I’m quite surprised this specialization is still so buggy, though I know it’s not the only one with similar bugs. Here’s a list of the ones I know:
The trees do not affect their corresponding transmutagen. I.E. by investing in the Mercurial tree, you affect returns on Volatile items. This is, however, untrue for the final point in the trees, which randomly grant 0-1 of a different transmutagen, and do grant the type listed.
The ‘chance’ to grant extra transmutagen is not a chance, it is a guarantee. It progressed from 2-3, 3-4, then 4-5. The final node, which simply says that it grants you additional transmutagen of another type, is in fact, not granted and is instead a chance, granting 0-1 instead.
The final point in the main tree, which grants a significant amount of extra transmutagen for your first act of thaumaturgy each day, is not required. I do not have the node and I have always received this daily bonus.
The 15 point node in Transmutation does not work, or works similar to the previous bullet point, as taking the node did not decrease accumulation time for transmutation charges.
The final point in Transmutation only grants 3 additional charges, not 5.
When thaumaturging, after swapping from an item in one class to another (I.E. Volatile Transmutagen to Mercurial Transmutagen), several–and I mean several–crafts will result in the wrong item class being returned (I.E. Gloom Chitin giving Arathor’s Spear and Volatile Transmutagen, when it should give Mercurial and items in that class)
When thaumaturging, items will often be pulled from a different stack than the one selected, sometimes preventing mass crafting as it repeatedly tries to use a stack that has <20 items. *As a note, this may be bugged due to my own addons, not the spec itself.
Please let me know if you’ve experienced similar bugs, or others.
This isn’t just thaumaturgy, this affects all crafting. EG unravelling cloth, prospecting ore, spinning bolts, making alloys. For me any time I tell it to ‘craft all’ on a new stack, if there’s another partial stack, the game tries to draw from the partial stack and interrupts the ‘craft all’ to sulkily tell me I don’t have enough of the required item, even though to ux displays 980 items on the second stack remaining.
Thanks, I thought this might just be my addons, but that makes sense and what you explained is essentially what I experience as well. I’ve taken to simply click-dragging other stacks onto my current stack and clicking ‘Craft All’–or in my case, ‘Keep Transmuting’–over and over.
I’d like you to delete this post. Those are all features. Why on earth would you want those things changed? I’m facepalming right now that you’re not elated that you can change anything into anything and you come here to make a post trying to draw attention to it.
Read it again. Those are all bugs. Players spec’ing into one type of transmutagen, only to find out that tree actually affects a different transmutagen, are going to have a poor time with this spec that changes anything into anything. I never mentioned I wasn’t elated, it’s incorrect for you to assume so. Please think about the things you say before you say them.
thousands of people that discovered that were all smart enough not to broadcast it. bro delete this. I don’t think any of the points you posted are bugs. A modal function didn’t get put in by mistake
You haven’t stumbled upon some hidden money printer. There’s no secret society that’s passing these messages along in code. I’m sorry if that isn’t the fantasy you had in mind. Now let’s discuss bugs like adults, to improve the game we’re playing.
The final point in Transmutation only grants 3 additional charges, not 5
The final point in the main tree, which grants a significant amount of extra transmutagen for your first act of thaumaturgy each day, is not required. I do not have the node and I have always received this daily bonus.
The trees do not affect their corresponding transmutagen. I.E. by investing in the Mercurial* tree, you affect returns on Volatile items. This is, however, untrue for the final point in the trees, which randomly grant 0-1 of a different transmutagen, and do grant the type listed.
Three examples of the tree saying something that is, in fact, untrue. Point out the parts where they’re doing what they say.
The bonus, you get it, but you get a smaller one until you unlock the talent. Does exactly what it says.
The trees dont affect their corresponding transmutegen but it’s written clear as day that it doesnt.
Idk you’re wrong on literally every single thing you said I’m not going out of my way to buy the talents for extra transmute caps to verify that one
Thank you for having some valid input. I tested the bonus node, the results showed values the same before and after taking it, it’s interesting to know you got different results. The trees not affecting their corresponding transmutagen we also disagree on, it seems pretty clear they’re talking about one, when instead they buff another. But it’s good to have multiple perspectives.
Hey friend, I thought you’d appreciate an update, it looks like several of the bugs I listed got fixed. Like Asdaaf mentioned, the bug with the trees attributing the wrong transmutagen has been fixed. I had them all fully leveled so I couldn’t test that, but I did notice that I’m not guaranteed to get 4-5 transmutagen anymore, and I’m getting the ‘extra’ transmutagen from the last node each time as intended. I didn’t see these changes documented anywhere, though.
Edit: Just kidding, found them in the 10/29 patch notes. Looks like it was everything I mentioned, except for my first bullet point (wrong trees affected, though Asdaaf mentioned that was also fixed). See below:
Corrected the tooltip for Transmutation 30 perk to reflect the actual number of additional charges it provides (functionality unchanged).
Thaumaturgy’s Recipe Difficulty has been reduced to 745 (was 750).
Fixed a bug that sometimes caused unexpected Thaumaturgy outputs when changing between input categories in a short amount of time.
Fixed a bug that caused the Thaumaturgy 55 perk to activate a few points early.
The 5- and 15-point perks for Gleaming Transmutagen is now correctly a chance to trigger.
The 10- and 20-point perks for Ominous, Volatile, and Mercurial Materials and the 10-point perk for Thaumaturgy is now correctly a chance to trigger.
The 25-point perk for Ominous, Volatile, and Mercurial Materials is now correctly guaranteed to trigger.