1200 Jeweller no 6 Socket.
Yha that chest is super lucky
But it dose seem to go like that, sometimes great sometimes not to much like the OP had bad luck. Happens Just a sec let me grab a beer...@#*@ Ok how did I die this time
Learn the rules, it's the only way to exploit them. |
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i used 400+ jeweler for my rare bow,and didnt get it so i sold that bow for nothing. after while i get lioneye, then 150jeweler, got 6s, then 23fusing i got 6l. so its rng so much
IGN TROLLMELESS
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The thing is, nobody *needs* a 6-link to have a successful build. You can always get by with 5-links, which are not impossible to come by eventually. Obviously everyone *wants* a 6-linked item, but the fact that they're incredibly rare isn't a sign that the crafting system is broken, just that not everyone is going to have them. It's okay to have things in the game which are worth hoping for but are very unlikely.
If you really want to try for it, aim for a 5-link, and then once you have it, occasionally try to re-5-link your item (i.e. break the 5-link and keep using fusings until you get it 5-linked again). Even this requires a fair amount of fusings, but the goal is to keep the item usable while still occasionally attempting to upgrade it. The reason that currency items are always considered more valuable in trade than they tend to be worth in application isn't necessarily due to any fault of the game's design, but occurs for three reasons. Firstly, that some people just like gambling and/or tend to overestimate the potential value which can be extracted from the items. Secondly, even if everyone was being perfectly rational, the items' value would tend to approach their expected value under *ideal* use on high level items. This is despite the large number of players who are not doing high-level maps, just because those people contribute to setting the market prices on things, and may be able to accept lower bids on gear because they can use the currency they obtain in exchange more efficiently. Lastly, and perhaps most importantly, there are also no real gear sinks in Default (apart perhaps from mis-clicks or people's accounts being banned or becoming inactive), and the effect of death in Hardcore won't be enough to keep gear prices from deflating over time. If gear becomes less and less rare, but currency continues being consumed by gamblers, then the value of gear keeps falling until trade is insanely effective relative to making new items. Of course, rationally, this would reach some kind of equilibrium where people would gamble less and less as trade becomes more effective, deflating the currency and keeping the ultimate value of gear more or less stable. However, that kind of analysis misses the fact that it's fun to use up piles of currency items (inflating the value of currency), and people will essentially pay large amounts just to have fun seeing what kinds of items they can roll -- this is especially the case for people who have lots of it to waste. If I'm down to my last 10 chaos orbs, I'm not as likely to sit there rolling all 10 of them on one piece of gear as the guy who has 100 is to use up 10 to try to get a better roll. So if you want to counterbalance that effect, there needs to be some kind of incentive to destroy really good pieces of gear. There are two options: make really high level mods on gear vendor for prices that make it actually tempting to vendor the items -- I don't really like this option so much, even though it would also simultaneously help to deflate currency, it's kind of boring, and would just take player interaction out of the picture. So what's left as an incentive? XP. Give a way to break down gear with high level modifiers on it into items which reroll the level of a map, one for each mod, giving anything between 66 and the corresponding level of the modifier on the destroyed item (weighted however devs see fit). This would mean that good loot found in high level maps (and only the really good loot which actually rolled near-top modifiers) could be sacrificed in exchange for more chances to regain access to those same high level areas. Perhaps this could be done with better uniques as well (though it's less obvious how to set what's received in exchange). Последняя редакция: MesostelZe#4113. Время: 10 апр. 2013 г., 00:57:04
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5 jewelers. after this and my 6L I'm starting to think I have stacked rng :D Последняя редакция: Mystrl#6540. Время: 10 апр. 2013 г., 01:25:03
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I have been fighting to just get a pathetic 4 socket lately. It seems constant that every other jeweler was a single socket. On my 11 attempts, I got 1,2,1,3,1,2,3,2,1,2,1. Given it's a 2-hander, it wasn't funny anymore...
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" I don't mean to offend you, but did you check the item level? Perhaps its item level was too low to have 4 or more sockets? |
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This is just variance.
For every guy who puts in 1k fusings w/o a 5 link theres like 20 doing it with 50 or less and they obviously don´t start a thread about it. For example trying to 5link something with an approx 0.5% chance and simulate the variance, you have a ridic high chance of failing even after an absurd number of times. " Sorry, but this is just 100% nonsense. http://en.wikipedia.org/wiki/Law_of_large_numbers Последняя редакция: pennyyy#7977. Время: 10 апр. 2013 г., 06:04:42
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" Difficulty in getting a 6l isn't a problem. The problem is the sheer variance in how easy/hard it is to get a 6l. Some people do it with almost no investment. Other people gamble away weeks worth of currency unsuccessfully. The variance in this game is too much. Basically you're at the complete mercy of the RNG. No amount of player skill or interaction makes a difference. The only thing that matter is whether or not you're lucky. |
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" Is that wrong though when it's basically the most sought after item? Some are lucky, most are not. That's how it's always been. Domination:
Lvl 58 Power Siphon Witch |
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" holy shit thats what they go for in game? You can get 4 exalts for 3600 FG on JSP. Jewelers sell for 3fg each 1200x3=3600 lol at in game economy. |
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