Thanks for the great content as you always provide. So basically, from what I understand about this mechanic, one may need 5-6 corpses to do what one fossil can offer (regarding normal crafting, not the special mods). Besides that, you don't get to decide which base is going to be. (there is a corpse that weighted towards higher lvl base but still RNG)
I've been working on crafting a wand and didn't realize there was a break point for gems that you could go past. I think my next items will be seeing if i can make a replacement for Mind Spiral. Having an extra 200 mana on my helm would be a nice start.
My initial impression was that this was meant to be a much simpler crafting system for people who didn't want to figure out ordinary crafting, with the catch being that the output is a little more chaotic and overall usually not as good. I guess that's not the case.
The problem is that the modifiers from corpses have multiplicative effect, so it's always better to use one full-graveyard craft than two half-graveyard.
People learned (and generally liked) recombinators, they were way more complicated than this. I was staring at poedb for HOURS with recombs even after someone else worked out how they worked
@@sirgogrecomb interface and how you used them was a lot less tedious whereas as the graveyard leaves little to be desired when it comes to interacting with it. Hopefully they adjust something about it like making it so you can zoom further to see all of it and other things
Thanks for shedding light on how spicy the crafting can get. The amount of complaining I am seeing is really bumming me out. This video makes me want to play and tinker more.
Too much luck involved and good corpses are not that abundant while your graveyard can carry so little that you can't stock up. Also it's clunky to use graveyard. Just wish they'll give us an option to hide corpses from maps.
It's clunky, but so were recombinators. Remember that long delay after each craft? As for power - it's not solved yet. A1-4 it's the second strongest mechanic ever (behind only Scourge), later acts it's kinda 'meh', early endgame it's pretty strong though. Way better than what old harvest did for early gearing.
Use the node in the bottom right of the atlas, it gave me a rare corpse roughly 33% of corpses buried and you can just remove the ones that are bad for you you can also get the double corpse node to get even more, I get 10-20 per map in yellows
Im going for the Apostate on my current build, Im going jugg Seismic Trap and I am using the Broken Faith shield. I want to get Devouring Diadem and then I will go for Apostate. ❤
Very nice video today. Thank you While +1 Power Charge is very powerful and desireable, I would have loved to have had more exclusive haunted mods shown in the video. Now I'm really curious what is possible. +1 PC is interesting tho because now we can get eldritch implicits alongside it.
Would limiting the amount of tiers a bunch of those modifiers can have not also massively help with weighting? (And perhaps reduce just how much -% you need?) 200% limit to low tier = 2/3 of tiers gone IIRC, but even at 100% each, it makes a Huge difference, and will still get better odds with 600/750/900% (Half) reduced instead of 1200, 1500, 1800! (5159 vs 5226, lower is better.) And the difference is even more noticeable if we use 200% or so. Also, if we assume we roll the rarity mod, then we can subtract 3000 from the numbers above.
I'm confused by bottom left necropolis cluster. There is distinction between haunted and devoted modifiers, so I'm unsure if passives that give increased/reduced effect (and +1 level) of haunted modifiers affect devoted modifiers.
Rather than using two dozen scarcer corpses to get into the thousands of percent scarcer you should definitely pepper in some +100 to X tier corpses as well. You ban half the tiers with a single one, halving the total weight of +life or +elemental or whichever, for a single corpse!
Can you tell the mod families of the maximum charge haunted mods? Is it possible to get a haunted and influenced mod to get+2 max charges, or will the haunted mod block it?
This league mech gives me strong Archnemesis league mech vibes. Did not care to chase (effort required) recepies to get something good, so its a skip. Mapping additions can be nice - especially Nameless Seer.
Not having much control over the base item type is interesting limitation. There are also some more specific haunted corpses to use, for example Haunted by Lilius Nevalious or Fabricia Phrecia. I'm assuming these have a limited list of the haunted mods for more controlled crafting, but I have yet to experiment with them.
It's a good limitation. Think of it this way. They want some rng. They nerfed harvest because it was too easy to make it deterministic. The base being random is probably the best way to stop that from happening, but still end up with usable items. I made some pretty decent things so far. Nothing amazing. But I was able to at least force evasion only gear. Do I really need the highest tier base for every item? No. The rest of the mods being good are enough while you try a few more times for the perfect base. If you can easily pick the base, then the actual time spent crafting would be rather low and everyone could have op items like in harvest league.
