Ideally, the "random stat" on a crafted item will just vary its usefulness to specific builds/classes. But it's all speculation until the game's released and we all play for a while.
I believe it's possible for an item to have +30 Vitality and it's twin-brother (same recipe, random stats) to have +40 Vitality, while the first has +50 Poison Damage and the second has +35 Poison Damage, but they're pretty similar and if they're strong compared to Legendaries (stats wise) and fit people's builds/needs they'll probably be able to go head-to-head to those drops, even at the Auction House.
The randomization system in Crafting is the same one that's used while dropping. For the best of the best stuff, even in crafting, the design is (in theory) that the items will spawn somewhere between awesome and awesomest, with a low-to-null chance of getting something worthless.
The best stuff will be a lot more specific, think "Super-awesome-Barbarian-sword pattern" more than "level 60 expensive-sword-of-who-knows-what pattern." You're always going to get a good Barbarian sword out of the pattern, but it might not be a perfect Barbarian sword. In this regard it becomes more and more of a gamble the better your gear is.
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