Recombinator too hard for 2 mod outcomes
I am trying to recombine a 2 mod spear with a good % phys roll and a high attack speed roll, the chance is 3,92%, the amount of spears I'd need to collect for a chance of just 2 mods is too high, granted it is 2 good mods but still it is not viable at all to be used on mods with low weight.
With both bases being destroyed and no outcomes inbetween, 1 mod surviving, 1 mod downgrading etc. the % is too low. Imo Recombinators give meaning and excitment to ground loot, I am excited to look at mods because I might find 2 good mods that I can recomb and then slam, but the checking items to using a recombinator ratio is way too low. I'm im T15s, granted not juicing bc weak, and I havent even seen a good accuracy or good % phys on any good spear base all day, let alone doing it 25 times. 最後にスレッドがバンプされた時間 時刻 2025/05/31 20:13:55
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Welcome to the Vision pal. You just need to grind for 20-40 hours more to get it by yourself.
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You might have better lucky vendor checking and rerolling alts through the campaign for it lol.
Bout to do that with my ssf playthrough as I didnt really get much for end game warrior this time around. Got a bunch of good bow/caster crap though Mash the clean
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If recomb was just reliably giving 2 mods, 1 from each item, it would be amazing.
No even need for it to transfer more than 2 mods. It would be then a nice tool to revive items lost to a RNG. Well, after recomb ofc you have all chances to mess it up again. But some precious "+4 to skills" modifier would live on, eventually making it into some nice item, after a number of recomb-exaltslap cycles. And by limiting it with just 2 mods, it can be prevented from mass-producing mirror-like items. Yeah, I know where it goes "If we allow 2 mods, then might as well allow 3 with lower chances, and so on", but that mindset is what brought recombinator to what it is right now. No, just give it reliable 2 mods. Exalts' RNG will take care about the rest. 最後に ofmetaphysics#4721 が 2025/05/31 16:05:28 に編集
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it depends a lot on the kind of mod you are trying to transfer.
Higher tiers of Physical dmg on weapons are really hard to transfer because its weight is a lot lower at higher tiers and recombinator takes that in account when it calculates odds. It affects rare mods (any tier) too, if you try to transfer any tier of things like chaos resist, max resist or lvl skill gem, it becomes insanely harder because of that. On the other hand it kinda easy to transfer mods like elemental resist, attributes, maximum life and defenses (armour/evasion/ES) because all tiers have the same weight. T1 is still harder than a T2 but not insanely harder like physical dmg. That means that things like 2xT1 ES mods on body armour or helmet are actually viable through recombinator. IMHO they should just reduce the effect of the mod's weight on recombinator calculator and it would improve a lot. And also increase weight of physical dmg on martial weapons. I can understand T1 and T2 having a lower weight, but even T5 (from 8 tiers) starts to get significantly reduced weight for % physical dmg. That is not good IMO. |
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It seems like you're attempting to combine two high tier/rare modifiers, in which case the odds are very low and rightfully so. If you combine a +6 to skills and 150% increased damage, and you practically have an amazing roll just with that alone that would likely be worth quite a bit in the current economy. If someone could just combine two rare modifiers easily, it would instantly tank the value of practically every non-unique item on the market. It would quite literally induce an economic crisis within the game. The recombinator is perfectly fine for combining modifiers that aren't considered to be the highest tier but still usable.
最後に LargeHairyMan#4219 が 2025/05/31 20:14:46 に編集
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