No main stat...(https://us.forums.blizzard.com/en/d3/t/dh-weapon-crafting-results-are-finally-in/10359)

Yes, but it’s more like 90% of the time for usual loots. Refer to https://us.diablo3.com/en/item/pants/#type=set for more info.

Stone, I know you well from seeing all your forum posts over the years. I know that you’re either trolling or clueless, or maybe even both.
I have the mats so I will do a small test, I will craft 100 Pendergrasps, it’s a lvl 34 legendary glove. Now, they always roll with crit chance so we will not count that. However, let’s see how many do end up with vitality, dexterity (on a monk), both and neither.
So here’s the results: 61 had dexterity, 70 had vitality, 40 had both dexterity and vitality, 10 had neither
You can see the values on https://docs.google.com/spreadsheets/d/1gJa8KRV2XmdHQdtm5R4lZxmkHLFzBPlHa3I678DrIFE/edit?usp=sharing
Again, I strongly think your 1 main stat to 8 vitality ratio is WAY out of line.

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As stated above, it depends on the item. If you use the item libary on the site, you will see that several items have “set” rolls on some or all of the affixes. Like for example, Obsidian ring of the Zodiac will NEVER roll with any Crit Damage Affixes or sockets. In fact it will never roll with any primary effect then:
Reduces cooldown of all skills by [5.0 - 8.0]%.
Attack Speed Increased by [5.0 - 7.0]%
Critical Hit Chance Increased by [4.5 - 6.0]%
Reduces all resource costs by [5.0 - 8.0]%.
This will be true on every single ORotZ. You can reforge it a million times but it will always roll with those 4 primary affixes.

As for most legs for example, pretty much all class sets have a guaranteed 2 socket affix on them taking up 1 of the primary slots. They generally also all will roll with one of the main stats taking up a 2nd of the primary slots.

And yes as for the random affixes, they follow the same weighting for affixes as the mystic does for enchanting. Affixes like Vit are very common and affixes like Elite Damage are very rare.

That’s great. You pick one of the best-rolling legendary items of all time. And they are level 34 gloves, so yeah, I craft a lot of them.

Craft some level 70 Legendary armor, or Set armor, or a Hallowed Condemnation hand crossbow, or even a Blitzbolter.

But for the sake of Pete, don’t roll something that almost always rolls well.

And trolling? No. I play this game every day, for 4-10 hours. I see trends that others, who tell me I am imagining things, don’t see, because they are busy doing Nephalem Rifts as fast as they can, so they can do Greater Rifts as fast as they can. Such players, even though they believe they are well experienced, are in a very poor position to recognize trends in the RNG systems that drive various mechanisms of this game.

Potential scenarios…

  1. Everyone else is wrong and you’re right.
  2. Everyone else is right and you’re wrong.

You’re such a statistic guru, tell us the odds of each scenario.

3 Likes

Maybe smart loot doesn’t apply to crafted items? Can someone confirm?

Just so we’re absolutely certain, could you nominate a specific level 70 crafted legendary that you think exhibits the problem you’re reporting the best and whether you’d like a STR, DEX or INT hero do the crafting? That way anyone interested in testing could craft 100 of them and post their results.

From my own experience Lvl 70 Sage’s set typically demonstrates the weird weighting of stats.

You said gloves, and that you craft for leveling. So I picked gloves, that are not lvl 70, so most likely used for leveling.
I am not going to craft 100 sage gloves for your sake. I have crafted plenty already anyway (more than you I’m pretty sure, I even have some primal ones) and can 100% confirm the stats I saw on those lvl 34 gloves were exactly identical to what I’d expect a lvl70 glove with crit chance would be.
I’m a nice guy, I am even willing to craft 100 lvl 70 yellow items. You even get to choose which item you want me to craft, to see if indeed, you see 1 main stat to 8 vitality.

As a side note, just because I play more efficiently doesn’t mean I don’t see RNG trends, and even I have some completely stupid made up thoughts, like “yeah I can’t reroll that stat in A3, I will go to A2 it will go faster”. No it won’t. But I do it anyway.

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Sage’s is one of those sets that dont have main stat as a guarenteed roll.

