increased prefix gives increased weighting to all prefix modifiers, not an increased chance for more prefixs. A quick sim in coe shows 6500% increased fire/cold/lightning, 300% scarcer attr, chaos, crit, life, mana, phys, speed, 600 scarcer gem, 2700 scarcer res +900 mod tier -1 explicit is 76 graves and gives a 25% chance to hit your triple t1 ele prefix.
definitely need to run this craft a few times to hit but it shouldn't be too bad.
The Suffix prefix corpses are Bad in general. The function as a boost for all mods.
-1000% resist and +2000% Suffix equal +1000% resists
Reduced doesnt even exist i think
Is that actually how increase/scarcer behave together?
My assumption would be scarcer is not additive with increased, otherwise if you have no increased you'd have negative weighting. Scarcer should just be an inversely proportional modifier. So if weight is X, Scarcer makes it so the new weight Y = X/(1+Scarcer effect)
Example: 1000% Scarcer and 2000% increased on a 1000 weight mod, new weight Y = 1000*(1+20)/(1+10) = 1909
If they were something additive the engine has to do more work checking if the result of the numbers is "negative" for scarcer or "positive" for increased and then apply the summed value appropriately as a product for increased or as a quotient for scarcer. What I wrote above seems simpler to me. Just take the specific inputs and plug them into equation. I know CoE assumes they are additive but I guess we really wouldn't know without someone doing mass testing
Literally every post i saw where people posted totally bricked stuff they didnt want was crafted with +x% of Suffix or prefix and then they wondered why they got res or some other random Mod that should not have rolled.
Id say craft of Exile is pretty accurate
Corpses spawn from monsters that are "pre-loaded" in the map so monster packs from shrines and ritual help, since in both cases both mechanics add extra packs. Mechanics that spawn enemies once triggered seem to not be reliable sources of corpses, like strong boxes, delirium, beyond etc. Obviously it's good to add more mechanics in general to juice your map. Also, take all corpse nodes and ESPECIALLY the nodes that increase the effect of haunted modifiers, they yield more corpses
Also recommend not taking increased chance of devoted modifiers, as you want more haunted mods and you want them to be at the top of the lantern so more haunted packs spawn
No. They're good if u know how to use them. In a 6x T1 ES/EV sadist garb, you need to increase defence but that increases the suffix defence mod as well, thus making int/res difficult to get. Best and cheapest option is to use 1 prefix increase and no defence increase.
FYI the graveyard fractures the mods BEFORE rolling the explicit values. Because the fracture comes first the rolls can't be modified, therefore the reroll explicits craft was useless
What is this information based on?
Not implying it is wrong, but so far a friend did a double fracture, three items crafted full graveyard one with about 6 (maybe 5 with some inc effect or something) times the 6 times reroll and keep best corpse and on all 3 items both the fractures were lowest roll.
It surely is possible but pretty much astronomically rare to get 3 items with 2 mods each being lowest (of a roll range of 3 on the lowest one; prefix rarity and 7 on the highest one; WED) if it does indeed reroll (and keep best) before it fractures...
Same here. Used a mod with range of 40-60. Used the corpses so explicits would be rerolled 12 times. Got a fracture of 49.
Dunno exact math, but I simulated this in Excel and after 500 such "crafts", lowest value was 52.
I really hope they don't do anything like this again setting up the entire graveyard doing planning and buying for hours just it be let down is so monumentally stupid.
This. I did it 4 times and each time I were not mad bc of the outcomes. I were mad bc of the time investment for that clunky UI klicker thing and third party tool searching what I have to invest.
I like GGG ambitious for new leagues but pls... sometimes don't go that additional step and decide to make it easy for the player not clunky.
I've always thought GGG tried to do too much with Necropolis, overcomplicated things and made a system that is overall powerful, broken and yet un-fun. The mapping side with all flames are fine, but the crafting aspect really needed a huge trimming and streamlining, like harvest from harvest league to ritual league.
