I was hoping to start an in-depth investigation into the chance of crafting 'perfect' pieces of gear. I've browsed all of the theorycrafting forum and significant amounts of general discussion and haven't found one that reveals enough for my tastes. Googling had similar results.
So, what exactly am I talking about? I plan on playing a DH come release (this is largely irrelevant, just using it for an example), and I will be looking into maxing my damage while letting Magic Find and Gold Find take the secondary and tertiary respectively.
Ideally, the 'perfect' bracers for my class for this item is the following:
32 Armor
17 Vitality
+ Max Dexterity
+ Max Magic Find
Now i'm interested in the math for the odds of crafting this perfect item for one specific class, a perfect item for any of the classes (replace Max Dexterity with whatever Max stat), and then using that to generalize percentage chance of creation with any variable on gear.
Looking at just 1 stat, and assuming things are weighted equally.
25-32 armor
12-17 vitality
+1 Random Magic Property.
Assuming each magic property is weighted the same, regardless of the variance
within said property, then the multiplier here is just the total # of affixes
in the beta. My count from Diablonut is 62. Are certain affixes specific to
certail item slots? Well if it isn't, and any affix can be present on any slot,
then we'd multiply the variance of armor, variance of vitality, the chance of
hitting the random we want(62), and the variance of that affix.
Rank 1 of dexterity on diablonut is +1-8.
1/(7*5*62*8) = 1/17360.
Now adding a second random property:
Rank 1 of Magic find on diablonut is +5-9% Better Chance
1/(7*5*(62*8)*(62*5) = 1/(35*496*310) = 1/5381600
Could this math possible be correct?
I also read in an Affix thread that the full game might have as many as 300 affixes,
this would make the odds even more insane.
I'm guessing affixes must be specific to item slot, which would cut down the largest
multiplier.
Very good point about double the chance, and also for fixing the armor/vitality stats.
I think there's a slight miscalculation here:
1/8 * 1/6 * 2/153760 = 2/3690240 = 1/1845120
I think you'll find that 1/8 * 1/6 * 2/153760 = 2/7380480 = 1/3690240
Correct me if i'm missing something though.
I also realized that, as far as I know, the game will not allow you to 'double dip'. So therefore if you have 62 different affixes on the first enchant, you'll only have 61 on the second. With double the chance, the fixed armor/vitality values, and the double dipping, i'm looking at this number now:
2 chances out of / (8 armor variance) * (6 vitality variance) * ((62 affixes) * (8 variance in Dex)) * ((61 remaining affixes) * (5 variance for MF))
So 1 out of a little over 3.5 million crafts will be 100% perfect with two fixed stats (Armor and Vitality) and two randoms, that you need specifically maxed.
Now if we replace the Dex with any of the three stats that add damage (Dex, Int, Strength) we're looking at 4/7261440 = 1/1815360.
These numbers are still pretty outrageous, and I believe the flaw lies in the number of possible affixes. There are 62 on diablonut, but i'm almost positive at this point that those affixes are assigned specific item slots.
Just to prove my point, if you were looking for a perfect in the above stats for any of the three (Dex, Int, or Strength) and decided to craft all 1.8 million, and crafting 1 took approximately 2 seconds (factoring in the time it takes to salvage the failed attempts this may be very optimistic).
It'd take you 42 days. Just to craft them. Not even blizzard is this mean. :-) Now we just need to find the affixes specific to each item slot and take it from there....
This may come dangerously close to falling into a new topic, one based around arguing the merits of each affix, but I think it's safe to say that there will be 'winner' stats and 'loser' stats. Some stats that you see on an item and mentally take note of the wasted enchantment. Just off the top of my head these would include:
'Losers':
-Health Regen.
-Pickup gold/health globe range.
-Thorns abilities (I argue this because i plan on playing a class that revolves around avoiding getting hit and staying at ranged)
-Health globe bonus to health.
-Maybe %block and armor...
'Winners':
-Anything that boosts damage, whether it be 'of wounding' with straight damage additions (+2-3), 'of the snake' with added poison damage (+3-6 poison), or a class specific stat, like Dex for DH's, increased attack speed...
-Vitality, more health is always good.