Helm:
Sockets (1)
+5 Random Magic Properties

Belt:
+6 Random Magic Properties

Boots:
+6 Random Magic Properties

Gloves:
+6 Random Magic Properties

A lot of crafted items are like this as they don’t get really any guarenteed rolls.

Most dropped Legs and Sets drop with the following at least as an affix:

One of 3 Magic Properties (varies)
+[xxx - xxx] Strength
+[xxx - xxx] Dexterity
+[xxx - xxx] Intelligence

which forces a main stat onto an item.

I have noticed this tendency as well. +1

Vit is weighted to be extremely common. Thats why its insanely hard to roll off of items at times. Crafted affixes follow the same weighting rules and since crafted items dont have a guarenteed main stat affix like most dropped items do, it will most likely always appear as one of the 4 randoms. Main stat itself is a common affix but not as common as Vit is.

I know testing was done years ago and there was a list of approx. affix weights but I no longer have a link to it.

I think that’s one of his problems, him playing inefficiently. There is little reason to craft so many,

of those. I don’t see the need to craft even one as you gear up quite fast even while not playing most efficiently. And I just started last season (as in, not through and through vetetan).

I for one crafted some Cpt Crimson pants recently (enough to get a primal on average but didn’t). And it was no way near 8:1 or whatever in vit (and yes, pants roll with 6 random properties).

It’s not that anyone is wrong or right. It’s not that “black-and-white” an issue. It’s more that the people who tell me I’m imagining things are people who do just what I’ve described, rush through the game without noticing anything, and then tell me I don’t know what I’m talking about just so they’ll seem authoritative.

For example, you with your statistics. You rarely if ever have offered any anecdotal evidence of your experiences and observations in the game. Rather you combat everything with the probability of this or that happening, and not whether you’ve ever seen that happen. Most people approach my reported observations with the same type of closed minded superiority, while at the same time completely missing the point.

Okay, let’s go with any bow or crossbow.

Yeah, sorry about that. I didn’t mean that those gloves specifically displayed the tendency I was describing; I was merely using those gloves as an example of crafted Legendary and Set items that exhibit the “+6 Random Properties” idiocy.

Maybe I didn’t communicate this well enough; I enjoy the process of leveling up. I don’t do anything to artificially speed it up, but I do use crafted items when they become available, and I reroll some items that I pick up to be more powerful, economical, etc.

So yes, I craft a lot of items of the blacksmith. Of course, guys like you have no idea why I do this, and thus you are uniquely unqualified to comment on the practice. Believe me, playing “efficiently” has nothing to do with.

My affinity toward leveling up the old fashion way is the basis for my complaints about the lack of improvements to sub-level-70 crafted Set and Legendary items, and my complaints about the lack of fixed drops from the earliest available sources for the plans for these items while they are still relevant to gameplay.

The fact is that crafted items need some attention. One Legendary bow isn’t any different from any other Legendary bow if they both have just six random properties. The only thing that differentiates the two bows from each other is the artwork (and maybe the base damage range).

I think that the Blizzard devs have about the same estimation of leveling up as most of the players; it’s nearly irrelevant, almost everyone skips it, so there’s no reason to try to make the experience any better.

I think that’s a mistake.

Currently can’t 100% check to match the game guide but the legendary bows that are crafted are different.

Unbound Bolt
Has Attack speed and Crit Damage as guarentees along with the Cold elemental +xxxx-xxxx (3 Randoms)

Sydyru Crust
Has Attack Speed and Damage to Elites as guarentees along with Poison Elemental +xxxx-xxxx (3 Randoms)

Both have the same base weapon speed and damage range

Its more that the crafted items lack any legendary powers for the most part that make any difference in power. And the difference between a leg and a rare item isn’t that much different if theres no power to go with it and its insanely cheaper to reroll a stat on a rare then it is on a legendary. Especially when starting out.

Sigh. Pick one…

Bows…
Sydyru Crust (legendary, 3 random affixes)
Unbound Bolt (legendary, 3 random affixes)
Sovereign Doubleshot (rare, 6 random affixes)

Crossbows…
Arcane Barb (legendary, 5 random affixes)
Sovereign Oxybeles (rare, 6 random affixes)

I guess that’s because I don’t see the wild divergence between the expected variance in a working RNG system and what you’re claiming to see.

