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What is "Critical crafting chance"


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38 réponses à ce sujet

#26
Shahadem

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It means you will constantly save and reload until the crafted item has 10% better stats.

 

There was absolutely ZERO reason for not having the stats just be 10% higher 100% of the time. The only reason to make this a chance was because you secreted hated your players and wanted to waste their time.



#27
Exalus

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I had heard that will not work due to bioware actively trying to discourage save scumming. A masterwork mat's chance to crit is determined on spawn and not on craft which is why you should save before killing those juicy big bears in the hinterlands. :rolleyes:



#28
Basher of Glory

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It's like it was already described by someone else:

 

1) You have  - let's say - three items which give a chance of x% masterwork

2) Two of these items do nothing

3) One will work

4) Save

5) Craft three items and notice the one - mostly the last - which worked

6) Reload

7) Craft two cheap items and finally one masterwork

 

I tested it with the great bear claws. It was always the third in my game, no matter how often I reloaded.



#29
Orian Tabris

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The answer has been repeated multiple times, so I'm just gonna try to sum it all up.

 

Basically, the % chance of a masterwork with critical crafting is 40%, or whatever the item states, but whether or not the item will actually work is determined by when you pick it up. And that item will not affect the likelihood of any other such masterwork, whether it has the same item name or not. If it's the 3rd item in a stack, using the masterwork with that name will always work on the 3rd attempt, even if the other 2 do work.

 

I think technically, the chance is determined when the loot item spawns into your game, not when you pick it up, but it doesn't really matter, since you can't know if it will work until you pick it up and use it. And you can't leave the area/cell and come back, because the item will just disappear. Also, seeing the item as loot then exiting the menu without picking it up, will not alter the outcome of the masterwork when it does reach your inventory



#30
Mr Walker

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I've never seen the 10% stat boost to be that enticing.  I'd prefer the special abilities from Fade Touched Items myself.


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#31
Shahadem

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Even if it works based on pickup, that doesn't change the fact that this was a terrifically hateful move by Bioware as it does nothing to make the game more enjoyable for the players. All it does is make you feel bad when you keep on failing for entirely arbitrary and capricious reasons.



#32
Orian Tabris

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Even if it works based on pickup, that doesn't change the fact that this was a terrifically hateful move by Bioware as it does nothing to make the game more enjoyable for the players. All it does is make you feel bad when you keep on failing for entirely arbitrary and capricious reasons.

 

Not sure if this is directed at me, but nonetheless, I am well versed in the hate for how critical crafting works. I spent over an hour attempting to get the first dragon-tooth to work, knowing that the second one does work. I could never be sure if the second one ever failed, and I kept going through the two over and over again, hoping the first will work, and wondering why the second does - and wondering if it will, despite evidence saying it will - work. Guess I should never gamble!



#33
Adielr

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I do like this mechanic quite a lot. Adds more depth to the crafting experience.

#34
TurretSyndrome

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2015 gaming, where tedium is depth.



#35
berelinde

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For me, 30% Critical Crafting Chance = 100% chance of ordinary item. The RNG gods hate me.



#36
Basher of Glory

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I've never seen the 10% stat boost to be that enticing.  I'd prefer the special abilities from Fade Touched Items myself.

Exactly!  :)



#37
In Exile

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I've never seen the 10% stat boost to be that enticing.  I'd prefer the special abilities from Fade Touched Items myself.

 

It honestly depends on whether you have any good Fade Touched. 



#38
Raoni Luna

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It honestly depends on whether you have any good Fade Touched. 

Nope. It depends on your goals, your build. Depends on attack speed, stealth, guard and on and on...

For some the increase in DPS, armor or stats will always be better, for others abilities trumph it all.

 

I want to test a warrior with berserk 30%, only 12 HP but fixed 1 damage and either generate guard on hit or heal on hit. Seems great (if heal on hit is capped at a minimun 1). Could work on a rogue too. But I still don't know how these would sinergyze.



#39
Arvaarad

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Nope. It depends on your goals, your build. Depends on attack speed, stealth, guard and on and on...
For some the increase in DPS, armor or stats will always be better, for others abilities trumph it all.


It seems like the best time to use critical crafting is when you're low level but have t3 schematics. In that case, the +10% to all stats increases your stats by a large percentage.

But there'd be diminishing returns as your base stats got higher. Then you might be better served to get the +30% damage if not hit, or some other ability that uses your base stats rather than being a flat bonus on top of them.