-Magic Find for the ability to find better gear, or for more magical items to salvage to make better gear...
-Gold Find for repair costs, stash size increases, crafting, buying cheap blue gear to salvage to craft...
-Resists
Obviously you will have to balance out your characters stats to maximize survivability, damage done, and MF/GF. As difficulty increases so will your need to boost the first two, rather than the former. The question still remains: "What is the chance of crafting that specific best item that i need?"
I think in order to further answer that question we have to identify which affixes can be placed on which item slots. I've spent some time googling and came up short, so I'll attempt my own tests tonight in the beta and post my results.
This discussion is still ultimately pointless, as the math (right or wrong) is only applicable if you can say with 100% surety that this will be the pool of mods, and the only pool of mods, available at release. Which you can't.
The plausibility of this mod pool being much larger is very high, which immediately invalidates any theorycrafting calculations that are done here.
This discussion is still ultimately pointless, as the math (right or wrong) is only applicable if you can say with 100% surety that this will be the pool of mods, and the only pool of mods, available at release. Which you can't.
The plausibility of this mod pool being much larger is very high, which immediately invalidates any theorycrafting calculations that are done here.
I understand where you're coming from, it does seem pretty much pointless to get down to specifics. Any specifics I have used prior to this post have been in an attempt to better explain via example. As for the POINT of the thread though, it is to eventually model (based on examples) an equation with variables (variables that will almost certainly change come the full release) to calculate the odds. Whether or not more affixes are added or not, is irrelevant, as long as we are capable of finding the values of the variables an equation can still be theorycrafted to give information for the actual release, as well as the beta.
This is all assuming it's the same chance for a 1 dexterity to spawn as a let's say 5 dex (hypothetical max).
It could be an equal % chance, such as a 20% chance to reach that max 5 dex. BUT for all we know you have a 90% chance to spawn 1-3 dex, and then an 8% chance for a 4, and a 2% for a 5. (unless Blizzard has stated otherwise, than my apologize)
This is all assuming it's the same chance for a 1 dexterity to spawn as a let's say 5 dex (hypothetical max).
It could be an equal % chance, such as a 20% chance to reach that max 5 dex. BUT for all we know you have a 90% chance to spawn 1-3 dex, and then an 8% chance for a 4, and a 2% for a 5. (unless Blizzard has stated otherwise, than my apologize)
Just my 2 cents
Assumptions are CERTAINLY being made. I think the assumption is logical however. It doesn't seem logical for them to make it any harder to hit that max stat then to hit the lowest stat. As we're starting to see, the amount of combinations alone already make finding the perfect stat fairly rare.
I've noticed that diablonut does in fact house what I assume are correct levels of affixes, and which item slot those affixes can be placed on. The question after that becomes which item levels correspond to which levels of accessible affixes. It doesn't make sense to craft a level 60 piece of armor and have it hit, say, +1 armor. There is going to be a low and a high level of affix(again, logical assumption), and those affixes themselves have a low and a high.
I'm going to put the assumptions to practice tonight. I've saved up some crafting mats over the last two days and plan on creating as many of those example bracers as I can in an attempt to find exactly what level affixes can be attached to them. That should help me get the stats on a percentage fairly easy. Doing an AH search is another great idea for checking this. Just viewing which are for sale and with what stats.
After some time spent tonight crafting some of the Journeyman Bindings, I have a new perspective on what it's looking like. I made 50 of them, taking notes on each one. These are the enhancements I found:
Then going through each of the 62 enhancements listed on diablonut, I found that the following are listed as available for Bracers, but I did not find a single one out of 50:
So, 17 listed that I didn't find, 12 found that are also listed. 29 possible enhancements for bracers in total if diablonut is correct.
At 29 possible enhancements, two random per attempt, 50 attempts, it seems ludicrous that I wouldn't have hit one of the 17 solely on chance. This leads me to believe that they must be item level restricted and the journeyman's simply aren't high enough.
