Update 3.1.5 Patch Notes

It seems crafting with selected attribute(s) has extra costs compared to the table:
1/3 - crystal + glyph ----> there is an extra 250 gems cost (all costs at slot select: 0–>250)
2/3 - 4 crystals + 2 glyphs ----> there is an extra 750 gems cost (all costs: 250–>1000)
3/3 - 13 crystals + 3 glyphs —> there is an extra 2250 gems cost (all costs: 1000–>3250)

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I’m so sorry, it does look like Gems were missed when we were writing out the cost table under Selecting attributes :woman_facepalming:t2:

1/3 Chosen Attributes
1 Follower Crystal
1 Glyph
250 Gems

2/3 Chosen Attributes
4 Follower Crystals
2 Glyphs
750 Gems

3/3 Chosen Attributes
13 Follower Crystals
3 Glyphs
2250 Gems

I’ll get that table updated asap.

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This has been resolved! And only 2 players were affected, so they have been sent their Ore back.

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Well, only those who do nothing make no mistakes.
In return, can you tell us if the odds are equal or influenced/weighted when crafting?
a) Random crafting: is every item equally likely to occur?
b) Are attribute varieties equally likely to occur?
c) Is the quality of the gear (base+attr.) random, or weighted towards the low or maybe mid range?
Thank you.
The questions could go on and on, and I don’t know why you don’t put an info-link everywhere with all the available options (gears, attributes etc.) and the probability of their occurrence? Or why you don’t declare that random means a completely equal (uninfluenced) chance?
In the current situation, I am forced to assume that random does not mean equal opportunities and that for some reason the developer does not dare to play with open cards.

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Assuming these are all about crafting with nothing selected except the rarity - a completely random craft…

  • crafting with no item selected - is every item equally likely to occur?

    • Each item has an equal chance to appear. All possibilities that are available for crafting, are in the pool of options, and each has the same chance to be selected.
      With the exception of Seasonal Gear, which is not craftable
  • are attribute varieties equally likely to occur?

    • No, some attributes that are better suited to the item will be more likely to appear. For example, Spell sets will have a higher chance for spell attributes.
  • Is the gear quality (base+attr.) random, or weighted towards the low or maybe mid range?

    • You should see it drop at about the same Quality you’d see from chests. In my case (as an example), the last 7 pieces I’ve crafted have sat roughly in the mid-range so far.
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Thank you very much for all the information. I’m really happy about the equal opportunity in the first answer!

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@Jeto Event bug is back, this time with fire 1 day event. Spell rush (fire) all fire spells start the batttle at full mana. Not working for the player or the first opponent (whose running two red spells) and you easily remove the mana from the 2nd opponent by exiting game and restarting. If you want I’ll make another bug report?

I’ll follow up that previous event report and see where the fix is at

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Why is the damage so low on Desert Night? Other blue spells with similar effects do double the damage. In my case 8k compared to 16k.



The mana cost is slightly cheaper, but not nearly good enough to warrant dropping the damage by half, IMO. It already targets yellow gems, which is nice but also a bit more restrictive compared to the other 2 spells that target any gems. Max spellbook by the way.

The description for me in the season shop showed damage much higher than when I had it equipped.

I’m not at my game now so can’t give the numbers, but it was at least one half less damage equipped than what was stated it was in the shop.

Just in case, did you have a different hero equipped while you were viewing it vs the hero you equipped it to?

For this spell, I think it has a lower damage as once you get it up to those higher levels (like your other spells) you are getting 7-9 gems converted so almost a free stun as well depending on your board state

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Deep Shot gives 7 gems, Cold Snap gives 8, so I suppose Desert Night potentiallly giving up to 9 is a fair point.

@Jeto If you do a filter search for gear sets, the Lightbringer Set is in the wrong spot. Its not in L like you’d expect, but between the Dragonking and Dreamhold sets.

Mmm cos in the data it looks like it has a different name - I’ve let the team know!

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The damage shown will depend on the hero and loadout you check it with (its spellbook level, power and mastery) so you probably checked with a different hero/loadout than when you later equipped.

Yep, most spells (including cold snap and deep shot) have a 2x level, power and mastery multiplier, but desert night only has a 1x multiplier.

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@Jeto Blinding Blast (spell) bug - For some reason you can’t preview the spell info from the hero inventory screen when its in your loadout by clicking directly on it like you can with other spells, Instead you have to go over to the spell vault on the right side of your loadout and click info from there to read the spell details.


This is how its supposed to work, I put the cursor on Smite and press X and my spell info comes right up.

I go to Blinding Light and do the same thing and nothing, no preview comes up.

Instead I have to go to my spell vault on the right and click its picture and press info to see the spell details.

I tested Desert Night as well and that spell was just fine.

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Can you make it so? A “forge” tab within the season chapter?

Even a random mythic piece like we have in the current season would be good.

Thank you for asking.

It was the same hero with same loadout.

Checking now.

Currently the shop shows 3,574 damage for the spell and with spell equipped it is 2,559.

The numbers were lower before I leveled it up but I didn’t put more resources into the spell yet.

Also…while having it equipped in my blue load out, the damage description changes from mode to mode (ie VS, Story) while the other numbers stay the same.