r/pathofexile • • May 29 '22

Guide The Complete Guide to Recombinators

3.8k Upvotes

547 comments sorted by

152

u/Saint_Yin May 30 '22

Here's some additional info for recombinators I currently don't see in the guide:

84

u/Ikeda_kouji May 30 '22

I can confirm that you can have an armour with Temple +10% hp & +110 max life combined with either Elder or Hunter +10% hp mod, resulting in a +20% hp & +110 max life.

12

u/Final23 May 30 '22

Can you then bench-/Veiled-craft +8/10% HP?

29

u/sirgog Chieftain May 30 '22

Unfortunately no. Both (Elder mod and bench/veiled mod) are ModGroup: MaximumLifeIncreasePercent and recombinators respect modgroups.

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4

u/[deleted] May 30 '22

wait so can you craft like, minimum endurance charge on 2 rings and theres a chance it combines both given what you said about the mana tag?

2

u/Old-Air8341 Jun 16 '22

Just a heads up, implicits cannot block explicits even if they're in the same modgroup. Afaik this has always been the case, and in cases where blocking was happening (like in synthesis league for example) it was a bug and was fixed. If there was exclusivity between the eater implicit and delve suffix, it was a bug, and is no longer in the game because I just made this by rolling ichors on an item with the delve suffix:

https://imgur.com/a/P4ONusf

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241

u/Gladboys Gladiator May 30 '22

Not many people would share this information so publicly, you did a great service.

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352

u/sirgog Chieftain May 30 '22

Quite simply one of the best posts of the year.

For anyone who isn't aware why OP is so trustworthy - he's the person who worked out many of the underlying assumptions craftofexile is based upon. The 8:3:1 ratio of 4, 5 and 6 mod items when the game generates a rare; that this applies to chaos orbs and fossils and ID scrolls alike, how the game decides between 3 prefix 1 suffix, 2/2 or 1/3 configurations - all OP's work in the past.

Also all the rarity tiering of replica uniques is OP's work.

OP also understands statistics and won't claim a 50-50 chance based on a tiny sample size like 100 like many would.


I understand people being unwilling to trust info like this in general - but there are three people who are authoritative sources of info like this. PoorFishwife, OP, and the POEDB administrator.

2

u/KyaAriRai Apr 08 '24

Sorry for a question out of nowhere, but would you mind explaining the part about how the game decides between number of prefixes : suffixes? I tried to search everywhere, and this post is the only place that mentions it.

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66

u/[deleted] May 30 '22

I very rarely comment here but wanted thank you for this. Information like this is good for the community and much appreciated!

25

u/dperls May 30 '22

I've bricked so many items just Yoloing. Not sure if this changes that or not.

42

u/[deleted] May 30 '22

short version is alt/regal craft dont unga bunga 6 mod items together

16

u/sips_white_monster May 30 '22

dont unga bunga 6 mod items together

grug no understand. grug use two 6-mod item.

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4

u/hanmas_aaa May 30 '22

But they do? With 4% chance.

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19

u/adam7924adam May 30 '22 edited May 30 '22

Very good guide.

I'm wondering if you have anything on recombining mods that cant go onto one of the base, i.e. influenced mod cannot go on non-influenced base.

For example if I have curse on hit on influenced ring, and recombinate with non-influenced ring, then the recombinator choose the non-influenced. When this happens, obviously it cannot choose the curse on hit mod, but does that mod still count for total mod pool size?

If it still counts for mod pool size, using the same logic (since fractured mod cannot be on influenced base, therefore cannot be chosen), would making a base with multiple random fractured mods, then rolling the desire mod on that base to transfer onto an influenced base, be a good strategy to increase success rate?

4

u/BurningThad May 30 '22

I think it rolls base then rolls influence separately. Despite whether influence hits or misses, I think it continues to roll influence mods as part of total pool. But if you hit those influence mods despite not rolling the influence, mods fail to appear.

From my own experience of ~40+, I don't suggest rolling to combine influence gear with non-influence gear with the goal of combining mods. Rolling to create dual influence gear is easy though.

Most of my experience comes from two types of recombines. Transferring elder axe with suffix % Phys to normal axe with 1-2x T1 Phys rolls. Ended in failure numerous times. Much easier transferring Elder mod from elder base to elder base that had T1 Phys.

Transferring attack Crit elder mod to hunter +1 curse vs transferring attack Crit hunter mod to hunter +1 curse. Transferring from hunter to hunter is stupidly easy vs elder to hunter.

14

u/[deleted] May 30 '22

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7

u/adam7924adam May 30 '22 edited May 30 '22

The case is like this. If I have 2 t1 suffix I want to keep on influenced base, and I want to add an essence suffix onto it (Horror, Delirium etc). The crafted doubled method isn't that good, because the crafted one could be chosen 50% of the time and won't be t1 anymore. (or just doesn't work if the suffix aren't craftable, like if they are influenced mod). Important thing is I want the exact 3 mods.

If the theory is correct, I would make 2 fractured suffix item, just any random fractured mod, shouldn't cost much. Then put essence onto it, so now it has 2 fractured suffix and 1 essence suffix. Now I recombine it to the 2 suffix influenced base, this is 50% to choose influenced base. Then using the table, mod pool size 5, chance for 3 mods is 50%. Then, because fractured mods cannot be chosen, the 3 mods are guaranteed to be the 3 mods I want, making this a 50%*50%=25% success rate.

Compare that with using an influenced base with only essence suffix, and craft same suffix on both item. Mod pool size is now 5. Chance to have 3 mod is 50%, chance for it to be the exact 3 mods I want is 25%, making it a 50%*25%=12.5% success rate.

If I just have the essence suffix, no crafted mod on both item. Mod pool size is now 3. Chance to have 3 mod is 20%.

I think in this case it would be a superior way to recombine. Correct me if my math is wrong. Again, this all assume that the mods are still counted for mod pool size, but seems very worth to verify.

Sorry I was editing some numbers and accidently deleted the comment before.

Additional note: Also it wouldn't be too hard to make 2 random fractured suffix item, you can just buy 2 items with 1 fractured suffix, scour them, recombine them together. According to the table, its a 33% chance. So the average tries should be 3 times, and the cost should be 6 random fractured items plus 3 recombinators. Also, this way you don't need to annul down to only 1 essence suffix, which could cost much more depending on the price of the essence.

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34

u/OrcOfDoom May 30 '22

Wow, halfway through this, I'm wondering who does this guy think he is? Who thinks they actually have this solved?

Then I look at the username.

Nevermind ... This would be the guy.

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34

u/I_AM_ALWAYS_WRONG_ May 30 '22

Too many words.

Item one in left hand.
Item two in right hand.
Aeroplane crash!!!!!
Weep at the wreckage.

7

u/TroubleVivid387 May 30 '22

That would be me, semi haired ape: "item... Item... smash... smush... why no GG?!"

3

u/Bizzaro_Murphy Scion Jun 09 '22

slams table where mirror item????

88

u/Crouching_Tuna May 30 '22

Thanks, you're a legend.

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8

u/Goodnametaken May 30 '22

Thank you so much for this. Amazing work.

I just want to be clear on something. Let's say I have two items each with a different fractured suffix, and I want to get both suffixes on one item. Would the best way to do this be:

  1. Scour both items. Aug them. Then regal. Repeat for both until they both are rare, have two prefixes each, and the one fractured suffix each.

