

So, crafted items might be like pink Diadem drops: a fixed iLvl (that ought to be higher for HQ, frankly) and some randomness in the stats (perhaps only in the secondary stats).... the best of both worlds would be to keep the math mini-game but change the stats on finished products. Change them from fixed values to an RNG range.
The goal would always be to get 100% quality but that will no guarantee an optimal outcome. And, due to RNG, a lower quality out come could still produce a weapon of the same quality as the 100% quality craft.
Sounds fun, and I suspect most of the mechanisms are already coded.
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