hey in your document it states that a veiled prefix is guaranteed to be phys% on a base with flat phys and hybrid phsy, that is not true, its very very likely but not guaranteed, i missed a veiled prefix yesterday with 2x t1 phys (hybrid/flat)
Special Mods all occupy the same spot, so on merging you cannot have more then one apply on the final result. There was a huge Reddit post that is way more indepth then our findings.
"+1 level to X" usually has a very low ilvl requirement but also a low weighting, doesn't this make them ideal for testing? If these mods are often kept by recombinators then that would suggest the recomb value is based more on ilvl than weighting and vice versa
So in a nutshell: alt spam for your desired prefixes and combine two blue bases that way until you succeed? Or alternatively annul down bases with a drop only mod e.g. temple mod until it’s the only prefix/suffix.
What happens, if you have one item with only influenced modifiers of one influence and combine it with an item with only influenced modifiers of another influence?
when pressing alt on an item that is magic or rare, it shows the names of the prefixes and suffixes as well as their tier level. for example flaring is T1 flat physical damage local on weapons.
@@homersimpsondeluxeassuming everything hits get 3 bases Get 3 items with only the 3 different T1 flat DMG prefix Combine with 1 desired base each. Combine first 2 bases. Combine the double T1 flat with last flat for Triple t1 flat. You could also do 1 addition flat base and smash that first together with the other flat base to have 2x double T1 flat base with one overlap flat to improve odds for final stage.
So in short [(prefix) t1; t1; mana] + [(prefix) t2; t3; crafted mana] = a higher chance to retain the crafted mana and hopefully 2 additional prefix mods?
3.25.1 changes only seem to affect the odds of getting better stuff. the 'new rules' that we assume exist now still apply as far as our post patch test have shown.
we haven't tried recombining with corrupted or influenced item, however i can def tell if the corrupted item is not redeemer influenced, the redeemer mod couldn't be transfered, the final item needs to be able to naturaly roll any mod transfered to it. in this example, would need to be redeemer influenced.
@@xENDxCHAOS a item cannot have 2 fractures A fracture cannot be moved A fracture can however be kept if the 50/50 keeps the fractured base and then also rolls to keep the fractured mod.
Call me dumb because wtf is this sh xD. I'm just trying to get a good claw by combining 2 claws together with mods I want from each onto one. But after looking into it it's just seems like a headache. I have an imp claw with t1 atk spd, t1 crit chnc, t3 lightn dmg +, and mana regen rate. I want to keep a prefix open for hits cant be evaded and add a t1 fire dmg onto it. Changing mana regen would also be nice. Am I even looking in the right direction?
well its a decent start, it can work out, however it could also result in any of the suffixes or prefixes vanishing. Which for any but the mana regen is bad. For a claw on that state I would recommend rolling Essences on a Fractured Base maybe. But recombing could work out too. Will just take a few attempts.
Nobody uses them anymore the old way cause of this change, which is why it's important to understand the new rules recombs are following to use them again for big crafts.
@@c-tothefourth4879 this is prepatch but assumed that the patch will just make odds better not rechange the behaviour, so that's why we wanted to get it out now, that when patch drops people are aware of the changes compared to pre 3.25
Quick and short video about recombs, hope it helps with utilising them well. They are def super powerfull, just in a different way then before.
This explains nothing.
Facts🤣
Ikr, so much fucken talking nothing is shown.
This is the thing I'm proudest of figuring out this league. Fel is a god!
this needed a LOT of examples. I don't have the first fucking clue what you are talking about
no its simple u should understand the pool , he forgot that
yeah me neither
I thought I'm the only one lol
hey in your document it states that a veiled prefix is guaranteed to be phys% on a base with flat phys and hybrid phsy, that is not true, its very very likely but not guaranteed, i missed a veiled prefix yesterday with 2x t1 phys (hybrid/flat)
thanks for noticing, its fixed.
@@CyclonDefinitiv specifically it's around 2-3% to miss a % phys.
What are the rules around special mods? Essence and unveiled for example?
Special Mods all occupy the same spot, so on merging you cannot have more then one apply on the final result. There was a huge Reddit post that is way more indepth then our findings.
useless rambling for 8 minutes with 1 example actually shown. Skip over this video guys.
Sup dud. You planning to do a short update video again on how the ggg buffs went? But nice explanation :)!
@@Gami_o7 once I stacked up some bases I plan to make a video of just combining stuff and look at final results, but don't have bases yet
Of course they are, they made them better.
"+1 level to X" usually has a very low ilvl requirement but also a low weighting, doesn't this make them ideal for testing? If these mods are often kept by recombinators then that would suggest the recomb value is based more on ilvl than weighting and vice versa
@@stillprophet7529 would be good for testing, we just invested our funds elsewhere, so we just shared our discovery instead of testing more first.
So in a nutshell: alt spam for your desired prefixes and combine two blue bases that way until you succeed?
Or alternatively annul down bases with a drop only mod e.g. temple mod until it’s the only prefix/suffix.