Anyway, once you nominate which of the bows or crossbows you want to use as the basis of the experiment, I’ll craft 90 of them. That way, if your claim of a 1:8 ratio of mainstat:vitality is even approaching correct, roughly 10 of them should have DEX, and 80 of them should have VIT. If you nominate a rare (yellow) weapon, I’ve got 450K+ of each white / blue / yellow material so might even be willing to do a lot more crafting.

I must be dumb. I crafted several Cap. Crimson pants for my DH.

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  1. Everyone is wrong or right sometimes.
1 Like

Holy crap. Ninety of them? You must have a ton of materials!

Well - and bear with me here:

For bows there is the Longshot, Venomhusk, Sydyru Crust, and Unbound Bolt.

For crossbows there is the Starspine and Arcane Barb (I never use these because the attack speed is far too slow for me).

For hand crossbows (my current aggravation) there is the Deadeye, Blitzbolter, Hallowed Judgement, and Hallowed Condemnation.

The phenomenon is not limited to just level 70 weapons, but all of the above named stringed weapons suffer from a general lack of main stat, and this is especially aggravating when it happens with Ancients (my current Blitzbolter).

I only craft Rare level 70 bows, looking for one that rolls with a socket so I can reduce the level requirement on it. I often don’t have the materials to do that, though.

The sub level 70 bows are cheap to craft, so how about you do 50 each of those 4 bows. I’ll go to a non-Seasonal account with tons of materials and do the same. Then we’ll compare results, how about on Friday?

Non-seasonal, I have approximately 462K each of the white / blue / yellow materials and crafting level 70 rares only costs 1000 gold a time so it’s not a problem.

I’d already chosen Sovereign Doubleshot bows before reading your reply, crafted them and noted the results…

-------------------------------------------------------------------
Craft	DEX	VIT	Craft	DEX	VIT	Craft	DEX	VIT
01	x	x	31	x		61		x
02	x	x	32		x	62	x	
03	x	x	33		x	63		x
04		x	34	x	x	64		x
05	x	x	35		x	65	x	x
06	x		36			66		x
07	x	x	37	x		67	x	
08	x		38	x	x	68	x	x
09	x	x	39	x	x	69	x	x
10	x	x	40			70		x
-------------------------------------------------------------------
11	x		41			71	x	x
12	x	x	42		x	72	x	x
13			43		x	73	x	
14	x	x	44	x		74	x	x
15	x		45	x		75	x	
16			46	x	x	76	x	x
17		x	47	x		77		x
18		x	48		x	78	x	
19			49	x		79		x
20	x	x	50	x		80	x	
-------------------------------------------------------------------
21			51	x	x	81		x
22	x		52	x		82	x	x
23		x	53		x	83	x	
24	x		54		x	84	x	x
25	x	x	55	x		85	x	x
26	x		56		x	86	x	x
27		x	57	x	x	87		x
28		x	58	x		88	x	x
29		x	59	x		89	x	x
30			60	x		90	x	
-------------------------------------------------------------------

DEX Only    = 27/90 = 30%
VIT Only    = 23/90 = 25.56%
DEX and VIT = 26/90 = 28.89%
DEX Present = 53/90 = 58.89%
VIT Present = 49/90 = 54.44%

You claimed there is a 1:8 ratio of main stat to vitality on crafted items.

If that was true, 10/90 items should have had DEX but there were 53.
If that was true, 80/90 items should have had VIT but there were 49.

This is why people are sceptical about the things “only you see”.

3 Likes

Not gonna quote all of what you said, but consider it quoted.

You yourself are confused of what you’re trying to say. If you want to argue that leveling experience and whatnot should be better, then do so. But your main complain in this thread is about crafted item having a slanted result towards vit compare to main stat, which many people including me just didn’t buy. I gave my anecdotal evidence of it and you just ignored it. The other guy gave his data showing your complain of 8 to 1 is simply off. So show us your data, or I will have to just assume your complain is unfounded.