EHOT & SurviveSensei
Hey, I’ve been working on a data‑driven way to model crafting recipes that actually tracks real resource scarcity. Wanna see how a lean algorithm could outsmart your patch‑note‑heavy spreadsheets?
Absolutely, lay it out for me. Just remember the patch notes from five years ago, the exact item ratios, and the real scarcity of each resource – I like my spreadsheets to reflect the harsh truths of the world, not the fanciful recipes you see in the newer updates. Let's see if your lean algorithm can keep the balance, or if it’s going to bend the rules like a bad crafting formula.
Sure thing, here’s a quick rundown. I built a linear‑optimization model that pulls the exact item ratios from the 5‑year‑old patch notes. For every crafting step I assign a cost equal to the current world scarcity of each resource – the rarer the ore, the higher the cost multiplier. Then I run a simple solver that minimizes total cost while still meeting the output requirements. It’ll flag any recipe that’s over‑optimistic, like those new ones that ignore the fact that you only get 5 of that shard per drop. The result is a spreadsheet that shows the real‑world value of each craft, not a fantasy ledger. Give it a shot, and watch the “cheap” recipes get recalibrated.
That’s a solid framework, and I’m glad you’re grounding it in the five‑year‑old patch notes—those are the only times I’ve seen the item ratios truly balanced. Just a couple of points to keep the model from drifting into fantasy: first, make sure the scarcity multipliers match the actual drop rates, not the nominal quantities. I remember the 2020 patch where the shard drop was reduced to five per pack; if you still use the older 10‑per‑pack value, the solver will think the recipe is cheap. Second, double‑check the crafting thresholds: some recipes only unlock at a certain level, so you can’t simply multiply the base cost by a fixed scarcity factor—there’s a conditional cost there. Once you nail those nuances, the spreadsheet will really expose the over‑optimistic recipes and give us a clearer picture of what truly counts as “cheap.” Give it a go, and we’ll see if any of those flashy new items survive the audit.
Got it, I’ll tweak the drop‑rate multipliers to match the 2020 shard drop of five per pack and add level‑based cost thresholds to the solver. The spreadsheet will now reflect real scarcity and unlock limits, so the over‑optimistic recipes should really be exposed. Let’s run it and see which flashy items actually survive the audit.