1200 Jeweller no 6 Socket.

I think a suitable way to improve crafting and stabilize the economy would be to limit the potential rng. I dont know what the probability of 6 linking an item are but I think the chances of getting a unique from chancing a white item are around 1/500. Instead of every time you chance an item having a 1 in 500 shot of getting a unique have it so that the second time you chance the same item you have a 1 in 499 chance then 1 in 498. Giving you a guaranteed chance of obtaining a unique if you use 500 chance orbs. This would give players a set value so they knew how much currency was required to get a unique or 6l item while still adhering to RNG. You might get that unique after just a few tries but someone else might have to try all 500 combinations. This would help remove the feeling people have of being shafted after spending 1500+ fusings etc. on their item without any reward while maintaining the luck element of rng. This would also stabilize the economy as you would have a limit on what value items are worth for trading purposes as instead of spending 35exalts on some crazy unique you could spend around 20 exalts worth of currency on jewelers fusings and chance orbs to get the same item.
IGN: Fezzik_
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JoannaDark написал:
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Deux написал:
Could have bought a 5l 6s for around 20 exalt equiv

So why waste what 12-15 exalts worth of jewlers trying for 6s.

Sense makes no sense


Thing is, doesnt this throw up a giant red flag to anyone, when this is the same comment reaction all the time.

If the cost to craft far out weighs the cost to just straight up buy it, than it seems to me theres a fundamental flaw in the system. Hmm, lets remove the fun, and just call if a mental system than shall we?


But it doesn't? On average in the long run, the cost of crafting should equal the cost of buying it.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
Regardless of how lucky some people may get this thread does nothing but make me feel completely bummed about crafting altogether lol. I've already spent a good 350-400(which took me about 1 week to get) jewelers on my Searing Touch and I just can't afford to keep going all the time. That's just scary seeing 1500 :(
IGN - Dapper_The_Strapper
"Stripper with a strap-on"
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Inigo_Montoya написал:
I think a suitable way to improve crafting and stabilize the economy would be to limit the potential rng. I dont know what the probability of 6 linking an item are but I think the chances of getting a unique from chancing a white item are around 1/500. Instead of every time you chance an item having a 1 in 500 shot of getting a unique have it so that the second time you chance the same item you have a 1 in 499 chance then 1 in 498. Giving you a guaranteed chance of obtaining a unique if you use 500 chance orbs. This would give players a set value so they knew how much currency was required to get a unique or 6l item while still adhering to RNG. You might get that unique after just a few tries but someone else might have to try all 500 combinations. This would help remove the feeling people have of being shafted after spending 1500+ fusings etc. on their item without any reward while maintaining the luck element of rng. This would also stabilize the economy as you would have a limit on what value items are worth for trading purposes as instead of spending 35exalts on some crazy unique you could spend around 20 exalts worth of currency on jewelers fusings and chance orbs to get the same item.


Sounds like a good idea imho.
Man, sometimes I feel bad spending over 100 fusing 4 linking some unique glove/boots then I see topics like these...

Yeah, it's too random, crafting is booty most of the time. I'm playing around with trying to 6 socket/6 link a really good Searing Touch staff, I gave it a break as doing stuff like that is just a massive currency sink.

But somebody's gotta do it.
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YellowMage написал:
Man, sometimes I feel bad spending over 100 fusing 4 linking some unique glove/boots then I see topics like these...

Yeah, it's too random, crafting is booty most of the time. I'm playing around with trying to 6 socket/6 link a really good Searing Touch staff, I gave it a break as doing stuff like that is just a massive currency sink.

But somebody's gotta do it.


My horror chest went over 1000 fusings and 800+ jewels

Then wen I finally hit 5 l

2 day,s later
I try for joke some jewels and fuses on a chest

Got it 6 sock whit like 5 jewel and 5 l whit like 5 fuses then 12 chaos to make it go close to 700 es /face palm rage !!!
@dragnar <<< ingame or pm me
Последняя редакция: dragnar#5819. Время: 27 мар. 2013 г., 23:23:58
Is this a bad time to mention I rolled 6s on a level 30 unique death harp in two rolls for a new toon? I ended up selling it though for a pretty penny.











I have no toons in merc ATM so there is the trade off I guess
Последняя редакция: KungFusedMike#3670. Время: 28 мар. 2013 г., 09:58:02
sry ur not hardcore enuf for poe
Последняя редакция: ipuosittou#7151. Время: 28 мар. 2013 г., 10:12:30
That sucks.

I dont like the comments " Should have bought a 6 socket "

IF everyone followed that, they'd be no trading and that 6 socket you bought, may never come around if the owner didn't try to craft it ( unless all 6 sockets are from drops )

The obvious advice is- Don't waste 1200 orbs on anything...

That sounds like quite a lot to begin with. Even for the level of the bow I question how the hell you had so many.

I don't know the rate of currency above the +65 level but that is quite a lot. I am aware it picks up right around 60-70 where your currency starts to double pretty quickly.

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