SirGog, rng is in this game's dna Would PoE be ruined with deterministic crafting? Like I could craft what I wanted if I grinded the bases and crafting materials
Is there a certain percentage I need to hit to guarantee a mod or block a mod. For example if I want physical how much % do I need to guarantee t1 and let’s say I wanna block attributes what % what I need to guarantee the block? Also what does +1 explicit do? Aren’t those just mods in general
+1 explicit = go from 4 mods to 5, or 6 (with 2 of them). You can never guarantee a mod can't roll, just rig the odds in your favour. But you can rig the odds by a lot. To absolutely guarantee T1 - if there's 10 tiers you need 900% mod tier rating. 13 tiers, 1200%, etc.
They're on gloves, which have a different mod pool. You'll need to shrink down Life, Defences and Attack mods (gloves can't roll thorns, which is the main reason to suppress physical, but they have flat damage to attacks of each damage type once you enable haunted mods), and you have the same issue with mana rolls on int and hybrid int bases, and you'll probably want about as much Scarcer Attack as Scarcer Life. But a lot of this is personal risk tolerance (how hard it is to get the corpses vs how likely the craft is to fail), so check out the link in the description and have a tinker to see the odds.
Nevermind i got it, after a year of trying to figure it out, today i finally understood the structure of the site XDXDXD I can't navigate poedb, what steps do i need to take to get tho that page? the one with the mods and you can select the %incr-%decr.? off course, i can click your link, but if i want to look at boots?
@@smac3691 craft of exile has the necropolis among the crafting methods and i find it better. But, if you are still curious, up top in the homepage of poedb you click "modifiers" and select "modifiers in the drop-down, then you just select the base and the correct page will show up
@@llucioo Thank you so much, I'll look into it, I was looking at also CraftofExile website that has some haunted simulations I was trying, but it's kinda complicated and SirGog did a good job using this one as an example
Not sure if someone else has already pointed this out, but I’m pretty sure Mark mentioned in his interview with Ziz that the haunted +1 power charge mod falls into the same modgroup as the influenced one. So unfortunately a +3 power charge helmet would not be possible. You can still go for +2 with corrupt implicit though!
And why exactly would you chase a +1 pc helm anyways? You can already craft influenced ones and the normal ones are 10c. Also, if the whole excitement around the entire league is getting +1 pc on helm and some other family uniques then ya know league can't be saved
Influence ones are trash, can't Eldritch craft them, and Awakener Orbs are useless this league (outside narrow niches) because the league mechanic is so powerful it will, once learned, invalidate other crafting methods. The ones that are 10c were made by accident early. Happens all the time with powerful mods that aren't complete items. They'll get bought by flippers.
@@sirgog i just hope you're right about league mechanic invalidating other crafting coz i personally love ggg crafting leagues and this one ain't looking good so far. Really hoped we'd see new op mods in pool like recombs had. Looks like a glorified fossil crafting so far that is semi deterministic at best
The haunted mods are the only thing interesting about necropolis crafting, and most of them are not very good. The mana per int is good, but most mana stackers already use indigon as a helmet. I'm sure someone will eventually find a way to make the new crafting useful, but there are much better options for crafting any item without haunted mods.
Necropolis eclipses essences at least for early endgame gear. I think Rog is better in trade but I feel early use of essences are obsolete this league.
so you need like, 45 corpses to really "Start" a craft. On average we get maybe 1 per map that bears relevance to a particular craft. so that's a reward every 45 maps or so (from the crafting mechanic specifically). feels bad. we could get more per map if the morgue could carry/bury corpses related to multiple crafts at once but that's not very realistic without eventually leading to painful micro management (burying almost every corpse, when you get it). please GGG. more morgue space. just show on slabs the 64 oldest or whatever. let us fill coffins from the menu of corpses. let us filter the corpse menu by tags at least.
Im getting Synthesis league vibes from this mechanic and thats the league I hated the most ever, you invest all the resources to put together what you want and even then you get screwed by rng and get trash, Ill see by the time I start farming t16 but if its the same case where even with the super strong corpses you can still get screwed then Ill move on until the next league
TBH I think it's a LOT simpler than Recombinators were. I had to read up for many, many, MANY hours to understand them enough to design crafts. I feel it's more "fossils, but with more agency". Of course, with agency comes complexity, look at the character passive tree.
Warlord mod costs three mod slots (Exarch implicit and Eater implicit as well) and locks out a lot of craft options. It's like in Sentinel early on people were saying the crafting was bad and that they'd rather use a synth mod than the charge explicit mods.
@@sirgog Yeah I've been telling everyone that people used to say recombinators and harvest were bad at the start of their respective leagues. Until the community and streamers do the work to show the ignorant people how crazy the crafting is, they will keep doing it sub-optimally and saying the league is trash. Unfortunately I don't know if GGG can do a complicated league mechanic before reactionaries write it off and influence everyone elses opinion on the way out.