@@xTobsecretx that's 2 methods
A third one is using the id cloak or buying blue one mod bases
@@vayha79 never 100% but overall good
What happens, if you have one item with only influenced modifiers of one influence and combine it with an item with only influenced modifiers of another influence?
my assumption is a item will win the 50/50 and only get mods from its origin cause other can't aply
What is T1, T2, T3? Im guessing tiers of some sort, but the gear have an Item Lvl. How do you know what Tier an item has?
when pressing alt on an item that is magic or rare, it shows the names of the prefixes and suffixes as well as their tier level. for example flaring is T1 flat physical damage local on weapons.
So what would be the process to get a triple elemental claw for example
@@homersimpsondeluxeassuming everything hits
get 3 bases
Get 3 items with only the 3 different T1 flat DMG prefix
Combine with 1 desired base each.
Combine first 2 bases.
Combine the double T1 flat with last flat for
Triple t1 flat.
You could also do 1 addition flat base and smash that first together with the other flat base to have 2x double T1 flat base with one overlap flat to improve odds for final stage.
recomb values blablabla t1 1000,
BAM T1 T2 PHYS HYBRID THIS BAMB RECOMB YOU WANT T3 HYBRID RECOMB BAMB
WTF?
Tny testing on t0 mods that are not crafted (e.g. delve mods)?
@@IAMZERG transferable but not stackable( max 1)
@@CyclonDefinitiv I found the Reddit post about it after I made my comment 🤦
So basically wait until update to try and combine this 1 all skill amulet with 1 all fire skills amulet?
if thats your goal, def go for it now after the update.
So in short [(prefix) t1; t1; mana] + [(prefix) t2; t3; crafted mana] = a higher chance to retain the crafted mana and hopefully 2 additional prefix mods?
the likely outcome here is crafted mana and a t1 + t2/3 or mana and t2/3
Is this newly updated for post 3.25.1 patch?
3.25.1 changes only seem to affect the odds of getting better stuff. the 'new rules' that we assume exist now still apply as far as our post patch test have shown.
How does this work with high quality bases? e.g 29-30 quality 2h Axe
50/50 chance for bases as far as we seen
Does corruption count as part of the base?
Could i combine a max frenzy charge corruption implicit with a redeemer max frenzy explicit?
we haven't tried recombining with corrupted or influenced item, however i can def tell if the corrupted item is not redeemer influenced, the redeemer mod couldn't be transfered, the final item needs to be able to naturaly roll any mod transfered to it. in this example, would need to be redeemer influenced.
Nice work on the video!
Somehow essence mod always lost when recomb
@@viettranquang7456 we where able to transfer 1 essence mod, however items never where able to get 2 essence mods.
Essences mods don't transfer anymore. Unless base also has Essence mod? I don't know.
You cant have two essence mods on the same item
if the weapons you wanna recomb have only one prefix does it only chose one or can it add both prefixes in the same weapon?
nevermind I tested and it does work I was just really unlucky xd
@@يوسف-ك3ذ5ت it can take a prefix each and make a rare weapon out of 2 blue 1 prefix weapons
Can fractured mods be transfered? Assuming only 1 base is fractured.
Apparently they can't, there's been videos with people talking about that. It should be easy enough to verify for yourself too with cheap fractures.
@@xENDxCHAOS a item cannot have 2 fractures
A fracture cannot be moved
A fracture can however be kept if the 50/50 keeps the fractured base and then also rolls to keep the fractured mod.
@@CyclonDefinitiv so the fracture does nothing on recombinator
@@itsallinthepast2944 well it can help make absurd items, but its very expensive. the only corner case i see is double temple or breach/delve mod
Thanks for the info, have a kick ass rest of your league 👍
can it take crafted mods. i assume no.
@@DeputyFish yes crafted mods can be recombined and pre 3.25.1 where very lightly to be retained. Will need testing how likely they are now
Call me dumb because wtf is this sh xD. I'm just trying to get a good claw by combining 2 claws together with mods I want from each onto one. But after looking into it it's just seems like a headache. I have an imp claw with t1 atk spd, t1 crit chnc, t3 lightn dmg +, and mana regen rate. I want to keep a prefix open for hits cant be evaded and add a t1 fire dmg onto it. Changing mana regen would also be nice. Am I even looking in the right direction?
well its a decent start, it can work out, however it could also result in any of the suffixes or prefixes vanishing. Which for any but the mana regen is bad. For a claw on that state I would recommend rolling Essences on a Fractured Base maybe. But recombing could work out too. Will just take a few attempts.
Pretty much not OP nobody use It anymore
Nobody uses them anymore the old way cause of this change, which is why it's important to understand the new rules recombs are following to use them again for big crafts.
the recombinator sucks like hell. it always takes the worst stats for me and even turns 2 decent rares into one bad magic item. such nonsense.
Is this post patch? If not isn’t this basically out of date now.
No. Check the video at 0:54
@@c-tothefourth4879 this is prepatch but assumed that the patch will just make odds better not rechange the behaviour, so that's why we wanted to get it out now, that when patch drops people are aware of the changes compared to pre 3.25
Yikes.
me waiting for recomb that +1 all spell skill wand.
I did it after the patch and first brick second attempt with a spare wand in stash hit.