Level 14 blues are a bit quicker but more costly in terms of good as well as essences. There is a chance you will end up with more essence than you started with so only thing you end up using is gold and maybe your sanity. The cheapest way to gain Crafting XP is to craft a lot of (a hell lot of) L14 greens and keep scrapping them. So in order to gain high level items you have to get to ML 50. At ML50 the probability of getting a L77 item is less than 1%. If it does one more time, you get L73 and so on. If MC perk processes 1 time you may get a L72 item. Right now you can craft a L71 item with 100% surety. This perk can process multiple times on a single craft with further decreasing chance. At level 50 you have max possible chance to activate master Crafter perk which leads to gain of additional level of the equipment being crafted. When you craft any weapon or Armor you gain some Crafting Mastery XP which eventually leads to gain of Crafting Mastery Levels (ML). The basic idea for the fusing is get the highest possible value for the attribute immediately before the final fuse, so you go backward from the end goal.First about Crafting. Someone else can work out the equivalent for CD/XP/LoH - or I'll do it later if there are enough requests. 1 mixed rare => 2 uncommons for 3, 1 uncommon for 4Ĭelestial, below is with out gemstones for Legendaries fusing, simply add 3x 10 to which ever attribute you're going to socket.3rd Legendary will be a 3/4 split => 335/323.Same for L1/2 => pure stat => 27 uncommons => 435.The potential issue with simply "getting Vitality" is what value should it be? 90 is way too low, 494 (max fuse, 3 gemstones for the Legendary) seems way too high to get for free - that's 27 max Uncommons and 42 Brilliant Emeralds plus it also means you can have 2 at 494.īut sure, here's the fusing chart for a Celestial with 4 + Vitality: Does this affect your jewelry crafting?True, I thought that was the simplest implementation: fusing up to Celestial. In other words, for the proposed celestial jewelry, the crafter still only gets to pick 4 attributes. The OP specified Vitality as a maxxed score for the 5th attribute. Nhat - it looks like your process is to create 5 attributes of the crafter's choosing.
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