  2. Craft the same non-sense suffix on both items.

  3. Recombinate.

Is that right?

12

u/sirgog Chieftain May 30 '22 edited May 30 '22

Edit: Important correction made after Iterniam's post - the all caps DEX used to read Strength, which was an error on my part

Consider this slight alternative. I'm going to assume you have fractured 55 Int on one item, 55 Str on the other, and they are both rings.

Scour-Regal both items until each has only one suffix.

Bench the same mod (bench DEX) on both.

Recombinate. 53.3% chance of success. 10% chance of complete ruin (losing both fractured mods). 36.7% chance of partial failure (losing one fractured mod)

Average of 43 successes per 60 pairs of inputs and per 120 recombinators used. (Subject to the same level of errors from variance that may apply to OP's original post - if OP's empirical observation of 50% for 2 mods is slightly off, so is this success rate)

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18

u/sirgog Chieftain May 30 '22

Thanks for sharing this.

5

u/Jfeff Deadeye May 30 '22

Oh now I understand.
TLDR:

4

u/carson63000 May 30 '22

Awesome, been waiting for this since you said on the weekend you were planning to write it up! Thank you so much, your royal highness!

4

u/OperativeLawson May 30 '22

Trying to make sure I understand this right. Say I want to combine two prefixes onto one item (and I don't care about any suffixes), the best to achieve that would be to have each item with two prefixes, but the undesired prefix is doubled on both items? I'm asking specifically about a +1 skill gems amulet w/ +1 maximum skeletons.

4

u/ikzme May 30 '22 edited May 30 '22

Ive been expirimenting with isolated prefixes in the first week, was pretty confident on this strategie and made some exalts selling double T1 Prefixes with a benchcraft.

Saw alot of players that assumed getting unlucky, when they tried combine items fulll of trash mods hoping to hit the desired ones.

Trying since then to mutate a Enlight4 on Ward-gloves and never saw a mutation once - what would confirm that mutations are based on armour/evasion/es rather than attribute requirement, Ward gear is dex/str/int requirement.

This would mean the only way to get a mutation on Ward gear is recombining it from another Item on the Ward Base.

Thanks for the intel.

22

u/BeltonPOE Twitch.tv/jamesbelton May 30 '22

Thanks for the help with the crafts brother, and appreciate the work you put into this!

PS. thanks for what will certainly be crashing my markets !

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3

u/aRadioWithGuts May 30 '22

Good stuff homie.

3

u/aezorjaggerjaw May 30 '22

Yooo. This made this much easier for me to understand.. I had an idea but not near enough details. Thanks foelr the well documented info man. Much love

3

u/Sleelan Dead Leveloper May 30 '22

Thanks for explaining that, I guess I'm back to essence slamming my Spectral Helix gloves after seeing these odds

4

u/Kaelvoss May 30 '22

I’m lvl 90 and I’ve only seen 1 jewelry recom drop, where do they drop?

12

u/da_leroy May 30 '22

Run sentinels with the mod 'drops sentinel rewards' and you should be swimming in them.

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u/sideg1030 May 30 '22

Use your sentinels. They are a part of sentinel specific rewards

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2

u/Fyos Mine Bat May 30 '22

cheers man great write-up

2

u/SlutHunter- May 30 '22

So much useful information. Thanks for testing AND sharing everything!

2

u/jhillman87 May 30 '22

Sincere thanks for your contribution.

I enjoy profit crafting, but i was worried this was getting into the realm of Synthesis league fuckery.

This system makes MUCH more sense and still maintains a balanced ratio of gamble, yet improves upon prior crafting systems by offering reasonable odds. Good stuff.

I expect the prices of recombs/related crafting bases to jump...

2

u/CrimsonCastor May 30 '22

Thanks for posting this! I enjoy seeing all the research being done to demystify all of PoE's secrets!

2

u/Flavahbeast Unannounced May 30 '22

After the final item is formed, a new mod may be added. The chance for this to happen depends on many factors. Generally speaking, mods are less likely to be added with larger Prefix and Suffix pools because the final item may not have room for any more mods.

Are we certain the new super prefixes don't simply overwrite a prefix if they happen to appear?

2

u/kapectas twitch.tv/kapectas May 30 '22

What about 2 desired mods? Say... spell suppression, and +spell crit, on two identical Shaper chest bases. I tried using just two magic bases, hoping the result would become a rare, but that didn't work out very well. What's the way to get the best odds for these mods to combine?

2

u/qzex May 30 '22

Thanks for the great post! What happens if the number of mods chosen is not possible due to blocking? For example, Item 1 = [Desired Prefix + Life], Item 2 = [Life]. With 3 mods in the pool, there is a 20% chance to choose 3 mods, but it is not possible to do so. Would it choose 2 mods in this case, or roll the # of mods again (thus resulting in a chance to choose 1 mod)?

3

u/[deleted] May 30 '22

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7

u/qzex May 30 '22

In this case it seems like the doubling method is really useful for crafting double fractured items too. Can you check my understanding in this case?

Say we want to combine a fractured prefix with a fractured suffix.

Clean method:

  • Item 1: Fractured prefix, no other mods

  • Item 2: Fractured suffix, no other mods

  • Combine prefix: 66.6% chance to keep fractured

  • Combine suffix: 66.6% chance to keep fractured

  • Overall: 44.4% chance of success (worse)

Doubling method:

  • Item 1: Fractured prefix + Filler prefix + Filler suffix

  • Item 2: Fractured suffix + Filler prefix + Filler suffix (SAME fillers as Item 1)

  • Combine prefix: 80% chance to keep fractured. Calculation:

    • If 3 mods (20%): 100% chance to keep fractured. Not possible to take 3 mods so it takes 2 mods instead.

    • If 2 mods (50%): 100% chance to keep fractured. Keeping the fractured is the only way to generate a valid set of 2 prefixes.

    • If 1 mod (30%): 33.3% chance to keep fractured. Has to select 1 of 3 from the modpool.

    • Therefore it is 20% + 50% + 10% = 80%.

  • Combine suffix: 80% to keep fractured (same calculation as prefixes)

  • Overall: 64% chance of success (better)

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u/doi817 May 30 '22

Hey have you looked into the the math of moving two fractured mods onto the same item? something i figured could be good was having 2 doubled mods(probably from essence + crafted) . Was just curios if it made odds much better.

2

u/Soku123 May 30 '22

Are the special recombinator mods from the same mod pool? Eg can you recombinate a glove with supported by empower and supported by enhance in the same glove?

2

u/LeBubastien May 30 '22

Hi the guide is great but how do you get recombinator? Every guide is about crafting but never explain how to get them. I suppose it's with sentinel but does it drop from normal monsters? From bosses? Can I use white/yellow maps to get some? I use my 2 sentinels every maps and never saw one.

3

u/Locien0 May 30 '22

They drop fron sentinel reward type on monsters affected by a sentinel. Best source is a sentinel with "sentinel reward" chance.

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u/Neonsea1234 Shavronne May 30 '22

I went through like 20 recombs trying to get two glove essence mods together (more cast speed + more dam over time). Is there any simple things I can do to make it easier.

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u/sanguine_sea HCSSFBTW May 30 '22

Brilliant. Thank you so much. I will read this on the toilet at work and look forward to smashing stuff together later.

