Recrafting vs first crafting is either bugged or poorly designed

I recently recrafted a pair of acidic hailstone treads for someone at 418 IL and noticed a pretty serious problem. I told him I can guarantee 418, because I can normally. A brand new pair with the concentrated primal essence takes 465 skill to 5 star with 3 star mats. I have 481 skill so this should be an easy craft. When he sent the order his boots needed a whopping 495 skill to 5 star. This makes no sense!

I looked it up and people are guessing that because there are less mats being used in the recraft you’re getting less skill to use from the mats. This doesn’t explain why the needed skill was so high though.

Another person said that each item “remembers” which mats and their quality was used to make the original item and uses those mats as the base for recrafting. This makes sense as to why the skill needed was so high.

I’m not sure if this is supposed to happen or if it’s a bug but this really needs to be looked at. As a crafter how am I supposed to advertise what I can do when the skill needed can change randomly depending on what mats the original crafter used. I don’t think new crafting should be significantly easier than recrafting for no reason.

It’s a bug. The only time the skill is accurate is during a recraft window. Everything about crafting has been a buggy mess since the patch.

Recently, I crafted someone a 418 neck(it inspired), but the game crafted it a SECOND time and their infusion went into the nether and the neck downgraded to 392.

The usual neck skill required was 380, but it’s showing up over 400 now. Until you hit recraft again.

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Crafting bork

Guy sent an orders required 575 to make it 5 stats, he resent it cuz I told him something broke, next order was a proper 350

This 30 skill difference is likely from the regular 405 infusion difficulty not being taken off when changed to a concentrated infusion. This is an issue that has been happening since the patch, and we’ve been talking about it on the prof forums thread linked below. It usually goes away after the first recraft, but is of course very disruptive on that first one. It seems to be a visual bug, as I’ve inspired some crafts that I should have not been in proc range for when this has happened. Specifically a pair of leather boots, that I’m at 302/370 for with a 70 point inspire, it showed as 302/400 and I still got the r5 proc. That being said, the system still treats it as real difficulty when showing the expected quality, so if someone sets a min quality as t4 or t5, suddenly it may think you can’t guarantee it when you actually can. This can be pretty disruptive, and I have lost customers from it.

One likely answer is that the original item was crafted with non-q3 mats. The recraft mats only replace the worst 40% of the original mats. This means you’ll have to recraft 3 times with q3 mats to get rid of all of the original mats, and on the 3rd recraft the skill bonus from mats (full q3 is 25% of difficulty) will be equivalent to crafting the original with all q3 mats.

mats only affect the skill, not the difficulty. I’ve linked an image of what happens when the bug manifests. In this case it was likely erroneously counting all of the optional reagents from when it was 405. The correct difficulty bonus should be 370 (280 + 50 + 15 + 25) but it shows as 440, which is 370 + 30 (infusion) + 15 (missive) + 25 (embellish). The skill is correct, as I can normally guarantee this t5 with an insight (342 + 30 = 372, which is greater than 370)

https://puu.sh/JxURh/e8cade4107.png

Maybe he has both a missive and and enhancement… If he/she cheaped out on those (i.e., 1-stars on his original craft), then the added difficulty of those could be +60 together.

The difference between a rank 1 and rank 3 missive/embellishment is 10 points each, for a total of 20. That does not explain the 30 point difference.

The acidic hailstone boots cannot have either a missive or enhancement. Its one of those items that have pre set sub stats and enhancements. The only thing you can add is the infusions which makes the jump in difficulty so strange

on the EU forums there is a bug thread that when replacing the primal infusion with a concentrated primal infusion the game is stacking the difficulty of both instead of replacing the old with the new and resulting in +30 difficulty added to crafts and resulting in the UI not letting you complete orders you could previously. I found them before i found this discussion.

From what I can tell it can happen with any of the optional reagents, it’s just that it’s most commonly observed with the infusion because that’s what people are changing most often. However, I have had it happen with an extra +15 from people changing missives, and an extra +25 from people changing/removing embellishments, or all 3 like in my example from 3 days ago.