Welcome to the wonderful world of components. If you're here because you heard about the "Component Rework", and have no idea how to untangle the complicated jargon that is component crafting, read on.
If you're a crafter who's been playing for an extended period of time before December 2018 I suggest starting with the "What's changed?" section. Otherwise move on to "I'm new".
On December 23rd 2018 the entire component creation process was changed, essentially undoing most of the old mechanics.
Stars have been removed from the game entirely, and replaced with a new Item Quality value from 1% to 100%
Tier is no longer automatically generated based on your mastery + input material quality, and is now explicitly chosen by the crafter at time of component creation
Difficulty is no longer complicated and different based on component type\input material. No more 214 difficulty yggdrasweave, folks!
Queues are now used for component creation, meaning no more indefinite running of a single component
Mastery no longer determines top tier stats, and only provides dice
Submastery is now crucially important. It no longer determines the star range of your item as stars have been removed, and that formula was broken anyway. Submastery now determines how quickly your item will be created (much more on this later)
Over Roll now applies to components. While this is not unique to components, it is a new feature that was introduced with this patch and applies to our items as well as refined materials.
"Fake mastery" or using low tier materials to attempt a high tier item and endlessly fail, thus giving the user essentially free mastery, is now possible for components as it has been until this point with refined goods.
Input Material Requirements have been changed, and in almost every case, increased across the board. Some components which took as few as 1 input material\tick now require up to 4\tick (Axe Heads). All weapon and armor components now take either 2 or 4 input materials. Tools are the lone exception to this and still require the same amount of input materials as previous.
Im new just give me the basics
There are three primary factors in component creation:
1) Quality is determined by the Tier of an item. This is selected by the crafter at time of creation, ranging from Tier 1 (worst) to Tier 40 (Best). While there are ranges within each tier, a Tier 30 component should always be stronger than a Tier 29 component. Within a tier, input material quality impacts the top end range of that item, with normal providing the least, and ascendant providing the most.
Other factors in quality: RNG
2) Difficulty is determined by the Tier of an item. A tier 1 item has a difficulty of 1. A tier 40 item has a difficulty of 40. Mastery has the most impact in overcoming difficulty, as you get more dice from mastery, and the -difficulty modifiers for crafting do apply here in reducing a component's difficulty.
Other factors that help address difficulty: Housing (+success, -difficulty) additions and Equipment (Chance to reroll lowest dice while crafting)
3) Speed is determined by the Tier of an item and your submastery in that item that you are creating. Creating a tier 1 component at submastery 1 will take 17,280 successful progress ticks. Creating a tier 20 component at submastery 20 will also take 17,280 successful ticks.
Other factors that help address speed: Over Roll
Lets go into each of these, particularly submastery, in a lot more detail!
A component's difficulty is equal to its tier, regardless of the quality of input material used, your mastery, or submastery.
A Tier 1 item has a difficulty of 1. A tier 30 item has a difficulty of 30.
Any time a difficulty check is passed, 1 progress is taken away from the item's total # of ticks required.
Speed & Submastery
The amount of time it takes to create a component is largely a function of your submastery.
The formula for # of ticks is 17,280 * 1.1 ^ (Component Tier - Submastery).
For a component by component breakdown of how many materials are required to make a specific component, see Equipment.
The amount of materials it takes to create a component is essentially your # materials used per tick (Ranging from 1-4), times your # of ticks required to make an item (determined by sub mastery). The per tick number is wired into the item - fabrics will always take 2\tick, axe heads will always take 4\tick. Most people refer to this as being a "1 mat", "2 mat", or "4 mat" crafter.
The only variable you can really control is your submastery. If you are M10 in axe heads, and have submastery 10 in copper axe heads - you will require 4\tick * 17,280 ticks for a total of 68,800 input materials to create a tier 10 item. However, if you have submastery 1 in iron axe heads, you will require 4\tick * 40,557 ticks for a total of 162,227 input materials to create a tier 10 item.
Mastery & Submastery Accrual
Every tick that you spend creating a component will give you 1 mastery regardless of the input material(s) used in the component, and what type of component you are making. You will get 1 mastery\tick for making a fabric with jute as both input materials. You will gain 1 mastery\tick for making an unstrung bow with spruce\oak\maple\glasir as the input materials.
Every tick that you spend creating a component will give you 4 submastery divided among the number of materials used.
A hoe handle only uses one input material - therefore you would gain 4 spruce submastery per tick for creating a spruce hoe handle.
A fabric uses two input materials - therefore you would gain 4 jute submastery per tick for creating a jute fabric (2 per input) or 2 jute and 2 cotton submastery for creating a hybrid jute\cotton fabric (2 per input - 4 total)
An unstrung bow uses four input materials - therefore you would gain 1 submastery in spruce\oak\maple\glasir for creating a hybrid unstrung bow (1 per input - 4 total)
Mixing material types neither causes you to get double mastery, or lose it. You get the same amount.
Because failures give mastery, you can take advantage of this mechanic to essentially grind free mastery at early levels with a greatly reduced material input requirement.
Normally, starting out at Mastery 1 (M1) and Sub Mastery 1 (SM1) it would take you 17,200 ticks to create a tier 1 component, and anywhere from 17,200 input materials to 68,000 input materials. Because it's impossible to roll lower than a 1, this means that after a week of crafting you would have approximately 7 components for use, at the cost of 120k to 480k refined materials. As a result of your ticks, you'd wind up at approximately M6 and SM10 in your chosen craft.
At the time of this writing, refined materials go for roughly 1k\each on the market, so you're looking at startup costs of 120 million to 480 million. In exchange, Tier 1 components aren't exactly likely to be market leaders, so it's a lot of cost for effectively nothing.
How do we solve this? Fake it! Starting out at the same M1/SM1 it would take you 65,000 ticks to create a tier 15 component. The downside is that it takes "more" input materials (130k to 260k), but at difficulty 15 you will be unable to succeed on a single tick until M3, when you'll have a success rate of ~10%. At M4, this moves to 17%. Over the long run, you will use significantly less materials, and incur far greater costs.
If you can manage to get your hands on enough, tier 30 gear is even better. At difficulty 30, it takes 272k - 1.08M input materials, but you will have a 0% success rate until M9, at which point you'll succeed on 1% of your ticks.
Make no mistake - either way you are going to need friends, help, a guild, leol, or good luck to get started in crafting - but "Fake mastery" is a massive resource when starting out to lower your costs.
|Method||Startup cost||Mastery after first craft finishes|
|Tier 1 - "Real" crafting||68.8k||M4 - 17,200 XP|
|Tier 15 - "Fake" mastery||260k||TBD, M7-M8 range|
|Tier 30 - "Fake" mastery||1.08M||TBD, M13+ range|