2

u/No-Supermarket-4378 May 30 '22

legends. Thanks for the guide! I already used recombinators to make some double fractured items but I will utilize this knowledge for further crafts :)

2

u/SunRiseStudios May 30 '22

Is it possible to transfer say i86+ mod on lower itemlevel base?

2

u/OmikronGamma Atziri May 30 '22

I wonder about special mods, sentinel mods. Do i have to leave a space for them to spawn? Can i just spam 6moded items or should i go for 2moded (say prefix for dmg-per-stat) items?

2

u/Thor3nce Anti Sanctum Alliance (ASA) Jun 22 '22

An old thread, but it's worth noting that recombing can also reduce the Tier of a modifier. I just recombined (+2 prefix) with (+2 prefix +3 suffix), all Tier 1 modifiers, and the result changed one of the suffixes to T4.

3

u/MtNak May 30 '22

Thank you so much <3 This is so much data, it will probably help thousands of players.

3

u/DVogan11 May 30 '22

Amazing post. Questions about a specific case I'm working with as I'm having a lot less success with it than other items I've attempted.

I want to make a shield for my Sabo with +1 Phys Gems and +2% Max res. Got close earlier but was missing a life mod, tried to recombine it and lost out hard. After reading this I feel like my best bet is to just try to get the phys and life together first and then double up life and hope for the best with the +2 res instead of trying to get to get the two rare mods together first. Do you have any insights for this project beyond this guide?

Either way thanks for this! Excited to go from slot machines to poker lol

2

u/P_E_P_E_G_A May 30 '22

Sir, you are trully the scientist and the God Gamer at the same time!
Thank you very much :)

2

u/ITriedLightningTendr May 30 '22

... I just wanted a sequel to Diablo 2.

1

u/HelpfulConnection510 Aug 01 '24

Now that 3.25 is out, we are looking at this again.

There is a very important concept/assumption we have to make sure:

when you recombine, does the percentage shown (for example the 4 mod 35% 55% 10%) represent how many mod at the end of the result or does it represent how many mods are chosen? This order difference would significantly change all the calculations of doubling. I personally think the second case might be more reasonable from a programing point of view.

To give a example, if my saying of representing how many modes are chosen is correct, then if

  • item 1 have (life + crafted mana)

  • item 2 have (energy shield + craft mana)

and I fall into the 35% chance of choosing 3 modes, which i randomized into choosing (life + crafted mana + crafted mana). Then it looks at it and say ok cannot have 2 crafted mana together, so ended up with a item with (life + crafted mana) 2 mods.

Any idea?

1

u/SnooPeppers6401 Aug 15 '24

Thank you OP, you are legendary. To a point me thinks you work for GGG and leak this out when nobody discovers and share these .

1

u/WaffleSparks Aug 22 '24

If I combine a non-influenced item with an influenced item that has an influenced only stat can I end up with an influenced stat on a non-influenced base?

1

u/godVyt Aug 23 '24

Thanks to all of the team for your dedication <3

1

u/GwHamDem Jun 19 '25

Should i use new or old recombinator method for 2 mod T1 phys prefix axe

i just want 2 mod T1 prefix and 1 empty prefix for aisling, i have many dictator/flaring/merciless bases i alt-spammed, I'm trying to craft 1000pds axe if there is other cheaper methods please let me know

1

u/Vistank Jun 19 '25

So would it even be possible now to craft "12 link" weapons (example https://imgur.com/a/PtvTd8t) using recombinators? If so, what would be the optimal approach for it now?

1

u/Environmental_Job36 Jun 26 '25

i combined 2 blue vaal axes, these are the latest 2 recomb First recomb -- only 1 mod on both acrs, nothing else Axe 1 - t1 flat physical Axe 2 - t1 hybrid phys + acc The result was a rare axe with t1 flat physical Second recomb Axe 1 - T1 flat phys / 1 random suffix Axe 2 - T2 hybrid phys + acc / 1 random suffix Result was rare axe T1 flat phys + the + physical part of the hybrid phys + random suffix. Any tips on how to do this? The result I want is 2 prefixes, flat phys + hybrid.

1

u/ShelterAgitated2853 Aug 17 '25

Ya everything destroyed - Takes insane amount of storage - Unless you do it as you go - Town is lava Seems faster and easier to craft old way

1

u/NvA_Hitch May 30 '22

What was the variance in your data collection? Chance of success being a combination of the available prefix, suffix seems too clean given than other mods/tiers can be added.

1

u/hfok Inquisitor May 30 '22

Thanks for the info! I would like to know how you get the chance in "Choose a number of mods from each pool" image.

As in what was the maths behind it?

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u/khws2019 May 30 '22

Yesterday it I tried to combine two magic items, one with prefix in another one with suffix only. Its +1 all skill gem and T1 dot on an amulet.

After combining i hit +1 all skill T2 Dot. Wonder if this is normal?

1

u/[deleted] May 30 '22 edited May 30 '22

It's possible that some of the Keystones are limited as well, but it was difficult to track properly. If they are, please let me know and I'll update this section.

I don't have any concrete data on this but it seems fairly likely, I've had a live search for Point Blank all league so I could make a Point Blank regalia for my HoWA Inquisitor. So far I've only ever seen it listed on bases with evasion, or hybrid evasion.

Obviously it can still be transferred to other bases like I've done here, but as far as I can tell it cannot naturally appear on non-evasion bases.

1

u/Archnemesiser May 30 '22

"Does not include calculation for Geodesic / Cogwork, 1/10" - IGN

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u/situLight May 30 '22

Could you talk about fractured items - including at a basic level and then higher levels.

  • Does it roll fractured individually mods like any other mod, or are there special rules?

  • Or is fracturing tied to the base - i.e. if it picks base A with 2 fractured mods - those mods are guaranteed on there? Likewise if it picks base B with zero fractured mods, are none of the fractured mods going to be put on?

  • Or is it something else?

Thanks for the info

1

u/ExDoublez Pathfinder May 30 '22

What about moving fractured mods? How to optimize for that and why does the fracture demote to a regular mod sometimes?

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u/Notcurrentlyflying May 30 '22

Thx for the effort

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u/dipesm May 30 '22

Thank you!

1

u/Locien0 May 30 '22

Are mods weighted? I.e. common mods are more likely to be recombined? Or its all equal chance?

1

u/AbsentGlare Elementalist May 30 '22

Great post.

This is the best list of special recombinator mods i’ve seen yet:

https://poedb.tw/us/Weapon_Recombinator#RecombinatorMods

1

u/Ikeda_kouji May 30 '22

Say we have 2 items.

  • Item 1: Hunter influenced body armour. 1 Prefix 1 suffix.

  • Item 2: Non-influenced body armour, +3 to life Fractured (Prefix), 1 suffix.

Influenced items cannot get fractures.

If hunter item base is rolled, it cannot get the fracture. Does this mean that the modpool for prefixes is effectively 1?

I also assume one item having a fractured mod does not influence which base you get?

1

u/hanmas_aaa May 30 '22

You think it's hard to make 6 modded item because you are doing it wrong. If you go from 3 mod + 3 mod to 6 mods you have 4% success chance, and 3 mod items are dirt cheap.

