while im not a fan of "magical" clothing.. the jist i get from these is, the more even the gear points are to the item you wish to socket, the better odds you will have for success, while profs increase the overall success rate for socketing the item in..
but then again im the type of person who would fail kindergarden math class... rofl.. just how i am currently reading the system they are using, it seems to be fairly common mmo crafting system IMO.
your skill/stats (profs) determine the success rate modifier you receive when attempting to socket.
the gear rating vs the item rating determine the default success rate you will have to start with.
random chance roll takes the item/gear rating and your prof bonus to give the final odds on if you succeed or not.
lower numbers = easier chance, but easier chance means weaker overall stats?
so gear that is 0-0 to an item that is 0-0 would be 100% or almost 100%.. + your stats would boost that % up higher and the final die would give you the fail/success rate off that.
i think..... its far to early in the morning for me to be all mathematical.. not that i ever want to be... :/ im sure others will be able to figure it out way easier then i could lol
as for blazers.. am i to assume then the old system of X blazers = 10BB/s max is now changed to blazer 15+ = 15bb/s ?? or is it still 10bb/s just you gain that quicker with 15 blazers by default?? (still safer to just make 90 some odd walls of blazers with a single gate path walled off by trees and 9 feet high cliffs..
