Jump to content
Koumei & the Five Fates: Share Bug Reports and Feedback Here! ×

Is Rare Only Transmutation Bugged?


rangeless
 Share

Recommended Posts

it's possible...

 

again, it's not tied to what rarity your 4 mods were before transmuting. the grade only gives your increased chance of getting something rare.

 

 

 

I transmuted some Uncommon mods, what did I get? Crimson Dervish.

Yes I know rarer grades gives an increased chance of something rarer; what I was not sure of was whether not using rarer grades (i.e. commons only) would mean zero chance of rares.

In other words, is there a chance of a rare using only commons (which was my original question)?

And if it can be determined, what's the difference in probability between that and all rares?

 

I'd imagine it'd be a function of the transmutation cost.

Link to comment
Share on other sites

Yes I know rarer grades gives an increased chance of something rarer; what I was not sure of was whether not using rarer grades (i.e. commons only) would mean zero chance of rares.

In other words, is there a chance of a rare using only commons (which was my original question)?

And if it can be determined, what's the difference in probability between that and all rares?

 

I'd imagine it'd be a function of the transmutation cost.

I don't know the odds. I never cared. I just transmute whatever I feel and deal with the mod that pops in.

I can remember 4 Chaos gave me a Hell's Chamber.

 

Also, your question has been answered. It's possible.

Link to comment
Share on other sites

As memory serves, when abilities were taken out of the transmutation tables, the rarity lock was also removed. Ergo, rarity no longer matters.

Yup this. Though rarity still does kinda matter. You have a chance to get low level mods with high levels. But not the other way around. If it had to be this way then I prever the old transmutation. Rare ability mods could at least be used again.

We asked for an improvement and instead got screwed over.

Link to comment
Share on other sites

Yup this. Though rarity still does kinda matter. You have a chance to get low level mods with high levels. But not the other way around. If it had to be this way then I prever the old transmutation. Rare ability mods could at least be used again.

We asked for an improvement and instead got screwed over.

 

Yeah I'm not so sure I want ability mods in the transmutation or mod-packs pool again.  We already get enough ability rares from enemies in game.

Edited by sushidubya
Link to comment
Share on other sites

Transmuting paid off for myself, I'm sure a lot of people would rather pay credits for the rare stances than go out farming or trading. Took me 5 days to get every stance mod since U13 and I only traded for three, 2 uncommon 1 rare. Also managed to sell a Life Strike for 350p before Sectors were up.

 

I wouldn't mind paying credits but transmutation isn't PAYING for mods, it's rolling dice for them.  At insanely long odds.

 

Give me a choice between rolling dice or steady, reliable work and and I'll take the work.

Link to comment
Share on other sites

Yeah I'm not so sure I want ability mods in the transmutation or mod-packs pool again.  We already get enough ability rares from enemies in game.

 

I prever to rare ability mods over common or uncommons. You can at least re-use rares.

Link to comment
Share on other sites

If we put 4 damn rare mods in and 36k credits, we should get a rare with a 100% chance. This is BS that we can end up with a totaly useless common.

Well the problem with that, is everyone would get everything and there would be no point to trading, or playing for such and such mod. You can do it the slightly easy way or you can do it the hard way. 

Link to comment
Share on other sites

Well the problem with that, is everyone would get everything and there would be no point to trading, or playing for such and such mod. You can do it the slightly easy way or you can do it the hard way. 

 

Well... There's still a large number of Rare mods in the game, the chances of getting the specific one you want, even when not allowing for Common/Uncommon mods, is still slim enough where it'd still take a lot of Transmuting to reliably get what you want.

 

There are currently 69 different Rare mods (Not including Frame abilities or Nightmare Mods) - That's not a great chance to get what you want.

 

Not to mention there a number of Uncommon mods that are difficult to obtain due to enemies they drop from being rare (Such as the Toxic mods and various non-rare stances)

Link to comment
Share on other sites

Well... There's still a large number of Rare mods in the game, the chances of getting the specific one you want, even when not allowing for Common/Uncommon mods, is still slim enough where it'd still take a lot of Transmuting to reliably get what you want.

 

There are currently 69 different Rare mods (Not including Frame abilities or Nightmare Mods) - That's not a great chance to get what you want.

 

Not to mention there a number of Uncommon mods that are difficult to obtain due to enemies they drop from being rare (Such as the Toxic mods and various non-rare stances)

Well if you get doubles all you'd have to do is transmute them until you got all the mods. It's not hard, you would eventually just have them all. I've been playing for a year now, last week was the first time I ever transmuted anything...had 270 out of the what 300 something mods there are now. I now have 286/307 (just looked it up) mods. 1 aura, like 12 stances, some corrupted, and the new "strike" mods i need 3 of them now. 16 mods just from transmuting the rares...it's not hard. I guess for me anyway.

Edited by Swaggergasted
Link to comment
Share on other sites

Transmutation costs almost nothing.

 

-3.6k credits? Play some dark sectors.

-4 "Rare" mods? Nightmare and/or 5-mins-survival spam.

 

I say 75% to be garbage is a fair trade.

Don't defend these lousy costs. These costs are too high unless you are sitting on millions of credits from the days when T3 voids gave ~70k credits each.  And you know what, 75% garbage is terrible, not a fair trade at all. (If by garbage you mean ability rares and common/uncommons.)

Link to comment
Share on other sites

Don't defend these lousy costs. These costs are too high unless you are sitting on millions of credits from the days when T3 voids gave ~70k credits each.  And you know what, 75% garbage is terrible, not a fair trade at all. (If by garbage you mean ability rares and common/uncommons.)

what part of gambling do you understand?

