Issue with 2H weapon Phys crafting: something is wrong with mod weight/recomb
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Hi,
I've spent a good part of the 2 last league crafting Two handed Axes and trying to roll with alteration the following modifiers: 1st issue: low weight mods the weight of the physical modifiers is way too low: T1/T2 PREFIX increase physical T1/T2 PREFIX hybrid mod phys/accuracy The "inc phys" modifier is definitly not the same weight with "hybrid phys/acc". the "hybrid phys/acc" is 10 times rarer than the "increase phys" modifier. In average, I roll 10 T1/T2 increase phys for only 1 1/T2 hybrid. I can roll 10 000 alteration without seeing any T1 hybrid. This is mostly driving my inner self crazy 2nd issue: recombinator I recombinated hundred of magic 2H axes with: T1 flat phys T1/T2 hybrid phys/acc The recombination always keep the T1 flat phys. The recombination will NEVER give you only the "T1 hybrid" without the "T1 flat phys". If you are super lucky, it can give you both modifier, but sometimes after more than 15 tries... conclusion: the weight of the modifier strongly impact the result of the recombination. It shouldnt be the case. harder rolling mods shouldnt be easier to be deleted by recomb. It should actually be independant from the weight of the mod, if not "easier" to keep rarest mods. I think there is an issue with recombination somewhere. It's horribly bad for crafting phys weapons where it's so easy to craft any other triple mod weapon... Last bumped on May 4, 2026, 10:50:27 AM
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