@@sirgog you have far more control with warlord however. Crafting with Necro item will be even harder than it was crafting with 1-5 elemental damage per 10 stat affix we had on boots in Sentinel. And they were pain in the ass as i remember. As far as i can see, fractured charge will be the only thing useful about this league mechanic. And thats it. Rest requires far too much effort for just a glorified alchemy orb.
@@fistan5447 How does deleting 50-75% of the bad rolls = glorified alchemy orb. This is as close to deterministic high rolling we've had since the original harvest.
@@Demonace34 how long does it take to collect all those corpses? Also you're not deleting any of them, at best 5x more likely, and 3x less likely. Check the grave mods again. There's no full blocking affixes like fossils do. And they give alot higher weighting than 5x. 10x is the norm. Yes we already have a better system than necropolis at base game. AND I can spam any currency in the game. You cant spam corpses. You collect 6-7 good ones over 2 dozen maps and they are gone for 1 craft.
This is one of the rare leagues where almost every player I've talked to hates it and is moving on to play something else...... GGG really dropped the ball on this one badly. Forcing a league mechanic with rippy mods on players without rewarding the players for hard work is a bad bad mistake.
I can't say this is something I'm too eager to interact with but I'm so grateful for people like you who demystify obfuscated mechanics like this
When I saw "pseudoban", I thought that it was a strat so unethical that it got people banned in-game xD
Harvest was considered a fail in the first several weeks… it is still looked as one of the best crafting league.
Just wanna point out that this is year after year, a very high quality channel.
Thanks for the great content as you always provide.
So basically, from what I understand about this mechanic, one may need 5-6 corpses to do what one fossil can offer (regarding normal crafting, not the special mods). Besides that, you don't get to decide which base is going to be. (there is a corpse that weighted towards higher lvl base but still RNG)
Brilliant video. Nice to see that poedb was so fast to add Necropolis calc support. Good luck with your crafts everyone
I've been working on crafting a wand and didn't realize there was a break point for gems that you could go past.
I think my next items will be seeing if i can make a replacement for Mind Spiral. Having an extra 200 mana on my helm would be a nice start.
My initial impression was that this was meant to be a much simpler crafting system for people who didn't want to figure out ordinary crafting, with the catch being that the output is a little more chaotic and overall usually not as good. I guess that's not the case.
The problem is that the modifiers from corpses have multiplicative effect, so it's always better to use one full-graveyard craft than two half-graveyard.
People learned (and generally liked) recombinators, they were way more complicated than this. I was staring at poedb for HOURS with recombs even after someone else worked out how they worked
@@sirgogrecomb interface and how you used them was a lot less tedious whereas as the graveyard leaves little to be desired when it comes to interacting with it. Hopefully they adjust something about it like making it so you can zoom further to see all of it and other things
it's really anti intuitive. if you want life, you need to increase mana tiers...
Thanks for shedding light on how spicy the crafting can get. The amount of complaining I am seeing is really bumming me out. This video makes me want to play and tinker more.
Too much luck involved and good corpses are not that abundant while your graveyard can carry so little that you can't stock up. Also it's clunky to use graveyard. Just wish they'll give us an option to hide corpses from maps.
It's clunky, but so were recombinators. Remember that long delay after each craft?
As for power - it's not solved yet. A1-4 it's the second strongest mechanic ever (behind only Scourge), later acts it's kinda 'meh', early endgame it's pretty strong though. Way better than what old harvest did for early gearing.
Use the node in the bottom right of the atlas, it gave me a rare corpse roughly 33% of corpses buried and you can just remove the ones that are bad for you you can also get the double corpse node to get even more, I get 10-20 per map in yellows
@@sirgog the nice thing about recombinators was that farming bases became good money. That meant almost every strategy was viable.
You can trade corpse. Buy the ones you want.
@@EvilWeiRamirez wasn't true early, took well into the second week for people to know what to farm.
Im going for the Apostate on my current build, Im going jugg Seismic Trap and I am using the Broken Faith shield. I want to get Devouring Diadem and then I will go for Apostate. ❤
Very nice video today. Thank you
While +1 Power Charge is very powerful and desireable, I would have loved to have had more exclusive haunted mods shown in the video.
Now I'm really curious what is possible.
+1 PC is interesting tho because now we can get eldritch implicits alongside it.
MS Exel the League lmao
So basically like OG Harvest league.
