The change to receive affixes on crafted items should scale with your profession level #5

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opened 2026-07-09 15:44:34 +00:00 by denise · 1 comment
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Current State

There is presently a flat chance to receive affixes on any crafted item, regardless of the actual skill of the player. This reality creates both an opportunity to break early-game economy by crafting low-tiered items at scale, and players can simply bypass the need to farm in the same manner.

Desired State

The chance to receive an affix on a crafted item should scale both with the crafted item's level and the skill of the crafter. This loosely mimics the Masterwork system in Dwarf Fortress. By implementing this feature, the early game and late game issues should be resolved while increasing immersion while crafting, discouraging low-level item spam for easy gold, and encouraging players to craft Masterwork items as their chance to roll an affix should be high.

The chance to roll an affix should be a sigmoid curve that approaches a ninety-percent chance to roll an affix, with the chance to roll each additional line following a similar curve, but the ceiling shall follow exponential decay. So at max level with high iLvL items, the chance to roll affixes should theoretically be 90%, 70%, 40%, 20%, or 3%. I have not verified these counts, so do not take my word for it. This remains to be refined.

Furthermore, any item crafted should have its chance to roll class-relevant affixes be highly biased towards the player class of the crafter. With the chance also following a sigmoid curve. At lower levels, it should be expected to see irrelevant affixes.

### Current State There is presently a flat chance to receive affixes on any crafted item, regardless of the actual skill of the player. This reality creates both an opportunity to break early-game economy by crafting low-tiered items at scale, and players can simply bypass the need to farm in the same manner. ### Desired State The chance to receive an affix on a crafted item should scale both with the **crafted item's level** and **the skill of the crafter.** This loosely mimics the **Masterwork** system in Dwarf Fortress. By implementing this feature, the early game and late game issues should be resolved while increasing immersion while crafting, discouraging low-level item spam for easy gold, and encouraging players to craft **Masterwork** items as their chance to roll an affix should be high. The chance to roll an affix should be a sigmoid curve that approaches a ninety-percent chance to roll an affix, with the chance to roll each additional line following a similar curve, but the ceiling shall follow exponential decay. So at max level with high iLvL items, the chance to roll affixes should theoretically be 90%, 70%, 40%, 20%, or 3%. I have not verified these counts, so do not take my word for it. This remains to be refined. Furthermore, any item crafted should have its chance to roll class-relevant affixes be highly biased towards the player class of the crafter. With the chance also following a sigmoid curve. At lower levels, it should be expected to see irrelevant affixes.
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Moved to mod-random-enchants#13 — craft affix logic lives in that module (OnPlayerCreateItem, rollCraftAffix, AffixCount.Craft).

Moved to [mod-random-enchants#13](https://vcs.ablationsystems.com/denise/mod-random-enchants/issues/13) — craft affix logic lives in that module (`OnPlayerCreateItem`, `rollCraftAffix`, `AffixCount.Craft`).
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denise/mod-illidari-difficulty#5
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