suggestion for the recombination mechanic

as of now the recombinator is extremely weak, all because of a single component: the success rate.

i would say boost the overall success rates but then it would break the balance and upgrades would be extremely fast (if the success rate is a lot higher)

what i suggest as a way to offset the values is the following:

create a bunch of new items that are expedition drops only (i would say from logbook expedition only but i don't know if it would be balanced) and then use those items only for the recombinator, it's effect will be something akin to a boost of success rate, there will be different tiers the same way there is different tiers of runes, each tier will have a set increase of success rate

here an example:

lowest tier [T1](the most common one to find, even outside of the logbook expedition) will give 5%

lower middle tier [T2] (a bit rarer than the T1) will give 10%

middle tier [T3] (overall rare drop akin to a high level gem) will give 15%

upper middle tier [T4] (a drop on the level of a divine orb) will give 30%

high tier [T5] (a drop extremely rare on the level of a headhunter drop) will give a whopping 50%


this is my idea on how to improve the recombinator
Last edited by hakurio#3013 on May 24, 2025, 8:46:07 PM
Last bumped on Jun 6, 2025, 12:10:16 AM
I like the idea of having specific items from expedition be used in boosting the success rates, but we already have those items. The currency used.

What they should do is allow us to use the exotic coins, sun artifacts, or a combination of the other 3 that have no other use than to buy items from the vendors.

Allow us to go up to 100% based on how much of a specific item we use. For example, exotic coins are the rarest of the 5 currency that drops, use of 1 would boost your rewards by a specific amount (to be determined based on the tiers of the skill(s) you plan to select for both items). The higher the tiers you want, the more of said item is required.

The said can be said with other currency as well, allow us to mix/match currency to give us the best results. Or assign point values to each one and require us to hit the point count in order to guarantee the outcome (point value determined by combination tiers)

In this case, let's say we use a tier 6 (pre 2.1) and we use a tier 4 on a item level 80, this I believe usually gives us a 30% chance out of 100. Well let's say that it requires 100pts to hit this % of chance, and a BCA is only 4pts. this means we need to use 25 of them in order to attempt the recombine. If we want more, we can add more (in this case around total of 300pts) to increase our % to succeed all the way up to 100%, meaning we need roughly 75 of the parts to succeed.

Not only would we be rewarded with the item we want to make, but also be a currency and time dump for players as they will be more inclined to buy the items for vendors and increase the need for people to do expeditions

This also will give a higher demand for the expedition items/maps and players will have more items of higher tiers available allowing for higher content to be completed.
The entire process needs to be changed.

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