Another one
Would limiting the amount of tiers a bunch of those modifiers can have not also massively help with weighting? (And perhaps reduce just how much -% you need?) 200% limit to low tier = 2/3 of tiers gone IIRC, but even at 100% each, it makes a Huge difference, and will still get better odds with 600/750/900% (Half) reduced instead of 1200, 1500, 1800! (5159 vs 5226, lower is better.) And the difference is even more noticeable if we use 200% or so. Also, if we assume we roll the rarity mod, then we can subtract 3000 from the numbers above.
I'm confused by bottom left necropolis cluster. There is distinction between haunted and devoted modifiers, so I'm unsure if passives that give increased/reduced effect (and +1 level) of haunted modifiers affect devoted modifiers.
Top tier content, your videos are amazing!
Rather than using two dozen scarcer corpses to get into the thousands of percent scarcer you should definitely pepper in some +100 to X tier corpses as well. You ban half the tiers with a single one, halving the total weight of +life or +elemental or whichever, for a single corpse!
Can you tell the mod families of the maximum charge haunted mods? Is it possible to get a haunted and influenced mod to get+2 max charges, or will the haunted mod block it?
Is there a necropolis crafting simulator up yet? Like I want X Y & Z at a certain tier on an item what corpses do I need to gather?
Probably in work on craftofexile
@@sirgog that’ll be fun to use. I genuinely feel this will be the league I learn how to craft proper gear.
This league mech gives me strong Archnemesis league mech vibes. Did not care to chase (effort required) recepies to get something good, so its a skip. Mapping additions can be nice - especially Nameless Seer.
Not having much control over the base item type is interesting limitation.
There are also some more specific haunted corpses to use, for example Haunted by Lilius Nevalious or Fabricia Phrecia. I'm assuming these have a limited list of the haunted mods for more controlled crafting, but I have yet to experiment with them.
Haunted by x are for uniques crafting
@@Mejker Oh, OK. thanks for the info
It's a good limitation. Think of it this way. They want some rng. They nerfed harvest because it was too easy to make it deterministic. The base being random is probably the best way to stop that from happening, but still end up with usable items. I made some pretty decent things so far. Nothing amazing. But I was able to at least force evasion only gear. Do I really need the highest tier base for every item? No. The rest of the mods being good are enough while you try a few more times for the perfect base. If you can easily pick the base, then the actual time spent crafting would be rather low and everyone could have op items like in harvest league.
SirGog, rng is in this game's dna
Would PoE be ruined with deterministic crafting?
Like I could craft what I wanted if I grinded the bases and crafting materials
can you make a video crafting for int helmet?
why does the qual look like 720p when i have it on 4k?
Is there a certain percentage I need to hit to guarantee a mod or block a mod. For example if I want physical how much % do I need to guarantee t1 and let’s say I wanna block attributes what % what I need to guarantee the block? Also what does +1 explicit do? Aren’t those just mods in general
+1 explicit = go from 4 mods to 5, or 6 (with 2 of them).
You can never guarantee a mod can't roll, just rig the odds in your favour. But you can rig the odds by a lot.
To absolutely guarantee T1 - if there's 10 tiers you need 900% mod tier rating. 13 tiers, 1200%, etc.
Word thank you
What global channel do you all hang out in? I can't find this resource anywhere. TY and can't wait to chat.
I'm in 16807 usually
Is there a +frenzy charge one? Can you recommmend how to use mechanic for that?
They're on gloves, which have a different mod pool. You'll need to shrink down Life, Defences and Attack mods (gloves can't roll thorns, which is the main reason to suppress physical, but they have flat damage to attacks of each damage type once you enable haunted mods), and you have the same issue with mana rolls on int and hybrid int bases, and you'll probably want about as much Scarcer Attack as Scarcer Life. But a lot of this is personal risk tolerance (how hard it is to get the corpses vs how likely the craft is to fail), so check out the link in the description and have a tinker to see the odds.
Nevermind i got it, after a year of trying to figure it out, today i finally understood the structure of the site XDXDXD
I can't navigate poedb, what steps do i need to take to get tho that page? the one with the mods and you can select the %incr-%decr.? off course, i can click your link, but if i want to look at boots?
I can't find it either, how do we get the necropolis modifiers to show up? I've spent 45 minutes looking
@@smac3691 craft of exile has the necropolis among the crafting methods and i find it better. But, if you are still curious, up top in the homepage of poedb you click "modifiers" and select "modifiers in the drop-down, then you just select the base and the correct page will show up
@@llucioo Thank you so much, I'll look into it, I was looking at also CraftofExile website that has some haunted simulations I was trying, but it's kinda complicated and SirGog did a good job using this one as an example
Not sure if someone else has already pointed this out, but I’m pretty sure Mark mentioned in his interview with Ziz that the haunted +1 power charge mod falls into the same modgroup as the influenced one. So unfortunately a +3 power charge helmet would not be possible. You can still go for +2 with corrupt implicit though!