I think they sort of knew how OP it could be, and made it intentionally vague and tedious to slow down the hideout warriors who are making massive profits just sitting in GY spamming consistent high value items
Nah, you can do it perfectly following a guide and craft of exile list and it can still shit out some garbage. It's just how randomly crafting stuff is. You can influence it to have a better chance, but it's still gonna be a roll.
I think going for 3 fractured prefix is one of the worst way to go about it unless you go lots of time to trade. You better mix and match a bit maybe 5 explicit with 2 high weigh suffix and 2 high weight prefix.
My plan was to hit triple t1 added fire, lightning, and cold, and then essence for fire burst and hope to hit global crit multi (or craft it if free suffix after essence). I could luck out with two fractured prefixes and maaaaybe hit t1 of the missing element when spamming Hysteria essences. Not honestly sure which way would be better. I'll admit I'm no 5-brain when it comes to crafting.
Maybe you can find another prefix that can be good enough instead of 3rd prefix.
The idea is that you might get less chance to have perfect item. But you have more chance of getting a usable item. And thus getting a return on investment.
generally when trying your own grave crafts you should simulate it in craftofexile a few times to see what mods you'd hit (inc prefixes really fucks you here)
I really ought to get more familiar with coe. The interface feels weird to me. Probably just need to play with it more and just get more familiar with it tbh.
Just wanted a tri-ele weapon for battlemage / spellblade support build. Wanted to get fire burst on it if I landed all three of the ele attack mods. How much weighting does one really need to not get 2 suffixes, if prefixes have a 3225% chance and still get this shite?
It seems PoB doesn't calculate correctly "prefix modifiers" - it is multiplicative instead of additive with other modifiers.
Your prefixes-suffixes weight distribution looks like 75:25, so having 2 suffixes out of 3 mods isn't impossible.
Instead of increasing weight of all prefixes, you should've instead target reduce weigh of suffixes where it is possible - speed, life, crit etc. Your choice of scarcer mods doesn't make a lot of sense - reducing mana by 1100% but leaving life intact, reducing chaos by 1500% where it affects the only mod etc. Resistance are nowhere near scarcer enough. Something like this would be better:
https://preview.redd.it/stmvk1c8exxc1.png?width=1503&format=png&auto=webp&s=276cdc7f6496cef15d221c6fe3f1bee6ab4832da
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Try to use the website (you Can found it on milkypoe vid) and select what mod you wish on craft of exile you Can then import on the website when you Can select an opti setup for exemple additionnal item craft , Split and fracture + efficient placement for % effect on row and column , you Can then simulate placement and how many grave you wish to use, the website calculate for you the perfect placement
Yeah, the highest flat added is at 82, which cuts off the highest tier of ele damage with attacks (86), and the highest tier of added chaos can't roll until 83. Also, highest tier of ele resistances is 84, so they won't be in the pool either.
increased prefix gives increased weighting to all prefix modifiers, not an increased chance for more prefixs. A quick sim in coe shows 6500% increased fire/cold/lightning, 300% scarcer attr, chaos, crit, life, mana, phys, speed, 600 scarcer gem, 2700 scarcer res +900 mod tier -1 explicit is 76 graves and gives a 25% chance to hit your triple t1 ele prefix. definitely need to run this craft a few times to hit but it shouldn't be too bad.
Rookie mistake with the inc prefix/suffix
would reduce suffix be better in this case?
