Why are unique variants of even low-star items so valuable?
Topic question. In particular, I'm seeing things like UVs on haze bombs going for multiple thousands of crystal energy. I understand why a bit of charge time reduction is desirable in a bomb (I'm a bomber, myself), but I can't really see taking even a maxed CTR haze bomb over my fiery atomizer even for free, let alone 12 million crowns' worth of crystal energy.
What am I missing, here? I'm sure I'm not catching on to something.
People with disposable income are often prone to disposing of it.
Unique Variants:
"When crafting an item, there is a low probability that you may get a randomized unique variant- a special version of that item with an added bonus. You can not choose the unique variant you obtain; however, variants can be transferred when that item is upgraded."
Make a ton of cheap Haze Bombs to get charge reduction UVs, then upgrade them.
Okay, I didn't know that part about the properties of a unique variant being passed along through the upgraded recipes. Still, can someone clarify?
The wiki text that was quoted here, along with joozek's just plain statement of the matter, uses the word "can." That's a very different meaning from "will."
Is it a guaranteed trait that will be passed on to an upgraded item? If we're to take "can" at its literal meaning, the price for these items is still difficult for me to understand. 4000 crystal energy for a 30% shot (just pulling a speculative stat out of my arse) is still completely absurd.
Then again, if it's a 100% chance, then the value makes a little more sense .... plus somebody needs to change the wiki to be a bit more clear on the matter. :P
The wiki is pretty clear (I thought). You choose to either keep the UV that it currently has or discard it and get the usual chance for a UV (presumably if you want a specific one).
When you upgrade an item using a recipe, you'll see a checkbox for whether you want the new item to inherit the old item's UV. This is because you can only have one UV on an item. You may want to sacrifice the old item's UV for the chance of getting a better one by crafting the upgrade.
I've seen the checkbox, yes. I thought that the checkbox was to allow a unique variant (meaning, the item itself, not the statistic on the item) to be automatically carried over to the recipe for transmutation. I had just assumed the developers didn't think people would want the game to just pluck a potentially valuable UV item from their inventory when they were making something, without confirmation.
I didn't realize it was actually asking about the trait itself, let alone giving the option to make sure it's passed along to the next item.
Alright, that clears it up. Thanks for the information.
I said transfer, that implies no gambling ;)
Because you can transfer the UV to the upper crafts in the alchemy paths.