And why exactly would you chase a +1 pc helm anyways? You can already craft influenced ones and the normal ones are 10c. Also, if the whole excitement around the entire league is getting +1 pc on helm and some other family uniques then ya know league can't be saved
Influence ones are trash, can't Eldritch craft them, and Awakener Orbs are useless this league (outside narrow niches) because the league mechanic is so powerful it will, once learned, invalidate other crafting methods.
The ones that are 10c were made by accident early. Happens all the time with powerful mods that aren't complete items. They'll get bought by flippers.
@@sirgog i just hope you're right about league mechanic invalidating other crafting coz i personally love ggg crafting leagues and this one ain't looking good so far. Really hoped we'd see new op mods in pool like recombs had. Looks like a glorified fossil crafting so far that is semi deterministic at best
The haunted mods are the only thing interesting about necropolis crafting, and most of them are not very good. The mana per int is good, but most mana stackers already use indigon as a helmet. I'm sure someone will eventually find a way to make the new crafting useful, but there are much better options for crafting any item without haunted mods.
Necropolis eclipses essences at least for early endgame gear. I think Rog is better in trade but I feel early use of essences are obsolete this league.
They should keep the MORE chance and +TIER and remove all the pseudobanning crap. And just make those mods more effective.
Crafting fixed
aaaaand its different :D bad timing on the release here
TBH the strat still works, just have to skip one step ("ban int bases, ban dex bases")
so you need like, 45 corpses to really "Start" a craft. On average we get maybe 1 per map that bears relevance to a particular craft. so that's a reward every 45 maps or so (from the crafting mechanic specifically). feels bad. we could get more per map if the morgue could carry/bury corpses related to multiple crafts at once but that's not very realistic without eventually leading to painful micro management (burying almost every corpse, when you get it).
please GGG. more morgue space. just show on slabs the 64 oldest or whatever. let us fill coffins from the menu of corpses. let us filter the corpse menu by tags at least.
Im getting Synthesis league vibes from this mechanic and thats the league I hated the most ever, you invest all the resources to put together what you want and even then you get screwed by rng and get trash, Ill see by the time I start farming t16 but if its the same case where even with the super strong corpses you can still get screwed then Ill move on until the next league
🍺
I'm just gonna continue to skip the mechanic lol. Too much shenanigans for me.
Coffin crafting is just Fossil crafting with extra steps.
What
It looks so complicated😅
TBH I think it's a LOT simpler than Recombinators were. I had to read up for many, many, MANY hours to understand them enough to design crafts.
I feel it's more "fossils, but with more agency". Of course, with agency comes complexity, look at the character passive tree.
all that trouble for a mod that easily drops from warlord. This league is a wash
Warlord mod costs three mod slots (Exarch implicit and Eater implicit as well) and locks out a lot of craft options.
It's like in Sentinel early on people were saying the crafting was bad and that they'd rather use a synth mod than the charge explicit mods.
@@sirgog Yeah I've been telling everyone that people used to say recombinators and harvest were bad at the start of their respective leagues. Until the community and streamers do the work to show the ignorant people how crazy the crafting is, they will keep doing it sub-optimally and saying the league is trash. Unfortunately I don't know if GGG can do a complicated league mechanic before reactionaries write it off and influence everyone elses opinion on the way out.
@@sirgog you have far more control with warlord however. Crafting with Necro item will be even harder than it was crafting with 1-5 elemental damage per 10 stat affix we had on boots in Sentinel. And they were pain in the ass as i remember. As far as i can see, fractured charge will be the only thing useful about this league mechanic. And thats it. Rest requires far too much effort for just a glorified alchemy orb.
@@fistan5447 How does deleting 50-75% of the bad rolls = glorified alchemy orb. This is as close to deterministic high rolling we've had since the original harvest.
@@Demonace34 how long does it take to collect all those corpses? Also you're not deleting any of them, at best 5x more likely, and 3x less likely. Check the grave mods again. There's no full blocking affixes like fossils do. And they give alot higher weighting than 5x. 10x is the norm. Yes we already have a better system than necropolis at base game. AND I can spam any currency in the game. You cant spam corpses. You collect 6-7 good ones over 2 dozen maps and they are gone for 1 craft.
This is one of the rare leagues where almost every player I've talked to hates it and is moving on to play something else...... GGG really dropped the ball on this one badly. Forcing a league mechanic with rippy mods on players without rewarding the players for hard work is a bad bad mistake.
this is so stupid