This is kind of old news but the extremely limited number top tier (dragon) materials and the insultingly low chances of success would make save scumming an out right necessity, but it seems like after an hour or so a 40% chance is of success is really a load of steaming dragon dung. Obviously something about a revenue necessity in crooked DAI MP crafting system is also in place in the campaign as well.
Are the Masterwork item percentages a lie?
Débuté par
spinachdiaper
, sept. 01 2015 06:12
#1
Posté 01 septembre 2015 - 06:12
#2
Posté 01 septembre 2015 - 06:17
The seed is stored when the item is picked up; it will always give the same result.
The order is always the same, so you only need to figure out which ones are duds and which of them work. You can simply save, craft a bunch of junk to determine the good ones, and then reload and craft junk with the duds and make the items you really want with the ones that work.
The order is always the same, so you only need to figure out which ones are duds and which of them work. You can simply save, craft a bunch of junk to determine the good ones, and then reload and craft junk with the duds and make the items you really want with the ones that work.
- Rolenka aime ceci
#3
Posté 01 septembre 2015 - 06:23
The seed is stored when the item is picked up; it will always give the same result.
The order is always the same, so you only need to figure out which ones are duds and which of them work. You can simply save, craft a bunch of junk to determine the good ones, and then reload and craft junk with the duds and make the item you really want with the ones that work.
It's not something they handled very well.
thanks, i'm too mad to do it now and BSing a BS system is sad to have to counter a bad game design choice
#4
Posté 01 septembre 2015 - 06:26
Yeah, I'm not opposed to their effort to prevent scumming, but it's confusing as hell (it says 10-40%, but unlike every other depiction of probability on everything in the game, it's actually 100% succeed or fail by the time you can see the description in the crafting interface). They should have at least made it so that masterwork failure resulted in no item being crafted (it's not really better from a usability standpoint, but at least it's non-punitive, especially if you're using something rare like dragon bone along with a crap masterwork that was never going to work).
That said, I'm not aware that the masterwork bonus is ever worth it. You should be using materials that give you masterwork abilities (guard on hit, heal on hit, and Hidden Blades are especially overpowered), and those have the benefit of not being part of some convoluted probability scam.
That said, I'm not aware that the masterwork bonus is ever worth it. You should be using materials that give you masterwork abilities (guard on hit, heal on hit, and Hidden Blades are especially overpowered), and those have the benefit of not being part of some convoluted probability scam.





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