Now, back to our original question. What's the percentage chance of hitting some maximum stats? Something else I came to realize was that, especially at this low level, but questionably even higher up, a stat like armor isn't really necessary to max out. Even at low levels 10 armor does not even raise damage reduction by a single %. Negating this, and focusing on the stats of the item, I've found the following for the Journeyman Bindings:
Going for Dex + MF:
2 chances of hitting the two stats I want, 6 possible vitality, 17 Dex, and 10 MF
So, in order to get Max Dex and Max MF on these specific bracers, it's approximately one out of 400,000 crafts.
Now add Max of a damage stat with the MF, not just Dex:
1 / 138040.
Master Equation for finding % Chance of X number of perfect stats:
X = Total number of Random Stats
X / ( (Any total # of fixed stat options) * (Total enhancements available for item * correct enhancements variance) * ( Total enhancement available for item - 1 * correct enhancements variance).
I checked the AH to see if any of these perfect Stat / MF combo's were listed and there were none.
Way more variables for the answer to this than I care to think about.
ex.
25-32 armor = 7 posibilities alone
12-17 Vitality = 5 posibilities alone
+2 random magic properties = ungodly large number of posibilities
So for just the armor/Vit combo we are talking 35 posible outcomes. Then you have to find out how many magic properties there are. After that you add in the ranges they cover for the item level.
You might even need a deeper understanding of how the system is designed.
ex.
Say for a level 11 item like in the OP for 1 magic property of magic find there are 2 names. (i.e. wand of "ooo shiny" / wand of "ooo and ahh") lets say the "ooo shiny" is a min level of 1 magic property and "ooo and ahh" is a magic property with a min level of 10. Each of these will have a range. The problem is if the system generates a name to match the stats or stats to match the name. I'm not sure to what degree this changes things mind you, it just seems like another place for the math to get longer.
I was wondering if crafting always gives a fixed number of random properties or if it gives at most a certain number of them, and if the second holds, what the chance is to get 2 properties instead of just 1.
This is because DiabloNut uses the wording "+2 Max Random Magic Properties", while the wording on the official site is "+2 Random Properties".
I can tell you that by now, I must have crafted at least 75 of these +2 enhancement bracers, and never come up with just 1 enhancement. It leads me to believe that the enhances are static.
Also, for those interested in my findings, you can view them here:
I can tell you that by now, I must have crafted at least 75 of these +2 enhancement bracers, and never come up with just 1 enhancement. It leads me to believe that the enhances are static.
Also, for those interested in my findings, you can view them here:
Very good work! I understand everything except the "L/Gl", what exactly is that? It also seems that the 2 random mods can't be just any 2, for example you haven't rolled any with more than one different + attrib on them (except +vit, which isn't random). So it would seem that it's not possible to get both +Str and +Dex.
In D2 many rare items could be completely kick-ass without each mod being the max possible. For example a dual leech ring was still very good, even if it was "only" 5% LL and 5% ML. Same will probably go for crafting in D3, as long as you roll the specific mods it will still be very powerful.
L/Gl = + Life per Globe.
You are absolutely right, during my crafting experiments I never have managed to hit a combination of two of the three class dependent attributes (Dex, Int, Str). That could also account for those being tied into ONE enhancement for later item level slots. For example, my quiver:
...well it looks like the image i'm trying to upload needs to be cleared by an admin first. The stats are like this though:
You'll see that this weapon comes with an automatic main stat, of course there is a range for the value of that stat, and there are many other versions of this sort of example. However, at higher levels of crafting those dissapear. Another interesting thing to consider are weapons for a specific class. EX, a wand is usually wizard only, but there are 2h weapons that aren't limited. I would imagine that a wizard only weapon could not have something like STR on it, as it would be really poor design to have someone make a wand that had a higher chance of rolling STR or DEX on it then it did of getting INT, unless my understanding is wrong in this regard if there are three of those stats, you have 1/3 chance of getting INT on it. (Assuming you get one of those stats in the first place.) But on a weapon where there is no class requirement it would make sense for it to be any stat, this allows for melee wizard, and Demon Hunters.
This is all speculation, as we don't know enough for sure, but since I don't have the beta it's impossible for me to test how it holds up. But if so it will have an effect on the probability of a particular item rolling with the stats you want.
Edit: Spelling error.
Rollback Post to RevisionRollBack
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2 core attributes is possible, and also quite likely at >2 random magic properties. In just a few crafts today I had this one for example.
