In the spirit of arguments as far as the randomness not working or being "fair enough". I have tested with 12 reds on a weapon trying to get 1 specific viable good role from a red 2d8 slashing or Bludgeoning. My rolls were as follows:
1) 2d4 Acid
2) 2d12 Fire
3) 2d4 Sonic
4) 2d12 acid
5) 2d4 cold
6) 2d10 Bludg
7) 2d12 Acid
8 ) 2d8 Piercing
9) 2d8 Fire,
10) 2d12 Cold,
11) 2d8 Bludgening,
.......and the final 12th one was the exact 2d8 Slashing roll I desired. If your trying to get 1 specific roll or damage type of course its gonna take multiple stones to make it work but, it will. These weapons are still on my crafter minus the 2d8 Bludgening roll. I keep the rolls I don't want for weapons for in the future. Its all about the way you look at things. You guys see wasted rolls I see potential for Trade! You can take these weapons and post them into the Market and wait for someone who needs a roll and trade a red for it. Someone may be needing your 2d12 roll or 2d6. I personally like using 2d6 so I can up the mass crits. My thoughts on the matter are as follows:
-If we are to change this function that Driller has
ALREADY made it so we
NO LONGER get: 1d4, 1d6, 1d8, 1d10 rolls.....So there really is only 1 bad roll left that thats a 2d4 and now everyone is asking for that to be pulled out of the loop....why? Because with your 3-4 reds you can't get the 1 specific roll of 2d8-2d12 roll every time you want?? If this is the case a drop down menu needs to be created instead of altering the Forge Script and causing Forge bugs (like my fully crafted +6 ab Heavy Flail that I took the first hit on by testing the first ever blue crafted.....Your welcome for that one lol). Just make it a choice of 2d8, 2d10, 2d12. So than
EVERYONE can have a good fully rare forged weapon?
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Also just wondering but, how do you guys plan on making your craft skill move up and down by the way??? Forcing dependency on a Item, is not a good answer just to get that out of the way ahead of time. In order for this change to work now instead of only having to make one crafter now I gotta make 2 or possibly even 3
JUST for a weapon??? One that can craft in the 50s-60s and other from 70-80 So from what I've seen most people are making there 120 craft builds around a hammer that has +15 to craft. That hammer only servers one purpose and that is so you don't have to level your "Feat Starved"(btw if you do it right not really Theres 4 differnt versions I have and 2 others have made.) crafter build early. You can level them to 32 than stop. Anything beyond 80 craft is
WASTED Skills just like if you put 80 points into Tumble your only gonna get a return of 8 ac not 16.
-I really looked at the pro's and con's on this one and yes being able to pick what I want from a menu sounds nice and easy but, it
diminishes the value of my really good damage rolls I've gotten and will get in the future. That has always been a slight increase in dopamine for me because it I'm always excited and nervous when crafting any weapon. You dont know and nothing is more fun than the unknown! Just because I get my 2d8 forge roll doesn't mean I was home free on that weapon. After that I had to put Mass Crits on it which is random and has the same risk/reward. Than even after I get everything perfect on the weapon (I got 2d12 or 2d10 on that weapon) There's still the added threat of adding the blue which has a small chance of turning into EB (which is still good and usable it only needs to be buffed to a +10 with cleric buffs and its like a +10 damage bonus).
Point being Every other stone has a random feature to it and once we start down this road its a slippery slope. Next you'll want to be able to pick a ability from a yellow, you'll wanna choose your Mass Crit roll as well because, if were gonna do red why stop there. We can Make purple have fixed values so its a random not so random stone. If Driller does go down this route as I said a Drop Down Menu would be more preferable just rip the whole craft skill away and just give us the Menu.
P.S.
-All those weapons are Rapiers and are for sell while supplies last