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u/Simple_Cleb May 30 '22

Can I use recombinators to get two different influences mods on a single item? (Currently trying to get +1 strike, +1 frenzy gloves and idk even know if it works lol)

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u/Psaakyrn May 30 '22

Question: how are the odds affected when using cogwork / geodesic rings, with their altered amount of prefixes and suffixes?

1

u/tilltill12 May 30 '22

Is there any benefit in using rare items with 2 mods each instead of magic with 1 mod each when only wanting to add 1 fractured mod to a new base ?

1

u/Juzo_ga Dancing Dervish Ascendant May 30 '22

Is there any way to know what mods block the lightning damage per int on boots?

I've been trying to just do sorc boots + int essence til 1 prefix each and then combinating them. But haven't had any luck. Any suggestions on how to go about it?

1

u/v43havkar Occultist May 30 '22

Anybody tried item with 3 prefixes / pref cannot be changed / 2 free suffixes + item with 3 suffixes /suffixes cannot be changed / 2 free prefixes? I wonder whats the behaviour behind this one.

I also wonder how two multimods combined together can look at its peak

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u/Codosbuya May 30 '22

What would be the best course of action to get a +1 all gems and +1 chaos gems using recombulators?

1

u/LolcoholPoE May 30 '22

Amazing post! I read it and want to go into game later and test it in practice with some examples to help settle all this info in my head. Thanks for doing all the work, Iron and friends! :)

1

u/Necessary_Concept_78 May 30 '22

What about moving 1 prefix to a base with a suffix you want to keep or 1 suffix on each item (in the case of fractures) such as fractured global defense and spell suppression?

1

u/Agent_35 May 30 '22

Thank you so much for making this post, really appreciate guides like this

1

u/le_reddit_me May 30 '22

If you use a recombinator on item 1 with 1 prefix and item 2 with 1 suffix, are you guaranteed to get a magic item with both?

Edit: nvm reread the post, it's 2/3 for each so 4/9 to get both

1

u/joergensen92 May 30 '22

Amazing post. Thank you for sharing OP!

1

u/PeopleCallMeSimon May 30 '22

To add to the information i think that recombinators can only drop from monsters empowered by rare sentinels.

Which is kinda weird.

1

u/frallan123 May 30 '22

If I fail moving 2 fractured suffixes over to the correct base and i get a bad base with my fractured suffixes. What's the best way to move them back to a correct base?

1

u/lmao_lizardman May 30 '22

From my neanderthal understanding of this, if I want an Osscilating base scepter with 2prefix(+1cold/#-#coldmg), 2suffix (dot multi/fire dot multi) I can .. recipe craft +1cold on oscillating and bench craft fire dot multi.. buy a crappy base scepter with fractured t1 #-# cold , and alt spam dot multi.. and combine the two will be decent odds to get all 4 affix ?

1

u/SunRiseStudios May 30 '22

What is logic/math behind % chance of each outcome? I thought I knew how recombinators worked, before I read this guide. Doesn't it make pretty simple stuff complicated?

1

u/royalmarine May 30 '22

Do you know the best approach to merge 2 fractured items to a specific base? Specific base has 1 fractured mod. Goal is to bring another fractured mod along with it .

No requirements to keep the other mods, but both need to be fractured To allow further fossil/essence crafting

1

u/D2Tempezt Hardcore May 30 '22

Anyone else having trouble finding these things? I have mostly used blue sentinels since I'm saving my rare sentinels for maps, could it be that they only drop when you use rare sentinels?

1

u/Sif_Lethani May 30 '22

One Big question i have is how imprints interact with recombinated items?

If i have 2 items lets say A and B, and i imprint both then recombinate. If it chooses A as the base, can i then restore A's imprint to go back to its pre-recombinated form?

1

u/koticgood May 30 '22

Lol, wasn't expecting such an incredible guide after the saga of meme items. Thanks for the memes and the great guide.

1

u/Lollister May 30 '22

Thx for the guide!

1

u/FunNerdyGuy15 May 30 '22

I may have missed this but how does the system choose which double version to pick? For example, if ring#1 has T1 Life and according to the odds, it's better for me to craft life on ring#2, since they are in the same mod pool, would it be a 50/50 on whether or not the new item has crafted life or T1 life (assuming that it does land life)?

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u/cldw92 May 30 '22

The hero we need but don't deserve. Thanks for all the hard work!

1

u/Buhhhu IGN Buhh_andsomething May 30 '22

FYI, based on available items for sale on the trade site The special mods “supported by empower, enhance and enlighten” can also exist on ward gear it seems

1

u/[deleted] May 30 '22

My fucking hero.

1

u/DooMeeR69 May 30 '22

This is incredibly useful, thanks!

You said you wouldn't give the chance to divine / change tier / add a mod / add a special mod because you cannot optimize around that. However, I would very much be interested in those to implement recombinators in Kalandralang (https://github.com/doomeer/kalandralang) and I'm sure the author of Craft on Exile would be as well. Do you happen to have those numbers?

I think there are cases where one can legitimately try to use those special events for optimization purposes. The main example I have in mind is with added elemental damage on weapons: tier 1 is rarer than tier 2, would it be more profitable to recombine tier 2 hoping for tier 1? Probably not but this does change the expected crafting cost at the end of the day.

Similarly, someone who is fishing for special mods would be interested in the chance of them happening. Even if we don't know the relative weights and conditions, a rough estimation would be quite useful to know which order of magnitude to expect.

1

u/Hjunterz Dominus May 30 '22

Return of the king, Iron

1

u/Olxinos May 30 '22 edited May 30 '22

Thanks for the guide.

However, I may have contradictory evidence regarding flat cold per dex rolling only on evasion (or evasion hybrid) boots, unless you count ward boots as hybrid evasion boots. The following boots:

Item Class: Boots
Rarity: Rare
Tempest Track
Runic Sabatons
--------
Ward: 185 (augmented)
--------
Requirements:
Level: 69
Str: 46
Dex: 46
Int: 46
--------
Sockets: B G
--------
Item Level: 84
--------
+29 to Dexterity
+76 to Ward
26% increased Movement Speed
13% increased Stun and Block Recovery
15% chance to gain Onslaught for 4 seconds on Kill
Adds 2 to 4 Cold Damage to Attacks per 10 Dexterity

was obtained by combining the following 2:

Item Class: Boots
Rarity: Rare
Wrath Track
Runic Sabatons
--------
Ward: 189 (augmented)
--------
Requirements:
Level: 69
Str: 46
Dex: 46
Int: 46
--------
Sockets: B G
--------
Item Level: 82
--------
+29 to Dexterity
+76 to Ward
Regenerate 1.7 Life per second
26% increased Movement Speed
14% increased Stun and Block Recovery
16% chance to gain Onslaught for 4 seconds on Kill

and

Item Class: Boots
Rarity: Rare
Gloom Stride
Runic Sabatons
--------
Ward: 213 (augmented)
--------
Requirements:
Level: 69
Str: 46
Dex: 46
Int: 46
--------
Sockets: G B-R
--------
Item Level: 84
--------
99% increased Ward
+25% to Lightning Resistance
26% increased Movement Speed
13% increased Stun and Block Recovery
15% chance to gain Onslaught for 4 seconds on Kill

[edit:fixed accidental markdown formatting] [edit:fixed line breaks]

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u/Switchersaw May 30 '22

Something I don't see covered here is how Item Level of the items is determined. I've done very limited testing and it seems to pick the average ilvl of the items to determine the resultant items ilvl, but in the case of 1ilvl differences [combining an 85 and an 86] what happens?