There's no way double/triple/quadruple affixes of the same kind will be in the game though. If it is, it is a huge design flaw.
I checked the blacksmith level 10 crafting stuff, they all have 5 random affixes. So if these numbers you guys have crunched are even remotely close, then its going to be hard to get a perfect-godly item. I guess those items will sell for a lot perhaps.
so it looks like we cant have item with 2 core attributes like +str/dex. Had anyone mannaged to craft anything with 2 same affixes like + 7%GF / +11%GF or is this imposible?
Double affixes was possible in patch 12. I crafted a pair of pants with double slow on hit:
so it looks like we cant have item with 2 core attributes like +str/dex. Had anyone mannaged to craft anything with 2 same affixes like + 7%GF / +11%GF or is this imposible?
I was staring at that spreadsheet until it hit me: Those core stats are all suffixes! At first I thought the item could only get one prefix and one suffix for the 2 random properties, but that doesn't quite seem to be the case.
Suffixes: Str (of the Lion), Dex (of the Hawk), Int (of the Sentry), Thorns (of Thorns), Vit (of the Bear)
So, none of the items ever have more than 1 of the random suffixes, but there are a few with 2 prefixes and 0 suffixes. However, since Vitality is also a suffix, perhaps the rule is that a magic item can't have more than 2 prefixes or 2 suffixes. This fits all the data points and explains why we don't see double attributes at all on this item. A crafted item that didn't have a built-in suffix should then be able to roll double attributes.
2 core attributes is possible, and also quite likely at >2 random magic properties. In just a few crafts today I had this one for example.
*SNIP*
Vindication Breath
+30 Dexterity
+30 Vitality
Increased attack speed by 7%
Each Hit Adds +1 Life
Since this is a rare item, it likely doesn't have the same prefix/suffix restrictions that a magic item has. On this particular rare I believe all 4 of those affixes are suffixes, so it seems the rule from D2 about max 3 prefixes and 3 suffixes on a rare has changed. It will be interesting to see if there is a different limit, or if the affixes on a rare can be all prefixes or all suffixes.
Double affixes was possible in patch 12. I crafted a pair of pants with double slow on hit:
*SNIP*
Crippling Chain Leggings of the Bear
+26 Vitality
2.1% Chance to Slow on Hit
(Crippling is supposed to be 1.00% - 1.25% chance...clearly it rolled that affix twice)
That has got to be a bug. I can't imagine they intend for items to be able to double-up on a given stat. If you haven't already, you might want to report this.
Another interesting aspect of item generation is that the min/max values used in the formulas for each stat are floats. The affix display strings use formatting codes to round values to a certain number of decimal places for display, but my strong suspicion is that the generated value can be any float between the min and max. This has a couple consequences:
1) You only have half the chance of rolling either the min or max value. If the range is 3-5 then 3.0-3.5 will give you a 3, 3.5-4.5 will give a 4, and 4.5-5.0 will give a 5.
2) Even if the item displays the max value, in all likelihood its still not perfect since the actual value is probably being rounded up for display.
This could be confirmed by finding a set of items that don't add exactly the amount of a given stat as you think they should from adding the values together. If true, this makes buying items on the AH a bit more interesting since you don't know exactly what the underlying value is (though, it can't be any more than 0.5 below the displayed value at worst).
Previously blizzard have been using tables for assigning random properties and loot generation in general from monster kills, gambling etc. While they perhaps aren't exact integers, a 5 on item A is the same as a 5 on item B.
In D2, stats for affixes were defined in the data files as a straight up min and max value. These values were integers, though some stats interpreted them as fixed point fractions. In either case, the numbers were interpreted with the same precision that the actual stat was measured in. When an affix was generated for an item, the game simply used an integer random number generator to select a value between the min and max.
In D3, stats for affixes are defined as a series of instructions to compute the value. These instructions are essentially a sort of assembly language for a virtual machine the game uses to be able to store and evaluate arbitrary formulas. All of the values in these formulas are stored as IEEE floating point values. When the formula computes a random number from a min and max, it takes 2 floats as input and outputs a float and the result of the overall formula is a float.