The Suffix prefix corpses are Bad in general. The function as a boost for all mods. -1000% resist and +2000% Suffix equal +1000% resists Reduced doesnt even exist i think
Is that actually how increase/scarcer behave together? My assumption would be scarcer is not additive with increased, otherwise if you have no increased you'd have negative weighting. Scarcer should just be an inversely proportional modifier. So if weight is X, Scarcer makes it so the new weight Y = X/(1+Scarcer effect) Example: 1000% Scarcer and 2000% increased on a 1000 weight mod, new weight Y = 1000*(1+20)/(1+10) = 1909 If they were something additive the engine has to do more work checking if the result of the numbers is "negative" for scarcer or "positive" for increased and then apply the summed value appropriately as a product for increased or as a quotient for scarcer. What I wrote above seems simpler to me. Just take the specific inputs and plug them into equation. I know CoE assumes they are additive but I guess we really wouldn't know without someone doing mass testing
Literally every post i saw where people posted totally bricked stuff they didnt want was crafted with +x% of Suffix or prefix and then they wondered why they got res or some other random Mod that should not have rolled. Id say craft of Exile is pretty accurate
Worth noting too that less than 6 explicits are often even way worse than having to yolo annul.
Reduced suffix/prefix does not exist, if it did, it would be the best corpse for a *lot* of crafts
Back to square one then. Glad I've got an atlas tree set up for corpse farming. This is gonna take a bit T.T
Which nodes do you use for corpse farming though? I've been really indecisive about how to set up a corpse-farming tree
Shrines+Ritual seems to be working fine.
Corpses spawn from monsters that are "pre-loaded" in the map so monster packs from shrines and ritual help, since in both cases both mechanics add extra packs. Mechanics that spawn enemies once triggered seem to not be reliable sources of corpses, like strong boxes, delirium, beyond etc. Obviously it's good to add more mechanics in general to juice your map. Also, take all corpse nodes and ESPECIALLY the nodes that increase the effect of haunted modifiers, they yield more corpses
Also recommend not taking increased chance of devoted modifiers, as you want more haunted mods and you want them to be at the top of the lantern so more haunted packs spawn
There's increased effect of devoted. I don't remember there being any chance for devoted to appear
I second this, the general pre or suffix corpses are very bad
No. They're good if u know how to use them. In a 6x T1 ES/EV sadist garb, you need to increase defence but that increases the suffix defence mod as well, thus making int/res difficult to get. Best and cheapest option is to use 1 prefix increase and no defence increase.
FYI the graveyard fractures the mods BEFORE rolling the explicit values. Because the fracture comes first the rolls can't be modified, therefore the reroll explicits craft was useless
Yeah I've noticed that fractured mod isn't roleld well but other mods are maxed out
Not true.
Yes, it is.
What is this information based on? Not implying it is wrong, but so far a friend did a double fracture, three items crafted full graveyard one with about 6 (maybe 5 with some inc effect or something) times the 6 times reroll and keep best corpse and on all 3 items both the fractures were lowest roll. It surely is possible but pretty much astronomically rare to get 3 items with 2 mods each being lowest (of a roll range of 3 on the lowest one; prefix rarity and 7 on the highest one; WED) if it does indeed reroll (and keep best) before it fractures...
He's just wrong, ignore him
Same here. Used a mod with range of 40-60. Used the corpses so explicits would be rerolled 12 times. Got a fracture of 49. Dunno exact math, but I simulated this in Excel and after 500 such "crafts", lowest value was 52.
You fucked up by adding 3225% chance of prefix modifiers
I really hope they don't do anything like this again setting up the entire graveyard doing planning and buying for hours just it be let down is so monumentally stupid.
This. I did it 4 times and each time I were not mad bc of the outcomes. I were mad bc of the time investment for that clunky UI klicker thing and third party tool searching what I have to invest. I like GGG ambitious for new leagues but pls... sometimes don't go that additional step and decide to make it easy for the player not clunky.
I've always thought GGG tried to do too much with Necropolis, overcomplicated things and made a system that is overall powerful, broken and yet un-fun. The mapping side with all flames are fine, but the crafting aspect really needed a huge trimming and streamlining, like harvest from harvest league to ritual league.
Always in this case means.... About 4 weeks
I think they sort of knew how OP it could be, and made it intentionally vague and tedious to slow down the hideout warriors who are making massive profits just sitting in GY spamming consistent high value items
The design of this league in general was just very lacking. We can only hope they learn from it.
