
Originally Posted by
Faltout
Sure, go where we discussed it:
https://www.ddo.com/forums/showthrea...=1#post5824188
Crafting is already stronger than random loot by design. Crafting is not random.
Let me say that again: Crafting is not random. And again: Crafting is NOT random.
So, crafting is 3 times more powerful than random loot because: 1. You get to choose a suffix that goes with your prefix, 2. You get to choose a bonus effect to go with your prefix and suffix and 3. You get all 3 effects at the maximum non-lucky level range.
So, 3x more powerful than the random loot you frequently get. Now, there are some rare cases where random loot is more powerful (when you get 3 effects that suit you and those effects are all in the lucky range). But: Do you know how often that happens? Let's say you can do with 5 effects out of the 15 possible for each slot (prefix/suffix/bonus). So, 0.33 (for relevant prefix) * 0.33 (for relevant suffix) * 0.33 (for relevant bonus) * (chance that the item has a bonus effect) * (chance the prefix is in the extra lucky range) * 0.25 (chance that the value of the prefix will be the maximum) * 0.25 (chance that the value of the suffix will be the maximum) * 0.25 (chance that the value of the bonus will be the maximum) * (chance the suffix is in the extra lucky range) * (chance the bonus is in the extra lucky range).
The chance of you getting something more powerful from random loot is: 0.00056 * (chance the effect is in the extra lucky range)^3. I don't know that chance, but how many times do you see the masterful craftsmanship pop up? I'd say 1/10 optimistically? So, 0.00056 * 0.1^3 = 0.00056 * 0.001 = 0.00000056 = 0.000056% = 1/2000000 = 1 in 2 million items will be more powerful than what you can craft.
And you're saying "Nah, I can find that 1 in 2 million items easily in the AH. Why would I craft? I want crafting to beat even that 1 in 2 million items". I say 1 in 2 million is far too low and crafting should be made less powerful so that random loot does not become completely obsolete.
As for the cost you're saying you pay for such an item? You pay the cost ONE time (leveling) and then you can craft infinite items. This means that the cost per item is much less than the 2 million random items you need to acquire to find the one more powerful.
Now factor in the chances of finding that item in a chest or on the end reward list when there's say 5-6 chests in the mission and 6 party members with you who are willing to share that loot, then the 1 / 2 million figure suddenly drops significantly. Now factor in that during the course of a single level you will be running multiple quests and that number drops even further.
The Numbers you have provided are only really valid in a very narrow perspective on loot, as it does not factor in how much loot is potentially being generated over the course of a level.
You are also assuming Infinite generation of Crafted items for no cost, when that should not be the case as Randomly Generated Items should need to be deconstructed for Materials, as well as plat required, to create those items,
If I put effort into the crafting System I would expect to see some benefits from that, those benefits being the ability to craft the items I want instead of having to rely on fickle luck.
If anything a viable Crafting System which surpasses the capabilities of Randomly generated loot actually makes the Randomly generated loot broadly more valuable, as all the trash loot serves an additional purpose.
Giving items a score from 1-100 for how much use they will see over the lifetime of a character to showcase how useful piece of Randomly generated loot is:
Without a viable Crafting System:1,999,999 pieces of Trash Loot: 1 Sold for Plat, 1 Used by new players until better replacement can be found
Total Score: 3,999,998
1 Perfect Item: 100 Used 99% of the time for that level and frequently for later levels as well if no better can be found, -1 Takes up inventory space on other lives.
Total Score: 99
With a viable Crafting System:1,999,999 pieces of Trash Loot: 1 Sold for Plat, 1 Used by new players until better replacement can be found, 1 Deconstructed to serve crafting
Total Score: 5,999,997
1 Perfect Item: 1 Sold for Plat, 1 Used by new players until better replacement can be found, 1 Used instead of Crafting
Total Score: 3
Yes the 'Perfect' Item looses a lot of value, but the Trash Loot gains significantly more than what is lost by the 'Perfect' item. You could even give the 'Perfect' Item a score of 1 Million, and the Random Loot would still be more valuable with a viable Crafting System.