Some stats definitely store their values as floating point (e.g. resource regeneration and chance on hit affixes). Looking at http://www.d3inferno.com/attributes.xml you can see several versions of Str/Dex/Int/Vit stats. Some are stored as Int while others are stored as float16. I don't have an updated list of attribute encodings for Patch 13 to check the AffixList.gam stats against, but it seems possible for the values to be stored either way for any given stat.
In either case, stats that are displayed with fractional digits are almost certainly stored as floating point and, thus, the values displayed in-game are only accurate to +/- half of the least significant digit displayed.
I also believe having an "invisible" range would go against what Blizz wants when it comes to AH and comparing items in general. They don't want you to equip a multitude of item sets to determine which item has 0,1 more of a stat.
I'm not even sure if its possible in principle to accurately figure out what the real value on any given item would be in-game, though I guess that a bit moot since it would certainly be possible to have an external program examine the memory space of D3 while its running and spit out the actual values if they were stored as floats.
Realistically, though, it wouldn't be that big of a deal. At best you are looking at +/-6.5 points to any given integer stat if you had it on all 13 items. On average for non min/max values of a stat, you'd end up coming out even. If you stacked all max values of a stat in all 13 slots you'd average 3.25 points below what you would expect from adding the numbers. If you're stacking Str/Dex/Int at endgame you'll be hitting in the 1000-2000 range for your primary stats, so you're talking less than half a percent difference there.
So, what exactly am I talking about? I plan on playing a DH come release (this is largely irrelevant, just using it for an example), and I will be looking into maxing my damage while letting Magic Find and Gold Find take the secondary and tertiary respectively.
Let's look at an example from the Beta:
Journeyman Bindings (http://diablonut.incgamers.com/item/journeyman-bindings)
25-32 Armor
Ideally, the 'perfect' bracers for my class for this item is the following:
32 Armor
17 Vitality
+ Max Dexterity
+ Max Magic Find
Now i'm interested in the math for the odds of crafting this perfect item for one specific class, a perfect item for any of the classes (replace Max Dexterity with whatever Max stat), and then using that to generalize percentage chance of creation with any variable on gear.
Anyone up for taking a swing at the math?
25-32 armor
12-17 vitality
+1 Random Magic Property.
Assuming each magic property is weighted the same, regardless of the variance
within said property, then the multiplier here is just the total # of affixes
in the beta. My count from Diablonut is 62. Are certain affixes specific to
certail item slots? Well if it isn't, and any affix can be present on any slot,
then we'd multiply the variance of armor, variance of vitality, the chance of
hitting the random we want(62), and the variance of that affix.
Rank 1 of dexterity on diablonut is +1-8.
1/(7*5*62*8) = 1/17360.
Now adding a second random property:
Rank 1 of Magic find on diablonut is +5-9% Better Chance
1/(7*5*(62*8)*(62*5) = 1/(35*496*310) = 1/5381600
Could this math possible be correct?
I also read in an Affix thread that the full game might have as many as 300 affixes,
this would make the odds even more insane.
I'm guessing affixes must be specific to item slot, which would cut down the largest
multiplier.
Very good point about double the chance, and also for fixing the armor/vitality stats.
I think there's a slight miscalculation here:
1/8 * 1/6 * 2/153760 = 2/3690240 = 1/1845120
I think you'll find that 1/8 * 1/6 * 2/153760 = 2/7380480 = 1/3690240
Correct me if i'm missing something though.
I also realized that, as far as I know, the game will not allow you to 'double dip'. So therefore if you have 62 different affixes on the first enchant, you'll only have 61 on the second. With double the chance, the fixed armor/vitality values, and the double dipping, i'm looking at this number now:
2 chances out of / (8 armor variance) * (6 vitality variance) * ((62 affixes) * (8 variance in Dex)) * ((61 remaining affixes) * (5 variance for MF))
2/(8*6*(62*8)*(61*5)) = 2/(8*6*496*305) = 2/7261440 = 1/3630720
So 1 out of a little over 3.5 million crafts will be 100% perfect with two fixed stats (Armor and Vitality) and two randoms, that you need specifically maxed.
Now if we replace the Dex with any of the three stats that add damage (Dex, Int, Strength) we're looking at 4/7261440 = 1/1815360.