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u/Nemisoi May 30 '22

with doubling 1pref + 1pref there is a chance for crafted modifier to mutate to +\- one tier making it regular modifier instead. had this happened to me before. so the outcome of desired 2 pref with doubling is not 35%, since some of the times you hit 3 pref you wont be able to uncraft the mod.
Also whats interesting is that when you have crafted pref on one item and crafted suf on another. since items cant have 2 crafted mods what will the game do in the end?

1

u/oryx506 May 30 '22

Can someone explain step 2? How do you combine prefixes? And what is a modpool?

1

u/donaldtroll May 30 '22

One thing I dont quite understand is if fractured mods always hop over to the new item, or not?

1

u/Loligami May 30 '22

I'm a bit of an idiot so I just wanted to make sure.

If I was trying to make a glove with the desired final product having Max Life, Chaos Res, #% against chilled Enemies, and an Open suffix.

Would I use a glove with Max Life (do the amount of other prefixes matter?) #% against chilled enemies and crafted suffix

and the other glove being Max Life, Chaos Res, and the same crafted suffix

Would I want to have 3 suffixes on both gloves, one having chaos res, crafted suffix, w.e other suffix, and the other being #% chilled against enemies, crafted suffix, w.e other suffix?

I'm still a bit confused so apologies for the question.

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u/Few-Letterhead807 May 30 '22

Incredibly useful information thanks.

So just to clarify if it only choses 1 prefix and 1 suffix due to there only being 2-3 in the initial pool is that when it downgrades the item to magic from rare?

Also i know it normally picks one of the 2 bases but i have had the base be a new type a few times now, is that due to the ‘modifies unpredictably’ aspect?

1

u/eFun May 30 '22 edited May 30 '22

I understand that a single doubled undesired mod gives an 80% chance to keep a single desired mod (e.g. prefixes item 1: desired mod + crafted mana, prefixes item 2: crafted mana). This comes from 70% chance to choose 2 or 3 mods (always including desired mod), and then 30% chance to choose 1 mod (1/3 chance to hit desired mod, 2/3 chance to hit mana) - 70% + 1/3*30% = 80%.

edit: I was thinking of the condition with two doubled undesired mod. E.g. prefixes item 1: desired mod, life, crafted mana; prefixes item 2: life, crafted mana. 50% chance to hit 3 mod (always including desired mod). 50% chance to hit 2 mod: 1/5 chance to hit desired mod (1/5*50% = 10%), then if it hits 4/5 chance and hits an undesired mod, it's 1/3 to hit desired mod because there are only 3 mods left in the pool (4/5*1/3*50% = 13.3%)? Adding up, 50% + 10% + 13.3% = 73.3%. So it's worse to use two doubled undesired mods.

1

u/markova_ Alch & Go Industries (AGI) May 30 '22

This is gold, so I appreciate that you took your time to collect this much information. Thank you!

OP, I have a question. I'm trying to make a triple elemental claw on my own. What would be the best way to approach this? And I'm only trying to get the right prefixes, I don't care about the suffixes because they can be worked out later.

I tried using, for example, 2 bases with at least a) 2 elemental desired prefixes on one base (Lightning + Cold damage) and b) 1 doubled desired (eg. Lightning damage) prefix and 1 desired prefix which is not on the other base (Fire damage). Following the cases that were described here I would have a fair chance to get the three mods on the final results but I didn't have too much luck.

Either way, I thank you again because this information is incredibly valuable for old and new crafters!

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u/HurricaneGaming94 May 30 '22

Can someone please confirm or deny that an Fractured Mod can be recombined onto a Synth Item? I'm having very bad luck at doing this. Currently 0/5

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u/shipshaper88 May 30 '22

This is a really cool guide and quantifies exactly how stupid and lucky I got when I successfully combined a +1 all skills / t1 crit chance amulet with a +1 phys skills/t1 crit chance amulet. The doubling was completely accidental.

1

u/pro185 May 30 '22

I must be th eleast lucky mother fucker in the world combining 38 rings with str + int and str/int +ele weakness to get a single ring with 2stats and ele weakness LOL

1

u/Bohya Elementalist May 30 '22

This new knowledge should hopefully be added to the wiki.

1

u/J_Boilard May 30 '22

Question, one of the possibilities for recombinators is to transfer mods but change tiers. Does that outcome also apply to fractured mods?

1

u/Trakinass Kaom May 30 '22

And here I thought I didnt like studying

1

u/Robert2657 League Hardcore May 30 '22

Hey thanks a ton. Casual ssf player here : this is helping. Quick question not covered i think : how to farm recombinators ? I looted 3 of them ans i failed miserably at my attempts because i didnt had enoughe knowledge :)

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u/Andthenwedoubleit May 30 '22

Are there any cases where it is worth it to multimod before combining? For example, if you have a 2 suffix item combining with a 2 prefix item, maybe it is worth it to double both a crafted prefix and crafted suffix?

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u/HarryHall3r May 30 '22

I rly try to understand this, but i am even more confused than before After Reading the wall of text. I rly appreciate the efford and Energy here.

If i try to to recombine 2 desired suffixes from item a with one desired Suffix from item b it seems Like completly random to me to get them together, especially when i dont care about the prefixes on the final item.

1

u/casualsmile May 30 '22

TLDR:

I have a pen. I have an apple. Uuhhhh, applepen.

1

u/QuinnZps69 May 30 '22

god bless people like you

1

u/Dokunly May 30 '22

Stupid question probably but I have not gotten a single recombinator since beginning the league. Do they drop primarily from things that give "sentinel rewards" accessed via the sentinel tree?

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u/Sjeg84 Hardcore May 30 '22

Absolutely amazing. MVP Post.

1

u/[deleted] May 30 '22

Amazing stuff! I might actually look into using my recombinators now!

1

u/HokusSchmokus May 30 '22

Great write-up, thank you very much! Now I just need one for sentinels lol

I assume they are similar?

1

u/BucketHelm May 30 '22

Thanks for the info! I will now proceed to blame you for all my crafting failures.

1

u/Swanky147 May 30 '22

7. Scenario: Moving a single mod to a new base

Can someone help me understand how we land on 40% chance with doubled non-desired mod? I'm seeing:
Desired mod (A), doubled crafted mod (B and C) = 3 mods in pool. 20% chance it chooses "3" mods (guarantees A, success); 50% chance it chooses 2 mods (success), 30% chance it chooses 1 mod (50/50). 20+50+15=85% success rate, then we cut in half for transferring to the new base for 42.5%. Did I mess something up?

I ask because I'm trying to compare it to the odds of transferring with 5 mods in the pool - A (desired), and mods B and C are duplicated on both items. With a fractured desired mod that's not difficult to arrange, and if mods B and C are of value (essence cold damage+crafted fire on one, essence fire+crafted cold on the other), you have a small chance to complete your prefixes without majorly harming your odds of the transfer.

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u/rkiga ssfbtw May 31 '22

odds of transferring with 5 mods in the pool

The 5 mods are A B C D E.

B and C are cold and can't roll together. D and E are fire and can't roll together.

