Fair warning: This is going to be long.
You can find my first look of the new U9 crafting here
There have been some adjustments made to crafting since my First Look post. I'll try to detail them as much as I'm able to do.
There has been a good amount of discussion regarding the viability of crafting, and regarding the current status of the Lamannia DDO Store and materials availability. Not only that but there have been discussions surrounding the difference between guilds and solo players being able to craft. I have read those discussions, and my observations in this thread are wholly independent of them.
Now I present to you Tisha's second review of U9 Crafting.
1) Crafting level.
As has been well documented, there are currently 75 levels in 3 different schools for the new crafting. We have been keeping the Wiki updated with the actual amount of xp needed at each level. You can find that here.
This progression seems fine.
It does not appear that any changes to the XP, or XP increase rate have been made. There have been no specific complaints regarding the xp per crafting level per school.
2) Crafting XP
From my own testing, it appears that if you make shards at the 50% success chance, this is the maximum possible xp to level up. There is an xp decay for each subsequent success. Not only that but there is an xp decay when you level up in a particular school. Each school is independent of each other.
Along with the xp decay, each success increases your base success by 5%. Starting at 50% and successfully making 4 shards will mean that your 5th shard has a 70% base chance of success.
It appears that the per success xp decay has been adjusted a little bit. The level up decay is a strange exponential calculation.
Having both xp decay per success *and* a level up decay is way too harsh for this crafting system. There needs to be one or the other.
3) Crafting Materials - Shard Creation
The following is based on the current Bound shard recipes only.
Each recipe below level 10 takes 4 Lesser Components, and 1-2 Other components. From crafting level 10 and up, each recipe takes Greater materials, Lesser materials and 1-2 Other components. These Other components are either Khyber or Siberys shards and, depending on the recipe, Collectibles.
The progression of Greater materials has been adjusted. I'm thankful that I was one of the voices that helped to influence the Devs to remove Greater materials from crafting recipes below level 10. At one point, level 1-9 recipes were requiring 16 Lesser materials but those have been adjusted down to 4. However...
The progression of Lesser materials is *STILL* off. The amounts of Lesser materials follows this rough progression:
Crafting Level 1-11: 4
Crafting Level 12-22: 16
Crafting Level 23-37: 64
Crafting Level 38-54: 256
Crafting Level 55+: 1024 & 2048.
Crafting level 10 adds Greaters to the recipes so the number of Lessers remains the same.
If you follow the numbers that is x4, x4, x4, x4 and x2. I'll do some math at the end of this post to show the futility.
Lesser materials need balancing badly. There have been individual adjustments to certain recipes throughout all the schools and across many of the levels. Kudos to the Devs for making those changes.
4) Crafting Materials - Item Deconstruction
As it stands now, when you "crunch" an item the amount and type of materials you receive are based on the prefix or suffix you are removing, and the school which that effect belongs. There is an increase based on the "effect level" of the prefix or suffix, and while we seem to have narrowed down the actual dice used to determine the essence generation the yield is still too low. You can view the proposed dice here.
At a minimum, the deconstruction of an item should yield the exact number of materials needed to make an equivalent shard.
5) Crafting Materials - Combining/Splitting
They have added a Transmutation option for Greater Essences. You are able to split a Greater into 5 Lessers of the same type. You are, also, able to transmute 2 Greater Essences into 1 Greater Essence of another type within the same school.
With the current materials needed for each recipe, Greater Essences should be allowed to be split into 10 Lesser materials.
6) Crafting Materials - Crafting Failures
As you craft, and especially as you try to level up, you are going to push your xp gain to the highest levels possible. This will mean crafting shards at the minimum success percentage which is 50%. When you fail, and you will fail, you lose a portion of the crafting materials you were using. The amount you lose scales downward the closer to 100% you get. The beginning amount is 50% of the cost of your current recipe you are attempting. So if you're attempting a 6/64/9 at 50% success and you fail, you are going to lose 3/32/4.
The failure loss is way too high. No other crafting in DDO asks you to lose your materials. Either the crafting fails because of a wrong ingredient, or you craft the wrong item (talking Green Steel here). If there needs to be an absolute risk involved, the failure loss should be a much lower percentage or a straight cost in materials: either 10% of the cost of the recipe, or the cost of a Crafting level 20 recipe (3/16/4)
As I've mentioned above, there are still some adjustments to the overall crafting experience to make it 100% viable.
The two main areas, that I feel need the adjustment are: Item Deconstruction, and the sheer number of Lesser Materials needed for crafting. Crafting XP needs to be adjusted as well.
Allow me to explain. To make certain Effect Level 4 shards, it takes 256 Lesser essences. When you deconstruct an Effect Level 4 item you will receive between 9 - 20 Lesser Essences. At the low end, it would take you crunching 30 items and at the high end it would take you crunching 13 items. Let's just say that it's right in the middle at 22.
There are other Effect Level 4 shards that require 1024 Lesser essences. At the low end, it would take you crunching 114 items and at the high end, it would take you crunching 52. Let's just say it's right in the middle at 83.
Item Deconstruction definitely needs a buff. The amount per Effect level should be at least double what it currently yields.
Lesser essences needed for crafting still needs to be adjusted. I absolutely believe and agree that as the Crafting Level increases so should the number of resources consumed. I disagree with an exponential increase. Not only that but 2048!! Two THOUSAND! is absolutely insane and those are for +5 Attribute shards. Yes, +5 not +6. I shudder to think how expensive a +6 Attribute shard is going to cost in materials.
Crafting XP per crafting success feels okay. What needs to be adjusted still is the XP decay. I can understand a per success xp decay. I can understand a level up xp decay. What I find difficult to wrap my mind around is both.
I give my hats off to the Developers for the sheer volume of work that has gone into creating this crafting system. The ability to refine and create items for every single character slot is a giant step. Now we just need to aim where the toes are placed when the foot lands. =D