These numbers are still pretty outrageous, and I believe the flaw lies in the number of possible affixes. There are 62 on diablonut, but i'm almost positive at this point that those affixes are assigned specific item slots.
Just to prove my point, if you were looking for a perfect in the above stats for any of the three (Dex, Int, or Strength) and decided to craft all 1.8 million, and crafting 1 took approximately 2 seconds (factoring in the time it takes to salvage the failed attempts this may be very optimistic).
It'd take you 42 days. Just to craft them. Not even blizzard is this mean. :-) Now we just need to find the affixes specific to each item slot and take it from there....
'Losers':
-Health Regen.
-Pickup gold/health globe range.
-Thorns abilities (I argue this because i plan on playing a class that revolves around avoiding getting hit and staying at ranged)
-Health globe bonus to health.
-Maybe %block and armor...
'Winners':
-Anything that boosts damage, whether it be 'of wounding' with straight damage additions (+2-3), 'of the snake' with added poison damage (+3-6 poison), or a class specific stat, like Dex for DH's, increased attack speed...
-Vitality, more health is always good.
-Magic Find for the ability to find better gear, or for more magical items to salvage to make better gear...
-Gold Find for repair costs, stash size increases, crafting, buying cheap blue gear to salvage to craft...
-Resists
Obviously you will have to balance out your characters stats to maximize survivability, damage done, and MF/GF. As difficulty increases so will your need to boost the first two, rather than the former. The question still remains: "What is the chance of crafting that specific best item that i need?"
I think in order to further answer that question we have to identify which affixes can be placed on which item slots. I've spent some time googling and came up short, so I'll attempt my own tests tonight in the beta and post my results.
The plausibility of this mod pool being much larger is very high, which immediately invalidates any theorycrafting calculations that are done here.
I understand where you're coming from, it does seem pretty much pointless to get down to specifics. Any specifics I have used prior to this post have been in an attempt to better explain via example. As for the POINT of the thread though, it is to eventually model (based on examples) an equation with variables (variables that will almost certainly change come the full release) to calculate the odds. Whether or not more affixes are added or not, is irrelevant, as long as we are capable of finding the values of the variables an equation can still be theorycrafted to give information for the actual release, as well as the beta.
It could be an equal % chance, such as a 20% chance to reach that max 5 dex. BUT for all we know you have a 90% chance to spawn 1-3 dex, and then an 8% chance for a 4, and a 2% for a 5. (unless Blizzard has stated otherwise, than my apologize)
Just my 2 cents
Assumptions are CERTAINLY being made. I think the assumption is logical however. It doesn't seem logical for them to make it any harder to hit that max stat then to hit the lowest stat. As we're starting to see, the amount of combinations alone already make finding the perfect stat fairly rare.
I've noticed that diablonut does in fact house what I assume are correct levels of affixes, and which item slot those affixes can be placed on. The question after that becomes which item levels correspond to which levels of accessible affixes. It doesn't make sense to craft a level 60 piece of armor and have it hit, say, +1 armor. There is going to be a low and a high level of affix(again, logical assumption), and those affixes themselves have a low and a high.
I'm going to put the assumptions to practice tonight. I've saved up some crafting mats over the last two days and plan on creating as many of those example bracers as I can in an attempt to find exactly what level affixes can be attached to them. That should help me get the stats on a percentage fairly easy. Doing an AH search is another great idea for checking this. Just viewing which are for sale and with what stats.
Excited to get home and do more research. :-)
VERY low chance.
After some time spent tonight crafting some of the Journeyman Bindings, I have a new perspective on what it's looking like. I made 50 of them, taking notes on each one. These are the enhancements I found:
Dexterity, Str, Int, Vit, MF, Crit, PickUp, Exp, Thorns, Regen, L/Gl, and GF.
Then going through each of the 62 enhancements listed on diablonut, I found that the following are listed as available for Bracers, but I did not find a single one out of 50:
Armor, Damage Reduction [Elemental], Damage to Health, Dexterity + Intelligence, Dexterity + Vitality,
Intelligence + Vitality, Item Value, Maximum Life, Resist All, Resist Arcane, Resist Cold, Resist Fire,
Resist Lightning, Resist Poison, Strength + Dexterity, Strength + Intelligence, Strength + Vitality.