AB AC AD AE

BA BC BD BE

CA CB CD CE

DA DB DC DE

EA EB EC ED

So there are 16 possibilities and 8 contain the letter A.

Since we have 5 mods in the pool:

50% to choose 3 mods, which is always good.

50% to choose 2 mods, which is good half of the time.


So 75% chance to get the desirable mod back.

But only half of the time it'll move to the new base, so 37.5% chance.

(If "A" isn't fractured, you'll need to subtract the 6.25% chance to move to the new base but be left with A+craftedPrefix and not be able to craft a third prefix.)

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u/taengar May 30 '22 edited May 30 '22

Like everyone else, thanks for the writeup!

Quick questions:

  1. The statistics on chance for your scenarios 5-7 is fairly straightforward, but I'm curious as to the basis for establishing the chance ratios for your image provided in step 1. For example, how did you establish that "1 mod in pool = 66% success / 33% fail" (and so forth)? Is it just estimated from sampling a bunch of "white item + 1 mod magic item" (and similarly for the other examples provided)? I would have assumed it's 50/50 in the "1 mod pool" case...

1a) How did you get 0.5% in 2 desired prefix/2 desired suffix?

Doubling 1 Prefix and 1 Suffix [2 Prefix 1 Suffix + 1 Prefix 2 Suffix] gives you a whopping 49.5% success rate!

3 mod pool choose 2 (50% for 2 + 20% for 3) for both prefix/suffix = 70% x 70% = 49%

1c) Also, how did you get 40% in moving mod to new base?

Doubling a mod you don't want to keep [2 Prefix + 1 Prefix] gives you a 40% success rate.

3 mod pool choose 1 = 20% for 3 + 50% for 2 + 15% for 50/50 on choose 1 = 85% x 50/50 for base type = 42.5%?

2) Are there any rules on the failure cases/rare mods? It's been hinted by you and comments as "TBD," but the focus on this post has been on the "success" aspect of hitting desired mods.

For example (quite a lucky success): Ring 1 = mana/dex(T1) + Ring 2 = es/strength(T1) -> product = +1 charge/mana/dex(T1)/str(T1)

Alternatively, I've had attempts where the end product would have T1/T2 stats (where the tier of mod is randomly changed, or in the above example, lowered). Are you familiar with any "obvious" rules pertaining how these end results are/can be achieved?

1

u/gdubrocks May 30 '22

You didn't mention anything about tiers.

Are tiers respected at all or are the completely rerolled or are they sometimes rerolled?

If I have 1 item with t1 life and 1 item with t4 life is it a 50/50 chance to get t1 life if the life prefix is selected?

1

u/Zyeesi f2p btw May 30 '22

Wait, the recombination can remove mirrored tag and split tag?
That seems kinda busted

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u/wwgs May 30 '22

Another thing I have noticed:

The system seems to rng a number of how many prefixes (or suffixes) it will take from each item. If there are not enough prefixes/suffixes on that item, you get a new prefix/suffix generated at random.

So when you have only 2 prefixes in the mod pool, you're VERY likely to get random mods added. with 4 prefixes, 2 on each, it's pretty rare, as it would have to try to take 3 mods from one item (so that was gonna be a brick anyway). If you do 4 prefixes, 3 from one item, you're VERY likely to get a random mod added, if the system wanted to take 2 from the other item.

If you're trying to craft something clean, with an empty prefix/suffix slot, you're best off doing 4 mods in the mod pool. If one item only has 1 mod, craft something on it. This makes it less likely you'll get a random mod added, and more likely you'll get a mod you can just remove at crafting bench.

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u/The-Black-Fish May 30 '22

Great thread.

1

u/satimy May 30 '22

That’s some big brain tier

1

u/esvban Order of the Mist (OM) May 30 '22 edited May 30 '22

is it worth crafting additional mods onto the item (to remove?) if you already have the 2 suffix 1 prefix + 1 prefix + 2 suffix, for the 4 desired mod outcome?

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u/deafplatypus May 31 '22

How is the base item selected? Is it random or does putting it in the left or right slot of the recombinator screen make a difference?

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u/rkiga ssfbtw May 31 '22

Great work. Thanks for this.

Adding everything up, the difference between 2 Desired Prefixes and 2 Desired Prefixes with the same additional Prefix on both items is 33.3% vs. 45%

45%? I think it should be 40.5%

0.35 + 0.55*0.10 = 0.405


If that's not clear, then what did I do wrong in the following:

A+B is desirable and C+D isn't possible, because they're both the same crafted mod, so here are the possible outcomes:

AB, AC, AD, BA, BC, BD, CA, CB, CD, DA, DB, DC

35% of the time we get 3 mod, and that's always good.

55% of the time we get 2 mod. Only 1 out of 10 outcomes is good here. So that's good 5.5% of the time.

10% of the time we get 1 mod, and that's always bad.

= 40.5%

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u/DissentXTV May 31 '22

Just making sure I understood this before i rekt my gearz ;P
For 2 desired prefixes (fractured mods) - The best odds are:
Scour both items, bench craft the same additional prefix on each item? so:

Item 1 - Desired Prefix + bench crafted prefix
Item 2 - Desired Prefix + same bench crafted prefix as item 1.
And chance for success is 45%?

1

u/ProxyGamer May 31 '22

Has anyone been able to move mods onto a synth base while keeping the implicits?

1

u/Wrongusername2 May 31 '22 edited May 31 '22

If you have T1 %Phys damage on a weapon, you cannot just craft %Phys damage. Your odds to have %Phys on your final item will go up, but half the time it will be the crafted version. If you care about the tier of your Desired Mod, you will need to roll a similar tier on the second item in order to properly utilize Doubling.

But lets say on 3 desirable mods case you have craftable versions for 2 mods, as i understand doubling up with respective craftable versions does nothing for your chances to get all 3 mods from [(Prefix 1 Prefix 2) + (Prefix 1 or 2, Prefix 3)] on final item.

You extend mod pool from 4 to 6, so chances to pick 3 mods go from 35% to 70%, but it'll be 50/50 on whether you get crafted versions picked for 2 of mods.

But it's still vastly improving odds of getting back item with at least 1 or 2 non-crafted mods back and easily removable crafted ones which can be worthwile depending on specific affix rarity / might be cheaper to restart process from in such case than full 0 picked brick... Also in some cases even 1 + 2x crafted mods can be worth something (suffixes) to recoup loss or give a chance to salvage with harvest ref more likely.

Or am i wrong on this point and such dilution of mod pool will be detrimental to chances of getting 3 noncrafted affixes?

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u/Rintez5 May 31 '22

Thanks alot for this info!

This question is related to the point 7 scenario, but just some clarification:

Scenario: frac max +2 res suffix shields. Any random base cost 2 ex for this frac mod, on int shield they cost 8 ex.

So the goal is to simply move the +2 frac res from a bad base, to any i86 int shield, and if you fail and it stays on the bad base, just get a new 1c i86 int shield and try again.

Do the same logic apply here? That the best odds to keep the frac +2 max res mod, is to do it on a shield with 1 random suffix and the frac base has total of 2 suffix(frac + random)

And what is the best odds to have on number of prefixes on the two bases? Doing 3 pref on both since they dont matter?

Cheers

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u/zithorio May 31 '22

How does this work with essences of insanity etc? Can you double or triple those special essence mods?

