Be me, a simple craftstroll trying to craft personal set of gauntlets. About 359 skill points in LW, a modest amount. I’ll figure I’ll splurge to get the best quality possible, it needs 400 skill to be just perfect. I can see that with all my materials and my current skill, I’m certainly short. Worse yet, I’m short on Concentration with only 267 of the necessary 446 to get to that next step.
But I have an Artisan’s Consortium Seal of Approval saved up (+40 skill).
399 skill out of the 400 to reach the next grade
Nope, the game demands that for that single skill point, it requires 283 concentration.
Why can’t we have linearly scaled things in our simulations?
It is linearly scaled? For gear, R4 to R5 goes from 650 to 300 concentration making a nice straight line. Each quality tier has its own regression line. The idea is that if you’re at 80% of max you can make 1 item with your starting 1000 concentration. If you are close to the end you get to make 3 items before you have to stop and wait the four days it takes for your concentration to refill. You only need to wait 24 hours and you can make this. That’s not a big penalty.
If it cost 1 concentration for the last point, you could then do 1000 orders at rank 5 every four days. That’s … kinda bananas… I think being able to make THREE max rank items every four days when you’re over 40 points off max skill (in most cases that’s most of a circle missing in the tree) is more than reasonable.
The cost went from a rate of 10.87 concentration per skill point missing to 283 concentration per skill point.
If we consider it linear, then the fixed cost is some 278 concentration just to craft with it, with each point costing about 4.075 conc/skill point
It’s an intentional design choice from what I see. If you don’t have a non linear curve, you would see way too much supply of R3 using r2 mats, which would further devalue R3 mats, and we would be back in shadowlands where the only quality that mattered was r2.
As it currently functions, concentration is a way for someone only dabbling in the system to almost guarantee profit. While gatherers make consistent money because R3 is valuable for mass production of consumes and gear crafts.
A potentially good side effect is that if they keep bot lifespans low enough, they won’t crowd out real players as fast, because real players will be around long enough to get full tools and full skill tree for much better shot at rank 3.
Yeah this part is annoying, concentration costs at high skill levels need a significant nerf. As it is currently the +skill items are useless unless they help you hit the requirement for the next tier.
On a similar topic I’ve never once seen Ingenuity proc, so I’m convinced that stat is a scam.
It definitely procs, but unless you went all in on the ingenuity tree, it feels pretty meh. Full ingenuity is probably an interesting build option though.
For enchanting it seems like cap is somewhere around 25-35% chance to get a full refund on concentration. Which should work out to an extra concentration craft after 4 days or so.
Realistically though, you’d just go resource to maximize margin, and spin up another alt for more crafts per day.
Yes, I solved to find the b between us and it was equal to 278 in this case, and also me.
The costs are not the same across armor or items, which is reasonable given the cost of goods and ingredients will be different. Examining the price of concentration as skill varies for a single item by using different ranks of ingredients.
Spent a little time looking at one case where a piece of blue gear going from R4 to R4, ilvl 570 to 574 ends up with a concentration cost per point of ~5.4 and a fixed cost of ~176
It just felt like the fixed price portion of the equation, 278 concentration in that case, was too expensive after getting so close with expensive materials and optional finishing reagents to assist with the skill.