So, 17 listed that I didn't find, 12 found that are also listed. 29 possible enhancements for bracers in total if diablonut is correct.
At 29 possible enhancements, two random per attempt, 50 attempts, it seems ludicrous that I wouldn't have hit one of the 17 solely on chance. This leads me to believe that they must be item level restricted and the journeyman's simply aren't high enough.
Now, back to our original question. What's the percentage chance of hitting some maximum stats? Something else I came to realize was that, especially at this low level, but questionably even higher up, a stat like armor isn't really necessary to max out. Even at low levels 10 armor does not even raise damage reduction by a single %. Negating this, and focusing on the stats of the item, I've found the following for the Journeyman Bindings:
Going for Dex + MF:
2 chances of hitting the two stats I want, 6 possible vitality, 17 Dex, and 10 MF
2/ (6 * (29 * 17) * (28 * 10)) = 2 / ( 6 * 493 * 280) = 2 / 828240 = 1 / 414120.
So, in order to get Max Dex and Max MF on these specific bracers, it's approximately one out of 400,000 crafts.
Now add Max of a damage stat with the MF, not just Dex:
1 / 138040.
Master Equation for finding % Chance of X number of perfect stats:
X = Total number of Random Stats
X / ( (Any total # of fixed stat options) * (Total enhancements available for item * correct enhancements variance) * ( Total enhancement available for item - 1 * correct enhancements variance).
I checked the AH to see if any of these perfect Stat / MF combo's were listed and there were none.
Way more variables for the answer to this than I care to think about.
ex.
25-32 armor = 7 posibilities alone
12-17 Vitality = 5 posibilities alone
+2 random magic properties = ungodly large number of posibilities
So for just the armor/Vit combo we are talking 35 posible outcomes. Then you have to find out how many magic properties there are. After that you add in the ranges they cover for the item level.
You might even need a deeper understanding of how the system is designed.
ex.
Say for a level 11 item like in the OP for 1 magic property of magic find there are 2 names. (i.e. wand of "ooo shiny" / wand of "ooo and ahh") lets say the "ooo shiny" is a min level of 1 magic property and "ooo and ahh" is a magic property with a min level of 10. Each of these will have a range. The problem is if the system generates a name to match the stats or stats to match the name. I'm not sure to what degree this changes things mind you, it just seems like another place for the math to get longer.
I can tell you that by now, I must have crafted at least 75 of these +2 enhancement bracers, and never come up with just 1 enhancement. It leads me to believe that the enhances are static.
Also, for those interested in my findings, you can view them here:
https://docs.google.com/spreadsheet/pub?key=0AiYl6WYrrUPodEdKTEF4VzU5XzItZW5yb0k4YS1EeVE&output=html
L/Gl = + Life per Globe.
You are absolutely right, during my crafting experiments I never have managed to hit a combination of two of the three class dependent attributes (Dex, Int, Str). That could also account for those being tied into ONE enhancement for later item level slots. For example, my quiver:
...well it looks like the image i'm trying to upload needs to be cleared by an admin first. The stats are like this though:
+17 Str
+17 Dex
+11 MF
http://us.battle.net...l=2&slot=ranged
You'll see that this weapon comes with an automatic main stat, of course there is a range for the value of that stat, and there are many other versions of this sort of example. However, at higher levels of crafting those dissapear. Another interesting thing to consider are weapons for a specific class. EX, a wand is usually wizard only, but there are 2h weapons that aren't limited. I would imagine that a wizard only weapon could not have something like STR on it, as it would be really poor design to have someone make a wand that had a higher chance of rolling STR or DEX on it then it did of getting INT, unless my understanding is wrong in this regard if there are three of those stats, you have 1/3 chance of getting INT on it. (Assuming you get one of those stats in the first place.) But on a weapon where there is no class requirement it would make sense for it to be any stat, this allows for melee wizard, and Demon Hunters.
This is all speculation, as we don't know enough for sure, but since I don't have the beta it's impossible for me to test how it holds up. But if so it will have an effect on the probability of a particular item rolling with the stats you want.