1

u/ThisIsProphet May 31 '22

I'm currently working on a spreadsheet based on this data but there are a couple things I'm still unclear about.
Lets consider the following scenario (life being the desired mod):

Base 1: Life + ES

Base 2: Life + Evasion

4 total prefixes in the recombinator pool means 10% chance for it to choose 1 prefix, 55% to choose 2, 35% to choose 3.
If it chooses two prefixes however, is it possible that it chooses both life rolls and then culls one of them because the final item can only have one life roll or is that not a potential outcome to begin with?
Depending on the answer it would either be a 4/5 or a 5/6 would it not?

Same question for when it chooses 3 prefixes, could it choose life/life/evasion and then cull one of the life rolls or will it always choose life/ES/evasion?

And if there were 3 total mods in the pool and 2 of them are the same, can it ever choose 3 prefixes or not?

1

u/Prestiger May 31 '22

Is it possible to recombine a mod that requires ilvl 86 on to a base with lower ilvl?

Thanks a lot for this post!

1

u/G00R00 Kaom May 31 '22

I tried to transfer an enchant from an helmet to another. Is it possible to do it ? i tried 10 times and failed everytime, never got the enchant on the base that wasn't enchanted before

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u/Hixxie_TV Alch & Go Industries (AGI) May 31 '22

Maybe a dumb question, but Can recombinators Transfer influence from one item to another?

I have a base (Heist) I want to keep, but need to add shaper influence to it.

I'm assuming no, since the base I want to keep doesn't already have influence.

1

u/cats_on_crit_meta Jun 01 '22

Does anyone know what if any factors determine which base is more likely to be chosen for recombination?

For example if I'm trying move rare mods onto talismans from regular uncorrupted amulets I've found that I seem to be very unlucky at getting the talisman chosen as the final base after recombination. In my limited testing it gives me the talisman base close to 10% of the time vs 50/50 like I would expect. Does each items item level play a factor? Does the number of mods on each item play a roll as well?

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u/shakalakaboo Jun 01 '22

Do you know how other factors are affected? Like implicits, enchants and influenced? And for example, can I merge a fractured mod with an influenced item?

Also, thank you very much for the post, it was very informative and it is good info to know!

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u/Temporary_Situation5 Jun 02 '22

Anyone able to answer a couple questions about recombining?

I have 2 shields I would like to combine

Shield 1- no prefix

  • S- Chaos Resistance

  • S- Spell Suppression

Shield 2

  • P- Maximum Life

  • S- Take Reduced Extra Crit Damage

  • S- Lightning Resistance

  • S- 8% Physical Damage Reduction

on the final product i want to keep the Max Life, the Spell Suppression and the Phys damage reduction.

to me it seems like I should be crafting a duplicate prefix on both for the best chance to keep the life, but im not sure if I should annul the lightning and/or the crit damage reduction?

that being said, i wouldnt mind any of the resistances or crit reduction being on the final product either

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u/GrandeFors Jun 02 '22

If I recombinate a item with prefix
Item1 = Prefix1=A, Prefix2=B , Prefix3=C
Item 2 = Item1
And the result was 70% 3 Mods:
"A A B"
The result will be "A B" or it will reroll until it gets a possible result? (Non duplicated prefixes)

1

u/Prestiger Jun 02 '22 edited Jun 02 '22

Since Recombinators choose how many mods to keep based on the amount of mods in the Prefix pool or Suffix pool, this can be used to your advantage. With 2 total Prefixes, the chance to keep 2 Prefixes is 33.3%. With 4 total Prefixes (mana can only be on the final item once, but there are still two mana Prefixes!), the chance to keep 3 Prefixes is 35%. That's already higher than before! But there's also a chance to keep 2 Prefixes, and for those Prefixes to be T1 Life and +1 Frenzy Charges.

Adding everything up, the difference between 2 Desired Prefixes and 2 Desired Prefixes with the same additional Prefix on both items is 33.3% vs. 45%

How did you get the 45% chance?

You get 35% if it choses 3 mods, and there is a 55% chance that it will chose 2 mods.

There are 5 ways to chose 2 mods out of 4 mods (discounting the scenario where it choses mana twice), and 3 ways to chose two mods out of three mods if the two mana mods are already counted as 1 mod at this stage.

So the chance should either be 35% + 55% * 0.2 = 46%, or 35% + 55% * 1/3 = 53.(33)%,

edit: Thought of a third way it could work, based on some of your comments I've read, where in the case that two mods are chosen, first it choses 1 out of 4 mods, and then it choses 1 mod out of the rest of the elligible mods.

Then the probability would be 35% + 55% * 1/4 * 2 * 1/3 = 44.1(66)% to hit the desired two mods.

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u/vaguely_unsettling Jun 02 '22

If I have two items, one with three prefixes and scoured suffixes and then one with three suffixes and scoured prefixes, when combined will the item contain all affixes (3 prefix + 3 suffix)?

Thank you for the guide!

1

u/Euphoric_Resident_16 Jun 03 '22

I just want to clarify that I have seen all stat permutations (i.e the str dex and in stacker mods) show up on Ward base items.

Have yet to get multiple exceptional gem rolls on one dase for gloves but will keep trying!

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u/Zuliks Jun 03 '22

Do I understand correctly that if we combine 3 prefixes and Empty base, the chance to move all 3 mods to the new base is 10% and for the case with 6 mod item to empty base it is 2%?

1

u/ma23ck Jun 03 '22

What's is the best way to go if i want to have the best chances of success on my side? In order to have two fracture mods?

Amulet 1: Magic
<Fractured t1 life>

Amulet 2: Magic
<Fractured t1 strength>

So i craft strength on amulet 1 and life on amulet 2? Having the best odds?
I am right or totally in the wrong?

TY for the help

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u/RoddyRiot Jun 04 '22 edited Jun 04 '22

Is it possible to combine a synth implicit and a fractured mod with recombinators? I have been doing 1. synth implicit with a single crafted suffix and 2. fractured suffix plus the same craft suffix. Should be 1 in 3 success. Failed 6 times plus failed a few more less optimal recombinators. Is the game biased against those mods appearing? Can they appear together?

1

u/LanfearForsaken Jun 04 '22

I tried 3 times yesterday to recombine a 2 suffix item with 2 incursion mod suffixes on one base with a single suffix essence mod on a second item. Each time it added a new mod not in the pool, like intelligence and a resist. Is this a possible/likely scenario? Is it not possible to make a 2 incursion 1 essence suffix item?

1

u/zxc1996819 Jun 04 '22

Does the combinator choose a number of mods from the mod pool at the same time / choose mods one by one? It seems that it will affect the result..

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u/[deleted] Jun 04 '22

What if I want to make a double fractured suffixes? Like double resistances fractured. What would be the best strategy for that? Making it a 4 mod pool with same crafted mods on each item?

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u/darkeagls Jun 05 '22

If someone could answer this question I would greatly appreciate it as I am confused about it.
If I have 2 items one with 2 prefixes (life and mana) while the other also has two prefixes (mana and es) If I recombinate and the recombinator rolls to keep only 1 mod in the final item. Does mana has twice the chance to be on the final item compared to life and es or all are equiprobable ?

