Was there a change to Recombinator ?
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In 3.26 when you have an isolated temple mod-suffix on gloves (for example dmg against chilled...) and it was on a str, dex, str/dex base (so int cannot roll natural it was possible to always transfer the temple-mod to a new base.
You rolled int essence (not the highest, just second or third best essence) and than isolated int. With two gloves, both 1 suffix (temple-mod on gloves-a, and int on gloves-b), you have 2 suffix in pool, but int cannot be picked, so u always get temple-mod back on the suffix after recomb. This method also worked with other mods, for example Global-Defence (grasping mail mod) in prefixes after first successful recomb you can use es/evasion/armour/mana essence, depending on the bases you use. Doesnt work with grasping mail recomb, cause of triple-base. Now in 3.27 i did the same with Gloves and Temple-Mod. First worked fine and got temple mod on highes str/dex base (wyvernscale). With 3 Prefixes and 1 Suffix (temple-mod) tried to fracture and hit 1 prefix. Now with 3.26 method, u prepare second gloves (wyvernsacle) with int-essence. With gloves-a fractured prefix and only temple-mod suffix + gloves-b only int in suffix i used recombinator again. The expected result from earlier leagues, and 3.26, was that the temple-mod would transfer 100% to the new base and it can happen that the "failed" fracture stays, but it will dissapear after doing this method over and over. In 3.26 it counted as 2 suffixes in pool for recombinator, so you have 0% chance for a 0 suffix outcome, but only temple-mod can be picked. This time in 3.27 i got a 0 suffix outcome with this method. So this makes me believe that they changed something with Recombinators and how some mods are counted into the pool for suffixes/prefixes, but i cant find it in the patchnotes for 3.27. Anyone else with same experience in the new league with recombinator not behaving as in 3.26 ??? It would be nice to know something like that before investing multiple divines into some crafting steps. As said in 3.26 this was a 100% method to transfer special mods on new bases. even working after failed fracture attempts if prepared right. Just would like to know what changed here in 3.27. Last edited by eXtaler#0441 on Nov 9, 2025, 9:21:40 AM Last bumped on Nov 23, 2025, 12:07:46 PM
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Would also like to know if something was changed...
Have seen some posts suggesting some change/s but no proper evidence yet. In OPs case: There may have been a tiny chance to get 0 mods in that situation before (respective reddit compendium or some other post/s said something like that or so) so this doesnt look like definite proof of change yet to me. No wonder it's lost, it's in the middle of the jungle! Last edited by Zrevnur#2026 on Nov 9, 2025, 8:40:07 PM
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Change essence tags
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What do you mean?
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Some entities have had their tag changed to -Essence- and are now not eligible for guaranteed transfers because they are in the same group as special mods from items.
Translated using an auto-translator. |
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" Ran into the same problem using the same 1 T1 fractured prefix (it does not exist as an essence mod) on 2 bases and a combination of T1/ T2 crit chance and crit multi with essence attack speed from Zeal essences. 1p/2s + 1p/2s gave me a 0p/2s output for some reason. I also successfully did this craft twice a week or two ago so I know you can have the fractured prefix + essence suffix. |
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Sounds correct. Mods can transfer or not. It doesnt matter since 3.26 if they are in a special pool or not. Only thing that matters is what kind of TAG a mod HAS. Example: if I try to recombine int-gloves with str-gloves, and the str gloves have flat armour (regular tag), if the recombinator choose the int-gloves, it will NEVER transfer the flat armour into them. Unless it is a not normall rolled mod, aka if it has the tags of "essence", "subterean/delve", "fractured" but not sure about this, "crafted" from bentch, "chosen" from immortal syndicates, "beast/beast added/avian and crap like that", "exotic slams/of shaper/of retarded guardian" (this more cmplex so ignore it for now... Those will transfer.
Second example: if I have an int-glove and recombine it with a str-glove and one or the other has a flat armour mod that was not rolled normally, it is rolled with exotic methods, aka it has the tag "essence" or you have added it with bentch craft, it has the tag "craft", and the recombinator chooses the int-gloves, the flat armour mod now has a chance to be present in your int-gloves. They did this, because before 3.26, players used this trick to fill items with essence mods or beast craft mods and be sure that they won't be picked to transfer, so the chances were: either a)the other mod you want to transfer is indeed transfering, or b) none transfers but you get an item you can still use in next recombine. After this change now there are more options: c)only the non native but exotic tag mod transfers and d) both mods transfer and you got bricked (unless it was a a bentch craft which you can remove). recombinator always results rare item. So it MUST have at least two mods. That though doesnt mean 1p and 1s. And because you recombined 1p/2s + 1p/2s you got a rare item with two modes that happened to be 0p/2s. But if you were combining 1p/1s+1p/1s then surely you will get at least 1p/1s. It will never be 0/1 or 1/0 that's magic item to start with. But in general there are rare items with just 1 mod, but those cannot occuer from beast crafting aka splitting or recombining. People with better knowledge in recombinator and better English language knowledge can explain it better than me or fill in what is missing. To give a short answer of what I think happened to you is: fracture mod can be pressent with "essence" tagged mod, but it was just not picked to be transferred even if it was present and same on both of your items. The real question is, how rich are you, that you recombining double fractured mods???That is why we got recombinator so we dont have to fracture the mod. I like standard. Last edited by Spacecom#5362 on Nov 23, 2025, 1:13:48 PM
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