Link to comment
Share on other sites

Well if you get doubles all you'd have to do is transmute them until you got all the mods. It's not hard, you would eventually just have them all.

 

It'd still be random, you could end up getting Reflex Guard over and over again.

 

There's no RNG protection involved - Saying "Oh you'd just have to keep transmuting until you got all the mods, it's not hard, you'll eventually get them all" when it'd work exactly the same as it does now, only you'd not get frustrated by having cross rarity transmutations occur.

 

Changing it so that transmuting only worked for the same rarity - All rares = Rare, All Uncommon = Uncommon and All Common = Common - With cross rarity transmutes being random chance for any (Like currently) - Would make the entire ordeal of transmuting more bearable, it'd allow you to focus your Transmutes depending on what mod you're after whilst still being entirely RNG.

 

Getting a guaranteed rare from transmuting 4 rares wouldn't mean that you'd get every rare just from transmuting a few times, you'd still get your share of trash mods and those really common rares unless you're lucky - But it would at the very least be less frustrating (Like getting things like Ammo Drum from 4 Rares currently is)

Link to comment
Share on other sites

it said transmuting 4 rares gives higher chance of rare grade mods. that doesn't mean you will suppose to always obtain rare grades.

 

 

who knows, it might only add slight percentage to the chance of getting rares. like only 5% difference between transmuting 4 rares and 4 uncommons.

 

you people should really understand how gambling works on games. what's the point of gambling if 100% of the players gets something good 50% of the time?

 

I get commons out of rare transmutation much (I mean a LOT) more often than I get commons out of uncommon transmutation. I've transmuted all of the uncommon stances (no longer have grim fury since I didn't want it and sold it). If I got a common mod while transmuting uncommons, I didn't notice. It was that rare. 

On the other hand, rare transmutation almost always nets me a common. Either I'm getting the worst rolls in history, or this it's messed up.

Link to comment
Share on other sites

It'd still be random, you could end up getting Reflex Guard over and over again.

 

There's no RNG protection involved - Saying "Oh you'd just have to keep transmuting until you got all the mods, it's not hard, you'll eventually get them all" when it'd work exactly the same as it does now, only you'd not get frustrated by having cross rarity transmutations occur.

 

Changing it so that transmuting only worked for the same rarity - All rares = Rare, All Uncommon = Uncommon and All Common = Common - With cross rarity transmutes being random chance for any (Like currently) - Would make the entire ordeal of transmuting more bearable, it'd allow you to focus your Transmutes depending on what mod you're after whilst still being entirely RNG.

 

Getting a guaranteed rare from transmuting 4 rares wouldn't mean that you'd get every rare just from transmuting a few times, you'd still get your share of trash mods and those really common rares unless you're lucky - But it would at the very least be less frustrating (Like getting things like Ammo Drum from 4 Rares currently is)

With the transmuting now yeah it would get frustrating, but Transmuting is suppose to be a gamble. I'm getting at if you were guaranteed a rare mod...it's like saying You are guaranteed a prize out of the prize grabber machines. You would be able to transmute for a good while before you either: got all the mods, ran out of money, or ran out of rares. Which would still give you the upper hand...giving you multiple for platinum wanted mods...

Link to comment
Share on other sites

I'm getting at if you were guaranteed a rare mod...it's like saying You are guaranteed a prize out of the prize grabber machines. You would be able to transmute for a good while before you either: got all the mods, ran out of money, or ran out of rares. Which would still give you the upper hand...giving you multiple for platinum wanted mods...

 

Except you wouldn't be guaranteed to get a GOOD rare mod.

 

There's quite a few Rare mods that are complete trash, or are really common to the point where they're worthless for trading (Despite their effectiveness)

 

Getting a Guaranteed Rare =/= Getting a top tier Rare.

 

Sure, only having the rare pool be available increases your chances of getting a good rare - It doesn't mean that you'll get it. It's still a gamble - Heck the fact that you're talking about transmuting lots of rares implies that there are enough worthless rares to actually do that (Otherwise it'd be way, way more profitable to trade 4 rares and get enough plat to just buy what you want off someone)

 

The upside of having the rarities together is both frustration reduction and targeted gambling.

 

Currently you can pay 36k credits to transmute 4 rares. You have a high chance of getting a common, a good chance of getting an uncommon and a rare chance of getting a rare.

 

Alternatively you can pay 12k credits to transmute 4 commons. You have a high chance of getting a common, a small chance of getting an uncommon and a rare chance of getting a rare.

 

1 is significantly more expensive than the other (Not just the 24k credit difference, but the value of the 4 rares compared to the 4 commons (Considering you can easily get 100-200 Tail Wind and Blunderbusses trying to farm for a rare like Tranquil Cleave))

 

If transmuting 4 of the same rarity gave a guaranteed one of that rarity, there'd be definite advantages to paying those difference costs and would make looking for specific mods, still a gamble but one that feels worthwhile (For example, Casino's have their machines pay out often to make it not seem like a complete waste of money)

Link to comment
Share on other sites

In other words, is there a chance of a rare using only commons (which was my original question)?

And if it can be determined, what's the difference in probability between that and all rares?

 

For the first one, yes. For the second, nobody knows the numbers i think.

 

It just makes transmutation less of a slot machine and more like a trash can

 

That's the point, it's a mod/credit sink for a very tiny chance of getting what you need.

Edited by Shackram
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...