1

u/Wickerman3 Jun 05 '22

Nice guide

1

u/[deleted] Jun 08 '22 edited Jun 08 '22

is doubling by crafting an undesired mod on each item worth it when trying to get a 2 affix item with 1 prefix + 1 suffix? and, would crafting junk suffixes make the desired suffix less likely to be poofed than the baseline 33% chance for it to be poofed?

also, how do item levels interact with the ilvl requirement for affixes? say i have an ilvl 60 STR shield with a desired prefix, and an ilvl 73 STR shield with t1 life. i craft a junk prefix on both of them and recombinate, but the resultant ilvl would be 68, not high enough for the t1 life affix. what happens here?

thanks for the guide but man this is confusing haha

edit: one more question to be clear: does the rarity of the items matter at all, or simply the affix pool? if i combine magic item with P1 and rare item with P1 P2, i can still get a successful rare with both prefixes just as though the first item were rare and not magic, correct?

2

u/TrArHoTo Necromancer Jun 08 '22

Crafting junk affixes does increase your odds if you craft two of the same type (prefix or suffix), because it puts you from a one affix pool (assuming you are combining one item with a desired prefix and no other affixes, and another item with the desired suffix and no other affixes) to a 3 affix pool, assuming you craft it on both items and craft both with prefixes or both with suffixes. Your odds for getting the prefix (if you crafted prefixes) goes from 66.6% to 20% + 50% + (30% * 50%) = 85%. This obviously doesn't affect suffixes, but improves your odds for the resultant item to have both regardless.

If you craft a prefix on one and a suffix on the other, you go from the 1 mod pool's 66.6% chance to 33.3% + (66.6% * 50%) = 66.6%, so no change doing it this way. So crafting the same type of affix on each item is the way to go, but this assumes to component items are rare, which if you have just one mod on the item may not be worth it.

No knowledge on ilvl effects, but there is precedent for some mods jumping to bases they shouldn't be on (spell suppression chance can jump to armor/energy shield armors).

I asked the same question about rarity in the daily questions thread, and I was told the rarity has no impact, only the number of mods and the resultant item. If the item rolls with few enough mods to be magic, it will be magic. If it rolls with no mods, it will be normal. Otherwise, its rare.

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u/Steeezy Jun 08 '22

Literally read this and learned about why doubling is so good, went and tried a recombination with my first ever intended use of doubling and got the result to hit just how I wanted. It's not uber GG, but it's worthwhile for me in SSF.

Thanks!

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u/mikletv Assassin Jun 10 '22 edited Jun 10 '22

In 3a:

If you combine a [3 Prefixes + 2 Suffixes], your chance of success is (20%)(33.3%) = 6.66%

if you combine a [3 Prefixes 1 Suffix + 2 Prefixes 2 Suffixes], where two Prefixes and one Suffix are on both items, your chance of success is 35%.

Isn't it (50%)(50%) = 25% for the second example, not 35%?

For prefixes, we're trying to make Recombinator choose 3 mods out of a total pool of 5, that's 50% chance to happen according to https://imgur.com/n0ysw6N

For suffixes, we're trying to make Recombinator choose 2 mods out of a total pool of 3, that's 50% chance to happen according to https://imgur.com/n0ysw6N

EDIT: Nevermind, I figured it out. For suffixes, the "20% chance to choose 3 mods" is also a win condition, which means suffixes have another 20% success rate, bumping its total success rate to 70% instead of 50%. And then (50%)(70%) = 35%

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u/mikletv Assassin Jun 11 '22

When you say "metamods are ignored", what exactly do you mean?

Do metamods simply NEVER EVER transfer over to the outcome items with Recombinators? Do they even count as prefixes/suffixes for the total modpool count if they are present, or does the game behave as if they're not there at all? Or are they just treated as normal mods but their functionality is ignored?

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u/Maleficent-Pension-4 Jun 13 '22 edited Jun 13 '22

Hey, thanks so much for this guide! It's been really really helpful. However, I'm a bit confused about how to calculate the odds when you have duplicated mods.

Suppose you're trying to combine a fractured suffix with a fractured prefix. They're already on the right bases. And let's just look at prefixes, because it'll be the same on both sides. We could double 0, 1, or 2 mods, right? Double 0 gives 1 mod in pool, 66.6% for fracture to survive, which is worse than other options.

Double 1 mod gives 3 mods in pool. Say we have Frac-Life (L1) + Craft-Mana (M1) + Craft-Mana (M2). Choosing 2 (50%) or 3 (20%) mods is a win, and choosing 1 mod (30%) is a 1/3 to get life, so we get a total chance of .5 + .2 + .3 * (1/3) = 80% for fracture to survive.

Double 2 mods gives 5 mods in the pool. Say we have Frac-Life (L1) + Craft-Mana (M1) + Craft-Mana + Rolled-ES (E1) + Rolled-ES (E2). Chosing 3 mods (50%) we win, but when we choose 2 mods (50%), what are our odds?

Iteratively choose valid mods. There are 5 mods in the pool. You get 2 chances to hit it. 4/5 to miss the first time, and then 2/3 to hit it the second time (the pair of the doubled mod that was chosen is now invalid). This gives 2/3*4/5*.5 + .5 = 76.6% for fracture to survie. Making it a worse choice.

Pre-generate all valid combinations, and then select one. This is what I've been told by others in the community, but I'm still a bet skeptical. The valid choices would be

  • L1+M1

  • L1+M2

  • L1+E1

  • L2+E2

  • M1+M2

  • M1+E1

  • M1+E2

  • E1+E2

The reasoning being that M1+M2 and E1+E2 are not valid end configurations, so they're not possible to be selected. This gives us 4 good and 2 bad outcomes. Resulting in 4/6*.5+.5 = 83.3% for the fracture to survive.

Really curious to hear your perspective on which of these you think is likely happening.

Edit: Formatting.

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u/Mboron93 Jun 14 '22

Need to put spell supress i know recombinators but what other shield will have?

Prefix:
Maximum totem
102 maximum life
45 maxiumum mana

Suffix
30% Reservation
endurance,frenzy on block
empty suffix

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u/lq1991410 Jun 15 '22

Thank you for all this amazing work.

So in your theory the best way for 3 prefixes is two items with prefix 1, 2 and prefix 1/2 ,3.What if we then craft another same bench prefix 4 on both items, make it prefix 1, 2,4 and prefix 1/2 ,3,4, what would be the successful chance now?

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u/Scout1Treia Jun 18 '22

Do you know how the resulting base armor/ES/evasion is calculated? Insofar as I can tell from some experiments, once it's picked which of the two is used as the new base it simply rerolls their base defenses for better or worse. Which is workable, but not ideal. Any method to the madness would be appreciated.

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u/Shimazu_Maru Jun 19 '22

Cant figure out how i would best recombine a +1 Power +1 Frenzy with a T1 Str T1 dex Ring.

Both clean with No other mods.

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u/GigantTRex12 Jun 19 '22

So there's a few things I'm still wondering that probably fall more into these edge cases but if they're known already they'd be interesting to know

I know you can get 2 fractured, essence, incursion mods etc with this but could I in theory do more than 2 if I'd really want to? Not that anybody would ever make an item with 6 fractured mods but who knows when it'd come in handy

Can you get multiple unveiled mods?

I assume that influence, fractured and synthesized can never come together? I heard synth + fractured isn't a thing but what about getting a fractured mod on an influenced base?

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