Recombinator bug: 2 crafted affixes

Item 1:

STR helmet
the warcry crit mod (suffix), no other suffixes
potentially 1 natural prefix
1 crafted prefix: mana or life


Item 2:
STR helmet
dex essence (dex can not roll naturally on str helmets)
potentially 1 natural prefix
1 crafted prefix: mana or life (the one that's not on the first item)


Result:
Item with flat armour and flat life hybrid
crafted flat life
crafted flat mana


I can't figure out how to attach an image so you'll have to take my word for it, or check out the item in one of my public stashes



Potential second bug, but this one may be skill issue:
As you can likely tell from the above example, I've been using "exclusive" mods to pretty much guarantee another exclusive mod transferring. By putting a dex suffix on a str helmet, the warcry crit mod as the only other suffix is the only "natural" mod, and so no matter which base gets selected it seems to be nearly guaranteed.

I don't know to what extent that's intentional, but here's some observations:

- I've had items where this mod disappeared (low percentage, maybe 5-10% if that)
- I've had items where I filled some prefixes with crafted flat mana, and that too caused the warcry mod to disappear. This may be skill issue because mana can't roll on a str helmet, but I'm still surprised a CRAFTED mod would behave this way
Last bumped on Jul 6, 2025, 3:50:01 PM
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maloikhq#0749 wrote:
As you can likely tell from the above example, I've been using "exclusive" mods to pretty much guarantee another exclusive mod transferring.

These strategies for recombination were nerfed.

This was included in the 3.26.0 Patch Notes....kind of. I had trouble finding it because it was apparently only listed as "New Patch Notes" in the "Updates for 2025-06-12" spoiler, underneath patch notes for Sanctum Rewards Changes that ARE in the patch notes proper.
"
The Recombinator, when using the now Unpredictable Recombination method will result in fewer modifiers on the item on average if the input items were using many modifiers that cannot normally roll on the item, for example Veiled Modifiers or Essence Modifiers. This should result in the very top-end becoming less optimal for creating the best items, without affecting the average use cases. This change was made after the Livestream Q&A based on feedback with the intention of bringing down the top end Recombinator power without affecting it for the majority of users, this doesn't change the maximum power it can produce, just makes it more difficult to achieve.
"
Jadian#0111 wrote:
"
maloikhq#0749 wrote:
As you can likely tell from the above example, I've been using "exclusive" mods to pretty much guarantee another exclusive mod transferring.

These strategies for recombination were nerfed.

This was included in the 3.26.0 Patch Notes....kind of. I had trouble finding it because it was apparently only listed as "New Patch Notes" in the "Updates for 2025-06-12" spoiler, underneath patch notes for Sanctum Rewards Changes that ARE in the patch notes proper.
"
The Recombinator, when using the now Unpredictable Recombination method will result in fewer modifiers on the item on average if the input items were using many modifiers that cannot normally roll on the item, for example Veiled Modifiers or Essence Modifiers. This should result in the very top-end becoming less optimal for creating the best items, without affecting the average use cases. This change was made after the Livestream Q&A based on feedback with the intention of bringing down the top end Recombinator power without affecting it for the majority of users, this doesn't change the maximum power it can produce, just makes it more difficult to achieve.



the strategy I'm describing as far as I know is mostly new to this league, it's different from the exclusive modifiers from last league AFAIK

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