I was reading a few posts about inbuing and, even though it looks a craftable skill, the way it has been thought I think it will have no use for crafters as a way for revenues at least for high end items.
Why ?
Well, one post I read showed the following as the current dynamics for imbuing :
1st mod: 170-200% success 100% intensity
2nd mod: 95-117% success 100% intensity
3rd mod: 50-63% success 100% intensity
4th mod: 24.9% success 100% intensity
5th mod: 4.9% success 80% intensity
Now, let's imagine a customer asking for an item with all 5 mods ay 100% or above 80% intensity.
Before making the item, the crafter will have no way to know the fails and, therefore, the final price of the item crafted.
What if there are too many fails and the buyer backs off ??
The crafter will have lost a whole lot of valuable resources for an item now sitting there, unsold.
I foreseee for this new skill only personal usage, at least for high end inbuing.
Which is unfortunate, as it could have been a good idea to give a source of revenue to crafters who have been neglected way too long now, IMHO.
Why ?
Well, one post I read showed the following as the current dynamics for imbuing :
1st mod: 170-200% success 100% intensity
2nd mod: 95-117% success 100% intensity
3rd mod: 50-63% success 100% intensity
4th mod: 24.9% success 100% intensity
5th mod: 4.9% success 80% intensity
Now, let's imagine a customer asking for an item with all 5 mods ay 100% or above 80% intensity.
Before making the item, the crafter will have no way to know the fails and, therefore, the final price of the item crafted.
What if there are too many fails and the buyer backs off ??
The crafter will have lost a whole lot of valuable resources for an item now sitting there, unsold.
I foreseee for this new skill only personal usage, at least for high end inbuing.
Which is unfortunate, as it could have been a good idea to give a source of revenue to crafters who have been neglected way too long now, IMHO.