability to fracture chance is before suggesting changes, and ideally how much instability pre-crafted items start with when they drop.

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That’s me too :rofl:

Yes I did say it was from my personal experience, over several hundred items. Been keeping a written journal of when items fracture, the list is massive! Always got a pen and paper to jot things down, well this ones turning into a novel :confused:

In hindsight I should have kept the record on my computer instead! Would have made it easier to send the data I have collected to EHG.

Think the RNGesus hates me!

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Indeed my guy. I should be keeping records myself lol. Even better to screen cap crafting sessions.

Anyway I found a formula for instability : fracture chance but not sure if it’s verified. It’s from the gamepedia wiki:

“For non-zero instability the chance to fracture is based on the formula Instablity + [5 * (affix tier level - 1)] where affix tier level is 1 when using runes.”

The page also mentions a crafting level requirement based on values assigned to affix tiers - could that have something to do with fractures at low instability if you’re attempting the craft on an under-leveled character?

===Crafting Level Requirement===
Crafting affixes onto equipment can add level requirement to an item. You will not be able to craft equipment that would have a resulting level requirement that is higher than your current level.

The formula for affix level requirement is as follows: Affix Level Requirement = Sum of Affix Level Values + (2 * Max Affix Level Value) - 10

Where Affix Level Value per tier is:

  • T1 = 1
  • T2 = 3
  • T3 = 6
  • T4 = 10
  • T5 = 14

This won’t help at all because it will make crafting 4T5s pretty easy. Crafting is pretty easy… get an item with some Tx rolls you like on it and make it better. Crafting from zero to hero don’t work and that’s a good thing. If you can keep every item up on the max rolls the game will be even easier.

Been thinking about this post for a few days.

What about a rune that you have to earn from a weekly event! This runes will be a Bind on Pickup, so can’t be traded or account shared. It will also lock the account for that week! So even if you have 10 characters, you can only earn one a week!

This rune not only repairs a minor fracture, but also resets stability to 0, whilst keeping your current shards and tiers. Now before you all say that will make crafting to easy, it won’t…I don’t believe it will. We already know a fracture can happen on 2 instability. So you might repair and reset an item, to put one shard on it, then it fracture on the 2nd shard. Yes you may get a few on it, but that’s RNG for you…you never know.

This would mean from a base item. To get it to 4X5 could take a month or several, depending on RNG luck. And with all the items we have to do that on, one character could take a year, so its not going to gear you up fast. In the mean time you may have found better items anyway!

But this would give casual players, a rather slow means to catch up with all the die hard gamers!

Thoughts and feedback on this idea, to see what you think!

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Starting from scratch. Have a base item, apply 1- T1 affix (Success). Apply a second T1 affix (Fracture) :face_with_symbols_over_mouth: Rinse and repeat bang head on desk. Screw this lets just kill shit.
:grinning:

So, you’d be able to get a rune to make crafting easier, but you can only get one per account per week & you can only use it on the character that got it? So you’d basically be able to “fix” one item per character per week. Surely in that time you’d have been able to craft a better item, more so if you have multiple characters (Boardman).

Indeed you are right, a die hard gamer who plays 10 hours everyday will not get much benefit from this item.

But if your like me, I struggle getting 4-5 affix’s on a item…RNG being as it is, before “Item Fractured!” pops up!

This item isn’t intended to be a “get geared quick” item. But more to just gently assist, as you progress!

And as I pointed out it’s more for the casual player, who maybe doesn’t have to much time to play.

Even with its repair and reset (which some may consider powerful), because of the limitations of earning it, it shouldn’t unbalance the game :thinking:

#Edit. Of course a player may save them, for a few months and be able to make some 4T5 items, from base item.

I know there is a lot of math going on in this thread and it is beginning to hurt my head. I currently think the crafting system is good at this point, albeit frustrating at times with the RNG. Instead of restructuring the crafting system, why not have the vendor sell glyphs and runes in their shop. Just like the rune of shatter is currently. I know I find myself running out of stability glyphs a lot. The glyphs and runes would cycle availability in the shop just like the current items sold. That way you would be limited on how many a player could buy at one time, but also allows the player to buffer their current quantity by purchasing more when available at the vendor. This (at least for me) would ease some of the crafting frustration.

The way crafting works currently, it will always depend on RNG, which can be frustating at times, try getting a fracture at 99% success chance.
This is at odds with crafting with some other ARPGs in which crafting is usually a guaranteed success but only modifies an item slightly. But in LE since you can craft an item completely it will always need a drawback

There’s a reason why people play the lottery when you have something like 1 in 14 million chance in winning.

I’ll take those odds against what I have now. Which is like 1 in 150 quadrillion chance, I might actually be able to craft an item for once! :rofl: