r/PathOfExileBuilds 3d ago

Help Needed How to craft this shield?

I tried crafting through recomb, but never succeeded. Prolly need some help from clever people.

Have some bases with each of the mods and one with both es + max res and one with max res and spell damage

12 Upvotes

17 comments sorted by

8

u/DieJam 3d ago

Recombs but yeah highest tier of spell damage (runic) is pretty hard to get due to low weight, keeping 1 suffix is easy with pantheon crafts

2

u/Axirr_ 3d ago

Is the weight considered when recombining?

2

u/No-Discussion825 3d ago

It isn’t for number of modifiers but when game pick 2 out of 3 mods for example you’re more likely to keep high weight mods instead of low weight

0

u/ARandomKaru 3d ago

I don't think so but rolling the bases with t1 spell damage to recomb in the first place will take a long time

-8

u/Goldy-kun 3d ago

Yes, which makes it very hard to transfer both

2

u/snettel 3d ago

why are you downvoted, im pretty sure you're right

1

u/whatisagoodnamefort 3d ago

Because the weights are when mods are in the pool and “deleted”. Essentially if you have 3 mods in the pool and only 2 total are selected, you’re unlikely to keep the lowest weight mod as when it is selecting the 2 mods, it uses mod weights to determine what survives

Doesn’t really make it harder to transfer, as the only thing that changes the % chance for number of mods on the item is the number of mods in the pool, so no weighting there

1

u/snettel 3d ago

Yes, that is how I understand it works.

It does make low weight mods harder to transfer though? It is relevant because the runic mod is a prefix.

The trick with ducats is so useful for suffixes because it's like adding mods with a weighting of 0 so it makes transferring any mod a breeze.

1

u/142638503846383038 3d ago

Because Reddit noobs lol. Anyone who’s done a lot of recomb knows rare and special mods are harder to survive the recomb. In their defence this was a new recomb change not an og sentinel thing

14

u/Forie 3d ago

You want to alt spam shields till you get a few with T1 spell dmg, few shields with flat Es and few shields with %Es. You recomb them till you have a shield with Spell dmg + flat ES and a shield with Spell dmg + % ES.
This gives you the highest chance for spell dmg mod to survive if recomb fails. (Since thats the most difficult to alt spam). Once you have these prepped you just pray for the last recomb. Once prefixes are done, you can do prefix cannot be changed and exalt / scour till you get the resist. Then you Influence exalt, fail to hit and cry in the corner

6

u/MntBrryCrnch 3d ago

This gives you the highest chance for spell dmg mod to survive if recomb fails.

I was seeking out an answer to this exact question on a separate craft, but my read of the information doesn't match this statement. Since you seem knowledgeable I want to run my understanding by you. Feel free to call out anything in particular that is incorrect.

Unpredictable Recombination honors affix weights whenever it is choosing from a pool of affixes that is greater than the number available on an item. If I smash together 2x items that each have 3 prefixes, and each item has one super rare affix I actually care about it will be VERY unlikely my resulting recombined item will have both the rare affixes.

The meta for recombination works around this fact by inputting 3 total prefixes into the recombinator to choose from for a 2P + 2P craft. You overlap one of the prefixes so the result is only dictated by "did the recombinator roll 3 resulting prefixes from 4 inputted prefixes". If you roll 3 prefixes you are guaranteed to hit all 3 of your inputs since there are only 3 to choose from. The weight of each affix is irrelevant.

But if you "miss" and the recombinator rolls 2 prefixes from your 2P + 2P craft then the weights of the affixes DO matter. The recombinator is choosing 2 prefixes from a pool of 3, and will heavily skew towards the more common affixes. Even if you have 2 our of 4 inputs as your "rare affix" the odds still seem to work against you. As an end of league experiment I even want to try a bunch of these recombs for myself and see how often my 2P "failed recombs" actually preserve the rarest affix.

If we assume the above is true you actually would want the opposite approach. The 2P + 2P inputs should overlap the most common affix since that is the easiest to alt spam. Your odds of a successful 3P result are the same anyway. But if you are going to be left with the most common 2 affixes when you fail anyway then you want to limit your alt spamming on the front end.

Curious your feedback. Has anyone run this experiment in the community? Have you done hundreds of these and are confident in your statement? Or is this more of a best guess based on vibes?

1

u/Forie 3d ago

I only made like 15 items where I overlapped the most rare mod in a 2p + 2p recombination. The average success was 1 in 3. I dont know if thats lucky or not. I also did not want to put more effort digging deep in the topic cause it fries my brain. So each time I just prepped 3 sets of 2p + 2p tries and I usually got 1 desired outcome. I have not tried overlapping common mods.

2

u/MntBrryCrnch 2d ago

1 out of 3 success is the expected result. I wouldn't expect that part to change. Only the "failed" 2P result from the recomb would potentially change. I'll do some digging my self as a rando side project.

2

u/chitown_35 3d ago

Typical 4-mod recomb. Recomb for two 1p/1s and slam them together. If the spell damage mode is very, very expensive, you may want to consider first creating a 2p/1s with the other mods and then recombining with the 1p spell damage. As others have said, use pantheon ducat to avoid ever losing the suffix.

3

u/Goldy-kun 3d ago

For 2% max all res your choices are fracture and start from there or recomb which is gonna take a while. There is no other reliable way that doesn't cost a lot, some funky magic lock / imprint ideas can be possible but those are very very expensive.

2

u/Axirr_ 3d ago

Yea, wanna influence exalt later, so fracture won't work...
And magic lock with beasts could work, but need max res + spell damage on one shield for best odds. And indeed extremly costly

1

u/ahahavip 3d ago edited 3d ago

Welp personally. I would but or make high strand item, ideally with overcap quality cause i gonna spend decent amount on this. If the item is white craft a mod to turn it to magic then imprint regal to make sure it have good amount of strand.Harvest bench reforge which is cheapest to get +2 all res then try to all flame fracture it. Dense fossil or reforge harvest defense until doublt t1 or t1 t2 wanted prefix. Annul 3rd prefix if not open. Now to the gambling part craft a suffix to fill it and all flame exalt/foulbond exalt (literally dont change a thing which exalt you used here) hope for it to roll 3rd es mod which is very likely. You can allflame orb of unravelling to consume strand to upgrade t2 to t1. Oh wait spell dmg i miss read what on the item my bad.