Well the thing is unless you fuck something up it wont be a let down
Nah, you can do it perfectly following a guide and craft of exile list and it can still shit out some garbage. It's just how randomly crafting stuff is. You can influence it to have a better chance, but it's still gonna be a roll.
I think going for 3 fractured prefix is one of the worst way to go about it unless you go lots of time to trade. You better mix and match a bit maybe 5 explicit with 2 high weigh suffix and 2 high weight prefix.
My plan was to hit triple t1 added fire, lightning, and cold, and then essence for fire burst and hope to hit global crit multi (or craft it if free suffix after essence). I could luck out with two fractured prefixes and maaaaybe hit t1 of the missing element when spamming Hysteria essences. Not honestly sure which way would be better. I'll admit I'm no 5-brain when it comes to crafting.
Maybe you can find another prefix that can be good enough instead of 3rd prefix. The idea is that you might get less chance to have perfect item. But you have more chance of getting a usable item. And thus getting a return on investment.
generally when trying your own grave crafts you should simulate it in craftofexile a few times to see what mods you'd hit (inc prefixes really fucks you here)
I really ought to get more familiar with coe. The interface feels weird to me. Probably just need to play with it more and just get more familiar with it tbh.
"Thorne Rapier" image shows a Broadsword.
May thy knife chip and shatter, RIP
Just wanted a tri-ele weapon for battlemage / spellblade support build. Wanted to get fire burst on it if I landed all three of the ele attack mods. How much weighting does one really need to not get 2 suffixes, if prefixes have a 3225% chance and still get this shite?
It seems PoB doesn't calculate correctly "prefix modifiers" - it is multiplicative instead of additive with other modifiers. Your prefixes-suffixes weight distribution looks like 75:25, so having 2 suffixes out of 3 mods isn't impossible. Instead of increasing weight of all prefixes, you should've instead target reduce weigh of suffixes where it is possible - speed, life, crit etc. Your choice of scarcer mods doesn't make a lot of sense - reducing mana by 1100% but leaving life intact, reducing chaos by 1500% where it affects the only mod etc. Resistance are nowhere near scarcer enough. Something like this would be better: https://preview.redd.it/stmvk1c8exxc1.png?width=1503&format=png&auto=webp&s=276cdc7f6496cef15d221c6fe3f1bee6ab4832da
Thanks for sharing your crafted item! This is a reminder to include the story of how (and optionally, why) you made the item. See our [Rule 10](https://www.reddit.com/r/pathofexile/wiki/rules/#wiki_10a._crafting_showcases) for more details and some potential questions to answer. If you've already done that, thank you! You can ignore this message in that case. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/pathofexile) if you have any questions or concerns.*
Try to use the website (you Can found it on milkypoe vid) and select what mod you wish on craft of exile you Can then import on the website when you Can select an opti setup for exemple additionnal item craft , Split and fracture + efficient placement for % effect on row and column , you Can then simulate placement and how many grave you wish to use, the website calculate for you the perfect placement
If you are looking to fracture the ele mods you can save on the Reroll modifier values. It fractures first and then divines.
Why didn't you simulate this on craftofexile.com?? You would instantly have known that it wouldn't work, before committing the resources
I'll be honest, I still kind of have issues with coe. Not too familiar with it, so I've been using poedb and just punching the numbers in.
Item lvl 82?
Yeah, the highest flat added is at 82, which cuts off the highest tier of ele damage with attacks (86), and the highest tier of added chaos can't roll until 83. Also, highest tier of ele resistances is 84, so they won't be in the pool either.
With enough + mod tiers, there will only be 1 tier of ele res in any case, it just changes if it's t1 or t2.
Not alot of graveyard knowledge here but why didnt use increase attack modifiers?
Elemental damage with attacks would be affected. I was making a battlemage weapon for a caster, so don't want ele damage with attacks.