Edit: Spelling error.
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I checked the blacksmith level 10 crafting stuff, they all have 5 random affixes. So if these numbers you guys have crunched are even remotely close, then its going to be hard to get a perfect-godly item. I guess those items will sell for a lot perhaps.
Double affixes was possible in patch 12. I crafted a pair of pants with double slow on hit:
I was staring at that spreadsheet until it hit me: Those core stats are all suffixes! At first I thought the item could only get one prefix and one suffix for the 2 random properties, but that doesn't quite seem to be the case.
Prefixes: MF (Scouting), Crit (Iron), PickUp (Gathering), Exp (Adventuring), Regen (Reptilian), L/Gl (Mending), GF (Lucky)
Suffixes: Str (of the Lion), Dex (of the Hawk), Int (of the Sentry), Thorns (of Thorns), Vit (of the Bear)
So, none of the items ever have more than 1 of the random suffixes, but there are a few with 2 prefixes and 0 suffixes. However, since Vitality is also a suffix, perhaps the rule is that a magic item can't have more than 2 prefixes or 2 suffixes. This fits all the data points and explains why we don't see double attributes at all on this item. A crafted item that didn't have a built-in suffix should then be able to roll double attributes.
Since this is a rare item, it likely doesn't have the same prefix/suffix restrictions that a magic item has. On this particular rare I believe all 4 of those affixes are suffixes, so it seems the rule from D2 about max 3 prefixes and 3 suffixes on a rare has changed. It will be interesting to see if there is a different limit, or if the affixes on a rare can be all prefixes or all suffixes.
That has got to be a bug. I can't imagine they intend for items to be able to double-up on a given stat. If you haven't already, you might want to report this.
1) You only have half the chance of rolling either the min or max value. If the range is 3-5 then 3.0-3.5 will give you a 3, 3.5-4.5 will give a 4, and 4.5-5.0 will give a 5.
2) Even if the item displays the max value, in all likelihood its still not perfect since the actual value is probably being rounded up for display.
This could be confirmed by finding a set of items that don't add exactly the amount of a given stat as you think they should from adding the values together. If true, this makes buying items on the AH a bit more interesting since you don't know exactly what the underlying value is (though, it can't be any more than 0.5 below the displayed value at worst).
In D2, stats for affixes were defined in the data files as a straight up min and max value. These values were integers, though some stats interpreted them as fixed point fractions. In either case, the numbers were interpreted with the same precision that the actual stat was measured in. When an affix was generated for an item, the game simply used an integer random number generator to select a value between the min and max.
In D3, stats for affixes are defined as a series of instructions to compute the value. These instructions are essentially a sort of assembly language for a virtual machine the game uses to be able to store and evaluate arbitrary formulas. All of the values in these formulas are stored as IEEE floating point values. When the formula computes a random number from a min and max, it takes 2 floats as input and outputs a float and the result of the overall formula is a float.
Some stats definitely store their values as floating point (e.g. resource regeneration and chance on hit affixes). Looking at http://www.d3inferno.com/attributes.xml you can see several versions of Str/Dex/Int/Vit stats. Some are stored as Int while others are stored as float16. I don't have an updated list of attribute encodings for Patch 13 to check the AffixList.gam stats against, but it seems possible for the values to be stored either way for any given stat.
In either case, stats that are displayed with fractional digits are almost certainly stored as floating point and, thus, the values displayed in-game are only accurate to +/- half of the least significant digit displayed.
I'm not even sure if its possible in principle to accurately figure out what the real value on any given item would be in-game, though I guess that a bit moot since it would certainly be possible to have an external program examine the memory space of D3 while its running and spit out the actual values if they were stored as floats.
Realistically, though, it wouldn't be that big of a deal. At best you are looking at +/-6.5 points to any given integer stat if you had it on all 13 items. On average for non min/max values of a stat, you'd end up coming out even. If you stacked all max values of a stat in all 13 slots you'd average 3.25 points below what you would expect from adding the numbers. If you're stacking Str/Dex/Int at endgame you'll be hitting in the 1000-2000 range for your primary stats, so you're talking less than half a percent difference there.
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