Basically it follows this flow:
1. Craft base item with normal ingots/leather/wood/stone
2. Reforge if you want some overcapped mod or unimbuable mod (ie. mr 3-4, luck 150, casting focus, dex, str, int, hci, dci) on the armour piece
3. Powder of fort it to 255
4. Imbue the wanted mods
5. Enhance with special material
6. Refine if you want overcap resists or DCI
Thank you very much for the clarification.
Let me see if I understood your explaination.
1. Craft base item with normal ingots/leather/wood/stone
A crafter has the option to use regular or runic tools. Under which conditions should a crafter want to use just a plain regular tool or a runic one ? And should it be a runic, which or the various runics should a crafter use ? Like are there specific runics for specific items/modifiers wanted ?
2. Reforge if you want some overcapped mod or unimbuable mod (ie. mr 3-4, luck 150, casting focus, dex, str, int, hci, dci) on the armour piece
With reforging, I seem to understand that only 1 or perhaps max 2 modifiers can be pushed over the cap, and this comes at the expense of the remaining modifiers that the item has where their values goes shrinked to marginal numbers. Is that so ? If it works as this, why would it be better to push a modifier over the CAP at the risk of making an item brittle or not repairable rather than instead "spread over" the various pieces of a suit the modifiers wanted ?
I will make an example to try to explain better my point.
Let us assume that a crafter is designing to make a whole suit. We have Head, Neck, Chest, Arms, Gloves,Legs,
Ring, Bracelet, Weapon, Shield, Robe, Back, Belt, Sash, Talisman,Shoes. We have total of 16 items all of which can carry modifiers.
Now, let's say that we want the suit to have, among the other modifiers, Hit Chance Increase maxed out at the 45% CAP and, for example, also Hit Point increase at the CAP of 25 and Defense Chance Increase at the CAP of 45% for the suit. There will be of course other modifiers, but for the sake of not complicating this discussion, let's limit to these 3.
Now, the intensity range of these 3 modifiers is, for Hit chance Increase max 15% per item, Hit Point increase max 5 per item and Defense Chance Increase max 15% per item.
Now, why would a crafter, when designing an entire suit of 16 pieces, want to reforge anything to push any modifier over the set CAP per item (thus risking getting a brittle or unrepairable item) when, for example, to reach the suit CAP of 45% in Hit Chance Increase or Defense Chance Increase he/she can simply split over 3 pieces of the 16 pieces suit this 45% CAP with each of the 3 pieces carrying 15% each of these modifiers which would be within the individual piece CAP ? For Hit Point increase, where the total suit CAP is 25 and each piece has a CAP of 5, it would only take 5 pieces of the 16 composing the entire suit to carry each a modifier of HPI 5 without needing also here no reforging to exceed any item CAP.
I mean, where would be the need to ever want to reforge an item, when designing a whole suit of 16 pieces, when it only takes some planning to evenly spread out the wanted modifiers over the 16 pieces comprising the suit ?
As in regards to designing a whole suit, then, is there a character editor or calculator out there which helps in designing such a complete suit by starting from the wanted modifiers, skills, stats ?
For example, let's say that a crafter wants to make a suit that is all resistances at 75, HCI 45%, DCI 45%, HPR 18, MR 20, FCR 6, FC 4, LMC 40, HLL 100%, LRC 100%, SSI 60%, SR 24.
Using such a character editor or calculator, the crafter enters the above wanted modifiers for the suit wanted and the tool automatically computes all of the various possibilities to put together such a suit taking into account existing artifacts/special items and then it comes out with what artifacts/special items it suggests should be used PLUS what extra pieces will need to be crafted/added separatedly using reforging, imbuing and refinement.
Does such a tool exist or if not, how does a crafter proceeds to plan, design and then put together a whole suit of 16 pieces starting from what one wants the suit to end up being like ?
3. Powder of fort it to 255
Ok, so durability gets added
after reforging and
before any imbuing/refinement.
4. Imbue the wanted mods
Alright, so imbuing comes in between reforging and refinement.
5. Enhance with special material
Why enhancing ? What for ? Ain't imbuing enough to push number for modifiers higher ?
6. Refine if you want overcap resists or DCI
So refinement only works for resists or Defense Chance Increase to exceee the single items' CAP ?
That is, to have any Resist or DCI exceed the 15% item CAP ?
If so, like for #1 why, having 16 items to spread over the various modifiers would a crafter have any single item need to "break" the CAP for that modifier on that item ?
For example, let's take the resistances: Physical, Fire, Cold, Poison and Energy. Why would a crafter want to have any of them be past 15% which is the intensity range max possible using refinement, when having just 15% on each of the 6 body pieces (Head, Neck, Chest, Arms, Gloves,Legs) would get 15% x 6 = 90% in each of those 6 resistances for the overall suit
without needing to break the individual 15% item CAP through the use of refinement ?
Please bear with me if I said a lot of nonsense, I am trying to understand how this complicated crafting dynamics works and I find it quite a lot confusing........
Thanks for all of the help !